Beispiel #1
0
 public void destroy()
 {
     Instantiate(Dodon, transform.position, transform.rotation);
     Effect.EffectEnable();
     FScreen.FadeEnable();
     Destroy(this.gameObject);
     Destroy(this._Button);
 }
Beispiel #2
0
    public void Init(FutileParams futileParams)
    {
        enabled       = true;
        _futileParams = futileParams;

        Application.targetFrameRate = _futileParams.targetFrameRate;

        FShader.Init();         //set up the basic shaders
        FFacetType.Init();      //set up the types of facets (Quads, Triangles, etc)

        screen = new FScreen(_futileParams);

        //
        //Camera setup from https://github.com/prime31/UIToolkit/blob/master/Assets/Plugins/UIToolkit/UI.cs
        //

        if (existingCamera != null)
        {
            _cameraHolder = existingCamera.gameObject;
            _camera       = existingCamera;
        }
        else
        {
            _cameraHolder = new GameObject();
            _camera       = _cameraHolder.AddComponent <Camera>();
        }

        _cameraHolder.transform.parent = gameObject.transform;

        _camera.tag             = "MainCamera";
        _camera.clearFlags      = CameraClearFlags.SolidColor;
        _camera.nearClipPlane   = 0.0f;
        _camera.farClipPlane    = 500.0f;
        _camera.depth           = 100;
        _camera.rect            = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
        _camera.backgroundColor = _futileParams.backgroundColor;

        //we multiply this stuff by scaleInverse to make sure everything is in points, not pixels
        _camera.orthographic     = true;
        _camera.orthographicSize = screen.pixelHeight / 2 * displayScaleInverse;

        UpdateCameraPosition();

        touchManager = new FTouchManager();

        atlasManager = new FAtlasManager();

        CreateDefaultAtlases();


        _stages = new List <FStage>();

        stage = new FStage("Futile.stage");

        AddStage(stage);
    }
Beispiel #3
0
 public void destroy()
 {
     if (!RDShow.IsMoveComplete())
     {
         return;
     }
     Instantiate(Dodon, transform.position, transform.rotation);
     Effect.EffectEnable();
     FScreen.FadeEnable();
     Destroy(this.gameObject);
     Destroy(this._Button);
 }
Beispiel #4
0
    public void Init(FutileParams futileParams)
    {
        enabled       = true;
        _futileParams = futileParams;

        //设置游戏帧率
        Application.targetFrameRate = _futileParams.targetFrameRate;
        //设置basic shaders
        FShader.Init();
        //设置facets' types (Quads, Triangles, etc)
        FFacetType.Init();

        //初始化各引擎组件实例
        screen = new FScreen(_futileParams);

        touchManager = new FTouchManager();

        atlasManager = new FAtlasManager();

        //设置主相机参数:Setup from https://github.com/prime31/UIToolkit/blob/master/Assets/Plugins/UIToolkit/UI.cs

        _cameraHolder = new GameObject();
        _cameraHolder.transform.parent = gameObject.transform;

        _camera      = _cameraHolder.AddComponent <Camera>();
        _camera.tag  = "MainCamera";
        _camera.name = "Camera";
        //_camera.clearFlags = CameraClearFlags.Depth; //TODO: check if this is faster or not?
        _camera.clearFlags      = CameraClearFlags.SolidColor;
        _camera.nearClipPlane   = 0.0f;
        _camera.farClipPlane    = 500.0f;
        _camera.depth           = 100;
        _camera.rect            = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
        _camera.backgroundColor = _futileParams.backgroundColor;

        //we multiply this stuff by scaleInverse to make sure everything is in points, not pixels
        _camera.orthographic     = true;
        _camera.orthographicSize = screen.pixelHeight / 2 * displayScaleInverse;

        UpdateCameraPosition();

        //创建默认Atlas
        CreateDefaultAtlases();

        //初始化Stage管理
        _stages = new List <FStage>();

        stage = new FStage("Futile.stage");

        AddStage(stage);
    }
Beispiel #5
0
    public void Init(FutileParams futileParams)
    {
        enabled       = true;
        _futileParams = futileParams;

        Application.targetFrameRate = _futileParams.targetFrameRate;

        FShader.Init();         //set up the basic shaders

        Futile.startingQuadsPerLayer  = _futileParams.startingQuadsPerLayer;
        Futile.quadsPerLayerExpansion = _futileParams.quadsPerLayerExpansion;
        Futile.maxEmptyQuadsPerLayer  = _futileParams.maxEmptyQuadsPerLayer;

        screen = new FScreen(_futileParams);

        //
        //Camera setup from https://github.com/prime31/UIToolkit/blob/master/Assets/Plugins/UIToolkit/UI.cs
        //

        _cameraHolder = new GameObject();
        _cameraHolder.transform.parent = gameObject.transform;

        _camera      = _cameraHolder.AddComponent <Camera>();
        _camera.name = "Camera";
        //_camera.clearFlags = CameraClearFlags.Depth; //TODO: check if this is faster or not?
        _camera.clearFlags      = CameraClearFlags.SolidColor;
        _camera.nearClipPlane   = -50.0f;
        _camera.farClipPlane    = 50.0f;
        _camera.depth           = 100;
        _camera.rect            = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
        _camera.backgroundColor = _futileParams.backgroundColor;

        //we multiply this stuff by scaleInverse to make sure everything is in points, not pixels
        _camera.orthographic     = true;
        _camera.orthographicSize = screen.pixelHeight / 2 * displayScaleInverse;

        UpdateCameraPosition();

        touchManager = new FTouchManager();

        atlasManager = new FAtlasManager();

        _stages = new List <FStage>();

        stage = new FStage("Futile.stage");

        AddStage(stage);
    }
Beispiel #6
0
 void Update()
 {
     if (FScreen.IsFadeComplete() && !Instanced)
     {
         if (Select == 0)
         {
             Application.LoadLevelAsync("LoadStage");
         }
         if (Select == 1)
         {
             if (SelectMain)
             {
                 SelectMain.Delete();
             }
             Application.LoadLevelAsync("StageSelect");
         }
         Instanced = true;
     }
 }
Beispiel #7
0
    void Update()
    {
        if (Val < 1.0f)
        {
            if (Sokomade)
            {
                Sokomade.SetActive(true);
            }
            Val = Mathf.Min(Val + 0.75f * Time.deltaTime, 1.0f);
        }
        Quaternion ang = OrgAng;

        ang.x = ang.x - CameraCurve.Evaluate(Val) * 0.4f;
        Camera.main.transform.rotation = ang;

        Vector3 MinePos = new Vector3(Random.Range(-30, 30), 35.0f + Random.Range(-10, 10), 30.0f);

        Quaternion rot = transform.rotation;

        DTWait = DTWait + Time.deltaTime;
        if (DTWait > 1.0f)
        {
            DTWait = .0f;
            Wait++;
        }
        if (Wait % 2 == 0)
        {
            Instantiate(StarMine, MinePos, rot);
            Wait++;
        }
        if (Wait > 3)
        {
            FadeOutScreen.SetActive(true);

            FScreen.FadeEnable();
            if (FScreen.IsFadeComplete() && !SceneFlag)
            {
                SceneFlag = true;
                Application.LoadLevelAsync("Result");
            }
        }
    }
Beispiel #8
0
    public void Init(FutileParams futileParams)
    {
        enabled = true;
        _futileParams = futileParams;

        Application.targetFrameRate = _futileParams.targetFrameRate;

        FShader.Init(); //set up the basic shaders
        FFacetType.Init(); //set up the types of facets (Quads, Triangles, etc)

        screen = new FScreen(_futileParams);

        //
        //Camera setup from https://github.com/prime31/UIToolkit/blob/master/Assets/Plugins/UIToolkit/UI.cs
        //

        _cameraHolder = new GameObject();
        _cameraHolder.transform.parent = gameObject.transform;

        _camera = _cameraHolder.AddComponent<Camera>();
        _camera.tag = "MainCamera";
        _camera.name = "Camera";
        //_camera.clearFlags = CameraClearFlags.Depth; //TODO: check if this is faster or not?
        _camera.clearFlags = CameraClearFlags.SolidColor;
        _camera.nearClipPlane = 0.0f;
        _camera.farClipPlane = 500.0f;
        _camera.depth = 100;
        _camera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
        _camera.backgroundColor = _futileParams.backgroundColor;

        //we multiply this stuff by scaleInverse to make sure everything is in points, not pixels
        _camera.orthographic = true;
        _camera.orthographicSize = screen.pixelHeight/2 * displayScaleInverse;

        UpdateCameraPosition();

        touchManager = new FTouchManager();

        atlasManager = new FAtlasManager();

        CreateDefaultAtlases();

        _stages = new List<FStage>();

        stage = new FStage("Futile.stage");

        AddStage (stage);
    }
 public void ListenForResize(FScreen.ScreenResizeDelegate handleResizeCallback)
 {
     RemoveEnablerOfType(typeof(FNodeEnablerForResize));
     AddEnabler(new FNodeEnablerForResize(handleResizeCallback));
 }
Beispiel #10
0
 public void ListenForOrientationChange(FScreen.ScreenOrientationChangeDelegate handleOrientationChangeCallback)
 {
     RemoveEnablerOfType(typeof(FNodeEnablerForOrientationChange));;
     AddEnabler(new FNodeEnablerForOrientationChange(handleOrientationChangeCallback));
 }
	public FNodeEnablerForOrientationChange(FScreen.ScreenOrientationChangeDelegate handleOrientationChangeCallback)
	{
		this.handleOrientationChangeCallback = handleOrientationChangeCallback;	
	}
	public FNodeEnablerForResize(FScreen.ScreenResizeDelegate handleResizeCallback)
	{
		this.handleResizeCallback = handleResizeCallback;	
	}