public void destroy() { Instantiate(Dodon, transform.position, transform.rotation); Effect.EffectEnable(); FScreen.FadeEnable(); Destroy(this.gameObject); Destroy(this._Button); }
public void Init(FutileParams futileParams) { enabled = true; _futileParams = futileParams; Application.targetFrameRate = _futileParams.targetFrameRate; FShader.Init(); //set up the basic shaders FFacetType.Init(); //set up the types of facets (Quads, Triangles, etc) screen = new FScreen(_futileParams); // //Camera setup from https://github.com/prime31/UIToolkit/blob/master/Assets/Plugins/UIToolkit/UI.cs // if (existingCamera != null) { _cameraHolder = existingCamera.gameObject; _camera = existingCamera; } else { _cameraHolder = new GameObject(); _camera = _cameraHolder.AddComponent <Camera>(); } _cameraHolder.transform.parent = gameObject.transform; _camera.tag = "MainCamera"; _camera.clearFlags = CameraClearFlags.SolidColor; _camera.nearClipPlane = 0.0f; _camera.farClipPlane = 500.0f; _camera.depth = 100; _camera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f); _camera.backgroundColor = _futileParams.backgroundColor; //we multiply this stuff by scaleInverse to make sure everything is in points, not pixels _camera.orthographic = true; _camera.orthographicSize = screen.pixelHeight / 2 * displayScaleInverse; UpdateCameraPosition(); touchManager = new FTouchManager(); atlasManager = new FAtlasManager(); CreateDefaultAtlases(); _stages = new List <FStage>(); stage = new FStage("Futile.stage"); AddStage(stage); }
public void destroy() { if (!RDShow.IsMoveComplete()) { return; } Instantiate(Dodon, transform.position, transform.rotation); Effect.EffectEnable(); FScreen.FadeEnable(); Destroy(this.gameObject); Destroy(this._Button); }
public void Init(FutileParams futileParams) { enabled = true; _futileParams = futileParams; //设置游戏帧率 Application.targetFrameRate = _futileParams.targetFrameRate; //设置basic shaders FShader.Init(); //设置facets' types (Quads, Triangles, etc) FFacetType.Init(); //初始化各引擎组件实例 screen = new FScreen(_futileParams); touchManager = new FTouchManager(); atlasManager = new FAtlasManager(); //设置主相机参数:Setup from https://github.com/prime31/UIToolkit/blob/master/Assets/Plugins/UIToolkit/UI.cs _cameraHolder = new GameObject(); _cameraHolder.transform.parent = gameObject.transform; _camera = _cameraHolder.AddComponent <Camera>(); _camera.tag = "MainCamera"; _camera.name = "Camera"; //_camera.clearFlags = CameraClearFlags.Depth; //TODO: check if this is faster or not? _camera.clearFlags = CameraClearFlags.SolidColor; _camera.nearClipPlane = 0.0f; _camera.farClipPlane = 500.0f; _camera.depth = 100; _camera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f); _camera.backgroundColor = _futileParams.backgroundColor; //we multiply this stuff by scaleInverse to make sure everything is in points, not pixels _camera.orthographic = true; _camera.orthographicSize = screen.pixelHeight / 2 * displayScaleInverse; UpdateCameraPosition(); //创建默认Atlas CreateDefaultAtlases(); //初始化Stage管理 _stages = new List <FStage>(); stage = new FStage("Futile.stage"); AddStage(stage); }
public void Init(FutileParams futileParams) { enabled = true; _futileParams = futileParams; Application.targetFrameRate = _futileParams.targetFrameRate; FShader.Init(); //set up the basic shaders Futile.startingQuadsPerLayer = _futileParams.startingQuadsPerLayer; Futile.quadsPerLayerExpansion = _futileParams.quadsPerLayerExpansion; Futile.maxEmptyQuadsPerLayer = _futileParams.maxEmptyQuadsPerLayer; screen = new FScreen(_futileParams); // //Camera setup from https://github.com/prime31/UIToolkit/blob/master/Assets/Plugins/UIToolkit/UI.cs // _cameraHolder = new GameObject(); _cameraHolder.transform.parent = gameObject.transform; _camera = _cameraHolder.AddComponent <Camera>(); _camera.name = "Camera"; //_camera.clearFlags = CameraClearFlags.Depth; //TODO: check if this is faster or not? _camera.clearFlags = CameraClearFlags.SolidColor; _camera.nearClipPlane = -50.0f; _camera.farClipPlane = 50.0f; _camera.depth = 100; _camera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f); _camera.backgroundColor = _futileParams.backgroundColor; //we multiply this stuff by scaleInverse to make sure everything is in points, not pixels _camera.orthographic = true; _camera.orthographicSize = screen.pixelHeight / 2 * displayScaleInverse; UpdateCameraPosition(); touchManager = new FTouchManager(); atlasManager = new FAtlasManager(); _stages = new List <FStage>(); stage = new FStage("Futile.stage"); AddStage(stage); }
void Update() { if (FScreen.IsFadeComplete() && !Instanced) { if (Select == 0) { Application.LoadLevelAsync("LoadStage"); } if (Select == 1) { if (SelectMain) { SelectMain.Delete(); } Application.LoadLevelAsync("StageSelect"); } Instanced = true; } }
void Update() { if (Val < 1.0f) { if (Sokomade) { Sokomade.SetActive(true); } Val = Mathf.Min(Val + 0.75f * Time.deltaTime, 1.0f); } Quaternion ang = OrgAng; ang.x = ang.x - CameraCurve.Evaluate(Val) * 0.4f; Camera.main.transform.rotation = ang; Vector3 MinePos = new Vector3(Random.Range(-30, 30), 35.0f + Random.Range(-10, 10), 30.0f); Quaternion rot = transform.rotation; DTWait = DTWait + Time.deltaTime; if (DTWait > 1.0f) { DTWait = .0f; Wait++; } if (Wait % 2 == 0) { Instantiate(StarMine, MinePos, rot); Wait++; } if (Wait > 3) { FadeOutScreen.SetActive(true); FScreen.FadeEnable(); if (FScreen.IsFadeComplete() && !SceneFlag) { SceneFlag = true; Application.LoadLevelAsync("Result"); } } }
public void Init(FutileParams futileParams) { enabled = true; _futileParams = futileParams; Application.targetFrameRate = _futileParams.targetFrameRate; FShader.Init(); //set up the basic shaders FFacetType.Init(); //set up the types of facets (Quads, Triangles, etc) screen = new FScreen(_futileParams); // //Camera setup from https://github.com/prime31/UIToolkit/blob/master/Assets/Plugins/UIToolkit/UI.cs // _cameraHolder = new GameObject(); _cameraHolder.transform.parent = gameObject.transform; _camera = _cameraHolder.AddComponent<Camera>(); _camera.tag = "MainCamera"; _camera.name = "Camera"; //_camera.clearFlags = CameraClearFlags.Depth; //TODO: check if this is faster or not? _camera.clearFlags = CameraClearFlags.SolidColor; _camera.nearClipPlane = 0.0f; _camera.farClipPlane = 500.0f; _camera.depth = 100; _camera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f); _camera.backgroundColor = _futileParams.backgroundColor; //we multiply this stuff by scaleInverse to make sure everything is in points, not pixels _camera.orthographic = true; _camera.orthographicSize = screen.pixelHeight/2 * displayScaleInverse; UpdateCameraPosition(); touchManager = new FTouchManager(); atlasManager = new FAtlasManager(); CreateDefaultAtlases(); _stages = new List<FStage>(); stage = new FStage("Futile.stage"); AddStage (stage); }
public void ListenForResize(FScreen.ScreenResizeDelegate handleResizeCallback) { RemoveEnablerOfType(typeof(FNodeEnablerForResize)); AddEnabler(new FNodeEnablerForResize(handleResizeCallback)); }
public void ListenForOrientationChange(FScreen.ScreenOrientationChangeDelegate handleOrientationChangeCallback) { RemoveEnablerOfType(typeof(FNodeEnablerForOrientationChange));; AddEnabler(new FNodeEnablerForOrientationChange(handleOrientationChangeCallback)); }
public FNodeEnablerForOrientationChange(FScreen.ScreenOrientationChangeDelegate handleOrientationChangeCallback) { this.handleOrientationChangeCallback = handleOrientationChangeCallback; }
public FNodeEnablerForResize(FScreen.ScreenResizeDelegate handleResizeCallback) { this.handleResizeCallback = handleResizeCallback; }