public void Update(GameTime gametime) { //Assets Updaten finish = new Rectangle(14, 700, 100, 180); bigRec = new Rectangle(0, 0, 1750, 300); liftobject.Update(gametime); mist_speed -= 0.25f; wolken_speed -= 0.20f; for (int i = 0; i < plates.Count; i++) { if (plates[0].pressed == true && plates[1].pressed == true) { liftobject.position.Y = 800; } } for (int i = 0; i < stones.Count; i++) { Steen steen = stones[i]; steen.Update(gametime); //steen.UpdateAnimation(gametime); if (steen.Crushed) { stones.Remove(steen); i--; } } for (int k = 0; k < doors.Count; k++) { Door door = doors[k]; if (door.open) { doors.Remove(door); k--; } } for (int j = 0; j < collectibles.Count; j++) { CollectItem item = collectibles[j]; item.UpdateAnimation(gametime); if (item.pickedUp) { collectibles.Remove(item); j--; } } foreach (Ladder ladder in ladders) { ladder.Update(gametime); } foreach (MoveDoor door in Mdoors) { door.Update(gametime); } }
void Start() { projectile = projectile.GetComponent <Rigidbody> (); shootingPower = 150; collect = GameObject.Find("First Person Controller").GetComponent <CollectItem> (); inventory = GameObject.Find("First Person Controller").GetComponent <Inventory>(); }
void Start() { rockProjectile = rockProjectile.GetComponent <Rigidbody> (); throwingPower = 20; inventory = GameObject.Find("First Person Controller").GetComponent <Inventory>(); collect = GameObject.Find("First Person Controller").GetComponent <CollectItem> (); }
void Start() { thrownTime = Time.realtimeSinceStartup; collect = GameObject.Find("First Person Controller").GetComponent <CollectItem> (); inventory = GameObject.Find("First Person Controller").GetComponent <Inventory> (); echoSpherez = GameObject.Find("First Person Controller").GetComponent <EchoSpherez> (); echoSpherez.isGrounded = true; }
// Use this for initialization void Awake() { collectItem = GameObject.FindGameObjectWithTag("Plant").GetComponent<CollectItem>(); int i = Random.Range(1, 9); if (i <= 2) gameObject.SetActive(false); if (i > 2 && i <= 7) gameObject.SetActive(true); if (i > 7) gameObject.SetActive(false); }
void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Collectible") { CollectItem itemInfo = collision.gameObject.GetComponent <CollectItem>(); gameManager.setPoints(itemInfo.GetPoints()); } else if (collision.gameObject.tag == "Boundary") { gameManager.setGameState("Game Over"); } else { Debug.Log("Collsion unhandled at: " + collision.gameObject.name + " With tag: " + collision.gameObject.tag); } }
void Start() { oldMan = GameObject.Find("OldMan"); hG = GameObject.Find("HospitalGirl"); eyesHere = GameObject.Find("EyesHere"); cam = GameObject.Find("Main Camera"); activationSwitch = GameObject.Find("Activation Switch"); tr = transform; enemyDamage = GameObject.Find("HospitalGirl").GetComponent <HospitalGirl> (); wander = GameObject.Find("OldMan").GetComponent <Wander> (); inventory = GetComponent <Inventory> (); environment = GameObject.Find("Environment").GetComponent <Environmental>(); collect = GameObject.Find("First Person Controller").GetComponent <CollectItem> (); chMotor = GetComponent <CharacterMotorC>(); ch = GetComponent <CharacterController>(); dist = ch.height / 2; // calculate distance to ground }
void Start() { for (int i = 0; i < (slotsX * slotsY); i++) { slots.Add(new Item()); inventory.Add(new Item()); } holdingKey = GameObject.Find("HoldingKey"); holdingGun = GameObject.Find("HoldingGun"); holdingGloves = GameObject.FindGameObjectsWithTag("Gloves"); holdingRock = GameObject.Find("HoldingRock"); holdingPoisonHead = GameObject.Find("HoldingPoisonHead"); holdingAnatomy = GameObject.Find("HoldingAnatomy"); holdingTicket = GameObject.Find("HoldingTicket"); holdingElevatorKey = GameObject.Find("HoldingElevatorKey"); holdingKey.SetActive(false); holdingGun.SetActive(false); holdingRock.SetActive(false); foreach (GameObject _obj in holdingGloves) { _obj.SetActive(false); } holdingAnatomy.SetActive(false); holdingPoisonHead.SetActive(false); holdingTicket.SetActive(false); holdingElevatorKey.SetActive(false); unPause = true; slotsX = 6; slotsY = 2; lastTapTime = 0; tapSpeed = .25f; playerLook = (MouseLook)GameObject.Find("First Person Controller").GetComponent("MouseLook"); playerCameraLook = (MouseLook)GameObject.Find("Main Camera").GetComponent("MouseLook"); database = GameObject.Find("Item Database").GetComponent <ItemDatabase> (); collect = GetComponent <CollectItem>(); enemyDamage = GameObject.Find("HospitalGirl").GetComponent <HospitalGirl> (); //AddItem (0); //RemoveItem (0); //print (InventoryContains(1)); //How many items are in the inventory? }
public void TestCollect <T> (CollectItem <T> collect, AcceptCollectItem <T> acceptCollect) where T : ItemGroup { T group = Inventory.Get <T> (); group.Clear(); PerformableTasks.Add(collect); // Make sure task doesn't start if the acceptor's inventory is empty taskAcceptor.ClearGroup <T> (); collect.Start(acceptCollect); if (collect.Performing) { Debug.Log("Collect Item test failed because the task started but acceptor's inventory is empty"); return; } taskAcceptor.FillGroup <T> (); collect.onComplete += (PerformerTask task) => { taskAcceptor.FillGroup <T> (); collect.Start(acceptCollect); // Make sure the task doesn't start if the performer's inventory is full if (collect.Performing) { Debug.Log("Collect Item test failed because the task started but performer's inventory is full"); } else { Debug.Log("Collect Item test succeeded :)"); } }; collect.Start(acceptCollect); if (!collect.Performing) { Debug.Log("Collect Item test failed because the task did not start"); } }
private void OnTriggerExit2D(Collider2D collision) { if (Triggers.Contains(collision.gameObject)) { Triggers.Remove(collision.gameObject); switch (Type) { case ButtonType.OneTime: case ButtonType.Toggle: ActionInput Activator = collision.GetComponent <ActionInput>(); if (Activator != null) { Activator.SetToggleTarget(this); //Activator.SetToggleTarget(this, false); } break; case ButtonType.Weighted: UpdateState(false); TellManager(); break; case ButtonType.GenericLocked: CollectItem Key = collision.GetComponent <CollectItem>(); if (Key != null) { UpdateState(false); TellManager(); } break; default: break; } } }
private void Awake() { inventoryManager = GameObject.Find("InventoryCanvas").GetComponent <InventoryManager>(); itemDescription = GameObject.Find("ItemDescription").GetComponent <Text>(); collectItem = GameObject.Find("Player").GetComponent <CollectItem>(); }
public CollectedResult(CollectItem collectItem) { 序号 = collectItem.No; A = collectItem.A; B = collectItem.B; M = collectItem.M; 电流值 = collectItem.Elec; var poles = collectItem.Poles; poles.ForEach(pole => { switch (pole.Id) { case 0: 电极0 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 1: 电极1 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 2: 电极2 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 3: 电极3 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 4: 电极4 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 5: 电极5 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 6: 电极6 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 7: 电极7 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 8: 电极8 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 9: 电极9 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 10: 电极10 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 11: 电极11 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 12: 电极12 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 13: 电极13 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 14: 电极14 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 15: 电极15 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 16: 电极16 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 17: 电极17 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 18: 电极18 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 19: 电极19 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 20: 电极20 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 21: 电极21 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 22: 电极22 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 23: 电极23 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 24: 电极24 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 25: 电极25 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 26: 电极26 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 27: 电极27 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 28: 电极28 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 29: 电极29 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 30: 电极30 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 31: 电极31 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 32: 电极32 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 33: 电极33 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 34: 电极34 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 35: 电极35 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 36: 电极36 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 37: 电极37 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 38: 电极38 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 39: 电极39 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 40: 电极40 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 41: 电极41 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 42: 电极42 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 43: 电极43 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 44: 电极44 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 45: 电极45 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 46: 电极46 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 47: 电极47 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 48: 电极48 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 49: 电极49 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 50: 电极50 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 51: 电极51 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 52: 电极52 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 53: 电极53 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 54: 电极54 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 55: 电极55 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 56: 电极56 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 57: 电极57 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 58: 电极58 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 59: 电极59 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 60: 电极60 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 61: 电极61 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 62: 电极62 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; case 63: 电极63 = Math.Round(pole.Value, PresetInfo.DecimalRound); break; } }); }
void Start() { UpdateScore(); fromCollectItem = gameObject.GetComponent <CollectItem> (); fromCollectItem.OnCollectItem += AddScore; // Listening to the event deom CollectItem }
public void NetThread() { SessionIDRequest sessionID = new SessionIDRequest(Storage.Network.UserName, Storage.Network.Password); sessionID.SendRequest(); SharedSecretGenerator sharedSecret = new SharedSecretGenerator(); //random byte[16] gen Timer positionUpdater = new Timer(PositionSender, null, Timeout.Infinite, 50); //create position updater Socket networkSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); networkSocket.Connect(Storage.Network.Server, Storage.Network.Port); _stream = new EnhancedStream(networkSocket); Handshake handshake = new Handshake(_stream); handshake.Send(Storage.Network.UserName, Storage.Network.Server, Storage.Network.Port); // connect Storage.Network.IsConnected = true; while (Storage.Network.IsConnected) { switch (_packetIDbuffer = (byte)_stream.ReadByte()) { case 0x00: KeepAlive keepAlive = new KeepAlive(_stream); break; case 0x01: LoginRequest loginRequest = new LoginRequest(_stream); //positionUpdater.Change(0, 50); ClientSettings clientSettings = new ClientSettings(_stream); clientSettings.Send(); break; case 0x03: ChatMessage chatMessage = new ChatMessage(_stream); break; case 0x04: TimeUpdate timeUpdate = new TimeUpdate(_stream); break; case 0x05: EntityEquipment entityEquipment = new EntityEquipment(_stream); break; case 0x06: SpawnPosition spawnPosition = new SpawnPosition(_stream); break; case 0x08: UpdateHealth updateHealth = new UpdateHealth(_stream); break; case 0x09: RespawnPacket respawnPacket = new RespawnPacket(_stream); break; case 0x0D: _playerPositionLook = new PlayerPositionLook(_stream); break; case 0x10: HeldItemChange heldItemChange = new HeldItemChange(_stream); break; case 0x11: UseBed useBed = new UseBed(_stream); break; case 0x12: Animation animation = new Animation(_stream); break; case 0x14: SpawnNamedEntity spawnNamedEntity = new SpawnNamedEntity(_stream); break; case 0x16: CollectItem collectItem = new CollectItem(_stream); break; case 0x17: SpawnObjectVehicle spawnObjectVehicle = new SpawnObjectVehicle(_stream); break; case 0x18: SpawnMob spawnMob = new SpawnMob(_stream); break; case 0x19: SpawnPainting spawnPainting = new SpawnPainting(_stream); break; case 0x1A: SpawnExperienceOrb spawnExperienceOrb = new SpawnExperienceOrb(_stream); break; case 0x1C: EntityVelocity entityVelocity = new EntityVelocity(_stream); break; case 0x1D: DestroyEntity destroyEntity = new DestroyEntity(_stream); break; case 0x1E: Entity entity = new Entity(_stream); break; case 0x1F: EntityRelativeMove entityRelativeMove = new EntityRelativeMove(_stream); break; case 0x20: EntityLook entityLook = new EntityLook(_stream); break; case 0x21: EntityLookRelativeMove entityLookRelativeMove = new EntityLookRelativeMove(_stream); break; case 0x22: EntityTeleport entityTeleport = new EntityTeleport(_stream); break; case 0x23: EntityHeadLook entityHeadLook = new EntityHeadLook(_stream); break; case 0x26: EntityStatus entityStatus = new EntityStatus(_stream); break; case 0x27: AttachEntity attachEntity = new AttachEntity(_stream); break; case 0x28: EntityMetadata entityMetadata = new EntityMetadata(_stream); break; case 0x29: EntityEffect entityEffect = new EntityEffect(_stream); break; case 0x2A: RemoveEntityEffect removeEntityEffect = new RemoveEntityEffect(_stream); break; case 0x2B: SetExperience setExperience = new SetExperience(_stream); break; case 0x33: ChunkData mapChunk = new ChunkData(_stream); break; case 0x34: MultiBlockChange multiBlockChange = new MultiBlockChange(_stream); break; case 0x35: BlockChange blockChange = new BlockChange(_stream); break; case 0x36: BlockAction blockAction = new BlockAction(_stream); break; case 0x37: BlockBreakAnimation blockBreakAnimation = new BlockBreakAnimation(_stream); break; case 0x38: MapChunkBulk mapChunkBulk = new MapChunkBulk(_stream); break; case 0x3C: Explosion explosion = new Explosion(_stream); break; case 0x3D: SoundParticleEffect soundParticleEffect = new SoundParticleEffect(_stream); break; case 0x3E: NamedSoundEffect namedSoundEffect = new NamedSoundEffect(_stream); break; case 0x46: ChangeGameState changeGameState = new ChangeGameState(_stream); break; case 0x47: Thunderbolt thunderbolt = new Thunderbolt(_stream); break; case 0x64: OpenWindow openWindow = new OpenWindow(_stream); break; case 0x65: CloseWindow closeWindow = new CloseWindow(_stream); break; case 0x67: SetSlot setSlot = new SetSlot(_stream); break; case 0x68: SetWindowItems setWindowItems = new SetWindowItems(_stream); break; case 0x69: UpdateWindowProperty updateWindowProperty = new UpdateWindowProperty(_stream); break; case 0x6A: ConfirmTransaction confirmTransaction = new ConfirmTransaction(_stream); break; case 0x6B: CreativeInventoryAction creativeInventoryAction = new CreativeInventoryAction(_stream); break; case 0x6C: EnchantItem enchantItem = new EnchantItem(_stream); break; case 0x82: UpdateSign updateSign = new UpdateSign(_stream); break; case 0x83: ItemData itemData = new ItemData(_stream); break; case 0x84: UpdateTileEntity updateTileEntity = new UpdateTileEntity(_stream); break; case 0xC8: IncrementStatistic incrementStatistic = new IncrementStatistic(_stream); break; case 0xC9: PlayerListItem playerListItem = new PlayerListItem(_stream); break; case 0xCA: PlayerAbilities playerAbilities = new PlayerAbilities(_stream); break; case 0xCB: TabComplete tabcomplete = new TabComplete(_stream); break; case 0xFA: PluginMessage pluginMessage = new PluginMessage(_stream); break; case 0xFC: EncryptionKeyResponse encryptionKeyResponse = new EncryptionKeyResponse(_stream); encryptionKeyResponse.Get(); _stream = new AesStream(networkSocket, _stream, sharedSecret.Get); ClientStatuses clientStatuses = new ClientStatuses(_stream); clientStatuses.Send(0); break; case 0xFD: EncryptionKeyRequest encryptionKeyRequest = new EncryptionKeyRequest(_stream, sharedSecret.Get, sessionID.GetID(), Storage.Network.UserName); // encryptionKeyResponse = new EncryptionKeyResponse(_stream); encryptionKeyResponse.Send(encryptionKeyRequest.GetEncSharedSecret(), encryptionKeyRequest.GetEncToken()); break; case 0xFF: positionUpdater = null; DisconnectKick disconnectKick = new DisconnectKick(_stream); networkSocket.Disconnect(false); break; default: throw new Exception("We got a Unknown Packet (" + _packetIDbuffer + ")from the Server. This should not happen: Error in Packet parser"); } } }
public TestLevel(Texture2D texture, string mapname, Vector2 position) { this.mapname = mapname; this.position = position; switch (mapname) { case "map": map = new int[, ] { /*items*/ // 1 = blok // 3 = ladder // 5 = item // 7 = schuif obj // 9 = falldoor button // 11 // 2 = steen // 4 = button // 6 = door // 8 = fall door // 10 = pressure plate { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 1, 0, 1, 0, 1, 0, 3, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 1, 0, 0, 0, 0, 0, 10, 0, 10, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 3, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 1, 11, 0, 0, 0, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 0, 0, 4, 0, 0, 0, 1, 0, 1, 1, 1, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 3, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 6, 0, 0, 0, 1, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 1, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 5, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0 }, { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 5, 0, 9, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 3, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 1, 1, 3, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 5, 0, 4, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 5, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 5, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 1, 1, 0, 5, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 5, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 4, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, }; break; } buttons = new List <Door_button>(); ladders = new List <Ladder>(); stones = new List <Steen>(); Tiles = new List <blok>(); collectibles = new List <CollectItem>(); doors = new List <Door>(); moveObjects = new List <MoveObject>(); Mdoors = new List <MoveDoor>(); Mbuttons = new List <MoveDoorButton>(); plates = new List <PressurePlate>(); CheckRtiles = new List <blok>(); CheckLtiles = new List <blok>(); CheckBtiles = new List <blok>(); this.tiletexture = texture; buttonIndex = 0; ladderIndex = 0; doorIndex = 0; center = new Vector2(this.Width / 2 * 44, this.Heigth / 2 * 44); SpawnNextlvl = false; for (int x = 0; x < Width; x++) { for (int y = 0; y < Heigth; y++) { //Assets in het Grid genereren int textureIndex = map[y, x]; if (textureIndex == 0) { continue; } switch (textureIndex) { case 1: blok tile = new blok(tiletexture, new Vector2(position.X + x * 44, position.Y + y * 44)); Tiles.Add(tile); break; case 2: Steen steen = new Steen(Game1.crushstone, 13, 1); AnimationClass animate = new AnimationClass(); steen.position = new Vector2(position.X + x * 44, position.Y + y * 44); steen.addAnimation(Game1.crushstone, "idle", 1, 13, animate.Copy()); steen.Animation = "idle"; stones.Add(steen); break; case 3: Ladder ladder = new Ladder(Game1.laddertextures[ladderIndex], new Vector2(position.X + x * 44, position.Y + y * 44)); ladderIndex++; ladders.Add(ladder); break; case 4: Door_button button = new Door_button(Game1.button_tex, 12, 1, buttonIndex); AnimationClass animate2 = new AnimationClass(); button.position = new Vector2(position.X + x * 44, position.Y + y * 44); button.addAnimation(Game1.button_tex, "idle", 1, 12, animate2.Copy()); button.Animation = "idle"; buttonIndex++; buttons.Add(button); break; case 5: CollectItem item = new CollectItem(Game1.slaktex, 50, 1); AnimationClass animate3 = new AnimationClass(); item.position = new Vector2(position.X + x * 44, position.Y + y * 44); item.addAnimation(Game1.slaktex, "idle", 1, 50, animate3.Copy()); item.Animation = "idle"; collectibles.Add(item); break; case 6: Door door = new Door(Game1.door_tex, new Vector2(position.X + x * 44, position.Y + y * 44), doorIndex); doorIndex++; doors.Add(door); break; case 7: MoveObject obj = new MoveObject(Game1.stonetex, 15, 1); AnimationClass animate5 = new AnimationClass(); obj.position = new Vector2(position.X + x * 44, position.Y + y * 44); obj.addAnimation(Game1.stonetex, "idle2", 1, 15, animate5.Copy()); obj.Animation = "idle2"; moveObjects.Add(obj); break; case 8: MoveDoor objdoor = new MoveDoor(Game1.fallStone, new Vector2(position.X + x * 44, position.Y + y * 44), moveDoorIndex); moveDoorIndex++; Mdoors.Add(objdoor); break; case 9: MoveDoorButton button2 = new MoveDoorButton(Game1.button_tex, 12, 1, moveButtonIndex); AnimationClass animate6 = new AnimationClass(); button2.position = new Vector2(position.X + x * 44, position.Y + y * 44); button2.addAnimation(Game1.button_tex, "idle", 1, 12, animate6.Copy()); button2.Animation = "idle"; moveButtonIndex++; Mbuttons.Add(button2); break; case 10: PressurePlate plate = new PressurePlate(Game1.pressureplate, new Vector2(position.X + x * 44, position.Y + y * 55)); plates.Add(plate); break; case 11: liftobject = new LiftObject(Game1.liftobj, new Vector2(position.X + x * 44, position.Y + y * 44)); break; } } } }
//[SerializeField] //CollectItem Item; public override void OnInspectorGUI() { serializedObject.Update(); ShowBaseElements = EditorGUILayout.Toggle(new GUIContent("Show Raw Elements", "Shows ALL the variables mostly a debug check"), ShowBaseElements); if (ShowBaseElements) { base.OnInspectorGUI(); } GUILayout.Label("----CUSTOM EDITOR----", EditorStyles.boldLabel); //serializedObject.FindProperty("MyType").enumValueIndex = EditorGUILayout.EnumPopup("Item Type",); //EditorGUILayout.PropertyField(serializedObject.FindProperty("MyType")); CollectItem Item = (CollectItem)target; /* * var offsetProperty = serializedObject.FindProperty("Offset"); * EditorGUILayout.PropertyField(offsetProperty); * serializedObject.ApplyModifiedProperties(); */ var ObjectField = serializedObject.FindProperty("MyType"); EditorGUILayout.PropertyField(ObjectField); switch (Item.MyType) { case CollectibleType.GENERICKEY: case CollectibleType.SPECIALKEY: #region GUILayout.Label("----KEYS EDITOR----", EditorStyles.boldLabel); ObjectField = serializedObject.FindProperty("TargetToToggle"); EditorGUILayout.PropertyField(ObjectField); #endregion break; case CollectibleType.COLLECTIBLE: #region GUILayout.Label("----COLLECTABLE EDITOR----", EditorStyles.boldLabel); ObjectField = serializedObject.FindProperty("AuxNumber"); EditorGUILayout.PropertyField(ObjectField, new GUIContent("Stage Collectible", "Which collectible Index it should target")); #endregion break; case CollectibleType.POWERUP: #region GUILayout.Label("----POWERUPS EDITOR----", EditorStyles.boldLabel); GUILayout.Label("This is uhhh... Being worked on", EditorStyles.label); #endregion break; case CollectibleType.SHOTOVERRIDE: case CollectibleType.TEMPSHOT: GUILayout.Label("----SHOT OVERRIDE EDITOR----", EditorStyles.boldLabel); ObjectField = serializedObject.FindProperty("AbilitySlot"); EditorGUILayout.PropertyField(ObjectField); ObjectField = serializedObject.FindProperty("MyAbility"); EditorGUILayout.PropertyField(ObjectField); ObjectField = serializedObject.FindProperty("AuxNumber"); EditorGUILayout.PropertyField(ObjectField, new GUIContent("ShotCount", "How many shots till you revert")); //EditorGUILayout.PropertyField(ObjectField, new GUIContent("Delay", "How fast between Updates the collider/sprite")); break; default: break; } serializedObject.ApplyModifiedProperties(); }
public void OnCollectItem(CollectItem packet) { }
private void InvokeCollectItem(CollectItem packet) { packetListener.OnCollectItem(packet); }
void Start() { UpdateScore (); fromCollectItem = gameObject.GetComponent<CollectItem> (); fromCollectItem.OnCollectItem += AddScore; // Listening to the event deom CollectItem }