Exemple #1
0
    public void startElementLayer(Vector3 pos, Vector3 size)
    {
        GameObject gotileElementLayer = new GameObject("TileElementLayer");

        gotileElementLayer.GetComponent <Transform> ().SetParent(this.transform);
        tileElementLayerBack = gotileElementLayer.AddComponent <SpriteRenderer> ();
        tileElementLayerBack.gameObject.transform.position   = pos;
        tileElementLayerBack.gameObject.transform.localScale = new Vector2(1f, 1f);
        tileElementLayerBack.sortingLayerName = "TileElement";
        tileElementLayerBack.sortingOrder     = (int)(1000 - data.GetRealWorldPosition().y *5);
        tileElementLayerBack.color            = new Color(1f, 1f, 1f, 1f);

        GameObject gotileElementLayer2 = new GameObject("TileElementLayer2");

        gotileElementLayer2.GetComponent <Transform> ().SetParent(this.transform);
        tileElementLayerFront = gotileElementLayer2.AddComponent <SpriteRenderer> ();
        tileElementLayerFront.gameObject.transform.position   = pos;
        tileElementLayerFront.gameObject.transform.localScale = new Vector2(1f, 1f);
        tileElementLayerFront.sortingLayerName = "TileElement";
        tileElementLayerFront.color            = new Color(1f, 1f, 1f, 1f);
        tileElementLayerFront.sortingOrder     = (int)(1000 - data.GetRealWorldPosition().y *5 + 4);
        switch (Random.Range(1, 5))
        {
        //Fire case
        case 1:
            elementType = ElementType.FIRE;
            tileElementLayerBack.gameObject.transform.position  = pos + new Vector3(0.0f, +0.5f);
            tileElementLayerFront.gameObject.transform.position = pos + new Vector3(0.0f, -0.25f);
            //Animations
            frontAnimation = new SpriteAnimation(tileElementLayerFront);
            frontAnimation.LoadSprites("Tiles/Fire/front", 6);
            frontAnimation.RandomStart();
            frontAnimation.playAnimation();
            backAnimation = new SpriteAnimation(tileElementLayerBack);
            backAnimation.LoadSprites("Tiles/Fire/back", 6);
            backAnimation.RandomStart();
            backAnimation.playAnimation();
            //Shader
            int baseOffset = Random.Range(0, 20);
            if (GameObject.Find("Main Camera").GetComponent <GameController> () != null)
            {
                Material mat = GameObject.Find("Main Camera").GetComponent <GameController> ().fire;
                //tileElementLayerFront.material = mat;
                //tileElementLayerFront.material.SetFloat ("_RandomStart",Mathf.PI+baseOffset);
            }

            if (GameObject.Find("Main Camera").GetComponent <GameController> () != null)
            {
                Material mat = GameObject.Find("Main Camera").GetComponent <GameController> ().fire;
                //tileElementLayerBack.material = mat;
                //tileElementLayerBack.material.SetFloat ("_RandomStart",2*Mathf.PI+baseOffset);
            }
            break;

        //Water case
        case 2:
            elementType = ElementType.WATER;
            tileElementLayerFront.gameObject.transform.position = pos + new Vector3(0.0f, 0.0f);
            //Animations
            frontAnimation = new SpriteAnimation(tileElementLayerFront);
            frontAnimation.LoadSprites("Tiles/Water/tile_water_", 10, 26);
            frontAnimation.RandomStart();
            frontAnimation.mode = SpriteAnimationMode.BOUNCE;
            frontAnimation.playAnimation();

            tileElementLayerBack.gameObject.transform.position = pos + new Vector3(1.2f, 0.7f);
            backAnimation = new SpriteAnimation(tileElementLayerBack);
            backAnimation.LoadSprites("Tiles/Water/tile_water_", 10, 26);
            backAnimation.RandomStart();
            backAnimation.mode = SpriteAnimationMode.BOUNCE;
            backAnimation.playAnimation();
            break;

        //Earth case
        case 3:
            elementType = ElementType.EARTH;
            tileElementLayerFront.gameObject.transform.position   = pos + new Vector3(0.75f, -0.25f);
            tileElementLayerBack.gameObject.transform.position    = pos + new Vector3(-0.5f, +0.55f);
            tileElementLayerFront.gameObject.transform.localScale = new Vector2(0.6f, 1f);
            tileElementLayerBack.gameObject.transform.localScale  = new Vector2(0.85f, 1.2f);

            //Animations
            frontAnimation = new SpriteAnimation(tileElementLayerFront);
            frontAnimation.LoadSprites("Tiles/Earth/tile_earth_", 16);
            frontAnimation.RandomStart();
            frontAnimation.mode = SpriteAnimationMode.LOOP;
            frontAnimation.playAnimation();

            backAnimation = new SpriteAnimation(tileElementLayerBack);
            backAnimation.LoadSprites("Tiles/Earth/tile_earth_", 16);
            backAnimation.RandomStart();
            backAnimation.mode = SpriteAnimationMode.LOOP;
            backAnimation.playAnimation();
            break;

        default:
            elementType = ElementType.NONE;
            break;
        }
    }
    public void ChangeElement(ElementType newElement)
    {
        if (elementType == ElementType.NONE)
        {
            elementType = newElement;
            element     = StatsFactory.GetStat(elementType);
            canimation  = new SpriteAnimation(gameObject.GetComponent <SpriteRenderer> ());
            canimation.LoadSprites(element.picDirection, element.picCount);
            canimation.SetMode(SpriteAnimationMode.BOUNCE);
            canimation.playAnimation();
            changeScaleSlime();
        }
        if (elementType == ElementType.FIRE ||
            elementType == ElementType.WATER ||
            elementType == ElementType.EARTH)
        {
            switch (newElement)
            {
            case ElementType.EARTH:
                if (elementType == ElementType.FIRE)
                {
                    elementType = ElementType.LAVA;
                }
                else if (elementType == ElementType.WATER)
                {
                    elementType = ElementType.MUD;
                }
                break;

            case ElementType.FIRE:
                if (elementType == ElementType.EARTH)
                {
                    elementType = ElementType.LAVA;
                }
                else if (elementType == ElementType.WATER)
                {
                    elementType = ElementType.STEAM;
                }
                break;

            case ElementType.WATER:
                if (elementType == ElementType.FIRE)
                {
                    elementType = ElementType.STEAM;
                }
                else if (elementType == ElementType.EARTH)
                {
                    elementType = ElementType.MUD;
                }
                break;

            default:
                break;
            }
            element    = StatsFactory.GetStat(elementType);
            canimation = new SpriteAnimation(gameObject.GetComponent <SpriteRenderer> ());
            canimation.LoadSprites(element.picDirection, element.picCount);
            canimation.playAnimation();
            canimation.SetMode(SpriteAnimationMode.LOOP);
            changeScaleSlime();
        }

        CenterFace();
    }
Exemple #3
0
 public void Setup()
 {
     _spriteAnimation.LoadSprites(ref _sprites);
     _onAnimationEnd.Setup();
 }