Exemple #1
0
    // Update is called once per frame
    void Update()
    {
        delta += Time.deltaTime;

        if (delta > span)
        {
            delta = 0;

            count++;
        }

        if (!has_tex && count >= FIRST_TIME)
        {
            DestroyChild();
            has_tex = true;
            PrefabGenerator.CreateChild(this.gameObject, "Prefab/Event/Achoo/achoo2Prefab", "achoo2");
        }

        if (has_tex && count >= SECOND_TIME)
        {
            DestroyChild();
            Destroy(this.gameObject);
            EventDirector.curr_global_event = GlobalEvent.ETC;
        }
    }
Exemple #2
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        protected override void OnCreate()
        {
            var resourceManager = ResourceManager.Instance;
            var scene           = this.Scene;
            var shader          = this.Shader;

            var noiseTexture     = PrefabGenerator.GenerateNoiseTexture(4, 4);
            var noiseTextureProp = shader.GetProperty <Texture>("noiseTexture");

            shader.Set(noiseTextureProp, noiseTexture);

            screenWidthProp  = shader.GetProperty <int>("screenWidth");
            screenHeightProp = shader.GetProperty <int>("screenHeight");

            //	SetKernelSize(64);

            var changer = this.Scene.ActiveCamera.Entity.GetComponent <OptionChanger>();

            this.radiusProp = this.Shader.GetProperty <float>("radius");
            changer.AddOption(new SimpleFloatOption("SSAO Radius", 0.5f, 0.01f, 5.0f, 0.01f, (float value) => { this.Shader.Set(this.radiusProp, value); }));

            this.powerRadius = this.Shader.GetProperty <float>("power");
            changer.AddOption(new SimpleFloatOption("SSAO Power", 2.0f, 0.1f, 20.0f, 0.1f, (float value) => { this.Shader.Set(this.powerRadius, value); }));

            kernelSizeProp = this.Shader.GetProperty <int>("kernelSize");
            changer.AddOption(new SimpleIntOption("SSAO Kernel Size", 16, 1, 128, 1, SetKernelSize));

            this.enabledProp = this.Shader.GetProperty <bool>("enabled");
            changer.AddOption(new SimpleBoolOption("Use SSAO", true, (bool value) => { this.Shader.Set(enabledProp, value); }));
        }
Exemple #3
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            curr_attrivute = (Attribute)Random.Range(0, (int)Attribute.GRASS_SOLID);

            count++;
            string building_name = "building" + count;

            this.transform.rotation = mocha_obj.transform.rotation;
            this.transform.position = mocha_obj.transform.position;

            switch (curr_attrivute)
            {
            case Attribute.GRASS:
                PrefabGenerator.CreatePrefab("Prefab/Building/GrassBuildingPrefab", this.gameObject, building_name);
                break;

            case Attribute.SOLID:
                PrefabGenerator.CreatePrefab("Prefab/Building/SolidBuildingPrefab", this.gameObject, building_name);
                break;
            }
        }

        if (GameDirector.suicide_message == true)
        {
            count = 0;
        }
    }
Exemple #4
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    void Start()
    {
        //this.mocha_parameter.m_State = MochaState.BREAK;
        this.MochaOldState = this.mocha_parameter.m_State;

        this.OldMoveDirection = 0;

        MyMochaSpriteRenderer = gameObject.GetComponent <SpriteRenderer>();

        mocha_manager_object = GameObject.Find("MochasManager");
        mocha_manager        = mocha_manager_object.GetComponent <MochasManager>();

        prefab_generator_object = GameObject.Find("PrefabGenerator");
        prefab_generator        = prefab_generator_object.GetComponent <PrefabGenerator>();

        // 自分自身の情報で初期化
        this.my_object = GameObject.Find(this.transform.name);
        my_animator    = GetComponent <Animator>();

        // このモチャをMochasManagerのMochaListの一番最後に追加する
        mocha_manager.AddMochaList(this.my_object);

        mocha_behavior_info.StateMaxTime = 30.0f;
        mocha_behavior_info.StateNowTime = 0.0f;
    }
Exemple #5
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 public static void CreateHimo(GameObject obj_)
 {
     if (GameObject.Find("himo"))
     {
         return;
     }
     PrefabGenerator.CreateChild(obj_, "Prefab/UI/himoPrefab", "himo");
 }
Exemple #6
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    void Play()
    {
        this.transform.localPosition = new Vector3(5, 3, 10);
        count             = 0;
        Calculater.speed += 999.0f;

        PrefabGenerator.CreateChild(this.gameObject, "Prefab/Event/Achoo/achooPrefab", "achoo");
    }
Exemple #7
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    // Start is called before the first frame update
    void Start()
    {
        // this.transform.localPosition = new Vector3(0,8,0);

        for (int i = 0; i < gameData.MAX_OBJECT; i++)
        {
            PrefabGenerator.CreateChild(this.gameObject, "Prefab/land/objPrefab", "LandObject");
        }
    }
Exemple #8
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        protected override void OnCreate()
        {
            var resourceManager = ResourceManager.Instance;

            var capsuleEntity = this.Entity.Scene.CreateEntity();

            capsuleEntity.Transform.Parent   = this.Entity.Transform;
            capsuleEntity.Transform.Rotation = this.Rotation;
            capsuleEntity.Transform.Position = this.Position;

            capsuleRenderable = capsuleEntity.AddComponent <Renderable>(false);
            capsuleRenderable.UseDeferredShader(resourceManager.GetResource <Shader>("DeferredSimpleTexture"));
            capsuleRenderable.Mesh = PrefabGenerator.GenerateCapsule(this.Height, this.Radius);
        }
Exemple #9
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    void Spown()
    {
        this.planet = GameObject.Find("en");

        const int DEGREE = 18;

        Vector3 axis = new Vector3(0, 0, 1);

        Vector3 test = new Vector3(0, 0, 0);

        for (int i = 0; i < gameData.MAX_CLOUDS; i++)
        {
            string cloud_num = "cloud" + i;


            PrefabGenerator.CreateChild(this.gameObject, "Prefab/Cloud/kumoPrefab", new Vector3(Random.Range(-1.5f, 1.5f), Random.Range(12, 15), 0), DEGREE * i, cloud_num);
        }
    }
Exemple #10
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    // Start is called before the first frame update
    void Start()
    {
        if (!singleton)
        {
            DontDestroyOnLoad(gameObject);
            singleton = this;
        }
        else
        {
            Destroy(gameObject);
        }

        if (DataBank.GetCurrScene() == Scene.TITLE)
        {
            //PrefabGenerator.CreateChild(gameObject, "Prefab/UI/title_logoPrefab", new Vector3(0,10,0), 0, "Title_Logo");

            PrefabGenerator.CreateChild(gameObject, "Prefab/UI/sky_bgPrefab", new Vector3(0, 10, 0), 0, "sky_bg");

            PrefabGenerator.CreateChild(gameObject, "Prefab/Event/TitleEnd/TitleEndPrefab", "TitleEnd");
        }
    }
Exemple #11
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        /// <summary>
        /// Adds a dummy item
        /// </summary>
        /// <param name="name">The internal name of the item. Can be omitted and it will be automatically generated</param>
        /// <param name="languageName">The name of the item</param>
        /// <param name="languageTooltip">The tooltip of the item</param>
        /// <param name="spriteItem">The <see cref="TechType"/> from which to get the <see cref="Atlas.Sprite"/></param>
        /// <param name="fabricatorNodePath">The path where the item should be added in the fabricator</param>
        /// <param name="ingredientItems">The ingredient item(s) of the recipe. Must be either <see cref="IngredientHelper"/> or a <see cref="List{IngredientHelper}"/> of <see cref="IngredientHelper"/></param>
        /// <param name="resultingItems">The resulting items of the recipe. Must be either <see cref="TechType"/> or a <see cref="List{T}"/> of <see cref="TechType"/></param>
        /// <param name="prefabPath">The path of the prefab. Can be omitted and the item will not have a prefab</param>
        /// <returns>A <see cref="Result"/></returns>
        private static Result AddDummy(string name, string languageName, string languageTooltip, TechType spriteItem, string fabricatorNodePath, List <IngredientHelper> ingredientItems, List <TechType> resultingItems, string prefabPath = null)
        {
            TechType techType = TechTypePatcher.AddTechType(name, languageName, languageTooltip);

            Atlas.Sprite    sprite          = SpriteManager.Get(spriteItem);
            CustomSprite    customSprite    = new CustomSprite(techType, sprite);
            CustomCraftNode customCraftNode = new CustomCraftNode(techType, CraftTree.Type.Fabricator, fabricatorNodePath);
            TechDataHelper  techData        = new TechDataHelper()
            {
                _craftAmount = 0,
                _ingredients = ingredientItems,
                _linkedItems = resultingItems,
                _techType    = techType
            };

            CustomSpriteHandler.customSprites.Add(customSprite);
            CraftDataPatcher.customTechData.Add(techType, techData);
            CraftTreePatcher.customNodes.Add(customCraftNode);

            Result result = new Result()
            {
                CustomCraftNode = customCraftNode,
                CustomSprite    = customSprite,
                Sprite          = sprite,
                TechDataHelper  = techData,
                TechType        = techType,
            };

            if (prefabPath == null)
            {
                return(result);
            }

            PrefabGenerator prefab = new PrefabGenerator(prefabPath, name, techType);

            CustomPrefabHandler.customPrefabs.Add(new CustomPrefab(prefab.InternalName, prefab.NewPrefabPath, prefab.Item, prefab.GameObject));

            return(result);
        }
Exemple #12
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        private Transform SetupArrow(Vector3 angles, string name, Vector3 color)
        {
            var resourceManager = ResourceManager.Instance;
            var shader          = resourceManager.GetResource <Shader>("ArrowsDeferred");
            var mesh            = resourceManager.GetResource <Mesh>("Arrow");

            var entity = this.Entity.Scene.CreateEntity(true, name);

            var transform = entity.Transform;

            transform.Rotation = Quaternion.CreateFromEuler(angles);
            transform.Parent   = this.Transform;
            transform.Scale    = new Vector3(0.4f);

            var renderable = entity.AddComponent <Renderable>(false);

            renderable.UseDeferredShader(shader);
            renderable.DeferredShader.Material.Diffuse = (Vector3f)color;
            renderable.Mesh = mesh;

            // TMP

            var capsule = PrefabGenerator.GenerateCapsule(capsuleHeight, capsuleRadius);

            var capsuleEntity = this.Entity.Scene.CreateEntity();

            capsuleEntity.Transform.Parent   = transform;
            capsuleEntity.Transform.Position = new Vector3(0.0f, capsulePosition + capsuleHeight * 0.5f, 0.0f);

            var capsuleRenderable = capsuleEntity.AddComponent <Renderable>();

            capsuleRenderable.Mesh = capsule;
            capsuleRenderable.UseDeferredShader(shader);
            capsuleRenderable.DeferredShader.Material.Diffuse = (Vector3f)color;


            return(transform);
        }
Exemple #13
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 public static void StartTitleEnd(GameObject obj_)
 {
     PrefabGenerator.CreateChild(obj_, "Prefab/Event/TitleEndPrefab", "TitleEnd");
 }
Exemple #14
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 // Start is called before the first frame update
 void Start()
 {
     PrefabGenerator.CreateChild(this.gameObject, "Prefab/Event/TitleEnd/himo_dummyPrefab", "himo");
     PrefabGenerator.CreateChild(this.gameObject, "Prefab/Event/TitleEnd/player_dummyPrefab", "player_dummy");
     PrefabGenerator.CreateChild(this.gameObject, "Prefab/Event/TitleEnd/title_logoPrefab", "TitleLogo");
 }
Exemple #15
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 // Start is called before the first frame update
 void Start()
 {
     PrefabGenerator.CreatePrefab("Prefab/Player/playerPrefab", this.gameObject, "player");
 }
Exemple #16
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    // 現在は草と土の生成のみ
    void Spown()
    {
        int[] random_arc = new int[gameData.MAX_ARC + 1];

        for (int i = 0; i < gameData.MAX_ARC + 1; i++)
        {
            random_arc[i] = Random.Range(0, (int)Attribute.GRASS_SOLID);
            random_arc[4] = random_arc[0];
        }

        for (int i = 0; i < gameData.MAX_ARC; i++)
        {
            float rotation = 90.0f * i;

            string arc_name = "base_arc" + (i + 1);

            if (random_arc[i] == (int)Attribute.GRASS)
            {
                if (random_arc[i + 1] == (int)Attribute.GRASS)
                {
                    PrefabGenerator.CreateChild(this.gameObject, "Prefab/land/grass2Prefab", this.transform.position, rotation, arc_name);
                }
                else
                {
                    PrefabGenerator.CreateChild(this.gameObject, "Prefab/land/grassPrefab", this.transform.position, rotation, arc_name);
                }
            }
            else if (random_arc[i] == (int)Attribute.SOLID)
            {
                if (random_arc[i + 1] == (int)Attribute.SOLID)
                {
                    PrefabGenerator.CreateChild(this.gameObject, "Prefab/land/solid2Prefab", this.transform.position, rotation, arc_name);
                }
                else
                {
                    PrefabGenerator.CreateChild(this.gameObject, "Prefab/land/solidPrefab", this.transform.position, rotation, arc_name);
                }
            }
            else if (random_arc[i] == (int)Attribute.GRASS_SOLID)
            {
                PrefabGenerator.CreateChild(this.gameObject, "Prefab/land/grass_solidPrefab", this.transform.position, rotation, arc_name);
            }
            else if (random_arc[i] == (int)Attribute.SOLID_GRASS)
            {
                PrefabGenerator.CreateChild(this.gameObject, "Prefab/land/solid_grassPrefab", this.transform.position, rotation, arc_name);
            }
        }

        arc_base[0] = GameObject.Find("base_arc1");
        arc_base[1] = GameObject.Find("base_arc2");
        arc_base[2] = GameObject.Find("base_arc3");
        arc_base[3] = GameObject.Find("base_arc4");

        arc_base[0].GetComponent <SpriteRenderer>().sortingOrder = 1;
        arc_base[1].GetComponent <SpriteRenderer>().sortingOrder = 2;
        arc_base[2].GetComponent <SpriteRenderer>().sortingOrder = 3;
        arc_base[3].GetComponent <SpriteRenderer>().sortingOrder = 4;


        //DataBank.bank_arc = arc_base;
    }
Exemple #17
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        private static void PrepareScene(Scene scene)
        {
            var resourceManager = ResourceManager.Instance;

            // Camera
            var camera = scene.CreateEntity(true, "Camera");

            var singleUpdateRunner = camera.AddComponent <SingleUpdateRunner>();

            singleUpdateRunner.RunEvent += () =>
            {
                Console.WriteLine();
                Console.WriteLine("============================================");
                Console.WriteLine("===               Controls               ===");

                Console.WriteLine();
                Console.WriteLine("Movement:");
                Console.WriteLine("\tW - Move Forward");
                Console.WriteLine("\tS - Move Backward");
                Console.WriteLine("\tA - Move Right");
                Console.WriteLine("\tD - Move Left");
                Console.WriteLine();
                Console.WriteLine("\tSpace   - Move Up");
                Console.WriteLine("\tL Ctrl  - Move Down");
                Console.WriteLine("\tL Shift - Move Faster");
                Console.WriteLine();
                Console.WriteLine("\tRight Mouse - Move camera");

                Console.WriteLine();
                Console.WriteLine("Options:");
                Console.WriteLine("\tKeypad 6 - Next option");
                Console.WriteLine("\tKeypad 4 - Previous option");
                Console.WriteLine("\tKeypad 5 - Show current option");
                Console.WriteLine("\tKeypad 8 - Increase option");
                Console.WriteLine("\tKeypad 2 - Decrease option");

                Console.WriteLine();
                Console.WriteLine("Misc:");
                Console.WriteLine("\tLeft Mouse - Select items");
                Console.WriteLine();

                Console.WriteLine("============================================");
                Console.WriteLine();
            };

            var cameraComponent = camera.AddComponent <Camera>();

            scene.ActiveCamera          = cameraComponent;
            cameraComponent.FieldOfView = 70.0f;

            camera.Transform.Position = new Vector3(2.2f, 3.7f, -2.7f);
            camera.Transform.Rotation = Quaternion.CreateLookAt(camera.Transform.Position, new Vector3(0.0f, 2.5f, 0.0f), Vector3.Up);
            var cameraMove = camera.AddComponent <CameraMoveClass>();

            cameraMove.MoveSpeed = 3.0f;

            var optionChanger  = camera.AddComponent <OptionChanger>();
            var colliderPicker = camera.AddComponent <ColliderPicker>();

            colliderPicker.Initialize(cameraComponent);

            Input.RegisterKeyEvent(Input.Key.T, (Input.Key key, Input.KeyAction action) => { Console.WriteLine(camera.Transform.Position); });

            // Horse
            var horse = scene.CreateEntity(true, "Horse");

            horse.Transform.Position = new Vector3(0);
            horse.Transform.Scale    = new Vector3(0.8f);

            var horseRenderable = horse.AddComponent <Renderable>();

            horseRenderable.UseDeferredShader(resourceManager.GetResource <Shader>("DeferredSimpleTexture"));
            horseRenderable.Mesh = resourceManager.GetResource <Mesh>("Horse");

            horseRenderable.DeferredShader.Material.DiffuseTexture = resourceManager.GetResource <Texture>("Marble");
            horseRenderable.DeferredShader.Material.Specular       = new Vector3f(0.5f);

            var horseCollider = horse.AddComponent <CapsuleCollider>();

            // Floor
            Renderable[] floorRenderables = new Renderable[5];
            for (int i = 0; i < 5; ++i)
            {
                const float QuadSize = 7.0f;

                var floor = scene.CreateEntity(true, $"Floor{i}");

                var floorRenderable = floor.AddComponent <Renderable>();
                floorRenderable.Mesh = PrefabGenerator.GenerateQuad(QuadSize);
                floorRenderable.UseDeferredShader(resourceManager.GetResource <Shader>("DeferredSimpleTexture"));

                floorRenderable.DeferredShader.Material.DiffuseTexture = resourceManager.GetResource <Texture>("Marble");
                floorRenderable.DeferredShader.Material.Specular       = new Vector3f(1.0f);

                floorRenderables[i] = floorRenderable;

                // Square walls
                switch (i)
                {
                case 0:
                    floor.Transform.Rotation = Quaternion.CreateRotationX(Utils.DegToRad(90.0f));
                    break;

                case 1:
                    floor.Transform.Position = new Vector3(0.0f, 3.5f, 3.5f);
                    break;

                case 2:
                    floor.Transform.Rotation = Quaternion.CreateRotationY(Utils.DegToRad(90));
                    floor.Transform.Position = new Vector3(3.5f, 3.5f, 0.0f);
                    break;

                case 3:
                    floor.Transform.Rotation = Quaternion.CreateRotationY(Utils.DegToRad(-90));
                    floor.Transform.Position = new Vector3(-3.5f, 3.5f, 0.0f);
                    break;

                case 4:
                    floor.Transform.Rotation = Quaternion.CreateRotationY(Utils.DegToRad(180));
                    floor.Transform.Position = new Vector3(0.0f, 3.5f, -3.5f);
                    break;
                }
            }



            // Lights
            var lightsDeferredShader = resourceManager.GetResource <Shader>("LightDeferred");
            var lightsMesh           = PrefabGenerator.GenerateCube(0.4f);


            // Light1
            var light1 = scene.CreateEntity(true, "Light1");

            var light1light = light1.AddComponent <Light>();

            light1light.Type          = LightType.Sun;
            light1light.Range         = 15.0f;
            light1light.TextureSize   = new Vector2i(4096);
            light1light.AmbientColor  = new Vector3(0.1f);
            light1light.DiffuseColor  = new Vector3(2.0f);
            light1light.SpecularColor = new Vector3(1.0f);



            light1.AddComponent <LightController>();

            var light1renderable = light1.AddComponent <Renderable>();

            light1renderable.UseDeferredShader(lightsDeferredShader);
            light1renderable.DeferredShader.Material.Diffuse = 15.0f * new Vector3f(1.0f);
            light1renderable.Mesh        = lightsMesh;
            light1renderable.CastShadows = false;

            var light1script = light1.AddComponent <LightRotateScript>();

            light1script.RotationPoint   = new Vector3(0.0f, 4.0f, 0.0f);
            light1script.RotationAxis    = new Vector3(0.0f, 1.0f, 0.0f);
            light1script.RotationSpeed   = 0.6f;
            light1script.Radius          = 4.0f;
            light1script.InitialRotation = -2.0f;
            light1script.Update();


            //Light2
            var light2      = scene.CreateEntity(true, "Light2");
            var light2light = light2.AddComponent <Light>();

            light2light.Type         = LightType.Point;
            light2light.TextureSize  = new Vector2i(2048);
            light2light.AmbientColor = new Vector3(0.1f);
            light2light.DiffuseColor = new Vector3(0.4f);


            var light2renderable = light2.AddComponent <Renderable>();

            light2renderable.UseDeferredShader(lightsDeferredShader);
            light2renderable.DeferredShader.Material.Diffuse = 15.0f * new Vector3f(1.0f);
            light2renderable.Mesh        = lightsMesh;
            light2renderable.CastShadows = false;

            var light2script = light2.AddComponent <LightRotateScript>();

            light2script.RotationPoint   = new Vector3(0.0f, 3.0f, 0.0f);
            light2script.RotationAxis    = new Vector3(0.0f, 1.0f, 0.0f);
            light2script.RotationSpeed   = 0.3f;
            light2script.Radius          = 3.0f;
            light2script.InitialRotation = -4.0f;
            light2script.Update();


            optionChanger.AddOption(new SimpleFloatOption("Horse specular", 2f, 0.0f, 100.0f, 0.05f, (float value) => { horseRenderable.DeferredShader.Material.Specular = new Vector3f(value); }));
            optionChanger.AddOption(new SimpleFloatOption("Floor specular", 1.0f, 0.0f, 100.0f, 0.05f, (float value) => { foreach (var renderable in floorRenderables)
                                                                                                                          {
                                                                                                                              renderable.DeferredShader.Material.Specular = new Vector3f(value);
                                                                                                                          }
                                                          }));

            optionChanger.AddOption(new SimpleFloatOption("Light1 light diffuse", light1light.DiffuseColor.X, 0.0f, 100.0f, 0.1f, (float value) => { light1light.DiffuseColor = new Vector3(value); }));
            optionChanger.AddOption(new SimpleFloatOption("Light2 light diffuse", light2light.DiffuseColor.X, 0.0f, 100.0f, 0.1f, (float value) => { light2light.DiffuseColor = new Vector3(value); }));

            optionChanger.AddOption(new SimpleFloatOption("Light1 cube diffuse", light1renderable.DeferredShader.Material.Diffuse.X, 0.0f, 100.0f, 0.1f, (float value) => { light1renderable.DeferredShader.Material.Diffuse = new Vector3f(value); }));
            optionChanger.AddOption(new SimpleFloatOption("Light2 cube diffuse", light2renderable.DeferredShader.Material.Diffuse.X, 0.0f, 100.0f, 0.1f, (float value) => { light2renderable.DeferredShader.Material.Diffuse = new Vector3f(value); }));


            optionChanger.AddOption(new SimpleBoolOption("Lights movement", true, (bool value) => { light1script.Enabled = value; light2script.Enabled = value; }));

            optionChanger.AddOption(new SimpleBoolOption("Light1 Enable", true, (bool value) => { light1.Enabled = value; }));
            optionChanger.AddOption(new SimpleBoolOption("Light2 Enable", true, (bool value) => { light2.Enabled = value; }));

            optionChanger.AddOption(new SimpleBoolOption("Light1 Cast shadows", true, (bool value) => { light1light.CastShadows = value; }));
            optionChanger.AddOption(new SimpleBoolOption("Light2 Cast shadows", true, (bool value) => { light2light.CastShadows = value; }));

            optionChanger.AddOption(new SimpleBoolOption("Profiler print info", false, (bool value) => { Profiler.PrintInfo = value; }));

            var arrows = scene.CreateEntity(true, "Arrows");

            arrows.AddComponent <ArrowsController>();

            arrows.Transform.Position = new Vector3(1.6f, 0.4f, -2.0f);
        }
Exemple #18
0
    // Update is called once per frame
    void Update()
    {
        // ボタンが押されてから以降
        if (StateFlow.MachineState >= StateFlow.STATE.PUSH_BUY_BUTTON)
        {
            // 購入するボタン削除(非表示)
            if (cloneBuyButton)
            {
                Destroy(cloneBuyButton);
            }

            // 案内テキスト表示
            for (int i = 0; i < guideText.Length; i++)
            {
                guideText[i].enabled = true;
            }
        }
        // 金銭が投入されてから以降
        if (StateFlow.MachineState >= StateFlow.STATE.THROW_CASH)
        {
            // 不足金額テキスト表示
            for (int i = 0; i < deficitText.Length; i++)
            {
                deficitText[i].enabled = true;
            }
        }
        // 購入が完了してから以降
        if (StateFlow.MachineState >= StateFlow.STATE.GET_TICKET)
        {
            // 投入した金額テキスト表示
            for (int i = 0; i < throwText.Length; i++)
            {
                throwText[i].enabled = true;
            }
            // お釣りテキスト表示
            for (int i = 0; i < returnText.Length; i++)
            {
                returnText[i].enabled = true;
            }
            // 残りのお金テキスト表示
            for (int i = 0; i < remainText.Length; i++)
            {
                remainText[i].enabled = true;
            }

            // 結果画面を表示
            if (!resultMoneyCs.IsShowed)
            {
                resultMoneyCs.ShowResultMoney();
                resultMoneyCs.IsShowed = true;
            }

            // 再使用ボタン生成(表示)
            if (cloneReuseButton == null)
            {
                cloneReuseButton = PrefabGenerator.CreatePrefab("ReuseButton", "Buttons/ReuseButton", reuseButtonParentObj,
                                                                new Vector3(120.0f, 205.0f, 0.0f), Quaternion.identity, new Vector3(1.0f, 1.0f, 1.0f));
            }

            // 終了ボタン生成(表示)
            if (cloneEndButton == null)
            {
                cloneEndButton = PrefabGenerator.CreatePrefab("EndButton", "Buttons/EndButton", endButtonParentObj,
                                                              new Vector3(260.0f, 205.0f, 0.0f), Quaternion.identity, new Vector3(1.0f, 1.0f, 1.0f));
            }
        }

        // 券売機がデフォルト(初期)状態だったら
        if (StateFlow.MachineState == StateFlow.STATE.DEFAULT)
        {
            // 購入するボタン生成(表示)
            if (cloneBuyButton == null)
            {
                cloneBuyButton = PrefabGenerator.CreatePrefab("BuyButton", "Buttons/BuyButton", buyButtonParentObj,
                                                              new Vector3(0.0f, 0.0f, 0.0f), Quaternion.identity, new Vector3(1.0f, 1.0f, 1.0f));
            }

            // 案内テキスト非表示
            for (int i = 0; i < guideText.Length; i++)
            {
                guideText[i].enabled = false;
            }
            // 不足金額テキスト非表示
            for (int i = 0; i < deficitText.Length; i++)
            {
                deficitText[i].enabled = false;
            }
            // 投入した金額テキスト非表示
            for (int i = 0; i < throwText.Length; i++)
            {
                throwText[i].enabled = false;
            }
            // お釣りテキスト非表示
            for (int i = 0; i < returnText.Length; i++)
            {
                returnText[i].enabled = false;
            }
            // 残りのお金テキスト非表示
            for (int i = 0; i < remainText.Length; i++)
            {
                remainText[i].enabled = false;
            }

            // 再使用ボタン削除(非表示)
            if (cloneReuseButton)
            {
                Destroy(cloneReuseButton);
            }
            // 終了ボタン削除(非表示)
            if (cloneEndButton)
            {
                Destroy(cloneEndButton);
            }

            // 結果画面表示フラグをfalseに
            resultMoneyCs.IsShowed = false;
        }
    }
Exemple #19
0
 public static void StartAchooEvent(GameObject obj_)
 {
     PrefabGenerator.CreateChild(obj_, "Prefab/Event/Achoo/AchooEventPrefab", "Achoo!");
     curr_global_event = GlobalEvent.ACHOO;
     can_achoo_event   = false;
 }