상속: MonoBehaviour
    void Start()
    {
        QualitySettings.vSyncCount  = 0;
        Application.targetFrameRate = 60;

        // Retrieve and Save Settings
        Keep_script = keep_script;

        cm = new CubeManager();
        // await cm.MultiConnect(1);

#if UNITY_EDITOR
        // Keep Cubes across scenes
        foreach (var c in GameObject.FindGameObjectsWithTag("Cube"))
        {
            DontDestroyOnLoad(c);
        }
#endif

        if (Keep_script)
        {
            DontDestroyOnLoad(this);
        }

        // Change Scene
        Invoke("ChangeScene", 0f);
    }
예제 #2
0
파일: Program.cs 프로젝트: eddThunder/cubes
        static void Main(string[] args)
        {
            ICubeManager cubeManager = new CubeManager();

            Console.WriteLine("Insert cube 1");
            Console.WriteLine("-----------------------");
            Cube cube1 = SetCubeProperties();

            Console.WriteLine("");

            Console.WriteLine("Insert cube 2");
            Console.WriteLine("-----------------------");
            Cube cube2 = SetCubeProperties();



            if (cubeManager.HasCollision(cube1, cube2))
            {
                Console.WriteLine("Collision");

                float volume = cubeManager.GetIntersectionVolume(cube1, cube2);
                Console.WriteLine("Intersection volume: {0}", volume);
            }
            else
            {
                Console.WriteLine("No collision found");
            }

            Console.ReadLine();
        }
예제 #3
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 // Use this for initialization
 void Start()
 {
     if (Instance == null)
     {
         Instance = this;
     }
 }
    public void letOnDestroy(Vector3 taget, Vector2 buildsize)
    {
        Vector2 deadtaget = new Vector2(taget.x, taget.z);

        for (int i = 0; i < buildsize.x; i++)
        {
            for (int j = 0; j < buildsize.y; j++)
            {
                CubeManager sub = MapControl.GetCubeBylocal(deadtaget + new Vector2(i, j));
                Debug.Log(sub.CodeLocal);
                if (sub != null)

                {
                    foreach (CubeManager cube in ListBuildCube)
                    {
                        if (cube.CodeLocal == sub.CodeLocal)
                        {
                            sub.CanBuild = true;
                            ListBuildCube.Remove(cube);
                        }
                    }
                }
            }
        }
    }
예제 #5
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    void Start()
    {
        QualitySettings.vSyncCount  = 0;
        Application.targetFrameRate = 60;

        // Retrieve and Save Settings
        Keep_script = keep_script;

        cm = new CubeManager();
        // await cm.MultiConnect(1);

        // Keep Cubes across scenes, On Simulator
        if (CubeScanner.actualTypeOfAuto == ConnectType.Simulator)
        {
            foreach (var c in GameObject.FindGameObjectsWithTag("Cube"))
            {
                DontDestroyOnLoad(c);
            }
        }

        if (Keep_script)
        {
            DontDestroyOnLoad(this);
        }

        // Change Scene
        Invoke("ChangeScene", 0f);
    }
예제 #6
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    void Start()
    {
        QualitySettings.vSyncCount  = 0;
        Application.targetFrameRate = 60;

        cm = new CubeManager();
    }
예제 #7
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 async void Start()
 {
     // CubeManagerからモジュールを間接利用した場合:
     cubeManager = new CubeManager();
     // 一斉に同期接続
     await cubeManager.MultiConnect(12);
 }
예제 #8
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    // Use this for initialization
    void Start()
    {
        userInteraction = GameObject.Find("GameController").GetComponent <UserInteraction>();
        cubeManager     = GameObject.Find("GameController").GetComponent <CubeManager>();
        cam             = GameObject.Find("viewer");

        if (lookAtIndexOnStart)
        {
            cam.transform.position = new Vector3(
                cubeManager.cubesOrigState [userInteraction.nodeIndex].transform.position.x + cameraHorizOffset,
                defaultCameraPos.y,
                defaultCameraPos.z
                );
        }
        else
        {
            cam.transform.position = defaultCameraPos;                  // when the game is first started, the camera position is set to the default assigned at the top
        }
        cam.transform.rotation = Quaternion.Euler(defaultCameraRot);    // camera rotation is also set to default

//		oldCameraPos = cam.transform.position;
//		newCameraPos = oldCameraPos;



        // (this code is repeated below too)
        // moves the current selected object up to camera
        cubeManager.cubes[userInteraction.nodeIndex].transform.position = new Vector3(
            cubeManager.cubes[userInteraction.nodeIndex].transform.position.x,
            (defaultCameraPos.y - 0.7f),
            (defaultCameraPos.z + 2));
    }
예제 #9
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 private void Awake()
 {
     if (Instance == null)
     {
         Instance = this;
     }
 }
    IEnumerator Generate()
    {
        CubeGenerator = Instantiate(CubeGenerator);
        CubeManager g = CubeGenerator.GetComponent <CubeManager>() as CubeManager;

        //This needs to have an object prefab that has a marching cubes script sent in
        g.object_prefab = marchingCube;
        //Fixed
        g.cubeSize = 20;
        //Fix this but the equilibrium needs to be barren for certain songs not others
        g.equilibrium = maxVol / minVol;
        //Set the  surface here
        g.surface = 1;
        //Set size to 10
        g.size = 10;
        //Set if the terrain turns to cave or flat and where it happens within the range next
        //mod 1 is in x direction mod 2 is z mod 3 is x as well


        while (g.done == false)
        {
            yield return(new WaitForSeconds(.05f));
        }

        yield return(StartCoroutine("findGenre"));
    }
예제 #11
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 private void OnTriggerEnter(Collider other)
 {
     if (other.CompareTag("level1"))
     {
         print("level1");
         cubeUI.m_win_text.gameObject.SetActive(true); // win text
         StartCoroutine(CubeManager.StartGame(m_start_time, CubeUI.LevelTag[2]));
     }
     else if (other.CompareTag("level2"))
     {
         print("level2");
         cubeUI.m_win_text.gameObject.SetActive(true); // win text
         StartCoroutine(CubeManager.StartGame(m_start_time, CubeUI.LevelTag[3]));
         GetComponent <Renderer>().material.color = Color.white;
     }
     else if (other.CompareTag("level3"))
     {
         StartCoroutine(WinGame(3f, CubeUI.LevelTag[6]));
     }
     else if (other.CompareTag("Score"))
     {
         score++;
         cubeUI.m_score.text = CubeUI.LevelTag[4] + ":" + score.ToString();
     }
 }
예제 #12
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    private void CheckF(CubePathData end_cube, CubeManager cm)
    {
        var nears = cm.GetNearPathData(end_cube);

        for (int i = 0; i < nears.Count; ++i)
        {
            var n_cube = nears [i];
            if (n_cube == null)
            {
                continue;
            }
            float F = n_cube.cost + end_cube.F;

            if (n_cube.F > F)
            {
                n_cube.F = F;
                if (F > max_F)
                {
                    max_F = F;
                }
                if (!open_cube.Contains(n_cube))
                {
                    open_cube.Add(n_cube);
                }
            }
        }

        open_cube.Remove(end_cube);
        close_cube.Add(end_cube);
    }
예제 #13
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    public FlowField GenerateVectorMap(CubeManager cm)
    {
        for (int i = 0; i < cm.path_datas.Count; ++i)
        {
            if (cm.path_datas [i].F == 65535)
            {
                cm.path_datas [i].vec = Vector2.zero;
            }

            var nears = cm.GetNearPathData(cm.path_datas [i]);

            float[] nears_F = new float[8];

            Vector2 vec = Vector2.zero;

            float new_x = nears [0].F - nears [2].F;

            float new_y = nears [1].F - nears [3].F;

            cm.path_datas [i].vec = new Vector2(new_x, new_y);

            cm.path_datas [i].cube.name += string.Format("  vec: {0} / {1}", new_x, new_y);
        }

        return(this);
    }
    private void setBuildSize(Vector2 size, CubeManager currentpoint)
    {
        if (LatPoint != currentpoint.CodeLocal)
        {
            foreach (CubeManager minicube in ListInSelect)
            {
                minicube.SetState("None");
                minicube.OnraycastIn();
            }
            ListInSelect.Clear();

            if (!CheckBuildedCude(currentpoint))
            {
                LatPoint = currentpoint.CodeLocal;
            }

            for (int i = 0; i < size.x; i++)
            {
                for (int j = 0; j < size.y; j++)
                {
                    CubeManager sub = MapControl.GetCubeBylocal(currentpoint.CodeLocal + new Vector2(i, j));
                    if (sub != null)

                    {
                        ListInSelect.Add(sub);
                    }
                }
            }
        }
    }
    void Start()
    {
        if (bulletPrefab == null)
        {
            Debug.LogError("bullet is not defined!!");
        }

        player = GameObject.FindGameObjectWithTag("Player");
        if (player == null)
        {
            Debug.LogError("couldn't find player!!");
        }

        cubeManager = GameObject.FindObjectOfType <CubeManager>();
        if (cubeManager == null)
        {
            Debug.LogError("couldn't find cubeManager.  Must have one in the scene");
        }

        // TODO: May want to be able to disable all attack types (not sure whether want to do this check or not)
        if (!enableFire && !enableMultishot && !enableShockwave)
        {
            Debug.LogError("All boss attack types have been disabled.  At least one needs to be enabled.");
        }

        StartCoroutine(Attack());
    }
예제 #16
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        public static void ResetCubeManager(CubeManager cubeManager)
        {
            CubeNavigator.ClearGNavigators();

            cubeManager.handles.Clear();
            cubeManager.navigators.Clear();
            foreach (var cube in cubeManager.cubes)
            {
                // note 良くない
                cube.buttonCallback.ClearListener();
                cube.slopeCallback.ClearListener();
                cube.collisionCallback.ClearListener();
                cube.idCallback.ClearListener();
                cube.standardIdCallback.ClearListener();
                cube.idMissedCallback.ClearListener();
                cube.standardIdMissedCallback.ClearListener();
                cube.doubleTapCallback.ClearListener();
                cube.poseCallback.ClearListener();
                cube.targetMoveCallback.ClearListener();
                cube.shakeCallback.ClearListener();
                cube.motorSpeedCallback.ClearListener();
                var handle = new CubeHandle(cube);
                cubeManager.handles.Add(handle);
                cubeManager.navigators.Add(new CubeNavigator(handle));
            }
        }
예제 #17
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    private void OnTriggerStay(Collider other)
    {
        // corpseが相手だと点数が低くなる
        if (other.gameObject.layer == 14)
        {
            Player.AddCharge(6);
            CubeManager.AddScore(6);
            Player.fieldTemp -= 6 / 520f;
            Player.plTempe   -= 6 / 250f;
            /*for (int i = 0; i < 1; ++i)*/
            if (Random.Range(0, 160) == 0)
            {
                EffectPool.gi.GetObject(0, other.transform.position).SetSmall();
            }
        }
        else
        {
            CubeManager.AddScore(5);
            Player.AddCharge(5);
            Player.fieldTemp -= 5 / 180f;
            Player.plTempe   -= 5 / 90f;
            if (Random.Range(0, 16) == 0)
            {
                EffectPool.gi.GetObject(0, other.transform.position).SetSmallA();
            }
        }

        if (currentFrSE)
        {
            SoundList.gi.list[3].transform.position = trans.position;
            SoundList.gi.list[3].Play();
            currentFrSE = false;
        }
    }
    async void Start()
    {
        cm = new CubeManager();
        await cm.MultiConnect(16);

        cm.handles.Clear();
        cm.navigators.Clear();
        foreach (var cube in cm.cubes)
        {
            var handle = new HandleMats(cube);
            cm.handles.Add(handle);
            var navi = new CubeNavigator(handle);
            navi.usePred = true;
            navi.mode    = Navigator.Mode.BOIDS_AVOID;
            cm.navigators.Add(navi);

            handle.CenterX = 455;
            handle.CenterY = 455;
            handle.SizeX   = 820;
            handle.SizeY   = 820;
            handle.RangeX  = 720;
            handle.RangeY  = 720;
            navi.ClearWall();
            navi.AddBorder(70, x1: 0, x2: 910, y1: 0, y2: 910);
        }
    }
예제 #19
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    public static CubePathData GetNextCube(CubeManager cm, CubePathData cube)
    {
        if (cube.index == cm.end_cube)
        {
            return(null);
        }

        var near = cm.GetNearPathData(cube);

        float min_F = float.MaxValue;

        int n_index = -1;

        for (int i = 0; i < near.Count; ++i)
        {
            if (near[i].F < min_F && near[i].cost != 65535f)
            {
                n_index = i;
                min_F   = near [i].F;
            }
        }

        if (n_index != -1)
        {
            return(near [n_index]);
        }
        else
        {
            return(null);
        }
    }
예제 #20
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    public override void OnInspectorGUI()
    {
        CubeManager temp = (CubeManager)target;

        if (temp != null)
        {
            GUILayout.BeginVertical();

            GUILayout.BeginHorizontal();
            GUILayout.Space(10.0f);
            EditorGUILayout.LabelField("Resolution");
            temp.index = EditorGUILayout.Popup(temp.index, this.options);
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Space(10.0f);
            temp.mipmap = EditorGUILayout.Toggle("Use Mipmaps?", temp.mipmap);
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Space(10.0f);
            temp.generate = EditorGUILayout.Toggle("Generate?", temp.generate);
            GUILayout.EndHorizontal();

            if (!temp.generate)
            {
                GUILayout.BeginHorizontal();
                if (GUILayout.Button("Add Point"))
                {
                    GameObject go = new GameObject("#CubePoint - rename#");
                    if (Selection.activeTransform != null)
                    {
                        go.transform.parent   = Selection.activeTransform;
                        go.transform.position = go.transform.parent.position;
                        go.AddComponent <CubePoint>();
                    }
                }
                GUILayout.EndHorizontal();
            }

            if (temp.generate)
            {
                GUILayout.BeginHorizontal();
                GUILayout.Space(10.0f);
                if (GUILayout.Button("Generate Cubemaps!"))
                {
                    EditorApplication.isPlaying = true;
                }
                GUILayout.EndHorizontal();
            }

            if (aTexture != null)
            {
                GUI.DrawTexture(new Rect(60, 300, 149, 151), aTexture);
            }

            GUILayout.EndVertical();
        }
    }
 public static void SetvaluesCube(CubeManager cube)
 {
     if (GetCubeBylocal(cube.CodeLocal) != null)
     {
         var temp = GetCubeBylocal(cube.CodeLocal);
         temp.CanBuild = true;
     }
 }
예제 #22
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 protected override bool isSuitable(CubeManager mgr)
 {
     if (cubesInDecomposition.value.Count > 0)
     {
         return(mgr.IsTouchingNeighbourInCompose() && !mgr.IsInCompose());
     }
     return(mgr.CanDecompose() && !mgr.IsInCompose());
 }
예제 #23
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 async void Start()
 {
     // ConnectType.Auto - ビルド対象に応じて内部実装が自動的に変わる
     // ConnectType.Simulator - ビルド対象に関わらずシミュレータのキューブで動作する
     // ConnectType.Real - ビルド対象に関わらずリアル(現実)のキューブで動作する
     cm = new CubeManager(connectType);
     await cm.MultiConnect(2);
 }
예제 #24
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    // Use this for initialization
    void Start()
    {
        // Set reference for the cubeManager script.
        cubeManager = GameObject.Find("GameManager").GetComponent <CubeManager>();

        // Initialize the cubesToChange List.
        cubesToChange = new List <GameObject>();
    }
예제 #25
0
        async void Start()
        {
            cubeManager = new CubeManager();
            await cubeManager.MultiConnect(2);

            cubeManager.cubes[0].TurnLedOn(255, 0, 0, 0);
            cubeManager.cubes[1].TurnLedOn(0, 255, 0, 0);
        }
예제 #26
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        async void Start()
        {
            cubeManager = new CubeManager();
            await cubeManager.SingleConnect();

            // Get stage
            stage = GameObject.FindObjectOfType <Stage>();
        }
예제 #27
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 // Use this for initialization
 void Start()
 {
     //find the objects in the game scene used for reference
     gameManager = GameObject.FindGameObjectWithTag ("GameManager").GetComponent<GameManager> ();
     cubeManager = GameObject.FindGameObjectWithTag ("Cube").GetComponent<CubeManager> ();
     triggerWalls = GameObject.FindGameObjectWithTag("TriggerWalls");
     r = GetComponent<Rigidbody>();
 }
예제 #28
0
 public void EnableChooseForDecomposeMode()
 {
     foreach (Transform child in childCubes)
     {
         CubeManager mgr = child.GetComponent <CubeManager>();
         mgr.ToChoosePlayerMode();
     }
 }
예제 #29
0
        private void CheckForComplete(SlicingOptions options, CubeManager manager)
        {
            int expectedResults = options.TextureSliceX * options.TextureSliceY;

            if (StorageUtilities.GetWorkCompletedCount(TableClient, options.CloudResultPath, options.CloudResultContainer) != expectedResults)
            {
                return;
            }

            var workResults = StorageUtilities.GetWorkCompletedMetadata(TableClient, options.CloudResultPath, options.CloudResultContainer);

            // Write metadata

            CubeMetadata metadata = new CubeMetadata(options.CubeGrid)
            {
                WorldBounds        = manager.ObjInstance.Size,
                VirtualWorldBounds = options.ForceCubicalCubes ? manager.ObjInstance.CubicalSize : manager.ObjInstance.Size,
                VertexCount        = manager.ObjInstance.VertexList.Count
            };

            // Configure texture slicing metadata
            if (!string.IsNullOrEmpty(options.Texture) && (options.TextureSliceX + options.TextureSliceY) > 2)
            {
                metadata.TextureSetSize = new Vector2(options.TextureSliceX, options.TextureSliceY);
            }
            else
            {
                metadata.TextureSetSize = new Vector2(1, 1);
            }

            var resultsList = workResults.Select(w =>
                                                 SerializationUtilities.DecodeMetadataFromBase64(
                                                     Texture.GetCubeListFromTextureTile(options.TextureSliceY, options.TextureSliceX, w.TextureTileX, w.TextureTileY, manager.ObjInstance),
                                                     w.MetadataBase64));

            foreach (var result in resultsList)
            {
                foreach (var cube in result.Keys)
                {
                    metadata.CubeExists[cube.X, cube.Y, cube.Z] = result[cube];
                }
            }


            // Write out some json metadata
            string metadataPath = Path.Combine(outputPath, "metadata.json");

            if (File.Exists(metadataPath))
            {
                File.Delete(metadataPath);
            }

            string metadataString = JsonConvert.SerializeObject(metadata);

            File.WriteAllText(metadataPath, metadataString);

            StorageUtilities.UpdateSetCompleted(TableClient, options.SetKey);
        }
예제 #30
0
    // Start is called before the first frame update
    void Start()
    {
        soundManager = GameObject.Find("SoundManager").GetComponent <SoundManager>();
        coinManager  = GameObject.Find("CoinManager").GetComponent <CoinManager>();
        cubeManager  = GameObject.Find("CubeManager").GetComponent <CubeManager>();

        //Laden der Bereits vorhandenen Upgrades aus den PlayerPrefs
        if (PlayerPrefs.GetInt("UpgradeLevelQualityLife") == 1)
        {
            upgradeLevel = 1;
            blocks[0].SetActive(true);
            cubeManager.lightIntensity = 1;
            upgradeCost = 20;
        }
        else if (PlayerPrefs.GetInt("UpgradeLevelQualityLife") == 2)
        {
            upgradeLevel = 2;
            blocks[1].SetActive(true);
            blocks[0].SetActive(true);
            cubeManager.lightIntensity = 2;
            upgradeCost = 30;
        }
        else if (PlayerPrefs.GetInt("UpgradeLevelQualityLife") == 3)
        {
            upgradeLevel = 3;
            blocks[2].SetActive(true);
            blocks[0].SetActive(true);
            blocks[1].SetActive(true);
            cubeManager.lightIntensity = 4;
            upgradeCost = 40;
        }
        else if (PlayerPrefs.GetInt("UpgradeLevelQualityLife") == 4)
        {
            upgradeLevel = 4;
            blocks[3].SetActive(true);
            blocks[0].SetActive(true);
            blocks[1].SetActive(true);
            blocks[2].SetActive(true);
            cubeManager.lightIntensity = 6;
            upgradeCost = 50;
        }
        else if (PlayerPrefs.GetInt("UpgradeLevelQualityLife") == 5)
        {
            upgradeLevel = 5;
            blocks[4].SetActive(true);
            blocks[0].SetActive(true);
            blocks[1].SetActive(true);
            blocks[2].SetActive(true);
            blocks[3].SetActive(true);
            cubeManager.lightIntensity = 10;
            upgradeCost = 0;
        }
        else
        {
            upgradeLevel = 0;
            upgradeCost  = 10;
        }
    }
예제 #31
0
 public void Dead()
 {
     gameObject.SetActive(false);
     foreach (Transform child in childCubes)
     {
         CubeManager mgr = child.GetComponent <CubeManager>();
         Instantiate(explosion, mgr.GetCenterPosition(), Random.rotation);
     }
 }
예제 #32
0
 protected override void makeAction(CubeManager mgr)
 {
     if (mgr.IsInCompose()) {
         cubesInDecomposition.value.Remove(mgr.transform);
         mgr.ToDecomposeWaiting();
     } else {
         cubesInDecomposition.value.Add(mgr.transform);
         mgr.ToDecompose();
     }
 }
예제 #33
0
 // Use this for initialization
 void Start()
 {
     enemyAgents = new GameObject[4]{GameObject.FindGameObjectWithTag("Enemy1"), GameObject.FindGameObjectWithTag("Enemy2"), GameObject.FindGameObjectWithTag("Enemy3"), GameObject.FindGameObjectWithTag("Enemy4")};
     enemyStartPositions = new Vector3[noOfEnemies];
     enemyStartRotations = new Quaternion[noOfEnemies];
     for (int i = 0; i < noOfEnemies; i++) {
         enemyStartPositions[i] = enemyAgents[i].transform.position;
         enemyStartRotations[i] = enemyAgents[i].transform.rotation;
     }
     playerAgent = GameObject.FindGameObjectWithTag("Player");
     playerStartPosition = playerAgent.transform.position;
     playerStartRotation = playerAgent.transform.rotation;
     walls = wallObject.GetComponent<CubeManager>();
     enemies = GameObject.FindObjectsOfType(typeof(MoveTo)) as MoveTo[];
 }
예제 #34
0
 protected override bool isSuitable(CubeManager mgr)
 {
     return mgr.IsInCompose() || mgr.IsWaitingForDecompose();
 }
예제 #35
0
 protected abstract void makeAction(CubeManager mgr);
예제 #36
0
 protected override void makeAction(CubeManager mgr)
 {
     mgr.ToDefaultState();
 }
예제 #37
0
 protected override void makeAction(CubeManager mgr)
 {
     GameObject pl = player.value;
     if (pl == null) {
         pl = mgr.GetOtherPlayCubesInTouch().First().parent.gameObject;
     }
     mgr.JoinToPlayer(player.value.transform);
 }
예제 #38
0
 protected override void makeAction(CubeManager mgr)
 {
     mgr.EnableJoin();
 }
예제 #39
0
 protected override void makeAction(CubeManager mgr)
 {
     mgr.EnableDecompose();
 }
예제 #40
0
 protected override bool isSuitable(CubeManager mgr)
 {
     if (cubesInDecomposition.value.Count > 0) {
         return mgr.IsTouchingNeighbourInCompose() && !mgr.IsInCompose();
     }
     return mgr.CanDecompose() && !mgr.IsInCompose();
 }
예제 #41
0
 protected override void makeAction(CubeManager mgr)
 {
     detachedChilds.value.Remove(mgr.transform);
     getApi().SetNewChild(mgr.transform);
     mgr.ToDefaultState();
 }
예제 #42
0
 protected override void makeAction(CubeManager mgr)
 {
     Debug.Log(string.Format("DisableCubesDecompose {0}", mgr.transform.name));
     mgr.DisableDecompose();
 }
예제 #43
0
    // Use this for initialization
    void Awake()
    {
        Application.targetFrameRate = 60;

        cubeManager = null;
        effect = null;

        liftManagerList.Clear();
        floorVanishList.Clear();
        enemyManagerList.Clear();
        enemyChildrenList.Clear();

        Cube    = GameObject.Find("Cube");
        Loading = GameObject.Find("Loading");
        audioSource = Cube.GetComponent<AudioSource>();

        EnemyChieldren  = Resources.Load("Objects/EnemyChieldren")  as GameObject;
        EnemyPatricle   = Resources.Load("Objects/EnemyParticle")   as GameObject;
        Magnet          = Resources.Load("Objects/Magnet")          as GameObject;
        Aqua            = Resources.Load("Objects/Aqua")            as GameObject;
        PlusJump        = Resources.Load("Objects/PlusJump")        as GameObject;
        BigPoint        = Resources.Load("Objects/BigPoint")        as GameObject;
        Point           = Resources.Load("Objects/Point")           as GameObject;
        EnemyTracking   = Resources.Load("Objects/EnemyTracking")   as GameObject;
        EnemyMove       = Resources.Load("Objects/EnemyMove")       as GameObject;
        EnemyStaticMove = Resources.Load("Objects/EnemyStaticMove") as GameObject;
        SpringBlock     = Resources.Load("Objects/SpringBlock")     as GameObject;

        Dialog = Resources.Load("Objects/Dialog") as GameObject;

        killEnemySE = Resources.Load("SEs/kill_enemy") as AudioClip;
        getAquaSE   = Resources.Load("SEs/aqua_get")   as AudioClip;
        getMagnetSE = Resources.Load("SEs/magnet_get") as AudioClip;
        pointSE     = Resources.Load("SEs/1point_get") as AudioClip;
        saveSE      = Resources.Load("SEs/save")       as AudioClip;
        jumpSE      = Resources.Load("SEs/jump")       as AudioClip;
        contactSE   = Resources.Load("SEs/contact")    as AudioClip;
        damageSE    = Resources.Load("SEs/damage")     as AudioClip;
        getJumpSE   = Resources.Load("SEs/plus_jump")  as AudioClip;
        dropEnemySE = Resources.Load("SEs/drop_enemy") as AudioClip;
        findItemSE  = Resources.Load("SEs/find_item")  as AudioClip;

        materialAqua        = Resources.Load("Materials/m_aqua")        as Material;
        materialMagnet      = Resources.Load("Materials/m_magnet")      as Material;
        materialBlockSecret = Resources.Load("Materials/m_blocksecret") as Material;
        materialPlusJump    = Resources.Load("Materials/m_jump")        as Material;
        materialBlack       = Resources.Load("Materials/m_black")       as Material;
        materialCube        = Resources.Load("Materials/m_cube")        as Material;

        //Setting data
        isController = (PlayerPrefs.GetInt("isController", 1) != 0);
        isVibration  = (PlayerPrefs.GetInt("isVibration" , 1) != 0);
        isBlur       = (PlayerPrefs.GetInt("isBlur"      , 1) != 0);
        isDisplayFPS = (PlayerPrefs.GetInt("isDisplayFPS", 0) != 0);

        if (PlayerPrefs.GetInt("isHighQuality", 1) == 1)
        {
            QualitySettings.SetQualityLevel(2, true);
        }else
        {
            QualitySettings.SetQualityLevel(0, true);
        }

            drawDistance = 20.0f;

        //sum Init
        sumPoint = sumJump = sumDead = sumKill = sumAqua = sumMagnet = 0;
        sumScore = -1;

        //UI Init
        isLoading = true;
        isPause = isGameOver = isClear = false;

        isChangeVolume = false;
        volume = 1.0f;

        posReborn = new Vector3(0f, 2.0f, 0f);

        nameScene = SceneManager.GetActiveScene().name;

        Time.timeScale = 0;
        isPause = true;
    }
예제 #44
0
 protected virtual bool isSuitable(CubeManager mgr)
 {
     return mgr.CanDecompose();
 }
예제 #45
0
 void Awake() {
   cm = this;
   cubesCount.text = "0";
   bonusRate = 1;
 }
예제 #46
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 void Awake()
 {
     Cursor.lockState = CursorLockMode.Locked;
     Cursor.visible = false;
     cameraTransform = Camera.main.transform;
     rigidbodyP = GetComponent<Rigidbody> ();
     startTransform = this.transform;
     wallManager = GameObject.FindGameObjectWithTag("WallManager");
     wallManagerScript = wallManager.GetComponent<CubeManager>();
     roofManager = GameObject.FindGameObjectWithTag("Roof");
     roofManagerScript = roofManager.GetComponent<RoofColorManager>();
 }
예제 #47
0
 void Awake()
 {
     instance = this;
     cubeElements = new List<GameObject>();
 }