Example #1
0
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.gameObject.name == "Hero")
     {
         LoadController load = GameObject.Find("SavaPoint").GetComponent <LoadController> ();
         load.Reload(collision.gameObject);
     }
 }
Example #2
0
 private void Awake()
 {
     instance          = this;
     characterMovement = FindObjectOfType <CharacterMovement>();
     vrInputs          = FindObjectsOfType <VRControllerInput>();
     controllerLoader  = FindObjectOfType <LoadController>();
     turningForce      = FindObjectOfType <CarAngle>();
 }
Example #3
0
 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else if (instance != this)
     {
         Debug.Log("Instance already exists, destroying object!");
         Destroy(this);
     }
 }
Example #4
0
    /*
     * uimanager = referentie static naar zichzelf
     * gooi alle variabelen van UI er van tevoren in, sinds er geen switching van scenes is
     * 1 void overload functie voor elk item wat je aan / uit wilt zetten, in de ui buttons zelf kan je hem overloaden
     * met 1 ui object
     * die functie is letterlijk: zet alles uit, zet daarna overloaded item aan
     */

    void Awake()
    {
        instance    = this;
        gameManager = GameObject.FindWithTag("GameManager");

        _MainMenu       = gameManager.GetComponent <MainMenu>();
        _SettingsMenu   = gameManager.GetComponent <SettingsMenu>();
        _PauseMenu      = gameManager.GetComponent <PauseMenu>();
        _UIManager      = GetComponent <UIManager>();
        _LoadController = gameManager.GetComponent <LoadController>();

        isCursorLocked = false;
        //CursorMode();
    }
Example #5
0
    IEnumerator loadXml(string url, LoadController controller)
    {
        WWW www = new WWW(url);

        yield return(www);

        if (www.error == null)
        {
            controller(OK, www);
        }
        else
        {
            controller(ERROR, www);
        }
    }
Example #6
0
    void Awake()
    {
//		DontDestroyOnLoad (this);

        if (music == null)
        {
            music = this;
            //time.music = this.GetComponent<AudioSource> ();
        }
        else
        {
            Destroy(gameObject);
        }

        checkIfMenu();
    }
Example #7
0
    /// <summary>
    /// Takes a SaveInfoMember. Saves corresponding Game/User setting to file.
    /// </summary>
    /// <param name="members">The type of settings to save.</param>
    public static void SaveSetting(SIMember member)
    {
        SaveInfo saveInfo = LoadController.LoadSavedInfo();

        if (member == SIMember.CONTROL_TYPE)
        {
            saveInfo.controlType = UserSettings.ControlType;
        }
        else if (member == SIMember.CURRENT_LEVEL)
        {
            saveInfo.currentLevel = GameSettings.CurrentLevel;
        }
        else if (member == SIMember.CURRENT_PLAYER_SHIP)
        {
            saveInfo.currentPlayerShip = GameSettings.CurrentPlayerShip;
        }

        WriteToFile(saveInfo);
    }
Example #8
0
 void Awake()
 {
     sound        = GameObject.Find("MainMenuUISounds").GetComponent <AudioSource>();
     _load        = GetComponent <LoadController>();
     scrollScript = GetComponent <MainMenuScroll>();
 }
Example #9
0
    // Update is called once per frame
    void Update()
    {
        Vector3 vec = Vector3.right * transform.localScale.x;

        //int offset = 0;


        for (int i = 0; i < m_shootingSide.Length; i++)
        {
            for (int j = 0; j < m_halfSideBulletNumber; j++)
            {
                Vector3 angle = Quaternion.AngleAxis(m_shootingSide [i] * (j + 1) * m_angleInterval, Vector3.forward) * vec;
                Vector3 end   = transform.position + angle * m_rayLength;
                Debug.DrawLine(transform.position, end, Color.red);

                hit = Physics2D.Raycast(transform.position, angle, m_rayLength, m_layer);
                if (hit.collider != null)
                {
                    //m_vertices [i * m_halfSideBulletNumber + j + offset] = new Vector2 (hit.point.x - transform.position.x, hit.point.y - transform.position.y);
                    if (hit.collider.name == "Hero")
                    {
                        LoadController load = GameObject.Find("SavaPoint").GetComponent <LoadController> ();
                        load.Reload(hit.collider.gameObject);
                    }
                }
                else
                {
                    //m_vertices [i * m_halfSideBulletNumber + j + offset] = angle * m_rayLength;
                }
                //input
                //求法线向量与物体上方向向量点乘,结果为1或-1,修正旋转方向
                //float aAngle = Vector3.Angle (Vector3.right, angle) * Mathf.Sign (Vector3.Dot (angle, Vector3.up));
                //aSimpleBullet.transform.Rotate (Vector3.forward, aAngle);
                //aSimpleBullet.m_isPlayerFire = m_isPlayerFire;
                //aSimpleBullet.InitBullet (angle, m_bulletSpeed, m_bulletAttack, m_bulletDuration, m_bulletRepelDistance);
            }
            //offset += 1;
        }

        Debug.DrawLine(transform.position, (transform.position + vec * m_rayLength), Color.red);
        hit = Physics2D.Raycast(transform.position, vec * m_rayLength, m_rayLength, m_layer);
        if (hit.collider != null)
        {
            //m_vertices [m_halfSideBulletNumber -2] = new Vector2 (hit.point.x - transform.position.x, hit.point.y - transform.position.y);

            if (hit.collider.name == "Hero")
            {
                LoadController load = GameObject.Find("SavaPoint").GetComponent <LoadController> ();
                load.Reload(hit.collider.gameObject);
            }
        }
        else
        {
            //m_vertices [(i + 1) * m_halfSideBulletNumber] = vec * m_rayLength;
        }
        //m_vertices [m_vertices.Length - 1] = Vector3.zero;

        //Vector2 temp = m_vertices [1];
        //m_vertices [1] = m_vertices [0];
        //m_vertices [0] = temp;

        //Vector3 [] vertices3D = System.Array.ConvertAll<Vector2, Vector3> (m_vertices, v => v);

        //// Use the triangulator to get indices for creating triangles
        //Triangulator triangulator = new Triangulator (m_vertices);
        //int [] indices = triangulator.Triangulate ();


        //Color [] colors = new Color [vertices3D.Length];
        //for (int i = 0; i < colors.Length; i++) {
        //	colors [i] = Color.red;
        //	colors [i].a = 0.5f;
        //}

        //// Create the mesh
        //var mesh = new Mesh {
        //	vertices = vertices3D,
        //	triangles = indices,
        //	colors = colors
        //};


        //mesh.RecalculateNormals ();
        //mesh.RecalculateBounds ();



        //filter.mesh = mesh;
    }
Example #10
0
 public void loadSettings(string urlAddr, LoadController load)
 {
     StartCoroutine(loadXml(urlAddr, load));
 }
    // Update is called once per frame
    void Update()
    {
        ///////////////////  Load Player
        if (recvMsg.Count <= peopleNum && flag == false)
        {
            recvMsg = LoadController.LoadCharacter();
            for (int i = 0; i < recvMsg.Count; i++)
            {
                //Debug.Log(recvMsg[i].Username);
                if (GameObject.Find(recvMsg[i].Username) == null)
                {
                    //Debug.Log(recvMsg[i].Username);
                    ModelLayer.CreateCharacter(recvMsg[i]);
                    ViewLayer.CreateCharacter(recvMsg[i], playerObject);
                }
            }
        }
        //Debug.Log(recvMsg.Count + "   " + flag);
        if (recvMsg.Count == peopleNum && flag == false)
        {
            for (int i = 0; i < peopleNum; i++)
            {
                Debug.Log("index = " + i + ", name = " + ModelLayer.PlayerName[i] + ", id = " + ModelLayer.PlayerMap[ModelLayer.PlayerName[i]]);
            }
            startTime = Time.time + 3f;
            flag      = true;
        }

        ///////////////////  Player Operation
        if (flag == true && Time.time >= startTime)
        {
            ModelLayer.RefreshMessage(username);
            ModelLayer.MovePosition(username);
            //Debug.Log("1    " + ModelLayer.msg.Optype);
            Skill0Button.onClick.AddListener(
                delegate {
                ModelLayer.ReleaseSkill0(username);
            }
                );
            Skill1Button.onClick.AddListener(
                delegate {
                ModelLayer.ReleaseSkill1(username);
            }
                );

            //Debug.Log("2    " +  ModelLayer.msg.Optype + "   " + ModelLayer.skillQueue.Count);
            ModelLayer.SendMessage();
            //Debug.Log("3    " + ModelLayer.msg.Optype);
            ModelLayer.ReceiveMessage();
            int userId = ModelLayer.PlayerMap[username];

            int diff = ModelLayer.SkillNextFrame[userId][0] - ModelLayer.clientFrame;
            if (diff >= 0)
            {
                Skill0CD.text = (diff / 20).ToString();
            }
            else
            {
                Skill0CD.text = "";
            }
            diff = ModelLayer.SkillNextFrame[userId][1] - ModelLayer.clientFrame;
            if (diff >= 0)
            {
                Skill1CD.text = (diff / 20).ToString();
            }
            else
            {
                Skill1CD.text = "";
            }


            ViewLayer.MovePosition();
            ViewLayer.PlayerAnimation();
        }
    }
Example #12
0
 protected void Page_Load(object sender, EventArgs e)
 {
     loadController   = new LoadController();
     questionClassBLL = new QuestionClassBLL();
     initData(false);
 }
Example #13
0
 void Awake()
 {
     loadController = GameObject.Find("GameManager").GetComponent <LoadController>();
 }
Example #14
0
 void Awake()
 {
     ui   = GameObject.Find("Canvas").GetComponent <UIManager>();
     load = GameObject.Find("Canvas").GetComponent <LoadController>();
 }
 public LoadControllerTest()
 {
     controller = new LoadController();
 }