private void Update() { if (!player.HasTrait(PlayerTraits.Traits.CanBoost)) { return; } if (!isRecharging) { isRecharging = state == States.None && player.CheckState(StateLabels.IsGrounded); } if (isRecharging && boostAvailable < MaxBoost) { boostAvailable += RechargeRate * Time.deltaTime; } if (state == States.Boosting) { boostAvailable -= BoostUsageRate * Time.deltaTime; if (boostAvailable <= 0) { StopBoost(); } } Mathf.Clamp(boostAvailable, 0, MaxBoost); DebugUI.SetBoostIndicatorFill(boostAvailable / MaxBoost); }
/// <summary> /// Start関数 /// </summary> void Start() { // Debugger登録 DebugUI.SetCounter(animationInfo, characterNum); // animation の情報初期化 animationInfo.Initialize(); // それぞれのバッファーを初期化/作成 boardRenderers = new BoardRenderer[characterNum]; characterTransforms = new Transform[characterNum]; var material = new Material(drawMaterial); material.mainTexture = animationInfo.texture; for (int i = 0; i < characterNum; ++i) { var gmo = GameObject.Instantiate(prefab, new Vector3(Random.RandomRange(-InitPosXParam, InitPosXParam), 0.5f, Random.RandomRange(-InitPosZParam, InitPosZParam)), Quaternion.identity); // 今回のサンプルではColliderは不要なので削除 GameObject.Destroy(gmo.GetComponent <Collider>()); characterTransforms[i] = gmo.transform; boardRenderers[i] = gmo.GetComponent <BoardRenderer>(); boardRenderers[i].SetMaterial(material); int idx = i % animationInfo.sprites.Length; boardRenderers[i].SetRect(animationInfo.GetUvRect(0)); } }
public static bool OnProcessCmd(DebugUI.Command cmd) { DebugUI debugUI = MainGame.DebugUI; string main = cmd.main; if (main.ToLower() [0] == 'c' && main.ToLower() [1] == ':') { if (((int)xc.Game.GetInstance().GameMode & (int)xc.Game.EGameMode.GM_Net) == (int)xc.Game.EGameMode.GM_Net) { SendGMCommandForDebugUI(cmd); } else { debugUI.PushLog("非联网模式无法发送聊天"); debugUI.PushLog(main.ToLower()); } return(true); } if (main.ToLower()[0] == 'x' && main.ToLower()[1] == ':') { if (((int)xc.Game.GetInstance().GameMode & (int)xc.Game.EGameMode.GM_Net) == (int)xc.Game.EGameMode.GM_Net) { SendGMCommandThroughMajorConnect(cmd); } } return(ToProcessCommand(main, cmd.paramArray, debugUI)); }
public void EnqueueInput(NetCommand.PlayerInputCommand command, Player player, uint serverWorldTick) { // Monitoring. DebugUI.ShowValue("sv stale inputs", staleInputs); // Calculate the last tick in the incoming command. uint maxTick = command.StartWorldTick + (uint)command.Inputs.Length - 1; // Scan for inputs which haven't been handled yet. if (maxTick >= serverWorldTick) { uint start = serverWorldTick > command.StartWorldTick ? serverWorldTick - command.StartWorldTick : 0; for (int i = (int)start; i < command.Inputs.Length; ++i) { // Apply inputs to the associated player controller and simulate the world. var worldTick = command.StartWorldTick + i; var tickInput = new TickInput { WorldTick = (uint)worldTick, RemoteViewTick = (uint)(worldTick - command.ClientWorldTickDeltas[i]), Player = player, Inputs = command.Inputs[i], }; queue.Enqueue(tickInput, worldTick); // Store the latest input in case the simulation needs to repeat missed frames. latestPlayerInput[player.Id] = tickInput; } } else { staleInputs++; } }
/// <summary> /// 隐藏调试UI /// </summary> public static void HideDebugUI() { DebugUI debugUI = DebugUI; if (debugUI != null) { debugUI.enabled = false; } var fps_respond = mCoreObject.GetComponent <FPSRespond>(); if (fps_respond != null) { fps_respond.enabled = false; } DebugFPS debugFPS = mCoreObject.GetComponent <DebugFPS>(); if (debugFPS != null) { debugFPS.enabled = false; } if (debugWindow != null) { debugWindow.gameObject.SetActive(false); } }
void Update() { if (Input.GetMouseButtonDown(0)) { //mode =! mode; } if (Input.GetMouseButtonDown(0)) { // Entityセット用のデータ作成 MyTransform trans = new MyTransform(); CharaData chara = new CharaData(); for (int i = 0; i < clickInstance; ++i) { // Entityの作成 var entity = manager.CreateEntity(charaArch); //座標セット float x = -InitPosXParam + i * 2 * InitPosXParam / clickInstance; trans.position = new Vector3(x, 0.5f, -InitPosZParam); // キャラクターのデータセット chara.time = Random.Range(0.0f, 3.0f); // 少し揺れ幅を持たせます chara.velocity = new Vector3(0.0f, 0.0f, 3.0f); // 生成したEntitiyにデータセット manager.SetComponentData(entity, trans); manager.SetComponentData(entity, chara); } } // デバッグ情報更新 DebugUI.SetCharaNum(charaSystem.CharaNum); charaSystem.Update(); }
/// <summary> /// Start関数 /// </summary> void Start() { // Debugger登録 DebugUI.SetCounter(animationInfo, characterNum); // animation の情報初期化 animationInfo.Initialize(); // それぞれのバッファーを初期化/作成 boardRenderers = new BoardRenderer[characterNum]; characterTransforms = new Transform[characterNum]; velocities = new NativeArray <Vector3>(characterNum, Allocator.Persistent); drawParameter = new NativeArray <Rect>(characterNum, Allocator.Persistent); animationRectInfo = new NativeArray <Rect>(animationInfo.Length, Allocator.Persistent); for (int i = 0; i < animationInfo.Length; ++i) { animationRectInfo[i] = animationInfo.GetUvRect(i); } var material = new Material(drawMaterial); material.mainTexture = animationInfo.texture; for (int i = 0; i < characterNum; ++i) { var gmo = GameObject.Instantiate(prefab, new Vector3(Random.RandomRange(-InitPosXParam, InitPosXParam), 0.5f, Random.RandomRange(-InitPosZParam, InitPosZParam)), Quaternion.identity); characterTransforms[i] = gmo.transform; boardRenderers[i] = gmo.GetComponent <BoardRenderer>(); boardRenderers[i].SetMaterial(material); int idx = i % animationInfo.sprites.Length; boardRenderers[i].SetRect(animationInfo.GetUvRect(idx)); } for (int i = 0; i < characterNum; ++i) { velocities[i] = new Vector3(Random.RandomRange(-1.0f, 1.0f), 0.0f, Random.RandomRange(-1.0f, 1.0f)); velocities[i] = velocities[i].normalized; } }
public override void Load() { base.Load(); instance = this; if (!Main.dedServ) { debugInterface = new UserInterface(); debugUI = new DebugUI(); debugUI.Activate(); } if (Main.netMode != NetmodeID.Server) { Ref <Effect> filterRef = new Ref <Effect>(GetEffect("Effects/GlyphBurningGlow")); Filters.Scene["GlyphBurningGlow"] = new Filter(new ScreenShaderData(filterRef, "GlyphBurningGlow"), EffectPriority.VeryHigh); Filters.Scene["GlyphBurningGlow"].Load(); Ref <Effect> filterRef2 = new Ref <Effect>(GetEffect("Effects/GlyphBurningDistort")); Filters.Scene["GlyphBurningDistort"] = new Filter(new ScreenShaderData(filterRef2, "GlyphBurningDistort"), EffectPriority.VeryHigh); Filters.Scene["GlyphBurningDistort"].Load(); } }
void Start() { _debugUI = GameObject.Find("DebugUI").GetComponent <DebugUI>(); _text = gameObject.GetComponent <Text>(); _canvasGroup = gameObject.GetComponent <CanvasGroup> (); _baseAlpha = 1f; }
void Start() { _debugUI = GameObject.Find("DebugUI").GetComponent<DebugUI>(); _text = gameObject.GetComponent<Text>(); _canvasGroup = gameObject.GetComponent<CanvasGroup> (); _baseAlpha = 1f; }
protected override void OnFrameRun(float deltaTime, float realDeltaTime) { DebugUI.SetDebugLabel("Spawner pos", transform.position); FadeIn.RunFrame(deltaTime); DeactivateTimer.Increment(deltaTime); CreateFleetingTextAtCenter("SPAWNER"); }
private void Start() { player = Player.Instance; gravity = player.GetComponent <PlayerGravity>(); body = player.GetComponent <Rigidbody2D>(); DebugUI.SetBoostIndicatorFill(boostAvailable / MaxBoost); }
static void Postfix(DebugUI __instance) { Timer gifTimer = typeof(DebugUI).GetFieldValue <Timer>("manualGifTimer"); gifTimer.Enabled = true; __instance.gameObject.SetActive(true); Mod.helper.Log("test"); }
private void Awake() { instance = this; //this.gameObject.SetActive(!Overseer.Instance.DebugEnabled); debugTextElement.text = ""; }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") { DebugUI.SetText("Trait Unlocked:\n" + TraitUnlock.ToString()); Player.Instance.AddTrait(TraitUnlock); Destroy(gameObject); } }
void Awake() { if (_instance != null) { Debug.Log("Instance already exists!"); return; } _instance = this; }
private void UpdateAccumulatedStats() { sendAverage.Update(Time.deltaTime, netManager.Statistics.BytesSent - lastBytesSent); recvAverage.Update(Time.deltaTime, netManager.Statistics.BytesReceived - lastBytesRecv); DebugUI.ShowValue("send bps", sendAverage.Average); DebugUI.ShowValue("recv bps", recvAverage.Average); lastBytesSent = netManager.Statistics.BytesSent; lastBytesRecv = netManager.Statistics.BytesReceived; }
public static void SetDebugShow(bool bShow) { DebugUI debugUI = Main.instance.GetComponent <DebugUI>(); if (debugUI == null) { return; } debugUI.IsDrawDebug = bShow; }
private void Init() { DebugUI = FindObjectOfType <Canvas>().GetComponent <DebugUI>(); SkeletonAnimation = GetComponent <SkeletonAnimation>(); AnimationState = SkeletonAnimation.AnimationState; Body = GetComponent <Rigidbody2D>(); FireBreath = GetComponentInChildren <FireBreathController>(); SetAnim(AnimTrack.Movement, Anim.IDLE_NORMAL, true); }
DebugUI() { if (instance) { Destroy(this); } else { instance = this; } }
public static void Show() { if (Instance != null) { Instance.gameObject.SetActive(true); } else { Instance = UISystem.InstantiateUI("DebugUI").GetComponent <DebugUI>(); } }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(this); } }
private void Awake( ) { if (instance != null) { throw new Exception("Debug UI already exists"); } else { instance = this; DontDestroyOnLoad(instance); } }
// Use this for initialization void Start () { timeleft = updateInterval; sceneFader = GameObject.FindGameObjectWithTag("GameController").GetComponent<SceneFader>(); healthController = GameObject.FindGameObjectWithTag("Player").GetComponent<HealthController>(); ui_timerText = GameObject.Find("UI_Canvas/UI_TimerText").GetComponent<TimerUI>(); ui_levelInfo = GameObject.Find("UI_Canvas/UI_LevelInfoText").GetComponent<LevelInfoUI>(); ui_healthPoints = GameObject.Find("UI_Canvas/UI_HealthPoints").GetComponent<HealthPointsUI>(); ui_debug = GameObject.Find("UI_Canvas/UI_Debug").GetComponent<DebugUI>(); }
protected override void PostUpdate() { // Process the remaining world states if there are any, though we expect this to be empty? // TODO: This is going to need to be structured pretty differently with other players. excessWorldStateAvg.Push(worldStateQueue.Count); //while (worldStateQueue.Count > 0) { // ProcessServerWorldState(); //} // Show some debug monitoring values. DebugUI.ShowValue("cl rewinds", replayedStates); DebugUI.ShowValue("incoming state excess", excessWorldStateAvg.Average()); clientSimulationAdjuster.Monitoring(); }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(this.gameObject); }
public void LogQueueStatsForPlayer(Player player, uint worldTick) { int count = 0; foreach (var entry in queue) { if (entry.Player.Id == player.Id && entry.WorldTick >= worldTick) { count++; worldTick++; } } averageInputQueueSize.Push(count); DebugUI.ShowValue("sv avg input queue", averageInputQueueSize.Average()); }
public void Tick(float deltaTime) { bool hitGround = GroundHitCheck(); if (hitGround && state == States.NotGrounded) { state = States.Grounded; } else if (!hitGround && state == States.Grounded) { timeLeftGround = Time.time; state = States.NotGrounded; } DebugUI.SetText(state.ToString()); }
// Use this for initialization void Start() { m_updateIn = updateDelta; m_snake = new Snake(m_body); m_camera = camera.GetComponent <Camera>(); // set the debug component debugUI = GameObject.Find("_GM").GetComponent <DebugUI>(); m_snake.addHead(m_head, new Vector2(0, 0)); // Add 3 body parts for (int i = 0; i < numberOfParts; i++) { m_snake.addBody(m_body, new Vector2(0, (i + 1) * -0.64f)); } }
void Awake() { if (_instance != null) { Debug.LogWarning("You can only have one instance of DebugUI! Ignoring additional..."); } else { _instance = this; } _uiText = gameObject.GetComponent <Text>(); if (_uiText == null) { Debug.LogWarning("You need to have a Text component!"); } }
// Use this for initialization IEnumerator Start() { yield return(null); /* * // Open/close console. * if (CrossPlatformInputManager.GetButtonDown(InputMapping.GetInputString(InputMapping.Key.ToggleConsole))) * { * bool activate = !DebugUI.ConsoleActive; * * DebugUI.ActivateConsole(activate); * } */ DebugUI.SetCurrentGameCamera(Camera.main); DebugUI.EnableFlyCamera(true); Cursor.lockState = CursorLockMode.Locked; }
public void UpdatePlayerImage(Player currentPlayer) { if (currentPlayer.Type == PlayerType.Battlebeard) { //Change to player images once in BBImage.enabled = true; SSImage.enabled = false; } else if (currentPlayer.Type == PlayerType.Stormshaper) { BBImage.enabled = false; SSImage.enabled = true; } else { DebugUI.getUI().SetMessage("An Error has occurured in resourceUI; playerType cannot be none", 22, Color.red); } }
protected void Awake() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); if (Debug.isDebugBuild || Application.isEditor) { Show(); } else { Hide(); } }
void Awake() { ui = this; }