public void RemoveGameLayer(int layerLevel) { if (GameLayers.ContainsKey(layerLevel)) { GameLayers.Remove(layerLevel); } }
static void addSortingLayer(GameLayers sortLayer, SerializedObject tagManager) { SerializedProperty sortingLayers = tagManager.FindProperty("m_SortingLayers"); bool found = false; for (int i = 0; i < sortingLayers.arraySize; i++) { SerializedProperty t = sortingLayers.GetArrayElementAtIndex(i); if (t.FindPropertyRelative("name").stringValue.Equals(sortLayer.ToString())) { found = true; t.FindPropertyRelative("uniqueID").longValue = (long)sortLayer; break; } } if (!found) { sortingLayers.InsertArrayElementAtIndex(0); SerializedProperty sp = sortingLayers.GetArrayElementAtIndex(0); if (sp != null) { sp.FindPropertyRelative("name").stringValue = sortLayer.ToString(); sp.FindPropertyRelative("uniqueID").longValue = (long)sortLayer; } } tagManager.ApplyModifiedProperties(); }
public IEnumerable <Player> Explode(int owningPlayerLayer) { StartCoroutine(AnimateExplosion(0.5f)); float radius = _collider.radius * transform.localScale.x; var colliders = Physics2D.OverlapCircleAll(transform.position, radius, GameLayers.AllPlayers() & ~(1 << owningPlayerLayer)); return(colliders.Select((x) => x.GetComponent <Player>()).Where((x) => x != null)); }
public void AddGameLayer(int layerLevel, GameLayer gameLayer) { if (!GameLayers.ContainsKey(layerLevel)) { GameLayers.Add(layerLevel, gameLayer); } else { GameApplication.Log(Utils.LogEntryType.Warning, "Unable to add game layer with layer level " + layerLevel + "! Game layer on level " + layerLevel + " already exists!"); } }
public GameCharacter() { _model = GameObject.Instantiate ( Resources.Load <GameObject>("Prefabs/Characters/Character01"), GameLayers.GetLayerCharacters() ); _modelTransform = _model.transform; _x = Random.Range(-3f, 3f); _xTarget = Random.Range(-3f, 3f); _idle = Random.Range(1f, 5f); _speedX = Random.Range(0.85f, 1.15f); _speedY = Random.Range(1.5f, 2.5f); }
public void StartGame(PlayerConfig[] playerConfigs) { if (_playerConfigs == null) { _playerConfigs = playerConfigs; } _gameStarted = true; for (int i = 0; i < playerConfigs.Length; i++) { if (metaPlayers[i] == null) { var metaPlayer = new MetaPlayer() { config = playerConfigs[i], color = playerColors[i] }; metaPlayers[i] = metaPlayer; } else { if (metaPlayers[i].player != null) { Destroy(metaPlayers[i].player.gameObject); } } if (metaPlayers[i].config == null) { continue; } var player = Instantiate(playerPrefab, playerSpawnMarkers[i].position, Quaternion.identity); player.SetColor(metaPlayers[i].color); player.SetInputDevice(metaPlayers[i].config.inputDevice); player.SetTankControls(metaPlayers[i].config.tankControls); player.SetMetaPlayer(metaPlayers[i]); player.gameObject.layer = GameLayers.PlayerLayerFromIndex(i); metaPlayers[i].player = player; } }
private void Awake() { i = this; }
//default behaviour for moving pieces //helper function for zones' manipulation of piece position //by default, we will use the PrizmGameManager's settings for cardMovementTime, otherwise, use provided parameter public static void MovePieceToZone(Piece pieceToMove, Zone targetZone, bool rotateAngles = true, GameLayers pieceLayer = GameLayers.lowerPiece, float travelTime = -1.0f) { float movementTime = travelTime; if (travelTime < 0) { movementTime = PrizmGameManager.instance.myGameConfig.cardMovementTime; } Vector3 targetPosition = targetZone.transform.position; targetPosition = new Vector3(targetPosition.x, (float)pieceLayer, targetPosition.z); //Debug.Log ("piece to move: " + pieceToMove.ToString ()); //Debug.Log ("target position: " + targetPosition.ToString ()); //Debug.Log ("game config: " + PrizmGameManager.instance.myGameConfig.cardMovementTime.ToString ()); try { iTween.MoveTo(pieceToMove.gameObject, targetPosition, movementTime); if (rotateAngles) { iTween.RotateTo(pieceToMove.gameObject, targetZone.transform.localEulerAngles, movementTime); } } catch (System.NullReferenceException ex) { Debug.LogError(ex); } }