Esempio n. 1
0
    //----------------------------------- Methods -----------------------------------
    // Use this for initialization
    void Start()
    {
        // New attribute list (widget)
        m_allLinkedAttributes = gameObject.AddComponent <Widget>();

        // Add all used attributes
        m_allLinkedAttributes.AddAttribute <int> ("ActiveTool", 0);                         // 0 Rect Brush, 1 Gradient Brush, 2 Circle Brush, 3 Image Brush
        m_allLinkedAttributes.AddAttribute <Gradient> ("FalloffGradient", new Gradient());  // Gradient Brush falloff
        m_allLinkedAttributes.AddAttribute <Gradient> ("FalloffCircle", new Gradient());    // Circle falloff
        m_allLinkedAttributes.AddAttribute <Gradient> ("FalloffSmoothing", new Gradient()); // Smoothing falloff
        m_allLinkedAttributes.AddAttribute <int> ("Radius", 15);                            // Radius of the circle brush
        m_allLinkedAttributes.AddAttribute <float> ("BrushWeight", 1.0f);
        m_allLinkedAttributes.AddAttribute <Vector2> ("BrushArrayDimensions", new Vector2(1, 1));
        m_allLinkedAttributes.AddAttribute <Vector2> ("BrushAnchor", new Vector2(0, 0));

        // init the gradient attributes
        m_allLinkedAttributes.GetAttribute <Gradient> ("FalloffGradient").SetKeys(new GradientColorKey[] { new GradientColorKey(Color.white, 0) }, new GradientAlphaKey[] { new GradientAlphaKey(1, 0), new GradientAlphaKey(0, 1) });
        m_allLinkedAttributes.GetAttribute <Gradient> ("FalloffCircle").SetKeys(new GradientColorKey[] { new GradientColorKey(Color.white, 0) }, new GradientAlphaKey[] { new GradientAlphaKey(1, 0), new GradientAlphaKey(0, 1) });
        m_allLinkedAttributes.GetAttribute <Gradient> ("FalloffSmoothing").SetKeys(new GradientColorKey[] { new GradientColorKey(Color.white, 0) }, new GradientAlphaKey[] { new GradientAlphaKey(1, 0), new GradientAlphaKey(0, 1) });

        m_allLinkedAttributes.AddAttribute <float> ("NoiseScale", 1.0f);
        m_allLinkedAttributes.AddAttribute <Vector2> ("NoiseOffset", Vector2.zero);

        // Cache the map handler script
        m_mapHandlerScript = GameObject.FindGameObjectWithTag("MapHandler").GetComponent <MapHandler> ();

        m_activeArea = new Rect(0, 0, Screen.width, Screen.height);

        SetBrushArraySquare();
    }
    //----------------------------------- Methods -----------------------------------
    // Use this for initialization
    void Start()
    {
        // New attribute list (widget)
        m_allLinkedAttributes = gameObject.AddComponent <Widget>();
        // Add all used attributes
        m_allLinkedAttributes.AddAttribute <int> ("ChunkDimensions", 10);
        m_allLinkedAttributes.AddAttribute <int> ("ChunksToLoadDimensions", 10);

        //m_allLinkedAttributes.AddAttribute <Vector2> ("NoiseOffset", Vector2.zero);

        SpawnNewTerrain();
    }
Esempio n. 3
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    // Use this for initialization
    void Start()
    {
        // New attribute list (widget)
        m_allLinkedAttributes = gameObject.AddComponent <Widget>();

        // Add all used attributes
        m_allLinkedAttributes.AddAttribute <int> ("CaveDivRes", 10);         // 0 Rect Brush, 1 Gradient Brush, 2 Circle Brush, 3 Image Brush
        m_allLinkedAttributes.AddAttribute <int> ("CaveRoundRes", 12);       // Gradient Brush falloff

        m_caveObjects = new List <GameObject> ();

        m_mapHandler = GameObject.FindGameObjectWithTag("MapHandler").GetComponent <MapHandler> ();
    }
    // Use this for initialization
    void Start()
    {
        // New attribute list (widget)
        m_allLinkedAttributes = gameObject.AddComponent <Widget>();

        // Add all used attributes, Add 1 value to the textures set by default
        m_allLinkedAttributes.AddAttribute <List <TextureSlot> > ("Textures", new List <TextureSlot>()
        {
            new TextureSlot(0, new Texture2D(64, 64))
        });
        m_allLinkedAttributes.AddAttribute <int> ("SelectedTexture", 0);

        ModSelectedLayerSettings();
    }
Esempio n. 5
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    // Use this for initialization
    void Start()
    {
        // New attribute list (widget)
        m_allLinkedAttributes = gameObject.AddComponent <Widget>();

        // Add all used attributes, Add 1 value to the layers set by default
        m_allLinkedAttributes.AddAttribute <List <Layer> > ("Layers", new List <Layer>()
        {
            new Layer(LayerFunctionType.Normal, 0)
        });
        m_allLinkedAttributes.AddAttribute <int> ("SelectedLayer", 0);

        m_allLinkedAttributes.AddAttribute <LayerFunctionType> ("LayerMode", m_allLinkedAttributes.GetAttribute <List <Layer> > ("Layers")[0].m_layerFunctionType);
        m_allLinkedAttributes.AddAttribute <float> ("LayerOpacity", 1);
        m_allLinkedAttributes.AddAttribute <Vector2> ("LayerOffset", Vector2.zero);

        ModSelectedLayerSettings();
    }
Esempio n. 6
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        public override void Initialize()
        {
            Widget = (Gtk.ComboBox)CreateWidget();
            var cr = new Gtk.CellRendererText();

            Widget.PackStart(cr, false);
            Widget.AddAttribute(cr, "text", 0);
            Widget.Show();
            Widget.RowSeparatorFunc = IsRowSeparator;
        }
Esempio n. 7
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 public override void Initialize()
 {
     //NeedsEventBox = false;  // TODO: needs fix: no events with or without event box
     Widget = (Gtk.ComboBox)CreateWidget();
     if (Widget.Cells.Length == 0)
     {
         var cr = new Gtk.CellRendererText();
         Widget.PackStart(cr, false);
         Widget.AddAttribute(cr, "text", 0);
     }
     Widget.Show();
     Widget.RowSeparatorFunc = IsRowSeparator;
 }
Esempio n. 8
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 public void AddAttribute(object target, Gtk.CellRenderer cr, string field, int column)
 {
     Widget.AddAttribute(cr, field, column);
 }