Пример #1
0
        private static void RainCurrentPowerup()
        {
            Vector3 mousePos = SpaceUtil.WorldPositionUnderMouse();
            Powerup powerup  = DebugUi.PowerupRow.Powerup;

            PoolManager.Instance.PickupPool.GetSpecificPowerup(mousePos, powerup).OnSpawn();
        }
Пример #2
0
        private static void InputSpace(KeyCode keyCode)
        {
            var   position = SpaceUtil.WorldPositionUnderMouse();
            float scale    = 10.0f;
            float duration = DebugUi.DebugTextBox.GetFloat(2.0f);
            int   level    = DebugUi.DebugTextBox.GetInt(1);

            VoidBullet.StartVoid(position, level, scale, duration);
            //RetributionBullet.StartRetribution(position, level, scale, duration);
        }
Пример #3
0
        private static void PickupSpam()
        {
            var pool = PoolManager.Instance.PickupPool;

            const int NumPickups = 1;

            Vector3     mousePos = SpaceUtil.WorldPositionUnderMouse();
            const float PosDelta = 0.1f;

            for (int i = 0; i < NumPickups; i++)
            {
                float   x        = RandomUtil.Float(-PosDelta, PosDelta);
                float   y        = RandomUtil.Float(-PosDelta, PosDelta);
                Vector3 spawnPos = new Vector3(x, y) + mousePos;

                pool.GetRandomBasicPowerupPickup(spawnPos).OnSpawn();
            }
        }
Пример #4
0
        public static void HandleInput()
        {
            if (Input.anyKeyDown)
            {
                foreach (var pair in KeyCodeActions)
                {
                    if (Input.GetKeyDown(pair.KeyCode))
                    {
                        pair.Run();
                    }
                }
            }

            if (Input.GetMouseButton(2))
            {
                GameManager._DebugEnemy.transform.position = SpaceUtil.WorldPositionUnderMouse();
            }
        }
Пример #5
0
        public void Init(CircularSelector <PlayerFireStrategy> fireStrategies, PowerupMenu powerupMenu)
        {
            Instance = this;

            _GameManager = GameManager.Instance;
            _PowerupMenu = powerupMenu;

            DebugTextBox = new DebugTextBox(InputField);

#if !UNITY_EDITOR
            Vector3 newScale = MobileGuiScaleVector;
            InputField.transform.localScale = newScale;

            var setAll = new Component[]
            {
                InputField,
                Button,
                DropdownFireType,
                ButtonShowPowerupMenu,
                PowerupRow,
                SliderFireLevel,
                TextFireLevel,
                SliderGameSpeed,
                TextGameSpeed,
                ToggleCanGameOver,
                ToggleGodMode,
            };
            foreach (Component component in setAll)
            {
                component.transform.localScale = newScale;
            }

            ToggleCanGameOver.isOn = true;
            ToggleGodMode.isOn     = false;
#else
            ToggleCanGameOver.isOn  = false;
            ToggleGodMode.isOn      = true;
            Player.Instance.GodMode = true;
#endif

            var inputPos = SpaceUtil.ScreenMap.BottomLeft + new Vector3(DebugBorderOffset, DebugBorderOffset);
            SpaceUtil.SetLeftToPosition(InputField, inputPos);

            var buttonPos = SpaceUtil.ScreenMap.BottomRight + new Vector3(-DebugBorderOffset, DebugBorderOffset);
            SpaceUtil.SetRightToPosition(Button, buttonPos);

            var dropdownFireTypePos = SpaceUtil.ScreenMap.Right + new Vector3(-DebugBorderOffset, 0);
            SpaceUtil.SetRightToPosition(DropdownFireType, dropdownFireTypePos);

#if UNITY_EDITOR
            const int OffsetScale = 1;
#else
            const int OffsetScale = 5;
#endif

            void SetRight(MonoBehaviour target, float offsetScaleMultiplier)
            {
                float   offsetY = offsetScaleMultiplier * OffsetScale;
                Vector3 pos     = SpaceUtil.ScreenMap.Right + new Vector3(-DebugBorderOffset, offsetY);

                SpaceUtil.SetRightToPosition(target, pos);
            }

            SetRight(ButtonShowPowerupMenu, -50);
            SetRight(PowerupRow, -120);
            SetRight(ToggleCanGameOver, -180);

            ToggleCanGameOver.onValueChanged.AddListener(isOn => GameManager.Instance.CanGameOver = isOn);

            SetRight(ToggleGodMode, -210);
            ToggleGodMode.onValueChanged.AddListener(isOn => Player.Instance.GodMode = isOn);

            var strategiesToAdd = fireStrategies.Select(x => x.GetType().Name).ToList();
            DropdownFireType.AddOptions(strategiesToAdd);
            DropdownFireType.SetValueWithoutNotify(GameManager.Instance.DefaultFireTypeIndex);
            DropdownFireType.onValueChanged.AddListener(delegate
            {
                if (!ShouldSkipSettingFireTimeInGameManager)
                {
                    _GameManager.SetFireType(DropdownFireType.value, skipDropDown: true, skipMessage: true, endlessTime: ShouldSetEndlessWeaponTime);
                }
            });

            SetRight(SliderFireLevel, 35);
            SetRight(TextFireLevel, 55);
            SetRight(SliderGameSpeed, 180);
            SetRight(TextGameSpeed, 200);

            //SliderFireLevel.value = 0;
            //DebugSliderFireLevelChanged(SliderFireLevel);

            //TimeSpan frameTime = TimeSpan.FromSeconds((double)1 / (double)Application.targetFrameRate);
            //SetDebugLabel("FRAMETIME", frameTime);

            DebugSliderGameSpeedChanged(SliderGameSpeed);

            PowerupRow.Init(CurrentDebugPowerup);

#if !UNITY_EDITOR
            ToggleUI();
#endif
        }
Пример #6
0
        private static void TestRetribution()
        {
            Vector3 position = SpaceUtil.WorldPositionUnderMouse();

            RetributionBullet.StartRetribution(position);
        }