// Start is called before the first frame update void Start() { soundManager = FindObjectOfType <SoundManager>(); player = FindObjectOfType <OVRManager>(); colorChanger = FindObjectOfType <ChangeColors>(); fader = FindObjectOfType <FadeUIElement>(); foreach (GameObject node in Node0) { node.GetComponent <BaseHitObject>().ListNum = 0; } foreach (GameObject node in Node1) { node.GetComponent <BaseHitObject>().ListNum = 1; } foreach (GameObject node in Node2) { node.GetComponent <BaseHitObject>().ListNum = 2; } foreach (GameObject node in Node3) { node.GetComponent <BaseHitObject>().ListNum = 3; } foreach (GameObject node in Node4) { node.GetComponent <BaseHitObject>().ListNum = 4; } }
public virtual void ReadChildData(BinaryReader reader) { int x = 0; _model.ReadString(reader); _animationGraph.ReadString(reader); _collisionModel.ReadString(reader); _physics.ReadString(reader); _modifierShader.ReadString(reader); _creationEffect.ReadString(reader); for (x = 0; (x < _attachments.Count); x = (x + 1)) { Attachments.Add(new ObjectAttachmentBlock()); Attachments[x].Read(reader); } for (x = 0; (x < _attachments.Count); x = (x + 1)) { Attachments[x].ReadChildData(reader); } for (x = 0; (x < _widgets.Count); x = (x + 1)) { Widgets.Add(new ObjectWidgetBlock()); Widgets[x].Read(reader); } for (x = 0; (x < _widgets.Count); x = (x + 1)) { Widgets[x].ReadChildData(reader); } for (x = 0; (x < _functions.Count); x = (x + 1)) { Functions.Add(new ObjectFunctionBlock()); Functions[x].Read(reader); } for (x = 0; (x < _functions.Count); x = (x + 1)) { Functions[x].ReadChildData(reader); } for (x = 0; (x < _changeColors.Count); x = (x + 1)) { ChangeColors.Add(new ObjectChangeColorsBlock()); ChangeColors[x].Read(reader); } for (x = 0; (x < _changeColors.Count); x = (x + 1)) { ChangeColors[x].ReadChildData(reader); } for (x = 0; (x < _predictedResources.Count); x = (x + 1)) { PredictedResources.Add(new PredictedResourceBlock()); PredictedResources[x].Read(reader); } for (x = 0; (x < _predictedResources.Count); x = (x + 1)) { PredictedResources[x].ReadChildData(reader); } }
public void ReadChildData(BinaryReader reader) { _model.ReadString(reader); _animationGraph.ReadString(reader); _collisionModel.ReadString(reader); _physics.ReadString(reader); _modifierShader.ReadString(reader); _creationEffect.ReadString(reader); for (int x = 0; x < _attachments.Count; x++) { Attachments.AddNew(); Attachments[x].Read(reader); } for (int x = 0; x < _attachments.Count; x++) { Attachments[x].ReadChildData(reader); } for (int x = 0; x < _widgets.Count; x++) { Widgets.AddNew(); Widgets[x].Read(reader); } for (int x = 0; x < _widgets.Count; x++) { Widgets[x].ReadChildData(reader); } for (int x = 0; x < _functions.Count; x++) { Functions.AddNew(); Functions[x].Read(reader); } for (int x = 0; x < _functions.Count; x++) { Functions[x].ReadChildData(reader); } for (int x = 0; x < _changeColors.Count; x++) { ChangeColors.AddNew(); ChangeColors[x].Read(reader); } for (int x = 0; x < _changeColors.Count; x++) { ChangeColors[x].ReadChildData(reader); } for (int x = 0; x < _predictedResources.Count; x++) { PredictedResources.AddNew(); PredictedResources[x].Read(reader); } for (int x = 0; x < _predictedResources.Count; x++) { PredictedResources[x].ReadChildData(reader); } }
public void ReadChildData(BinaryReader reader) { _actorDefinition.ReadString(reader); _unit.ReadString(reader); _majorVariant.ReadString(reader); _weapon.ReadString(reader); _equipment.ReadString(reader); for (int x = 0; x < _changeColors.Count; x++) { ChangeColors.AddNew(); ChangeColors[x].Read(reader); } for (int x = 0; x < _changeColors.Count; x++) { ChangeColors[x].ReadChildData(reader); } }
public virtual void ReadChildData(BinaryReader reader) { int x = 0; _actorDefinition.ReadString(reader); _unit.ReadString(reader); _majorVariant.ReadString(reader); _weapon.ReadString(reader); _equipment.ReadString(reader); for (x = 0; (x < _changeColors.Count); x = (x + 1)) { ChangeColors.Add(new ActorVariantChangeColorsBlock()); ChangeColors[x].Read(reader); } for (x = 0; (x < _changeColors.Count); x = (x + 1)) { ChangeColors[x].ReadChildData(reader); } }
/* * Color Adder Stuff */ private void ColorAdderOkay() { bool exists = false; ColorTile ct; // cycle through output colors for (int i = 0; i != output_tiles.Count; i++) { // check if this exists in output colors if (adder_preview.color.Equals(output_tiles[i].color)) { exists = true; break; } } // check if we have this color already if (!exists) { // create a new color tile GameObject newObj = Instantiate(prefab, output_viewport.transform) as GameObject; newObj.name = "output_color_" + output_tiles.Count.ToString(); ct = newObj.GetComponent(typeof(ColorTile)) as ColorTile; ct.Setup(false, adder_preview.color, adder_preview.color, ref newObj); // add to the output palette output_colors.Add(newObj); // add color tile to our list of tiles output_tiles.Add(ct); // add undo action ChangeColors.AddUndo("delete color", adder_preview.color, adder_preview.color); } // close color adder normally ColorAdderCancel(); }
private void ClickHandler() { if (is_input_palette) { // turn off output_ref if (output_ref != null) { output_ref.Highlight(false); output_ref = null; } // no input color if (input_ref == null) { ChangeColors.SetColorInputs(color, match); input_ref = this; Highlight(); HighlightMatch(match); } // change input color else if (input_ref != this) { ChangeColors.SetColorInputs(color, match); input_ref.Highlight(false); input_ref = this; Highlight(); HighlightMatch(match); } // de-select input color else if (input_ref == this) { ChangeColors.SetColorInputs(); input_ref.Highlight(false); input_ref = null; } } else { // no colors selected if (output_ref == null) { // set color info so user can inspect output palette ChangeColors.SetColorInputs(color); output_ref = this; Highlight(); } // change output color (with input) else if (output_ref != this && input_ref != null) { // add undo action ChangeColors.AddUndo("change match", input_ref.color, input_ref.match); // change the match color for the input ChangeColors.SetColorInputs(input_ref.color, this.color); output_ref.Highlight(false); Highlight(); output_ref = this; input_ref.match = this.color; // apply the change cc_ref.PickApply(); } // change output color (no input) else if (output_ref != this && input_ref == null) { ChangeColors.SetColorInputs(color); output_ref.Highlight(false); output_ref = this; Highlight(); } // de-select output color (no input) else if (input_ref == this && input_ref == null) { ChangeColors.SetColorInputs(); input_ref.Highlight(false); output_ref.Highlight(false); input_ref = null; output_ref = null; } } }