コード例 #1
0
 public void OnComboChanged(LevelIndex level, int ComboIndex)
 {
     if (ComboChanged != null)
     {
         ComboChanged(this, new ComboEventArgs(level, ComboIndex));
     }
 }
コード例 #2
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 public void OnStructureChanged(LevelIndex level)
 {
     if (StructureChanged != null)
     {
         StructureChanged(this, new LevelEventArgs(level));
     }
 }
コード例 #3
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 public void OnObjectEdited(Control sender, LevelIndex level, ObjectInstance item)
 {
     if (ObjectEdited != null)
     {
         ObjectEdited(sender, new ScreenObjectEventArgs(level, item));
     }
 }
コード例 #4
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 public void OnPaletteChanged(LevelIndex level)
 {
     if (PaletteChanged != null)
     {
         PaletteChanged(this, new LevelEventArgs(level));
     }
 }
コード例 #5
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        /// <summary>
        /// Loads animation data/frames for the specified level.
        /// </summary>
        /// <param name="level">The level to load data for</param>
        /// <param name="lastFrame">The index of the first frame after the current area's frame data, or FF to leave unspecified. If an FF terminator is encountered in frame data, parsing will stop sooner.</param>
        /// <returns></returns>
        private static ChrAnimationLevelData LoadAnimationsForLevel(MetroidRom rom, LevelIndex level, int lastFrame)
        {
            ChrAnimationLevelData data = new ChrAnimationLevelData(level);

            // CHR usage table has been repurposed in MMC3 ROMs (hence accessor names don't match usage)
            data.SprBank0 = rom.ChrUsage.GetSprPage(level);
            data.SprBank1 = rom.ChrUsage.GetBgLastPage(level);
            // First frame index
            int  frameIndex = rom.ChrUsage.GetBgFirstPage(level);
            bool keepGoing  = true;

            while (keepGoing && frameIndex < lastFrame && frameIndex < 0xFF)
            {
                ChrAnimationTable loadedAnimation = LoadOneAnimation(rom, level, ref frameIndex);
                if (loadedAnimation == null)
                {
                    if (data.Animations.Count == 0)
                    {
                        loadedAnimation = new ChrAnimationTable();
                        ChrAnimationFrame frame = new ChrAnimationFrame();
                        frame.FrameTime = 1;
                        loadedAnimation.Frames.Add(frame);
                    }
                    else
                    {
                        return(data);
                    }
                }
                data.Animations.Add(loadedAnimation);
            }

            return(data);
        }
コード例 #6
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        /// <summary>
        /// Convert a <seealso cref="LevelIndex"/>
        /// into <seealso cref="Visibility.Collapsed"/> or
        /// <seealso cref="Visibility.Visible"/>
        /// </summary>
        /// <param name="value"></param>
        /// <param name="targetType"></param>
        /// <param name="parameter"></param>
        /// <param name="culture"></param>
        /// <returns></returns>
        public object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture)
        {
            if (null == value)
            {
                return(Visibility.Collapsed);
            }

            if ((value is LevelIndex) == false)
            {
                return(Visibility.Collapsed);
            }

            LevelIndex levelIndex = (LevelIndex)value;

            switch (levelIndex)
            {
            case LevelIndex.NONE:
            case LevelIndex.DEBUG:
            case LevelIndex.INFO:
            case LevelIndex.WARN:
            case LevelIndex.ERROR:
            case LevelIndex.FATAL:
                return(Visibility.Visible);

            default:
                return(Visibility.Collapsed);
            }
        }
コード例 #7
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        JsonObject GetAreaData(LevelIndex i)
        {
            switch (i)
            {
            case LevelIndex.Brinstar:
                return(brinstarData);

            case LevelIndex.Norfair:
                return(norfairData);

            case LevelIndex.Tourian:
                return(tourianData);

            case LevelIndex.Kraid:
                return(kraidData);

            case LevelIndex.Ridley:
                return(ridleyData);

            case LevelIndex.None:
                return(globalData);

            default:
                throw new ArgumentException("Invalid level index: " + i.ToString());
            }
        }
コード例 #8
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 public override void LoadLevel(LevelIndex _level, ScenarioIndex _scenario)
 {
     if (bIsLoadingLevel == false)
     {
         StartCoroutine(FadeAndLoadLevelAfterDelay(_level, _scenario));
     }
 }
コード例 #9
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        private void DrawScreen(int gameX, int gameY, int mapx, int mapY)
        {
            // Get currentLevelIndex and screen
            LevelIndex level        = levelMap.GetLevel(gameX, gameY);
            bool       invalidLevel = false;

            if (level == LevelIndex.None ||
                (levelFilter != LevelIndex.None && level != levelFilter))
            {
                return;
                ////if(!fillEmptySpots) return;

                ////if(levelFilter != LevelIndex.None)
                ////    level = levelFilter;
                ////else
                ////    level = GuessLevel(gameX, gameY);

                ////if(level == LevelIndex.Tourian)
                ////    level = LevelIndex.Kraid;

                ////invalidLevel = true;
            }

            Level levelData   = rom.GetLevel(level);
            int   screenIndex = rom.GetScreenIndex(gameX, gameY);

            if (screenIndex == 0xFF || invalidLevel)  // Blank screen
            {
                screenIndex = GetBlankScreenIndex(level);
            }



            Screen screen = levelData.Screens[screenIndex];

            // Load data into renderer
            renderer.Level         = levelData;
            renderer.SelectedEnemy = -1;

            // Apply paletteIndex
            //screen.ApplyLevelPalette(screenBitmap); // Sprites
            //renderer.ApplyPalette(screenBitmap, levelMap.GetAltPal(gameX, gameY)); // Backgrounds
            ScreenEditor.ApplyPalette(levelMap.GetAltPal(gameX, gameY), levelData, screenBitmap, HighlightEffect.Invert);

            // Render Screen
            renderer.DefaultPalette = screen.ColorAttributeTable;
            renderer.Clear();
            renderer.SelectedDoor = -1;
            renderer.DrawScreen(screenIndex);
            IList <EnemyInstance> enemies = hideEnemies ? null : screen.Enemies;

            renderer.Render(b, screenBitmap, enemies, screen.Doors, showPhysics);

            Rectangle source = new Rectangle(0, 0, ScreenWidth, ScreenHeight);
            Rectangle dest   = new Rectangle(
                mapx * ScreenWidth / scale, mapY * ScreenHeight / scale,
                ScreenWidth / scale, ScreenHeight / scale);

            gMap.DrawImage(screenBitmap, dest, source, GraphicsUnit.Pixel);
        }
コード例 #10
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        private void LoadScreenAsm(BinaryReader reader)
        {
            LevelIndex level  = LevelIndex.None;
            int        screen = 0;
            string     asm    = null;

            try {
                level  = (LevelIndex)(int)reader.ReadByte();
                screen = reader.ReadByte();
                asm    = reader.ReadString();
            } catch (IOException ex) {
                throw new ProjectLoadException("An error was encountered in the project file.", ex);
            }

            try {
                var levelData = rom.Levels[level];
                if (screen < levelData.Screens.Count)
                {
                    levelData.Screens[screen].ScreenLoadASM = asm;
                    return;
                }
            } catch (System.Collections.Generic.KeyNotFoundException ex) {
                // eat it up
                // (Invalid level value)
            }

            var unused = new UnusedScreenLoadASM();

            unused.ASM         = asm;
            unused.Level       = level;
            unused.ScreenIndex = screen;

            unusedAsm.Add(unused);
        }
コード例 #11
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        private void DrawLevelPatterns(LevelIndex level)
        {
            spritePatterns.Clear();
            bgPatterns.Clear();

            PatternGroupIndexTable groups = GetLevelPatterns(level);

            spritePatterns.BeginWrite();
            bgPatterns.BeginWrite();
            for (int i = 0; i < groups.Count; i++)
            {
                PatternGroupOffsets offsets = rom.PatternGroupOffsets[groups[i]];

                if (offsets.IsPage0)
                {
                    spritePatterns.LoadTiles(offsets);
                }
                else
                {
                    bgPatterns.LoadTiles(offsets);
                }
            }
            spritePatterns.EndWrite();
            bgPatterns.EndWrite();

            ApplyPalette(level);

            SpritePatternBox.Image     = spritePatterns.PatternImage;
            BackgroundPatternBox.Image = bgPatterns.PatternImage;
        }
コード例 #12
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        private static ChrAnimationTable LoadOneAnimation(MetroidRom rom, LevelIndex level, ref int frameIndex)
        {
            ChrAnimationTable result = new ChrAnimationTable();

            if (isTerminator(rom, frameIndex))
            {
                return(null);
            }

            bool lastFrame = false;

            while (!lastFrame)
            {
                ChrAnimationFrame?loadedFrame = LoadOneFrame(rom, frameIndex, out lastFrame);
                // If we fail to load a frame, that means there is an erroneous condition and this animation is invalid.
                if (loadedFrame == null)
                {
                    return(null);
                }
                result.Frames.Add(loadedFrame.Value);

                frameIndex++;
            }

            return(result);
        }
コード例 #13
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        private void FindDoors()
        {
            for (int y = 0; y < 32; y++)
            {
                for (int x = 0; x < 32; x++)
                {
                    LevelIndex level = map.GetLevel(x, y);
                    if (level != LevelIndex.None)
                    {
                        int screenIndex = rom.GetScreenIndex(x, y);
                        if (screenIndex < rom[level].Screens.Count)
                        {
                            Screen screen = rom.GetLevel(level).Screens[screenIndex];

                            if (screen.RightDoor != null && (screen.RightDoor.Type == DoorType.Missile || screen.RightDoor.Type == DoorType.TenMissile))
                            {
                                TreeNode n = new TreeNode("(" + x.ToString("x") + ", " + y.ToString("x") + ")", 10, 10);
                                n.Tag = new datTag(new Point(x, y), 10);
                                DoorNode.Nodes.Add(n);

                                checkedItemCount++;
                            }
                        }
                    }
                }
            }
        }
コード例 #14
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    public Level GetLevel(LevelIndex levelIndex)
    {
        switch (levelIndex)
        {
        case LevelIndex.None:
            return(null);

        case LevelIndex.Bank:
            return(levelBank);

        case LevelIndex.BlackMarket:
            return(levelBlackMarket);

        case LevelIndex.Harbour:
            return(levelHarbour);

        case LevelIndex.Jewlery:
            return(levelJewlery);

        case LevelIndex.Market:
            return(levelMarket);

        case LevelIndex.Museum:
            return(levelMuseum);

        case LevelIndex.Slum:
            return(levelSlum);

        default:
            break;
        }

        return(null);
    }
コード例 #15
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ファイル: MapControl.cs プロジェクト: snarfblam/editroid
        public void SetLevel(int x, int y, LevelIndex level)
        {
            switch (level)
            {
            case LevelIndex.Brinstar:
                SetMapLocationArea(x, y, MapLevel.Brinstar);
                break;

            case LevelIndex.Norfair:
                SetMapLocationArea(x, y, MapLevel.Norfair);
                break;

            case LevelIndex.Tourian:
                SetMapLocationArea(x, y, MapLevel.Tourian);
                break;

            case LevelIndex.Kraid:
                SetMapLocationArea(x, y, MapLevel.Kraid);
                break;

            case LevelIndex.Ridley:
                SetMapLocationArea(x, y, MapLevel.Ridley);
                break;

            case LevelIndex.None:
                SetMapLocationArea(x, y, MapLevel.Blank);
                break;
            }
        }
コード例 #16
0
ファイル: Level.cs プロジェクト: snarfblam/editroid
        /// <summary>
        /// Loads all currentLevelIndex-specific data for a specific currentLevelIndex in a given ROM image
        /// </summary>
        /// <param name="rom">The Rom object to load data from</param>
        /// <param name="currentLevelIndex">The currentLevelIndex to load</param>
        public Level(MetroidRom rom, LevelIndex level)
        {
            this.rom   = rom;
            data       = rom.data;
            this.index = level;

            Format    = rom.Format.CreateLevelFormat(this);
            this.Bank = rom.Format.Banks[Format.LevelBankIndex];

            Bytes = new ByteIndexer(this);
            PCpu  = new PointerIndexer(this);
            PRom  = new PRomIndexer(this);

            pointers_deprecated = new LevelPointers(rom, this);

            structures = new StructureCollection(this);
            screens    = new ScreenCollection(this);

            patternGroups = new PatternGroupIndexTable(this);
            LoadPatterns();
            LoadPalette();

            combos  = new ComboTable(rom, Format.ComboDataOffset);
            sprites = Graphic.LevelSprites.GetSprites(level);
            itemTable_DEPRECATED = new ItemLoader(this, rom);
            //structures = new StructureCollection(this);
            altMusic = new AlternateMusicRooms(rom, this);

            this.Items = new ItemCollection(this);
            Items.LoadItems();

            TilePhysicsTableLocation = Format.GetTilePhysicsTableLocation();
        }
コード例 #17
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        /// <summary>
        ///
        /// </summary>
        /// <param name="level"></param>
        /// <param name="mapLocation"></param>
        /// <param name="currentSelection">Specifies currently selected item, so selection can be restored
        /// after reloading screen.</param>
        internal void LoadScreen(LevelIndex level, Point mapLocation, ItemScreenData currentRoom, ItemInstance currentSelection)
        {
            BeginUpdate();

            this.selectedItem = currentSelection;
            this.currentRoom  = currentRoom;

            // Check to see if screen is already loaded
            if (this.mapLocation != mapLocation)
            {
                this.mapLocation = mapLocation;

                lstItems.BeginUpdate();
                lstItems.Items.Clear();
                ItemSeeker items;
                ////if (rom.GetLevel(level).CheckForItemsAt(mapLocation, out items)) {
                LoadItemsForSelectedScreen();
                ////}
                lstItems.EndUpdate();
            }

            itemValueList.BeginUpdate();
            ShowSelectedItem();
            itemValueList.EndUpdate();

            EndUpdate();
        }
コード例 #18
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    private void ReadStream(PhotonStream stream)
    {
        LevelIndex state = (LevelIndex)stream.ReceiveNext();

        if (state != levelIndex)
        {
            if (thiefObject)
            {
                if (state == LevelIndex.None)
                {
                    thiefObject.SetActive(false);

                    // Set it in root node.
                    thiefObject.transform.parent = null;
                }
                else
                {
                    Level obj = m_WorldManager.GetLevel(state);

                    if (obj)
                    {
                        thiefObject.SetActive(true);
                        thiefObject.transform.parent = obj.transform;
                    }
                }

                levelIndex = state;
            }
        }
    }
コード例 #19
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        private TreeNode GetNode(LevelIndex levelIndex)
        {
            switch (levelIndex)
            {
            case LevelIndex.Brinstar:
                return(dataList.Nodes["Brinstar"]);

            case LevelIndex.Norfair:
                return(dataList.Nodes["Norfair"]);

            case LevelIndex.Tourian:
                return(dataList.Nodes["Tourian"]);

            case LevelIndex.Kraid:
                return(dataList.Nodes["Kraid"]);

            case LevelIndex.Ridley:
                return(dataList.Nodes["Ridley"]);

            case LevelIndex.None:
                return(DoorNode);
            }

            return(null);
        }
コード例 #20
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ファイル: Expander.cs プロジェクト: snarfblam/editroid
        private void MoveSpritePatterns(LevelIndex level)
        {
            int patternGroupIndex = LevelSprGroups[(int)level];
            var groupData         = rom.PatternGroupOffsets[patternGroupIndex];
            int dest = LevelSprOffsets[(int)level];

            CopyPatternGroup(groupData, dest);
        }
コード例 #21
0
 //-----------------------------------------------------------------------
 public void DestroyLevelIndexes()
 {
     //for ( int i = 0; i < mLevelIndex.Count ; i++ )
     //{
     //    OGRE_DELETE_T(mLevelIndex[i], IndexMap, MEMCATEGORY_GEOMETRY);
     //}
     LevelIndex.Clear();
 }
コード例 #22
0
ファイル: ItemLoader.cs プロジェクト: snarfblam/editroid
 /// <summary>
 /// Constructor.
 /// </summary>
 /// <param name="currentLevelIndex"></param>
 /// <param name="data"></param>
 /// <param name="offset"></param>
 public ItemRowEntry(LevelIndex level, MetroidRom rom, int offset, int index)
 {
     this.index  = index;
     this.offset = offset;
     this.data   = rom.data;
     this.level  = level;
     this.rom    = rom;
 }
コード例 #23
0
 void Start()
 {
     levelManager = GameObject.FindObjectOfType <LevelManager>();
     levelIndex   = GameObject.FindObjectOfType <LevelIndex>();
     levels       = GameObject.FindGameObjectsWithTag("LevelBtn");
     findMax();
     Debug.Log("no. of levels " + levels.Length);
 }
コード例 #24
0
        public void Enqueue(LevelIndex level, int layoutIndex, bool altPal)
        {
            if (level == LevelIndex.None || layoutIndex == 0xFF)
            {
                return;
            }

            queue.Enqueue(new LayoutIndex(level, layoutIndex, altPal));
        }
コード例 #25
0
ファイル: MetroidRom.cs プロジェクト: snarfblam/editroid
        /// <summary>
        /// Returns a Editroid.Level based on the specified value.
        /// </summary>
        /// <param name="currentLevelIndex">The currentLevelIndex to get</param>
        /// <returns>T Editroid.Level based on the specified value</returns>
        public Level GetLevel(LevelIndex level)
        {
            if (level == LevelIndex.None)
            {
                return(Brinstar);
            }

            return(levels[level]);
        }
コード例 #26
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        private void WriteDefaultTilePhysics(MetroidRom r, LevelIndex level)
        {
            var tilePhysicsOffset = (int)r.Levels[level].TilePhysicsTableLocation;

            for (int i = 0; i < 256; i++)
            {
                r.data[tilePhysicsOffset + i] = (byte)i;
            }
        }
コード例 #27
0
ファイル: RomViewport.cs プロジェクト: snarfblam/editroid
 public void Redraw(LevelIndex level, int screenIndex)
 {
     screens.Rerender(level, screenIndex, true);
     if (FocusedEditor != null && (level == LevelIndex.None || (FocusedEditor.LevelIndex == level && (screenIndex == -1 || screenIndex == FocusedEditor.ScreenIndex))))
     {
         UpdateStatus();
     }
     //Invalidate();
 }
コード例 #28
0
    private IEnumerator LoadLevelImmediateImpl(LevelIndex index, bool fade)
    {
        isLoadingLevel = true;
        List <AsyncOperation> operations = new List <AsyncOperation> {
        };

        if (fade)
        {
            // fade out of current level
            sceneTransition.PlayImmediate("FadeOut");
            while (sceneTransition.IsPlaying())
            {
                yield return(null);
            }
        }

        // add unload (current level) operations
        foreach (var section in gameLevels[index].sections)
        {
            try
            {
                operations.Add(UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(section.fullPath));
            }
            // ignore ArgumentException when unloading a level section that's not loaded
            catch (ArgumentException e) /* Scene to unload is invalid */
            {
                continue;               // #todo: make sure the exception is "Scene to unload is invalid"
            }
        }
        operations.Add(UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(gameLevels[currentGameLevelIndex].fullPath));

        // wait for current level to unload
        foreach (var operation in operations)
        {
            while (!operation.isDone)
            {
                yield return(null);
            }
        }

        // load requested level
        UnityEngine.SceneManagement.SceneManager.LoadScene(gameLevels[index].fullPath, UnityEngine.SceneManagement.LoadSceneMode.Additive);

        if (fade)
        {
            // fade in to new level
            sceneTransition.PlayImmediate("FadeIn");
            while (sceneTransition.IsPlaying())
            {
                yield return(null);
            }
        }

        currentGameLevelIndex = index;
        isLoadingLevel        = false;
    }
コード例 #29
0
 private void ApplyLevelSpritePatterns(ChrBankBuilder builder, LevelIndex levelIndex, bool justinBailey)
 {
     ApplyPatternsToBank(builder, ExpandoPatternOffsets.GlobalGameplaySprites);
     ApplyPatternsToBank(builder, ExpandoPatternOffsets.DigitSprites);
     if (justinBailey)
     {
         ApplyPatternsToBank(builder, ExpandoPatternOffsets.JustinBaileySprites);
     }
     ApplyPatternsToBank(builder, ExpandoPatternOffsets.GetSpriteEntry(levelIndex));
 }
コード例 #30
0
ファイル: MetroidRom.cs プロジェクト: snarfblam/editroid
        private void SerializeLevelChrAnimation(ref int frameIndex, LevelIndex index)
        {
            // LevelIndex.None = title screen
            ChrAnimationLevelData data = (index == LevelIndex.None) ? TitleChrAnimationTable : Levels[index].ChrAnimation;

            // Level's default animation will use next available frame entry
            ChrUsage.MMC3_SetBgLoopStart(index, (byte)frameIndex);
            // Write frame data to chr animation table
            ChrAnimation.SerializeChrAnimation(this, data, ref frameIndex);
        }
コード例 #31
0
ファイル: LevelInfo.cs プロジェクト: FukyVer2/Hero-Cowboy
    public void LoadLevelFromFile(string filePath, LevelType levelType)
    {
        if (this.listLevelIndex != null)
        {
            listLevelIndex.Clear();
        }
        TextAsset textAsset = Resources.Load<TextAsset>(filePath);
        if(textAsset != null)
        {
            string[] temp = textAsset.text.Split(new char[] { '\n' }, System.StringSplitOptions.RemoveEmptyEntries);

            for(int i = 1; i < temp.Length; i++)//bo dong dau tien
            {
                string[] context = temp[i].Split(new char[] { ';' }, System.StringSplitOptions.RemoveEmptyEntries);

                LevelIndex levelIndex = new LevelIndex(context, levelType);
                listLevelIndex.Add(levelIndex);
                switch(levelType)
                {
                    case LevelType.NONE:
                        break;
                    case LevelType.PLAYER:
                        listPlayer.Add(levelIndex);
                        break;
                    case LevelType.ENEMY:
                        listEnemy.Add(levelIndex);
                        break;
                    case LevelType.GUN:
                        listGun.Add(levelIndex);
                        break;
                }
            }
        }
        else
        {
            Debug.Log("chua load dc file");
        }
    }