private static void RainCurrentPowerup() { Vector3 mousePos = SpaceUtil.WorldPositionUnderMouse(); Powerup powerup = DebugUi.PowerupRow.Powerup; PoolManager.Instance.PickupPool.GetSpecificPowerup(mousePos, powerup).OnSpawn(); }
private static void InputSpace(KeyCode keyCode) { var position = SpaceUtil.WorldPositionUnderMouse(); float scale = 10.0f; float duration = DebugUi.DebugTextBox.GetFloat(2.0f); int level = DebugUi.DebugTextBox.GetInt(1); VoidBullet.StartVoid(position, level, scale, duration); //RetributionBullet.StartRetribution(position, level, scale, duration); }
private static void PickupSpam() { var pool = PoolManager.Instance.PickupPool; const int NumPickups = 1; Vector3 mousePos = SpaceUtil.WorldPositionUnderMouse(); const float PosDelta = 0.1f; for (int i = 0; i < NumPickups; i++) { float x = RandomUtil.Float(-PosDelta, PosDelta); float y = RandomUtil.Float(-PosDelta, PosDelta); Vector3 spawnPos = new Vector3(x, y) + mousePos; pool.GetRandomBasicPowerupPickup(spawnPos).OnSpawn(); } }
public static void HandleInput() { if (Input.anyKeyDown) { foreach (var pair in KeyCodeActions) { if (Input.GetKeyDown(pair.KeyCode)) { pair.Run(); } } } if (Input.GetMouseButton(2)) { GameManager._DebugEnemy.transform.position = SpaceUtil.WorldPositionUnderMouse(); } }
public void Init(CircularSelector <PlayerFireStrategy> fireStrategies, PowerupMenu powerupMenu) { Instance = this; _GameManager = GameManager.Instance; _PowerupMenu = powerupMenu; DebugTextBox = new DebugTextBox(InputField); #if !UNITY_EDITOR Vector3 newScale = MobileGuiScaleVector; InputField.transform.localScale = newScale; var setAll = new Component[] { InputField, Button, DropdownFireType, ButtonShowPowerupMenu, PowerupRow, SliderFireLevel, TextFireLevel, SliderGameSpeed, TextGameSpeed, ToggleCanGameOver, ToggleGodMode, }; foreach (Component component in setAll) { component.transform.localScale = newScale; } ToggleCanGameOver.isOn = true; ToggleGodMode.isOn = false; #else ToggleCanGameOver.isOn = false; ToggleGodMode.isOn = true; Player.Instance.GodMode = true; #endif var inputPos = SpaceUtil.ScreenMap.BottomLeft + new Vector3(DebugBorderOffset, DebugBorderOffset); SpaceUtil.SetLeftToPosition(InputField, inputPos); var buttonPos = SpaceUtil.ScreenMap.BottomRight + new Vector3(-DebugBorderOffset, DebugBorderOffset); SpaceUtil.SetRightToPosition(Button, buttonPos); var dropdownFireTypePos = SpaceUtil.ScreenMap.Right + new Vector3(-DebugBorderOffset, 0); SpaceUtil.SetRightToPosition(DropdownFireType, dropdownFireTypePos); #if UNITY_EDITOR const int OffsetScale = 1; #else const int OffsetScale = 5; #endif void SetRight(MonoBehaviour target, float offsetScaleMultiplier) { float offsetY = offsetScaleMultiplier * OffsetScale; Vector3 pos = SpaceUtil.ScreenMap.Right + new Vector3(-DebugBorderOffset, offsetY); SpaceUtil.SetRightToPosition(target, pos); } SetRight(ButtonShowPowerupMenu, -50); SetRight(PowerupRow, -120); SetRight(ToggleCanGameOver, -180); ToggleCanGameOver.onValueChanged.AddListener(isOn => GameManager.Instance.CanGameOver = isOn); SetRight(ToggleGodMode, -210); ToggleGodMode.onValueChanged.AddListener(isOn => Player.Instance.GodMode = isOn); var strategiesToAdd = fireStrategies.Select(x => x.GetType().Name).ToList(); DropdownFireType.AddOptions(strategiesToAdd); DropdownFireType.SetValueWithoutNotify(GameManager.Instance.DefaultFireTypeIndex); DropdownFireType.onValueChanged.AddListener(delegate { if (!ShouldSkipSettingFireTimeInGameManager) { _GameManager.SetFireType(DropdownFireType.value, skipDropDown: true, skipMessage: true, endlessTime: ShouldSetEndlessWeaponTime); } }); SetRight(SliderFireLevel, 35); SetRight(TextFireLevel, 55); SetRight(SliderGameSpeed, 180); SetRight(TextGameSpeed, 200); //SliderFireLevel.value = 0; //DebugSliderFireLevelChanged(SliderFireLevel); //TimeSpan frameTime = TimeSpan.FromSeconds((double)1 / (double)Application.targetFrameRate); //SetDebugLabel("FRAMETIME", frameTime); DebugSliderGameSpeedChanged(SliderGameSpeed); PowerupRow.Init(CurrentDebugPowerup); #if !UNITY_EDITOR ToggleUI(); #endif }
private static void TestRetribution() { Vector3 position = SpaceUtil.WorldPositionUnderMouse(); RetributionBullet.StartRetribution(position); }