private async void Grid_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { var pos = e.GetPosition(this); var ef = new RippleEffect(); ef.Center = new Point(pos.X / this.ActualWidth, pos.Y / this.ActualHeight); ef.Magnitude = 0.1; ef.Frequency = 20; this.Effect = ef; DoubleAnimation da = new DoubleAnimation(); da.To = 0; da.Duration = TimeSpan.FromMilliseconds(2000); da.FillBehavior = FillBehavior.HoldEnd; Storyboard sb = new Storyboard(); Storyboard.SetTarget(da, this); Storyboard.SetTargetProperty(da, new PropertyPath("Effect.Frequency")); sb.Children.Add(da); sb.Begin(); await Task.Delay(2000); ef.Magnitude = 0; ef.Frequency = 0; }
// Snow Prevention public SveklaPulsar() { InitializeComponent(); frame = new Bitmap(SIZE, SIZE); t = new Timer(); t.Interval = (int)(1000 / FPS); t.Tick += (Object o, EventArgs e) => { UpdateFrame(); }; effect = new RippleEffect(SIZE, SIZE); this.MouseDown += (Object o, MouseEventArgs e) => { Splash(e.Location.X, e.Location.Y, ClickSplashRadius); dragging = true; }; this.MouseUp += (Object o, MouseEventArgs e) => { dragging = false; }; this.MouseMove += (Object o, MouseEventArgs e) => { if (dragging) { Point lc = Translate(e.Location); Splash(e.Location.X, e.Location.Y, DragSplashRadius); } }; ClickSplashRadius = 20; DragSplashRadius = 10; }
// Start is called before the first frame update void Start() { playerGO = GameObject.Find(Constants.PLAYER_GO_ID); RE = GetComponent <RippleEffect>(); RE.enabled = false; }
void Awake() { if (instance == null) { instance = this; } droplets = new Droplet[3]; droplets[0] = new Droplet(); droplets[1] = new Droplet(); droplets[2] = new Droplet(); gradTexture = new Texture2D(2048, 1, TextureFormat.Alpha8, false); gradTexture.wrapMode = TextureWrapMode.Clamp; gradTexture.filterMode = FilterMode.Bilinear; for (var i = 0; i < gradTexture.width; i++) { var x = 1.0f / gradTexture.width * i; var a = waveform.Evaluate(x); gradTexture.SetPixel(i, 0, new Color(a, a, a, a)); } gradTexture.Apply(); material = new Material(shader); material.hideFlags = HideFlags.DontSave; material.SetTexture("_GradTex", gradTexture); UpdateShaderParameters(); }
// Start is called before the first frame update void Start() { camera1 = Camera.main; rippleEffect = FindObjectOfType <RippleEffect>(); betterJumping = GetComponent <BetterJumping>(); Debug.Log("Movement Start"); }
// Snow Prevention public SveklaPulsar() { InitializeComponent(); frame = new Bitmap(SIZE, SIZE); t = new Timer(); t.Interval = (int)(1000 / FPS); t.Tick += (Object o, EventArgs e) => { UpdateFrame(); }; effect = new RippleEffect(SIZE, SIZE); this.MouseDown += (Object o, MouseEventArgs e) => { Splash(e.Location.X, e.Location.Y, ClickSplashRadius); dragging = true; }; this.MouseUp += (Object o, MouseEventArgs e) => { dragging = false; }; this.MouseMove += (Object o, MouseEventArgs e) => { if (dragging) { Point lc = Translate(e.Location); Splash(e.Location.X, e.Location.Y, DragSplashRadius); } }; ClickSplashRadius = 20; DragSplashRadius = 10; }
public RipplePictureBox() { effect = new RippleEffect(); dragging = false; timer = new Timer(); timer.Interval = (int)(1000 / FPS); timer.Tick += (@s, a) => UpdateFrame(); MouseDown += (@s, a) => { Splash(a.Location.X, a.Location.Y, ClickSplashRadius); dragging = true; }; MouseUp += (@s, a) => { dragging = false; }; MouseMove += (@s, a) => { if (dragging) { Splash(a.Location.X, a.Location.Y, DragSplashRadius); } }; ClickSplashRadius = 10; DragSplashRadius = 5; timer.Start(); timer.Enabled = true; }
private async void MainWindow_Loaded(object sender, RoutedEventArgs e) { // var ef = new SwirlEffect(); // ef.Center = new Point(0.5, 0.5); // ef.TwistAmount = 50; // this.Effect = ef; var ef = new RippleEffect(); ef.Center = new Point(0.5, 0.5); ef.Magnitude = 0.1; ef.Frequency = 100; this.Effect = ef; DoubleAnimation da = new DoubleAnimation(); da.To = 0; da.Duration = TimeSpan.FromMilliseconds(3000); da.FillBehavior = FillBehavior.HoldEnd; Storyboard sb = new Storyboard(); Storyboard.SetTarget(da, this); Storyboard.SetTargetProperty(da, new PropertyPath("Effect.Frequency")); sb.Children.Add(da); sb.Begin(); await Task.Delay(3000); ef.Magnitude = 0; ef.Frequency = 0; this.Effect = null; }
public Button() { _backgroundRect = RectangleF.Zero; _rippleEffect = new RippleEffect(); TextColor = XColor.White; CornerRadius = 2; }
protected virtual void Awake() { tapButton = GetComponent <Button>(); tapButton.onClick.RemoveAllListeners(); tapButton.onClick.AddListener(OnButtonTap); ripplesExplosion = Camera.main.GetComponent <RippleEffect>(); GameManager.GameEventBus.On <GameOverEvent>(OnGameOverEvent); }
private void AddEffect() { me.SceneMgr.BeginInvoke(new Action(() => { effect = new RippleEffect(); effect.Amplitude = 0.1; effect.Frequency = 180; effect.Phase = 0; meHeavy.HeavyWeightGeometry.Effect = effect; })); }
public void PerformRippleEffect(Vector3 wpos) { GameObject camera = GameObject.FindGameObjectWithTag("MainCamera"); if (camera) { Vector3 spos = camera.GetComponent <Camera>().WorldToViewportPoint(wpos); RippleEffect fx = camera.GetComponent <RippleEffect>(); fx.Emit(spos.x, 1 - spos.y); } }
private void Start() { cam = Camera.main; coll = GetComponent <CollisionDetector>(); rb = GetComponent <Rigidbody2D>(); sr = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); player = GetComponent <PlayerStats>().GetPlayer(); rippleObject = FindObjectOfType <RippleEffect>(); controller = GetComponent <CharacterController2D>(); controller.setPlayerStats(player); }
private void Awake() { gameManager = FindObjectOfType <GameManager>(); soundManager = FindObjectOfType <SoundManager>(); handsAnimator = GetComponentInChildren <Animator>(); rigidBody = GetComponent <Rigidbody>(); cameraParticleSystem = GetComponentInChildren <ParticleSystem>(); levelStats = FindObjectOfType <LevelStats>(); playerCapsuleCollider = GetComponent <CapsuleCollider>(); previousPositions = new List <PositionRecord>(); rippleCameraEffect = cameraTransform.GetComponent <RippleEffect>(); input = new PlayerInput(); }
public Stepper() { _minusRect = RectangleF.Zero; _plusRect = RectangleF.Zero; _minusRippleEffect = new RippleEffect { RippleColor = ColorHelper.GetGraphicsColor(XColor.LightGray, XColor.DarkGray) }; _plusRippleEffect = new RippleEffect { RippleColor = ColorHelper.GetGraphicsColor(XColor.LightGray, XColor.DarkGray) }; }
private void Awake() { oldSpeed = enemySpeed; animator = GetComponent <Animator>(); if (rope_system == null) { rope_system = GameObject.Find("Rope_System").GetComponent <Rope_System>(); } blink = GetComponent <Blinking_Effect>(); ropeSystemGetChild = rope_system.gameObject; cameraTransform = Camera.main.GetComponent <Transform>(); players = Camera.main.GetComponent <GameManager>().players_Movement; moneyDrop = GetComponent <moneyDrop>(); shockwave = Camera.main.GetComponent <RippleEffect>(); }
private void Awake() { players = Camera.main.GetComponent <GameManager>().players_Movement; foreach (GameObject Obj in GameObject.FindGameObjectsWithTag("player")) { allPlayers.Add(Obj); } cameraTransform = Camera.main.GetComponent <Transform>(); //We find the Rope System, the target will be the center of the chain if (rope_system == null) { rope_system = GameObject.Find("Rope_System").GetComponent <Rope_System>(); } sprite = GetComponentInParent <SpriteRenderer>(); shockwave = Camera.main.GetComponent <RippleEffect>(); }
protected override IEnumerable <bool> E_Draw() { RippleEffect.Add_波紋(this.X, this.Y, 60); RippleEffect.Add_波紋(this.X, this.Y, 120); RippleEffect.Add_波紋(this.X, this.Y, 180); RippleEffect.Add_波紋(this.X, this.Y, 360); for (int frame = 0; frame < GameConsts.PLAYER_BOMB_FRAME_MAX + 60; frame++) { this.Crash = DDCrashUtils.Rect(D4Rect.LTRB( 0, 0, GameConsts.FIELD_W, GameConsts.FIELD_H )); yield return(true); } }
private void Start() { _mainCamera = GetComponentInChildren <Camera>(); _cameraConfiner = GetComponentInChildren <CinemachineConfiner>(); _cinemachine = GetComponentInChildren <CinemachineVirtualCamera>(); _cameraRippleEffect = GetComponentInChildren <RippleEffect>(); _impulse = GetComponentInChildren <CinemachineImpulseSource>(); foreach (var script in _cinemachine.GetComponentPipeline()) { if (script is CinemachineFramingTransposer) { _body = script as CinemachineFramingTransposer; break; } } if (_body == null) { Debug.LogError("Body Con't Find!!!"); } }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. SpriteBatch = new SpriteBatch(GraphicsDevice); GameSettings = new GameSettings(this); Textures.LoadContent(Content); ParticleEngine = new ParticleEngine(); ParticleModifiers = new List <IEmitterModifier>(); Ripple = new RippleEffect(GraphicsDevice); Bloom = new BloomEffect(GraphicsDevice); ParticleTarget = new RenderTarget2D( GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight, false, GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24); MainMenuState = new MainMenu(this); CurrentState = MainMenuState; Pixel = new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color); Pixel.SetData(new[] { Color.White }); }
private void Start() { rippleEffect = Camera.main.GetComponent <RippleEffect>(); GameObject gameManager = GameObject.Find("GameManager"); scoreManager = gameManager.GetComponent <ScoreManager>(); soundManager = gameManager.GetComponent <SoundManager>(); switch (enemyColor) { case color.orange: yellowAura.gameObject.SetActive(true); break; case color.blue: blueAura.gameObject.SetActive(true); break; case color.pink: pinkAura.gameObject.SetActive(true); break; } }
// --- void Awake() { if (instance == null) { instance = this; } else { Destroy(this); } camera = GetComponent <Camera>(); // --- generate wave/gradient(?) texture gradTexture = new Texture2D(2048, 1, TextureFormat.Alpha8, false) { wrapMode = TextureWrapMode.Clamp, filterMode = FilterMode.Bilinear }; for (var i = 0; i < gradTexture.width; i++) { var x = 1.0f / gradTexture.width * i; var a = waveform.Evaluate(x); gradTexture.SetPixel(i, 0, new Color(a, a, a, a)); } gradTexture.Apply(); // --- create material material = new Material(shader) { hideFlags = HideFlags.DontSave }; material.SetTexture("_GradTex", gradTexture); }
private void Awake() { shockwave = Camera.main.GetComponent <RippleEffect>(); }
//Esta debe tener el script de ripple como componente // Start is called before the first frame update void Start() { camera = cameraObject.GetComponent <Camera>(); rippleEffect = camera.GetComponent <RippleEffect>(); }
private void Awake() { ripple = GetComponent <RippleEffect>(); ripple.spawnPos = pos; ripple.reflectionColor = tint; }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.GraphicsProfile = GraphicsProfile.HiDef; graphics.PreferredBackBufferWidth = 1920; graphics.PreferredBackBufferHeight = 1080; IsMouseVisible = true; kbm = new KeyboardStateManager(this); camera = new Base3DCamera(this, .5f, 20000); camera.Position = new Vector3(0, 0, 0); Components.Add(camera); Services.AddService(typeof(Base3DCamera), camera); skyBox = new BaseSkyBox(this, "Textures/SkyBox/NebulaBlue"); Components.Add(skyBox); bunny = new Base3DObject(this, "Models/bunny", "Shaders/RenderObjectNotTangentsOrTexCoords"); bunny.Position = new Vector3(2, -1.5f, -20); bunny.LightPosition = LightPosition; Components.Add(bunny); cube = new Base3DObject(this, "Models/cube"); cube.Position = new Vector3(0, 0, -10); cube.ColorAsset = "Textures/h2mcpCube"; cube.BumpAsset = "Textures/h2mcpCubeNormal"; cube.LightPosition = LightPosition; Components.Add(cube); bunnies = new Base3DObject[10]; for (int s = 0; s < 10; s++) { bunnies[s] = new Base3DObject(this, "Models/Bunny"); bunnies[s].Position = new Vector3(20 + (s * 12), -1.5f, -10 - (s * 12)); bunnies[s].ColorAsset = "Textures/WindmillTopColor"; bunnies[s].BumpAsset = "Textures/WindmillTopNormal"; bunnies[s].LightPosition = LightPosition; Components.Add(bunnies[s]); } landShark = new Base3DObject(this, "Models/landShark"); landShark.Position = new Vector3(-20, 0, -10); landShark.ColorAsset = "Textures/Speeder_diff"; landShark.BumpAsset = "Textures/Speeder_bump"; landShark.LightPosition = LightPosition; Components.Add(landShark); earth = new Base3DObject(this, "Models/sphere"); earth.Position = new Vector3(0, 0, -200); earth.ColorAsset = "Textures/Earth_Diffuse"; earth.BumpAsset = "Textures/Earth_NormalMap"; earth.LightPosition = LightPosition; Components.Add(earth); ppManager = new PostProcessingManager(this); fog = new FogEffect(this, 50, 100, Color.DarkSlateGray); fog.Enabled = false; ppManager.AddEffect(fog); GodRays = new CrepuscularRays(this, LightPosition, "Textures/flare", 1500, .99f, .99f, .5f, .12f, .25f); GodRays.Enabled = false; ppManager.AddEffect(GodRays); sun = new SunEffect(this, LightPosition); sun.Enabled = false; ppManager.AddEffect(sun); bloom = new BloomEffect(this, 1.25f, 1f, 1f, 1f, .25f, 4f); bloom.Enabled = false; ppManager.AddEffect(bloom); dof = new DepthOfFieldEffect(this, 5, 30); dof.Enabled = false; ppManager.AddEffect(dof); haze = new HeatHazeEffect(this, "Textures/bumpmap", false); haze.Enabled = false; ppManager.AddEffect(haze); radialBlur = new RadialBlurEffect(this, 0.009f); radialBlur.Enabled = false; ppManager.AddEffect(radialBlur); ripple = new RippleEffect(this); ripple.Enabled = false; ppManager.AddEffect(ripple); sepia = new SepiaEffect(this); sepia.Enabled = false; ppManager.AddEffect(sepia); greyScale = new GreyScaleEffect(this); greyScale.Enabled = false; ppManager.AddEffect(greyScale); invert = new InvertColorEffect(this); invert.Enabled = false; ppManager.AddEffect(invert); colorFilter = new ColorFilterEffect(this, Color.White, .5f, .5f, .5f); colorFilter.Enabled = false; ppManager.AddEffect(colorFilter); bleach = new BleachEffect(this, 1); bleach.Enabled = false; ppManager.AddEffect(bleach); scanLines = new ScanLinesEffect(this, .001f, .001f, 128); scanLines.Enabled = false; ppManager.AddEffect(scanLines); deRezed = new DeRezedEffect(this, 128); deRezed.Enabled = false; ppManager.AddEffect(deRezed); }
public void StartRippleEffect() { RE = GetComponent <RippleEffect>(); RE.enabled = true; }
public RippleEffect RippleEffect() { if (rippleEffect == null) rippleEffect = new RippleEffect(); return rippleEffect; }
private void Main4() { // *.INIT { // アプリ固有 > RippleEffect.INIT(); 画面分割.INIT(); 画面分割_Effect.INIT(); // < アプリ固有 } #region Charge To DDTouch // memo: // ロードされれば DDPictureUtils.Pictures 等に追加されるので、ここで呼ぶだけで良い。 //TitleMenu.TouchWallDrawerResources(); // <-- AddAllPicture(); する場合だけの話 // AddAllPicture(); しない場合を想定して形を合わせる為に DDTouch.Add(TitleMenu.TouchWallDrawerResources); するべき // DDCCResource 等のための Touch DDTouch.Add(TitleMenu.TouchWallDrawerResources); // 個別に設定 //DDTouch.Add(Ground.I.Picture.XXX); //DDTouch.Add(Ground.I.Music.XXX); //DDTouch.Add(Ground.I.SE.XXX); // 全部設定 DDTouch.AddAllPicture(); DDTouch.AddAllMusic(); DDTouch.AddAllSE(); #endregion //DDTouch.Touch(); // moved -> Logo if (DDConfig.LOG_ENABLED) { DDEngine.DispDebug = () => { DDPrint.SetPrint(); DDPrint.SetBorder(new I3Color(0, 0, 0)); DDPrint.Print(string.Join(" ", DDEngine.FrameProcessingMillis, DDEngine.FrameProcessingMillis_Worst // デバッグ表示する情報をここへ追加.. )); DDPrint.Reset(); }; } if (ProcMain.ArgsReader.ArgIs("//D")) // 引数は適当な文字列 { Main4_Debug(); } else { Main4_Release(); } }
public BaseDeferredRenderGame() : base() { graphics = new GraphicsDeviceManager(this); graphics.PreparingDeviceSettings += new EventHandler <PreparingDeviceSettingsEventArgs>(graphics_PreparingDeviceSettings); Content.RootDirectory = "Content"; inputHandler = new InputHandlerService(this); assetManager = new AssetManager(this); renderer = new DeferredRender(this); rnd = new Random(DateTime.Now.Millisecond); //ggr = new GeographicGridRegistrationSystem(this, new Vector3(10, 5, 20), new BoundingBox(-Vector3.One * 2f, Vector3.One * 2f)); ppManager = new PostProcessingManager(this); test = new TesterEffect(this); test.Enabled = false; ppManager.AddEffect(test); SSAO = new SSAOEffect(this, .1f, 1f, .5f, 1f); SSAO.Enabled = false; ppManager.AddEffect(SSAO); //stHPe = new STHardPointEffect(this, 25, 30, new Color(48, 89, 122)); stHPe = new STHardPointEffect(this, 25, 30, new Color(41, 77, 107), new Color(.125f, .125f, .125f, 1.0f)); stHPe.Enabled = false; ppManager.AddEffect(stHPe); sun = new SunEffect(this, SunPosition); sun.Enabled = false; ppManager.AddEffect(sun); water = new WaterEffect(this); water.waterHeight = -25f; water.Enabled = false; ppManager.AddEffect(water); dof = new DepthOfFieldEffect(this, 5, 30); dof.Enabled = false; ppManager.AddEffect(dof); bloom = new BloomEffect(this, 1.25f, 1f, 1f, 1f, .25f, 4f); bloom.Enabled = false; ppManager.AddEffect(bloom); haze = new HeatHazeEffect(this, "Textures/bumpmap", false); haze.Enabled = false; ppManager.AddEffect(haze); radialBlur = new RadialBlurEffect(this, 0.009f); radialBlur.Enabled = false; ppManager.AddEffect(radialBlur); ripple = new RippleEffect(this); ripple.Enabled = false; ppManager.AddEffect(ripple); fog = new FogEffect(this, 50, 100, Color.DarkSlateGray); fog.Enabled = false; ppManager.AddEffect(fog); godRays = new CrepuscularRays(this, SunPosition, "Textures/flare", 1500, 1f, .99f, 1f, .15f, .25f); //godRays = new CrepuscularRays(this, SunPosition, "Textures/flare", 1500, 1f, .99f, .1f, 0.12f, .25f); godRays.Enabled = false; ppManager.AddEffect(godRays); }
public RippleEffect RippleEffect(RippleEffect rippleEffect) { this.rippleEffect = rippleEffect; return rippleEffect; }