public TimedTransitionScene(SceneStack sceneStack, Scene newScene, float transitionTime, string stringToDraw) : base(sceneStack) { sceneToPush = newScene; timeToPop = transitionTime; drawString = stringToDraw; }
public void OnGameStartButton() { if (ready == true) { SoundManager.AssembleSound(); SceneStack.SetBody(bod); SceneStack.SetEngine(boo); SceneStack.SetWeapon(wea); SceneManager.LoadScene(SceneStack.GetNextScene()); } }
private IEnumerator Move() { // ボタンをfalseにすると選択できなく出来る StartButton.interactable = false; // フェード SceneStack.SetActive(false); yield return(StartCoroutine(SceneStack.Close())); // シーン遷移 SceneStack.MoveScene("InGame"); }
IEnumerator Start() { // シーン遷移完了 yield return(StartCoroutine(SceneStack.Open())); SceneStack.SetActive(true); // 初期化処理開始 StartCoroutine(GameInitializeCoroutine()); // 初期化処理完了時の処理 (ゲーム開始など) OnInitializedAsync .Subscribe(_ => Debug.Log("completed.")); }
static void Main(string[] args) { using (new AgateWinForms(args) .Initialize()) using (new DisplayWindowBuilder(args) .Title("Event Driven Scene Example") .BackbufferSize(1280, 720) .AutoResizeBackBuffer() .QuitOnClose() .Build()) { // Create a Scene object for the title screen. When the enter key or // the start button on the first gamepad is pressed, that will // begin a new scene. GamepadInputHandler titleInputHandler = NewInputHandler(); Scene titleScene = new Scene { InputHandler = titleInputHandler }; titleInputHandler.Gamepads.First().ButtonPressed += (sender, e) => { if (e.Button == GamepadButton.Start) { CreateGameScene(titleScene.SceneStack); } else if (e.Button == GamepadButton.Back) { titleScene.IsFinished = true; } }; var font = new Font(Font.AgateSans) { Size = 22, Style = FontStyles.Bold }; titleScene.Redraw += (sender, eventArgs) => { Display.Clear(Color.Maroon); font.DrawText(0, 0, "Press enter to begin game, escape to quit."); }; var stack = new SceneStack(); stack.Start(titleScene); } }
public XleProgram(SceneStack scenes, SceneFactory sceneFactory, IVocabulary[] consoleCommands, IAgateConsoleManager consoleManager) { this.scenes = scenes; this.sceneFactory = sceneFactory; this.consoleManager = consoleManager; consoleManager.AddVocabulary(consoleCommands); consoleManager.Quit += () => IsFinished = true; StartTitle(); }
IEnumerator StartGame() { Voice.Play(VO.Start); yield return(StartCoroutine(SceneStack.Open())); ui.hpBar.GetComponent <UiAutoFill> ().StartFill(); yield return(null); foreach (var npc in npcs) { npc.StartNpc(); } yield return(null); SceneStack.SetActive(true); }
/// <summary> /// Initializes a new instance of the <see cref="T:MB2D.MBGame"/> class and /// defines essential graphics settings. /// </summary> public MBGame(Type initSceneType) { _graphics = new GraphicsDeviceManager(this); _scenes = new SceneStack(); // main scene stack _gameObjects = new EntityMap(); _fps = new FramesPerSecondCounter(); _textHandler = new TextInputHandler(); _lastInput = string.Empty; _initScene = initSceneType; ForceQuit = false; Content.RootDirectory = "Content"; // 720p _graphics.PreferredBackBufferWidth = 1280; _graphics.PreferredBackBufferHeight = 720; _graphics.ApplyChanges(); }
private void Mouse_MouseUp(object sender, MouseButtonEventArgs e) { if (hideTitle) { hideTitle = false; timeSinceMouseMove = 0; return; } if (mousex > 100 - 20 && mousex < 500 && mousey > 100 && mousey < 130) { GameState gameState = gameStateFactory.CreateGameState(); gameState.world = beginningWorld; gameState.level = beginningLevel; BeginGame?.Invoke(gameState); } if (mousex > 100 - 20 && mousex < 500 && mousey > 160 && mousey < 190) { SceneStack.Remove(this); } if (mousex > 100 - 20 && mousex < 500 && mousey > 250 && mousey < 280) { config.BackgroundScroll = !config.BackgroundScroll; game.bgspeed = config.BackgroundScroll ? 50.0f : 0.0f; } if (mousex > 100 - 20 && mousex < 500 && mousey > 280 && mousey < 320) { config.PlayMusic = !config.PlayMusic; if (config.PlayMusic) { StartTitleMusic(); } else { MediaPlayer.Stop(); } } }
public static bool TryParse(string s, out SceneStack r, out string errorMessage) { if (!pattern.IsMatch(s)) { errorMessage = "Provided string isn't in correct format"; r = default; return(false); } string[] parts = s.Split(';'); List <Element> elements = new List <Element>(); foreach (string part in parts) { if (!Element.TryParse(part, out Element partElement, out string errMsg)) { errorMessage = "Error parsing part:\n" + errMsg; r = default; return(false); }
// Use this for initialization void Start() { body = SceneStack.GetBody(); engine = SceneStack.GetEngine(); weapon = SceneStack.GetWeapon(); if (body == "body1") { gameObject.transform.FindChild("Fighter").gameObject.SetActive(true); } else if (body == "body2") { gameObject.transform.FindChild("Done_Player").gameObject.SetActive(true); } if (engine == "booster1") { gameObject.transform.FindChild("EngineTrails1").gameObject.SetActive(true); } else if (engine == "booster2") { gameObject.transform.FindChild("EngineTrails2").gameObject.SetActive(true); } }
/// <summary> /// Create new world generator scenen instance /// </summary> public WorldGenScene(SceneStack sceneStack, InputManager inputManager, ResourceManager resourceManager) : base(sceneStack, inputManager, resourceManager) { this.Initialize(); }
public OrbitalGravityScene(SceneStack sceneStack) : base(sceneStack) { background = new Background(this, Vector2.Zero, "space2"); }
IEnumerator Build() { yield return(StartCoroutine(SceneStack.LoadSceneAsync("SoratoUi"))); ui = GameObject.FindObjectOfType <UiManager> (); yield return(StartCoroutine(ui.Build())); board.Build(new Status() { maxHp = 20f, curHp = 20f, }); foreach (var npc in npcs) { npc.Build(); } yield return(null); camera = GameObject.FindObjectOfType <CameraManager> (); camera.Build(); yield return(null); tgtMan = new TargetManager(); tgtMan.targetChanged .Subscribe(t => { board.shooter.SetTarget(t.receptor); }); foreach (var c in tgtMan.candidates) { var uiTarget = ui.CreateTarget(); c.OnPositionChanged.Subscribe(p => uiTarget.UpdateTargetPosition(p)); c.OnDistChanged.Subscribe(d => uiTarget.UpdateTargetDist(d)); c.OnTargetChanged.Subscribe(b => uiTarget.SetActiveTarget(b)); c.board.status.OnDamaged.Subscribe(d => uiTarget.dmgImage.fillAmount = d.hp); c.board.status.OnDead.Subscribe(_ => uiTarget.Stop()); c.board.status.OnDead.Subscribe(_ => tgtMan.candidates.Remove(c)); } yield return(null); ui.rotChanged .Subscribe(v => board.kinematics.rotater.SetRotate(v.b, v.item.eulerAngles.z)); ui.engChanged .Subscribe(i => board.kinematics.engine.SetState((Engine.State)i)); ui.dashBtn.onClick.AsObservable() .Subscribe(_ => board.kinematics.WillBoost()); ui.fireBtn.onClick.AsObservable() .Subscribe(_ => board.shooter.WillShoot()); yield return(null); ui.spdGauge.UpdateAsObservable() .Subscribe(_ => { ui.spdGauge.fillAmount = board.kinematics.speedRate; ui.spdText.text = board.kinematics.engine.speed.ToString("F1") + " m/s"; ui.heightText.text = board.transform.position.y.ToString("F1") + " m"; }); ui.dashGauge.UpdateAsObservable() .Subscribe(_ => { ui.dashGauge.fillAmount = board.kinematics.booster.power; ui.dashText.text = Mathf.RoundToInt(board.kinematics.booster.power * 100).ToString(); ui.dashFlash.SetActive(board.kinematics.booster.full); }); ui.fireGauge.UpdateAsObservable() .Subscribe(_ => { ui.fireGauge.fillAmount = board.shooter.status.power; ui.fireText.text = board.shooter.status.count.ToString(); ui.fireFlash.SetActive(board.shooter.status.full); }); yield return(null); ui.UpdateAsObservable() .Subscribe(_ => tgtMan.UpdateTgtDist(board.shooter.distToTarget)); tgtMan.OnScreenTargetChanged .Subscribe(p => { ui.lineVertical.position = Vector3.right * p.x; ui.lineHorizontal.position = Vector3.up * p.y; }); ui.extra.onClick.AddListener(() => camera.FlipPostProcess()); yield return(null); board.kinematics.engine.SetState(Engine.State.Stop); board.kinematics.OnBoosted .Where(b => b) .Subscribe(_ => ui.chara.SetFace(CharaFace.Cool)); board.shooter.OnShooted .Subscribe(_ => Voice.Play(VO.Attack)); board.status.OnDamaged.Subscribe(s => ui.hpBar.fillAmount = s.hp); yield return(null); foreach (var dmg in board.damages) { dmg.OnDamage .Subscribe(d => camera.Shake()); dmg.OnDamage .Subscribe(d => ui.chara.SetFace(CharaFace.Ouch)); dmg.OnDamage .Subscribe(d => Voice.Play(VO.Damage)); } tgtMan.OnDamage .Subscribe(d => ui.chara.SetFace(CharaFace.Smile)); tgtMan.OnDamage .Subscribe(d => Voice.Play(VO.Hit)); yield return(null); board.status.OnDead .Subscribe(_ => camera.UpShot(board.transform)); board.status.OnDead .Subscribe(_ => Voice.Play(VO.Dead)); foreach (var b in npcs.Select(n => n.board)) { b.status.OnDead .Subscribe(_ => camera.UpShot(b.transform)); } yield return(null); var gameOver = new Subject <ResultInfo> (); gameOver.Take(1).Subscribe(r => StartCoroutine(Result(r))); board.status.OnDead .Subscribe(_ => gameOver.OnNext(new ResultInfo() { win = false })); var primeNpcBoard = npcs.FirstOrDefault().board; primeNpcBoard.status.OnDead .Subscribe(_ => gameOver.OnNext(new ResultInfo() { win = true })); yield return(null); ui.baseChanged .Select(a => new Vector3(-a.y, a.x, 0f)) .Subscribe(a => camera.current.Rotate(a)); this.LateUpdateAsObservable() .Subscribe(_ => { camera.current.SetTargetPosition(board.transform.position); camera.UpdateCamera(); foreach (var c in tgtMan.candidates) { c.UpdateScreenPosition(camera.ScreenPosition(c.receptor.position)); } var bPos = camera.ScreenPosition(board.transform.position).pos; tgtMan.Update(bPos); }); yield return(null); }
public TextOverlayScene(SceneStack sceneStack) : base(sceneStack) { }
public MapViewerScene(SceneStack sceneStack, InputManager inputManager, ResourceManager resourceManager) : base(sceneStack, inputManager, resourceManager) { this.Initialize(); }
/// <summary> /// Create new game scene based on given simulation state /// </summary> public GameScene(SceneStack sceneStack, InputManager inputManager, ResourceManager resourceManager, SimulationState state) : base(sceneStack, inputManager, resourceManager) { this.Initialize(state); }
public void OnBackButton() { SoundManager.MenuSound(); SceneManager.LoadScene(SceneStack.GetPrevScene()); }
// Start is called before the first frame update void Start() { SessionData.SaveFileExist = SaveFileManager.Check(false); SceneStack.LoadScene(1); }