예제 #1
0
파일: GameMain.cs 프로젝트: glms123/test
        protected override void ConfigComponents()
        {
            base.ConfigComponents();
 #if UNITY_EDITOR
            enableOutlog = true;
#else
            enableOutlog = true;
#endif
            ComponentTools.AddComponent <AudioListener>(gameObject);

            if (Framework.Get <ResManager>() == null)
            {
                Framework.AddComponent <ResManager>();
            }
            if (Framework.Get <AudioManager>() == null)
            {
                Framework.AddComponent <AudioManager>();
            }

#if UNITY_EDITOR
#elif UNITY_IOS
#elif UNITY_ANDROID
#endif

            SMSceneManager sceneManager;
            sceneManager = AddComponent <SMSceneManager>();
            sceneManager.TransitionPrefab = "Prefabs/SMTransitions/SMFadeTransition";
            //     sceneManager.SceneLoaded += OnSceneLoaded;
        }
예제 #2
0
    void EnterState(GameState state)
    {
        switch (state)
        {
        case GameState.Prepare:
            StartCoroutine(ComponentTools.SetWaitTime(1f, () => { Game_State = GameState.Begin; }));
            break;

        case GameState.Begin:
            GameObject go = GameObject.Find("jidiposwofang");
            Framework.SendEvent(ThisGameEvent.CreateUnit, new GenerateUnitInfo(5, Camp.PlayerOne, go.transform.position));

            go = GameObject.Find("birthpos1");
            Framework.SendEvent(ThisGameEvent.CreateUnit, new GenerateUnitInfo(1, Camp.PlayerOne, go.transform.position));
            //
            go = GameObject.Find("jidiposdifang");
            Framework.SendEvent(ThisGameEvent.CreateUnit, new GenerateUnitInfo(6, Camp.PlayerTwo, go.transform.position));

            go = GameObject.Find("birthpos2");
            Framework.SendEvent(ThisGameEvent.CreateUnit, new GenerateUnitInfo(1, Camp.PlayerTwo, go.transform.position));

            m_GameState = GameState.Playing;
            break;
        }
    }
예제 #3
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    void EventCreateUnit(object obj)
    {
        GenerateUnitInfo info = obj as GenerateUnitInfo;

        if (info == null)
        {
            return;
        }

        if (info.camp == m_Camp)
        {
            UnitInfo unitInfo = ResManager.Instance.unitTable.GetById(info.unitId);
            ResManager.Instance.LoadObject <GameObject>(unitInfo.modelPath, true, (go) => {
                go.transform.position = info.pos;

                BaseUnit bu = ComponentTools.AddComponent <BaseUnit>(go);
                bu.Init(unitInfo, m_Camp);
                if (unitInfo.unitType != (int)UnitType.Crystal && unitInfo.unitType != (int)UnitType.GuardTower)
                {
                    ComponentTools.AddComponent <UnitPathFollower>(go);
                }

                m_unitList.Add(go);
            });
        }
    }
예제 #4
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    public void Init(Card card)
    {
        m_Card = card;

        m_lbl_cost.text = card.cardInfo.cost.ToString();
        ComponentTools.SetTextuer(m_tex_head, card.cardInfo.roleImage);
        ComponentTools.SetUISprite(m_spr_tag, card.cardInfo.iconPath, card.cardInfo.iconName);
    }
예제 #5
0
파일: UIBattle.cs 프로젝트: glms123/test
    void Awake()
    {
        Framework.RegisterEvent(ThisGameEvent.SetBattlePlayer, EventSetBattlePlayer);

        AudioManager.Instance.PlayBGM((int)BGMType.BGM03);
        m_grid_card    = ComponentTools.FindComponent <UIGrid>(gameObject, "cardGrid");
        m_sli_MagicBar = ComponentTools.FindComponent <UISlider>(gameObject, "MagicBar");
    }
예제 #6
0
파일: ALU.cs 프로젝트: bmdevx/Ternary
        public ALU()
        {
            inverterBusA.BusOutput += muxerBusA.BInput;
            inverterBusB.BusOutput += muxerBusB.BInput;

            maxGateA.Output += muxerBusA.InputSelect;
            maxGateB.Output += muxerBusB.InputSelect;

            shiftDownGateA.Output += maxGateA.BInput;
            shiftDownGateB.Output += maxGateA.BInput;

            muxerBusA.BusOutput += tryteAdder.ABusInput;
            muxerBusA.BusOutput += maxBus.ABusInput;
            muxerBusA.BusOutput += minBus.ABusInput;

            muxerBusB.BusOutput += tryteAdder.BBusInput;
            muxerBusB.BusOutput += maxBus.BBusInput;
            muxerBusB.BusOutput += minBus.BBusInput;

            tryteAdder.CarryOut += InvokeOverflowOutput;

            minBus.BusOutput     += muxerBus2.AInput;
            tryteAdder.BusOutput += muxerBus2.BInput;
            maxBus.BusOutput     += muxerBus2.CInput;

            muxerBus2.BusOutput += muxerBusF.AInput;
            muxerBus2.BusOutput += muxerBusF.BInput;
            muxerBus2.BusOutput += inverterBusOutput.BusInput;

            inverterBusOutput.BusOutput += muxerBusF.CInput;

            for (int i = 0; i < muxers.Length - 1; i++)
            {
                muxers[i].Output += muxers[i + 1].BInput;
            }

            muxers[7].Output += InvokeSignedOutput;

            muxerBusF.BusOutput += (s, tryte) =>
            {
                for (int i = 0; i < muxers.Length; i++)
                {
                    muxers[i].InputSelect(s, tryte[i + 1]);
                }

                muxers[0].BInput(s, tryte[0]);

                InvokeOutput(s, tryte);
            };



#if DEBUG
            ComponentTools.SetComponentNames(this);
#endif
        }
예제 #7
0
파일: UIDialogue.cs 프로젝트: glms123/test
    void Awake()
    {
        AudioManager.Instance.PlayBGM((int)BGMType.BGM01);

        m_tex_leftRole  = ComponentTools.FindComponent <UITexture>(gameObject, "leftRole");
        m_tex_rightRole = ComponentTools.FindComponent <UITexture>(gameObject, "rightRole");
        m_lbl_name      = ComponentTools.FindComponent <UILabel>(gameObject, "name");
        m_lbl_dialogue  = ComponentTools.FindComponent <UILabel>(gameObject, "dialogue");

        ComponentTools.SetUIEventListener(gameObject, "mask", OnNext);
    }
예제 #8
0
    void FindTarget()
    {
        if (pathingTarget == null)
        {
            pathingTarget = BattleManager.Instance.GetPathingTarget(unit.m_EnemyCamp, unit.m_UnitInfo);
        }

        if (pathingTarget != null && m_bFindPath)
        {
            if (m_bFindPath)
            {
                StartCoroutine(ComponentTools.SetWaitTime(0.3f, () => { m_bFindPath = true; }));
            }
            path        = NavMesh2D.GetSmoothedPath(transform.position, pathingTarget.transform.position);
            m_bFindPath = false;

            //if (pathingTarget.transform.position != lastTargetPos)
            //{
            //    path = NavMesh2D.GetSmoothedPath(transform.position, pathingTarget.transform.position);
            //    lastTargetPos = pathingTarget.transform.position;
            //}
        }

        if (path != null && path.Count != 0)
        {
            transform.position = Vector2.MoveTowards(transform.position, path[0], unit.m_UnitInfo.speed * Time.deltaTime);

            float fDis = Vector2.Distance(transform.position, path[0]);
            if (fDis < 0.01f)
            {
                path.RemoveAt(0);
            }

            //if (path.Count == 1)
            //{
            //    if (Mathf.Abs(transform.position.x - path[0].x) < 0.1f)
            //    {
            //        path.RemoveAt(0);
            //    }
            //}
            //else
            //{
            //    float fDis = Vector2.Distance(transform.position, path[0]);
            //    if (fDis  < 0.1f)
            //    {
            //        path.RemoveAt(0);
            //    }
            //}
        }
    }
예제 #9
0
파일: UIBattle.cs 프로젝트: glms123/test
    // Use this for initialization
    void Start()
    {
        GameObject go = null;
        UnitCard   uc = null;

        for (int i = 0; i < 4; i++)
        {
            go = ComponentTools.LoadUIObject(UIPartFilePath.UnitCard, m_grid_card.transform);
            uc = ComponentTools.AddComponent <UnitCard>(go);
            m_UnitCardList.Add(uc);
            m_grid_card.repositionNow = true;
        }

        Framework.SendEvent(ThisGameEvent.HideUI);
    }
예제 #10
0
    void OnBattle(GameObject btn)
    {
        base.OnBack(btn);
        GameObject uibattle = null;

        WindowManager.ManageWinwodOpen(WindowAction.Open_UIBattle, null, uibattle);

        GameObject go = GameObject.Find("BattleManager");

        if (go == null)
        {
            go      = new GameObject();
            go.name = "BattleManager";
        }
        BattleManager bm = ComponentTools.AddComponent <BattleManager>(go);
    }
예제 #11
0
파일: BaseUnit.cs 프로젝트: glms123/test
    protected override void EnterState(UnitState state)
    {
        switch (state)
        {
        case UnitState.Birth:
            StartCoroutine(ComponentTools.SetWaitTime(1f, () => { currentState = UnitState.Normal; }));
            break;

        case UnitState.Normal:
            break;

        case UnitState.Die:
            break;

        default:
            break;
        }
    }
예제 #12
0
        public TryteMemory()
        {
            for (int x = 0; x < TRIBBLE_SIZE; x++)
            {
                for (int y = 0; y < TRIBBLE_SIZE; y++)
                {
                    TryteRegisterCircuit regComp = new TryteRegisterCircuit(_DataBus, _ReadWriteEnableWire, _XRails[x], _YRails[y]);

                    regComp.BusOutput += (s, t) => BusOutput?.Invoke(this, t);

                    _Addresses[x, y] = regComp;
                }
            }

            int c = 0;

            for (int i = -1; i < 2; i++)
            {
                for (int j = -1; j < 2; j++)
                {
                    for (int k = -1; k < 2; k++)
                    {
                        Muxer             muxer     = new Muxer(inputStateA: Trit.Neg, inputStateC: Trit.Pos);
                        TritMatchCircuit3 matchGate = new TritMatchCircuit3((Trit)i, (Trit)j, (Trit)k);
                        matchGate.Output += muxer.InputSelect;
                        muxer.Output     += _XRails[c].Input;
                        _XRailMatch[c]    = matchGate;

                        muxer             = new Muxer(inputStateA: Trit.Neg, inputStateC: Trit.Pos);
                        matchGate         = new TritMatchCircuit3((Trit)i, (Trit)j, (Trit)k);
                        matchGate.Output += muxer.InputSelect;
                        muxer.Output     += _YRails[c].Input;
                        _YRailMatch[c]    = matchGate;

                        c++;
                    }
                }
            }

#if DEBUG
            ComponentTools.SetComponentNames(this);
#endif
        }
예제 #13
0
    static T OpenWindow <T>(string uiPath, WindowType type, UILayer layer = UILayer.Default) where T : BaseUI
    {
        if (m_go_UIRoot == null)
        {
            m_go_UIRoot = GameObject.FindGameObjectWithTag("UIRoot");
        }

        T com = null;

        ResManager.Instance.LoadObject <GameObject>(uiPath, true, (obj) => {
            obj.SetActive(true);
            obj.transform.SetParent(m_go_UIRoot.transform);
            obj.transform.localScale    = Vector3.one;
            obj.transform.localPosition = Vector3.zero;

            m_WindowList.Add(obj);
            com         = ComponentTools.AddComponent <T>(obj);
            com.WinType = type;

            int nLayer = (int)layer;
            if (layer == UILayer.Default)
            {
                nLayer = CurUILayer;
            }

            UIPanel[] panels = obj.GetComponentsInChildren <UIPanel>();
            if (panels != null)
            {
                for (int i = 0; i < panels.Length; i++)
                {
                    panels[i].depth += nLayer * UIDepthFactor;
                }
            }
        });
        return(com);
    }
예제 #14
0
 void Awake()
 {
     m_lbl_cost = ComponentTools.FindComponent <UILabel>(gameObject, "cost");
     m_tex_head = ComponentTools.FindComponent <UITexture>(gameObject, "head");
     m_spr_tag  = ComponentTools.FindComponent <UISprite>(gameObject, "tag");
 }
예제 #15
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 void Awake()
 {
     AudioManager.Instance.PlayBGM((int)BGMType.BGM02);
     ComponentTools.SetUIEventListener(gameObject, "fightBtn", OnBattle);
 }
예제 #16
0
        public TrortALUExp()
        {
            #region old
            inverterBusA.BusOutput += muxerBusA.BInput;
            inverterBusB.BusOutput += muxerBusB.BInput;

            maxGateA.Output += muxerBusA.InputSelect;
            maxGateB.Output += muxerBusB.InputSelect;

            shiftDownGateA.Output += maxGateA.BInput;
            shiftDownGateB.Output += maxGateA.BInput;

            muxerBusA.BusOutput += adder.ABusInput;
            muxerBusA.BusOutput += maxBus.ABusInput;
            muxerBusA.BusOutput += minBus.ABusInput;

            muxerBusB.BusOutput += adder.BBusInput;
            muxerBusB.BusOutput += maxBus.BBusInput;
            muxerBusB.BusOutput += minBus.BBusInput;

            adder.CarryOut += InvokeOverflowOutput;

            minBus.BusOutput += muxerBus2.AInput;
            adder.BusOutput  += muxerBus2.BInput;
            maxBus.BusOutput += muxerBus2.CInput;

            muxerBus2.BusOutput += muxerBusF.AInput;
            muxerBus2.BusOutput += muxerBusF.BInput;
            muxerBus2.BusOutput += inverterBusOutput.BusInput;

            inverterBusOutput.BusOutput += muxerBusF.CInput;

            for (int i = 0; i < muxers.Length - 1; i++)
            {
                muxers[i].Output += muxers[i + 1].BInput;
            }

            muxers[4].Output += InvokeSignedOutput;

            muxerBusF.BusOutput += (s, trort) =>
            {
                for (int i = 0; i < muxers.Length; i++)
                {
                    muxers[i].InputSelect(s, trort[i + 1]);
                }

                muxers[0].BInput(s, trort[0]);

                InvokeOutput(s, trort);
            };
            #endregion


            dmA  = new DeMuxer(Trit.Neu, Trit.Pos);
            dmB  = new DeMuxer(Trit.Neu, Trit.Pos);
            dmOp = new DeMuxer(Trit.Neu, Trit.Pos);
            dm3  = new DeMuxer(Trit.Neu, Trit.Pos);
            dm4  = new DeMuxer(Trit.Neu, Trit.Pos);
            dm5  = new DeMuxer(Trit.Neu, Trit.Pos);



#if DEBUG
            ComponentTools.SetComponentNames(this);
#endif
        }
예제 #17
0
파일: UIMain.cs 프로젝트: glms123/test
 // Use this for initialization
 void Start()
 {
     ComponentTools.SetUIEventListener(gameObject, "SoundBtn", OnSound);
 }