public void Init(Character character, GraphicRaycaster raycast, HeroRosterSlot origin) { currentCharacter = character; raycaster = raycast; original = origin; icon.sprite = SpriteLibrary.GetPortrait(character.characterClass.className); }
public static SpriteLibrary FromXML(XElement node) { var library = new SpriteLibrary(); library.ReadNode(node); return(library); }
public void SelectWeapon(Weapon weapon) { if (weapon == currentCharacter.currentWeapon) { return; } foreach (WeaponSelection w in weapons) { if (w.isWeapon(currentCharacter.currentWeapon)) { w.DeselectWeapon(); } } foreach (Ability a in currentCharacter.currentWeapon.GetAbilities(currentCharacter.characterClass.className)) { if (currentCharacter.abilities.Contains(a)) { currentCharacter.abilities.Remove(a); } } currentCharacter.currentWeapon = weapon; int i = 4; foreach (Ability a in weapon.GetAbilities(currentCharacter.characterClass.className)) { abilities[i].SetAbility(a, false); ++i; } unitPortrait.sprite = SpriteLibrary.GetCharSprite(currentCharacter.GetSpriteHeader() + "_Default"); }
public void SetCurrentUnit(Unit current) { currentCharacter = current; foreach (Unit u in state.ally.GetUnits()) { u.SetTargetState(TargetedState.Untargeted); u.SetHealthChange(Vector2Int.zero); u.SetStressChange(0); u.SetToolTip(null, null); } foreach (Unit u in state.enemy.GetUnits()) { u.SetTargetState(TargetedState.Untargeted); u.SetHealthChange(Vector2Int.zero); u.SetStressChange(0); u.SetToolTip(null, null); } currentCharacter.SetTargetState(TargetedState.Current); abilityMenu.SetUnit(current); //TODO get protrait sprite characterName.text = current.stats.GetName(); equipmentMenu.SetUnit(current); portrait.sprite = SpriteLibrary.GetPortrait(current.stats.GetName()); for (int i = 0; i < stats.Length; ++i) { stats[i].text = GetStatText(current, i); } items.SetIconUsable(current, state.gc.mode); }
void Awake() { if (I == null) { I = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); return; } buildingSpritesDict = new Dictionary <BuildingType, BuildingSprite>(); enemySpritesDict = new Dictionary <EnemyType, Sprite>(); projectileSpritesDict = new Dictionary <ProjectileType, ProjectileSprite>(); foreach (BuildingSprite item in buildingSprites) { buildingSpritesDict.Add(item.type, item); } foreach (EnemySprite item in enemySprites) { enemySpritesDict.Add(item.type, item.sprite); } foreach (ProjectileSprite item in projectileSprites) { projectileSpritesDict.Add(item.type, item); } }
public void SetAbility(Ability ability, bool isSelected) { currentAbility = ability; if (ability == null) { icon.sprite = null; icon.color = ColorPallete.GetColor("Grey"); highlight.enabled = false; } else { icon.sprite = SpriteLibrary.GetAbilitySprite(ability.abilityName); icon.color = Color.white; tooltip.SetAbility(ability); tooltip.gameObject.SetActive(false); selected = isSelected; if (selected) { highlight.enabled = true; } else { highlight.enabled = false; } } }
public void CheckSpawnIcon(EffectType type) { //TODO add traits icons foreach (StatusIcon si in icons) { if (si.type == type)//if icon exists, no need to spawn { //TODO add animation for updating status return; } } StatusIcon icon = Instantiate <StatusIcon>(prefab, transform); icon.manager = this; icon.type = type; if (type == EffectType.baseClass) { icon.SetImage(SpriteLibrary.GetStatusSprite(unit.stats.GetClassName())); } else { icon.SetImage(SpriteLibrary.GetStatusSprite(EffectName.ToString(type))); } icon.SetPosition(icons.Count); icons.Add(icon); }
public void Awake() { if (gameControl == null) { DontDestroyOnLoad(gameObject); gameControl = this; } else if (gameControl != this) { Destroy(gameObject); } ui = GetComponent <UIController> (); dialog = GetComponent <DialogController> (); gameEnd = GetComponent <GameEndHandler> (); stage = GetComponent <StageHandler> (); scene = GetComponent <SceneHandler> (); enemySpawner = GetComponent <EnemySpawner> (); spriteLib = GetComponent <SpriteLibrary> (); enemyLib = GetComponent <EnemyLib> (); pause = GetComponent <PauseController> (); stats = GetComponent <PlayerStats> (); sound = soundObject.GetComponent <SoundController> (); menu = GetComponent <MenuController> (); menu.InitMenu(); sound.InitSound(); scene.CheckScene(); }
public void UpdateColor() { //if (_paintedTurn + GameRules.GetTimeToDry(_tileClr) <= Game.I.Turn) { //} else { float fracDry = 1f - ((_paintedTurn + GameRules.GetTimeToDry(_tileClr) < Game.I.Turn) ? 0f : 0.5f); if (GameRules.PaintGradient) { fracDry = 0.4f + 0.6f * (1f - (Game.I.Turn - 1 - _paintedTurn) / (float)GameRules.GetTimeToDry(_tileClr)); } fracDry = Mathf.Clamp01(fracDry); Debug.Log("Trail UpdateColor - fracDry: " + fracDry); var col = SpriteLibrary.GetTileColor(_tileClr); var secCol = SpriteLibrary.GetTileColor(_secondTileClr); //Mat.SetColor("_Color", new Color(col.r * fracDry, col.g * fracDry, col.b * fracDry)); //Mat.SetColor("_SecondColor", new Color(secCol.r * fracDry, secCol.g * fracDry, secCol.b * fracDry)); Mat.SetColor("_Color", new Color(col.r, col.g, col.b, fracDry)); Mat.SetColor("_SecondColor", new Color(secCol.r, secCol.g, secCol.b, fracDry)); //Mat.color = new Color(col.r * fracDry, col.g * fracDry, col.b * fracDry); //} }
public static SpriteLibrary I; //Instance of this sprite library, so that it can be accessed from anywhere public void Update() { if (I == null) { I = this; //Sets the instance to be this object every time the editor is updated } }
public void Refresh() { //Log("Hello!"); if (tileDef == null) { return; } if (tileDef.type == TileType.Empty) { //paintSR.enabled = false; Debug.LogError("Empty tileType?!"); } else { if (paintSR != null) { paintSR.enabled = tileDef.color != TileColor.None; } if (paintSR != null) { paintSR.color = SpriteLibrary.GetTileColor(tileDef.color); } TileSR.sprite = SpriteLibrary.GetTileSprite(tileDef.type); //TileSR.color = SpriteLibrary.GetTileColor(tileDef.color); indicatorSR.color = SpriteLibrary.GetTileColor(tileDef.goalColor); } RefreshPaintColor(); }
public void Init(Character character, SelectionManager manager) { currentCharacter = character; selectionManager = manager; originPosition = rt.anchoredPosition; characterSprite.sprite = SpriteLibrary.GetCharSprite(character.GetSpriteHeader() + "_Default"); characterSprite.SetNativeSize(); }
//------------------------------------------------ // Creators //------------------------------------------------ /** * Creates sprite library. DefaultSprite is returned when indexer fails to find a matching sprite */ public static SpriteLibrary FromResourcePath(string path, string defaultSprite = "") { var library = new SpriteLibrary(); library.DefaultSpriteName = defaultSprite; library.AddSpritesFromResourcePath(path); return(library); }
public void Init(Character character, SelectionManager manager) { currentCharacter = character; draggable.Init(character, manager.raycaster, this); portrait.sprite = SpriteLibrary.GetPortrait(character.characterClass.className); selectionManager = manager; border.color = Color.grey; }
protected override void Refresh() { //if (_bucketRend != null) _bucketRend.color = SpriteLibrary.GetTileColor(_paintBucketDef.color); if (_bucketRend != null) { _bucketRend.sprite = SpriteLibrary.GetBucketSprite(_paintBucketDef.color); } }
public static int get_n_frames( this SpriteLibrary in_library ) { SpriteLibraryAsset asset = in_library.spriteLibraryAsset; String category = asset.GetCategoryNames().First(); return(asset.GetCategoryLabelNames(category).Count()); }
void Awake() { mapCtrl = GetComponent<MapController>(); wispCtrl = GetComponent<WispController>(); unitCtrl = GetComponent<UnitController>(); camCtrl = GetComponent<CameraController>(); gameUICtrl = GetComponent<GameUIController>(); spLib = GetComponent<SpriteLibrary>(); }
public void InitEnemyLib() { spriteLib = GameController.gameControl.spriteLib; CreateMovementPatterns(); CreatePatterns(); CreateBosses(); stageWaves = new ArrayList(); }
public void Awake() { rt = GetComponent <RectTransform>(); coordinates = new Vector2Int((int)rt.anchoredPosition.x / 100, (int)rt.anchoredPosition.y / 100); map = FindObjectOfType <MapController>(); state = RoomState.hidden; roomImage = GetComponent <Image>(); SetRoomImage(); backgroundImage = SpriteLibrary.GetBackground("random"); }
//when entering a room with attached event, it should call set event public void SetEvent(EventDialogue eventDialogue) { currentEvent = eventDialogue; Character c = ScriptableObject.CreateInstance("Character") as Character; c.Init(eventDialogue.eventStats); SetCharacter(c, false); highlight.sprite = SpriteLibrary.GetCharSprite(c.GetSpriteHeader() + "_Highlight"); highlight.enabled = false; }
public void Initialize() { Fonts = new FontLibrary(gs); //LevelMaps = new LevelMapLibrary(gs); LevelScripts = new LevelScriptLibrary(gs); Songs = new SongLibrary(gs); SoundEffects = new SoundEffectLibrary(gs); Textures = new TextureLibrary(gs); Sprites = new SpriteLibrary(gs); Stories = new StoryLibrary(gs); }
public void SetCharacter(Character character) { currentCharacter = character; characterName.text = character.name; unitPortrait.sprite = SpriteLibrary.GetCharSprite(character.GetSpriteHeader() + "_Default"); portrait.sprite = SpriteLibrary.GetPortrait(character.characterClass.className); SetAbilities(); SetStats(); SetWeapons(); SetTraits(); }
public void SetEffectSprite(string name) { if (name == null) { effectSprite.sprite = null; effectSprite.enabled = false; } else { effectSprite.sprite = SpriteLibrary.GetAbilityEffectSprite(name); effectSprite.enabled = true; } }
// Use this for initialization void Start() { SpriteRenderer[] rends = GetComponentsInChildren <SpriteRenderer>(); locker = GetComponentInChildren <SpriteRenderer>(); for (int i = 0; i < rends.Length; ++i) { if (rends[i].name == "abiLock") { locker = rends[i]; break; } } sL = FindObjectOfType <SpriteLibrary>(); }
protected override void Refresh() { if (spikesDef == null || _mainSR == null) { return; } if (spikesDef.isRaised) { _mainSR.sprite = SpriteLibrary.GetSprite(raisedSpriteName); } else { _mainSR.sprite = SpriteLibrary.GetSprite(loweredSpriteName); } }
protected override void Refresh() { if (_colorMarkerSR != null) { if (_exitDef.color == TileColor.None) { _colorMarkerSR.enabled = false; } else { _colorMarkerSR.enabled = true; _colorMarkerSR.color = SpriteLibrary.GetTileColor(_exitDef.color); } } }
void Awake() { if (_instance != null && _instance != this) { Destroy(this.gameObject); } else { _instance = this; DontDestroyOnLoad(this); } SpriteLibrary.Init(); resources.load(); inventory.Init(); }
/** * Loads graphical resources at given path, returns a SpriteLibrary contianing the sprites. * Will throw execptions if the path is not defined, or if there are no sprites at that path. * * @param path The path to use when loading the graphical resource (relative to Resources folder) * @param resourceName The name to display use for the resource in the case of an error * * @returns A list of sprites found at that location. */ private static SpriteLibrary LoadGraphicResources(string path, string defaultSpriteName = "", string resourceName = "") { if (path == "") { throw new Exception("No path defined for " + resourceName + " sprites."); } var result = SpriteLibrary.FromResourcePath(path, defaultSpriteName); if (result.Count == 0) { throw new Exception("No " + (resourceName == "" ? "" : "[" + resourceName + "]") + " sprites found at " + path); } return(result); }
public Pattern(Pattern p) { name = p.name; bulletCount = p.bulletCount; rotationMultiplier = p.rotationMultiplier; coolDown = p.coolDown; layers = p.layers; tempLayer = 0; originMagnitude = p.originMagnitude; tempMagnitude = p.tempMagnitude; laserIndex = 0; bossSpecial = p.bossSpecial; spriteLib = GameController.gameControl.spriteLib; lineDirection = 1; }
void Awake() { if (library == null) { library = this; } // instance of game already exists else if (library != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); Init(); }
// Use this for initialization void Start() { sL = FindObjectOfType <SpriteLibrary> (); pI = GetComponent <PlayerInput> (); GameObject[] q = GameObject.FindGameObjectsWithTag("Queued"); for (int i = 0; i < 4; i++) { // queuedTran[i] = q[i].GetComponent<Transform>(); } abMaster = GetComponentInChildren <AbilityMaster> (); cooldowns = new int[] { 0, 0, 0, 0, 0, 0 }; loopTimer += turnTimer; cHistory.Add(cooldowns); starting_index = 0; resolution = false; }
void Awake() { if (I == null){ I = this; DontDestroyOnLoad(gameObject); }else{ Destroy(gameObject); return; } buildingSpritesDict = new Dictionary<BuildingType, BuildingSprite>(); enemySpritesDict = new Dictionary<EnemyType, Sprite>(); projectileSpritesDict = new Dictionary<ProjectileType, ProjectileSprite>(); foreach (BuildingSprite item in buildingSprites) { buildingSpritesDict.Add(item.type, item); } foreach (EnemySprite item in enemySprites) { enemySpritesDict.Add(item.type, item.sprite); } foreach (ProjectileSprite item in projectileSprites) { projectileSpritesDict.Add(item.type, item); } }