Esempio n. 1
0
    private void buttonClick()
    {
        var asset = Assets.Load <Sprite>(spriteName[index]);

        //  if (!AssetList.Contains(asset))
        AssetList.Add(asset);
        if (asset != null)
        {
            Sprite prefab = (Sprite)asset.asset;
            if (prefab != null)
            {
                // Sprite temp = Sprite.Create(prefab, new Rect(0, 0, prefab.width, prefab.height), new Vector2(0, 0));
                sprite.sprite = prefab;
                sprite.SetNativeSize();
                // spriteImage = Instantiate(prefab) as Sprite;
                //  testpanel.transform.SetParent(GameObject.Find("Canvas").transform);
                //   ReleaseAssetOnDestroy.Register(p, asset);

                // GameObject.Destroy(go, 10);
            }
        }
        index++;
        if (index >= spriteName.Count)
        {
            index = 0;
        }
    }
Esempio n. 2
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        public object LoadResource(string name, string extension, System.Type type, out DestroyMethod destroyMethod)
        {
            string assetName = uiPath + name + extension;

            destroyMethod = DestroyMethod.None;
            string packageName = name.Substring(0, name.LastIndexOf('_'));

            if (!assets.ContainsKey(packageName))
            {
                Debug.LogError("LoadResource No Package:" + packageName);
                return(null);
            }

#if UNITY_EDITOR
            Asset asset = Assets.Load(assetName, type);
            if (asset != null)
            {
                assets[packageName].AddAsset(asset);
                return(asset.asset);
            }
#else
            if (Assets.ContainsAsset(assetName))
            {
                Asset asset = Assets.Load(assetName, type);
                if (asset != null)
                {
                    assets[packageName].AddAsset(asset);
                    return(asset.asset);
                }
            }
#endif
            return(null);
        }
Esempio n. 3
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    Character GetCharacter(string character)
    {
        if (charactersOnScene.ContainsKey(character))
        {
            return(charactersOnScene[character]);
        }
        else
        {
            Transform newCharacter = Instantiate(Assets.Load <GameObject>(Assets.CHARACTER, character), charactersContainer).transform;
            charactersOnScene.Add(character, newCharacter.GetComponent <Character>());

            switch (CurrentSpeech.character)
            {
            case Assets.CHARACTER_PLAYER:
                newCharacter.SetPositionAndRotation(playerPosition.position, playerPosition.rotation);
                newCharacter.localScale = playerPosition.localScale;
                break;

            default:
                newCharacter.SetPositionAndRotation(opponentPosition.position, opponentPosition.rotation);
                newCharacter.localScale = opponentPosition.localScale;
                break;
            }
            newCharacter.gameObject.SetActive(false);
            return(charactersOnScene[character]);
        }
    }
Esempio n. 4
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    private void Awake()
    {
        TextAsset      json    = Assets.Load <TextAsset>(Assets.EPISODE_PREVIEW, "Preview");
        EpisodePreview preview = EpisodePreview.FromJson(json.text);

        json           = Assets.Load <TextAsset>(Assets.EPISODE, preview.previews[0].assetName);
        CurrentEpisode = Episode.FromJson(json.text);
        BranchIndex    = 0;
        SpeechIndex    = 0;
    }
Esempio n. 5
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    void LoadSyphere()
    {
        var asset = Assets.Load <GameObject>(sypherePath);

        if (asset != null)
        {
            var prefab = asset.asset;
            if (prefab != null)
            {
                syphereobj = Instantiate(prefab) as GameObject;
                ReleaseAssetOnDestroy.Register(syphereobj, asset);
                // GameObject.Destroy(go, 10);
            }
        }
    }
Esempio n. 6
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            int windowWidth  = GraphicsDevice.Viewport.Width;
            int windowHeight = GraphicsDevice.Viewport.Height;

            Assets.CreateWhitePixel(graphics.GraphicsDevice, Content);
            Assets.Load(Content);

            world.Initialize(this, Content, new Rectangle(0, 0, 2560, 1440), new Rectangle(0, 0, displayWidth, displayHeight), graphics.GraphicsDevice);
            mouse.Initialize(Content);

            world.loadContent();
        }
Esempio n. 7
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    void LoadPrefab()
    {
        var asset = Assets.Load <GameObject>(assetPath);

        if (asset != null)
        {
            var prefab = asset.asset;
            if (prefab != null)
            {
                testpanel = Instantiate(prefab, GameObject.Find("Canvas").transform) as GameObject;
                //  testpanel.transform.SetParent(GameObject.Find("Canvas").transform);
                ReleaseAssetOnDestroy.Register(testpanel, asset);
                // GameObject.Destroy(go, 10);
            }
        }
    }
        protected override void LoadContent()
        {
            base.LoadContent();
            TextureAtlas atlas = new TextureAtlas("shapes", Assets.Load <Texture2D>("shapes"));

            atlas.CreateRegion("box", 10, 10, 100, 100);

            Sprite sprite = Assets.Add("PlayerSprite", new Sprite(atlas["box"]));

            //CurrentWorld = new World();
            //CurrentWorld.AddSystems(new RenderSystem());

            //CurrentWorld.CreateEntity("Player", new Component[] { new PositionComponent() { }, new RendererComponent() { Sprite = sprite}});

            //CurrentWorld = ECS.World.LoadFromFile("testW");
            //CurrentWorld.Init();
            //CurrentWorld.SaveToFile("testW");
        }
Esempio n. 9
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        private void Init()
        {
            Music = new MusicPlayer();
            Sounds = new SoundManager();
            Assets = new Assets();
            Assets.Load();

            var vm = new SFML.Window.VideoMode(1000, 750, 32);
            var style = Styles.Close;
            var settings = new ContextSettings(0, 0, 8);

            Window = new SFML.Graphics.RenderWindow(vm, "", style, settings);
            Window.SetView(View);
            Window.SetVerticalSyncEnabled(true);
            Window.Closed += (sender, e) => { IsAppExited = true; };
            Window.LostFocus += (sender, e) => { IsPaused = true; };
            Window.GainedFocus += (sender, e) => { IsPaused = false; };
            Window.SetMouseCursorVisible(true);

            var splash = new Space("Splash", true);
            var menu = new Space("Menu");
            var inGame = new Space("InGame");
            var gameOver = new Space("GameOver");

            //  ----- ----- ----- Splash ----- ----- -----

            var images = new SplashImage[]
            {
                new SplashImage(Assets.Textures["sfml"], 3, 1, 1),
                new SplashImage(Assets.Textures["rsas"], 5, 1, 1)
            };

            SplashImage.Prepare(images, e =>
            {
                splash.IsActive = false;
                menu.IsActive = true;
            });

            foreach(var image in images)
                splash.Add(image);

            //  ----- ----- ----- Menu ----- ----- -----
            var btnStart = new MenuButton("Play", 40, new Vector(100, 100));
            var btnQuit = new MenuButton("Quit", 40, new Vector(100, 200));

            var btnDiffEasy = new MenuButton("Easy", 30, new Vector(250, 100));
            var btnDiffMedium = new MenuButton("Medium", 30, new Vector(250, 150));
            var btnDiffHard = new MenuButton("Hard", 30, new Vector(250, 200));

            var infoText =
                "- Instructions -\n" +
                "- Run, shoot and survive as long as possible.\n" +
                "- Collect white powersups to recover health.\n" +
                "- New weapons are unlocked after each 1000 kills.\n" +
                "\n" +
                "- Use WASD keys to move, and mouse to aim and shoot.\n" +
                "- Use the numbers keys to change weapons.\n" +
                "- During gameplay, press ESC to pause or F1 to give up.";
            var btnInfoText = new MenuButton(infoText, 20, new Vector(450, 125));

            var highscoreList = new HighscoreList(new Vector2f(50, 300));

            Difficulty = RSaS.Difficulty.Medium;
            btnDiffMedium.Text.Color = Color.Red;

            btnStart.Click += e =>
            {
                if (IsGameOver)
                {
                    IsGameOver = false;
                    InitInGame(inGame);
                }

                Music.Play("music");
                menu.IsActive = false;
                inGame.IsActive = true;
                IsOSCursorVisible = false;
            };

            btnQuit.Click += e =>
            {
                IsAppExited = true;
            };

            btnDiffEasy.Click += e =>
            {
                if (!IsGameOver)
                    return;

                Difficulty = RSaS.Difficulty.Easy;
                btnDiffEasy.Text.Color = Color.Red;
                btnDiffMedium.Text.Color = Color.White;
                btnDiffHard.Text.Color = Color.White;
            };

            btnDiffMedium.Click += e =>
            {
                if (!IsGameOver)
                    return;

                Difficulty = RSaS.Difficulty.Medium;
                btnDiffEasy.Text.Color = Color.White;
                btnDiffMedium.Text.Color = Color.Red;
                btnDiffHard.Text.Color = Color.White;
            };

            btnDiffHard.Click += e =>
            {
                if (!IsGameOver)
                    return;

                Difficulty = RSaS.Difficulty.Hard;
                btnDiffEasy.Text.Color = Color.White;
                btnDiffMedium.Text.Color = Color.White;
                btnDiffHard.Text.Color = Color.Red;
            };

            menu.Add(btnStart);
            menu.Add(btnQuit);
            menu.Add(btnDiffEasy);
            menu.Add(btnDiffMedium);
            menu.Add(btnDiffHard);
            menu.Add(btnInfoText);
            menu.Add(highscoreList);
        }