Beispiel #1
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 public Pause(ref global_vars vars, ref Playable playmode, ref Game1 game)
     : base(game)
 {
     this.game = game;
     this.playmode = playmode;
     thisPause = this;
     variables = vars;
     HUDLocation = variables.HUDLOC;
     layoverPosition = new Rectangle(0, 0, variables.screen_width, variables.screen_height);
     pauseTimer = new Timer(vars.PAUSE_DELAY, game);
     pauseTimer.Elapsed = pauseDelay;
 }
Beispiel #2
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        public Campaign(ref global_vars vars, Player player, Texture2D map, Game1 game)
            : base(game)
        {
            this.variables = vars;
            this.player = player;
            this.map = map;
            this.game = game;
            thisCampaign = this;
            play = this;

            s1 = new Vector2(40, variables.screen_height - 40);
            l1 = new Rectangle(variables.screen_width - 190, variables.screen_height - 70, 50, 50);
            l2 = new Rectangle(variables.screen_width - 130, variables.screen_height - 70, 50, 50);
            l3 = new Rectangle(variables.screen_width - 70, variables.screen_height - 70, 50, 50);

            mapPosition = new Rectangle(0, 0, variables.screen_width, variables.screen_height);
            this.character = this.player.getCharacter(thisCampaign);
            creepers = 0;
            shadows = 0;
        }
Beispiel #3
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        public static void handleCommand(ref Character character, ref Playable playable, ref global_vars variables, ref Game1 game)
        {
            keypressed = Keyboard.GetState();

            //Player movement

            if (keypressed.IsKeyDown(variables.CHARACTER_UP) && (character.getPosition().Y > 0))
            {
                character.setPosition(character.getPosition().X, character.getPosition().Y - variables.CHARACTER_DEFAULT_MOVE_SPEED);
                character.move_state = global_vars.movestate.up;
            }
            else if (keypressed.IsKeyDown(variables.CHARACTER_DOWN) && (character.getPosition().Y < (variables.screen_height - variables.CHARACTER_HEIGHT)))
            {
                character.setPosition(character.getPosition().X, character.getPosition().Y + variables.CHARACTER_DEFAULT_MOVE_SPEED);
                character.move_state = global_vars.movestate.down;
            }
            else if (keypressed.IsKeyDown(variables.CHARACTER_RIGHT) && (character.getPosition().X < variables.screen_width - variables.CHARACTER_WIDTH))
            {
                character.setPosition(character.getPosition().X + variables.CHARACTER_DEFAULT_MOVE_SPEED, character.getPosition().Y);
                character.move_state = global_vars.movestate.right;
            }
            else if (keypressed.IsKeyDown(variables.CHARACTER_LEFT) && (character.getPosition().X > 0))
            {
                character.setPosition(character.getPosition().X - variables.CHARACTER_DEFAULT_MOVE_SPEED, character.getPosition().Y);
                character.move_state = global_vars.movestate.left;
            }

            else character.move_state = global_vars.movestate.notmoving;

            //User commands (spells, shields, etc)
            //Attacks start at player's center
            int posx = character.getPosition().X + (variables.CHARACTER_WIDTH / 4);
            int posy = character.getPosition().Y + (variables.CHARACTER_HEIGHT / 4);
            int shieldx = character.getPosition().X - (variables.SHIELD_WIDTH / 2);
            int shieldy = character.getPosition().Y - (variables.SHIELD_HEIGHT / 2);

            //Sheild (One at a time)
            if (keypressed.IsKeyDown(variables.SHIELD) && (character.shieldOut == false))
            {
                try
                {
                    bool answer = playable.notify(global_vars.notification.ShieldRequest);
                    if (answer)
                    {
                        character.shieldOut = true;
                        game.Components.Add(new Basic_Shield(10000, new Rectangle(shieldx, shieldy, variables.SHIELD_WIDTH, variables.SHIELD_HEIGHT), ref character, ref variables, ref game));
                    }
                }
                catch (Exception e) { throw e; }
            }

            //Basic Attack
            if (keypressed.IsKeyDown(variables.ATTACK_BASIC_UP) && (character.attackReady == true))
            {
                character.attackReady = false;
                game.Components.Add(new Basic_Attack(3000, new Rectangle(posx, posy, variables.ATTACK_SPELL_SIZE, variables.ATTACK_SPELL_SIZE), 'u', global_vars.sender.Character, ref variables, ref game));
            }
            else if (keypressed.IsKeyDown(variables.ATTACK_BASIC_RIGHT) && (character.attackReady == true))
            {
                character.attackReady = false;
                game.Components.Add(new Basic_Attack(3000, new Rectangle(posx, posy, variables.ATTACK_SPELL_SIZE, variables.ATTACK_SPELL_SIZE), 'r', global_vars.sender.Character, ref variables, ref game));
            }
            else if (keypressed.IsKeyDown(variables.ATTACK_BASIC_LEFT) && (character.attackReady == true))
            {
                character.attackReady = false;
                game.Components.Add(new Basic_Attack(3000, new Rectangle(posx, posy, variables.ATTACK_SPELL_SIZE, variables.ATTACK_SPELL_SIZE), 'l', global_vars.sender.Character, ref variables, ref game));
            }
            else if (keypressed.IsKeyDown(variables.ATTACK_BASIC_DOWN) && (character.attackReady == true))
            {
                character.attackReady = false;
                game.Components.Add(new Basic_Attack(3000, new Rectangle(posx, posy, variables.ATTACK_SPELL_SIZE, variables.ATTACK_SPELL_SIZE), 'd', global_vars.sender.Character, ref variables, ref game));
            }

            //Special Ability
            if (keypressed.IsKeyDown(variables.SPECIAL_ABILITY))
            {
                try
                {
                    bool answer = playable.notify(global_vars.notification.SpecialRequest);
                    if (answer)
                    {
                        Ability_Manager.performSpecialAbility(character.getSpecial(), ref variables, ref game);
                    }
                }
                catch (Exception e) { }
            }

            //Exit Full Screen
               // if (keypressed.IsKeyDown(Keys.Escape))
              //      variables.manager.ToggleFullScreen();
        }
 public void SetPlayable(Playable playable)
 {
     m_Playable = playable;
 }
 public virtual void OnBehaviourDone(Playable playable)
 {
 }
 public virtual void OnBehaviourResume(Playable playable)
 {
 }
Beispiel #7
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 public override void OnPlayableCreate(Playable playable)
 {
     base.OnPlayableCreate(playable);
     playableGraph = TimelineManager.Instance.GetGraph();
 }
Beispiel #8
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 public override void OnGraphStop(Playable playable)
 {
 }
Beispiel #9
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 public override void PrepareFrame(Playable playable, FrameData info)
 {
     girl.gameObject.GetComponent <BoyController>().setVelocity();
     boy.gameObject.GetComponent <BoyController>().setVelocity();
     base.PrepareFrame(playable, info);
 }
Beispiel #10
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 public override void ProcessFrame(Playable playable, FrameData info, object playerData)
 {
     base.ProcessFrame(playable, info, playerData);
 }
 public StateHandle(SimpleAnimationPlayable s, int index, Playable target)
 {
     m_Parent = s;
     m_Index  = index;
     m_Target = target;
 }
Beispiel #12
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 public Character getNewCharacter(Playable playable)
 {
     Character c = new Character(selectedSpecial, ref variables, ref game);
     c.setPlayable(playable);
     character = c;
     return c;
 }
 // Called when the state of the playable is set to Paused
 public override void OnBehaviourPause(Playable playable, FrameData info)
 {
 }
        // NOTE; gam0022 ここでClipのパラメータを定義できる
        // public float param1;
        // public float param2;
        // public Vector3 vec1;

        public override void OnPlayableCreate(Playable playable)
        {
        }
 public override void OnGraphStart(Playable playable)
 {
     _subject = subject.Resolve(playable.GetGraph().GetResolver());
 }
Beispiel #16
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 public override void OnPlayableCreate(Playable playable)
 {
     director = playable.GetGraph().GetResolver() as PlayableDirector;
 }
Beispiel #17
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 public override void OnGraphStart(Playable playable)
 {
     loopState     = 0;
     continueCount = 0;
 }
 public override void OnPlayableDestroy(Playable playable)
 {
     ClearChildTrackBindings();
 }
 public override void OnGraphStart(Playable playable)
 {
     _dialog = dialog.Resolve(playable.GetGraph().GetResolver());
 }
Beispiel #20
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 public override void PrepareFrame(Playable playable, FrameData info)
 {
     base.PrepareFrame(playable, info);
 }
 public override void OnBehaviourPlay(Playable playable, FrameData info)
 {
     _dialog.gameObject.SetActive(true);
     _dialog.text = dialogStr;
 }
Beispiel #22
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 public override void OnPlayableDestroy(Playable playable)
 {
     base.OnPlayableDestroy(playable);
     TimelineManager.Instance.OnDestroy();
 }
Beispiel #23
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 public override void OnPlayableCreate(Playable playable)
 {
     propertyBlock = new MaterialPropertyBlock();
 }
Beispiel #24
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 public override void OnGraphStart(Playable playable)
 {
     base.OnGraphStart(playable);
 }
        private void RebuildGraph(Animator animator)
        {
            DestroyGraph();

            m_Graph = PlayableGraph.Create("PreviewGraph");
            m_Graph.SetTimeUpdateMode(DirectorUpdateMode.Manual);

            m_ClipPlayable = AnimationClipPlayable.Create(m_Graph, state.activeAnimationClip);
            m_ClipPlayable.SetOverrideLoopTime(true);
            m_ClipPlayable.SetLoopTime(false);
            m_ClipPlayable.SetApplyFootIK(false);

            m_CandidateClipPlayable = AnimationClipPlayable.Create(m_Graph, m_CandidateClip);

            IAnimationWindowPreview[] previewComponents = FetchPostProcessComponents();
            bool requiresDefaultPose = previewComponents != null && previewComponents.Length > 0;
            int  nInputs             = requiresDefaultPose ? 3 : 2;

            // Create a layer mixer if necessary, we'll connect playable nodes to it after having populated AnimationStream.
            AnimationLayerMixerPlayable mixer = AnimationLayerMixerPlayable.Create(m_Graph, nInputs);

            m_GraphRoot = (Playable)mixer;

            // Populate custom playable preview graph.
            if (previewComponents != null)
            {
                foreach (var component in previewComponents)
                {
                    m_GraphRoot = component.BuildPreviewGraph(m_Graph, m_GraphRoot);
                }
            }

            // Finish hooking up mixer.
            int inputIndex = 0;

            if (requiresDefaultPose)
            {
                AnimationMode.RevertPropertyModificationsForGameObject(state.activeRootGameObject);

                EditorCurveBinding[] streamBindings = AnimationUtility.GetAnimationStreamBindings(state.activeRootGameObject);

                m_DefaultPose = new AnimationClip()
                {
                    name = "DefaultPose"
                };

                AnimationWindowUtility.CreateDefaultCurves(state, m_DefaultPose, streamBindings);

                m_DefaultPosePlayable = AnimationClipPlayable.Create(m_Graph, m_DefaultPose);

                mixer.ConnectInput(inputIndex++, m_DefaultPosePlayable, 0, 1.0f);
            }

            mixer.ConnectInput(inputIndex++, m_ClipPlayable, 0, 1.0f);
            mixer.ConnectInput(inputIndex++, m_CandidateClipPlayable, 0, 1.0f);

            if (animator.applyRootMotion)
            {
                var motionX = AnimationMotionXToDeltaPlayable.Create(m_Graph);
                motionX.SetAbsoluteMotion(true);
                motionX.SetInputWeight(0, 1.0f);

                m_Graph.Connect(m_GraphRoot, 0, motionX, 0);

                m_GraphRoot = (Playable)motionX;
            }

            var output = AnimationPlayableOutput.Create(m_Graph, "ouput", animator);

            output.SetSourcePlayable(m_GraphRoot);
            output.SetWeight(0.0f);
        }
 public virtual void OnBehaviourStart(Playable playable)
 {
 }
Beispiel #27
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 public override void OnGraphStop(Playable playable)
 {
     //Resources.UnloadUnusedAssets();
 }
 public virtual void OnBehaviourPause(Playable playable)
 {
 }
Beispiel #29
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    public override void OnBehaviourPlay(Playable playable, FrameData info)
    {
        //timelineObj = GameObject.Find(timelineGameObjName);
        //if (timelineObj)
        //{
        //    timeline = timelineObj.GetComponent<PlayableDirector>();
        //}

        //if (timeline)
        //{
        //    var timelineAsset = timeline.playableAsset as TimelineAsset;
        //    foreach (var track in timelineAsset.GetOutputTracks())
        //    {
        //        var playableTrack = track as PlayableTrack;
        //        if (playableTrack != null)
        //        {
        //            if (playableTrack.GetClips().ToList().Count > clipIndex)
        //                timelineClip = playableTrack.GetClips().ToList()[clipIndex];
        //        }
        //    }
        //}

        player = LsyCommon.FindPlayer();
        Transform display;

        if (part == Part.playerFace)
        {
            if (player)
            {
                display = player.GetChild(0);
                for (int i = 0; i < display.childCount; i++)
                {
                    if (display.GetChild(i).name.StartsWith("face"))
                    {
                        testObj = display.GetChild(i).gameObject;
                        break;
                    }
                }
            }
        }
        else if (part == Part.npcFace)
        {
            GameObject NPC;
            NPC = GameObject.Find(targetGameObjName);
            if (NPC)
            {
                testObj = NPC;
            }
        }


        if (testObj)
        {
            smr = testObj.GetComponent <SkinnedMeshRenderer>();
            if (smr)
            {
                if (count < 1)
                {
                    if ((int)materialIndex <= smr.materials.Length - 1)
                    {
                        mat = smr.materials[(int)materialIndex];
                        count++;
                    }
                }
                else
                {
                    if ((int)materialIndex <= smr.sharedMaterials.Length - 1)
                    {
                        mat = smr.sharedMaterials[(int)materialIndex];
                    }
                }
            }
        }
    }
 public virtual void OnGraphStop(Playable playable)
 {
 }
Beispiel #31
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 private static InequalityFlags Equals(Unknown a, Playable b)
 {
     return(InequalityFlags.None);
 }
Beispiel #32
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 public void setPlayable(Playable playable)
 {
     this.playable = playable;
 }
Beispiel #33
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 private static InequalityFlags Equals(Playable a, Unknown b)
 {
     return(InequalityFlags.None);
 }
Beispiel #34
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 public override void OnGraphStart(Playable playable)
 {
     _director = playable.GetGraph().GetResolver() as PlayableDirector;
 }
Beispiel #35
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 public override void OnGraphStart(Playable playable)
 {
     girl.gameObject.GetComponent <BoyController>().ctrlState = BoyController.CtrlState.NonPlayer;
     boy.gameObject.GetComponent <BoyController>().ctrlState  = BoyController.CtrlState.NonPlayer;
     base.OnGraphStart(playable);
 }
Beispiel #36
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 public Character getCharacter(Playable playable)
 {
     character.setPlayable(playable);
     return character;
 }
Beispiel #37
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 public void OnCurrentSongResponseReceived(IEnumerable<MPDSongResponseBlock> response)
 {
     if (response.Count() > 0)
     {
         Playable = PlayableFactory.CreatePlayable(response.First());
     }
 }