/// <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 UISpriteBatch(GraphicsDevice, 3); // TODO: use this.Content to load your game content here int Channel = Bass.BASS_StreamCreateFile("Sounds\\BUTTON.WAV", 0, 0, BASSFlag.BASS_DEFAULT); UISounds.AddSound(new UISound(0x01, Channel)); GameFacade.MainFont = new TSOClient.Code.UI.Framework.Font(); GameFacade.MainFont.AddSize(10, Content.Load <SpriteFont>("Fonts/ProjectDollhouse_10px")); GameFacade.MainFont.AddSize(12, Content.Load <SpriteFont>("Fonts/ProjectDollhouse_12px")); GameFacade.MainFont.AddSize(14, Content.Load <SpriteFont>("Fonts/ProjectDollhouse_14px")); GameFacade.MainFont.AddSize(16, Content.Load <SpriteFont>("Fonts/ProjectDollhouse_16px")); GameFacade.SoundManager = new TSOClient.Code.Sound.SoundManager(); GameFacade.GameThread = Thread.CurrentThread; ScreenMgr = new ScreenManager(this, Content.Load <SpriteFont>("ComicSans"), Content.Load <SpriteFont>("ComicSansSmall")); SceneMgr = new SceneManager(this); GameFacade.Controller = new GameController(); GameFacade.Screens = ScreenMgr; GameFacade.Scenes = SceneMgr; GameFacade.GraphicsDevice = GraphicsDevice; /** Init any computed values **/ GameFacade.Init(); GameFacade.LastUpdateState = m_UpdateState; GameFacade.Strings = new ContentStrings(); GameFacade.Controller.StartLoading(); }
public void clicked() { UIBase uiBase = UIBase.instance; if (uiBase && uiBase.openSkillTrees.Count > 0) { SkillTree openSkillTree = uiBase.openSkillTrees[0]; GameObject player = PlayerFinder.getPlayer(); if (openSkillTree && player && player.GetComponent <SpecialisedAbilityList>()) { // de-allocate all the nodes foreach (SkillTreeNode node in SkillTreeNode.all) { if (node.tree == openSkillTree) { node.pointsAllocated = 0; node.updateText(); } } // set unspent points to 1 openSkillTree.unspentPoints = 1; // update the mutator now that the points are de-allocated openSkillTree.updateMutator(); // despecialise the ability player.GetComponent <SpecialisedAbilityList>().DespecialiseAbility(openSkillTree.ability); // play a sound UISounds.playSound(UISounds.UISoundLabel.Despecialise); // update tooltip mana costs AbilityTooltip.updateManaCosts(openSkillTree.ability); } uiBase.closeSkillTrees(); uiBase.closeSpecialisationSelection(); } }
public override void OnKeyUp(KButtonEvent e) { bool flag = false; if (e.IsAction(Action.MouseRight)) { GetMouseHoverInfo(out bool is_hovering_screen, out bool is_hovering_button); if (is_hovering_screen) { flag = true; if (!is_hovering_button) { UISounds.PlaySound(UISounds.Sound.Negative); } if (!e.Consumed) { e.TryConsume(Action.MouseRight); } } } if (!flag) { base.OnKeyUp(e); } }
public void clicked() { if (AbilityDragHandler.dragging) { return; } if (ability) { openSkillTree(); //int abilityNumber = AbilityPanelManager.instance.abilityClicked; //// abilityNumber is 0 if this was opened with the S key //if (abilityNumber == 0) { openSkillTree(); } //// otherise it was opened by clicking on an ability in the ability bar //else //{ // list.GetComponent<AbilityList>().abilities[abilityNumber - 1] = ability; // UIBase.instance.closeSkills(); //} } else { UIBase.instance.closeSkillTrees(); UIBase.instance.closeSpecialisationSelection(); openSkillSelection(); } // play a sound UISounds.playSound(UISounds.UISoundLabel.Confirm); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // TODO: use this.Content to load your game content here int Channel = Bass.BASS_StreamCreateFile("Sounds\\BUTTON.WAV", 0, 0, BASSFlag.BASS_DEFAULT); UISounds.AddSound(new UISound(0x01, Channel)); GameFacade.MainFont = new TSOClient.Code.UI.Framework.Font(); GameFacade.MainFont.AddSize(10, Content.Load <SpriteFont>("Fonts/ProjectDollhouse_10px")); GameFacade.MainFont.AddSize(12, Content.Load <SpriteFont>("Fonts/ProjectDollhouse_12px")); GameFacade.MainFont.AddSize(14, Content.Load <SpriteFont>("Fonts/ProjectDollhouse_14px")); GameFacade.MainFont.AddSize(16, Content.Load <SpriteFont>("Fonts/ProjectDollhouse_16px")); GameFacade.SoundManager = new TSOClient.Code.Sound.SoundManager(); GameFacade.GameThread = Thread.CurrentThread; uiLayer = new UILayer(this, Content.Load <SpriteFont>("ComicSans"), Content.Load <SpriteFont>("ComicSansSmall")); SceneMgr = new _3DLayer(); SceneMgr.Initialize(GraphicsDevice); GameFacade.Controller = new GameController(); GameFacade.Screens = uiLayer; GameFacade.Scenes = SceneMgr; GameFacade.GraphicsDevice = GraphicsDevice; GameFacade.Cursor = new CursorManager(this.Window); GameFacade.Cursor.Init(tso.content.Content.Get().GetPath("")); /** Init any computed values **/ GameFacade.Init(); GameFacade.Strings = new ContentStrings(); GameFacade.Controller.StartLoading(); }
private void PlayHoverSound() { if (!((UnityEngine.Object)GetComponent <CellSelectionObject>() != (UnityEngine.Object)null)) { UISounds.PlaySound(UISounds.Sound.Object_Mouseover); } }
private void OnClick(int i) { UISounds.PlaySound(UISounds.Sound.ClickObject); if (this.onSelect != null) { this.onSelect(toggleInfo[i]); } }
public void OnTurnTick() { UISounds.GetUISounds().Play("ui_notification_turn_start"); UILoadingScreenPanel.Get()?.SetVisible(false); // was no `?` if (UIFrontendLoadingScreen.Get().gameObject.activeSelf) { UIFrontendLoadingScreen.Get().StartDisplayFadeOut(); } }
private void Sample(int cell) { UISounds.PlaySound(UISounds.Sound.ClickObject); SandboxToolParameterMenu.instance.settings.Element = Grid.Element[cell]; SandboxToolParameterMenu.instance.settings.Mass = Mathf.Round(Grid.Mass[cell] * 100f) / 100f; SandboxToolParameterMenu.instance.settings.temperature = Mathf.Round(Grid.Temperature[cell] * 10f) / 10f; SandboxToolParameterMenu.instance.settings.diseaseCount = Grid.DiseaseCount[cell]; SandboxToolParameterMenu.instance.RefreshDisplay(); }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } }
public void clicked() { UIBase ui = UIBase.instance; ui.openSkills(); // play a sound UISounds.playSound(UISounds.UISoundLabel.Confirm); deactivate(); }
public void Clicked() { // return if the player has not specialised in this ability SkillTree skillTree = tree as SkillTree; if (skillTree) { if (!PlayerFinder.getPlayer().GetComponent <SpecialisedAbilityList>().abilities.Contains(skillTree.ability)) { return; } } // check if there is a spare point and this is not at max points if ((nodeType == nodeRequirementType.axis && tree.unspentAxisPoints > 0) || (nodeType == nodeRequirementType.node && tree.unspentPoints > 0)) { if (pointsAllocated < maxPoints || maxPoints < 0) { // if the requirements are met then allocate the point if (requirementsMet()) { pointsAllocated++; if (nodeType == nodeRequirementType.node) { tree.unspentPoints--; } if (nodeType == nodeRequirementType.axis) { tree.unspentAxisPoints--; } tree.updateMutator(); updateText(); // play a sound UISounds.playSound(UISounds.UISoundLabel.AllocateNode); // update mana costs on tooltips SkillTree st = tree as SkillTree; if (st && st.ability) { AbilityTooltip.updateManaCosts(st.ability); } // update the node progression (for respeccing) if (tree as CharacterTree) { SkillSavingManager.instance.pushToNodePogression(nodeID); } } } } // save SkillSavingManager.instance.saveNodeData(this); PlayerFinder.getPlayer().GetComponent <CharacterDataTracker>().SaveCharacterData(); }
public void clicked() { UIBase ui = UIBase.instance; if (ui) { ui.openPassiveTree(true); // play a sound UISounds.playSound(UISounds.UISoundLabel.Confirm); deactivate(); } }
private void OpenCategoryPanel(ToggleInfo toggle_info, bool play_sound = true) { HashedString plan_category = (HashedString)toggle_info.userData; ClearButtons(); buildingGroupsRoot.gameObject.SetActive(true); activeCategoryInfo = toggle_info; if (play_sound) { UISounds.PlaySound(UISounds.Sound.ClickObject); } BuildButtonList(plan_category, GroupsTransform.gameObject); PlanCategoryLabel.text = activeCategoryInfo.text.ToUpper(); buildingGroupsRoot.GetComponent <ExpandRevealUIContent>().Expand(null); }
public void clicked() { UIBase uiBase = UIBase.instance; if (uiBase && uiBase.openSkillTrees.Count > 0) { SkillTree openSKillTree = uiBase.openSkillTrees[0]; GameObject player = PlayerFinder.getPlayer(); if (openSKillTree && player && player.GetComponent <SpecialisedAbilityList>()) { player.GetComponent <SpecialisedAbilityList>().SpecialiseIfThereIsAFreeSlot(openSKillTree.ability); // play a sound UISounds.playSound(UISounds.UISoundLabel.Specialise); } uiBase.closeSkillTrees(); openSKillTree.open(); uiBase.closeSpecialisationSelection(); } }
protected override void OnPaintCell(int cell, int distFromOrigin) { base.OnPaintCell(cell, distFromOrigin); bool flag = false; foreach (Pickupable item in Components.Pickupables.Items) { if (!((Object)item.storage != (Object)null) && Grid.PosToCell(item) == cell && (Object)Components.LiveMinionIdentities.Items.Find((MinionIdentity match) => (Object)match.gameObject == (Object)item.gameObject) == (Object)null) { if (!flag) { UISounds.PlaySound(UISounds.Sound.Negative); PopFXManager.Instance.SpawnFX(PopFXManager.Instance.sprite_Negative, UI.SANDBOXTOOLS.CLEARFLOOR.DELETED, item.transform, 1.5f, false); flag = true; } Util.KDestroyGameObject(item.gameObject); } } }
public void clicked() { // specialise in the ability if (specialisationPanelmanager) { player.GetComponent <SpecialisedAbilityList>().Specialise(ability, specialisationPanelmanager.slotClicked); } // close the selection panel UIBase.instance.closeSpecialisationSelection(); // open the relevant skill tree foreach (SkillTree skillTree in SkillTree.all) { if (skillTree.ability == ability) { skillTree.open(); } } // play a sound UISounds.playSound(UISounds.UISoundLabel.Specialise); }
private void Place(int cell) { if (Grid.IsValidBuildingCell(cell)) { if (SandboxToolParameterMenu.instance.settings.Entity.PrefabID() == (Tag)MinionConfig.ID) { SpawnMinion(); } else if ((Object)SandboxToolParameterMenu.instance.settings.Entity.GetComponent <Building>() != (Object)null) { BuildingDef def = SandboxToolParameterMenu.instance.settings.Entity.GetComponent <Building>().Def; def.Build(cell, Orientation.Neutral, null, def.DefaultElements(), 298.15f, true, -1f); } else { GameObject gameObject = GameUtil.KInstantiate(Assets.GetPrefab(SandboxToolParameterMenu.instance.settings.Entity.PrefabTag), Grid.CellToPosCBC(currentCell, Grid.SceneLayer.Creatures), Grid.SceneLayer.Creatures, null, 0); gameObject.SetActive(true); } UISounds.PlaySound(UISounds.Sound.ClickObject); } }
public void clicked(Ability ability = null) { UIBase ui = UIBase.instance; ui.openSkills(); AbilityPanelManager.instance.abilityClicked = 0; // open the relevant tree if (ability != null) { foreach (SkillTree tree in SkillTree.all) { if (tree.ability == ability) { tree.open(); } } } // play a sound UISounds.playSound(UISounds.UISoundLabel.Confirm); deactivate(); }
public static void UISound(UISounds soundtype) { switch (soundtype) { case UISounds.Click: EventManager.TriggerEvent("UIClick"); break; case UISounds.Release: EventManager.TriggerEvent("UIRelease"); break; case UISounds.Select: EventManager.TriggerEvent("UISelect"); break; case UISounds.Success: EventManager.TriggerEvent("UISuccess"); break; case UISounds.Error: EventManager.TriggerEvent("UIError"); break; case UISounds.Notification: EventManager.TriggerEvent("UINotification"); break; case UISounds.Equip: EventManager.TriggerEvent("UIEquip"); break; case UISounds.Destroy: EventManager.TriggerEvent("UIDestroy"); break; } }
public void clicked() { if (AbilityDragHandler.dragging) { return; } int abilityNumber = AbilityPanelManager.instance.abilityClicked; // abilityNumber is 0 if this was opened with the S key if (abilityNumber == 0) { // play a sound UISounds.playSound(UISounds.UISoundLabel.Confirm); // open the tree openSkillTree(); } // otherise it was opened by clicking on an ability in the ability bar else { player.GetComponent <AbilityList>().abilities[abilityNumber - 1] = ability; UIBase.instance.closeSkills(); } }
public override void OnLeftClickDown(Vector3 cursor_pos) { UISounds.PlaySound(UISounds.Sound.Negative); base.OnLeftClickDown(cursor_pos); }
public void OnEndDrag(PointerEventData eventData) { safeToClearVariables = true; StartCoroutine(clearDragVariables()); // find the ability player = PlayerFinder.getPlayer(); if (GetComponent <AbilityPanelIcon>()) { ability = GetComponent <AbilityPanelIcon>().ability; } else if (GetComponent <SpecialisedAbilityIcon>() && player.GetComponent <SpecialisedAbilityList>().abilities.Count > GetComponent <SpecialisedAbilityIcon>().abilityNumber&& player.GetComponent <SpecialisedAbilityList>().abilities[GetComponent <SpecialisedAbilityIcon>().abilityNumber] != null) { ability = player.GetComponent <SpecialisedAbilityList>().abilities[GetComponent <SpecialisedAbilityIcon>().abilityNumber]; } // if the ability is null just return if (ability == null) { transform.position = startPos; return; } // try to apply to an ability bar icon AbilityBarIcon[] abilityIcons = AbilityBarIcon.all.ToArray(); if (abilityIcons != null) { AbilityBarIcon selectedIcon = abilityIcons [0]; foreach (AbilityBarIcon a in abilityIcons) { if (Mathf.Abs(a.transform.position.x - eventData.position.x) < Mathf.Abs(selectedIcon.transform.position.x - eventData.position.x)) { selectedIcon = a; } } if (Mathf.Abs(selectedIcon.transform.position.x - eventData.position.x) < 30.0f) { abilityNum = selectedIcon.abilityNumber; player.GetComponent <AbilityList> ().abilities [abilityNum - 1] = ability; // play a sound UISounds.playSound(UISounds.UISoundLabel.Confirm); } } // try to apply to a specialisation slot if (!specialisedIconHandler) { // check if this ability has a tree bool abilityHasTree = false; foreach (SkillTree tree in SkillTree.all) { if (tree.ability == ability) { abilityHasTree = true; } } if (abilityHasTree && !player.GetComponent <SpecialisedAbilityList>().abilities.Contains(ability)) { // only look at open specialisation slots List <SpecialisedAbilityIcon> specialisedIcons = new List <SpecialisedAbilityIcon>(); specialisedIcons.AddRange(SpecialisedAbilityIcon.all); specialisedIcons.RemoveAll(x => x.ability != null); specialisedIcons.RemoveAll(x => x.locked == true); if (specialisedIcons.Count > 0) { SpecialisedAbilityIcon selectedIcon = specialisedIcons[0]; foreach (SpecialisedAbilityIcon icon in specialisedIcons) { if (Mathf.Abs(icon.transform.position.x - eventData.position.x) < Mathf.Abs(selectedIcon.transform.position.x - eventData.position.x)) { selectedIcon = icon; } } if (Mathf.Abs(selectedIcon.transform.position.x - eventData.position.x) < 30.0f) { player.GetComponent <SpecialisedAbilityList>().Specialise(ability, selectedIcon.abilityNumber); // close the selection panel UIBase.instance.closeSpecialisationSelection(); // open the relevant skill tree foreach (SkillTree skillTree in SkillTree.all) { if (skillTree.ability == ability) { skillTree.open(); } } // play a sound UISounds.playSound(UISounds.UISoundLabel.Specialise); } } } } //alternate way of doing this, probably better if to find what is under the curser than the above functional way //this is dependant on what order objects are in, in the hierarchy /* * foreach (GameObject g in eventData.hovered) { * if (g.transform.GetComponent<AbilityBarIcon> () != null) { * player = GameObject.FindGameObjectWithTag ("Player"); * abilityNum = g.transform.GetComponent<AbilityBarIcon> ().abilityNumber; * ability = GetComponent<AbilityPanelIcon> ().ability; * player.GetComponent<AbilityList>().abilities[abilityNum - 1] = ability; * break; * } * } */ transform.position = startPos; }
protected override void Start() { base.Start(); sounds = GameObject.Find("MainCanvas").GetComponent <UISounds>(); }
/// <summary> /// Play UI sounds /// </summary> /// <param name="id"></param> public void PlayUISound(int id) { PlaySound(UISounds.GetSound(id)); }
void Awake() { instance = this; }