/// <summary> /// 장착된 무기로 무기 슬롯 변경 /// </summary> public void ChangedEquipSlot(Player player) { this.player = player; SpriteSet spriteSet = GameManager.Instance.SpriteSetManager; // 보조무기 장착 여부 확인 if (player.SubGun == null) { equipSlots[0].sprite = spriteSet.GetSprite(SpriteSet.BLANK_SPRITE_NAME); } else { equipSlots[0].sprite = player.SubGun.GunSpirteImage; } // 주무기 장착 여부 확인 if (player.MainGun == null) { equipSlots[1].sprite = spriteSet.GetSprite(SpriteSet.BLANK_SPRITE_NAME); } else { equipSlots[1].sprite = player.MainGun.GunSpirteImage; } // 보유중인 수류탄 tnt 갯수 표시 InitializeConsumableItemText(player.GrenadeCount, player.TntCount); }
public SpriteSetEntry(SpriteSet CurrentSet) { InitializeComponent(); this._CurrentSet = CurrentSet; this.Name_Box.Text = CurrentSet.Name; UpdateItems(); }
void IndexBox_SelectedIndexChanged(object sender, EventArgs e) { CurrentSprites = new SpriteSet(); int num = (IndexBox.Items.IndexOf(IndexBox.Text) * 6); for (int i = 0; i < 4; i++) { if (nr.fe[num + i].Size == 6448) { nr.OpenEntry(num + i); CurrentSprites.Sprites[i] = MakeImage(nr.fs); nr.Close(); } } if (nr.fe[num + 4].Size == 72) { nr.OpenEntry(num + 4); CurrentSprites.Normal = SetPal(nr.fs); nr.Close(); } if (nr.fe[num + 5].Size == 72) { nr.OpenEntry(num + 5); CurrentSprites.Shiny = SetPal(nr.fs); nr.Close(); } LoadImages(); OpenPngs.Enabled = true; }
private void initTutorial(ShaderManager shaders) { this.Tutorial = SpriteSet <UVColorVertexData> .FromJsonFile( "data/gfx/sprites/tutorial.json", s => new Sprite2DGeometry(s), shaders.UVColor, new SurfaceSetting[] { this.screenModelview, this.gameProjection, SurfaceBlendSetting.PremultipliedAlpha }, SurfaceManager.premultiplyTexture, true); }
// Start is called before the first frame update void Start() { SetStartPositionAndScale(); sriteset = GetComponent <SpriteSet>(); sriteset.SetSprite(Random.Range(1, 2)); speed = Random.Range(0.001f, 0.005f); }
public Chart2DSpriteContainer(SpriteSet <UVColorVertexData> sprites, FontGeometry fontGeo, VertexSurface <FastChart2DBarVertex> fastBarSurface = null) { this.line = (Sprite2DGeometry)sprites["line"].Geometry; this.point = (Sprite2DGeometry)sprites["point"].Geometry; this.surface = sprites.Surface; this.quadUV = sprites["quad"].Geometry.UV; this.font = fontGeo; this.ThinLineWidth = 0.015f; this.ThickLineWidth = 0.03f; this.SmallPointSize = 0.03f; this.LargePointSize = 0.1f; this.Color = Color.DeepPink; if (fastBarSurface != null) { this.fastBarSurface = fastBarSurface; this.fastBarSurface.AddSettings(sprites.Surface.Settings); this.fastBarSurface.AddSettings( new Vector2Uniform("uv01", this.quadUV.TopLeft), new Vector2Uniform("uv11", this.quadUV.TopRight), new Vector2Uniform("uv00", this.quadUV.BottomLeft), new Vector2Uniform("uv10", this.quadUV.BottomRight) ); } }
public int AddSpriteSet(int index, SpriteSet spr) { if (spr == null) { Debug.Log("sprites is null"); return(-1); } if (spr.name == "") { Debug.Log("name is empty"); return(-1); } List <SpriteSet> list = FindListFromIndex(index); if (list != null) { list.Add(spr); } EditorUtility.SetDirty(this); return(list.Count - 1); }
public Chart2DSpriteContainer(SpriteSet<UVColorVertexData> sprites, FontGeometry fontGeo, VertexSurface<FastChart2DBarVertex> fastBarSurface = null) { this.line = (Sprite2DGeometry)sprites["line"].Geometry; this.point = (Sprite2DGeometry)sprites["point"].Geometry; this.surface = sprites.Surface; this.quadUV = sprites["quad"].Geometry.UV; this.font = fontGeo; this.ThinLineWidth = 0.015f; this.ThickLineWidth = 0.03f; this.SmallPointSize = 0.03f; this.LargePointSize = 0.1f; this.Color = Color.DeepPink; if (fastBarSurface != null) { this.fastBarSurface = fastBarSurface; this.fastBarSurface.AddSettings(sprites.Surface.Settings); this.fastBarSurface.AddSettings( new Vector2Uniform("uv01", this.quadUV.TopLeft), new Vector2Uniform("uv11", this.quadUV.TopRight), new Vector2Uniform("uv00", this.quadUV.BottomLeft), new Vector2Uniform("uv10", this.quadUV.BottomRight) ); } }
Player player; // 참조할 플레이어 모델 /// <summary> /// 소모품 아이템 갯수 텍스트 표시 함수 /// </summary> /// <param name="grenadeCount">표시할 수류탄 갯수</param> /// <param name="tntCount">표시할 tnt갯수</param> public void InitializeConsumableItemText(int grenadeCount, int tntCount) { SpriteSet spriteSet = GameManager.Instance.SpriteSetManager; // 수류탄 장착 여부 확인 if (player.GrenadeCount == 0) { equipSlots[2].sprite = spriteSet.GetSprite(SpriteSet.BLANK_SPRITE_NAME); grenadeCountText.text = ""; } else { equipSlots[2].sprite = spriteSet.GetSprite(AcquireType.GRENADE_ITEM.ToString()); grenadeCountText.text = grenadeCount.ToString(); } // tnt 장착 여부 확인 if (player.TntCount == 0) { equipSlots[3].sprite = spriteSet.GetSprite(SpriteSet.BLANK_SPRITE_NAME); tntCountText.text = ""; } else { equipSlots[3].sprite = spriteSet.GetSprite(AcquireType.TNT_ITEM.ToString());; tntCountText.text = tntCount.ToString(); } }
// Start is called before the first frame update void Start() { SetStartPositionAndScale(); sriteset = GetComponent <SpriteSet>(); sriteset.SetSprite(); speed = Random.Range(0.001f, 0.05f); game = GameObject.FindObjectOfType <Game>(); }
public SpriteSet(SpriteSet other) { normal = other.normal; disabled = other.normal; focused = other.normal; hovered = other.hovered; pressed = other.pressed; }
private void AnimateSprites(Graphics g, SpriteSet spriteSet, long timediffms) { var sprites = spriteSet.GetSprites(this.lookingDirection == LookingDirection.Left); long index = (timediffms / spriteSet.animateDelayMs) % sprites.Count; Image image = sprites[(int)index]; g.DrawImageUnscaled(image, location); }
public Scene() { Entities = new EntityMap(this); Systems = new SystemMap(this); Sprites = new SpriteSet(); Events = new EventManager(); Entities.Changed += NotifyEntityChange; CurrentViewport = new CameraView(); }
public Player(Tile startTile, SpriteSet spriteSet = SpriteSet.Blue) { draw = true; alive = true; BombCap = 1; BombRange = 1; CanKick = false; this.movement = new FloatingLocationResolver(startTile); LocationResolver = this.movement; }
public void SetIdle() { var entitySprite = GetLazy(NodeIndex.Entity); if (entitySpriteSet is null) { entitySpriteSet = new SpriteSet(); } entitySprite.Texture = entitySpriteSet.IdleTexture; }
private void Button_AddSpriteSet_Click(object sender, EventArgs e) { SpriteSet NewSpriteSet = new SpriteSet("New SpriteSet"); this._CurrentSprite.SpriteSets.Add(NewSpriteSet); SpriteSetEntry Entry = new SpriteSetEntry(NewSpriteSet); Entry.Dock = DockStyle.Top; EntryPanel.Controls.Add(Entry); Entry.BringToFront(); }
public void SetTelegraph() { var entitySprite = GetLazy(NodeIndex.Entity); if (entitySpriteSet is null) { entitySpriteSet = new SpriteSet(); } entitySprite.Texture = entitySpriteSet.TelegraphTexture; }
public CharacterSprite(SpriteSet spriteSet) { SpriteSet = spriteSet; if (spriteSet.Name.ToLower() == "human") animationInterval = 80f; AnimationSpeedModifier = 100; if (spriteSet.Animations.ContainsKey(AnimationType.Walking)) Initialize(spriteSet.Animations[AnimationType.Walking]); }
[SerializeField] BuffData[] buffDatas; // 버프 데이터 배열 private void Start() { // 버프 및 무기 이미지 스프라이트 설정 SpriteSet spriteSet = GameManager.Instance.SpriteSetManager; for (int i = 0; i < buffDatas.Length; i++) { buffDatas[i].weaponIcon = spriteSet.GetSprite(buffDatas[i].weaponStyle.ToString()); buffDatas[i].buffIcon = spriteSet.GetSprite(buffDatas[i].buffType.ToString()); } }
public UiSystem(IRenderer renderer) { _levelSetup = new GameSetup.LevelSetup(); SpriteSet = new SpriteSet(); Display = new Display(_levelSetup.MapHeight + 5, _levelSetup.MapWidth, SpriteSet); Inputs = new Inputs(); ScoreBoard = new ScoreBoard(Display); _renderer = renderer; _uiMode = new TestMode(this); }
private void Ring3D(int s, int e) { int count = 50; float pointScale = 0.2f; Vector3 initialRingRotation = new Vector3( (float)Math.PI / 4, (float)Math.PI / 3, 0 ); Vector3 ringRotationSpeed = new Vector3( 0.01f, 0.02f, 0.03f ); Vector3 ringRotation = Vector3.Zero; Func <float, int, Vector3> ringPattern = (float t, int i) => Patterns.Circle3D(Vectors.Centre3D, 200, initialRingRotation, 2 * (float)Math.PI / count, t)(i); SpriteSet ring = layer.CreateSpriteSet( Sprites.Particle, _ => OsbOrigin.Centre, i => ringPattern(0, i).project(FOV).screenSpaceVector, count ); ring.Fade(s, s + Timing.beat(s) / 2, 0, 1.0f); ring.Fade(e, 0); ring.Scale(s, 0.5); float spinSpeed = 2; for (float t = s; t < e; t += delta) { float t2 = t + delta < e ? t + delta : e; float spin = spinSpeed * (t - s) / 1000.0f; float spin2 = spinSpeed * (t2 - s) / 1000.0f; ring.Move3D( OsbEasing.None, t, t2, i => ringPattern(spin, i).rotate3D(ringRotation, Vectors.Centre3D), i => ringPattern(spin2, i).rotate3D(ringRotation + ringRotationSpeed, Vectors.Centre3D), FOV, (_sprite, _p1, _p2) => { float scale1 = pointScale / _p1.normalisedVector.Length; float scale2 = pointScale / _p2.normalisedVector.Length; if (scale1 != scale2) { _sprite.Scale(t, t2, scale1, scale2); } } ); ringRotation += ringRotationSpeed; } }
SpriteSet MakeOuterRing(int s, int e, Vector2 position, float patternRadius, float scale) { var bitmap = GetMapsetBitmap(Sprites.Triangle); float triangleWidth = bitmap.Width; var hexagon = Patterns.Circle2D(position, patternRadius, (float)-Math.PI / 3, 5 * (float)Math.PI / 6); SpriteSet triangles = layer.CreateSpriteSet(Sprites.Triangle, _ => OsbOrigin.Centre, hexagon, 6); triangles.Fade(s, e, 1.0, 1.0); triangles.Rotate(i => - Math.PI / 3 + i * Math.PI / 3); triangles.Scale(patternRadius / triangleWidth * scale); return(triangles); }
private void Particles(int s, int e) { int count = 50; float pointScale = 0.2f; var pattern = Patterns.PointCloudGlobe(Vectors.Centre.withZ(0), 500, new Random(RandomSeed)); var points = new List <Vector3>(); for (int i = 0; i < count; i++) { points.Add(pattern(i)); } SpriteSet pointCloud = layer.CreateSpriteSet( Sprites.Particle, _ => OsbOrigin.Centre, i => points[i].project(Vectors.ScreenSize, Vectors.Centre, FOV).screenSpaceVector, count ); pointCloud.Fade(s, s + Timing.beat(s) / 2, 0, 0.6); pointCloud.Fade(e, 0); pointCloud.Scale(s, 0.5); var inOutExpo = OsbEasing.InOutExpo.ToEasingFunction(); for (float t = s; t < e; t += delta) { float t2 = t + delta < e ? t + delta : e; float angle = (float)(-Math.PI / 4 * inOutExpo((t - s) / (e - s))); float angle2 = (float)(-Math.PI / 4 * inOutExpo((t2 - s) / (e - s))); pointCloud.Move3D( OsbEasing.None, t, t2, i => points[i].rotateY(angle, Vectors.Centre3D), i => points[i].rotateY(angle2, Vectors.Centre3D), FOV, (_sprite, _p1, _p2) => { float scale1 = pointScale / _p1.normalisedVector.Length; float scale2 = pointScale / _p2.normalisedVector.Length; if (scale1 != scale2) { _sprite.Scale(t, t2, scale1, scale2); } } ); } foreach (var sprite in pointCloud.Sprites) { SpriteSet trail = Effects.Trail(layer, sprite, s, e, 1000.0 / 60, 0, 0, 150, true); trail.UseScaleOf(sprite); } }
public void SetCurrentSprite(SpriteSet currentSpriteSet, SpriteSetConfiguration currentSpriteSetConfiguration) { CurrentSpriteSet = currentSpriteSet; CurrentSpriteSetConfig = currentSpriteSetConfiguration; if (currentSpriteSet != null) { CurrentCharacter = new Character(new CharacterSprite(currentSpriteSet)); } else { CurrentCharacter = null; } }
private string GetSprite(SpriteSet set, SpriteDirection direction, bool walking) { switch (set) { case SpriteSet.NORMAL: return(walking ? spriteSetNormalWalk[(int)direction] : spriteSetNormal[(int)direction]); case SpriteSet.PAPER: return(walking ? spriteSetPaperWalk[(int)direction] : spriteSetPaper[(int)direction]); default: return(walking ? spriteSetNormalWalk[(int)direction] : spriteSetNormal[(int)direction]); } }
public TestMode(UiSystem uiSystem) { _display = uiSystem.Display; _spriteSet = uiSystem.SpriteSet; _tick = 0; _allSpites = new SpriteSource[10 * 32]; for (int y = 0; y < 10; y++) { for (int x = 0; x < 32; x++) { _allSpites[y * 32 + x] = new SpriteSource(x, y, 1); } } }
protected override void Subscribed() { var samplerSource = Resolve <ISpriteSamplerSource>(); bool isArray = (Key.Flags & SpriteKeyFlags.UseArrayTexture) != 0; var source = Resolve <ITextureSource>(); SpriteResources = new SpriteSet { Name = $"RS_Sprite:{Key.Texture.Name}", Texture = isArray ? source.GetDummySimpleTexture() : source.GetSimpleTexture(Key.Texture), TextureArray = isArray ? source.GetArrayTexture(Key.Texture) : source.GetDummyArrayTexture(), Sampler = samplerSource.GetSampler(Key.Sampler), Uniform = Uniform }; AttachChild(SpriteResources); }
static Character() { List <Bitmap> standSprites = Enumerable.Range(1, 6) .Select(i => string.Format(@"Sprites\stand{0}.png", i)) .Select(filename => new Bitmap(Extensions.GetPath(filename))) .ToList(); standing = new SpriteSet(standSprites, 1000); List <Bitmap> runningSprites = Enumerable.Range(1, 20) .Select(i => string.Format(@"Sprites\run{0}.png", i)) .Select(filename => new Bitmap(Extensions.GetPath(filename))) .ToList(); running = new SpriteSet(runningSprites, 1000); }
void Section4_2() { // triangle pattern int s = 63468; int e = 63939; float patternRadius = 300; float scale = 0.6f; float relativeRingScale = 0.5f; Vector2 patternPosition = Vectors.Centre + Vectors.polar(-Math.PI / 6, patternRadius); SpriteSet outer = MakeOuterRing(s, e, patternPosition, patternRadius, scale); SpriteSet inner = MakeInnerRing(s, e, patternPosition, patternRadius * relativeRingScale, scale); SpriteSet extension = layer.CreateSpriteSet(); for (int i = 0; i < 6; i++) { var ring = Patterns.Circle2D( patternPosition, patternRadius * 3, (float)-Math.PI / 3, 5 * (float)Math.PI / 6 ); extension += MakeOuterRing(s, e, ring(i), patternRadius, scale); } for (int i = 0; i < 6; i++) { var ring = Patterns.Circle2D( patternPosition, patternRadius * (float)Math.Sqrt(3), (float)-Math.PI / 3, 4 * (float)Math.PI / 6 ); extension += MakeInnerRing(s, e, ring(i), patternRadius * relativeRingScale, scale); } SpriteSet trianglePattern = inner + outer + extension; float zoomScale = 0.9f; float cutScale = 0.9f; //trianglePattern.MoveRelative(s, Vector2.Zero); trianglePattern.Scale(OsbEasing.None, s, s + 3 * Timing.beat(s) / 2, cutScale, cutScale * zoomScale, Vectors.Centre); //trianglePattern.MoveRelative(OsbEasing.None, s, s + 3 * Timing.beat(s) / 2, Vector2.Zero, Vectors.down(patternRadius)); }
public GeometryManager(SurfaceManager surfaces) { this.Primitives = new PrimitiveGeometry(surfaces.Primitives); this.PrimitivesOverlay = new PrimitiveGeometry(surfaces.PrimitivesOverlay); var font = Font.FromJsonFile("data/fonts/inconsolata.json"); this.Text = new FontGeometry(surfaces.Text, font) { SizeCoefficient = new Vector2(1, -1) }; this.Buildings = new BuildingGeometry(surfaces.Buildings); this.sprites = surfaces.Sprites; this.NavMesh = new PrimitiveGeometry(surfaces.NavMesh); }
public HudGeometry(SpriteSet <UVColorVertexData> sprites) { this.barStart = sprites["barStart"].Geometry as Sprite2DGeometry; this.barEnd = sprites["barEnd"].Geometry as Sprite2DGeometry; this.barMiddle = sprites["barMiddle"].Geometry as Sprite2DGeometry; this.barThinStart = sprites["barThinStart"].Geometry as Sprite2DGeometry; this.barThinEnd = sprites["barThinEnd"].Geometry as Sprite2DGeometry; this.barThinMiddle = sprites["barThinMiddle"].Geometry as Sprite2DGeometry; this.barFilledStart = sprites["barFilledStart"].Geometry as Sprite2DGeometry; this.barFilledEnd = sprites["barFilledEnd"].Geometry as Sprite2DGeometry; this.barFilledMiddle = sprites["barFilledMiddle"].Geometry as Sprite2DGeometry; this.square = sprites["square"].Geometry as Sprite2DGeometry; this.squareFilled = sprites["squarefilled"].Geometry as Sprite2DGeometry; this.surface = sprites.Surface; }
// parses unitData to set own variables public void LoadData() { // set parameters portrait = StartData.portrait; unitName = StartData.unitName; sprites = StartData.sprites; health = StartData.health; moveSpeed = StartData.moveSpeed; damageReduction = 0; // convert the unitData's list of ability enums into real abilities, and store them AvailableAbilities = AbilityDatabase.GetAbilities(StartData.abilities); // positional setup ChangeDirection(Direction.S); if (StartData.moveSoundEventName != "" || StartData.moveSoundEventName == null) { moveSoundEvent = FMODUnity.RuntimeManager.CreateInstance(StartData.moveSoundEventName); } if (!moveSoundEvent.isValid()) { Debug.LogWarning("Move Event for " + unitName + " invalid."); } if (StartData.deathSoundEventName != "" || StartData.deathSoundEventName == null) { deathSoundEvent = FMODUnity.RuntimeManager.CreateInstance(StartData.deathSoundEventName); } if (!deathSoundEvent.isValid()) { Debug.LogWarning("Death Event for " + unitName + " invalid."); } if (StartData.selectSoundEventName != "" || StartData.selectSoundEventName == null) { selectSoundEvent = FMODUnity.RuntimeManager.CreateInstance(StartData.selectSoundEventName); } if (!moveSoundEvent.isValid()) { Debug.LogWarning("Select Event for " + unitName + " invalid."); } }
public static void ProcessFile(string path) { string destinationFileName = path; if (path.EndsWith(".spr")) { destinationFileName = Path.ChangeExtension(destinationFileName, "bin"); SpriteSet spr = BinaryFile.Load <SpriteSet>(path); foreach (Sprite sprite in spr.Sprites) { sprite.ResolutionMode = ResolutionMode.HDTV720; sprite.Name = "MD_IMG"; } spr.Format = BinaryFormat.DT; spr.TextureSet.Format = BinaryFormat.DT; spr.Endianness = Endianness.Little; spr.TextureSet.Endianness = Endianness.Little; spr.Save(destinationFileName); } }
public static void ApplySprites(SpriteSet s) { SceneManager.SetActiveScene(SceneManager.GetSceneAt(SceneManager.sceneCount - 1)); foreach (CustomMapObject g in GameObject.FindObjectsOfType<CustomMapObject>()) { switch (g.identifier) { case "item_box": g.transform.FindChild("Sprite").GetComponent<SpriteRenderer>().sprite = s.item_box; break; //TODO finish for all items case "lava": bool[] hits = findHits("lava", g.transform.position, s.physicalTileLayers); // 0 1 2 // 3 4 // 5 6 7 GameObject finalGameObject = s.lava; if (hits[1] && hits[2] && hits[3] && hits[4] && hits[5] && hits[6] && hits[7]) finalGameObject = s.lava; else if (hits[1] && hits[2] && hits[4] && hits[6] && hits[7]) finalGameObject = s.lavaLeft; else if (hits[1] && hits[0] && hits[3] && hits[5] && hits[6]) finalGameObject = s.lavaRight; else if (hits[0] && hits[2] && !hits[6]) finalGameObject = s.lavaBottom; else if (hits[5] && hits[7] && !hits[1]) finalGameObject = s.lavaTop; else if (hits[6] && hits[4]) finalGameObject = s.lavaLeft; else if (hits[3] && hits[6]) finalGameObject = s.lavaRight; else if (hits[1] && hits[4]) finalGameObject = s.lavaLeft; else if (hits[1] && hits[3]) finalGameObject = s.lavaRight; Vector3 tmpPos = g.transform.position; Quaternion tmpRot = g.transform.rotation; GameObject.Destroy(g.gameObject); GameObject newG = (GameObject)GameObject.Instantiate(finalGameObject, tmpPos, tmpRot); //Debug.Log(g.name + " " + g.transform.position); //for (int i = 0; i < hits.Length; i++) Debug.Log(hits[i]); Sprite finalSprite = s.errorSprite; if (hits[1] && hits[2] && hits[3] && hits[4] && hits[5] && hits[6] && hits[7]) finalSprite = s.lava_mid_mid; else if (hits[1] && hits[2] && hits[4] && hits[6] && hits[7]) finalSprite = s.lava_left; else if (hits[1] && hits[0] && hits[3] && hits[5] && hits[6]) finalSprite = s.lava_right; else if (hits[0] && hits[2] && !hits[6]) finalSprite = s.lava_bottom_mid; else if (hits[5] && hits[7] && !hits[1]) finalSprite = s.lava_top_mid; else if (hits[6] && hits[4]) finalSprite = s.lava_top_left; else if (hits[3] && hits[6]) finalSprite = s.lava_top_right; else if (hits[1] && hits[4]) finalSprite = s.lava_bottom_left; else if (hits[1] && hits[3]) finalSprite = s.lava_bottom_right; newG.transform.FindChild("Lava Sprite").GetComponent<SpriteRenderer>().sprite = finalSprite; break; case "floor": //TODO include thin plates(1 thin, horiz = thin, vert = walls) bool[] hits1 = findHits("floor", g.transform.position, s.physicalTileLayers); // 0 1 2 // 3 4 // 5 6 7 Sprite finalSprite1 = s.errorSprite; //Debug.Log(g.name + " " + g.transform.position); //for (int i = 0; i < hits1.Length; i++) Debug.Log(hits1[i]); if (hits1[1] && hits1[2] && hits1[3] && hits1[4] && hits1[5] && hits1[6] && hits1[7]) finalSprite1 = s.floor_mid_mid; else if (hits1[1] && hits1[2] && hits1[4] && hits1[6] && hits1[7]) finalSprite1 = s.floor_left; else if (hits1[1] && hits1[0] && hits1[3] && hits1[5] && hits1[6]) finalSprite1 = s.floor_right; else if (hits1[0] && hits1[2] && !hits1[6]) finalSprite1 = s.floor_bottom_mid; else if (hits1[5] && hits1[7] && !hits1[1]) finalSprite1 = s.floor_top_mid; else if (hits1[6] && hits1[4]) finalSprite1 = s.floor_top_left; else if (hits1[3] && hits1[6]) finalSprite1 = s.floor_top_right; else if (hits1[1] && hits1[4]) finalSprite1 = s.floor_bottom_left; else if (hits1[1] && hits1[3]) finalSprite1 = s.floor_bottom_right; else if (hits1[4] && hits1[3]) finalSprite1 = s.floor_thin_middle; else if (hits1[3]) finalSprite1 = s.floor_thin_right; else if (hits1[4]) finalSprite1 = s.floor_thin_left; else if (hits1[1] && hits1[6]) finalSprite1 = s.wall_mid; else if (hits1[1]) finalSprite1 = s.wall_bottom; else if (hits1[6]) finalSprite1 = s.wall_top; if (!(hits1[1] || hits1[3] || hits1[4] || hits1[6])) finalSprite1 = s.floor_thin_middle; g.transform.GetChild(0).GetComponent<SpriteRenderer>().sprite = finalSprite1; break; case "unsafe_plat": g.transform.GetChild(0).GetComponent<SpriteRenderer>().sprite = s.unsafe_plat; break; case "shootable_plat": g.transform.GetChild(0).GetComponent<SpriteRenderer>().sprite = s.shootable_platform; g.GetComponent<ShootableItem>().gibs = s.boxGibs; break; case "bridge_sprite": for (int i = 0; i < g.transform.childCount; i++) { g.transform.GetChild(i).GetChild(0).GetComponent<SpriteRenderer>().sprite = s.bridge_sprite; } break; case "spike": for (int i = 0; i < g.transform.childCount; i++) { g.transform.GetChild(i).GetComponent<SpriteRenderer>().sprite = s.spike; } break; case "trampoline": g.transform.FindChild("GameObject").GetComponent<SpriteRenderer>().sprite = s.trampoline; break; default: break; } //get sprite, change according to the spriteset passed } SceneManager.SetActiveScene(SceneManager.GetSceneAt(0)); }
private void btnNewSprite_Click(object sender, EventArgs e) { SpriteSet sprite = new SpriteSet(); sprite.Name = "Novo"; Editor.SpriteCollection.Add(sprite); LoadItems(lbxSprites, Editor.SpriteCollection); }