Beispiel #1
0
 public void gift_loaded_callback(AssetBundle aBundle, string aBundleName)
 {
     mLoader = new CharacterLoader();
     mLoader.complete_load_character(aBundle, aBundleName);
     //mManager.mCharacterBundleManager.add_bundle_to_unload(aBundle);
     IsLoaded = true;
 }
Beispiel #2
0
    public void sunset_loaded_callback(AssetBundle aBundle, string aBundleName)
    {
        mLoader = new CharacterLoader();
        mLoader.complete_load_character(aBundle, aBundleName);

        mBackground = new FlatElementImage(mLoader.Images.background1, mLoader.Sizes.mBackSize, 0);
        mBackground.HardPosition = mFlatCamera.get_point(0, 0);
        mStubbyHairyGrass        = construct_flat_image("BG-1", 2);

        mElement.Add(mBackground);
        mElement.Add(mStubbyHairyGrass);

        var sun = mManager.mCharacterBundleManager.get_image("SUN");

        mSun = new FlatElementImage(sun.Image, sun.Data.Size, 1);
        var light = mManager.mCharacterBundleManager.get_image("SHINE");

        mLightRay = new FlatElementImage(light.Image, light.Data.Size, 1);
        mLightRay.HardPosition = mFlatCamera.get_point(0, -10000);
        mElement.Add(mSun);
        mElement.Add(mLightRay);

        //mManager.mCharacterBundleManager.add_bundle_to_unload(aBundle);
        IsLoaded = true;

        //prep the sky for fetus
        set_sun(-1, true);
        set_sky_color(0);
    }
Beispiel #3
0
    public void start_screen_loaded_callback(AssetBundle aBundle, string aBundleName)
    {
        mBundle = aBundle;

        CharacterLoader loader = new CharacterLoader();

        loader.complete_load_character(aBundle, aBundleName);
        mLoader = loader;


        //create background
        mElement.Add(construct_flat_image("BACKGROUND", 0));
        mElement.Add(construct_flat_image("FG-1", 30));
        for (int i = 2; i < 30; i++)
        {
            var img = construct_flat_image("BG-" + i, 30 - i);
            mElement.Add(img);
        }
        set_start_screen_character_transparency();


        NewMenuReferenceBehaviour refs = mManager.mNewRef;

        //kinect required image
        if (!GameConstants.ALLOW_NO_KINECT && mManager.mZigManager.is_reader_connected() == 0)
        {
            //TODO put up a KINECT REQUIRED message
            mKinectRequiredImage = construct_flat_image("FG-1", 1000);
            mKinectRequiredImage.SoftPosition += new Vector3(0, -400, 0);
            mElement.Add(mKinectRequiredImage);
        }


        //mMenuBackground;
        //mMenuSelector;
        //mResume;
        //mRestart;



        //????
        mMessageText = new FlatElementText(refs.genericFont, 60, "", 1);
        mMessageText.HardPosition = mRTCamera.get_point(Vector3.zero) + new Vector3(0, 400, 0);
        mElement.Add(mMessageText);

        start_configuration_display();

        IsInitialized = true;
    }
    public void scene_loaded_callback(AssetBundle aBundle, string aBundleName)
    {
        //Debug.Log("loading character in CharacterLoader " + aBundleName);
        //TODo don't do this serial
        CharacterLoader loader = new CharacterLoader();

        loader.complete_load_character(aBundle, aBundleName);

        if (mManager.mGameManager.character_changed_listener(loader))
        {
            aBundle.Unload(false);
        }
        else
        {
            mUnloadAtEnd.Add(aBundle);
        }
    }