// Use this for initialization void Start() { depthManager = gameObject.transform.Find("Sprite").GetComponentInChildren <DepthManager>(); appliedSkillList = new List <SkillInfo>(); gameUpdater = GameObject.Find("Updater").transform.GetComponent <GameUpdater>(); GameObject UI_Root = GameObject.Find("UI Root"); UICam = UI_Root.transform.Find("Camera(UI)").GetComponent <Camera>(); TopLeftAnchor = UI_Root.transform.Find("TopLeftAnchor").gameObject; TopRightAnchor = UI_Root.transform.Find("TopRightAnchor").gameObject; GameObject BottonRightAnchor = UI_Root.transform.Find("BottonRightAnchor").gameObject; GameObject MaxSpawnPosY = UI_Root.transform.Find("MaxSpawnPosY").gameObject; RandomPosY = Random.Range(BottonRightAnchor.transform.position.y, MaxSpawnPosY.transform.position.y); gameObject.transform.position = new Vector3(BottonRightAnchor.transform.position.x, RandomPosY, gameObject.transform.position.z); gameObject.transform.localPosition = new Vector3(gameObject.transform.localPosition.x, gameObject.transform.localPosition.y, -1); animation = gameObject.transform.Find("Sprite").GetComponentInChildren <Animation>(); skillEffectSystem = GameObject.Find("Updater").transform.Find("SkillEffectSystem").GetComponent <SkillEffectSystem>(); }
public void LoadContent() { string exePath = System.Reflection.Assembly.GetExecutingAssembly().Location; FileInfo exeInfo = new FileInfo(exePath); ContentFenja.Initialize(exeInfo.LastWriteTime); #if DEBUG string contentPath = Path.Combine(new DirectoryInfo(Environment.CurrentDirectory).Parent.Parent.Parent.FullName, "Content"); #else string contentPath = Path.Combine(Environment.CurrentDirectory, @"Content"); #endif #if DEBUG string[] files = null; #else string filesFile; var assembly = Assembly.GetExecutingAssembly(); var resourceName = "LD48.Content.ContentListGenerated_do-not-edit.txt"; using (Stream stream = assembly.GetManifestResourceStream(resourceName)) using (StreamReader reader = new StreamReader(stream)) { filesFile = reader.ReadToEnd(); } string[] files = filesFile.Split(new string[] { "\r\n" }, StringSplitOptions.RemoveEmptyEntries); #endif Textures.LoadContent(gDevice, content, contentPath); Fonts.LoadContent(content); Sounds.LoadContent(content, contentPath, files); Music.LoadContent(content); DepthManager.Initialize(typeof(Depth)); Paths.Initialize(contentPath); }
public void ResetDepth() { if (Application.get_isPlaying()) { DepthManager.SetDepth(base.get_gameObject(), this.SortingOrder); } }
/// <summary> /// 實體化老鼠角色 /// </summary> /// <param name="bundle">實體化物件</param> /// <param name="parent">上層</param> /// <param name="name">名稱</param> /// <param name="sacle">縮放</param> /// <returns></returns>- public GameObject InstantiateActor(GameObject bundle, Transform parent, string name, Vector3 sacle) { _clone = Instantiate(bundle, parent, name, Vector3.zero, sacle, Vector2.zero, -1); _clone.SetActive(false); DepthManager.SwitchDepthLayer(_clone, parent, Global.MeunObjetDepth); _clone.SetActive(true); return(_clone); }
// Use this for initialization void Start() { _depthManager = depthManager.GetComponent <DepthManager> (); _nodeController = nodeController.GetComponent <NodeController> (); _depthData = _depthManager.GetData(); // create an array of rows for the depth data orderedDepthData = createOrderedDepthData(_depthData); heightThreshold = (ushort)7000; }
/// <summary> /// 當按下且移動時,產生Clone /// </summary> void Move2Clone() { _clone = (GameObject)Instantiate(gameObject); EnDisableBtn(_clone, false); _clone.transform.parent = transform.parent; _clone.transform.localPosition = _originPos; _clone.transform.localScale = transform.localScale; _clone.name = gameObject.name; _clone.tag = gameObject.tag; _depth = DepthManager.SwitchDepthLayer(gameObject, transform, Global.MeunObjetDepth); // 移動時深度提到最高防止遮擋 }
public void PauseGuideSystem(bool isPause) { if (isPause) { DepthManager.SetDepth(base.get_gameObject(), 0); } else { DepthManager.SetDepth(base.get_gameObject(), 10002); } }
public void GuideOn() { this.m_isGuideOn = true; LayerSystem.SetGameObjectLayer(base.get_gameObject(), "UI", 1); DepthManager.SetGraphicRaycaster(base.get_gameObject()); DepthManager.SetDepth(base.get_gameObject(), 10002); Canvas component = base.GetComponent <Canvas>(); if (component != null) { component.set_overrideSorting(true); component.set_enabled(true); } }
protected override void InitUI() { base.InitUI(); DepthManager.SetDepth(base.FindTransform("Layer1").get_gameObject(), 10001); DepthManager.SetGraphicRaycaster(base.FindTransform("Layer1").get_gameObject()); DepthManager.SetDepth(base.FindTransform("Layer2").get_gameObject(), 10003); this.Pause = base.FindTransform("Pause"); this.m_goButtonSkip = base.FindTransform("ButtonSkip").get_gameObject(); this.MaskScreen = base.FindTransform("MaskScreen"); this.m_spMaskScreen = base.FindTransform("MaskScreen").GetComponent <Image>(); this.JumpContinueUI = base.FindTransform("JumpContinueUI"); this.m_spContinueIcon = base.FindTransform("ContinueIcon").GetComponent <Image>(); this.m_spContinueIconName = base.FindTransform("ContinueIconName").GetComponent <Image>(); this.m_spContinueIconBg = base.FindTransform("ContinueIconBg").GetComponent <Image>(); this.m_lblContinueTip = base.FindTransform("ContinueTip").GetComponent <Text>(); this.ContinueFX = base.FindTransform("ContinueFX"); this.JumpDriftUI = (base.FindTransform("JumpDriftUI") as RectTransform); this.JumpDriftUIPos = (base.FindTransform("JumpDriftUIPos") as RectTransform); this.m_spJumpDriftUIIcon = base.FindTransform("JumpDriftUIIcon").GetComponent <Image>(); this.m_spJumpDriftUIIconBg = base.FindTransform("JumpDriftUIIconBg").GetComponent <Image>(); this.FingerUI = (base.FindTransform("FingerUI") as RectTransform); this.FingerUIPos = (base.FindTransform("FingerUIPos") as RectTransform); this.InstructionBubbleUI = (base.FindTransform("InstructionBubbleUI") as RectTransform); this.InstructionBubbleBg1 = (base.FindTransform("InstructionBubbleBg1") as RectTransform); this.InstructionBubbleBg2 = (base.FindTransform("InstructionBubbleBg2") as RectTransform); this.m_lblInstructionBubbleDesc = base.FindTransform("InstructionBubbleDesc").GetComponent <Text>(); this.InstructionRoleUI = (base.FindTransform("InstructionRoleUI") as RectTransform); this.InstructionRoleBg = (base.FindTransform("InstructionRoleBg") as RectTransform); this.InstructionRoleIcon = base.FindTransform("InstructionRoleIcon"); this.m_lblInstructionRoleDesc = base.FindTransform("InstructionRoleDesc").GetComponent <Text>(); this.ImageShowUI = (base.FindTransform("ImageShowUI") as RectTransform); this.m_src = base.FindTransform("ISUIImageSR").GetComponent <ScrollRectCustom>(); this.m_src.movePage = true; this.m_src.Arrow2First = base.FindTransform("ISUIArrowL"); this.m_src.Arrow2Last = base.FindTransform("ISUIArrowR"); this.m_src.OnPageChanged = delegate(int pageIndex) { PageUIView.Instance.SetPage(this.m_src.GetPageNum(), pageIndex); }; this.m_listPool = base.FindTransform("ISUIImageList").GetComponent <ListPool>(); this.m_listPool.SetItem("GuideUIImageShowItem"); this.m_listPool.isAnimation = false; this.ResetGuideUI(); EventTriggerListener.Get(base.FindTransform("ButtonSkip").get_gameObject()).onClick = new EventTriggerListener.VoidDelegateGameObject(this.OnButtonSkip); EventTriggerListener.Get(base.FindTransform("MaskScreen").get_gameObject()).onClick = new EventTriggerListener.VoidDelegateGameObject(this.OnMaskScreen); EventTriggerListener.Get(base.FindTransform("ButtonContinue").get_gameObject()).onClick = new EventTriggerListener.VoidDelegateGameObject(this.OnClickButtonContinue); EventTriggerListener.Get(base.FindTransform("ISUIButtonClose").get_gameObject()).onClick = new EventTriggerListener.VoidDelegateGameObject(this.OnClickButtonClose); EventTriggerListener.Get(base.FindTransform("ISUIArrowL").get_gameObject()).onClick = new EventTriggerListener.VoidDelegateGameObject(this.OnClickButtonArrowL); EventTriggerListener.Get(base.FindTransform("ISUIArrowR").get_gameObject()).onClick = new EventTriggerListener.VoidDelegateGameObject(this.OnClickButtonArrowR); }
public static bool replayRun; // if set to true once, it stays that way until game is restartet (prevents save file from being overridden) public static void Initialize(Int2 _res, GraphicsDevice graphicsDevice) { gDevice = graphicsDevice; res = _res; resV = _res.ToVector2(); res2 = resV / 2f; System.Threading.Thread.CurrentThread.CurrentCulture = System.Globalization.CultureInfo.GetCultureInfo("en-us"); L.Initialize(); DepthManager.Initialize(typeof(Depth), typeof(DepthScreen)); graphicsRand = new Random(); }
void Update() { if (InfraredSourceManager == null) { return; } _InfraredManager = InfraredSourceManager.GetComponent<DepthManager>(); if (_InfraredManager == null) { return; } gameObject.GetComponent<Renderer>().material.mainTexture = _InfraredManager.GetInfraredTexture(); }
// Use this for initialization void Start() { //Setting startin variable delay = 25; current = 0; formatLength = 217088; //Initializing depth manager _depthManager = depthManager.GetComponent <DepthManager> (); //Initializing the 2D array buffer = new ushort[delay, formatLength]; result = new ushort[formatLength]; //Display the resolution print("Current depth format length is:"); print(formatLength); }
public PowerShellTreeProgressCallback(PrtgCmdlet cmdlet, bool internalProgress = false) { DepthManager = new PowerShellDepthManager(cmdlet, internalProgress); }
public void RefreshDepth(int sortingOrder) { this.SortingOrder = sortingOrder; DepthManager.SetDepth(base.get_gameObject(), this.SortingOrder); }
private void Start() { DepthManager.SetGraphicRaycaster(base.get_gameObject()); this.ResetDepth(); }
public override void Draw(GameTime gameTime) { G.GDevice.Clear(Color.Black); Drawer.roundPositionTo = 0f;// 0.25f; //DepthStencilState state = new DepthStencilState() //{ // DepthBufferEnable = true, // DepthBufferFunction = CompareFunction.LessEqual, //}; Vector3 screenshake = G.Rand.NextVector3Box() * screenshakeStrength; screenshake.Z = 0; screenshakeStrength *= 0.8f; camera.matrix *= Matrix.CreateTranslation(screenshake); G.SpriteBatch.Begin(SpriteSortMode.FrontToBack, null, SamplerState.PointClamp, null, null, null, camera.matrix); DepthManager.BeginDraw(typeof(Depth)); DrawM.basicEffect.World = camera.matrix; //G.GDevice.DepthStencilState = state; //DrawM.basicEffect.Projection = Matrix.Create Depth.entities.Set(() => { for (int i = 0; i < Entities.Count; i++) { Entities[i].Draw(gameTime); } }); Depth.floor.Set(() => { for (int y = 0; y < tiles.GetLength(1); y++) { for (int x = 0; x < tiles.GetLength(0); x++) { tiles[x, y].Draw(new Vector2(x * Tile.size, y * Tile.size)); } } }); //Depth.floorOver.Set(() => //{ // M_Rectangle rect = new M_Rectangle(); // rect.size = new Vector2(Tile.size); // for (int y = 0; y < tiles.GetLength(1); y++) // { // for (int x = 0; x < tiles.GetLength(0); x++) // { // if (street[x, y]) // { // rect.pos = new Vector2(x * Tile.size, y * Tile.size); // rect.Draw(Color.Black * 0.5f); // } // } // } //}); #if DEBUG if (editorTool == EditorTool.Goal || editorTool == EditorTool.House || editorTool == EditorTool.Tile) { Depth.editorTools.Set(() => { if (mouseDown != null) { GetDragRectangle().Draw(Color.Black * 0.5f); } }); } #endif gameState.Current?.Draw(gameTime); G.SpriteBatch.End(); List <House> ordered = new List <House>(); for (int i = 0; i < houses.Count; i++) { houses[i].PrepareExtrudedPolygons(); for (int j = 0; j < houses.Count; j++) { if (j == i) { continue; } if (houses[i].AnyCastedPoly((poly, i) => houses[j].Mask.ColMask(poly))) { // collision houses[i].under.Add(houses[j]); houses[j].above.Add(houses[i]); } } } for (int i = 0; i < houses.Count; i++) { if (!houses[i].rendered && houses[i].under.Count == 0) { houses[i].DrawOverlayRecursive(gameTime); } } //#if DEBUG // for (int i = 0; i < Entities.Count; i++) // { // Entities[i].DrawOverlay(gameTime); // } //#endif G.SpriteBatch.Begin(samplerState: SamplerState.PointClamp, transformMatrix: screenMatrix); #if DEBUG Fonts.bigSpace.Draw("Editor Tool: " + editorTool + "\ncarIndex: " + carIndex, Vector2.One * 16f, Color.Black); #endif gameState.Current?.DrawScreen(); G.SpriteBatch.End(); }