protected virtual void Awake() { src = GetComponent <AudioSource>(); baseVolume = src.volume; VolScale = new ReflWrap <FXY>(VolumeScaler); speedScale = new ReflWrap <FXY>(SpeedScaler); }
public static void LocalReset() { //AudioTrackService.ClearAllAudio(); SFXService.ClearConstructed(); Events.Event0.DestroyAll(); ETime.Slowdown.RevokeAll(MultiOp.Priority.CLEAR_SCENE); ETime.Timer.DestroyAll(); BehaviorEntity.DestroyAllSummons(); PublicDataHoisting.DestroyAll(); FiringCtx.ClearNames(); ReflWrap.ClearWrappers(); StateMachineManager.ClearCachedSMs(); BulletManager.ClearPoolControls(); BulletManager.ClearEmpty(); BulletManager.ClearAllBullets(); BulletManager.DestroyCopiedPools(); InstanceData.CampaignDataUpdated.Proc(); #if UNITY_EDITOR || ALLOW_RELOAD Events.LocalReset.Proc(); #endif //Ordered last so cancellations from HardCancel will occur under old data Instance = new InstanceData(InstanceMode.NULL); Debug.Log($"Reloading level: {Difficulty.Describe()} is the current difficulty"); UIManager.UpdateTags(); }
protected override void Awake() { for (int ii = 0; ii < variants.Length; ++ii) { ReflWrap <TP4> .Load(variants[ii].color); } base.Awake(); }
private void Awake() { tr = transform; burstScale = ReflWrap <FXY> .Wrap(burstScaler); var em = particlePrefab.GetComponent <ParticleSystem>().emission; baseBurst = em.GetBurst(0); }
public static void ClearForScene() { AudioTrackService.ClearAllAudio(false); SFXService.ClearConstructed(); BulletManager.ClearPoolControls(); Events.Event0.DestroyAll(); ETime.Slowdown.RevokeAll(MultiOp.Priority.CLEAR_SCENE); ETime.Timer.DestroyAll(); BulletManager.OrphanAll(); PublicDataHoisting.DestroyAll(); FiringCtx.ClearNames(); //SMs may have links to data hoisting, so we destroy both of them on phase end. ReflWrap.ClearWrappers(); StateMachineManager.ClearCachedSMs(); BehaviorEntity.ClearPointers(); AyaPhoto.ClearTextures(); }
public void Initialize(PlayerInput playr) { Player = playr; //I feel kind of bad about this, but it ensures that PlayerInput is linked before the SM runs. base.Awake(); sr = GetComponent <SpriteRenderer>(); original_angle = 0; //Shoot up by default freeOffset = ReflWrap <TP3> .Wrap(offsetFree); if (string.IsNullOrWhiteSpace(offsetFocus)) { offsetFocus = offsetFree; } focusOffset = ReflWrap <TP3> .Wrap(offsetFocus); // ReSharper disable once AssignmentInConditionalExpression if ((doOpacity = !string.IsNullOrWhiteSpace(opacityFree))) { freeOpacity = ReflWrap <BPY> .Wrap(opacityFree); if (string.IsNullOrWhiteSpace(opacityFocus)) { opacityFocus = opacityFree; } focusOpacity = ReflWrap <BPY> .Wrap(opacityFocus); rootColor = sr.color; } freeOffsetPower = powerOffsetFree.Select(ReflWrap <TP3> .Wrap).ToArray(); focusOffsetPower = powerOffsetFocus.Select(ReflWrap <TP3> .Wrap).ToArray(); if (!string.IsNullOrWhiteSpace(spriteRotation)) { rotator = ReflWrap <BPY> .Wrap(spriteRotation); } if (!string.IsNullOrWhiteSpace(freeAngleOffset)) { freeAngle = ReflWrap <BPY> .Wrap(freeAngleOffset); } if (!string.IsNullOrWhiteSpace(focusAngleOffset)) { focusAngle = ReflWrap <BPY> .Wrap(focusAngleOffset); } lastPower = currPower = Math.Min(freeOffsetPower.Length - 1, GameManagement.Instance.PowerIndex); SetLocation(); }
private void Awake() { foreach (var r in replays) { r.Frames(); } foreach (var sm in stateMachines) { StateMachineManager.FromText(sm); } foreach (var s in reflectFXY) { ReflWrap <FXY> .Wrap(s); } foreach (var s in reflectTP3) { ReflWrap <TP3> .Wrap(s); } }
public void Preload() { ReflWrap <TP3> .Load(offsetFree); ReflWrap <TP3> .Load(offsetFocus); ReflWrap <BPY> .Load(opacityFree); ReflWrap <BPY> .Load(opacityFocus); powerOffsetFree.ForEach(ReflWrap <TP3> .Load); powerOffsetFocus.ForEach(ReflWrap <TP3> .Load); ReflWrap <BPY> .Load(spriteRotation); ReflWrap <BPY> .Load(freeAngleOffset); ReflWrap <BPY> .Load(focusAngleOffset); StateMachineManager.FromText(behaviorScript); }
private void UpdateVariant() { var v = variants[currVariant]; sr.sprite = v.sprite; if (effect != null) { effect.InvokeCull(); } if (time + timePerVariant < StopShiftingAfter) { effect = Instantiate(switchTell, tr).GetComponent <PowerAura>(); var opts = new PowerAuraOptions(new[] { PowerAuraOption.Color(ReflWrap <TP4> .Wrap(v.color)), PowerAuraOption.Time(_ => timePerVariant), PowerAuraOption.Iterations(_ => switchTellIterations), PowerAuraOption.Scale(_ => switchTellScale), }); effect.Initialize(new RealizedPowerAuraOptions(opts, GenCtx.Empty, Vector2.zero, Cancellable.Null, null !)); } SFXService.Request(onSwitch); }
protected override void Awake() { base.Awake(); rotate = ReflWrap <TP3> .Wrap(rotator); }