private void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { SceneUtil.ExitGame(); } }
public void HideSocket() { if (Socket != null) { SceneUtil.SetVisible(Socket, false); } }
/// <summary> /// Callback method for when the Unity scene changes. /// </summary> /// <param name="oldScene">The old scene instance.</param> /// <param name="newScene">The new scene instance.</param> private void OnSceneChange(Scene oldScene, Scene newScene) { Logger.Get().Info(this, $"Scene changed from {oldScene.name} to {newScene.name}"); // Always recycle existing players, because we changed scenes _playerManager.RecycleAllPlayers(); // For each known player set that they are not in our scene anymore foreach (var playerData in _playerData.Values) { playerData.IsInLocalScene = false; } // If we are not connected, there is nothing to send to if (!_netClient.IsConnected) { return; } _sceneChanged = true; // Reset the status of whether we determined the scene host or not _sceneHostDetermined = false; // Ignore scene changes from and to non-gameplay scenes if (SceneUtil.IsNonGameplayScene(oldScene.name) && SceneUtil.IsNonGameplayScene(newScene.name)) { return; } _netClient.UpdateManager.SetLeftScene(); }
void _onLoadBattleFieldScene(object sender, System.EventArgs args) { if (ConnectionController.Instance.isMasterClient) { ConnectionController.Instance.LoadLevelAsyncViaPhoton(SceneUtil.GetSceneName(SceneType.BattleField)); } }
public void ShowSocket() { if (Socket != null) { SceneUtil.SetVisible(Socket, true); } }
public void TestSetAndClearMaterialsForFaceClearsEntry() { var sop = SceneUtil.RandomSOP("Root", 1); sop.OwnerMask = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify); var group = new SceneObjectGroup(sop); var lslSystemApi = new LSLSystemAPI(engine, sop, 0, UUID.Zero); // Check that its Zeroed var emptyResult = new LSLList(new List<object> { UUID.Zero.ToString(), new Vector3(1, 1, 0), new Vector3(0, 0, 0), 0 }); var rules = new LSLList(new List<object> { ScriptBaseClass.PRIM_NORMAL, 0 }); LSLList asList = lslSystemApi.llGetPrimitiveParams(rules); Assert.That(asList.ToString(), Is.EqualTo(emptyResult.ToString())); // Set a value and check it var textureId = UUID.Random(); var faceZeroData = new LSLList(new List<object> { textureId.ToString(), new Vector3(1, 1, 0), new Vector3(0, 0, 0), 0 }); var setMaterialsRequest = rules.Append(faceZeroData); lslSystemApi.llSetLinkPrimitiveParamsFast(0, setMaterialsRequest); LSLList setMaterialsResult = lslSystemApi.llGetLinkPrimitiveParams(0, rules); Assert.That(setMaterialsResult.ToString(), Is.EqualTo(faceZeroData.ToString())); // Clear it and Check thats its zeroed var clearMaterialsRequest = rules.Append(emptyResult); lslSystemApi.llSetLinkPrimitiveParamsFast(0, clearMaterialsRequest); LSLList clearMaterialsResult = lslSystemApi.llGetLinkPrimitiveParams(0, clearMaterialsRequest); Assert.That(clearMaterialsResult.ToString(), Is.EqualTo(emptyResult.ToString())); }
void on_visible_clicked(PanelRow row) { bool set_visible = !SceneUtil.IsVisible(row.SO); SceneUtil.SetVisible(row.SO, set_visible); row.visibleButton.image.sprite = (set_visible) ? visible_on : visible_off; }
public override void Connect(bool bRestore) { if (indicators == null) { FScene scene = GetScene(); indicators = new SOSceneIndicatorSet(this, scene); LineIndicator line = new LineIndicator() { LineWidth = fDimension.Scene(0.5), VisibleF = () => { return(LineAlwaysVisible || SceneUtil.IsVisible(this)); }, SceneStartF = () => { return(MinPosS); }, SceneEndF = () => { return(MaxPosS); }, LayerF = () => { return(FPlatform.GeometryLayer); } }; indicators.AddIndicator(line); SectionPlaneIndicator plane = new SectionPlaneIndicator() { Width = fDimension.Scene(() => { return(BoundsDim); }), ColorF = () => { return(Colorf.VideoYellow.WithAlpha(0.5f)); }, VisibleF = () => { return(GetScene().IsSelected(this) || (active_gizmo != null && active_gizmo.IsCapturing)); }, SceneFrameF = () => { Vector3f curPosS = GetLocalFrame(CoordSpace.SceneCoords).Origin; return(new Frame3f(CenterPosS + (curPosS - MinPosS))); } }; indicators.AddIndicator(plane); } }
/// <summary> /// 保存并退出 /// </summary> public void saveAndExitOnClick() { if (CommonData.GameStatus == 1) { CommonData.GameStatus = 4; PuzzlesProgressBean progressBean = new PuzzlesProgressBean(); GameMainUIControl gameMainUI = mUIMasterControl.getUIByType <GameMainUIControl>(UIEnum.GameMainUI); if (gameMainUI != null) { //设置游戏时间 progressBean.gameTime = gameMainUI.getGameTimer(); } //设置ID progressBean.puzzleId = CommonData.SelectPuzzlesInfo.puzzlesInfo.id; progressBean.markFileName = CommonData.SelectPuzzlesInfo.puzzlesInfo.mark_file_name; progressBean.progress = GameUtil.getGameProgress(); DataStorageManage.getPuzzlesProgressDSHandle().saveData(progressBean); SceneUtil.jumpMainScene(); } else { DialogManager.createToastDialog().setToastText("不能进行此操作"); } }
public override void process(SCHitMsg hitMsg) { if (!SceneUtil.InBattleScene()) { return; } if (hitMsg.attackPlayerId == InstanceManager.instance.playerManager.myPlayerInfo.id) { GameObject scoreTextGo = GameObject.Find("ScoreText"); Text scoreText = scoreTextGo.GetComponent <Text>(); scoreText.text = "score : " + hitMsg.score; } PlayerInfo attackPlayer = InstanceManager.instance.playerManager.GetPlayerInfo(hitMsg.attackPlayerId); if (attackPlayer != null) { attackPlayer.hp = hitMsg.attackPlayerHp; InstanceManager.instance.playerManager.UpdatePlayerSize(attackPlayer); } PlayerInfo hitPlayer = InstanceManager.instance.playerManager.GetPlayerInfo(hitMsg.hitTargetId); if (hitPlayer != null) { hitPlayer.hp = hitMsg.targetHp; InstanceManager.instance.playerManager.UpdatePlayerSize(hitPlayer); } }
/// <summary> /// 场景加载完成回调 /// </summary> /// <param name="scene">加载完成的场景</param> /// <param name="arg1">加载模式</param> private void OnSceneLoaded(Scene scene, LoadSceneMode arg1) { if (SceneUtil.IsGameScene(scene.name)) { UiManager.Instance.ShowSceneNameOnUi(scene.name); QMhelper.SetActive(true); Player.ShowPlayer(Vector3.zero); if (PixelCameraFollower != null) { PixelCameraFollower.m_Target = Player.transform; return; } if (miniPixelCameraFollower != null) { miniPixelCameraFollower.m_Target = Player.transform; return; } } else { Player.HidePlayer(); QMhelper.SetActive(false); } }
private bool CreateAndBindInstance(PositioningParams pstParams) { var _valid = prefabs.Where(a => a != null).ToList(); if (_valid.Count == 0) { return(false); } var _prefab = _valid.SelectRandom(); if (_prefab == null) { return(false); } var _instance = SceneUtil.Instantiate(_prefab); _instance.hideFlags = HideFlags.NotEditable; _instance.transform.SetParent(transform); pstParams.gameObjectBinding = _instance; pstParams.scale = Random.Range(scaleVariation.x, scaleVariation.y); pstParams.rotationAngle = Random.Range(rotationVariation.x, rotationVariation.y); return(true); }
public void ResetGame() { UIHandler.Instance.manager.CloseAllUI(); PersonHandler.Instance.manager.ClearAllPerson(); BuildingHandler.Instance.manager.ClearAllBuilding(); SceneUtil.SceneChange(ScenesEnum.Game); }
protected override void DoOfflineBattle() { if (battleField != null) { if (battleField.IsGameActive) //game has already begun. { return; } else if (battleField.IsGameEnd) //game has already ended. { return; } //wait for player disconnected callback. } if (M3GameCache.GetIsFriendlyBattle()) { DoCannotDoBattle(); } else { Helpers.Utility.LogMessage("StateOnlineBattle: Going for offlineBattle"); Events.EventManager.Instance.BattleFieldSceneUnloadedHandler += onBattleFieldSceneUnloaded; if (SceneManager.GetActiveScene().name == SceneUtil.GetSceneName(SceneType.BattleField)) { ConnectionController.Instance.LoadLevelAsyncViaPhoton(SceneUtil.GetSceneName(SceneType.BattleReloadScene)); } else { onBattleFieldSceneUnloaded(null, null); } } }
private void Update() { if (StageController.Instance.IsStageProcessing == true) { remainTimeText.text = ((int)StageController.Instance.RemainElapsedTime).ToString(); if (Input.GetKeyDown(KeyCode.Escape) == true || Input.GetButtonDown("Back") == true) { if (option.IsShowing == false) { option.Show(); } else { option.Hide(); } } } if (isSceneChanging == false) { if (Input.GetKeyDown(KeyCode.Return) == true || Input.GetButtonDown("Back") == true) { SceneUtil.LoadScene("MainMenu"); } } }
protected virtual void set_targets_visibility(bool bVisible) { foreach (var so in this.InputSOs) { SceneUtil.SetVisible(so, bVisible); } }
public AxisAlignedBox3f GetPrintMeshesBounds(bool bPrecise) { AxisAlignedBox3f b = AxisAlignedBox3f.Empty; foreach (PrintMeshSO so in PrintMeshes) { if (SceneUtil.IsVisible(so) == false) { continue; } if (bPrecise) { var xform = SceneTransforms.ObjectToSceneXForm(so); foreach (Vector3d v in so.Mesh.Vertices()) { b.Contain((Vector3f)xform.TransformP(v)); } } else { Box3f sobox = so.GetBoundingBox(CoordSpace.SceneCoords); if (sobox.Volume > 0) { foreach (Vector3d v in sobox.VerticesItr()) { b.Contain(v); } } } } return(b); }
protected virtual void set_preview_visibility(bool bVisible) { if (PreviewSO != null) { SceneUtil.SetVisible(PreviewSO, bVisible); } }
/* * setup/teardown for Sculpt Curve tool, which is applied to area curves, trimline curve, etc */ public static bool CanSculptCurve() { var M = OG.Model; if (M.Context.ToolManager.ActiveRightTool != null) { return(false); } // can always sculpt trimline if (SceneUtil.IsSelectionMatch(M.Scene, typeof(TrimLoopSO), 1)) { return(true); } // if polycurve, check that it is attached to the right kind of modeling op if (SceneUtil.IsSelectionMatch(M.Scene, typeof(PolyCurveSO), 1) == false) { return(false); } PolyCurveSO so = M.Scene.Selected[0] as PolyCurveSO; ModelingOperator op = M.leg.FindOpForSO(so); if (op is EnclosedRegionOffsetOp || op is EnclosedRegionSmoothOp) { return(true); } return(false); }
/// <summary> /// Loads the current level with the loaded level descriptor. /// </summary> /// <returns>If the level is loaded or not.</returns> public bool LoadLevel() { if (LevelDescriptor != null) { // Set some logic data: changeSteps(0); changeSecond(0); // Clean unused assets: Resources.UnloadUnusedAssets(); // Add the input controller to the world: var world = SceneUtil.Find(CoreManager.WORLD_GOBJ_NAME); levelController = world.AddComponent <LevelController>(); levelController.enabled = true; // Change the layer of the terrain and entities nodes: Action <string, GameObject, float> updateNode = (name, parent, z) => { var victim = SceneUtil.Find(name); SceneUtil.SetParent(victim, parent); SceneUtil.SetPosition(victim, 0.0f, 0.0f, z); }; updateNode(CoreManager.TERRAIN_GOBJ_NAME, world, 1.0f); updateNode(CoreManager.ENTITIES_GOBJ_NAME, world, 0.0f); // Create the current level: Level = new LevelData(); Level.Create(LevelDescriptor); return(Level.IsLoaded); } return(false); }
public void SetOpWidgetVisibility(bool bVisible) { foreach (SceneObject so in SO_Op.FirstTypeItr()) { SceneUtil.SetVisible(so, bVisible); } }
private void OnSceneChange(Scene oldScene, Scene newScene) { Logger.Get().Info(this, $"Scene changed from {oldScene.name} to {newScene.name}"); // Always destroy existing players, because we changed scenes _playerManager.DestroyAllPlayers(); // If we are not connected, there is nothing to send to if (!_netClient.IsConnected) { return; } _sceneChanged = true; // Reset the status of whether we determined the scene host or not _sceneHostDetermined = false; // Ignore scene changes from and to non-gameplay scenes if (SceneUtil.IsNonGameplayScene(oldScene.name) && SceneUtil.IsNonGameplayScene(newScene.name)) { return; } _netClient.UpdateManager.SetLeftScene(); }
public void Back2MainMenu() { HideMenu(); SceneUtil.BackToMainMenu(); // TODO: 减缓音量 Destroy(AudioManager.Instance.gameObject); }
private void Awake() { Instance = this; var currentSceneName = SceneUtil.GetCurrentSceneName(); goBackToTown.animator.updateMode = AnimatorUpdateMode.UnscaledTime; resumeButton.animator.updateMode = AnimatorUpdateMode.UnscaledTime; restartButton.animator.updateMode = AnimatorUpdateMode.UnscaledTime; exitButton.animator.updateMode = AnimatorUpdateMode.UnscaledTime; if (!currentSceneName.Contains(SceneUtil.Scenes.TownScene) && !currentSceneName.Contains(SceneUtil.Scenes.TutorialScene)) { // goBackToTown.enabled = true; // var colorBlock = goBackToTown.colors; // colorBlock.normalColor = Color.white; // goBackToTown.colors = colorBlock; goBackToTown.interactable = true; } else { goBackToTown.interactable = false; // goBackToTown.enabled = false; // var colorBlock = goBackToTown.colors; // TODO: 使用更和谐的颜色 // colorBlock.normalColor = Color.black; // goBackToTown.colors = colorBlock; } }
/// <summary> /// <inheritdoc cref="SceneUtil.BackToTown"/> /// </summary> public void BackToTown() { GameManager.IsStop = false; Time.timeScale = 1; HideMenu(); SceneUtil.BackToTown(); }
static void Postfix(AudioTimeSyncController __instance) { #if DEBUG Plugin.Log.Info("AudioTimeSyncController.StartSong()"); #endif SceneUtil.SongStarted(__instance); }
private IEnumerator ResultsAnim() { if (SceneUtil.IsCurrentLevelIndex) { LevelParams level = SceneUtil.GetParams(SceneUtil.LevelIndex); if (level.HasTrophy) { GameJolt.API.Trophies.Unlock(level.TrophyID); } } foreach (TutorialBoard tb in FindObjectsOfType<TutorialBoard>()) { Destroy(tb.gameObject); } DungeonInfo info = DungeonInfo.Instance; success.text = string.Format("<color=yellow>{0}</color>\ncleared", info.LevelName); success.gameObject.SetActive(true); yield return Util.Lerp(successFadeInDuration, t => success.color = Color.Lerp(Color.clear, Color.white, t)); window.gameObject.SetActive(true); yield return Util.Lerp(windowTransitionDuration, t => window.transform.localScale = Vector2.Lerp(Vector2.up, Vector2.one, t)); exit.gameObject.SetActive(true); yield return WaitThenDisplay(1f, results.gameObject); foreach (GameObject display in stats) { yield return WaitThenDisplay(0.25f, display); } yield return Util.AnimateScore(time, 0, (int)Time.timeSinceLevelLoad, 0.25f, scoreSound); int stepCount = Player.Instance.Stats.StepCount; yield return Util.AnimateScore(steps, 0, stepCount, 0.25f, scoreSound); isDoneShowingResults = true; // Ranking and leaderboard yield return AnimateRank(stepCount); }
private void Start() { int buildIndex = SceneManager.GetActiveScene().buildIndex; if (SceneUtil.IsCurrentLevelIndex) { scoreIDOverride = SceneUtil.GetParams(SceneUtil.LevelIndex).ScoresID; Debug.Log("Using score ID: " + scoreIDOverride); } }
void set_targets_visibility(bool bVisible) { // hide target objects foreach (var so in this.InputSOs) { SceneUtil.SetVisible(so, bVisible); } }
public void ChangeScene() { SceneUtil.LoadScene(SceneUtil.GetNextSceneIndex()); LevelInfo info = LevelInfo.Instance; if (info != null) { info.IsLevelCleared = true; } }