static void Init() { effectData = ScriptableObject.CreateInstance <EffectData>(); effectData.LoadData(); EffectTool window = GetWindow <EffectTool>(false, "Effect Tool"); window.Show(); }
} // end OnClickAttack private void PlayRunEffect(int index, float normalizedTime) { if (true == signArr[index] || normalizedTime < timeArr[index]) { return; } // end if signArr[index] = true; mainCharacter.audio.PlaySoundCacheForPath("run", soundPath); EffectTool.ShowEffectFromPool("maincharachter_run_effect", 0.5f, mainCharacter.position); } // end PlayRunSound
} // end Melee_NPCAttack_1 public virtual void DoBeforeEntering() { isFlight = false; character.avatar.Play(anim); character.audio.PlaySoundCacheForPath(id, soundPath); if (null != character.info.lockCharacter) { character.move.LookAt(character.info.lockCharacter.position); } //end if if (string.IsNullOrEmpty(effectPath)) { return; } // end if EffectTool.ShowEffectFromPool(effectPath, 1f, character.position, character.rotation); } // end DoBeforeEntering
public Battle(ArmyClass initBLUE, ArmyClass initRED) { Log log = Log.getInstance(); log.sb.AppendLine($"Begin construction of battle"); BLUE = new BattleArmy(initBLUE); foreach (BattleUnitStack u in BLUE.Description) { u.setID(setID); setID = setID + 1; u.setSide("BLUE"); u.setCounter(1); u.setIsWaited(0); u.setSpell(u.minion.HasSpell); } log.sb.AppendLine($"Blue army created"); RED = new BattleArmy(initRED); foreach (BattleUnitStack u in RED.Description) { u.setID(setID); setID = setID + 1; u.setSide("RED"); u.setCounter(1); u.setIsWaited(0); u.setSpell(u.minion.HasSpell); } log.sb.AppendLine($"Red army created"); SaveBLUE = initBLUE; SaveRED = initRED; ArmyQueue.AddRange(BLUE.Description); ArmyQueue.AddRange(RED.Description); ArmyQueue.Sort(Compare); effect = new EffectTool(ArmyQueue, this); log.sb.AppendLine($"Start game loop"); GameLoop(); log.sb.AppendLine($"Change armies"); ChangeArmies(); }
public EditorTools(object owner) { Owner = owner; Textures = new TextureTool(); Segments = new SegmentTool(); Walls = new WallTool(); Triggers = new TriggerTool(); Objects = new ObjectTool(); Effects = new EffectTool(); Lights = new LightsTool(); Reactor = new ReactorTool(); Mission = new MissionTool(); Diagnostics = new DiagnosticsTool(); TextureFilters = new TextureFiltersTab(); Settings = new SettingsTool(); AllTools = new DLELayoutableUserControl[] { Textures, Segments, Walls, Triggers, Objects, Effects, Lights, Reactor, Mission, Diagnostics, TextureFilters, Settings }; attached = attachedToFloating = false; foreach (DLELayoutableUserControl tab in AllTools) { tab.Owner = (EditorWindow)owner; } }
} // end NPCDie public void DoBeforeEntering() { isDispoed = false; character.avatar.Play(anim); character.audio.PlaySoundCacheForPath(id, soundPath); EffectTool.ShowEffectFromPool(effectPath, 2f, character.position, character.rotation); } // end DoBeforeEntering