private void Draw() { // Создаем экземпляр OpenGL gl = this.openGLControl1.OpenGL; float[] mat_amb_def_front = new float[] { 0.2f, 0.2f, 0.2f, 1.0f }; float[] mat_amb_def_back = new float[] { 0.0f, 0.0f, 0.0f, 1.0f }; // Очистка экрана и буфера глубин gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); gl.LoadIdentity(); /* * Установим камеру * */ gl.LookAt(Camera.X, Camera.Y, Camera.Z, // Позиция самой камеры Camera.ViewX, Camera.ViewY, Camera.ViewZ, // Направление, куда мы смотрим Camera.UpX, Camera.UpY, Camera.UpZ); // Верх камеры gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_POSITION, Sun.Position); /* * Установим свойства материала * */ gl.Material(OpenGL.GL_FRONT, OpenGL.GL_AMBIENT_AND_DIFFUSE, mat_amb_def_front); gl.Material(OpenGL.GL_BACK, OpenGL.GL_AMBIENT_AND_DIFFUSE, mat_amb_def_back); /* * Отрисовка карты * */ for (int i = 0; i < hMap.Map.GetLength(0) - 1; i++) { int y = i - hMap.Map.GetLength(0) / 2; for (int j = 0; j < hMap.Map.GetLength(1) - 1; j++) { int x = j - hMap.Map.GetLength(1) / 2; /* * Проходми по карте высот и для каждого квадрата 2х2 рисуем 2 треугольника, * на которые накладываем текстуру * */ gl.Begin(OpenGL.GL_TRIANGLE_STRIP); gl.TexCoord(i * textureBitX, j * textureBitY); gl.Vertex(x * STEP, y * STEP, hMap.Map[i, j]); gl.TexCoord(i * textureBitX, (j + 1) * textureBitY); gl.Vertex((x + 1) * STEP, y * STEP, hMap.Map[i, j + 1]); gl.TexCoord((i + 1) * textureBitX, j * textureBitY); gl.Vertex(x * STEP, (y + 1) * STEP, hMap.Map[i + 1, j]); gl.TexCoord((i + 1) * textureBitX, (j + 1) * textureBitY); gl.Vertex((x + 1) * STEP, (y + 1) * STEP, hMap.Map[i + 1, j + 1]); gl.End(); } } gl.Flush(); Sun.Move(); //Сдвигаем Солнце Camera.CamRotate(); //Вращаем камеру }
static void Main(string[] args) { Console.WriteLine("unity3p!!\n"); Sun sun = new Sun(); Console.WriteLine(sun.tolower("ABCDE")); Console.WriteLine(sun.toupper("abcde")); }
public Location(string id, string name, string longitude, string latitude, string country, Sun sun) { Id = id; Name = name; Longitude = longitude; Latitude = latitude; Country = country; Sun = sun; }
void Awake() { if (Instance != null && Instance != this) { Debug.Log("Sun got destroyed\n"); Destroy(gameObject); } Instance = this; }
void CreateSun() { Sun sun = GameObject.Instantiate <GameObject>(this.prefabSun, Vector3.zero, Quaternion.identity, this.transform).GetComponent <Sun>(); float downTargetPosY = Random.Range(sunDownMinPosY, sunDownMaxPosY); float createPosX = Random.Range(createSunMinPosX, createSunMaxPosX); float createPosY = createSunPosY; sun.InitForSky(downTargetPosY, createPosX, createPosY); }
private void SpawnMySun() { Sun sunClone = (Sun)Instantiate(sunPrefab, transform.position, transform.rotation); float sunSize = 2; sunClone.transform.localScale = new Vector3(sunSize, sunSize, 0f); sunClone.transform.SetParent(sunParent.transform); sunClone.transform.localPosition = new Vector3(UnityEngine.Random.Range(-5f, 5f), sunParent.transform.position.y, 0f); sunClone.GetComponent <Rigidbody2D>().velocity = new Vector2(Random.Range(-2, 2), UnityEngine.Random.Range(-10, -1)); }
private static async Task <string> getTimeModul(Modules modules) { Sun sun = DataAccess.DeserializeModuleData(typeof(Sun), await DataAccess.GetModuleData(modules)); StringBuilder stringBuilder = new StringBuilder(); stringBuilder.Append($"<table style=\"width: 100%; height: 60%; table-layout: fixed; padding: 2.5%;\"> <tr> <td colspan=\"2\" style=\"font-size: 1.75em;\">{DateTime.Now:D}</td> </tr> <tr> <td colspan=\"2\" style=\"font-size: 7.5em;\" class=\"clock\"></td> </tr> <tr> <td style=\"font-size: 1.75em; text-align: right; padding-right: 5%;\"> <img src=\"sunrise.png\" alt=\"\" style=\"height: 0.85em;\"/> {sun.Sunrise}</td> <td style=\"font-size: 1.75em; text-align: left; padding-left: 5%;\"> <img src=\"sunset.png\" alt=\"\" style=\"height: 0.85em;\"/> {sun.Sunset}</td> </tr> </table>"); return(stringBuilder.ToString()); }
public SphericalWorldScreen(IContext context) : base(context, "spherical_world") { _sphere = new Sphere(Context, 255, 5000); _sky = new Sky(Context); _sun = new Sun(); _camera = new SphericalWorldCamera(); _counter = new FpsCounter(); Register(new DynamicLabel(context, "fps_counter", new UniRectangle(5, 5, 100, 50), () => _counter.Value + "FPS")); }
public static Sun Random(string name) { var newObj = new Sun(); newObj.pos = new Vector(StaticRandom.randomNormalizedFloat * 50f, StaticRandom.randomNormalizedFloat * 50f); newObj.name = name; newObj.radius = StaticRandom.randomNormalizedFloat * 20f; newObj.Gravity = StaticRandom.randomNormalizedFloat * 10f; return(newObj); }
void onWaveStart(int i) //i is always current_wave but we need this for eventoverseers { calcTimeBasedXp(); InitWave(i); Noisemaker.Instance.Play("wave_start"); if (my_sun == null) { my_sun = Sun.Instance; } }
public SolarSystemRenderer(LunarCalc lunarCalc, SolarCalc solarCalc, PlanetsCalc planetsCalc, SolarTextureDownloader solarTextureDownloader, ISettings settings) { this.planetsCalc = planetsCalc; this.sun = solarCalc.Sun; this.moon = lunarCalc.Moon; this.solarTextureDownloader = solarTextureDownloader; this.settings = settings; penShadowOutline.DashStyle = DashStyle.Dot; }
//Michael Schmidt /// <summary> /// Saves impotertend datas from Sun Script /// </summary> /// <param name="sun"></param> public static void SaveSun(Sun sun) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/sun.fun"; FileStream stream = new FileStream(path, FileMode.Create); SunData data = new SunData(sun); formatter.Serialize(stream, data); stream.Close(); }
public void SpawnPlayer(Transform spawnPoint) { GameObject currentPlayer = Instantiate(playerPrefab, spawnPoint.position, spawnPoint.rotation); // Change camera background colour Camera playerCam = currentPlayer.GetComponentInChildren <Camera>(); Sun sun = FindObjectOfType <Sun>(); playerCam.backgroundColor = sun.GetSkyColour(spawnPoint.position); sun.ChangeCamera(playerCam); }
// Use this for initialization void Start() //When enemy spawns { sun = FindObjectOfType <Sun>(); health = Mathf.RoundToInt(health + (sun.numberOfDays * 10)); //Spawn with base health damage, money and score. Increased based on how many days have passed startHealth = health; //Set start health value to be used by health bar damage = Mathf.RoundToInt(damage + (sun.numberOfDays * 10)); moneyForKill = Mathf.RoundToInt(moneyForKill + (sun.numberOfDays * 10)); scoreForKill = Mathf.RoundToInt(scoreForKill + (sun.numberOfDays * 10)); pp = FindObjectOfType <PlayerProperties>(); }
// Use this for initialization void Start() { sun = FindObjectOfType <Sun>(); spawners = new List <GameObject>(); spawners.AddRange(GameObject.FindGameObjectsWithTag("Spawner")); foreach (GameObject go in spawners) { go.SetActive(false); //Turn all spawners off to begin with } }
protected override void ReadDataXML(XElement ele, ElderScrollsPlugin master) { XElement subEle; if (ele.TryPathTo("Sky/Upper", false, out subEle)) { SkyUpper.ReadXML(subEle, master); } if (ele.TryPathTo("Fog", false, out subEle)) { Fog.ReadXML(subEle, master); } if (ele.TryPathTo("Unused1", false, out subEle)) { Unused1.ReadXML(subEle, master); } if (ele.TryPathTo("Ambient", false, out subEle)) { Ambient.ReadXML(subEle, master); } if (ele.TryPathTo("Sunlight", false, out subEle)) { Sunlight.ReadXML(subEle, master); } if (ele.TryPathTo("Sun", false, out subEle)) { Sun.ReadXML(subEle, master); } if (ele.TryPathTo("Stars", false, out subEle)) { Stars.ReadXML(subEle, master); } if (ele.TryPathTo("Sky/Lower", false, out subEle)) { SkyLower.ReadXML(subEle, master); } if (ele.TryPathTo("Horizon", false, out subEle)) { Horizon.ReadXML(subEle, master); } if (ele.TryPathTo("Unused2", false, out subEle)) { Unused2.ReadXML(subEle, master); } }
// Update is called once per frame void Update() { Transform transform = GetComponent <Transform>(); SunPos = GameObject.FindObjectOfType <Sun>(); Vector3 angle = new Vector3(0, -self * Time.deltaTime, 0); Vector3 revolution = new Vector3(0, -around * Time.deltaTime, 0); transform.Rotate(angle); transform.RotateAround(SunPos.transform.position, revolution, around); }
// Use this for initialization void Start() { _sun = GameObject.Find("Sun").GetComponent <Sun>(); _cellManager = GameObject.Find("CellManager").GetComponent <CellManager>(); cellSleepingTransform = GameObject.Find("CellSleepTransform").transform; //if (loadedScene == Scenes.Cell) DynamicGI.UpdateMaterials(GameObject.Find("Cell").GetComponent <Renderer>()); SetActiveScene(); }
private static void DrawSunRing(RenderWindow app, Sun sun) { var sunRing = CreateRing(app, 240, new Color(255, 255, 255), true); var sunPegPoints = CreatePegPoints(app, sunRing, 56, (Math.PI * 2) / 56); Array.Reverse(sunPegPoints); sunPegPoints[sun.Get() - 1].FillColor = new Color(255, 0, 0); foreach (var p in sunPegPoints) { app.Draw(p); } }
// Use this for initialization void Start() { name = DEFAULT_NAMES[DEFAULT_NAMES_POINTER]; DEFAULT_NAMES_POINTER += 1; if (DEFAULT_NAMES_POINTER > DEFAULT_NAMES.Length) { DEFAULT_NAMES_POINTER = 0; } orbit = (Orbit) gameObject.GetComponent("Orbit"); sun = (Sun) orbit.target.GetComponent("Sun"); }
//是否点击了阳光 private bool clickSun(int x, int y) { for (int i = 0; i < map.Suns.Count; i++) { Sun sun = (Sun)map.Suns[i]; if (sun.isClick(x, y)) { return(true); } } return(false); }
public SunMapUnit(Map map, Sun sun, Vector movementOffset) : base(map, sun, movementOffset) { this.sun = sun; CoronaInfos = new SunCoronaInfo[sun.Coronas.Count]; for (int i = 0; i < CoronaInfos.Length; i++) { CoronaInfos[i] = new SunCoronaInfo(sun.Coronas[i]); } }
private IEnumerator CampRoutine(int seconds) { var MaxEatPrGob = 4; Team.OnFoodFound.Invoke(-Mathf.Min(Team.Food, Team.Members.Count * MaxEatPrGob)); Sun.Night(); //FADE up fire //TODO: move fade to method var start = Time.time; var fadeDuration = 3; var fireIntensity = Light.intensity; while (Time.time < start + fadeDuration) { yield return(new WaitForFixedUpdate()); Light.intensity = fireIntensity * ((Time.time - start) / fadeDuration); } //Consume resources - add bonuses yield return(new WaitForSeconds(seconds - fadeDuration)); //TODO: light flicker //TODO: campfire sounds foreach (var teamMember in Team.Members) { teamMember.Heal(); } Team.Campfire = null; Sun.Day(); FireSprite.enabled = false; //Fading light start = Time.time; while (Time.time < start + fadeDuration) { yield return(new WaitForFixedUpdate()); Light.intensity = fireIntensity * (1 - (Time.time - start) / fadeDuration); } Light.enabled = false; //Destroy(this.gameObject); }
public void GetSunLongitudeAtJulianDateTest() { Assert.AreEqual(4.986246180809974, Sun.GetSunLongitudeAtJulianDate(2451550.2083333335), 1E-10); //Assert.AreEqual(269.1290096900839, // Astronomy.GetSunLongitudeAtJulianDate( // Astronomy.UniversalDateTimeToJulianDate(new DateTime(2000, 12, 21).AddHours(-7))).ToDegrees(), // 1E-10); Assert.AreEqual(268.5546509479341, Sun.GetSunLongitudeAtJulianDate( JulianDateConverter.UniversalDateTimeToJulianDate(new DateTime(1990, 12, 21).AddHours(-7))).ToDegrees(), 1E-10); }
void Start() { sunScript = GameObject.Find("Sunset").GetComponent <Sun>(); nightWaves = GameObject.Find("GameManager").GetComponent <NightWavesGen>(); //Set Day SetDay(); //Set Timer time = new TimeSpan(0, minutes, seconds); coroutineStarted = false; }
private void openGLControl1_OpenGLInitialized(object sender, EventArgs e) { OpenGL gl = this.openGLControl1.OpenGL; //Сохраним контекст для отрисовки Camera.Init(); //Проинициализируем камеру стандартными настройками Sun.Init(); //Проинициализируем Солнце стандартными настройками hMap = new HeightMap("Map.png"); //Получим карту высот из файла, сожержащего шум Перлина /* * Настроим свет * */ gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_AMBIENT, Sun.Ambient); gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_DIFFUSE, Sun.Diffuse); gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_SPECULAR, Sun.Specular); gl.LightModel(OpenGL.GL_LIGHT_MODEL_TWO_SIDE, OpenGL.GL_TRUE); gl.Enable(OpenGL.GL_LIGHTING); gl.Enable(OpenGL.GL_LIGHT0); gl.ShadeModel(OpenGL.GL_SMOOTH); gl.ClearColor( 1.0f * Color.SkyBlue.R / 255, 1.0f * Color.SkyBlue.G / 255, 1.0f * Color.SkyBlue.B / 255, 0 ); gl.Enable(OpenGL.GL_DEPTH_TEST); /* * Включим обработку текстур * */ gl.Enable(OpenGL.GL_TEXTURE_2D); texture.Create(gl, new Bitmap("Rock.jpg")); //зададим текстуру (по стандарту - камень) gl.MatrixMode(OpenGL.GL_PROJECTION); //установим матрицу проекции // Единичная матрица для последующих преобразований gl.LoadIdentity(); // Преобразование gl.Perspective( 60.0f, (double)Width / (double)Height, 0.01, Math.Max(hMap.Map.GetLength(0), hMap.Map.GetLength(1)) * STEP); // Зададим модель отображения gl.MatrixMode(OpenGL.GL_MODELVIEW); texture.Bind(gl); }
public override void OnInspectorGUI() { Sun sun = target as Sun; EditorGUILayout.PropertyField(sp2); EditorGUILayout.PropertyField(sp3); EditorGUILayout.PropertyField(sp4); EditorGUILayout.PropertyField(sp5); EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); }
protected override void WriteData(ESPWriter writer) { SkyUpper.WriteBinary(writer); Fog.WriteBinary(writer); Unused1.WriteBinary(writer); Ambient.WriteBinary(writer); Sunlight.WriteBinary(writer); Sun.WriteBinary(writer); Stars.WriteBinary(writer); SkyLower.WriteBinary(writer); Horizon.WriteBinary(writer); Unused2.WriteBinary(writer); }
private static GameData SetSunData(GameData data) { Sun sun = GameObject.FindObjectOfType <Sun>(); if (data == null || sun == null) { return(data); } data.sun = sun.GetData(); return(data); }
// Start is called before the first frame update void Start() { navMeshAgent = GetComponent <UnityEngine.AI.NavMeshAgent>(); health = GetComponent <EnemyHealth>(); audioPlayer = GetComponent <AudioSource>(); target = GameObject.Find("Player").transform; sun = FindObjectOfType <Sun>(); float triggerTime = Random.Range(0, triggeredLimit); Debug.Log(triggerTime); Invoke("TriggerHuntingZombie", triggerTime); }
void Update() { _moon = new Moon(App.SelectedDate, LocationManager.Geoposition.Latitude, LocationManager.Geoposition.Longitude, TimeZoneInfo.FindSystemTimeZoneById(LocationManager.Geoposition.TimeZone)); _sun = new Sun(App.SelectedDate, LocationManager.Geoposition.Latitude, LocationManager.Geoposition.Longitude, TimeZoneInfo.FindSystemTimeZoneById(LocationManager.Geoposition.TimeZone)); OnPropertyChanged(nameof(Date)); OnPropertyChanged(nameof(DawnTime)); OnPropertyChanged(nameof(DuskTime)); OnPropertyChanged(nameof(FoolMoonDate)); OnPropertyChanged(nameof(MoonIcon)); OnPropertyChanged(nameof(NewMoonDate)); OnPropertyChanged(nameof(PhasePercent)); }
public void Can_use_long_as_id() { using(var store = NewDocumentStore()) { using(var s = store.OpenSession()) { var entity = new Sun{Name = "Terra"}; s.Store(entity); s.SaveChanges(); Assert.Equal(1, entity.Id); Assert.Equal("suns/1", s.Advanced.GetDocumentId(entity)); } } }
// Use this for initialization void Start () { l = GetComponent<Light>(); l.color = dayColor; sun = this; l.shadowStrength = 0.6f; Camera.main.GetComponent<SunShafts>().sunColor = l.color; if (Camera.main.GetComponent<SunShafts>()==null) Camera.main.gameObject.AddComponent<SunShafts>(); if (!Camera.main.GetComponent<SunShafts>().isActiveAndEnabled) Camera.main.GetComponent<SunShafts>().enabled=true; Camera.main.GetComponent<SunShafts>().sunTransform = l.transform; RenderSettings.fog = true; RenderSettings.fogColor = Color.black; RenderSettings.fogMode = FogMode.ExponentialSquared; RenderSettings.reflectionIntensity = reflectday; }
public static void Inspector(Sun s) { s.noFlare = GuiTools.Toggle("No lensflare",s.noFlare,true); if (!s.noFlare){ s.SunFlare = (Flare)EditorGUILayout.ObjectField("Flare",s.SunFlare,typeof(Flare),true); } EditorGUILayout.Space(); s.onlyFlare = GuiTools.Toggle("Only lensflare",s.onlyFlare,true); if (!s.onlyFlare){ s.directionalLight.color = EditorGUILayout.ColorField( "Light color",s.directionalLight.color); } EditorGUILayout.Space(); s.lockView = GuiTools.Toggle("Lock view",s.lockView,true); // Position EditorGUI.BeginChangeCheck(); s.Longitude = EditorGUILayout.Slider("Longitude",s.Longitude,-180f,180f); if (EditorGUI.EndChangeCheck()){ if (s.lockView) GuiTools.SetSceneCamera( -s.Latitude, s.Longitude); } EditorGUI.BeginChangeCheck(); s.Latitude = EditorGUILayout.Slider("latitude",s.Latitude,-90f,90f); if (EditorGUI.EndChangeCheck()){ if (s.lockView) GuiTools.SetSceneCamera( -s.Latitude, s.Longitude); } if (GUI.changed){ EditorUtility.SetDirty( s); } }
void OnEnable() { sunlightScript = sunLight.GetComponent(typeof(Sun)) as Sun; }
void Start() { sunlightScript = sunLight.GetComponent(typeof(Sun)) as Sun; set=gameObject.GetComponent("Settings") as Settings; }
void Start () { sunlightScript = sunLight.GetComponent(typeof(Sun)) as Sun; }
public static void SunProperties(Sun s) { #region Header EditorGUILayout.BeginHorizontal(); Color crossColor = Color.red; int width = Screen.width-90; if (s.isWaitToDelte){ crossColor= Color.white; width = Screen.width-134; } // Delete if (GuiTools.Button("X",crossColor,19)){ s.isWaitToDelte = !s.isWaitToDelte; } if (s.isWaitToDelte){ if (GuiTools.Button("Delete",Color.red,50)){ DestroyImmediate( s.gameObject ); return; } } bool showProperties = GuiTools.ChildFoldOut( s.inspectorShowProperties,"Sun",new Color(183f/255f,230f/255f,252f/255f),width); if (showProperties !=s.inspectorShowProperties){ s.inspectorShowProperties = showProperties; } GUI.backgroundColor = Color.green; if (GUILayout.Button (new GUIContent("S"),GUILayout.Width(19))){ GuiTools.SetSceneCamera( -s.Latitude, s.Longitude); s.inspectorShowProperties = true; } GUI.backgroundColor = Color.white; EditorGUILayout.EndHorizontal(); #endregion #region treatment if (s.inspectorShowProperties){ EditorGUI.indentLevel++; SunInspector.Inspector( s); EditorGUI.indentLevel--; } #endregion }
public void UnselectSystem() { gameState = ViewState.GALACTIC_VIEW; selectedSystem = null; }
public Sun.Core.DBContext.Page<Sun.Core.Logging.LogInfo> Page(int rows, int page, Sun.Core.Logging.LogLevel? level = null, string title = null, bool? status = null) { throw new NotImplementedException(); }
public static void SetTransformed(bool transformed) { Debug.Log("JoolNova - SetTransformed = " + transformed); // Initialize static variables if (jool == null) { Debug.Log("JoolNova - Doing one-time setup"); jool = PSystemManager.Instance.localBodies.Find(b => b.name == "Jool"); sun = PSystemManager.Instance.localBodies.Find(b => b.name == "Sun"); // Setup materials MeshRenderer sunRenderer = sun.scaledBody.GetComponent<MeshRenderer>(); MeshRenderer joolRenderer = jool.scaledBody.GetComponent<MeshRenderer>(); joolMaterial = joolRenderer.material; sunMaterial = Instantiate(sunRenderer.material) as Material; sunMaterial.SetColor(Shader.PropertyToID("_EmitColor0"), newSunColor); sunMaterial.SetColor(Shader.PropertyToID("_EmitColor1"), newSunColor2); sunMaterial.SetColor(Shader.PropertyToID("_RimColor"), newSunColor3); // Add in sun shader SunShaderController sunShader = sun.scaledBody.gameObject.GetComponent<SunShaderController>(); SunShaderController joolSunShader = jool.scaledBody.gameObject.AddComponent<SunShaderController>(); foreach (FieldInfo field in typeof(SunShaderController).GetFields(BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic)) { field.SetValue(joolSunShader, field.GetValue(sunShader)); } joolSunShader.enabled = false; // Add in the coronas foreach (Transform t in sun.scaledBody.transform) { if (t != null && t.gameObject != null) { GameObject corona = (GameObject)Instantiate(t.gameObject); corona.name = "Corona"; corona.transform.parent = jool.scaledBody.transform; corona.SetActive(false); corona.transform.localPosition = Vector3.zero; MeshRenderer coronaRenderer = corona.GetComponent<MeshRenderer>(); Texture2D coronaTex = GameDatabase.Instance.GetTexture("ContractPacks/JoolianEncounter/Images/redsuncorona", false); coronaRenderer.material = Instantiate(coronaRenderer.material) as Material; coronaRenderer.material.SetColor(Shader.PropertyToID("_TintColor"), newSunColor); coronaRenderer.material.SetTexture(Shader.PropertyToID("_MainTex"), coronaTex); } } } // Remove the sun object if (secondSun != null && !transformed) { Destroy(secondSun.gameObject); secondSun = null; } // Do the transform if (JoolNova.transformed != transformed) { JoolNova.transformed = transformed; MeshRenderer joolRenderer = jool.scaledBody.GetComponent<MeshRenderer>(); // Set the material joolRenderer.material = transformed ? sunMaterial : joolMaterial; // Turn components on/off joolRenderer.GetComponent<SunShaderController>().enabled = transformed; joolRenderer.GetComponent<ScaledSpaceFader>().enabled = !transformed; joolRenderer.GetComponent<MaterialSetDirection>().enabled = !transformed; joolRenderer.GetComponent<MeshRenderer>().enabled = true; // Turn gameObjects on/off foreach (Transform t in joolRenderer.transform) { if (t != null && t.gameObject != null) { t.gameObject.SetActive((t.gameObject.name == "Atmosphere") ^ transformed); } } } }
public void SelectSystem(Sun sun) { gameState = ViewState.SYSTEM_VIEW; selectedSystem = sun; }
private void Update() { if (state == State.JOOL_SHRINK) { joolScale -= SHRINK_RATE * Time.deltaTime; } else if (state == State.SUN_GROW || state == State.EXPLOSION_GROW) { float x = (Time.time - stateTime); if (state == State.SUN_GROW) { float xGR = x * GROW_RATE; if (x < 2 * (FINAL_SCALE - SHRUNK_SCALE) / GROW_RATE) { // This is calculated as a quadratic to give a smoothed growth // b = GROWTH_RATE (to match the initial kick of the explosion // c = SHRUNK_SCALE (to match the starting size) // a = calculated such that at (y = FINAL_SCALE) we have a local maximum joolScale = -(xGR * xGR) / (4 * FINAL_SCALE - SHRUNK_SCALE) + xGR + SHRUNK_SCALE; } else { joolScale = FINAL_SCALE; } } explosionScale = (SHRUNK_SCALE + x * GROW_RATE) * 1.01f; } if (transformed && secondSun == null) { Debug.Log("JoolNova: Setting up second sun"); Sun old = Sun.Instance; secondSun = Instantiate(Sun.Instance) as Sun; Sun.Instance = old; foreach (FieldInfo field in typeof(Sun).GetFields(BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic)) { if (field.GetValue(secondSun) == null) { field.SetValue(secondSun, field.GetValue(old)); } } secondSun.GetComponent<Light>().color = newSunColor; secondSun.gameObject.SetActive(true); secondSun.sun = jool; secondSun.sunFlare.color = newSunColor; secondSun.sunFlare.brightness *= 0.25f; secondSun.enabled = true; secondSun.useLocalSpaceSunLight = true; secondSun.SunlightEnabled(transformed); } if (secondSun != null) { // Set the light intensity for our red dwarf - this seems to want to get reset Light sunlight = sunLightField.GetValue(secondSun) as Light; sunlight.intensity = 0.5f; } }
public int Insert(Sun.Core.Logging.LogInfo info) { var sql = "INSERT INTO loginfo(ipaddress,level,title,message,logtime,status)values(@0,@1,@2,@3,@4,@5)"; return DBContext.Instance.Execute(new Sql(sql, info.IPAddress, info.Level, info.Title, info.Message, info.LogTime, info.Status)); }
void Start() { /// UI setup busyIndicator = GameObject.Find("BusyIndicator"); showLoading(); /// Data setup loadMaterials(); loadItems(); loadRecipes(); /// Environment setup clock = GameObject.Find("Clock").GetComponent<Text>(); daytime = GameObject.Find("Sun").GetComponent<Sun>(); /// Scene setup Type t = Type.GetType("com.qetrix.apps.quly." + sceneName); scene = (Scene) Activator.CreateInstance(t); MethodInfo method = t.GetMethod("init", BindingFlags.Instance | BindingFlags.Public); if (method != null) method.Invoke(scene, null); /// Player setup var cam = GameObject.Find(players[0].name() + "/QulyCam").GetComponent<QulyCam>(); cam.player(players[1]); /// Qules setup foreach (Qule q in scene.qules) { Vector3 pos = q.transform().position(); if (pos.y == -1) { pos = new Vector3(pos.x, Terrain.activeTerrain.SampleHeight(pos) + 2, pos.z); Debug.Log("New pos:" + pos + " for " + q.name()); } QuleMB qq = (Instantiate(Resources.Load("Prefabs/Qule"), pos, q.transform().rotation()) as GameObject).GetComponent<QuleMB>(); qq.q(q); qq.tag = (cam.playerFamily() == q.family() ? "Family" : "Neutral"); // TODO!!!! if (q.npc() != null) { qq.gameObject.AddComponent(Type.GetType("com.qetrix.apps.quly." + q.npc(), true, true)); qq.gameObject.AddComponent<EnergyManager>().scriptCalled = q.npc(); qq.tag = "Neutral"; qq.GetComponent<Rigidbody>().sleepThreshold = 1f; } qq = null; } hideLoading(); }
public int Clear(DateTime endTime, Sun.Core.Logging.LogLevel? level = null, bool status = true) { throw new NotImplementedException(); }
void Start() { cam = Camera.main; sunlightScript = sunLight.GetComponent(typeof(Sun)) as Sun; }