public MultiSceneAppearer(sceneAppearInfo[] appearInfo, AppearablePositionState state) { this.state = state; sceneRenderers = new SingleSceneAppearer[appearInfo.Length]; for (var i = 0; i < appearInfo.Length; i++) { sceneRenderers[i] = new SingleSceneAppearer(appearInfo[i], i, state); } }
public Ship makeShip(Fleet fleet, Vector3 position) { GameObject go; var ship = makeTransforms(out go, fleet); var state = makeState(ship, go.transform, fleet, position); var renderer = new SingleSceneAppearer(new sceneAppearInfo(shipPrefabs[0]), 3, state.positionState); ship.Init(state, renderer); fleet.state.shipsContainer.addShips(ship); return(ship); }
public Ship makeShip(ShipState shipState, Fleet fleet) { GameObject go; var ship = makeTransforms(out go, fleet); GameManager.idMaker.insertObject(ship, shipState.id); hydrateState(shipState, go.transform, fleet, ship); var renderer = new SingleSceneAppearer(new sceneAppearInfo(shipPrefabs[0]), 3, shipState.positionState); ship.Init(shipState, renderer); return(ship); }
protected override bool _appearImplimentation(int scene) { this.activeScene = scene; if (state.isActive) { destroy(); } currentAppearer = sceneRenderers[scene]; if (currentAppearer != null) { state.isActive = currentAppearer.appear(scene); } return(state.isActive); }
public Planet makePlanet(StarNode star, Vector3 position, Faction faction) { var name = Names.planetNames.getName(); Transform parent; var planet = makeTransforms(star, name, out parent); var tileable = tileFactory.makeTileManager(); var state = makeState(parent, planet, position, star, name, faction, tileable.state); var appearable = new SingleSceneAppearer(new sceneAppearInfo(baseStarFab), 3, state.positionState); planet.Init(appearable, tileable, state); GameManager.instance.factions.registerPlanetToFaction(planet, faction); return(planet); }
public Planet makePlanet(Reference <Planet> Planetref, StarNode star, Dictionary <long, object> stateTable) { var name = Names.planetNames.getName(); var faction = GameManager.instance.user.faction; Transform parent; var planet = makeTransforms(star, name, out parent); var state = (PlanetState)stateTable[Planetref.id]; hydrateState(planet, star, state, parent, stateTable); var tileable = tileFactory.makeTileManager(); var appearable = new SingleSceneAppearer(new sceneAppearInfo(baseStarFab), 3, state.positionState); planet.Init(appearable, tileable, state); return(planet); }
public ProtoStar createStar(Transform holder) { var go = new GameObject("protoNode"); go.transform.SetParent(holder); var state = new ProtostarState() { appearableState = new State.AppearablePositionState( appearTransform: go.transform, position: new Vector3(1, 1, 1), star: null ) }; var mainAppearer = new SingleSceneAppearer(new sceneAppearInfo(_sceneToPrefab[0]), 0, state.appearableState); var rep = new LinkedAppearer(mainAppearer, state); var star = new ProtoStar(); star.init(rep, state); star.appearer.appear(0); return(star); }
public void Init(ShipState state, SingleSceneAppearer renderer) { this.state = state; this.debugState = state; appearer = renderer; }
public void Init(SingleSceneAppearer renderer, Tileable tileable, PlanetState state) { appearer = renderer; this.state = state; this.tileable = tileable; }