Esempio n. 1
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 /// <summary>
 /// Does all the initialization that cannot be done when the instance is being created.
 /// (Controllers may need Game to be initialized already which needs instances of players)
 /// </summary>
 public void Init(PlacementController placerNetwork, MoveController moveController, KillController killController, FlyingController flyingController)
 {
     this.placerNetwork    = placerNetwork;
     this.moveController   = moveController;
     this.killController   = killController;
     this.flyingController = flyingController;
 }
    public void InstantiateObject(int objectIndex)
    {
        PlacementObject  obj1    = Instantiate(objects[objectIndex], PlacementController.RayCastToWorld().position + Vector3.one, Quaternion.identity);
        ButtonController button1 = Instantiate(buttonController);

        button1.transform.parent = controlPanel.transform;
        button1.obj = obj1;
    }
Esempio n. 3
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 private void Start()
 {
     mainCam = Camera.main.transform;
     PC      = GetComponent <PlacementController>();
     Cross   = GameObject.Find("Cross");
     Cross.SetActive(false);
     WinText.SetActive(false);
 }
    private void Awake()
    {
        pc = GetComponent <PlacementController>();

        spotlightButton.onClick.AddListener(delegate { BuildSpotlight(); });
        mirrorButton.onClick.AddListener(delegate { BuildMirror(); });
        generatorButton.onClick.AddListener(delegate { BUildGenerator(); });
    }
        /// <summary>
        /// Set the angle of the product.
        /// </summary>
        /// <param name="angle">Value must be between 0 and 360.</param>
        public void SetAngle(int angle)
        {
            int fallbackAngle = CurrentAngle;

            angle        = angle % 360;
            CurrentAngle = angle;

            PlacementController.placement_rotatePoints(this, fallbackAngle);
            PlacementController.placement_rotateImg(this);
        }
Esempio n. 6
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    void Awake()
    {
        store     = GetComponent <ObjectStore>();
        placement = GetComponent <PlacementController>();

        possessed = dummyObject;
        lookingAt = startingPossession;

        Possess();
    }
Esempio n. 7
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    public IEnumerator Move(bool value)
    {
        yield return(new WaitForSeconds(0.2f));

        if (value)
        {
            PlacementController.HandleObject(gameObject);
        }
        yield break;
    }
 private void Awake()
 {
     if (Instance == null)
     {
         Instance = this;
     }
     else
     {
         Destroy(gameObject);
     }
 }
Esempio n. 9
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 private void Awake()
 {
     if (instance != null && instance != this)
     {
         Destroy(this.gameObject);
     }
     else
     {
         instance = this;
     }
 }
Esempio n. 10
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    //When the game starts, get connections to both systems
    private void Start()
    {
        BuildingScriptSystem  = gameObject.GetComponent <BuildingSystem>();
        PlacementScriptSystem = GameObject.Find("PlaceablesPlacementController").GetComponent <PlacementController>();

        BuildModeButton     = GameObject.Find("ButtonSystemSwitcherBuilding");
        PlaceableModeButton = GameObject.Find("ButtonSystemSwitcherPlacing");


        SwitchToBuildMode(true);
    }
Esempio n. 11
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    // Start is called before the first frame update
    void Start()
    {
        _cityPlaceable = GetComponent <CityPlaceable>();

        GameHandler gameHandler = FindObjectOfType <GameHandler>();

        _placementController = (PlacementController)gameHandler.PlacementController;
        _buildingManager     = (BuildingManager)gameHandler.BuildingManager;

        _streetData       = Resources.Load <BuildingData>(Util.PathTo("Street"));
        generationRoutine = StartCoroutine(GenerateCity(seed, maxCityProgress, _streetLengthMinMax, buildingProbability));
    }
Esempio n. 12
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        public ProductAdding(MainFrame hoofdscherm)
        {
            this.hoofdscherm = hoofdscherm;

            InitializeComponent();

            Invalidate();

            //Needs to be after initializeComponents to prevent NULL errors
            controller = new PlacementController(hoofdscherm, this);

            //Invalidate();
        }
Esempio n. 13
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    /// <summary>
    /// Method called on application start
    /// </summary>
    private void Awake()
    {
        ARCanvas._actualARCanvas = this;

        this._placementController = PlacementControllerGO.GetComponent <PlacementController>();

        this._dialogWindow                = this.GetComponentInChildren <DialogWindow>(true);
        this._circleController            = this.GetComponentInChildren <CircleController>(true);
        this._precisePoistioningComponent = this.GetComponentInChildren <PrecisePositioningComponent>(true);

        var waitingForSurfaceLabelGO = this.transform.Find("WaitingForSurfaceLabel").gameObject;

        var backButtonGO                   = this.transform.Find("BackButton").gameObject;
        var pickUpButtonGO                 = this.transform.Find("PickUpModelButton").gameObject;
        var showDoorsButtonGO              = this.transform.Find("ShowDoorsButton").gameObject;
        var hideDoorButtonGO               = this.transform.Find("HideDoorsButton").gameObject;
        var showCoversButtonGO             = this.transform.Find("ShowCoversButton").gameObject;
        var hideCoversButtonGO             = this.transform.Find("HideCoversButton").gameObject;
        var showPrecisePositioningButtonGO = this.transform.Find("ShowPreciseButton").gameObject;
        var hidePrecisePositioningButtonGO = this.transform.Find("HidePreciseButton").gameObject;

        var loadingPageGO = this.transform.Find("LoadingPage").gameObject;

        this._scaleLabelGO = this.transform.Find("ScaleLabel").gameObject;
        var scaleLabelTextGO = _scaleLabelGO.transform.Find("Label").gameObject;

        this._waitingForSurfaceLabel = waitingForSurfaceLabelGO.GetComponent <TextMeshProUGUI>();

        this._goBackButton                 = backButtonGO.GetComponent <ClickableImage>();
        this._pickUpModelButton            = pickUpButtonGO.GetComponent <ClickableImage>();
        this._showDoorsButton              = showDoorsButtonGO.GetComponent <ClickableImage>();
        this._hideDoorsButton              = hideDoorButtonGO.GetComponent <ClickableImage>();
        this._showCoversButton             = showCoversButtonGO.GetComponent <ClickableImage>();
        this._hideCoversButton             = hideCoversButtonGO.GetComponent <ClickableImage>();
        this._showPrecisePositioningButton = showPrecisePositioningButtonGO.GetComponent <ClickableImage>();
        this._hidePrecisePositioningButton = hidePrecisePositioningButtonGO.GetComponent <ClickableImage>();

        this._loadingPage = loadingPageGO.GetComponent <LoadingPage>();

        this._waitingForSurfaceLabel.text = Translator.GetTranslation("WaitingForSurfaceLabel.ContentText");

        this._scaleLabelText = scaleLabelTextGO.GetComponent <TextMeshProUGUI>();

        this._scaleLabelText.text = _getScaleLabelTranslationText();

        //Disable screen dimming
        Screen.sleepTimeout = SleepTimeout.NeverSleep;
    }
Esempio n. 14
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    void Awake()
    {
        hostile    = GetComponent <HostileController>();
        store      = GetComponent <ObjectStore>();
        placement  = GetComponent <PlacementController>();
        possession = GetComponent <PossessionHandler>();
        office     = GameObject.Find("LeMinotaure").GetComponent <OfficeController>();

        foreach (PulseController pC in startingControllers)
        {
            pulseControllers.Add(pC);
        }

        screenCentreH = Screen.height / 2;
        screenCentreW = Screen.width / 2;
    }
        /// <summary>
        /// Turns the product a set amount of degrees.
        /// </summary>
        /// <param name="value">Amount of added degrees</param>
        public void AddAngle(int value)
        {
            int fallbackAngle = CurrentAngle;

            CurrentAngle += value;
            while (CurrentAngle > 359)
            {
                CurrentAngle -= 360;
            }
            while (CurrentAngle < 0)
            {
                CurrentAngle += 360;
            }
            PlacementController.placement_rotatePoints(this, fallbackAngle);
            PlacementController.placement_rotateImg(this);
        }
    void Awake()
    {
#if !UNITY_EDITOR
        fingerID = 0;
#endif
        instance = this;

        if (PlayerPrefs.HasKey("numOfPlacableObjects"))
        {
            // we had a previous session
            numOfPlacableObjects = PlayerPrefs.GetInt("numOfPlacableObjects", 5);
        }
        else
        {
            SavePrefs();
        }
    }
Esempio n. 17
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    void Start()
    {
        ContextProvider context;

        playerObjectPool = new PlayerObjectPool();

        BuildChoiceUpdater buildChoiceUpdater = new BuildChoiceUpdater();

        placementController = new PlacementController(playerObjectPool, buildChoiceUpdater);

        UnitBuildChoiceProvider unitBuildChoiceProvider = new UnitBuildChoiceProvider(placementController);
        InfantryManager         infantryManager         = new InfantryManager(unitBuildChoiceProvider);

        context = new ContextProvider(this, playerObjectPool, buildChoiceUpdater, infantryManager);

        selectionController     = new SelectionController(context);
        selectedGroupController = new SelectedGroupController(context);

        IBuildingManager playerBaseManager = new PlayerBaseManager(context);

        placementController.RegisterBuildingManager(playerBaseManager);
        playerObjectPool.RegisterSelectableObjectContainer(playerBaseManager);
        unitBuildChoiceProvider.RegisterBloodBuildable(playerBaseManager);

        IBuildingManager barracksManager = new BarracksManager(context);

        placementController.RegisterBuildingManager(barracksManager);
        playerObjectPool.RegisterSelectableObjectContainer(barracksManager);
        unitBuildChoiceProvider.RegisterBloodBuildable(barracksManager);

        playerObjectPool.RegisterSelectableObjectContainer(infantryManager);

        Camera.main.gameObject.AddComponent <PCCameraController>();

        GameObject hud = SetupHUD();

        PlayerResources.GetInstance().RegisterListener(hud.GetComponent <BloodCounterHUD>());
        PlayerResources.GetInstance().RegisterListener(buildChoiceUpdater);

        buildChoiceUpdater.RegisterBuildChoiceChangeListener(hud.GetComponent <ActionsMenuHUD>());
    }
        /// <summary>
        /// Resets the images, in the case that the products are updated
        /// </summary>
        public void ResetImage()
        {
            DefaultBitMap = new Bitmap(Product.Width, Product.Length);
            Graphics gfx = Graphics.FromImage(DefaultBitMap);
            // check if this product is an subcategory and get the color
            Color color = PlacementController.GetMainCategoryColorIfNeeded(Product.ProductCategory.CatId);


            SolidBrush brush = new SolidBrush(color);

            gfx.FillRectangle(brush, 0, 0, Product.Width, Product.Length);

            DefaultBitMap = new Bitmap(PlacementController.ResizeImage(DefaultBitMap, Product.Width, Product.Length));
            //MessageBox.Show(String.Format("Name: {0} -- Width: {1} -- Length: {2}", product.Name, product.Width, product.Length));

            try { RotatedMap.Dispose(); }
            catch { }
            RotatedMap = new Bitmap(DefaultBitMap, DefaultBitMap.Width, DefaultBitMap.Height);
            //MessageBox.Show(String.Format("Name: {0} -- Width: {1} -- Length: {2}", "Rotated Map", product.Width, product.Length));

            SetAngle(CurrentAngle);
        }
    /// <summary>
    /// Awake is being used to initialize all the reference the class needs,
    /// and to bring it to an initial state.
    /// </summary>
    private void Awake()
    {
        //Get controllers
        _placementController = GetComponent <PlacementController>();
        _selectionController = GetComponent <SelectionController>();
        _waveSpawner         = GetComponent <WaveSpawner>();
        _uiController        = GetComponent <UIController>();

        // initial game state
        gameState                = GameState.Running;
        gameMode                 = (GameMode)PlayerPrefs.GetInt("GameMode");
        _inputMode               = InputMode.Play;
        _currentPlacingTower     = -1;
        _currentlySelectedObject = null;

        moneyCount = initialMoneyCount;

        // initial UI Elements
        _uiController.SetLifeCountText(ownBase.health.ToString());
        _uiController.SetWaveCountText(_countdownWave.ToString());
        _uiController.SetMoneyCountText(moneyCount.ToString());
    }
 public void knowYourController(PlacementController pc)
 {
     placementController = pc;
 }
Esempio n. 21
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 void Awake()
 {
     main = this;
 }
Esempio n. 22
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 private void Start()
 {
     curHealth           = totalHealth;
     placementController = transform.parent.parent.GetComponent <PlacementController>();
 }
Esempio n. 23
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 public override IBuildAction GetBuildAction(PlacementController placementController)
 {
     return(new BuildBuildingAction(placementController, this));
 }
 public BuildBuildingAction(PlacementController placementController, IBuildingManager buildingManager)
 {
     this.placementController = placementController;
     this.buildingManager     = buildingManager;
 }
Esempio n. 25
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 void Start()
 {
     instance = this;
 }
 // Start is called before the first frame update
 void Start()
 {
     meshRenderers = GetComponentsInChildren <MeshRenderer>();
     ChangeColor();
     placementController = FindObjectOfType <PlacementController>();
 }
 public abstract IBuildAction GetBuildAction(PlacementController placementController);
Esempio n. 28
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    // Start is called before the first frame update
    void Start()
    {
        Screen.orientation = ScreenOrientation.Portrait;

        placementController = placementBase.GetComponent <PlacementController>();

        LoadingPage_Panel.SetActive(true);
        HomePage_Panel.SetActive(false);

        StartCoroutine(StartLoading());

        DescriptionCamera.SetActive(true);
        PlaneTrackingCamera.SetActive(false);
        ImageTracking_1_Camera.SetActive(false);
        ImageTracking_2_Camera.SetActive(false);

        Item_1_Refrigerator.SetActive(false);
        Item_2_TV_TableTop.SetActive(false);
        Item_3_Sofa.SetActive(false);
        Item_4_Table.SetActive(false);
        Item_5_TV_WallMount.SetActive(false);
        Item_6_Watch.SetActive(false);
        Item_7_Statue.SetActive(false);

        DescriptionPage_Item_1.SetActive(false);
        DescriptionPage_Item_2.SetActive(false);
        DescriptionPage_Item_3.SetActive(false);
        DescriptionPage_Item_4.SetActive(false);
        DescriptionPage_Item_5.SetActive(false);
        DescriptionPage_Item_6.SetActive(false);
        DescriptionPage_Item_7.SetActive(false);

        TryARPage_Item_1.SetActive(false);
        TryARPage_Item_2.SetActive(false);
        TryARPage_Item_3.SetActive(false);
        TryARPage_Item_4.SetActive(false);
        TryARPage_Item_5.SetActive(false);
        TryARPage_Item_6.SetActive(false);
        TryARPage_Item_7.SetActive(false);

        PlaneTrackingLoading_Panel.SetActive(false);

        Item_1_Refrigerator.GetComponent <LeanTwistRotateAxis>().enabled = false;
        Item_2_TV_TableTop.GetComponent <LeanTwistRotateAxis>().enabled  = false;
        Item_3_Sofa.GetComponent <LeanTwistRotateAxis>().enabled         = false;
        Item_4_Table.GetComponent <LeanTwistRotateAxis>().enabled        = false;
        Item_5_TV_WallMount.GetComponent <LeanTwistRotateAxis>().enabled = false;
        Item_6_Watch.GetComponent <LeanTwistRotateAxis>().enabled        = false;
        Item_7_Statue.GetComponent <LeanTwistRotateAxis>().enabled       = false;

        Item_1_Refrigerator.GetComponent <LeanDragTranslate>().enabled = false;
        Item_2_TV_TableTop.GetComponent <LeanDragTranslate>().enabled  = false;
        Item_3_Sofa.GetComponent <LeanDragTranslate>().enabled         = false;
        Item_4_Table.GetComponent <LeanDragTranslate>().enabled        = false;
        Item_5_TV_WallMount.GetComponent <LeanDragTranslate>().enabled = false;
        Item_6_Watch.GetComponent <LeanDragTranslate>().enabled        = false;
        Item_7_Statue.GetComponent <LeanDragTranslate>().enabled       = false;

        Item_1_Refrigerator_Transform = Item_1_Refrigerator.transform;
        Item_2_TV_TableTop_Transform  = Item_2_TV_TableTop.transform;
        Item_3_Sofa_Transform         = Item_3_Sofa.transform;
        Item_4_Table_Transform        = Item_4_Table.transform;
        Item_5_TV_WallMount_Transform = Item_5_TV_WallMount.transform;
        Item_6_Watch_Transform        = Item_6_Watch.transform;
        Item_7_Statue_Transform       = Item_7_Statue.transform;
    }
 public UnitBuildChoiceProvider(PlacementController placementController)
 {
     bloodBuildables          = new List <IBuildableByBlood>();
     this.placementController = placementController;
 }
 public void Move(bool xAxis)
 {
     PlacementController.placement_Move(this, xAxis);
 }