private void SetTileMaterial() { this.blockMaterials = this.blockRenderer.sharedMaterials; #if UNITY_EDITOR this._materialID = Random.Range(1, 6); this.tileUpMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Empty/Standard/Up/", "Empty" + this._materialID.ToString().PadLeft(2, '0') + "-Up"); this.tileDownMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Empty/Standard/Down/", "Empty" + this._materialID.ToString().PadLeft(2, '0') + "-Down"); #endif if (this._blockState == BlockInfo.BlockState.UP) { this.blockMaterials[0] = this.tileUpMaterial; } else { if (this.isUp) { this.blockMaterials[0] = this.tileUpMaterial; } else { this.blockMaterials[0] = this.tileDownMaterial; } } this.blockRenderer.sharedMaterials = this.blockMaterials; }
private void SetMiscMaterial() { this.warpUpMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Warp/Standard/Up/", "Up-Up"); this.warpDownMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Warp/Standard/Down/", "Up-Down"); // OLD WARP DIRECTION CODE. /*switch(this.FirstDirection){ * case BlockInfo.BlockDirection.UP: * this.warpUpMaterial = AssetProcessor.FindAsset<Material>("Assets/Models/Block/Material/Warp/Standard/Up/", "Up-Up"); * this.warpDownMaterial = AssetProcessor.FindAsset<Material>("Assets/Models/Block/Material/Warp/Standard/Down/", "Up-Down"); * break; * * case BlockInfo.BlockDirection.RIGHT: * this.warpUpMaterial = AssetProcessor.FindAsset<Material>("Assets/Models/Block/Material/Warp/Standard/Up/", "Right-Up"); * this.warpDownMaterial = AssetProcessor.FindAsset<Material>("Assets/Models/Block/Material/Warp/Standard/Down/", "Right-Down"); * break; * * case BlockInfo.BlockDirection.DOWN: * this.warpUpMaterial = AssetProcessor.FindAsset<Material>("Assets/Models/Block/Material/Warp/Standard/Up/", "Down-Up"); * this.warpDownMaterial = AssetProcessor.FindAsset<Material>("Assets/Models/Block/Material/Warp/Standard/Down/", "Down-Down"); * break; * * case BlockInfo.BlockDirection.LEFT: * this.warpUpMaterial = AssetProcessor.FindAsset<Material>("Assets/Models/Block/Material/Warp/Standard/Up/", "Left-Up"); * this.warpDownMaterial = AssetProcessor.FindAsset<Material>("Assets/Models/Block/Material/Warp/Standard/Down/", "Left-Down"); * break; * }*/ }
public static void FindOrCreate() { GameObject temp = GameObject.FindWithTag("TileManager"); if (temp == null) { #if UNITY_EDITOR temp = AssetProcessor.FindAsset <GameObject>(AssetPaths.PathPrefab + "Resources/", "TileManager"); #else temp = ResourceManager.instance.tileManager; #endif Instantiate(temp).name = "TileManager"; } }
public static void FindOrCreate() { GameObject tempController = GameObject.FindGameObjectWithTag("GameController"); if (tempController == null) { #if UNITY_EDITOR tempController = AssetProcessor.FindAsset <GameObject>(AssetPaths.PathPrefabMisc, AssetPaths.GameControllerName); #else tempController = ResourceManager.instance.gameController; #endif Instantiate(tempController).name = AssetPaths.GameControllerName; return; } else { return; } }
private void SetupLevelBlocks() { GameObject block = null; for (int i = 0; i < 3; i++) { GameObject temp = Instantiate(ResourceManager.instance.mainMenuPlane) as GameObject; temp.transform.parent = this.transform; temp.transform.position = new Vector3(thisObject.transform.position.x + (i * this.distanceBetweenPage) + 2.5f, thisObject.gameObject.transform.position.y - 1.0f, thisObject.transform.position.z + 0.5f); for (int r = 0; r < this._row; r++) { for (int c = 0; c < this._col; c++) { #if UNITY_EDITOR block = (GameObject)Instantiate(AssetProcessor.FindAsset <GameObject>(AssetPaths.PathPrefabMainMenu + "Blocks/", AssetPaths.LevelNumberBlockName)); #else block = (GameObject)Instantiate(ResourceManager.instance.levelNumberBlock); #endif block.GetComponent <LevelBlockButton>().SetID(this._count + 1); if (i >= 1) { block.transform.position = new Vector3(thisObject.transform.position.x + (this.distanceBetweenPage * i) + c * 1, thisObject.gameObject.transform.position.y - r, thisObject.transform.position.z); } else { block.transform.position = new Vector3(thisObject.transform.position.x + c * 1, thisObject.gameObject.transform.position.y - r, thisObject.transform.position.z); } block.transform.parent = thisObject.transform; this._aLevelBlocks[this._count] = block; this._levelBlocks.Add(block); this._count++; if (this._count >= MazeInfo.MaxMazeLength) { break; } } } } }
private void SetMiscMaterial() { switch (this.FirstDirection) { case BlockInfo.BlockDirection.UP: this._arrowUpMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Normal/Standard/Up/", "Up-Up"); this._arrowDownMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Normal/Standard/Down/", "Up-Down"); break; case BlockInfo.BlockDirection.RIGHT: this._arrowUpMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Normal/Standard/Up/", "Right-Up"); this._arrowDownMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Normal/Standard/Down/", "Right-Down"); break; case BlockInfo.BlockDirection.DOWN: this._arrowUpMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Normal/Standard/Up/", "Down-Up"); this._arrowDownMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Normal/Standard/Down/", "Down-Down"); break; case BlockInfo.BlockDirection.LEFT: this._arrowUpMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Normal/Standard/Up/", "Left-Up"); this._arrowDownMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Normal/Standard/Down/", "Left-Down"); break; } if (this.BlockState == BlockInfo.BlockState.UP) { this.blockMaterials[1] = this._arrowUpMaterial; } else { if (this.isUp) { this.blockMaterials[1] = this._arrowUpMaterial; } else { this.blockMaterials[1] = this._arrowDownMaterial; } } }
public static void FindOrCreate() { GameObject tempController = GameObject.FindGameObjectWithTag("SoundController"); if (tempController == null) { #if UNITY_EDITOR tempController = AssetProcessor.FindAsset <GameObject>(AssetPaths.PathPrefabMisc, AssetPaths.SoundControllerName); #else tempController = ResourceManager.instance.soundController; #endif var audio = tempController.GetComponent <AudioSource>() as AudioSource; audio.rolloffMode = AudioRolloffMode.Linear; audio.minDistance = 50.0f; audio.volume = 0.2f; tempController = Instantiate(tempController) as GameObject; tempController.name = AssetPaths.SoundControllerName; if (GameController.instance.gameState == GlobalInfo.GameState.MENU) { tempController.transform.parent = Camera.main.transform; } } }
/// <summary> /// Finds the Spawn Blocks To Genereate The Player And AI Objects. /// </summary> public void GeneratePlayers() { var humanSpawnPoint = this.humanSpawnPoint; var aiSpawnPoint = this.aiSpawnPoint; if (humanSpawnPoint == aiSpawnPoint) { humanSpawnPoint = new Vector3(0 + BlockInfo.BlockWidth * 0.5f, 2.5f, 0 + BlockInfo.BlockBreadth * 0.5f); aiSpawnPoint = new Vector3((this.columns * BlockInfo.BlockWidth) - (BlockInfo.BlockWidth * 0.5f), 2.5f, (this.rows * BlockInfo.BlockBreadth) - (BlockInfo.BlockBreadth * 0.5f)); } else { humanSpawnPoint = new Vector3(humanSpawnPoint.x + (BlockInfo.BlockWidth * 0.5f), 2.5f, humanSpawnPoint.z + (BlockInfo.BlockBreadth * 0.5f)); aiSpawnPoint = new Vector3(aiSpawnPoint.x + (BlockInfo.BlockWidth * 0.5f), 2.5f, aiSpawnPoint.z + (BlockInfo.BlockBreadth * 0.5f)); } #if UNITY_EDITOR Instantiate((GameObject)AssetProcessor.FindAsset <GameObject>(AssetPaths.PathPrefabPlayer, AssetPaths.PlayerName), humanSpawnPoint, Quaternion.identity); Instantiate((GameObject)AssetProcessor.FindAsset <GameObject>(AssetPaths.PathPrefabPlayer, AssetPaths.AIName), aiSpawnPoint, Quaternion.identity); #else Instantiate((GameObject)ResourceManager.instance.playerObject, humanSpawnPoint, Quaternion.identity); Instantiate((GameObject)ResourceManager.instance.aiObject, aiSpawnPoint, Quaternion.identity); #endif }
private void SetMiscMaterial() { Material glassMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Glass/", "Glass"); if (this.glassBlock != null) { this.glassBlock.GetComponent <GlassCollider>().blockRenderer = this.glassBlock.GetComponent <MeshRenderer>(); this.glassBlock.GetComponent <GlassCollider>().blockRenderer.sharedMaterial = glassMaterial; } else { this.glassBlock = this.transform.GetChild(0).gameObject; if (this.glassBlock != null) { this.glassBlock.GetComponent <GlassCollider>().blockRenderer = this.glassBlock.GetComponent <MeshRenderer>(); this.glassBlock.GetComponent <GlassCollider>().blockRenderer.sharedMaterial = glassMaterial; } else { throw new System.ArgumentNullException("Can Not Find The Glass Block."); } } }
private void SetMiscMaterial() { this.stunUpMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Stun/Standard/", "Stun-Up"); this.stunDownMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Stun/Standard/", "Stun-Down"); }
private void SetMiscMaterial() { this.switchUpMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Switch/Standard/", "Up"); this.switchDownMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Switch/Standard/", "Down"); }