Esempio n. 1
0
    public void PopulateRoomList()
    {
        UI_DevMenu_ButtonResponders gcResponder = GetComponent <UI_DevMenu_ButtonResponders>();

        GAssert.Assert(null != gcResponder, "Dev Menu not attached to the same object as the button responder!");

        GameObject[] aGO = GameObject.FindGameObjectsWithTag(Types.s_sTAG_Doorway);

        foreach (GameObject go in aGO)
        {
            Types.SDevMenuDoorDetails deets = go.GetComponent <Doorway>().GetDoorwayDetails();

            if (null != deets._goRoom1)
            {
                GameObject goButton1 = Instantiate(m_goScrollListButton, m_gcScrollListContent.transform) as GameObject;
                GAssert.Assert(null != goButton1, "Unable to add button to scroll list!");
                goButton1.transform.localPosition = new Vector3(0f, m_fScrollListOffset, 0f);
                m_fScrollListOffset -= 20f;

                Text gcText1 = goButton1.GetComponentInChildren <Text>();
                gcText1.text = deets._goRoom1.name.ToString();

                UI_SetDevModeButtonClickParams gcParams = goButton1.GetComponent <UI_SetDevModeButtonClickParams>();
                if (null != gcParams)
                {
                    gcParams.SetParams(deets._vPos1, deets._goRoom1, gcResponder);
                }
            }


            if (null != deets._goRoom2)
            {
                GameObject goButton2 = Instantiate(m_goScrollListButton, m_gcScrollListContent.transform) as GameObject;
                GAssert.Assert(null != goButton2, "Unable to add button to scroll list!");
                goButton2.transform.localPosition = new Vector3(0f, m_fScrollListOffset, 0f);
                m_fScrollListOffset -= 20f;

                Text gcText2 = goButton2.GetComponentInChildren <Text>();
                gcText2.text = deets._goRoom2.name.ToString();

                UI_SetDevModeButtonClickParams gcParams = goButton2.GetComponent <UI_SetDevModeButtonClickParams>();
                if (null != gcParams)
                {
                    gcParams.SetParams(deets._vPos2, deets._goRoom2, gcResponder);
                }
            }
        }
    }
Esempio n. 2
0
    // This is used by the DevMenu, which puts all doors into a scrolling
    // list so you can jump between rooms quickly in DEBUG builds...
    //
    public Types.SDevMenuDoorDetails GetDoorwayDetails()
    {
        Types.SDevMenuDoorDetails ret = new Types.SDevMenuDoorDetails();

        DoorwayTrigger gcDoor1 = null;
        DoorwayTrigger gcDoor2 = null;

        Types.SDoorwaySpawn gcDets1;
        Types.SDoorwaySpawn gcDets2;

        if (m_iDoorOrientation == Types.EDirection._HORIZONTAL)
        {
            gcDoor1 = m_Params._gcCollider_L.gameObject.GetComponent <DoorwayTrigger>();
            GAssert.Assert(null != gcDoor1, "Door trigger set without component?!");
            gcDets1 = gcDoor1.GetParams();

            gcDoor2 = m_Params._gcCollider_L.gameObject.GetComponent <DoorwayTrigger>();
            GAssert.Assert(null != gcDoor1, "Door trigger set without component?!");
            gcDets2 = gcDoor2.GetParams();


            ret._vPos1 = m_Params._gcCollider_L.transform.position + new Vector3(gcDets1._fSpawnOffset, 0f, 0f);
            ret._vPos2 = m_Params._gcCollider_R.transform.position + new Vector3(gcDets2._fSpawnOffset, 0f, 0f);

            ret._goRoom1 = gcDets1._goRoom;
            ret._goRoom2 = gcDets2._goRoom;
        }
        else
        {
            gcDoor1 = m_Params._gcCollider_U.gameObject.GetComponent <DoorwayTrigger>();
            GAssert.Assert(null != gcDoor1, "Door trigger set without component?!");
            gcDets1 = gcDoor1.GetParams();

            gcDoor2 = m_Params._gcCollider_D.gameObject.GetComponent <DoorwayTrigger>();
            GAssert.Assert(null != gcDoor1, "Door trigger set without component?!");
            gcDets2 = gcDoor2.GetParams();


            ret._vPos1 = m_Params._gcCollider_U.transform.position + new Vector3(0f, gcDets1._fSpawnOffset, 0f);
            ret._vPos2 = m_Params._gcCollider_D.transform.position + new Vector3(0f, gcDets2._fSpawnOffset, 0f);

            ret._goRoom1 = gcDets1._goRoom;
            ret._goRoom2 = gcDets2._goRoom;
        }

        return(ret);
    }