private void CreateMap(Bitmap input, ShaderProgram prog) { Color[] data = new Color[input.Height * input.Width]; map = new bool[input.Width, input.Height]; for (int w = 0; w < input.Width; w++) { for (int h = 0; h < input.Height; h++) { map[w, h] = input.GetPixel(w, h).R >= 128; data[w * input.Height + h] = input.GetPixel(w, h); } } foreach (GameObject gameObject in objects) { gameObject.Destroy(); } objects = TileCreator.CreateTileMap(TileCreator.CreateObject_Box, data, input.Width, input.Height, 3, 4, new Vector2(input.Width * 4, input.Height * 4), prog); foreach (GameObject gameObject in objects) { Add(gameObject); } groundObj?.Destroy(); Vector3 scale = new Vector3(input.Width * 4, 2, input.Height * 4 + 50) / 2; Size size = new Size(input.Width, input.Height); groundObj = CreateGround(input, scale, size); Add(groundObj); }
public void BasicDestroyTest() { GameObject test = new GameObject(); test.Destroy(); Assert.True(test == null); Object.DestroyImmediate(test); }
public void DestroyPostProcessVolume() { GameObject objectToDestroy = PostProcessInfo?.PostProcessObjectsContainer ?? PostProcessInfo?.Volume.gameObject; objectToDestroy?.Destroy(); PostProcessInfo = null; }
public override void Begin() { Mouse.IsCursorVisible = true; pelaajanpaikka = 'l';//portti jonka vierestä aloitetaan HeittoVeitsienMaara = 20; Level.BackgroundColor = Color.Black; GameObject logonaytto = new GameObject(Screen.Width / 2, Screen.Height / 2); logonaytto.Image = logo; //Add(logonaytto); //MediaPlayer.Play("chipjungle"); //MediaPlayer.IsRepeating = true; //turha? Level.BackgroundColor = Color.LightBlue; logonaytto.Destroy(); Valikko(); }
IEnumerator Start() { GameObject UnityObjA = new GameObject(); UnityObjA.hideFlags = HideFlags.DontSave; GameObject UnityObjB = new GameObject(); UnityObjB.hideFlags = HideFlags.DontSave; Debug.Log(string.Format("[Start|TestReferenceEqual] UnityObjA == UnityObjB: {0}", UnityObjA == UnityObjB)); Debug.Log(string.Format("[Start|TestReferenceEqual] ReferenceEquals(UnityObjA, UnityObjB): {0}", ReferenceEquals(UnityObjA, UnityObjB))); yield return new WaitForSeconds(1); CpuProfilerBegin("������..."); for (int i = 0; i < 10000 * 1000; ++i) { ; } CpuProfilerEnd(); yield return new WaitForSeconds(1); bool equal = true; CpuProfilerBegin("==����..."); for (int i = 0; i < 10000 * 1000; ++i) { equal = (UnityObjA == UnityObjB); } CpuProfilerEnd(); yield return new WaitForSeconds(1); CpuProfilerBegin("ReferenceEquals����..."); for (int i = 0; i < 10000 * 1000; ++i) { equal = ReferenceEquals(UnityObjA, UnityObjB); } CpuProfilerEnd(); if (equal) { } UnityObjA.Destroy(); UnityObjB.Destroy(); }
private static void _Unload() { GameObject.Destroy(Loader.Load); }
void miss() { Debug.Log("Miss cube!"); GameObject.Destroy(this.gameObject); }
public void Disable(IHandController ctl) { GameObject.Destroy(touch); GameObject.Destroy(grab); }
private static void CreateInventionAndAddToInventory(InventionData data, Sim Actor, bool isCheapToy, out GameObject invention) { Simulator.ObjectInitParameters initData = null; InventingSkill skill = Actor.SkillManager.GetSkill<InventingSkill>(SkillNames.Inventing); bool isImprovedWidget = false; if (data.InventType == InventionType.Widget) { Widget.Awesomeness standard = Widget.Awesomeness.Standard; if (skill.OppMasterInventorCompleted) { standard = Widget.Awesomeness.Masterful; } else if (skill.OppWidgetWonderCompleted) { standard = Widget.Awesomeness.Improved; } else { float chance = 0f; if (skill.SkillLevel >= InventionWorkbench.kLevelCanMakeImprovedWidget) { chance += InventionWorkbench.kChanceOfImprovedWidget; if (Actor.HasTrait(TraitNames.Eccentric)) { chance += InventionWorkbench.kChanceOfImprovedWidgetEccentric; } if (RandomUtil.RandomChance01(chance)) { standard = Widget.Awesomeness.Improved; } } } isImprovedWidget = standard == Widget.Awesomeness.Improved; initData = new WidgetInitParameters(standard, Actor.SimDescription, data.InventType, data.MedatorName); } if ((data.InventType == InventionType.Invention) || (data.InventType == InventionType.Toy)) { initData = new CraftedToyInitParameters(skill.OppMasterInventorCompleted, Actor.SimDescription, data.InventType, isCheapToy); } invention = GlobalFunctions.CreateObject(data.MedatorName, data.ProdVersion, Vector3.OutOfWorld, 0x0, Vector3.UnitZ, null, initData) as GameObject; if (invention != null) { skill.RegisterInventionMade(data); if (data.PutInFamilyInventory) { if (!Actor.Household.SharedFamilyInventory.Inventory.TryToAdd(invention)) { invention.Destroy(); invention = null; } } else if (!Inventories.TryToMove(invention, Actor)) { invention.Destroy(); invention = null; } if (invention != null) { EventTracker.SendEvent(new CreatedInventionEvent(EventTypeId.kCreatedInvention, Actor, invention, data.InventType, isImprovedWidget)); if (data.InventType == InventionType.Widget) { EventTracker.SendEvent(EventTypeId.kInventorMadeWidget, Actor); } if (invention is TimeMachine) { EventTracker.SendEvent(EventTypeId.kInventorMadeTimeMachine, Actor); } } } }
override public void AFDestroy() { GameObject.Destroy(_startButton); GameObject.Destroy(_cameraGameObject); base.Destroy(); }
public void DestroyTimer() { GameObject.Destroy(countdownObj); }
public virtual void Destroy() { GameObject.Destroy(gameObject); }
// }}} public void Destroy() // {{{ { GameObject.Destroy(gameObject); }
void Start() { GameScene gameSceneScript = new GameScene(); //Sound BGMSESwitch bgm = new BGMSESwitch(); bgm.StopSEVolume(); bgm.StopKassenBGMVolume(); //Taiko StartCoroutine("taikoMusic"); //Kill Prevous BGM KillOtherBGM kill = new KillOtherBGM(); kill.Start(); //Giveup button bool isAttackedFlg = PlayerPrefs.GetBool("isAttackedFlg"); if (isAttackedFlg) { GameObject.Find("GiveupBtn").SetActive(false); } //Auto button bool Auto2Flg = PlayerPrefs.GetBool("Auto2Flg"); if (Auto2Flg) { GameObject.Find("AutoBtn").transform.FindChild("Num").GetComponent <Text>().text = "2"; GameObject.Find("AutoBtn").GetComponent <AutoAttack>().speed = 2; } //Dinamic Map activeKuniId = PlayerPrefs.GetInt("activeKuniId"); activeStageId = PlayerPrefs.GetInt("activeStageId"); GameObject wall = Instantiate(wallPrefab); wall.name = "wall"; kaisenWeatherHandling(map); //Get Minus Status float rainMinusRatio = PlayerPrefs.GetFloat("rainMinusStatus", 0); float snowMinusRatio = PlayerPrefs.GetFloat("snowMinusStatus", 0); /*Player Setting*/ int jinkei = PlayerPrefs.GetInt("jinkei", 0); List <int> myBusyoList = new List <int>(); if (jinkei == 1) { soudaisyo = PlayerPrefs.GetInt("soudaisyo1"); if (PlayerPrefs.HasKey("1map1")) { int mapId = 1; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("1map2")) { int mapId = 2; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("1map7")) { int mapId = 7; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("1map8")) { int mapId = 8; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("1map11")) { int mapId = 11; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("1map12")) { int mapId = 12; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("1map13")) { int mapId = 13; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("1map14")) { int mapId = 14; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("1map17")) { int mapId = 17; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("1map18")) { int mapId = 18; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("1map21")) { int mapId = 21; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("1map22")) { int mapId = 22; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } } else if (jinkei == 2) { soudaisyo = PlayerPrefs.GetInt("soudaisyo2"); if (PlayerPrefs.HasKey("2map3")) { int mapId = 3; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("2map4")) { int mapId = 4; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("2map5")) { int mapId = 5; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("2map7")) { int mapId = 7; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("2map8")) { int mapId = 8; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("2map11")) { int mapId = 11; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("2map12")) { int mapId = 12; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("2map17")) { int mapId = 17; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("2map18")) { int mapId = 18; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("2map23")) { int mapId = 23; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("2map24")) { int mapId = 24; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("2map25")) { int mapId = 25; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } } else if (jinkei == 3) { soudaisyo = PlayerPrefs.GetInt("soudaisyo3"); if (PlayerPrefs.HasKey("3map3")) { int mapId = 3; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("3map7")) { int mapId = 7; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("3map8")) { int mapId = 8; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("3map9")) { int mapId = 9; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("3map11")) { int mapId = 11; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("3map12")) { int mapId = 12; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("3map14")) { int mapId = 14; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("3map15")) { int mapId = 15; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("3map16")) { int mapId = 16; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("3map20")) { int mapId = 20; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("3map21")) { int mapId = 21; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("3map25")) { int mapId = 25; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } } else if (jinkei == 4) { soudaisyo = PlayerPrefs.GetInt("soudaisyo4"); if (PlayerPrefs.HasKey("4map1")) { int mapId = 1; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("4map2")) { int mapId = 2; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("4map7")) { int mapId = 7; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("4map8")) { int mapId = 8; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("4map12")) { int mapId = 12; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("4map13")) { int mapId = 13; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("4map14")) { int mapId = 14; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("4map18")) { int mapId = 18; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("4map19")) { int mapId = 19; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("4map20")) { int mapId = 20; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("4map24")) { int mapId = 24; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } if (PlayerPrefs.HasKey("4map25")) { int mapId = 25; myBusyoList.Add(getStsAndMakeInstance(jinkei, mapId, rainMinusRatio, snowMinusRatio)); } } //Saku BusyoInfoGet info = new BusyoInfoGet(); StatusGet sts = new StatusGet(); GameObject content = GameObject.Find("Content").gameObject; string slotPath = "Prefabs/Saku/Slot"; Saku saku = new Saku(); foreach (Transform n in content.transform) { GameObject.Destroy(n.gameObject); } foreach (int busyoId in myBusyoList) { List <string> sakuList = new List <string>(); sakuList = saku.getSakuInfo(busyoId); if (saku.getSakuShipFlg(int.Parse(sakuList[0]))) { GameObject slot = Instantiate(Resources.Load(slotPath)) as GameObject; string sakuPath = "Prefabs/Saku/saku" + sakuList[0]; GameObject sakuIcon = Instantiate(Resources.Load(sakuPath)) as GameObject; sakuIcon.transform.SetParent(slot.transform); sakuIcon.transform.localScale = new Vector2(0.45f, 0.45f); sakuIcon.GetComponent <Button>().enabled = false; slot.transform.SetParent(content.transform); slot.transform.localScale = new Vector2(1, 1); slot.GetComponent <Saku>().sakuId = int.Parse(sakuList[0]); slot.GetComponent <Saku>().sakuEffect = int.Parse(sakuList[4]); if (sakuList[0] == "3") { //hukuhei //Heisyu slot.GetComponent <Saku>().sakuHeisyu = info.getHeisyu(busyoId); //Hei Status string heiId = "hei" + busyoId.ToString(); string chParam = PlayerPrefs.GetString(heiId, "0"); if (chParam == "0" || chParam == "") { StatusGet statusScript = new StatusGet(); string chParamHeisyu = statusScript.getHeisyu(busyoId); chParam = chParamHeisyu + ":1:1:1"; PlayerPrefs.SetString(heiId, chParam); PlayerPrefs.Flush(); } char[] delimiterChars = { ':' }; string[] ch_list = chParam.Split(delimiterChars); slot.GetComponent <Saku>().sakuHeiSts = float.Parse(ch_list[3]); slot.GetComponent <Saku>().sakuBusyoId = busyoId; //Busyo Speed int sakuBusyoLv = PlayerPrefs.GetInt(busyoId.ToString()); float adjSpd = (float)sts.getSpd(busyoId, sakuBusyoLv) / 10; slot.GetComponent <Saku>().sakuBusyoSpeed = adjSpd; } } } //Nanban string nanbanString = PlayerPrefs.GetString("nanbanItem"); List <string> nanbanList = new List <string>(); char[] delimiterChars3 = { ',' }; nanbanList = new List <string>(nanbanString.Split(delimiterChars3)); for (int i = 0; i < nanbanList.Count; i++) { int qty = int.Parse(nanbanList[i]); if (qty != 0) { if (i == 0 || i == 1) { GameObject slot = Instantiate(Resources.Load(slotPath)) as GameObject; string nanbanPath = ""; if (i == 0) { nanbanPath = "Prefabs/Saku/saku8"; } else if (i == 1) { nanbanPath = "Prefabs/Saku/saku9"; } GameObject sakuIcon = Instantiate(Resources.Load(nanbanPath)) as GameObject; sakuIcon.transform.SetParent(slot.transform); sakuIcon.transform.localScale = new Vector2(0.45f, 0.45f); sakuIcon.GetComponent <Button>().enabled = false; slot.transform.SetParent(content.transform); slot.transform.localScale = new Vector2(1, 1); if (i == 0) { slot.GetComponent <Saku>().sakuId = 8; } else if (i == 1) { slot.GetComponent <Saku>().sakuId = 9; } else if (i == 2) { slot.GetComponent <Saku>().sakuId = 10; } int temp = i + 1; ItemInfo item = new ItemInfo(); string itemCd = "nanban" + temp.ToString(); int effect = item.getItemEffect(itemCd); slot.GetComponent <Saku>().sakuEffect = effect; } } } /*エネミー配置*/ int linkNo = PlayerPrefs.GetInt("activeLink", 0); enemySoudaisyo = PlayerPrefs.GetInt("enemySoudaisyo"); if (PlayerPrefs.HasKey("emap1")) { int mapId = 1; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap2")) { int mapId = 2; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap3")) { int mapId = 3; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap4")) { int mapId = 4; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap5")) { int mapId = 5; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap6")) { int mapId = 6; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap7")) { int mapId = 7; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap8")) { int mapId = 8; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap9")) { int mapId = 9; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap10")) { int mapId = 10; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap11")) { int mapId = 11; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap12")) { int mapId = 12; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap13")) { int mapId = 13; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap14")) { int mapId = 14; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap15")) { int mapId = 15; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap16")) { int mapId = 16; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap17")) { int mapId = 17; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap18")) { int mapId = 18; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap19")) { int mapId = 19; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap20")) { int mapId = 20; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap21")) { int mapId = 21; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap22")) { int mapId = 22; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap23")) { int mapId = 23; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap24")) { int mapId = 24; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } if (PlayerPrefs.HasKey("emap25")) { int mapId = 25; getEnemyStsAndMakeInstance(linkNo, mapId, rainMinusRatio, snowMinusRatio); } /*Dynamic Enemy Setting Finish*/ //合戦開始エフェクト string pathBack = "Prefabs/PreKassen/backGround"; GameObject back = Instantiate(Resources.Load(pathBack)) as GameObject; back.transform.localScale = new Vector2(30, 15); string pathLight = "Prefabs/PreKassen/lightning"; GameObject light = Instantiate(Resources.Load(pathLight)) as GameObject; light.transform.localScale = new Vector2(10, 10); }
public override IEnumerator TearDown() { GameObject.Destroy(cube); return(base.TearDown()); }
/// <summary> /// 组合SkinnedMeshRenderers并且共享同一个骨骼 /// 并且整合材质减少drawcall,但会增加贴图大小和内存大小) /// </summary> /// <param name="skeleton"></param> /// <param name="meshes"></param> /// <param name="combine"></param> public static void CombineObject(GameObject skeleton, SkinnedMeshRenderer[] meshes, bool combine = false) { // Fetch all bones of the skeleton List <Transform> transforms = new List <Transform>(); transforms.AddRange(skeleton.GetComponentsInChildren <Transform>(true)); List <Material> materials = new List <Material>(); //the list of materials List <CombineInstance> combineInstances = new List <CombineInstance>(); //the list of meshes List <Transform> bones = new List <Transform>(); //the list of bones // Below informations only are used for merge materilas(bool combine = true) List <Vector2[]> oldUV = null; Material newMaterial = null; Texture2D newDiffuseTex = null; // Collect information from meshes for (int i = 0; i < meshes.Length; i++) { SkinnedMeshRenderer smr = meshes[i]; materials.AddRange(smr.materials); // Collect materials // Collect meshes for (int sub = 0; sub < smr.sharedMesh.subMeshCount; sub++) { CombineInstance ci = new CombineInstance(); ci.mesh = smr.sharedMesh; ci.subMeshIndex = sub; combineInstances.Add(ci); } // Collect bones for (int j = 0; j < smr.bones.Length; j++) { int tBase = 0; for (tBase = 0; tBase < transforms.Count; tBase++) { if (smr.bones[j].name.Equals(transforms[tBase].name)) { bones.Add(transforms[tBase]); break; } } } Object.Destroy(smr.gameObject); } // merge materials if (combine) { newMaterial = new Material(materials[0].shader); oldUV = new List <Vector2[]>(); // merge the texture List <Texture2D> Textures = new List <Texture2D>(); for (int i = 0; i < materials.Count; i++) { Textures.Add(materials[i].GetTexture(sConst.combineDiffuseTexture) as Texture2D); } newDiffuseTex = new Texture2D(sConst.combineTextureMax, sConst.combineTextureMax, TextureFormat.ETC_RGB4, false); Rect[] uvs = newDiffuseTex.PackTextures(Textures.ToArray(), 0); for (int i = 0; i < Textures.Count; ++i) { Resources.UnloadAsset(Textures[i]); GameObject.Destroy(materials[i]); } newMaterial.mainTexture = newDiffuseTex; // reset uv Vector2[] uva, uvb; for (int j = 0; j < combineInstances.Count; j++) { uva = (Vector2[])(combineInstances[j].mesh.uv); uvb = new Vector2[uva.Length]; for (int k = 0; k < uva.Length; k++) { uvb[k] = new Vector2((uva[k].x * uvs[j].width) + uvs[j].x, (uva[k].y * uvs[j].height) + uvs[j].y); } oldUV.Add(combineInstances[j].mesh.uv); combineInstances[j].mesh.uv = uvb; } } // Create a new SkinnedMeshRenderer SkinnedMeshRenderer r = skeleton.GetComponent <SkinnedMeshRenderer>(); r.sharedMesh = new Mesh(); r.sharedMesh.CombineMeshes(combineInstances.ToArray(), combine, false); // Combine meshes r.bones = bones.ToArray(); // Use new bones r.receiveShadows = false; r.useLightProbes = false; r.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off; if (combine) { r.material = newMaterial; for (int i = 0; i < combineInstances.Count; i++) { combineInstances[i].mesh.uv = oldUV[i]; } } else { r.materials = materials.ToArray(); } }
public void HandleBeingEaten() { GameObject.Destroy(gameObject); }
void Update() { Newtopcard_a = -1; Newtopcard_b = -1; for (int i = 0; i <= 103; i++) { if ((gameplayManager.A_active[i] != 0)) { Newtopcard_a = Newtopcard_a + 1; } if ((gameplayManager.B_active[i] != 0)) { Newtopcard_b = Newtopcard_b + 1; } } gameplayManager.TOPCARD_A = Newtopcard_a; gameplayManager.TOPCARD_B = Newtopcard_b; // Debug.Log(Newtopcard_a); // Debug.Log(Newtopcard_b); if ((Newtopcard_a != topcard_a) || (Newtopcard_b != topcard_b)) { //destroy old cards foreach (Transform a_card in transform) { GameObject.Destroy(a_card.gameObject); } foreach (Transform b_card in transform) { GameObject.Destroy(b_card.gameObject); } topcard_a = Newtopcard_a; topcard_b = Newtopcard_b; switch (gameplayManager.A_active[topcard_a]) { case 2: a_card = heart_2; break; case 3: a_card = heart_3; break; case 4: a_card = heart_4; break; case 5: a_card = heart_5; break; case 6: a_card = heart_6; break; case 7: a_card = heart_7; break; case 8: a_card = heart_8; break; case 9: a_card = heart_9; break; case 10: a_card = heart_10; break; case 11: a_card = heart_11; break; case 12: a_card = heart_12; break; case 13: a_card = heart_13; break; case 14: a_card = heart_14; break; default: Debug.Log("Active Deck A ERROR"); break; } switch (gameplayManager.B_active[topcard_b]) { case 2: b_card = spades_2; break; case 3: b_card = spades_3; break; case 4: b_card = spades_4; break; case 5: b_card = spades_5; break; case 6: b_card = spades_6; break; case 7: b_card = spades_7; break; case 8: b_card = spades_8; break; case 9: b_card = spades_9; break; case 10: b_card = spades_10; break; case 11: b_card = spades_11; break; case 12: b_card = spades_12; break; case 13: b_card = spades_13; break; case 14: b_card = spades_14; break; default: Debug.Log("Active Deck B ERROR"); break; } var child_a0 = Instantiate(a_card, new Vector3(1, -1, -1), a_card.transform.rotation); child_a0.transform.parent = transform; var child_a1 = Instantiate(a_card, new Vector3(1, 1, -1), a_card.transform.rotation); child_a1.transform.parent = transform; var child_b0 = Instantiate(b_card, new Vector3(-1, -1, -1), b_card.transform.rotation); child_b0.transform.parent = transform; var child_b1 = Instantiate(b_card, new Vector3(-1, 1, -1), b_card.transform.rotation); child_b1.transform.parent = transform; } }
void noBtnClicked() { PlayerPrefs.SetInt(GameConstants.SOCIAL_COUNT_STRING, 0); GameObject.Destroy(popup); }
/// <summary> /// RECEIVE FUNCTION /// </summary> public IEnumerator TCPRecv() { while (true) { try { TCPCon.BeginReceive(TCPbuffer, 0, 1024, 0, new System.AsyncCallback(TCPRecvCallback), this); } catch (System.Exception e) { //If this goes south, disconnec this connection. MyCore.Disconnect(PlayerId); //Debug.Log("Recv error: " + e.ToString()); } //Wait to recv messages yield return(new WaitUntil(() => TCPDidRecieve)); TCPDidRecieve = false; string responce = TCPsb.ToString(); if (responce.Trim(' ') == "") { //We do NOT want any empty strings. It will cause a problem. MyCore.Disconnect(PlayerId); } //Parse string string[] commands = responce.Split('\n'); for (int i = 0; i < commands.Length; i++) { if (commands[i].Trim(' ') == "") { continue; } if (commands[i].Trim(' ') == "OK" && MyCore.IsClient) { Debug.Log("Client Recieved OK."); //Do nothing, just a heartbeat } else if (commands[i].StartsWith("PlayerID")) { if (MyCore.IsClient) { try { //This is how the client get's their player id. //All values will be seperated by a '#' mark. //PLayerID#<NUM> will signify the player ID for this connection. PlayerId = int.Parse(commands[i].Split('#')[1]); MyCore.LocalPlayerId = PlayerId; } catch (System.FormatException) { Debug.Log("Got scrambled Message: " + commands[i]); } } else {//Should never happne } } else if (commands[i].StartsWith("DISCON#")) { if (MyCore.IsServer) { try { int badCon = int.Parse(commands[i].Split('#')[1]); MyCore.Disconnect(badCon); Debug.Log("There are now only " + MyCore.Connections.Count + " players in the game."); } catch (System.FormatException) { Debug.Log("We received a scrambled message+ " + commands[i]); } catch (System.Exception e) { Debug.Log("Unkown exception: " + e.ToString()); } } else {//If client MyCore.LeaveGame(); } } else if (commands[i].StartsWith("CREATE")) { if (MyCore.IsClient) { string[] arg = commands[i].Split('#'); try { int o = int.Parse(arg[2]); int n = int.Parse(arg[3]); Vector3 pos = new Vector3(float.Parse(arg[4]), float.Parse(arg[5]), float.Parse(arg[6])); int type = int.Parse(arg[1]); GameObject Temp; if (type != -1) { Temp = GameObject.Instantiate(MyCore.SpawnPrefab[int.Parse(arg[1])], pos, Quaternion.identity); } else { Temp = GameObject.Instantiate(MyCore.NetworkPlayerManager, pos, Quaternion.identity); } Temp.GetComponent <NetworkID>().Owner = o; Temp.GetComponent <NetworkID>().NetId = n; Temp.GetComponent <NetworkID>().Type = type; MyCore.NetObjs[n] = Temp.GetComponent <NetworkID>(); lock (MyCore._masterMessage) { //Notify the server that we need to get update on this object. MyCore.MasterMessage += "DIRTY#" + n + "\n"; } } catch { //Malformed packet. } } } else if (commands[i].StartsWith("DELETE")) { if (MyCore.IsClient) { try { string[] args = commands[i].Split('#'); if (MyCore.NetObjs.ContainsKey(int.Parse(args[1]))) { GameObject.Destroy(MyCore.NetObjs[int.Parse(args[1])].gameObject); MyCore.NetObjs.Remove(int.Parse(args[1])); } } catch (System.Exception e) { Debug.Log("ERROR OCCURED: " + e); } } } else if (commands[i].StartsWith("DIRTY")) { if (MyCore.IsServer) { int id = int.Parse(commands[i].Split('#')[1]); if (MyCore.NetObjs.ContainsKey(id)) { foreach (NetworkComponent n in MyCore.NetObjs[id].gameObject.GetComponents <NetworkComponent>()) { n.IsDirty = true; } } } } else { //We will assume it is Game Object specific message //string msg = "COMMAND#" + myId.netId + "#" + var + "#" + value; string[] args = commands[i].Split('#'); int n = int.Parse(args[1]); if (MyCore.NetObjs.ContainsKey(n)) { MyCore.NetObjs[n].Net_Update(args[0], args[2], args[3]); } } } TCPsb.Length = 0; TCPsb = new StringBuilder(); TCPDidRecieve = false; yield return(new WaitForSeconds(.05f)); } }
// ******************************************************************** // Function: UnloadLoadingScene() // Purpose: Destroys the loading scene // ******************************************************************** public static void UnloadLoadingScene() { GameObject.Destroy(instance.gameObject); }
void OnServerCharacterCreate(NetworkMessage netMsg) { print("OnServerCharacterCreate " + netMsg.conn); CharacterCreateMsg message = netMsg.ReadMessage <CharacterCreateMsg>(); // only while in lobby (aka after handshake and not ingame) if (lobby.ContainsKey(netMsg.conn)) { // allowed character name? if (IsAllowedCharacterName(message.name)) { // not existant yet? string account = lobby[netMsg.conn]; if (!Database.CharacterExists(message.name)) { // not too may characters created yet? if (Database.CharactersForAccount(account).Count < characterLimit) { // valid class index? List <Player> classes = GetPlayerClasses(); if (0 <= message.classIndex && message.classIndex < classes.Count) { // create new character based on the prefab. // -> we also assign default items and equipment for new characters // -> skills are handled in Database.CharacterLoad every time. if we // add new ones to a prefab, all existing players should get them // (instantiate temporary player) print("creating character: " + message.name + " " + message.classIndex); Player prefab = GameObject.Instantiate(classes[message.classIndex]).GetComponent <Player>(); prefab.name = message.name; prefab.account = account; prefab.className = classes[message.classIndex].name; prefab.transform.position = GetStartPositionFor(prefab.className).position; for (int i = 0; i < prefab.inventorySize; ++i) { // add empty slot or default item if any prefab.inventory.Add(i < prefab.defaultItems.Length ? new ItemSlot(new Item(prefab.defaultItems[i])) : new ItemSlot()); } for (int i = 0; i < prefab.equipmentInfo.Length; ++i) { // add empty slot or default item if any EquipmentInfo info = prefab.equipmentInfo[i]; prefab.equipment.Add(info.defaultItem != null ? new ItemSlot(new Item(info.defaultItem)) : new ItemSlot()); } prefab.health = prefab.healthMax; // after equipment in case of boni prefab.mana = prefab.manaMax; // after equipment in case of boni // addon system hooks Utils.InvokeMany(typeof(NetworkManagerMMO), this, "OnServerCharacterCreate_", message, prefab); // save the player Database.CharacterSave(prefab, false); GameObject.Destroy(prefab.gameObject); // send available characters list again, causing // the client to switch to the character // selection scene again CharactersAvailableMsg reply = MakeCharactersAvailableMessage(account); netMsg.conn.Send(CharactersAvailableMsg.MsgId, reply); } else { print("character invalid class: " + message.classIndex); ClientSendPopup(netMsg.conn, "character invalid class", false); } } else { print("character limit reached: " + message.name); ClientSendPopup(netMsg.conn, "character limit reached", false); } } else { print("character name already exists: " + message.name); ClientSendPopup(netMsg.conn, "name already exists", false); } } else { print("character name not allowed: " + message.name); ClientSendPopup(netMsg.conn, "character name not allowed", false); } } else { print("CharacterCreate: not in lobby"); ClientSendPopup(netMsg.conn, "CharacterCreate: not in lobby", true); } }
bool UnloadResource(ResInfo info, Object obj, bool forceUnload) { System.Type type; if (_assetbundleList.Contains(info.ResName)) { type = typeof(AssetBundle); _assetbundleList.Remove(info.ResName); } else { type = obj.GetType(); } UnloadDependencyAssetBundle(info.ResName); ///如果是卸载的图集,需要判断所有引用都卸载了,再卸载图集 if (_altasReference.ContainsKey(info.ResName)) { --_altasReference[info.ResName]; if (_altasReference[info.ResName] == 0) { if (DevelopSetting.IsLoadAB) { AssetBundle res = _objPool[type][info.ResName] as AssetBundle; res.Unload(true); _objPool[type].Remove(info.ResName); } if (_altasPool.ContainsKey(info.ResName)) { _altasPool.Remove(info.ResName); } _altasReference.Remove(info.ResName); Resources.UnloadUnusedAssets(); } return(true); } else if (CheckPool(info.ResName, type)) { if (NeedObjectPool(info.type) && forceUnload == false) { return(RecycleObject(info.ResName, obj as GameObject)); } else if (type == typeof(GameObject)) { GameObject.Destroy(obj); if (_gameObjectRefCount.ContainsKey(info.ResName)) { --_gameObjectRefCount[info.ResName]; if (_gameObjectRefCount[info.ResName] == 0) { _objPool[type].Remove(info.ResName); _gameObjectRefCount.Remove(info.ResName); } } } else { if (type == typeof(AssetBundle)) { AssetBundle res = _objPool[type][info.ResName] as AssetBundle; res.Unload(true); } else if (type == typeof(Sprite)) { Object res = _objPool[type][info.ResName]; Sprite sprite = res as Sprite; Resources.UnloadAsset(sprite.texture); GameObject.Destroy(res); } else { Object res = _objPool[type][info.ResName]; Resources.UnloadAsset(res); GameObject.Destroy(obj as GameObject); } _objPool[type].Remove(info.ResName); } Resources.UnloadUnusedAssets(); return(true); } Resources.UnloadUnusedAssets(); return(false); }
void Cancel() { confirmedText = ""; GameObject.Destroy(this); }
public virtual void Deactivate() { GameObject.Destroy(mainCursorGo); }
private bool Grow <T> (ref List <T> branches) where T : Branch { bool growing = false; if (m_Leaves.Count == 0) { return(growing); } foreach (var leaf in m_Leaves) { T closest = default(T); float closestDist = float.MaxValue; foreach (var branch in branches) { var dist = Vector2.Distance(leaf.position, branch.endPos); if (dist < m_MinDistance) // too close { leaf.hasBeenReached = true; closest = default(T); break; } if (dist <= m_MaxDistance && dist < closestDist) { closest = branch; closestDist = dist; } } if (closest != null) { var dir = (leaf.position - closest.endPos).normalized; closest.colonizationDir += dir; closest.colonizationLeafCount++; } } for (int i = m_Leaves.Count - 1; i >= 0; i--) { if (m_Leaves [i].hasBeenReached) { GameObject.Destroy(m_Leaves [i].gameObject); m_Leaves.RemoveAt(i); } } for (int i = branches.Count - 1; i >= 0; i--) { var branch = branches [i]; if (branch.colonizationLeafCount > 0) { branch.colonizationDir /= (branch.colonizationLeafCount + 1); branches.Add(CreateBranch(branch, branch.endPos + branch.colonizationDir)); growing = true; } branch.DoColonizationReset(); } return(growing); }
void Start() { #region Init #if UNITY_ANDROID QualitySettings.vSyncCount = 0; Application.targetFrameRate = 60; QualitySettings.antiAliasing = 0; Screen.sleepTimeout = SleepTimeout.NeverSleep; #endif Settings.HoverFlag = true; Grid = new Square[ROWS][]; basePieces = new GameObject[12]; thePieces = new List <GameObject> [2]; thePieces[BLACK] = new List <GameObject>(); thePieces[WHITE] = new List <GameObject>(); kings = new King[2]; kingPlaced = new bool[2]; deadCount = new int[2]; EventCallbacks.ReviveEvent.RegisterListener(HandleRevival); // Find initial squares and units blackSquare = GameObject.Find("bBlackSquare1"); whiteSquare = GameObject.Find("bWhiteSquare1"); { basePieces[0] = GameObject.Find("Black Pawn"); // All these will be deleted, because their positions are variable they were initial off screen basePieces[6] = GameObject.Find("White Pawn"); basePieces[7] = GameObject.Find("White Rook"); basePieces[8] = GameObject.Find("White Knight"); basePieces[9] = GameObject.Find("White Bishop"); basePieces[10] = GameObject.Find("White King"); basePieces[11] = GameObject.Find("White Queen"); basePieces[1] = GameObject.Find("Black Rook"); basePieces[2] = GameObject.Find("Black Knight"); basePieces[3] = GameObject.Find("Black Bishop"); basePieces[4] = GameObject.Find("Black Queen"); basePieces[5] = GameObject.Find("Black King"); } // Auto generate back row sequence, MUST have even cols // The values placed in BackRow[] correspond to the black pieces held in pieces[] // the white pieces are determined by shifting 6 indices var BackRow = new int[COLS]; for (int i = 0; i < (COLS - 2) / 2; ++i) { // Pieces placed symmetrically BackRow[i] = BackRow[COLS - i - 1] = (i) % 3 + 1; // loop through possible pieces } BackRow[(COLS / 2) - 1] = 4; BackRow[(COLS / 2)] = 5; #endregion Init #region Board Setup // Place all squares and pieces on board for (int row = 0; row < ROWS; row++) { Grid[row] = new Square[COLS]; for (int col = 0; col < COLS; col++) { PlaceSquare(row, col); // Place pieces if (Settings.IsRandomMode) { RandomPlacement(row, col); } else { StandardPlacement(BackRow, row, col); } // Handle setting team and adding to list FinalizePiece(row, col); } } #endregion Board Setup #region Setup Other Pieces //// Position/resize all other objects in scene //// // Camera and lights need to be positioned accordingly. // Directional light and camera need to be positioned in middle of platform // Find camera and lights cam = GameObject.Find("Main Camera"); camDefaultPos = cam.transform.localPosition; camDefaultRot = cam.transform.eulerAngles; var l = GameObject.Find("Directional Light"); var l1 = GameObject.Find("Point Light"); var l2 = GameObject.Find("Point Light Top"); // Give them initial positions. // Orderded by 3 on bottom left 2 top left. 3 right bottom 2 right top. 1 white bottom/top. 1 black bottom/top GameObject[] lights = new GameObject[14]; lights[0] = l1; lights[3] = l2; { lights[1] = Object.Instantiate(l1, new Vector3(-5, 1, 4), Quaternion.identity); lights[2] = Object.Instantiate(l1, new Vector3(-5, 1, 13), Quaternion.identity); lights[4] = Object.Instantiate(l1, new Vector3(-1, 5, 10), Quaternion.identity); lights[5] = Object.Instantiate(l1, new Vector3(15, 1, 4), Quaternion.identity); lights[6] = Object.Instantiate(l1, new Vector3(15, 1, 13), Quaternion.identity); lights[7] = Object.Instantiate(l1, new Vector3(15, 1, -5), Quaternion.identity); lights[8] = Object.Instantiate(l1, new Vector3(10, 5, 0), Quaternion.identity); lights[9] = Object.Instantiate(l1, new Vector3(10, 5, 10), Quaternion.identity); lights[10] = Object.Instantiate(l1, new Vector3(5, 1, 15), Quaternion.identity); lights[11] = Object.Instantiate(l1, new Vector3(5, 5, 10), Quaternion.identity); lights[12] = Object.Instantiate(l1, new Vector3(5, 1, -5), Quaternion.identity); lights[13] = Object.Instantiate(l1, new Vector3(5, 5, 0), Quaternion.identity); } // Adjust all side and corner pieces // Position camera and lights int cDiff = 0, rDiff = 0; if (COLS > 8) { cDiff = COLS - 8; } if (ROWS > 8) { rDiff = ROWS - 8; GameObject bin = GameObject.Find("CartWhite"); bin.transform.localPosition = new Vector3(-6.66f, -1, ROWS); } if (COLS > 8 || ROWS > 8) { // Collision plane GameObject plane = GameObject.Find("Plane"); plane.transform.localPosition = new Vector3(COLS / 2f - .5f, 0.5f, ROWS / 2f - .5f); plane.transform.localScale = new Vector3(COLS / 10f, 0.01f, ROWS / 10f); // Lights Orderded by 3 on bottom left 2 top left. 3 right bottom 2 right top. 1 white bottom/top. 1 black bottom/top // need to move: [1,2]U[4] pos Z --- [6,7]U[9] pos Z & pos X // 5,8 pos X --- 10,11 pos X,Z ---- 12,13 pos X // Adjust all affected side pieces, and platform // bSideVertical needs to scale by diff and translate by 0.5*(diff) into pos. Z GameObject cur = GameObject.Find("bSideVertical"); cur.transform.localPosition += new Vector3(0, 0, 0.5f * (rDiff)); cur.transform.localScale += new Vector3(rDiff, 0, 0); for (int i = 1; i < 5; ++i) { if (i != 3) { lights[i].transform.localPosition += new Vector3(0, 0, 0.5f * (rDiff)); } } // bCornerLeftFar needs to translate cur = GameObject.Find("bCornerLeftFar"); cur.transform.localPosition += new Vector3(0, 0, rDiff); // bSideVerticalRight needs to scale and translate cur = GameObject.Find("bSideVerticalRight"); cur.transform.localPosition += new Vector3(cDiff, 0, 0.5f * (rDiff)); cur.transform.localScale += new Vector3(rDiff, 0, 0); for (int i = 6; i < 10; ++i) { if (i != 8) { lights[i].transform.localPosition += new Vector3(cDiff, 0, 0.5f * (rDiff)); } } // bCornerRightFar needs to translate cur = GameObject.Find("bCornerRightFar"); cur.transform.localPosition += new Vector3(cDiff, 0, rDiff); // bSideHorizontalFar needs to translate and scale cur = GameObject.Find("bSideHorizontalFar"); cur.transform.localPosition += new Vector3(0.5f * (cDiff), 0, rDiff); cur.transform.localScale += new Vector3(cDiff, 0, 0); lights[10].transform.localPosition += new Vector3(0.5f * (cDiff), 0, rDiff); lights[11].transform.localPosition += new Vector3(0.5f * (cDiff), 0, rDiff); cur = GameObject.Find("bPlatform"); cur.transform.localPosition += new Vector3(0.5f * (cDiff), 0, 0.5f * (rDiff)); cur.transform.localScale += new Vector3(rDiff, 0, cDiff); cur = GameObject.Find("bSideHorizontal"); cur.transform.localPosition += new Vector3(0.5f * (cDiff), 0, 0); cur.transform.localScale += new Vector3(cDiff, 0, 0); lights[12].transform.localPosition += new Vector3(0.5f * (cDiff), 0, 0); lights[13].transform.localPosition += new Vector3(0.5f * (cDiff), 0, 0); cur = GameObject.Find("bCornerRight"); cur.transform.localPosition += new Vector3(cDiff, 0, 0); lights[5].transform.localPosition += new Vector3(cDiff, 0, rDiff); lights[8].transform.localPosition += new Vector3(cDiff, 0, rDiff); cam.transform.localPosition = new Vector3(cDiff / 2 + 3.5f, 9.8f, -6); camDefaultPos = cam.transform.localPosition; l.transform.localPosition += new Vector3(cDiff / 2 + 3.5f, 0, 0); cam.GetComponent <CameraController>().panLimitLeftTop += new Vector2(0, rDiff); cam.GetComponent <CameraController>().panLimitRightBot += new Vector2(cDiff, 0); } #endregion Setup Other Pieces // Delete offboard base pieces, delete black/white offboard squares GameObject.Destroy(blackSquare); GameObject.Destroy(whiteSquare); for (int i = 0; i < 12; ++i) { GameObject.Destroy(basePieces[i]); } }
public void Disable() { GameObject.Destroy(this); }
/// <inheritdoc /> protected override GameObject OnCreateControl(Transform subCategoryList) { var tr = Object.Instantiate(SliderCopy, subCategoryList, false); tr.name = "SliderSet"; var sliderSet = tr.GetComponent <CustomSliderSet>(); sliderSet.onChange = null; sliderSet.onPointerUp = null; sliderSet.onSetDefaultValue = null; GameObject.Destroy(sliderSet); sliderSet.title.text = _settingName; sliderSet.title.color = TextColor; SetTextAutosize(sliderSet.title); var slider = sliderSet.slider; slider.minValue = _minValue; slider.maxValue = _maxValue; slider.onValueChanged.ActuallyRemoveAllListeners(); slider.onValueChanged.AddListener(SetValue); slider.GetComponent <ObservableScrollTrigger>() .OnScrollAsObservable() .Subscribe( data => { var scrollDelta = data.scrollDelta.y; var valueChange = Mathf.Pow(10, Mathf.Round(Mathf.Log10(slider.maxValue / 100))); if (scrollDelta < 0f) { slider.value += valueChange; } else if (scrollDelta > 0f) { slider.value -= valueChange; } }); var inputField = sliderSet.input; inputField.onEndEdit.AddListener( txt => { try { var result = StringToValue?.Invoke(txt) ?? float.Parse(txt) / 100f; slider.value = Mathf.Clamp(result, slider.minValue, slider.maxValue); } catch { // Ignore parsing errors, lets user keep typing } }); slider.onValueChanged.AddListener( f => { if (ValueToString != null) { inputField.text = ValueToString(f); } else { inputField.text = Mathf.RoundToInt(f * 100).ToString(); } }); var resetButton = sliderSet.button; resetButton.onClick.ActuallyRemoveAllListeners(); resetButton.onClick.AddListener(() => slider.value = _defaultValue); BufferedValueChanged.Subscribe(f => slider.value = f); return(tr.gameObject); }
private void MenuTearDown() { var menu = GameObject.Find("MainMenuObjects"); GameObject.Destroy(menu); }
private void SetupInput() { cameraRig = GameObject.FindObjectOfType <OVRCameraRig>(); if (cameraRig == null) { var mainCamera = Camera.main; Transform cameraParent = null; if (mainCamera != null) { cameraParent = mainCamera.transform.parent; // Destroy main camera GameObject.Destroy(cameraParent.gameObject); } // Instantiate camera rig as a child of the MixedRealityPlayspace cameraRig = GameObject.Instantiate(MRTKOculusConfig.Instance.OVRCameraRigPrefab); } // Ensure all related game objects are configured cameraRig.EnsureGameObjectIntegrity(); bool useAvatarHands = MRTKOculusConfig.Instance.RenderAvatarHandsInsteadOfController; // If using Avatar hands, de-activate ovr controller rendering foreach (var controllerHelper in cameraRig.gameObject.GetComponentsInChildren <OVRControllerHelper>()) { controllerHelper.gameObject.SetActive(!useAvatarHands); } if (useAvatarHands && !MRTKOculusConfig.Instance.AllowDevToManageAvatarPrefab) { // Initialize the local avatar controller GameObject.Instantiate(MRTKOculusConfig.Instance.LocalAvatarPrefab, cameraRig.trackingSpace); } var ovrHands = cameraRig.GetComponentsInChildren <OVRHand>(); foreach (var ovrHand in ovrHands) { // Manage Hand skeleton data var skeltonDataProvider = ovrHand as OVRSkeleton.IOVRSkeletonDataProvider; var skeltonType = skeltonDataProvider.GetSkeletonType(); var meshRenderer = ovrHand.GetComponent <OVRMeshRenderer>(); var ovrSkelton = ovrHand.GetComponent <OVRSkeleton>(); if (ovrSkelton == null) { continue; } switch (skeltonType) { case OVRSkeleton.SkeletonType.HandLeft: leftHand = ovrHand; leftSkeleton = ovrSkelton; leftMeshRenderer = meshRenderer; break; case OVRSkeleton.SkeletonType.HandRight: rightHand = ovrHand; rightSkeleton = ovrSkelton; righMeshRenderer = meshRenderer; break; } } }
protected void die() { GameObject.Destroy(this.gameObject); }
public void Destroy(GameObject gameObject) { Objects.Remove(gameObject); gameObject.Destroy(); }
void EnterGame() { GameObject.Destroy(gameObject); LuaMain.Main.EnterLuaGame(); }
private static bool HarvestHarvestable(HarvestPlant ths, GameObject harvestable, Sim actor, BurglarSituation burglarSituation) { if (harvestable == null) { return false; } harvestable.SetOwnerLot(actor.LotHome); harvestable.UnParent(); harvestable.RemoveFromWorld(); bool flag = false; if (burglarSituation == null) { if (actor.Inventory.TryToAdd(harvestable, false)) { flag = true; } } else { burglarSituation.StolenObjects.Add(harvestable); burglarSituation.CurrentValue += harvestable.Value; flag = true; } if (flag) { harvestable.AddFlags(GameObject.FlagField.WasHarvested); harvestable.RemoveComponent<HarvestableComponent>(); ths.PostHarvestHarvestable(actor, harvestable); return flag; } harvestable.Destroy(); return flag; }
public void SetupDropdown() { foreach (Transform child in itemParent) { GameObject.Destroy(child.gameObject); } for (int i = 0; i < dropdownItems.Count; ++i) { GameObject go = Instantiate(itemObject, new Vector3(0, 0, 0), Quaternion.identity) as GameObject; go.transform.SetParent(itemParent, false); setItemText = go.GetComponentInChildren <TextMeshProUGUI>(); textHelper = dropdownItems[i].itemName; setItemText.text = textHelper; Toggle itemToggle; itemToggle = go.GetComponent <Toggle>(); iHelper = i; itemToggle.onValueChanged.AddListener(UpdateToggle); if (dropdownItems[i].toggleEvents != null) { itemToggle.onValueChanged.AddListener(dropdownItems[i].toggleEvents.Invoke); } if (saveSelected == true) { if (invokeAtStart == true) { if (PlayerPrefs.GetInt(toggleTag + "Toggle") == 1) { dropdownItems[i].toggleEvents.Invoke(true); } else { dropdownItems[i].toggleEvents.Invoke(false); } } else { itemToggle.onValueChanged.AddListener(SaveToggle); } } else { if (invokeAtStart == true) { if (dropdownItems[i].isOn == true) { dropdownItems[i].toggleEvents.Invoke(true); } else { dropdownItems[i].toggleEvents.Invoke(false); } } else { if (dropdownItems[i].isOn == true) { itemToggle.isOn = true; } else { itemToggle.isOn = false; } } } if (invokeAtStart == true) { if (dropdownItems[i].isOn == true) { dropdownItems[i].toggleEvents.Invoke(true); } else { dropdownItems[i].toggleEvents.Invoke(false); } } } currentListParent = transform.parent; }