// OnEnable(): is called when the gameObject becomes active public void BecomesEnable() { if (m_WallRendererType == WallRendererType.SideWall) { if (Wall.Instance != null) fMovementSpeed = Wall.Instance.WallSidesSpeed; // if: Spawns the new instance based on the position of the last instance if (s_lastWallSideInstance == null) { transform.position = Vector3.zero; } else transform.position = s_lastWallSideInstance.transform.position + new Vector3(0f, fSpriteLength, 0f); // Sets this to the most recent instance s_lastWallSideInstance = this; } else { if (Wall.Instance != null) fMovementSpeed = Wall.Instance.WallBackgroundSpeed; // if: Spawns the new instance based on the position of the last instance if (s_lastWallBackgroundInstance == null) transform.position = Vector3.zero; else transform.position = s_lastWallBackgroundInstance.transform.position + new Vector3(0f, fSpriteLength, 0f); // Sets this to the most recent instance s_lastWallBackgroundInstance = this; } }
public static void LoadScene(int _sceneId) { Application.LoadLevel(2); // Call All Reset Statics PlayerChildFSM.ResetStatics(); PlayerMain.ResetStatics(); player_control.ResetStatics(); GameManager.ResetStatics(); EndGamePanel.ResetStatics(); PlayerSquadFSM.ResetStatics(); SquadChildFSM.ResetStatics(); Wall.ResetStatics(); WallRenderer.ResetStatics(); Nutrients.ResetStatics(); ECPoolManager.ResetStatics(); ECIdleState.ResetStatics(); DirectionDatabase.ResetStatics(); FormationDatabase.ResetStatics(); PathQuery.ResetStatics(); PointDatabase.ResetStatics(); PositionQuery.ResetStatics(); ECTracker.ResetStatics(); EnemyMainFSM.ResetStatics(); Application.LoadLevel(_sceneId); }
public void GenerateRoom() { grid = new string[, ] { { "#", "#", "#", "#", "#" }, { "#", ".", ".", ".", "#" }, { "#", ".", ".", ".", "#" }, { "#", ".", ".", ".", "#" }, { "#", "#", "#", "#", "#" } }; wall_chain = new Dictionary <Vector2, Vector2>(); WallRenderer wr = GetComponent <WallRenderer>(); wr.RenderWalls(GenerateWalls()); }
private void CreateBuffer(IRenderizable game, IntPtr boardTexture) { FOVComp = game.Entities.GetSingleComponent <FOVComp>(); var boardComp = game.Entities.GetSingleComponent <BoardComp>(); BoardSize = boardComp.BoardSize.Multiply(BoardComp.TILE_SIZE); BoardBufferTexture = SDL_CreateTexture( UxContext.WRenderer, SDL_PIXELFORMAT_RGBA8888, (int)SDL_TextureAccess.SDL_TEXTUREACCESS_TARGET, BoardSize.Width, BoardSize.Height ); SDL_SetTextureBlendMode(BoardBufferTexture, SDL_BlendMode.SDL_BLENDMODE_BLEND); SDL_SetRenderTarget(UxContext.WRenderer, BoardBufferTexture); using var tileRenderer = new TileRenderer(UxContext, game); var tileEntities = game.Entities.GetWithComponent <TileComp>(); tileRenderer.Render(tileEntities, 0); using var wallRenderer = new WallRenderer(UxContext, game, boardTexture); var wallEntities = game.Entities.GetWithComponent <IWallComp>(); wallRenderer.Render(wallEntities, 0); using var downStairsRenderer = new DownStairsRenderer(UxContext, game, boardTexture); var downStairEntities = game.Entities.GetWithComponent <DownStairsComp>(); downStairsRenderer.Render(downStairEntities, 0); using var upStairsRenderer = new UpStairsRenderer(UxContext, game, boardTexture); var upStairsEntities = game.Entities.GetWithComponent <UpStairsComp>(); upStairsRenderer.Render(upStairsEntities, 0); SDL_SetRenderTarget(UxContext.WRenderer, IntPtr.Zero); }
private WallRendererType m_WallRendererType; // m_WallRendererType: Is the wall a side-wall or a background #endregion Fields #region Methods public static void ResetStatics() { s_lastWallBackgroundInstance = null; s_lastWallSideInstance = null; }
public static void ResetStatics() { s_lastWallBackgroundInstance = null; s_lastWallSideInstance = null; }
private void Awake() { hexRenderer = GetComponentInChildren <HexRenderer>(); wallRenderer = GetComponentInChildren <WallRenderer>(); Grid = new HexGrid(Width, Height, CellRadius); }