// Use this for initialization void Start() { c_o_l = GameObject.Find("COL"); _levelCenter = new Vector3(); if ((c_o_l == null && _CurrBGType == BGType.Tiles)) { Debug.Log("Some backgrounds not supported.\nNo center of level GO (\"COL\") defined in the scene.\nTurning off some features."); _CurrBGType = BGType.Default; } else { _CurrBGType = c_o_l.GetComponent <DJ_BackgroundSettings>().TypeOfBG; _levelCenter.x = c_o_l.transform.position.x; _levelCenter.y = c_o_l.transform.position.y; _levelCenter.z = c_o_l.transform.position.z; } //instantiate the bg effect switch (_CurrBGType) { case BGType.Tiles: //BGCamera.gameObject.SetActive(false); CreateTileBackground(); break; default: break; } }
/// <summary> /// check if the configuration changed. if so change the GameObject parameters remove them and create new ones if needed /// </summary> void Update() { if (m_renderType != m_lastRenderType || m_bgType != m_lastBGType) { UpdateBGImage(); } if (m_renderType != m_lastRenderType || m_maskType != m_lastMaskType || m_outline != m_lastOutline) { UpdatePlayerMasks(); } if (m_rect != m_lastPlaceToDraw || m_snapToPosition != m_lastSnapToPosition) { if (m_renderType == RenderType.GUITexture) { FixChildGUITexturePositions(); } else if (m_renderType == RenderType.OnGUI) { } } m_lastRenderType = m_renderType; m_lastBGType = m_bgType; m_lastMaskType = m_maskType; m_lastOutline = m_outline; m_lastPlaceToDraw = m_rect; m_lastSnapToPosition = m_snapToPosition; }
// Use this for initialization void Start() { _SpriteRenderer = GetComponent <SpriteRenderer>(); Bounds = GetComponent <BackgroundBoundFinder> (); // initialize SetBackground(CurrentType); _TmpCurrentType = CurrentType; }
void SetBackground(BGType background) { // when there's changes in type if (_TmpCurrentType != CurrentType) { CurrentBackgroundModel = FindBackground(background); CurrentBackgroundModel.BGSprite.Init(); _TmpCurrentType = CurrentType; } }
private void DrawBG(BGType t) { // Clear Graphics object g.Clear(Color.Transparent); if (t == BGType.rect) { SolidBrush b = new SolidBrush(backgroundColor); g.FillRectangle(b, 0, 0, size, size); } else if (t == BGType.pie) { SolidBrush b = new SolidBrush(Color2); g.FillEllipse(b, 0, 0, size, size); } }
void Awake() { if (m_bgType != BGType.None) { UpdateBGImage(); } if (m_maskType != MaskType.None) { UpdatePlayerMasks(); } m_lastRenderType = m_renderType; m_lastBGType = m_bgType; m_lastMaskType = m_maskType; m_lastOutline = m_outline; m_lastPlaceToDraw = m_rect; m_lastSnapToPosition = m_snapToPosition; }
BackgroundModel FindBackground(BGType type) { BackgroundModel currentBGModel = null; BackgroundModel foundedModel = null; for (int i = 0; i < Backgrounds.Length; i++) { currentBGModel = Backgrounds [i]; if (currentBGModel.BackgroundType == type) { currentBGModel.BGSprite.gameObject.SetActive(true); foundedModel = currentBGModel; } else { currentBGModel.BGSprite.gameObject.SetActive(false); } } return(foundedModel); }
protected virtual void Moving(GameObject gameObject, float speed, BGType type, int bgNums = 2) { if (type == BGType.MainBG) { bgNums = 2; } else if (type == BGType.SubBG) { bgNums = 3; } SpriteRenderer spr = gameObject.GetComponent <SpriteRenderer>(); gameObject.transform.position += Vector3.left * Time.deltaTime * speed; Vector3 pos = gameObject.transform.position; if (pos.x + spr.bounds.size.x / 2 < -8) { float size = spr.bounds.size.x * bgNums; pos.x += size; gameObject.transform.position = pos; } }
public ToolDraw(BGType bgType) { _alterType = bgType; }
// Update is called once per frame void Update() { CurrentBGType = _CurrBGType; campos.x = Camera.main.transform.position.x; campos.y = Camera.main.transform.position.y; campos.z = Camera.main.transform.position.z; if (_CurrBGType == BGType.Tiles) { //set position of tile "folder" SetTilesPosition(); for (int i = 0; i < _currStrength.Length; ++i) { _currStrength[i] -= _decStrengthAmount[i]; } if ((DJ_BeatManager.synth1 /*|| DJ_BeatManager.synth1Threshold*/) && DJ_BeatManager.layerThreeActive) { _currStrength[0] += _incStrengthAmount[0]; _incStrengthAmount[0] = 1.0f / DJ_BeatManager.GetNextLayerThreeOn(); _decStrengthAmount[0] = _incStrengthAmount[0] / 100.0f; } if ((DJ_BeatManager.synth2 /*|| DJ_BeatManager.synth2Threshold*/) && DJ_BeatManager.layerFourActive) { _currStrength[1] += _incStrengthAmount[1]; _incStrengthAmount[1] = 1.0f / DJ_BeatManager.GetNextLayerFourOn(); _decStrengthAmount[1] = _incStrengthAmount[1] / 100.0f; } if ((DJ_BeatManager.snare /*|| DJ_BeatManager.snareThreshold*/) && DJ_BeatManager.layerTwoActive) { _currStrength[2] += _incStrengthAmount[2]; _incStrengthAmount[2] = 1.0f / DJ_BeatManager.GetNextLayerTwoOn(); _decStrengthAmount[2] = _incStrengthAmount[2] / 100.0f; } for (int i = 0; i < _currStrength.Length; ++i) { _currStrength[i] = Mathf.Clamp(_currStrength[i], _minStrength, _maxStrength); } //update the values in the shader for (int i = 0; i < _currStrength.Length; ++i) { BGTileGO[i].GetComponent <Renderer>().sharedMaterial.SetFloat("_GlowStrength", _currStrength[i]); } //_rot.y += .00005f; //c_o_l.transform.rotation = _rot; campos.y = -campos.y; BGCamera.transform.position = campos; BGCamera.transform.localRotation = Camera.main.transform.localRotation; //Quaternion _r = BGCamera.transform.localRotation; //float dist = 180 - _r.x; //_r.x = 180 + dist; //BGCamera.transform.localRotation = _r; Vector3 _target = DJ_PlayerManager.player.transform.position; _target.y = 0.0f; BGCamera.transform.rotation = Quaternion.LookRotation(_target - BGCamera.transform.position); //Quaternion _r2 = BGCamera.transform.rotation; //float _dist2 = 180 - _r2.x; //_r2.x = 180 + _dist2; //BGCamera.transform.rotation = _r2; BGCamera.fieldOfView = Camera.main.fieldOfView; Camera.main.clearFlags = CameraClearFlags.Nothing; } else { Camera.main.clearFlags = CameraClearFlags.Nothing; } }
public Background(BGType type) { this.type = type; SetBackground(); }