Example #1
0
    public void RemoveSprite(Sprite sprite)
    {
        sprite.SetSizeXY(0, 0);
        sprite.v1 = Vector3.zero;
        sprite.v2 = Vector3.zero;
        sprite.v3 = Vector3.zero;
        sprite.v4 = Vector3.zero;

        vertices[sprite.mv1] = sprite.v1;
        vertices[sprite.mv2] = sprite.v2;
        vertices[sprite.mv3] = sprite.v3;
        vertices[sprite.mv4] = sprite.v4;

        // Remove the sprite from the billboarded list
        // since that list should only contain active
        // sprites:
        if (sprite.billboarded)
        {
            activeBillboards.Remove(sprite);
        }
        else
        {
            activeBlocks.Remove(sprite);
        }

        // Clean the sprite's settings:
        sprite.Clear();

        availableBlocks.Add(sprite);

        vertsChanged = true;
    }
Example #2
0
    IEnumerator ChangeButtonSize(Sprite s, float finalWidth, float Height, float speed)
    {
        float newWidth;
        float newHeight;
        float progress = 0;
        float width    = s.width;
        float height   = s.height;

        while (progress < 1)
        {
            progress += speed * Time.deltaTime;

            if (progress > 1)
            {
                progress = 1;
            }

            newWidth  = Mathfx.Sinerp(width, finalWidth, progress);
            newHeight = Mathfx.Sinerp(height, finalWidth, progress);

            s.SetSizeXY(newWidth, newHeight);

            yield return(new WaitForEndOfFrame());
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (GameState.CurrentGameState != GameState.EGameState.GameState_Active)
        {
            return;
        }

        if (armed)
        {
            armedTimer -= Time.deltaTime;
            if (armedTimer <= 0.0f)
            {
                // TODO : WE EXPLODE
                GameObject[] divers = GameObject.FindGameObjectsWithTag("diver");
                for (int i = 0; i < divers.Length; ++i)
                {
                    GameObject diver    = divers[i];
                    float      distance = (diver.transform.position - transform.position).magnitude;

                    if (distance <= bombRadius)
                    {
                        diver.gameObject.SendMessage("OnDie", SendMessageOptions.DontRequireReceiver);
                    }
                }

                armed = false;
                sprite.SetSizeXY(3.0f, 3.0f);
                sprite.PlayAnim("Explode");
                sprite.SetAnimCompleteDelegate(delegate() { Destroy(transform.parent.gameObject); });
                Messenger <string> .Invoke("OnPlaySFX", "Explosion_4");
            }
        }
    }
Example #4
0
    IEnumerator BlinkSprite(Sprite s, float scale, float speed, int count, float decreaseScale, float basewidth, float baseHeight)
    {
        float newWidth;
        float newHeight;

        for (int i = 0; i < count; i++)
        {
            float progress = 0;

            while (progress < 2)
            {
                progress += speed * Time.deltaTime;

                if (progress > 2)
                {
                    progress = 2;
                }

                newWidth  = Mathfx.Sinerp(basewidth, basewidth * scale, progress);
                newHeight = Mathfx.Sinerp(baseHeight, baseHeight * scale, progress);
                s.SetSizeXY(newWidth, newHeight);

                yield return(new WaitForEndOfFrame());
            }

            scale -= decreaseScale;
        }
    }
Example #5
0
    public void UpdateSpriteSize(Sprite sprite, Vector2 upperLeft, float width, float height)
    {
        float xPos = (upperLeft.x + _xOffset + (width / 2.0f));
        float yPos = (int)ZeroLocation * (-upperLeft.y + _yOffset - (height / 2.0f));

        sprite.clientTransform.position = new Vector3(xPos, yPos, sprite.clientTransform.position.z);
        sprite.SetSizeXY(width, height);
        Transform(sprite);
    }
Example #6
0
    IEnumerator BlinkComboMessage(Sprite s, float scale, float speed, int count, float decreaseScale, float basewidth, float baseHeight)
    {
        ComboMessageOn = true;

        if (SpriteHitsMessage.hidden == false)
        {
            GuiManager.StartCoroutine(DisappearSprite(SpriteHitsMessage, 0.2f));
        }

        for (int i = 0; i < SpriteHitNumbers.Sprites.Length; i++)
        {
            if (SpriteHitNumbers.Sprites[i].hidden == false)
            {
                GuiManager.StartCoroutine(DisappearSprite(SpriteHitNumbers.Sprites[i], 0.2f));
            }
        }

        yield return(new WaitForSeconds(0.1f));

        GuiManager.StartCoroutine(ShowSprite(SpriteComboMessage, 0.2f));

        float newWidth;
        float newHeight;
        Color c = Color.white;

        for (int i = 0; i < count; i++)
        {
            float progress = 0;

            while (progress < 2)
            {
                progress += speed * Time.deltaTime;

                if (progress > 2)
                {
                    progress = 2;
                }

                newWidth  = Mathfx.Sinerp(basewidth, basewidth * scale, progress);
                newHeight = Mathfx.Sinerp(baseHeight, baseHeight * scale, progress);
                s.SetSizeXY(newWidth, newHeight);

                if (progress > 1)
                {
                    c.a = 2 - progress;
                    s.SetColor(c);
                }
                yield return(new WaitForEndOfFrame());
            }
            scale -= decreaseScale;
        }

        DefaultSpriteUI.HideSprite(s);

        ComboMessageOn = false;
        SetHitsCount(Game.Instance.Hits, false);
    }
Example #7
0
    void UpdateSpriteSize(Sprite sprite, Vector2 leftDown, float width, float height, Vector2 lowerLeftUV, Vector2 uvSize)
    {
        float xPos = (leftDown.x + _xOffset + (width / 2.0f));
        float yPos = (int)ZeroLocation * (-leftDown.y + _yOffset - (height / 2.0f));

        sprite.clientTransform.position = new Vector3(xPos, yPos, sprite.clientTransform.position.z);
        sprite.SetSizeXY(width, height);
        sprite.uvDimensions = uvSize;
        sprite.lowerLeftUV  = lowerLeftUV;
    }
Example #8
0
    // Use this for initialization
    void Start()
    {
        GameObject refObj = GameObject.Find( "SPM_Filter" );
        Manager = (SpriteManager)refObj.GetComponent( typeof(SpriteManager) );
        Filter = Manager.AddSprite( gameObject, 4,4,0,0,4,4, false );

        Filter.offset = new Vector3(240.0f, -400.0f, 0);
        Filter.SetDrawLayer( 5 );
        Filter.SetSizeXY( 500, 820 );

        Debug.Log("FilterOn");
    }
Example #9
0
    public static void setNumber(SpriteManager man, Sprite spr,int num , int count , bool draw)
    {
        //if( num < 10 )
        {

            int x = 0,y = 0;

         			if(draw)
            {
                x = num;
                y = 0;
                spr.SetSizeXY( WIDTH_NUM * GameManager.Instance.getScreenW(),
                    HEIGHT_NUM * GameManager.Instance.getScreenH() );

            //time[i].SetSizeXY( time[i].width/2* GameManager.Instance.getScreenW()
             //, time[i].height/2 * GameManager.Instance.getScreenH());

            }else
            {
                spr.SetSizeXY( 0.0f ,0.0f );
            }
            spr.lowerLeftUV = man.PixelCoordToUVCoord( x * WIDTH_NUM  , 0);
        }
    }
Example #10
0
    // Adds a sprite to the manager at the location and rotation of the client
    // GameObject and with its transform.  Returns a reference to the new sprite
    // Width and height are in world space units
    // lowerLeftUV - the UV coordinate for the upper-left corner
    // UVDimensions - the distance from lowerLeftUV to place the other UV coords
    public Sprite AddSprite(GameObject client, float width, float height, Vector2 lowerLeftUV, Vector2 UVDimensions, bool billboarded)
    {
        int spriteIndex;

        // Get an available sprite:
        if (availableBlocks.Count < 1)
        {
            EnlargeArrays(allocBlockSize);              // If we're out of available sprites, allocate some more:
        }
        // Use a sprite from the list of available blocks:
        spriteIndex = ((Sprite)availableBlocks[0]).index;
        availableBlocks.RemoveAt(0);            // Now that we're using this one, remove it from the available list

        // Assign the new sprite:
        Sprite newSprite = sprites[spriteIndex];

        newSprite.client       = client;
        newSprite.lowerLeftUV  = lowerLeftUV;
        newSprite.uvDimensions = UVDimensions;

        switch (plane)
        {
        case SPRITE_PLANE.XY:
            newSprite.SetSizeXY(width, height);
            break;

        case SPRITE_PLANE.XZ:
            newSprite.SetSizeXZ(width, height);
            break;

        case SPRITE_PLANE.YZ:
            newSprite.SetSizeYZ(width, height);
            break;

        default:
            newSprite.SetSizeXY(width, height);
            break;
        }

        // Save this to an active list now that it is in-use:
        if (billboarded)
        {
            newSprite.billboarded = true;
            activeBillboards.Add(newSprite);
        }
        else
        {
            activeBlocks.Add(newSprite);
        }

        // Transform the sprite:
        newSprite.Transform();

        // Setup the UVs:
        UVs[newSprite.uv1] = lowerLeftUV + Vector2.up * UVDimensions.y;          // Upper-left
        UVs[newSprite.uv2] = lowerLeftUV;                                        // Lower-left
        UVs[newSprite.uv3] = lowerLeftUV + Vector2.right * UVDimensions.x;       // Lower-right
        UVs[newSprite.uv4] = lowerLeftUV + UVDimensions;                         // Upper-right

        // Set our flags:
        vertsChanged = true;
        uvsChanged   = true;

        return(newSprite);
    }
    public void RemoveSprite(Sprite sprite)
    {
        sprite.SetSizeXY(0,0);
        sprite.v1 = Vector3.zero;
        sprite.v2 = Vector3.zero;
        sprite.v3 = Vector3.zero;
        sprite.v4 = Vector3.zero;

        vertices[sprite.mv1] = sprite.v1;
        vertices[sprite.mv2] = sprite.v2;
        vertices[sprite.mv3] = sprite.v3;
        vertices[sprite.mv4] = sprite.v4;

        sprite.client = null;

        availableBlocks.Add(sprite);

        // Remove the sprite from the billboarded list
        // since that list should only contain active
        // sprites:
        if (sprite.billboarded)
            activeBillboards.Remove(sprite);
        else
            activeBlocks.Remove(sprite);

        sprite.billboarded = false;

        vertsChanged = true;
    }
Example #12
0
    // Use this for initialization
    void Start()
    {
        GameObject refObj = GameObject.Find("Filter_MNG");
        Manager = (SpriteManager)refObj.GetComponent( typeof(SpriteManager));
        Filter = Manager.AddSprite( gameObject , 4, 4, 0 , 0 , 4, 4, false );

        Filter.offset = new Vector3( Screen.width / 2 , Screen.height / 2 , -2 );
        Filter.SetDrawLayer( 5 );
        Filter.SetSizeXY( Screen.width * 10, Screen.height * 10);

        alphe = 0.0f;

        Awake();
        setAlphe();
        //SOUND
        if(type == TYPE_MENU)
        {
            GameObject seObj = (GameObject)Resources.Load("Sound/sound_se_Menu");
            GameObject obj = (GameObject)Instantiate( seObj );
        }
    }