static void DoCreateSlicedSpriteObject()
 {
     tk2dSpriteGuiUtility.GetSpriteCollectionAndCreate((sprColl) => {
         GameObject go          = tk2dEditorUtility.CreateGameObjectInScene("Tiled Sprite");
         tk2dTiledSprite sprite = go.AddComponent <tk2dTiledSprite>();
         sprite.SetSprite(sprColl, sprColl.FirstValidDefinitionIndex);
         sprite.Build();
         Selection.activeGameObject = go;
         Undo.RegisterCreatedObjectUndo(go, "Create Tiled Sprite");
     });
 }
Beispiel #2
0
    static void DoCreateSlicedSpriteObject()
    {
        tk2dSpriteCollectionData sprColl = null;

        if (sprColl == null)
        {
            // try to inherit from other Sprites in scene
            tk2dSprite spr = GameObject.FindObjectOfType(typeof(tk2dSprite)) as tk2dSprite;
            if (spr)
            {
                sprColl = spr.Collection;
            }
        }

        if (sprColl == null)
        {
            tk2dSpriteCollectionIndex[] spriteCollections = tk2dEditorUtility.GetOrCreateIndex().GetSpriteCollectionIndex();
            foreach (var v in spriteCollections)
            {
                GameObject scgo = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(v.spriteCollectionDataGUID), typeof(GameObject)) as GameObject;
                var        sc   = scgo.GetComponent <tk2dSpriteCollectionData>();
                if (sc != null && sc.spriteDefinitions != null && sc.spriteDefinitions.Length > 0)
                {
                    sprColl = sc;
                    break;
                }
            }

            if (sprColl == null)
            {
                EditorUtility.DisplayDialog("Create Tiled Sprite", "Unable to create tiled sprite as no SpriteCollections have been found.", "Ok");
                return;
            }
        }

        GameObject      go     = tk2dEditorUtility.CreateGameObjectInScene("Tiled Sprite");
        tk2dTiledSprite sprite = go.AddComponent <tk2dTiledSprite>();

        sprite.SetSprite(sprColl, sprColl.FirstValidDefinitionIndex);
        sprite.Build();
        Selection.activeGameObject = go;
        Undo.RegisterCreatedObjectUndo(go, "Create Tiled Sprite");
    }
Beispiel #3
0
    /// <summary>
    /// 设置血量类型
    /// </summary>
    /// <param name="type"></param>
    internal void SetLifeType(Global.LIFE_TYPE type)
    {
        hpBar.SetSprite(type.ToString().ToLower());
        switch (type)
        {
        case Global.LIFE_TYPE.LV1:
            hp = hpMax = 10;
            break;

        case Global.LIFE_TYPE.LV2:
            hp = hpMax = 13;
            break;

        case Global.LIFE_TYPE.LV3:
            hp = hpMax = 16;
            break;

        case Global.LIFE_TYPE.LV4:
            hp = hpMax = 20;
            break;
        }
    }
        public void BuildPatch()
        {
            if (m_stripPrefab == null)
            {
                m_stripPrefab = (GameObject)BraveResources.Load("Global Prefabs/TallGrassStrip", ".prefab");
            }
            HashSet <IntVector2> hashSet = new HashSet <IntVector2>();

            for (int j = 0; j < cells.Count; j++)
            {
                IntVector2 intVector = cells[j];
                if (!hashSet.Contains(intVector))
                {
                    hashSet.Add(intVector);
                    int        num = 1;
                    var        targetIndexForPosition = GetTargetIndexForPosition(intVector);
                    IntVector2 intVector2             = intVector;
                    while (true)
                    {
                        intVector2 += IntVector2.Right;
                        if (hashSet.Contains(intVector2))
                        {
                            break;
                        }
                        if (!cells.Contains(intVector2))
                        {
                            break;
                        }
                        if (targetIndexForPosition != GetTargetIndexForPosition(intVector2))
                        {
                            break;
                        }
                        num++;
                        hashSet.Add(intVector2);
                    }
                    GameObject      grassObject = SpawnManager.SpawnVFX(m_stripPrefab, false);
                    tk2dTiledSprite tiledSprite = grassObject.GetComponent <tk2dTiledSprite>();
                    tiledSprite.SetSprite(GameManager.Instance.Dungeon.tileIndices.dungeonCollection, (int)targetIndexForPosition);
                    tiledSprite.dimensions         = new Vector2((16 * num), 16f);
                    grassObject.transform.position = new Vector3(intVector.x, intVector.y, intVector.y);
                    m_tiledSpritePool.Add(intVector, tiledSprite);
                    switch (targetIndexForPosition)
                    {
                    case IndexPosition.BOTTOM:
                        tiledSprite.HeightOffGround     = -2f;
                        tiledSprite.IsPerpendicular     = true;
                        tiledSprite.transform.position += new Vector3(0f, 0.6875f, 0f);
                        break;

                    case IndexPosition.TOP:
                        tiledSprite.IsPerpendicular = true;
                        break;

                    default:
                        tiledSprite.IsPerpendicular = false;
                        break;
                    }
                    tiledSprite.UpdateZDepth();
                }
            }
            if (!ExpandStaticReferenceManager.AllGrasses.Contains(this))
            {
                ExpandStaticReferenceManager.AllGrasses.Add(this);
            }
            InitializeParticleSystem();
        }
Beispiel #5
0
        public static BasicBeamController GenerateBeamPrefab(this Projectile projectile, string spritePath, Vector2 colliderDimensions, Vector2 colliderOffsets, List <string> beamAnimationPaths = null, int beamFPS = -1, List <string> impactVFXAnimationPaths = null, int beamImpactFPS = -1, Vector2?impactVFXColliderDimensions = null, Vector2?impactVFXColliderOffsets = null, List <string> endVFXAnimationPaths = null, int beamEndFPS = -1, Vector2?endVFXColliderDimensions = null, Vector2?endVFXColliderOffsets = null, List <string> muzzleVFXAnimationPaths = null, int beamMuzzleFPS = -1, Vector2?muzzleVFXColliderDimensions = null, Vector2?muzzleVFXColliderOffsets = null)
        {
            try
            {
                float convertedColliderX = colliderDimensions.x / 16f;
                float convertedColliderY = colliderDimensions.y / 16f;
                float convertedOffsetX   = colliderOffsets.x / 16f;
                float convertedOffsetY   = colliderOffsets.y / 16f;

                int             spriteID    = SpriteBuilder.AddSpriteToCollection(spritePath, ETGMod.Databases.Items.ProjectileCollection);
                tk2dTiledSprite tiledSprite = projectile.gameObject.GetOrAddComponent <tk2dTiledSprite>();



                tiledSprite.SetSprite(ETGMod.Databases.Items.ProjectileCollection, spriteID);
                tk2dSpriteDefinition def = tiledSprite.GetCurrentSpriteDef();
                def.colliderVertices = new Vector3[] {
                    new Vector3(convertedOffsetX, convertedOffsetY, 0f),
                    new Vector3(convertedColliderX, convertedColliderY, 0f)
                };

                def.ConstructOffsetsFromAnchor(tk2dBaseSprite.Anchor.MiddleLeft);

                //tiledSprite.anchor = tk2dBaseSprite.Anchor.MiddleCenter;
                tk2dSpriteAnimator  animator  = projectile.gameObject.GetOrAddComponent <tk2dSpriteAnimator>();
                tk2dSpriteAnimation animation = projectile.gameObject.GetOrAddComponent <tk2dSpriteAnimation>();
                animation.clips  = new tk2dSpriteAnimationClip[0];
                animator.Library = animation;
                UnityEngine.Object.Destroy(projectile.GetComponentInChildren <tk2dSprite>());
                BasicBeamController beamController = projectile.gameObject.GetOrAddComponent <BasicBeamController>();

                //---------------- Sets up the animation for the main part of the beam
                if (beamAnimationPaths != null)
                {
                    tk2dSpriteAnimationClip clip = new tk2dSpriteAnimationClip()
                    {
                        name = "beam_idle", frames = new tk2dSpriteAnimationFrame[0], fps = beamFPS
                    };
                    List <string> spritePaths = beamAnimationPaths;

                    List <tk2dSpriteAnimationFrame> frames = new List <tk2dSpriteAnimationFrame>();
                    foreach (string path in spritePaths)
                    {
                        tk2dSpriteCollectionData collection = ETGMod.Databases.Items.ProjectileCollection;
                        int frameSpriteId             = SpriteBuilder.AddSpriteToCollection(path, collection);
                        tk2dSpriteDefinition frameDef = collection.spriteDefinitions[frameSpriteId];
                        frameDef.ConstructOffsetsFromAnchor(tk2dBaseSprite.Anchor.MiddleLeft);
                        frameDef.colliderVertices = def.colliderVertices;
                        frames.Add(new tk2dSpriteAnimationFrame {
                            spriteId = frameSpriteId, spriteCollection = collection
                        });
                    }
                    clip.frames     = frames.ToArray();
                    animation.clips = animation.clips.Concat(new tk2dSpriteAnimationClip[] { clip }).ToArray();
                    beamController.beamAnimation = "beam_idle";
                }

                //------------- Sets up the animation for the part of the beam that touches the wall
                if (endVFXAnimationPaths != null && endVFXColliderDimensions != null && endVFXColliderOffsets != null)
                {
                    SetupBeamPart(animation, endVFXAnimationPaths, "beam_end", beamEndFPS, (Vector2)endVFXColliderDimensions, (Vector2)endVFXColliderOffsets);
                    beamController.beamEndAnimation = "beam_end";
                }
                else
                {
                    SetupBeamPart(animation, beamAnimationPaths, "beam_end", beamFPS, null, null, def.colliderVertices);
                    beamController.beamEndAnimation = "beam_end";
                }

                //---------------Sets up the animaton for the VFX that plays over top of the end of the beam where it hits stuff
                if (impactVFXAnimationPaths != null && impactVFXColliderDimensions != null && impactVFXColliderOffsets != null)
                {
                    SetupBeamPart(animation, impactVFXAnimationPaths, "beam_impact", beamImpactFPS, (Vector2)impactVFXColliderDimensions, (Vector2)impactVFXColliderOffsets);
                    beamController.impactAnimation = "beam_impact";
                }

                //--------------Sets up the animation for the very start of the beam
                if (muzzleVFXAnimationPaths != null && muzzleVFXColliderDimensions != null && muzzleVFXColliderOffsets != null)
                {
                    SetupBeamPart(animation, muzzleVFXAnimationPaths, "beam_start", beamMuzzleFPS, (Vector2)muzzleVFXColliderDimensions, (Vector2)muzzleVFXColliderOffsets);
                    beamController.beamStartAnimation = "beam_start";
                }
                else
                {
                    SetupBeamPart(animation, beamAnimationPaths, "beam_start", beamFPS, null, null, def.colliderVertices);
                    beamController.beamStartAnimation = "beam_start";
                }

                return(beamController);
            }
            catch (Exception e)
            {
                ETGModConsole.Log(e.ToString());
                return(null);
            }
        }
Beispiel #6
0
        /// <summary>
        /// Adds a tiled trail to the Projectile
        /// </summary>
        /// <param name="timeTillAnimStart">How long after spawning until the trail will begin to play it's animation, if it has one.</param>
        public static void AddTrailToProjectile(this Projectile target, string spritePath, Vector2 colliderDimensions, Vector2 colliderOffsets, List <string> animPaths = null, int animFPS = -1, List <string> startAnimPaths = null, int startAnimFPS = -1, float timeTillAnimStart = -1, float cascadeTimer = -1, float softMaxLength = -1, bool destroyOnEmpty = false)
        {
            try
            {
                GameObject newTrailObject = new GameObject();
                newTrailObject.InstantiateAndFakeprefab();
                newTrailObject.transform.parent = target.transform;

                float convertedColliderX = colliderDimensions.x / 16f;
                float convertedColliderY = colliderDimensions.y / 16f;
                float convertedOffsetX   = colliderOffsets.x / 16f;
                float convertedOffsetY   = colliderOffsets.y / 16f;

                int             spriteID    = SpriteBuilder.AddSpriteToCollection(spritePath, ETGMod.Databases.Items.ProjectileCollection);
                tk2dTiledSprite tiledSprite = newTrailObject.GetOrAddComponent <tk2dTiledSprite>();

                tiledSprite.SetSprite(ETGMod.Databases.Items.ProjectileCollection, spriteID);
                tk2dSpriteDefinition def = tiledSprite.GetCurrentSpriteDef();
                def.colliderVertices = new Vector3[] {
                    new Vector3(convertedOffsetX, convertedOffsetY, 0f),
                    new Vector3(convertedColliderX, convertedColliderY, 0f)
                };

                def.ConstructOffsetsFromAnchor(tk2dBaseSprite.Anchor.MiddleLeft);

                tk2dSpriteAnimator  animator  = newTrailObject.GetOrAddComponent <tk2dSpriteAnimator>();
                tk2dSpriteAnimation animation = newTrailObject.GetOrAddComponent <tk2dSpriteAnimation>();
                animation.clips  = new tk2dSpriteAnimationClip[0];
                animator.Library = animation;

                TrailController trail = newTrailObject.AddComponent <TrailController>();

                //---------------- Sets up the animation for the main part of the trail
                if (animPaths != null)
                {
                    BeamToolbox.SetupBeamPart(animation, animPaths, "trail_mid", animFPS, null, null, def.colliderVertices);
                    trail.animation     = "trail_mid";
                    trail.usesAnimation = true;
                }
                else
                {
                    trail.usesAnimation = false;
                }

                if (startAnimPaths != null)
                {
                    BeamToolbox.SetupBeamPart(animation, startAnimPaths, "trail_start", startAnimFPS, null, null, def.colliderVertices);
                    trail.startAnimation     = "trail_start";
                    trail.usesStartAnimation = true;
                }
                else
                {
                    trail.usesStartAnimation = false;
                }

                //Trail Variables
                if (softMaxLength > 0)
                {
                    trail.usesSoftMaxLength = true; trail.softMaxLength = softMaxLength;
                }
                if (cascadeTimer > 0)
                {
                    trail.usesCascadeTimer = true; trail.cascadeTimer = cascadeTimer;
                }
                if (timeTillAnimStart > 0)
                {
                    trail.usesGlobalTimer = true; trail.globalTimer = timeTillAnimStart;
                }
                trail.destroyOnEmpty = destroyOnEmpty;
            }
            catch (Exception e)
            {
                ETGModConsole.Log(e.ToString());
            }
        }