Esempio n. 1
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 // Set the configuration for the creation of the scenary:
 void Start()
 {
     SCC  = this.GetComponent <St_Char_Control>();
     ONFT = new ObjNameFromTXT();
     SetObjNameFromTXT(ref ONFT);
     SetScenary();
 }
Esempio n. 2
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 void SetObjNameFromTXT(ref ObjNameFromTXT ONFT)
 {
     string[] fileLines;
     fileLines = File.ReadAllLines(AssetDatabase.GetAssetPath(Resources.Load("UI/TitleScreen/" + File_Names_Inv)));
     //BackGround Load name;
     ONFT.BackGnd = fileLines[0];
     print(fileLines[0]);
     //End BackGround;
 }
Esempio n. 3
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    void Start()
    {
        ObjNameFromTXT ONFT = new ObjNameFromTXT();

        SetObjNameFromTXT(ref ONFT);
        SetScenary(ref ONFT);
        C_C.Inicialize_Char();
        SceneManager.LoadScene("MainHub");
    }
Esempio n. 4
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    void SetScenary(ref ObjNameFromTXT ONFT)
    {
        //Show Bar:
        Texture2D Bar_Inst;

        Bar_Inst = Resources.Load <Texture2D>("UI/TitleScreen/" + ONFT.BackGnd);
        print(Bar_Inst.name);
        Bar_Inst.filterMode = FilterMode.Point;
        print(Bar_Inst.name);
        Sprite Spr_Bar_Inst = Sprite.Create(Bar_Inst, new Rect(0.0f, 0.0f, Bar_Inst.width, Bar_Inst.height), new Vector2(0.5f, 0.5f), 100.0f);

        Test.sprite = Spr_Bar_Inst;

        //This starts to depend of the selected Char;


        /// End Show Bar:
    }
Esempio n. 5
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 void SetObjNameFromTXT(ref ObjNameFromTXT ONFT)
 {
     string[] fileLines;
     fileLines = File.ReadAllLines(AssetDatabase.GetAssetPath(Resources.Load("UI/Inventory/" + File_Names_Inv)));
     //Bar Load name;
     ONFT.Down_Bar = fileLines[0];
     //End Bar;
     //Str Load name:
     ONFT.Down_Str_1 = fileLines[10];
     ONFT.Down_Str_2 = fileLines[12];
     ONFT.Down_Str_3 = fileLines[14];
     //Bar Load name;
     ONFT.Down_Rnk1 = fileLines[2];
     ONFT.Down_Rnk2 = fileLines[4];
     ONFT.Down_Rnk3 = fileLines[6];
     ONFT.Down_Rnk4 = fileLines[8];
     //End Bar;
     print(fileLines[0]);
 }
Esempio n. 6
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    void SetDownObj(ref ObjNameFromTXT ONFT)
    {
        //*Rank
        //*Stars
        //*Bar

        //Show Bar:
        Texture2D Bar_Inst;

        Bar_Inst            = Resources.Load <Texture2D>("UI/Inventory/" + ONFT.Down_Bar);
        Bar_Inst.filterMode = FilterMode.Point;
        print(Bar_Inst.name);
        Sprite Spr_Bar_Inst = Sprite.Create(Bar_Inst, new Rect(0.0f, 0.0f, Bar_Inst.width, Bar_Inst.height), new Vector2(0.5f, 0.5f), 100.0f);

        Test.sprite = Spr_Bar_Inst;

        //This starts to depend of the selected Char;


        /// End Show Bar:
        //Show Stars:
        Texture2D[] Star_Inst = new Texture2D[4];
        int         RankScore = Char_Lst[SCC.Char_Selected].Char_MaxHealth;

        for (int i = 0; i < 4; i++)
        {
            if (RankScore > 0)
            {
                Star_Inst[i] = Resources.Load <Texture2D>("UI/Inventory/" + ONFT.Down_Str_2); RankScore--;
            }
            else
            {
                Star_Inst[i] = Resources.Load <Texture2D>("UI/Inventory/" + ONFT.Down_Str_1);
            }

            Star_Inst[i].filterMode = FilterMode.Point;
            Sprite Spr_Star_Inst = Sprite.Create(Star_Inst[i], new Rect(0.0f, 0.0f, Star_Inst[i].width, Star_Inst[i].height), new Vector2(0.5f, 0.5f), 100.0f);
            Star[i].sprite = Spr_Star_Inst;
        }
        /// End Show Stars:
        //Show Rank:
        Texture2D Rank_Inst = null;

        Part_R4.SetActive(false);
        switch (Char_Lst[SCC.Char_Selected].Char_MaxHealth)
        {
        case (1):
        case (2):
            Rank_Inst = Resources.Load <Texture2D>("UI/Inventory/" + ONFT.Down_Rnk4);
            break;

        case (3):
            Rank_Inst = Resources.Load <Texture2D>("UI/Inventory/" + ONFT.Down_Rnk3);
            break;

        case (4):
            Rank_Inst = Resources.Load <Texture2D>("UI/Inventory/" + ONFT.Down_Rnk2);
            break;

        default:
            Rank_Inst = Resources.Load <Texture2D>("UI/Inventory/" + ONFT.Down_Rnk1);
            Part_R4.SetActive(true);
            break;
        }
        Rank_Inst.filterMode = FilterMode.Point;
        print(Rank_Inst.name);
        Sprite Spr_Rank_Inst = Sprite.Create(Rank_Inst, new Rect(0.0f, 0.0f, Rank_Inst.width, Rank_Inst.height), new Vector2(0.5f, 0.5f), 100.0f);

        Rank.sprite = Spr_Rank_Inst;
        /// End Show Rank:

        /// Set Name:
        print(Char_Lst[SCC.Char_Selected].Char_name);
        Txt_Char_Name.text = Char_Lst[SCC.Char_Selected].Char_name;

        /// End Set Name:
    }