// Use this for initialization public void Init (EntranceInfo mEntrance,FestivalUser data) { currentPoint = 0; entrance = mEntrance; mState = FestivalUserState.FollowingDirection; currentDirection = mEntrance.entranceDirection; transform.up = currentDirection; _Data = data; followPoints = new List<Vector2> (); InitLine (); StartCoroutine ("FollowBehaviour"); mSkeletonAnimation.state.SetAnimation (0,_Data.animInfo.walk_anim, true); nameLabel = (Instantiate (nameLabel_prefab) as GameObject).GetComponent<UILabel> (); nameLabel.GetComponent<FollowPlayer> ().target = transform; nameLabel.text = _Data.name; controlState = UserControlState.Continue; }
// Use this for initialization public void Init(EntranceInfo mEntrance, FestivalUser data) { currentPoint = 0; entrance = mEntrance; mState = FestivalUserState.FollowingDirection; currentDirection = mEntrance.entranceDirection; transform.up = currentDirection; _Data = data; followPoints = new List <Vector2> (); InitLine(); StartCoroutine("FollowBehaviour"); mSkeletonAnimation.state.SetAnimation(0, _Data.animInfo.walk_anim, true); nameLabel = (Instantiate(nameLabel_prefab) as GameObject).GetComponent <UILabel> (); nameLabel.GetComponent <FollowPlayer> ().target = transform; nameLabel.text = _Data.name; controlState = UserControlState.Continue; }
public void OnContinue(){ controlState = UserControlState.Continue; mSkeletonAnimation.state.SetAnimation (0,_Data.animInfo.walk_anim, true); }
public void OnStop(){ mSkeletonAnimation.state.SetAnimation (0,_Data.animInfo.idle_anim, true); controlState = UserControlState.Stopped; }
void Awake() { UCState = new UserControlState(transform); this.AddState(new GroundedState(), new JumpState(), new FlyingState()); this.ChangeState("Grounded", UCState); }
/// <summary> /// Draws a box of specified size (Vector2, Vector2) in specified skin and state /// </summary> /// <param id="position"></param> /// <param id="size"></param> /// <param id="skin"></param> /// <param id="state"></param> public void DrawBox(Vector2 position, Vector2 size, GUITexture skin, UserControlState state) { int widthBorder = skin.WidthBorder; int heightBorder = skin.HeightBorder; Vector2 posTopLeft = position; Vector2 posTopCenter = position + new Vector2(widthBorder, 0); Vector2 sizTopCenter = new Vector2(size.X - 2 * widthBorder, heightBorder); Vector2 posTopRight = position + new Vector2(size.X - widthBorder, 0); Vector2 posLeft = position + new Vector2(0, heightBorder); Vector2 sizLeft = new Vector2(widthBorder, size.Y - 2 * heightBorder); Vector2 posCenter = position + new Vector2(widthBorder, heightBorder); Vector2 sizCenter = size - new Vector2(2 * widthBorder, 2 * heightBorder); Vector2 posRight = position + new Vector2(size.X - widthBorder, heightBorder); Vector2 sizRight = new Vector2(widthBorder, size.Y - 2 * heightBorder); Vector2 posBottomLeft = position + new Vector2(0, size.Y - heightBorder); Vector2 posBottomCenter = position + new Vector2(widthBorder, size.Y - heightBorder); Vector2 sizBottomCenter = new Vector2(size.X - 2 * widthBorder, heightBorder); Vector2 posBottomRight = position + new Vector2(size.X - widthBorder, size.Y - heightBorder); sb.Draw(skin.GetTexture(Direction.TopLeft, state), posTopLeft, null, Color.White, 0f, Vector2.Zero, 1f, 0, 1f); sb.Draw(skin.GetTexture(Direction.Top, state), UI.MakeRect(posTopCenter, sizTopCenter), null, Color.White, 0f, Vector2.Zero, 0, 1f); sb.Draw(skin.GetTexture(Direction.TopRight, state), posTopRight, null, Color.White, 0f, Vector2.Zero, 1f, 0, 1f); sb.Draw(skin.GetTexture(Direction.Left, state), UI.MakeRect(posLeft, sizLeft), null, Color.White, 0f, Vector2.Zero, 0, 1f); sb.Draw(skin.GetTexture(Direction.Center, state), UI.MakeRect(posCenter, sizCenter), null, Color.White, 0f, Vector2.Zero, 0, 1f); sb.Draw(skin.GetTexture(Direction.Right, state), UI.MakeRect(posRight, sizRight), null, Color.White, 0f, Vector2.Zero, 0, 1f); sb.Draw(skin.GetTexture(Direction.BottomLeft, state), posBottomLeft, null, Color.White, 0f, Vector2.Zero, 1f, 0, 1f); sb.Draw(skin.GetTexture(Direction.Bottom, state), UI.MakeRect(posBottomCenter, sizBottomCenter), null, Color.White, 0f, Vector2.Zero, 0, 1f); sb.Draw(skin.GetTexture(Direction.BottomRight, state), posBottomRight, null, Color.White, 0f, Vector2.Zero, 1f, 0, 1f); }
public void OnContinue() { controlState = UserControlState.Continue; mSkeletonAnimation.state.SetAnimation(0, _Data.animInfo.walk_anim, true); }
public void OnStop() { mSkeletonAnimation.state.SetAnimation(0, _Data.animInfo.idle_anim, true); controlState = UserControlState.Stopped; }
/// <summary> /// Returns the part of the texture for given state /// </summary> /// <param id="texturePart">Part of the texture</param> /// <param id="state">User control state</param> /// <returns>Individual part of user control texture for given state</returns> public Texture2D GetTexture(Direction texturePart, UserControlState state) { return textures[(int)state, (int)texturePart]; }