Esempio n. 1
0
        private void HandleNewLevels()
        {
            List <TWLevel> levels = TWGameManager.instance.TimeWalkLevels;

            if (levels == null || levelTextPrefab == null || slider == null)
            {
                return;
            }

            if (levels.Count <= 1)
            {
                slider.gameObject.SetActive(false);
                return;
            }

            slider.gameObject.SetActive(true);

            RectTransform lastItemRectTransform = null;

            Slider sliderComp      = slider.GetComponent <Slider>();
            Rect   sliderRect      = slider.GetComponent <RectTransform>().rect;
            float  levelItemHeight = levelTextPrefab.GetComponent <RectTransform>().rect.height;

            int maxYear = levels[0].year;
            int minYear = levels[levels.Count - 1].year;

            levelYearRange = new TWRange(minYear, maxYear);
            // Figured out the appropriate pixel range through trial and error...
            // There MUST be a better way.
            slidePixelRange = new TWRange(levelItemHeight * 2, sliderRect.height + levelItemHeight + 10);

            ClearLevels();

            sliderComp.maxValue = maxYear;
            sliderComp.minValue = minYear;

            levels.ForEach(delegate(TWLevel l)
            {
                // Create menu item
                Button item = Instantiate(levelTextPrefab, track.transform).GetComponent <Button>();
                item.GetComponent <Text>().text = l.year.ToString();
                item.name = "LevelTextItem" + l.year.ToString();

                // TODO Listen for button clicks

                RectTransform itemRect = item.GetComponent <RectTransform>();

                Vector3 pos = itemRect.position;

                // Convert current year to corresponding pixel in y range
                float yearInPixels = levelYearRange.Translate(l.year, slidePixelRange);

                // Place level on slide as close as possible to year in pixels
                pos.y = yearInPixels;

                itemRect.position = pos;

                lastItemRectTransform = itemRect;
            });
        }
Esempio n. 2
0
        // Use this for initialization
        void Start()
        {
            skyMat          = RenderSettings.skybox;
            mainLight       = GetComponent <Light>();
            flare           = GetComponent <LensFlare>();
            flareBrightness = flare.brightness;
            skySpeed        = TWGameManager.timeSpeedUpHours / 3600;

            twentyFour           = new TWRange(0f, 24f);
            fullRotation         = new TWRange(0f, 360f);
            flareBrightnessRange = new TWRange(0f, flareBrightness);
            downRangeForFlare    = new TWRange(intensityCutOff, 0f);

            RotateSun();
            TWGameManager.instance.TWNightDayChanged += RotateSun;
        }
Esempio n. 3
0
        //<summary>Translates value from Range to target Range</summary>
        //<param name=x>Value from the current Range to translate</param>
        //<param name=targetRange>The range to which x should be translated</param>
        public float Translate(float x, TWRange targetRange)
        {
            if (this.Delta() <= 0f)
            {
                throw new ArgumentException(String.Format("current range does not have a positive delta"));
            }

            if (targetRange.Delta() <= 0f)
            {
                throw new ArgumentException(String.Format("target does not have a positive delta"));
            }

            if (x > max || x < min)
            {
                throw new ArgumentException(String.Format("x ({0}) is out of current range", x));
            }

            float ratio      = targetRange.Delta() / Delta();
            float converted  = ratio * (max - x);
            float translated = targetRange.max - converted;

            // Debug.Log(String.Format("{0} in range ({4},{5}) translated to range ({1},{2}) is {3}", x, targetRange.min, targetRange.max, translated, min, max));
            return(translated);
        }