Ejemplo n.º 1
0
 private void RegisterObjects()
 {
     //Register playerpos in matrix
     registerTile.UpdatePosition();
     //Registering objects being pulled in matrix
     if (pullRegister != null)
     {
         pullRegister.UpdatePosition();
     }
 }
Ejemplo n.º 2
0
    private void UpdateState(bool _aliveState)
    {
        visibleState = _aliveState;
        OnVisibilityChange(_aliveState);

        MonoBehaviour[] scripts      = GetComponentsInChildren <MonoBehaviour>(true);
        Collider2D[]    colliders    = GetComponentsInChildren <Collider2D>();
        Renderer[]      getRenderers = GetComponentsInChildren <Renderer>(true);
        MeshRenderer[]  meshRend     = GetComponentsInChildren <MeshRenderer>(true);
        //Ignore all MeshRenderers
        Renderer[] renderers = getRenderers.Except(meshRend).ToArray();

        for (int i = 0; i < scripts.Length; i++)
        {
            if (CanBeDisabled(scripts[i]))
            {
                scripts[i].enabled = _aliveState;
            }
        }

        for (int i = 0; i < colliders.Length; i++)
        {
            colliders[i].enabled = _aliveState;
        }

        for (int i = 0; i < renderers.Length; i++)
        {
            SpriteRenderer sr = renderers[i] as SpriteRenderer;
            // Cast and check cast.
            // This is necessary because some renderers fail the cast.
            if (sr != null && !CanBeDisabled(sr))
            {
            }
            else
            {
                renderers[i].enabled = _aliveState;
            }
        }

        if (registerTile != null)
        {
            if (_aliveState)
            {
                registerTile.UpdatePosition();
            }
            else
            {
                registerTile.Unregister();
            }
        }
    }
Ejemplo n.º 3
0
    private void UpdateState(bool _aliveState)
    {
        OnVisibilityChange(_aliveState);

        MonoBehaviour[] scripts   = GetComponentsInChildren <MonoBehaviour>(true);
        Collider2D[]    colliders = GetComponentsInChildren <Collider2D>();
        Renderer[]      renderers = GetComponentsInChildren <Renderer>(true);
        for (int i = 0; i < scripts.Length; i++)
        {
            if (scripts[i].GetType().Name != networkId && scripts[i].GetType().Name != networkT &&
                scripts[i].GetType().Name != objectBehaviour &&
                scripts[i].GetType().Name != regTile && scripts[i].GetType().Name
                != inputController && scripts[i].GetType().Name
                != playerSync)
            {
                scripts[i].enabled = _aliveState;
            }
        }

        for (int i = 0; i < colliders.Length; i++)
        {
            colliders[i].enabled = _aliveState;
        }

        for (int i = 0; i < renderers.Length; i++)
        {
            renderers[i].enabled = _aliveState;
        }

        if (registerTile != null)
        {
            if (_aliveState)
            {
                EditModeControl eC = gameObject.GetComponent <EditModeControl>();
                if (eC != null)
                {
                    eC.Snap();
                }

                registerTile.UpdatePosition();
            }
            else
            {
                registerTile.Unregister();
            }
        }
    }
Ejemplo n.º 4
0
    private void UpdateState(bool _aliveState)
    {
        visibleState = _aliveState;
        OnVisibilityChange(_aliveState);

        MonoBehaviour[] scripts   = GetComponentsInChildren <MonoBehaviour>(true);
        Collider2D[]    colliders = GetComponentsInChildren <Collider2D>();
        Renderer[]      renderers = GetComponentsInChildren <Renderer>(true);
        for (int i = 0; i < scripts.Length; i++)
        {
            if (canBeDisabled(scripts[i]))
            {
                scripts[i].enabled = _aliveState;
            }
        }

        for (int i = 0; i < colliders.Length; i++)
        {
            colliders[i].enabled = _aliveState;
        }

        for (int i = 0; i < renderers.Length; i++)
        {
            renderers[i].enabled = _aliveState;
        }

        if (registerTile != null)
        {
            if (_aliveState)
            {
                registerTile.UpdatePosition();
            }
            else
            {
                registerTile.Unregister();
            }
        }
    }
Ejemplo n.º 5
0
 /// Register item pos in matrix
 private void RegisterObjects()
 {
     registerTile.UpdatePosition();
 }
Ejemplo n.º 6
0
 private void RegisterObjects()
 {
     //Register item pos in matrix
     registerTile.UpdatePosition();
 }