Inheritance: MonoBehaviour
Exemple #1
0
 public static void ShowAlert(string Msg, GM.Utilities.Types.MessageType msgType, Form CallForm)
 {
     DevExpress.XtraBars.Alerter.AlertInfo info = new DevExpress.XtraBars.Alerter.AlertInfo(Application.ProductName, Msg);
     switch (msgType)
     {
         case GM.Utilities.Types.MessageType.Success:
             info.Image = GM.Properties.Resources.done;
             break;
         case GM.Utilities.Types.MessageType.Error:
             info.Image = GM.Properties.Resources.error;
             break;
         case GM.Utilities.Types.MessageType.Info:
             info.Image = GM.Properties.Resources.info;
             break;
         case GM.Utilities.Types.MessageType.Debug:
             info.Image = GM.Properties.Resources.info;
             break;
         case GM.Utilities.Types.MessageType.Fatal:
             info.Image = GM.Properties.Resources.error;
             break;
         case GM.Utilities.Types.MessageType.Warn:
             info.Image = GM.Properties.Resources.info;
             break;
         default:
             break;
     }
     Alert.Show(CallForm, info);
 }
Exemple #2
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 void Start()
 {
     gm = GameObject.Find("Main Camera").GetComponent<GM>();
     player = GameObject.Find("Allie").GetComponent<Player>();
     talkbox = GameObject.Find("Hunter2/TalkBox");
     talkbox.SetActive(false);
 }
Exemple #3
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 // Use this for initialization
 void Awake()
 {
     if (instance == null)
         instance = this;
     else if (instance != this)
         Destroy (gameObject);
 }
Exemple #4
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 void Awake()
 {
     if (current == null)
         current = this;
     else if(current != this)
         Destroy (gameObject);
     score = originalLife;
 }
Exemple #5
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    // Use this for initialization
    void Start () {
        if (instance == null)
            { instance = this; }
        else if (instance != this)
            { Destroy(gameObject); }

        Setup();
	}
Exemple #6
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 // Use this for initialization
 void Start()
 {
     if (instance == null)   //make sure only 1 instance
         instance = this;
     else if (instance != null)
         Destroy(gameObject);
     Setup();
 }
Exemple #7
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 // Use this for initialization
 void Start()
 {
     if (instance == null)
         instance = this;
     else if (instance != this)
         Destroy (gameObject);
     Setup();
 }
Exemple #8
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    // Use this for initialization
    void Start()
    {
        if (instance == null)
            instance = this;
        //else if (instance != this)
            //Destroy(gameOject);

        Setup();
    }
Exemple #9
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	void Awake () {	
		//enforce Singleton pattern
		if (instance == null) //check if we have a GM yet
			instance = this; //if not, then we set to this
		else if (instance != this) //GM already exists
			Destroy (gameObject); //want to get rid of that GM, good habit to get into this! do not end up with two copies of GM

		Setup ();
	}
Exemple #10
0
    // Use this for initialization
    void Awake()
    {
        if (instance == null)
            instance = this;
        else if (instance != this)
            Destroy (gameObject);

        Setup();
        movementDirection = Vector3.left;
    }
Exemple #11
0
    void Awake()
    {
        if (master == null)
        {
            master = this;
        }

        for (int i = 0; i < arr.Length; i++)
        {
            if (arr[i] == null) throw new MissingComponentException("there is null element in arr: " + gameObject.name + " at index: " + i);
            arr[i].SetActive(false);
        }

        playButton.GetComponent<Button>().onClick.AddListener(() => NewGame());
    }
Exemple #12
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        /// <summary>
        /// Awake (Unity) function
        /// This is called FIRST, you may have to increase priority to load this in the Script 
        /// Execution Order (already done in template project). Below are goals of this function:
        /// * Verify attached files to game Manager for referencing other managers
        ///   other sort of information from outside the particular script you are in.
        /// * Identify and store the current device / OS that the game is running on and store it.
        /// * Update Scene To Load Next, This is used for development to quickly change the first scene when you hit play.
        /// * If this is not Unity Editor make sure levelEditMode is false, to avoid problems where wrong states are called (like input processing sent to levelEditor)
        /// </summary>
        protected override void Awake()
        {
            Debug.Log("GM_Awake()");
            gameManager = GetComponent<GM>() as GM;

            //if (useAtlas) setAtlas();
            if (scene == null) scene = GameObject.FindGameObjectWithTag("_SM").GetComponent<sceneManager>();

            #if UNITY_EDITOR
            if (scene.thisScene != currentScene)
            {
                currentScene = scene.thisScene;
            }
            if (scene.debugOn)
            {
                framework.gMode = (int)GameMode.Slots;
            }
            #else
			//levelMan.levelEditMode = false;
            #endif
            DontDestroyOnLoad(this.gameObject);
            base.Awake(); // Call Parent Awake
        }
Exemple #13
0
 void Start()
 {
     gameData = (GameData)Resources.Load("GameData", typeof(GameData));
     gm = GameObject.Find("GameManager").GetComponent<GM>();
     //procClock = this.transform.GetComponentInChildren<Image> ();
     propertyImage = procClock;
     //procText = this.transform.FindChild("ProcessTime").gameObject.GetComponent<Text>();
     //desText = this.transform.FindChild("DestroyClock").gameObject.GetComponent<Text> ();
     gold = this.transform.Find("Gold").GetComponent<Text>();
     LoadCardInfo();
 }
Exemple #14
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 public void Awake()
 {
     Instance = this;
 }
Exemple #15
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 void Start()
 {
     GM = GameObject.FindGameObjectWithTag("GM");
     _gm = GM.GetComponent<GM>();
 }
 public void Start()
 {
     this.GM = GameObject.Find("GM").GetComponent<GM>();
     this.EF = GameObject.Find("Effect Manager").GetComponent<EffectManager>();
 }
    void Start()
    {
        this.gm = GameObject.Find("GM").GetComponent<GM>();

        this.effectMap = new Dictionary<Effect, spellDelegate>();

        this.effectMap.Add(Effect.Fireball, new spellDelegate(Fireball));
        this.effectMap.Add(Effect.Heal, new spellDelegate(Heal));
        this.effectMap.Add(Effect.Firestorm, new spellDelegate(Firestorm));
        this.effectMap.Add(Effect.Draw, new spellDelegate(Draw));
    }
Exemple #18
0
 void Start()
 {
     gm = GameObject.Find("GameManager").GetComponent<GM>();
 }
Exemple #19
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    IEnumerator wait()
    {
        yield return(new WaitForSeconds(1f));

        GM.ReloadScene();
    }
Exemple #20
0
 void Start()
 {
     gm = GameObject.Find("GameManager").GetComponent<GM>();
     gameData = (GameData)Resources.Load("GameData", typeof(GameData));
 }
 protected virtual void Awake()
 {
     rigidBody 					= GetComponent<Rigidbody>() as Rigidbody;
     navMeshAgent 				= GetComponent<NavMeshAgent> () as NavMeshAgent;
     willRendered 				= GetComponent<WillRendered> () as WillRendered;
     Skeleton 					= GetComponent<SkeletonRenderer> () as SkeletonRenderer;
     Render 						= GetComponent<Renderer> () as Renderer;
     EState 						= EffectState.DEFAULT;
     _gm							= GM.Create();
     _flip						= -1;
     isAttack					= false;
     isGrounded					= true;
     _maxHP 						= hp;//@todo
     if (!IsPlayer ())
     {
         navMeshAgent.updateRotation = updateRotation;
         navMeshAgent.enabled 		= false;
     }
 }
 //God cares not for As, he cares only for your faith
 public void Start()
 {
     gm = GameObject.Find("GM").GetComponent<GM>();
 }
Exemple #23
0
 void Start()
 {
     gameManager = GameObject.FindWithTag("GameController").GetComponent<GM>() as GM;
 }
Exemple #24
0
 // Use this for initialization
 void Start()
 {
     if (instance == null) {
         instance = this;
     } else {
         Destroy(instance);
     }
     Setup ();
 }
Exemple #25
0
        private void CreateBuildings(JSONObject mapData, Vector2 worldCenter)
        {
            //filter to just polygons
            foreach (var geo in mapData["features"].list.Where(x => x["geometry"]["type"].str == "Polygon"))
            {
                //convert and add points

                var geocenterx = new List <float> ();
                var geocentery = new List <float> ();

                var l = new List <Vector3>();
                for (int i = 0; i < geo["geometry"]["coordinates"][0].list.Count - 1; i++)
                {
                    var c = geo["geometry"]["coordinates"][0].list[i];
                    geocenterx.Add(c [1].f);
                    geocentery.Add(c [0].f);
                    var bm = GM.LatLonToMeters(c[1].f, c[0].f);

                    //c[1].f====>33
                    var pm = new Vector2(bm.x - Rect.center.x, bm.y - Rect.center.y);
                    l.Add(pm.ToVector3xz());
                }


                try
                {
                    var center = l.Aggregate((acc, cur) => acc + cur) / l.Count;

                    float centerx = geocenterx.Sum() / geocenterx.Count;
                    float centery = geocentery.Sum() / geocentery.Count;



                    if (!BuildingDictionary.ContainsKey(center))
                    {
                        var bh = new BuildingHolder(center, l);
                        for (int i = 0; i < l.Count; i++)
                        {
                            l[i] = l[i] - bh.Center;
                        }
                        BuildingDictionary.Add(center, bh);

                        var m = bh.CreateModel();


                        if (geo["properties"]["name"] != null)
                        {
                            m.name = geo["properties"]["name"].ToString().Split('"')[1];
                        }
                        else
                        {
                            m.name = "Unknown_Building";
                        }
                        var st = m.gameObject.AddComponent <Storage>();
                        st.lat = centerx;
                        st.lng = centery;

                        //Debug.Log(m.name + " --- [" +centerx +"," + centery +"]");

                        if (geo["properties"]["height"] != null)
                        {
                            float heighttemp = float.Parse(geo["properties"]["height"].ToString());
                            m.transform.localScale = new Vector3(1, heighttemp / 16, 1);
                        }

                        m.transform.parent        = this.transform;
                        center                    = new Vector3(center.x, center.y, center.z);
                        m.transform.localPosition = center;


                        m.AddComponent <MeshCollider>();
                        m.tag = "Collider";


                        if (geo["properties"]["addr_housenumber"] != null)
                        {
                            st.adress = (geo["properties"]["addr_housenumber"].ToString().Split('\"')[1] + " " + geo["properties"]["addr_street"].ToString().Split('\"')[1]);
                        }

                        //check

//						Collider[] hitC = Physics.OverlapSphere (m.transform.position, 30);
//						for(int i = 0; i < hitC.Length;i++){
//							if(hitC[i].name != "Plane"){
//								GameObject.Destroy(m);
//								break;
//							}else{
//								Debug.Log(hitC[i].name);
//							}
//						}
                    }
                }
                catch (Exception ex)
                {
                    //Debug.Log(ex);
                }
            }
        }