// ************************************************* // End Player Manipulations // ************************************************* // ********************************************************** // Special effects (Floaters only) // ********************************************************** static Floater AllocFloater(string text) { Floater retVal = null; if (m_floaterTemplate == null) { return(retVal); } if (sm_freeFloaters.Count > 0) { retVal = sm_freeFloaters[0]; sm_freeFloaters.RemoveAt(0); } else { retVal = Instantiate(m_floaterTemplate); retVal.AfterInstanceInit(); } retVal.SetText(text); retVal.gameObject.SetActive(true); return(retVal); }
void CreateBits(CreationType ct, int density) { Transform container = new GameObject(gameObject.name + " container").transform; int bits = density;//qty; foreach (StickJoint limb in limbs) { bool terminating = limb.linked == null; for (int i = 0; i < bits; i++) { float point = (float)i / (float)bits; StickJoint linked = limb.linked; if (linked == null) { linked = limb; } Floater fl = ct.MakeBit(limb, linked, point);//new Floater(limb, limb.linked ?? limb, newFloater.transform, point); limb.floaters.Add(fl); fl.floater.transform.SetParent(container); fl.floater.gameObject.layer = 2; if (terminating) { i = bits; } } } }
public override void ResetState() { base.ResetState(); transform.position = defaultPosition; Floater f = GetComponent <Floater>(); Rotator r = GetComponent <Rotator>(); Floater f_c = GetComponentInChildren <Floater>(); Rotator r_c = GetComponentInChildren <Rotator>(); if (f != null) { f.Deactivate(); } if (r != null) { r.Deactivate(); } if (f_c != null) { f_c.Deactivate(); } if (r_c != null) { r_c.Deactivate(); } }
public void FishingStart(Floater bait, Action onFail) { if (_fishingBehaviourScript != null) { return; } Debug.Log("Started Fishing!"); OnFail = onFail; areaCollider.enabled = false; FloaterScript = bait; BaitTransform = bait.transform; FishingControls = new FishingControls(); FishingControls.Rod.Reel.performed += WiggleCallback; FishingControls.Enable(); ActiveFish = null; foreach (Fish f in Fishes) { f.FishingStart(); } }
private void showText(object sender, MouseButtonEventArgs e) { FlowDocument doc = new FlowDocument(); Paragraph p = new Paragraph(); Image sideImg = new Image(); sideImg.Source = //new BitmapImage(new Uri("C:/Users/monstrengo/Desktop/StoryTelling1/StoryTelling1/GUI/image/" + imgNumber + ".jpg", UriKind.Relative)); new BitmapImage(new Uri("C:/Users/parad/Desktop/StoryTelling1/StoryTelling1/GUI/image/" + imgNumber + ".jpg", UriKind.Relative)); //new BitmapImage(new Uri(@"pack://application:,,,/image/" + imgNumber + ".jpg", UriKind.Relative)); //new BitmapImage(new Uri("C:/Users/parad/Documents/Visual Studio 2015/Projects/StoryTelling1/StoryTelling1/GUI/image/" + imgNumber + ".jpg", UriKind.Relative)); sideImg.Width = 300; BlockUIContainer blockC = new BlockUIContainer(); blockC.Child = sideImg; Floater floater = new Floater(blockC); floater.Width = 330; floater.HorizontalAlignment = HorizontalAlignment.Left; floater.Margin = new Thickness(0, 0, 5, 5); p.Inlines.Add(floater); p.Inlines.Add(text); p.TextAlignment = TextAlignment.Justify; p.FontSize = 22; p.FontFamily = new FontFamily("Comic Sans MS"); doc.Blocks.Add(p); fdViewer.Document = doc; doc.Blocks.Remove(blockC); numberShowText++; }
void AddUpdatedImage(InlineCollection inlines) { var image = new Image() { Margin = new System.Windows.Thickness(0), Width = 10, Height = 10 }; image.Source = ImageFactory.Instance.Load(new Uri("pack://application:,,,/Images/msg-edit.png", UriKind.Absolute)); var container = new BlockUIContainer(image) { Margin = new System.Windows.Thickness(0), Padding = new System.Windows.Thickness(0) }; var floater = new Floater(container) { Width = 20, HorizontalAlignment = System.Windows.HorizontalAlignment.Right, BaselineAlignment = System.Windows.BaselineAlignment.Top, Margin = new System.Windows.Thickness(0), Padding = new System.Windows.Thickness(0) }; inlines.Add(floater); }
// ************************************************* // End Game State Manipulations // ************************************************* // ************************************************* // Game States // ************************************************* void UpdateInit() { if (HandleStateChanged()) { // One frame for everyhting to settle return; } foreach (Player player in m_playersList) { player.gameObject.SetActive(true); player.Reset(); } m_floaterTemplate = GetComponentInChildren <Floater>(); m_scoreKeeper = GetComponentInChildren <ScoreKeeper>(); m_audioSystem = GetComponentInChildren <AudioSystem>(); if (m_floaterTemplate != null) { m_floaterTemplate.gameObject.SetActive(false); } ActivateLevel(m_startScreen, false); ActivateLevel(m_gameScreen, false); ActivateLevel(m_hiScoreScreen, false); if (m_scoreKeeper != null) { m_scoreKeeper.gameObject.SetActive(false); } ChangeState(GAME_STATE.START); }
public override Unit buildUnit(int unitId, string unitName) { Unit unit = base.buildUnit(unitId, unitName); GoalEnvironment environment = createObject(typeof(GoalEnvironment), unit.gameObject) as GoalEnvironment; Floater robot = createObject(typeof(Floater), unit.gameObject) as Floater; Controller controller = createObject(typeof(Controller), unit.gameObject) as Controller; MoveBallToGoal task = createObject(typeof(MoveBallToGoal), unit.gameObject) as MoveBallToGoal; unit.constructUnit(environment, controller, robot, task); environment.initializeEnvironment(); environment.setGoalAndBall(unit.origin + new Vector3(-6, .5f, 0), unit.origin + new Vector3(-2, .5f, 1)); robot.initializeRobot(); controller.initializeController(unitId, ModuleSeed + unitId); // For the initialization of task List <GameObject> importantMembers = new List <GameObject>(); importantMembers.Add(environment.members[1]); importantMembers.Add(environment.members[2]); task.initializeTask(null, importantMembers, ""); controller.isActive = true; return(unit); }
private TextElement FindTextElement(TreeNode node, Floater f) { if (f.Tag == node) { return(f); } return(FindTextElement(node, f.Blocks)); }
void Start() { _animator = GetComponent <Animator>(); floater = GetComponent <Floater>(); voicePlayer = GetComponent <PlaysSoundOnRequest>(); StartCoroutine(StartAfterCo(3f)); }
static public void SendFloater(Vector3 position, float duration = 2.0f, string text = null) { Floater floater = AllocFloater(text); if (floater != null) { floater.Go(position, duration); } }
// Start is called before the first frame update void Start() { animator = GetComponent <Animator>(); player = GameObject.FindGameObjectWithTag("Player"); floater = GetComponentInParent <Floater>(); coroutine = FireBullet(fireTime); StartCoroutine(coroutine); }
// Use this for initialization void Start() { fl = Bob.GetComponent <Floater>(); // Set the starting position for later use in the context menu reset methods this.bobStartingPosition = this.Bob.transform.position; this.bobStartingPositionSet = true; this.PendulumInit(); }
/// <summary> /// Moving object by setting absolute movement. /// </summary> public void AbsoluteMoveObject() { Vector3 posMovement; Quaternion rotMovement; Floater.GetAbsoluteOffsets(out posMovement, out rotMovement); transform.localPosition = OriginalLocalPosition + posMovement; transform.localRotation = OriginalLocalRotation * rotMovement; }
void OnTriggerExit(Collider collider) { Floater floater = collider.gameObject.GetComponent <Floater>(); float top = transform.position.y + this.GetComponent <Collider>().bounds.extents.y; if (floater != null && floater.waterLevel == top) { floater.enabled = false; } }
public override Floater MakeBit(StickJoint limb, StickJoint linked, float point) { Floater fl = new Floater(limb, linked, Instantiate(prefab).transform, point); Vector3 heading = fl.start.transform.position - fl.end.transform.position; fl.floater.transform.position = fl.start.transform.position - heading * fl.point; return(fl); }
public override void Serialize(IPoolable poolable) { base.Serialize(poolable); Floater floaterPoolable = poolable.GetGameObject.GetComponent <Floater>(); Rotator rotatorPoolable = poolable.GetGameObject.GetComponent <Rotator>(); Floater cFloaterPoolable = poolable.GetGameObject.GetComponentInChildren <Floater>(); Rotator c_rotatorPoolable = poolable.GetGameObject.GetComponentInChildren <Rotator>(); obj = new FloatRotate(floaterPoolable, rotatorPoolable); c_obj = new FloatRotate(cFloaterPoolable, c_rotatorPoolable); }
void Start() { //get all components fl = floater.GetComponent <Floater>(); fh = floater.GetComponent <FloaterHinge>(); flRb = floater.GetComponent <Rigidbody>(); line = linestart.GetComponent <Line>(); reel = GetComponent <ReelIn>(); mc = GetComponent <MouseControl>(); //initialize start state EnableHinge(); }
void Awake() { ri = GetComponent <RigidbodyInterface>(); billboard = GetComponentInChildren <Floater> (); damageInput = GetComponentInChildren <DamageInput> (); if (attackTransmitter == null) { attackTransmitter = GetComponentInChildren <AttackTransmitter> (); } damageInput.SetUp(this); attackTransmitter.SetUp(this); }
/// <summary> /// Moving object by adding relative movement. /// </summary> public void RelativeMoveObject() { Vector3 posMovement; Quaternion rotMovement; Floater.GetRelativeOffsets(out posMovement, out rotMovement); //transform.Translate(posMovement); //transform.Rotate(rotMovement.eulerAngles); transform.localPosition += posMovement; transform.localRotation *= rotMovement; }
public override IPoolable DeserializeForRuntime() { IPoolable poolable = base.DeserializeForRuntime(); Floater floaterPoolable = poolable.GetGameObject.GetComponent <Floater>(); Rotator rotatorPoolable = poolable.GetGameObject.GetComponent <Rotator>(); Floater cFloaterPoolable = poolable.GetGameObject.GetComponentInChildren <Floater>(); Rotator c_rotatorPoolable = poolable.GetGameObject.GetComponentInChildren <Rotator>(); obj.RestoreObject(floaterPoolable, rotatorPoolable); c_obj.RestoreObject(cFloaterPoolable, c_rotatorPoolable); return(poolable); }
void FloaterProps() { // <Snippet_FloaterProps> Floater flotx = new Floater(); flotx.Name = "myFloater"; flotx.Width = 100; flotx.HorizontalAlignment = HorizontalAlignment.Left; Paragraph parx = new Paragraph(flotx); FlowDocument flowDoc = new FlowDocument(parx); // </Snippet_FloaterProps> }
static void AddItem(TreeViewItem item, TextElement textElement) { TreeViewItem childItem; if (textElement is InlineUIContainer) { childItem = new TreeViewItem(); childItem.Header = ((InlineUIContainer)textElement).Child.GetType().Name; childItem.IsExpanded = true; item.Items.Add(childItem); } else if (textElement is BlockUIContainer) { childItem = new TreeViewItem(); childItem.Header = ((BlockUIContainer)textElement).Child.GetType().Name; childItem.IsExpanded = true; item.Items.Add(childItem); } else if (textElement is Span) { AddCollection(item, ((Span)textElement).Inlines); } else if (textElement is Paragraph) { AddCollection(item, ((Paragraph)textElement).Inlines); } else if (textElement is List) { AddCollection(item, ((List)textElement).ListItems); } else if (textElement is ListItem) { AddCollection(item, ((ListItem)textElement).Blocks); } else if (textElement is Table) { TableTreeView(item, textElement as Table); } else if (textElement is AnchoredBlock) { Floater floater = textElement as Floater; AddCollection(item, ((AnchoredBlock)textElement).Blocks); } //The element should be an inline (Run); try to display the text. else if (textElement is Inline) { TextRange range = new TextRange(((Inline)textElement).ContentEnd, ((Inline)textElement).ContentStart); item.Header = item.Header + " - [" + range.Text + "]"; } }
public override void Init() { Floater f = GetComponent <Floater>(); Rotator r = GetComponent <Rotator>(); if (f != null) { f.Activate(); } if (r != null) { r.Activate(); } }
public void PhsxStep() { TR = MyLevel.MyBackground.TR; BL = MyLevel.MyBackground.BL; var c = MyLevel.MainCamera.Pos; TR = c + (TR - c) / Parallax; BL = c + (BL - c) / Parallax; foreach (BackgroundFloater Floater in Floaters) { Floater.PhsxStep(this); } }
static public void FreeFloater(Floater floater) { if (floater == null) { return; } floater.gameObject.SetActive(false); if (!sm_freeFloaters.Contains(floater)) { sm_freeFloaters.Add(floater); } }
private void SpawnAsteroid(SpawnPoint spawnPoint) { LavaAsteroid asteroidClass = redLavaAsteroidClasses[Random.Range(0, redLavaAsteroidClasses.Length)]; LavaAsteroid asteroid = Instantiate(asteroidClass, spawnPoint.position, Quaternion.identity); asteroid.transform.localScale = asteroid.transform.localScale * Random.Range(minAsteroidSize, maxAsteroidSize); asteroid.manager = this; Floater floater = asteroid.gameObject.AddComponent <Floater>(); floater.SetDirection(direction); floater.SetFloatSpeed(-16f); asteroids.Add(asteroid); }
public void RestoreObject(Floater floaterPoolable, Rotator rotatorPoolable) { if (floaterPoolable != null) { floaterPoolable.halfAmplitude = floatDerivation; floaterPoolable.period = floatPeriod; floaterPoolable.randomInitPosition = floatRandomize; } if (rotatorPoolable != null) { rotatorPoolable.axis = rotatorAxis; rotatorPoolable.period = rotatorPeriod; rotatorPoolable.direction = rotatorDirection; rotatorPoolable.randomize = rotatorRandomize; } }
void Awake() { _floater = GetComponentInChildren <Floater>(); _movement = GetComponent <RobberMovement>(); _movement.Initilise(_data.InitialMoveSpeed); _movement.OnBankReached += Steal; _movement.OnExitReached += Escape; _health = GetComponent <Health>(); _health.Initilise(_data.InitialHP); _health.OnDeath += Die; _stealer = GetComponent <Stealer>(); _stealer.Initilise(_data.InitialStealAmount); _difficultyWeight = new ModifiableStat(_data.InitialDifficultyWeight); }
void OnTriggerEnter(Collider collider) { Rigidbody rigidbody = collider.gameObject.GetComponent <Rigidbody>(); Floater floater = collider.gameObject.GetComponent <Floater>(); if (rigidbody != null) { if (floater != null) { float top = transform.position.y + this.GetComponent <Collider>().bounds.extents.y; if (top > floater.waterLevel || !floater.enabled) { floater.waterLevel = top; } floater.enabled = true; } } }