public TestTileCollisions() { this.levelScene = (LevelScene)Systems.scene; this.roomScene = (RoomScene)this.levelScene.rooms[0]; this.character = Systems.localServer.MyCharacter; this.tilemap = this.roomScene.tilemap; }
public Player(LevelScene _levelScene) : base(_levelScene) { Sprite = Sprites.GetSprite("spr_player_idle"); SpriteWidth = Sprite.Width; SpriteHeight = Sprite.Height; Origin = new Vector2(SpriteWidth / 2, SpriteHeight / 2); Depth = .75f; }
public async void Start(Canvas Tela) { await Windows.ApplicationModel.Core.CoreApplication.MainView.CoreWindow.Dispatcher.RunAsync(Windows.UI.Core.CoreDispatcherPriority.Normal, () => { //Debug.WriteLine("Criando HuD"); // Interface interfaceManager = new InterfaceManager(Tela); //Debug.WriteLine("HuD Criada"); // Carregando itens Encyclopedia.LoadEncyclopedia(); QuestList.LoadQuests(); // Criar o scenario e instanciar o player scene = new LevelScene(interfaceManager.CanvasChunck01); // Banco de dados //Debug.WriteLine("Carregando banco de dados"); QuestList.LoadQuests(); Encyclopedia.LoadNPC(); CraftingEncyclopedia.LoadCraftings(); // Quests player._Questmanager.ReceiveNewQuest(QuestList.allquests[1]); player._Questmanager.ReceiveNewQuest(QuestList.allquests[2]); player._Questmanager.actualQuest = player._Questmanager.allQuests[1]; // Criando HuD interfaceManager.GenerateHUD(); // Crafting CraftingStation = new Crafting(); player._Inventory.AddToBag(new Slot(2, 90)); player._Inventory.AddToBag(new Slot(13, 1)); player._Inventory.AddToBag(new Slot(21, 1)); player._Inventory.AddToBag(new Slot(22, 1)); player._Inventory.AddToBag(new Slot(23, 1)); player._Inventory.AddToBag(new Slot(24, 1)); player._Inventory.AddToBag(new Slot(18, 2)); foreach (Mob mob in mobs) { mob.Start(); } // Update TUpdate = new Task(Update); TUpdate.Start(); }); // Carrega interface // Draw //TDraw = new Task(Draw); //TDraw.Start(); }
void HandlePreviewCamera(GameObject r, LevelScene scene) { var camera = r.GetComponentInChildren <Camera>(); if (camera != null) { scene.previewPosition = camera.transform.position; scene.previewOrientation = camera.transform.rotation; } }
public override void OnInspectorGUI() { base.OnInspectorGUI(); levelScene = target as LevelScene; levelScene.Update(ref levelScene.titre, "Titre"); if (levelScene.titre.Length > 50) { levelScene.titre = levelScene.titre.Substring(0, 50); } levelScene.Update(ref levelScene.available, "Available"); }
private void OnTitleScreenSkipped(object sender, EventArgs e) { if (!transitionIsActive) { var titleScreen = sender as TitleScreen; titleScreen.SceneSkipped -= OnTitleScreenSkipped; var levelScene = new LevelScene(); levelScene.GameWon += OnGameWon; levelScene.GameOver += OnGameOver; StartTransitionToNextScene(levelScene); } }
void HandleSun(GameObject r, LevelScene scene) { var lights = r.GetComponentsInChildren <Light>(); foreach (var l in lights) { if (l.type != LightType.Directional) { continue; } scene.sunDirection = l.transform.forward; } }
protected override IEnumerator LoadScene(LevelScene scene, Action<float, string> progressDelegate) { /* * Old Chinese trick: When loading scene, some of the components in this scene may not be initialized by unity * In this situation, object.GetComponent<>() will not work on some game objects. * That is why we can just skip one frame and let unity finally do it's job. */ yield return null; /* * When loading scene, make sure LevelRoot knows about what scene it is currently in. * Find LevelDescriptor with the corresponding ID and assign it to the CurrentLevel property of the LevelRoot */ scene.LevelRoot.CurrentLevel = LevelManagementService.Levels.FirstOrDefault(level => level.Id == scene.Id); yield break; }
// Use this for initialization void Start() { GameObject gameManagerObject = GameObject.FindGameObjectWithTag(Tags.GAME_MANAGER); if (gameManagerObject == null) { gameManagerObject = GameObject.Instantiate(Resources.Load(Prefabs.GAME_MANAGER) as GameObject); gameManager = gameManagerObject.GetComponent<GameManager>(); } else { // increment stamina accordingly GameObject playerObject = GameObject.FindGameObjectWithTag(Tags.PLAYER); Player player = playerObject.GetComponent<Player>(); player.totalStamina += GameManager.staminaAddition; player.stamina = player.totalStamina; } levelScene = GameObject.FindGameObjectWithTag(Tags.LEVEL_SCENE).GetComponent<LevelScene>(); levelScene.SpawnDoor(GameManager.day); }
// Use this for initialization void Start() { GameObject gameManagerObject = GameObject.FindGameObjectWithTag(Tags.GAME_MANAGER); if (gameManagerObject == null) { gameManagerObject = GameObject.Instantiate(Resources.Load(Prefabs.GAME_MANAGER) as GameObject); gameManager = gameManagerObject.GetComponent <GameManager>(); } else { // increment stamina accordingly GameObject playerObject = GameObject.FindGameObjectWithTag(Tags.PLAYER); Player player = playerObject.GetComponent <Player>(); player.totalStamina += GameManager.staminaAddition; player.stamina = player.totalStamina; } levelScene = GameObject.FindGameObjectWithTag(Tags.LEVEL_SCENE).GetComponent <LevelScene>(); levelScene.SpawnDoor(GameManager.day); }
protected override IEnumerator UnloadScene(LevelScene scene, Action<float, string> progressDelegate) { yield break; }
void Awake() { Instance = this; }
public override void ImGuiLayout() { //MainTab if (ImGui.BeginMainMenuBar()) { if (ImGui.BeginMenu("File")) { if (ImGui.MenuItem("Save")) { _game.Exit(); } ImGui.MenuItem("Load"); ImGui.EndMenu(); } if (ImGui.BeginMenu("View")) { ImGui.Checkbox("Editor Tile Grid", ref viewTileGrid); ImGui.EndMenu(); } if (RunningGame) { if (ImGui.MenuItem("Stop Run")) { RunningGame = false; gameRunner = null; } } else if (ImGui.MenuItem("Run")) { gameRunner = new GameRunner(_game._graphics, _game.spriteBatch, _game.Content); LevelScene ls = new LevelScene(gameRunner, TileLayers); ls.Backgrounds = BackgroundList.ToArray(); gameRunner.CurrentScene = ls; RunningGame = true; } ImGui.EndMainMenuBar(); } if (!RunningGame) { TilePallateWindow(); //Tile Layers window if (ImGui.BeginTabBar("Layers")) { TileLayerWindow(); BackgroundTab(); ImGui.EndTabBar(); } GameWindow(); } else { ImGui.Begin("GameWindow", ref RunningGame, ImGuiWindowFlags.AlwaysAutoResize); ImGui.Image(levelTexture, new Num.Vector2(Screen.GameWidth, Screen.GameHeight) * 3); ImGui.End(); } }
public Entity(LevelScene _levelScene) { levelScene = _levelScene; }
public TestCollideDetect() { this.levelScene = (LevelScene)Systems.scene; this.roomScene = (RoomScene)this.levelScene.rooms[0]; this.character = Systems.localServer.MyCharacter; }
private void UnregisterLevelSceneHandlers(LevelScene levelScene) { levelScene.GameWon -= OnGameWon; levelScene.GameOver -= OnGameOver; }
public TestPhysicsMovement() { this.levelScene = (LevelScene)Systems.scene; this.roomScene = (RoomScene)this.levelScene.rooms[0]; this.character = Systems.localServer.MyCharacter; }
/// <summary> /// Creates the actual JamEntry which stores information about the game. /// </summary> public void DrawJamCreation() { //Provide Name //Provide Creator //Provide Scenes //Provide Controls creatorName = EditorGUILayout.TextField("Name of Team", creatorName); entryName = EditorGUILayout.TextField("Name of Entry", entryName); identifier = EditorGUILayout.TextField("Entry Identifier", identifier); DrawDivider(); #region Scene List for (int i = 0; i < scenes.Count; i++) { EditorGUILayout.BeginHorizontal(); scenes[i].scene = EditorGUILayout.ObjectField("Scene [" + i + "]", scenes[i].scene, typeof(Object), false); EditorGUILayout.BeginHorizontal(); GUIStyle style = EditorStyles.miniButtonRight; style.fixedWidth = 35; if (GUILayout.Button("Remove")) { scenes.RemoveAt(i); } if (i > 0) { if (GUILayout.Button("^", style)) { LevelScene temp = scenes[i - 1]; scenes[i - 1] = scenes[i]; scenes[i] = temp; } } if (i < scenes.Count - 1) { if (GUILayout.Button("V", style)) { LevelScene temp = scenes[i + 1]; scenes[i + 1] = scenes[i]; scenes[i] = temp; } } EditorGUILayout.EndHorizontal(); EditorGUILayout.EndHorizontal(); } if (scenes.Count < 1 || scenes[scenes.Count - 1] != null) { spareScene = EditorGUILayout.ObjectField("New Scene", spareScene, typeof(Object), false); if (spareScene != null) { LevelScene scene = new LevelScene(); scene.scene = spareScene; scene.LevelName = spareScene.name; //Debug.Log("Scene.scene: " + scene.scene + "\nScene.LevelName: " + spareScene.name); scenes.Add(scene); spareScene = null; } } else { } #endregion DrawDivider(); #region Create JamEntry Button if (GUILayout.Button("Create JamEntry Resource!")) { #region Creator Name & Entry Name Field Checking bool jamNameValid = false; bool creatorValid = false; if (creatorName.Length > 0 && creatorName.Length < 50) { creatorValid = true; } else { Debug.LogError("Creator Name is invalid.\nLength is zero or longer than 50 characters.\n"); } if (entryName.Length > 0 && entryName.Length < 50) { jamNameValid = true; } else { Debug.LogError("Jam Entry Name is invalid.\nLength is zero or longer than 50 characters.\n"); } #endregion if (jamNameValid && creatorValid) { CreateJamEntry(); } } #endregion }
public void Serialize(ref ByteStream levelBits, GameObject excludeRoot = null) { // Make sure that we have our map components. EnsureMapComponentsLoaded(); meshManager.Clear(); var scene = new LevelScene(); scene.root.name = scene.name = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name; int id = 0; int.TryParse(RenderSettings.skybox.name, out id); if (id < 5) { id = 11; } scene.skyboxId = id; // Grab a copy of the world... var rootObjects = UnityEngine.SceneManagement.SceneManager.GetActiveScene().GetRootGameObjects(); foreach (GameObject r in rootObjects) { if (r == excludeRoot) { continue; } OptimizeLevelGeometry(r); HandleSun(r, scene); HandlePreviewCamera(r, scene); var item = SerializeGameObject(r, true); if (item != null) { scene.root.children.Add(item); } } meshManager.FinalizeProxies(); // Now generate some static GOs and add to the scene. We generate // separate GOs for renderable, collidable or both geometry. foreach (var pm in meshManager.Proxies) { var staticGo = new GameObject(); staticGo.name = "StaticMesh_" + (pm.material != null ? pm.material.name : "Invisible"); var mf = staticGo.AddComponent <MeshFilter>(); mf.sharedMesh = pm.mesh; if ((pm.type & ProxyMeshInfo.MeshTypes.IsVisual) != 0) { var mr = staticGo.AddComponent <MeshRenderer>(); mr.material = pm.material; // Need to actually set these values to get lightmapping... mr.lightmapIndex = 0; mr.lightmapScaleOffset = new Vector4(1, 1, 0, 0); staticGo.name += "_R"; } if ((pm.type & ProxyMeshInfo.MeshTypes.IsCollider) != 0) { staticGo.AddComponent <MeshCollider>(); staticGo.name += "_MC"; } var levelRoot = SerializeGameObject(staticGo); if (levelRoot != null) { scene.root.children.Add(levelRoot); } levelRoot.mesh.Flags |= LevelMesh.MeshFlags.IsStatic; GameObject.DestroyImmediate(staticGo); } // Do final propagation of max vertex counts. foreach (var c in scene.root.children) { if (c.LargestChildVertexCount > scene.root.LargestChildVertexCount) { scene.root.LargestChildVertexCount = c.LargestChildVertexCount; } } // Actually write to stream. Profiler.BeginSample("Serialize"); var sh = new SerializerHelper(); sh.Stream = new ByteStream(); // Write header info - Marble it Up Level v5 // v1 - initial format // v2 - added lightmaps // v3 - added level timing // v4 - added map hash // v5 - added map author sh.Stream.WriteByte((byte)'m'); sh.Stream.WriteByte((byte)'u'); sh.Stream.WriteByte((byte)'l'); sh.Stream.WriteByte((byte)'6'); if (GameObject.Find("StartPad") == null) { sh.Stream.WriteByte((byte)'M'); // Multiplayer sh.Stream.WriteByte((byte)'1'); // TODO - Encode MP Mode support } else { sh.Stream.WriteByte((byte)'S'); // Singleplayer sh.Stream.WriteByte((byte)'0'); // Unused MP Mode support } float silver = 45, gold = 20, diamond = 15; LevelTiming lt = GameObject.FindObjectOfType <LevelTiming>(); if (lt != null) { silver = (float)(Math.Truncate(100 * lt.SilverTime) / 100f); gold = (float)(Math.Truncate(100 * lt.GoldTime) / 100f); diamond = (float)(Math.Truncate(100 * lt.DiamondTime) / 100f); } sh.Stream.WriteSingle(silver); sh.Stream.WriteSingle(gold); sh.Stream.WriteSingle(diamond); string author = ""; if (lt != null) { author = lt.Author; } sh.Stream.WriteString(author); PlayModifiers phym = GameObject.FindObjectOfType <PlayModifiers>(); string physParams = ""; if (phym != null) { physParams = phym.ToJSON(); } sh.Stream.WriteString(physParams); var hashStream = new SerializerHelper(); hashStream.Write(scene); string hash = "000-" + UnityEngine.Random.Range(0, int.MaxValue); using (System.Security.Cryptography.SHA1CryptoServiceProvider sha1 = new System.Security.Cryptography.SHA1CryptoServiceProvider()) { hash = Convert.ToBase64String(sha1.ComputeHash(hashStream.Stream.Buffer)); } sh.Stream.WriteString(hash); // And write the scene. sh.Write(scene); // Also, write the lightmaps. SerializeLightmaps(ref sh); levelBits = sh.Stream; // If you want to enable compression of level files, this is // where to do it. //levelBits.Buffer = SerializerHelper.Compress(levelBits.Buffer); levelSize = levelBits.Position / 1024; Debug.Log("Serialized level, length = " + levelSize + "kb"); Profiler.EndSample(); }
public void SetMap(LevelScene map) { mapTarget = map; image.sprite = map.sprite; }
public void SetLevel(LevelScene pLevel) { level = pLevel; }