} // constructure public floorTileType ( ushort _displayChar = 0, color _foreColor = null, int _backColor = 0, short _drawPriority = 0, int _chanceToIgnite = 0, dungeonFeatureTypes _fireType = (dungeonFeatureTypes)0, dungeonFeatureTypes _discoverType = (dungeonFeatureTypes)0, dungeonFeatureTypes _promoteType = (dungeonFeatureTypes)0, short _promoteChance = 0, lightType _glowLight = lightType.NO_LIGHT, ulong _flags = 0, ulong _mechFlags = 0, string _description = "", // = new char [COLS]; string _flavorText = "" ) : this ( _displayChar , _foreColor , null , _drawPriority , _chanceToIgnite , _fireType , _discoverType , _promoteType , _promoteChance , _glowLight , _flags , _mechFlags , _description , // = new char [COLS]; _flavorText ) { } // constructure
public override void OnInspectorGUI() { lightManager myTarget = (lightManager)target; DrawDefaultInspector(); EditorUtility.SetDirty(myTarget); foreach (var item in Resources.LoadAll("LightType", typeof(lightType))) { lightType aux = (lightType)item; if (!myTarget.listLights.Contains(aux)) { myTarget.listLights.Add(aux); } } _ligthName = EditorGUILayout.TextField("Nome: ", _ligthName); EditorGUILayout.BeginHorizontal(); _begin = EditorGUILayout.IntField("Begin: ", _begin, GUILayout.Width(175)); _end = EditorGUILayout.IntField("End: ", _end, GUILayout.Width(175)); EditorGUILayout.EndHorizontal(); _ligthColor = EditorGUILayout.ColorField("Cor da Luz: ", _ligthColor); EditorGUILayout.BeginHorizontal(); _intensity = EditorGUILayout.Slider(_intensity, 0, 5.00f); _turnOnLights = EditorGUILayout.Toggle("On Ligths: ", _turnOnLights); EditorGUILayout.EndHorizontal(); if (GUILayout.Button("Testar Luz")) { myTarget.testLigth(_ligthColor, _intensity); } EditorGUILayout.LabelField("", GUI.skin.horizontalSlider); if (GUILayout.Button("Salvar Luzes")) { var ligthType = ScriptableObject.CreateInstance <lightType>(); ProjectWindowUtil.CreateAsset(ligthType, "Assets/Resources/LightType/" + _ligthName + ".asset"); ligthType.init(_ligthName, _ligthColor, _intensity, _begin, _end, _turnOnLights); } }
public creatureType( monsterTypes nMonsterID = monsterTypes.MK_YOU, string _monsterName = "", char _displayChar = ' ', color _foreColor = null, // will warn if null short _maxHP = 0, short _defense = 0, short _accuracy = 0, randomRange _damage = null, // do nothing if null long _turnsBetweenRegen = 0, short _movementSpeed = 0, short _attackSpeed = 0, dungeonFeatureTypes _bloodType = (dungeonFeatureTypes)0, lightType _intrinsicLightType = lightType.NO_LIGHT, short _DFChance = 0, dungeonFeatureTypes _DFType = (dungeonFeatureTypes)0, boltType [] _bolts = null, // it's ok, maybe ulong _flags = 0, ulong _abilityFlags = 0 ) { monsterID = (monsterTypes)nMonsterID; monsterName = _monsterName; displayChar = _displayChar; foreColor = _foreColor; if (foreColor == null) { foreColor = Global.black; Debug.LogError("monster color not initialized : " + nMonsterID); } maxHP = _maxHP; defense = _defense; accuracy = _accuracy; damage = _damage; turnsBetweenRegen = _turnsBetweenRegen; movementSpeed = _movementSpeed; attackSpeed = _attackSpeed; bloodType = _bloodType; intrinsicLightType = _intrinsicLightType; DFChance = _DFChance; DFType = _DFType; bolts = _bolts; if (bolts == null) { bolts = new boltType [20]; } flags = _flags; abilityFlags = _abilityFlags; } // constructure
/// <summary> /// Will convirt a given lightType to the apropriate BeamType /// </summary> /// <param name="convertTarget">The given lightType</param> /// <returns> the converted BeamType</returns> private LightBeam.BeamType convertType(lightType convertTarget) { if (convertTarget == lightType.LASER) { return(LightBeam.BeamType.LASER); } else if (convertTarget == lightType.WIDE) { return(LightBeam.BeamType.WIDE); } else { return(LightBeam.BeamType.REVEAL); } }
public dungeonFeature( tileType _tile = tileType.NOTHING, dungeonLayers _layer = dungeonLayers.NO_LAYER, short _startProbability = 0, short _probabilityDecrement = 0, ulong _flags = 0, string _description = "", lightType _lightFlare = lightType.NO_LIGHT, color _flashColor = null, // its ok short _effectRadius = 0, tileType _propagationTerrain = tileType.NOTHING, dungeonFeatureTypes _subsequentDF = (dungeonFeatureTypes)0, // ?? bool _messageDisplayed = false ) { tile = _tile; layer = _layer; startProbability = _startProbability; probabilityDecrement = _probabilityDecrement; flags = _flags; description = _description; lightFlare = _lightFlare; flashColor = _flashColor; if (flashColor == null) { flashColor = Global.black; //Debug.LogError( "dungeonFeature flashColor not initialized :" + tile ); } effectRadius = _effectRadius; propagationTerrain = _propagationTerrain; subsequentDF = _subsequentDF; messageDisplayed = _messageDisplayed; } // constructure
public readonly string flavorText = "" ; // = new char [COLS]; public floorTileType( ushort _displayChar = 0 , color _foreColor = null, color _backColor = null, short _drawPriority =0, int _chanceToIgnite =0, dungeonFeatureTypes _fireType = (dungeonFeatureTypes)0, dungeonFeatureTypes _discoverType = (dungeonFeatureTypes)0, dungeonFeatureTypes _promoteType = (dungeonFeatureTypes)0 , short _promoteChance = 0, lightType _glowLight = lightType.NO_LIGHT , ulong _flags =0, ulong _mechFlags =0, string _description = "" , // = new char [COLS]; string _flavorText = "" ) { displayChar = _displayChar ; foreColor = _foreColor ; backColor = _backColor ; drawPriority = _drawPriority ; chanceToIgnite = _chanceToIgnite ; fireType = _fireType ; discoverType = _discoverType ; promoteType = _promoteType ; promoteChance = _promoteChance ; glowLight = (short)_glowLight ; flags = _flags ; mechFlags = _mechFlags ; if(_description != null) description = _description ; if(_flavorText!=null) flavorText = _flavorText ; } // constructure
/// <summary> /// Will Set the current light type to given lightType /// </summary> /// <param name="newType">light Type that could be used</param> public void setLightType(lightType newType) { type = newType; }
/// <summary> /// Will Set the current light type to given lightType /// </summary> /// <param name="newType">newType light Type that could be used</param> public void setLightType(LightBeam.BeamType newType) { type = convertType(newType); }