コード例 #1
0
 public ForceManagerCharacter(Rigidbody2D rigidBody, BoxCollider2D collider, Force gravity, genericDelegate <Vector2, bool> del) : base(rigidBody, collider, gravity)
 {
     distanceX         = (collider.size.x * 0.5f) + distanceFromCollider;
     distanceY         = (collider.size.x * 0.5f) + distanceFromCollider;
     sizeRectangleHitX = new Vector2(distanceFromCollider, collider.size.y);
     sizeRectangleHitY = new Vector2(collider.size.x, distanceFromCollider);
     realHits          = new List <RaycastHit2D>();
     OnCollision       = del;
 }
コード例 #2
0
ファイル: ScreenFader.cs プロジェクト: artboy77/Golem
    IEnumerator AbruptlyDisplayLoadingScreen(string level, genericDelegate functionToCall)
    {
        isFading = true;
        //screen.gameObject.SetActive (true);
        float lerp = 1;
        Color newColor = fadeMaterial.color = fadeColor;
        newColor = fadeMaterial.color;
        newColor.a = lerp; //no need to convert
        fadeMaterial.color = newColor;
        fadeVolume = 0;

        sceneLoading = true;
        AsyncOperation async = Application.LoadLevelAsync (level);

        while (!async.isDone) {
            /*
            loadingProgress = Mathf.InverseLerp(0, 0.9f, async.progress);
            newPosition = loadingBar.transform.localPosition;
            newPosition.x = Mathf.Lerp(loadingBarStart, loadingBarEnd, loadingProgress);
            loadingBar.transform.localPosition = newPosition;

            CopyCameraTransformations();
            */
            yield return null;
        }

        lerp = 2;
        while (lerp != 0) {

            lerp = Mathf.MoveTowards (lerp, 0, 0.3f * Time.unscaledDeltaTime);
            newColor = fadeMaterial.color;
            newColor.a = lerp; //no need to convert
            fadeMaterial.color = newColor;
            fadeVolume = Mathf.Clamp01(1 - lerp);

            yield return null;
        }
        //screen.gameObject.SetActive (false);
        isFading = false;
        sceneLoading = false;

        if (functionToCall != null)
            functionToCall();
    }
コード例 #3
0
ファイル: ScreenFader.cs プロジェクト: artboy77/Golem
 public void LoadLevel(string level, genericDelegate functionToCall = null)
 {
     pressed = true;
     StartCoroutine (DisplayLoadingScreen (level, functionToCall));
 }
コード例 #4
0
 public void AddManagerCharacterForce(int ID, Rigidbody2D rigidBody, BoxCollider2D boxCollider, bool isGravity, genericDelegate <Vector2, bool> del)
 {
     if (isGravity)
     {
         forcesManager.Add(ID, new ForceManagerCharacter(rigidBody, boxCollider, new Force(gravity, gravityString), del));
     }
     else
     {
         forcesManager.Add(ID, new ForceManagerCharacter(rigidBody, boxCollider, del));
     }
 }
コード例 #5
0
 /// <summary>
 /// The function adds a action (method that returns void) with two parameters to a specific event
 /// </summary>
 /// <param name = "eventAction">The dictionary key associated with the event</param>
 /// <param name = "action">The action</param>
 public static void AddMethod <T, F>(EventAction eventAction, genericDelegate <T, F> action)
 {
     dictionaryEvent[eventAction] = (genericDelegate <T, F>)dictionaryEvent[eventAction] + action;
 }
コード例 #6
0
 /// <summary>
 /// The function remove a action (method that returns void) with one parameter to a specific event
 /// </summary>
 /// <param name = "eventAction">The dictionary key associated with the event</param>
 /// <param name = "action">The action</param>
 public static void RemoveMethod <T>(EventAction eventAction, genericDelegate <T> action)
 {
     dictionaryEvent[eventAction] = (genericDelegate <T>)dictionaryEvent[eventAction] - action;
 }
コード例 #7
0
 public ForceManagerCharacter(Rigidbody2D rigidBody, BoxCollider2D collider, genericDelegate <Vector2, bool> del) : this(rigidBody, collider, null, del)
 {
 }