private void AddSceneEntitiesToScene(IEnumerable <ISceneEntity> sceneEntities) { foreach (var sceneEntity in sceneEntities) { SceneEngine.AddSceneEntity(sceneEntity); } }
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); } }
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(); }
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); }
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); } }
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); }
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); }
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(); }
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(); }
IEnumerator gameOver() { yield return(new WaitForSeconds(5f)); SceneEngine.PopScene(); }
public void ExitClicked() { SceneEngine.CloseApp(); }
// Button Functions public void PlayClicked() { SceneEngine.PushScene(SceneEngine.Scenes.LEVEL); }