ForceBuild() public method

public ForceBuild ( ) : void
return void
Beispiel #1
0
    void buyCookies1()
    {
        int checkShop = PlayerPrefs.GetInt("shop1");

        if (GameManager.cookiesTotal >= 100 && checkShop == 0)
        {
            Debug.Log("Buy");
            GameManager.currentColorMiniCookies = 1;
            mainCookiesSprite.SetSprite("mainCookies_" + GameManager.currentColorMiniCookies.ToString());
            mainCookiesSprite.ForceBuild();
            MainCookie.currentAnimation = "Down_" + GameManager.currentColorMiniCookies.ToString();
            GameManager.cookiesTotal   -= 100;
            PlayerPrefs.SetInt("shop1", 1);
        }
    }
Beispiel #2
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    // Use this for initialization
    void Start()
    {
        int currentColorMiniCookies = PlayerPrefs.GetInt("CookiesColor");

        if (currentColorMiniCookies == 0)
        {
            currentColorMiniCookies = 1;
        }
        currentSprite    = "mainCookies_" + currentColorMiniCookies.ToString();
        currentAnimation = "Down_" + currentColorMiniCookies.ToString();
        mainCookiesSprite.SetSprite(currentSprite);
        mainCookiesSprite.ForceBuild();
    }
Beispiel #3
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 private void HandleMirrorEffect(TableTechChaosEffectIdentifier identifier, FlippableCover obj)
 {
     if (identifier == TableTechChaosEffectIdentifier.MIRROR)
     {
         AkSoundEngine.PostEvent("Play_WPN_kthulu_soul_01", obj.gameObject);
         obj.sprite.usesOverrideMaterial = true;
         tk2dSprite tk2dSprite = obj.sprite as tk2dSprite;
         tk2dSprite.GenerateUV2 = true;
         Material material = Instantiate <Material>(obj.sprite.renderer.material);
         material.DisableKeyword("TINTING_OFF");
         material.EnableKeyword("TINTING_ON");
         material.SetColor("_OverrideColor", new Color(0f, 1f, 1f));
         material.DisableKeyword("EMISSIVE_OFF");
         material.EnableKeyword("EMISSIVE_ON");
         material.SetFloat("_EmissivePower", 1.75f);
         material.SetFloat("_EmissiveColorPower", 1f);
         obj.sprite.renderer.material = material;
         Shader       shader          = Shader.Find("Brave/ItemSpecific/MetalSkinLayerShader");
         MeshRenderer component       = obj.sprite.GetComponent <MeshRenderer>();
         Material[]   sharedMaterials = component.sharedMaterials;
         for (int i = 0; i < sharedMaterials.Length; i++)
         {
             if (sharedMaterials[i].shader == shader)
             {
                 return;
             }
         }
         Array.Resize <Material>(ref sharedMaterials, sharedMaterials.Length + 1);
         Material material2 = new Material(shader);
         material2.SetTexture("_MainTex", sharedMaterials[0].GetTexture("_MainTex"));
         sharedMaterials[sharedMaterials.Length - 1] = material2;
         component.sharedMaterials = sharedMaterials;
         tk2dSprite.ForceBuild();
         obj.specRigidbody.OnPreRigidbodyCollision += new SpeculativeRigidbody.OnPreRigidbodyCollisionDelegate(
             delegate(SpeculativeRigidbody myRigidbody, PixelCollider myPixelCollider, SpeculativeRigidbody otherRigidbody, PixelCollider otherPixelCollider)
         {
             if (otherRigidbody.projectile != null && !(otherRigidbody.projectile.Owner is PlayerController) && base.Owner != null)
             {
                 PassiveReflectItem.ReflectBullet(otherRigidbody.projectile, true, base.Owner, 10f, 1f, 1f, 0f);
                 otherRigidbody.RegisterSpecificCollisionException(obj.specRigidbody);
                 PhysicsEngine.SkipCollision = true;
             }
         }
             );
         if (base.Owner.PlayerHasActiveSynergy("#HIDDEN_TECH_SUPER_CHAOS"))
         {
             obj.gameObject.AddComponent <MirrorBreakSynergyProcessor>().Initialize();
         }
     }
 }
Beispiel #4
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        public void OnProjectileHitEnemy(Projectile proj, SpeculativeRigidbody enemy, bool fatal)
        {
            if (enemy != null)
            {
                if (enemy.aiActor != null)
                {
                    AIActor aiactor = enemy.aiActor;
                    aiactor.sprite.usesOverrideMaterial = true;
                    tk2dSprite tk2dSprite = aiactor.sprite as tk2dSprite;
                    tk2dSprite.GenerateUV2 = true;
                    Material material = UnityEngine.Object.Instantiate <Material>(aiactor.sprite.renderer.material);
                    material.DisableKeyword("TINTING_OFF");
                    material.EnableKeyword("TINTING_ON");
                    material.SetColor("_OverrideColor", new Color(0.87f, 0.56f, 0f));
                    material.DisableKeyword("EMISSIVE_OFF");
                    material.EnableKeyword("EMISSIVE_ON");
                    material.SetFloat("_EmissivePower", 1.75f);
                    material.SetFloat("_EmissiveColorPower", 1f);
                    material.SetFloat("_AllColorsToggle", 1f);
                    aiactor.sprite.renderer.material = material;
                    Shader       shader          = Shader.Find("Brave/ItemSpecific/MetalSkinLayerShader");
                    MeshRenderer component       = aiactor.sprite.GetComponent <MeshRenderer>();
                    Material[]   sharedMaterials = component.sharedMaterials;
                    for (int i = 0; i < sharedMaterials.Length; i++)

                    {
                        if (sharedMaterials[i].shader == shader)
                        {
                            return;
                        }
                    }
                    Array.Resize <Material>(ref sharedMaterials, sharedMaterials.Length + 1);
                    Material material2 = new Material(shader);
                    material2.SetTexture("_MainTex", sharedMaterials[0].GetTexture("_MainTex"));
                    sharedMaterials[sharedMaterials.Length - 1] = material2;
                    component.sharedMaterials = sharedMaterials;
                    tk2dSprite.ForceBuild();
                }
            }
        }
Beispiel #5
0
 private void HandleParentRoomEntered(PlayerController p)
 {
     if (this.m_hasRoomEnteredProcessed)
     {
         return;
     }
     this.m_hasRoomEnteredProcessed = true;
     if (p && p.PlayerHasActiveSynergy("#HIDDEN_TECH_SUPER_CHAOS") && UnityEngine.Random.value < 0.15f && (bool)info.GetValue(base.GetComponent <FlippableCover>()) == false)
     {
         info.SetValue(base.GetComponent <FlippableCover>(), true);
         base.sprite.usesOverrideMaterial = true;
         tk2dSprite tk2dSprite = base.sprite as tk2dSprite;
         tk2dSprite.GenerateUV2 = true;
         Material material = UnityEngine.Object.Instantiate <Material>(base.sprite.renderer.material);
         material.DisableKeyword("TINTING_OFF");
         material.EnableKeyword("TINTING_ON");
         material.SetColor("_OverrideColor", new Color(1f, 0.77f, 0f));
         material.DisableKeyword("EMISSIVE_OFF");
         material.EnableKeyword("EMISSIVE_ON");
         material.SetFloat("_EmissivePower", 1.75f);
         material.SetFloat("_EmissiveColorPower", 1f);
         base.sprite.renderer.material = material;
         Shader       shader          = Shader.Find("Brave/ItemSpecific/MetalSkinLayerShader");
         MeshRenderer component       = base.sprite.GetComponent <MeshRenderer>();
         Material[]   sharedMaterials = component.sharedMaterials;
         for (int i = 0; i < sharedMaterials.Length; i++)
         {
             if (sharedMaterials[i].shader == shader)
             {
                 return;
             }
         }
         Array.Resize <Material>(ref sharedMaterials, sharedMaterials.Length + 1);
         Material material2 = new Material(shader);
         material2.SetTexture("_MainTex", sharedMaterials[0].GetTexture("_MainTex"));
         sharedMaterials[sharedMaterials.Length - 1] = material2;
         component.sharedMaterials = sharedMaterials;
         tk2dSprite.ForceBuild();
     }
 }
Beispiel #6
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    void SetColorByStatus()
    {
        if (GameState.StunTimer > 0)
        {
            sprite.color = ColorStun;
        }
        else if (GameState.ActivePower.HasValue)
        {
            switch (GameState.ActivePower.Value)
            {
            case GameState.Power.AlternatePath:
                sprite.color = ColorAltPath;
                break;

            case GameState.Power.Coin2x:
                sprite.color = ColorCoins2x;
                break;

            case GameState.Power.HalvePenalty:
                sprite.color = ColorHalveLosses;
                break;

            case GameState.Power.Invincible:
                sprite.color = ColorInvincible;
                break;

            case GameState.Power.Speed2x:
                sprite.color = ColorSpeed2x;
                break;
            }
        }
        else
        {
            sprite.color = ColorNormal;
        }

        sprite.ForceBuild();
        lastPower = GameState.ActivePower;
    }
Beispiel #7
0
 public void setColor(int colorIndex)
 {
     miniCookiesSprite.SetSprite("mainCookies_" + colorIndex.ToString());
     miniCookiesSprite.ForceBuild();
 }