Beispiel #1
0
 public void Init(Character character, GraphicRaycaster raycast, HeroRosterSlot origin)
 {
     currentCharacter = character;
     raycaster        = raycast;
     original         = origin;
     icon.sprite      = SpriteLibrary.GetPortrait(character.characterClass.className);
 }
Beispiel #2
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    public static SpriteLibrary FromXML(XElement node)
    {
        var library = new SpriteLibrary();

        library.ReadNode(node);
        return(library);
    }
Beispiel #3
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    public void SelectWeapon(Weapon weapon)
    {
        if (weapon == currentCharacter.currentWeapon)
        {
            return;
        }
        foreach (WeaponSelection w in weapons)
        {
            if (w.isWeapon(currentCharacter.currentWeapon))
            {
                w.DeselectWeapon();
            }
        }
        foreach (Ability a in currentCharacter.currentWeapon.GetAbilities(currentCharacter.characterClass.className))
        {
            if (currentCharacter.abilities.Contains(a))
            {
                currentCharacter.abilities.Remove(a);
            }
        }
        currentCharacter.currentWeapon = weapon;
        int i = 4;

        foreach (Ability a in weapon.GetAbilities(currentCharacter.characterClass.className))
        {
            abilities[i].SetAbility(a, false);
            ++i;
        }
        unitPortrait.sprite = SpriteLibrary.GetCharSprite(currentCharacter.GetSpriteHeader() + "_Default");
    }
 public void SetCurrentUnit(Unit current)
 {
     currentCharacter = current;
     foreach (Unit u in state.ally.GetUnits())
     {
         u.SetTargetState(TargetedState.Untargeted);
         u.SetHealthChange(Vector2Int.zero);
         u.SetStressChange(0);
         u.SetToolTip(null, null);
     }
     foreach (Unit u in state.enemy.GetUnits())
     {
         u.SetTargetState(TargetedState.Untargeted);
         u.SetHealthChange(Vector2Int.zero);
         u.SetStressChange(0);
         u.SetToolTip(null, null);
     }
     currentCharacter.SetTargetState(TargetedState.Current);
     abilityMenu.SetUnit(current);
     //TODO get protrait sprite
     characterName.text = current.stats.GetName();
     equipmentMenu.SetUnit(current);
     portrait.sprite = SpriteLibrary.GetPortrait(current.stats.GetName());
     for (int i = 0; i < stats.Length; ++i)
     {
         stats[i].text = GetStatText(current, i);
     }
     items.SetIconUsable(current, state.gc.mode);
 }
Beispiel #5
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 void Awake()
 {
     if (I == null)
     {
         I = this;
         DontDestroyOnLoad(gameObject);
     }
     else
     {
         Destroy(gameObject);
         return;
     }
     buildingSpritesDict   = new Dictionary <BuildingType, BuildingSprite>();
     enemySpritesDict      = new Dictionary <EnemyType, Sprite>();
     projectileSpritesDict = new Dictionary <ProjectileType, ProjectileSprite>();
     foreach (BuildingSprite item in buildingSprites)
     {
         buildingSpritesDict.Add(item.type, item);
     }
     foreach (EnemySprite item in enemySprites)
     {
         enemySpritesDict.Add(item.type, item.sprite);
     }
     foreach (ProjectileSprite item in projectileSprites)
     {
         projectileSpritesDict.Add(item.type, item);
     }
 }
 public void SetAbility(Ability ability, bool isSelected)
 {
     currentAbility = ability;
     if (ability == null)
     {
         icon.sprite       = null;
         icon.color        = ColorPallete.GetColor("Grey");
         highlight.enabled = false;
     }
     else
     {
         icon.sprite = SpriteLibrary.GetAbilitySprite(ability.abilityName);
         icon.color  = Color.white;
         tooltip.SetAbility(ability);
         tooltip.gameObject.SetActive(false);
         selected = isSelected;
         if (selected)
         {
             highlight.enabled = true;
         }
         else
         {
             highlight.enabled = false;
         }
     }
 }
Beispiel #7
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    public void CheckSpawnIcon(EffectType type)
    {
        //TODO add traits icons
        foreach (StatusIcon si in icons)
        {
            if (si.type == type)//if icon exists, no need to spawn
            {
                //TODO add animation for updating status
                return;
            }
        }
        StatusIcon icon = Instantiate <StatusIcon>(prefab, transform);

        icon.manager = this;
        icon.type    = type;
        if (type == EffectType.baseClass)
        {
            icon.SetImage(SpriteLibrary.GetStatusSprite(unit.stats.GetClassName()));
        }
        else
        {
            icon.SetImage(SpriteLibrary.GetStatusSprite(EffectName.ToString(type)));
        }
        icon.SetPosition(icons.Count);
        icons.Add(icon);
    }
Beispiel #8
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    public void Awake()
    {
        if (gameControl == null)
        {
            DontDestroyOnLoad(gameObject);
            gameControl = this;
        }
        else if (gameControl != this)
        {
            Destroy(gameObject);
        }

        ui           = GetComponent <UIController> ();
        dialog       = GetComponent <DialogController> ();
        gameEnd      = GetComponent <GameEndHandler> ();
        stage        = GetComponent <StageHandler> ();
        scene        = GetComponent <SceneHandler> ();
        enemySpawner = GetComponent <EnemySpawner> ();
        spriteLib    = GetComponent <SpriteLibrary> ();
        enemyLib     = GetComponent <EnemyLib> ();
        pause        = GetComponent <PauseController> ();
        stats        = GetComponent <PlayerStats> ();
        sound        = soundObject.GetComponent <SoundController> ();
        menu         = GetComponent <MenuController> ();

        menu.InitMenu();
        sound.InitSound();

        scene.CheckScene();
    }
Beispiel #9
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    public void UpdateColor()
    {
        //if (_paintedTurn + GameRules.GetTimeToDry(_tileClr) <= Game.I.Turn) {

        //} else {

        float fracDry = 1f - ((_paintedTurn + GameRules.GetTimeToDry(_tileClr) < Game.I.Turn) ? 0f : 0.5f);

        if (GameRules.PaintGradient)
        {
            fracDry = 0.4f + 0.6f * (1f - (Game.I.Turn - 1 - _paintedTurn) / (float)GameRules.GetTimeToDry(_tileClr));
        }
        fracDry = Mathf.Clamp01(fracDry);
        Debug.Log("Trail UpdateColor - fracDry: " + fracDry);

        var col    = SpriteLibrary.GetTileColor(_tileClr);
        var secCol = SpriteLibrary.GetTileColor(_secondTileClr);

        //Mat.SetColor("_Color", new Color(col.r * fracDry, col.g * fracDry, col.b * fracDry));
        //Mat.SetColor("_SecondColor", new Color(secCol.r * fracDry, secCol.g * fracDry, secCol.b * fracDry));
        Mat.SetColor("_Color", new Color(col.r, col.g, col.b, fracDry));
        Mat.SetColor("_SecondColor", new Color(secCol.r, secCol.g, secCol.b, fracDry));
        //Mat.color = new Color(col.r * fracDry, col.g * fracDry, col.b * fracDry);
        //}
    }
    public static SpriteLibrary I; //Instance of this sprite library, so that it can be accessed from anywhere


    public void Update()
    {
        if (I == null)
        {
            I = this; //Sets the instance to be this object every time the editor is updated
        }
    }
Beispiel #11
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    public void Refresh()
    {
        //Log("Hello!");
        if (tileDef == null)
        {
            return;
        }

        if (tileDef.type == TileType.Empty)
        {
            //paintSR.enabled = false;
            Debug.LogError("Empty tileType?!");
        }
        else
        {
            if (paintSR != null)
            {
                paintSR.enabled = tileDef.color != TileColor.None;
            }

            if (paintSR != null)
            {
                paintSR.color = SpriteLibrary.GetTileColor(tileDef.color);
            }
            TileSR.sprite = SpriteLibrary.GetTileSprite(tileDef.type);
            //TileSR.color = SpriteLibrary.GetTileColor(tileDef.color);
            indicatorSR.color = SpriteLibrary.GetTileColor(tileDef.goalColor);
        }

        RefreshPaintColor();
    }
 public void Init(Character character, SelectionManager manager)
 {
     currentCharacter       = character;
     selectionManager       = manager;
     originPosition         = rt.anchoredPosition;
     characterSprite.sprite = SpriteLibrary.GetCharSprite(character.GetSpriteHeader() + "_Default");
     characterSprite.SetNativeSize();
 }
Beispiel #13
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    //------------------------------------------------
    // Creators
    //------------------------------------------------

    /**
     * Creates sprite library.  DefaultSprite is returned when indexer fails to find a matching sprite
     */
    public static SpriteLibrary FromResourcePath(string path, string defaultSprite = "")
    {
        var library = new SpriteLibrary();

        library.DefaultSpriteName = defaultSprite;
        library.AddSpritesFromResourcePath(path);
        return(library);
    }
Beispiel #14
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 public void Init(Character character, SelectionManager manager)
 {
     currentCharacter = character;
     draggable.Init(character, manager.raycaster, this);
     portrait.sprite  = SpriteLibrary.GetPortrait(character.characterClass.className);
     selectionManager = manager;
     border.color     = Color.grey;
 }
Beispiel #15
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 protected override void Refresh()
 {
     //if (_bucketRend != null) _bucketRend.color = SpriteLibrary.GetTileColor(_paintBucketDef.color);
     if (_bucketRend != null)
     {
         _bucketRend.sprite = SpriteLibrary.GetBucketSprite(_paintBucketDef.color);
     }
 }
Beispiel #16
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    public static int get_n_frames(
        this SpriteLibrary in_library
        )
    {
        SpriteLibraryAsset asset    = in_library.spriteLibraryAsset;
        String             category = asset.GetCategoryNames().First();

        return(asset.GetCategoryLabelNames(category).Count());
    }
 void Awake()
 {
     mapCtrl = GetComponent<MapController>();
     wispCtrl = GetComponent<WispController>();
     unitCtrl = GetComponent<UnitController>();
     camCtrl = GetComponent<CameraController>();
     gameUICtrl = GetComponent<GameUIController>();
     spLib = GetComponent<SpriteLibrary>();
 }
Beispiel #18
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    public void InitEnemyLib()
    {
        spriteLib = GameController.gameControl.spriteLib;

        CreateMovementPatterns();
        CreatePatterns();
        CreateBosses();

        stageWaves = new ArrayList();
    }
 public void Awake()
 {
     rt          = GetComponent <RectTransform>();
     coordinates = new Vector2Int((int)rt.anchoredPosition.x / 100, (int)rt.anchoredPosition.y / 100);
     map         = FindObjectOfType <MapController>();
     state       = RoomState.hidden;
     roomImage   = GetComponent <Image>();
     SetRoomImage();
     backgroundImage = SpriteLibrary.GetBackground("random");
 }
Beispiel #20
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    //when entering a room with attached event, it should call set event
    public void SetEvent(EventDialogue eventDialogue)
    {
        currentEvent = eventDialogue;
        Character c = ScriptableObject.CreateInstance("Character") as Character;

        c.Init(eventDialogue.eventStats);
        SetCharacter(c, false);
        highlight.sprite  = SpriteLibrary.GetCharSprite(c.GetSpriteHeader() + "_Highlight");
        highlight.enabled = false;
    }
Beispiel #21
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 public void Initialize()
 {
     Fonts = new FontLibrary(gs);
     //LevelMaps = new LevelMapLibrary(gs);
     LevelScripts = new LevelScriptLibrary(gs);
     Songs        = new SongLibrary(gs);
     SoundEffects = new SoundEffectLibrary(gs);
     Textures     = new TextureLibrary(gs);
     Sprites      = new SpriteLibrary(gs);
     Stories      = new StoryLibrary(gs);
 }
Beispiel #22
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 public void SetCharacter(Character character)
 {
     currentCharacter    = character;
     characterName.text  = character.name;
     unitPortrait.sprite = SpriteLibrary.GetCharSprite(character.GetSpriteHeader() + "_Default");
     portrait.sprite     = SpriteLibrary.GetPortrait(character.characterClass.className);
     SetAbilities();
     SetStats();
     SetWeapons();
     SetTraits();
 }
Beispiel #23
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 public void SetEffectSprite(string name)
 {
     if (name == null)
     {
         effectSprite.sprite  = null;
         effectSprite.enabled = false;
     }
     else
     {
         effectSprite.sprite  = SpriteLibrary.GetAbilityEffectSprite(name);
         effectSprite.enabled = true;
     }
 }
Beispiel #24
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 // Use this for initialization
 void Start()
 {
     SpriteRenderer[] rends = GetComponentsInChildren <SpriteRenderer>();
     locker = GetComponentInChildren <SpriteRenderer>();
     for (int i = 0; i < rends.Length; ++i)
     {
         if (rends[i].name == "abiLock")
         {
             locker = rends[i];
             break;
         }
     }
     sL = FindObjectOfType <SpriteLibrary>();
 }
Beispiel #25
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 protected override void Refresh()
 {
     if (spikesDef == null || _mainSR == null)
     {
         return;
     }
     if (spikesDef.isRaised)
     {
         _mainSR.sprite = SpriteLibrary.GetSprite(raisedSpriteName);
     }
     else
     {
         _mainSR.sprite = SpriteLibrary.GetSprite(loweredSpriteName);
     }
 }
Beispiel #26
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 protected override void Refresh()
 {
     if (_colorMarkerSR != null)
     {
         if (_exitDef.color == TileColor.None)
         {
             _colorMarkerSR.enabled = false;
         }
         else
         {
             _colorMarkerSR.enabled = true;
             _colorMarkerSR.color   = SpriteLibrary.GetTileColor(_exitDef.color);
         }
     }
 }
Beispiel #27
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 void Awake()
 {
     if (_instance != null && _instance != this)
     {
         Destroy(this.gameObject);
     }
     else
     {
         _instance = this;
         DontDestroyOnLoad(this);
     }
     SpriteLibrary.Init();
     resources.load();
     inventory.Init();
 }
Beispiel #28
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    /**
     * Loads graphical resources at given path, returns a SpriteLibrary contianing the sprites.
     * Will throw execptions if the path is not defined, or if there are no sprites at that path.
     *
     * @param path The path to use when loading the graphical resource (relative to Resources folder)
     * @param resourceName The name to display use for the resource in the case of an error
     *
     * @returns A list of sprites found at that location.
     */
    private static SpriteLibrary LoadGraphicResources(string path, string defaultSpriteName = "", string resourceName = "")
    {
        if (path == "")
        {
            throw new Exception("No path defined for " + resourceName + " sprites.");
        }

        var result = SpriteLibrary.FromResourcePath(path, defaultSpriteName);

        if (result.Count == 0)
        {
            throw new Exception("No " + (resourceName == "" ? "" : "[" + resourceName + "]") + " sprites found at " + path);
        }

        return(result);
    }
Beispiel #29
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    public Pattern(Pattern p)
    {
        name               = p.name;
        bulletCount        = p.bulletCount;
        rotationMultiplier = p.rotationMultiplier;
        coolDown           = p.coolDown;
        layers             = p.layers;
        tempLayer          = 0;
        originMagnitude    = p.originMagnitude;
        tempMagnitude      = p.tempMagnitude;

        laserIndex    = 0;
        bossSpecial   = p.bossSpecial;
        spriteLib     = GameController.gameControl.spriteLib;
        lineDirection = 1;
    }
Beispiel #30
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    void Awake()
    {
        if (library == null)
        {
            library = this;
        }

        // instance of game already exists
        else if (library != this)
        {
            Destroy(gameObject);
        }

        DontDestroyOnLoad(gameObject);
        Init();
    }
 // Use this for initialization
 void Start()
 {
     sL = FindObjectOfType <SpriteLibrary> ();
     pI = GetComponent <PlayerInput> ();
     GameObject[] q = GameObject.FindGameObjectsWithTag("Queued");
     for (int i = 0; i < 4; i++)
     {
         //   queuedTran[i] = q[i].GetComponent<Transform>();
     }
     abMaster   = GetComponentInChildren <AbilityMaster> ();
     cooldowns  = new int[] { 0, 0, 0, 0, 0, 0 };
     loopTimer += turnTimer;
     cHistory.Add(cooldowns);
     starting_index = 0;
     resolution     = false;
 }
Beispiel #32
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 void Awake()
 {
     if (I == null){
         I = this;
         DontDestroyOnLoad(gameObject);
     }else{
         Destroy(gameObject);
         return;
     }
     buildingSpritesDict = new Dictionary<BuildingType, BuildingSprite>();
     enemySpritesDict = new Dictionary<EnemyType, Sprite>();
     projectileSpritesDict = new Dictionary<ProjectileType, ProjectileSprite>();
     foreach (BuildingSprite item in buildingSprites) {
         buildingSpritesDict.Add(item.type, item);
     }
     foreach (EnemySprite item in enemySprites) {
         enemySpritesDict.Add(item.type, item.sprite);
     }
     foreach (ProjectileSprite item in projectileSprites) {
         projectileSpritesDict.Add(item.type, item);
     }
 }