コード例 #1
0
ファイル: Hint.cs プロジェクト: shuaibimran/laserbeak
        private void ShowImmediate(string hintString)
        {
            if (showing_)
            {
                Debug.LogWarning("ShowImmediate - already showing!");
            }

            hintText_.Text = hintString;
            showing_       = true;
            transition_.AnimateIn();
        }
コード例 #2
0
        private void Init(Action continueCallback)
        {
            if (continueCallback == null)
            {
                Debug.LogError("callback is null!");
            }

            continueCallback_ = continueCallback;

            viewTransition_.AnimateIn();

            RefreshReadyToFight();
            RefreshControlsTab();

            readyToFightActionView_.Init("READY TO FIGHT - HOLD ", ActionType.Command, finishedCallback: LeavePlayerCustomization, animate: false);
            readyToFightActionView_.SetActivePredicate(() => ReadyToFight);
        }
コード例 #3
0
        private void RefreshReadyToFight()
        {
            if (ReadyToFight == readyToFightShowing_)
            {
                return;
            }

            if (!readyToFightContainer_.activeSelf)
            {
                readyToFightContainer_.SetActive(true);
            }

            readyToFightShowing_ = ReadyToFight;
            if (ReadyToFight)
            {
                readyToFightTransition_.AnimateIn();
            }
            else
            {
                AnimateOutReadyToFight();
            }
        }
コード例 #4
0
        private void RefreshControlsTab()
        {
            bool show = AtLeastOnePlayerReady;

            if (show == controlsTabShowing_)
            {
                return;
            }

            if (!controlsContainer_.activeSelf)
            {
                controlsContainer_.SetActive(true);
            }

            controlsTabShowing_ = show;
            if (controlsTabShowing_)
            {
                controlsTransition_.AnimateIn();
            }
            else
            {
                controlsTransition_.AnimateOut();
            }
        }
コード例 #5
0
        // PRAGMA MARK - Public Interface
        public RandomizedArenaBackdrop(GameObject container, GameObject arenaObject)
        {
            container_ = container;

            List <Rect> placedPlatforms = new List <Rect>();

            foreach (var backdropBlocker in arenaObject.GetComponentsInChildren <IBackdropBlocker>())
            {
                Vector3 position = (backdropBlocker as MonoBehaviour).transform.position;
                placedPlatforms.Add(RectUtil.MakeRect(new Vector2(position.x, position.z), new Vector2(backdropBlocker.Width + kHalfPadding, backdropBlocker.Height + kHalfPadding), pivot: new Vector2(0.5f, 0.5f)));
            }

            for (int i = 0; i < kFadedPlatformCount; i++)
            {
                bool placed = false;
                for (int j = 0; j < kMaxPlacementTries; j++)
                {
                    float x = UnityEngine.Random.Range(-kBackdropXRange, kBackdropXRange);
                    float z = UnityEngine.Random.Range(-kBackdropZRange / 2.0f, kBackdropZRange * 3.0f / 2.0f);

                    float width  = UnityEngine.Random.Range(kRandomPlatformWidthMin, kRandomPlatformWidthMax);
                    float height = UnityEngine.Random.Range(kRandomPlatformHeightMin, kRandomPlatformHeightMax);

                    Rect placementRect = RectUtil.MakeRect(new Vector2(x, z), new Vector2(width + kHalfPadding, height + kHalfPadding), pivot: new Vector2(0.5f, 0.5f));

                    bool intersects = false;
                    foreach (var placedRect in placedPlatforms)
                    {
                        if (placementRect.Overlaps(placedRect))
                        {
                            intersects = true;
                            break;
                        }
                    }

                    if (intersects)
                    {
                        continue;
                    }

                    float y = UnityEngine.Random.Range(kBackdropYMin, kBackdropYMax);

                    // because the further back the z is (towards -kBackdropZRange) the higher it appears
                    // to the camera, we want to make sure that the y is not too high
                    //
                    // when z is -kBackdropZRange, y is subtracted by kBackdropYZInfluence
                    float zPercentage = (z + (kBackdropZRange / 2.0f)) / (2.0f * kBackdropZRange);
                    y -= (1.0f - zPercentage) * kBackdropYZInfluence;


                    placedPlatforms.Add(placementRect);
                    GameObject instance = ObjectPoolManager.Create(GamePrefabs.Instance.BackdropPlatformPrefab, position: new Vector3(x, y, z), rotation: Quaternion.identity, parent: container_);
                    instance.transform.localScale = instance.transform.localScale.SetX(width).SetZ(height);

                    placed = true;
                    break;
                }

                // if failed to place container, don't try again
                if (!placed)
                {
                    break;
                }
            }

            transition_ = new Transition(container_).SetShuffledOrder(true);
            transition_.SetOffsetDelay(kAnimateTime / transition_.TransitionCount);

            transition_.AnimateIn();
        }