void SpawnTrees() { if (treeSpawnCounter <= 0 && GameCore.Instance.currentStage != Stage.Z_BOSS) { treeSpawnCounter = Random.Range(1, 6); Vector3 spawnPosition = AuxLib.SetPositionOnRaycastHit2D(new Vector3(transform.position.x - 10, 20, 0), "Terrain", Vector2.down, 1); Vector3 spawnPositionCheckR = AuxLib.SetPositionOnRaycastHit2D(new Vector3(spawnPosition.x + 2, 20, 0), "Terrain", Vector2.down, 1); Vector3 spawnPositionCheckL = AuxLib.SetPositionOnRaycastHit2D(new Vector3(spawnPosition.x - 2, 20, 0), "Terrain", Vector2.down, 1); if (spawnPosition.y >= 20) { treeSpawnCounter = 0; } else if (spawnPositionCheckR.y <= spawnPosition.y - 0.4) { GameObject go = Instantiate(Resources.Load("Prefabs/Assets/Tree_00"), spawnPositionCheckR, Quaternion.identity) as GameObject; } else if (spawnPositionCheckL.y <= spawnPosition.y - 0.4) { GameObject go = Instantiate(Resources.Load("Prefabs/Assets/Tree_00"), spawnPositionCheckL, Quaternion.identity) as GameObject; } else { GameObject go = Instantiate(Resources.Load("Prefabs/Assets/Tree_00"), spawnPosition, Quaternion.identity) as GameObject; } } treeSpawnCounter -= Time.deltaTime; }
public void Spawn(string path, Vector3 startPos) { GameObject go; go = Instantiate(Resources.Load(path), AuxLib.SetPositionOnRaycastHit2D(startPos, "Terrain", Vector2.down, spawnHeight), Quaternion.identity) as GameObject; //Debug.Log("Initial Position Assigned: "+startPos); }
void GetNearestRayDir(ref Ray _screenRay, ref Vector3 _srcPos, ref Vector3 _dir, ref Vector3 _dstPos) { Ray[] _rayGroup = new Ray[6]; _rayGroup[PXAxis] = new Ray(_srcPos, m_axisPX); _rayGroup[NXAxis] = new Ray(_srcPos, m_axisNX); _rayGroup[PZAxis] = new Ray(_srcPos, m_axisPZ); _rayGroup[NZAxis] = new Ray(_srcPos, m_axisNZ); _rayGroup[PYAxis] = new Ray(_srcPos, m_axisPY); _rayGroup[NYAxis] = new Ray(_srcPos, m_axisNY); float _minDistSq = float.MaxValue; float _s = 0.0f, _t = 0.0f; int _iDir = 0; for (int _i = 0; _i != 6; ++_i) { if (_rayGroup[_i].direction.x == 0.0f && _rayGroup[_i].direction.y == 0.0f && _rayGroup[_i].direction.z == 0.0f) { continue; } float _tempS = 0.0f, _tempT = 0.0f; float _distSq = AuxLib.Get().DistSqRayRay(ref _rayGroup[_i], ref _screenRay, ref _tempS, ref _tempT); if (_minDistSq > _distSq) { _minDistSq = _distSq; _s = _tempS; _t = _tempT; _iDir = _i; } } _dir = _rayGroup[_iDir].direction; _dstPos = _rayGroup[_iDir].origin + _rayGroup[_iDir].direction * _s; }
void SpawnFlowers() { if (flowerSpawnCtr <= 0) { flowerSpawnCtr = Random.Range(minTimeFlower, maxTimeFlower); Vector3 spawnPosition = AuxLib.SetPositionOnRaycastHit2D(new Vector3(transform.position.x - 10, 20, 0), "Terrain", Vector2.down, 1); Vector3 spawnPositionCheckR = AuxLib.SetPositionOnRaycastHit2D(new Vector3(spawnPosition.x + 2, 20, 0), "Terrain", Vector2.down, 1); Vector3 spawnPositionCheckL = AuxLib.SetPositionOnRaycastHit2D(new Vector3(spawnPosition.x - 2, 20, 0), "Terrain", Vector2.down, 1); if (spawnPosition.y >= 20) { flowerSpawnCtr = 0; } else if (spawnPositionCheckR.y <= spawnPosition.y - 0.4) { GameObject go = Instantiate(Resources.Load("Prefabs/Interactable/Flower"), spawnPositionCheckR, Quaternion.identity) as GameObject; } else if (spawnPositionCheckL.y <= spawnPosition.y - 0.4) { GameObject go = Instantiate(Resources.Load("Prefabs/Interactable/Flower"), spawnPositionCheckL, Quaternion.identity) as GameObject; } else { GameObject go = Instantiate(Resources.Load("Prefabs/Interactable/Flower"), spawnPosition, Quaternion.identity) as GameObject; } } flowerSpawnCtr -= Time.deltaTime; }
// ---- Ubacivanje podataka u bazi ---- private void BtnSubmitData_Click(object sender, EventArgs e) { // ---- Provera ispravnosti podataka ---- if (String.IsNullOrWhiteSpace(TbPunoIme.Text)) { MessageBox.Show("Unesi Puno ime trenera!"); return; } else if (String.IsNullOrWhiteSpace(TbMestoRodjenja.Text)) { MessageBox.Show("Unesi mesto rodjenja trenera!"); return; } else if (String.IsNullOrWhiteSpace(TbTrenutniKlub.Text)) { MessageBox.Show("Unesi trenutni klub(reprezentaciju) koju trenira trener!"); return; } Trener forSave = new Trener(); forSave.PunoIme = StringCleaner.checkString(TbPunoIme.Text); forSave.MestoRodjenja = StringCleaner.checkString(TbMestoRodjenja.Text); forSave.TrenutniKlub = StringCleaner.checkString(TbTrenutniKlub.Text); forSave.TrenerskaKarijera = StringCleaner.checkString(RtbTrenerskaKarijera.Text); forSave.Uspesi = StringCleaner.checkString(RtbUspesi.Text); forSave.DatumRodjenja = StringCleaner.checkString(dateTimePicker1.Value.ToShortDateString()); var _client = new MongoClient(); var _database = _client.GetDatabase("test"); var collection = _database.GetCollection <BsonDocument>("treneri"); var filter = new BsonDocument() { { "PunoIme", TbPunoIme.Text } }; var filterForUniqueCheck = Builders <BsonDocument> .Filter.Eq("PunoIme", this.TbPunoIme.Text); var document = forSave.ToBsonDocument(); //test if exists var test = collection.Find(filterForUniqueCheck).Count(); if (test == 0) { collection.InsertOne(document); if (slikaTrenera != null) { AuxLib.AddImageToGridFS(slikaTrenera, forSave.PunoIme, format); } MessageBox.Show("Uspesno dodat novi trener!"); } else { //TO DO : URADITI UPDATE SLIKE (AuxLib treba da ima remove image i remove mp3 i da se izbaci slika i ubaci nova); collection.ReplaceOne(filter, document); MessageBox.Show("Uspesno azuriran trener!"); } }
public static AuxLib Get() { if (m_this == null) { m_this = new AuxLib(); } return(m_this); }
// Update is called once per frame void Update() { if (GameCore.Instance.gameState == GameState.PLAY) { movementSpeedAux = movementSpeed * AuxLib.Map(GameCore.Instance.playerController.rBody.velocity.x, GameCore.Instance.playerController.minSpeed, GameCore.Instance.playerController.maxSpeed, 0, 1); animatedOffset += new Vector2(movementSpeedAux, 0) * Time.deltaTime; this.GetComponent <MeshRenderer>().material.SetTextureOffset("_MainTex", animatedOffset); } }
void CreateParallaxLayers() { for (int i = 0; i < parallaxLayers.Count; i++) { GameObject go = new GameObject(); go.transform.parent = this.transform; if (parallaxLayers[i].order == ParallaxLayerOrder.BACK) { go.name = "Parallax_BackLayer " + i; go.transform.localPosition = new Vector3(0, 0, AuxLib.Map(i, 0, parallaxLayers.Count, parallaxLayerMin, parallaxLayerMax)); } else { go.name = "Parallax_FrontLayer " + i; go.transform.localPosition = new Vector3(0, 0, AuxLib.Map(i, 0, parallaxLayers.Count, -parallaxLayerMin, -parallaxLayerMax)); } GameObject goDay = GameObject.CreatePrimitive(PrimitiveType.Quad); goDay.name = "DayLayer"; goDay.transform.parent = go.transform; goDay.transform.localPosition = Vector3.zero; Destroy(goDay.GetComponent <MeshCollider>()); goDay.GetComponent <MeshRenderer>().material = Resources.Load("Materials/MAT_ParallaxLayer") as Material; goDay.GetComponent <MeshRenderer>().material.mainTexture = parallaxLayers[i].day; if (parallaxLayers[i].order == ParallaxLayerOrder.FRONT) { goDay.GetComponent <MeshRenderer>().sortingLayerName = "FrontParallax"; Debug.Log("Sorting layer: " + goDay.GetComponent <MeshRenderer>().sortingLayerName); } goDay.layer = GameCore.DAY_LAYER; goDay.AddComponent <ParallaxLayerBehaviour>().movementSpeed = parallaxLayers[i].speed; GameObject goNight = GameObject.CreatePrimitive(PrimitiveType.Quad); goNight.name = "NightLayer"; goNight.transform.parent = go.transform; goNight.transform.localPosition = Vector3.zero; Destroy(goNight.GetComponent <MeshCollider>()); goNight.GetComponent <MeshRenderer>().material = Resources.Load("Materials/MAT_ParallaxLayer") as Material; goNight.GetComponent <MeshRenderer>().material.mainTexture = parallaxLayers[i].night; if (parallaxLayers[i].order == ParallaxLayerOrder.FRONT) { goNight.GetComponent <MeshRenderer>().sortingLayerName = "FrontParallax"; } goNight.layer = GameCore.NIGHT_LAYER; goNight.AddComponent <ParallaxLayerBehaviour>().movementSpeed = parallaxLayers[i].speed; } }
// Update is called once per frame void FixedUpdate() { switch (GameCore.Instance.gameState) { case GameState.AWAKE: break; case GameState.PAUSE: break; case GameState.PLAY: { if (counter <= 0 && GameCore.Instance.currentStage != WorldConstructor.Stage.Z_BOSS) { counter = Random.Range(randomSpawnTimeRange.x, randomSpawnTimeRange.y); spawnHeight = Random.Range(3.0f, 7.0f); //Debug.Log(GameCore.Instance.player.transform.position); Vector3 playerDistance = new Vector3(GameCore.Instance.player.transform.position.x + 30, 10, 0); Vector3 spawnPosition = AuxLib.SetPositionOnRaycastHit2D(playerDistance, "Terrain", Vector2.down, spawnHeight); if (spawnPosition.y >= 7) { counter = 0; } else { GameObject go = Instantiate(Resources.Load("Prefabs/Enemies/Raven"), spawnPosition, Quaternion.identity) as GameObject; } } counter -= Time.deltaTime; } break; case GameState.GAMEOVER: break; default: break; } }
private void TbTrenutniKlub_Leave(object sender, EventArgs e) { AuxLib.Check(this.TbTrenutniKlub.Text, this.TbTrenutniKlub); }
void UpdateDragBrick() { Ray _ray = Camera.main.ScreenPointToRay(Input.mousePosition); Vector3 _pos = m_firstBrick.m_go.transform.position; Ray[] _rayGroup = new Ray[6]; if (m_firstBrick.m_dirP != NoDir && m_firstBrick.m_dirN != NoDir) { if (m_firstBrick.m_dirP == PXAxis) { _rayGroup[PXAxis] = new Ray(_pos, m_axisPX); } if (m_firstBrick.m_dirN == NXAxis) { _rayGroup[NXAxis] = new Ray(_pos, m_axisNX); } if (m_firstBrick.m_dirP == PZAxis) { _rayGroup[PZAxis] = new Ray(_pos, m_axisPZ); } if (m_firstBrick.m_dirN == NZAxis) { _rayGroup[NZAxis] = new Ray(_pos, m_axisNZ); } if (m_firstBrick.m_dirP == PYAxis) { _rayGroup[PYAxis] = new Ray(_pos, m_axisPY); } if (m_firstBrick.m_dirN == NYAxis) { _rayGroup[NYAxis] = new Ray(_pos, m_axisNY); } } else { _rayGroup[PXAxis] = new Ray(_pos, m_axisPX); _rayGroup[NXAxis] = new Ray(_pos, m_axisNX); _rayGroup[PZAxis] = new Ray(_pos, m_axisPZ); _rayGroup[NZAxis] = new Ray(_pos, m_axisNZ); _rayGroup[PYAxis] = new Ray(_pos, m_axisPY); //_rayGroup[NYAxis] = new Ray(_pos, m_axisNY); } float _minDistSq = float.MaxValue; float _s = 0.0f, _t = 0.0f; int _iDir = 0; for (int _i = 0; _i != 6; ++_i) { if (_rayGroup[_i].direction.x == 0.0f && _rayGroup[_i].direction.y == 0.0f && _rayGroup[_i].direction.z == 0.0f) { continue; } float _tempS = 0.0f, _tempT = 0.0f; float _distSq = AuxLib.Get().DistSqRayRay(ref _rayGroup[_i], ref _ray, ref _tempS, ref _tempT); if (_minDistSq > _distSq) { _minDistSq = _distSq; _s = _tempS; _t = _tempT; _iDir = _i; } } if (m_dragDir != _iDir) { DestroyDragList(); m_dragIdx = new IntVec3(m_firstBrick.m_go.transform.position); m_bCollision = false; } m_dragDir = _iDir; Vector3 _destPos = new Vector3(); _destPos = _rayGroup[_iDir].origin + _rayGroup[_iDir].direction * _s; IntVec3 _destIdx = new IntVec3(_destPos); if (m_dragIdx != _destIdx) { int _iOffset = 0; bool _bInc = true; switch (m_dragDir) { case PXAxis: { _iOffset = Mathf.Abs(_destIdx.x - m_dragIdx.x); if (_destIdx.x < m_dragIdx.x) { _bInc = false; } for (int _i = 1; _i <= _iOffset; ++_i) { IntVec3 _curIdx = new IntVec3(m_dragIdx); if (_bInc == true) { if (m_bCollision == true) { break; } _curIdx.x += _i; if (m_buildBrickMap.ContainsKey(_curIdx) == false) { CubeBrick _cb = new CubeBrick(); _cb.m_dirP = PXAxis; _cb.m_dirN = NXAxis; _cb.m_go = (GameObject)Instantiate(m_prefabBrick, new Vector3(_curIdx.x + 0.5f, _curIdx.y + 0.5f, _curIdx.z + 0.5f), Quaternion.identity); m_dragBrickList.Add(_cb); } else { m_bCollision = true; } } else { int _iPos = m_dragBrickList.Count - 1; if (_iPos >= 0) { CubeBrick _cb = m_dragBrickList[_iPos]; Object.DestroyImmediate(_cb.m_go); m_dragBrickList.RemoveAt(_iPos); } } } break; } case NXAxis: { _iOffset = Mathf.Abs(_destIdx.x - m_dragIdx.x); if (_destIdx.x > m_dragIdx.x) { _bInc = false; } for (int _i = 1; _i <= _iOffset; ++_i) { IntVec3 _curIdx = new IntVec3(m_dragIdx); if (_bInc == true) { if (m_bCollision == true) { break; } _curIdx.x -= _i; if (m_buildBrickMap.ContainsKey(_curIdx) == false) { CubeBrick _cb = new CubeBrick(); _cb.m_dirP = PXAxis; _cb.m_dirN = NXAxis; _cb.m_go = (GameObject)Instantiate(m_prefabBrick, new Vector3(_curIdx.x + 0.5f, _curIdx.y + 0.5f, _curIdx.z + 0.5f), Quaternion.identity); m_dragBrickList.Add(_cb); } else { m_bCollision = true; } } else { int _iPos = m_dragBrickList.Count - 1; if (_iPos >= 0) { CubeBrick _cb = m_dragBrickList[_iPos]; Object.DestroyImmediate(_cb.m_go); m_dragBrickList.RemoveAt(_iPos); } } } break; } case PYAxis: { _iOffset = Mathf.Abs(_destIdx.y - m_dragIdx.y); if (_destIdx.y < m_dragIdx.y) { _bInc = false; } for (int _i = 1; _i <= _iOffset; ++_i) { IntVec3 _curIdx = new IntVec3(m_dragIdx); if (_bInc == true) { if (m_bCollision == true) { break; } _curIdx.y += _i; if (m_buildBrickMap.ContainsKey(_curIdx) == false) { CubeBrick _cb = new CubeBrick(); _cb.m_dirP = PYAxis; _cb.m_dirN = NYAxis; _cb.m_go = (GameObject)Instantiate(m_prefabBrick, new Vector3(_curIdx.x + 0.5f, _curIdx.y + 0.5f, _curIdx.z + 0.5f), Quaternion.identity); m_dragBrickList.Add(_cb); } else { m_bCollision = true; } } else { int _iPos = m_dragBrickList.Count - 1; if (_iPos >= 0) { CubeBrick _cb = m_dragBrickList[_iPos]; Object.DestroyImmediate(_cb.m_go); m_dragBrickList.RemoveAt(_iPos); } } } break; } case NYAxis: { _iOffset = Mathf.Abs(_destIdx.y - m_dragIdx.y); if (_destIdx.y > m_dragIdx.y) { _bInc = false; } for (int _i = 1; _i <= _iOffset; ++_i) { IntVec3 _curIdx = new IntVec3(m_dragIdx); if (_bInc == true) { if (m_bCollision == true) { break; } _curIdx.y -= _i; if (m_buildBrickMap.ContainsKey(_curIdx) == false) { CubeBrick _cb = new CubeBrick(); _cb.m_dirP = PYAxis; _cb.m_dirN = NYAxis; _cb.m_go = (GameObject)Instantiate(m_prefabBrick, new Vector3(_curIdx.x + 0.5f, _curIdx.y + 0.5f, _curIdx.z + 0.5f), Quaternion.identity); m_dragBrickList.Add(_cb); } else { m_bCollision = true; } } else { int _iPos = m_dragBrickList.Count - 1; if (_iPos >= 0) { CubeBrick _cb = m_dragBrickList[_iPos]; Object.DestroyImmediate(_cb.m_go); m_dragBrickList.RemoveAt(_iPos); } } } break; } case PZAxis: { _iOffset = Mathf.Abs(_destIdx.z - m_dragIdx.z); if (_destIdx.z < m_dragIdx.z) { _bInc = false; } for (int _i = 1; _i <= _iOffset; ++_i) { IntVec3 _curIdx = new IntVec3(m_dragIdx); if (_bInc == true) { if (m_bCollision == true) { break; } _curIdx.z += _i; if (m_buildBrickMap.ContainsKey(_curIdx) == false) { CubeBrick _cb = new CubeBrick(); _cb.m_dirP = PZAxis; _cb.m_dirN = NZAxis; _cb.m_go = (GameObject)Instantiate(m_prefabBrick, new Vector3(_curIdx.x + 0.5f, _curIdx.y + 0.5f, _curIdx.z + 0.5f), Quaternion.identity); m_dragBrickList.Add(_cb); } else { m_bCollision = true; } } else { int _iPos = m_dragBrickList.Count - 1; if (_iPos >= 0) { CubeBrick _cb = m_dragBrickList[_iPos]; Object.DestroyImmediate(_cb.m_go); m_dragBrickList.RemoveAt(_iPos); } } } break; } case NZAxis: { _iOffset = Mathf.Abs(_destIdx.z - m_dragIdx.z); if (_destIdx.z > m_dragIdx.z) { _bInc = false; } for (int _i = 1; _i <= _iOffset; ++_i) { IntVec3 _curIdx = new IntVec3(m_dragIdx); if (_bInc == true) { if (m_bCollision == true) { break; } _curIdx.z -= _i; if (m_buildBrickMap.ContainsKey(_curIdx) == false) { CubeBrick _cb = new CubeBrick(); _cb.m_dirP = PZAxis; _cb.m_dirN = NZAxis; _cb.m_go = (GameObject)Instantiate(m_prefabBrick, new Vector3(_curIdx.x + 0.5f, _curIdx.y + 0.5f, _curIdx.z + 0.5f), Quaternion.identity); m_dragBrickList.Add(_cb); } else { m_bCollision = true; } } else { int _iPos = m_dragBrickList.Count - 1; if (_iPos >= 0) { CubeBrick _cb = m_dragBrickList[_iPos]; Object.DestroyImmediate(_cb.m_go); m_dragBrickList.RemoveAt(_iPos); } } } break; } } m_dragIdx = _destIdx; } }
void UpdateCameraSize() { camSize = Mathf.Lerp(camSize, AuxLib.Map(playerController.rBody.velocity.x, playerController.minSpeed, playerController.maxSpeed, minCamSize, maxCamSize), Time.deltaTime * 4f); }
void Update() { switch (GameCore.Instance.gameState) { case GameState.AWAKE: { if (!GameCore.Instance.barrier) { barrierBarBorders.gameObject.SetActive(false); } if (GameCore.Instance.currentStage == WorldConstructor.Stage.Z_BOSS) { StartGame(); } } break; case GameState.PAUSE: break; case GameState.PLAY: { hudDisplay.SetBool("Playing", true); if (GameCore.Instance.staminaBoost) { staminaBarValue.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, AuxLib.Map(GameCore.Instance.playerController.GetCurrentPower(), 0, GameCore.Instance.playerController.maxPower, 0, 512 * 2)); staminaBarBorders.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 512); } else { staminaBarValue.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, AuxLib.Map(GameCore.Instance.playerController.GetCurrentPower(), 0, GameCore.Instance.playerController.maxPower, 0, 256 * 2)); } if (GameCore.Instance.barrier) { barrierBarValue.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, AuxLib.Map(GameCore.Instance.playerController.GetCurrentBarrier(), 0, GameCore.Instance.playerController.maxBarrier, 0, barrierBarLength * 2)); barrierBarBorders.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, barrierBarLength); if (GameCore.Instance.playerController.barrier <= 0) { GameCore.Instance.barrier = false; GameCore.Instance.playerController.transform.GetChild(0).GetChild(0).gameObject.SetActive(false); GameCore.Instance.playerController.transform.GetChild(1).GetChild(0).gameObject.SetActive(false); } } } break; case GameState.GAMEOVER: { endMenuAnimator.SetBool("Show", true); finalScore.GetComponent <Text>().text = "SCORE: " + GameCore.Instance.finalScore; } break; default: break; } score.GetComponent <Text>().text = "SCORE: " + GameCore.Instance.finalScore; }
public void DecreaseBarrierValue(float percentOnTotal) { barrier -= AuxLib.Map(Mathf.Clamp(percentOnTotal, 0, 100), 0, 100, 0, maxBarrier); }
public void DecreaseStamina(float percentOnTotal) { power -= AuxLib.Map(Mathf.Clamp(percentOnTotal, 0, 100), 0, 100, 0, maxPower); }
public void RecoverStamina(float percentOnTotal) { power += AuxLib.Map(Mathf.Clamp(percentOnTotal, 0, 100), 0, 100, 0, maxPower); }