Beispiel #1
0
        public void CreateSplash(Vector3 pos, LiquidType liquid)
        {
            if (MathFunctions.RandEvent(0.9f))
            {
                return;
            }
            switch (liquid)
            {
            case LiquidType.Water:
            {
                SplashType splash = new SplashType
                {
                    name        = "splash2",
                    numSplashes = 2,
                    position    = pos,
                    sound       = ContentPaths.Audio.river
                };
                Splashes.Enqueue(splash);
            }
            break;

            case LiquidType.Lava:
            {
                SplashType splash = new SplashType
                {
                    name        = "flame",
                    numSplashes = 5,
                    position    = pos,
                    sound       = ContentPaths.Audio.fire
                };
                Splashes.Enqueue(splash);
            }
            break;
            }
        }
Beispiel #2
0
    void Start()
    {
#if !UNITY_EDITOR
        Cursor.visible = false;
#endif

        // Filters attached on camera
        filterArray = cameraEffect.GetComponents <Filter>();
        for (int i = 0; i < filterArray.Length; ++i)
        {
            Filter filter = filterArray[i];
            if (filter.enabled)
            {
                currentFilter     = i;
                currentFilterType = filter.GetType();
                break;
            }
        }

        kaleido          = GameObject.FindObjectOfType <Kaleido>();
        kaleido3DManager = GameObject.FindObjectOfType <Kaleido3DManager>();
        wireframe        = GameObject.FindObjectOfType <Wireframe>();
        planet           = GameObject.FindObjectOfType <Planet>();
        splashes         = GameObject.FindObjectOfType <Splashes>();
        fractal          = GameObject.FindObjectOfType <Fractal>();
        warband          = GameObject.FindObjectOfType <WarbandManager>();
        glitchyCam       = GameObject.FindObjectOfType <GlitchyCam>();

        kaleido3DManager.transform.parent.gameObject.SetActive(false);
        planet.transform.parent.gameObject.SetActive(false);
        wireframe.transform.parent.gameObject.SetActive(false);
        // warband.transform.parent.gameObject.SetActive(false);
    }
Beispiel #3
0
        public void Splash(DwarfTime time)
        {
            while (Splashes.Count > 0)
            {
                SplashType splash;

                if (!Splashes.TryDequeue(out splash))
                {
                    break;
                }

                PlayState.ParticleManager.Trigger(splash.name, splash.position + new Vector3(0.5f, 0.5f, 0.5f), Color.White, splash.numSplashes);

                if (splashNoiseLimiter[splash.name].HasTriggered)
                {
                    SoundManager.PlaySound(splash.sound, splash.position + new Vector3(0.5f, 0.5f, 0.5f), true);
                }
            }

            foreach (Timer t in splashNoiseLimiter.Values)
            {
                t.Update(time);
            }
        }
Beispiel #4
0
    void Start()
    {
        #if !UNITY_EDITOR
        Cursor.visible = false;
        #endif

        // Filters attached on camera
        filterArray = cameraEffect.GetComponents<Filter>();
        for (int i = 0; i < filterArray.Length; ++i) {
            Filter filter = filterArray[i];
            if (filter.enabled) {
                currentFilter = i;
                currentFilterType = filter.GetType();
                break;
            }
        }

        kaleido = GameObject.FindObjectOfType<Kaleido>();
        kaleido3DManager = GameObject.FindObjectOfType<Kaleido3DManager>();
        wireframe = GameObject.FindObjectOfType<Wireframe>();
        planet = GameObject.FindObjectOfType<Planet>();
        splashes = GameObject.FindObjectOfType<Splashes>();
        fractal = GameObject.FindObjectOfType<Fractal>();
        warband = GameObject.FindObjectOfType<WarbandManager>();
        glitchyCam = GameObject.FindObjectOfType<GlitchyCam>();

        kaleido3DManager.transform.parent.gameObject.SetActive(false);
        planet.transform.parent.gameObject.SetActive(false);
        wireframe.transform.parent.gameObject.SetActive(false);
        // warband.transform.parent.gameObject.SetActive(false);
    }