/* * public ScreenChar(char chr) * { * Chars = new List<char>(); * Char = chr; * Attr = CharAttributes.Message; * } */ public ScreenChar(char chr, CharAttributes attr, int ackCount) { //Chars = new List<char>(); Char = chr; Attr = attr; AckCount = ackCount; }
public void DrawRectangle( short x, short y, short width, short height, CharAttributes brush, char asciiChar) => DrawRectangleCore(x, y, width, height, brush, asciiChar);
public void ReturnDefaultState(CharAttributes selectedCharAttributes) // establece un fondo verde claro para el icono { if (selectedCharAttributes == charAttributes) // determina si el icono debe responder a un evento { backGround.sprite = GetComponentInParent <StorageMNG>().defaultIcon; // establece el icono verde claro charAttributes.isDeployed = false; // define al héroe como disponible para su despliegue } }
public void LocalOutputEnqueue(char chr, CharAttributes attr, int ackCount) { _localOutputBuffer.Enqueue(new ScreenChar(chr, attr, ackCount)); //if (attr == CharAttributes.Recv) //{ // Debug.WriteLine($"ScreenChar: {chr} {ackCount}"); //} }
public void ReturnDefaultState(CharAttributes selectedCharAttributes) //sets light green background to the icon { if (selectedCharAttributes == charAttributes) //determines if the icon should respond to an event { backGround.sprite = GetComponentInParent <StorageMNG>().defaultIcon; //sets light green icon charAttributes.isDeployed = false; //defines the hero as available for deployment } }
private void InstantiateEnemy(CharAttributes charAttributes, Image hexPosition) { Hero enemy = Instantiate(charAttributes.heroSO, hexPosition.transform); // crea una instancia de un enemigo enemy.gameObject.AddComponent <Enemy>(); // agrega el script Enemy a un objeto héroe definido como enemigo // adjunta el script AllPosForGroundAI a un objeto héroe definido como enemigo enemy.gameObject.AddComponent <AllPosForGroundAI>(); }
private void InstantiateEnemy(CharAttributes charAttributes, Image hexPosition) { Hero enemy = Instantiate(charAttributes.heroSO, hexPosition.transform); //instantiates an enemy enemy.gameObject.AddComponent <Enemy>(); //adds Enemy script to a hero object defined as an enemy //attaches the AllPosForGroundAI script to a hero object defined as an enemy enemy.gameObject.AddComponent <AllPosForGroundAI>(); }
private void DestroyMe(CharAttributes SOHero) // destruye este objeto { if (SOHero == heroData) // compara la elección del jugador con el héroe { BattleHex parentHex = GetComponentInParent <BattleHex>(); parentHex.MakeMeDeploymentPosition(); startBTN.ControlStartBTN();/// comprueba si es hora de ocultar el botón Inicio Destroy(gameObject); } }
private void DestroyMe(CharAttributes SOHero) //destroys this object { if (SOHero == heroData) // compares the player’s choice with the hero { BattleHex parentHex = GetComponentInParent <BattleHex>(); parentHex.MakeMeDeploymentPosition(); startBTN.ControlStartBTN();//checks if it's time to hide the Start button Destroy(gameObject); } }
private void Awake() { Transform = GetComponent <Transform>(); Rigidbody = GetComponent <Rigidbody>(); Collider = GetComponent <Collider>(); MeshRenderer = GetComponent <MeshRenderer>(); _animator = GetComponent <Animator>(); AnimatorParameters = new AnimatorParameters(ref _animator); CharAttributes = new CharAttributes(); }
public Range( ushort startIndexInclusive, ushort endIndexExclusive, CharAttributes attributes, int delay = 0) { this.StartIndexInclusive = startIndexInclusive; this.EndIndexExclusive = endIndexExclusive; this.Attributes = attributes; this.Delay = delay; }
// cambia el sprite y muestra pérdidas internal void FillIconWhenGameIsOver(CharAttributes Attributes) { // muestra el sprite del héroe que participó en la batalla heroImage.sprite = Attributes.heroSprite; // muestra pérdidas if (Attributes.Calculatelosses() != 0) { losses = "- " + Attributes.Calculatelosses(); } stackText.text = losses; }
//changes the sprite and displays losses internal void FillIconWhenGameIsOver(CharAttributes Attributes) { //displays the sprite of the hero who participated in the battle heroImage.sprite = Attributes.heroSprite; //displays losses if (Attributes.Calculatelosses() != 0) { losses = "- " + Attributes.Calculatelosses(); } stackText.text = losses; }
public void WriteToConsole(string _string, Coord coord, CharAttributes attributes = CharAttributes.foreground_normal) { Rect writeRect = new Rect { Left = coord.x, Right = 160, Top = coord.y, Bottom = 59 }; WriteConsoleOutput(screenBuffer, StringToCharInfo(_string, attributes), new Coord((short)_string.Length, (short)1), new Coord(0, 0), ref writeRect ); }
private void SizeChange(ref CharAttributes cH) { float curveTime = 0f; float curveAmount = sizeCurve.Evaluate(curveTime); while (curveTime < 5.0f) { curveTime += Time.deltaTime * speedMultiplyer; Debug.Log("curveTime: " + curveTime); curveAmount = sizeCurve.Evaluate(curveTime); Debug.Log("cureveAmount: " + curveAmount); //cH.ReSize(curveAmount); cH.size += 1; Debug.Log("cHSize" + cH.size); if (Input.GetKeyDown(KeyCode.M)) { break; } } }
public static CharInfo[,] StringToCharInfo(string _string, CharAttributes attributes = CharAttributes.empty) { int x = 0, y = 0; // CHANGE IF YOU WANT TO HAVE EXTRA LINES CharInfo[,] charReturn = new CharInfo[_string.Length, 1]; foreach (char _char in _string.ToCharArray()) { if (_char != '\n') { charReturn[x++, y] = new CharInfo(_char, attributes); } else { y++; continue; } } return(charReturn); }
public static extern bool FillConsoleOutputAttribute([In] IntPtr hConsoleOutput, [In] CharAttributes wAttribute, [In] uint nLength, [In] Coord dwWriteCoord, [Out] out uint lpNumberOfAttrsWritten);
public CharInfo(char unicodeChar, CharAttributes attributes) { UnicodeChar = unicodeChar; Attributes = attributes; }
public static CharAttributes MakeCharAttributes(ConsoleColor color, ConsoleColor backgroundColor) { CharAttributes attributes = 0; switch (color) { case ConsoleColor.DarkGray: attributes |= CharAttributes.ForegroundIntensity; break; case ConsoleColor.Gray: attributes |= CharAttributes.ForegroundRed | CharAttributes.ForegroundGreen | CharAttributes.ForegroundBlue; break; case ConsoleColor.DarkBlue: attributes |= CharAttributes.ForegroundBlue; break; case ConsoleColor.DarkGreen: attributes |= CharAttributes.ForegroundGreen; break; case ConsoleColor.DarkCyan: attributes |= CharAttributes.ForegroundGreen | CharAttributes.ForegroundBlue; break; case ConsoleColor.DarkRed: attributes |= CharAttributes.ForegroundRed; break; case ConsoleColor.DarkMagenta: attributes |= CharAttributes.ForegroundRed | CharAttributes.ForegroundBlue; break; case ConsoleColor.DarkYellow: attributes |= CharAttributes.ForegroundRed | CharAttributes.ForegroundGreen; break; case ConsoleColor.White: attributes |= CharAttributes.ForegroundRed | CharAttributes.ForegroundGreen | CharAttributes.ForegroundBlue | CharAttributes.ForegroundIntensity; break; case ConsoleColor.Blue: attributes |= CharAttributes.ForegroundBlue | CharAttributes.ForegroundIntensity; break; case ConsoleColor.Green: attributes |= CharAttributes.ForegroundGreen | CharAttributes.ForegroundIntensity; break; case ConsoleColor.Cyan: attributes |= CharAttributes.ForegroundGreen | CharAttributes.ForegroundBlue | CharAttributes.ForegroundIntensity; break; case ConsoleColor.Red: attributes |= CharAttributes.ForegroundRed | CharAttributes.ForegroundIntensity; break; case ConsoleColor.Magenta: attributes |= CharAttributes.ForegroundRed | CharAttributes.ForegroundBlue | CharAttributes.ForegroundIntensity; break; case ConsoleColor.Yellow: attributes |= CharAttributes.ForegroundRed | CharAttributes.ForegroundGreen | CharAttributes.ForegroundIntensity; break; } switch (backgroundColor) { case ConsoleColor.DarkGray: attributes |= CharAttributes.BackgroundIntensity; break; case ConsoleColor.Gray: attributes |= CharAttributes.BackgroundRed | CharAttributes.BackgroundGreen | CharAttributes.BackgroundBlue; break; case ConsoleColor.DarkBlue: attributes |= CharAttributes.BackgroundBlue; break; case ConsoleColor.DarkGreen: attributes |= CharAttributes.BackgroundGreen; break; case ConsoleColor.DarkCyan: attributes |= CharAttributes.BackgroundGreen | CharAttributes.BackgroundBlue; break; case ConsoleColor.DarkRed: attributes |= CharAttributes.BackgroundRed; break; case ConsoleColor.DarkMagenta: attributes |= CharAttributes.BackgroundRed | CharAttributes.BackgroundBlue; break; case ConsoleColor.DarkYellow: attributes |= CharAttributes.BackgroundRed | CharAttributes.BackgroundGreen; break; case ConsoleColor.White: attributes |= CharAttributes.BackgroundRed | CharAttributes.BackgroundGreen | CharAttributes.BackgroundBlue | CharAttributes.BackgroundIntensity; break; case ConsoleColor.Blue: attributes |= CharAttributes.BackgroundBlue | CharAttributes.BackgroundIntensity; break; case ConsoleColor.Green: attributes |= CharAttributes.BackgroundGreen | CharAttributes.BackgroundIntensity; break; case ConsoleColor.Cyan: attributes |= CharAttributes.BackgroundGreen | CharAttributes.BackgroundBlue | CharAttributes.BackgroundIntensity; break; case ConsoleColor.Red: attributes |= CharAttributes.BackgroundRed | CharAttributes.BackgroundIntensity; break; case ConsoleColor.Magenta: attributes |= CharAttributes.BackgroundRed | CharAttributes.BackgroundBlue | CharAttributes.BackgroundIntensity; break; case ConsoleColor.Yellow: attributes |= CharAttributes.BackgroundRed | CharAttributes.BackgroundGreen | CharAttributes.BackgroundIntensity; break; } return(attributes); }
public void RemoveRegiment(CharAttributes SOHero)//calls OnRemoveHero event { OnClickOnGrayIcon(SOHero); }
public void DrawRectangle( short x, short y, short width, short height, CharAttributes brush) => DrawRectangleCore(x, y, width, height, brush, null);
public void Write(short x, short y, string text, CharAttributes brush) => WriteCore(x, y, text, brush);
public void Paint(short x, short y, CharAttributes brush) => Canvas[y, x].Attributes = brush;
public TerminalBufferChar(char c, CharAttributes attr) { Char = c; Attributes = attr; }
public CharColors(ConsoleColor fg, ConsoleColor bg) { this.attributes = (CharAttributes)(((ushort)bg << 4) | (ushort)fg); this.Foreground = fg; this.Background = bg; }
public CharInfo(CharUnion @char) { this.Char = @char; this.Attributes = DefaultAttributes; }
public CharInfo(CharUnion @char, CharAttributes attributes) { this.Char = @char; this.Attributes = attributes; }
public CharInfo(char _char, CharAttributes attributes = CharAttributes.empty) { UnicodeChar = _char; AsciiChar = _char; Attributes = (ushort)attributes; }
public static extern bool SetConsoleTextAttribute([In] IntPtr hConsoleOutput, [In] CharAttributes wAttributes);
public TerminalTag(string text, CharAttributes attributes) { Text = text; Attributes = attributes; }