示例#1
0
    public virtual void Initialize(MusicLevelEditor editor, LR_MusicLevelSetup setup)
    {
        CM_Debug.Log("Beat Item UI", "Initializing start at " + this);

        musicLevelEditor = editor;
        musicLevelSetup  = setup;

        CM_Debug.Log("Beat Item UI", "Initializing finish at " + this);
    }
        public void Shoot(GameObject projectile, float force, float spray, float damage)
        {
            // Projectile stats
            CM_Debug.Log("CM.Shooting",
                         "Shooting a Projectile at " + this + "." +
                         " [Projectile: " + projectile + "]" +
                         " [Force: " + force + "]" +
                         " [Spray: " + spray + "]"
                         );

            // Return if shootTransform is null
            if (!_shootTransform)
            {
                CM_Debug.LogWarning("CM.Shooting", this + " has no reference to a Shoot Transform.");
                return;
            }

            projectile.transform.position = _shootTransform.position;
            projectile.transform.rotation = _shootTransform.rotation;

            // Spray
            if (spray > 0)
            {
                projectile.transform.rotation = Quaternion.Euler(new Vector3(projectile.transform.eulerAngles.x, projectile.transform.eulerAngles.y, projectile.transform.eulerAngles.z + Random.Range(-spray, spray)));
            }

            Rigidbody2D projectileRigidbody2D = projectile.GetComponent <Rigidbody2D>();

            // Return if the Projectile has no Rigidbody2D
            if (!projectileRigidbody2D)
            {
                CM_Debug.LogWarning("CM.Shooting", "There is no Rigidbody2D attached to " + projectile + ".");
                return;
            }

            projectileRigidbody2D.AddForce(projectile.transform.right * force);
        }
示例#3
0
    public void Activate()
    {
        CM_Debug.Log("Beat Item UI", "Activating at " + this);

        _wallsUIActivation.SetActive(false);
    }
        public void AddInterface(T newInterface)
        {
            interfaces.Add(newInterface);

            CM_Debug.Log("CM", "CM.Essentials.Manager", "Added an interface of type " + typeof(T) + " to " + this + ". This Manager now has a total of " + interfaces.Count + " interfaces");
        }
示例#5
0
    public virtual void Remove()
    {
        musicLevelEditor.UpdateIndex();

        CM_Debug.Log("Beat Item UI", "Removing at " + this);
    }
示例#6
0
 public virtual void Preset(int beatIndex)
 {
     CM_Debug.Log("Beat Item UI", "Presetting at " + this);
 }
示例#7
0
    public virtual void Apply()
    {
        CM_Debug.Log("Beat Item UI", "Applying at " + this);

        musicLevelEditor.UpdateIndex();
    }
示例#8
0
    public virtual void Activate()
    {
        activationUI.SetActive(false);

        CM_Debug.Log("Beat Item UI", "Activating at " + this);
    }
示例#9
0
    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        // Get the target entity
        Entity entity = (Entity)target;

        // Only run if there are modules created
        if (entity.ModuleInterfaces.Length == 0)
        {
            entity.InitializeModules();
            return;
        }

        // Found Modules
        List <Component> modules = new List <Component>();

        for (int i = 0; i < entity.ModuleInterfaces.Length; i++)
        {
            Component[] tmpModules = entity.GetModules(entity.ModuleInterfaces[i], true);

            foreach (Component module in tmpModules)
            {
                // Not including duplicates
                if (!modules.Contains(module))
                {
                    modules.Add(module);
                }
            }
        }

        // Display a Label with: "Modules Found (modulesFoundNumber)"
        GUILayout.Label("Modules Found " + "(" + modules.Count + ")", EditorStyles.boldLabel);

        for (int i = 0; i < modules.Count; i++)
        {
            if (_moduleFoldouts.Length != modules.Count)
            {
                _moduleFoldouts = new bool[modules.Count];
            }

            Editor tmpEditor = CreateEditor(modules[i]);

            EditorGUILayout.BeginVertical("Box");

            EditorGUILayout.BeginHorizontal();

            // Foldouts
            GUIStyle foldoutStyle = new GUIStyle()
            {
                fontStyle     = FontStyle.Bold,
                stretchWidth  = true,
                stretchHeight = false,
                alignment     = TextAnchor.MiddleLeft,
                margin        = new RectOffset(20, 0, 0, 0)
            };
            _moduleFoldouts[i] = EditorGUILayout.Foldout(_moduleFoldouts[i], modules[i].ToString(), true, foldoutStyle);

            // Module activate GameObject checkbox
            if (modules[i].gameObject.name != "Modules")
            {
                modules[i].gameObject.SetActive(EditorGUILayout.Toggle(modules[i].gameObject.activeInHierarchy, GUILayout.ExpandWidth(true), GUILayout.Width(20), GUILayout.Height(20)));
            }

            EditorGUILayout.EndHorizontal();

            if (_moduleFoldouts[i])
            {
                EditorGUILayout.BeginVertical("Box");

                tmpEditor.OnInspectorGUI();

                EditorGUILayout.EndVertical();
            }

            EditorGUILayout.EndVertical();
        }

        EditorGUILayout.BeginHorizontal("Box");

        // Open all foldouts
        if (GUILayout.Button("Open All"))
        {
            CM_Debug.Log("Opening all foldouts", "CM", "CM.Entity");

            for (int i = 0; i < _moduleFoldouts.Length; i++)
            {
                _moduleFoldouts[i] = true;
            }
        }

        // Close all foldouts
        if (GUILayout.Button("Close All"))
        {
            CM_Debug.Log("Closing all foldouts", "CM", "CM.Entity");

            for (int i = 0; i < _moduleFoldouts.Length; i++)
            {
                _moduleFoldouts[i] = false;
            }
        }

        // Activate all Modules
        if (GUILayout.Button("Activate All"))
        {
            CM_Debug.Log("Activating all Modules", "CM", "CM.Entity");

            entity.ActivateAllModules();
        }

        // Deactivate all Modules
        if (GUILayout.Button("Deactivate All"))
        {
            CM_Debug.Log("Deactivating all Modules", "CM", "CM.Entity");

            entity.DeactivateAllModules();
        }

        EditorGUILayout.EndHorizontal();
    }
示例#10
0
        public void Shoot(float force, float spray, float damage)
        {
            CM_Debug.Log("CM.Shooting", "Use " + this + ".Shoot(projectile, force, spray) instead of " + this + ".Shoot(force, spray, damage). The " + this + " class requires a (GameObject)projectile.");

            return;
        }
 public void Shoot()
 {
     CM_Debug.Log("CM.Shooting", "You can't call the Shoot method directly, use " + this + ".Trigger() instead");
 }