public static string GetObjectTypeShortName(GObjectType t) { switch (t) { case (GObjectType.Bridge): return("МСТ"); case (GObjectType.Crossing): return("ПРЕ"); case (GObjectType.DangerousPlace): return("ОПМ"); case (GObjectType.DeadEnd): return("ТПК"); case (GObjectType.GpuSaut): return("ГПУ"); case (GObjectType.Platform): return("ПЛФ"); case (GObjectType.Station): return("СТЦ"); case (GObjectType.Switch): return("СТР"); case (GObjectType.Tks): return("ТКС"); case (GObjectType.TrafficLight): return("СВФ"); case (GObjectType.Tunnel): return("ТНЛ"); default: return(t.ToString()); } }
protected override void FillWithBytes(byte[] Data) { Type = (GObjectType)Data[0]; Length = SubInt(Data, 1, 2); Ordinate = SubInt(Data, 7, 3); AlsnFreq = AlsnFromCode(Data[6]); Name = Encoding.GetEncoding(1251).GetString(Data, 10, 8).Trim(); }
public GObject(int Ordinate, int Length, GObjectType Type, string Name, AlsnFrequency AlsnFreq, int SpeedRestriction) { this.Ordinate = Ordinate; this.Length = Length; this.AlsnFreq = AlsnFreq; this.Name = Name; this.SpeedRestriction = SpeedRestriction; this.Type = Type; }
private static string GetObjectTypeShortName(GObjectType t) { switch (t) { case GObjectType.Bridge: return("МСТ"); case GObjectType.Crossing: return("ПРЕ"); case GObjectType.DangerousPlace: return("ОПМ"); case GObjectType.DeadEnd: return("ТПК"); case GObjectType.GpuSaut: return("ГПУ"); case GObjectType.Platform: return("ПЛФ"); case GObjectType.Station: return("СТЦ"); case GObjectType.Switch: return("СТР"); case GObjectType.Tks: return("ТКС"); case GObjectType.TrafficLight: return("СВФ"); case GObjectType.Tunnel: return("ТНЛ"); case GObjectType.Unknown: return("НЗВ"); default: return(t.ToString()); } }
public static string GetObjectTypeShortName(GObjectType t) { switch (t) { case (GObjectType.Bridge): return "МСТ"; case (GObjectType.Crossing): return "ПРЕ"; case (GObjectType.DangerousPlace): return "ОПМ"; case (GObjectType.DeadEnd): return "ТПК"; case (GObjectType.GpuSaut): return "ГПУ"; case (GObjectType.Platform): return "ПЛФ"; case (GObjectType.Station): return "СТЦ"; case (GObjectType.Switch): return "СТР"; case (GObjectType.Tks): return "ТКС"; case (GObjectType.TrafficLight): return "СВФ"; case (GObjectType.Tunnel): return "ТНЛ"; default: return t.ToString(); } }
/* * Function: Setup * * -Sets up the GameObject this script is attached to. That is: * -Adds controllers, components or child GameObjects to this GameObject, which are specific to each GObjectType * -Initializes added controllers/components. */ void Setup(GObjectType obj_type) { ActorController controller; GameObject parts; switch (obj_type) { case GObjectType.Player: // add PlayerController controller = linked_gobject.renderedGameObject.AddComponent <PlayerController> (); addedComponents.Add(controller); // add bodypart structure hierarchy parts = Instantiate(GameRenderer.GRenderer.rObject.characterAnimStructure) as GameObject; addedGameObjects.Add(parts); parts.transform.parent = linked_gobject.renderedGameObject.transform; parts.GetComponent <CharBodyController> ().Init(linked_gobject); controller.linkActor((GActor)linked_gobject, parts.GetComponent <CharBodyController> ()); break; case GObjectType.Character: // add CharacController controller = linked_gobject.renderedGameObject.AddComponent <CharacController> (); addedComponents.Add(controller); // add bodypart structure hierarchy parts = Instantiate(GameRenderer.GRenderer.rObject.characterAnimStructure) as GameObject; addedGameObjects.Add(parts); parts.transform.parent = linked_gobject.renderedGameObject.transform; parts.GetComponent <CharBodyController> ().Init(linked_gobject); controller.linkActor((GActor)linked_gobject, parts.GetComponent <CharBodyController> ()); break; case GObjectType.Animal: // add AnimalController controller = linked_gobject.renderedGameObject.AddComponent <AnimalController> (); addedComponents.Add(controller); // add bodypart structure hierarchy parts = Instantiate(GameRenderer.GRenderer.rObject.animalAnimStructure) as GameObject; addedGameObjects.Add(parts); parts.transform.parent = linked_gobject.renderedGameObject.transform; parts.GetComponent <AnimalBodyController> ().Init(linked_gobject); controller.linkActor((GActor)linked_gobject, parts.GetComponent <AnimalBodyController> ()); break; case GObjectType.Structure: // add GeneralObjectController StructureController ctrl = linked_gobject.renderedGameObject.AddComponent <StructureController> (); addedComponents.Add(ctrl); // add sprite renderer Component sprite_renderer = linked_gobject.renderedGameObject.AddComponent <SpriteRenderer> (); addedComponents.Add(sprite_renderer); ctrl.linkGObject(linked_gobject); ctrl.Init(); // sets sprite break; } }
/* * Function: Setup * * -Sets up the GameObject this script is attached to. That is: * -Adds controllers, components or child GameObjects to this GameObject, which are specific to each GObjectType * -Initializes added controllers/components. */ void Setup(GObjectType obj_type) { ActorController controller; GameObject parts; switch(obj_type) { case GObjectType.Player: // add PlayerController controller = linked_gobject.renderedGameObject.AddComponent<PlayerController> (); addedComponents.Add(controller); // add bodypart structure hierarchy parts = Instantiate(GameRenderer.GRenderer.rObject.characterAnimStructure) as GameObject; addedGameObjects.Add(parts); parts.transform.parent = linked_gobject.renderedGameObject.transform; parts.GetComponent<CharBodyController> ().Init(linked_gobject); controller.linkActor((GActor)linked_gobject, parts.GetComponent<CharBodyController> ()); break; case GObjectType.Character: // add CharacController controller = linked_gobject.renderedGameObject.AddComponent<CharacController> (); addedComponents.Add(controller); // add bodypart structure hierarchy parts = Instantiate(GameRenderer.GRenderer.rObject.characterAnimStructure) as GameObject; addedGameObjects.Add(parts); parts.transform.parent = linked_gobject.renderedGameObject.transform; parts.GetComponent<CharBodyController> ().Init(linked_gobject); controller.linkActor((GActor)linked_gobject, parts.GetComponent<CharBodyController> ()); break; case GObjectType.Animal: // add AnimalController controller = linked_gobject.renderedGameObject.AddComponent<AnimalController> (); addedComponents.Add(controller); // add bodypart structure hierarchy parts = Instantiate(GameRenderer.GRenderer.rObject.animalAnimStructure) as GameObject; addedGameObjects.Add(parts); parts.transform.parent = linked_gobject.renderedGameObject.transform; parts.GetComponent<AnimalBodyController> ().Init(linked_gobject); controller.linkActor((GActor)linked_gobject, parts.GetComponent<AnimalBodyController> ()); break; case GObjectType.Structure: // add GeneralObjectController StructureController ctrl = linked_gobject.renderedGameObject.AddComponent<StructureController> (); addedComponents.Add(ctrl); // add sprite renderer Component sprite_renderer = linked_gobject.renderedGameObject.AddComponent<SpriteRenderer> (); addedComponents.Add(sprite_renderer); ctrl.linkGObject(linked_gobject); ctrl.Init (); // sets sprite break; } }