コード例 #1
0
 void Start()
 {
     fill = false;
     looseTimerCounter = looseTimer;
     gameTimerCounter  = gameTimer;
     inputHandler      = GetComponent <InputHandler>();
     meterManager      = GetComponent <MeterManager>();
     uiManager         = GameObject.FindGameObjectWithTag("GameController").GetComponent <UiManager>();
 }
コード例 #2
0
    private IEnumerator Start()
    {
        meterManager = MeterManager.instance;
        meterManager.OnActorChanged.AddListener(NextLine);
        UpdateActors();

        yield return(null);

        OnLineChanged.Invoke(CurrentLine);
    }
コード例 #3
0
 void Start()
 {
     eventManager         = balancingMeter.GetComponent <EventManager>();
     meterManager         = balancingMeter.GetComponent <MeterManager>();
     inputHandler         = balancingMeter.GetComponent <InputHandler>();
     allEditableVariables = new List <float>()
     {
         processmeterSpeedUp, processmeterSpeedUp
     };
     // allEditableVariables.
     SetValues();
 }
コード例 #4
0
    public void Start()
    {
        stageManager = StageManager.instance;
        meterManager = MeterManager.instance;
        sqrMoveSpeed = moveSpeed * moveSpeed;
        sqrDeadzone  = deadZone * deadZone;
        body         = GetComponent <Rigidbody>();


        if (role != Role.Chorus)
        {
            ScriptManager.OnLineChanged.AddListener(UpdateMainActorStance);
        }
        ScriptManager.OnLineChanged.AddListener(UpdateEmotion);
        meterManager.OnExitSyllableWindow.AddListener(() => syllableFinished = false);

        facesByEmotion = EmotionMap.ToDictionary(t => t.Emotion, t => t.EmotionSprite);
    }
コード例 #5
0
        /// <summary>
        ///		Renders a set of solid objects for the shadow receiver pass.
        ///		Will only render
        /// </summary>
        /// <param name="list">List of solid objects.</param>
        protected virtual void RenderShadowReceiverObjects(SortedList list, bool doLightIteration,
                                                           List <Light> manualLightList)
        {
            // compute sphere of area around camera that can receive shadows.
            Sphere             shadowSphere = new Sphere(autoParamDataSource.CameraPosition, ShadowConfig.ShadowFarDistance);
            List <IRenderable> shadowList   = new List <IRenderable>();

            // ----- SOLIDS LOOP -----
            //          renderSolidObjectsMeter.Enter();
            for (int i = 0; i < list.Count; i++)
            {
                RenderableList renderables = (RenderableList)list.GetByIndex(i);

                // bypass if this group is empty
                if (renderables.Count == 0)
                {
                    continue;
                }

                Pass pass = (Pass)list.GetKey(i);

                // Give SM a chance to eliminate this pass
                if (!ValidatePassForRendering(pass))
                {
                    continue;
                }

                shadowList.Clear();

                // special case for a single renderable using the material, so that we can
                // avoid calling SetPass() when there is only one renderable and it doesn't
                // need to be drawn.
                for (int r = 0; r < renderables.Count; r++)
                {
                    bool          drawObject    = true;
                    IRenderable   renderable    = (IRenderable)renderables[r];
                    MovableObject movableObject = renderable as MovableObject;
                    if (movableObject != null)
                    {
                        // it is a movableObject, so we can
                        if (!movableObject.GetWorldBoundingBox().Intersects(shadowSphere))
                        {
                            // objects bounding box doesn't intercect the shadow sphere, so we don't
                            // need to render it in this pass.
                            drawObject = false;
                        }
                    }

                    if (drawObject)
                    {
                        shadowList.Add(renderable);
                    }
                }

                // if nobody is within shadow range, then we don't need to render, and skip the SetPass()
                if (shadowList.Count == 0)
                {
                    continue;
                }

                // For solids, we try to do each pass in turn
                Pass usedPass = SetPass(pass);

                // render each object associated with this rendering pass
                foreach (IRenderable renderable in shadowList)
                {
                    // Give SM a chance to eliminate
                    if (!ValidateRenderableForRendering(usedPass, renderable))
                    {
                        continue;
                    }

                    // Render a single object, this will set up auto params if required

                    if (MeterManager.Collecting)
                    {
                        MeterManager.AddInfoEvent("RenderSingle shadow receiver material {0}, doLight {1}, lightCnt {2}",
                                                  renderable.Material.Name, doLightIteration, (manualLightList != null ? manualLightList.Count : 0));
                    }
                    try
                    {
                        RenderSingleObject(renderable, usedPass, doLightIteration, manualLightList);
                    }
                    catch (Exception e)
                    {
                        LogManager.Instance.WriteException("Invalid call to Axiom.Core.SceneManager.RenderSingleObject: {0}\n{1}", e.Message, e.StackTrace);
                        if (renderable.Material != null)
                        {
                            LogManager.Instance.Write("Failed renderable material: {0}", renderable.Material.Name);
                        }
                    }
                }
            }
            //          renderSolidObjectsMeter.Exit();
        }
    void Awake()
    {
        ProgressionSystem.ProgressionMarkMarked.AddListener(ReceiveProgressionUpdate);

        meterManager = meterManagerHolder.GetComponent <MeterManager>();
    }
コード例 #7
0
 public MeterController(MeterManager meterManager)
 {
     _meterManager = meterManager;
 }
コード例 #8
0
    void CheckForElementUse()
    {
        if (Input.GetKey(elementUseKey))
        {
            currentElement = elementManager.getSelectedElement();
            MeterManager meterManager = GameObject.FindGameObjectWithTag("MeterManager").GetComponent <MeterManager>();

            switch (currentElement)
            {
            case Elements.Water:
                if (meterManager.waterValue > 0)
                {
                    waterStream.SetActive(true);
                    meterManager.expendElement(currentElement);
                }
                else
                {
                    waterStream.SetActive(false);
                }
                break;

            case Elements.Earth:
                if (meterManager.earthValue > 0)
                {
                    earthStream.SetActive(true);
                    meterManager.expendElement(currentElement);
                }
                else
                {
                    earthStream.SetActive(false);
                }
                break;

            case Elements.Fire:
                if (meterManager.fireValue > 0)
                {
                    fireStream.SetActive(true);
                    meterManager.expendElement(currentElement);
                }
                else
                {
                    fireStream.SetActive(false);
                }
                break;

            case Elements.Air:
                if (meterManager.airValue > 0)
                {
                    airStream.SetActive(true);
                    meterManager.expendElement(currentElement);
                }
                else
                {
                    airStream.SetActive(false);
                }
                break;

            default:
                break;
            }
        }
        else
        {
            waterStream.SetActive(false);
            earthStream.SetActive(false);
            fireStream.SetActive(false);
            airStream.SetActive(false);
        }
    }
コード例 #9
0
 public void Awake()
 {
     instance = this;
 }
コード例 #10
0
 void Awake()
 {
     meterManager = meterManagerHolder.GetComponent <MeterManager>();
 }