public void Initialize(int time) { SpriteRender = GetComponent <SpriteRenderer>(); SpriteRender.sprite = GetComponent <SpriteRenderer>().sprite = CustomResources.Load <Sprite>("Status/RootingStatus"); Time = time; }
private void Awake() { _gameScenarioBase = FindObjectOfType <GameScenarioBase>(); _gameProgress = FindObjectOfType <GameProgress>(); _nextSceneNumber = SceneManager.GetActiveScene().buildIndex + _nextLoadSceneNumber; if (_gameScenarioBase == null) { var scenario = CustomResources.Load <GameScenarioBase> (AssetsPathGameObject.GameObjects[GameObjectType.GameScenarioExecutor]); _gameScenarioBase = Instantiate(scenario); if (_gameScenarioBase == null) { CustomDebug.LogError("GameScenarioExecutor has no scenario", this); return; } } _gameScenarioBase.Inject(_gameProgress); Planner.Chain() .AddFunc(_gameScenarioBase.ExecuteScenario) .AddAction(LoadNextScene) ; }
public void InitGame()//запуск игры { UI.GetSetting(); Enemyes = new List <Enemy>(); characterData = CustomResources.Load <CharacterData>(StringManager.CharacterDataPath); Character = new Character(characterData); playerController = new PlayerController(); cameraController = new CameraController(); enemySpawnController = new EnemySpawnController(); enemyController = new EnemyController(); MainCamera = Camera.main.transform; // камера Player = GameObject.FindGameObjectWithTag(StringManager.TagPlayer).transform; LevelGame.SetActive(true); controllers = new IOnUpdate[5];//можно List<> controllers[0] = playerController; controllers[1] = cameraController; controllers[2] = enemySpawnController; controllers[3] = enemyController; controllers[4] = timeRemainingController; enemySpawnController.OnStart(); playerController.OnStart(); cameraController.OnStart(); UI.GameUi.SetActive(true); UI.Menu.SetActive(false); }
public void DefineEquipment(Equipment equipment) { Equipment = equipment; AttributeText.text = equipment.AttributePoint.ToString(); NameText.text = equipment.Name.ToString(); ElementImage.GetComponent <Image>().sprite = CustomResources.Load <Sprite>("Elements/" + equipment.Element); EquipImage.GetComponent <Image>().sprite = CustomResources.Load <Sprite>("Equipments/" + equipment.Name); UseBuyButton.interactable = Equipment.Enabled; if (!Equipment.Buyed) { UseBuyButtonCaption.text = "$ " + equipment.Price.ToString(); ButtonType = EquipmentButtonType.Buy; } else if (!Equipment.Equiped) { UseBuyButtonCaption.text = "Equip"; ButtonType = EquipmentButtonType.Equip; } else { UseBuyButtonCaption.text = "Using"; ButtonType = EquipmentButtonType.None; } }
public void Initialize(int damage, int time) { SpriteRender = GetComponent <SpriteRenderer>(); SpriteRender.sprite = CustomResources.Load <Sprite>("Status/BurnStatus"); Damage = damage; Time = time; }
public void Execute() { var prefab = Instantiate(CustomResources.Load <GameObject>("Spells/SpellPrefab")); var spell = prefab.AddComponent <AttackSpell>(); spell.Initialize(Force, Origin, Target, Critical, null, Sprite); spell.Execute(); }
public void Initialize(PowerUpType powerUpType, int quantity, OnSelectPowerUpEvent onSelectPowerUp) { Quantity = quantity; PowerUpType = powerUpType; OnSelectPowerUp += onSelectPowerUp; GetComponent <SpriteRenderer>().sprite = CustomResources.Load <Sprite>("PowerUps/PowerUp" + powerUpType); }
public RestartMenuBehaviour GetRestartMenu() { if (_restartMenu == null) { var resources = CustomResources.Load <RestartMenuBehaviour>(AssetsPathScreen.Screens[ScreenType.MainMenu].Screen); _restartMenu = Object.Instantiate(resources, _canvas.transform.position, Quaternion.identity, _canvas.transform); } return(_restartMenu); }
private void Awake() { var effect = CustomResources.Load <GameObject> (AssetsPathGameObject.GameObjects[GameObjectType.ProgressBarEffect]); _effectPrefab = Instantiate(effect); _images = GetComponentsInChildren <Image>(); transform.localScale = Vector3.zero; }
public void Initialization() { if (_cardShuffl == null) { var cardShufflingController = CustomResources.Load <CardShufflingController> (AssetsPathGameObject.GameObjects[GameObjectType.CardShufflingController]); _cardShuffl = Instantiate(cardShufflingController); } }
public void Initialization() { if (HpPrefab == null) { var manager = CustomResources.Load <GameObject> (AssetsPathGameObject.GameObjects[GameObjectType.HPprefab]); HpPrefab = Instantiate(manager); } }
public Card CreateCard(Vector3 cardPosition, Quaternion cardRotation) { var cardBehaviour = CustomResources.Load <CardBehaviour> (AssetsPathGameObject.GameObjects[GameObjectType.Card]); var gameObject = Object.Instantiate(cardBehaviour, cardPosition, cardRotation).gameObject; var result = new Card(gameObject); return(result); }
private void Awake() { _difficultyData = Data.Instance.DifficultyData; _canvas = GameObject.FindGameObjectWithTag("MainCanvas").GetComponent <Canvas>(); _gameMenu = _canvas.GetComponentInChildren <GameMenuBehaviour>(); //GameObject.FindGameObjectWithTag("MainCanvas"). _hpManager = _canvas.GetComponentInChildren <HPManagerBehavior>(); var progressBarBehaviour = CustomResources.Load <ProgressBar> (AssetsPathGameObject.GameObjects[GameObjectType.ProgressBar]); _progressBar = Instantiate(progressBarBehaviour, _gameMenu.transform); }
public void SetElement(EnumElement?element) { Element = element; if (element == null) { GetComponent <SpriteRenderer>().sprite = CustomResources.Load <Sprite>("ComboStones/ComboStoneNone"); } else { GetComponent <SpriteRenderer>().sprite = CustomResources.Load <Sprite>("ComboStones/ComboStone" + element); } }
private void initializePowerUps() { var powerUpButtons = new PowerUpButton[4]; powerUpButtons[0] = Instantiate(CustomResources.Load <GameObject>("PowerUps/PowerUpButton")).GetComponent <PowerUpButton>(); powerUpButtons[0].Initialize(PowerUpType.Fire, 1, onSelectPowerUp); powerUpButtons[1] = Instantiate(CustomResources.Load <GameObject>("PowerUps/PowerUpButton")).GetComponent <PowerUpButton>(); powerUpButtons[1].Initialize(PowerUpType.Water, 1, onSelectPowerUp); powerUpButtons[2] = Instantiate(CustomResources.Load <GameObject>("PowerUps/PowerUpButton")).GetComponent <PowerUpButton>(); powerUpButtons[2].Initialize(PowerUpType.Earth, 1, onSelectPowerUp); powerUpButtons[3] = Instantiate(CustomResources.Load <GameObject>("PowerUps/PowerUpButton")).GetComponent <PowerUpButton>(); powerUpButtons[3].Initialize(PowerUpType.Air, 1, onSelectPowerUp); PowerUpBar.Initialize(powerUpButtons); }
public static ISpell Create(EnumElement element, EnumElement?elementLastRuna, List <Runa> selectedRunas, Character origin, Character target, AttributePoints attributes) { EnumElement element1 = element; EnumElement?element2 = elementLastRuna; var prefabSpell = CreateSpellPrefab(); var force = CalculateSpellForce(selectedRunas, attributes); switch (element1) { case EnumElement.Air: switch (element2) { case EnumElement.Air: return(CreateAttackSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/AirSpell"), force, origin, target, true)); case EnumElement.Earth: return(CreateAttackSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/AirSpell"), force, origin, target, false)); case EnumElement.Fire: return(CreateBurnSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/BurnSpell"), force, attributes, origin, target)); case EnumElement.Water: return(CreateFreezeTimeSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/FreezeSpell"), attributes)); case EnumElement.Light: return(CreateTimeSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/AddTimeSpell"), attributes)); case null: return(CreateAttackSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/AirSpell"), force, origin, target, false)); default: return(null); } case EnumElement.Earth: switch (element2) { case EnumElement.Air: return(CreateAttackSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/EarthSpell"), force, origin, target, false)); case EnumElement.Earth: return(CreateAttackSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/EarthSpell"), force, origin, target, true)); case EnumElement.Fire: return(CreateLavaSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/LavaSpell"), force, attributes, origin, target)); case EnumElement.Water: return(CreateRootingSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/RootingSpell"), force, attributes, origin, target)); case EnumElement.Light: return(CreateProtectionSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/ProtectionSpell"), force, attributes, origin, target)); case null: return(CreateAttackSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/EarthSpell"), force, origin, target, false)); default: return(null); } case EnumElement.Fire: switch (element2) { case EnumElement.Air: return(CreateBurnSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/BurnSpell"), force, attributes, origin, target)); case EnumElement.Earth: return(CreateLavaSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/LavaSpell"), force, attributes, origin, target)); case EnumElement.Fire: return(CreateAttackSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/FireSpell"), force, origin, target, true)); case EnumElement.Water: return(CreateAttackSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/FireSpell"), force, origin, target, false)); case EnumElement.Light: return(CreateClearStatusSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/ClearStatusSpell"), origin)); case null: return(CreateAttackSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/FireSpell"), force, origin, target, false)); default: return(null); } case EnumElement.Water: switch (element2) { case EnumElement.Air: return(CreateFreezeTimeSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/FreezeSpell"), attributes)); case EnumElement.Earth: return(CreateRootingSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/RootingSpell"), force, attributes, origin, target)); case EnumElement.Fire: return(CreateAttackSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/WaterSpell"), force, origin, target, false)); case EnumElement.Water: return(CreateAttackSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/WaterSpell"), force, origin, target, true)); case EnumElement.Light: return(CreateHealthSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/CureSpell"), force, attributes, origin)); case null: return(CreateAttackSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/WaterSpell"), force, origin, target, false)); default: return(null); } case EnumElement.Light: switch (element2) { case EnumElement.Air: return(CreateTimeSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/AddTimeSpell"), attributes)); case EnumElement.Earth: return(CreateProtectionSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/ProtectionSpell"), force, attributes, origin, target)); case EnumElement.Fire: return(CreateClearStatusSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/ClearStatusSpell"), origin)); case EnumElement.Water: return(CreateHealthSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/CureSpell"), force, attributes, origin)); case EnumElement.Light: return(CreateAttackSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/LightSpell"), force, origin, target, false)); case null: return(CreateAttackSpell(prefabSpell, CustomResources.Load <Sprite>("Spells/LightSpell"), force, origin, target, false)); default: return(null); } default: return(null); } }
public void Start() { CanvasFade.StartFadeOut(null); SoundManager.instance.PlayMusic(CustomResources.Load <AudioClip>("Sounds/Music/ThemeSong")); PlayerPrefs.DeleteAll(); }
private static T Load <T>(string resourcesPath) where T : Object => CustomResources.Load <T>(Path.ChangeExtension(resourcesPath, null));
public ScreenFactory() { var resources = CustomResources.Load <Canvas>(AssetsPathGameObject.GameObjects[GameObjectType.Canvas]); _canvas = Object.Instantiate(resources, Vector3.one, Quaternion.identity); }
private static GameObject CreateStatusPrefab() { return(Instantiate(CustomResources.Load <GameObject>("Status/StatusPrefab"))); }