Esempio n. 1
0
        public void UpdateWorldToggles()
        {
            foreach (GameObject worldToggle in WorldToggles)
            {
                Destroy(worldToggle);
            }
            WorldToggles.Clear();

            List <int> worldIdentifiers = WorldPersistenceManager.GetWorldIdentifiers();
            int        i = 0;
            int        worldToggleHeight     = 84;
            int        selectionWindowHeight = 339;

            foreach (int worldIdentifier in worldIdentifiers)
            {
                GameObject newWorldToggle = Instantiate(WorldTogglePrefab, Vector3.zero, Quaternion.identity, ContentPort.transform);
                newWorldToggle.GetComponent <WorldToggleController>().Populate(worldIdentifier);
                newWorldToggle.GetComponent <Toggle>().group = ToggleGroup.GetComponent <ToggleGroup>();
                newWorldToggle.GetComponent <RectTransform>().anchoredPosition = new Vector2(256, -10 - (i * (worldToggleHeight + 10)));
                WorldToggles.Add(newWorldToggle);
                i++;
            }
            RectTransform contentRect   = ContentPort.GetComponent <RectTransform>();
            float         contentHeight = Mathf.Max(10 + (i * (worldToggleHeight + 10)), selectionWindowHeight);

            contentRect.sizeDelta = new Vector2(17, contentHeight);

            if (WorldToggles.Count != 0)
            {
                WorldToggles.First().GetComponent <Toggle>().isOn = true;
            }
        }
Esempio n. 2
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        public void Populate(int worldIdentifier)
        {
            WorldIdentifier = worldIdentifier;
            WorldPersistenceMetaData metaData = WorldPersistenceManager.GetWorldPersistenceMetaData(WorldIdentifier);

            NameText.GetComponent <Text>().text = metaData.Name;
            SeedText.GetComponent <Text>().text = "Seed: " + metaData.Seed.ToString();
        }
Esempio n. 3
0
 public void SaveAndExit(GameStateType state, GameInputType input)
 {
     LoadingScreen.SetActive(true);
     PlayerCamera.SetActive(false);
     PlayerPersistenceManager.SavePlayer(World.PlayerManager);
     WorldPersistenceManager.SaveWorld(World);
     World.Sleep();
     TakeInput(GameInputType.WorldUnloaded);
 }
Esempio n. 4
0
        private WorldManager GetSelectedWorld()
        {
            WorldManager world = null;

            foreach (Toggle toggle in ToggleGroup.GetComponent <ToggleGroup>().ActiveToggles())
            {
                int worldIdentifier = toggle.GetComponent <WorldToggleController>().WorldIdentifier;
                world = WorldPersistenceManager.LoadWorld(worldIdentifier);
            }
            return(world);
        }
Esempio n. 5
0
        public void DeletePressed()
        {
            GameObject toDelete = null;

            foreach (Toggle toggle in ToggleGroup.GetComponent <ToggleGroup>().ActiveToggles())
            {
                toDelete = toggle.gameObject;
                WorldPersistenceManager.DeleteWorld(toDelete.GetComponent <WorldToggleController>().WorldIdentifier);
            }

            WorldToggles.Remove(toDelete);
            Destroy(toDelete);
            UpdateWorldToggles();
        }
        public void CreatePressed()
        {
            int seed;

            if (int.TryParse(SeedField.GetComponent <InputField>().text, out seed))
            {
                int worldIdentifier = WorldPersistenceManager.CreateWorld(NameField.GetComponent <InputField>().text, seed);
                GameManager.Singleton.TakeInput(GameInputType.Escape);
            }
            else
            {
                NaNText.SetActive(true);
            }
        }
Esempio n. 7
0
        void Awake()
        {
            Singleton    = this;
            StateMachine = CreateStateMachine();
            StateMachine.Enter();

            FPSQueue         = new Queue <float>();
            UPSQueue         = new Queue <float>();
            GameObjectsQueue = new Queue <float>();

            StartCoroutine("PrintFPS");
            StartCoroutine("PrintUPS");
            StartCoroutine("PrintGameObjects");

            Prefabs.LoadPrefabs();
            PlayerPersistenceManager.Initialize();
            WorldPersistenceManager.Initialize();

            PlayerCamera = Instantiate(Prefabs.CAMERA_PREFAB, new Vector3(0, 0, -1), Quaternion.identity);
            PlayerCamera.SetActive(false);
            Time.timeScale = 0f;
            StartCoroutine("Load");
        }