public void Attack() { IsAttacking = true; Animate.ChangeAnimationState("Attacking", animator, currentDirection); PrepareAttackHitboxes(currentDirection); }
public override void LoadModel() { string modelPath = "Resources/" + J_ModelResource.GetData(towerInfo.towerData._modelId)._modelPath; towerAsset = GameLoader.Instance.LoadAssetSync(modelPath); towerObj = towerAsset.GameObjectAsset; towerObj.transform.position = this.towerInfo.GetPosition(); //增加点击事件 AddClickInfo(towerObj, towerInfo.Id); //加载塔身图片 GameObject towerBaseObj = towerObj.transform.Find("ArrowTowerBase").gameObject; towerBase = InitSpriteImage(towerBaseObj, towerInfo.towerBase); //加载射手1 GameObject shooterObj1 = towerObj.transform.Find("ArrowShooter1").gameObject; shooter1 = InitAnimate(shooterObj1, towerInfo.shooter); //加载射手2 GameObject shooterObj2 = towerObj.transform.Find("ArrowShooter2").gameObject; shooter2 = InitAnimate(shooterObj2, towerInfo.shooter); bulletPos1 = towerObj.transform.Find("BulletPos1").position; bulletPos2 = towerObj.transform.Find("BulletPos2").position; //根据塔基座大小增加碰撞盒 //AddBoxColider(towerObj, towerBase.width, towerBase.height); }
public void ComponentSetup() { RandomDiagDirection(); animComp = this.GetComponent <Animate>(); rb = this.GetComponent <Rigidbody2D>(); powerUpSizes = new Vector2(this.GetComponent <BoxCollider2D>().size.x, this.GetComponent <BoxCollider2D>().size.y); }
public pgKnjiga_utisaka() { InitializeComponent(); txtIme.GotFocus += (oo, ee) => { tastatura = new TastaturaXAML(txtIme); tastatura.Loaded += (o, e) => { Animate.SlideUp(tastatura); }; tastatura.Show(); }; txtIme.LostFocus += (oo, ee) => { Animate.SlideDown(tastatura); }; txtKomentar.GotFocus += (oo, ee) => { tastatura = new TastaturaXAML(txtKomentar); tastatura.Loaded += (o, e) => { Animate.SlideUp(tastatura); }; tastatura.Show(); }; txtKomentar.LostFocus += (oo, ee) => { Animate.SlideDown(tastatura); }; Animate.SlideUp(this); Animate.GridAnimateEntrance(gdKu); Animate.GridAnimateEntrance(gdtmp); }
public override void LoadModel() { towerAsset = GameLoader.Instance.LoadAssetSync("Resources/Prefabs/MageTower.prefab"); towerObj = towerAsset.GameObjectAsset; towerObj.transform.position = this.towerInfo.GetPosition(); if (towerObj.GetComponent <ClickInfo>() == null) { ClickInfo clickInfo = towerObj.AddComponent <ClickInfo>(); clickInfo.OnInit(ClickType.Tower, this.towerInfo.Id, FingerDown); } else { ClickInfo clickInfo = towerObj.GetComponent <ClickInfo>(); clickInfo.OnInit(ClickType.Tower, this.towerInfo.Id, FingerDown); } //加载塔身图片 if (towerObj.GetComponent <Animate>() != null) { towerBase = towerObj.GetComponent <Animate>(); } else { towerBase = towerObj.AddComponent <Animate>(); } towerBase.OnInit(towerInfo.towerBase); towerBase.startAnimation("idle"); }
protected override IEnumerable <Animate> Replace(Level level, Animate obj) { var reflected = obj.AsDynamic(); var levelReflected = level.AsDynamic(); var treasureChest = new TreasureChestEvent(level, new Point(obj.Position.X, obj.Position.Y + YOffset), -1, reflected._objectSpec); var trigger = new TriggerAfterLootDrop(level, treasureChest, () => { bool hasSpindle = level.GameSave.HasRelic(EInventoryRelicType.TimespinnerSpindle); if (hasSpindle) { level.GameSave.Inventory.RelicInventory.Inventory.Remove((int)EInventoryRelicType.TimespinnerSpindle); } ((Queue <ScriptAction>)levelReflected._waitingScripts).Clear(); reflected._onPickedUpAction(); if (!hasSpindle) { level.GameSave.Inventory.RelicInventory.Inventory.Remove((int)EInventoryRelicType.TimespinnerSpindle); } var scripts = ((Queue <ScriptAction>)levelReflected._waitingScripts).ToArray().ToList(); var giveOrbScript = scripts.Single(s => s.AsDynamic().ScriptType == EScriptType.RelicOrbGetToast); giveOrbScript.AsDynamic().ScriptType = EScriptType.Wait; giveOrbScript.AsDynamic().ActionTimer = 0f; }); return(new Animate[] { treasureChest, trigger }); }
public void PlayAnimation() { foreach (Animator Animate in ObjectAnimation) { Animate.SetBool("Idle", false); } }
static public void MoveToLocal(Transform pObject, Vector3 pDestinationPosition, bool pFadeIn = false, bool pFadeOut = false, float pDuration = -1.0f, Anim_EndAnimCallBack pCallBack = null) { if (pDuration < 0.0f) { pDuration = AnimateManager.Instance.defaultMoveToDuration; } Animate lAnimate = new Animate(pObject); lAnimate.duration = pDuration; lAnimate.endCallBack = pCallBack; if (pFadeIn) { lAnimate.SetFadeIn(); Util.SetActive(pObject, true); } if (pFadeOut) { lAnimate.SetFadeOut(); } AnimateManager.Instance.SetOriginalValue_Private(pObject, AnimateType.localTranslation, pObject.localPosition); lAnimate.transformCallBack = (float pT, List <Transform> pTransformList) => { foreach (Transform lTransform in pTransformList) { Vector3 lOriginalPosition = AnimateManager.Instance.GetOriginalV3_Private(lTransform, AnimateType.localTranslation); lTransform.localPosition = Vector3.Lerp(lOriginalPosition, pDestinationPosition, pT); } }; lAnimate.Play(); }//MoveToLocal
public void StopAnimation() { foreach (Animator Animate in ObjectAnimation) { Animate.SetBool("Idle", true); } }
public void OnAnimateFinished(Animate animate) { if (animate.code == "Open") { if (render != null) { render.sprite = null; } if (col != null) { col.enabled = false; } if (VFX != null) { VFX.Play(); } } if (animate.code == "Close") { if (VFX != null) { VFX.Play(); } } }
public void Initialize(GhostAIStats stats) { this.stats = stats; stats.self = this; NotificationMaster.playerObservers.Add(this); float aggro = stats.Aggressiveness(); if (aggro > 0) { attack = gameObject.AddComponent <GhostAttack>(); GetComponent <GhostAttack> ().Initialize(stats); } movement = gameObject.GetComponent <GhostMovement>(); movement.Initialize(stats); detectionRadius = Room.bounds.extents.x; transform.localScale = new Vector3(stats.size, stats.size, 1); size = GetComponent <SpriteRenderer>().bounds.extents; transform.position = movement.GetSpawnPosition(size); movement.startPosition = transform.position; layerMask = 1 << LayerMask.NameToLayer("Wall") | 1 << LayerMask.NameToLayer("Player"); GetComponent <SpriteRenderer>().sortingOrder = (int)(1.0f / size.magnitude * 1000); AdjustColors(aggro); animate = GetComponent <Animate>(); animate.AnimateToColor(Palette.Invisible, color, .3f); }
public ActionResult DeleteAnimate() { try { Animate c = db.Animates.Find(this.ToModel().Id); if (c != null) { c.IsDeleted = true; c.DeletionDate = DateTime.Now; db.SaveChanges(); } return(new HttpStatusCodeResult(HttpStatusCode.OK)); } catch { LogViewModel l = new LogViewModel { Id = Guid.NewGuid(), CreatedDate = DateTime.Now, Type = "Deletion", Message = "failed to delete access to database" }; l.AddLog(l); return(new HttpStatusCodeResult(HttpStatusCode.BadRequest)); } }
public override void Jump() { base.Jump(); // No more jumps left and still not grounded if (jumpsLeft <= 0 && !isGrounded) { return; } else if (jumpsLeft >= 0 && isGrounded) // Grounded, so reset jumps { jumpsLeft = extraJumps + 1; } if (GetAttackType() == AttackType.FIRE && jumpsLeft == 1) { myRb2D.velocity = new Vector2(myRb2D.velocity.x, Vector2.up.y + additionSpecialJumpAcceleration); Animate.SetTrigger("specialJump"); Animate.SetBool("isFalling", false); SoundManager.instance.PlaySound("NuuttipukkiRocketJump"); tailJump.SetActive(true); } else { SoundManager.instance.PlaySound("NuuttipukkiJump"); } // Jump Vector2 tempJump = myRb2D.velocity; tempJump.x *= 0.8f; tempJump.y += Vector2.up.y * jumpAcceleration; myRb2D.velocity = tempJump; // Reduce number of jumps jumpsLeft--; }
void CreateCookie() { var cookies = GameObject.FindGameObjectsWithTag("Cookie"); // Destroy the ones out of range foreach (var c in cookies) { if (Vector3.Distance(player.transform.localPosition, c.transform.localPosition) > GameGridRadius || Vector3.Distance(player.transform.localScale, c.transform.localScale) > GameMaxScaleDifference) { Destroy(c); } } if (cookies.GetLength(0) < maxCookies) { var playerScale = player.transform.localScale.x; var newCookie = Instantiate(cookie, GetRandomInGameGridRadius(), Quaternion.identity); newCookie.name = "Cookie"; newCookie.tag = "Cookie"; float cookieScale = Random.Range(0.3f * playerScale, 3f * playerScale); Animate.Scale(newCookie, new Vector3(cookieScale, cookieScale, cookieScale)); // var cookieSphereCollider = newCookie.gameObject.GetComponent<SphereCollider>(); // Debug.Log(cookieScale); // cookieSphereCollider.radius = cookieScale / 2f; } }
void CreatePowerup() { var powerups = GameObject.FindGameObjectsWithTag("Powerup"); // Destroy the ones out of range foreach (var p in powerups) { if (Vector3.Distance(player.transform.localPosition, p.transform.localPosition) > GameGridRadius || Vector3.Distance(player.transform.localScale, p.transform.localScale) > GameMaxScaleDifference) { Destroy(p); } } if (powerups.GetLength(0) < maxPowerups) { var playerScale = player.transform.localScale.x; var newPowerup = Instantiate(powerup, GetRandomInGameGridRadius(), Quaternion.identity); var powerupType = powerupTypes[Random.Range(0, powerupTypes.Length)]; newPowerup.name = powerupType; newPowerup.tag = "Powerup"; newPowerup.transform.rotation = new Quaternion(-90, 0, 0, 0); var textMesh = newPowerup.GetComponent <TextMesh>(); textMesh.text = powerupType; float powerupScale = Random.Range(0.3f * playerScale, 3f * playerScale); Animate.Scale(newPowerup, new Vector3(powerupScale, powerupScale, powerupScale)); } }
public Animate ToModel() { Animate a = new Animate { DeletionDate = this.DeletionDate, DeletionUserId = this.DeletionUserId, Depth = this.Depth, Height = this.Height, Id = this.Id, ImageId = this.ImageId, Image = db.Images.Find(this.ImageId), IsDeleted = this.IsDeleted, ModifiedDate = this.ModifiedDate, ModifiedUserId = this.ModifiedUserId, PosX = this.PosX, PosY = this.PosY, Question = db.Questions.Find(this.QuestionId), QuestionId = this.QuestionId, //TimeEnd = this.TimeEnd, //TimeStart = this.TimeStart, Width = this.Width, CreatedDate = this.CreatedDate, CreatedUserId = this.CreatedUserId }; return(a); }
/// <summary> /// Create a new tile of the specified element at position y, x /// </summary> private static void CreateTile(int y, int x, int element, Transform parent, bool fill = false) { GameObject go = Instantiate(_tilePrefabs[element], parent); go.name = "T " + x + " " + y; Transform t = go.transform; t.localPosition = new Vector2( InitPos + x, InitPos + y + (fill ? DropHeight : 0)); t.GetChild(0).localPosition = Z.VSelectedTileOverlay; t.GetChild(1).localPosition = Z.VTileSprite; Tile tile = go.AddComponent <Tile>(); tile.Initialize(go, y, x, (Element)element); _tiles[y, x] = tile; if (fill) { // Set the alpha to 0 to prevent spawn flicker tile.SpriteTransform.GetComponent <SpriteRenderer>().color = new Color(1, 1, 1, 0); Animate.Fill(tile); } }
//Varibles End *************************************************************** // Use this for initialization void Start() { networkManager = GameObject.Find("NetworkManager"); getInput = networkManager.GetComponent<GetInput>(); boardState = networkManager.GetComponent<BoardState>(); animate = networkManager.GetComponent<Animate>(); }
static void DrawGizmos(Animate aData, GizmoType gizmoType) { //check if it's the one opened if (TimelineWindow.window != null && TimelineWindow.window.aData != null && TimelineWindow.window.aData.IsDataMatch(aData)) { AnimateEditControl eData = TimelineWindow.AnimEdit(aData); List <Take> _t = eData.takes; if (_t == null || _t.Count == 0) { return; } if (eData.currentTakeInd < 0) { eData.currentTakeInd = 0; } else if (eData.currentTakeInd >= _t.Count) { eData.currentTakeInd = _t.Count - 1; } _t[eData.currentTakeInd].drawGizmos(eData.target, AnimateTimeline.e_gizmoSize, Application.isPlaying); } }
public void playcard() { GameObject manager = GameObject.Find("_Manager"); WarMain warmain = manager.GetComponent <WarMain>(); warmain.cardToScreenOpponent(0, 300); Animate animateScript = warmain.objectToAnimate.GetComponent <Animate>(); animateScript.playAnimation(warmain.objectToAnimate); warmain.processturn(); if (warmain.lastHandWinner == "PlayerOne") { //winMessage.animation.Play("left_entrance"); ob = Instantiate(winMessage, new Vector3(0, 0, 0), Quaternion.identity) as GameObject; ob.transform.SetParent(GameObject.Find("Canvas").transform); //ob.transform.parent = GameObject.Find("Canvas").transform; ob.animation.Play(); } if (warmain.lastHandWinner == "Opponent") { ob = Instantiate(loseMessage, new Vector3(0, 0, 0), Quaternion.identity) as GameObject; ob.transform.SetParent(GameObject.Find("Canvas").transform); //ob.transform.parent = GameObject.Find("Canvas").transform; ob.animation.Play(); } warmain.removePlayButton(); }
public MainWindow() { this.InitializeComponent(); this.Loaded += (sender, args) => { Animate animate = new Animate((sys, extents) => { Behavior <double> time = sys.Time; double maxSize = 105; Behavior <double> offset = time.Map(t => { double frac = t - Math.Floor(t); return((frac < 0.5 ? frac - 0.25 : 0.75 - frac) * 4.0 * maxSize); }); Behavior <double> fifty = Behavior.Constant(50.0); Behavior <DrawableDelegate> greenBall = Shapes.Translate( Shapes.Scale(Shapes.Circle(Colors.Green), fifty), offset.Map(x => new Point(x, 0.0))); Behavior <DrawableDelegate> blueBall = Shapes.Translate( Shapes.Scale(Shapes.Circle(Colors.Blue), fifty), offset.Map(y => new Point(0.0, y))); return(Shapes.Over(greenBall, blueBall)); }, this.Placeholder.RenderSize); this.Placeholder.Children.Add(animate); animate.Start(); }; }
public override void LoadModel() { charAsset = GameLoader.Instance.LoadAssetSync("Resources/Prefabs/fly.prefab"); charObj = charAsset.GameObjectAsset; charObj.name = monsterInfo.charName; monsterAnim = InitAnimate(charObj, monsterInfo.charName); }
internal Select(PhosphorescenceScript pho, Init init, Render render) { _pho = pho; _init = init; _render = render; animate = new Animate(pho, init, this, render); }
void CreateBomb() { var bombs = GameObject.FindGameObjectsWithTag("Bomb"); // Destroy the ones out of range foreach (var b in bombs) { if (Vector3.Distance(player.transform.localPosition, b.transform.localPosition) > GameGridRadius || Vector3.Distance(player.transform.localScale, b.transform.localScale) > GameMaxScaleDifference) { Destroy(b); } } if (bombs.GetLength(0) < maxBombs) { var playerScale = player.transform.localScale.x; // var newBomb = Instantiate(bomb, new Vector3(Random.Range(-3*playerScale, 3*playerScale), 1, Random.Range(-3*playerScale, 3*playerScale)), Quaternion.identity); var newBomb = Instantiate(bomb, GetRandomInGameGridRadius(), Quaternion.identity); newBomb.tag = "Bomb"; newBomb.name = "Bomb"; float bombScale = Random.Range(0.3f * playerScale, 1.5f * playerScale); Animate.Scale(newBomb, new Vector3(bombScale, bombScale, bombScale)); } }
public CustomAnimation(T start, T end, Animate animate) { this.animate = animate; this.Start = start; this.End = end; this.current = start; }
/// <summary> /// Animate and move this tile from its current screen location /// to the newLocation /// </summary> /// <param name="newLocation">Parent coordinates of destination</param> /// <param name="speed">Speed of animation (enum)</param> public void MoveTo(System.Drawing.Point newLocation, Animate speed) { BringToFront(); if (speed != Animate.None) { Point startLoc = Location; Point newLoc = Location; int dX = newLocation.X - startLoc.X; int dY = newLocation.Y - startLoc.Y; for (int step = 1; step < 10; ++step) { int factor = step * step; Thread.Sleep(speed == Animate.Fast ? 1 : 5); newLoc.X = startLoc.X + (dX * factor) / 100; newLoc.Y = startLoc.Y + (dY * factor) / 100; Location = newLoc; Parent.Update(); } } Location = newLocation; if (speed != Tile.Animate.None) { Parent.Update(); } }
public MainWindow() { this.InitializeComponent(); this.Loaded += (sender, args) => { Animate animate = new Animate((sys, extents) => { Behavior <double> time = sys.Time; double t0 = time.Sample(); double ballRadius = 15; double leftWall = -extents.X + ballRadius; double rightWall = extents.X - ballRadius; double floor = -extents.Y + ballRadius; double roof = extents.Y - ballRadius; Signal gravity = new Signal(t0, 0, 0, -1200); StreamLoop <Signal> sBounceX = new StreamLoop <Signal>(); StreamLoop <Signal> sBounceY = new StreamLoop <Signal>(); Cell <Signal> velx = sBounceX.Hold(new Signal(t0, 0, 0, 350)); Cell <Signal> vely = sBounceY.Hold(gravity.Integrate(0)); Cell <Signal> posx = Signal.Integrate(velx, leftWall); Cell <Signal> posy = Signal.Integrate(vely, roof); sBounceX.Loop(BounceAt(sys, velx, posx, leftWall).OrElse(BounceAt(sys, velx, posx, rightWall))); sBounceY.Loop(BounceAt(sys, vely, posy, floor)); return(Shapes.Translate(Shapes.Scale(Shapes.Circle(Colors.Red), Behavior.Constant(ballRadius)), time.Lift(posx.AsBehavior(), posy.AsBehavior(), (t, x, y) => new Point(x.ValueAt(t), y.ValueAt(t))))); }, this.Placeholder.RenderSize); this.Placeholder.Children.Add(animate); animate.Start(); }; }
void StoppedAttactingAlert() { Debug.Log("Stoped attacking"); Animate.ChangeAnimationState("Idle", animator, currentDirection); IsIdle = true; IsAttacking = false; }
// Used to handle everything happens when spawns a child cell public IEnumerator ProduceChild() { if (bCanSpawn) { bCanSpawn = false; // Calling the Animate class for spawn animation Animate mAnimate; mAnimate = new Animate(this.transform); mAnimate.ExpandContract(0.1f, 1, 1.1f); if (Level_Manager.LevelID < 4) { EMController.Instance().ReduceNutrient(); } // Randomize the interval time between spawns of child cells in terms of current difficulty float intervalTime = UnityEngine.Random.Range( 1.25f / EMDifficulty.Instance().CurrentDiff, 1.75f / EMDifficulty.Instance().CurrentDiff ); if (Level_Manager.LevelID > 2) { intervalTime /= 1.2f; } yield return(new WaitForSeconds(intervalTime)); if (m_EMFSM.AvailableChildNum < 100) { bCanSpawn = true; } } }
/// <summary> /// Find, remove and replace matched tiles, then restart if a match was found /// </summary> private static IEnumerator UpdateField() { yield return(new WaitForSeconds(Duration.Short)); Animate.Pop(_tiles, Match.Check(_tiles)); if (Animate.TilesPoppedThisRound == 0) { Drag.AllowUnlock = true; yield break; } yield return(new WaitForSeconds(Duration.Medium)); Drop(); yield return(new WaitForSeconds(Duration.Wait)); Fill(); PanelController.AssignRoundValues(); Drag.Lock = true; yield return(new WaitForSeconds(Duration.SafeWait)); Check(); }
// This receives a transform (the player transform) public void HandleNotified(Bytes.Data data) { if (target != null) { return; } ObjectDataBytes objData = (ObjectDataBytes)data; SetTarget((Transform)objData.ObjectValue); canReturnToInitialPos = false; delayChasePlayer = Animate.Delay(2f, () => { moving = true; agent.speed = 4f; EventManager.Dispatch("playSound", new PlaySoundData("HORROR_HelpMe002")); animController.SetLoopedState(CrunchyToastAnim.Walking, prefix, true); // Set atk on GetComponentInChildren <Observer>().canDealDmg = true; // Has 3 seconds to close gap between him and player before having to return to inital pos if hes too far from player delayCanReturnToInitPos = Animate.Delay(3f, () => { canReturnToInitialPos = true; }); }); }
void Start() { agent = GetComponent<NavMeshAgent> (); agent.velocity=Vector3.zero; anim = GetComponent<Animate>(); SlidersObject = GameObject.FindGameObjectWithTag("Sliders"); moveSlider=SlidersObject.GetComponent<ScrollScript>(); anim.idle (); }
// Start(): Us this for initialisation void Start() { array_Animate = new Animate[array_Transform.Length]; mAnimate = new Animate(this.transform); for (int i = 0; i < array_Animate.Length; i++) { array_Animate[i] = new Animate(array_Transform[i]); } }
public Wood(Texture2D texture, Vector2 position, Vector2 mapPosition, Texture2D[] animateSequence, Texture2D burnt) : base(texture, position) { myMapPosition = mapPosition; myAnimateSequence = animateSequence; myAnimate = new Animate(animateSequence); SetUpAnimate(); myBurnt = burnt; myState = new RegularState(this); }
public Tornado(Texture2D[] animSeq, Vector2 position, Vector2 velocity, Vector2 mapPosition) : base(animSeq[0], position) { myMapPosition = mapPosition; myTexture = animSeq[0]; myPosition = position; myVelocity = velocity; myAnimateSequence = animSeq; myAnimate = new Animate(animSeq); SetUpAnimate(); name = "Tornado"; }
public People(Texture2D texture, Vector2 position, Vector2 mapPosition, Texture2D[] burningSequence, Texture2D burnt, Texture2D electrocuted) : base(texture, position) { myMapPosition = mapPosition; name = "People"; myBurningSequence = burningSequence; myBurning = new Animate(burningSequence); SetUpBurning(); myBurnt = burnt; myElectrocuted = electrocuted; myState = new RegularState(this); }
// ActivateIdleRotation(): Pushes an Animate.cs into update sequence public static bool ActivateIdleRotation(Animate _mAnimate) { for (int i = 0; i < s_arrayIdleRotation.Length; i++) { if (s_arrayIdleRotation[i] == null) { s_arrayIdleRotation[i] = _mAnimate; return true; } } Debug.LogWarning("AnimateHandler.ActivateIdleRotation(): Cache have reached its maximum limit, consider creating a bigger cache?"); return false; }
public House(Texture2D texture, Vector2 position, Vector2 mapPosition, Texture2D[] animateSequence, Texture2D burnt, Texture2D lit) : base(texture, position) { myMapPosition = mapPosition; name = "House"; myAnimateSequence = animateSequence; myAnimate = new Animate(animateSequence); SetUpAnimate(); myBurnt = burnt; myLit = lit; myState = new RegularState(this); }
void Awake() { if (s_miscUI == null) s_miscUI = this; else Destroy(this.gameObject); EnemyStunnedTextSpriteRen = transform.GetChild(0).GetComponent<SpriteRenderer>(); EnemyStunnedTextSpriteRen.enabled = false; stunDisplayDuration = 0f; m_EnemyStunnedTextAnimate = new Animate(EnemyStunnedTextSpriteRen.transform); }
public Tree(Texture2D texture, Vector2 position, Vector2 mapPosition, Texture2D[] burningSequence, Texture2D burnt, Texture2D electrocute, Texture2D[] multiplyTree) : base(texture, position) { myMapPosition = mapPosition; name = "Tree"; myBurningSequence = burningSequence; myBurning = new Animate(burningSequence); SetUpBurning(); myBurnt = burnt; myElectrocute = electrocute; myMultiplySequence = multiplyTree; myMultiply = new Animate(multiplyTree); SetUpMultiply(); myState = new RegularState(this); }
//Constructor public ECMineState(GameObject _childCell, EnemyChildFSM _ecFSM) { m_Child = _childCell; m_ecFSM = _ecFSM; m_Main = m_ecFSM.m_EMain; m_ExpansionLimit = new Vector2(1.7f,1.7f); m_ShrinkLimit = new Vector2(0.8f,0.8f); m_PathToTarget = new List<Point>(); m_Animator = new Animate(m_Child.transform); m_bExpanding = true; m_Target = null; m_CurrentTargetPoint = null; m_bExpandContractStart = false; m_fExpansionSpeed = 0.1f; m_fMaxAcceleration = 40f; m_fExplosiveRange = 4f * m_Child.GetComponent<SpriteRenderer>().bounds.size.x; m_fKillRange = 0.75f * m_fExplosiveRange; m_CurrentPositionType = PositionType.Empty; }
void Awake() { Screen.SetResolution(360, 640, false); cameraTransform = GameObject.Find("Main Camera").transform; shouldSnapUp = false; shouldSnapDown = false; shouldSnapBack = false; isSnapping = false; _menuPosition = MainMenuPosition.Center; swipeTextCanvasGroup = transform.GetChild(4).GetComponent<CanvasGroup>(); titleTransform = transform.GetChild(1); titleAnimate = new Animate(titleTransform); alienBodyImage = transform.GetChild(3).GetChild(0).GetComponent<Image>(); alienBodyImage.sprite = alienBodySprites[Random.Range(0, alienBodySprites.Length)]; backgroundImage = new SpriteRenderer[5]; backgroundImage[0] = transform.GetChild(5).GetComponent<SpriteRenderer>(); backgroundImage[1] = transform.GetChild(6).GetComponent<SpriteRenderer>(); backgroundImage[2] = transform.GetChild(7).GetComponent<SpriteRenderer>(); backgroundImage[3] = transform.GetChild(8).GetComponent<SpriteRenderer>(); backgroundImage[4] = transform.GetChild(9).GetComponent<SpriteRenderer>(); int randColor = Random.Range(0, backgroundColors.Length); for (int i = 0; i < backgroundImage.Length; i++) { backgroundImage[i].color = backgroundColors[randColor]; } for (int i = 0; i < particleSystems.Length; i++) { particleSystems[i].startColor = backgroundColors[randColor]; particleSystems[i].Clear(); particleSystems[i].Simulate(particleSystems[i].startLifetime); particleSystems[i].Play(); } }
public void MoveUp(float speed) { if (!GameProperties.Instance.GameOver) { velocity -= speed; _animate = Animate.Flap; _timer = _animateTime; } }
public override void Update(GameTime gameTime) { int elapsedMillis = gameTime.ElapsedGameTime.Milliseconds; _timer -= elapsedMillis; _delay -= elapsedMillis; if (_animate == Animate.Flap) { _lastFrame += elapsedMillis; if (_lastFrame > _frameSpeed && (_frameIndex < _birdInfo.Count - 2)) { _lastFrame = 0; _frameIndex++; if (_frameIndex >= _birdInfo.Count - 2) //dont include banking images in animation loop { _frameIndex = 0; } } } else if (_animate == Animate.Left) { if (_delay < 0) { _frameIndex = 0; _animate = Animate.NONE; } else _frameIndex = 8; } else if (_animate == Animate.Right) { if (_delay < 0) { _frameIndex = 0; _animate = Animate.NONE; } else _frameIndex = 9; } else { _frameIndex = 0; } //decrease velocity ( remember: it's negative to move up! ) if (_timer < 0) { velocity = velocity * 0.9f; if (velocity < -0.05 && _animate != Animate.Left && _animate != Animate.Right) { _animate = Animate.NONE; } _timer += _animateTime; } CheckBottomBorder(); velocity = MathHelper.Clamp(velocity, -10, 2); float y = MathHelper.Clamp(Position.Y + velocity + 4, HEIGHT / 2, _game.GraphicsDevice.Viewport.Height * 2); Position = new Vector2(Position.X, y); }
public void MoveLeft(float speed) { if (!GameProperties.Instance.GameOver) { float x = MathHelper.Clamp(Position.X - speed, GameProperties.Instance.BorderDensity, _game.GraphicsDevice.Viewport.Width - GameProperties.Instance.BorderDensity); Position = new Vector2(x, Position.Y + 1); _animate = Animate.Left; _delay = _animateTime; } }
void Awake() { if (PlayerMain.s_Instance == null) { PlayerMain.s_Instance = this; } else { Destroy(this.gameObject); } m_bIsAlive = true; m_bNeedsResizing = false; m_nHealth = Settings.s_nPlayerInitialHealth; m_nMaxHealth = m_nHealth; mAnimate = new Animate(this.transform); spriteRen = gameObject.GetComponent<SpriteRenderer>(); m_surroundingEnemyCells = null; m_Scale = new Vector3(m_fMaxScale, m_fMaxScale, m_fMaxScale); m_nDeathAnimStage = 0; transform.localScale = m_Scale; }
// Pause the spawning process so that there are not too many mini cells taking too much computing power at the same time IEnumerator PauseSpawn() { bCanSpawn = false; // Pause for random amount of time depending on the size of the agent yield return new WaitForSeconds (Random.Range (Mathf.Sqrt (Mathf.Pow (nSize, 1f)), Mathf.Sqrt (Mathf.Pow (nSize, 3f)))); // Double check if the main nutrient is in the map and not too close to the enemy main cell if (MapManager.Instance.IsInBounds ((Vector2)(position * 1.1f)) && Vector2.Distance (EMHelper.Instance().Position, transform.position) > fInitialRadius * nSize + EMHelper.Instance ().Radius) { // Instantiate a mini nutrient object Instantiate (miniNutrient, position, Quaternion.identity); // Calling the Animate class for spawn animation Animate mAnimate; mAnimate = new Animate (this.transform); mAnimate.ExpandContract (0.1f, 1, 1.1f); // Reduce the size of the current main nutrient by 1 nSize--; } bCanSpawn = true; }
public PopupMenu() { // Create collection objects _drawCommands = new ArrayList(); _menuCommands = new MenuCommandCollection(); // Default the properties _returnDir = 0; _extraSize = 0; _popupItem = -1; _trackItem = -1; _childMenu = null; _exitLoop = false; _popupDown = true; _mouseOver = false; _excludeTop = true; _popupRight = true; _parentMenu = null; _excludeOffset = 0; _parentControl = null; _returnCommand = null; _controlLBrush = null; _controlEBrush = null; _controlLLBrush = null; _highlightInfrequent = false; _showInfrequent = false; _style = VisualStyle.IDE; _rememberExpansion = true; _lastMousePos = new Point(-1,-1); _direction = Direction.Horizontal; _textFont = SystemInformation.MenuFont; // Animation details _animateTime = 100; _animate = Animate.System; _animateStyle = Animation.System; _animateFirst = true; _animateIn = true; // Create and initialise the timer object (but do not start it running!) _timer = new Timer(); _timer.Interval = _selectionDelay; _timer.Tick += new EventHandler(OnTimerExpire); // Define default colors _textColor = SystemColors.MenuText; _highlightTextColor = SystemColors.HighlightText; DefineHighlightColors(SystemColors.Highlight); DefineColors(SystemColors.Control); }
// Start(): Use this for initialization void Start() { // Variable Initialisation m_Brain = this.GetComponent<PS_Logicaliser>(); mAnimate = new Animate(this.transform); dict_States = new Dictionary<PSState, IPSState>(); dict_States.Add(PSState.Idle, new PS_IdleState(this, m_Brain)); dict_States.Add(PSState.Attack, new PS_AttackState(this)); dict_States.Add(PSState.Defend, new PS_DefendState(this)); dict_States.Add(PSState.Produce, new PS_ProduceState(this)); dict_States.Add(PSState.FindResource, new PS_FindResourceState(this)); dict_States.Add(PSState.Dead, new PS_DeadState(this)); m_CurrentEnumState = PSState.Dead; m_CurrentState = dict_States[m_CurrentEnumState]; m_CurrentState.Enter(); }
public MenuControl() { // Set default values lastX = -1; lastY = -1; _trackItem = -1; _oldFocus = IntPtr.Zero; _minButton = null; _popupMenu = null; _activeChild = null; _closeButton = null; _controlLPen = null; _mdiContainer = null; _restoreButton = null; _controlLBrush = null; _chevronStartCommand = null; _animateFirst = true; _exitLoop = false; _selected = false; _multiLine = false; _mouseOver = false; _defaultFont = true; _manualFocus = false; _drawUpwards = false; _plainAsBlock = false; _clientSubclass = null; _ignoreMouseMove = false; _deselectReset = true; _expandAllTogether = true; _rememberExpansion = true; _highlightInfrequent = true; _dismissTransfer = false; _style = VisualStyle.IDE; _direction = Direction.Horizontal; _menuCommands = new MenuCommandCollection(); _glyphFading = GlyphFading.Default; this.Dock = DockStyle.Top; this.Cursor = System.Windows.Forms.Cursors.Arrow; // Animation details _animateTime = 100; _animate = Animate.System; _animateStyle = Animation.System; // Prevent flicker with double buffering and all painting inside WM_PAINT SetStyle(ControlStyles.DoubleBuffer | ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint, true); // Should not be allowed to select this control SetStyle(ControlStyles.Selectable, false); // Hookup to collection events _menuCommands.Cleared += new CollectionClear(OnCollectionCleared); _menuCommands.Inserted += new CollectionChange(OnCollectionInserted); _menuCommands.Removed += new CollectionChange(OnCollectionRemoved); // Need notification when the MenuFont is changed Microsoft.Win32.SystemEvents.UserPreferenceChanged += new UserPreferenceChangedEventHandler(OnPreferenceChanged); DefineColors(); // Set the starting Font DefineFont(SystemInformation.MenuFont); // Do not allow tab key to select this control this.TabStop = false; // Default to one line of items this.Height = _rowHeight; // Add ourself to the application filtering list Application.AddMessageFilter(this); }
// Start(): Use this for initialization void Start() { // Definition of variables playerMainTransform = PlayerMain.Instance.transform; nCurrentSquadChildCount = 0; fSizeExpandPerSpawn = (fMaximumSizeIncrease - transform.localScale.x) / (float)nSquadChildToSpawn; mAnimate = new Animate(transform); }
void Start() { anim = GetComponent<Animate>(); SlidersObject = GameObject.FindGameObjectWithTag("Sliders"); moveSlider=SlidersObject.GetComponent<ScrollScript>(); }
void Start() { myView = this.GetComponent<PhotonView>(); LifeScript = this.GetComponent<PlayerHealth>(); ShootScript=this.GetComponent<Fire>(); anim = GetComponent<Animate>(); SlidersObject = GameObject.FindGameObjectWithTag("Sliders"); moveSlider=SlidersObject.GetComponent<ScrollScript>(); }
void Awake() { if (Instance == null) s_Instance = this; else Destroy(this.gameObject); s_nResources = Settings.s_nPlayerInitialResourceCount; m_SquadCaptainNode = GameObject.Find("Node_Captain_SpawnPos").transform; spwnCptBtnGO = transform.GetChild(3).GetChild(0).gameObject; spawnCtrlCanvasGrp = transform.GetChild(3).GetComponent<CanvasGroup>(); leftNodeCanvasGrp = transform.GetChild(4).GetComponent<CanvasGroup>(); rightNodeCanavsGrp = transform.GetChild(5).GetComponent<CanvasGroup>(); mainCellPos = transform.GetChild(6).GetComponent<RectTransform>().localPosition; spwnCptBtnRectTransform = spawnCtrlCanvasGrp.transform.GetChild(0).GetComponent<RectTransform>(); spwnCptBtnPos = spwnCptBtnRectTransform.localPosition; playerHurtTintCanvasGrp = transform.GetChild(7).GetChild(0).GetComponent<CanvasGroup>(); enemyWarningTintCanvasGrp = transform.GetChild(7).GetChild(1).GetComponent<CanvasGroup>(); leftNodeChildText = transform.GetChild(7).GetChild(2).GetChild(0).GetComponent<Text>(); rightNodeChildText = transform.GetChild(7).GetChild(2).GetChild(1).GetComponent<Text>(); nutrientText = transform.GetChild(7).GetChild(3).GetComponent<Text>(); infoPanelCanvasGrp = transform.GetChild(7).GetChild(4).GetComponent<CanvasGroup>(); infoText = transform.GetChild(7).GetChild(4).GetChild(0).GetComponent<Text>(); pausePanelCanvasGrp = transform.GetChild(8).GetComponent<CanvasGroup>(); pauseButtonImage = transform.GetChild(9).GetComponent<Image>(); controlImages = new Image[9]; controlImages[0] = transform.GetChild(4).GetChild(3).GetComponent<Image>(); // Left BurstShot. controlImages[1] = transform.GetChild(4).GetChild(2).GetComponent<Image>(); // Left SwarmTarget. controlImages[2] = transform.GetChild(4).GetChild(1).GetComponent<Image>(); // Left ScatterShot. controlImages[3] = transform.GetChild(4).GetChild(0).GetComponent<Image>(); // Left DefendAvoid. controlImages[4] = transform.GetChild(5).GetChild(3).GetComponent<Image>(); // Right BurstShot. controlImages[5] = transform.GetChild(5).GetChild(2).GetComponent<Image>(); // Right SwarmTarget. controlImages[6] = transform.GetChild(5).GetChild(1).GetComponent<Image>(); // Right ScatterShot. controlImages[7] = transform.GetChild(5).GetChild(0).GetComponent<Image>(); // Right DefendAvoid. controlImages[8] = transform.GetChild(3).GetChild(0).GetComponent<Image>(); // SpwnCpt Btn. for (int i = 0; i < controlImages.Length; i++) { controlImages[i].color = m_unselectedColor; } // Hide controls, tints, and info panel. spawnCtrlCanvasGrp.alpha = 0f; leftNodeCanvasGrp.alpha = 0f; rightNodeCanavsGrp.alpha = 0f; DeselectAllCtrls(); playerHurtTintCanvasGrp.alpha = 0f; enemyWarningTintCanvasGrp.alpha = 0f; infoPanelCanvasGrp.alpha = 0f; SetPausePanelVisibility(false); pauseButtonImage.enabled = true; // Initialize spawn variables m_bIsHoldingDownSpawnBtn = false; m_fHoldTime = 0f; // Create Animate objects. m_ResourceTextAnimate = new Animate(transform.GetChild(7).GetChild(3)); m_LeftNodeChildTextAnimate = new Animate(transform.GetChild(7).GetChild(2).GetChild(0)); m_RightNodeChildTextAnimate = new Animate(transform.GetChild(7).GetChild(2).GetChild(1)); }
// Private Functions // Awake(): is called at the start of the program void Awake() { // Singleton if (s_Instance == null) s_Instance = this; else Destroy(this.gameObject); float resultColor; // while: Initialise a color and checks if the color is acceptable // Since HSV input of colors is harder to implement, // it converts RGB into one OVERALL value and check if is within fMinimumArtilleryRGB and fMaximumArtilleryRGB range do { colorArtillery = new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value, 1f); resultColor = colorArtillery.r + colorArtillery.g + colorArtillery.b; } while (resultColor < 3f * fMinimumArtilleryRGB || resultColor > 3f * fMaximumArtilleryRGB); // Read level specific settings from Settings.cs colorArtillery = Settings.s_EnvironmentColor; fNutrientsChance = Settings.s_fPlayerNutrientChance; fWallSidesSpeed = Settings.s_fSideWallSpeed; fWallBackgroundSpeed = Settings.s_fBackgroundSpeed; // Background particle system set-up bgParticleSystem = transform.GetChild(2).GetComponent<ParticleSystem>(); // Use the same color as the wall-sides and background bgParticleSystem.startColor = colorArtillery; // Set the starting speed from Settings.cs bgParticleSystem.startSpeed = Settings.s_fParticleStartSpeedMultiplier; // Since prewarm of particle systems doesn't adapt to the new color, the particle system will be simulated beforehand bgParticleSystem.Clear(); bgParticleSystem.Simulate(bgParticleSystem.startLifetime); bgParticleSystem.Play(); mAnimate = new Animate(transform.GetChild(0)); // Pool_WallSidesRenderer }
void Start() { anim = catapult.GetComponent<Animate>(); }