/// <summary> /// Initialize the subsystem /// </summary> /// <param name="api">Reference to subsystem wrapper</param> /// <returns>True if successful</returns> public bool Initialize(RBAPI api) { mRetroBlitAPI = api; var audioSourceObj = GameObject.Find("RetroBlitAudio"); if (audioSourceObj == null) { Debug.Log("Can't find RetroBlitAudio! Does your RetroBlit object no longer match the RetroBlit prefab?"); return(false); } mAudioListenerObj = GameObject.Find("RetroBlitAudioListener"); if (mAudioListenerObj == null) { Debug.Log("Can't find RetroBlitAudioListener! Does your RetroBlit object no longer match the RetroBlit prefab?"); return(false); } InitializeChannels(); SoundListenerPosSet(Vector2i.zero); previousMusicClip = null; currentMusicClip = null; mPreviousMusicClipVolumeFade = 0; return(true); }
/// <summary> /// Initialize subsystem /// </summary> /// <param name="api">Subsystem wrapper reference</param> /// <returns>True if successful</returns> public bool Initialize(RBAPI api) { mRetroBlitAPI = api; if (!VerifyInputManagerSettings()) { Debug.LogError("InputManager is not setup properly for RetroBlit. Please import RetroBlit project as a complete project from the Asset Manager in order to also import the RetroBlit InputManager settings. Alternatively you can copy ProjectSettings/InputManager.asset from another RetroBlit project."); return(false); } mButtonCount = (int)Mathf.Log(BUTTON_LAST, 2) + 1; for (int i = 0; i < RBHardware.HW_MAX_PLAYERS; i++) { mButtonCurrentState[i] = new Dictionary <int, bool>(); mButtonPreviousState[i] = new Dictionary <int, bool>(); } for (int i = 0; i < MAX_TOUCHES; i++) { mPointer[i].Reset(); } GetAllButtonStates(mButtonCurrentState); // Disable Unity mouse simulation with touches, we'll handle this ourselves. UnityEngine.Input.simulateMouseWithTouches = false; return(true); }
/// <summary> /// Initialize the subsystem /// </summary> /// <param name="api">Reference to subsystem wrapper</param> /// <returns>True if successful</returns> public bool Initialize(RBAPI api) { for (int i = 0; i < MAX_SAMPLE_POINTS; i++) { mUpdateDeltas[i] = -1; } mRetroBlitAPI = api; return(true); }
#pragma warning restore 0414 /// <summary> /// Initialize the subsystem /// </summary> /// <param name="api">Reference to subsystem wrapper</param> /// <returns>True if successful</returns> public bool Initialize(RBAPI api) { mRetroBlitAPI = api; for (int i = 0; i < mParams.Length; i++) { mParams[i] = new EffectParams(); } EffectReset(); return true; }
/// <summary> /// Initialize subsystem /// </summary> /// <param name="api">Subsystem wrapper reference</param> /// <returns>True if successful</returns> public bool Initialize(RBAPI api) { mRetroBlitAPI = api; var pixelCameraGameObj = GameObject.Find("RetroBlitPixelCamera"); if (pixelCameraGameObj == null) { Debug.LogError("Can't find RetroBlitPixelCamera gameObject! Is your scene setup correctly for RetroBlit?"); return(false); } mPixelCamera = pixelCameraGameObj.GetComponent <Camera>(); if (mPixelCamera == null) { Debug.LogError("RetroBlitPixelCamera gameObject does not contain a camera! Is your scene setup correctly for RetroBlit?"); return(false); } var presentCameraGameObj = GameObject.Find("RetroBlitPresentCamera"); if (pixelCameraGameObj == null) { Debug.LogError("Can't find RetroBlitPresentCamera gameObject! Is your scene setup correctly for RetroBlit?"); return(false); } mPresentCamera = presentCameraGameObj.GetComponent <Camera>(); if (mPresentCamera == null) { Debug.LogError("RetroBlitPresentCamera gameObject does not contain a camera! Is your scene setup correctly for RetroBlit?"); return(false); } if (RB.DisplaySize.width <= 0 || RB.DisplaySize.height <= 0) { return(false); } return(true); }
/// <summary> /// Initialize subsystem /// </summary> /// <param name="api">Subsystem wrapper reference</param> /// <returns>True if successful</returns> public bool Initialize(RBAPI api) { mPropIDPixelTexture = Shader.PropertyToID("_PixelTexture"); mPropIDPixelTextureSize = Shader.PropertyToID("_PixelTextureSize"); mPropIDPresentSize = Shader.PropertyToID("_PresentSize"); mPropIDSystemTexture = Shader.PropertyToID("_SystemTexture"); mPropIDSampleFactor = Shader.PropertyToID("_SampleFactor"); mPropIDScanlineIntensity = Shader.PropertyToID("_ScanlineIntensity"); mPropIDScanlineOffset = Shader.PropertyToID("_ScanlineOffset"); mPropIDScanlineLength = Shader.PropertyToID("_ScanlineLength"); mPropIDNearestEvenScanHeight = Shader.PropertyToID("_NearestEvenScanHeight"); mPropIDDesaturationIntensity = Shader.PropertyToID("_DesaturationIntensity"); mPropIDNoiseIntensity = Shader.PropertyToID("_NoiseIntensity"); mPropIDNoiseSeed = Shader.PropertyToID("_NoiseSeed"); mPropIDCurvatureIntensity = Shader.PropertyToID("_CurvatureIntensity"); mPropIDColorFade = Shader.PropertyToID("_ColorFade"); mPropIDColorFadeIntensity = Shader.PropertyToID("_ColorFadeIntensity"); mPropIDColorTint = Shader.PropertyToID("_ColorTint"); mPropIDColorTintIntensity = Shader.PropertyToID("_ColorTintIntensity"); mPropIDFizzleColor = Shader.PropertyToID("_FizzleColor"); mPropIDFizzleIntensity = Shader.PropertyToID("_FizzleIntensity"); mPropIDNegativeIntensity = Shader.PropertyToID("_NegativeIntensity"); mPropIDPixelateIntensity = Shader.PropertyToID("_PixelateIntensity"); mRetroBlitAPI = api; var pixelCameraGameObj = GameObject.Find("RetroBlitPixelCamera"); if (pixelCameraGameObj == null) { Debug.LogError("Can't find RetroBlitPixelCamera gameObject! Is your scene setup correctly for RetroBlit?"); return(false); } mPixelCamera = pixelCameraGameObj.GetComponent <Camera>(); if (mPixelCamera == null) { Debug.LogError("RetroBlitPixelCamera gameObject does not contain a camera! Is your scene setup correctly for RetroBlit?"); return(false); } var presentCameraGameObj = GameObject.Find("RetroBlitPresentCamera"); if (pixelCameraGameObj == null) { Debug.LogError("Can't find RetroBlitPresentCamera gameObject! Is your scene setup correctly for RetroBlit?"); return(false); } mPresentCamera = presentCameraGameObj.GetComponent <Camera>(); if (mPresentCamera == null) { Debug.LogError("RetroBlitPresentCamera gameObject does not contain a camera! Is your scene setup correctly for RetroBlit?"); return(false); } if (RB.DisplaySize.width <= 0 || RB.DisplaySize.height <= 0) { return(false); } var material = mRetroBlitAPI.ResourceBucket.LoadMaterial("PresentMaterial"); mPresentMaterial = new Material(material); material = mRetroBlitAPI.ResourceBucket.LoadMaterial("PresentRetroMaterial"); mPresentRetroMaterial = new Material(material); material = mRetroBlitAPI.ResourceBucket.LoadMaterial("PresentRetroNoiseMaterial"); mPresentRetroNoiseMaterial = new Material(material); mCurrentPresentMaterial = mPresentMaterial; return(true); }
/// <summary> /// Initialize the subsystem wrapper /// </summary> /// <param name="settings">Hardware settings to initialize with</param> /// <returns>True if successful</returns> public bool Initialize(RB.HardwareSettings settings) { // Store the main thread for later reference mainThread = System.Threading.Thread.CurrentThread; ResourceBucket = gameObject.GetComponent <RBResourceBucket>(); if (ResourceBucket == null) { return(false); } HW = new RBHardware(); if (HW == null || !HW.Initialize(settings)) { return(false); } var pixelCameraObj = GameObject.Find("RetroBlitPixelCamera"); if (pixelCameraObj == null) { Debug.Log("Can't find RetroBlitPixelCamera game object, is your RetroBlit scene setup correctly?"); return(false); } PixelCamera = pixelCameraObj.GetComponent <RBPixelCamera>(); if (PixelCamera == null || !PixelCamera.Initialize(this)) { return(false); } var presentCameraObj = GameObject.Find("RetroBlitPresentCamera"); if (presentCameraObj == null) { Debug.Log("Can't find RetroBlitPresentCamera game object, is your RetroBlit scene setup correctly?"); return(false); } PresentCamera = presentCameraObj.GetComponent <RBPresentCamera>(); if (PresentCamera == null || !PresentCamera.Initialize(this)) { return(false); } AssetManager = new RBAssetManager(); if (AssetManager == null) { return(false); } Renderer = new RBRenderer(); if (Renderer == null || !Renderer.Initialize(this)) { return(false); } Font = new RBFont(); if (Font == null || !Font.Initialize(this)) { return(false); } Tilemap = new RBTilemapTMX(); if (Tilemap == null || !Tilemap.Initialize(this)) { return(false); } Input = new RBInput(); if (Input == null || !Input.Initialize(this)) { return(false); } var audioObj = GameObject.Find("RetroBlitAudio"); if (audioObj == null) { Debug.Log("Can't find RetroBlitAudio game object"); return(false); } Audio = audioObj.GetComponent <RBAudio>(); if (Audio == null || !Audio.Initialize(this)) { return(false); } Effects = new RBEffects(); if (Effects == null || !Effects.Initialize(this)) { return(false); } Perf = new RBPerf(); if (Perf == null || !Perf.Initialize(this)) { return(false); } // Unload all assets that were waiting for main thread to get unloaded. These could be from a previously // initialized game. AssetManager.UnloadAllMainThread(); instance = this; // Collect garbage System.GC.Collect(); return(true); }