Esempio n. 1
0
    public ChoiceObjectPair(Texture2D aLeftTex, CharacterTextureBehaviour aChar, Pose aPose, int aDepth)
    {
        mSquare = new FlatElementImage(aLeftTex, aDepth);
        //NOTE these assets were removed since this class is no longer being used.
        //mDifficultyStars = new DifficultyObject(ManagerManager.Manager.mNewRef.uiPerfectStar, aDepth);
        //mDifficultyBalls = new DifficultyObject(ManagerManager.Manager.mNewRef.uiPerfectStar, aDepth);


        mElements.Add(new FlatElementMultiBase.ElementOffset(mSquare, new Vector3(mSide, 0, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(mDifficultyStars, new Vector3(-mSide, mRightBot, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(mDifficultyBalls, new Vector3(-mSide, mRightBot, 0)));

        mMeter            = new MeterImageObject(aLeftTex, null, MeterImageObject.FillStyle.DU, aDepth + 1);
        mMeter.Percentage = 0.0f;
        mBody             = new FlatBodyObject(aChar, aDepth + 2);
        mBody.set_target_pose(aPose);
        mElements.Add(new FlatElementMultiBase.ElementOffset(mMeter, new Vector3(mSide, 0, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(mBody, new Vector3(mSide + 24, -7, 0)));

        PrimaryGameObject = create_primary_from_elements();
    }
Esempio n. 2
0
    //void initialize(CharacterLoader aActualChar, int aDepth)
    void initialize(CharacterIndex?aIndex, int aDepth)
    {
        var meterImage = ManagerManager.Manager.mCharacterBundleManager.get_image("SELECTION_BOX");

        var newRef = ManagerManager.Manager.mNewRef;

        //mSquare = new FlatElementImage(newRef.bbChoiceBox, aDepth);
        mSquare              = new FlatElementImage(meterImage.Image, meterImage.Data.Size, aDepth);
        mSquare.HardColor    = GameConstants.UiRed;
        mText                = new FlatElementText(newRef.fatFont, 48, "", aDepth + 2);
        mDiffImage           = new FlatElementImage(null, aDepth + 3);
        mDiffImage.HardScale = 1.33f * Vector3.one;
        //mPerfect = new DifficultyObject(ManagerManager.Manager.mNewRef.uiPerfectStar, aDepth);
        mIcon           = new FlatElementImage(null, aDepth + 2);
        mIcon.HardScale = 1.25f * Vector3.one;
        //mMeter = new MeterImageObject(newRef.bbChoiceBox, null,MeterImageObject.FillStyle.DU, aDepth + 1);
        mMeter            = new MeterImageObject(meterImage.Image, meterImage.Data.Size, MeterImageObject.FillStyle.DU, aDepth + 1);
        mMeter.Percentage = 0.0f;
        set_perfectness(3);

        //mBody.set_target_pose(aPose);
        mElements.Add(new FlatElementMultiBase.ElementOffset(mSquare, new Vector3(0, 0, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(mDiffImage, new Vector3(-mSquare.BoundingBox.width / 2f + 80, -mSquare.BoundingBox.height / 2f + 80, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(mText, new Vector3(0, 0, 0)));
        //mElements.Add(new FlatElementMultiBase.ElementOffset(mPerfect, new Vector3(-122,65,0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(mMeter, new Vector3(0, 0, 0)));

        mElements.Add(new FlatElementMultiBase.ElementOffset(mIcon, new Vector3(0, 275, 0)));

        mText.HardColor = GameConstants.uiWhite;
        if (aIndex != null)
        {
            set_actual_character(aIndex.Value);
        }

        PrimaryGameObject = create_primary_from_elements();
        Depth             = aDepth;
    }