public MainEventProcessor(GameObjectContainer gameObjectContainer, GameObjectFactory factory, EventBus eventBus) { _objectFactory = factory; _objectContainer = gameObjectContainer; _eventBus = eventBus; _initializeSubscriptions(); }
// Use this for initialization void Start () { switch (LevelSelection.CURRENT_GAMEMODE) { case GameMode.endless: factory = new EndlessGameObjectFactory(); break; case GameMode.scenario: factory = new ScenarioGameObjectFactory(); break; case GameMode.story: factory = new NullGameObjectFactory(); break; } spriteRenderer = gameObject.GetComponent<SpriteRenderer>(); // Apply Xmas theme if relevant if (LevelSelection.CURRENT_THEME == Theme.xmas) { spriteFlipped = xmasSpriteFlipped; spriteNormal = xmasSpriteNormal; spriteRenderer.sprite = spriteFlipped; // Else the kiwi magically gets a Santa hat... } PlayerPrefs.SetString ("LoadedLevel", Application.loadedLevelName); playerStatus.makeHighScoreList (); rigidbody2D.fixedAngle = true; factory.generateLevelStart (); initializeScore (); }
public GameEngine(ObservableTimer timer, MessageBus bus, GameObjectFactory objectFactory) { Timer = timer; Bus = bus; ObjectFactory = objectFactory; IsRunning = false; Initialise(); }
public static RenderTexture Render(GameObject gameObject, int resolution) { if (threePointLight == null) { threePointLight = Resources.Load <GameObject>("Prefabs/ThreePointLights"); } //calculate object bounds Bounds bounds = new Bounds(); foreach (MeshRenderer renderer in gameObject.GetComponentsInChildren <MeshRenderer>()) { bounds.Encapsulate(renderer.bounds); } var renderScene = EditorSceneManager.NewPreviewScene(); GameObject parent = new GameObject("Scene Parent"); GameObject instance = GameObjectFactory.Instantiate(gameObject, parent: parent.transform); GameObject cameraGameObject = GameObjectFactory.Create("Camera", parent: parent.transform); var camera = cameraGameObject.AddComponent <Camera>(); camera.clearFlags = CameraClearFlags.Nothing; camera.forceIntoRenderTexture = true; cameraGameObject.transform.position = bounds.center + Vector3.right + Vector3.forward + Vector3.up; cameraGameObject.transform.position *= Mathf.Max(bounds.extents.x, bounds.extents.y, bounds.extents.z) * 1.2f; cameraGameObject.transform.rotation = Quaternion.Euler(0, 225, 0) * Quaternion.Euler(45f, 0, 0); RenderTexture texture = new RenderTexture(resolution, resolution, 16); texture.Create(); camera.targetTexture = texture; camera.scene = renderScene; GameObject lightGameObject = GameObjectFactory.Instantiate(threePointLight, parent: parent.transform); var light = lightGameObject.AddComponent <Light>(); light.type = LightType.Directional; light.transform.rotation = Quaternion.Euler(50f, -30f, 0f); EditorSceneManager.MoveGameObjectToScene(parent, renderScene); camera.Render(); camera.targetTexture = null; GameObject.DestroyImmediate(parent); EditorSceneManager.UnloadSceneAsync(renderScene); return(texture); }
public void GenerateGeometry(Effect testEffect, IModule module) { this.effect = testEffect; this.module = module; vertices = new VertexPositionColorTextureNormal[heightMapSize * heightMapSize]; int vertIndex = 0; for (float i = 0; i < heightMapSize; i++) { for (float j = 0; j < heightMapSize; j++) { var vert = new VertexPositionColorTextureNormal(); vert.Position = CalculateVertexPosition(i, j); vert.Texture = new Vector2(i * 2f / heightMapSize, j * 2f / heightMapSize); vert.Normal = normal; vert.Color = NodeColor; vertices[vertIndex] = vert; vertIndex++; } } GenerateIndices(); if (normal == Vector3.Down || normal == Vector3.Backward || normal == Vector3.Right) { indices = indices.Reverse().ToArray(); } indices = indices.Reverse().ToArray(); Sphereify(sphereSize); GenerateNormals(ref vertices); short[] ind = indices; var p = vertices.Select(x => x.Position).ToList(); var s = BoundingSphere.CreateFromPoints(p); ProceduralShape spherePatch = new ProceduralShape(vertices, indices); spherePatch.Translate(positionOffset); gameObject = GameObjectFactory.CreateRenderableGameObjectFromShape(spherePatch, effect); SystemCore.GameObjectManager.AddAndInitialiseGameObject(gameObject); isLeaf = true; }
public void GetChildrenShouldThrowMissingReferenceExceptionWhenParameterIsDestroyedGameObjectTest() { var gameObjectInstance = GameObjectFactory.New().AddComponent <RectTransform>().Build(); var rectTransform = gameObjectInstance.GetComponent <RectTransform>(); Utilities.Object.AutoDestroy(gameObjectInstance); Assert.Throws <MissingReferenceException>(() => Utilities.RectTransform.GetChildren(rectTransform)); }
private static void CreateWallObject(Vector3 wallCenterPoint, ProceduralCuboid cuboid) { cuboid.SetColor(RandomHelper.RandomColor); GameObject wallObject = GameObjectFactory.CreateRenderableGameObjectFromShape(cuboid, EffectLoader.LoadSM5Effect("flatshaded")); wallObject.Transform.Translate(wallCenterPoint); wallObject.AddComponent(new ShadowCasterComponent()); // wallObject.AddComponent(new StaticMeshColliderComponent()) SystemCore.GameObjectManager.AddAndInitialiseGameObject(wallObject); }
public override void BhvOnLeave() { base.BhvOnLeave(); if (m_setting != null) { GameObjectFactory.DestroyComponent(m_setting); m_setting = null; } }
public AbstractScene(SceneManager manager, GameObjectFactory <string> resourceFactory, GameObjectFinder finder, AbstractInput input) { sceneManager = manager; this.resourceFactory = resourceFactory; this.gameObjectFinder = finder; this.input = input; completed = false; permitUnloadResources = true; camera = Camera.main; }
public virtual void DestroyPoolFactory(int instanceID) { if (m_poolFactories.ContainsKey(instanceID)) { GameObject gameObject = m_poolFactories[instanceID].gameObject; GameObjectFactory.Destroy(gameObject); gameObject = null; } m_poolFactories.Remove(instanceID); }
public override void OnAppEnd() { DestroyRootObject(); if (m_setting != null) { GameObjectFactory.DestroyComponent(m_setting); m_setting = null; } }
public AbstractScene(SceneManager manager, GameObjectFactory<string> resourceFactory, GameObjectFinder finder, AbstractInput input) { sceneManager = manager; this.resourceFactory = resourceFactory; this.gameObjectFinder = finder; this.input = input; completed = false; permitUnloadResources = true; camera = Camera.main; }
public MapEditor(GameWindow window, ClientNetworking client, CannonManager cannonManager, List <CannonGroups> cannonGroups, int screenconfiguration) { factory = GameObjectFactory.Instance; this.window = window; this.client = client; this.cannonManager = cannonManager; this.cannonGroups = cannonGroups; this.screenconfiguration = screenconfiguration; }
/// <summary> /// Sets up default ambient and a single diffuse light for the scene, adds a cube at Vector3.Zero. For scene testing at the start of a project. /// </summary> public static void SetUpTestCubeAndLighting() { SystemCore.ActiveScene.SetUpBasicAmbientAndKey(); ProceduralCube cube = new ProceduralCube(); cube.SetColor(Color.OrangeRed); GameObject.GameObject testObject = GameObjectFactory.CreateRenderableGameObjectFromShape(cube, EffectLoader.LoadSM5Effect("flatshaded")); testObject.AddComponent(new RotatorComponent(Vector3.Up, 0.0001f)); SystemCore.GameObjectManager.AddAndInitialiseGameObject(testObject); }
//public GameObject circleCursorPrefab; #endregion void Awake() { Debug.Log("BuildController.Awake"); IoC.RegisterInstance(this); _objectFactory = IoC.Get <GameObjectFactory>(); _resouceCollection = new ResourceCollection("Objects"); CreatePrefabs(); }
private void Awake() { GameDirector director = GameDirector.getInstance(); director.currentSceneController = this; mf = Singleton <GameObjectFactory> .Instance; player = mf.getPlayer(); cameraControl = GetComponent <MainCameraControl>(); cameraControl.setTarget(player.transform); }
public void StrengthShouldBeCorrect(string id, decimal expected) { // Arrange var pos = new Pos2D(42, 42); // Act var obj = GameObjectFactory.CreateActor(id, pos); // Assert obj.EffectiveStrength.ShouldBe(expected); }
public void CustomShouldProcessCustomLogicTest() { var targetName = "key name for GameObject"; var gameObject = GameObjectFactory.New() .Custom(go => go.name = targetName) .Build(); Assert.AreEqual(targetName, gameObject.name); Utilities.Object.AutoDestroy(gameObject); }
// выстрел снарядом public virtual GunBullet GunFire() { if (GunBulletCount > 0) { GunBulletCount--; return(GameObjectFactory.CreateGunBullet(this)); } return(null); }
public static TextCollider2D createTextCollider2D(string text, Transform parent, Vector3 position) { GameObject go = GameObjectFactory.createGameObject(text, parent); go.transform.Translate(position); TextCollider2D tc = go.AddComponent <TextCollider2D>(); tc.Text = text; return(tc); }
private SunManager() { factory = GameObjectFactory.Instance; rand = new Random(System.Environment.TickCount); this.sun = factory.Create((int)GameObjectTypes.SUN, new Vector2(GameWorld.WorldWidth / 2, -800), "sun", Vector2.Zero, 0f, 0f, 0f, 256); factory.Objects[sun].sprite.Location -= new Vector2(factory.Objects[sun].sprite.BoundingBoxRect.Width / 2, 0); defaultLocation = factory.Objects[sun].sprite.Location; factory.Objects[sun].saveable = false; }
public void CreateDecelerationArea_InputParametersAreSame() { var player = GameObjectFactory.CreatePlayer( new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector2(2, 0.5f), new ControlSettings(Keys.W, Keys.S, Keys.A, Keys.D, Keys.Space, Keys.C)); var gunBullet = GameObjectFactory.CreateGunBullet(player); Assert.AreEqual(new Vector2(2.25f, 0.375f), gunBullet.Position); }
public void CreateDeceleratingDecoratot_InputParametersAreSame() { var player = GameObjectFactory.CreatePlayer( new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector2(2, 0.5f), new ControlSettings(Keys.W, Keys.S, Keys.A, Keys.D, Keys.Space, Keys.C)); var deceleratingDecorator = GameObjectFactory.CreateDeceleratingDecorator(player); Assert.AreEqual(player.Position, deceleratingDecorator.Position); }
private Func <GameObject> CreateRingFactory(GameObject _ringmeshPrefab, int ringScale) { return(GameObjectFactory.FromPrefab(_prefab, turnOff: true) .Adapt(g => { g.ReplaceChild("RingMesh", Instantiate(_ringmeshPrefab)); g.FindInChildren("RingInner").transform.localScale *= ringScale; var s = g.AddComponent <SphereCollider>(); s.radius = 2.9f * ringScale; }) .TurnOn()); }
public void BehaviorSystemShouldHaveSecurityMeleePlayerWhenAdjacent() { // Arrange var actor = GameObjectFactory.CreateActor(Actors.SecurityAgent, Player.Pos.GetNeighbor(MoveDirection.Left)); // Act var result = AI.ProcessActorTurn(actor); // Assert result.SelectedBehavior.ShouldBe(Behaviors.Melee); }
public void LootTierShouldBeCorrect(string id, Rarity expected) { // Arrange var pos = new Pos2D(42, 42); // Act var obj = GameObjectFactory.CreateActor(id, pos); // Assert obj.LootRarity.ShouldBe(expected); }
private void Update() { if (this.transform.position.y < 0 && this.gameObject.activeSelf) { GameObjectFactory mf = Singleton <GameObjectFactory> .Instance; ParticleSystem explosion = mf.getPs(); explosion.transform.position = transform.position; explosion.Play(); mf.recycleBullet(this.gameObject); } }
public void SetUp() { binder = new Container(); binder.RegisterTransient <ITestInterface, TestClass>(); factory = new GameObjectFactory(binder); sw = new Stopwatch(); prefab = new GameObject(); prefab.AddComponent <TestMono>(); instances = new GameObject[500000]; }
public BigMouthAnimator(float startTime, GameObjectFactory<string> resourceFactory) : base(0.25f, 0, startTime) { var mouthLeftGameObject = resourceFactory.Create("SceneFive/MouthLeft"); mouthLeft = mouthLeftGameObject.GetComponent<Sprite>(); mouthLeft.setWorldPosition(-29.5f, -56f, -5f); var mouthRightGameObject = resourceFactory.Create("SceneFive/MouthRight"); mouthRight = mouthRightGameObject.GetComponent<Sprite>(); mouthRight.setWorldPosition(10f, -56f, -5f); }
// выстрел мнгновенным снарядом public virtual MiniGunBullet MiniGunFire() { if (MiniGunBulletCount > 0) { MiniGunBulletCount--; return(GameObjectFactory.CreateMiniGunBullet(this)); } return(null); }
public override void Initialize() { base.Initialize(); GUI.Skin = DemoGame.CreateSkin(Application.Content, false); var cameraGo = GameObjectFactory.CreateCamera(); cameraGo.AddComponent <MenuBehaviour>(); Add(cameraGo); }
public void Seed(GameObjectCollection scene) { var prov = new CameraProvider(); prov.Camera.Fov = MathUtil.DegreesToRadians(90); prov.Camera.DrawDistance = 100; prov.Camera.NearDistance = 0.001f; prov.Camera.Position = new Vector3(0, 0, -20); prov.Camera.Rotation = Quaternion.RotationLookAtLH(Vector3.ForwardLH, Vector3.Up); //var tmp = MeshLoader.LoadScene(@"Volkswagen.fbx"); //var go = GameObjectFactory.Create(new FbxObjectCreator(@"3_cubes (3).fbx")); //var go = GameObjectFactory.Create(new FbxObjectCreator(@"ZF_YUP.fbx")); //var go = new GameObject(); /*var tmp = MeshLoader.LoadScene(@"personfbx_-Y_Z.fbx"); * * go.Children.Add(new GameObject()); * go.Children.Add(new GameObject()); * go.Children.Add(new GameObject()); * * go.Children[0].AddComponent<MeshRenderer>().Initialize(tmp[0].NodeMeshes[0], "vx1", "px1"); * go.Children[1].AddComponent<MeshRenderer>().Initialize(tmp[1].NodeMeshes[0], "vx1", "px1"); * go.Children[2].AddComponent<MeshRenderer>().Initialize(tmp[2].NodeMeshes[0], "vx1", "px1"); * * go.Children[0].Position = tmp[0].Position; * go.Children[0].Rotation = tmp[0].Rotation; * go.Children[0].Scale = tmp[0].Scale; * * go.Children[1].Position = tmp[1].Position; * go.Children[1].Rotation = tmp[1].Rotation; * go.Children[1].Scale = tmp[1].Scale; * * go.Children[2].Position = tmp[2].Position; * go.Children[2].Rotation = tmp[2].Rotation; * go.Children[2].Scale = tmp[2].Scale;*/ //personfbx_-Y_Z.fbx var light = new GameObject(); var dir = light.AddComponent <DirectionLight>(); dir.Color = Color3.White; dir.Direction = Vector3.ForwardLH; scene.Add(light); var go = GameObjectFactory.CreateAndRegister(new FbxObjectCreator(@"virt_ice_scene.fbx")); //go.Scale = new Vector3(0.1f); go.AddScript <TestScript>(); //var meshRend = go.Children["Стол"].GetComponent<MeshRenderer>(); //go.GetComponent<Rigidbody>().TriggerEnter += (o, x) => System.Console.WriteLine("trigger"); }
private GameObject createChild() { GameObject go = GameObjectFactory.createGameObject("Int", this.transform); go.layer = LayerMask.NameToLayer("Parameter"); TextMesh textMesh = go.AddComponent <TextMesh> (); TextCollider2D textCollider = go.AddComponent <TextCollider2D>(); textCollider.TextMesh = textMesh; return(go); }
protected override void SetupScene() { m_Terrain.GetComponent <MeshRenderer>().Material.MainTexture = Application.Content.Load <Texture2D>("Textures/Terrain/Rock"); // Lava var lavaTexture = Application.Content.Load <Texture2D>("Textures/lava_texture"); var lavaNormal = Application.Content.Load <Texture2D>("Textures/lava_bump"); var lava = GameObjectFactory.CreateLava(lavaTexture, lavaNormal, new Vector3(m_Terrain.Width * 0.5f)); Add(lava); }
void SetupEnginesAndEntities() { _enginesRoot = new EnginesRoot(new UnitySumbmissionEntityViewScheduler()); _entityFactory = _enginesRoot.GenerateEntityFactory(); var entityFunctions = _enginesRoot.GenerateEntityFunctions(); GameObjectFactory factory = new GameObjectFactory(); Sequencer turnSequence = new Sequencer(); LocalUserMovementEngine localUserMovementEngine = new LocalUserMovementEngine(turnSequence); TurnEngine turnEngine = new TurnEngine(turnSequence); AIUserMovementEngine aiUserMovementEngine = new AIUserMovementEngine(turnSequence); TurnResolutionEngine turnResolutionEngine = new TurnResolutionEngine(); turnSequence.SetSequence( new Steps { { localUserMovementEngine, new To { turnEngine } }, { turnEngine, new To { { 0, new IStep[] { aiUserMovementEngine } }, { 1, new IStep[] { turnResolutionEngine } } } }, { aiUserMovementEngine, new To { turnEngine } } } ); _enginesRoot.AddEngine(localUserMovementEngine); _enginesRoot.AddEngine(turnEngine); _enginesRoot.AddEngine(aiUserMovementEngine); _enginesRoot.AddEngine(turnResolutionEngine); }
public void setFactoryDependency(GameObjectFactory dependency){ this.factory = dependency; }
public void Initialize(GameObjectFactory gameObjectFactory) { _bg = gameObjectFactory.getBackground("background"); }
public BigHeadProp(GameObjectFactory<string> resourceFactory) { this.resourceFactory = resourceFactory; }
public MissileController(GameObjectFactory<Missile> missileFactory) { _missileFactory = missileFactory; }
public DitheredBlueBackground(GameObjectFactory<string> resourceFactory) { this.resourceFactory = resourceFactory; }
public LipsAppear(GameObjectFactory<string> resourceFactory) : base(0.5f) { lips = resourceFactory.Create("SceneFive/Lips"); lips.GetComponent<Sprite>().setWorldPosition(-60f, -50f, -10f); lips.SetActive(false); }
public HospitalRoom(GameObjectFactory<string> resourceFactory, Camera camera) { this.resourceFactory = resourceFactory; this.camera = camera; }