private void SetTemplate() { CStage = new CanvasStage( Stage ); CStage.Add( new Fireworks() ); Unloaded += About_Unloaded; }
void Destroy() { _stage = null; _challengeManager = null; _loadScene = null; _gameControl = null; }
// Use this for initialization void Start() { if (bulbs == null) { bulbs = new List <DraggablePoint>(); } if (splines == null) { splines = new List <CatmullRomSpline>(); } dBulbs = new List <DCurveBulb>(); dCurves = new List <DiscreteCurve>(); tiBulbs = new List <DCurveBulb>(); tiCurves = new List <TorsionImpulseCurve>(); stage = CanvasStage.Spline; /* * CatmullRomSpline crs = AddSpline(new Vector3(-2, 1, 0)); * crs.points.Add(new Vector3(-1, 1, 0)); * crs.points.Add(new Vector3(1, 1, 0)); * crs.points.Add(new Vector3(2, 1, 0));*/ }
public void SplineToDCurve() { Dictionary <DraggablePoint, DCurveBulb> bulbDict = new Dictionary <DraggablePoint, DCurveBulb>(); foreach (DraggablePoint bulb in bulbs) { DCurveBulb dcBulb = bulb.ConvertToBulb(); dBulbs.Add(dcBulb); bulbDict.Add(bulb, dcBulb); } foreach (CatmullRomSpline spline in splines) { DiscreteCurve dc = spline.ConvertToDCurve(); if (spline.StartBulb) { DCurveBulb parentOfSpline = bulbDict[spline.StartBulb]; dc.parentBulb = parentOfSpline; parentOfSpline.childCurves.Add(dc); } if (spline.EndBulb) { DCurveBulb endOfSpline = bulbDict[spline.EndBulb]; dc.childBulb = endOfSpline; endOfSpline.parentCurve = dc; } AddDCurve(dc); } stage = CanvasStage.DCurve; }
public void StartInit() { _myTransform = GetComponent <RectTransform>(); _stage = GameObject.FindObjectOfType <CanvasStage>(); _gameControl = GameControl.instance; _challengeManager = GameObject.FindObjectOfType <ChallengeManager>(); _loadScene = GameObject.FindObjectOfType <LoadScene>(); }
private void About_Unloaded( object sender, RoutedEventArgs e ) { Stage.RemoveFromVisualTree(); Stage = null; CStage.Dispose(); CStage = null; }
private void SetTemplate() { CvsStage = new CanvasStage(Stage); ACSConf = GRConfig.ContentReader.AccelerScroll; AccTest = new AccelerTest(); CvsStage.Add(AccTest); }
private void SetTemplate() { TestTwitter(); CStage = new CanvasStage(Stage); CStage.Add(new Fireworks()); Stage.Paused = true; Unloaded += About_Unloaded; }
private void About_Unloaded(object sender, RoutedEventArgs e) { if (Stage != null) { Stage.RemoveFromVisualTree(); Stage = null; CStage.Dispose(); CStage = null; } }
public void ConfirmTIC() { stage = CanvasStage.ImpulseCurve; foreach (DCurveBulb db in dBulbs) { db.gameObject.SetActive(false); } foreach (DiscreteCurve dc in dCurves) { dc.gameObject.SetActive(false); } }
public HyperBannerItem(ActiveItem Item, Stack <Particle> PStack) { Source = Item; CanvasElem = new CanvasAnimatedControl(); CanvasElem.UseSharedDevice = true; Stage = new CanvasStage(CanvasElem); FireFliesScene = new FireFlies(PStack); Stage.Add(FireFliesScene); UpdateGrid(); }
private void SetBackground() { CStage = new CanvasStage( Stage ); Glitter = new Glitter(); CStage.Add( Glitter ); HomeHub.ViewChanged += HomeHub_ViewChanged; }
public void TICToTelescope() { // Create a telescope structure empty object GameObject structureObj = new GameObject(); structureObj.name = "TelescopingStructure"; TelescopeStructure structure = structureObj.AddComponent <TelescopeStructure>(); structure.transform.parent = transform; // Create dictionary to record created telescope junctures Dictionary <DCurveBulb, TelescopeJuncture> bulbDict = new Dictionary <DCurveBulb, TelescopeJuncture>(); // Create all of the junctures, and hash the original abstract intersections to them foreach (DCurveBulb dcb in tiBulbs) { TelescopeJuncture junct = TelescopeJuncture.CreateJuncture(dcb.transform.position, dcb.radius * Mathf.Sqrt(2)); bulbDict.Add(dcb, junct); structure.junctures.Add(junct); junct.transform.parent = structure.transform; } // Now we need to loop over all telescope segments, // create the telescopes, and attach them to the correct junctions. foreach (TorsionImpulseCurve tic in tiCurves) { // Set radius to match the radii at endpoints float startRadius = tic.NumSegments * Constants.WALL_THICKNESS + 0.2f + (tic.ArcLength * Constants.TAPER_SLOPE); TelescopeSegment seg; // Need to address four cases, corresponding to whether or not // the segment is connected to a juncture at the beginning and end. // In this step, we just create telescopes with the appropriate radii. if (tic.StartJuncture && tic.EndJuncture) { if (tic.EndJuncture.radius > tic.StartJuncture.radius) { //startRadius = tic.EndJuncture.radius; startRadius = FindStartRadius(tic.StartJuncture.radius, tic.ArcLength, tic.NumSegments); seg = tic.MakeTelescope(startRadius, reverse: true); } else { //startRadius = tic.StartJuncture.radius; startRadius = FindStartRadius(tic.EndJuncture.radius, tic.ArcLength, tic.NumSegments); seg = tic.MakeTelescope(startRadius); } } else if (tic.StartJuncture && !tic.EndJuncture) { startRadius = tic.StartJuncture.radius; seg = tic.MakeTelescope(startRadius); } else if (!tic.StartJuncture && tic.EndJuncture) { startRadius = tic.EndJuncture.radius; seg = tic.MakeTelescope(startRadius, reverse: true); } else { seg = tic.MakeTelescope(startRadius); } seg.transform.parent = structure.transform; structure.segments.Add(seg); seg.ExtendImmediate(1); // Now we actually connect the telescopes. // We look up which instantiated telescope object // the current segment should be connected to. if (tic.StartJuncture) { TelescopeJuncture bulb = bulbDict[tic.StartJuncture]; seg.keepLocalPositionOnStart = true; seg.SetParent(bulb); bulb.childSegments.Add(seg); } if (tic.EndJuncture) { TelescopeJuncture bulb = bulbDict[tic.EndJuncture]; bulb.keepLocalPositionOnStart = true; bulb.SetParentToSegmentEnd(seg); } // Turn off all of the old objects. foreach (DCurveBulb oldBulb in tiBulbs) { oldBulb.gameObject.SetActive(false); } foreach (TorsionImpulseCurve oldTc in tiCurves) { oldTc.gameObject.SetActive(false); } } ActiveStructure = structure; stage = CanvasStage.Telescope; }