Exemplo n.º 1
0
    static void Init()
    {
        effectData = ScriptableObject.CreateInstance <EffectData>();
        effectData.LoadData();

        EffectTool window = GetWindow <EffectTool>(false, "Effect Tool");

        window.Show();
    }
Exemplo n.º 2
0
                } // end OnClickAttack

                private void PlayRunEffect(int index, float normalizedTime)
                {
                    if (true == signArr[index] || normalizedTime < timeArr[index])
                    {
                        return;
                    }
                    // end if
                    signArr[index] = true;
                    mainCharacter.audio.PlaySoundCacheForPath("run", soundPath);
                    EffectTool.ShowEffectFromPool("maincharachter_run_effect", 0.5f, mainCharacter.position);
                } // end PlayRunSound
Exemplo n.º 3
0
                } // end Melee_NPCAttack_1

                public virtual void DoBeforeEntering()
                {
                    isFlight = false;
                    character.avatar.Play(anim);
                    character.audio.PlaySoundCacheForPath(id, soundPath);
                    if (null != character.info.lockCharacter)
                    {
                        character.move.LookAt(character.info.lockCharacter.position);
                    } //end if
                    if (string.IsNullOrEmpty(effectPath))
                    {
                        return;
                    }
                    // end if
                    EffectTool.ShowEffectFromPool(effectPath, 1f, character.position, character.rotation);
                } // end DoBeforeEntering
Exemplo n.º 4
0
    public Battle(ArmyClass initBLUE, ArmyClass initRED)
    {
        Log log = Log.getInstance();

        log.sb.AppendLine($"Begin construction of battle");
        BLUE = new BattleArmy(initBLUE);
        foreach (BattleUnitStack u in BLUE.Description)
        {
            u.setID(setID);
            setID = setID + 1;
            u.setSide("BLUE");
            u.setCounter(1);
            u.setIsWaited(0);
            u.setSpell(u.minion.HasSpell);
        }
        log.sb.AppendLine($"Blue army created");

        RED = new BattleArmy(initRED);
        foreach (BattleUnitStack u in RED.Description)
        {
            u.setID(setID);
            setID = setID + 1;
            u.setSide("RED");
            u.setCounter(1);
            u.setIsWaited(0);
            u.setSpell(u.minion.HasSpell);
        }
        log.sb.AppendLine($"Red army created");
        SaveBLUE = initBLUE;
        SaveRED  = initRED;
        ArmyQueue.AddRange(BLUE.Description);
        ArmyQueue.AddRange(RED.Description);
        ArmyQueue.Sort(Compare);
        effect = new EffectTool(ArmyQueue, this);
        log.sb.AppendLine($"Start game loop");
        GameLoop();
        log.sb.AppendLine($"Change armies");
        ChangeArmies();
    }
Exemplo n.º 5
0
        public EditorTools(object owner)
        {
            Owner          = owner;
            Textures       = new TextureTool();
            Segments       = new SegmentTool();
            Walls          = new WallTool();
            Triggers       = new TriggerTool();
            Objects        = new ObjectTool();
            Effects        = new EffectTool();
            Lights         = new LightsTool();
            Reactor        = new ReactorTool();
            Mission        = new MissionTool();
            Diagnostics    = new DiagnosticsTool();
            TextureFilters = new TextureFiltersTab();
            Settings       = new SettingsTool();

            AllTools = new DLELayoutableUserControl[] { Textures, Segments, Walls, Triggers, Objects, Effects, Lights, Reactor, Mission, Diagnostics, TextureFilters, Settings };
            attached = attachedToFloating = false;

            foreach (DLELayoutableUserControl tab in AllTools)
            {
                tab.Owner = (EditorWindow)owner;
            }
        }
Exemplo n.º 6
0
                } // end NPCDie

                public void DoBeforeEntering() {
                    isDispoed = false;
                    character.avatar.Play(anim);
                    character.audio.PlaySoundCacheForPath(id, soundPath);
                    EffectTool.ShowEffectFromPool(effectPath, 2f, character.position, character.rotation);
                } // end DoBeforeEntering