public AttackModeChange(float totalTime, UIMaster shape, Type type) { this.totalTime = totalTime; this.timeLeft = totalTime; this.shape = shape; this.type = type; }
// Changes the phase and updates the UI as needed public static IEnumerator ChangeTurn() { UIMaster.SetActionPanel(false); yield return(AlterState()); // pauses before executing the rest of the code based on phase. if (PlayerMaster.PriorTurn == 0) { yield return(EndofRound()); } if (gP != GamePhase.Attack) { PlayerMaster.SwitchPlayer(); TopDownCamera.ChangePlayerCamera(); } UIMaster.ChangeDisplayedPlayer(); UIMaster.ChangePlayerDeploy(gP); UIMaster.DisplayState(gP, PlayerMaster.CurrentTurn); turnNum++; yield return(null); }
void Start() { GameBrain.ChangeAcceptInput(false); TopDownCamera.AllowMovement(false); instance = this; tm = new TutorialUIMaster(); t_ai = new TutorialAI(); acceptInput = false; ai_turn = false; image_on = false; turn_button = GameObject.Find("PlayerPanel").GetComponent <Button>(); d_markers = GameObject.Find("DeployMarkers"); d_markers.SetActive(false); UIMaster.SetActionPanel(false); phase = T_Phases.Introduction; whichText = 0; phaselength = TutorialUIMaster.TutorialText[(int)phase].Length; TutorialUIMaster.ChangeText((int)phase, whichText); GameObject.Find("Back Button").GetComponent <Button>().onClick.AddListener(BackText); GameObject.Find("Forward Button").GetComponent <Button>().onClick.AddListener(ForwardText); GameObject.Find("Continue Button").GetComponent <Button>().onClick.AddListener(PlayersTurn); GameObject.Find("Raise Button").GetComponent <Button>().onClick.AddListener(RaiseBox); }
private UIMaster getShape(Direction code) { UIMaster ret = null; switch (code) { case Direction.Up: ret = top; break; case Direction.Right: ret = right; break; case Direction.Down: ret = bottom; break; case Direction.Left: ret = left; break; } return(ret); }
private void HandleFly() { // Show/hide cursor if (Input.GetMouseButton(1)) { Cursor.lockState = CursorLockMode.Locked; } else { Cursor.visible = true; Cursor.lockState = CursorLockMode.None; } // Rotation if (Input.GetMouseButton(1)) { Vector2 mouseMovement = Vector3.zero; if (UIMaster.GetState() != UIState.FOCUSED) { mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1)); // Show/hide cursor if (Input.GetMouseButton(1)) { Cursor.lockState = CursorLockMode.Locked; } else { Cursor.visible = true; Cursor.lockState = CursorLockMode.None; } } float mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude); m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor; m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor; } // Translation Vector3 translation = GetInputTranslationDirection() * Time.deltaTime; // Speed up movement when shift key held if (Input.GetButton("Sprint")) { translation *= 10.0f; } // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel) boost += Input.mouseScrollDelta.y * 0.2f; translation *= Mathf.Pow(2.0f, boost); m_TargetCameraState.Translate(translation); // Framerate-independent interpolation float positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime); float rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime); m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct); m_InterpolatingCameraState.UpdateTransform(transform); }
public static void LerpToView(RaycastHit hit) //Called by CheckClick below. Changes UI pannels and lerps to the position of the clicked cube { GameBrain.ChangeAcceptInput(false); UIMaster.FadePhanel((int)UIPannels.Action); UIMaster.FadePhanel((int)UIPannels.View); TopDownCamera.Instance.StartCoroutine(TopDownCamera.LerpToPosition(hit.transform.position, hit.transform.rotation)); }
private static void GenerateDataBridge(UIMaster master) { var templateFile = Path.Combine(PanelTemplatePath, "Generated", "#PanelName#DataBridge.lua"); var templateContents = File.ReadAllText(templateFile); var outputFile = templateFile.Replace("@PanelTemplate", master.name).Replace("#PanelName#", master.name); if (File.Exists(outputFile)) { File.SetAttributes(outputFile, FileAttributes.Normal); File.Delete(outputFile); } var outputContents = templateContents.Replace("#PanelName#", master.name); WriteAllText(outputFile, outputContents); File.SetAttributes(outputFile, FileAttributes.ReadOnly); var privateFile = Path.Combine(PanelTemplatePath, "Private", "#PanelName#DataBridge.lua"); var privateContents = File.ReadAllText(privateFile); var outputPrivateFile = privateFile.Replace("@PanelTemplate", master.name).Replace("#PanelName#", master.name); if (File.Exists(outputPrivateFile) == false) { var outputPrivateContents = privateContents.Replace("#PanelName#", master.name); WriteAllText(outputPrivateFile, outputPrivateContents); } }
public async Task <IActionResult> Edit(int id, [Bind("Id,Name,PageName")] UIMaster uIMaster) { if (id != uIMaster.Id) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(uIMaster); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!UIMasterExists(uIMaster.Id)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(uIMaster)); }
public static void CleanUp() //Resets the FightScene for next time { GameObject smokeCloud = GameObject.Find("SmokeCloud"); smokeCloud.transform.localScale = new Vector3(0.1f, 0.1f, 1); //Resets size of the smoke cloud GameObject p1Side = GameObject.Find("Player1Units"); GameObject p2Side = GameObject.Find("Player2Units"); GameObject winner = GameObject.Find("Winner"); p1Side.GetComponent <RectTransform>().anchoredPosition = p1Start; //Resets the position of P1's units p2Side.GetComponent <RectTransform>().anchoredPosition = p2Start; //Similiar comment for (int i = p1Side.transform.childCount - 1; i >= 0; --i) //Removes pictures { GameObject.Destroy(p1Side.transform.GetChild(i).gameObject); } for (int i = p2Side.transform.childCount - 1; i >= 0; --i) { GameObject.Destroy(p2Side.transform.GetChild(i).gameObject); } for (int i = winner.transform.childCount - 1; i >= 0; --i) { GameObject.Destroy(winner.transform.GetChild(i).gameObject); } UnitDict.Clear(); //Clears dictionary] UIMaster.SetFightScenePanel(false); //Turns off the canvas for the FightScene UIMaster.SetPanelAlpha(false, (int)UIPannels.Fight); }
public static void SetTutorialTiles() { if (Input.GetKeyDown(KeyCode.Mouse0) /*&& Events.GetComponent<Pause>().paused == false*/) { Ray ray; RaycastHit hit; ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { string[] index; if ((hit.transform.tag == "I" && instance.toSpawnUnit == 0) || (hit.transform.tag == "CV" && instance.toSpawnUnit == 1) || (hit.transform.tag == "CN" && instance.toSpawnUnit == 2)) //toSpawnUnit is the same unit as the required unit of the hexcell they clicked on { index = hit.transform.gameObject.name.Split('_'); HexCell h = MapMaster.Map[int.Parse(index[0]), int.Parse(index[1])]; int tSU = instance.toSpawnUnit; instance.unitsUsed[tSU]--; instance.uoList.Add(new UnitOrder(h.r, h.q, tSU, (GameObject)GameObject.Instantiate(Resources.Load("prefabs/UnitImagePlane"), MapMaster.Map[h.R, h.Q].spawnPoint.transform.position + new Vector3(0.0f, 0.05f, 0.0f), Quaternion.Euler(0.0f, 180.0f * PlayerMaster.CurrentTurn, 0.0f)))); SoundMaster.Deploy(); MapMaster.Map[h.R, h.Q].Passable = false; instance.uoList[instance.uoList.Count - 1].icon.GetComponent <ImagePlaneTest>().SetUnitPicture(((UnitTypes)tSU).ToString(), PlayerMaster.CurrentTurn); UIMaster.UpdateDeployAmount(); GameObject.Destroy(hit.transform.parent.gameObject); } } } }
static void NextPhase() { whichText = 0; ++phase; switch (phase) { case T_Phases.Deploy: UIMaster.DisplayState(GamePhase.Deploy, PlayerMaster.CurrentTurn); UIMaster.SetActionPanel(true); UIMaster.FadePhanel(0); break; case T_Phases.Cannon: for (int i = 0; i < PlayerMaster.CurrentPlayer.Can.Count; ++i) { PlayerMaster.CurrentPlayer.Can[i].Moved = false; } HighlightMaster.HighlightActiveCannons(PlayerMaster.CurrentPlayer); break; default: break; } turn_button.interactable = false; phaselength = TutorialUIMaster.TutorialText[(int)phase].Length; TutorialUIMaster.ChangeText((int)phase, whichText); }
private static void Save(UIMaster origin) { UIMaster master = null; try { master = GameObject.Instantiate((origin as UIMaster).gameObject).GetComponent <UIMaster>(); master.gameObject.SetActive(true); master.gameObject.name = origin.name; SplitDelayLoadViews(master); PrefabUtility.SaveAsPrefabAsset(master.gameObject, "Assets/Resources/Output/" + master.name + ".prefab"); var go = (origin as UINode).gameObject; if (PrefabUtility.IsPartOfAnyPrefab(go)) { PrefabUtility.ApplyPrefabInstance(go, InteractionMode.AutomatedAction); } else { PrefabUtility.SaveAsPrefabAssetAndConnect(go, "Assets/Resources/" + go.name + ".prefab", InteractionMode.AutomatedAction); } GameObject.DestroyImmediate(master.gameObject); } finally { if (master != null) { GameObject.DestroyImmediate(master.gameObject); } } Debug.Log("Save " + origin.name); }
public AttackModeChange(UIMaster shape, Type type) { this.totalTime = transitionTime; this.timeLeft = totalTime; this.shape = shape; this.type = type; }
/// <summary> Called when object/script activates </summary> void Awake() { if (instance != null) { throw new UnityException("Singleton instance already exists"); } instance = this; }
// Use this for initialization private void Awake() { UIMaster.current = this; for (int i = 0; i < projectileiconnames.Length; i++) { projectileicondict.Add(projectileiconnames[i], projectileicons[i]); } }
private void findShapes() { top = GameObject.Find("Top").gameObject.GetComponent <UIMaster>(); right = GameObject.Find("Right").gameObject.GetComponent <UIMaster>(); bottom = GameObject.Find("Bottom").gameObject.GetComponent <UIMaster>(); left = GameObject.Find("Left").gameObject.GetComponent <UIMaster>(); middle = GameObject.Find("Middle").gameObject.GetComponent <UIMaster>(); }
public static void ExitView() //Returns to the camera to the position is=t was at before clicking on the cube and switches the UI back { TopDownCamera.Instance.StartCoroutine(TopDownCamera.LerpToPosition(PlayerMaster.CurrentPlayer.CameraPosistion, PlayerMaster.CurrentPlayer.CameraRotation)); TopDownCamera.AllowMovement(true); UIMaster.FadePhanel((int)UIPannels.Action); UIMaster.FadePhanel((int)UIPannels.View); GameBrain.ChangeAcceptInput(true); }
private void Awake() { manager = this; DontDestroyOnLoad(gameObject); musics = GetComponentsInChildren <AudioSource> ().ToList(); PlayMusic(Musics.Menu); }
private static void GenerateViews(UIMaster master) { GenerateView(master, null); foreach (var view in master.GetComponentsInChildren <UIView>(true)) { GenerateView(master, view); } }
public static UIMaster instance; // Just adding this bc idk how things are intended to be set up // Start is called before the first frame update void Start() { instance = this; BindKeys(); keyboard.Listening = true; //Master needs to register to the GameMaster for NextTurnEvent! GM.NextTurn += new NextTurnHandler(Space_Key); }
public Change(UIMaster shape, float msTime, ChangeMode mode, Change next = null) { //this.maxSize = shape.maxSize; this.totalTime = msTime; this.timeLeft = msTime; this.shape = shape; this.mode = mode; this.next = next; }
public static void SwapPoints(UnitTypes uT, int from) { int amt = pointValues[(int)uT]; PlayerMaster.UnitsPlayer(from).Score -= amt; PlayerMaster.UnitsPlayer(from == 0 ? 1 : 0).Score += amt; instance.score1 = PlayerMaster.UnitsPlayer(0).Score; instance.score2 = PlayerMaster.UnitsPlayer(1).Score; UIMaster.DisplayScore(); }
private void Awake() { if (instance && instance != this) { Destroy(gameObject); return; } instance = this; }
// Token: 0x06000383 RID: 899 RVA: 0x000145A8 File Offset: 0x000129A8 public void BackFunc_Picture() { UIMaster componentInParent = base.GetComponentInParent <UIMaster>(); componentInParent.BackFunc_Reset(); componentInParent.BackFunc_Set(delegate { this.CheckExit_PictureResult(); }); }
// Token: 0x06000349 RID: 841 RVA: 0x00011FB8 File Offset: 0x000103B8 public void BackFunc_child(GameObject obj) { UIMaster componentInParent = base.GetComponentInParent <UIMaster>(); componentInParent.BackFunc_Reset(); componentInParent.BackFunc_Set(delegate { this.CloseView(obj); }); }
// Token: 0x060003BF RID: 959 RVA: 0x00016930 File Offset: 0x00014D30 public void BackFunc() { UIMaster componentInParent = base.transform.parent.GetComponentInParent <UIMaster>(); componentInParent.BackFunc_Reset(); componentInParent.BackFunc_Set(delegate { this.CloseScrollView(); }); }
// Token: 0x060002A3 RID: 675 RVA: 0x0000A710 File Offset: 0x00008B10 public void BackFunc_2() { UIMaster componentInParent = base.GetComponentInParent <UIMaster>(); componentInParent.BackFunc_Reset(); componentInParent.BackFunc_Set(delegate { this.Result_No(); }); }
// Start is called before the first frame update void Start() { if (instance != null) { Destroy(this); return; } instance = this; GameObject.DontDestroyOnLoad(this.gameObject); }
private void Awake() { if (Instance != null) { Destroy(this); } Instance = this; _uiMaster = GetComponent <UIMaster>(); }
// Token: 0x06000285 RID: 645 RVA: 0x00009984 File Offset: 0x00007D84 public void BackFunc() { UIMaster componentInParent = base.GetComponentInParent <UIMaster>(); componentInParent.BackFunc_Reset(); componentInParent.BackFunc_Set(delegate { this.CloseCheck(); }); }
void Start() { agent = GetComponent<NavMeshAgent>(); actionpointsLeft = maxActionPoints; player = GameObject.FindGameObjectWithTag("Player"); ui = GameObject.FindObjectOfType<UIMaster>(); myAnim = GetComponent<Animator>(); startingPos = transform.position; startingRot = transform.rotation; fovs = GetComponentsInChildren<FOV>(); foreach(FOV fov in fovs) { fov.init(fieldOfViewRange, visionRange, spotRange); } }
// Use this for initialization void Start() { formManager = GetComponent<FormsManager>(); gameUI = GameObject.FindGameObjectWithTag("gameUI").transform; txtCurTurn = gameUI.FindChild("txtTurn").GetComponent<Text>(); btnEndTurn = gameUI.FindChild("btnEndTurn").GetComponent<Button>(); btnEndTurn.onClick.AddListener(() => endTurnBtnClicked()); ui = GameObject.FindObjectOfType<UIMaster>(); //grab all enemies from map enemiesOnMap = GameObject.FindObjectsOfType<Enemy>(); camFocus = Object.FindObjectOfType<CameraFocuser>(); //check for checkpoints CheckPointManager.init(); if (CheckPointManager.GetLevel() == Application.loadedLevel) { Debug.Log("Using checkpoint"); CheckPointManager.init(); GameObject.FindGameObjectWithTag("Player").transform.position = CheckPointManager.GetPosition(); Debug.Log("Send player to checkpoint at " + CheckPointManager.GetPosition().ToString()); camFocus.GoTo("PhysicalForm"); } }