// Start is called before the first frame update void Start() { //defaults the hand to be untoggled showingHand = false; pos = transform.position; handSpriteRender = gameObject.GetComponent <SpriteRenderer>(); //resize the sprite[] to 40, to hold all card sprites Array.Resize(ref cardSprites, 50); Resources.LoadAll <Sprite>("Assets/Cards").CopyTo(cardSprites, 0); //initializes array and used scripts spriteArray = this.GetComponent <SpriteArray>(); deckHandler = playerDeck.GetComponent <DeckHandler>(); cardData = cards.GetComponent <CardData>(); //initializes and tells the button "place" what to do Button placeCard = place.GetComponent <Button>(); placeCard.onClick.AddListener(PlaceCards); //initializes the card places and attack text card1Sprite = card1.GetComponent <SpriteRenderer>(); card2Sprite = card2.GetComponent <SpriteRenderer>(); card3Sprite = card3.GetComponent <SpriteRenderer>(); atkTxtMsh1 = atkTxt1.GetComponent <TextMesh>(); atkTxtMsh2 = atkTxt2.GetComponent <TextMesh>(); atkTxtMsh3 = atkTxt3.GetComponent <TextMesh>(); hlthTxtMsh1 = hlthTxt1.GetComponent <TextMesh>(); hlthTxtMsh2 = hlthTxt2.GetComponent <TextMesh>(); hlthTxtMsh3 = hlthTxt3.GetComponent <TextMesh>(); }
public void InitializeFromSprites(ushort location, SpriteArray sprites) { Memory = new Memory(); foreach (var sprite in sprites) { Memory.SetBytes(new SimpleLocation((Address)location), sprite.GetBytes()); location += 63; } spriteToolStripMenuItem_Click(null, new EventArgs()); }
void RandomizeTweet() { int randomChannel = Random.Range(0, ChannelPositions.Length); renderer.material.color = ChannelColors [randomChannel]; SpriteArray tweets = TweetImages [randomChannel]; int randomTweet = Random.Range(0, tweets.Sprites.Length); CurrentTweet = tweets.Sprites [randomTweet]; }
public void SaveScene(string fileName, Camera cameraPosition, SpriteArray spriteArray, bool snapping, float PixelSize, StringArrayArray SpriteArrays, SpriteManager sprMan) { spriteArrays = SpriteArrays; camera = new CameraSave(cameraPosition); snappingOn = snapping; pixelSize = PixelSize; ssa.AddSpriteArray(spriteArray, sprMan); FileStream stream= File.Create(fileName); BinaryFormatter binFormatter = new BinaryFormatter(); binFormatter.Serialize(stream, this); stream.Close(); }
public void SaveScene(string fileName, Camera cameraPosition, SpriteArray spriteArray, bool snapping, float PixelSize, StringArrayArray SpriteArrays, SpriteManager sprMan) { spriteArrays = SpriteArrays; camera = new CameraSave(cameraPosition); snappingOn = snapping; pixelSize = PixelSize; ssa.AddSpriteArray(spriteArray, sprMan); FileStream stream = File.Create(fileName); BinaryFormatter binFormatter = new BinaryFormatter(); binFormatter.Serialize(stream, this); stream.Close(); }
public static void Paint(Graphics g, bool redrawBackground, Color backColor, int windowWidth, int windowHeight, int extraOffsetY, SpriteEditor spriteEditor, SpriteArray sprites, C64Sprite sprite, ColorPicker colorPicker) { g.CompositingMode = CompositingMode.SourceOver; g.CompositingQuality = CompositingQuality.AssumeLinear; g.SmoothingMode = SmoothingMode.None; g.InterpolationMode = InterpolationMode.NearestNeighbor; g.PixelOffsetMode = PixelOffsetMode.HighSpeed; if (redrawBackground) { g.Clear(backColor); } spriteEditor.X = 10; spriteEditor.Y = 10 + ColorPickerCell.Size + extraOffsetY; var pw = (windowWidth - 200) / C64Sprite.Width; var ph = (windowHeight - 200) / C64Sprite.Height; spriteEditor.PixelSize = Math.Min(pw, ph); spriteEditor.PixelSize = spriteEditor.PixelSize < 6 ? 6 : spriteEditor.PixelSize; var doubleSize = windowWidth * 1.5 > windowHeight; var spritesStartX = doubleSize ? windowWidth - 68 : windowWidth - 44; var spritesStartY = spriteEditor.Y; for (var i = 0; i < SpriteArray.Length; i++) { sprites[i].Draw(g, spritesStartX, spritesStartY, doubleSize); spritesStartY += doubleSize ? 44 : 22; } spriteEditor.Draw(g); ColorPickerCell.Size = spriteEditor.PixelSize * 2; colorPicker.Draw( g, sprite, spriteEditor.X, spriteEditor.Y - (ColorPickerCell.Size + 8) ); }
public static IEnumerator FadeSequence(SpriteRenderer im, Vector2 range, float time, Easings.Functions fun, SpriteArray sa) { float startTime = Time.time; float numb = range.y - range.x; float add = 0; int index = 0; int lastIndex = -99; int length = sa.alphaMaskSequence.Length - 1; while (Time.time - startTime < time) { add = range.x + numb * Easings.Interpolate((Time.time - startTime) / time, fun); index = (int)(add * length); if (index != lastIndex) { im.material.SetTexture("_DissolveTex", sa.alphaMaskSequence[index]); lastIndex = index; } yield return(null); } im.material.SetTexture("_DissolveTex", sa.alphaMaskSequence[(int)(range.y * length)]); #if (PRINT) Debug.Log("Coroutine 'FadeSequence' ended in " + (Time.time - startTime)); #endif }
private MiEntity CreateBackground() { RenderWindow window = Manager.Game.Window; MiEntity bg = new MiEntity("Background", window); if (!bg.AddNewComponent <SpriteArray>()) { return(Logger.LogReturn <MiEntity>("Failed creating background components.", null, LogType.Error)); } View view = window.GetView(); Texture ptr = Program.Theme.PointerTexture; Transform trn = bg.GetComponent <Transform>(); trn.Size = new Vector2f(view.Size.X - ((ptr?.Size.X ?? 0) * Program.Theme.PointerScale.X), view.Size.Y); switch (Program.PointerDirection) { case Direction.Left: trn.Position = new Vector2f((ptr?.Size.X ?? 0) * Program.Theme.PointerScale.X, 0.0f); break; case Direction.Right: trn.Position = new Vector2f(0.0f, 0.0f); break; } SpriteArray spr = bg.GetComponent <SpriteArray>(); spr.TexturePath = Program.Theme.BackgroundPath; Vector2u texsize = spr.Texture.Size; float third = texsize.X / 3.0f; FloatRect tl = new FloatRect(0, 0, third, third), t = new FloatRect(third, 0, third, third), tr = new FloatRect(third * 2, 0, third, third), l = new FloatRect(0, third, third, third), m = new FloatRect(third, third, third, third), r = new FloatRect(third * 2, third, third, third), bl = new FloatRect(0, third * 2, third, third), b = new FloatRect(third, third * 2, third, third), br = new FloatRect(third * 2, third * 2, third, third); Settings settings = Program.FolderSettings; Vector2u cellsize; { uint csize = Program.GetCellSize(); cellsize.X = csize; cellsize.Y = settings.DisplayType == IconDisplayType.IconOnly ? csize : (uint)((float)(csize / 3.0f) * 4); } Vector2u cellcount = settings.DisplayType == IconDisplayType.IconOnly ? settings.GridCells * 3 : new Vector2u(settings.GridCells.X * 3, settings.GridCells.Y * 4); Vector2f sprsize = new Vector2f(cellsize.X / 3.0f, cellsize.X / 3.0f); for (int y = 0; y < cellcount.Y; y++) { for (int x = 0; x < cellcount.X; x++) { FloatRect rect; if (x == 0) { if (y == 0) { rect = tl; } else if (y == (cellcount.Y - 1)) { rect = bl; } else { rect = l; } } else if (x == cellcount.X - 1) { if (y == 0) { rect = tr; } else if (y == (cellcount.Y - 1)) { rect = br; } else { rect = r; } } else { if (y == 0) { rect = t; } else if (y == (cellcount.Y - 1)) { rect = b; } else { rect = m; } } spr.Sprites.Add(new SpriteInfo(rect, Program.Theme.Color, new Vector2f(sprsize.X * x, sprsize.Y * y), sprsize)); } } return(bg); }