Example #1
0
        public Hero(ObjectType mObjectType, ContentManager content,
            SpriteState defaultState, Vector2 SpritePosition)
            : base(mObjectType, content, defaultState, SpritePosition, Hostility.FRIENDLY)
        {
            mSpriteScale = 0.8f;
            this.mSprite.SpriteScale = mSpriteScale;
            this.hostility = Hostility.FRIENDLY;
            SetUnitAnimation();
            mTarget = SpritePosition;
            mBehaviorHero = new BehaviorHero(1.0f, mTarget);
            mObjectID = mGlobalID;
            mGlobalID++;
            mheroAttribute = new HeroAttribute(this, content);
            SetAttributes();

            int mAttackLevel = (int)HeroAttribute.AttackUpgradeLevel;
            int mDefenseLevel = (int)HeroAttribute.DefenseUpgradeLevel;

            for (int i = 0; i < mAttackLevel; i++)
            {
                mheroAttribute.UpgradeAttack();
            }

            for (int i = 0; i < mDefenseLevel; i++)
            {
                mheroAttribute.UpgradeDefense();
            }
        }
Example #2
0
    private SpriteState SetHighlightedImage(SpriteState spr_st, Sprite sprite)
    {
        SpriteState spr = spr_st;

        spr.highlightedSprite = sprite;
        return(spr);
    }
Example #3
0
        public void SetSlider(Sprite normal, Sprite highlight, Sprite pressed, Sprite disabled, Sprite background)
        {
            foreach (var image in GetComponentsInChildren <Image> ())
            {
                if (image.gameObject.name == "Background")
                {
                    image.sprite = background;
                    image.type   = Image.Type.Sliced;
                }
            }
            Slider slider = GetComponent <Slider>();

            if (slider != null)
            {
                slider.image.sprite = normal;
                slider.image.type   = Image.Type.Sliced;
                slider.transition   = Selectable.Transition.SpriteSwap;
                SpriteState spriteState = slider.spriteState;
                spriteState.highlightedSprite = highlight;
                spriteState.pressedSprite     = pressed;
                spriteState.disabledSprite    = disabled;
                slider.spriteState            = spriteState;
            }
            SetImage(background, Image.Type.Sliced);
        }
Example #4
0
    public void Restart()
    {
        SpriteState state = new SpriteState();

        if (GameModel.State != GameState.Moving)
        {
            foreach (var cellView in _cellViews)
            {
                cellView.Kill();
            }

            _cellViews.Clear();

            state.highlightedSprite = _restartButtonNormalHoverStateSprite;
            _restartButton.GetComponent <Button>().spriteState  = state;
            _restartButton.GetComponent <Button>().image.sprite = _restartButtonNormalStateSprite;
            EventSystem.OnRestartInvoke();
        }
        else if (GameModel.State == GameState.Win)
        {
            WinPanel.Disable();
            state.highlightedSprite = _restartButtonNormalHoverStateSprite;
            _restartButton.GetComponent <Button>().spriteState  = state;
            _restartButton.GetComponent <Button>().image.sprite = _restartButtonNormalStateSprite;
        }
        else
        {
            Debug.Log("Restart DENIED!!!");
        }
    }
Example #5
0
        static SpriteState?ParseSpriteState(ConfigNode node)
        {
            if (node == null)
            {
                return(null);
            }
            SpriteState sprites = new SpriteState();

            { if (SpriteLoader.GetSprite(node.GetValue("highlightedSprite")) is Sprite s)
              {
                  sprites.highlightedSprite = s;
              }
            }
            { if (SpriteLoader.GetSprite(node.GetValue("pressedSprite")) is Sprite s)
              {
                  sprites.pressedSprite = s;
              }
            }
            { if (SpriteLoader.GetSprite(node.GetValue("selectedSprite")) is Sprite s)
              {
                  sprites.selectedSprite = s;
              }
            }
            { if (SpriteLoader.GetSprite(node.GetValue("disabledSprite")) is Sprite s)
              {
                  sprites.disabledSprite = s;
              }
            }
            return(sprites);
        }
Example #6
0
    /// <summary>
    /// Set background image and cancel button for the appropriate side
    /// </summary>
    /// <param name="side"></param>
    private void ChangeSides(GlobalSide side)
    {
        Debug.Assert(side != null, "Invalid side (Null)");
        switch (side.level)
        {
        case 1:
            backgroundPanel.sprite = GameManager.i.sideScript.info_background_Authority;
            buttonClose.GetComponent <Image>().sprite = GameManager.i.sideScript.button_Authority;
            //set sprite transitions
            SpriteState spriteStateAuthority = new SpriteState();
            spriteStateAuthority.highlightedSprite = GameManager.i.sideScript.button_highlight_Authority;
            spriteStateAuthority.pressedSprite     = GameManager.i.sideScript.button_Click;
            buttonClose.spriteState = spriteStateAuthority;
            break;

        case 2:
            backgroundPanel.sprite = GameManager.i.sideScript.info_background_Resistance;
            buttonClose.GetComponent <Image>().sprite = GameManager.i.sideScript.button_Resistance;
            //set sprite transitions
            SpriteState spriteStateRebel = new SpriteState();
            spriteStateRebel.highlightedSprite = GameManager.i.sideScript.button_highlight_Resistance;
            spriteStateRebel.pressedSprite     = GameManager.i.sideScript.button_Click;
            buttonClose.spriteState            = spriteStateRebel;
            break;
        }
    }
Example #7
0
    protected override void GUI()
    {
        base.GUI();

        Selectable.Transition transition = Selectable.Transition.SpriteSwap;
        Sprite      backgroundSprite     = Data.BackgroundSprite;
        Sprite      handleSprite         = Data.DefaultHandleSprite;
        SpriteState spriteState          = Data.DefaultHandleSpriteState;
        ColorBlock  colors = new ColorBlock();

        colors.colorMultiplier = 1;
        colors.fadeDuration    = 0.1f;

        switch (Type)
        {
        case ScrollbarType.Default:
            transition = Selectable.Transition.ColorTint;

            colors.normalColor      = Data.NormalColor;
            colors.highlightedColor = Data.HighlightedColor;
            colors.pressedColor     = Data.PressedColor;
            colors.disabledColor    = Data.DisableColor;

            break;
        }

        // Set Scrollbar
        scrollbar.transition   = transition;
        scrollbar.colors       = colors;
        scrollbar.spriteState  = spriteState;
        backgroundImage.sprite = backgroundSprite;
        handleImage.sprite     = handleSprite;
    }
    /// <summary>
    /// 改变按钮高亮的图片
    /// </summary>
    /// <param name="highlighted"></param>
    /// <returns></returns>
    public SpriteState ChangeButtonSprite(Sprite highlighted)
    {
        SpriteState ss = new SpriteState();

        ss.highlightedSprite = highlighted;
        return(ss);
    }
Example #9
0
        /// <summary>
        /// 添加条目
        /// </summary>
        /// <returns></returns>
        public CommonListItem AddItem()
        {
            CommonListItem newItem = new CommonListItem();

            newItem.itemObject                       = GameCloneUtils.CloneNewObjectWithParent(ItemPrefab, rectTransform.transform);
            newItem.itemRectTransform                = newItem.itemObject.GetComponent <RectTransform>();
            newItem.backgroundImage                  = newItem.itemObject.AddComponent <Image>();
            newItem.backgroundImage.type             = Image.Type.Sliced;
            newItem.backgroundImageButton            = newItem.itemObject.AddComponent <Button>();
            newItem.backgroundImageButton.transition = Selectable.Transition.SpriteSwap;
            newItem.backgroundImage.sprite           = itemBackgroundNormal;
            newItem.visible  = true;
            newItem.selected = false;
            SpriteState spriteState = new SpriteState();

            spriteState.highlightedSprite = itemBackgroundHover;
            spriteState.selectedSprite    = itemBackgroundSelected;
            spriteState.pressedSprite     = itemBackgroundPressed;
            spriteState.disabledSprite    = itemBackgroundPressed;

            newItem.backgroundImageButton.spriteState = spriteState;

            EventTriggerListener.Get(newItem.itemObject).onClick = (g) => OnItemClicked(newItem);
            List.Add(newItem);
            needRelayout = 10;
            return(newItem);
        }
Example #10
0
    public void SetAttackButtonSprite()
    {
        SpriteState sps = new SpriteState();

        switch (EnvironmentController.instance.set.setType)
        {
        case SetType.Forest:
            attackbutton.image.sprite   = attackButtonsForest[0];
            attackCooldownButton.sprite = attackButtonsForest[0];
            sps.pressedSprite           = attackButtonsForest[1];
            break;

        case SetType.Desert:
            attackbutton.image.sprite   = attackButtonsDesert[0];
            attackCooldownButton.sprite = attackButtonsDesert[0];
            sps.pressedSprite           = attackButtonsDesert[1];
            break;

        case SetType.Ice:
            attackbutton.image.sprite   = attackButtonsIce[0];
            attackCooldownButton.sprite = attackButtonsIce[0];
            sps.pressedSprite           = attackButtonsIce[1];
            break;

        default:
            break;
        }
        attackbutton.spriteState = sps;
    }
Example #11
0
    void MoveUnicorn()
    {
        if (movingAllowed)
        {
            bool TargetReached = false;

            Vector2     currentPosition     = transform.position;
            var         distanceLeft        = targetCoordinate - currentPosition;
            const float minimalPositionDiff = 0.1f; //Ej siffror i koden, samla under ett namn. Lättare att bara ändra på ett ställe. Mindre diff.


            if (distanceLeft.magnitude < minimalPositionDiff)
            {
                TargetReached = true;
                state         = SpriteState.Idle;
            }

            if (!TargetReached)
            {
                state = SpriteState.Moving;
                float velocity;
                if (distanceLeft.magnitude < positionNear)
                {
                    velocity = velocityNear;
                }
                else
                {
                    velocity = velocityFar;
                }
                MovementHandler(velocity);
            }
        }
    }
Example #12
0
    }     // END addGameObjects

    void addToInventory()
    {
        bool slotFound = false;

        buttons = base.invBox.GetComponentsInChildren <Button>();
        foreach (Button thisOne in buttons)           // Loop through each button inside the inventory "box"
        {
            if (thisOne.GetComponent <slot>().slotEmpty&& !slotFound)
            {
                playPickupSound(thisObject.GetComponent <proxObj>().soundType);
                string tempNameString = thisObject.GetComponent <proxObj>().itemName;
                if (tempNameString != "" && tempNameString[0] == '~')
                {
                    tempNameString = tempNameString.Substring(1);
                }
                thisOne.name = tempNameString;
                thisOne.GetComponent <slot>().itemName = thisObject.GetComponent <proxObj>().itemName;

                if (thisObject.GetComponent <proxObj>().DescriptionInventory == "" || thisObject.GetComponent <proxObj>().DescriptionInventory == null)
                {
                    thisOne.GetComponent <slot>().DescriptionGame = thisObject.GetComponent <proxObj>().DescriptionGame;
                }
                else
                {
                    thisOne.GetComponent <slot>().DescriptionGame = thisObject.GetComponent <proxObj>().DescriptionInventory;
                }

                thisOne.GetComponent <slot>().DescriptionInventory = thisObject.GetComponent <proxObj>().DescriptionInventory;
                thisOne.GetComponent <slot>().useWith   = thisObject.GetComponent <proxObj>().useWith;
                thisOne.GetComponent <slot>().soundType = thisObject.GetComponent <proxObj>().soundType;

                thisOne.GetComponent <slot>().slotEmpty = false;

                thisOne.GetComponent <slot>().spriteNorm   = thisObject.GetComponent <proxObj>().spriteNorm;
                thisOne.GetComponent <slot>().spriteHigh   = thisObject.GetComponent <proxObj>().spriteHigh;
                thisOne.GetComponent <slot>().spriteNorm2  = thisObject.GetComponent <proxObj>().spriteNorm2;
                thisOne.GetComponent <slot>().spriteHigh2  = thisObject.GetComponent <proxObj>().spriteHigh2;
                thisOne.GetComponent <slot>().overlayNorm2 = thisObject.GetComponent <proxObj>().overlayNorm2;
                thisOne.GetComponent <slot>().overlayHigh2 = thisObject.GetComponent <proxObj>().overlayHigh2;

                thisOne.GetComponent <Image>().sprite = thisObject.GetComponent <proxObj>().spriteNorm;
                SpriteState st = new SpriteState();
                st.highlightedSprite = thisObject.GetComponent <proxObj>().spriteHigh;
                st.pressedSprite     = thisObject.GetComponent <proxObj>().spriteNorm;
                thisOne.spriteState  = st;
                slotFound            = true;

                inventoryCheck.Add(thisObject.GetComponent <proxObj>().itemName);

                // once slot has been set remove the selected object from game
                Destroy(thisObject);
                break;                 // break statement appears to not work at all, it sets every button anyhoo
            }
        }
        if (!slotFound)
        {
            // all slots are full, no more room in inventory
            base.displayMessage("Inventory full, please clear something out before trying to add something new.");
        }
    }     // END addToInventory
        private void UpdateToggleButton(bool isOn)
        {
            if (toggleState == isOn)
            {
                return;
            }

            toggleState = isOn;

            if (ExperimentSelectable == null)
            {
                return;
            }

            if (ToggleIcons.Length < 6)
            {
                return;
            }

            ExperimentSelectable.image.sprite = isOn ? ToggleIcons[3] : ToggleIcons[0];
            ExperimentSelectable.image.type   = Image.Type.Simple;
            ExperimentSelectable.transition   = Selectable.Transition.SpriteSwap;

            SpriteState state = ExperimentSelectable.spriteState;

            state.highlightedSprite          = isOn ? ToggleIcons[4] : ToggleIcons[1];
            state.pressedSprite              = isOn ? ToggleIcons[5] : ToggleIcons[2];
            state.disabledSprite             = null;
            ExperimentSelectable.spriteState = state;
        }
        /// <summary>
        /// Updates the alert
        /// </summary>
        /// <param name="gameTime"></param>
        public override void Update(Microsoft.Xna.Framework.GameTime gameTime)
        {
            base.Update(gameTime);

            if (!this.Enabled)
            {
                return;
            }

            _alertTime += (Single)gameTime.ElapsedGameTime.TotalSeconds;

            // Update opacity
            this.Color = Color.Lerp(this.Color, this.CurrentState == SpriteState.TransitionOff ?
                                    Color.Transparent : Color.White, (Single)gameTime.ElapsedGameTime.TotalSeconds * 5);

            // Kill transition
            if (_alertTime > MaxAlertTime)
            {
                this.CurrentState = SpriteState.TransitionOff;
                if (this.Color.A < 5)
                {
                    this.CurrentState = SpriteState.Hidden;
                    this.Enabled      = false;
                    this.Visible      = false;

                    this.OnFinished.Invoke(this, EventArgs.Empty);
                }
            }
        }
Example #15
0
    public void ChangeColorSelectorClass(int index)
    {
        SpriteState tmpSpriteState = new SpriteState();

        for (int i = 0; i < currentClass.Length; i++)
        {
            currentClass[i].image.sprite     = classesButton[index, 0, i];
            tmpSpriteState.highlightedSprite = classesButton[index, 1, i];
            currentClass[i].spriteState      = tmpSpriteState;
        }
        for (int i = 0; i < currentFaction.Length; i++)
        {
            currentFaction[i].image.sprite = transparency;
        }
        currentClass[currentclass].image.sprite = classesButton[index, 1, currentclass];
        currentFaction[index].image.sprite      = highlightedFaction[index];
        currentFond.sprite = fond[index];
        currentFlag.sprite = flag[index];
        for (int i = 0; i < allButtons.Length; i++)
        {
            allButtons[i].image.sprite       = sm.factionButtonMenu[index, 1];
            tmpSpriteState.highlightedSprite = sm.factionButtonMenu[index, 0];
            allButtons[i].spriteState        = tmpSpriteState;
        }
    }
    private void Generate(int count)
    {
        var button = Instantiate(prefabDialButton);

        button.name = "button_" + (count + 1);
        button.transform.SetParent(transform);

        // Картинка
        //button.GetComponent<Image>().sprite = graphicTarget[count].sprite;
        button.GetComponent <Image>().sprite = graphicTargetAlt[count];


        var spr = new SpriteState();

        //spr.pressedSprite = graphicPressed[count].sprite;
        //spr.highlightedSprite = graphicPressed[count].sprite;
        spr.pressedSprite     = graphicTargetAlt[count];
        spr.highlightedSprite = graphicPressedAlt[count];
        button.GetComponent <Button>().spriteState = spr;

        // положение на экране
        button.GetComponent <RectTransform>().localScale = new Vector3(1f, 1f, 1f);
        try
        {
            button.GetComponent <RectTransform>().Rotate(rotationButtons[count]);
            button.transform.localPosition = coordButtons[count];
            button.GetComponent <RectTransform>().sizeDelta = sizeButtons[count];
        } catch { print("Положение на экране не задано"); }
    }
Example #17
0
        public Friendly(ObjectType mObjectType, ContentManager content,
                        SpriteState defaultState, Vector2 SpritePosition, Vector2 mDefaultTarget, int mAttackLevel, int mDefenseLevel)
            : base(mObjectType, content, defaultState, SpritePosition, Hostility.FRIENDLY)
        {
            this.DefaultTarget = mDefaultTarget;
            this.mCurrentTarget = mDefaultTarget;
            this.hostility = Hostility.FRIENDLY;
            mBehaviorFriendly = new BehaviorFriendly(1.0f);
            mFieldOfViewSize = 300;

            mObjectID = mGlobalID;
            mGlobalID++;
            SetUnitAnimation();

            mFriendlyAttribute = new FriendlyAttribute(this, content);
            if (GameObject.FromSaveGameState == FromSaveGame.NEWGAME)
            {
                SetAttributes();
            }
            this.FriendlyAggroMode = FriendlyAggroMode.MOVING;

            for (int i = 0; i < mAttackLevel; i++)
            {
                mFriendlyAttribute.UpgradeAttack();
            }
            for (int i = 0; i < mDefenseLevel; i++)
            {
                mFriendlyAttribute.UpgradeDefense();
            }
        }
Example #18
0
        public static SpriteState StringToSpriteState(string value, string spriteFolderPath)
        {
            var array = GroupToArray(value);

            if (array == null)
            {
                return(default(SpriteState));
            }
            SpriteState spriteState = new SpriteState();

            for (int i = 0; i < array.Length; i++)
            {
                var sprite = StringToObject <Sprite>(array[i], spriteFolderPath);
                if (sprite == null)
                {
                    continue;
                }
                if (i == 0)
                {
                    spriteState.highlightedSprite = sprite;
                }
                else if (i == 1)
                {
                    spriteState.pressedSprite = sprite;
                }
                else if (i == 2)
                {
                    spriteState.disabledSprite = sprite;
                }
            }
            return(spriteState);
        }
Example #19
0
    }     // END playPickupSound

    void clearEmptySlots()
    {
        buttons = base.invBox.GetComponentsInChildren <Button>();
        foreach (Button thisOne in buttons)           // Loop through each button inside the inventory "box"
        {
            if (thisOne.GetComponent <slot>().slotEmpty)
            {
                thisOne.name = "slot";
                // change slot variables to emptySlot
                thisOne.GetComponent <slot>().itemName        = null;
                thisOne.GetComponent <slot>().DescriptionGame = null;
                thisOne.GetComponent <slot>().useWith         = null;
                thisOne.GetComponent <slot>().slotEmpty       = true;

                thisOne.GetComponent <slot>().spriteNorm   = emptySlot.GetComponent <slot>().spriteNorm;
                thisOne.GetComponent <slot>().spriteHigh   = emptySlot.GetComponent <slot>().spriteHigh;
                thisOne.GetComponent <slot>().spriteNorm2  = emptySlot.GetComponent <slot>().spriteNorm2;
                thisOne.GetComponent <slot>().spriteHigh2  = emptySlot.GetComponent <slot>().spriteHigh2;
                thisOne.GetComponent <slot>().overlayNorm2 = emptySlot.GetComponent <slot>().overlayNorm2;
                thisOne.GetComponent <slot>().overlayHigh2 = emptySlot.GetComponent <slot>().overlayHigh2;

                thisOne.GetComponent <Image>().sprite = emptySlot.GetComponent <slot>().spriteNorm;
                SpriteState st = new SpriteState();
                st.highlightedSprite = emptySlot.GetComponent <slot>().spriteNorm;
                st.pressedSprite     = emptySlot.GetComponent <slot>().spriteNorm;
                thisOne.spriteState  = st;

                break;
            }
        }
    }     // END clearEmptySlots
Example #20
0
        //生成UI
        public override void ModifyToUi(RectTransform root, RectTransform t, string[] sourceDirs)
        {
            ModifySize(root, t, normal);

            Button button = t.GetComponent <Button>();

            if (button == null)
            {
                button = t.gameObject.AddComponent <Button>();
                var image = t.gameObject.AddComponent <Image>();
                button.targetGraphic = image;
            }

            Sprite normalSprite  = GetSpriteFromDirectories(normalPiece.name, sourceDirs);
            Sprite pressedSprite = null;

            if (pressed != null)
            {
                pressedSprite = GetSpriteFromDirectories(pressedPiece.name, sourceDirs);
            }
            Sprite disabledSprite = null;

            if (disabled != null)
            {
                disabledSprite = GetSpriteFromDirectories(disabledPiece.name, sourceDirs);
            }

            SpriteState state = new SpriteState();

            state.pressedSprite  = pressedSprite;
            state.disabledSprite = disabledSprite;

            button.image.sprite = normalSprite;
            button.spriteState  = state;
        }
Example #21
0
        public void AddAction(Sprite active, Sprite idle, UnityAction call)
        {
            if (onToggle == null)
            {
                SpriteState newSprites = new SpriteState();
                newSprites.disabledSprite    = idle;
                newSprites.highlightedSprite = idle;
                newSprites.pressedSprite     = active;
                spriteState = newSprites;
                this.GetComponent <Image>().sprite = idle;
                highlightedSprite = idle;

                /*if (call != null)
                 * {
                 *  interactable = true;
                 *  onClick.AddListener(call);
                 * }*/
                onToggle = call;
            }
            else
            {
                onUntoggle = call;
            }

            if (onToggle == null)
            {
                interactable = false;
            }
        }
Example #22
0
    // Update is called once per frame
    void Update()
    {
        if (myCurrentScene != "start")
        {
            SpriteState spriteState1 = buttonStart.spriteState;
            spriteState1.highlightedSprite = ImgContinueSelect;
            buttonStart.spriteState        = spriteState1;
        }
        if (Input.GetButtonDown("Vertical"))
        {
            menusound();
        }
        if (Input.GetMouseButtonDown(0))
        {
            menusound();
        }

        if (Input.GetMouseButtonDown(1))
        {
            menusound();
        }

        if (Input.GetMouseButtonDown(2))
        {
            menusound();
        }
    }
 void Start()
 {
     ui_layout();
     ss  = new SpriteState();
     ss2 = new SpriteState();
     Debug.Log("InfoPanelController 启动");
 }
Example #24
0
    public static void AddButtonEffect(GameObject go, string pressedSprite = null, string disableSprite = null)
    {
        Button btn = go.GetComponent <Button>();

        if (btn == null)
        {
            btn = go.AddComponent <Button>();
        }
        btn.enabled = true;
        Sprite pres = null, diss = null;

        if (pressedSprite != null)
        {
            pres = ResourceManager.LoadSprite(pressedSprite);
        }
        if (disableSprite != null)
        {
            diss = ResourceManager.LoadSprite(disableSprite);
        }
        if (pres != null || diss != null)
        {
            btn.transition = Selectable.Transition.SpriteSwap;
            SpriteState ss = new SpriteState();
            ss.pressedSprite  = pres;
            ss.disabledSprite = diss;
            btn.spriteState   = ss;
        }
        else
        {
            btn.transition = Selectable.Transition.ColorTint;
        }
    }
Example #25
0
    public void GameOver()
    {
        //returnButton.GetComponentInChildren<Text>().text = "Play Again?";
        howToPlayButton.gameObject.SetActive(false);
        howToPlayButton.interactable = false;


        pauseMenuSelection.transform.position = returnButton.transform.position;

        //Change sprite
        returnButton.image.sprite = playAgainSprite;

        //Sprite state for changing highlighted sprite
        SpriteState playAgainSpriteState = new SpriteState();

        //Get button's state
        playAgainSpriteState = returnButton.spriteState;

        //Change sprites
        playAgainSpriteState.highlightedSprite = playAgainSpritePressed;
        playAgainSpriteState.pressedSprite     = playAgainSprite;

        //Set state
        returnButton.spriteState = playAgainSpriteState;

        ShowPauseMenu();

        returnButton.onClick.AddListener(gameController.reloadScene);
    }
Example #26
0
    //public AudioSource UINavigate;
    //public AudioSource UISelect;

    void Awake()
    {
        //inputManager = InpManOBJ.GetComponent<InputManagerScript>();
        //if (inputManager == null)
        //{
        //    inputManager = FindObjectOfType<InputManagerScript>();
        //}
        menuBtns = new List <Button>(menuList.childCount);
        for (int i = 0; i < (menuList.childCount); i++)
        {
            menuBtns.Add(menuList.GetChild(i).GetComponent <Button>());
        }

        currentBtn = menuBtns[0];
        ////currentBtn.Select();
        //ColorBlock cb = currentBtn.colors;
        //cb.normalColor = cb.highlightedColor;
        //currentBtn.colors = cb;
        ////currentBtn.colors.highlightedColor = SelectedColor;


        SpriteState cb = currentBtn.spriteState;

        currentBtn.image.sprite = cb.highlightedSprite;
        //currentBtn.colors = cb;

        sfxNavigate = GameObject.FindGameObjectWithTag("sfxNavigate").GetComponent <AudioSource>();
        sfxSelect   = GameObject.FindGameObjectWithTag("sfxSelect").GetComponent <AudioSource>();
        // sfxNext     = GameObject.FindGameObjectWithTag("sfxNext").GetComponent<AudioSource>();
        //sfxBack     = GameObject.FindGameObjectWithTag("sfxBack").GetComponent<AudioSource>();


        //Debug.Log(currentBtn.name + " , " + currentBtn.colors.highlightedColor);
    }
Example #27
0
	public Sprite GetCurrentSprite(SpriteState currentState, bool front, float hurtTime)
	{
		if (hurtTime > 0)
		{
			return front ? HurtF : HurtB;
		}
		else
		{
			switch (currentState)
			{
				case SpriteState.Idle:
					return front ? IdleF[Mathf.FloorToInt((Time.timeSinceLevelLoad * IDLEFRAMESPERSECOND) % IdleF.Count)] : IdleB[Mathf.FloorToInt((Time.timeSinceLevelLoad * IDLEFRAMESPERSECOND) % IdleB.Count)];
				case SpriteState.Walk:
					return front ? WalkF[Mathf.FloorToInt((Time.timeSinceLevelLoad * WALKFRAMESPERSECOND) % WalkF.Count)] : WalkB[Mathf.FloorToInt((Time.timeSinceLevelLoad * WALKFRAMESPERSECOND) % WalkB.Count)];
				case SpriteState.PreStrike:
					return front ? PreStrikeF : PreStrikeB;
				case SpriteState.Strike:
					return front ? StrikeF : StrikeB;
				case SpriteState.Hurt:
					return front ? HurtF : HurtB;
				default:
					Debug.LogError("Not implemented in GetCurrentSprite: " + currentState);
					return null;
			}
		}
	}
Example #28
0
        public Enemy(ObjectType mObjectType, ContentManager content,
            SpriteState defaultState, Castle castle, Vector2 SpritePosition)
            : base(mObjectType, content, defaultState, SpritePosition, Hostility.ENEMY)
        {
            isInPlay = true;
            this.hostility = Hostility.ENEMY;
            mFieldOfViewSize = 200;

            SetUnitAnimation();
            random = new Random();

            y = random.Next(25, 700);
            mDefaultTarget = new Rectangle(1400, y, 200, 775);
            mCurrentTarget = new Vector2(mDefaultTarget.X, mDefaultTarget.Y);

            mBehaviorEnemy = new BehaviorEnemy(1.0f);
            mObjectID = mGlobalID;
            mGlobalID++;

            enemyAttribute = new EnemyAttribute(this, content, castle);
            SetAttributes();
            this.AttackState = AttackState.READY;

            enemyAttribute.UpgradeAttack();
            enemyAttribute.UpgradeDefense();
        }
Example #29
0
        public void SetAllocate(Sefira currentSefira)
        {
            if (currentSefira == null)
            {
                ui.Allocate.image.sprite = allocate_normal;
                SpriteState sets = ui.Allocate.spriteState;
                sets.highlightedSprite  = allocate_overlay;
                sets.disabledSprite     = allocate_normal;
                sets.pressedSprite      = allocate_overlay;
                ui.Allocate.spriteState = sets;

                return;
            }
            if (currentSefira.name == SefiraName.Malkut)
            {
                ui.Allocate.image.sprite = allocate_malkut;
                SpriteState sets = ui.Allocate.spriteState;
                sets.highlightedSprite  = allocate_malkut;
                sets.disabledSprite     = allocate_malkut;
                sets.pressedSprite      = allocate_malkut;
                ui.Allocate.spriteState = sets;
            }
            else if (currentSefira.name == SefiraName.Yesod)
            {
                ui.Allocate.image.sprite = allocate_yesod;
                SpriteState sets = ui.Allocate.spriteState;
                sets.highlightedSprite  = allocate_yesod;
                sets.disabledSprite     = allocate_yesod;
                sets.pressedSprite      = allocate_yesod;
                ui.Allocate.spriteState = sets;
            }
        }
Example #30
0
            /// <summary>
            /// Initializes the <see cref="Common.UI.Popups.Internal.PopupMenuCommon"/> class.
            /// </summary>
            static WindowCommon()
            {
                minimizeButtonSpriteState  = new SpriteState();
                maximizeButtonSpriteState  = new SpriteState();
                normalizeButtonSpriteState = new SpriteState();
                closeButtonSpriteState     = new SpriteState();
                toolCloseButtonSpriteState = new SpriteState();

                minimizeButtonSpriteState.disabledSprite     = Assets.Windows.Common.Textures.minimizeButtonDisabled;
                minimizeButtonSpriteState.highlightedSprite  = Assets.Windows.Common.Textures.minimizeButtonHighlighted;
                minimizeButtonSpriteState.pressedSprite      = Assets.Windows.Common.Textures.minimizeButtonPressed;

                maximizeButtonSpriteState.disabledSprite     = Assets.Windows.Common.Textures.maximizeButtonDisabled;
                maximizeButtonSpriteState.highlightedSprite  = Assets.Windows.Common.Textures.maximizeButtonHighlighted;
                maximizeButtonSpriteState.pressedSprite      = Assets.Windows.Common.Textures.maximizeButtonPressed;

                normalizeButtonSpriteState.disabledSprite    = Assets.Windows.Common.Textures.normalizeButtonDisabled;
                normalizeButtonSpriteState.highlightedSprite = Assets.Windows.Common.Textures.normalizeButtonHighlighted;
                normalizeButtonSpriteState.pressedSprite     = Assets.Windows.Common.Textures.normalizeButtonPressed;

                closeButtonSpriteState.disabledSprite        = Assets.Windows.Common.Textures.closeButtonDisabled;
                closeButtonSpriteState.highlightedSprite     = Assets.Windows.Common.Textures.closeButtonHighlighted;
                closeButtonSpriteState.pressedSprite         = Assets.Windows.Common.Textures.closeButtonPressed;

                toolCloseButtonSpriteState.disabledSprite    = Assets.Windows.Common.Textures.toolCloseButtonDisabled;
                toolCloseButtonSpriteState.highlightedSprite = Assets.Windows.Common.Textures.toolCloseButtonHighlighted;
                toolCloseButtonSpriteState.pressedSprite     = Assets.Windows.Common.Textures.toolCloseButtonPressed;
            }
Example #31
0
        //生成Preview
        public override void ModifyToPreview(RectTransform root, RectTransform t)
        {
            ModifySize(root, t, this.normal);
            Rect btnRect = new Rect(0, 0, this.normal.Width, this.normal.Height);

            Image  image  = t.gameObject.AddComponent <Image>();
            Button button = t.gameObject.AddComponent <Button>();

            button.targetGraphic = image;
            Sprite normal = Sprite.Create(normalPiece.tex, btnRect, Vector2.zero);

            image.sprite = normal;

            if (pressed != null || disabled != null)
            {
                button.transition = Selectable.Transition.SpriteSwap;
                Sprite pressed  = null;
                Sprite disabled = null;
                if (this.pressed != null)
                {
                    pressed = Sprite.Create(pressedPiece.tex, btnRect, Vector2.zero);
                }
                if (this.disabled != null)
                {
                    disabled = Sprite.Create(disabledPiece.tex, btnRect, Vector2.zero);
                }
                SpriteState state = new SpriteState();
                state.pressedSprite  = pressed;
                state.disabledSprite = disabled;
                button.spriteState   = state;
            }
        }
Example #32
0
    public void ApplyChanges()
    {
        buttons = GetComponentsInChildren(typeof(Button), true);
        foreach (Button button in buttons)
        {
            button.image.color = new Color32(255, 255, 255, 255);
            //button.image.rectTransform.sizeDelta = new Vector2(400, 100);
            button.image.sprite = buttonTexture;

            Text tmptext = button.GetComponentInChildren <Text>();
            tmptext.color     = new Color32(94, 47, 16, 255);
            tmptext.fontStyle = FontStyle.Normal;
            tmptext.fontSize  = 60;

            button.transition = Selectable.Transition.SpriteSwap;
            SpriteState st = new SpriteState();
            st.highlightedSprite = buttonOverTexture;
            st.pressedSprite     = buttonOverTexture;
            st.disabledSprite    = null;
            button.spriteState   = st;

            //ColorBlock cb = button.colors;
            //cb.normalColor = new Color32(255, 255, 255, 255);
            //cb.highlightedColor = new Color32(255, 255, 255, 200);
            //cb.disabledColor = new Color32(255, 255, 255, 120);
            //button.colors = cb;
        }
    }
Example #33
0
        public void Initialize(Texture2D textureIdle, Texture2D textureWalk, Vector2 position,
                               int frameWidth, int frameHeight, int frameCount,
                               float frametime, Color color, float scale, bool looping)
        {
            // Keep a local copy of the values passed in
            this.color       = color;
            this.FrameWidth  = frameWidth;
            this.FrameHeight = frameHeight;
            this.frameCount  = frameCount;
            this.frameTime   = frametime;
            this.scale       = scale;

            Looping         = looping;
            Position        = position;
            spriteStripIdle = textureIdle;
            //spriteStripJump = textureJump;
            //spriteStripClimbUp = textureClimbUp;
            //spriteStripClimbDown = textureClimbDown;
            spriteStripWalk = textureWalk;
            spriteState     = SpriteState.None;

            currentFrame = 0;

            // Set the Animation to active by default
            Active    = true;
            Animating = true;
            Alive     = true;
        }
Example #34
0
    public static void ChangePlayerDeploy(GamePhase gP)
    {
        SpriteState tempState = new SpriteState();

        instance.deployButtons[0].image.sprite = Resources.Load <Sprite>("Pictures/DeployInf" + (PlayerMaster.CurrentTurn) + "Button");
        tempState.highlightedSprite            = Resources.Load <Sprite>("Pictures/DeployInf" + (PlayerMaster.CurrentTurn) + "Button");
        tempState.pressedSprite  = Resources.Load <Sprite>("Pictures/DeployInf" + (PlayerMaster.CurrentTurn) + "ButtonPressed");
        tempState.disabledSprite = Resources.Load <Sprite>("Pictures/DeployInf" + (PlayerMaster.CurrentTurn) + "ButtonDisabled");
        instance.deployButtons[0].spriteState  = tempState;
        instance.deployButtons[1].image.sprite = Resources.Load <Sprite>("Pictures/DeployCav" + (PlayerMaster.CurrentTurn) + "Button");
        tempState.highlightedSprite            = Resources.Load <Sprite>("Pictures/DeployCav" + (PlayerMaster.CurrentTurn) + "Button");
        tempState.pressedSprite  = Resources.Load <Sprite>("Pictures/DeployCav" + (PlayerMaster.CurrentTurn) + "ButtonPressed");
        tempState.disabledSprite = Resources.Load <Sprite>("Pictures/DeployCav" + (PlayerMaster.CurrentTurn) + "ButtonDisabled");
        instance.deployButtons[1].spriteState  = tempState;
        instance.deployButtons[2].image.sprite = Resources.Load <Sprite>("Pictures/DeployCannon" + (PlayerMaster.CurrentTurn) + "Button");
        tempState.highlightedSprite            = Resources.Load <Sprite>("Pictures/DeployCannon" + (PlayerMaster.CurrentTurn) + "Button");
        tempState.pressedSprite  = Resources.Load <Sprite>("Pictures/DeployCannon" + (PlayerMaster.CurrentTurn) + "ButtonPressed");
        tempState.disabledSprite = Resources.Load <Sprite>("Pictures/DeployCannon" + (PlayerMaster.CurrentTurn) + "ButtonDisabled");
        instance.deployButtons[2].spriteState = tempState;

        if (gP != GamePhase.Deploy)
        {
            SetPlayerUnitInfo();
        }
    }
Example #35
0
    private void UnlockLevels(int currentLevelIndex)
    {
        string LetterToChangeToSmall;

        if (PlayerPrefs.HasKey("SmallLevelToActive"))
        {
            string[] smallLevelToActive = PlayerPrefs.GetString("SmallLevelToActive").Split("_".ToCharArray());
            LetterToChangeToSmall = smallLevelToActive[0];

            foreach (Button levelBtn in alphabetsLevels)
            {
                if (levelBtn.name == LetterToChangeToSmall)
                {
                    levelBtn.image.sprite = Resources.Load <Sprite>("SmallLettersButtonIcons/" + LetterToChangeToSmall.ToLower());

                    SpriteState spriteState = new SpriteState();
                    spriteState.pressedSprite = Resources.Load <Sprite>("SmallLettersButtonIcons/clicked/" + LetterToChangeToSmall.ToLower());
                    levelBtn.spriteState      = spriteState;
                }
            }
        }

        for (int i = 0; i < alphabetsLevels.Length; i++)
        {
            if ((i + 1) <= currentLevelIndex)
            {
                alphabetsLevels[i].interactable = true;
            }
            else
            {
                alphabetsLevels[i].interactable = false;
            }
        }
    }
Example #36
0
        public Sprite(ISpriteData data)
        {
            this.SpriteData = data;

            // Sprite is initialized with current state is stop
            state = SpriteState.STOPPED;

            // Init with first frame
            nextFrame = DEFAULT_FRAME;
            this.currentFrame = this.SpriteData.Metadata.Frames[nextFrame];

            // Init with smallest time
            lastTime = new TimeSpan(-100000000);
        }
Example #37
0
 public ItemDrop(int value, ObjectType mObjectType, ContentManager content, SpriteState defaultState, Vector2 SpritePosition, Hostility hostility)
     : base(mObjectType, content, defaultState, SpritePosition, hostility)
 {
     this.mObjectType = mObjectType;
     mIsTagged = false;
     mTimeToLive = 10000;
     mTimer = 0;
     mSpawnLocation = SpritePosition;
     this.mValue = value;
     mSprite = new Sprite(content);
     SetItemDropAnimation();
     mSprite.LoadContent();
     mSprite.WorldPosition = mSpawnLocation;
 }
Example #38
0
        public Structure(ObjectType mStructureType, ContentManager content,
                         SpriteState defaultState, Vector2 SpritePosition, ObjectColor mStructureColor, Vector2 ButtonPosition)
            : base(mStructureType, content, defaultState, SpritePosition, Hostility.STRUCTURE)
        {
            this.mStructureType = mStructureType;
            this.mStructureColor = mStructureColor;
            this.content = content;
            this.defaultState = defaultState;
            this.mSpritePosition = SpritePosition;
            this.mButtonPosition = ButtonPosition;

            mStructureAttribute = new StructureAttribute(content, this);
            SetAttributes();
            SetUnitAnimation();
        }
        /// <summary>
        /// Seta o estado corrente
        /// </summary>
        /// <param name="spriteState">Indica o estado selecionado</param>
        public void SetState(SpriteState spriteState)
        {
            if (spriteState != this.lastSpriteState)
            {
                bool result = this.animationElements.Keys.Contains(spriteState);

                if (result == true)
                {
                    this.spriteState = spriteState;
                    this.Image = animationElements[this.spriteState].Image;
                    this.index = 0;

                    this.lastSpriteState = spriteState;
                }
            }
        }
        /// <summary>
        /// CONSTRUTOR
        /// </summary>
        /// <param name="spriteState">Estado do sprite (tipo)</param>
        /// <param name="image">Imagem</param>
        /// <param name="rows">Quantidade de linhas</param>
        /// <param name="columns">Quantidade de colunas</param>
        /// <param name="framesPerSecond">frames por segundo</param>
        public AnimationElement(SpriteState spriteState, Texture2D image, int rows, int columns, int framesPerSecond)
        {
            // Inicializa as variáveis
            this.spriteState = spriteState;
            this.image = image;
            this.rows = rows;
            this.columns = columns;
            this.framesPerSecond = framesPerSecond;

            this.rectangles = new List<Rectangle>();

            this.frameWidth = this.image.Width / columns;
            this.frameHeight = this.image.Height / rows;

            // Monta os frames
            this.BuildFrames();
        }
Example #41
0
            /// <summary>
            /// Initializes the <see cref="Common.UI.Popups.Internal.PopupMenuCommon"/> class.
            /// </summary>
            static PopupMenuCommon()
            {
                buttonSpriteState         = new SpriteState();
                buttonDisabledSpriteState = new SpriteState();

                buttonSpriteState.disabledSprite            = Assets.Popups.Textures.button;
                buttonSpriteState.highlightedSprite         = Assets.Popups.Textures.buttonHighlighted;
                buttonSpriteState.pressedSprite             = Assets.Popups.Textures.buttonHighlighted;

                buttonDisabledSpriteState.disabledSprite    = Assets.Popups.Textures.button;
                buttonDisabledSpriteState.highlightedSprite = Assets.Popups.Textures.buttonDisabled;
                buttonDisabledSpriteState.pressedSprite     = Assets.Popups.Textures.buttonDisabled;

                defaultNavigation   = Navigation.defaultNavigation;
                noneNavigation      = new Navigation();
                noneNavigation.mode = Navigation.Mode.None;
            }
Example #42
0
        public Projectile(ObjectType mObjectType, SpriteState defaultState, Vector2 SpritePosition, Hostility hostility,
                          GameObject mProjectileTargetObject, GameObject mProjectileCaster, float mProjectileDamage,
                          ContentManager content)
            : base(mObjectType, content, defaultState, SpritePosition, hostility)
        {
            mObjectID = mGlobalID;
            mGlobalID++;
            mSpeed = 5.0f;

            randomNumberGenerator = new Random();
            this.mProjectileDamage = mProjectileDamage;
            this.mProjectileCaster = mProjectileCaster;
            this.mProjectileTargetObject = mProjectileTargetObject;
            this.mCurrentTarget = mProjectileTargetObject.Sprite.WorldPosition;
            this.mTrackingNumber = this.mProjectileTargetObject.mObjectID;
            mHasLanded = false;
        }
Example #43
0
 public Sprite(Texture2D spriteSheet, int spriteWidth, int spriteHeight, int numFrames, int numStates, TimeSpan animationTime, int moveSpeed)
 {
     _spriteSheet = spriteSheet;
     _hitRect = new Rectangle(0, 0, spriteWidth, spriteHeight);
     _drawRect = new Rectangle(0, 0, spriteWidth, spriteHeight);
     Velocity = Vector2.Zero;
     _textureRects = new Rectangle[numStates,numFrames];
     for (int i = 0; i < numStates; i++)
     {
         for (int j = 0; j < numFrames; j++)
         {
             _textureRects[i,j] = new Rectangle(i * spriteWidth, j * spriteHeight, spriteWidth, spriteHeight);
         }
     }
     _animationInterval = animationTime;
     _tillNextFrame = _animationInterval;
     _currentFrame = 0;
     _numFrames = numFrames;
     _spriteState = SpriteState.FacingLeft;
 }
Example #44
0
 public void SetCurrentAnimationState(string name)
 {
     foreach(SpriteState state in _animationStates )
     {
         if (state.name == name)
         {
             _currentState = state;
             _currentState.currentFrame = 0;
             animationCycles = 0;
             previousCurrentFrame = 0;
             break;
         }
     }
 }
Example #45
0
 public void AddAnimationState(SpriteState state)
 {
     _animationStates.Add(state);
 }
Example #46
0
	void Awake()
	{
		UnitSprite = GetComponentInChildren<SpriteRenderer>();

		CurrentInitiative = Mathf.Max(Random.Range(1, 20) + 20 - InitiativeModifier, 0);
		CurrentHealth = MaximumHealth;

		Spells = new List<Spell>();
		foreach(string curSpell in SpellNameStrings)
		{
			Spells.Add(SpellLibrary.GetSpellByName(curSpell));
		}

		UnitSpriteSet = SpriteSetLibrary.GetSpriteSetByName(_UnitSpriteSetString);
		CurrentSpriteState = SpriteState.Idle;
		HurtFrame = 0;

		WorldMaker.Units.Add(this);
	}
Example #47
0
 public void Resume()
 {
     state = SpriteState.PLAYED;
     // Just play from previous frame--> do nothing
 }
        /// <summary>
        /// Frame Renewal
        /// </summary>
        /// <param name="gameTime"></param>
        public override void Update(Microsoft.Xna.Framework.GameTime gameTime)
        {
            base.Update(gameTime);

            for (Int32 i = 0; i < _blocks.Length; i++)
            {
                _blocks[i].Update(gameTime);
                _blocks[i].Position = this.Position + Vector2.UnitX * 20 * (i % 3) + Vector2.UnitY * (20 * (i / 3));
                _blocks[i].Color = this.Color;
            }

            // Update opacity
            this.Color = Color.Lerp(this.Color, this.CurrentState == SpriteState.TransitionOff ? 
                Color.Transparent : Color.White, (Single)gameTime.ElapsedGameTime.TotalSeconds * 5);

            if (this.CurrentState == SpriteState.TransitionOff)
            {
                if (this.Color.A < 5)
                {
                    this.CurrentState = SpriteState.Hidden;
                    this.Enabled = false;
                }
            }
        }
Example #49
0
 public void Pause()
 {
     state = SpriteState.PAUSED;
 }
Example #50
0
        public void Update(GameTime gameTime)
        {
            if (Velocity.X > 0)
                _spriteState = SpriteState.FacingRight;
            if (Velocity.X < 0)
                _spriteState = SpriteState.FacingLeft;

            if (_moving)
            {
                _tillNextFrame -= gameTime.ElapsedGameTime;
                if (_tillNextFrame < TimeSpan.Zero)
                {
                    _currentFrame = (_currentFrame + 1) % _numFrames;
                    _tillNextFrame = _animationInterval;
                }
            }
            else
            {
                _currentFrame = 0;
            }
            _moving = false;
        }
Example #51
0
 public void Play()
 {
     // Reset to first frame
     if (state != SpriteState.PLAYED)
     {
         state = SpriteState.PLAYED;
         this.nextFrame = DEFAULT_FRAME;
     }
 }
        /// <summary>
        /// Updates the alert
        /// </summary>
        /// <param name="gameTime"></param>
        public override void Update(Microsoft.Xna.Framework.GameTime gameTime)
        {
            base.Update(gameTime);

            if (!this.Enabled)
                return;

            _alertTime += (Single)gameTime.ElapsedGameTime.TotalSeconds;

            // Update opacity
            this.Color = Color.Lerp(this.Color, this.CurrentState == SpriteState.TransitionOff ? 
                Color.Transparent : Color.White, (Single)gameTime.ElapsedGameTime.TotalSeconds * 5);

            // Kill transition
            if (_alertTime > MaxAlertTime)
            {
                this.CurrentState = SpriteState.TransitionOff;
                if (this.Color.A < 5)
                {
                    this.CurrentState = SpriteState.Hidden;
                    this.Enabled = false;
                    this.Visible = false;

                    this.OnFinished.Invoke(this, EventArgs.Empty);
                }
            }
        }
        /// <summary>
        /// Initializes alert (activates)
        /// </summary>
        public override void Initialize()
        {
            base.Initialize();

            _alertTime = 0;
            this.Enabled = true;
            this.Visible = true;
            this.CurrentState = SpriteState.Active;
        }
Example #54
0
 public void ChangeSpriteState() { _state = OtherState(); }
 /// <summary>
 /// Exit sprite (go to off transit)
 /// </summary>
 public void Exit()
 {
     this.CurrentState = SpriteState.TransitionOff;
 }
Example #56
0
	void FollowPath()
	{
		CurrentSpriteState = SpriteState.Walk;

		transform.position = Vector3.MoveTowards(transform.position, WalkPath.Tiles[0].WorldPosition, WalkSpeed);

		Facing = Knowledge.FacingToTile(CurrentTile, WalkPath.Tiles[0]);

		if(Vector3.Distance(transform.position, WalkPath.Tiles[0].WorldPosition) <= .05f)
		{
			WarpToTile(WalkPath.Tiles[0]);
			WalkPath.Tiles.RemoveAt(0);

			if(WalkPath.Tiles.Count == 0)
			{
				WalkPath = null;
				CurrentSpriteState = SpriteState.Idle;
				RoundManager.FinishedAnimation();
			}
		}
	}
        /// <summary>
        /// Initialzes jup info
        /// </summary>
        public override void Initialize()
        {
            base.Initialize();

            foreach (var block in _blocks)
                block.Initialize();

            this.CurrentState = SpriteState.Active;
            this.PointsInfoVisible = !true;
            this.BlocksInfoVisible = !false;
        }
Example #58
0
	void CastSpellFrame(Spell toCast, int index)
	{
		this.CurrentSpriteState = toCast.SpellAnimation.Frames[index].State;

		List<Unit> AffectedUnits = new List<Unit>();

		if (SpellTargetTile.OccupyingUnit != null)
		{
			AffectedUnits.Add(SpellTargetTile.OccupyingUnit);
		}

		foreach (Unit curUnit in AffectedUnits)
		{
			curUnit.TakeDamageFromSpell(this, FollowingSpell, index);
		}
	}
Example #59
0
	void FollowSpellAnimation()
	{
		if(FollowingSpell.SpellAnimation.Frames.Count > AnimationFrame)
		{
			AnimationTimer += Time.deltaTime;

			if (AnimationTimer >= FollowingSpell.SpellAnimation.Frames[AnimationFrame].FrameDuration)
			{
				AnimationTimer = 0;
				AnimationFrame++;

				if (FollowingSpell.SpellAnimation.Frames.Count > AnimationFrame)
				{
					CastSpellFrame(FollowingSpell, AnimationFrame);
				}
				else
				{
					FollowingSpell = null;
					SpellTargetTile = null;
					CurrentSpriteState = SpriteState.Idle;

					if (RoundManager.ActiveUnit == this)
					{
						RoundManager.FinishedAnimation();
					}
				}
			}
		}
	}
Example #60
0
 public void Stop()
 {
     state = SpriteState.STOPPED;
     // Stop and reset frame to first frame
     this.nextFrame = DEFAULT_FRAME;
 }