private void setPositionForButtons(ObjectHolder holder) { int count = holder.activeSkills.Length + holder.auraSkills.Length + holder.belt.Length; if (holder.normalHit != null) count ++; int x = 0; count--; RectTransform objectRectTransform = holder.canvas.GetComponent<RectTransform>(); int height = (int)objectRectTransform.rect.height; setPositionForButtonIcon(x, height, count, holder.normalHit); x++; foreach (ButtonIcon btn in holder.activeSkills) { setPositionForButtonIcon(x, height, count, btn); x++; } foreach (ButtonIcon btn in holder.auraSkills) { setPositionForButtonIcon(x, height, count, btn); x++; } foreach (ButtonIcon btn in holder.belt) { setPositionForButtonIcon(x, height, count, btn); x++; } }
public StatusEffectControl(GameInstance owner, Action<StatusEffectEntity2> onAttach, Action<StatusEffectEntity2> onDetach) { this.objectHolder = owner; this.stat = owner.Stat; this.onAttach = onAttach; this.onDetach = onDetach; }
void OnTriggerStay2D(Collider2D other){ if (other.gameObject.CompareTag ("Search")) { objectPresent = true; thisObject = other.gameObject; objectScript = thisObject.GetComponent<ObjectHolder>(); } }
public Status(ObjectHolder owner, Stat stat, System.Type statusType) { this.StatusType = statusType; this.stat = stat; buffControl = new BuffControl(owner, stat); values = new Dictionary<Enum, float>(); minValues = new Dictionary<Enum, float>(); maxValues = new Dictionary<Enum, float>(); minStats = new Dictionary<Enum, Enum>(); maxStats = new Dictionary<Enum, Enum>(); }
public static ObjectHolder Instance() { if (!objectHolder) { objectHolder = FindObjectOfType(typeof(ObjectHolder)) as ObjectHolder; if (!objectHolder) { GameObject uiHolderObject = new GameObject("ObjectHolder"); uiHolderObject.AddComponent<ObjectHolder>(); objectHolder = uiHolderObject.GetComponent<ObjectHolder>(); } } return objectHolder; }
void OnBurialBladeUnsnap(ObjectHolder holder) { if (!handleController) { InitializeHolder(holder); } if (handleController) { if (holder == handleController.burialHolder) { handleController.DeactivateColliders(); sparks.Play(); burialBladeSnap.Play(); } } }
/// <summary>Indexer to update local member variables</summary> /// <remarks>This indexer is used by the Wilson WilsonORWrapper</remarks> object IObjectHelper.this[string memberName] { get { switch (memberName) { case "_userid": return(_userid); case "_username": return(_username); case "_password": return(_password); case "_departmentid": return(_departmentid); case "_department": return(_department); case "_managerDepartments": return(_managerDepartments); default: throw new Exception(string.Format("Mapping: IObjectHelper Get is missing member case {0}", memberName)); } } set { //handle null values if (value == null) { return; } switch (memberName) { case "_userid": _userid = (int)value; break; case "_username": _username = (string)value; break; case "_password": _password = (string)value; break; case "_departmentid": _departmentid = (Nullable <int>)value; break; case "_department": _department = (ObjectHolder <Department>)value; break; case "_managerDepartments": _managerDepartments = (IList <Department>)value; break; default: throw new Exception(string.Format("Mapping: IObjectHelper Set is missing member case {0}", memberName)); } } }
static Status2<HeroStatusType> InitStatus(ObjectHolder owner, Stat2 stat, SubClassEntity subClassEntity) { var blockAtt1 = TableLoader.GetTable<BlockEntity2>().Get(subClassEntity.attackBlock1); var blockAtt2 = TableLoader.GetTable<BlockEntity2>().Get(subClassEntity.attackBlock2); Status2<HeroStatusType> ret = new Status2<HeroStatusType>(stat, new Status2<HeroStatusType>.Init(HeroStatusType.hp, 0, HeroStatType.maxHP, 0), new Status2<HeroStatusType>.Init(HeroStatusType.ap, 0, HeroStatType.maxAP, 0), new Status2<HeroStatusType>.Init(HeroStatusType.mp, 0, HeroStatType.maxMP, 0), new Status2<HeroStatusType>.Init(HeroStatusType.attack1CP, 0, blockAtt1.maxCP1, 0), new Status2<HeroStatusType>.Init(HeroStatusType.attack1ChargeCount, 0, blockAtt1.maxChargeCount, 0), new Status2<HeroStatusType>.Init(HeroStatusType.attack2CP, 0, blockAtt2.maxCP1, 0), new Status2<HeroStatusType>.Init(HeroStatusType.attack2ChargeCount, 0, blockAtt2.maxChargeCount, 0), new Status2<HeroStatusType>.Init(HeroStatusType.speed, 0, HeroStatType.moveSpeed, 0)); return ret; }
protected override void Initialize() { spriteBatch = new SpriteBatch(GraphicsDevice); Device = graphics.GraphicsDevice; //Initialize game info: graphics.PreferredBackBufferWidth = 1000; graphics.PreferredBackBufferHeight = 650; graphics.IsFullScreen = false; graphics.ApplyChanges(); Window.Title = "Adventure Game 2.0"; IsMouseVisible = true; //Initialize the static classes: ObjectHolder.Initialize(); KeyboardManager.Initialize(); base.Initialize(); }
public void Init() { inGame = true; CenterMouse.Instance(); modalPanel = ModalPanel.Instance(); objectHolder = ObjectHolder.Instance(); objectHolder.tutorialPanel.SetActive(false); Inventory.items.Clear(); foreach (Entity e in objectsToAddAtStart) { Inventory.Add(e); } modalPanel.Register(new PopUpMessage(Localizer.Instance().GetText("storySoFar"), "storySoFarComment", showTutorialAction)); OnPauseMenu(); }
private void fireChainGun(float offsetSpeed, float maxOffset, float BulletRng) { Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.ChainGunBullet_lvl_1)], ProjectileSpawnPoint + (TurretGameObject.transform.right * chainGunOffset), TurretGameObject.transform.rotation * Quaternion.Euler(0, 0, Random.Range(BulletRng, -BulletRng))); if (chainGunOffsetUp) { chainGunOffset += offsetSpeed; } else { chainGunOffset -= offsetSpeed; } if (chainGunOffset >= maxOffset) { chainGunOffsetUp = false; } if (chainGunOffset <= -maxOffset) { chainGunOffsetUp = true; } }
protected void SpawnAndSnap(string spawnedItemID, ObjectHolder holder) { ItemPhysic spawnedItemData = Catalog.GetData <ItemPhysic>(spawnedItemID, true); //Debug.Log("[HoldingBag][Fetch][Spawn] Item Categories: " + spawnedItemData.categoryPath + ", Item Name: " + spawnedItemData.displayName); if (spawnedItemData == null) { return; } else { Item thisSpawnedItem = spawnedItemData.Spawn(true); if (!thisSpawnedItem.gameObject.activeInHierarchy) { thisSpawnedItem.gameObject.SetActive(true); } holder.Snap(thisSpawnedItem); return; } }
private void fireChainGun(int _level, float offsetSpeed, float maxOffset, float _BulletRng, Vector3 _ProjectileSpawnPoint, GameObject _TurretGameObject) { GameObject _bullet = null; switch (_level) { case (1): _bullet = ObjectHolder._Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.ChainGunBullet_lvl_1)]; break; case (2): _bullet = ObjectHolder._Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.ChainGunBullet_lvl_2)]; break; case (3): _bullet = ObjectHolder._Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.ChainGunBullet_lvl_3)]; break; default: Debug.LogError("fireChain gun did not recive a level of 1, 2 or 3."); return; } Instantiate(_bullet, _ProjectileSpawnPoint + (_TurretGameObject.transform.right * chainGunOffset), _TurretGameObject.transform.rotation * Quaternion.Euler(0, 0, Random.Range(_BulletRng, -_BulletRng))); if (chainGunOffsetUp) { chainGunOffset += offsetSpeed; } else { chainGunOffset -= offsetSpeed; } if (chainGunOffset >= maxOffset) { chainGunOffsetUp = false; } if (chainGunOffset <= -maxOffset) { chainGunOffsetUp = true; } }
/// <summary>Indexer to update local member variables</summary> /// <remarks>This indexer is used by the Wilson WilsonORWrapper</remarks> object IObjectHelper.this[string memberName] { get { switch (memberName) { case "_departmentid": return(_departmentid); case "_departmentMember": return(_departmentMember); case "_managerUserid": return(_managerUserid); case "_managerUser": return(_managerUser); case "_users": return(_users); default: throw new Exception(string.Format("Mapping: IObjectHelper Get is missing member case {0}", memberName)); } } set { //handle null values if (value == null) { return; } switch (memberName) { case "_departmentid": _departmentid = (int)value; break; case "_departmentMember": _departmentMember = (string)value; break; case "_managerUserid": _managerUserid = (int)value; break; case "_managerUser": _managerUser = (ObjectHolder <User>)value; break; case "_users": _users = (IList <User>)value; break; default: throw new Exception(string.Format("Mapping: IObjectHelper Set is missing member case {0}", memberName)); } } }
void OnBurialBladeSnap(ObjectHolder holder) { if (!handleController) { InitializeHolder(holder); } if (handleController) { if (holder == handleController.burialHolder) { handleController.ActivateColliders(); sparks.Play(); burialBladeSnap.Play(); if (!handleController.isExtended) { handleController.isChanging = true; } } } }
public T Pull(object UserData = null) { T obj = null; obj = ObjectHolder.Pull(UserData); if (obj == null) { if (Factory != null) { obj = Factory.Instantiate(UserData); } } else { obj.GoOutOfPool(); Factory.BeforeGetFromPool(obj, UserData); } return(obj); }
void AssignHiddenObjects() //Method select objects from the hiddenobjects list which should be hidden { ObjectHolder objectHolder = Instantiate(objectHolderPrefab, Vector3.zero, Quaternion.identity); totalHiddenObjectsFound = 0; //set it to 0 by default activeHiddenObjectList.Clear(); //clear the list by default gameStatus = GameStatus.PLAYING; //set game status to playing UIManager.instance.TimerText.text = "" + timeLimit; //set the timer text of UIManager currentTime = timeLimit; //set the currentTime to timeLimit for (int i = 0; i < objectHolder.HiddenObjectList.Count; i++) //loop through all the hiddenObjects in the hiddenObjectList { //deacivate collider, as we only want selected hidden objects to have collider active objectHolder.HiddenObjectList[i].hiddenObj.GetComponent <Collider2D>().enabled = false; } int k = 0; //int to keep count while (k < maxHiddenObjectToFound) //we check while k is less that maxHiddenObjectToFound, keep looping { //we randomly select any number between 0 to hiddenObjectList.Count int randomNo = UnityEngine.Random.Range(0, objectHolder.HiddenObjectList.Count); //then we check is the makeHidden bool of that hiddenObject is false if (!objectHolder.HiddenObjectList[randomNo].makeHidden) { //we are setting the object name similar to index, because we are going to use index to identify the tapped object //and this index will help us to deactive the hidden object icon from the UI objectHolder.HiddenObjectList[randomNo].hiddenObj.name = "" + k; //set their name to index objectHolder.HiddenObjectList[randomNo].makeHidden = true; //if false, then we set it to true //activate its collider, so we can detect it on tap objectHolder.HiddenObjectList[randomNo].hiddenObj.GetComponent <Collider2D>().enabled = true; activeHiddenObjectList.Add(objectHolder.HiddenObjectList[randomNo]); //add the hidden object to the activeHiddenObjectList k++; //and increase the k } } UIManager.instance.PopulateHiddenObjectIcons(activeHiddenObjectList); //send the activeHiddenObjectList to UIManager gameStatus = GameStatus.PLAYING; //set gamestatus to Playing }
public void BasicTest() { var holder = new ObjectHolder(); var count = TestRunnerInfo.IsBuildAgent() ? 100 : 1000; var objects = Enumerable.Range(0, count).Select(i => i.ToString()).ToArray(); var holds = new HashSet <IDisposable>(); foreach (var o in objects) { holds.Add(holder.Hold(o)); } holder.IsEmpty.Should().BeFalse(); // HashSet randomizes the order of disposal foreach (var hold in holds) { hold.Dispose(); } holder.IsEmpty.Should().BeTrue(); }
public void InitButtons(Action[] active, Action[] aura, Action[] belt, ObjectHolder holder) { if (holder.normalHit == null) { Action normal = new Action(); normal.mana = "0"; normal.type = "hit"; normal.name = "Hit"; normal.id = "4"; holder.normalHit = new ButtonIcon(holder.canvas, normal); } if (holder.activeSkills.Length != active.Length) { holder.activeSkills = new ButtonIcon[active.Length]; int x = 0; foreach (Action action in active) { holder.activeSkills[x] = new ButtonIcon(holder.canvas, action); x++; } } if (holder.auraSkills.Length != aura.Length) { holder.auraSkills = new ButtonIcon[aura.Length]; int x = 0; foreach (Action action in aura) { holder.auraSkills[x] = new ButtonIcon(holder.canvas, action); x++; } } if (holder.belt.Length != belt.Length) { holder.belt = new ButtonIcon[belt.Length]; int x = 0; foreach (Action action in belt) { holder.belt[x] = new ButtonIcon(holder.canvas, action); x++; } } setPositionForButtons(holder); }
public Task <T> GetSingleAsync <T, TKey>(TKey key) where T : IStatefulObject <TKey> { Guard.NotNull(key, nameof(key)); lock (lockObject) { if (statesCache.TryGetValue <ObjectHolder <T, TKey> >(key, out var stateObj)) { return(stateObj.ActivateAsync()); } var state = (T)services.GetService(typeof(T)); stateObj = new ObjectHolder <T, TKey>(state, key); statesCache.CreateEntry(key) .SetValue(stateObj) .SetAbsoluteExpiration(CacheDuration) .Dispose(); return(stateObj.ActivateAsync()); } }
public void SetState(ObjectHolder holder, string state) { bool interactable = true; if (state == "It is not your turn") { interactable = true; } if (holder.normalHit != null) { holder.normalHit.getButton().interactable = interactable; holder.normalHit.setIconInvisible(interactable); } foreach (ButtonIcon btn in holder.activeSkills) { btn.getButton().interactable = interactable; btn.setIconInvisible(interactable); } foreach (ButtonIcon btn in holder.auraSkills) { btn.getButton().interactable = interactable; btn.setIconInvisible(interactable); } foreach (ButtonIcon btn in holder.belt) { btn.getButton().interactable = interactable; btn.setIconInvisible(interactable); } }
void DropStuff() { //Drop Credits int CoinDropAmount = Random.Range(minCoinDrop, maxCoinDrop + 1); for (int i = 1; i <= CoinDropAmount; i++) { Instantiate(ObjectHolder._Credits[ObjectHolder.GetCreditValueIndex(ValueOfCreditDrop)], transform.position, Quaternion.Euler(0, 0, Random.Range(1, 360))); } //Drop PowerUp if (PowerUpDropChangse != 0) { if (Random.Range(0f, 1f) <= PowerUpDropChangse) { Debug.Log("Drop PowerUp"); //PickUpBehaviourScript.PickUpTypes RandomPickUp = (PickUpBehaviourScript.PickUpTypes)Random.Range(1/*cus 0 is credit*/, ObjectHolder._PowerUps.Length - 1); Instantiate(ObjectHolder._PowerUps[Random.Range(0, ObjectHolder._PowerUps.Length)], transform.position, Quaternion.identity); } } }
void Start(){ foreach (GameObject searchable in GameObject.FindGameObjectsWithTag("Search")) { //creates list of searchable gameobjects searchSpots.Add(searchable); } for (int i = 0; i < searchSpots.Count; i++) { //createes a list of items for mom and dad relative to searchable objects DadRandom(Random.Range(0,6)); dadItems.Add(temp); MomRandom(Random.Range(0,6)); momItems.Add(temp); } momItems[Random.Range(0,searchSpots.Count)] = "Rope"; //insert rope randomly into mom's list for (int i = 0; i < searchSpots.Count; i++) { //assigns items out to searchable gameobjects objectScript = searchSpots[i].GetComponent<ObjectHolder>(); objectScript.SetItems(momItems[i],dadItems[i]); } }
private void SetObject(IDataRecord data) { this.lastAccess = DateTime.Now; int level = LocalStore.Level; LocalStore.Level++; for (int index = 0; index < this.entity.FieldCount; index++) { FieldMap member = this.entity[index]; object nullValue = member.NullValue; string fieldAlias = member.FieldAlias; // Handle Database DateTimes not Supported by .NET from Nick Franceschina object memberValue = null; try { memberValue = data[fieldAlias]; } catch (ArgumentOutOfRangeException) { memberValue = nullValue; } memberValue = this.MemberValue(memberValue, nullValue); // Bug-Fix for Changes to Type by Jerry Shea (http://www.RenewTek.com) this.values[index] = this.SetField(member, memberValue); } for (int index = 0; index < this.entity.RelationCount; index++) { RelationMap relation = this.entity.Relation(index); if (relation.QueryOnly) continue; string typeName = relation.Type; Type type = EntityMap.GetType(typeName); Commands commands = this.context.Mappings.Commands(type); string[] dataFields = new string[this.entity.KeyFields.Length]; for (int index0 = 0; index0 < this.entity.KeyFields.Length; index0++) { dataFields[index0] = this.entity.KeyFields[index0].Field; } string[] relatedFields = relation.Fields; object[] dataValues = new object[dataFields.Length]; for (int index1 = 0; index1 < dataFields.Length; index1++) { dataValues[index1] = (data[dataFields[index1]] == DBNull.Value ? null : data[dataFields[index1]]); } string whereClause = relation.Filter; string sortClause = this.context.Mappings[typeName].SortOrder; ObjectQuery query = null; SelectProcedure selectSP = null; if (relation.SelectSP == null || relation.SelectSP.Length == 0) { if (relation.Relationship == Relationship.Many) { string manyTable = ((ManyMap)relation).Table; string[] sourceFields = ((ManyMap)relation).Source; string[] destFields = ((ManyMap)relation).Dest; query = commands.ManyQuery(type, relatedFields, manyTable, sourceFields, destFields, dataValues, whereClause, sortClause); } else if (relation.Relationship == Relationship.Child) { query = commands.FieldQuery(type, relatedFields, dataValues, whereClause, sortClause); } } else { selectSP = new SelectProcedure(type, relation.SelectSP); if (relation.Relationship == Relationship.Parent) { for (int index2 = 0; index2 < relatedFields.Length; index2++) { selectSP.AddParameter(relatedFields[index2], data[relatedFields[index2]]); } } else { for (int index3 = 0; index3 < relatedFields.Length; index3++) { selectSP.AddParameter(relatedFields[index3], data[dataFields[index3]]); } } } object[] relatedValues = null; if (relation.Relationship == Relationship.Parent && selectSP == null) { relatedValues = new object[relatedFields.Length]; for (int index4 = 0; index4 < relatedFields.Length; index4++) { relatedValues[index4] = (data[relatedFields[index4]] == DBNull.Value ? null : data[relatedFields[index4]]); } } bool usedExisting = false; object relations = null; if (relation.Lazy) { #if DOTNETV2 Type genericType = null; object[] args = null; if (relation.Relationship == Relationship.Parent) { if (selectSP == null) { if (relatedValues.Length == 1) { genericType = typeof(ObjectHolder<>).MakeGenericType(type); // Force proper ObjectHolder constructor to be called when relatedValues[0] is null - Steve Eichert (http:steve.emxsoftware.com) args = new object[] { this.context, relatedValues[0] == null ? DBNull.Value : relatedValues[0] }; } else { genericType = typeof(ObjectHolder<>).MakeGenericType(type); args = new object[] { this.context, relatedValues }; } } else { genericType = typeof(ObjectHolder<>).MakeGenericType(type); args = new object[] { this.context, selectSP }; } } else { if (selectSP == null) { genericType = typeof(ObjectList<>).MakeGenericType(type); args = new object[] { this.context, query }; } else { genericType = typeof(ObjectList<>).MakeGenericType(type); args = new object[] { this.context, selectSP }; } } relations = Activator.CreateInstance(genericType, internalFlags, null, args, null, null); #else if (relation.Relationship == Relationship.Parent) { if (selectSP == null) { if (relatedValues.Length == 1) { relations = new ObjectHolder(this.context, type, relatedValues[0]); } else { relations = new ObjectHolder(this.context, type, relatedValues); } } else { relations = new ObjectHolder(this.context, selectSP); } } else { if (selectSP == null) { relations = new ObjectList(this.context, query); } else { relations = new ObjectList(this.context, selectSP); } } #endif } else { // Avoid infinite relationship loop for non-lazy-loaded collections if (LocalStore.IsLoaded(type) && level > 1) continue; if (relation.Relationship == Relationship.Parent) { if (selectSP == null) { if (relatedValues.Length == 1) { relations = this.context.GetObject(type, relatedValues[0], false); } else { relations = this.context.GetObject(type, relatedValues, false); } } else { relations = this.context.GetObjectSet(selectSP, false)[0]; } } else { #if DOTNETV2 if (selectSP == null) { using (ObjectReader reader = this.context.GetObjectReader(query, false)) { Type genericType = typeof(ObjectSet<>).MakeGenericType(type); object[] args = new object[] { reader }; relations = Activator.CreateInstance(genericType, internalFlags, null, args, null, null); } } else { using (ObjectReader reader = this.context.GetObjectReader(selectSP, false)) { Type genericType = typeof(ObjectSet<>).MakeGenericType(type); object[] args = new object[] { reader }; relations = Activator.CreateInstance(genericType, internalFlags, null, args, null, null); } } #else if (selectSP == null) { relations = this.context.GetObjectSet(query, false); } else { relations = this.context.GetObjectSet(selectSP, false); } #endif // Do NOT initialize list relations for non-lazy entities with existing relations IList relationList = this.GetField(relation.Member) as IList; if (relationList != null) { relationList.Clear(); foreach (object entity in relations as IEnumerable) { relationList.Add(entity); } usedExisting = true; } } } if (!usedExisting) this.SetField(relation.Member, relations); } LocalStore.Level = level; this.StartTracking(InitialState.Unchanged, false); }
internal Instance(Context context, object entityObject, InitialState initialState) : this(context, entityObject) { for (int index = 0; index < this.entity.RelationCount; index++) { RelationMap relation = this.entity.Relation(index); if (relation.QueryOnly) continue; // Do NOT initialize relations for entities with existing relations if (this.GetField(relation.Member) == null) { string typeName = relation.Type; Type type = EntityMap.GetType(typeName); object relations = null; if (!relation.Lazy && relation.Relationship == Relationship.Parent) { relations = this.context.GetObject(type); } else { #if DOTNETV2 Type genericType = null; object[] args = null; if (relation.Lazy) { if (relation.Relationship == Relationship.Parent) { genericType = typeof(ObjectHolder<>).MakeGenericType(type); args = new object[] { this.context, DBNull.Value }; } else { genericType = typeof(ObjectList<>).MakeGenericType(type); args = new object[] { this.context }; } } else { genericType = typeof(ObjectSet<>).MakeGenericType(type); args = new object[] { 1, 0, 0 }; } relations = Activator.CreateInstance(genericType, internalFlags, null, args, null, null); #else if (relation.Lazy) { if (relation.Relationship == Relationship.Parent) { relations = new ObjectHolder(this.context, type, null); } else { relations = new ObjectList(this.context, type); } } else { relations = new ObjectSet(type, 1, 0, 0); } #endif } this.SetField(relation.Member, relations); } } this.StartTracking(initialState); }
public static IEnumerator GetObjectAsync(BinaryNode currNode, ObjectHolder holder) { GameSerializer.< GetObjectAsync > c__Iterator38 <GetObjectAsync> c__Iterator = new GameSerializer.< GetObjectAsync > c__Iterator38();
public void Push(T Object) { ObjectHolder.Push(Object); Object.GoInPool(); Factory.AfterSendToPool(Object); }
public TerrainComponentManager(ScenarioModel scenario) : base(scenario) { BspHolder = new ObjectHolder("sbsp"); SkyHolder = new ObjectHolder("sky"); }
protected void Awake() { item = this.GetComponent <Item>(); module = item.data.GetModule <ItemModuleFetch>(); holder = item.GetComponentInChildren <ObjectHolder>(); holder.UnSnapped += new ObjectHolder.HolderDelegate(this.OnWeaponItemRemoved); //Trim list of ItemPhysic IDs by sub-type. Each ItemPhysic has its own type, defined by these enum indicies: //Misc = 0 //Weapon = 1 //Quiver = 2 //Potion = 3 //Prop = 4 //Body = 5 //Shield = 6 //Get all ItemPhysic IDs from the chosen category. If no valid itemCategory is set, then no trimming is done and all types are valid for return if (module.itemCategory >= 0 || module.itemCategory > 6) { var categoryEnums = Enum.GetValues(typeof(ItemPhysic.Type)); ItemPhysic.Type chosenCategory = (ItemPhysic.Type)categoryEnums.GetValue(module.itemCategory); itemsList = Catalog.GetAllID <ItemPhysic>().FindAll(i => Catalog.GetData <ItemPhysic>(i, true).type.Equals(chosenCategory)); //Only include ItemPhysic IDs which are purchasable itemsList = itemsList.FindAll(i => Catalog.GetData <ItemPhysic>(i, true).purchasable.Equals(true)); } //Otherwise, populate the list with everything as long as it is purchasable else { itemsList = Catalog.GetAllID <ItemPhysic>().FindAll(i => Catalog.GetData <ItemPhysic>(i, true).purchasable.Equals(true)); } // If the plugin is in `overrideMode`, first fetch items from the given category (if supplied) and then add any additionally given items to the parsed list if (module.overrideMode) { parsedItemsList = new List <string>(); if (!String.IsNullOrEmpty(module.overrideCategory)) { parsedItemsList = itemsList.FindAll(i => Catalog.GetData <ItemPhysic>(i, true).categoryPath.Any(j => j.Contains(module.overrideCategory))); } foreach (string itemName in module.overrideItems) { if (!parsedItemsList.Contains(itemName) && itemsList.Contains(itemName)) { parsedItemsList.Add(itemName); } } } // Otherwise if not in override mode, then load all items from all categories (from the given BS master list), optionally exluding specific categories and items else { parsedItemsList = new List <string>(itemsList); foreach (string categoryName in module.excludedCategories) { parsedItemsList = parsedItemsList.FindAll(i => !Catalog.GetData <ItemPhysic>(i, true).categoryPath.Any(j => j.Contains(categoryName))); } foreach (string itemName in module.excludedItems) { parsedItemsList = parsedItemsList.FindAll(i => !i.Contains(itemName)); } } // If no capacity is defined, default to infinite usages. Otherwise, set up a tracker for remaining uses if (module.capacity <= 0) { infiniteUses = true; } else { usesRemaining = module.capacity - 1; } // Spawn initial random item in the holder SpawnAndSnap(GetRandomItemID(parsedItemsList), holder); return; }
// fsm interface public void AttachExitEffect(ObjectHolder target) { GameObject child = RecycleManager.Instance.Instantiate("vfx08002_Advent_Retreat01"); target.AttachChild(child, "BC", new Vector3(0, 0, 0.5f)); }
void OnTriggerExit2D(Collider2D other){ objectPresent = false; thisObject = null; objectScript = null; }
public DestructionManager(ObjectHolder holder) { _objHold = holder; }
public GameLogics(ObjectHolder holder) { _objHolder = holder; }
public CollisionManager(ObjectHolder holder) { _objHold = holder; }
private static IEnumerator LoadAsync(BinaryDomDocument document, ObjectHolder holder) { GameSerializer.< LoadAsync > c__Iterator5 <LoadAsync> c__Iterator = new GameSerializer.< LoadAsync > c__Iterator5();
private void Awake() { instance = this; }
protected override void LoadContent() { //Initialize the GameInfo: GameInfo.RefSpriteBatch = spriteBatch; GameInfo.RefDevice = Device; GameInfo.RefDeviceManager = graphics; GameInfo.RefContent = Content; //Initialize some more static classes: TextureHolder.Initialize(); SoundHolder.Initialize(); MouseManager.Initialize(); //Initalize the grid: Grid grid = new Grid(new Vector2(0, 0), 100, 40); Grid gridFloor = new Grid(new Vector2(0, 0), 100, 40); ObjectHolder.Create(grid); ObjectHolder.Create(gridFloor); //Initialize the camera: Camera.Initialize(new Vector2(0, 0)); //Initialize default sprites: TextureHolder.DefaultTextures[typeof(DungeonWall)] = TextureHolder.AddTexture("DungeonWall"); TextureHolder.DefaultTextures[typeof(DungeonFloor)] = TextureHolder.AddTexture("DungeonFloor"); TextureHolder.DefaultTextures[typeof(DungeonFloor2)] = TextureHolder.AddTexture("DungeonFloor2"); TextureHolder.DefaultTextures[typeof(Player)] = TextureHolder.AddTexture("Player"); TextureHolder.DefaultTextures[typeof(PlayerLegs)] = TextureHolder.AddTexture("PlayerLegs"); TextureHolder.DefaultTextures[typeof(PlayerSword)] = TextureHolder.AddTexture("PlayerSword"); TextureHolder.DefaultTextures[typeof(CannonBot)] = TextureHolder.AddTexture("CannonBot"); TextureHolder.DefaultTextures[typeof(Sink)] = TextureHolder.AddTexture("Sink"); //Load sounds: //Create game objects: gridFloor.CreateFromString( //Make the floor new Dictionary <char, Type>() { { 'f', typeof(DungeonFloor) }, { 's', typeof(DungeonFloor2) }, { '.', null } }, new Dictionary <char, GameObject>() { }, new string[] { "..............", ".sfffffffffff.", ".ffffffffffff.", ".ffffffffffff..........", ".fffffffffffffffsfffff.", ".fffffffsfffffffffffff.", ".fffffffffffffffffffff.", ".fffffffffffffffffffff.", ".ffffffffffff..........", ".fffsffffffff.", ".ffffffffffff.", ".............." }); grid.CreateFromString( new Dictionary <char, Type>() { { 'w', typeof(DungeonWall) }, { 'p', typeof(Player) }, { 'c', typeof(CannonBot) }, { 's', typeof(Sink) }, { '.', null } }, new Dictionary <char, GameObject>() { { '1', new Sink(new Vector2(0, 0), MazeGameEngine.FurnitureDirection.Up) } }, new string[] { "wwwwwwwwwwwwww", "w............w", "w............w", "w............wwwwwwwwww", "w.....................w", "w.....p...............w", "w.....................w", "w.....................w", "w............wwwwwwwwww", "w............w", "w.....1......w", "wwwwwwwwwwwwww" }); //Make a reference to the UI objects: (so that other objects can interact with them) }
public void LoadScenario(int scenarioNo) { sceneListView.RootLists.Clear(); cameraListView.RootLists.Clear(); lightsSceneListView.RootLists.Clear(); scene.objects.Clear(); cameraScene.objects.Clear(); lightScene.objects.Clear(); layerViewerDropDown.DropDownItems.Clear(); // we want to clear out the children of the 5 camera type root nodes //for (int i = 0; i < 5; i++) // camerasTree.Nodes[i].Nodes.Clear(); mGalaxy.SetScenario(scenarioNo); scenarioNameTxtBox.Text = mGalaxy.mCurScenarioName; // first we need to get the proper layers that the galaxy itself uses List <string> layers = mGalaxy.GetGalaxyLayers(mGalaxy.GetMaskUsedInZoneOnCurrentScenario(mGalaxyName)); layers.ForEach(l => layerViewerDropDown.DropDownItems.Add(l)); // get our main galaxy's zone Zone mainZone = mGalaxy.GetZone(mGalaxyName); // now we get the zones used on these layers List <string> zonesUsed = new List <string> { // add our galaxy name itself so we can properly add it to a scene list with the other zones mGalaxyName }; zonesUsed.AddRange(mainZone.GetZonesUsedOnLayers(layers)); Dictionary <string, int> zoneMasks = new Dictionary <string, int>(); ObjectHolder mainHolder = new ObjectHolder(); Dictionary <string, List <Camera> > cameras = new Dictionary <string, List <Camera> >(); List <Light> lights = new List <Light>(); List <PathPointObj> pathpoints = new List <PathPointObj>(); foreach (string zone in zonesUsed) { zoneMasks.Add(zone, mGalaxy.GetMaskUsedInZoneOnCurrentScenario(zone)); Zone z = mGalaxy.GetZone(zone); ObjectHolder curHolder = z.GetAllObjectsFromLayers(mGalaxy.GetGalaxyLayers(zoneMasks[zone])); foreach (PathObj pobj in z.mPaths) { pathpoints.AddRange(pobj.mPathPointObjs); } cameras.Add(zone, z.mCameras); if (z.mLights != null) { lights.AddRange(z.mLights); } if (!z.mIsMainGalaxy) { Zone galaxyZone = mGalaxy.GetGalaxyZone(); // the first step List <string> galaxyLayers = mGalaxy.GetGalaxyLayers(zoneMasks[mGalaxy.mName]); foreach (string layer in galaxyLayers) { List <StageObj> stages = galaxyZone.mZones[layer]; foreach (StageObj o in stages) { if (o.mName == z.mZoneName) { curHolder.ApplyZoneOffset(o.mPosition, o.mRotation); } } } } mainHolder.AddObjects(curHolder); } sceneListView.RootLists.Add("Areas", mainHolder.GetObjectsOfType("AreaObj")); sceneListView.RootLists.Add("Camera Areas", mainHolder.GetObjectsOfType("CameraObj")); sceneListView.RootLists.Add("Objects", mainHolder.GetObjectsOfType("Obj")); sceneListView.RootLists.Add("Demos", mainHolder.GetObjectsOfType("DemoObj")); sceneListView.RootLists.Add("Positions", mainHolder.GetObjectsOfType("GeneralPosObj")); sceneListView.RootLists.Add("Debug", mainHolder.GetObjectsOfType("DebugMoveObj")); sceneListView.RootLists.Add("Gravity", mainHolder.GetObjectsOfType("PlanetObj")); sceneListView.RootLists.Add("Start", mainHolder.GetObjectsOfType("StartObj")); sceneListView.RootLists.Add("Map Parts", mainHolder.GetObjectsOfType("MapPartsObj")); sceneListView.RootLists.Add("Paths", pathpoints); sceneListView.UpdateComboBoxItems(); sceneListView.SelectedItems = scene.SelectedObjects; sceneListView.SetRootList("Areas"); scene.objects.AddRange(mainHolder.GetObjectsOfType("AreaObj")); scene.objects.AddRange(mainHolder.GetObjectsOfType("CameraObj")); scene.objects.AddRange(mainHolder.GetObjectsOfType("Obj")); scene.objects.AddRange(mainHolder.GetObjectsOfType("DemoObj")); scene.objects.AddRange(mainHolder.GetObjectsOfType("GeneralPosObj")); scene.objects.AddRange(mainHolder.GetObjectsOfType("DebugMoveObj")); scene.objects.AddRange(mainHolder.GetObjectsOfType("PlanetObj")); scene.objects.AddRange(mainHolder.GetObjectsOfType("StartObj")); scene.objects.AddRange(mainHolder.GetObjectsOfType("MapPartsObj")); scene.objects.AddRange(pathpoints); List <Camera> cubeCameras = new List <Camera>(); List <Camera> groupCameras = new List <Camera>(); List <Camera> eventCameras = new List <Camera>(); List <Camera> startCameras = new List <Camera>(); List <Camera> otherCameras = new List <Camera>(); foreach (string zone in zonesUsed) { cameras[zone].ForEach(c => { if (c.GetCameraType() == Camera.CameraType.Cube) { cubeCameras.Add(c); } }); cameras[zone].ForEach(c => { if (c.GetCameraType() == Camera.CameraType.Group) { groupCameras.Add(c); } }); cameras[zone].ForEach(c => { if (c.GetCameraType() == Camera.CameraType.Event) { eventCameras.Add(c); } }); cameras[zone].ForEach(c => { if (c.GetCameraType() == Camera.CameraType.Start) { startCameras.Add(c); } }); cameras[zone].ForEach(c => { if (c.GetCameraType() == Camera.CameraType.Other) { otherCameras.Add(c); } }); } cameraListView.RootLists.Add("Cube", cubeCameras); cameraListView.RootLists.Add("Group", groupCameras); cameraListView.RootLists.Add("Event", eventCameras); cameraListView.RootLists.Add("Start", startCameras); cameraListView.RootLists.Add("Other", otherCameras); cameraListView.UpdateComboBoxItems(); cameraListView.SelectedItems = cameraScene.SelectedObjects; cameraListView.SetRootList("Cube"); cameraScene.objects.AddRange(cubeCameras); cameraScene.objects.AddRange(groupCameras); cameraScene.objects.AddRange(eventCameras); cameraScene.objects.AddRange(startCameras); cameraScene.objects.AddRange(otherCameras); lightsSceneListView.RootLists.Add("Lights", lights); lightsSceneListView.UpdateComboBoxItems(); lightsSceneListView.SelectedItems = lightScene.SelectedObjects; lightsSceneListView.SetRootList("Lights"); lightScene.objects.AddRange(lights); galaxyViewControl.Refresh(); }
public InitialSceneSpawner(ObjectHolder holder, CollisionManager collMan) { _objectPrefabs = new Dictionary <string, UnityEngine.Object>(); _objHolder = holder; _collMan = collMan; }
void FireWeapon() { switch (currentWeapon) { case (Weapons.Standart_lvl_1): if (Input.GetButton("Fire1")) { cooldown = 0.3f * fireRateMultiplyer; if (cooldownTimeStamp <= Time.time) { Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.BlasterShoot_lvl_1)], ProjectileSpawnPoint, TurretGameObject.transform.rotation); cooldownTimeStamp = Time.time + cooldown; } } break; case (Weapons.Standart_lvl_2): if (Input.GetButton("Fire1")) { cooldown = 0.3f * fireRateMultiplyer; if (cooldownTimeStamp <= Time.time) { Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.BlasterShoot_lvl_1)], ProjectileSpawnPoint + (TurretGameObject.transform.right * 0.1f), TurretGameObject.transform.rotation); Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.BlasterShoot_lvl_1)], ProjectileSpawnPoint + (TurretGameObject.transform.right * -0.1f), TurretGameObject.transform.rotation); cooldownTimeStamp = Time.time + cooldown; } } break; case (Weapons.Standart_lvl_3): if (Input.GetButton("Fire1")) { cooldown = 0.4f * fireRateMultiplyer; if (cooldownTimeStamp <= Time.time) { Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.BlasterShoot_lvl_1)], ProjectileSpawnPoint, TurretGameObject.transform.rotation); Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.BlasterShoot_lvl_1)], ProjectileSpawnPoint + (TurretGameObject.transform.right * 0.2f), TurretGameObject.transform.rotation); Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.BlasterShoot_lvl_1)], ProjectileSpawnPoint + (TurretGameObject.transform.right * -0.2f), TurretGameObject.transform.rotation); cooldownTimeStamp = Time.time + cooldown; } } break; case (Weapons.Helix_lvl_1): if (Input.GetButton("Fire1")) { cooldown = 0.5f * fireRateMultiplyer; if (cooldownTimeStamp <= Time.time) { Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.HelixBullet_lvl_1)], ProjectileSpawnPoint, TurretGameObject.transform.rotation); cooldownTimeStamp = Time.time + cooldown; } } break; case (Weapons.Helix_lvl_2): if (Input.GetButton("Fire1")) { cooldown = 0.7f * fireRateMultiplyer; if (cooldownTimeStamp <= Time.time) { Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.HelixBullet_lvl_2)], ProjectileSpawnPoint, TurretGameObject.transform.rotation); cooldownTimeStamp = Time.time + cooldown; } } break; case (Weapons.Helix_lvl_3): if (Input.GetButton("Fire1")) { cooldown = 0.9f * fireRateMultiplyer; if (cooldownTimeStamp <= Time.time) { Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.HelixBullet_lvl_3)], ProjectileSpawnPoint, TurretGameObject.transform.rotation); cooldownTimeStamp = Time.time + cooldown; } } break; case (Weapons.Spread): if (Input.GetButton("Fire1")) { cooldown = 0.4f * fireRateMultiplyer; if (cooldownTimeStamp <= Time.time) { Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.BlasterShoot_lvl_1)], ProjectileSpawnPoint, TurretGameObject.transform.rotation); Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.BlasterShoot_lvl_1)], ProjectileSpawnPoint, TurretGameObject.transform.rotation * Quaternion.Euler(0, 0, -10)); Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.BlasterShoot_lvl_1)], ProjectileSpawnPoint, TurretGameObject.transform.rotation * Quaternion.Euler(0, 0, 10)); cooldownTimeStamp = Time.time + cooldown; } } break; case (Weapons.Homing_lvl_1): if (Input.GetButton("Fire1")) { cooldown = 0.3f * fireRateMultiplyer; if (cooldownTimeStamp <= Time.time) { float BulletRng = 1f; Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.HomingBullet_lvl_1)], ProjectileSpawnPoint, TurretGameObject.transform.rotation * Quaternion.Euler(0, 0, Random.Range(BulletRng, -BulletRng))); cooldownTimeStamp = Time.time + cooldown; } } break; case (Weapons.Homing_lvl_2): if (Input.GetButton("Fire1")) { cooldown = 0.2f * fireRateMultiplyer; if (cooldownTimeStamp <= Time.time) { float BulletRng = 6f; Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.HomingBullet_lvl_2)], ProjectileSpawnPoint, TurretGameObject.transform.rotation * Quaternion.Euler(0, 0, Random.Range(BulletRng, -BulletRng))); cooldownTimeStamp = Time.time + cooldown; } } break; case (Weapons.Homing_lvl_3): if (Input.GetButton("Fire1")) { cooldown = 0.1f * fireRateMultiplyer; if (cooldownTimeStamp <= Time.time) { float BulletRng = 12f; Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.HomingBullet_lvl_3)], ProjectileSpawnPoint, TurretGameObject.transform.rotation * Quaternion.Euler(0, 0, Random.Range(BulletRng, -BulletRng))); cooldownTimeStamp = Time.time + cooldown; } } break; case (Weapons.LaserSword_lvl_1): if (Input.GetButton("Fire1")) { cooldown = 0.5f * fireRateMultiplyer; if (cooldownTimeStamp <= Time.time) { float fieldSize = 1.25f; Vector3 RndFieldPos = transform.position + (TurretGameObject.transform.right * Random.Range(-fieldSize, fieldSize)) + (TurretGameObject.transform.up * Random.Range(-fieldSize, -fieldSize / 2)); //new Vector3(Random.Range(-fieldSize, fieldSize), ; Quaternion LookToMouse = Quaternion.LookRotation(Vector3.forward, (new Vector3(Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y, 0) - RndFieldPos)); Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.LaserSword_lvl_1)], RndFieldPos, LookToMouse); cooldownTimeStamp = Time.time + cooldown; } } break; case (Weapons.WaveEmitter_lvl_1): if (Input.GetButton("Fire1")) { cooldown = 0.3f * fireRateMultiplyer; if (cooldownTimeStamp <= Time.time) { Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.WaveBullet_lvl_X)], ProjectileSpawnPoint, TurretGameObject.transform.rotation); cooldownTimeStamp = Time.time + cooldown; } } break; case (Weapons.RocketLauncher_lvl_1): if (Input.GetButton("Fire1")) { cooldown = 0.8f * fireRateMultiplyer; if (cooldownTimeStamp <= Time.time) { Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.Missile_lvl_1)], ProjectileSpawnPoint, TurretGameObject.transform.rotation); cooldownTimeStamp = Time.time + cooldown; } } break; case (Weapons.GrenadeLauncher_lvl_1): if (Input.GetButton("Fire1")) { cooldown = 0.8f * fireRateMultiplyer; if (cooldownTimeStamp <= Time.time) { Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.Grenade_lvl_1)], ProjectileSpawnPoint, TurretGameObject.transform.rotation); cooldownTimeStamp = Time.time + cooldown; } } break; case (Weapons.ShrapnelLauncher_lvl_1): if (Input.GetButton("Fire1")) { cooldown = 0.8f * fireRateMultiplyer; if (cooldownTimeStamp <= Time.time) { Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.Shrapnel_lvl_1)], ProjectileSpawnPoint, TurretGameObject.transform.rotation); cooldownTimeStamp = Time.time + cooldown; } } break; case (Weapons.ShrapnelLauncher_lvl_2): if (Input.GetButton("Fire1")) { cooldown = 1.2f * fireRateMultiplyer; if (cooldownTimeStamp <= Time.time) { Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.Shrapnel_lvl_2)], ProjectileSpawnPoint, TurretGameObject.transform.rotation); cooldownTimeStamp = Time.time + cooldown; } } break; case (Weapons.ShrapnelLauncher_lvl_3): if (Input.GetButton("Fire1")) { cooldown = 1.4f * fireRateMultiplyer; if (cooldownTimeStamp <= Time.time) { Instantiate(Bullets[ObjectHolder.GetBulletIndex(ProjectileBehaviourScript.BulletTypes.Shrapnel_lvl_3)], ProjectileSpawnPoint, TurretGameObject.transform.rotation); cooldownTimeStamp = Time.time + cooldown; } } break; case (Weapons.ChainGun_lvl_1): if (Input.GetButton("Fire1")) { cooldown = 0.01f * fireRateMultiplyer; if (cooldownTimeStamp <= Time.time) { fireChainGun(0.04f, 0.1f, 6f); cooldownTimeStamp = Time.time + cooldown; } } break; case (Weapons.ChainGun_lvl_2): if (Input.GetButton("Fire1")) { cooldown = 0.01f * fireRateMultiplyer * fireRateMultiplyer; if (cooldownTimeStamp <= Time.time) { fireChainGun(0.04f, 0.1f, 3f); cooldownTimeStamp = Time.time + cooldown; } } break; case (Weapons.ChainGun_lvl_3): if (Input.GetButton("Fire1")) { cooldown = 0.005f * fireRateMultiplyer; if (cooldownTimeStamp <= Time.time) { fireChainGun(0.04f, 0.1f, 1f); cooldownTimeStamp = Time.time + cooldown; } } break; case (Weapons.LaserGun): cooldown = 2f * fireRateMultiplyer; loadTime = 1f; if (cooldownTimeStamp <= Time.time) { if (Input.GetButtonDown("Fire1")) { pressedButtonDown = true; loadTimeStamp = Time.time + loadTime; isReady = true; } if (loadTimeStamp >= Time.time) { if (isReady == true) { Debug.Log("Loading"); } } if (loadTimeStamp <= Time.time) { if (isReady == true) { Instantiate(ObjectHolder._Effects[ObjectHolder.GetEffectIndex(EffectBehaviourScript.EffectTypes.LaserLoaded)], transform.position, transform.rotation, transform); isReady = false; } } } break; default: Debug.LogError("The Weapon Type -" + currentWeapon.ToString() + "- has no values assinged!"); break; } }
public void Spotlight(ObjectHolder target) { Assert.IsTrue(spTarget == null); spTarget = target; int newLayer = LayerMask.NameToLayer("Spotlight"); spTarget.CullingLayer = newLayer; rawCamera.cullingMask = 1 << newLayer; }
private void OnDestroy() { instance = null; instantiated--; }
public void CancelSpotlight() { Assert.IsTrue(spTarget != null); int originLayer = rawCamera.gameObject.layer; spTarget.CullingLayer = originLayer; rawCamera.cullingMask = 1 << originLayer; spTarget = null; }
public Player(Vector2 position) : base(position) { _legs = new PlayerLegs(this); ObjectHolder.Create(_legs); }
public BuffControl(ObjectHolder owner, Stat stat) { this.owner = owner; this.stat = stat; }
public Player() : base() { _legs = new PlayerLegs(this); ObjectHolder.Create(_legs); }
protected void Awake() { item = this.GetComponent <Item>(); module = item.data.GetModule <ItemModuleShooter>(); isShootingAllowed = true; bulletSpawn = item.transform.Find(module.bulletSpawnName); if (module.shootSFX != "None") { if (item.transform.Find(module.shootSFX)) { if (item.transform.Find(module.shootSFX).gameObject.GetComponentInChildren <AudioSource>()) { shotSFX = item.transform.Find(module.shootSFX).gameObject.GetComponentInChildren <AudioSource>(); } else { Debug.LogError("ItemShooter error: ShootSFX gameObject doesn't contain an Audio Source"); } } else { Debug.LogError("ItemShooter error: ShootSFX gameObject couldn't be found"); } } if (module.triggerPressSFX != "None") { if (item.transform.Find(module.triggerPressSFX)) { if (item.transform.Find(module.triggerPressSFX).gameObject.GetComponentInChildren <AudioSource>()) { triggerPressedSFX = item.transform.Find(module.triggerPressSFX).gameObject.GetComponentInChildren <AudioSource>(); } else { Debug.LogError("ItemShooter error: triggerPressSFX gameObject doesn't contain an Audio Source"); } } else { Debug.LogError("ItemShooter error: triggerPressSFX gameObject couldn't be found"); } } if (module.shootVFX != "None") { if (item.transform.Find(module.shootVFX)) { if (item.transform.Find(module.shootVFX).gameObject.GetComponentInChildren <ParticleSystem>()) { shotVFX = item.transform.Find(module.shootVFX).gameObject.GetComponentInChildren <ParticleSystem>(); } else { Debug.LogError("ItemShooter error: shootVFX gameObject doesn't contain a Particle System"); } } else { Debug.LogError("ItemShooter error: shootVFX gameObject couldn't be found"); } } if (module.triggerPressVFX != "None") { if (item.transform.Find(module.triggerPressVFX)) { if (item.transform.Find(module.triggerPressVFX).gameObject.GetComponentInChildren <ParticleSystem>()) { triggerPressedVFX = item.transform.Find(module.triggerPressVFX).gameObject.GetComponentInChildren <ParticleSystem>(); } else { Debug.LogError("ItemShooter error: triggerPressVFX gameObject doesn't contain a Particle System"); } } else { Debug.LogError("ItemShooter error: triggerPressVFX gameObject couldn't be found"); } } if (item.GetComponentInChildren <ObjectHolder>()) { gunHolder = item.GetComponentInChildren <ObjectHolder>(); } if (item.GetComponentInChildren <Animation>()) { animation = item.GetComponentInChildren <Animation>(); } item.OnHeldActionEvent += OnTriggerPressed; item.OnUngrabEvent += OnGunUngrab; projectileOriginal = Catalog.current.GetData <ItemData>(module.projectileID, true); }