// Use this for initialization void Start() { spriteController = FindObjectOfType <SpriteController>(); dataController = FindObjectOfType <DataController>(); currentGod = dataController.GetCurrentGod(LevelSelect.level); rulesRoot.SetActive(false); portaitRoot.SetActive(false); godName = currentGod.name; godOf = "God of " + currentGod.godOf; Fiction = currentGod.Fiction; gameRules = currentGod.GameRules; for (int i = 0; i < godNameText.Count; i++) { godNameText[i].text = godName; } for (int i = 0; i < godOfText.Count; i++) { godOfText[i].text = godOf; } godOfPara[0].text = Fiction[0]; godOfPara[1].text = gameRules[0]; Portait.sprite = spriteController.GodPortaits[LevelSelect.level]; }
// Use this for initialization void Start() { Transform findSprite = transform.FindChild("Sprite"); sprite = findSprite.GetComponent<SpriteRenderer>(); spriteController = findSprite.GetComponent<SpriteController>(); startPos = transform.position; }
public void CreateSpriteFromList() { SpriteController newsprite = Instantiate <SpriteController>(SpritePrefab); newsprite.self = SpriteControllerQueue[0]; SpriteControllerQueue.RemoveAt(0); } // End of sprite-related block. =================================================================================
HealthController healthController; //Lebenssteuerung // Use this for initialization void Start() { characterController = GetComponent <CharacterController>(); spriteController = GetComponent <SpriteController>(); healthController = GetComponent <HealthController>(); normalspeed = speed; }
/// <summary> /// Create a sprite using the database sprite information. This does not do any checking to make sure /// the named sprite already exists. Usually, what you want to do is to create your SpriteController and /// register your SpriteDatabase with the controller. Then, when you ask the SpriteController for a sprite, /// if that sprite does not exist yet, it will create it from the database. /// </summary> /// <param name="ControllerToUse">The sprite controller that will end up controlling the sprite</param> /// <param name="TheDatabaseToUse">The database</param> /// <returns></returns> internal Sprite CreateSprite(SpriteController ControllerToUse, SpriteDatabase TheDatabaseToUse) { Sprite DestSprite = null; if (ControllerToUse == null) { return(null); } for (int index = 0; index < Animations.Count; index++) { AnimationInfo CurrentAnimation = Animations[index]; Image myImage = TheDatabaseToUse.GetImageFromName(CurrentAnimation.ImageName, true); if (myImage == null) { return(null); //break out if we do not have the image defined for this } AnimationType AT = CurrentAnimation.FieldsToUse; if (index == 0) { AT = AnimationType.SpriteDefinition; //the first one MUST be this. } switch (AT) { case AnimationType.SpriteDefinition: if (DestSprite == null) //Creating the sprite from scratch { DestSprite = new Sprite(CurrentAnimation.StartPoint, ControllerToUse, myImage, CurrentAnimation.Width, CurrentAnimation.Height, CurrentAnimation.AnimSpeed, CurrentAnimation.NumFrames); } else { DestSprite.AddAnimation(CurrentAnimation.StartPoint, myImage, CurrentAnimation.Width, CurrentAnimation.Height, CurrentAnimation.AnimSpeed, CurrentAnimation.NumFrames); } break; case AnimationType.Rotation: DestSprite.AddAnimation(CurrentAnimation.AnimationToUse, CurrentAnimation.RotationDegrees); break; case AnimationType.Mirror: DestSprite.AddAnimation(CurrentAnimation.AnimationToUse, CurrentAnimation.MirrorHorizontally, CurrentAnimation.MirrorVertically); break; } } int sizepercent = ViewPercent; if (sizepercent < 5) { sizepercent = 100; } if (sizepercent > 300) { sizepercent = 100; } double delta = (double)sizepercent / 100.0; //turn it into a double, and into something we can multiply. DestSprite.SetSize(new Size((int)(DestSprite.GetSize.Width * delta), (int)(DestSprite.GetSize.Height * delta))); DestSprite.SetName(SpriteName); //We have created a new sprite. Now, return a duplicate of that sprite. return(DestSprite); }
// Set up references private void Start() { capacity = GetComponent <GirlController>().GetBellyCapacity(); spriteController = GetComponent <SpriteController>(); foodUI = GameObject.FindWithTag("FoodUI"); itemLastEaten = new Item(); }
void Awake() { if (instance == null) { instance = this; } else { Destroy(this); Debug.Log("Spritecontroller instance already exists"); } spriteDictionary = new Dictionary <string, Sprite> (); Sprite[] sprites = Resources.LoadAll <Sprite> ("CardPics"); foreach (Sprite s in sprites) { Debug.Log(s.name); spriteDictionary.Add(s.name, s); } sprites = Resources.LoadAll <Sprite> ("Tiles"); foreach (Sprite s in sprites) { Debug.Log(s.name); spriteDictionary.Add(s.name, s); } }
private void RotateFrame(GameObject i_Frame) { Animator[] animator = i_Frame.GetComponentsInChildren <Animator>(); if (SoundManager.Instance != null) { SoundManager.Instance.PlayRotateFrameSoundEffect(); } foreach (Animator anim in animator) { if (anim.GetCurrentAnimatorStateInfo(0).IsName("FrameIdle") || anim.GetCurrentAnimatorStateInfo(0).IsName("UnderIdle")) { anim.SetBool("Rotate", true); } } // Check if the player is a child of i_Frame, if so, call the SpriteController.StartShrinkPlayer SpriteController playerSprite = i_Frame.GetComponentInChildren <SpriteController>(); if (playerSprite != null) { playerSprite.StartShrinkPlayer(); } }
private static void InitializeTreeSprite(SpriteController controller, Sprite sprite) { sprite = new Sprite(new Point(0, 0), controller, Resources.Trees, 120, 150, 100000, 1); sprite.SetSize(HeroSpriteSize); sprite.SetName($"{SpriteNames.ObstacleTree1}"); }
private static void InitializeEnemyBallSprite(SpriteController controller, Sprite sprite) { sprite = new Sprite(new Point(0, 225), controller, Resources.Magicballs, 75, 75, 100, 8); sprite.SetSize(MagicBallSpriteSize); sprite.SetName($"{SpriteNames.EnemyBall}"); }
private static void InitializeCrosshairSprite(SpriteController controller, Sprite sprite) { sprite = new Sprite(new Point(0, 0), controller, Resources.Crosshair, 24, 24, 0, 1); sprite.SetSize(CrosshairSpriteSize); sprite.SetName($"{SpriteNames.Crosshair}"); }
public SkillBase(SpriteController obj, int skillID) { State = SkillState.None; this.owner = obj; this.CurCD = 0f; dataVo = ConfigManager.GetSkillDataById(skillID); if (owner.actionMng != null && owner.actionMng.TryGetAnimationLength(dataVo.actionName, out curAniLength)) { curAniLength -= 0f; } else { curAniLength = 1f; } if (dataVo.BufferID.Length > 0) { dataVo.bufferEntity = new BufferDataVo[dataVo.BufferID.Length]; for (int i = 0; i < dataVo.bufferEntity.Length; i++) { dataVo.bufferEntity[i] = ConfigManager.GetConfigBufferData(dataVo.BufferID[i]); } } aniName = dataVo.actionName; //åŠ è½½ç‰¹æ•ˆ GameObject effecPre = LoadCache.LoadEffect(dataVo.effectName); if (effecPre != null) { effect = GameObject.Instantiate(effecPre) as GameObject; effect.SetActive(false); } }
private void InitializeUIGameField() { picGameField.BackgroundImage = Resources.Background; picGameField.BackgroundImageLayout = ImageLayout.Stretch; _spriteController = new SpriteController(picGameField); _spriteController.DoTick += OnGameIteration; SpriteInitializer.InitializeSprites(_spriteController, null); lblHealth.Parent = picGameField; lblHealth.BackColor = Color.Transparent; lblKills.Parent = picGameField; lblKills.BackColor = Color.Transparent; lblHealthValue.Parent = picGameField; lblHealthValue.BackColor = Color.Transparent; lblKillsValue.Parent = picGameField; lblKillsValue.BackColor = Color.Transparent; lblHealthValue.Text = $"{_game.Player.Health}"; lblEmojiValue.Parent = picGameField; lblEmojiValue.BackColor = Color.Transparent; lblEmojiValue.Text = $"{_game.Player.Smiles}"; lblEmoji.Parent = picGameField; lblEmoji.BackColor = Color.Transparent; DrawUIObtacles(); DrawUIEmoticons(); }
/********************************************************************************************************* * INITIALISATION **********************************************************************************************************/ void Awake() { rigidBody2D = GetComponent <Rigidbody2D>(); spriteController = GetComponent <SpriteController>(); cameraController = GetComponentInChildren <CameraController>(); trailController = GetComponentInChildren <TrailController>(); }
IEnumerator RunClick() { float delayForTyping = 0.05f; string currentLine = lines[index]; //turnoff tailAnim if (tailAnimRoutine != null) { StopCoroutine(tailAnimRoutine); } dialogueTail.SetActive(false); //Do Command until talking while (index < lines.Length) { if (currentLine.Contains("(") && currentLine.Contains(")") && !currentLine.Contains(":")) { yield return(StartCoroutine(RunCommand(currentLine))); if (++index == lines.Length) { Debug.Log("This is the last sentence"); clickRoutine = null; yield break; } currentLine = lines[index]; } else { yield return(new WaitForSeconds(delayForTyping)); break; } yield return(null); } if (dialogueBox.GetComponent <CanvasGroup>().alpha == 0) { yield return(StartCoroutine(SpriteController.FadeIn(dialogueBox, 0.5f))); yield return(new WaitForSeconds(0.75f)); dialogueBox.GetComponent <CanvasGroup>().interactable = true; } Talk(currentLine); logController.Add(currentTalker, currentSentence, currentVoiceFileName); index++; clickRoutine = null; }
// Start is called before the first frame update void Start() { assign = GetComponent <VIDE_Assign>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <SpriteController>(); playerMorals = player.moralCompass; indicator.gameObject.SetActive(false); }
/// <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. spriteBatch = new SpriteBatch(GraphicsDevice); sprite = new Sprite(Content.Load <Texture2D>("SmileyWalk"), new Vector2(200, 200), 4, 4); spriteController = new SpriteController(sprite); // TODO: use this.Content to load your game content here }
// Use this for initialization protected virtual void Start() { spriteController = GetComponent<SpriteController>(); foreach (Transform wp in waypoints) { waypointPositions.Add(wp.position); } }
void Start() { spriteController = GetComponentInChildren <SpriteController>(); Control += ChangeDirection; newDirection = Dir.up; StartCoroutine(Movement()); }
public void Start() { spriteRenderer = GetComponentInChildren <SpriteRenderer>(); spriteController = GetComponentInChildren <SpriteController>(); actions = new Dictionary <string, Action>(); availableActions = new Dictionary <string, Action>(); PopulateActions(); Init(); }
// Use this for initialization void Start() { // Find gameobject outside its scope minefield = GameObject.FindGameObjectWithTag("Minefield").GetComponent <Minefield>(); // Get component from self's gameobject spriteController = GetComponent <SpriteController>(); tile = GetComponent <Tile>(); }
// Use this for initialization void Start() { TileTypeRegistry.BuildRegistry(); spriteController = new SpriteController(tileObjectPrefab); Room room = new Room(40, 40); this.currentRoom = room; RenderRoom(room); }
private static void InitializeHeroSprite(SpriteController controller, Sprite sprite) { sprite = new Sprite(new Point(0, 128), controller, Resources.Heroes, 32, 32, 250, 3); sprite.AddAnimation(new Point(0, 160), Resources.Heroes, 32, 32, 250, 3); sprite.AddAnimation(new Point(0, 192), Resources.Heroes, 32, 32, 250, 3); sprite.AddAnimation(new Point(0, 224), Resources.Heroes, 32, 32, 250, 3); sprite.SetSize(HeroSpriteSize); sprite.SetName($"{SpriteNames.Hero}"); }
public static void InitializeSprites(SpriteController controller, Sprite sprite) { InitializeHeroSprite(controller, sprite); InitializeEmoticonSprite(controller, sprite); InitializeTreeSprite(controller, sprite); InitializeCrosshairSprite(controller, sprite); InitializeSunballSprite(controller, sprite); InitializeIceballSprite(controller, sprite); InitializeEnemyBallSprite(controller, sprite); InitializeDeadEmoticonSprite(controller, sprite); }
private static void InitializeDeadEmoticonSprite(SpriteController controller, Sprite sprite) { for (DeadEmoticons emoticon = 0; emoticon < DeadEmoticons.Length; emoticon++) { int index = (int)emoticon; sprite = new Sprite(new Point(500, index * 50), controller, Resources.Emoticons, 50, 50, 300, 3); sprite.SetSize(HeroSpriteSize); sprite.SetName($"{emoticon}"); } }
// Use this for initialization void Awake() { spriteController = Utilities.GetChildScript <SpriteController>(this.gameObject, "SpriteControllerGO"); scoreDisplayController = Utilities.GetChildScript <ScoreDisplayController>(this.transform.Find("Canvas").gameObject, "ScoreDisplayControllerGO"); tileInHandController = Utilities.GetChildScript <TileInHandController>(this.transform.Find("Canvas").gameObject, "TileInHandControllerGO"); if (spriteController == null || scoreDisplayController == null || tileInHandController == null) { Debug.LogError("Controller not found!"); } }
public IEnumerator RunShowChatPanel() { if (GameObject.Find("ChatPanel") == null) { GameObject panel = Instantiate(Resources.Load <GameObject>("Prefabs/Chat_Panel"), GameObject.Find("Cam").transform); panel.name = "ChatPanel"; yield return(StartCoroutine(SpriteController.FadeIn(panel, 1.5f))); yield return(new WaitForSeconds(0.75f)); } }
public IEnumerator RunHideChatPanel() { GameObject panel = GameObject.Find("ChatPanel"); yield return(StartCoroutine(SpriteController.FadeOut(panel, 1.75f))); Destroy(panel); yield return(new WaitForEndOfFrame()); Resources.UnloadUnusedAssets(); yield return(new WaitForSeconds(0.5f)); }
public void Awake() { if (File.Exists(path + "Rules.json")) { rules = JSONSaver.Load <RuleController>(path + "Rules.json"); } else { JSONSaver.Save <RuleController>(path + "Rules.json", rules); } if (File.Exists(path + "Terrains.json")) { terrains = JSONSaver.Load <TerrainController>(path + "Terrains.json"); } else { JSONSaver.Save <TerrainController>(path + "Terrains.json", terrains); } if (File.Exists(path + "Units.json")) { units = JSONSaver.Load <UnitController>(path + "Units.json"); } else { JSONSaver.Save <UnitController>(path + "Units.json", units); } if (File.Exists(path + "Sprites.json")) { sprites = JSONSaver.Load <SpriteController>(path + "Sprites.json"); } else { JSONSaver.Save <SpriteController>(path + "Sprites.json", sprites); } if (File.Exists(path + "Clips.json")) { clips = JSONSaver.Load <ClipController>(path + "Clips.json"); } else { JSONSaver.Save <ClipController>(path + "Clips.json", clips); } rules.Awake(); terrains.Awake(); units.Awake(); sprites.Awake(); clips.Awake(); }
void Awake() { working = false; int count = guns.Length; if (count == 0) { Destroy(this); return; } Calibrate(); if (weaponType == WeaponType.Autogun) { authomatic = true; } rays = new LineRenderer[count]; startSplashes = new GameObject[count]; endSplashes = new GameObject[count]; Material raysMaterial = GameMaster.storage.GetMaterial(raysMaterialType); Sprite startSprite = GameMaster.storage.GetSprite(startSpriteType); for (int i = 0; i < count; i++) { rays[i] = guns[i].gameObject.AddComponent <LineRenderer>(); rays[i].material = raysMaterial; rays[i].startWidth = damagePerSecond / 15; rays[i].positionCount = 2; rays[i].receiveShadows = false; rays[i].shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; startSplashes[i] = new GameObject("startSplash"); startSplashes[i].transform.parent = guns[i].transform; startSplashes[i].transform.localPosition = Vector3.forward * trunkLength; SpriteRenderer sr = startSplashes[i].AddComponent <SpriteRenderer>(); sr.sprite = startSprite; SpriteController sc = startSplashes[i].AddComponent <SpriteController>(); sc.SetData(Vector3.one * damagePerSecond / 25.0f, penetration, 0); endSplashes[i] = new GameObject("endSplash"); endSplashes[i].transform.parent = guns[i].transform; endSplashes[i].transform.localPosition = Vector3.zero; sr = endSplashes[i].AddComponent <SpriteRenderer>(); sr.sprite = startSprite; sc = endSplashes[i].AddComponent <SpriteController>(); sc.SetData(Vector3.one * damagePerSecond / 25.0f, penetration, 0); rays[i].enabled = false; startSplashes[i].SetActive(false); endSplashes[i].SetActive(false); } }
public void Stop() { spriteController.DoTick -= OnTick; ClearSprites(); spriteController = null; game.CreaturePlacedOnField -= CreatureCardPlaced; game.CreatureDeletedFromField -= CreatureDeleted; game.FirstPlayer.ChoosedCardsForGame.ForEach(card => card.TimeElapsed = 0); game.SecondPlayer.ChoosedCardsForGame.ForEach(card => card.TimeElapsed = 0); Paused = false; }
public Main_Game(Player inheritPlayer) { InitializeComponent(); MainPlayer = inheritPlayer; UserInterface.Text = MainPlayer.EntityName; intLabel.Text = "Intelligence: " + MainPlayer.EntityStats.charInt.ToString(); strLabel.Text = "Strength: " + MainPlayer.EntityStats.charStr.ToString(); wisLabel.Text = "Wisdom: " + MainPlayer.EntityStats.charWis.ToString(); conLabel.Text = "Constitution: " + MainPlayer.EntityStats.charCon.ToString(); dexLabel.Text = "Dexterity: " + MainPlayer.EntityStats.charDex.ToString(); chaLabel.Text = "Charisma: " + MainPlayer.EntityStats.charChr.ToString(); playerGoldLabel.Text = "Gold: " + MainPlayer.PlayerGold.ToString(); playerHPLabel.Text = "HP: " + MainPlayer.EntityStats.charHP.ToString(); playerMPLabel.Text = "MP: " + MainPlayer.EntityStats.charMP.ToString(); ExpBar.Maximum = MainPlayer.generateLevelRequirement(); OkayBtn.Visible = false; GameScreen.BackgroundImage = new Bitmap(Properties.Resources.FFIV); GameScreen.BackgroundImageLayout = ImageLayout.Stretch; MySpriteController = new SpriteController(GameScreen); if (MainPlayer.PlayerGender == true) { Bitmap CloudAv = Properties.Resources.CloudPortrait; Image oImage = Properties.Resources.CloudIdle; avatarPicture.Image = CloudAv; avatarPicture.SizeMode = PictureBoxSizeMode.StretchImage; MainPlayerSprite = new Sprite(new Point(0, 0), MySpriteController, oImage, 106, 73, 200, 6); MainPlayerSprite.AddAnimation(new Point(0, 0), Properties.Resources.CloudAttack, 163, 125, 200, 12); MainPlayerSprite.AddAnimation(new Point(0, 0), Properties.Resources.CloudMagic, 97, 77, 200, 4); MainPlayerSprite.AddAnimation(Properties.Resources.CloudDead); MainPlayerSprite.SpriteAnimationComplete += AttackComplete; MainPlayerSprite.SetName("Cloud"); MainPlayerSprite.PutBaseImageLocation(new Point(126, 217)); MainPlayerSprite.SetSize(new Size(200, 250)); } else { Bitmap TifaAv = Properties.Resources.TifaPortrait; Image oImage = Properties.Resources.TifaIdle; avatarPicture.Image = TifaAv; avatarPicture.SizeMode = PictureBoxSizeMode.StretchImage; MainPlayerSprite = new Sprite(new Point(0, 0), MySpriteController, oImage, 71, 67, 200, 4); MainPlayerSprite.AddAnimation(new Point(0, 0), Properties.Resources.TifaAttack, 105, 98, 200, 12); MainPlayerSprite.AddAnimation(new Point(0, 0), Properties.Resources.TifaMagic, 63, 60, 200, 4); MainPlayerSprite.AddAnimation(Properties.Resources.TifaDead); MainPlayerSprite.SpriteAnimationComplete += AttackComplete; MainPlayerSprite.SetName("Tifa"); MainPlayerSprite.PutBaseImageLocation(new Point(126, 217)); MainPlayerSprite.SetSize(new Size(200, 250)); } }
//Vector3 moveDirection = Vector3.zero; //Vector3 targetPositionDelta; // Use this for initialization void Start() { spriteController = GetComponent<SpriteController>(); }
// Use this for initialization void Start() { characterController = GetComponent<CharacterController>(); spriteController = GetComponent<SpriteController>(); healthController = GetComponent<HealthController>(); }
// Use this for initialization public virtual void Start() { player = GameObject.FindGameObjectWithTag("Player"); Sprite = GetComponentInChildren<SpriteController>(); }