void Load() { //ResourcesLoad _PrefabContent = Resources.Load <PrefabController>(_From); //MyMessageのリソーシズ var Sprite = Resources.Load <Sprite>("Image/icon1"); //MyMessageのアイコンの写真 //Instantiate var Prefab = Instantiate <PrefabController>(_PrefabContent, Vector3.zero, Quaternion.identity, _ScrollViewContent.transform); Prefab.SetText(inputField.text); //MyMessageのプレハブに渡すテキスト Prefab.SetSprite(Sprite); //MyMessageのプレハブに渡すスプライト Debug.Log("Load"); }
public override void trigger(Collider2D other) { if (object.ReferenceEquals(null, dilo)) { return; } if (Dillo.version.Equals(Dillo.DiloVersion.Normal)) { if (dilo.getDirection() == 0) { return; } Vector3 newPos = new Vector3(0, 0, 0); if (dilo.getDirection() == Dillo.DILO_DOWN) { newPos = new Vector3(transform.position.x, transform.position.y + PrefabController.TILESIZE + Dillo.DILO_INTERVAL, transform.position.z); } else if (dilo.getDirection() == Dillo.DILO_UP) { newPos = new Vector3(transform.position.x, transform.position.y - PrefabController.TILESIZE + Dillo.DILO_INTERVAL, transform.position.z); } else if (dilo.getDirection() == Dillo.DILO_LEFT) { newPos = new Vector3(transform.position.x + PrefabController.TILESIZE, transform.position.y + Dillo.DILO_INTERVAL, transform.position.z); } else if (dilo.getDirection() == Dillo.DILO_RIGHT) { newPos = new Vector3(transform.position.x - PrefabController.TILESIZE, transform.position.y + Dillo.DILO_INTERVAL, transform.position.z); } if (isBush) { newPos += new Vector3(0, -10, 0); } dilo.setPosition(newPos); AudioController.playSFX(AudioController.SFX.Bump); dilo.stop(); } else { DestroyObject(this.gameObject); //Instantiate(TilePecah,transform.position,Quaternion.Euler(Vector3.zero)); if (currWorld == 1) { PrefabController.addPrefab('n', transform.position - new Vector3(0, 10, 0)); } //Instantiate(TileNormal,this.transform.position - new Vector3(0,10,0),Quaternion.Euler(new Vector3(0,0,0))); } }
/// <summary> /// Transforms the prefabs. /// Only changes the guid's and fileIDs as the fields and classes should be exactly the same /// </summary> /// <param name="oldIDs"></param> /// <param name="newIDs"></param> /// <param name="originalProjectPath"></param> /// <param name="destinationProjectPath"></param> public static void TransformIDsOfPrefabs(List <ClassModel> oldIDs, List <ClassModel> newIDs, string originalProjectPath, string destinationProjectPath) { List <PrefabModel> exportPrefabs = new PrefabController().ExportPrefabs(originalProjectPath); List <ScriptMapping> scriptMappings = new List <ScriptMapping>(); IDController idController = new IDController(); PrefabView prefabView = new PrefabView(); foreach (PrefabModel prefab in exportPrefabs) { string[] parsedPrefab = idController.TransformIDs(prefab.Path, oldIDs, newIDs, ref scriptMappings); prefabView.SavePrefabFile(parsedPrefab, prefab, destinationProjectPath); } Debug.Log("Converted all prefabs to : " + destinationProjectPath); }
void Load() { //ResourcesLoad _PrefabContent = Resources.Load <PrefabController>(_From); var Sprite = Resources.Load <Sprite>("Image/icon1"); //アイコンの写真 //Instantiate var Prefab = Instantiate <PrefabController>(_PrefabContent, Vector3.zero, Quaternion.identity, _ScrollContent.transform); Prefab.SetText(inputField.text); Prefab.SetSprite(Sprite); //インスタンス.PrefabControllerのSetSprite(スプライトのリソーシズ) Debug.Log("Load"); }
int _Loop = 0; //dicを何回繰り返したら?の時その数字はint型 //④最初の処理(Start) void Start() { _SentButton.onClick.AddListener(OnClickSentButton); //送信ボタンのイベント登録 if (inputField.text != "") //もし入力したテキストに何かしらの文字が入っていたら { OnClickSentButton(); //OnClickSentButtonの処理を行って } Debug.Log("Start"); //スタート関数のデバッグログ表示 //BotのDictionary dic.Add(0, "こんにちわ"); dic.Add(1, "なに?"); dic.Add(2, "へ〜"); dic.Add(3, "それな"); dic.Add(4, "無理w"); _PrefabBotContent = Resources.Load <PrefabController>(_FromBot); //Botのリソーシズ //Botのプレハブ(Object)はリソーシズでロードしてBotPrefabControllerからコンポーネントをアタッチしてUIを_FromBotから持ってくる }
void GenerateTerrain() { RestartGame(); terrainSize = PrefabController.GetSize(PrefabController.Prefab.Terrain); halfRegionSize = terrainSize * 0.5f; TerrainGeneration terrain = PrefabController.CreateGameObject(PrefabController.Prefab.Terrain).GetComponent <TerrainGeneration>(); terrain.Initialize(halfRegionSize); terrains.Add(TerrainPosition.Bot, terrain); float z = terrains[TerrainPosition.Bot].Position.z + terrainSize.y; int extraTerrains = (int)TerrainPosition.Count; for (int i = 1; i < extraTerrains; i++) { GameObject terrainClone = PrefabController.CreateGameObject(PrefabController.Prefab.Terrain); Vector3 position = terrainClone.transform.position; position.z = z; terrainClone.transform.position = position; terrain = terrainClone.GetComponent <TerrainGeneration>(); terrain.Initialize(halfRegionSize); terrains.Add((TerrainPosition)i, terrain); z += terrainSize.y; } }
void Awake() { Instance = this; }
void Awake() { instance = this; curPrefabPositionX = startPrefabPositionX; }
private void ProcessMessage(byte id, NetIncomingMessage message) { //Protokoll : [Byte], [Value], [Value], ... ClientData _client = clients[message.SenderEndPoint]; switch (id) { case 0x0: //positionupdate _client.MoveDir = (MoveDirs)message.ReadInt32(); _client.Rotation = new Vector3(message.ReadFloat(), message.ReadFloat(), message.ReadFloat()); if (_client.WantsPredict) { float movetime = message.ReadFloat(); if (movetime <= _client.moveTime) { if (debugMode) { Debug.Log("Client movetime mismatch! Client(" + _client.ID + "):" + movetime + " -- " + _client.moveTime); } } } break; case 0x1: //gamestate List <ClientData> _clients = (from client in clients where client.Value.ID != clients[message.SenderEndPoint].ID select client.Value).ToList(); foreach (ClientData c in _clients) { if (c.Connection == null) { continue; } PacketController.getInstance().SendPlayerList(c, clients[message.SenderEndPoint].Connection); } foreach (var netObject in netObjs.Values) { PacketController.getInstance() .SendNetworkObjectSpawn(netObject, clients[message.SenderEndPoint].Connection); } Debug.Log("Sent PLAYERLIST to " + clients[message.SenderEndPoint].ID); /*Takes me one step closer to the * edge and I'm about to */ break; case 0x3: //statsUpdate short defenderId = message.ReadInt16(); ClientData defender = (from client in clients where client.Value.ID == defenderId select client.Value).ToList()[0]; ClientData attacker = clients[message.SenderEndPoint]; HealthController.getInstance().CalculatePlayerHitpoints(attacker, defender); foreach (ClientData client in clients.Values) { PacketController.getInstance().SendPlayerHPUpdate(defender, client.Connection); } break; case 0x4: //update animation ClientData animPlayer = clients[message.SenderEndPoint]; animPlayer.AnimationState = (AnimationStates)message.ReadInt32(); List <ClientData> _others = Utils.GetOtherClients(animPlayer, clients); foreach (ClientData c in _others) { PacketController.getInstance().SendPlayerAnimationState(animPlayer, c.Connection); } break; case 0x5: //chat event //TODO add chat controller and check message for different parameter //TODO add differenct chat channels //TODO make it possible to write a personal message to other players //TODO add commands foreach (ClientData rec in clients.Values) { PacketController.getInstance().SendChatMessage(clients[message.SenderEndPoint], rec.Connection, message.ReadString()); } break; case 0x6: //team join int teamId = message.ReadInt32(); if (TeamController.getInstance().AddToTeam(clients[message.SenderEndPoint], teamId)) { GameServerCycle.getInstance().SpawnPlayer(clients[message.SenderEndPoint]); } foreach (var receiver in clients.Values) { PacketController.getInstance() .SendPlayerTeamJoin(clients[message.SenderEndPoint], receiver.Connection); } break; case 0x7: //farming short interactEntityID = message.ReadInt16(); Vector3 targetPos = new Vector3(message.ReadFloat(), message.ReadFloat(), message.ReadFloat()); if (netObjs.ContainsKey(interactEntityID) && Utils.CanInteract(clients[message.SenderEndPoint], targetPos)) { //TODO add multiple ressources and dont return on another prefab as tree //TODO get a list of interactable types / mineable types //TODO add a interact function to every type of entity and call the function of the networkobject if (netObjs[interactEntityID].prefabType != PrefabTypes.TREE) { return; } Vector3 dropLocation = Utils.CalculateDropLocation(netObjs[interactEntityID].Position, (int)GameConstants.dropRange); GameServerCycle.getInstance().DestroyNetObject(netObjs[interactEntityID]); PrefabController.getInstance().SpawnPrefab(PrefabTypes.WOOD, dropLocation); } break; case 0x8: //addItemRequest / pickup Item //TODO add picker //short pickerID = message.ReadInt16(); short netId = message.ReadInt16(); if (netObjs.ContainsKey(netId) && Utils.CanInteract(clients[message.SenderEndPoint], netObjs[netId].Position)) { //TODO move into own class as an interact event and check what happens if a player interacts with an item (pickup, destroy etc.) //GameServerCycle.getInstance().DestroyNetObject(netObjs[netId].gameObject); //var response = server.CreateMessage(); //response.Write((byte) PacketTypes.PICKUP); //response.Write(netId); //server.SendToAll(response, NetDeliveryMethod.ReliableUnordered); //TODO check add inventory attribute to the clientdata } break; case 0x9: //weapon change event _client.WeaponState = (WeaponStates)message.ReadInt32(); if (debugMode) { Debug.Log("Changed weapon of " + _client.ID + " to " + _client.WeaponState); } PacketController.getInstance().SendWeaponChange(_client); break; case 0x10: //spawn // netId = message.ReadInt16(); break; case 0x11: //attack request (spells, projectiles) PrefabController.getInstance().SpawnPrefab(PrefabTypes.ARROW, _client.Position); break; } }
public static void complete() { if (isFinish) { return; } DestroyObject(dilo); int highscore = lvl.getScore(); int curScore = 0; //score langkah if (movesDone <= minMoves) { curScore += 200; } else if (movesDone <= minMoves + 2) { curScore += 100; } else { curScore += 50; } if (starCollected == 1) { curScore += 250; } else if (starCollected == 2) { curScore += 500; } else if (starCollected == 3) { curScore += 800; } GameObject result = PrefabController.addResultScreen(); result.GetComponentInChildren <Score>().updateScore(curScore); if (curScore > highscore) { lvl.setMoves(movesDone); lvl.setStar(starCollected); lvl.setScore(curScore); } if (level < LevelSelection.numLevel) { GameData.setLevelData(world, level, lvl); GameData.unlockLevel(world, level + 1); } else { GameData.setLevelData(world, level, lvl); GameData.unlockLevel(world + 1, 1); } //GameData.SaveData(); isFinish = true; }
void Awake() { //Make singleton prefabController = this; }
private void Awake() { _instance = this; }
public override void trigger(Collider2D other) { DestroyObject(this.gameObject); PrefabController.addPrefab('w', transform.position); AudioController.playSFX(AudioController.SFX.IceBreak); }