Esempio n. 1
0
    private void GenerateSkydomeLights(QualityDomeLighting quality)
    {
        _qualityDomeLights = quality;
        switch (quality)
        {
        case QualityDomeLighting.LOW:
        {
            _domeLights               = Instantiate(_lowResDirLights, this.transform);
            _nbrDomeLights            = 16;
            _skyVisibilityCoefficient = 1.565f;
            break;
        }

        case QualityDomeLighting.MEDIUM:
        {
            _domeLights               = Instantiate(_mediumResDirLights, this.transform);
            _nbrDomeLights            = 71;
            _skyVisibilityCoefficient = 1.745f;
            break;
        }

        case QualityDomeLighting.HIGH:
        {
            _domeLights               = Instantiate(_highResDirLights, this.transform);
            _nbrDomeLights            = 301;
            _skyVisibilityCoefficient = 2.0f;
            break;
        }
        }
#if !UNITY_EDITOR
        _lightingManager.SetNbrLightsSkyDome(_nbrDomeLights);
        _lightingManager.SetSkyVisibilityMultiplier(_skyVisibilityCoefficient);
#else
        SetMaterialProperties aGameObjectSetMaterialProperties = FindObjectOfType <SetMaterialProperties>();
        if (aGameObjectSetMaterialProperties != null)
        {
            _lightingManager.SetNbrLightsSkyDome(_nbrDomeLights, aGameObjectSetMaterialProperties.gameObject);
            switch (quality)
            {
            case QualityDomeLighting.LOW:
            {
                _lightingManager.SetSkyVisibilityMultiplier(1.565f, aGameObjectSetMaterialProperties.gameObject);
                break;
            }

            case QualityDomeLighting.MEDIUM:
            {
                _lightingManager.SetSkyVisibilityMultiplier(1.745f, aGameObjectSetMaterialProperties.gameObject);
                break;
            }

            case QualityDomeLighting.HIGH:
            {
                _lightingManager.SetSkyVisibilityMultiplier(2.0f, aGameObjectSetMaterialProperties.gameObject);
                break;
            }
            }
        }
#endif
    }
Esempio n. 2
0
    void Awake()
    {
        health = GetComponentInChildren <Health>();
        setMaterialProperties = GetComponent <SetMaterialProperties>();
        uiController          = UIController.Instance;

        health.Died += OnDied;

        Team = StartingTeam;
    }
    void Awake()
    {
        capturable            = GetComponentInChildren <Capturable>();
        setMaterialProperties = GetComponent <SetMaterialProperties>();
        uiController          = UIController.Instance;

        if (!StartCaptured)
        {
            Team = 2;
        }

        capturable.Captured += OnCaptured;
    }
Esempio n. 4
0
 void Awake()
 {
     health = GetComponentInChildren <Health>();
     setMaterialProperties = GetComponent <SetMaterialProperties>();
     shipMove                          = GetComponentInChildren <ShipMove>();
     spriteRenderer                    = GetComponent <SpriteRenderer>();
     targetAcquisition                 = GetComponentInChildren <TargetAcquisition>();
     trailRenderer                     = GetComponent <TrailRenderer>();
     health.Damaged                   += OnDamaged;
     health.Died                      += OnDied;
     shipMove.FollowComplete          += OnFollowComplete;
     targetAcquisition.TargetAcquired += OnTargetAcquired;
     targetAcquisition.TargetLost     += OnTargetLost;
 }
Esempio n. 5
0
    void Awake()
    {
        im = this;

        //weapons = weapons.LoadAssets("equipment/weapons"); // When building the final product, replace Resources.LoadAll calls with LoadAssets calls

        weapons      = Resources.LoadAll <Weapon>("Inventory/Weapons");
        headgear     = Resources.LoadAll <Headgear>("Inventory/Headgear");
        chestgear    = Resources.LoadAll <Chestgear>("Inventory/Chestgear");
        armgear      = Resources.LoadAll <Armgear>("Inventory/Armgear");
        consumables  = Resources.LoadAll <Consumable>("Inventory/Consumables");
        leggear      = Resources.LoadAll <Leggear>("Inventory/Leggear");
        lightsources = Resources.LoadAll <Lightsource>("Inventory/Lightsources");
        ammo         = Resources.LoadAll <Ammo>("Inventory/Ammo");
        foreach (var a in weapons)
        {
            SetMaterialProperties smp = a.obj.GetComponent <SetMaterialProperties>();
            smp?.SetProps();
        }
        foreach (var a in headgear)
        {
            SetMaterialProperties smp = a.obj.GetComponent <SetMaterialProperties>();
            smp?.SetProps();
        }
        foreach (var a in chestgear)
        {
            SetMaterialProperties smp = a.obj.GetComponent <SetMaterialProperties>();
            smp?.SetProps();
        }
        foreach (var a in armgear)
        {
            SetMaterialProperties smp = a.obj.GetComponent <SetMaterialProperties>();
            smp?.SetProps();
        }
        foreach (var a in consumables)
        {
            SetMaterialProperties smp = a.obj.GetComponent <SetMaterialProperties>();
            smp?.SetProps();
        }
        foreach (var a in leggear)
        {
            SetMaterialProperties smp = a.obj.GetComponent <SetMaterialProperties>();
            smp?.SetProps();
        }
        foreach (var a in lightsources)
        {
            SetMaterialProperties smp = a.obj.GetComponent <SetMaterialProperties>();
            smp?.SetProps();
        }
    }
Esempio n. 6
0
 public void UpdateContents(List <Inventory> content, TreasureChest chest)
 {
     bindedChest    = chest;
     currentContent = content;
     for (int i = 0; i < items.Length; i++)
     {
         if (i < content.Count)
         {
             items[i].text.text   = content[i].item.name;
             items[i].icon.sprite = content[i].item.icon == null ? content[i].item.obj.GetComponent <SpriteRenderer>().sprite : content[i].item.icon;
             if (content[i].item.modifiedMat != null)
             {
                 items[i].icon.material = content[i].item.modifiedMat;
             }
             else if (content[i].item.material != null && content[i].item.modifiedMat == null)
             {
                 SetMaterialProperties custom = content[i].item.obj.GetComponent <SetMaterialProperties>();
                 if (custom != null)
                 {
                     Material mat = new Material(content[i].item.material);
                     custom.SetProps();
                     mat.SetUIPropertyBlock(content[i].item.obj.GetComponent <Renderer>());
                     content[i].item.modifiedMat = mat;
                     items[i].icon.material      = mat;
                 }
                 else
                 {
                     content[i].item.modifiedMat = content[i].item.material;
                     items[i].icon.material      = content[i].item.material;
                 }
             }
             else
             {
                 items[i].icon.material = null;
             }
             if (content[i].amount > 1)
             {
                 items[i].text.text += $" x{content[i].amount}";
             }
         }
         else
         {
             items[i].text.text    = "";
             items[i].icon.enabled = false;
         }
         items[i].img.enabled = false;
     }
 }
    void Awake()
    {
        capturable            = GetComponentInChildren <Capturable>();
        setMaterialProperties = GetComponent <SetMaterialProperties>();
        selectable            = GetComponentInChildren <Selectable>();
        uiController          = UIController.Instance;

        CurrentShip = ShipDataset[0];

        if (!StartCaptured)
        {
            Team = 2;
        }

        if (Team == 2)
        {
            selectable.gameObject.SetActive(false);
        }

        capturable.Captured       += OnCaptured;
        uiController.StoreUpdated += OnStoreUpdated;
    }