public Crystal(string id, Vector2 nPos, Vector2 fieldDimensions, gameMain parent) { //Type: 7% chance of being a void crystal, change later for smarter generation and conflict resolution? var crystalTypes = Random.Range(0, 100); Type = crystalTypes < 7 ? 0 : 1; NameId = id; //Grants model manager Model = AssetManager.GetModels[0]; //Resources.Load("Crystals/Prefabs/01_crystal") as GameObject; //Do we have a GetTextures part for it? Mat = Resources.Load("Crystals/Materials/Crystal01-Grey", typeof(Material)) as Material; //Set get it ready for the world Model.GetComponent <Renderer>().material = Mat; //Want in, but need it to be changed. CrystalRotation = new Vector3(Random.Range(0.2f, 0.4f), Random.Range(0.1f, 0.3f), Random.Range(0.05f, 0.2f)); lock (CrystalLock) { Tesseract = Object.Instantiate(Model); //tesseract.transform.SetParent(Camera.current.transform); Tesseract.transform.SetParent(parent.gameObject.transform); Tesseract.layer = parent.gameObject.layer; Tesseract.name = "crystal:" + NameId; //rotationAngle = new Vector3(Random.Range(0.5f,2.0f)-1.0f, Random.Range(0.5f,2.0f)-1.0f, Random.Range(0.5f,2.0f)-1.0f); RotationAngle = new Vector3(0.0f, 1.0f, 0.0f); FixPosition(nPos, fieldDimensions); Tesseract.GetComponent <Renderer> ().material.color = VisitColors [Type]; Tesseract.transform.Rotate(new Vector3(-45.0f, 0.0f, 0.0f)); } }
public void init(string server_config_url, string server_ip, uint server_id, uint port, uint uid, uint clnt, string token, string mainConfig) { LGPlatInfo.inst.firstAnalysisPoint(server_id, uid); gameST.loadBaseData(); DebugTrace.Printf(os.sys.windowWidth + "," + os.sys.windowHeight, new string[0]); Variant variant = new Variant(); variant["server_config_url"] = server_config_url; variant["server_id"] = server_id; variant["mainConfig"] = mainConfig; variant["outgamevar"] = new Variant(); variant["outgamevar"]["server_ip"] = server_ip; variant["outgamevar"]["server_port"] = port; variant["outgamevar"]["uid"] = uid; variant["outgamevar"]["token"] = token; variant["outgamevar"]["clnt"] = clnt; debug.Log("初始化进来.............0000000000000000"); bool flag = this.main == null; if (flag) { this.main = new MuMain(); } this.main.init(variant); debug.Log("初始化进来.............1111111111111111"); }
public GameEngine(gameMain parent, GameObject globals) { Parent = parent; GlobalData = globals; SetVariables(); CreateField(); AbleToMove = true; //ThreadPool.QueueUserWorkItem(new WaitCallback(ChangeTexture)); }
public void init(Variant parma) { gameST.loadBaseData(); bool flag = this.main == null; if (flag) { this.main = new MuMain(); } this.main.init(parma); }
public void init( string server_config_url, string server_ip, uint server_id, uint port, uint uid, uint clnt, string token, string mainConfig ) { //这是第一个埋点 LGPlatInfo.inst.firstAnalysisPoint(server_id, uid); // LGPlatInfo.inst.logSDKCustomAP("init"); loadBaseData(); //test(); //return; //this._debugAvatar(); //return; DebugTrace.Printf("" + os.sys.windowWidth + "," + os.sys.windowHeight); //(os.graph as GraphInterfaceImpl).onResize(os.sys.windowWidth, os.sys.windowHeight); //(os.graph as GraphInterfaceImpl).defCam2d.depth=99; Variant conf = new Variant(); conf["server_config_url"] = server_config_url; conf["server_id"] = server_id; conf["mainConfig"] = mainConfig; conf["outgamevar"] = new Variant(); conf["outgamevar"]["server_ip"] = server_ip; conf["outgamevar"]["server_port"] = port; conf["outgamevar"]["uid"] = uid; conf["outgamevar"]["token"] = token; conf["outgamevar"]["clnt"] = clnt; debug.Log("初始化进来.............0000000000000000"); Stopwatch a1 = new Stopwatch(); a1.Start();//开始计时 if (main == null) { main = new MuMain(); } main.init(conf); a1.Stop(); debug.Log("cost init time =" + a1.ElapsedMilliseconds);//终止计时 debug.Log("初始化进来.............1111111111111111"); }
public void init(Variant parma) { loadBaseData(); if (main == null) { main = new MuMain(); } main.init(parma); //this._debugAvatar(); }
public EndlessModeScript(gameMain parent, GameObject globals) : base(parent, globals) { }
public muUIClient(gameMain m) : base(m) { }
public muNetCleint(gameMain m) : base(m) { }
public muCLientConfig(gameMain m) : base(m) { }
/// <summary> /// Initalizes an instance of the game /// </summary> /// <param name="g"> The form the game will be played on.</param> /// <param name="size">The number of tiles that the board will have. n x n </param> /// <param name="mode">Specifys the mode of play. World(world 1, 2, 3, ....) or Endless</param> public gamePlay(gameMain g, int size, int world, int sub_world) { score = 0; //beginning score to zero timer = 30; // Starting time 30 secs lives = 2; n = size; //size of tile board - nxn ////Lives label generation fpanel_Lives = new System.Windows.Forms.FlowLayoutPanel(); fpanel_Lives.Location = new Point(1, 1); fpanel_Lives.Anchor = ((System.Windows.Forms.AnchorStyles)(System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Left)); fpanel_Lives.FlowDirection = System.Windows.Forms.FlowDirection.LeftToRight; for (int i = 0; i < 3; ++i) { System.Windows.Forms.PictureBox tmp = new System.Windows.Forms.PictureBox(); tmp.Image = global::Mustache_ic___V2.Properties.Resources.lives; tmp.Size = new Size(50, 50); fpanel_Lives.Controls.Add(tmp); } //timer label generation label_timer = new System.Windows.Forms.Label(); label_timer.Text = timer.ToString(); label_timer.TextAlign = ContentAlignment.TopCenter; label_timer.Font = new System.Drawing.Font("Comic Sans MS", 16F, FontStyle.Bold); label_timer.Location = new System.Drawing.Point(g.Width/2 - label_timer.Width, 1); label_timer.Anchor = System.Windows.Forms.AnchorStyles.Top; //score label generation label_score = new System.Windows.Forms.Label(); label_score.Text = score.ToString(); label_score.TextAlign = ContentAlignment.TopRight; label_score.Font = new System.Drawing.Font("Comic Sans MS", 16F, FontStyle.Bold); label_score.Location = new System.Drawing.Point(g.Width-label_score.Width-10, 1); label_score.Anchor = ((System.Windows.Forms.AnchorStyles)(System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Right)); //tile panel generation panel_tile_holder = new System.Windows.Forms.Panel(); panel_tile_holder.Size = new System.Drawing.Size(g.Width, g.Height); panel_tile_holder.Anchor = ((System.Windows.Forms.AnchorStyles)(System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Right | System.Windows.Forms.AnchorStyles.Left)); //panel_tile_holder.AutoSize = true; panel_tile_holder.Location = new System.Drawing.Point(0, 100); g.Controls.Add(panel_tile_holder); g.Controls.Add(fpanel_Lives); g.Controls.Add(label_timer); g.Controls.Add(label_score); mode = world; sub_mode = sub_world; //Initalize static members of tileclass tileClass.setAnimalType(world); tileClass.correctTileCount = 0; tileClass.totalTileCount = 0; correctTileSelected = 0; totalTileSelected = 0; init_Tile_Dimension(); init_board(); //initializes the board //hide_speed = 3;//How quickly tiles hide, 0 - 3 secs rand = new Random(); //needed for random generation count = rand.Next(hide_speed); //get random tile wait time hiddenList = new Queue<Tuple<int, int>>(); //initalizes queue to hold the hidden tiles }
public muLGClient(gameMain m) : base(m) { Screen.sleepTimeout = SleepTimeout.NeverSleep; }
public muLGClient(gameMain m) : base(m) { Screen.sleepTimeout = -1; }
public muGRClient(gameMain m) : base(m) { }