public void UnlockArtefact(int artefact) { Artefacts toUnlock = (Artefacts)artefact; switch (toUnlock) { case Artefacts.Butterdish: artefactsUnlocked[(int)Artefacts.Butterdish] = 1; break; case Artefacts.Ore: artefactsUnlocked[(int)Artefacts.Ore] = 1; break; case Artefacts.Knife: artefactsUnlocked[(int)Artefacts.Knife] = 1; break; case Artefacts.Lyre: artefactsUnlocked[(int)Artefacts.Lyre] = 1; break; case Artefacts.Textile: artefactsUnlocked[(int)Artefacts.Textile] = 1; break; default: Debug.LogWarning("Artefact does not exist to unlock!"); break; } }
public object RegisterPageEntry(PDFLayoutContext context, string artefactType, IArtefactEntry entry) { IArtefactCollection col; if (!Artefacts.TryGetCollection(artefactType, out col)) { col = context.DocumentLayout.CreateArtefactCollection(artefactType); _artefacts.Add(col); } return(col.Register(entry)); }
public static void Export(Artefacts artefacts, string target) { XmlSerializer xmlSerializer = new XmlSerializer(typeof(Artefacts)); TextWriter textWriter = new StreamWriter(target); try { xmlSerializer.Serialize(textWriter, artefacts); } catch (Exception ex) { Logger.LogError(ex); } finally { textWriter.Close(); } }
// Start is called before the first frame update void Start() { if (resourceName != "") { sprites = Resources.LoadAll <Sprite>(resourceName); if (currentSprite == -1) { currentSprite = Random.Range(0, sprites.Length); } else if (currentSprite >= sprites.Length) { currentSprite = sprites.Length - 1; } GetComponent <SpriteRenderer>().sprite = sprites[currentSprite]; art = GetComponent <Artefacts>(); art.currentArtefact = art.artefact[currentSprite]; } }
public void OnClick() { Player p = modele.getRoundOf(); //for(int i = 0; i < 4; i++) // p.getCards().Add((TresorCard.TresorCardName.ClefFeu)); bool haveTake = false; if (p.canAct()) { Artefacts.ArtefactsName artefacts = p.getZone().getArtefacts(); if (p.takeArtefact()) { p.addAction(); GameObject g = GameObject.Find(Artefacts.toString(artefacts)); print("trouve " + g.name); Texture sprite = Resources.Load <Texture>(Artefacts.getSpritePath(artefacts)); g.GetComponent <RawImage>().texture = sprite; g.GetComponent <RawImage>().material = null; } } }
public void Execute() { try { if (string.IsNullOrEmpty(m_sourceHive) || string.IsNullOrEmpty(m_sourceRoot) || string.IsNullOrEmpty(m_targetFile)) { return; } Logger.LogInfo( string.Format("Execute the RegistryExportAction. Export Registry Hive [{0}] Root Key [{1}] to file [{2}]", m_sourceHive, m_sourceRoot, m_targetFile)); if (File.Exists(m_targetFile)) { Logger.LogInfo("Abort execution. The target file exist. Assume the RegistryExportAction has already executed successfully."); return; } List<ArtefactsArtefact> artifactCollection = GetRegistryArtefacts(m_sourceHive, m_sourceRoot); if (artifactCollection.Count == 0) { return; } Artefacts artefacts = new Artefacts(); artefacts.Artefact = artifactCollection.ToArray(); artefacts.Hive = m_sourceHive; artefacts.Root = m_sourceRoot; RegistryExportTranslater.Export(artefacts, m_targetFile); } catch (Exception ex) { Logger.LogError(ex); } }
void Awake() { //By defualt, show all tutorial hints. has_Dismissed_Tutorial = new bool[9]; if (instance == null) { instance = this; GameObject temp = new GameObject(); temp.name = "--Prefabs--"; tiles = new GameObject[7]; Init(); DontDestroyOnLoad(temp); for (int i = 0; i < 7; i++) { tiles[i].transform.parent = GameObject.Find("--Prefabs--").transform; } artefactsUnlocked = new int[5]; artefactsUnlocked[(int)Artefacts.Butterdish] = PlayerPrefs.GetInt(Artefacts.Butterdish.ToString()); artefactsUnlocked[(int)Artefacts.Ore] = PlayerPrefs.GetInt(Artefacts.Ore.ToString()); artefactsUnlocked[(int)Artefacts.Knife] = PlayerPrefs.GetInt(Artefacts.Knife.ToString()); artefactsUnlocked[(int)Artefacts.Lyre] = PlayerPrefs.GetInt(Artefacts.Lyre.ToString()); artefactsUnlocked[(int)Artefacts.Textile] = PlayerPrefs.GetInt(Artefacts.Textile.ToString()); transitionAnimator = new GameObject(); transitionAnimator.name = "Transition Animation"; transitionAnimator.AddComponent <Animator>(); transitionAnimator.GetComponent <Animator>().runtimeAnimatorController = Resources.Load <RuntimeAnimatorController>("Animations/TransitionStart"); transitionAnimator.GetComponent <Animator>().speed = 1f; transitionAnimator.transform.localPosition = Vector3.zero; transitionLeft = new GameObject(); transitionLeft.name = "TransitionLeft"; transitionLeft.transform.parent = transitionAnimator.transform; transitionCentre = new GameObject(); transitionCentre.name = "TransitionCentre"; transitionCentre.transform.parent = transitionAnimator.transform; transitionRight = new GameObject(); transitionRight.name = "TransitionRight"; transitionRight.transform.parent = transitionAnimator.transform; transitionLeft.AddComponent <SpriteRenderer>(); transitionLeft.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("Animations/TransitionLeft"); transitionLeft.GetComponent <SpriteRenderer>().sortingOrder = 0; transitionLeft.GetComponent <SpriteRenderer>().sortingLayerName = "Transition"; transitionCentre.AddComponent <SpriteRenderer>(); transitionCentre.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("Animations/TransitionCentre"); transitionCentre.GetComponent <SpriteRenderer>().sortingOrder = 1; transitionCentre.GetComponent <SpriteRenderer>().sortingLayerName = "Transition"; transitionRight.AddComponent <SpriteRenderer>(); transitionRight.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("Animations/TransitionRight"); transitionRight.GetComponent <SpriteRenderer>().sortingOrder = 0; transitionRight.GetComponent <SpriteRenderer>().sortingLayerName = "Transition"; transitionAnimator.GetComponent <Animator>().updateMode = AnimatorUpdateMode.UnscaledTime; transitionAnimator.gameObject.SetActive(false); DontDestroyOnLoad(transitionAnimator); DontDestroyOnLoad(gameObject); currentLang = PlayerPrefs.GetString("Lang", "Eng"); tutorialComplete = PlayerPrefs.GetInt("Tutorial Complete", 0); currentArtefact = Artefacts.Butterdish; //if (PlayerPrefs.GetString("Lang") != "Eng" || PlayerPrefs.GetString("Lang") != "Fr") // currentLang = "Eng"; //tutorialComplete = 1; } else if (instance != this) {//Destroys any new game managers that try to be created to keep it singleton. Destroy(gameObject); } }
public void SetCurrentArtefact(Artefacts newArtefact) { currentArtefact = newArtefact; }
// Update is called once per frame void Update() { if (zone.getEtat() != etat) // ici je teste si on a un changement d'état, puis si c'est le cas, alors je change d'état, et je met à jour mon sprite { etat = zone.getEtat(); sprite = Resources.Load <Sprite>(Etat.getSpritePath(etat)); img = GetComponent <Image>(); img.sprite = sprite; } Artefacts.ArtefactsName a = zone.getArtefacts(); if (a != Artefacts.ArtefactsName.None) { transform.GetChild(0).transform.GetComponent <Image>().sprite = Resources.Load <Sprite>(Artefacts.getSpritePath(a)); } else { transform.GetChild(0).transform.GetComponent <Image>().enabled = false; } if (modele.getRoundOf().zonesSafeToMove().Contains(zone)) { transform.GetChild(1).transform.GetComponent <Image>().enabled = true; } else { transform.GetChild(1).transform.GetComponent <Image>().enabled = false; } if (zone.isHeliport()) { transform.GetChild(2).transform.GetComponent <Image>().enabled = true; } else { transform.GetChild(2).transform.GetComponent <Image>().enabled = false; } /*if (Input.GetMouseButtonDown(0)) * { // finalement inutile grâce au boxcollider * print("click"); * RaycastHit hit; * Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); * * if (Physics.Raycast(ray, out hit)) * { * if (hit.transform.name == "MyObjectName") * { * print("My object is clicked by mouse"); * } * } * }*/ }