private void SetVisual(VisualType type) { currentVisual = type; EmptyVisual.SetActive(false); SeedVisual.SetActive(false); SproutVisual.SetActive(false); FullGrownVisual.SetActive(false); UsedVisual.SetActive(false); switch (type) { case VisualType.Empty: EmptyVisual.SetActive(true); break; case VisualType.Seed: SeedVisual.SetActive(true); break; case VisualType.Sprouted: SproutVisual.SetActive(true); break; case VisualType.FullGrown: FullGrownVisual.SetActive(true); break; case VisualType.Used: UsedVisual.SetActive(true); break; } }
private void SetVisual(VisualType type) { currentVisual = type; HarvestVisual.SetActive(false); SeedVisual.SetActive(false); WaterVisual.SetActive(false); DefaultVisual.SetActive(false); switch (type) { case VisualType.Default: DefaultVisual.SetActive(true); break; case VisualType.Planting: SeedVisual.SetActive(true); break; case VisualType.Watering: WaterVisual.SetActive(true); break; case VisualType.Harvesting: HarvestVisual.SetActive(true); break; } }
public void PushVisual(int score, VisualType type) { PoolObject po = _pool.ActivateObject("ScoreVisual"); po.transform.SetParent(VisualParent); po.transform.localScale = new Vector3(0.25f, 0.25f, 0.25f); po.transform.localPosition = new Vector3(0, 0, 0); string text = ""; switch (type) { case VisualType.SWEET: text = "Sweet"; break; case VisualType.COOL: text = "Cool"; break; case VisualType.AWESOME: text = "Awesome!"; break; case VisualType.MAJESTIC: text = "Majestic"; break; case VisualType.ONFIRE: text = "On fire"; break; case VisualType.GODLIKE: text = "Godlike"; break; case VisualType.CHEAT: text = "CHEAT!"; break; case VisualType.SOCLOSE: text = "So close"; break; case VisualType.SUPERCLOSE: text = "Superclose!"; break; case VisualType.WTF: text = "What the..."; break; } po.GetComponent <VisualScript>().VisualText.text = text + " +" + score; po.GetComponent <Animator>().Play("Score_Addition"); _visualList.Add(new Visual(0.5f, po)); }
public void AddHitScore(int amount, VisualType type) { _background.Pulse(); AddScore(amount * CurrentLevel, type); _currentTimer = PlayerTimerReset; // add for having strategy if (_timerAnim != null) { _timerAnim.Play("Countdown", -1, 0f); } }
private IEnumerator DoAction(VisualType actionVisual) { // pre action isPerformingAction = true; SetVisual(actionVisual); // do action yield return(new WaitForSeconds(actionDuration)); // post action SetVisual(VisualType.Default); isPerformingAction = false; }
IEnumerator PushScore(int amount, VisualType type) { if (_scoreAnim != null) { _score.PushVisual(amount, type); } yield return(new WaitForSeconds(0.25f)); _currentScore += amount; if (_scoreAnim != null && amount > 1) { _scoreAnim.Play("Bump", -1, 0f); } }
protected override void Update() { base.Update(); UpdateWireType(); if (_previousWireType != WireType) { switch (WireType) { case VisualType.Horizontal: case VisualType.Vertical: SetImage(StraightWire, Color.white); break; case VisualType.IntersectionT: SetImage(WireT, Color.white); break; case VisualType.IntersectionX: SetImage(WireX, Color.white); break; case VisualType.End: SetImage(WireEnd, Color.white); break; case VisualType.HorizontalBridge: case VisualType.VerticalBridge: SetImage(Bridge, Color.white); break; case VisualType.NoConnections: SetImage(NoConnections, Color.white); break; default: SetImage(CornerWire, Color.white); break; } _previousWireType = WireType; } if (_previousAngle != Rotation) { _previousAngle = Rotation; SetRotationAroundPivot(Rotation); } }
public static VisualType[] QueryVisualTypes() { IntPtr ptr; int count; gdk_query_visual_types(out ptr, out count); int[] tmp = new int [count]; Marshal.Copy(ptr, tmp, 0, count); VisualType[] result = new VisualType [count]; for (int i = 0; i < count; i++) { result [i] = (VisualType)tmp [i]; } return(result); }
public void AddScore(int amount, VisualType type) { if (amount <= 0) { return; // just ignore these values } StartCoroutine(PushScore(amount, type)); int nextLevelScore = (int)(LevelProgressionScore * Mathf.Pow(_currentLevel, 2)); if (_currentScore >= nextLevelScore) { LevelUp(); } }
void AddComboCount(VisualType type) { switch (type) { case VisualType.SWEET: ++_sweetCount; break; case VisualType.COOL: ++_coolCount; break; case VisualType.AWESOME: ++_awesomeCount; break; case VisualType.MAJESTIC: ++_majesticCount; break; case VisualType.ONFIRE: ++_onfireCount; break; case VisualType.GODLIKE: ++_godlikeCount; break; case VisualType.CHEAT: ++_cheatCount; break; case VisualType.SOCLOSE: ++_soCloseCount; break; case VisualType.SUPERCLOSE: ++_superCloseCount; break; case VisualType.WTF: ++_wtfCount; break; } }
protected virtual void Awake() { //get references damageable = GetComponent <Damageable>(); damageableManager = GetComponent <DamageableManager>(); thisCollider = GetComponent <Collider>(); navMeshObstacle = GetComponent <NavMeshObstacle>(); ISpeed = navObstacle.GetComponent <ISpeed>(); if (DamageableManager != null) { DamageableManager.OnDie.AddListener(delegate { visualType = VisualType.DeadBody; }); } range = (Collider is SphereCollider ? ((SphereCollider)Collider).radius : 0.0f); }
public static void SetVisual(VisualType value) { _vstype = (value > VisualType.WaveForm ? VisualType.SpectrumLineN : value); }
public CharacterVisualLayout(VisualType vtype) { this.Type = vtype; }
public bool HasEntity(long id, VisualType type) => EntitiesByVisualType.TryGetValue(type, out Dictionary <long, IEntity> entities) && entities.ContainsKey(id);
protected EntityBase(VisualType type, long id) { Type = type; Id = id; }
public IEnumerable <T> GetEntitiesByType <T>(VisualType type) where T : class, IEntity { return(!EntitiesByVisualType.TryGetValue(type, out Dictionary <long, IEntity> entities) ? null : entities.Select(s => s.Value as T)); }
public IEntity GetEntity(long id, VisualType type) => EntitiesByVisualType.TryGetValue(type, out Dictionary <long, IEntity> entities) && entities.TryGetValue(id, out IEntity entity) ? entity : null;
public static VisualType[] QueryVisualTypes() { IntPtr ptr; int count; gdk_query_visual_types (out ptr, out count); int[] tmp = new int [count]; Marshal.Copy (ptr, tmp, 0, count); VisualType[] result = new VisualType [count]; for (int i = 0; i < count; i++) result [i] = (VisualType) tmp [i]; return result; }
public T GetEntity <T>(long id, VisualType type) where T : class, IEntity => GetEntity(id, type) as T;
void OnTriggerEnter2D(Collider2D other) { //Debug.Log("OnTriggerEnter"); if (other.tag == "Bullet") { if (!_level.IsPlaying) { return; // you done goofed } _comboInteval = ComboInterval; ++_comboCount; VisualType type = VisualType.NONE; switch (_comboCount) { case 3: type = VisualType.SWEET; break; case 4: type = VisualType.COOL; break; case 5: type = VisualType.AWESOME; break; case 6: type = VisualType.MAJESTIC; break; case 7: type = VisualType.ONFIRE; break; case 8: type = VisualType.GODLIKE; break; default: if (_comboCount > 8) { type = VisualType.CHEAT; } break; } BulletScript bullet = other.GetComponent <BulletScript>(); int multiplier = 1; if (bullet.IsHit) { multiplier = 5; Debug.Log("Wtf..."); type = VisualType.WTF; } else if (bullet.IsNearMiss) { multiplier = (int)Mathf.Pow(2, bullet.NearMisses); if (bullet.NearMisses > 1) { type = VisualType.SOCLOSE; } else { type = VisualType.SUPERCLOSE; } } int score = multiplier * _level.CurrentLevel * 10; score += 5 * (_comboCount - 1); _level.AddHitScore(score, type); bullet.Deactivate(); } }