コード例 #1
0
ファイル: ShipFactory.cs プロジェクト: snorkleboy/skyscape
 public void hydrateState(ShipState state, Transform transform, Fleet fleet, Ship ship)
 {
     state.icon = AssetSingleton.getBundledDirectory <Sprite>(AssetSingleton.bundleNames.sprites, "star")[0];
     state.positionState.appearTransform = transform;
     state.weapons[0].init(state.positionState, state.weapons[0].weaponDescription);
     state.destructableState.onDestroy = () => onDestroy(state.id, ship, fleet);
 }
コード例 #2
0
ファイル: ShipFactory.cs プロジェクト: snorkleboy/skyscape
        private ShipState makeState(Ship ship, Transform transform, Fleet fleet, Vector3 position)
        {
            var positionState = new State.AppearablePositionState(
                appearTransform: transform,
                position: position,
                star: fleet.state.positionState.starAt
                );
            var id = GameManager.idMaker.newId(ship);

            return(new ShipState()
            {
                fleetShipIsIn = fleet,
                icon = AssetSingleton.getBundledDirectory <Sprite>(AssetSingleton.bundleNames.sprites, "star")[0],
                id = id,
                stamp = new FactoryStamp(shipTypes.fighter),
                namedState = new State.NamedState("ship"),
                positionState = positionState,
                factionOwnedState = fleet.state.factionOwnedState,
                stateActionState = new ControlledStateActionState(fleet),
                destructableState = new State.DestructableState()
                {
                    hp = 100, onDestroy = () => onDestroy(id, ship, fleet)
                },
                shieldedState = new State.ShieldedState(),
                weapons = new weapon.Weapon[1] {
                    new weapon.SimpleLaser().init(positionState, new weapon.WeaponDescription()
                    {
                        damage = 10,
                        fireRate = .5f,
                        accuracy = 90,
                        maxDistance = 1000,
                    })
                }
            });
        }
コード例 #3
0
ファイル: FactionManager.cs プロジェクト: snorkleboy/skyscape
        public Faction createFaction(string name, long id = -1)
        {
            if (!gotSprites)
            {
                gotSprites     = true;
                factionSprites = AssetSingleton.getBundledDirectory <Sprite>(AssetSingleton.bundleNames.sprites, "faction");
            }
            var factionHolder = new GameObject(name);

            factionHolder.transform.SetParent(this.transform);
            var faction      = factionHolder.AddComponent <Faction>();
            var factionState = new FactionState()
            {
                factionName = name,
                icon        = factionSprites[(factionsI++) % factionSprites.Length]
            };

            faction.init(factionState);
            factions[faction.name] = faction;
            if (id == -1)
            {
                var maker = GameManager.idMaker;
                faction.state.id = GameManager.idMaker.newId(faction);
            }
            else
            {
                faction.state.id = GameManager.idMaker.insertObject(faction, id);
            }
            return(faction);
        }
コード例 #4
0
 public void init(FactionState state)
 {
     this.state        = state;
     fleetSprite       = AssetSingleton.getBundledDirectory <Sprite>(AssetSingleton.bundleNames.sprites, "ui")[1];
     finDetailsSprite  = AssetSingleton.getBundledDirectory <Sprite>(AssetSingleton.bundleNames.sprites, "ui")[0];
     starDetailsSprite = AssetSingleton.getBundledDirectory <Sprite>(AssetSingleton.bundleNames.sprites, "star")[0];
     fleetFactory      = gameObject.AddComponent <FleetFactory>();
 }
コード例 #5
0
ファイル: StarFactory.cs プロジェクト: snorkleboy/skyscape
 public void Start()
 {
     starIconSprites = AssetSingleton.getBundledDirectory <Sprite>(AssetSingleton.bundleNames.sprites, "star");
     if (starIconSprites == null)
     {
         Debug.LogError("failed to load StarIcon Sprites");
     }
 }
コード例 #6
0
ファイル: ShipFactory.cs プロジェクト: snorkleboy/skyscape
 public void Awake()
 {
     shipPrefabs = AssetSingleton.getBundledDirectory <GameObject>(AssetSingleton.bundleNames.prefabs, "ship");
     if (shipPrefabs == null)
     {
         Debug.LogError("ship factory ship prefab not found");
     }
     shipIcons = new Sprite[] { AssetSingleton.getBundledDirectory <Sprite>(AssetSingleton.bundleNames.sprites, "fleet")[0] };
     if (shipIcons[0] == null)
     {
         Debug.LogWarning("ship factory did not find icon");
     }
 }
コード例 #7
0
ファイル: FleetFactory.cs プロジェクト: snorkleboy/skyscape
 public void Awake()
 {
     shipFactory = gameObject.AddComponent <ShipFactory>();
     icon        = AssetSingleton.getBundledDirectory <Sprite>(AssetSingleton.bundleNames.sprites, "fleet")[0];
     if (icon == null)
     {
         Debug.LogWarning("fleet factory did not find icon");
     }
     sceneToPrefab[3] = AssetSingleton.getAsset <GameObject>(AssetSingleton.bundleNames.prefabs, "fleetGO");//.getBundledDirectory<GameObject>(AssetSingleton.bundleNames.prefabs,"ui")
     if (sceneToPrefab[3] == null)
     {
         Debug.LogWarning("fleet factory did not find fleet prefab");
     }
 }
コード例 #8
0
ファイル: FactionManager.cs プロジェクト: snorkleboy/skyscape
 public Faction createFaction(FactionState state)
 {
     if (!gotSprites)
     {
         gotSprites     = true;
         factionSprites = AssetSingleton.getBundledDirectory <Sprite>(AssetSingleton.bundleNames.sprites, "faction");
     }
     if (state.GetType() == typeof(AIFactionState))
     {
         return(createAIFaction(state.factionName, state.id));
     }
     else
     {
         return(createFaction(state.factionName, state.id));
     }
 }
コード例 #9
0
 public void Start()
 {
     popSprites      = AssetSingleton.getBundledDirectory <Sprite>(AssetSingleton.bundleNames.sprites, "pop");
     buildingSprites = AssetSingleton.getBundledDirectory <Sprite>(AssetSingleton.bundleNames.sprites, "building");
     tileSprites     = AssetSingleton.getBundledDirectory <Sprite>(AssetSingleton.bundleNames.sprites, "tile");
 }
コード例 #10
0
 public void Awake()
 {
     _sceneToPrefab    = new GameObject[4];
     _sceneToPrefab[2] = AssetSingleton.getBundle(AssetSingleton.bundleNames.prefabs).LoadAsset <GameObject>("connection");
     _sceneToPrefab[3] = AssetSingleton.getBundle(AssetSingleton.bundleNames.prefabs).LoadAsset <GameObject>("starViewConnection");
 }
コード例 #11
0
ファイル: PlanetFactory.cs プロジェクト: snorkleboy/skyscape
 public void Start()
 {
     planetSprites = AssetSingleton.getBundledDirectory <Sprite>(AssetSingleton.bundleNames.sprites, "planet");
 }