Пример #1
0
    public static UIStateSprite create(UIToolkit manager, string filename, int xPos, int yPos, int depth)
    {
        var filenames = new string[1] {
            filename
        };

        return(UIStateSprite.create(manager, filenames, xPos, yPos, depth));
    }
    public static UIStateSprite create(UIToolkit manager, string[] filenames, int xPos, int yPos, int depth)
    {
        // Grab the texture details for the initial state
        UITextureInfo firstNormalTI = manager.textureInfoForFilename(filenames[0]);
        Rect frame = new Rect(xPos, yPos, firstNormalTI.frame.width, firstNormalTI.frame.height);

        // create the button
        UIStateSprite sprite = new UIStateSprite(manager, frame, depth, firstNormalTI.uvRect);
        // Add frames
        sprite.addFrames(filenames);

        return sprite;
    }
Пример #3
0
    public static UIStateSprite create(UIToolkit manager, string[] filenames, int xPos, int yPos, int depth)
    {
        // Grab the texture details for the initial state
        UITextureInfo firstNormalTI = manager.textureInfoForFilename(filenames[0]);
        Rect          frame         = new Rect(xPos, yPos, firstNormalTI.frame.width, firstNormalTI.frame.height);

        // create the button
        UIStateSprite sprite = new UIStateSprite(manager, frame, depth, firstNormalTI.uvRect);

        // Add frames
        sprite.addFrames(filenames);

        return(sprite);
    }
    // Use this for initialization
    void Start()
    {
        stage = GameObject.Find( "Floor").GetComponent<Stage>();
        GameObject objUser = GameObject.Find( "User");
        statusUser = objUser.GetComponent<StatusUser>();
        motionUser = objUser.GetComponent<MotionUser>();
        attackUser = objUser.GetComponent<AttackUser>();
        motionCamera = Camera.mainCamera.GetComponent<MotionCamera>();

        // Se calcula la relación entre la resolución virtual de referencia y la resolución actual de pantalla
        fRatioX = Screen.width * 1.0f / iWidthScreen;
        fRatioY = Screen.height * 1.0f / iHeightScreen;

        // Se crea la barra de energía y se inicializan los parámetros relacionados.
        barUserEnergy = UIStateSprite.create( "Energy.png", 0, 0);
        barUserEnergy.hidden = false;
        barGunEnergy = UIStateSprite.create( "Level.png", 0, 0);
        barGunEnergy.hidden = false;
        textKilled = new UIText( "prototype", "prototype.png");
        textEnemies = new UIText( "prototype", "prototype.png");
        textRecord = new UIText( "prototype", "prototype.png");
        textEnemiesInstance = textEnemies.addTextInstance( "Enemigos: 0", iXTextEnemies * fRatioX, iYTextEnemies * fRatioY, 0.8f, 1, Color.green);
        textKilledInstance = textKilled.addTextInstance( "Asesinatos: 0", iXTextKilled * fRatioX, iYTextKilled * fRatioY, 0.8f, 1, Color.red);
        textRecordInstance = textRecord.addTextInstance( "Record: " + PlayerPrefs.GetInt( "Record", 0),
                                                         iXTextRecord * fRatioX, iYTextRecord * fRatioY, 0.8f, 1, Color.black);
        buttonPersp = UIButton.create( "emptyUp.png", "emptyDown.png", 0, 0);
        buttonPersp.hidden = false;
        textPersp = new UIText( "prototype", "prototype.png");
        textPerspInstance = textPersp.addTextInstance( motionCamera.strCameraPersp, iXTextPersp * fRatioX, iYTextPersp * fRatioY, 0.9f, 1, Color.blue);
    }
    // Use this for initialization
    void Awake()
    {
        // Se inicializa el estado del objeto.
        _iEnergy = iMaxEnergy;
        _action = Action.normal;
        _objKiller = _objKamikaze = null;

        // Se crea la barra de energía y se inicializan los parámetros relacionados.
        barEnergy = UIStateSprite.create( "Energy.png", 0, 0);
        barEnergy.zIndex = 1;
        bShowEnergy = false;
        bNewShowEnergy = true;
        fTimeShowEnergy = 0;
        barEnergy.hidden = true;

        thisAudioSource = audio;
        thisGameObject = gameObject;
        thisTransform = transform;
        thisRenderer = renderer;
        motionBot = GetComponent<MotionBot>();
        fMagnitude = thisRenderer.bounds.extents.magnitude; // Valor de la extensión del mesh de este enemigo.

        // Componente Stage del objeto que representa el nivel.
        stage = GameObject.Find( "Floor").GetComponent<Stage>();
        screenInterface = GameObject.Find( "Floor").GetComponent<ScreenInterface>();
    }
Пример #6
0
 public static UIStateSprite create(UIToolkit manager, string[] filenames, int xPos, int yPos)
 {
     return(UIStateSprite.create(manager, filenames, xPos, yPos, 1));
 }
Пример #7
0
 public static UIStateSprite create(string[] filenames, int xPos, int yPos)
 {
     return(UIStateSprite.create(UI.firstToolkit, filenames, xPos, yPos));
 }