void Start()
 {
     if (layer == null)
     {
         layer = transform.parent.GetComponent <GiraffeLayer>();
     }
 }
 public void DrawTo(GiraffeLayer layer)
 {
     if (visible)
     {
         layer.Add(mTransform2D, mSprite);
     }
 }
Beispiel #3
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    void Start()
    {
        mLayer = GetComponent <GiraffeLayer>();
        mAtlas = mLayer.atlas;

        mBoxes    = new GiraffeSprite[4];
        mBoxes[0] = mAtlas.GetSprite("Box");
        mBoxes[1] = mAtlas.GetSprite("Box2");
        mBoxes[2] = mAtlas.GetSprite("Box3");
        mBoxes[3] = mAtlas.GetSprite("Box4");

        int count = 50 + UnityEngine.Random.Range(1, 20);

        mLayer.Begin(count);

        for (int i = 0; i < count; i++)
        {
            int x = UnityEngine.Random.Range(0, Screen.width);
            int y = UnityEngine.Random.Range(0, Screen.height);
            int b = UnityEngine.Random.Range(0, mBoxes.Length);
            mLayer.Add(x, y, mBoxes[b]);
        }

        mLayer.End();
    }
Beispiel #4
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    void Start()
    {
        mLayer = GetComponent <GiraffeLayer>();
        mAtlas = mLayer.atlas;

        mBoxes    = new GiraffeSprite[4];
        mBoxes[0] = mAtlas.GetSprite("Box");
        mBoxes[1] = mAtlas.GetSprite("Box1");

        mCount        = 50 + UnityEngine.Random.Range(1, 20);
        mTranslations = new Vector2[mCount];
        mRotations    = new float[mCount];
        mScales       = new Vector2[mCount];

        for (int i = 0; i < mCount; i++)
        {
            float time = UnityEngine.Random.Range(0.0f, 8.0f);
            float cx   = UnityEngine.Random.Range(0, Screen.width);
            float cy   = UnityEngine.Random.Range(0, Screen.width);

            GiraffeSprite sprite = mBoxes[i % 2];

            mTranslations[i] = new Vector2(cx, cy);
            mRotations[i]    = time;
            mScales[i]       = new Vector2(sprite.width, sprite.height) * Mathf.Sin(mRotations[i]) * 8.0f;
        }
    }
Beispiel #5
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    void Start()
    {
        mLayer = GetComponent <GiraffeLayer>();
        mAtlas = mLayer.atlas;

        ReadTileMap();


        int area          = mapWidth * mapHeight;
        int x             = 0;
        int y             = 0;
        int screenOriginX = Screen.width / 2 - (mapWidth * tileWidth) / 2;
        int screenOriginY = Screen.height / 2 - (mapHeight * tileHeight) / 2;

        mLayer.Begin(area);
        for (int i = 0; i < area; i++)
        {
            mLayer.Add(screenOriginX + x * tileWidth, screenOriginY + y * tileHeight, mAtlas.GetSpriteAt(map[i]));

            x++;
            if (x >= mapWidth)
            {
                x = 0;
                y++;
            }
        }
        mLayer.End();
    }
 void FindParts()
 {
     mLayer = GiraffeInternal.GiraffeUtils.FindRecursiveComponentBackwards <GiraffeLayer>(mRenderer.transform);
     if (mLayer != null)
     {
         mAtlas = mLayer.atlas;
     }
 }
Beispiel #7
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    void Start()
    {
        mLayer = GetComponent <GiraffeLayer>();
        var atlas = mLayer.atlas;

        mSprites = new GiraffeSprite[randomSprites.Length];

        for (int i = 0; i < randomSprites.Length; i++)
        {
            mSprites[i] = atlas.GetSprite(randomSprites[i]);
        }

        mSpriteWidth  = mSprites[0].width;
        mSpriteHeight = mSprites[0].height;

        Draw();
    }
Beispiel #8
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    public void AddTo(GiraffeLayer layer, int x, int y, String text)
    {
        int length = text.Length;

        int p = x;

        for (int i = 0; i < length; i++)
        {
            char c = text[i];
            if (c >= characterRangeMin && c <= characterRangeMax && characters.ContainsKey(c))
            {
                GiraffeFontGlyph glyph = characters[c];
                layer.Add(p + glyph.xOffset, y + glyph.yOffset, glyph.sprite);
                p += glyph.xAdvance;
            }
            else if (c == ' ')
            {
                p += spaceAdvance;
            }
        }
    }
Beispiel #9
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    public override void OnInspectorGUI()
    {
        GiraffeLayer t = (GiraffeLayer)this.target;

        GUI.changed = false;
        GiraffeAtlas atlas = EditorGUILayout.ObjectField("Atlas", t.atlas, typeof(GiraffeAtlas), false) as GiraffeAtlas;

        if (GUI.changed)
        {
            t.atlas = atlas;
            if (Application.isPlaying == false)
            {
                EditorUtility.SetDirty(t);
            }
        }

        GUI.changed = false;
        int zOrder = EditorGUILayout.IntField("Z-Order", t.zOrder);

        if (GUI.changed)
        {
            t.zOrder = zOrder;
            if (Application.isPlaying == false)
            {
                EditorUtility.SetDirty(t);
            }
        }

        GUI.changed = false;
        int scale = EditorGUILayout.IntSlider("Scale", t.scale, 1, 8);

        if (GUI.changed)
        {
            t.scale = scale;
            if (Application.isPlaying == false)
            {
                EditorUtility.SetDirty(t);
            }
        }
    }
 void FindParts()
 {
     mLayer   = GiraffeInternal.GiraffeUtils.FindRecursiveComponentBackwards <GiraffeLayer>(mTransform);
     mManager = GiraffeInternal.GiraffeUtils.FindRecursiveComponentBackwards <GiraffeQuadRendererManager>(mTransform);
 }
 public void Awake()
 {
     mLayer = GetComponent <GiraffeLayer>();
 }
Beispiel #12
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 public void RemoveLayer(GiraffeLayer layer)
 {
     mLayers.Remove(layer);
     DrawOrderChanged();
 }
Beispiel #13
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 public void AddLayer(GiraffeLayer layer)
 {
     mLayers.Add(layer);
     DrawOrderChanged();
 }
Beispiel #14
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 void Start()
 {
     mLayer = GetComponent <GiraffeLayer>();
     mWhite = mLayer.atlas.GetSprite("Giraffe/White");
 }
Beispiel #15
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 void Awake()
 {
     mEnemies        = new Dictionary <GameObject, List <Enemy> >(4);
     mLayer          = GetComponent <GiraffeLayer>();
     mMissileFactory = GetComponent <MissileFactory>();
 }