// Start is called before the first frame update void Start() { CharacterSpriteManager man = GameObject.Find("Player").GetComponent <CharacterSpriteManager>(); int j = 1; for (int i = 0; i < GameManager.instance.players.Count; i++) { Player p = GameManager.instance.players[i]; if (p.team == GameManager.instance.winningTeam) { GameObject.Find("WinningPlayer" + j).GetComponent <SpriteRenderer>().sprite = man.SpritesForCharacter(p.character).winning; j++; } } switch (GameManager.instance.winningTeam) { case 0: GameObject.Find("WinText").GetComponent <SpriteRenderer>().sprite = wintext1; break; case 1: GameObject.Find("WinText").GetComponent <SpriteRenderer>().sprite = wintext2; break; } }
// ------------------------------ // Abstract class implementation // ------------------------------ protected override void DoFragment(Fragment fragment) { frg = fragment; msg = frg.Msg; nameText.text = frg.Name; charactersShown = 0; UpdateText(); scroll.value = 1; state = State.Opening; managingGroup = dialogGroup; managingGroup.gameObject.SetActive(true); interactionBlocker.SetActive(true); if (frg.Msg == "") { state = State.Closing; } if (frg.Character != "") { faceCamera.character = GameObject.Find(frg.Character); if (faceCamera.character) { currentCharacter = faceCamera.character.GetComponent <CharacterSpriteManager>(); if (frg.Parameter != "") { currentCharacter.ChangeSprite(frg.Parameter); } face.uvRect = faceCamera.character.transform.localScale.x >= 0 ? new Rect(1, 0, -1, 1) : new Rect(0, 0, 1, 1); } else { Debug.LogWarning("Personaje no encontrado: " + frg.Character); } } fondoTexto.sprite = frg.Parameter == "narrativo" ? texturaPensamiento : texturaNormal; textHolder.color = frg.Parameter == "narrativo" ? colorTextoPensamiento : colorTextoNormal; var size = face.rectTransform.sizeDelta; size.x = faceCamera.character ? size.y : 0; face.rectTransform.sizeDelta = size; viewPort.anchoredPosition = new Vector2(faceCamera.character ? startingViewportX : face.rectTransform.anchoredPosition.x, viewPort.anchoredPosition.y); }
private void Awake() { if (_instance == null) { _instance = this; } for (int i = 0; i < _spriteLists.Count; i++) { _characterSpritesDictionary.Add((Character)i, _spriteLists[i].sprites); } for (int i = 0; i < _spriteLists.Count; i++) { _characterSpriteDictionary.Add((Character)i, _spriteLists[i].texture); } }
private void Start() { characterSpriteManager = GetComponentInChildren <CharacterSpriteManager>(); }
void Update() { switch (state) { case State.Opening: // No matter what, when opening, just fade in the group managingGroup.alpha = Mathf.Clamp01(managingGroup.alpha + Time.deltaTime / fadeTime); if (managingGroup.alpha == 1) { state = State.Showing; } break; case State.Showing: // When showing we'll care about the shown group if (managingGroup == dialogGroup) { // If showing a fragment, show more characters until all of them are displayed if (Input.GetMouseButtonDown(0)) { if (charactersShown < msg.Length) { charactersShown = msg.Length; UpdateText(); } else { state = State.Closing; } } accumulated += Time.deltaTime; while (accumulated > timePerCharacter) { accumulated -= timePerCharacter; charactersShown = Mathf.Clamp(charactersShown + 1, 0, msg.Length); UpdateText(); } if (currentCharacter) { currentCharacter.Talking = charactersShown < msg.Length; } var scrollpos = new Vector2(scroll.value, 0); scrollpos = Vector2.SmoothDamp(scrollpos, new Vector2(scrollWantsToBe, 0), ref speed, scrollTime, scrollSpeed, Time.deltaTime); scroll.value = scrollpos.x; } else if (managingGroup == optionsGroup) { if (optionSelected != null) { state = State.Closing; } } break; case State.Closing: // No matter what, when closing, just fade out the displayed group managingGroup.alpha = Mathf.Clamp01(managingGroup.alpha - Time.deltaTime / fadeTime); if (managingGroup.alpha == 0) { faceCamera.character = null; managingGroup.gameObject.SetActive(false); currentCharacter = null; interactionBlocker.SetActive(false); state = State.Idle; textHolder.text = ""; textHolder.rectTransform.anchoredPosition = Vector2.zero; frg = null; speed = Vector2.zero; foreach (var io in instancedOptions) { GameObject.DestroyImmediate(io); } } break; case State.Idle: break; } }
// Use this for initialization void Start() { spriteManager = GetComponent <CharacterSpriteManager>(); ResetTimeToBlink(); }
private void Awake() { Instance = this; }
public override void draw(SpriteBatch spriteBatch) { MouseState ms = Mouse.GetState(); Color tileColor = Color.White; //if (ms.LeftButton == ButtonState.Pressed) tileColor = Color.LightPink; for (int j = 0; j < tManager.getTowerTypeCount(); ++j) { Vector2 pos = new Vector2(700.0f, 100.0f + j * 100.0f); if (eManager.isPaused()) { drawTexture(spriteBatch, "character-bits", pos, 0.0f, Vector2.Zero, CharacterSpriteManager.getBody(0), 4.0f, Color.White); } else { drawTexture(spriteBatch, "character-bits", pos, 0.0f, Vector2.Zero, CharacterSpriteManager.getBody(4), 4.0f, Color.White); } } for (int i = 0; i < MapManager.getTileCount(); ++i)//this should switch to the level loader??? { int xPos = (i % 20) * 32; int yPos = (i / 20) * 32; int[] testMap = levelManager.getMap(); if (ms.X >= xPos && ms.X < xPos + 32 && ms.Y >= yPos && ms.Y < yPos + 32 && ms.LeftButton == ButtonState.Pressed) { if (testMap[i] >= 3 && testMap[i] <= 11) { tileColor = Color.LightPink; } else { tileColor = Color.LightBlue; } parent.game.setMouseColor(tileColor); } else { tileColor = Color.White; } //draw all the grass int j = i / 20; if ((i + j) % 2 == 0) { spriteBatch.Draw(aManager.getTexture("map-tiles"), new Vector2(xPos, yPos), MapManager.getTile(0), tileColor, 0.0f, new Vector2(), 2.0f, SpriteEffects.None, 0.0f); } else { spriteBatch.Draw(aManager.getTexture("map-tiles"), new Vector2(xPos, yPos), MapManager.getTile(1), tileColor, 0.0f, new Vector2(), 2.0f, SpriteEffects.None, 0.0f); } //draw roads from the map above if (testMap[i] > 1) //not a grass tile { spriteBatch.Draw(aManager.getTexture("map-tiles"), new Vector2(xPos, yPos), MapManager.getTile(testMap[i]), tileColor, 0.0f, new Vector2(), 2.0f, SpriteEffects.None, 0.0f); } } if (tManager.getSelectedTowerType() >= 0) { drawTexture(spriteBatch, "character-bits", new Vector2(ms.X - 16, ms.Y - 16), 0.0f, Vector2.Zero, CharacterSpriteManager.getBody(0), 2.0f, parent.game.getMouseColor()); } for (int i = 0; i < tManager.getTowerCount(); ++i) { Tower t = tManager.getTower(i); drawTexture(spriteBatch, "character-bits", t.position, 0.0f, new Vector2(0.0f, 8.0f), CharacterSpriteManager.getBody(0), 2.0f, Color.White); } for (int i = 0; i < tManager.getBulletCount(); ++i) { Bullet t = tManager.getBullet(i); drawTexture(spriteBatch, "character-bits", t.position, 0.0f, new Vector2(8.0f, 8.0f), CharacterSpriteManager.getBody(0), 2.0f, Color.White); } for (int i = eManager.getCount() - 1; i >= 0; --i) { Entity e = eManager.getEntity(i); if (e != null) { float adjustedAngle = e.rotationAngle + e.rotationOffset; if (e.spriteIndexes[0] >= 0) { drawTexture(spriteBatch, e.spriteId, e.position, adjustedAngle, e.center, CharacterSpriteManager.getBody(e.spriteIndexes[0]), 2.0f, Color.White); } if (e.spriteIndexes[2] >= 0) { drawTexture(spriteBatch, e.spriteId, e.position, adjustedAngle, e.center, CharacterSpriteManager.getPants(e.spriteIndexes[2]), 2.0f, Color.White); } if (e.spriteIndexes[1] >= 0) { drawTexture(spriteBatch, e.spriteId, e.position, adjustedAngle, e.center, CharacterSpriteManager.getShirt(e.spriteIndexes[1]), 2.0f, Color.White); } if (e.spriteIndexes[3] >= 0) { drawTexture(spriteBatch, e.spriteId, e.position, adjustedAngle, e.center, CharacterSpriteManager.getHeadpiece(e.spriteIndexes[3]), 2.0f, Color.White); } if (e.spriteIndexes[4] >= 0) { drawTexture(spriteBatch, e.spriteId, e.position, adjustedAngle, e.center, CharacterSpriteManager.getWeapon(e.spriteIndexes[4]), 2.0f, Color.White); } if (e.spriteIndexes[5] >= 0) { drawTexture(spriteBatch, e.spriteId, e.position, adjustedAngle, e.center, CharacterSpriteManager.getShield(e.spriteIndexes[5]), 2.0f, Color.White); } } } }