예제 #1
0
 // Use this for initialization
 void Start()
 {
     currentHealth = maxHealth;
     curMove = GameObject.Find("Cursor").GetComponent<CursorMovement>();
     charMove = gameObject.GetComponent<CharacterMove>();
     battleController = GameObject.Find("GameController").GetComponent<Battle>();
 }
예제 #2
0
 void Start()
 {
     p1  = ReInput.players.GetPlayer(0);
     p2  = ReInput.players.GetPlayer(1);
     p3  = ReInput.players.GetPlayer(2);
     p4  = ReInput.players.GetPlayer(3);
     CM  = Cursor.GetComponent <CursorMovement>();
     God = GameObject.Find("God").GetComponent <GodScript>();
 }
    void Start()
    {
        PhotonNetwork.offlineMode = true;

        playAgain_ButtonFrame.transform.localPosition = new Vector3(0, 50, 0);
        playAgain_ButtonFrame.SetActive(false);

        playAgain_ButtonFrame.GetComponent <Button>().onClick.AddListener(() => {
            SceneManager.LoadScene(4);
        });

        continue_ButtonFrame.transform.localPosition = new Vector3(0, 50, 0);
        continue_ButtonFrame.SetActive(false);

        continue_ButtonFrame.GetComponent <Button>().onClick.AddListener(() => {
            continue_ButtonFrame.SetActive(false);
            menu_ButtonFrame.SetActive(false);

            Cursor.lockState = CursorLockMode.Locked;
            Cursor.visible   = false;
        });

        menu_ButtonFrame.transform.localPosition = new Vector3(0, -50, 0);
        menu_ButtonFrame.SetActive(false);

        menu_ButtonFrame.GetComponent <Button>().onClick.AddListener(() => {
            PhotonNetwork.Disconnect();
            SceneManager.LoadScene(0);
        });

        time.transform.localPosition = new Vector3(400, 275, 0);

        min = 0;
        sec = 0;

        playerInfo = (Playerinfo)FindObjectOfType(typeof(Playerinfo));

        newplayer = (GameObject)Instantiate(singlePlayer, new Vector3(27, 12, 16), Quaternion.identity);

        newplayerTransform = newplayer.GetComponent <Transform>();
        bodyTransform      = newplayerTransform.Find("Body");

        GetColors(newplayer.transform);

        playerName      = newplayer.GetComponentInChildren <TextMesh>();
        playerName.text = playerInfo.playerName;

        playerMovement   = newplayer.GetComponent <PlayerMovement>();
        cursorMovement   = newplayer.GetComponent <CursorMovement>();
        playerCollisions = newplayer.GetComponent <PlayerCollisions>();

        status = "spawned";
    }
예제 #4
0
    private void Awake()
    {
        cursorData      = FindObjectOfType <CursorMovement>();
        keyboardTexture = FindObjectOfType <CopyTextureBuffer>();
        tipsDisabler    = FindObjectOfType <EnableDisableCalibrationTips>();
        var TempGO = GameObject.Find("TipTabTipUnity");

        if (TempGO == null)
        {
            enabled = false;
            Debug.Log("[MonitorToKeyboard] Can't find TipTabTibkeyboard GO.");
        }
        TextTip = TempGO.GetComponent <TextMeshProUGUI>();
    }
예제 #5
0
    //The grid should be generated on game start
    void Start()
    {
        instance = this;
        setSizes();
        Instantiate(Cursor);

        cursorScript = Cursor.GetComponent <CursorMovement>();
        createGrid();
        spawnCharacters();

        originTileTB = null;
        destTileTB   = null;

        generateAndShowPath();
    }
예제 #6
0
 public Options(byte[] bytes)
 {
     cursorMovement        = (CursorMovement)(bytes[0] & 0x01);
     cursorRepeatRate      = (Speed)((bytes[0] & 0x18) >> 3);
     multiHeightToggleRate = (MultiheightToggleRate)((bytes[0] & 0xC0) >> 6);
     menuCursorSpeed       = (MenuCursorSpeed)((bytes[1] & 0x0E) >> 1);
     messageSpeed          = (Speed)((bytes[1] & 0x30) >> 4);
     battlePrompts         = (bytes[1] & 0x80) == 0;
     displayAbilityNames   = (bytes[2] & 0x02) == 0;
     displayEffectMessages = (bytes[2] & 0x08) == 0;
     sound = (Sound)((bytes[2] & 0x60) >> 5);
     displayUnequippableItems = (bytes[2] & 0x80) == 0;
     displayEarnedExpJp       = (bytes[3] & 0x02) == 0;
     targetColors             = (bytes[3] & 0x08) == 0;
     optimizeOnJobChange      = (bytes[3] & 0x20) == 0;
 }
예제 #7
0
    public void SetEnabledState(GameObject target, bool enabledState)
    {
        CursorMovement cm = target.GetComponent <CursorMovement>() as CursorMovement;

        if (enabledState)
        {
            BGMotionManager.GetInstance().AddBodyReadingListener(cm);
        }
        else
        {
            BGMotionManager.GetInstance().RemoveBodyReadingListener(cm);
        }

        //Sets visibility for an object and all its children
        target.SetActiveRecursively(enabledState);
        Renderer[] renderers = target.GetComponentsInChildren <Renderer>();
        foreach (Renderer r in renderers)
        {
            r.enabled = enabledState;
        }
    }
예제 #8
0
    // Update is called once per frame
    void Update()
    {
        // nameDisplay.text = objectName
        cameraMovement = CameraController.GetComponent <CameraMovement>();
        cursorMovement = PointerMove.GetComponent <CursorMovement>();
        isHover        = cursorMovement.getIsOverPlayer();

        selectPlayer = Pointer.GetComponent <SelectPlayer>();
        isSelected   = selectPlayer.getIsSelected();

        if (isSelected)
        {
            PlayerUnit    = selectPlayer.GetSelectedObject();
            playerControl = PlayerUnit.GetComponent <PlayerController>();
            isMoving      = playerControl.getIsMoving();
        }

        showUnitInfo(isSelected, isHover);
        showUnitCommand(isSelected, isMoving);
        if (isSelected && !isMoving)
        {
            unitCommand();
        }
    }
예제 #9
0
    // Update is called once per frame
    void Update()
    {
        if (objectSelected)
        {
            if (playerControl.getIsMoving())
            {
                CursorMovement cursorMovement = PointerMove.GetComponent <CursorMovement>();
                if (!cursorMovement.getIsOverPlayer())
                {
                    if (Input.GetKeyDown(KeyCode.Space))
                    {
                        destination = Pointer.transform.position - new Vector3(0, 2.95001f, 0);
                        float m = Mathf.Abs(destination.x - transform.position.x), n = Mathf.Abs(destination.z - transform.position.z);
                        switch ((int)(m + n) <= 3)
                        {
                        case true:
                            transform.position = destination;
                            objectSelected     = false;
                            SelectPlayer sp = Pointer.GetComponent <SelectPlayer>();
                            sp.setIsSelected(false);
                            playerControl.setIsMoving(false);
                            break;

                        case false:
                            showUnitWarning();
                            break;
                        }
                    }
                }
            }
        }
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            UnitWarning();
        }
    }
예제 #10
0
 public Options( byte[] bytes )
 {
     cursorMovement = (CursorMovement)(bytes[0] & 0x01);
     cursorRepeatRate = (Speed)((bytes[0] & 0x18) >> 3);
     multiHeightToggleRate = (MultiheightToggleRate)((bytes[0] & 0xC0) >> 6);
     menuCursorSpeed = (MenuCursorSpeed)((bytes[1] & 0x0E) >> 1);
     messageSpeed = (Speed)((bytes[1] & 0x30) >> 4);
     battlePrompts = (bytes[1] & 0x80) == 0;
     displayAbilityNames = (bytes[2] & 0x02) == 0;
     displayEffectMessages = (bytes[2] & 0x08) == 0;
     sound = (Sound)((bytes[2] & 0x60) >> 5);
     displayUnequippableItems = (bytes[2] & 0x80) == 0;
     displayEarnedExpJp = (bytes[3] & 0x02) == 0;
     targetColors = (bytes[3] & 0x08) == 0;
     optimizeOnJobChange = (bytes[3] & 0x20) == 0;
 }
예제 #11
0
        private void Init()
        {
            cursor = new CursorMovement(this);
            crates = new List<Crate>();
            stack = new List<VectorInt>();

            grid.Children.Clear();
            crates.Clear();

            grid.ColumnDefinitions.Clear();
            grid.RowDefinitions.Clear();

            SizeInt size = Logic.Current.Size;
            for (int r = 0; r < size.Height; r++)
            {
                grid.RowDefinitions.Add(new RowDefinition
                {
                    MinHeight = 16,
                });
            }

            for (int c = 0; c < size.Width; c++)
            {
                grid.ColumnDefinitions.Add(new ColumnDefinition
                {
                    MinWidth = 16,
                });
            }

            for (int r = 0; r < size.Height; r++)
                for (int c = 0; c < size.Width; c++)
                {
                    var cells = CellFactory(c, r);
                    if (cells != null)
                    {
                        foreach (var cell in cells)
                        {
                            Grid.SetColumn(cell, c);
                            Grid.SetRow(cell, r);
                            grid.Children.Add(cell);
                        }

                    }
                }

            // So that the player has the largest z-Order...
            for (int r = 0; r < size.Height; r++)
                for (int c = 0; c < size.Width; c++)
                {
                    CellStates tile = Logic.Current[c, r];

                    if (tile == CellStates.FloorCrate || tile == CellStates.FloorCrate || tile == CellStates.FloorGoalCrate)
                    {
                        var crate = new Crate
                        {
                            Element = new Image
                            {
                                Stretch = Stretch.Fill,
                                Source = Resources["Crate"] as BitmapImage
                            }
                        };
                        Grid.SetColumn(crate.Element, c);
                        Grid.SetRow(crate.Element, r);
                        grid.Children.Add(crate.Element);
                        crates.Add(crate);
                    }
                }

            for (int r = 0; r < size.Height; r++)
                for (int c = 0; c < size.Width; c++)
                {
                    CellStates tile = Logic.Current[c, r];

                    if (tile == CellStates.FloorPlayer || tile == CellStates.FloorGoalPlayer)
                    {
                        player = new Image
                        {
                            Stretch = Stretch.Fill,
                            Source = Resources["Player"] as BitmapImage
                        };
                        Grid.SetColumn(player, c);
                        Grid.SetRow(player, r);
                        grid.Children.Add(player);
                    }
                }
        }
예제 #12
0
 //private CharacterSelected charSelect;   // References the CharacterSelected component
 // Use this for initialization
 void Start()
 {
     actionMenu = GameObject.Find("Main Camera").GetComponent<ActionMenu>();
     moveConfirmMenu = GameObject.Find("Main Camera").GetComponent<MoveConfirmMenu>();
     //cursorMove = GameObject.Find("Cursor").GetComponent<CursorMovement>();
     emptyTileMenu = GameObject.Find("Main Camera").GetComponent<EmptyTileMenu>();
     gameController = GameObject.Find("GameController").GetComponent<GameController>();
     battle = GameObject.Find("GameController").GetComponent<Battle>();
     //gridWorld = GameObject.Find("Grid").GetComponent<GridWorld>();
     curMove = GameObject.Find("Cursor").GetComponent<CursorMovement>();
     isSelected = false;
     moveMode = false;
     selectedPlayerName = "";
     //charSelect = null;
 }
예제 #13
0
 // Use this for initialization
 void Start()
 {
     cursorSel = GameObject.Find("Cursor").GetComponent<CursorSelection>();
     cursorMove = GameObject.Find("Cursor").GetComponent<CursorMovement>();
     gridWorld = GameObject.Find("Grid").GetComponent<GridWorld>();
     moveConfirmMenu = GameObject.Find("Main Camera").GetComponent<MoveConfirmMenu>();
     gameController = GameObject.Find("GameController").GetComponent<GameController>();
     battle = GameObject.Find("GameController").GetComponent<Battle>();
     //actionMenuOptionsBool = new bool[actionMenuOptions.Length];
     selectIndex = 0;
     showCharActionMenu = false;
     waitChoosen = false;
     //selectedCharacterName = "";
 }