Example #1
0
    public void Alloc(GameObject prefab, Transform parent, int count)
    {
        if (ObjectsPool.ContainsKey(prefab))
        {
            int index = 0;
            while (ObjectsPool[prefab].Count > index)
            {
                if (ObjectsPool[prefab][index] == null)
                {
                    ObjectsPool[prefab].RemoveAt(index);
                }
                else
                {
                    index++;
                }
            }
        }
        else
        {
            ObjectsPool.Add(prefab, new List <GameObject>());
        }

        while (ObjectsPool[prefab].Count < count)
        {
            Recycle(prefab, PrefabFactory.Instantiate(prefab, parent), parent);
        }

        while (ObjectsPool[prefab].Count > count)
        {
            Destroy(ObjectsPool[prefab][0]);
            ObjectsPool[prefab].RemoveAt(0);
        }
    }
Example #2
0
    /// <summary>
    /// Updates all of the regions.
    /// </summary>
    void UpdateRegions()
    {
        Vector3 cameraPosition = _camera.position;

        _currentRegion = (int)(cameraPosition.z / _regionSize.y);

        if (_currentRegion > _previousRegion)
        {//if we have moved up a region.
            //destroy the bottom regions
            Destroy(_regions[RegionOrder.Bot].gameObject);

            int size = _regions.Count - 1;
            for (int i = 0; i < size; i++)
            {//shift all of the regions down
                _regions[(RegionOrder)i] = _regions[(RegionOrder)i + 1];
            }

            //create and intiialize a new regions for the top.
            GameObject regionClone = PrefabFactory.CreateGameObject(PrefabFactory.Prefab.Region);

            Vector3 position = regionClone.transform.position;
            position.z = _regions[(RegionOrder)((int)RegionOrder.Top - 1)].position.z + _regionSize.y;

            regionClone.transform.position = position;

            Region region = regionClone.GetComponent <Region>();
            region.Setup(_halfRegionSize);

            _regions[RegionOrder.Top] = region;
        }

        _previousRegion = _currentRegion;
    }
Example #3
0
        public override void OnLoad()
        {
            PrefabFactory prefabFactory = new PrefabFactory(world.EntityManager);

            player = prefabFactory.Create(PrefabIds.PLAYER);
            player.GetComponent <Transform>().Position = new Vector2(250, 50);
        }
Example #4
0
        public override void Setup(IEventSystem eventSystem, IPoolManager poolManager, GroupFactory groupFactory)
        {
            base.Setup(eventSystem, poolManager, groupFactory);

            var group = GroupFactory.Create(new Type[] { typeof(SpawnerComponent) });

            group.OnAdd().Subscribe(entity =>
            {
                var spawner  = entity.GetComponent <SpawnerComponent>();
                var delay    = TimeSpan.FromSeconds(0f);
                var interval = TimeSpan.FromSeconds(spawner.SpawnTime);
                Observable.Timer(delay, interval).Subscribe(_ =>
                {
//			        if(playerHealth.currentHealth <= 0f)
//			        {
//			            return;
//			        }

//					Instantiate (enemy, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation);

                    var instance = PrefabFactory.Instantiate(spawner.Prefab, spawner.transform);
                    // instance.transform.SetParent(spawner.transform, false);
                    instance.transform.position = spawner.transform.position;
                    instance.transform.rotation = spawner.transform.rotation;
                }).AddTo(spawner);
            }).AddTo(this);
        }
Example #5
0
    /// <summary>
    /// Generates obstacles randomly around the region.
    /// Actiavtes one of its walls.
    /// </summary>
    /// <param name="prefab"></param>
    /// <param name="positionsOccupied"></param>
    void GenerateObstacles(ref List <CreationData> positionsOccupied)
    {
        int obstacleCount     = 0;
        int obstaclesToCreate = Random.Range(1, DataManager.maximumObstacles + 1);

        ActivateWall(ref positionsOccupied);

        Vector2 size             = PrefabFactory.GetSize(PrefabFactory.Prefab.Wall) * 0.5f;
        Vector2 failedToPosition = new Vector2(-1, -1);

        while (obstacleCount < obstaclesToCreate)
        {
            Vector2 position = GetAvailabePosition(size, ref positionsOccupied);

            if (position != failedToPosition)
            {
                positionsOccupied.Add(new CreationData(position, size));

                GameObject clone          = PrefabFactory.CreateGameObject(PrefabFactory.Prefab.Wall);
                Transform  cloneTransform = clone.transform;

                cloneTransform.position = new Vector3(position.x, cloneTransform.position.y, position.y);
                cloneTransform.parent   = _transform;

                _obstacles.Add(clone);
                obstacleCount++;
            }
            else
            {
                break;
            }
        }
    }
Example #6
0
    /// <summary>
    /// Generates YellowBall randomly around the region.
    /// </summary>
    /// <param name="positionsOccupied"></param>
    void GenerateYellowBalls(ref List <CreationData> positionsOccupied)
    {
        Vector2 size             = PrefabFactory.GetSize(PrefabFactory.Prefab.YellowBall) * 0.5f;
        Vector2 failedToPosition = new Vector3(-1, -1);

        int yellowBallCount     = 0;
        int yellowBallsToCreate = Random.Range(0, ConstHolder.MAX_YELLOWBALLS);

        while (yellowBallCount != yellowBallsToCreate)
        {
            Vector2 position = GetAvailabePosition(size, ref positionsOccupied);

            if (position != failedToPosition)
            {
                positionsOccupied.Add(new CreationData(position, size));

                GameObject clone = PrefabFactory.CreateGameObject(PrefabFactory.Prefab.YellowBall);
                clone.transform.position = new Vector3(position.x, clone.transform.position.y, position.y);
                clone.transform.parent   = _transform;

                YellowBall yellowBall = clone.GetComponent <YellowBall>();
                yellowBall.Initialize();

                _yellowBalls.Add(yellowBall);
                yellowBallCount++;
            }
            else
            {
                break;
            }
        }
    }
Example #7
0
        private void OnBulletHitCharacter(BulletComponent bullet, CharacterComponent character)
        {
            character.Hit();
            if (character.CurrentHealth <= 0 && bullet.Source != null)
            {
                bullet.Source.Player.IncrementScore((bullet.Source == character) ? -1 : 1);

                //GameObject go = PrefabFactory.Pop("bulletexplode");
                //go.transform.position = bullet.transform.position;
                //this.DelayAction(8, () => PrefabFactory.Push("bulletexplode", go));

                GameObject explode = PrefabFactory.Pop("vfxexplode");
                explode.transform.position = bullet.transform.position + (UnityEngine.Camera.main.transform.position - bullet.transform.position).normalized;
                this.DelayAction(5, () => PrefabFactory.Push("vfxexplode", explode));

                GameObject shock = PrefabFactory.Pop("shockwave");
                shock.transform.position = bullet.transform.position;
                shock.transform.LookAt(UnityEngine.Camera.main.transform);
                this.DelayAction(2.2f, () => PrefabFactory.Push("shockwave", shock));

                string     sfxName = Random.Range(0f, 1f) > 0.5 ? "sfxdeath1" : "sfxdeath2";
                GameObject sfx     = PrefabFactory.Pop(sfxName);
                sfx.transform.position = bullet.transform.position;
                this.DelayAction(4f, () => PrefabFactory.Push(sfxName, sfx));
            }

            PrefabFactory.Push("bullet", bullet.gameObject);
        }
Example #8
0
        public override void OnLoad()
        {
            PrefabFactory prefabFactory = new PrefabFactory(world.EntityManager);

            gameOver = prefabFactory.CreateSpriteText("Game OVER!");
            gameOver.AddComponent(new GameOverBehaviour());
        }
 private void Construct(DataNetContainer dataNetContainer,
                        PrefabFactory prefabFactory,
                        NetSelectionElementInstaller elementPrefab)
 {
     _dataNetContainer = dataNetContainer;
     _prefabFactory    = prefabFactory;
     _elementPrefab    = elementPrefab;
 }
Example #10
0
 public Pool(GameObject prefab, PrefabFactory prefabFactory, NetworkPrefabFactory networkPrefabFactory)
 {
     inactiveParts        = new List <IEntity>();
     activeParts          = new List <IEntity>();
     this.prefab          = prefab;
     PrefabFactory        = prefabFactory;
     NetworkPrefabFactory = networkPrefabFactory;
 }
        private void InstantiateStage(Stage stage)
        {
            for (var i = 0; i < Stage.Width; i++)
            {
                for (var j = 0; j < Stage.Height; j++)
                {
                    var cell = stage.GetCell(i, j);
                    var pos  = new Vector3(i, 0, j);
                    switch (cell.CellType)
                    {
                    case CellType.Hard:
                        PrefabFactory.Create <HardRockView>(StagePrefabPathDef.HardRock, _stageRootTransform, pos);
                        break;

                    case CellType.Medium:
                        PrefabFactory.Create <MediumRockView>(StagePrefabPathDef.MediumRock, _stageRootTransform,
                                                              pos);
                        break;

                    case CellType.Normal:
                        PrefabFactory.Create <NormalRockView>(StagePrefabPathDef.NormalRock, _stageRootTransform,
                                                              pos);
                        break;

                    case CellType.Treasure:
                        PrefabFactory.Create <TreasureCellView>(StagePrefabPathDef.TreasureCell, _stageRootTransform,
                                                                pos);
                        break;

                    case CellType.Trap:
                        break;

                    case CellType.ArrowUp:
                        PrefabFactory.Create <TmpArrowCellView>(StagePrefabPathDef.TmpArrowCell, _stageRootTransform,
                                                                pos);
                        break;

                    case CellType.ArrowDown:
                        PrefabFactory.Create <TmpArrowCellView>(StagePrefabPathDef.TmpArrowCell, _stageRootTransform,
                                                                pos);
                        break;

                    case CellType.ArrowRight:
                        PrefabFactory.Create <TmpArrowCellView>(StagePrefabPathDef.TmpArrowCell, _stageRootTransform,
                                                                pos);
                        break;

                    case CellType.ArrowLeft:
                        PrefabFactory.Create <TmpArrowCellView>(StagePrefabPathDef.TmpArrowCell,
                                                                _stageRootTransform, pos);
                        break;

                    default:
                        throw new ArgumentOutOfRangeException();
                    }
                }
            }
        }
Example #12
0
    private IEnumerator Start()
    {
        yield return(null);

        for (int i = 0; i < ShopView.GetElementCount(); i++)
        {
            var go = PrefabFactory.Instantiate(ShopElementPrefab, ShopView.Content);
            ShopView.Elements.Add(go.GetComponent <ShopElement>());
        }
    }
Example #13
0
        protected override void OnEventFired(object source, EntityCreationStartingEventArgs args)
        {
            EntityPrefab  prefabType   = ComputePrefabType(args.EntityGuid);
            IMovementData movementData = MovementDataMappable.RetrieveEntity(args.EntityGuid);

            //load the entity's prefab from the factory
            GameObject prefab           = PrefabFactory.Create(prefabType);
            GameObject entityGameObject = GameObject.Instantiate(prefab, movementData.InitialPosition, Quaternion.Euler(0, movementData.Rotation, 0));

            OnEntityWorldRepresentationCreated?.Invoke(this, new EntityWorldRepresentationCreatedEventArgs(args.EntityGuid, entityGameObject));
        }
        private static ICanvas CreateCanvas(ICamera renderCamera, Transform rootTransform, string canvasPrefabPath,
                                            string touchBlockPrefabPath)
        {
            var canvas = PrefabFactory.Create <CanvasBase>(canvasPrefabPath, rootTransform);

            canvas.SetCamera(renderCamera);
            var touchBlockPresenter = CreateTouchBlockPresenter(canvas, touchBlockPrefabPath);

            canvas.SetTouchBlockPresenter(touchBlockPresenter);
            return(canvas);
        }
Example #15
0
        private void OnBulletShoot(CharacterComponent owner, Vector3 position, Vector3 direction)
        {
            GameObject go = PrefabFactory.Pop("bullet");

            go.transform.position = position;
            go.GetComponent <BulletComponent>().Setup(owner, direction);

            GameObject sfx = PrefabFactory.Pop("sfxshoot");

            sfx.transform.position = position;
            this.DelayAction(2f, () => PrefabFactory.Push("sfxshoot", sfx));
        }
Example #16
0
 void Awake()
 {
     if (PrefabFactory.Instance == null)
     {
         PrefabFactory.Instance = this;
         DontDestroyOnLoad(this.gameObject);
     }
     else
     {
         GameObject.Destroy(this.gameObject);
     }
 }
Example #17
0
    /// <summary>
    /// Creates a unit and sets it in the rotation and position required.
    /// Unit is initialized based on its type.
    /// </summary>
    /// <param name="unitDataContainer"></param>
    /// <param name="unitSize"> size of a unit</param>
    /// <param name="regionSize"></param>
    /// <param name="type"></param>
    /// <returns>game object</returns>
    Unit SetupUnit(UnitType type, ref GameObject container, Vector3 spawnPosition, Vector3 spawnEulerAngle)
    {
        Unit unit = PrefabFactory.CreateUnit(type);

        Vector2 unitSize = PrefabFactory.GetSize(PrefabFactory.Prefab.Unit);

        unit.transform.position    = spawnPosition;
        unit.transform.eulerAngles = spawnEulerAngle;
        unit.transform.parent      = container.transform;

        unit.Initialize(type);

        return(unit);
    }
Example #18
0
    private GameObject CreateUser(bool isLocalPlayer, bool isRoomOwner, int userId, string userName, int totalCount, int winCount)
    {
        return(PrefabFactory.Instantiate(UserPrefab, null, false, go =>
        {
            var userComponent = go.GetComponent <UserComponent>();

            userComponent.IsLocalPlayer = isLocalPlayer;
            userComponent.IsRoomOwner.Value = isRoomOwner;
            userComponent.UserId = userId;
            userComponent.UserName.Value = userName;
            userComponent.TotalCount.Value = totalCount;
            userComponent.WinCount.Value = winCount;
        }));
    }
Example #19
0
    /// <summary>
    /// Creates all of entities here and initializes them.
    /// </summary>
    void Start()
    {
        PrefabFactory.Initialize();
        ParticleSystemFactory.Initialize();

        GenerateRegions();

        GeneratePlayers();

        SetupSpotLights();

        SetupCamera();

        AudioManager.instance.PlaySoundEffect(AudioManager.SoundEffect.RoundStart);
    }
Example #20
0
        public void CreateView(Transform panelTransform, PrefabFactory factoryPrefab)
        {
            if (factoryPrefab == null)
            {
                return;
            }
            if (panelTransform == null)
            {
                return;
            }

            view = factoryPrefab.GetNote();
            view.transform.SetParent(panelTransform);
            view.transform.localScale = new Vector3(1, 1, 1);
        }
        private void CreateShadowPrefabs()
        {
            var platformShadow = GameObjectFactory
                                 .New()
                                 .With(new Sprite()
            {
                Texture = TextureUtil.CreateTexture(64, 64, Color.Black),
                Tint    = Color.Lerp(Color.White, Color.Transparent, 0.2f)
            })
                                 .Create();

            platformShadow.Visible = false;
            PrefabFactory.Instantiate(platformShadow);
            blockInfo.AddInfo("platform", platformShadow, true);
        }
Example #22
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            DefaultFont = Content.Load <SpriteFont>("Default");

            spriteBatch = new SpriteBatch(GraphicsDevice);
            //PrefabFactory.RegisterPrefab("machine gun", () => GameObjectFactory.New()
            //    .WithTexture(TextureUtil.CreateTexture(16, 16, Color.Red))
            //    .With(new Weapon() { FireRate = 0.5f })
            //    .Create());

            //PrefabFactory.RegisterPrefab("player", () => GameObjectFactory.New()
            //    .AtPosition(new Vector2(0))
            //    .WithTexture(TextureUtil.CreateTexture(64, 128, Color.Black))
            //    .With(new VelocityController())
            //    .With(new ShipEngine())
            //    .With(new PlayerController())
            //    .With(new Drag())
            //    .With(new ScreenWrapper()).With(new ParticleEmitter())
            //    .WithChild("machine gun", new Vector2(0, -1))
            //    .Create());

            //PrefabFactory.RegisterPrefab("bullet", () => GameObjectFactory.New()
            //    .WithTexture(TextureUtil.CreateTexture(16, 16, Color.Yellow))
            //    .With(new VelocityController())
            //    .With(new BulletController())
            //    .With(new ScreenWrapper())
            //    .Create());

            PrefabFactory.RegisterPrefab("unitbox", () => GameObjectFactory.New()
                                         .WithTexture(TextureUtil.CreateTexture(64, 64, Color.Black))
                                         .With(new Collider()
            {
                Body = BodyFactory.CreateRectangle(PhysicsWorld.World, 1, 1, 1)
            })
                                         .Create());

            PrefabFactory.RegisterPrefab("cursor", () => GameObjectFactory.New()
                                         .WithTexture(TextureUtil.CreateTexture(64, 64, Color.Red))
                                         .With(new SimpleController()).With(new Collider()
            {
                Body     = BodyFactory.CreateRectangle(PhysicsWorld.World, 1, 1, 1),
                BodyType = BodyType.Dynamic
            })
                                         .Create());

            GameObjectManager.Start();
        }
Example #23
0
        private void Awake()
        {
            _pf = FindObjectOfType <PrefabFactory>();
            if (_pf == null)
            {
                throw new Exception("Не найдена фабрика префабов");
            }

            _ui = FindObjectOfType <UIController>();
            if (_ui == null)
            {
                throw new Exception("Не найден контроллер UI");
            }

            GameEvent.OnSwipe += GameEventOnSwipe;
        }
Example #24
0
        protected override void HandleEvent(CharacterFriendAddedEventArgs args)
        {
            UnityAsyncHelper.UnityMainThreadContext.PostAsync(async() =>
            {
                string characterName = await NameQueryable.RetrieveAsync(args.FriendGuid);

                GameObject slotObject = GameObject.Instantiate(PrefabFactory.Create(EntityPrefab.CharacterFriendSlot));
                IUICharacterFriendSlot characterFriendSlot = slotObject.GetComponent <IUICharacterFriendSlot>();

                //We're on the main thread here, we can create the tab.
                FriendWindowRoot.Parent(slotObject);

                //TODO: Query for name.
                characterFriendSlot.Text = characterName;
                characterFriendSlot.LocationText.Text = "Unknown";
            });
        }
                public static PrefabFactory FromBaseObject(BaseObject baseObj)
                {
                    if (baseObj == null || baseObj.NativeObject == IntPtr.Zero)
                    {
                        return(null);
                    }
                    PrefabFactory obj = baseObj as  PrefabFactory;

                    if (object.Equals(obj, null))
                    {
                        obj = new PrefabFactory(CreatedWhenConstruct.CWC_NotToCreate);
                        obj.BindNativeObject(baseObj.NativeObject, "CPrefabFactory");
                        obj.IncreaseCast();
                    }

                    return(obj);
                }
        /// <inheritdoc />
        public GameObject Create(TCreationContext context)
        {
            if (Logger.IsDebugEnabled)
            {
                Logger.Debug($"Creating entity. Type: {context.EntityGuid.EntityType} Id: {context.EntityGuid.EntityId}");
            }

            //load the entity's prefab from the factory
            GameObject prefab = PrefabFactory.Create(context.PrefabType);

            GameObject entityGameObject = GameObject.Instantiate(prefab, context.MovementData.InitialPosition, Quaternion.Euler(0, 0, 0));

            if (context.EntityGuid.EntityType == EntityType.Player)
            {
                CharacterControllerMappable[context.EntityGuid] = entityGameObject.GetComponent <CharacterController>();
            }

            GameObjectToEntityMap.ObjectToEntityMap.Add(entityGameObject, context.EntityGuid);

            //TODO: Better handle initial movement/position data
            GuidToMovementInfoMappable.Add(context.EntityGuid, context.MovementData);

            GuidToGameObjectMappable.Add(context.EntityGuid, entityGameObject);

            //TODO: Is it best to do this here?
            if (!MovementHandlerService.TryHandleMovement(context.EntityGuid, context.MovementData))
            {
                throw new InvalidOperationException($"Cannot handle MovementType: {context.MovementData.GetType().Name} for Entity: {context.EntityGuid}");
            }

            //TODO: We need a better way to handle the entity data collection, we're casting and downcasting in afew spots
            //Entity data needs to be change trackable
            var changeTrackableEntityDataCollection = new ChangeTrackingEntityFieldDataCollectionDecorator <EntityDataFieldType>((IEntityDataFieldContainer <EntityDataFieldType>)context.EntityData);

            //Now we should add the entity data to the mappable collection
            //This lets it be looked up in both ways
            FieldDataContainers.Add(context.EntityGuid, changeTrackableEntityDataCollection);
            ChangeTrackableEntityDataFieldContainers.Add(context.EntityGuid, changeTrackableEntityDataCollection);

            EntityAsyncLockMap.Add(new KeyValuePair <NetworkEntityGuid, AsyncReaderWriterLock>(context.EntityGuid, new AsyncReaderWriterLock()));

            return(entityGameObject);
        }
Example #27
0
        public void ReceiveChatMessage(int tabId, [NotNull] string text)
        {
            if (text == null)
            {
                throw new ArgumentNullException(nameof(text));
            }
            if (tabId <= 0)
            {
                throw new ArgumentOutOfRangeException(nameof(tabId));
            }

            GameObject textObject = GameObject.Instantiate(PrefabFactory.Create(EntityPrefab.MessageBoxText));
            IUIText    uiText     = RetrieveUITextComponent(textObject);

            uiText.Text = text;

            //Parent to the message box.
            ChatWindow.Parent(textObject);
        }
Example #28
0
        public void CreateSpriteView(Transform panelTransform, PrefabFactory factoryPrefab)
        {
            if (factoryPrefab == null)
            {
                return;
            }
            if (panelTransform == null)
            {
                return;
            }

            view = factoryPrefab.GetNoteSprite();
            view.transform.SetParent(panelTransform);
            view.transform.localScale = new Vector3(100, 100, 100);

            mathUtil.ix = (xId - 2) * 320;

            this.panelTransform = panelTransform;

            // ラインインスタンス
            if (state == NoteState.KillLinkStart)
            {
                lineEffect = factoryPrefab.GetLineEffect();
                lineEffect.init();
            }

            // 同時連結ノーツの場合にラインを生成します
            if (hasLine)
            {
                lineMathUtil = mathUtil.Clone();

                var centerX = (float)xId + (float)lineLength * 0.5f;
                lineMathUtil.ix = (centerX - 2) * 320;

                connecter = factoryPrefab.GetNoteConnecter();
                connecter.transform.SetParent(panelTransform);
                connecter.transform.localScale = new Vector3(100, 100, 100);
            }
        }
Example #29
0
        public IEnumerator InitView(string viewId)
        {
            if (!Contains(viewId))
            {
                throw new Exception("ViewManager: does not contain such key");
            }
            if (_gameObjects.ContainsKey(viewId))
            {
                yield break;
            }
            if (!ResourceManager.Loaded(viewId))
            {
                throw new Exception("ViewManager: has not loaded this object yet");
            }

            var gameObject = PrefabFactory.FromResource(viewId);

            gameObject.SetActive(false);
            SceneRoot.AddChild(gameObject);

            _gameObjects.Add(viewId, gameObject);
        }
        public override void Start()
        {
            map = new MapInfo();

            base.Start();

            PrefabInitializer.AddRunnerGamePrefabs(PrefabFactory);

            cursor = GameObjectFactory.New().With(new MouseComponent()).Create();
            PrefabFactory.Instantiate(cursor);

            camera = CameraBuilder.CreateCamera(cursor.Transform);
            PrefabFactory.Instantiate(camera);

            var scene = GameObjectFactory.New().Create();

            PrefabFactory.Instantiate(scene);

            map.Scene = new PrefabInfo()
            {
                PrefabName = "empty", Children = new List <PrefabInfo>()
            };

            //Instantiate the action manager so we can undo/redo
            actionManager = new ActionManager(map, scene, PrefabFactory);

            //Create placer
            placer         = new Placer();
            placer.Manager = actionManager;
            var placerObj = GameObjectFactory.New()
                            .With(placer)
                            .Create();

            PrefabFactory.Instantiate(placerObj);

            CreateShadowPrefabs();
            SetPlacing("platform");
        }