Пример #1
0
        private void IDFrameDataUI(int frameIndex, FrameType frameType)
        {
            FrameData   frameData   = GetFrameData(frameIndex);
            IDFrameData idFrameData = default;

            switch (frameType)
            {
            case FrameType.CommandAttack:
                idFrameData = frameData.commandAttackFrameData;
                break;

            case FrameType.CommandSkill:
                idFrameData = frameData.commandSkillFrameData;
                break;
            }
            IDData idData = idFrameData.idData;

            SpaceWithLabel(LabelEffectID);
            idData.id          = TextField(idData.id);
            idFrameData.idData = idData;
            Controller.SetIDFrameData(frameIndex, frameType, idFrameData);
            bool isDelete = SpaceWithButton(BtnDelete);

            if (isDelete)
            {
                Controller.DeleteIDFrameData(frameIndex, frameType);
            }
        }
Пример #2
0
 private static void LoadData()
 {
     if (currentData == null)
     {
         currentData = (IDData.saveKey + ".json").LoadData <IDData>();
         if (currentData == null)
         {
             currentData = new IDData();
         }
     }
 }
Пример #3
0
    void Start()
    {
        //Get the camera if this is a player.
        if (gameObject.name.Contains("Player"))
        {
            IDData     id = GetComponent <IDData>();
            string     s  = id.PlayerID + " Camera";
            GameObject o  = GameObject.Find(s);
            Cam = o.transform;
        }

        Self    = transform;
        GenData = WorldConstants.MatchWrapper.GetComponent <CreateLevel>();
    }
Пример #4
0
    void Awake()
    {
        //Cache references to other actor components.

        OwnerStats     = GetComponent <Stats>();
        ActorData      = GetComponent <IDData>();
        Animator       = GetComponent <Animator>();
        MeshController = GetComponent <SetMeshFor2D>();
        Coll           = GetComponent <BoxCollider>();
        ColManager     = GetComponent <CollisionManager>();

        ActorProps   = GetComponent <ActorProperties>();
        PlayerProps  = GetComponent <PlayerProperties>();
        CameraConsts = WorldConstants.ConstantsOwner.GetComponent <CameraConstants>();
    }
Пример #5
0
    public GameObject CreatePlayerCamera(GameObject playerFollowing, int totalCameras)
    {
        //Create.
        GameObject g       = (GameObject)Instantiate(PlayerCameraPrefab);
        Vector3    playPos = playerFollowing.transform.position;

        g.transform.position = new Vector3(playPos.x, playPos.y, g.transform.position.z);

        //Get components.
        IDData             dat = playerFollowing.GetComponent <IDData>();
        CameraFollowScript c   = g.GetComponent <CameraFollowScript>();

        //Set component data.
        g.name = dat.PlayerID + " Camera";
        c.SetTarget(playerFollowing.GetComponent <StateMachine>());

        //Set the view area.
        int i = dat.PlayerID - 1;

        switch (totalCameras)
        {
        case 1: break;

        case 2: c.camera.rect = new Rect(i * 0.5f, 0.0f, 0.5f, 1.0f);
            break;

        case 3: c.camera.rect = (i < 2 ? new Rect(i * 0.5f, 0.0f, 0.5f, 0.5f) :
                                 new Rect(0.25f, 0.5f, 0.5f, 0.5f));
            break;

        case 4: c.camera.rect = (i < 2 ? new Rect(i * 0.5f, 0.0f, 0.5f, 0.5f) :
                                 new Rect((i - 2) * 0.5f, 0.5f, 0.5f, 0.5f));
            break;

        default: throw new ArgumentOutOfRangeException("Must be one to four players!");
        }

        //Set the view size.
        c.camera.orthographicSize = Screen.height * c.camera.rect.height * 0.5f * scale / SpriteHeight;
        ShowCullLayer(c.camera, "Background " + dat.PlayerID);

        return(g);
    }
Пример #6
0
        public void SetID <Index>(Index[] data, PrimitiveType primitiveType) where Index : struct
        {
            Activate();
            uint bufferID = RequestBuffer(idBufferBinding);

            GL.BindBuffer(BufferTarget.ElementArrayBuffer, bufferID);
            var type           = typeof(Index);
            int elementBytes   = Marshal.SizeOf(type);
            int bufferByteSize = data.Length * elementBytes;

            // set buffer data
            GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)bufferByteSize, data, BufferUsageHint.StaticDraw);
            //cleanup state
            Deactive();
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
            //save data for draw call
            DrawElementsType drawElementsType = GetDrawElementsType(type);

            idData = new IDData(primitiveType, data.Length, drawElementsType);
        }
Пример #7
0
    public GameObject CreatePlayer(Vector2 pos, byte id, byte input, Color team)
    {
        //TODO: Also take in the player's chosen character, input id, and set animation/stats.

        GameObject g = (GameObject)Instantiate(PlayerPrefab);

        g.transform.position = new Vector3(pos.x, pos.y, PlayerPrefab.transform.position.z);
        g.name = "Player";

        IDData dat = g.GetComponent <IDData>();

        dat.PlayerID = id;
        dat.Team     = team;
        dat.SetRenderColor();

        WorldConstants.MatchController.GetComponent <InputManager>().RegisterPlayerInput(id, input);

        WorldConstants.ColTracker.AddActor(g.GetComponent <StateMachine>());

        CreateMinimapIcon(pos, Animations.MM_Player, team, MinimapIconScaling.Player, MinimapIconZPoses.Player).transform.parent = g.transform;

        return(g);
    }