public void SetMaterial(int[] temp) { Material[] mats = PC.Instance.characterMaterialMesh.renderer.materials; GameObject cc = GameObject.FindWithTag("CharColor"); if (cc != null) { CharacterAsset ca = cc.GetComponent <CharacterAsset>(); if (ca != null) { Debug.Log("Find Asset Manager"); mats[0] = ca.feetMaterial[temp[0]]; mats[1] = ca.legMaterial[temp[1]]; mats[2] = ca.handsMaterial[temp[2]]; mats[3] = ca.torsoMaterial[temp[3]]; mats[4] = ca.faceMaterial[temp[4]]; PC.Instance.characterMaterialMesh.renderer.materials = mats; } else { Debug.Log("No Asset Manager"); } } }
public override CharacterCore Create(CharacterAsset asset, Transform anchor) { var go = Container.InstantiatePrefab( Prefab, anchor.position, anchor.rotation, null); go.name = asset.name; var enemy = Container.InstantiateComponent <EnemyCore>(go); // character._weaponAnchor = character.transform.Find(WeaponBindAnchor); enemy.ThemeColor = asset.ThemeColor; enemy.CharacterRig = enemy.GetComponent <Rigidbody>(); enemy.OnSpawn(asset); // var weapon = WeaponRanged.Create(weaponAsset.Weapon, anchor); var arm = enemy.GetComponent <CharacterArm>(); arm.Core = enemy; arm.Attach(WeaponFactory.Create(_weaponAsset, anchor)); // character.AttachWeapon(weapon); return(enemy); }
public DeckInfo(List <CardAsset> cards, string deckName, CharacterAsset charAsset) { // copy a list, not just use the cards list Cards = new List <CardAsset>(cards); Character = charAsset; DeckName = deckName; }
public void OnScreenBecameActive() { if (loadOnScreenBecameActive && loadActiveCharacter) { Load(CharacterAsset.GetTachieBundleId(Context.CharacterManager.SelectedCharacterId)); } }
public void Add( PlayerSession player, CharacterAsset characterResource) { Platform platform = _platformTemplate.Create( _platformsParent.transform.position + Vector3.right * _platforms.Count * PlatformOffset, _platformsParent.transform, player); platform.OnPlatformFinishedHandler += OnPlatformFinished; _platforms.Add(platform); _timer.OnTimeLimitHandler += platform.OnTransitionToTimeOut; Character character = characterResource.Create( platform._characterAnchor.transform.position, platform._characterAnchor.transform); _characters.Add(character); character.transform.rotation = platform._visual.Parent.transform.rotation; platform.Character = character; character.ColorId = player.ServerId; character.Color = player.Color; }
private void Wear_Add(int pos, string model) { replace[pos] = false; if (!string.IsNullOrEmpty(model)) { bool doo = false; int index = CharacterAsset.TryNameToID(model); if (index >= 0) { CharacterAsset ca = assetArr[pos]; if (ca != null) { if (index != ca.id) { doo = true; } } else { doo = true; } } else { doo = true; } if (doo) { replace[pos] = true; } } }
public void LoadFromNetworkPlayer(NetworkPlayer np) { this.np = np; nickname = np.nickname; nicknameField.text = nickname; avatarAsset = np.avatar; avatarSprite.sprite = avatarAsset.AvatarImage; if (!np.cardsPlayed.Any() || np.cardsPlayed.Count < 2) { Debug.LogError("ERROR: Loading PlayedItem.cs from Player who didn't play any cards."); } else { card1Asset = np.cardsPlayed[0].ca; card2Asset = np.cardsPlayed[1].ca; OneCardManager card1Manager = card1.GetComponent <OneCardManager>(); card1Manager.cardAsset = card1Asset; card1Manager.ReadCardFromAsset(); OneCardManager card2Manager = card2.GetComponent <OneCardManager>(); card2Manager.cardAsset = card2Asset; card2Manager.ReadCardFromAsset(); } }
void SetActive(bool isActive) { if (CharacterAsset == null) { return; } if (isActive == true) { Character character = CharacterAsset.Alloc(); CoreUtility.SetRecursiveLayer(character.gameObject, "Character"); character.transform.SetParent(transform, false); character.transform.localPosition = Vector3.zero; character.IsPause = false; character.CharacterAnimation.SetBattleMode(); character.SetUIMode(false); character.CharacterAnimation.SetRenderQueue(2999); } else if (CharacterAsset != null && CharacterAsset.Asset != null) { //m_PlaybackTime = Character.PlaybackTime; Character.Reset(); CharacterAsset.Asset.Creature = null; CharacterAsset.Free(); } }
public override CharacterCore Create(CharacterAsset asset, Transform anchor) { var go = Container.InstantiatePrefab(Prefab); var tf = go.transform; tf.position = anchor.position; tf.rotation = anchor.rotation; Debug.Log($"{tf.position}{tf.rotation}"); go.name = asset.name; // var character = go.AddComponent<T>(); var player = Container.InstantiateComponent <PlayerCore>(go); // character._weaponAnchor = character.transform.Find(WeaponBindAnchor); player.ThemeColor = asset.ThemeColor; player.CharacterRig = player.GetComponent <Rigidbody>(); player.OnSpawn(asset); var arm = player.GetComponent <CharacterArm>(); arm.Core = player; arm.Attach(WeaponFactory.Create(_weaponAsset, anchor)); return(player); }
public void Init( CharacterAsset asset, RenderTexture renderTexture, float horizontalOffset ) { _characterAsset = asset; _renderTexture = renderTexture; _camera.targetTexture = _renderTexture; transform.localPosition = Vector3.right * horizontalOffset; _character = asset.Create( transform.position, _anchor, Quaternion.identity); _character.Transform.rotation = Quaternion.LookRotation( Vector3.forward, Vector3.up); _character.FSM_SetState( World.Objects .ObjectState .CharacterSelect); UpdateCamera(); }
private CharacterElement CreateCharacterGUI(VisualElement root, CharacterAsset asset, CharacterRow character) { var contentElems = new List <ContentElement>(); var characterElem = new CharacterElement { userData = contentElems, text = character.Id.Or("<none>") }; var languages = new List <string>(asset.Languages); var languagesPopup = new LanguagePopup("Language Id", languages, 0); languagesPopup.RegisterValueChangedCallback(OnChangeLanguage); characterElem.Content.Add(languagesPopup); CreateAvatarGUI(characterElem.Content, character); CreateP1GUI(characterElem.Content, character); CreateP1BackgroundGUI(characterElem.Content, character); CreateP2GUI(characterElem.Content, character); CreateP2BackgroundGUI(characterElem.Content, character); CreateP3GUI(characterElem.Content, character); CreateP3BackgroundGUI(characterElem.Content, character); CreateContentGUI(characterElem.Content, asset, character, contentElems, languages[0]); root.Add(characterElem); return(characterElem); }
public void BuildADeckFor(CharacterAsset asset) { ShowScreenForDeckBuilding(); CollectionBrowserScript.ShowCollectionForDeckBuilding(asset); DeckBuildingScreen.Instance.TabsScript.SetClassOnClassTab(asset); BuilderScript.BuildADeckFor(asset); }
protected override async void OnRendered() { base.OnRendered(); toggleOfflineButton.GetComponentInChildren <Text>().text = Context.IsOnline() ? "OFFLINE_GO_OFFLINE".Get() : "OFFLINE_GO_ONLINE".Get(); LayoutFixer.Fix(toggleOfflineButton.transform); profileTab.characterTransitionElement.Enter(); profileTab.changeCharacterButton.gameObject.SetActive(LoadedPayload.IsPlayer); contentTabs.gameObject.SetActive(LoadedPayload.IsPlayer); topRightColumn.gameObject.SetActive(LoadedPayload.IsPlayer); // Always use local character if local player if (LoadedPayload.Profile.User.Uid == Context.Player.Id) { profileTab.characterDisplay.Load(CharacterAsset.GetTachieBundleId(Context.CharacterManager.SelectedCharacterId)); } else if (LoadedPayload.Profile.Character != null) { profileTab.characterDisplay.Load(CharacterAsset.GetTachieBundleId(LoadedPayload.Profile.Character.AssetId)); } contentTabs.Select(LoadedPayload.TabIndex); await UniTask.DelayFrame(2); if (LoadedPayload.ProfileScrollPosition > -1) { profileTab.scrollRect.verticalNormalizedPosition = LoadedPayload.ProfileScrollPosition; } }
public CharacterAsset DealAvatar() { Debug.Log("Dealing avatar: " + AvatarDictionary[0].name); CharacterAsset newAvatar = AvatarDictionary[0]; AvatarDictionary.RemoveAt(0); return(newAvatar); }
public void loadFromPlayer(NetworkPlayer np) { this.np = np; Nickname = np.nickname; Coins = np.coins; ca = np.avatar; loadVisualsFromObject(); }
public void SetCharacterInfo(CharacterAsset asset, int playerNumber) //finds the character and assigns the proper texts { this.asset = asset; gameObject.SetActive(true); playerNum = playerNumber; charaName = asset.CharacterName; characterNameText.text = asset.DisplayName.ToUpper(); StartCoroutine(WaitAndSetCharacterInfo()); }
// Use this for initialization void Start() { ca = GameObject.Find("Character Asset Manager").GetComponent <CharacterAsset>(); //InstantiateCharacterModel(); //PC.Instance = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerCharacter>(); // InstantiateWeaponModel(); }
private void populateFields(CharacterAsset ca, string na) { characterToDisplay = ca; nickname = na; avatar.sprite = characterToDisplay.AvatarImage; nicknameLabel.text = nickname; }
// Use this for initialization void Start() { ca = GameObject.Find("Character Asset Manager").GetComponent <CharacterAsset>(); InstantiateCharacterModel(); RefreshCharacterMeshMaterials(); InstantiateWeaponModel(); InstantiateHairMesh(); }
void Start() { sa = GameObject.Find("_StadiumAssetManager").GetComponent <StadiumAsset>(); ca = GameObject.Find("_CharacterAssetManager").GetComponent <CharacterAsset>(); stadiumSelected = sa.chosenStadium.name; InstantiateCharacterModel(); hasChangeScene = false; }
private void ShowCards(bool showingCardsPlayerDoesNotOwn = false, int pageIndex = 0, bool includeAllRarities = true, bool includeAllCharacters = true, RarityOptions rarity = RarityOptions.Basic, CharacterAsset asset = null, string keyword = "", int manaCost = -1, bool includeTokenCards = false) { // saving the information about the cards that we are showing to players on this page _showingCardsPlayerDoesNotOwn = showingCardsPlayerDoesNotOwn; _pageIndex = pageIndex; _includeAllRarities = includeAllRarities; _includeAllCharacters = includeAllCharacters; _rarity = rarity; _asset = asset; _keyword = keyword; _manaCost = manaCost; _includeTokenCards = includeTokenCards; List <CardAsset> CardsOnThisPage = PageSelection(showingCardsPlayerDoesNotOwn, pageIndex, includeAllRarities, includeAllCharacters, rarity, asset, keyword, manaCost, includeTokenCards); // clear created cards list ClearCreatedCards(); if (CardsOnThisPage.Count == 0) { return; } // Debug.Log(CardsOnThisPage.Count); for (int i = 0; i < CardsOnThisPage.Count; i++) { GameObject newMenuCard; if (CardsOnThisPage[i].TypeOfCard == TypesOfCards.Creature) { // it is a creature card newMenuCard = Instantiate(CreatureMenuPrefab, Slots[i].position, Quaternion.identity) as GameObject; } else { // it is a spell card newMenuCard = Instantiate(SpellMenuPrefab, Slots[i].position, Quaternion.identity) as GameObject; } newMenuCard.transform.SetParent(this.transform); CreatedCards.Add(newMenuCard); OneCardManager manager = newMenuCard.GetComponent <OneCardManager>(); manager.cardAsset = CardsOnThisPage[i]; manager.ReadCardFromAsset(); AddCardToDeck addCardComponent = newMenuCard.GetComponent <AddCardToDeck>(); addCardComponent.SetCardAsset(CardsOnThisPage[i]); addCardComponent.UpdateQuantity(); } }
public void ShowCollectionForDeckBuilding(CharacterAsset buildingForThisCharacter) { KeywordInputFieldScript.Clear(); CardsThatYouDoNotHaveToggleScript.SetValue(false); ManaFilterSctipt.RemoveAllFilters(); _character = buildingForThisCharacter; ShowCards(false, 0, true, false, RarityOptions.Basic, _character, "", -1, false); DeckBuildingScreen.Instance.TabsScript.ClassTab.Select(instant: true); DeckBuildingScreen.Instance.TabsScript.SelectTab(DeckBuildingScreen.Instance.TabsScript.ClassTab, instant: true); }
void Awake() { // allow only one instance of the Main Menu if (instance != null && instance != this) { Destroy(gameObject); return; } DontDestroyOnLoad(gameObject); instance = this; }
void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }
private void ChangeCardColorBasedOnCharacterAsset(CharacterAsset characterAsset) { if (CardBodyImage != null) { CardBodyImage.color = characterAsset != null ? characterAsset.ClassCardTint : Color.white; } if (RibbonImage != null) { RibbonImage.color = characterAsset != null ? characterAsset.ClassRibbonsTint : Color.white; } }
private void populateFields(CharacterAsset ca, string na) { characterToDisplay = ca; nickname = na; largeAvatar.sprite = characterToDisplay.AvatarImage; smallAvatar.sprite = characterToDisplay.AvatarImage; largeNickname.text = nickname; smallNickname.text = nickname; commandText.text = "Tell us about \n yourself!"; }
public List <CardAsset> GetCardsOfCharacter(CharacterAsset asset) { /* * // get cards that blong to a particular character or neutral if asset == null * var cards = from card in allCardsArray * where card.CharacterAsset == asset * select card; * * var returnList = cards.ToList<CardAsset>(); * returnList.Sort(); */ return(GetCards(true, true, false, RarityOptions.Basic, asset)); }
public void initializeAvatars() { avatarAssets = new List <CharacterAsset>(); int numSlots = avatarSlots.Count; for (int i = 0; i < numSlots; i++) { CharacterAsset newAv = GameManager.Instance.avatarManager.DealAvatar(); avatarAssets.Add(newAv); } fillSlots(); }
public void StartGame() { CharacterAsset[] selected = new CharacterAsset[dropDowns.Length]; for (int i = 0; i < dropDowns.Length; i++) { selected[i] = characterAssets[dropDowns[i].value]; } //Debug.Log("1: " + selected[0].name + " / 2: " + selected[1].name + " / 3: " + selected[2].name); GameManager.instance.CreateControllers(selected); gameObject.SetActive(false); }
private void fillFromPlayer() { if (player.nickname == null) { PlayerName.text = "Noname"; } else { PlayerName.text = player.nickname; } characterAsset = player.avatar; PlayerName.color = characterAsset.PlayerTextTint; Avatar.sprite = characterAsset.AvatarImage; }
// Use this for initialization void Start() { ca = GameObject.Find("Character Asset Manager").GetComponent<CharacterAsset>(); //InstantiateCharacterModel(); //PC.Instance = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerCharacter>(); // InstantiateWeaponModel(); }
// Use this for initialization void Start() { ca = GameObject.Find("Character Asset Manager").GetComponent<CharacterAsset>(); InstantiateCharacterModel(); RefreshCharacterMeshMaterials(); InstantiateWeaponModel(); InstantiateHairMesh(); }