public override void Start() { mManager.GameEventDistributor += game_event_listener; //setup flat camera mFlatCamera = new FlatCameraManager(new Vector3(10000, 10000, 0), 9); mFlatCamera.Camera.depth = 101; //we want this on top always //mFlatCamera.Camera.clearFlags = CameraClearFlags.SolidColor; mFlatCamera.Camera.clearFlags = CameraClearFlags.Depth; mFlatCamera.Camera.backgroundColor = new Color32(37, 37, 37, 255); mFlatCamera.fit_camera_to_screen(true); //setup RT camera mRTCamera = new FlatCameraManager(new Vector3(10000, -6000, 0), 10); mRTCamera.set_render_texture_mode(true); mRTCamera.Camera.GetComponent <Camera>().name = "TCMCAMERA"; mRTCamera.fit_camera_to_game(); mRTImage = new FlatElementImage(mRTCamera.RT, 1); mRTImage.PrimaryGameObject.name = "TCMIMAGE"; mRTImage.HardScale = Vector3.one * mFlatCamera.Width / mRTImage.mImage.PixelDimension.x; ModeNormalPlay.slide_image(mFlatCamera, null, mRTImage, false, true); mElement.Add(mRTImage); //this is seen by main flat camera and not RT camera FYI initialize_depth_warning(); mManager.mAssetLoader.new_load_asset_bundle("START", delegate(AssetBundle aBundle){ start_screen_loaded_callback(aBundle, "START"); }); //this isn't working anyhow //mManager.StartCoroutine(test_you_are_playing_as()); }
public void reload() { //note this will glitch if you try and reset inside of start screen ModeNormalPlay.slide_image(mFlatCamera, null, mRTImage, false); set_start_screen_character_transparency(); start_configuration_display(); }
public override void Update() { mFlatCamera.update(Time.deltaTime); foreach (FlatElementBase e in mElement) { e.update(Time.deltaTime); } TED.update(Time.deltaTime); ModeNormalPlay.draw_render_texture(mRTCamera); if (!GameConstants.XB1) { if (mManager.mZigManager.DepthView.DepthTexture != null) { mDepthImage.set_new_texture(mManager.mZigManager.DepthView.DepthTexture, new Vector2(160, 120)); } } //TEST CODE FOR XB1 DEPTH/IMAGE DISPLAY CAN DELETE //mDepthImage.set_new_texture((mManager.mZigManager.ZgInterface as MicrosoftZig).mKinect.DepthTexture,new Vector2(160,120)); //if(mManager.mZigManager.ImageView.imageTexture != null) //mColorImage.set_new_texture((mManager.mZigManager.ZgInterface as MicrosoftZig).mColorImageRT,new Vector2(300,300)); /*Material mat2 = new Material(ManagerManager.Manager.mReferences.mXB1ClearShader); * mat2.SetTexture("_MainTex",(mManager.mZigManager.ZgInterface as MicrosoftZig).mKinect.LabelTexture); * mDepthImage.PrimaryGameObject.GetComponentInChildren<Renderer>().material = mat2; * * Material mat = new Material(ManagerManager.Manager.mReferences.mXB1KinectImageMaskingShader); * mat.SetTexture("_MainTex",(mManager.mZigManager.ZgInterface as MicrosoftZig).mKinect.ColorTexture); * mat.SetTexture("_AlphaTex",(mManager.mZigManager.ZgInterface as MicrosoftZig).mKinect.LabelTexture); * mColorImage.PrimaryGameObject.GetComponentInChildren<Renderer>().material = mat;*/ }
public Texture render_gift(int index) { if (index < mStages.Count) { mPlayerImage.set_new_texture(mStages[index].playerTex, new Vector2(2001, 1500) * 1.3f); ModeNormalPlay.draw_render_texture(mFlatCamera); } return(mFlatCamera.RT); }
void game_event_listener(string name, object[] args) { if (name == "NEW CHARACTER") { //if ((CharacterIndex)args[0] == CharacterIndex.sFetus) { ModeNormalPlay.slide_image(mFlatCamera, mRTImage, null, false); } } }
public override void Start() { CurrentCharacterLoader = null; if (GS != GameState.TEST) { GS = GameState.MENU; } mModeTesting = new ModeTesting(this); mModeChallenge = new ModeChallenge(this); mModeNormalPlay = new ModeNormalPlay(this); mModeSimian = new ModePerfectSimian(this); mManager.GameEventDistributor += game_event_listener; }
//ModeNormalPlay mModeNormalPlay; public GiftManager(ManagerManager aManager, ModeNormalPlay aNormalPlay) { //mModeNormalPlay = aNormalPlay; mManager = aManager; }
public SunsetManager(ManagerManager aManager, ModeNormalPlay aNormalPlay) { mModeNormalPlay = aNormalPlay; mManager = aManager; IsLoaded = false; }
public NewInterfaceManager(ManagerManager aManager, ModeNormalPlay aPlay) { mManager = aManager; mModeNormalPlay = aPlay; }
public AstronautPlay(ModeNormalPlay aMode) { mMode = aMode; TED = new TimedEventDistributor(); }
//ModeNormalPlay mModeNormalPlay; public ChoosingManager(ManagerManager aManager, ModeNormalPlay aModeNormalPlay) { //mModeNormalPlay = aModeNormalPlay; mManager = aManager; }