コード例 #1
0
    public void set_bb_choices(CharacterIndex[] aChoices)
    {
        //mChoices = aChoices;

        //JIT/AOT hard fix. I think aChoices is always passed into here in order anyways so it's not a problem
        var ch  = aChoices;//aChoices.OrderBy(e => e.Choice).ToArray();
        int len = ch.Count();

        float padding  = 700;
        float netWidth = (len) * padding;

        for (int i = len; i < mBBChoices.Count; i++)
        {
            mBBChoices [i].Enabled     = false;
            mBBMiniMans[i].Enabled     = false;
            mBBChoiceBodies[i].Enabled = false;
        }
        for (int i = 0; i < len; i++)
        {
            mBBChoices[i].Enabled      = true;
            mBBMiniMans[i].Enabled     = true;
            mBBChoiceBodies[i].Enabled = true;

            mBBChoices[i].set_actual_character(ch[i]);
            mBBChoices[i].set_difficulty(mManager.mCharacterBundleManager.get_character_helper().Characters[ch[i]].Difficulty);

            var xOffset = netWidth / 2 - padding / 2 - padding * i;
            mBBChoices[i].HardPosition      = mFlatCamera.get_point(0, -0.16f) + new Vector3(xOffset, 0, 0);
            mBBChoiceBodies[i].HardPosition = mFlatCamera.get_point(0, -0.16f) + new Vector3(xOffset, -270, 0);
            mBBMiniMans[i].HardPosition     = mBBChoiceBodies[i].HardPosition + mBBMiniManBasePositionOffset;
            mBBMiniMans[i].HardColor        = GameConstants.UiPurpleTransparent;
        }
    }
コード例 #2
0
    FlatElementImage construct_flat_image(string aName, int aDepth)
    {
        if (mLoader == null)
        {
            throw new UnityException("start screen bundle null");
        }

        CharacterData.ImageSizeOffsetAnimationData sizing;
        FlatElementImage r;

        if (aName != "BACKGROUND")        //this is stupid and you should make background part of the dump..
        {
            sizing = mLoader.Sizes.find_static_element(aName);
            try
            {
                r = new FlatElementImage(mLoader.Images.staticElements[aName], sizing.Size, aDepth);
            }
            catch (System.Exception e)
            {
                Debug.Log("messed up on " + aName);
                throw e;
            }
        }
        else
        {
            var backSize = mLoader.Sizes.mBackSize;
            sizing        = new CharacterData.ImageSizeOffsetAnimationData();
            sizing.Offset = new Vector2(0, 0);
            sizing.Size   = backSize;
            r             = new FlatElementImage(mLoader.Images.background1, backSize, aDepth);
        }
        r.HardPosition = mRTCamera.get_point(Vector3.zero) + sizing.Offset;
        return(r);
    }
コード例 #3
0
    FlatElementImage construct_flat_image(string aName, int aDepth)
    {
        var sizing = mLoader.Sizes.find_static_element(aName);
        var r      = new FlatElementImage(mLoader.Images.staticElements[aName], sizing.Size, aDepth);

        r.HardPosition = mFlatCamera.get_point(Vector3.zero) + sizing.Offset;
        return(r);
    }
コード例 #4
0
    public void initialize_depth_warning()
    {
        mDepthImage           = new FlatElementImage(null, new Vector2(160, 120), 100);
        mDepthImage.HardScale = Vector3.one * 2;
        //mDepthImage.HardPosition = mFlatCamera.get_point(1, -1) + new Vector3(-10 - mDepthImage.BoundingBox.width / 4, 10 + mDepthImage.BoundingBox.height / 4, 0) * mFlatCamera.screen_pixel_to_camera_pixel_ratio();
        mDepthImage.HardPosition       = mFlatCamera.get_point(1.5f, -1) + new Vector3(-10 - mDepthImage.BoundingBox.width / 4, 10 + mDepthImage.BoundingBox.height / 4, 0) * mFlatCamera.screen_pixel_to_camera_pixel_ratio();
        mDepthImage.HardShader         = mManager.mReferences.mXB1DepthImageShader;
        mDepthWarningText              = new FlatElementText(mManager.mNewRef.genericFont, 40, GameStrings.GetString("TCMkinect1"), 100);
        mDepthWarningText.HardColor    = new Color(1, 1, 1, 0);
        mDepthWarningText.Alignment    = TextAlignment.Left;
        mDepthWarningText.Anchor       = TextAnchor.MiddleLeft;
        mDepthWarningText.HardPosition = mFlatCamera.get_point(1, -1) + new Vector3(-280, 110, 0) * mFlatCamera.screen_pixel_to_camera_pixel_ratio();
        mDepthWarningText.ColorInterpolationMaxLimit = 10f;
        mDepthWarningText.ColorInterpolationMinLimit = 2f;
        //mDepthWarningText.Alignment = TextAlignment.Left;
        EnableDepthWarning = false;

        mElement.Add(mDepthImage);
        mElement.Add(mDepthWarningText);
    }
コード例 #5
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 #6
0
    FlatElementImage construct_flat_image(string aName, int aDepth)
    {
        var sizing = mLoader.Sizes.find_static_element(aName);

        try{
            var r = new FlatElementImage(mLoader.Images.staticElements[aName], sizing.Size, aDepth);
            r.HardPosition = mFlatCamera.get_point(Vector3.zero) + sizing.Offset;
            return(r);
        }
        catch (System.Exception e)
        {
            Debug.Log("couldn't find " + aName);
            throw e;
        }
    }
コード例 #7
0
    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 #8
0
 Vector3 random_position()
 {
     //UGG piece of junk...
     return(mFlatCamera.get_point(Vector3.zero) + (new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f), 0)).normalized * Random.Range(4000, 4000));
 }
コード例 #9
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();
    }