상속: SpriteManager
예제 #1
0
 // Use this for initialization
 void Start()
 {
     first = true;
     sm = smManager.GetComponent<LinkedSpriteManager>();
     updateSprite("ForceField");
     gameObject.transform.localScale = new Vector3(2.3f,2.3f,1);
 }
예제 #2
0
    // Use this for initialization
    void Awake()
    {
        activePW = 0;
        pw = Game.Powerups.None;
        spriteManager = powerupManager.GetComponent<LinkedSpriteManager>();
        spawned = true;
        canTriggerSpawn = false;
        canSpawn = false;
        if(Game.GameMode == Game.Mode.Tutorial)
            totalTimer = respawnTime/2f;
        else totalTimer = respawnTime;

        // Calculate sprite atlas coordinates and add sprite for
        CalculateSprite(SpriteAtlas, "Atom");
        spriteManager.AddSprite(powerups[0], UVWidth, UVHeight, left, bottom, width, height, false);
        CalculateSprite (SpriteAtlas, "Circles");
        spriteManager.AddSprite(powerups[1], UVWidth, UVHeight, left, bottom, width, height, false);
        CalculateSprite (SpriteAtlas, "Shield");
        spriteManager.AddSprite(powerups[2], UVWidth, UVHeight, left, bottom, width, height, false);

        //Initialize the powerup-sprite to be off the screen
        moveSprite(away, powerups[0]);
        moveSprite(away, powerups[1]);
        moveSprite(away, powerups[2]);
        // Set audio volume
        gameObject.audio.volume = Game.EffectsVolume;

        origPowerupScales[0] = powerups[0].transform.localScale;
        origPowerupScales[1] = powerups[1].transform.localScale;
        origPowerupScales[2] = powerups[2].transform.localScale;
    }
예제 #3
0
    // Use this for initialization
    void Start()
    {
        cellSize = new Vector2(1f / numCols, 1f / numRows);

        spriteManager = GameObject.FindObjectOfType(typeof(LinkedSpriteManager)) as LinkedSpriteManager;
        createSprite();
        createAnimations();
    }
예제 #4
0
    // Use this for initialization
    protected void Start()
    {
        if (spriteManager == null)
        {
            spriteManager = (LinkedSpriteManager)Component.FindObjectOfType(typeof(LinkedSpriteManager));
        }

        Display();
    }
예제 #5
0
 void Awake()
 {
     spriteManager = smObject.GetComponent<LinkedSpriteManager>();
     hideSprite();
     CalculateSprite(SpriteAtlas, "CirclesCenter");
     spriteManager.AddSprite(chaincp, UVWidth, UVHeight, left, bottom, width, height, false);
     CalculateSprite(SpriteAtlas, "AtomCenter");
     spriteManager.AddSprite(supercp, UVWidth, UVHeight, left, bottom, width, height, false);
     CalculateSprite(SpriteAtlas, "ShieldCenter");
     spriteManager.AddSprite(shieldcp, UVWidth, UVHeight, left, bottom, width, height, false);
 }
예제 #6
0
    // Use this for initialization
    void Start()
    {
        sm     = GameObject.Find("_SpriteManager").GetComponent <LinkedSpriteManager>();
        sprite = sm.AddSprite(this.gameObject, 1f, 1f, sm.PixelCoordToUVCoord(0, 9 * 96), sm.PixelSpaceToUVSpace(192, 192), Vector3.zero, false);
        sprite.SetDrawLayer(100);
        UVAnimation anim = new UVAnimation();

        anim.BuildUVAnim(sm.PixelCoordToUVCoord(0, 9 * 96), sm.PixelSpaceToUVSpace(192, 192), 5, 1, 5, 56f);
        anim.loopCycles = 0;
        sprite.AddAnimation(anim);
        sprite.PlayAnim(anim);
        Invoke("destroySelf", .125f);
    }
예제 #7
0
    void Awake()
    {
        // Create pool of spawner instances
        allSpawners = new GameObject[spawnerRefs.Length][];
        sm = gameAtlas.GetComponent<LinkedSpriteManager>();
        for(int i = 0; i < allSpawners.Length; i++) {

            if(Game.GameMode == Game.Mode.Casual)
                allSpawners[i] = new GameObject[2];
            else
                allSpawners[i] = new GameObject[3];

            for(int j = 0; j < allSpawners[i].Length; j++) {
                allSpawners[i][j] = (GameObject)Instantiate(spawnerRefs[i]);
                CalculateSprite(uiatlas, spawnerRefs[i].name+"1");
                sm.AddSprite(allSpawners[i][j], UVWidth, UVHeight, left, bottom, width, height, false);
                allSpawners[i][j].transform.localPosition = new Vector3(100f,100f,0f);
            }
        }
        originalSize = allSpawners[0][0].transform.localScale;
    }
예제 #8
0
        private void CreateAtomRCSprite(int type, int start, int end, ArrayList atomLocationalist, Color c, Vector3 v, int order)
        {
            LinkedSpriteManager linkedSpriteManager = null;
            GameObject          SpriteManager;

            if (!GameObject.Find("SpriteManager"))
            {
                SpriteManager      = new GameObject();
                SpriteManager.name = "SpriteManager";
            }
            else
            {
                SpriteManager = GameObject.Find("SpriteManager");
            }

            SpriteManager.GetComponent <MeshRenderer>().enabled = true;

            if (SpriteManager.GetComponent <LinkedSpriteManager>() == null)
            {
                SpriteManager.AddComponent("LinkedSpriteManager");
                linkedSpriteManager = (LinkedSpriteManager)Component.FindObjectOfType(typeof(LinkedSpriteManager));
                Material mat = Resources.Load("Materials/hyperballshader", typeof(Material)) as Material;
                linkedSpriteManager.material       = mat;
                linkedSpriteManager.allocBlockSize = atomLocationalist.Count;
            }
            else
            {
                linkedSpriteManager = (LinkedSpriteManager)Component.FindObjectOfType(typeof(LinkedSpriteManager));
                linkedSpriteManager.allocBlockSize = atomLocationalist.Count;
                linkedSpriteManager.enabled        = true;
            }
            GameObject Atom;

            float[] fLocation = atomLocationalist[start] as float[];
            Vector3 location  = new Vector3(fLocation[0], fLocation[1], fLocation[2]);

            UnityEngine.Object o;
            o    = MonoBehaviour.Instantiate(Resources.Load("HBspriteplane"), location, new Quaternion(0f, 0f, 0f, 0f));
            Atom = (GameObject)o;
            MoleculeModel.atoms.Add(Atom);
            Atom.renderer.material.SetColor("_Color", c);
            BallUpdateHB comp = Atom.GetComponent <BallUpdateHB>();

            comp.rayon     = (float)(v[0]);
            comp.atomcolor = c;
            comp.number    = order;
            comp.enabled   = true;
            linkedSpriteManager.AddSprite(Atom, 1f, 1f, 0, 0, 256, 256, true);
            switch (type)
            {
            case 0: Atom.tag = "C"; break;

            case 1: Atom.tag = "N"; break;

            case 2: Atom.tag = "O"; break;

            case 3: Atom.tag = "S"; break;

            case 4: Atom.tag = "P"; break;

            case 5: Atom.tag = "H"; break;

            default: Atom.tag = "X"; break;
            }
        }
예제 #9
0
    // Change animations
    private void changeAnimations()
    {
        LinkedSpriteManager lsm = GameObject.FindObjectOfType(typeof(LinkedSpriteManager)) as LinkedSpriteManager;

        lsm.changeFrameRate();
    }
예제 #10
0
    public void Awake()
    {
        mState = transform.parent.gameObject.GetComponentInChildren<MapState>();
        charLSManager = transform.parent.Find("charLSManager").GetComponent<LinkedSpriteManager>();
        itemLSManager = transform.parent.Find("charLSManager").GetComponent<LinkedSpriteManager>();
        enemyLSManager = transform.parent.Find("enemyLSManager").GetComponent<LinkedSpriteManager>();
        camCtrl = Camera.mainCamera.GetComponent<CameraCtrl>();
        settings = transform.parent.gameObject.GetComponentInChildren<Settings>();

        DontDestroyOnLoad (transform.parent);
    }
예제 #11
0
    protected virtual void Awake()
    {
        SpriteAtlas = EnemySpawnScript.EnemyAtlas;

        isMoving = false;

        loudFlag = 0;
        givenDespawn = false;
        givenScore = false;
        spriteManager = GameObject.Find("GameAtlas").GetComponent<LinkedSpriteManager>();
        SetPositionAndSpeed();
        if (Level.fourColors) colors = new Color[] { Color.red, Color.cyan, Color.blue, Color.yellow };
        if(Game.GameMode == Game.Mode.Casual) baseSpeed = 1.5f;
        else baseSpeed = 2.5f;
    }
예제 #12
0
 protected virtual void Awake()
 {
     // Local static reference to this class.
     Instance = this;
     if (Game.ColorMode == Game.NumOfColors.Four) fourColors = true;
     else fourColors = false;
     EnemiesDespawned = 0;
     spriteManagerScript = spriteManager.GetComponent<LinkedSpriteManager>();
     Game.PowerupActive = Game.Powerups.None;
 }
예제 #13
0
    void Start()
    {
        direction_left = Vector3.left;
        cc = transform.GetComponent<CharacterController>();
        LSM = GameObject.Find("PlayerSpriteManager").GetComponent<LinkedSpriteManager>();
        InitSM();

        audioManager = GameObject.Find("AudioManager").transform.GetComponent<AudioManager>();
    }
예제 #14
0
    public void Initialize(DungeonEntity e, SpriteData sd, LinkedSpriteManager ls)
    {
        entity = e;
        spriteData = sd;
        lsManager = ls;
        Texture texture = lsManager.material.mainTexture;
        Vector2 textDim = new Vector2(texture.width, texture.height);
        uvDim = new Vector2(spriteData.spriteDim.x / textDim.x, spriteData.spriteDim.y / textDim.y);
        Vector2 uvCoord = Vector2.zero;
        uvCoord.x = uvDim.x * 7;
        uvCoord.y = 1 - (spriteData.spriteDim.y * (spriteData.spriteIndex + 1) / textDim.y);
        sprite = lsManager.AddSprite(gameObject, spriteData.dim.x, spriteData.dim.y, uvCoord, uvDim, Vector3.up * 0.5f, true);
        visible = true;

        transform.localPosition = Vector3.up * sd.dim.y/2;

        Vector2 pos;

        UVAnimation walking_s = new UVAnimation();
        pos = new Vector2(0, uvCoord.y);
        walking_s.BuildUVAnim(pos, uvDim, 3, 1, 3, 10);
        walking_s.name = "walking_s";
        walking_s.loopCycles = -1;

        UVAnimation walking_nw = new UVAnimation();
        pos = new Vector2(uvDim.x * 3, uvCoord.y);
        walking_nw.BuildUVAnim(pos, uvDim, 3, 1, 3, 10);
        walking_nw.name = "walking_nw";
        walking_nw.loopCycles = -1;

        UVAnimation walking_sw = new UVAnimation();
        pos = new Vector2(uvDim.x * 3, uvCoord.y);
        walking_sw.BuildUVAnim(pos, uvDim, 3, 1, 3, 10);
        walking_sw.name = "walking_sw";
        walking_sw.loopCycles = -1;

        UVAnimation walking_ne = new UVAnimation();
        pos = new Vector2(uvDim.x * 6, uvCoord.y);
        walking_ne.BuildUVAnim(pos, uvDim, 3, 1, 3, 10);
        walking_ne.name = "walking_ne";
        walking_ne.loopCycles = -1;

        UVAnimation walking_se = new UVAnimation();
        pos = new Vector2(uvDim.x * 6, uvCoord.y);
        walking_se.BuildUVAnim(pos, uvDim, 3, 1, 3, 10);
        walking_se.name = "walking_se";
        walking_se.loopCycles = -1;

        UVAnimation walking_n = new UVAnimation();
        pos = new Vector2(uvDim.x * 9, uvCoord.y);
        walking_n.BuildUVAnim(pos, uvDim, 3, 1, 3, 10);
        walking_n.name = "walking_n";
        walking_n.loopCycles = -1;

        sprite.AddAnimation(walking_n);
        sprite.AddAnimation(walking_ne);
        sprite.AddAnimation(walking_nw);
        sprite.AddAnimation(walking_s);
        sprite.AddAnimation(walking_se);
        sprite.AddAnimation(walking_sw);
    }