Esempio n. 1
2
 public override void Update(GameTime gameTime)
 {
     Position += Speed;
     Angle += AngularSpeed;
     Opacity -= OpacityChange;
     CurrentLife += gameTime.ElapsedGameTime.Milliseconds;
 }
Esempio n. 2
1
 // Shifts the camera position by a value
 public void Move(Vector2 amount)
 {
     position += amount;
     ClampPosition();
     UpdateCamArea();
     center = new Vector2(camArea.X + camArea.Width / 2.0f, camArea.Y + camArea.Height / 2.0f);
 }
Esempio n. 3
1
 internal static void BeginScrollView(Rect position, Vector2 scrollPosition, Rect viewRect, GUIStyle horizontalScrollbar, GUIStyle verticalScrollbar)
 {
     s_ScrollPos = scrollPosition;
     s_ViewRect = viewRect;
     s_Position = position;
     GUIClip.Push(position, new Vector2(Mathf.Round((-scrollPosition.x - viewRect.x) - ((viewRect.width - position.width) * 0.5f)), Mathf.Round((-scrollPosition.y - viewRect.y) - ((viewRect.height - position.height) * 0.5f))), Vector2.zero, false);
 }
Esempio n. 4
1
 public override void OnEnable()
 {
     team = target as Team;
     teamScroll = Vector2.zero;
     base.OnEnable();
     name = "Team";
 }
Esempio n. 5
1
 private void Spawn_Tile(GameObject Select_Tile, Vector2 Position)
 {
     GameObject Tile = Instantiate (Select_Tile);
     Tile.transform.parent = transform;
     Tile.transform.position = transform.position;
     Tile.transform.position += (Vector3)Position;
 }
Esempio n. 6
1
        public static Vector2 GetIntersectionDepth(Rectangle rectA, Rectangle rectB)
        {
            // Calculate half sizes.
            float halfWidthA = rectA.Width / 2.0f;
            float halfHeightA = rectA.Height / 2.0f;
            float halfWidthB = rectB.Width / 2.0f;
            float halfHeightB = rectB.Height / 2.0f;

            // Calculate centers.
            Vector2 centerA = new Vector2(rectA.Left + halfWidthA, rectA.Top + halfHeightA);
            Vector2 centerB = new Vector2(rectB.Left + halfWidthB, rectB.Top + halfHeightB);

            // Calculate current and minimum-non-intersecting distances between centers.
            float distanceX = centerA.X - centerB.X;
            float distanceY = centerA.Y - centerB.Y;
            float minDistanceX = halfWidthA + halfWidthB;
            float minDistanceY = halfHeightA + halfHeightB;

            // If we are not intersecting at all, return (0, 0).
            if (Math.Abs(distanceX) >= minDistanceX || Math.Abs(distanceY) >= minDistanceY)
                return Vector2.Zero;

            // Calculate and return intersection depths.
            float depthX = distanceX > 0 ? minDistanceX - distanceX : -minDistanceX - distanceX;
            float depthY = distanceY > 0 ? minDistanceY - distanceY : -minDistanceY - distanceY;
            return new Vector2(depthX, depthY);
        }
Esempio n. 7
1
 public static float AngleBetween(Vector2 v1, Vector2 v2)
 {
     v1.Normalize();
     v2.Normalize();
     float Angle = (float)Math.Acos(Vector2.Dot(v1, v2));
     return Angle;
 }
Esempio n. 8
1
 public void m0002cf(ref bool[] p0, ref bool[] p1)
 {
     for (int i = 0; i < p0.Length; i++)
     {
         this.f00000a[i] = p0[i];
     }
     for (int j = 0; j < p1.Length; j++)
     {
         this.f000056[j] = p1[j];
     }
     this.f000030 = Vector2.Zero;
     if (this.m000017(enum020a.f00006d))
     {
         this.f000030.X = -1f;
     }
     else if (this.m000017(enum020a.f00006e))
     {
         this.f000030.X = 1f;
     }
     if (this.m000017(enum020a.f000005))
     {
         this.f000030.Y = -1f;
     }
     else if (this.m000017(enum020a.f00006c))
     {
         this.f000030.Y = 1f;
     }
 }
Esempio n. 9
1
 public struct0207(ref bool[] p0, ref bool[] p1)
 {
     this.f00000a = new bool[p0.Length];
     this.f000056 = new bool[p1.Length];
     this.f000030 = Vector2.Zero;
     this.m0002cf(ref p0, ref p1);
 }
Esempio n. 10
1
 public void Transform(Matrix transform)
 {
     Vector2[] transformed = new Vector2[_vertices.Length];
     Vector2.Transform(_vertices.ToArray(), ref transform, transformed);
     _transformedvertices.Clear();
     _transformedvertices.vertices.InsertRange(0, transformed);
 }
        public void Update()
        {
            if (top == 0 && bottom == 0)
            {
                if (up)
                {
                    top = location.Y;
                    bottom = top + columnHeight;
                }
                else
                {
                    bottom = location.Y;
                    top = bottom - columnHeight;
                }
            }

            if (!up && location.Y < bottom)
            {
                physics.Velocity = new Vector2(0, LemmingObjectConstants.DOWNELEVATORVELOCITY);
            }
            
            else if (up && location.Y > top)
            {
                physics.Velocity = new Vector2(0, LemmingObjectConstants.UPELEVATORVELOCITY);
            }
            else
            {
                physics.Velocity = Vector2.Zero;

            }
            elevatorSprite.Update();
            location = physics.Update(location);
        }
    void AddUVs()
    {
        Vector2 _00 = new Vector2( 0f, 0f );
        Vector2 _10 = new Vector2( 1f, 0f );
        Vector2 _01 = new Vector2( 0f, 1f );
        Vector2 _11 = new Vector2( 1f, 1f );

        uvs = new Vector2[]
        {
            // Bottom
            _11, _01, _00, _10,

            // Left
            _11, _01, _00, _10,

            // Front
            _11, _01, _00, _10,

            // Back
            _11, _01, _00, _10,

            // Right
            _11, _01, _00, _10,

            // Top
            _11, _01, _00, _10,
        };
    }
Esempio n. 13
1
 public Emitter(Vector2 position, Texture2D sprite, Color color, int size)
 {
     this.position = position;
     this.sprite = sprite;
     this.color = color;
     this.size = size;
 }
Esempio n. 14
1
 public ObjectClass(Texture2D Img)
 {
     Image = Img;
     Position = Vector2.Zero;
     Center = Vector2.Zero;
     Rotation = 0.0f;
 }
Esempio n. 15
1
        public Fruit(World world, Vector2 position, FruitType fruitType)
            : base(world, position)
        {
            this._fruitType = fruitType;
            switch (fruitType)
                {
                case FruitType.Apple:
                    this.Energy = 6;
                    break;
                case FruitType.Watermelon:
                    this.Energy = 8;
                    break;
                case FruitType.Pineapple:
                    this.Energy = 10;
                    break;
                case FruitType.Strawberry:
                    this.Energy = 12;
                    break;
                case FruitType.Cherries:
                    this.Energy = 14;
                    break;
                case FruitType.Acorn:
                    this.Energy = 16;
                    break;
                default:
                    throw new InvalidOperationException();
                }

            string textureName = string.Format("Sprites/Fruit/{0:G}", _fruitType);
            var a = Animation.StaticAnimation(World, textureName);
            this.Ap.PlayAnimation(a);
        }
Esempio n. 16
1
        public static Vector2 SmoothStep(Vector2 value1, Vector2 value2, float amount)
        {
            float X = MathHelper.SmoothStep(value1.X, value2.X, amount);
            float Y = MathHelper.SmoothStep(value1.Y, value2.Y, amount);

            return new Vector2(X, Y);
        }
Esempio n. 17
1
 public static Vector2 PointOnCircle(Vector2 C, float R, float A)
 {
     //A = A - 90;
     float endX = (C.X + (R * ((float)Math.Cos((float)A))));
     float endY = (C.Y + (R * ((float)Math.Sin((float)A))));
     return new Vector2(endX, endY);
 }
Esempio n. 18
1
        /// <summary>
        /// Checks the mouse's position set in the in-game world plane.
        /// </summary>
        /// <param name="mousePosition">Mouse's position on screen</param>
        /// <param name="camera">Camera object</param>
        /// <param name="device">Graphics device used in rendering</param>
        /// <returns></returns>
        public static Vector3 getMouseWorldPosition(Vector2 mousePosition,CameraAndLights camera,GraphicsDevice device)
        {
            Vector3 nearsource = new Vector3(mousePosition,0f);
            Vector3 farsource = new Vector3(mousePosition,CameraAndLights.nearClip);

            Vector3 nearPoint = device.Viewport.Unproject(nearsource,
                                                          camera.projectionMatrix,
                                                          camera.viewMatrix,
                                                          Matrix.Identity);

            Vector3 farPoint = device.Viewport.Unproject(farsource,
                                                         camera.projectionMatrix,
                                                         camera.viewMatrix,
                                                         Matrix.Identity);

            // Create a ray from the near clip plane to the far clip plane.
            Vector3 direction = farPoint - nearPoint;
            direction.Normalize();
            Ray pickRay = new Ray(nearPoint,direction);

            Plane floor = new Plane(new Vector3(0f,1f,0f),0f);

            float denominator = Vector3.Dot(floor.Normal,pickRay.Direction);
            float numerator = Vector3.Dot(floor.Normal,pickRay.Position) + floor.D;
            float dist = -(numerator / denominator);

            Vector3 mouseWorldPos = nearPoint + direction * dist;

            return mouseWorldPos * new Vector3(1f,0f,1f);
        }
    public void Spawn(ESpaceObjects e, int count, Vector2 start, Vector2 end)
    {
        if (count < 1) return;

        Debug.Log(string.Format("Spawn {0} {1}", count, e.ToString()));

        var cahce = _cache[(int)e];
        for (int i = 0; i < count; i++)
        {
            var so = cahce.Pop();
            so.OnDestroy += _destroyDelegates[(int)e];
            so.OnReward += OnReward;

            so.transform.position = new Vector2(Random.Range(start.x, end.x), Random.Range(start.y, end.y));
            so.Spawn();

            if (e == ESpaceObjects.AlienBig || e == ESpaceObjects.AlienShield || e == ESpaceObjects.AlienSmall)
            {
                Alien alien = so as Alien;
                alien.Spawner = this;
            }

            LiveObjects.Add(so);
        }
    }
Esempio n. 20
1
        public static void Draw(ISpriteBatch sb, Vector2 source, Vector2 dest, Color color)
        {
            var dist = Vector2.Distance(source, dest);
            var angle = GetAngle(source, dest);

            // Get the length of the segments
            var segLen = dist / 6;
            if (segLen < 5.0f)
                segLen = 5.0f;
            if (segLen > 25.0f)
                segLen = 25.0f;

            // Primary line
            var tailLen = dist - (segLen / 2);
            var pDest = source + (new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) * tailLen);
            RenderLine.Draw(sb, source, pDest, color);

            // Arrow segment 1
            var ang1 = angle - MathHelper.PiOver4;
            var seg1 = dest - (new Vector2((float)Math.Cos(ang1), (float)Math.Sin(ang1)) * segLen);
            RenderLine.Draw(sb, dest, seg1, color);

            // Arrow segment 2
            var ang2 = angle + MathHelper.PiOver4;
            var seg2 = dest - (new Vector2((float)Math.Cos(ang2), (float)Math.Sin(ang2)) * segLen);
            RenderLine.Draw(sb, dest, seg2, color);

            // Arrow segment 3
            RenderLine.Draw(sb, seg1, seg2, color);
        }
Esempio n. 21
1
 /// <summary>
 /// Initializes a new instance of the <see cref="UnityGwenRenderer"/> class.
 /// </summary>
 /// <param name="target">Unity render target.</param>
 public UnityGwenRenderer()
 {
     whiteTex = new Texture2D(1, 1);
     whiteTex.SetPixel(0, 0, UnityEngine.Color.white);
     whiteTex.Apply();
     m_ViewScale = Vector2.one;
 }
Esempio n. 22
1
        public Paddle(ContentManager theContent, string theAssetName, Input theInput, PaddlePosition thePosition)
            : base(theContent, theAssetName)
        {
            SourceRectangle = new Rectangle(0, 0, 1, 1);
            Scale = new Vector2(10.0f, 100.0f);
            mColor = Color.SlateBlue;

            mPaddlePosition = thePosition;
            switch (thePosition)
            {
                case PaddlePosition.Left:
                    {
                        Boundary = new Rectangle(140, 185, 10, 833);
                        break;
                    }

                case PaddlePosition.Right:
                    {
                        Boundary = new Rectangle(1130, 185, 10, 833);
                        break;
                    }
            }

            Position = Center(Boundary);

            mInput = theInput;
        }
Esempio n. 23
1
 public C_Maps()
 {
     //init stuff here
     m_mousePosition = Vector2.Zero;
     m_font1 = null;
     m_spriteBatch = null;
 }
Esempio n. 24
1
 public HardBall(IGame game, Vector2 position)
     : base(game, game.ContentProvider.GetBallSprite(0), position, 5)
 {
     Velocity = 2;
     var target = new Vector2(Game.Random.Next() - Game.Random.Next(), Game.Random.Next() - Game.Random.Next());
     MoveTo(target);
 }
Esempio n. 25
1
 public void setBoundary(Vector2 bottomLeft, Vector2 topRight, float minZoom, float maxZoom)
 {
     this.bottomLeft = bottomLeft;
     this.topRight = topRight;
     this.minZoom = minZoom;
     this.maxZoom = maxZoom;
 }
Esempio n. 26
1
        public void Init(ContentManager content, Vector2 position, string normalTextureName, string hoverTextureName)
        {
            m_Normal = content.Load<Texture2D>(normalTextureName);
            m_Hover = content.Load<Texture2D>(hoverTextureName);

            m_ButtonRec = new Rectangle((int)position.X, (int)position.Y, m_Normal.Width, m_Normal.Height);
        }
Esempio n. 27
0
 public Mob(ushort pID, Vector2 Pos)
 {
     ID = pID;
     Position = Pos;
     Init();
     SetBoundriesFromPointAndRange(Pos, 700);
 }
 public static void SetSize(this RectTransform trans, Vector2 newSize)
 {
     Vector2 oldSize = trans.rect.size;
     Vector2 deltaSize = newSize - oldSize;
     trans.offsetMin = trans.offsetMin - new Vector2(deltaSize.x * trans.pivot.x, deltaSize.y * trans.pivot.y);
     trans.offsetMax = trans.offsetMax + new Vector2(deltaSize.x * (1f - trans.pivot.x), deltaSize.y * (1f - trans.pivot.y));
 }
Esempio n. 29
0
    void Update()
    {
        if (!isActive) return;
        Vector2 position = transform.position;
        Vector2 nodePos = path[currentNode];
        Vector2 positionDelta = nodePos - position;

        float dot_product = move_dir.x * positionDelta.x + move_dir.y * positionDelta.y;
        if (dot_product <= 0)
        {
            if (++currentNode == path.Length)
            {
                //OnEndReached.Invoke(gameObject);
                //GetComponent<Animator>().SetBool("Explode", true);
                Die();
                isActive = false;
            }
            else
            {
                nodePos = path[currentNode];
                move_dir = (nodePos - position).normalized;
                transform.position = position + move_dir * speed * Time.deltaTime;
                //_animator.SetFloat("SpeedX", move_dir.x);
                //_animator.SetFloat("SpeedY", move_dir.y);
                //_animator.SetBool("horizontal_move", Mathf.Abs(move_dir.x) > 0.1f);
            }
        }
        else
        {
            transform.position = position + move_dir * speed * Time.deltaTime;
        }
    }
Esempio n. 30
0
        public Plane(int xRes, int yRes, float xScale, float yScale)
        {
            Vertices = new Vector3[xRes * yRes];
            Normals = new Vector3[xRes * yRes];
            Indices = new uint[6 * xRes * yRes];
            Texcoords = new Vector2[xRes * yRes];

            int i = 0;
            for (int y = -yRes / 2; y < yRes / 2; y++) {
                for (int x = -xRes / 2; x < xRes / 2; x++) {
                    Vertices[i].X = xScale * x / xRes;
                    Vertices[i].Y = yScale * y / yRes;
                    Vertices[i].Z = 0;
                    Normals[i].X = Normals[i].Y = 0;
                    Normals[i].Z = 1;
                    i++;
                }
            }

            i = 0;
            for (int y = 0; y < yRes - 1; y++) {
                for (int x = 0; x < xRes - 1; x++) {
                    Indices[i++] = (uint)((y + 0) * xRes + x);
                    Indices[i++] = (uint)((y + 1) * xRes + x);
                    Indices[i++] = (uint)((y + 0) * xRes + x + 1);

                    Indices[i++] = (uint)((y + 0) * xRes + x + 1);
                    Indices[i++] = (uint)((y + 1) * xRes + x);
                    Indices[i++] = (uint)((y + 1) * xRes + x + 1);
                }
            }
        }
Esempio n. 31
0
        public override void AI()
        {
            shooter = Main.npc[(int)projectile.ai[0]];
            Vector2 mousePos = Main.MouseWorld;
            Player  player   = Main.player[projectile.owner];

            if (!shooter.active)
            {
                projectile.Kill();
            }
            #region Set projectile position


            Vector2 diff = new Vector2(0, 14);
            diff.Normalize();
            projectile.velocity  = diff;
            projectile.direction = projectile.Center.X > shooter.Center.X ? 1 : -1;
            projectile.netUpdate = true;

            projectile.position = new Vector2(shooter.Center.X, shooter.Center.Y) + projectile.velocity * MoveDistance;
            projectile.timeLeft = 2;
            int dir = projectile.direction;

            /*
             * player.ChangeDir(dir);
             * player.heldProj = projectile.whoAmI;
             * player.itemTime = 2;
             * player.itemAnimation = 2;
             * player.itemRotation = (float)Math.Atan2(projectile.velocity.Y * dir, projectile.velocity.X * dir);
             */
            #endregion

            #region Charging process
            // Kill the projectile if the player stops channeling


            // Do we still have enough mana? If not, we kill the projectile because we cannot use it anymore

            Vector2 offset = projectile.velocity;
            offset *= MoveDistance - 20;
            Vector2 pos = new Vector2(shooter.Center.X, shooter.Center.Y) + offset - new Vector2(10, 10);

            if (Charge < MaxChargeValue)
            {
                Charge++;
            }

            int chargeFact = (int)(Charge / 20f);



            #endregion


            if (Charge < MaxChargeValue)
            {
                return;
            }
            Vector2 start = new Vector2(shooter.Center.X, shooter.Center.Y);
            Vector2 unit  = projectile.velocity;
            unit *= -1;
            for (Distance = MoveDistance; Distance <= 2200f; Distance += 5f)
            {
                start = new Vector2(shooter.Center.X, shooter.Center.Y) + projectile.velocity * Distance;

                /*
                 * if (!Collision.CanHit(new Vector2(shooter.Center.X, shooter.Center.Y), 1, 1, start, 1, 1))
                 * {
                 *  Distance -= 5f;
                 *  break;
                 * }
                 */
            }



            //Add lights
            DelegateMethods.v3_1 = new Vector3(10f, 10f, 10f);
            Utils.PlotTileLine(projectile.Center, projectile.Center + projectile.velocity * (Distance - MoveDistance), 26,
                               DelegateMethods.CastLight);
        }
Esempio n. 32
0
 public static Vector3 ToVector3(this Vector2 v, float z)
 {
     return new Vector3(v.x, v.y, z);
 }
Esempio n. 33
0
 public static Vector2Int CeilToInt(Vector2 v)
     => new Vector2Int(Mathf.CeilToInt(v.x), Mathf.CeilToInt(v.y));
Esempio n. 34
0
 public static float MaxOf(Vector2 v)
     => Mathf.Max(v.x, v.y);
Esempio n. 35
0
 public static Vector3 ToVector3XZ(this Vector2 v)
 {
     return new Vector3(v.x, 0, v.y);
 }
Esempio n. 36
0
 public static float ToAng(Vector2 v)
 {
     return Mathf.Atan2(v.y, v.x) * Mathf.Rad2Deg;
 }
Esempio n. 37
0
 public static Vector2 Ceil(Vector2 v)
     => new Vector2(Mathf.Ceil(v.x), Mathf.Ceil(v.y));
Esempio n. 38
0
    public void CreateProjectile(Vector2 pos){
        var clone = Instantiate(swordPrefab, pos, Quaternion.identity, transform) as GameObject;
        clone.GetComponent<SwordHitbox>().actionType = ActionType.Attacking;
        Debug.Log("Attack!");

    }
Esempio n. 39
0
 public static Vector2 Rotate(this Vector2 v, double degrees)
 {
     return v.RotateRadians(degrees * DegToRad);
 }
Esempio n. 40
0
 public static Vector2 RotateRadians(this Vector2 v, double radians)
 {
     var ca = Math.Cos(radians);
     var sa = Math.Sin(radians);
     return new Vector2((float)(ca * v.X - sa * v.Y), (float)(sa * v.X + ca * v.Y));
 }
Esempio n. 41
0
        public void Draw()
        {
            // Allow update for non-triggering changes (e.g., changing map view filters or changing a vessel's type)
            // This is the best way I could find to do periodic refreshes; 
            //  RTCore.Instance.InvokeRepeating() would require a search for instances 
            //  of AntennaFragment, and would keep running after all target windows 
            //  closed. Replace with something less clunky later! -- Starstrider42
            if (++refreshCounter >= 100) {
                Refresh();
                refreshCounter = 0;
            }

            mScrollPosition = GUILayout.BeginScrollView(mScrollPosition);
            {
                Color pushColor = GUI.backgroundColor;
                TextAnchor pushAlign = GUI.skin.button.alignment;
                GUI.skin.button.alignment = TextAnchor.MiddleLeft;
                // Depth-first tree traversal.
                Stack<Entry> dfs = new Stack<Entry>();
                foreach (Entry child in mRootEntry.SubEntries)
                {
                    dfs.Push(child);
                }
                while (dfs.Count > 0)
                {
                    Entry current = dfs.Pop();
                    GUI.backgroundColor = current.Color;

                    GUILayout.BeginHorizontal();
                    {
                        GUILayout.Space(current.Depth * (GUI.skin.button.margin.left + 24));
                        if (current.SubEntries.Count > 0)
                        {
                            RTUtil.Button(current.Expanded ? " <" : " >",
                                () =>
                                {
                                    current.Expanded = !current.Expanded;
                                }, GUILayout.Width(24));
                        }
                        RTUtil.StateButton(current.Text, mSelection == current ? 1 : 0, 1,
                            (s) =>
                            {
                                mSelection = current;
                                Antenna.Target = mSelection.Guid;
                            });

                    }
                    GUILayout.EndHorizontal();

                    if (current.Expanded)
                    {
                        foreach (Entry child in current.SubEntries)
                        {
                            dfs.Push(child);
                        }
                    }
                }

                GUI.skin.button.alignment = pushAlign;
                GUI.backgroundColor = pushColor;
            }
            GUILayout.EndScrollView();
        }
        /// <summary>
        /// Create a vector of specified type (fill the blank slots with 0 or ignore unnecessary slots)
        /// </summary>
        private static bool CreateVectorFromInput(string input, Type vectorType, out object output)
        {
            List <string> tokens = new List <string>(input.Replace(',', ' ').Trim().Split(' '));

            int i;

            for (i = tokens.Count - 1; i >= 0; i--)
            {
                tokens[i] = tokens[i].Trim();
                if (tokens[i].Length == 0)
                {
                    tokens.RemoveAt(i);
                }
            }

            float[] tokenValues = new float[tokens.Count];
            for (i = 0; i < tokens.Count; i++)
            {
                float val;
                if (float.TryParse(tokens[i], out val) == false)
                {
                    if (vectorType == typeof(Vector3))
                    {
                        output = new Vector3();
                    }
                    else if (vectorType == typeof(Vector2))
                    {
                        output = new Vector2();
                    }
                    else
                    {
                        output = new Vector4();
                    }

                    return(false);
                }

                tokenValues[i] = val;
            }

            if (vectorType == typeof(Vector3))
            {
                Vector3 result = new Vector3();

                for (i = 0; i < tokenValues.Length && i < 3; i++)
                {
                    result[i] = tokenValues[i];
                }

                for ( ; i < 3; i++)
                {
                    result[i] = 0;
                }

                output = result;
            }
            else if (vectorType == typeof(Vector2))
            {
                Vector2 result = new Vector2();

                for (i = 0; i < tokenValues.Length && i < 2; i++)
                {
                    result[i] = tokenValues[i];
                }

                for ( ; i < 2; i++)
                {
                    result[i] = 0;
                }

                output = result;
            }
            else
            {
                Vector4 result = new Vector4();

                for (i = 0; i < tokenValues.Length && i < 4; i++)
                {
                    result[i] = tokenValues[i];
                }

                for ( ; i < 4; i++)
                {
                    result[i] = 0;
                }

                output = result;
            }

            return(true);
        }
Esempio n. 43
0
 // Start is called before the first frame update
 void Start()
 {
   audioSource = GetComponent<AudioSource>();
   rigidbody2D = GetComponent<Rigidbody2D>();
   paddleToBallVector = transform.position - paddle1.transform.position;
 }
Esempio n. 44
0
 public static (bool hit, float distance, Vector2 normal) BoxRaycast(Rect box, Vector2 center, Vector2 direction)
 {
     direction = direction.normalized;
     Vector2 tMin, tMax;
     if (direction.x == 0 && direction.y == 0)
         return (false, 0, Vector2.zero);
Esempio n. 45
0
        /// <summary>
        /// Draw the inspector.
        /// </summary>

        public override void OnInspectorGUI()
        {
#if UNITY_4_3
            EditorGUIUtility.LookLikeControls(120f);
#else
            EditorGUIUtility.labelWidth = 120f;
#endif
            m = target as UIMiniMapBase;

            PrefabType type = PrefabUtility.GetPrefabType(m.gameObject);

            if (m.material == null)
            {
                m.material = NJGEditorTools.GetMaterial(m, true);
            }

            NJGEditorTools.DrawEditMap();

            DrawNotFound();

            targetObj = (Transform)EditorGUILayout.ObjectField(new GUIContent("Map Target", "The object that this map is going to follow"), m.target, typeof(Transform), true);

            if (m.target == null)
            {
                if (Application.isPlaying)
                {
                    EditorGUILayout.HelpBox("No target has been found, assign the tag to your target or drag it manually to the target field.", MessageType.Warning);
                }
                else
                {
                    EditorGUILayout.HelpBox("No target has been assigned, the target can be set automatically by using a tag or drag it manually to the target field.", MessageType.Warning);
                }
            }

            targetTag = EditorGUILayout.TagField(new GUIContent("Target Tag", "Assign a tag to auto search for the Map Target"), m.targetTag);

            GUILayout.BeginHorizontal();
            limitBounds      = EditorGUILayout.Toggle("Limit Map Bounds", m.limitBounds, GUILayout.Width(140f));
            GUI.contentColor = limitBounds ? Color.cyan : Color.gray;
            EditorGUILayout.LabelField("Prevent map to display beyond borders.");
            GUI.contentColor = Color.white;
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            rotateWithPlayer = EditorGUILayout.Toggle("Lock Rotation", m.rotateWithPlayer, GUILayout.Width(140f));
            GUI.contentColor = rotateWithPlayer ? Color.cyan : Color.gray;
            EditorGUILayout.LabelField("Makes the map follow target rotation.");
            GUI.contentColor = Color.white;
            GUILayout.EndHorizontal();

            ShowSelector("World Map Key", m.mapKey, delegate(KeyCode k) { m.keysInUse[2] = k; m.mapKey = k; EditorUtility.SetDirty(m); });
            ShowSelector("Lock Key", m.lockKey, delegate(KeyCode k) { m.keysInUse[0] = k; m.lockKey = k; EditorUtility.SetDirty(m); });

            mShader = (NJGMapBase.ShaderType)EditorGUILayout.EnumPopup("Shader Type", m.shaderType);
            if (mShader == NJGMapBase.ShaderType.ColorMask)
            {
                EditorGUILayout.HelpBox("Use the camera background color for masking", MessageType.Info);
                //m.colorMask = EditorGUILayout.ColorField("Color Mask", m.colorMask);
            }

            /*if (mShader != NJGMapBase.ShaderType.FOW)
             * {
             *      NJGMapBase.instance.fow.enabled = true;
             *      m.shaderType = mShader = NJGMapBase.ShaderType.FOW;
             *      m.material.shader = Shader.Find("NinjutsuGames/Map FOW");
             *      NJGEditorTools.RegisterUndo("UIMiniMap Setting", m);
             *      //EditorGUILayout.HelpBox("Fog of War is enabled\nIn order to make it work the shader type should be FOW\nIgnore this warning if you don't want to use FOW for this instance.", MessageType.Warning);
             * }
             * else
             * {
             *      NJGMapBase.instance.fow.enabled = false;
             *      m.shaderType = mShader = NJGMapBase.ShaderType.TextureMask;
             *      m.material.shader = Shader.Find("NinjutsuGames/Map TextureMask");
             *      NJGEditorTools.RegisterUndo("UIMiniMap Setting", m);
             * }*/

            if (m.shaderType != mShader)
            {
                m.shaderType = mShader;
                Shader s = Shader.Find("NinjutsuGames/Map TextureMask");
                switch (mShader)
                {
                case NJGMapBase.ShaderType.TextureMask:
                    s = Shader.Find("NinjutsuGames/Map TextureMask");
                    NJGMapBase.instance.fow.enabled = false;
                    break;

                case NJGMapBase.ShaderType.ColorMask:
                    s = Shader.Find("NinjutsuGames/Map ColorMask");
                    m.material.SetColor("_MaskColor", NJGMapBase.instance.cameraBackgroundColor);
                    NJGMapBase.instance.fow.enabled = false;
                    break;

                case NJGMapBase.ShaderType.FOW:
                    s = Shader.Find("NinjutsuGames/Map FOW");
                    NJGMapBase.instance.fow.enabled = true;
                    break;
                }
                m.material.shader = s;
                if (m.planeRenderer != null)
                {
                    if (Application.isPlaying)
                    {
                        m.planeRenderer.material.shader = s;
                    }
                    else
                    {
                        m.planeRenderer.sharedMaterial.shader = s;
                    }
                }
                NJGEditorTools.RegisterUndo("UIMiniMap Shader Type", m);
            }

            m.maskTexture = (Texture2D)EditorGUILayout.ObjectField("Mask", m.maskTexture, typeof(Texture2D), false);

            if (mMask != m.maskTexture)
            {
                mMask = m.maskTexture;
                m.material.SetTexture("_Mask", m.maskTexture);
                NJGEditorTools.RegisterUndo("UIMiniMap Setting", m);
            }

            bool shouldBeOn = NJGEditorTools.DrawHeader("UI Settings");
            if (shouldBeOn)
            {
                Color c = Color.grey;
                c.a = 0.5f;
                GUI.backgroundColor = c;
                NJGEditorTools.BeginContents();
                GUI.backgroundColor = Color.white;

                DrawDepth(type == PrefabType.Prefab);

                mPivot = (UIMiniMapBase.Pivot)EditorGUILayout.EnumPopup("Alignment", m.pivot);
                if (m.pivot != mPivot)
                {
                    m.pivot = mPivot;
                    EditorUtility.SetDirty(m);
                    m.UpdateAlignment();
                }

                m.mapColor = EditorGUILayout.ColorField("Color", m.mapColor);

                if (mColor != m.mapColor)
                {
                    mColor = m.mapColor;
                    if (m.material != null)
                    {
                        m.material.color = m.mapColor;
                    }

                    NJGEditorTools.RegisterUndo("UIMiniMap Setting", m);
                }

                /*GUILayout.BeginHorizontal();
                 * EditorGUILayout.LabelField("Dimensions", GUILayout.Width(116f));
                 * EditorGUIUtility.LookLikeControls(10f);
                 * mMapScale.x = EditorGUILayout.IntField((int)m.mapScale.x);
                 * EditorGUIUtility.LookLikeControls(12f);
                 * EditorGUILayout.LabelField("x", GUILayout.Width(15f));
                 * mMapScale.y = EditorGUILayout.IntField((int)m.mapScale.y);
                 * EditorGUIUtility.LookLikeControls(80f);
                 * GUILayout.EndHorizontal();*/

                mMapScale = EditorGUILayout.Vector2Field("Dimensions", m.mapScale);

                if (m.mapScale != mMapScale)
                {
                    mMapScale.x = (int)mMapScale.x;
                    mMapScale.y = (int)mMapScale.y;
                    m.mapScale  = mMapScale;
                    NJGEditorTools.RegisterUndo("UIMiniMap Setting", m);
                    m.UpdateAlignment();
                }

                /*GUILayout.BeginHorizontal();
                 * EditorGUILayout.LabelField("Margin", GUILayout.Width(116f));
                 * EditorGUIUtility.LookLikeControls(10f);
                 * mMargin.x = EditorGUILayout.IntField((int)m.margin.x);
                 * EditorGUIUtility.LookLikeControls(12f);
                 * EditorGUILayout.LabelField("x", GUILayout.Width(15f));
                 * mMargin.y = EditorGUILayout.IntField((int)m.margin.y);
                 * EditorGUIUtility.LookLikeControls(80f);
                 * GUILayout.EndHorizontal();*/

                mMargin = EditorGUILayout.Vector2Field("Margin", m.margin);

                if (m.margin != mMargin)
                {
                    m.margin.x = (int)mMargin.x;
                    m.margin.y = (int)mMargin.y;
                    NJGEditorTools.RegisterUndo("UIMiniMap Setting", m);
                    m.UpdateAlignment();
                }

                GUILayout.BeginHorizontal();
                EditorGUILayout.LabelField(new GUIContent("Culling Radius", "If icons get farther this radius they will dissapear"), GUILayout.Width(116f));
                GUI.enabled = !m.calculateBorder;
#if UNITY_4_3
                mapBorderRadius = EditorGUILayout.FloatField(m.mapBorderRadius);
#else
                mapBorderRadius = EditorGUILayout.FloatField(m.mapBorderRadius, GUILayout.Width(158f));
#endif
                GUI.enabled     = true;
                calculateBorder = EditorGUILayout.Toggle(new GUIContent("Automatic", "Check this option if you want this value to be autmatically calculated at start."), m.calculateBorder);
#if UNITY_4_3
                EditorGUIUtility.LookLikeControls(120f);
#else
                EditorGUIUtility.labelWidth = 120f;
#endif
                GUILayout.EndHorizontal();

                DrawFrameUI();

                northIcon = (GameObject)EditorGUILayout.ObjectField(new GUIContent("North Icon", "Optional north icon. Will be automatically placed if its assigned."), m.northIcon, typeof(GameObject), true);
                //if (northIcon != null)
                //	northIconOffset = EditorGUILayout.IntField(new GUIContent("North Icon Offset", "Adjust the north icon distance from map border"), m.northIconOffset);
                NJGEditorTools.EndContents();
                EditorGUILayout.Separator();
            }
            shouldBeOn = NJGEditorTools.DrawHeader("Zoom Settings");
            if (shouldBeOn)
            {
                Color c = Color.grey;
                c.a = 0.5f;
                GUI.backgroundColor = c;
                NJGEditorTools.BeginContents();
                GUI.backgroundColor = Color.white;

                //EditorGUILayout.LabelField("Zoom Settings", EditorStyles.boldLabel);

                GUILayout.BeginHorizontal();
                mouseWheel       = EditorGUILayout.Toggle("Mouse Wheel", m.mouseWheelEnabled, GUILayout.Width(140f));
                GUI.contentColor = mouseWheel ? Color.cyan : Color.gray;
                EditorGUILayout.LabelField("Enable Mouse Wheel zoom.");
                GUI.contentColor = Color.white;
                GUILayout.EndHorizontal();

                GUILayout.BeginHorizontal();
                zoom = EditorGUILayout.Slider(new GUIContent("Zoom", "Current zoom level"), m.zoom, m.minZoom, m.maxZoom);
                if (m.zoom != zoom)
                {
                    if (!LeanTween.isTweening(m.gameObject))
                    {
                        m.zoom = Mathf.Clamp(zoom, m.minZoom, m.maxZoom);
                    }
                    NJGEditorTools.RegisterUndo("UIMiniMap Setting", m);
                }
                GUILayout.EndHorizontal();

                zoomAmount = EditorGUILayout.Slider(new GUIContent("Amount", "How much should zoom in/out when zoom function is called."), m.zoomAmount, 0.01f, 5);

                GUILayout.BeginHorizontal();
                EditorGUILayout.LabelField(new GUIContent("Range", "Min and Max level of zoom"), GUILayout.Width(116.0f));
                minZoom = EditorGUILayout.FloatField(m.minZoom, GUILayout.Width(25.0f));
                EditorGUILayout.MinMaxSlider(ref minZoom, ref maxZoom, 1, 30);
                maxZoom = EditorGUILayout.FloatField(m.maxZoom, GUILayout.Width(25.0f));
                //minZoom = Mathf.Round(minZoom);
                //maxZoom = Mathf.Round(maxZoom);
                GUILayout.EndHorizontal();

                mEasing = (LeanTweenType)EditorGUILayout.EnumPopup("Easing", m.zoomEasing);
                if (m.zoomEasing != mEasing)
                {
                    m.zoomEasing = mEasing;
                    NJGEditorTools.RegisterUndo("UIMiniMap Setting", m);
                }

                zoomSpeed = EditorGUILayout.Slider(new GUIContent("Speed", "Zoom animation speed"), m.zoomSpeed, 0f, 2f);

                ShowSelector("Zoom In Key", m.zoomInKey, delegate(KeyCode k) { m.keysInUse[0] = k; m.zoomInKey = k; NJGEditorTools.RegisterUndo("UIMiniMap Setting", m); });
                ShowSelector("Zoom Out Key", m.zoomOutKey, delegate(KeyCode k) { m.keysInUse[1] = k; m.zoomOutKey = k; NJGEditorTools.RegisterUndo("UIMiniMap Setting", m); });

                NJGEditorTools.EndContents();
                EditorGUILayout.Separator();
            }

            shouldBeOn = NJGEditorTools.DrawHeader("Panning Settings");
            if (shouldBeOn)
            {
                Color c = Color.grey;
                c.a = 0.5f;
                GUI.backgroundColor = c;
                NJGEditorTools.BeginContents();
                GUI.backgroundColor = Color.white;

                panning            = EditorGUILayout.Toggle("Enabled", m.panning, GUILayout.Width(140f));
                GUI.enabled        = panning;
                panningEase        = (LeanTweenType)EditorGUILayout.EnumPopup("Easing", m.panningEasing);
                panningSpeed       = EditorGUILayout.Slider(new GUIContent("Speed", "How fast the panning should move"), m.panningSpeed, 0, 5);
                panningSensitivity = EditorGUILayout.Slider(new GUIContent("Sensitivy", "How fast the panning should respond on mouse move"), m.panningSensitivity, 0.1f, 10f);
                panningMoveBack    = EditorGUILayout.Toggle(new GUIContent("Return on Release", "Moves back the panning to its original position"), m.panningMoveBack, GUILayout.Width(140f));
                GUI.enabled        = true;
                NJGEditorTools.EndContents();
                EditorGUILayout.Separator();
            }

            if (m.limitBounds != limitBounds ||
                m.rotateWithPlayer != rotateWithPlayer ||
                m.target != targetObj ||
                m.targetTag != targetTag ||
                m.minZoom != minZoom ||
                m.maxZoom != maxZoom ||
                m.zoomSpeed != zoomSpeed ||
                m.mapBorderRadius != mapBorderRadius ||
                m.northIcon != northIcon ||
                //m.northIconOffset != northIconOffset ||
                m.calculateBorder != calculateBorder ||
                m.mouseWheelEnabled != mouseWheel ||
                m.panning != panning ||
                m.panningSpeed != panningSpeed ||
                m.panningEasing != panningEase ||
                m.panningMoveBack != panningMoveBack ||
                m.panningSensitivity != panningSensitivity ||
                m.zoomAmount != zoomAmount)
            {
                m.zoomAmount         = zoomAmount;
                m.panningSensitivity = panningSensitivity;
                m.panningMoveBack    = panningMoveBack;
                m.panning            = panning;
                m.panningSpeed       = panningSpeed;
                m.panningEasing      = panningEase;
                m.limitBounds        = limitBounds;
                m.rotateWithPlayer   = rotateWithPlayer;
                m.target             = targetObj;
                m.targetTag          = targetTag;
                m.minZoom            = minZoom;
                m.maxZoom            = maxZoom;
                m.zoomSpeed          = zoomSpeed;
                m.mapBorderRadius    = mapBorderRadius;
                m.northIcon          = northIcon;
                //m.northIconOffset = northIconOffset;
                m.calculateBorder   = calculateBorder;
                m.mouseWheelEnabled = mouseWheel;
                NJGEditorTools.RegisterUndo("Changed Minimap Settings", m);
            }

            if (GUI.changed)
            {
                EditorUtility.SetDirty(m);
            }
        }
Esempio n. 46
0
        public override void AI()
        {
            if (body == -1)
            {
                int npcID = BaseAI.GetNPC(npc.Center, mod.NPCType("Zero"), 1000, null);
                if (npcID >= 0)
                {
                    body = npcID;
                }
            }

            if (body == -1)
            {
                return;
            }

            NPC zero = Main.npc[body];

            if (zero == null || zero.life <= 0 || !zero.active || zero.type != mod.NPCType("Zero"))
            {
                npc.active = false; return;
            }

            for (int m = npc.oldPos.Length - 1; m > 0; m--)
            {
                npc.oldPos[m] = npc.oldPos[m - 1];
            }
            npc.oldPos[0] = npc.position;

            int probeNumber = ((Zero)zero.modNPC).WeaponCount;

            if (rotValue == -1f)
            {
                rotValue = npc.ai[0] % probeNumber * ((float)Math.PI * 2f / probeNumber);
            }
            rotValue += Main.expertMode ? .05f : 0f;
            while (rotValue > (float)Math.PI * 2f)
            {
                rotValue -= (float)Math.PI * 2f;
            }
            npc.Center = BaseUtility.RotateVector(zero.Center, zero.Center + new Vector2(((Zero)zero.modNPC).Distance, 0f), rotValue);

            if (Main.netMode != NetmodeID.MultiplayerClient)
            {
                npc.ai[2]++;
            }

            Player player = Main.player[zero.target];

            int aiTimerFire = Main.expertMode ? 260 : 300;

            if (npc.ai[2] == aiTimerFire)
            {
                npc.ai[2] = 0;
                if (Collision.CanHit(npc.position, npc.width, npc.height, player.Center, player.width, player.height))
                {
                    Vector2 fireTarget = npc.Center;
                    float   rot        = BaseUtility.RotationTo(npc.Center, player.Center);
                    fireTarget = BaseUtility.RotateVector(npc.Center, fireTarget, rot);
                    BaseAI.FireProjectile(player.Center, fireTarget, mod.ProjectileType("GenocideRocket"), npc.damage / 2, 0f, 4f);
                }
            }

            Vector2 vector2     = new Vector2(npc.position.X + (npc.width * 0.5f), npc.position.Y + (npc.height * 0.5f));
            float   num1        = Main.player[npc.target].position.X + (Main.player[npc.target].width / 2) - vector2.X;
            float   num2        = Main.player[npc.target].position.Y + (Main.player[npc.target].height / 2) - vector2.Y;
            float   NewRotation = (float)Math.Atan2(num2, num1) - 1.57f;

            npc.rotation = MathHelper.Lerp(npc.rotation, NewRotation, 1f / 30f);
        }
Esempio n. 47
0
 public static Vector2 Frac(Vector2 v)
     => new Vector2(Frac(v.x), Frac(v.y));
Esempio n. 48
0
 public override bool?DrawHealthBar(byte hbPosition, ref float scale, ref Vector2 position)
 {
     return(false);
 }
Esempio n. 49
0
        public static bool LineIntersect(Vector2 o1, Vector2 d1, Vector2 o2, Vector2 d2, out Vector2 point)
        {
            var div = (d1.y * d2.x - d1.x * d2.y);
            point = Vector2.zero;
            if (Mathf.Abs(div) < 0.001f)
                return false;

            var t1 = -(-d2.y * o1.x + d2.x * o1.y + d2.y * o2.x - d2.x * o2.y) / div;

            point = o1 + d1 * t1;
        
            return true;
        }
Esempio n. 50
0
        public void Update(GameTime gameTime)
        {
            bool collision = false;
            _minDistance = float.MaxValue;

            for (int i = 0; i < BeansJamGame.planets.Count; i++)
            {
                Vector2 vec = (BeansJamGame.planets[i].position - _position);

                if (vec.Length() - BeansJamGame.planets[i].radius < _minDistance)
                {
                    _minDistance = vec.Length() - BeansJamGame.planets[i].radius;
                    _mainPlanet = BeansJamGame.planets[i];
                }

                float planetDistance = vec.Length();
                vec.Normalize();

                Vector2 planetAcceleration = vec * (BeansJamGame.planets[i].radius * 5 / planetDistance) * 0.05f;
                _velocity += planetAcceleration;
            }

            for (int i = 0; i < BeansJamGame.planets.Count; i++)
                if (Math.Abs(((_position + _velocity) - BeansJamGame.planets[i].position).Length()) <= BeansJamGame.planets[i].radius)
                    collision = true;

            if (collision)
            {
                _velocity = Vector2.Zero;
                _isJumping = false;
            }
            else
            {
                _position += _velocity;
            }

            Vector2 mainVec = (_mainPlanet.position - _position);
            mainVec.Normalize();

            //rotation = (float)Math.Atan2(mainVec.Y, mainVec.X);


            if (BeansJamGame.keyboardState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Left))
            {
                _rVelocity -= 0.0001f;
                //velocity += new Vector2(-mainVec.Y, mainVec.X) * speed;
            }
            if (BeansJamGame.keyboardState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Right))
            {
                _rVelocity += 0.0001f;
                //velocity -= new Vector2(-mainVec.Y, mainVec.X) * speed;
            }

            _rotation += _rVelocity;

            //if (!isJumping && BeansJamGame.keyboardState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Space))
            //{
            //    isJumping = true;
            //    velocity = mainVec * acceleration;
            //}

            if (BeansJamGame.keyboardState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Space))
            {
                Vector2 engineVector = new Vector2((float)Math.Cos(_rotation), (float)Math.Sin(_rotation));
                _velocity += engineVector * -0.351f;
            }

            _playerRectangle.X = (int)(_position.X);
            _playerRectangle.Y = (int)(_position.Y);
        }
Esempio n. 51
0
 /// <summary>
 /// Cross product following right hand rule.
 /// </summary>
 /// <param name="u"></param>
 /// <param name="v"></param>
 /// <returns></returns>
 public static float Cross2(Vector2 u, Vector2 v)
     => u.x * v.y - u.y * v.x;
Esempio n. 52
0
 public Player()
 {
     _position = new Vector2(0, -100);
     _rotation = (float)Math.PI / 2;
 }
Esempio n. 53
0
 public static bool Contains(this RectInt rect, Vector2 pos)
 {
     if (pos.x >= rect.xMin && pos.y >= rect.yMin && pos.x < rect.xMax && pos.y < rect.yMax)
         return true;
     return false;
 }
	//Initialization
	void Start () {

		_transform = gameObject.GetComponent<Transform>();
		_currentPosition = _transform.position;

	}
Esempio n. 55
0
 public static Vector2 Max(Vector2 a, Vector2 b)
     => new Vector2(Mathf.Max(a.x, b.x), Mathf.Max(a.y, b.y));
Esempio n. 56
0
        public bool Draw(Rect parentPosition, ParentNode selectedNode, Vector2 mousePosition, int mouseButtonId, bool hasKeyboardFocus)
        {
            bool changeCheck = false;

            base.Draw(parentPosition, mousePosition, mouseButtonId, hasKeyboardFocus);
            if (m_nodePropertiesStyle == null)
            {
                m_nodePropertiesStyle = UIUtils.GetCustomStyle(CustomStyle.NodePropertiesTitle);
                m_nodePropertiesStyle.normal.textColor = m_nodePropertiesStyle.active.textColor = EditorGUIUtility.isProSkin ? new Color(1f, 1f, 1f) : new Color(0f, 0f, 0f);
            }

            if (m_isMaximized)
            {
                KeyCode key = Event.current.keyCode;
                if (m_isMouseInside || hasKeyboardFocus)
                {
                    if (key == ShortcutsManager.ScrollUpKey)
                    {
                        m_currentScrollPos.y -= 10;
                        if (m_currentScrollPos.y < 0)
                        {
                            m_currentScrollPos.y = 0;
                        }
                        Event.current.Use();
                    }

                    if (key == ShortcutsManager.ScrollDownKey)
                    {
                        m_currentScrollPos.y += 10;
                        Event.current.Use();
                    }
                }

                if (m_forceUpdate)
                {
                    if (m_propertyReordableList != null)
                    {
                        m_propertyReordableList.ReleaseKeyboardFocus();
                    }
                    m_propertyReordableList = null;

                    if (m_functionInputsReordableList != null)
                    {
                        m_functionInputsReordableList.ReleaseKeyboardFocus();
                    }
                    m_functionInputsReordableList = null;

                    if (m_functionOutputsReordableList != null)
                    {
                        m_functionOutputsReordableList.ReleaseKeyboardFocus();
                    }
                    m_functionOutputsReordableList = null;
                    m_forceUpdate = false;
                }

                GUILayout.BeginArea(m_transformedArea, m_content, m_style);
                {
                    //Draw selected node parameters
                    if (selectedNode != null)
                    {
                        // this hack is need because without it the several FloatFields/Textfields/... would show wrong values ( different from the ones they were assigned to show )
                        if (m_lastSelectedNode != selectedNode.UniqueId)
                        {
                            m_lastSelectedNode = selectedNode.UniqueId;
                            GUI.FocusControl("");
                        }

                        EditorGUILayout.BeginVertical();
                        {
                            EditorGUILayout.Separator();
                            if (selectedNode.UniqueId == ParentWindow.CurrentGraph.CurrentMasterNodeId)
                            {
                                m_dummyContent.text = "Output Node";
                            }
                            else
                            {
                                if (selectedNode.Attributes != null)
                                {
                                    m_dummyContent.text = selectedNode.Attributes.Name;
                                }
                                else if (selectedNode is CommentaryNode)
                                {
                                    m_dummyContent.text = "Commentary";
                                }
                                else
                                {
                                    m_dummyContent.text = TitleStr;
                                }
                            }

                            EditorGUILayout.LabelField(m_dummyContent, m_nodePropertiesStyle);

                            EditorGUILayout.Separator();
                            //UIUtils.RecordObject( selectedNode , "Changing properties on node " + selectedNode.UniqueId);
                            m_currentScrollPos = EditorGUILayout.BeginScrollView(m_currentScrollPos, GUILayout.Width(0), GUILayout.Height(0));
                            float labelWidth = EditorGUIUtility.labelWidth;
                            if (selectedNode.TextLabelWidth > 0)
                            {
                                EditorGUIUtility.labelWidth = selectedNode.TextLabelWidth;
                            }

                            changeCheck = selectedNode.SafeDrawProperties();
                            EditorGUIUtility.labelWidth = labelWidth;
                            EditorGUILayout.EndScrollView();
                        }
                        EditorGUILayout.EndVertical();

                        if (changeCheck)
                        {
                            if (selectedNode.ConnStatus == NodeConnectionStatus.Connected)
                            {
                                ParentWindow.SetSaveIsDirty();
                            }
                        }
                    }
                    else
                    {
                        //Draw Graph Params
                        EditorGUILayout.BeginVertical();
                        {
                            EditorGUILayout.Separator();
                            EditorGUILayout.LabelField("Graph Properties", m_nodePropertiesStyle);
                            EditorGUILayout.Separator();

                            m_currentScrollPos = EditorGUILayout.BeginScrollView(m_currentScrollPos, GUILayout.Width(0), GUILayout.Height(0));
                            float labelWidth = EditorGUIUtility.labelWidth;
                            EditorGUIUtility.labelWidth = 90;

                            bool generalIsVisible = EditorVariablesManager.ExpandedGeneralShaderOptions.Value;
                            NodeUtils.DrawPropertyGroup(ref generalIsVisible, " General", DrawGeneralFunction);
                            EditorVariablesManager.ExpandedGeneralShaderOptions.Value = generalIsVisible;
                            AmplifyShaderFunction function = ParentWindow.CurrentGraph.CurrentShaderFunction;
                            if (function != null)
                            {
                                function.AdditionalIncludes.Draw(ParentWindow.CurrentGraph.CurrentOutputNode);
                            }

                            bool inputIsVisible = EditorVariablesManager.ExpandedFunctionInputs.Value;
                            NodeUtils.DrawPropertyGroup(ref inputIsVisible, " Function Inputs", DrawFunctionInputs);
                            EditorVariablesManager.ExpandedFunctionInputs.Value = inputIsVisible;

                            bool outputIsVisible = EditorVariablesManager.ExpandedFunctionOutputs.Value;
                            NodeUtils.DrawPropertyGroup(ref outputIsVisible, " Function Outputs", DrawFunctionOutputs);
                            EditorVariablesManager.ExpandedFunctionOutputs.Value = outputIsVisible;

                            bool properties = ParentWindow.ExpandedProperties;
                            NodeUtils.DrawPropertyGroup(ref properties, " Material Properties", DrawFunctionProperties);
                            ParentWindow.ExpandedProperties = properties;

                            EditorGUIUtility.labelWidth = labelWidth;
                            EditorGUILayout.EndScrollView();
                        }
                        EditorGUILayout.EndVertical();
                    }
                }
                // Close window area
                GUILayout.EndArea();
            }

            PostDraw();
            return(changeCheck);
        }
Esempio n. 57
0
        private static BarrierType FindBarrierType()
        {
            Vector2 nextPos = PlayerNextPosition();

            xTile.Dimensions.Location location = new xTile.Dimensions.Location((int)nextPos.X, (int)nextPos.Y);
            Vector2      tilePos = new Vector2(location.X / Game1.tileSize, location.Y / Game1.tileSize);
            GameLocation loc     = Game1.currentLocation;

            Layer buildingsLayer = loc.map.GetLayer("Buildings");
            Tile  tile           = buildingsLayer.PickTile(location, Game1.viewport.Size);

            if (tile != null)
            {
                int i = tile.TileIndex;
                ModEntry.Log("tile " + tile.TileIndex);
                if (loc is FarmHouse)
                {
                    return(BarrierType.Housewall);
                }
                else if (i == 184 || i == 1183 || i == 1210 || i == 211 || i == 183 || i == 1182 || i == 185 || i == 1184 || i == 235 || i == 1290 || i == 260 || i == 1315 ||
                         i == 259 || i == 258 || i == 1257 || i == 1207 || i == 208 || i == 213 || i == 212 || i == 1232 || i == 233 || i == 1209 || i == 210 || i == 238 || i == 1292 ||
                         i == 237 || i == 1291)
                {
                    return(BarrierType.Water);
                }
                else if (i == 383 || i == 384 || i == 385 || i == 436 || i == 411 || i == 386 || i == 434 ||
                         i == 832 || i == 833 || i == 834 || i == 866 || i == 898 || i == 930 || i == 900 || i == 929 || i == 928 || i == 896 || i == 864)
                {
                    return(BarrierType.Fence);
                }
                else if (i == 541 || i == 542 || i == 543 || i == 544 || i == 391 || i == 416 || i == 441 || i == 466 || i == 491 || i == 516 || i == 419 || i == 394 || i == 444 ||
                         i == 469 || i == 494 || i == 519 || i == 422 || i == 438 || i == 540 || i == 439 || i == 464 || i == 440 || i == 467 || i == 468 || i == 369 ||
                         i == 344 || i == 319 || i == 294 || i == 295 || i == 291 || i == 316 || i == 366 || i == 496 || i == 522 || i == 548 || i == 547 || i == 546 ||
                         i == 545 || i == 539 || i == 371 || i == 399 || i == 446 || i == 290)
                {
                    return(BarrierType.Cliff);
                }
                else if (i == 1938 || i == 1939)
                {
                    return(BarrierType.PetWaterBowl);
                }
                else if (i == 40 || i == 72 || i == 322 || i == 323 || i == 327 || i == 54 || i == 86)
                {
                    return(BarrierType.Bench);
                }
                else if (i == 1003)
                {
                    return(BarrierType.Lantern);
                }
                return(BarrierType.UnknownWall);
            }
            else if (loc.isTerrainFeatureAt((int)tilePos.X, (int)tilePos.Y))
            {
                TerrainFeature terrainFeature = loc.terrainFeatures.ContainsKey(tilePos) ? loc.terrainFeatures[tilePos] : loc.getLargeTerrainFeatureAt((int)tilePos.X, (int)tilePos.Y);
                //ModEntry.Log("terrain: "+terrainFeature.ToString());
                if (terrainFeature is Bush)
                {
                    return(BarrierType.Bush);
                }
                if (terrainFeature is Tree)
                {
                    return(BarrierType.Tree);
                }
                return(BarrierType.UnknownTerrain);
            }

            /*
             * else if (Game1.currentLocation.getLargeTerrainFeatureAt(location.X / Game1.tileSize, location.Y / Game1.tileSize) != null)
             * {
             *  ModEntry.Log("large terrain");
             *  return BarrierType.UnknownLargeTerrain;
             * }
             */
            else if (Game1.currentLocation.getObjectAtTile(location.X / Game1.tileSize, location.Y / Game1.tileSize) is StardewValley.Object obj && obj != null)
            {
                switch (obj.ParentSheetIndex)
                {
                case 294:
                case 295:
                    return(BarrierType.Wood);

                case Object.mineStoneSnow1:
                case Object.mineStoneSnow2:
                case Object.mineStoneSnow3:
                case Object.mineStonePurpleSnowIndex:
                case Object.mineStoneRed1Index:
                case Object.mineStoneRed2Index:
                case Object.mineStoneBlue1Index:
                case Object.mineStoneBlue2Index:
                case Object.mineStoneGrey1Index:
                case Object.mineStoneGrey2Index:
                case Object.mineStoneBrown1Index:
                case Object.mineStoneBrown2Index:
                case Object.mineStoneMysticIndex:
                case Object.mineStonePurpleIndex:
                case 343:
                case 450:
                    return(BarrierType.Stone);

                //case Object.mineStoneSnow1
                case 674:
                case 675:
                case 784:
                case 792:
                    return(BarrierType.Weed);

                default:
                    ModEntry.Log("obj: " + obj.Name + ", id: " + obj.ParentSheetIndex);
                    return(BarrierType.UnknownObject);
                }
            }
Esempio n. 58
0
 public void SetVector2(Vector2 val)
 {
     vector_2 = val;
 }
Esempio n. 59
0
 public static Vector2Int FloorToInt(Vector2 v)
     => new Vector2Int(Mathf.FloorToInt(v.x), Mathf.FloorToInt(v.y));
Esempio n. 60
0
        public override void AI()
        {
            if (Main.netMode != 0)
            {
                Vector2 target = new Vector2(npc.ai[0], npc.ai[1]);
                Vector2 moveTo = new Vector2(target.X, target.Y) - npc.position;


                npc.velocity = (moveTo) * 1f;
            }
            if (Main.expertMode)
            {
                shotDamage = (int)(npc.damage / 8 * 1.6f);
            }
            else
            {
                shotDamage = npc.damage / 4;
            }
            Player player = Main.player[npc.target];

            npc.TargetClosest(true);

            if (npc.defense == 2)
            {
                fireLaser          = true;
                npc.dontTakeDamage = false;
                frame = 1;
                timer++;

                if (timer > 90)
                {
                    timer = 30;
                    if (Main.netMode != 1)
                    {
                        Projectile.NewProjectile(npc.Center.X, npc.Center.Y, (float)Math.Cos(-(float)Math.PI / 2 + 1 * (float)Math.PI / 12) * shotSpeed, -(float)Math.Sin(-(float)Math.PI / 2 + +1 * (float)Math.PI / 12) * shotSpeed, mod.ProjectileType("TurretShot"), shotDamage, 0, Main.myPlayer);
                        Projectile.NewProjectile(npc.Center.X, npc.Center.Y, (float)Math.Cos(-(float)Math.PI / 2 + 3 * (float)Math.PI / 12) * shotSpeed, -(float)Math.Sin(-(float)Math.PI / 2 + +3 * (float)Math.PI / 12) * shotSpeed, mod.ProjectileType("TurretShot"), shotDamage, 0, Main.myPlayer);
                        Projectile.NewProjectile(npc.Center.X, npc.Center.Y, (float)Math.Cos(-(float)Math.PI / 2 + 5 * (float)Math.PI / 12) * shotSpeed, -(float)Math.Sin(-(float)Math.PI / 2 + +5 * (float)Math.PI / 12) * shotSpeed, mod.ProjectileType("TurretShot"), shotDamage, 0, Main.myPlayer);
                        //Projectile.NewProjectile(npc.Center.X, npc.Center.Y, (float)Math.Cos(-(float)Math.PI / 2 + 7 * (float)Math.PI / 16) * shotSpeed, -(float)Math.Sin(-(float)Math.PI / 2 + +7 * (float)Math.PI / 16) * shotSpeed, mod.ProjectileType("TurretShot"), shotDamage, 0, Main.myPlayer);
                        Projectile.NewProjectile(npc.Center.X, npc.Center.Y, (float)Math.Cos(-(float)Math.PI / 2 + -1 * (float)Math.PI / 12) * shotSpeed, -(float)Math.Sin(-(float)Math.PI / 2 + + -1 * (float)Math.PI / 12) * shotSpeed, mod.ProjectileType("TurretShot"), shotDamage, 0, Main.myPlayer);
                        Projectile.NewProjectile(npc.Center.X, npc.Center.Y, (float)Math.Cos(-(float)Math.PI / 2 + -3 * (float)Math.PI / 12) * shotSpeed, -(float)Math.Sin(-(float)Math.PI / 2 + + -3 * (float)Math.PI / 12) * shotSpeed, mod.ProjectileType("TurretShot"), shotDamage, 0, Main.myPlayer);
                        Projectile.NewProjectile(npc.Center.X, npc.Center.Y, (float)Math.Cos(-(float)Math.PI / 2 + -5 * (float)Math.PI / 12) * shotSpeed, -(float)Math.Sin(-(float)Math.PI / 2 + + -5 * (float)Math.PI / 12) * shotSpeed, mod.ProjectileType("TurretShot"), shotDamage, 0, Main.myPlayer);
                        //Projectile.NewProjectile(npc.Center.X, npc.Center.Y, (float)Math.Cos(-(float)Math.PI / 2 + -7 * (float)Math.PI / 16) * shotSpeed, -(float)Math.Sin(-(float)Math.PI / 2 + +-7 * (float)Math.PI / 16) * shotSpeed, mod.ProjectileType("TurretShot"), shotDamage, 0, Main.myPlayer);
                    }
                }
                else if (timer == 60)
                {
                    if (Main.netMode != 1)
                    {
                        Projectile.NewProjectile(npc.Center.X, npc.Center.Y, (float)Math.Cos(-(float)Math.PI / 2 + 0 * (float)Math.PI / 6) * shotSpeed, -(float)Math.Sin(-(float)Math.PI / 2 + +0 * (float)Math.PI / 6) * shotSpeed, mod.ProjectileType("TurretShot"), shotDamage, 0, Main.myPlayer);
                        Projectile.NewProjectile(npc.Center.X, npc.Center.Y, (float)Math.Cos(-(float)Math.PI / 2 + 1 * (float)Math.PI / 6) * shotSpeed, -(float)Math.Sin(-(float)Math.PI / 2 + +1 * (float)Math.PI / 6) * shotSpeed, mod.ProjectileType("TurretShot"), shotDamage, 0, Main.myPlayer);
                        Projectile.NewProjectile(npc.Center.X, npc.Center.Y, (float)Math.Cos(-(float)Math.PI / 2 + 2 * (float)Math.PI / 6) * shotSpeed, -(float)Math.Sin(-(float)Math.PI / 2 + +2 * (float)Math.PI / 6) * shotSpeed, mod.ProjectileType("TurretShot"), shotDamage, 0, Main.myPlayer);
                        Projectile.NewProjectile(npc.Center.X, npc.Center.Y, (float)Math.Cos(-(float)Math.PI / 2 + 3 * (float)Math.PI / 6) * shotSpeed, -(float)Math.Sin(-(float)Math.PI / 2 + +3 * (float)Math.PI / 6) * shotSpeed, mod.ProjectileType("TurretShot"), shotDamage, 0, Main.myPlayer);
                        //Projectile.NewProjectile(npc.Center.X, npc.Center.Y, (float)Math.Cos(-(float)Math.PI / 2 + 4 * (float)Math.PI / 6) * shotSpeed, -(float)Math.Sin(-(float)Math.PI / 2 + +4 * (float)Math.PI / 6) * shotSpeed, mod.ProjectileType("TurretShot"), shotDamage, 0, Main.myPlayer);
                        Projectile.NewProjectile(npc.Center.X, npc.Center.Y, (float)Math.Cos(-(float)Math.PI / 2 + -1 * (float)Math.PI / 6) * shotSpeed, -(float)Math.Sin(-(float)Math.PI / 2 + + -1 * (float)Math.PI / 6) * shotSpeed, mod.ProjectileType("TurretShot"), shotDamage, 0, Main.myPlayer);
                        Projectile.NewProjectile(npc.Center.X, npc.Center.Y, (float)Math.Cos(-(float)Math.PI / 2 + -2 * (float)Math.PI / 6) * shotSpeed, -(float)Math.Sin(-(float)Math.PI / 2 + + -2 * (float)Math.PI / 6) * shotSpeed, mod.ProjectileType("TurretShot"), shotDamage, 0, Main.myPlayer);
                        Projectile.NewProjectile(npc.Center.X, npc.Center.Y, (float)Math.Cos(-(float)Math.PI / 2 + -3 * (float)Math.PI / 6) * shotSpeed, -(float)Math.Sin(-(float)Math.PI / 2 + + -3 * (float)Math.PI / 6) * shotSpeed, mod.ProjectileType("TurretShot"), shotDamage, 0, Main.myPlayer);
                        //Projectile.NewProjectile(npc.Center.X, npc.Center.Y, (float)Math.Cos(-(float)Math.PI / 2 + -4 * (float)Math.PI / 6) * shotSpeed, -(float)Math.Sin(-(float)Math.PI / 2 + +-4 * (float)Math.PI / 6) * shotSpeed, mod.ProjectileType("TurretShot"), shotDamage, 0, Main.myPlayer);
                    }
                }
            }
            else if (npc.defense == 3)
            {
                if (fireLaser)
                {
                    laser     = Main.projectile[Projectile.NewProjectile(npc.Center.X, npc.Center.Y, 0, 14f, mod.ProjectileType("SuperLaser"), 5 * shotDamage, 3f, Main.myPlayer, npc.whoAmI, npc.rotation + (float)Math.PI / 2)];
                    fireLaser = false;
                }
                npc.dontTakeDamage = false;
                frame = 1;
                timer++;
                if (timer > 600)
                {
                    laser.Kill();
                    timer = 0;
                }
            }
            else if (npc.defense == 4)
            {
                timer++;
                if (timer == 120 && Main.netMode != 1)
                {
                    Projectile.NewProjectile(npc.Center.X, npc.Center.Y, 0, 14f, mod.ProjectileType("BlackHoleSeed"), 3 * shotDamage, 3f, Main.myPlayer);
                }
                npc.dontTakeDamage = false;
                frame = 1;
            }
            else if (npc.defense == 5 && Main.netMode != 1)
            {
                timer++;
                if (timer == 120)
                {
                    Projectile.NewProjectile(npc.Center.X, npc.Center.Y, 0, 7f, mod.ProjectileType("MegaBurst"), shotDamage, 3f, Main.myPlayer);
                }
                npc.dontTakeDamage = false;
                frame = 1;
            }
            else
            {
                fireLaser          = true;
                timer              = 0;
                npc.dontTakeDamage = true;
                frame              = 0;
            }

            if (Math.Abs(player.Center.X - npc.Center.X) > 800 || player.Center.Y - npc.Center.Y > 1000)
            {
                npc.dontTakeDamage = true;
            }
            npc.defense = 50;
        }