public AFStatesController buildHeroAnimation() { AFStatesController m_heroStates; UnityEngine.Debug.Log(AFAssetManager.GetPathTargetPlatformWithResolution() + "/" + "hero_sprites"); AFTextureAtlas heroAtlas = AFAssetManager.Instance.Load <AFTextureAtlas>(AFAssetManager.GetPathTargetPlatformWithResolution() + "/" + "hero_sprites"); m_heroStates = AFObject.Create <AFStatesController>("Hero Controller"); AFMovieClip animation = AFObject.Create <AFMovieClip>("small_walk"); animation.Init(heroAtlas.GetSprites("small_walk")); animation.gameObject.AddComponent <BoxCollider2D>(); m_heroStates.Add("small_walk", animation, false); animation = AFObject.Create <AFMovieClip>("small_stop"); animation.Init(heroAtlas.GetSprites("small_stop")); animation.gameObject.AddComponent <BoxCollider2D>(); m_heroStates.Add("small_stop", animation, true); m_heroStates.gameObject.AddComponent <Rigidbody2D>(); m_heroStates.transform.localScale = new UnityEngine.Vector3(3, 3, 3); return(m_heroStates); }
public void Initialize() { _characterAnimations = AFObject.Create <AFStatesController>(); string path = PathConstants.GetGameScenePath() + "cucaSprites"; AMovieClip animation = AnimationFactory.Instance.BuildAnimation(path, STATE_HITED); _characterAnimations.Add(STATE_HITED, animation, false); animation = AnimationFactory.Instance.BuildAnimation(path, STATE_ANGRY); _characterAnimations.Add(STATE_ANGRY, animation, false); animation = AnimationFactory.Instance.BuildAnimation(path, STATE_IDLE); _characterAnimations.Add(STATE_IDLE, animation, true); _characterAnimations.gameObject.transform.parent = this.gameObject.transform; _sprite = _characterAnimations.GetCurrentState().GetSprite(); this.gameObject.AddComponent <BoxColliderResizer>().Initialize(); if (this.gameObject.GetComponent <AnimationController>()) { this.gameObject.GetComponent <AnimationController>().Initialize(); } }
public override void BuildState() { if (this.gameObject.GetComponent <IndexController>() == false) { this.gameObject.AddComponent <IndexController>().Start(); } CreateCamera(); CreateBackground(); CreatePullOfCharacters(); _controller = AFObject.Create <GameController>(); _controller.gameObject.transform.parent = this.gameObject.transform; _controller.Initialize(); _controller.SetAnchorTarget(_cameraGameObject); if (this.gameObject.GetComponent <HudController>() == false) { this.gameObject.AddComponent <HudController>(); } this.gameObject.GetComponent <HudController>().SetAnchorTarget(_cameraGameObject); #if UNITY_EDITOR AFAssetManager.SimulatedDPI = AFAssetManager.DPI_IPHONE_4_5; AFAssetManager.SimulatePlatform = AFAssetManager.EPlataform.IOS; #endif CreateParticles(); base.BuildState(); }
public override void Initialize() { AFAssetManager.SetDirectoryOwner("QuebraCuca"); m_stateManager = AFObject.Create <AFStateManager>(); m_stateManager.Initialize(new GameStateFactory()); _resolutionController = ResolutionController.Instance(); _paths = PathConstants.Instance(); _sounds = SoundConstants.Instance(); GameObject _soundManager = new GameObject(); _soundManager.name = "SoundManager"; _soundManager.AddComponent <SoundManager>().Init(); //SoundManager.PlaySoundByName(SoundConstants.BG_SOUND); AFSingleTransition tras = AFObject.Create <AFSingleTransition>(); SpriteRenderer sr = tras.gameObject.AddComponent <SpriteRenderer>(); sr.transform.position = new Vector3(0, 0, 6); sr.sprite = AFAssetManager.Instance.CreateSpriteFromTexture("Common/High/loadingscreen"); sr.transform.localScale = new Vector3(1, 1, 1); m_stateManager.AddTransition(tras); m_stateManager.GotoState(AState.EGameState.MENU); base.Initialize(); }
public AFMovieClip BuildAnimation(string spritePath, string animationStateName) { AFMovieClip L_animation; AFTextureAtlas L_heroAtlas = AFAssetManager.Instance.Load <AFTextureAtlas>(spritePath); L_animation = AFObject.Create <AFMovieClip>(animationStateName); L_animation.Init(L_heroAtlas.GetSprites(animationStateName)); return(L_animation); }
public IState CreateStateByID(AState.EGameState newstateID) { switch (newstateID) { case AState.EGameState.GAME: return(AFObject.Create <MarioGameState>()); } return(null); }
public IState CreateStateByID(AState.EGameState newStateID) { switch (newStateID) { case AState.EGameState.MENU: return(AFObject.Create <MenuState>()); case AState.EGameState.GAME: return(AFObject.Create <GameState>()); } return(null); }
public IState CreateStateByID(AState.EGameState newStateID) { switch (newStateID) { case AState.EGameState.MENU: StartState loginS = AFObject.Create <StartState>(); loginS.SetStateID(AState.EGameState.MENU); return(loginS); } return(null); }
// Initialize your game public override void Initialize() { // You need create a StateManger m_stateManager = AFObject.Create <AFStateManager>(); // You need a factory of states to initialize your engine, here is where you will declarate all your states. m_stateManager.Initialize(new MarioGameStateFactory()); //Sending the state to game state m_stateManager.GotoState(AState.EGameState.GAME); //Call the Init of AFEngine base.Initialize(); }
public static AFSound Create( string name, AudioClip audio, Transform emitter = null, float volume = 1.0f, float pitch = 1.0f, bool loop = false, bool playOncePertime = true) { AFSound L_sound = AFObject.Create <AFSound>(name); L_sound.Initialize(name, audio, emitter, volume, pitch, loop, playOncePertime); return(L_sound); }
public IState CreateStateByID(AState.EGameState newstateID) { switch (newstateID) { case AState.EGameState.MENU: return(AFObject.Create <BateMenuState>()); case AState.EGameState.SELECTION: return(AFObject.Create <BateSelectionState>()); case AState.EGameState.GAME: return(AFObject.Create <BateGameState>()); } return(null); }
public override void Initialize() { //AFDebug.SetConfigs( AFDebugSettings.OUTPUT_SCREEN | AFDebugSettings.OUTPUT_UNITY ); AFAssetManager.SetDirectoryOwner(""); m_stateManager = AFObject.Create <AFStateManager>(); m_stateManager.Initialize(new StartStateFactory()); m_stateManager.GotoState(AState.EGameState.MENU); base.Initialize(); AFSingleTransition tras = AFObject.Create <AFSingleTransition>(); SpriteRenderer sr = tras.gameObject.AddComponent <SpriteRenderer>(); sr.sprite = AFAssetManager.Instance.CreateSpriteFromTexture("Common/High/loadingscreen"); sr.transform.localScale = new Vector3(1, 1, 1); m_stateManager.AddTransition(tras); }
public static AFSound Create( string path, string name = "", Transform emitter = null, float volume = 1.0f, float pitch = 1.0f, bool loop = false, bool playOncePertime = true) { if (name.Equals("")) { name = path; } AFSound L_sound = AFObject.Create <AFSound>(name); AudioClip L_audioClip = AFAssetManager.Instance.Load <AudioClip>(path); L_sound.Initialize(name, L_audioClip, emitter, volume, pitch, loop, playOncePertime); return(L_sound); }
public AFPool CreatePool <T>(string name, string assetName, uint qtd, uint maxPoolObjects = 0) where T : UnityEngine.Object { AFPool pool = null; if (qtd > 1) { T obj = GetAsset <T>(assetName); if (obj) { pool = AFObject.Create <AFPool>(name); pool.Init(name, maxPoolObjects); pool.transform.parent = this.gameObject.transform; if (obj.GetType().IsSubclassOf(typeof(UnityEngine.Object))) { UnityEngine.Debug.Log("Creating a object from a instance"); pool.Create((UnityEngine.Object)obj, qtd); } else { UnityEngine.Debug.Log("Creating a object from a Type"); pool.Create(obj.GetType(), (int)qtd); } m_pool.Add(name, pool); } else { UnityEngine.Debug.LogError(" The asset not exists " + assetName); } } else { UnityEngine.Debug.LogError(" The pool should be more than one"); } return(pool); }
public Character CreateCharacter() { try { Character character = AFObject.Create <Character>(); character.gameObject.AddComponent <TimeController>(); character.gameObject.AddComponent <BoxCollider>(); character.gameObject.AddComponent <AnimationController>(); //UIEventListener.Get(character.gameObject).onClick += OnClick; _numberOfCharacters++; return(character); } catch (Exception ex) { //AFDebug.LogError("NÃO Criei o personagem.. Por que não quiz... S"); } return(null); }
public override void Initialize() { AFAssetManager.SetDirectoryOwner("BateRebate"); AFAssetManager.SimulatedDPI = AFAssetManager.DPI_IPAD_RETINA; AFAssetManager.SimulatePlatform = AFAssetManager.EPlataform.IOS; m_stateManager = AFObject.Create <AFStateManager>(); m_stateManager.Initialize(new BateStateFactory()); //AFSingleTransition tras = AFObject.Create<AFSingleTransition>(); //SpriteRenderer sr = tras.gameObject.AddComponent<SpriteRenderer>(); //sr.sprite = AFAssetManager.Instance.CreateSpriteFromTexture("Common/High/loadingscreen"); //sr.transform.localScale = new Vector3(1, 1, 1); //m_stateManager.AddTransition(tras); //m_stateManager.GotoState(AState.EGameState.MENU); BateRebateMain.Instance.GetStateManger().GotoState(AState.EGameState.MENU); //BateRebateMain.Instance.GetStateManger().GotoState(AState.EGameState.SELECTION); //BateRebateMain.Instance.GetStateManger().GotoState(AState.EGameState.GAME); base.Initialize(); }