示例#1
0
    //public void set_actual_character(CharacterLoader aActualChar)
    public void set_actual_character(CharacterIndex aIndex)
    {
        /*
         * TODO DELETE
         * //remove the old one
         * if(mBodyElementOffset != null)
         * {
         *      mElements.Remove(mBodyElementOffset);
         *      mBodyElementOffset.Element.destroy();
         * }
         * //add the new one
         * mBody = new FlatBodyObject(aActualChar, Depth + 2);
         * mBodyElementOffset = new FlatElementMultiBase.ElementOffset(mBody, new Vector3(0,0,0));
         * mElements.Add(mBodyElementOffset);*/


        var charIcon = ManagerManager.Manager.mCharacterBundleManager.get_image("ICON_S_" + aIndex.StringIdentifier);

        if (charIcon.Image != null && charIcon.Data != null)
        {
            mIcon.set_new_texture(charIcon.Image, charIcon.Data.Size);
        }
        else
        {
            mIcon.set_new_texture(ManagerManager.Manager.mCharacterBundleManager.get_image("BOX_" + aIndex.StringIdentifier).Image, null);
        }



        Character = aIndex;
    }
示例#2
0
    public override void Update()
    {
        mFlatCamera.update(Time.deltaTime);
        foreach (FlatElementBase e in mElement)
        {
            e.update(Time.deltaTime);
        }
        TED.update(Time.deltaTime);

        ModeNormalPlay.draw_render_texture(mRTCamera);


        if (!GameConstants.XB1)
        {
            if (mManager.mZigManager.DepthView.DepthTexture != null)
            {
                mDepthImage.set_new_texture(mManager.mZigManager.DepthView.DepthTexture, new Vector2(160, 120));
            }
        }


        //TEST CODE FOR XB1 DEPTH/IMAGE DISPLAY CAN DELETE
        //mDepthImage.set_new_texture((mManager.mZigManager.ZgInterface as MicrosoftZig).mKinect.DepthTexture,new Vector2(160,120));
        //if(mManager.mZigManager.ImageView.imageTexture != null)
        //mColorImage.set_new_texture((mManager.mZigManager.ZgInterface as MicrosoftZig).mColorImageRT,new Vector2(300,300));

        /*Material mat2 = new Material(ManagerManager.Manager.mReferences.mXB1ClearShader);
         * mat2.SetTexture("_MainTex",(mManager.mZigManager.ZgInterface as MicrosoftZig).mKinect.LabelTexture);
         * mDepthImage.PrimaryGameObject.GetComponentInChildren<Renderer>().material = mat2;
         *
         * Material mat = new Material(ManagerManager.Manager.mReferences.mXB1KinectImageMaskingShader);
         * mat.SetTexture("_MainTex",(mManager.mZigManager.ZgInterface as MicrosoftZig).mKinect.ColorTexture);
         * mat.SetTexture("_AlphaTex",(mManager.mZigManager.ZgInterface as MicrosoftZig).mKinect.LabelTexture);
         * mColorImage.PrimaryGameObject.GetComponentInChildren<Renderer>().material = mat;*/
    }
示例#3
0
 public Texture render_gift(int index)
 {
     if (index < mStages.Count)
     {
         mPlayerImage.set_new_texture(mStages[index].playerTex, new Vector2(2001, 1500) * 1.3f);
         ModeNormalPlay.draw_render_texture(mFlatCamera);
     }
     return(mFlatCamera.RT);
 }
示例#4
0
    public void set_difficulty(int difficulty)
    {
        string[] labelNames = new string[] {
            "label_easy", "label_normal", "label_hard", "label_extreme"
        };
        //mIcon.SoftColor = GameConstants.IconDifficultyColorsOverTwo[difficulty];
        var tex = ManagerManager.Manager.mCharacterBundleManager.get_image(labelNames[difficulty]);

        mDiffImage.set_new_texture(tex.Image, tex.Data.Size);
    }
    //this gets called during CHOOSE so BB should be full sized
    //this gets called by NewGameManager
    public void begin_new_character(PerformanceStats aChar)
    {
        hide_interface(true);

        var nameFrame =
            aChar.Character == CharacterIndex.sFetus ? mManager.mCharacterBundleManager.get_image(GameStrings.GetString("NIMIMG1")) :
            aChar.Character == CharacterIndex.sOneHundred ? mManager.mCharacterBundleManager.get_image(GameStrings.GetString("NIMIMG2")) :
            mManager.mCharacterBundleManager.get_image("TEXTBOX");
        var scoreFrame =
            aChar.Character == CharacterIndex.sFetus ? mManager.mCharacterBundleManager.get_image("SCORE-FETUS") :
            aChar.Character == CharacterIndex.sOneHundred ? mManager.mCharacterBundleManager.get_image("SCORE-110") :
            mManager.mCharacterBundleManager.get_image("SCORE");

        mBBNameTextFrame.set_new_texture(nameFrame.Image, nameFrame.Data.Size);
        mBBScoreFrame.set_new_texture(scoreFrame.Image, scoreFrame.Data.Size);

        Vector3 textOffset = new Vector3(70, 115, 0) / 2;

        mBBNameTextFrame.HardPosition =
            mBBMultiplierImage.HardPosition + new Vector3(mBBNameTextFrame.BoundingBox.width, 140, 0) / 2 + textOffset;
        mBBScoreFrame.HardPosition =
            mBBMultiplierImage.HardPosition + new Vector3(mBBScoreFrame.BoundingBox.width, -140, 0) / 2 + textOffset;



        if (!(aChar.Character == CharacterIndex.sFetus || aChar.Character == CharacterIndex.sOneHundred))
        {
            mBBNameText.Text = aChar.Character.Description.ToUpper() + " (" + aChar.Character.Age.ToString() + ")";
            var   origPos  = mBBNameTextFrame.SoftPosition - new Vector3(mBBNameTextFrame.BoundingBox.width / 2f, 0, 0);
            float newWidth = mBBNameText.BoundingBox.width + 300;
            mBBNameTextFrame.mImage.pixel_crop(new Rect(0, 0, newWidth, mBBNameTextFrame.mImage.BaseDimension.y));
            mBBNameTextFrame.HardPosition = origPos + new Vector3(newWidth / 2f, 0, 0);

            string[] labelNames = new string[] { "label_easy_BIG", "label_normal_BIG", "label_hard_BIG", "label_extreme_BIG" };
            var      diffImage  = mManager.mCharacterBundleManager.get_image(labelNames[aChar.Stats.Difficulty]);
            mBBMultiplierImage.set_new_texture(diffImage.Image, diffImage.Data.Size);
            mBBMultiplierImage.HardColor = GameConstants.UiWhite;
        }
        else
        {
            //reset to original pixel crop (for when soft restarting the game)
            mBBNameTextFrame.mImage.pixel_crop(new Rect(0, 0, mBBNameTextFrame.mImage.BaseDimension.x, mBBNameTextFrame.mImage.BaseDimension.y));
            mBBNameText.Text             = "";
            mBBMultiplierImage.HardColor = GameConstants.UiWhiteTransparent;
        }
    }
示例#6
0
    public CharacterIconObject(CharacterIndex aIndex, int aDepth)
    {
        //NOTE these assets were removed since this class is no longer being used.
        //mBackground = new FlatElementImage(ManagerManager.Manager.mNewRef.pbCharacterIconBackground,aDepth);
        //mDifficultyStars = new DifficultyObject(ManagerManager.Manager.mNewRef.uiPerfectStar,aDepth+1);
        mIcon = new FlatElementImage(null, aDepth + 3);
        if (aIndex.LevelIndex != -1)
        {
            var loaded = ManagerManager.Manager.mCharacterBundleManager.get_image("BOX_" + aIndex.StringIdentifier);
            mIcon.set_new_texture(loaded.Image, null);           //loaded.Data.Size);
        }

        //TODO delete

        /*
         * if(aIcon == null)
         * {
         *      CharacterTextureBehaviour ctb = (GameObject.Instantiate(ManagerManager.Manager.mReferences.mMiniChar) as  GameObject).GetComponent<CharacterTextureBehaviour>();
         *      mBody =  new FlatBodyObject(ctb,aDepth);
         *      GameObject.Destroy(ctb.gameObject);
         * }
         * else
         *      mBody =  new FlatBodyObject(aIcon,aDepth+3);
         * mBody.HardShader = ManagerManager.Manager.mReferences.mMiniCharacterShader;
         */



        //mBodyOffset = mDifficultyStars.mImageElements[0].BoundingBox.width/2 + 5;
        //float starOffset = mBackground.BoundingBox.width/2+5;

        //float starOffset = 0;
        mBodyOffset = 0;
        //mElements.Add(new ElementOffset(mDifficultyStars, new Vector3(-starOffset,-70,0)));
        mElements.Add(new ElementOffset(mBackground, new Vector3(mBodyOffset, 0, 0)));
        mElements.Add(new ElementOffset(mIcon, new Vector3(mBodyOffset, 20, 0)));
        //mElements.Add(new ElementOffset(mBody, new Vector3(mBodyOffset,0,0)));


        PrimaryGameObject = create_primary_from_elements();
        Depth             = aDepth;

        set_perfectness(0);
    }