// Use this for initialization void Start() { Rate = 1; Count = 0; SceneObj = GameObject.FindObjectOfType <SceneController>(); FadeObj = SceneObj.transform.Find("FadeCanvas").GetComponent <FadeController>(); Cannons = GameObject.Find("ColdSleepCannons(Clone)"); Cursors = GameObject.Find("Cursors(Clone)"); FadeFlg = false; g_UI = GameObject.Find("GameUI"); _slider_Background = g_UI.transform.GetChild(0).transform.GetChild(4).transform.GetChild(0).gameObject; _slider_Fillarea = g_UI.transform.GetChild(0).transform.GetChild(4).transform.GetChild(1).gameObject; _sliderText1 = g_UI.transform.GetChild(0).transform.GetChild(4).transform.GetChild(2).gameObject; _sliderText2 = g_UI.transform.GetChild(0).transform.GetChild(4).transform.GetChild(3).gameObject; _slider_Handle = g_UI.transform.GetChild(0).transform.GetChild(4).transform.GetChild(4).gameObject; S_timer = GameObject.FindObjectOfType <StartTimer>(); VanishGroundFlg = false; PerformanceGround = GameObject.Find("PerformanceGround"); ParentGround1 = GameObject.Find("PerfomanceObj01"); ParentGround2 = GameObject.Find("PerfomanceObj02"); ParentGround3 = GameObject.Find("PerfomanceObj03"); VanishGround = PerformanceGround.GetComponent <VanishWall>(); VanishParent1 = ParentGround1.GetComponent <VanishWall>(); VanishParent2 = ParentGround2.GetComponent <VanishWall>(); VanishParent3 = ParentGround3.GetComponent <VanishWall>(); LookTarget = GameObject.Find("LookTarget"); }
// Create object in room upon user click private void MakeSpaceObject(string texName, Image tex, DrawPoint mp) { texName = texName.Replace(".png", ""); int numberOfFrames = SpaceObject.GetNumberOfFrames(texName); //Much repeated code to account for each possible object if (rb_WallStatic.Checked) { mp.X -= (texture.Width / (numberOfFrames * 2)); mp.Y -= (texture.Height / 2); WallStatic wall = new WallStatic( Conversion.DrawPointToVector2(mp), currdir + "\\" + texName + ".tri"); wall.TextureName = texName; currentlySelectedRoom.AddObject(wall); } else if (rb_WallDynamic.Checked) { mp.X -= (texture.Width / (numberOfFrames * 2)); mp.Y -= (texture.Height / 2); WallDynamic wall = new WallDynamic( Conversion.DrawPointToVector2(mp), new Vector2(0, 0), currdir + "\\" + texName + ".tri"); wall.TextureName = texName; currentlySelectedRoom.AddObject(wall); } else if (rb_HazardStatic.Checked) { mp.X -= (texture.Width / (numberOfFrames * 2)); mp.Y -= (texture.Height / 2); HazardStatic hazard = new HazardStatic( Conversion.DrawPointToVector2(mp), currdir + "\\" + texName + ".tri"); hazard.TextureName = texName; currentlySelectedRoom.AddObject(hazard); } else if (rb_HazardDynamic.Checked) { mp.X -= (texture.Width / (numberOfFrames * 2)); mp.Y -= (texture.Height / 2); HazardDynamic hazard = new HazardDynamic( Conversion.DrawPointToVector2(mp), new Vector2(0, 0), currdir + "\\" + texName + ".tri"); hazard.TextureName = texName; currentlySelectedRoom.AddObject(hazard); } else if (rb_Parts.Checked) { mp.X -= (texture.Width / (numberOfFrames * 2)); mp.Y -= (texture.Height / 2); Part part = new Part( Conversion.DrawPointToVector2(mp), currdir + "\\" + texName + ".tri"); part.TextureName = texName; currentlySelectedRoom.AddObject(part); } else if (rb_Survivors.Checked) { mp.X -= (texture.Width / (numberOfFrames * 2)); mp.Y -= (texture.Height / 2); Survivor survivor = new Survivor( Conversion.DrawPointToVector2(mp), currdir + "\\" + texName + ".tri"); survivor.TextureName = texName; //sets up the survivor color as appropriate switch (survivor.TextureName) { case "Art\\Survivors\\SurvivorBlue": survivor.SColor = Survivor.survivorColor.BLUE; break; case "Art\\Survivors\\SurvivorRed": survivor.SColor = Survivor.survivorColor.RED; break; case "Art\\Survivors\\SurvivorYellow": survivor.SColor = Survivor.survivorColor.YELLOW; break; case "Art\\Survivors\\SurvivorPurple": survivor.SColor = Survivor.survivorColor.PURPLE; break; case "Art\\Survivors\\SurvivorOrange": survivor.SColor = Survivor.survivorColor.ORANGE; break; case "Art\\Survivors\\Survivor": survivor.SColor = Survivor.survivorColor.GREEN; break; default: break; } currentlySelectedRoom.AddObject(survivor); } else if (rb_Vanish_Walls.Checked) { mp.X -= (texture.Width / (numberOfFrames * 2)); mp.Y -= (texture.Height / 2); VanishWall vanish = new VanishWall( Conversion.DrawPointToVector2(mp), currdir + "\\" + texName + ".tri"); vanish.TextureName = texName; currentlySelectedRoom.AddObject(vanish); } else if (rb_Handlebars.Checked) { mp.X -= (texture.Width / 2); mp.Y -= (texture.Height / 2); Handlebar hdlbar = new Handlebar( Conversion.DrawPointToVector2(mp), new Vector2(0, 0), currdir + "\\" + texName + ".tri"); hdlbar.TextureName = texName; currentlySelectedRoom.AddObject(hdlbar); } else if (rb_VictoryTest.Checked) { mp.X -= (texture.Width / 2); mp.Y -= (texture.Height / 2); VictoryTest victest = new VictoryTest( Conversion.DrawPointToVector2(mp), currdir + "\\" + texName + ".tri"); victest.TextureName = texName; currentlySelectedRoom.AddObject(victest); } else if (rb_SavePoint.Checked) { mp.X -= (texture.Width / (numberOfFrames * 2)); mp.Y -= (texture.Height / 2); SavePoint savePoint = new SavePoint( Conversion.DrawPointToVector2(mp), currdir + "\\" + texName + ".tri"); savePoint.TextureName = texName; currentlySelectedRoom.AddObject(savePoint); } else if (rb_Player.Checked) { mp.X -= (int)((texture.Width * Constants.PLAYER_SCALE) / 2); mp.Y -= (int)((texture.Height * Constants.PLAYER_SCALE) / 2); world.player = new Player( Conversion.DrawPointToVector2(mp), currdir + "\\" + texName + ".tri" ); world.CurrentRoom = currentlySelectedRoom; world.player.TextureName = texName; } }