private void AddSceneEntitiesToScene(IEnumerable <ISceneEntity> sceneEntities)
 {
     foreach (var sceneEntity in sceneEntities)
     {
         SceneEngine.AddSceneEntity(sceneEntity);
     }
 }
Exemple #2
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    void FixedUpdate()
    {
        Color color = Splashes[currentSplash].color;

        if (!hitFullView)
        {
            //Debug.Log("Fading in! a[" + color.a.ToString() + "]");
            color.a += (1.5f / 255f);
            if (color.a > (252f / 255f))
            {
                hitFullView = true;
            }
        }
        else
        {
            //Debug.Log("Fading out! a[" + color.a.ToString() + "]");
            color.a -= (1.5f / 255f);
            if (color.a < (4f / 255f) && (currentSplash < Splashes.Length - 1))
            {
                currentSplash++;
                hitFullView = false;
                return;
            }
            else if (color.a < (4f / 255f) && (currentSplash == Splashes.Length - 1))
            {
                SceneEngine.PushScene(SceneEngine.Scenes.MENU);
            }
        }
        Splashes[currentSplash].color = color;
    }
 private void Update()
 {
     if (Input.GetKeyDown(KeyCode.Escape))
     {
         SceneEngine.PopScene();
     }
 }
 private void StageOnSceneEntityAdded(object sender, ISceneEntity sceneEntity)
 {
     if (sceneEntity != null)
     {
         SceneEngine.AddSceneEntity(sceneEntity);
     }
 }
Exemple #5
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    public void SelectLevel(int level)
    {
        GameData._instance.setPlaying(true);
        switch (level)
        {
        case 0:
            SceneEngine.PopScene();
            break;

        case 1:
            SceneEngine.PushScene(SceneEngine.Scenes.SPRING);
            break;

        case 2:
            SceneEngine.PushScene(SceneEngine.Scenes.SUMMER);
            break;

        case 3:
            SceneEngine.PushScene(SceneEngine.Scenes.FALL);
            break;

        case 4:
            SceneEngine.PushScene(SceneEngine.Scenes.WINTER);
            break;
        }
    }
 private void ReplaceCurrentStage(IStage stage)
 {
     UnBind(_stage);
     SceneEngine.Clear();
     _selectedItems.Clear();
     _stage = stage;
     AddSceneEntitiesToScene(_stage.Items);
     Bind(_stage);
 }
 private void RemoveSceneEntities(ISceneEntity sceneEntity)
 {
     SceneEngine.RemoveSceneEntity(sceneEntity);
     if (!_selectedItems.Contains(sceneEntity))
     {
         return;
     }
     _selectedItems.Remove(sceneEntity);
     OnStageSelectedItemsChanged();
 }
Exemple #8
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        public LightPositionForm(SceneEngine engine)
        {
            InitializeComponent();
            m_engine = engine;

            // init first light position and drawing
            m_engine.LightPositionChanged(eAxis.X, scrollBarX.Value);
            m_engine.LightPositionChanged(eAxis.Y, scrollBarY.Value);
            m_engine.LightPositionChanged(eAxis.Z, scrollBarZ.Value);
            m_engine.LightSourceDrawingChanged(false);
        }
Exemple #9
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        static void Main(string[] args)
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            SceneEngine sceneEngine = new SceneEngine();
            MainWindow  mainWindow  = new MainWindow(sceneEngine);

            sceneEngine.Start();

            Application.Run(mainWindow);
        }
 private void Awake()
 {
     if (instance != null)
     {
         Destroy(gameObject);
     }
     else
     {
         instance = this;
         DontDestroyOnLoad(gameObject);
     }
 }
Exemple #11
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        public MainWindow(SceneEngine engine)
        {
            InitializeComponent();

            // engine init
            engine.Init(drawPanel.Size, (uint)drawPanel.Handle.ToInt32());
            KeyDown    += engine.HandleKeyDown;
            KeyUp      += engine.HandleKeyUp;
            MouseWheel += engine.HandleMouseWheel;

            // settings forms init
            lookAtForm        = new LookAtForm(engine);
            lightPositionForm = new LightPositionForm(engine);
        }
Exemple #12
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    IEnumerator death()
    {
        GameData._instance.setPlaying(false);
        yield return(new WaitForSeconds(.05f));

        if (!SceneEngine.PeekStack().Equals(SceneEngine.Scenes.WINTER))
        {
            GameData._instance.playerProfile.progressLevels();
        }
        else
        {
            Debug.LogWarning("No more levels to beat!");
        }
        SceneEngine.PopScene();
        Destroy(this.gameObject);
    }
Exemple #13
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        public LookAtForm(SceneEngine engine)
        {
            InitializeComponent();

            m_engine = engine;

            // init first look at
            m_engine.LookAtPositionChanged(eLookAtParam.Eye, eAxis.X, valueReduce(scrollBarEyeX.Value));
            m_engine.LookAtPositionChanged(eLookAtParam.Eye, eAxis.Y, valueReduce(scrollBarEyeY.Value));
            m_engine.LookAtPositionChanged(eLookAtParam.Eye, eAxis.Z, valueReduce(scrollBarEyeZ.Value));
            m_engine.LookAtPositionChanged(eLookAtParam.Center, eAxis.X, valueReduce(scrollBarCenterX.Value));
            m_engine.LookAtPositionChanged(eLookAtParam.Center, eAxis.Y, valueReduce(scrollBarCenterY.Value));
            m_engine.LookAtPositionChanged(eLookAtParam.Center, eAxis.Z, valueReduce(scrollBarCenterZ.Value));
            m_engine.LookAtPositionChanged(eLookAtParam.Up, eAxis.X, valueReduce(scrollBarUpX.Value));
            m_engine.LookAtPositionChanged(eLookAtParam.Up, eAxis.Y, valueReduce(scrollBarUpY.Value));
            m_engine.LookAtPositionChanged(eLookAtParam.Up, eAxis.Z, valueReduce(scrollBarUpZ.Value));
        }
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            if (Time.timeScale != 0.0)
            {
                Time.timeScale = 0.0f;
                pauseOverlay.SetActive(true);
            }
            else
            {
                Time.timeScale = 1.0f;
                pauseOverlay.SetActive(false);
            }
        }
        if (Input.GetKeyDown(KeyCode.Backspace) && Time.timeScale == 0.0f)
        {
            SceneEngine.PopScene();
        }

        if ((deathDetect > 0) & (lives > 0) & (playerManager.isKillable))
        {
            float      xpos  = initialspawnPos.GetComponent <Transform>().position.x;
            float      ypos  = initialspawnPos.GetComponent <Transform>().position.y;
            Vector3    pos   = new Vector3(xpos, ypos, -10f);
            Quaternion angle = Quaternion.Euler(0f, 0f, 0f);

            if (lives > 0)
            {
                Instantiate(playerPrefab, pos, angle);
                deathDetect -= 1;
                lives        = lives - 1;
            }
        }

        if (lives <= 0 && deathDetect == 1)
        {
            StartCoroutine("trueDeath");
        }

        pointCounter.GetComponent <UnityEngine.UI.Text>().text = points.ToString();
        lifeCounter.GetComponent <UnityEngine.UI.Text>().text  = lives.ToString();
        grazeCounter.GetComponent <UnityEngine.UI.Text>().text = graze.ToString();
        bombCounter.GetComponent <UnityEngine.UI.Text>().text  = bombs.ToString();
    }
Exemple #15
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 private void Update()
 {
     if (Input.GetKeyDown(KeyCode.Escape))
     {
         SceneEngine.PopScene();
     }
     else if (Input.anyKeyDown)
     {
         for (int i = 0; i < 5; i++)
         {
             if (Input.GetMouseButtonDown(i))
             {
                 return;
             }
         }
         if (currentSplash == Splashes.Length - 1)
         {
             SceneEngine.PushScene(SceneEngine.Scenes.MENU);
         }
         Splashes[currentSplash].color = new Color(0, 0, 0, 0);
         currentSplash++;
         hitFullView = false;
     }
 }
    public IEnumerator trueDeath()
    {
        yield return(new WaitForSeconds(5f));

        SceneEngine.PopScene();
    }
Exemple #17
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    IEnumerator gameOver()
    {
        yield return(new WaitForSeconds(5f));

        SceneEngine.PopScene();
    }
 public void ExitClicked()
 {
     SceneEngine.CloseApp();
 }
 // Button Functions
 public void PlayClicked()
 {
     SceneEngine.PushScene(SceneEngine.Scenes.LEVEL);
 }