コード例 #1
0
    public override void Start()
    {
        mManager.GameEventDistributor += game_event_listener;

        //setup flat camera
        mFlatCamera = new FlatCameraManager(new Vector3(10000, 10000, 0), 9);
        mFlatCamera.Camera.depth = 101;         //we want this on top always
        //mFlatCamera.Camera.clearFlags = CameraClearFlags.SolidColor;
        mFlatCamera.Camera.clearFlags      = CameraClearFlags.Depth;
        mFlatCamera.Camera.backgroundColor = new Color32(37, 37, 37, 255);
        mFlatCamera.fit_camera_to_screen(true);


        //setup RT camera
        mRTCamera = new FlatCameraManager(new Vector3(10000, -6000, 0), 10);
        mRTCamera.set_render_texture_mode(true);
        mRTCamera.Camera.GetComponent <Camera>().name = "TCMCAMERA";
        mRTCamera.fit_camera_to_game();
        mRTImage = new FlatElementImage(mRTCamera.RT, 1);
        mRTImage.PrimaryGameObject.name = "TCMIMAGE";
        mRTImage.HardScale = Vector3.one * mFlatCamera.Width / mRTImage.mImage.PixelDimension.x;
        ModeNormalPlay.slide_image(mFlatCamera, null, mRTImage, false, true);
        mElement.Add(mRTImage);

        //this is seen by main flat camera and not RT camera FYI
        initialize_depth_warning();

        mManager.mAssetLoader.new_load_asset_bundle("START", delegate(AssetBundle aBundle){ start_screen_loaded_callback(aBundle, "START"); });

        //this isn't working anyhow
        //mManager.StartCoroutine(test_you_are_playing_as());
    }
コード例 #2
0
 public void initialize()
 {
     IsLoaded    = false;
     TED         = new TimedEventDistributor();
     mFlatCamera = new FlatCameraManager(new Vector3(10000, -3000, 0), 10);
     mFlatCamera.fit_camera_to_game();
     mUnlockAnnouncer = new UnlockAnnouncer(this);
 }
コード例 #3
0
    public void initialize()
    {
        TED         = new TimedEventDistributor();
        mFlatCamera = new FlatCameraManager(new Vector3(-50000, 10000, 0), 9);
        mFlatCamera.fit_camera_to_screen();
        //mFlatCamera.fit_camera_to_game();
        //mMiniMan = ((GameObject)GameObject.Instantiate(ManagerManager.Manager.mReferences.mMiniChar)).GetComponent<CharacterTextureBehaviour>();
        //mMiniMan = //TODO something like this: mManager.mCharacterBundleManager.get_mini_character(new CharacterIndex(0,1));

        mHeadPop = new CharacterHeadPopupThingy(this);
    }
コード例 #4
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 public static void draw_render_texture(FlatCameraManager aCam)
 {
     //aCam.Camera.enabled = true;
     RenderTexture.active        = aCam.RT;
     aCam.Camera.targetTexture   = aCam.RT;
     aCam.Camera.backgroundColor = new Color(1, 1, 1, 0);
     aCam.Camera.clearFlags      = CameraClearFlags.SolidColor;
     //aCam.Camera.DoClear();
     aCam.Camera.Render();
     RenderTexture.active = null;
     //aCam.Camera.enabled = false;
 }
コード例 #5
0
    public void initialize()
    {
        IsLoaded    = false;
        mFlatCamera = new FlatCameraManager(mManager.mCameraManager.BackgroundCamera.transform.position, 10);
        mFlatCamera.fit_camera_to_game();
        mFlatCamera.Camera.cullingMask = (1 << 3) | (1 << 0);
        mFlatCamera.set_render_texture_mode(true);


        mPlayerImage = new FlatElementImage(null, 10);
        mPlayerImage.PrimaryGameObject.name = "PLAYERIMAGE";
        mElement.Add(mPlayerImage);
    }
コード例 #6
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    public void show_indicator(bool show)
    {
        Vector2 give = FlatCameraManager.get_fit_difference();

        targetRect    = new Rect(-400, Screen.height - 120 - 20 - give.y / 2, 160, 120);
        currentRect.y = Screen.height - 120 - 20 - give.y / 2;
        if (!show)
        {
            targetRect.x = -400;
        }
        else
        {
            targetRect.x = 20 + give.x / 2;
        }
    }
コード例 #7
0
 public static void slide_image(FlatCameraManager aCam, FlatElementImage cur, FlatElementImage next, bool right = true, bool instant = false)
 {
     //TODO set triggers to deactivate the surfaces, maybe not here.. for performance..
     if (next != null)
     {
         next.HardPosition = aCam.get_point(Vector3.zero) + (right ? Vector3.right * next.BoundingBox.width : Vector3.down * next.BoundingBox.height);
         next.SoftPosition = aCam.get_point(Vector3.zero);
         if (instant)
         {
             next.HardPosition = next.SoftPosition;
         }
     }
     if (cur != null)
     {
         cur.SoftPosition = aCam.get_point(Vector3.zero) - (right ? Vector3.right * cur.BoundingBox.width : Vector3.down * cur.BoundingBox.height);
         if (instant)
         {
             cur.HardPosition = cur.SoftPosition;
         }
     }
 }
コード例 #8
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    public void initialize()
    {
        mInterfaceManager = new NewInterfaceManager(mManager, this);
        mInterfaceManager.initialize();
        //mInterfaceManager.mFlatCamera.set_render_texture_mode(true);
        mInterfaceManager.setup_bb();

        mSunsetManager = new SunsetManager(mManager, this);
        mSunsetManager.initialize();
        mSunsetManager.mFlatCamera.set_render_texture_mode(true);
        mManager.mAssetLoader.new_load_asset_bundle("SUNSET",
                                                    delegate(AssetBundle aBundle){
            mSunsetManager.sunset_loaded_callback(aBundle, "SUNSET");
        }
                                                    );

        mGiftManager = new GiftManager(mManager, this);
        mGiftManager.initialize();
        mManager.mAssetLoader.new_load_asset_bundle("GIFT",
                                                    delegate(AssetBundle aBundle){
            mGiftManager.gift_loaded_callback(aBundle, "GIFT");
        }
                                                    );

        mChoosingManager = new ChoosingManager(mManager, this);
        mChoosingManager.initialize();
        mChoosingManager.mFlatCamera.set_render_texture_mode(true);

        mFlatCamera = new FlatCameraManager(new Vector3(-23200, 3500, 0), 10);
        mFlatCamera.Camera.depth = 100;
        mFlatCamera.fit_camera_to_screen();

        mSunsetImage = new FlatElementImage(mSunsetManager.mFlatCamera.RT, 0);
        var hs = Vector3.one * mFlatCamera.Width / mSunsetImage.mImage.PixelDimension.x;

        //TODO extra space for rounded edges
        //hs.y += 600; //additional 300 pixels..
        mSunsetImage.HardScale    = hs;
        mSunsetImage.HardPosition = mFlatCamera.get_point(Vector3.zero) + Vector3.up * mSunsetImage.BoundingBox.height;
        //mSunsetImage.HardShader = mManager.mReferences.mRenderTextureShader;
        mSunsetImage.PositionInterpolationMinLimit = 10;         //so it doesn't take forever to entirely cover the image underneath
        mElement.Add(mSunsetImage);


        mChoosingImage              = new FlatElementImage(mChoosingManager.mFlatCamera.RT, 1);
        mChoosingImage.HardScale    = Vector3.one * mFlatCamera.Width / mChoosingImage.mImage.PixelDimension.x;
        mChoosingImage.HardPosition = mFlatCamera.get_point(Vector3.zero) + Vector3.right * mChoosingImage.BoundingBox.width;
        //mChoosingImage.HardShader = mManager.mReferences.mRenderTextureShader;
        mElement.Add(mChoosingImage);


        //this is silly, we forec the interface image to appear above everything else pretty much just so we can have text bubbles show above everything
        //kind of a dumb way to do it oh well.

        /*
         * mInterfaceImage = new FlatElementImage(mInterfaceManager.mFlatCamera.RT,1);
         * mInterfaceImage.HardScale = Vector3.one * mFlatCamera.Width/mInterfaceImage.mImage.PixelDimension.x;
         * mInterfaceImage.HardPosition = mFlatCamera.get_point(Vector3.zero);
         * mElement.Add(mInterfaceImage);*/

        mIsInitialized = true;
    }
コード例 #9
0
    public override void Start()
    {
        Camera wipeCamera = (new GameObject("genWipeCamera")).AddComponent <Camera>();

        wipeCamera.cullingMask = 0;
        wipeCamera.clearFlags  = CameraClearFlags.SolidColor;
        //wipeCamera.backgroundColor = new Color(0.05f,0.05f,0.06f);
        //wipeCamera.backgroundColor = new Color(1,1,1);
        wipeCamera.backgroundColor = new Color(0, 0, 0);
        wipeCamera.depth           = 0;

        //ImageEffects = (GameObject)GameObject.Instantiate(mManager.mReferences.mImageEffectsPrefabs);

        MainBodyCamera             = (new GameObject("genMainCamera")).AddComponent <Camera>();
        MainBodyCamera.cullingMask = 1 << 1;
        MainBodyCamera.depth       = 4;
        MainBodyCamera.clearFlags  = CameraClearFlags.Depth;
        mManager.mBodyManager.set_layer(1);


        TransparentBodyCamera             = (new GameObject("genTransparentCamera")).AddComponent <Camera>();
        TransparentBodyCamera.cullingMask = 1 << 2;
        TransparentBodyCamera.depth       = 3;
        TransparentBodyCamera.clearFlags  = CameraClearFlags.Depth;
        mManager.mTransparentBodyManager.set_layer(2);

        BackgroundCamera             = (new GameObject("genBackgroundCamera")).AddComponent <Camera>();
        BackgroundCamera.cullingMask = 1 << 3;
        BackgroundCamera.depth       = 2;
        BackgroundCamera.clearFlags  = CameraClearFlags.Depth;
        mManager.mBackgroundManager.set_background_layer(3);

        ForegroundCamera             = (new GameObject("genForegroundCamera")).AddComponent <Camera>();
        ForegroundCamera.cullingMask = 1 << 4;
        ForegroundCamera.depth       = 5;
        ForegroundCamera.clearFlags  = CameraClearFlags.Depth;
        mManager.mBackgroundManager.set_foreground_layer(4);



        /* no more bloom
         * MainBodyCameraBloomEffect = MainBodyCamera.gameObject.AddComponent<BloomAndLensFlares>();
         * //MainBodyCameraBloomEffect = BackgroundCamera.gameObject.AddComponent<BloomAndLensFlares>();
         * BloomAndLensFlares templateBloom = ImageEffects.GetComponent<BloomAndLensFlares>();
         * MainBodyCameraBloomEffect.addBrightStuffOneOneShader = templateBloom.addBrightStuffOneOneShader;
         * MainBodyCameraBloomEffect.brightPassFilterShader = templateBloom.brightPassFilterShader;
         * MainBodyCameraBloomEffect.hollywoodFlaresShader = templateBloom.hollywoodFlaresShader;
         * MainBodyCameraBloomEffect.lensFlareShader = templateBloom.lensFlareShader;
         * MainBodyCameraBloomEffect.screenBlendShader = templateBloom.screenBlendShader;
         * MainBodyCameraBloomEffect.separableBlurShader = templateBloom.separableBlurShader;
         * MainBodyCameraBloomEffect.vignetteShader = templateBloom.vignetteShader;
         * MainBodyCameraBloomEffect.bloomIntensity = 0;*/



        //TODO need to do render textures for this to work properly...
        foreach (Camera c in AllCameras)
        {
            c.transform.position = new Vector3(0, 0, 10);
            c.transform.LookAt(Vector3.zero, Vector3.up);
            c.orthographic = true;

            FlatCameraManager.fit_camera_to_screen(c);
        }
    }
コード例 #10
0
    //CharacterIndex[] mChoices = null;


    public void initialize()
    {
        mFlatCamera = new FlatCameraManager(new Vector3(24200, -3500, 0), 10);
        mFlatCamera.fit_camera_to_game();
        //mFlatCamera = mModeNormalPlay.mSunsetManager.mFlatCamera;


        var refs   = mManager.mReferences;
        var newRef = mManager.mNewRef;
        //BB choice nonsense
        var miniMan = ((GameObject)GameObject.Instantiate(refs.mMiniChar)).GetComponent <CharacterTextureBehaviour>();
        //mMiniMan = //TODO something like this: mManager.mCharacterBundleManager.get_mini_character(new CharacterIndex(0,1));
        Vector3 miniManScale = (new Vector3(1, 1, 1)) * 1.5f;

        for (int i = 0; i < BB_NUM_CHOICES; i++)
        {
            mBBChoices.Add(new NewChoiceObject(11));
            mBBChoiceBodies.Add(new FlatBodyObject(miniMan, 12));
            mBBChoiceBodies[i].HardShader = refs.mMiniCharacterShader;
            mBBChoiceBodies[i].HardScale  = miniManScale;
            mElement.Add(mBBChoices[i]);
            mElement.Add(mBBChoiceBodies[i]);
        }

        mBBChoosingBackground              = new FlatElementImage(null, mFlatCamera.Size, 0);
        mBBChoosingBackground.Enabled      = false;
        mBBChoosingBackground.HardPosition = mFlatCamera.get_point(Vector3.zero);
        mBBQuestionText       = new ColorTextObject(10);
        mBBQuestionTextPrefix = new FlatElementText(newRef.genericFont, 100, "", 10);
        //mBBQuestionText.HardPosition = mFlatCamera.get_point(0,0.6f) + new Vector3(0,-75,0);
        mBBQuestionText.HardPosition            = mFlatCamera.get_point(0, 0.72f);
        mBBQuestionTextPrefix.HardPosition      = mFlatCamera.get_point(0, 0.72f) + new Vector3(0, 75, 0);
        mBBQuestionText.SoftInterpolation       = 1;
        mBBQuestionTextPrefix.SoftInterpolation = 1;
        var bubbleImage = mManager.mCharacterBundleManager.get_image("SELECTION_BUBBLE");

        mBBQuestionBubble = new FlatElementImage(bubbleImage.Image, bubbleImage.Data.Size, 1);
        mBBQuestionBubble.HardPosition = mFlatCamera.get_point(0, 0.75f);
        mBBQuestionBubble.HardScale    = new Vector3(1.3f, 1.1f, 1);
        mBBQuestionBubble.HardColor    = GameConstants.UiPopupBubble;

        mBBMiniMans = new FlatBodyObject[BB_NUM_CHOICES];
        for (int i = 0; i < BB_NUM_CHOICES; i++)
        {
            mBBMiniMans[i]                   = new FlatBodyObject(miniMan, 20);
            mBBMiniMans[i].HardScale         = miniManScale;
            mBBMiniMans[i].HardColor         = GameConstants.UiPurpleTransparent;
            mBBMiniMans[i].SoftInterpolation = .13f;
            mElement.Add(mBBMiniMans[i]);
        }



        mElement.Add(mBBChoosingBackground);

        mElement.Add(mBBQuestionText);
        mElement.Add(mBBQuestionTextPrefix);
        mElement.Add(mBBQuestionBubble);

        GameObject.Destroy(miniMan.gameObject);

        set_for_choosing();
    }