private IImageTransition getTransition() { switch (settings.BlendImages) { case BlendImagesMode.CustomImage: { Image image; try { image = ImageHelper.FromFile(settings.CustomImagePath); } catch (Exception ex) { image = ImageHelper.FromFile(settings.DefaultImageName); Logger.Debug(string.Format("Cannot open custom image {0} : {1}", settings.CustomImagePath, ex.Message)); } CustomImageTransition transition = _imageTransition as CustomImageTransition; if (transition == null) { _imageTransition = new CustomImageTransition(image); } } break; case BlendImagesMode.InAndOut: { SmoothTransition smooth = _imageTransition as SmoothTransition; if (smooth == null) { _imageTransition = new SmoothTransition(); } } break; case BlendImagesMode.OutThenIn: { OutThenInTransition outThenIn = _imageTransition as OutThenInTransition; if (outThenIn == null) { _imageTransition = new OutThenInTransition(); } } break; case BlendImagesMode.None: { SimpleTransition simple = _imageTransition as SimpleTransition; if (simple == null) { _imageTransition = new SimpleTransition(); } } break; } return(_imageTransition); }
protected override void InvokeAction() { SmoothTransition smoothTransition = gameObject.AddComponent <SmoothTransition>(); Vector3 startPos = transform.localPosition; Vector3 endPos = transform.localPosition + slideVector; smoothTransition.SetupParameters(startPos, endPos, slideSpeed); slideVector *= -1; }
public DiagnosticsScene(GraphicsDevice graphicsDevice, ContentManager content) { fpsMonitor = new FpsMonitor(); this.graphicsDevice = graphicsDevice; font = content.Load <SpriteFont>(@"Fonts/diagnosticsFont"); this.background = content.Load <Texture2D>(@"Textures/whiteRectangle"); texts = new Dictionary <Vector2, string>(); LargestWidth = 0; LargestHeight = 0; bgTransparency = new SmoothTransition(0.5f, 0.002f, 0.0f, 0.5f); fontTransparency = new SmoothTransition(1.0f, 0.004f, 0.0f, 1.0f); isActive = true; }
void Awake() { transform.position = new Vector3(x, y, 0); //no animation to start with moveAnimation = null; ammo = new int[AmmoPickup.NumberOfAmmoTypes]; Util.Fill(ammo, 0); weapons = new WeaponController[NumberOfWeapons]; currentWeapon = 1; }
/** * gets called by lean event, when releasing stone from drag and puts it back to parent position or first sets the new parent */ public void OnDeselectOnUp() { if (_onDeselectParent != null && _onDeselectParent != Parent.GetComponent <CanHoldHookableObject>() && HookableObjectController.IsStoneInColliderOfOnDeselectParent(this, _onDeselectParent) ) { HookableObjectController.RemoveStoneFromCanHoldHookableObject(this, Parent); HookableObjectController.OnDeselectOnCanHoldHookableObject(this, _onDeselectParent); } //transform.position = SmoothTransition.AddTransition(gameObject, HookableObjectController.GetParentPositionOfChildStone(Parent.GetComponent <CanHoldHookableObject>(), this), Game.Instance.transitionTimes.snapBack); }
protected override void InvokeAction() { SmoothTransition smoothTransition = gameObject.AddComponent <SmoothTransition>(); Vector3 startPos = gameObject.transform.localPosition; if (closed) { smoothTransition.SetupParameters(startPos, gameObject.transform.localPosition + slideVector, openingSlideSpeed); } else { smoothTransition.SetupParameters(startPos, gameObject.transform.localPosition - slideVector, closingSlideSpeed); } closed = !closed; }
//returns true on success, starts animation private bool TryMove() { Map map = GameManager.instance.GetMap(); int dx = 0; int dy = 0; if (Input.GetKey("w")) { dy = 1; } if (Input.GetKey("a")) { dx = -1; } if (Input.GetKey("s")) { dy = -1; } if (Input.GetKey("d")) { dx = 1; } if (Input.GetKeyDown("p")) { GameObject a = Instantiate(GameManager.instance.GetPrefabs().enginePrefab); a.GetComponent <EngineObjectController>().Interact(new Coords2(0, 0), this); } //////changes // if(Input.GetKey("y")) SceneManager.LoadScene("Minigame1", LoadSceneMode.Single); // if(Input.GetKey("t")) SceneManager.LoadScene("MainScene", LoadSceneMode.Single); /////////// if ((dx != 0 || dy != 0) && !map.HasCollider(new Coords2(x + dx, y + dy))) { moveAnimation = new SmoothTransition(new Vector3(x, y, 0.0f), new Vector3(x + dx, y + dy, 0.0f), 0.25f); x += dx; y += dy; return(true); } return(false); }
public override void OnActivate() { if (_player != null) { var transition = SmoothTransition.AddTransition(gameObject, _player.harpoon.transform.position, Game.Instance.transitionTimes.itemTransition); transition.onExit.AddListener(() => { _player.IgniteHarpoon(); DestroyHookableObject(); }); } else { DestroyHookableObject(); } }
protected override void InvokeAction() { GameObject player = GameObject.FindGameObjectWithTag("Player"); // If there is already SmoothTransition on player - remove it. // It happenes when player is already moving from one footprint to another if (player.GetComponent <SmoothTransition>()) { Destroy(player.GetComponent <SmoothTransition>()); } SmoothTransition smoothTransition = player.AddComponent <SmoothTransition>(); Vector3 startPos = player.transform.position; Vector3 endPos = new Vector3(transform.position.x, player.transform.position.y, transform.position.z); smoothTransition.SetupParameters(startPos, endPos, walkSpeed); }
// Update is called once per frame // player logic void Update() { GameManager gm = GameManager.instance; if (!gm.IsPlayerTurn()) { return; } if (moveAnimation == null) { if (TryMove()) { EndTurn(); } else if (TryInteract()) { EndTurn(); } else if (TryShoot()) { EndTurn(); } } else { moveAnimation.Update(); transform.position = moveAnimation.GetInterpolatedPosition(); if (moveAnimation.IsFinished()) { moveAnimation = null; //end turn only after animation has finished EndTurn(); } } if (Input.GetKeyDown(KeyCode.Alpha0)) { currentWeapon = 0; } if (Input.GetKeyDown(KeyCode.Alpha1)) { currentWeapon = 1; } if (Input.GetKeyDown(KeyCode.Alpha2)) { currentWeapon = 2; } if (Input.GetKeyDown(KeyCode.Alpha3)) { currentWeapon = 3; } if (Input.GetKeyDown(KeyCode.Alpha4)) { currentWeapon = 4; } if (Input.GetKeyDown(KeyCode.Alpha5)) { currentWeapon = 5; } if (Input.GetKeyDown(KeyCode.Alpha6)) { currentWeapon = 6; } if (Input.GetKeyDown(KeyCode.Alpha7)) { currentWeapon = 7; } if (Input.GetKeyDown(KeyCode.Alpha8)) { currentWeapon = 8; } if (Input.GetKeyDown(KeyCode.Alpha9)) { currentWeapon = 9; } }
/** * SetPosition sets the position of the hookable object * * @param position The position to set the hookable object to */ public void SetPosition(Vector3 position) { //gameObject.transform.position = position; SmoothTransition.AddTransition(gameObject, position, Game.Instance.transitionTimes.moveToInventory); }
protected override UIElement InitializeUI(Loader loader, DrawingContext context, int screenWidth, int screenHeight) { string textFormat = "testSceneTextFormat"; string whiteBrush = "testSceneWhiteBrush"; string text1background = "testSceneText1background"; string text2background = "testSceneText2background"; string text3background = "testSceneText3background"; string panelBitmap = "testScenePanelBitmap"; //string buttonlBitmap = "panelBitmap"; //context.NewBitmap(buttonlBitmap, loader.LoadBitmapFromFile(@"Textures\button.png")); context.NewNinePartsBitmap(panelBitmap, loader.LoadBitmapFromFile(@"Textures\button.png"), 15, 121, 15, 46); context.NewSolidBrush(whiteBrush, new RawColor4(1f, 1f, 1f, 1f)); context.NewSolidBrush(text1background, new RawColor4(0.6f, 0.1f, 0.2f, 1f)); context.NewSolidBrush(text2background, new RawColor4(0.2f, 0.4f, 0.8f, 1f)); context.NewSolidBrush(text3background, new RawColor4(0.5f, 0.4f, 0.3f, 1f)); context.NewTextFormat(textFormat); _ui = new UIMultiElementsContainer(Vector2.Zero, new Vector2(screenWidth, screenHeight)); _panel = new UISequentialContainer(Vector2.Zero, new Vector2(200, 200)) { MainAxis = UISequentialContainer.Alignment.Center, CrossAxis = UISequentialContainer.Alignment.Center, //Background = new TextureBackground(panelBitmap) Background = new NinePartsTextureBackground(panelBitmap) }; _ui.Add(_panel); _text1 = new UIText("X", new Vector2(120, 16), textFormat, whiteBrush) { Background = new ColorBackground(text1background) }; _text2 = new UIText("Y", new Vector2(120, 16), textFormat, whiteBrush) { Background = new ColorBackground(text2background) }; _text3 = new UIText("Z", new Vector2(120, 16), textFormat, whiteBrush) { Background = new ColorBackground(text3background) }; UIElement text4 = new UIText("Click Me!", new Vector2(120, 16), textFormat, whiteBrush); UIElement m = new UIMarginContainer(_text1, 2f); UIButton button = new UIButton(text4) { ReleasedBackground = new ColorBackground(text1background), PressedBackground = new ColorBackground(text2background) }; button.OnClicked += () => { MainMenuScene menu = new MainMenuScene(); Game.ChangeScene(menu); }; _panel.Add(m); _panel.Add(_text2); _panel.Add(_text3); _panel.Add(button); _text1.OnClicked += () => { Transition transition = new SmoothTransition(_go.Rotation.X, _go.Rotation.X + MathUtil.TwoPi, 2); transition.Process += value => _go.SetRotationX(value); transition.Process += value => _go.SetRotationY(value); transition.Process += value => _go.SetRotationZ(value); }; _text2.OnClicked += () => { Transition transition = new SmoothTransition(_go.Rotation.Y, _go.Rotation.Y + MathUtil.TwoPi, 2); transition.Process += value => _go.SetRotationY(value); //_voice.Stop(); //_voice.Play(); _voice2.Stop(); _voice2.Play(); }; _text3.OnClicked += () => { Transition transition = new SmoothTransition(_go.Rotation.Z, _go.Rotation.Z + MathUtil.TwoPi, 2); transition.Process += value => _go.SetRotationZ(value); _voice.Play(); //_voice2.Play(); }; _text1.IsClickable = true; _text2.IsClickable = true; _text3.IsClickable = true; return(_ui); }