public void initialize() { mInterfaceManager = new NewInterfaceManager(mManager, this); mInterfaceManager.initialize(); //mInterfaceManager.mFlatCamera.set_render_texture_mode(true); mInterfaceManager.setup_bb(); mSunsetManager = new SunsetManager(mManager, this); mSunsetManager.initialize(); mSunsetManager.mFlatCamera.set_render_texture_mode(true); mManager.mAssetLoader.new_load_asset_bundle("SUNSET", delegate(AssetBundle aBundle){ mSunsetManager.sunset_loaded_callback(aBundle, "SUNSET"); } ); mGiftManager = new GiftManager(mManager, this); mGiftManager.initialize(); mManager.mAssetLoader.new_load_asset_bundle("GIFT", delegate(AssetBundle aBundle){ mGiftManager.gift_loaded_callback(aBundle, "GIFT"); } ); mChoosingManager = new ChoosingManager(mManager, this); mChoosingManager.initialize(); mChoosingManager.mFlatCamera.set_render_texture_mode(true); mFlatCamera = new FlatCameraManager(new Vector3(-23200, 3500, 0), 10); mFlatCamera.Camera.depth = 100; mFlatCamera.fit_camera_to_screen(); mSunsetImage = new FlatElementImage(mSunsetManager.mFlatCamera.RT, 0); var hs = Vector3.one * mFlatCamera.Width / mSunsetImage.mImage.PixelDimension.x; //TODO extra space for rounded edges //hs.y += 600; //additional 300 pixels.. mSunsetImage.HardScale = hs; mSunsetImage.HardPosition = mFlatCamera.get_point(Vector3.zero) + Vector3.up * mSunsetImage.BoundingBox.height; //mSunsetImage.HardShader = mManager.mReferences.mRenderTextureShader; mSunsetImage.PositionInterpolationMinLimit = 10; //so it doesn't take forever to entirely cover the image underneath mElement.Add(mSunsetImage); mChoosingImage = new FlatElementImage(mChoosingManager.mFlatCamera.RT, 1); mChoosingImage.HardScale = Vector3.one * mFlatCamera.Width / mChoosingImage.mImage.PixelDimension.x; mChoosingImage.HardPosition = mFlatCamera.get_point(Vector3.zero) + Vector3.right * mChoosingImage.BoundingBox.width; //mChoosingImage.HardShader = mManager.mReferences.mRenderTextureShader; mElement.Add(mChoosingImage); //this is silly, we forec the interface image to appear above everything else pretty much just so we can have text bubbles show above everything //kind of a dumb way to do it oh well. /* * mInterfaceImage = new FlatElementImage(mInterfaceManager.mFlatCamera.RT,1); * mInterfaceImage.HardScale = Vector3.one * mFlatCamera.Width/mInterfaceImage.mImage.PixelDimension.x; * mInterfaceImage.HardPosition = mFlatCamera.get_point(Vector3.zero); * mElement.Add(mInterfaceImage);*/ mIsInitialized = true; }
public UnlockAnnouncer(SunsetManager aSunset) { mSunset = aSunset; TED = new TimedEventDistributor(); }