public static void LoadLootTemplates_Reference() { Log.outInfo(LogFilter.ServerLoading, "Loading reference loot templates..."); uint oldMSTime = Time.GetMSTime(); List<uint> lootIdSet; Reference.LoadAndCollectLootIds(out lootIdSet); // check references and remove used Creature.CheckLootRefs(lootIdSet); Fishing.CheckLootRefs(lootIdSet); Gameobject.CheckLootRefs(lootIdSet); Items.CheckLootRefs(lootIdSet); Milling.CheckLootRefs(lootIdSet); Pickpocketing.CheckLootRefs(lootIdSet); Skinning.CheckLootRefs(lootIdSet); Disenchant.CheckLootRefs(lootIdSet); Prospecting.CheckLootRefs(lootIdSet); Mail.CheckLootRefs(lootIdSet); Reference.CheckLootRefs(lootIdSet); // output error for any still listed ids (not referenced from any loot table) Reference.ReportUnusedIds(lootIdSet); Log.outInfo(LogFilter.ServerLoading, "Loaded refence loot templates in {0} ms", Time.GetMSTimeDiffToNow(oldMSTime)); }
public Renderer(Gameobject go, string sourceTexture, Rectangle?sourceRectangle, Color color) : base(go) { this.SourceTextureName = sourceTexture; this.SourceRectangle = sourceRectangle == null ? new Rectangle(0, 0, SourceTexture.Width, SourceTexture.Height) : sourceRectangle.Value; this.Color = Color; }
public static void LoadLootTemplates_Gameobject() { Log.outInfo(LogFilter.ServerLoading, "Loading gameobject loot templates..."); uint oldMSTime = Time.GetMSTime(); List<uint> lootIdSet, lootIdSetUsed = new List<uint>(); uint count = Gameobject.LoadAndCollectLootIds(out lootIdSet); // remove real entries and check existence loot var gotc = Global.ObjectMgr.GetGameObjectTemplates(); foreach (var go in gotc) { uint lootid = go.Value.GetLootId(); if (lootid != 0) { if (!lootIdSet.Contains(lootid)) Gameobject.ReportNonExistingId(lootid, go.Value.entry); else lootIdSetUsed.Add(lootid); } } foreach (var id in lootIdSetUsed) lootIdSet.Remove(id); // output error for any still listed (not referenced from appropriate table) ids Gameobject.ReportUnusedIds(lootIdSet); if (count != 0) Log.outInfo(LogFilter.ServerLoading, "Loaded {0} gameobject loot templates in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); else Log.outError(LogFilter.ServerLoading, "Loaded 0 gameobject loot templates. DB table `gameobject_loot_template` is empty"); }
public void makeCard(GameObject prefab) { card = prefab; if (isFaceUp) { card.GetComponent <Sprites>().sprite = frontImage; } else { card.GetComponent <Sprites>().sprite = backImage; } }
/// <summary> /// Load all the zone objects and items /// </summary> private void LoadZone() { // creating the zone's chat channels World.ChatManager.CreateChannel(Name, ChannelType.Local, channelId => LocalChatChannel = channelId); World.ChatManager.CreateChannel(Name, ChannelType.Trade, channelId => TradeChatChannel = channelId); // registering our social world World.SocialManager.RegisterWorld(Id); // temp doorway if (id == 1) { var doorway = new Dynamic(this, 1, 100, null); doorway.InitializeNewDoorway(new Vector3(1, 40, 50), new GlobalPosition(2, new Vector3(1437, 0, 964))); this.objectCache.AddItem(doorway); this.PrimaryFiber.Enqueue(() => doorway.Spawn(new Vector3(1442, 14, 985.5f), Quaternion.CreateEular(0, 100, 0))); } // temp doorway if (id == 2) { var doorway = new Dynamic(this, 2, 100, null); doorway.InitializeNewDoorway(new Vector3(1, 40, 50), new GlobalPosition(1, new Vector3(1442, 0, 998))); this.objectCache.AddItem(doorway); this.PrimaryFiber.Enqueue(() => doorway.Spawn(new Vector3(1440, 14, 974.5f), Quaternion.CreateEular(0, 100, 0))); } using (var session = this.world.WorldDatabase.OpenSession()) { // load all npcs foreach (var npcData in session.Query <NpcData>("Npc/ByZoneId").Where(n => n.ZoneId == this.id)) { var npc = new Npc(this, npcData.Guid, npcData.GroupId, (NpcType)npcData.NpcType, npcData); this.objectCache.AddItem(npc); var position = npcData.Position.ToVector(); position.Y = this.GetHeight(position.X, position.Z); var rotation = Quaternion.CreateEular(0, npcData.Orientation, 0); this.PrimaryFiber.Enqueue(() => npc.Spawn(position, rotation)); } // load all game objects foreach (var goData in session.Query <GameObjectData>("GameObject/ByZoneId").Where(g => g.ZoneId == this.id)) { var go = new Gameobject(this, goData.Guid, (GameObjectType)goData.GOType, goData.GroupId, goData); this.objectCache.AddItem(go); var position = goData.Position.ToVector(); var rotation = Quaternion.CreateEular(0, goData.Orientation, 0); this.PrimaryFiber.Enqueue(() => go.Spawn(position, rotation)); } } }
static void Main(string[] args) { Display.DisplaySize(80, 80); Scene scene1 = new Scene(); Gameobject ball = scene1.AddGameobject("ball"); ball.AddComponet("ball_image", new Image("O")); ball.transform.Teleport(5, 5); Background background1 = scene1.AddBackground(0, "background1"); background1.FillBackground(new Image("_")); }
public void screenChange(Gameobject target) { foreach (Gameobject screen in screens) { if (screen == target) { screen.enabled = true; } else { screen.enabled = false; } } }
public void clicked(Gameobject buttonObj) { Debug.Log("Button Buy Clicked!"); Text text = buttonObj.GetComponentInChildren <Text>(true); if (text != null) { textRef.text = "i am a button!"; ´ } Image image = buttonObj.GetComponent <Image>(); if (image != null) { image.color = newColor; } }
public GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation) //Creates the object and puts it in queue { if (!poolDictionary.ContainsKey(tag)) { Debug.LogWarning("Yo! This tag- " + tag + " doesnt exist, maybe check on that!:)") return(null); //If the tag is not available, it will send this message } Gameobject objectToSpawn = poolDictionary[tag].Dequeue //Pulls the first object in the queue and sets it to objectToSpawn objectToSpawn.SetActive(true); //spawns object objectToSpawn.transform.position = position; //sets the position of the spawned object objectToSpawn.transform.rotation = rotation; //sets the rotation of the spawned object poolDictionary[tag].Enqueue(objectToSpawn); //Adds the object back into the pool return(objectToSpawn); }
private Gameobject BuildGameobject(DataRow row) { var gameobject = new Gameobject(); gameobject.guid = row["guid"] != DBNull.Value ? CustomConverter.ToInt32(row["guid"]) : 0; gameobject.id = row["id"] != DBNull.Value ? CustomConverter.ToInt32(row["id"]) : 0; gameobject.map = row["map"] != DBNull.Value ? CustomConverter.ToInt32(row["map"]) : 0; gameobject.spawnMask = row["spawnMask"] != DBNull.Value ? CustomConverter.ToInt32(row["spawnMask"]) : 0; gameobject.phaseMask = row["phaseMask"] != DBNull.Value ? CustomConverter.ToInt32(row["phaseMask"]) : 0; gameobject.position_x = row["position_x"] != DBNull.Value ? CustomConverter.ToInt32(row["position_x"]) : 0; gameobject.position_y = row["position_y"] != DBNull.Value ? CustomConverter.ToInt32(row["position_y"]) : 0; gameobject.position_z = row["position_z"] != DBNull.Value ? CustomConverter.ToInt32(row["position_z"]) : 0; gameobject.orientation = row["orientation"] != DBNull.Value ? CustomConverter.ToInt32(row["orientation"]) : 0; gameobject.rotation0 = row["rotation0"] != DBNull.Value ? CustomConverter.ToInt32(row["rotation0"]) : 0; gameobject.rotation1 = row["rotation1"] != DBNull.Value ? CustomConverter.ToInt32(row["rotation1"]) : 0; gameobject.rotation2 = row["rotation2"] != DBNull.Value ? CustomConverter.ToInt32(row["rotation2"]) : 0; gameobject.rotation3 = row["rotation3"] != DBNull.Value ? CustomConverter.ToInt32(row["rotation3"]) : 0; gameobject.spawntimesecs = row["spawntimesecs"] != DBNull.Value ? CustomConverter.ToInt32(row["spawntimesecs"]) : 0; gameobject.animprogress = row["animprogress"] != DBNull.Value ? CustomConverter.ToInt32(row["animprogress"]) : 0; gameobject.state = row["state"] != DBNull.Value ? CustomConverter.ToInt32(row["state"]) : 0; return(gameobject); }
public Renderer(Gameobject go, string sourceTexture, Rectangle?sourceRectangle) : this(go, sourceTexture, sourceRectangle, Color.White) { }
public Renderer(Gameobject go, string sourceTexture) : this(go, sourceTexture, null, Color.White) { }
public Component(Gameobject go) { this.Gameobject = go; }
public void setBack(GameObject prefab, Sprite CardFace) { card = prefab; card.GetComponent <Sprites>().sprite = CardFace; }
public Transform(Gameobject go, Vector position) : base(go) { this.Position = position; }
void Start() { life = Gameobject.FindGameObjectWithTag("TimeLeft").GetComponent <GUIHandler1>(); }