コード例 #1
0
 private void MovingPlayer()
 {
     player.transform.position = Vector2.Lerp(choosenLevel.transform.position, moveTarget.position, moveTime * moveTimer);
     if (moveTimer * moveTime >= 1)
     {
         moving       = false;
         choosenLevel = moveTarget.GetComponent <OverworldLevel>();
     }
     moveTimer += Time.deltaTime;
 }
コード例 #2
0
    /// <summary>
    /// Description: Moves the main camera and level selection cursor to the selected level
    /// Rationale: Main camera and level selection cursor should move as the user selects a level to signify which level is selected
    /// </summary>
    /// <param name="overworldLevel">The selected level</param>
    private void Navigate(OverworldLevel overworldLevel)
    {
        if (CurrentState != LevelMenuState.Selecting || overworldLevel.chaosVoid.isLocked)
        {
            return;
        }
        currentlySelected = overworldLevel;
        SetTransitioningState();
        Vector3 start = Camera.main.transform.position;
        Vector3 stop  = new Vector3(cameraOffset.x + currentlySelected.transform.position.x, Camera.main.transform.position.y, cameraOffset.z + currentlySelected.transform.position.z);

        StartCoroutine(MoveCursor(navigationSpeed));
        StartCoroutine(MoveCamera(navigationSpeed, start, stop));
        StartCoroutine(SetCurrentState(LevelMenuState.Selecting, 1 - navigationSpeed));
        StartCoroutine(LevelOverlayController.Instance.SetTitle(overworldLevel.chaosVoid.name, 1 - navigationSpeed));
    }
コード例 #3
0
 private void Start()
 {
     levelPreviews = GetComponentsInChildren <OverworldLevel>();
     // store initial position of camera
     cameraOffset = Camera.main.transform.position;
     if (levelPreviews.Length > 0)
     {
         // set camera + cursor position to the highest started level
         currentlySelected = levelPreviews.LastOrDefault(e => e.chaosVoid.started);
         if (!currentlySelected)
         {
             currentlySelected = levelPreviews[0];
         }
         Vector3 start = Camera.main.transform.position;
         Vector3 stop  = new Vector3(cameraOffset.x + currentlySelected.transform.position.x, Camera.main.transform.position.y, cameraOffset.z + currentlySelected.transform.position.z);
         StartCoroutine(MoveCamera(1, start, stop));
         StartCoroutine(LevelOverlayController.Instance.SetTitle(currentlySelected.chaosVoid.name, 0));
     }
     SetSelectingState();
 }
コード例 #4
0
        /// <summary>
        /// Create a data adapter.
        /// </summary>
        public ZeldaCartridge(ISource source)
        {
            var conversionTable      = new Lazy <ITextConversionTable>(() => new TextConversionTable());
            var speechConverter      = new Lazy <IStringConverter>(() => new SpeechStringConverter(conversionTable.Value));
            var textConverter        = new Lazy <IStringConverter>(() => new TextStringConverter(conversionTable.Value));
            var fixedStringConverter = new Lazy <IFixedStringConverter>(() => new FixedStringConverter(conversionTable.Value));
            var speechFormatter      = new Lazy <IStringFormatter>(() => new StringFormatter());

            // Character Text
            _characterText = new Lazy <IList <string> >(() => new CharacterText(
                                                            new WordPointerTable(new SourceBlock(source, 0x4000), new SourceBlock(source, -0x4000), 0x26),
                                                            speechFormatter.Value,
                                                            speechConverter.Value,
                                                            0x556,
                                                            0x26));

            // Ending Text
            _endingText = new Lazy <IEndingText>(() => new EndingText(
                                                     new StringData(new SourceBlock(source, 0xA959), speechConverter.Value, 38),
                                                     new FixedStringData(new SourceBlock(source, 0xAB07), fixedStringConverter.Value, 8),
                                                     new FixedStringData(new SourceBlock(source, 0xAB0F), fixedStringConverter.Value, 24),
                                                     new FixedStringData(new SourceBlock(source, 0xAB27), fixedStringConverter.Value, 20)));

            // Menu Text
            _menuText = new Lazy <IMenuText>(() => new MenuText(
                                                 new FixedStringData(new SourceBlock(source, 0x09D48), fixedStringConverter.Value, 17),
                                                 new FixedStringData(new SourceBlock(source, 0x09D5E), fixedStringConverter.Value, 18),
                                                 new FixedStringData(new SourceBlock(source, 0x09D70), fixedStringConverter.Value, 8),
                                                 new FixedStringData(new SourceBlock(source, 0x09EEB), fixedStringConverter.Value, 5)));

            // Underworld
            _underworld = new Lazy <IUnderworld>(() =>
            {
                var underworldColumnPointers = new WordPointerTable(
                    new SourceBlock(source, 0x16704),
                    new SourceBlock(source, 0xC000), 10);
                var columnLibraries = new UnderworldColumnLibraryList(
                    underworldColumnPointers);
                var grids = new UnderworldGridList(
                    new SourceBlock(source, 0x18700),
                    4);
                var roomLayouts = new UnderworldRoomLayoutList(
                    new SourceBlock(source, 0x160DE),
                    42);
                var levels = new UnderworldLevelList(
                    new SourceBlock(source, 0x193FF),
                    9);

                return(new Underworld
                {
                    ColumnLibraries = columnLibraries,
                    Grids = grids,
                    Levels = levels,
                    RoomLayouts = roomLayouts
                });
            });

            // Overworld
            _overworld = new Lazy <IOverworld>(() =>
            {
                var overworldColumnPointers = new WordPointerTable(
                    new SourceBlock(source, 0x19D0F),
                    new SourceBlock(source, 0x0C000),
                    16);
                var columnLibraries = new OverworldColumnLibraryList(
                    overworldColumnPointers);
                var grid = new OverworldGrid(
                    new SourceBlock(source, 0x18580));
                var roomLayouts = new OverworldRoomLayoutList(
                    new SourceBlock(source, 0x15418),
                    124);
                var tiles = new OverworldTileList(
                    new SourceBlock(source, 0x1697C));
                var detailTiles = new OverworldDetailTileList(
                    new SourceBlock(source, 0x169B4));
                var sprites = new OverworldSpriteList(
                    new SourceBlock(source, 0x0C93B));
                var level = new OverworldLevel(
                    new SourceBlock(source, 0x19303));
                var start = new OverworldStart(
                    new SourceBlock(source, 0x19328));

                return(new Overworld
                {
                    ColumnLibraries = columnLibraries,
                    Grid = grid,
                    DetailTiles = detailTiles,
                    RoomLayouts = roomLayouts,
                    Tiles = tiles,
                    Sprites = sprites,
                    Level = level,
                    Start = start
                });
            });

            // Shops
            _shops = new Lazy <IReadOnlyList <IShop> >(() => new ShopList(
                                                           new SourceBlock(source, 0x18600),
                                                           new SourceBlock(source, 0x045A2),
                                                           new SourceBlock(source, 0x06E6F),
                                                           20));

            // Intro scene
            _introScene = new Lazy <IScene>(() => new Scene(
                                                new SourceBlock(source, 0x1A3FE),
                                                conversionTable.Value));

            // Title scene
            _titleScene = new Lazy <IScene>(() => new Scene(
                                                new SourceBlock(source, 0x1A869),
                                                conversionTable.Value));

            // Hit points
            _hitPointTable = new Lazy <HitPointTable>(() => new HitPointTable(
                                                          new SourceBlock(source, 0x1FB4E)));
        }
コード例 #5
0
 private void FindLevel(Vector2 posistion)
 {
     choosenLevel = Physics2D.OverlapCircle(posistion, 0.01f).GetComponent <OverworldLevel>();
 }