public static SwitchCommand Create(Player player, Character switchTarget) { var switchAction = new GameObject("Switch").AddComponent <SwitchCommand>(); switchAction.Initialize(player, switchTarget); return(switchAction); }
public IGameObject GetGameObject(string name, float x = 0f, float y = 0f, bool usedAsTemplate = false) { //If we don't already have a template then generate one first if (!gameObjectTemplates.ContainsKey(name)) { var generated = GenerateTemplate(name); if (!generated) { throw new Exception(string.Format("Could not find a definition for the named game object: {0}", name)); } } var template = gameObjectTemplates[name]; var newObject = new GameObject();//rawPool.New(); template.CopyInto(newObject); newObject.Position = new Vector2(x, y); newObject.Initialize(); if (!usedAsTemplate) { FireOnGameObjectCreated(newObject); } return(newObject); }
private KnifeShieldEffect CreateEffect(PlayerController user, int numKnives, float radiusMultiplier = 2f) { KnifeShieldItem knifeShieldItem = (KnifeShieldItem)PickupObjectDatabase.GetById(65); KnifeShieldEffect knifeShieldEffect = new GameObject("knife shield effect") { transform = { position = user.LockedApproximateSpriteCenter, parent = user.transform } }.AddComponent <KnifeShieldEffect>(); knifeShieldEffect.numKnives = numKnives; knifeShieldEffect.remainingHealth = knifeShieldItem.knifeHealth; knifeShieldEffect.knifeDamage = knifeShieldItem.knifeDamage; knifeShieldEffect.circleRadius = radiusMultiplier; knifeShieldEffect.rotationDegreesPerSecond = knifeShieldItem.rotationDegreesPerSecond; knifeShieldEffect.throwSpeed = knifeShieldItem.throwSpeed; knifeShieldEffect.throwRange = knifeShieldItem.throwRange; knifeShieldEffect.throwRadius = knifeShieldItem.throwRadius; knifeShieldEffect.radiusChangeDistance = knifeShieldItem.radiusChangeDistance; knifeShieldEffect.deathVFX = knifeShieldItem.knifeDeathVFX; this.shieldPrefab = knifeShieldItem.knifePrefab; knifeShieldEffect.Initialize(user, this.shieldPrefab); return(knifeShieldEffect); }
protected override void Awake() { const float OffsetX = 5f; CreateViewController("SearchCompactKeyboardViewController"); ViewController.rectTransform.anchorMin = new Vector2(0.5f, 0.5f); ViewController.rectTransform.anchorMax = ViewController.rectTransform.anchorMin; ViewController.rectTransform.pivot = ViewController.rectTransform.anchorMin; ViewController.rectTransform.anchoredPosition = Vector2.zero; ViewController.rectTransform.sizeDelta = new Vector2(80f, 70f); _predictionBar = new GameObject("EnhancedSearchPredictionBar").AddComponent <PredictionBar>(); _predictionBar.Initialize(ViewController.transform, 3.5f, 19f, -35f, 45f); var keyboardGO = new GameObject("EnhancedSearchKeyboard", typeof(CompactSearchKeyboard), typeof(RectTransform)); var rt = keyboardGO.GetComponent <RectTransform>(); rt.SetParent(ViewController.transform, false); rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one; rt.pivot = new Vector2(0.5f, 0.5f); rt.anchoredPosition = new Vector2(OffsetX, 5f); rt.sizeDelta = Vector2.zero; _keyboard = keyboardGO.GetComponent <CompactSearchKeyboard>(); _textDisplayComponent = BeatSaberUI.CreateText(ViewController.rectTransform, "", new Vector2(OffsetX, 28f), new Vector2(4f, 4f)); _textDisplayComponent.fontSize = 6f; _textDisplayComponent.alignment = TextAlignmentOptions.Center; _textDisplayComponent.enableWordWrapping = false; base.Awake(); }
public static AnonAction Create(Action action, string name = "AnonAction") { var anonAction = new GameObject(name).AddComponent <AnonAction>(); anonAction.Initialize(action); return(anonAction); }
public GameObject CreateGooglePOIs(JSONObject mapData, Vector2 posMER, Vector2 posUNITY, string preID) { /* CREATE POI TILE */ GameObject POITile = new GameObject("Tile_POIs_Google"); POITile.isStatic = true; POITile.transform.parent = this.transform; if (mapData == null || mapData.list == null) { return(POITile); } /* FOR EACH POI */ foreach (JSONObject geo in mapData.list) { /* CALCULATE POI POSITION */ JSONObject coords = geo["geometry"]["location"]; Vector2 coordsMeters = GM.LatLonToMeters(coords["lat"].f, coords["lng"].f); Vector2 POI = new Vector2(coordsMeters.x - posMER.x, coordsMeters.y - posMER.y) + posUNITY; // UNITY POI COORDS /* PUT POI IN TILE */ PoiPoint newPoi = new GameObject("POI").AddComponent <PoiPoint>(); newPoi.gameObject.isStatic = true; newPoi.transform.SetParent(POITile.transform); try { string types = geo["types"].ToString().Remove(0, 1); types = types.Remove(types.Length - 1).Replace("\"", ""); Dictionary <string, string> poiDic = geo.ToDictionary(); if (poiDic.ContainsKey("types")) { poiDic["types"] = types; } else { poiDic.Add("types", types); } if (newPoi.Initialize(new Vector2(coords[0].f, coords[1].f), preID + geo["place_id"].str, poiDic, POI, POIsprites, this.GetComponent <Canvas>(), userPos, poiAnims, uiController, rtController)) { int idx = POIs.FindIndex(x => Extensions.CalcLevenshteinDistance(x.Name, newPoi.Name) == 0); if (idx == -1) { POIs.Add(newPoi); POIsInfo.Add(newPoi.Name); } else { Destroy(newPoi.gameObject); } } } catch (Exception ex) { Debug.Log(ex); } } return(POITile); }
// how do i create an entity? // large row: // beat finds empty row // we public static GraphicEntity1 New(GridRect rect, Board1 board) { var ge = new GameObject().AddComponent <GraphicEntity1>(); ge.Initialize(rect, board); return(ge); }
public static AttackCommand Create(Player player, Character actor, FieldSlot targetSlot, Attack attack) { var attackCommand = new GameObject("AttackCommand").AddComponent <AttackCommand>(); attackCommand.Initialize(player, actor, targetSlot, attack); return(attackCommand); }
public static Vehicle Create(VehicleSpawner spawner) { var inst = new GameObject().AddComponent <Vehicle>(); VehicleDef def; if (spawner.Info.CarId == -1) { def = GetRandomDef(); } else { def = Item.GetDefinition <VehicleDef>(spawner.Info.CarId); } inst.Initialize(def, spawner.Info.Colors); inst.transform.position = spawner.transform.position - Vector3.up * inst.AverageWheelHeight; inst.transform.localRotation = spawner.transform.rotation; if (Networking.Server.Instance != null) { Networking.Server.Instance.GlobalGroup.Add(inst); } return(inst); }
public static ReplaceCommand Create(Player player, Character replacement) { var replaceAction = new GameObject("Switch").AddComponent <ReplaceCommand>(); replaceAction.Initialize(player, replacement); return(replaceAction); }
private void CreateChunks() { if (_chunks != null) { foreach (var chunk in _chunks) { DestroyObject(chunk.gameObject); } } _chunks = new T[ Mathf.RoundToInt(Mathf.Ceil((float)_map.Width / GraphicsManager.ChunkSize)), Mathf.RoundToInt(Mathf.Ceil((float)_map.Height / GraphicsManager.ChunkSize)) ]; for (int x = 0; x < _map.Width; x += GraphicsManager.ChunkSize) { for (int y = 0; y < _map.Height; y += GraphicsManager.ChunkSize) { var chunk = new GameObject(string.Format("chunk_{0}:{1}", x, y)).AddComponent <T>(); chunk.transform.SetParent(transform); var startPoint = new Point(x, y); chunk.transform.localPosition = GraphicsManager.Scale(startPoint); chunk.Initialize(_map, startPoint, GraphicsManager.ChunkSize); _chunks[x / GraphicsManager.ChunkSize, y / GraphicsManager.ChunkSize] = chunk; } } }
public static Vehicle Create(int carId, int[] colors, Vector3 position, Quaternion rotation) { var inst = new GameObject().AddComponent <Vehicle>(); VehicleDef def; if (carId == -1) { def = GetRandomDef(); } else { def = Item.GetDefinition <VehicleDef>(carId); } inst.Initialize(def, colors); inst.transform.position = position - Vector3.up * inst.AverageWheelHeight; inst.transform.localRotation = rotation; // Networking.Server.Instance.GlobalGroup.Add(inst); OutOfRangeDestroyer destroyer = inst.gameObject.AddComponent <OutOfRangeDestroyer> (); destroyer.timeUntilDestroyed = 5; destroyer.range = 300; return(inst); }
public EditorScreen() { ScreenManager.OnResize += () => { this.Rectangle = new Rectangle(ScreenManager.ScreenWidth - 32, 0, 32, ScreenManager.ScreenHeight); ScreenManager.GetScreen <GameScreen>().Rectangle.Width = ScreenManager.ScreenWidth - 32; }; selectedTexture = ScreenManager.ContentManager.Load <Texture2D>("Images/Selected"); InputHelper.RegisterShortcut("saveChanges", SaveChanges, Keys.LeftControl, Keys.S); Vector2 position = Vector2.Zero; foreach (Type type in Assembly.GetExecutingAssembly().GetTypes().Where(x => typeof(GameObject).IsAssignableFrom(x) && x != typeof(GameObject))) { if (type != typeof(TerrainGrass)) { GameObject go = (GameObject)Activator.CreateInstance(type); go.Initialize(position); go.LoadContent(ScreenManager.ContentManager); gameObjects.Add(go); position.Y += 32; } } selectedGameObject = gameObjects.First(); }
private void CreateRoads(JSONObject mapData, Vector2 worldCenter) { foreach (var geo in mapData["features"].list) { var l = new List <Vector3>(); for (int i = 0; i < geo["geometry"]["coordinates"].list.Count; i++) { var c = geo["geometry"]["coordinates"][i]; var bm = GM.LatLonToMeters(c[1].f, c[0].f); var pm = new Vector2(bm.x - Rect.center.x, bm.y - Rect.center.y); l.Add(pm.ToVector3xz()); } var m = new GameObject("road").AddComponent <RoadPolygon>(); m.transform.parent = this.transform; try { m.Initialize(geo["properties"]["id"].str, this, l, geo["properties"]["kind"].str); } catch (Exception ex) { Debug.Log(ex); } } }
public static GameObject Get(GameObject prefab) { if (!pools.ContainsKey(prefab)) { var newPool = new GameObject(prefab.name + "Pool").AddComponent <Pool>(); newPool.Initialize(prefab); pools.Add(prefab, newPool); } while (pools[prefab].availableObjects.Count == 0) { foreach (var obj in pools[prefab].objects) { if (!obj.activeSelf) { ResetObj(obj); pools[prefab].availableObjects.Enqueue(obj); } } if (pools[prefab].availableObjects.Count == 0) { pools[prefab].Grow(); } } var returnedObj = pools[prefab].availableObjects.Dequeue(); returnedObj.SetActive(true); return(returnedObj); }
internal GameObject Build(ContentManager contentManager) { Texture2D textureWallHorz2 = contentManager.Load <Texture2D>(_assetName); double directionDegree = 360; switch (_orientation) { case ObjectOrientation.Horizontal: textureWallHorz2 = contentManager.Load <Texture2D>(_assetName); directionDegree = 360; break; case ObjectOrientation.Vertical: textureWallHorz2 = contentManager.Load <Texture2D>(_assetName); directionDegree = 90; break; } GameObject obj = GetObject(_gameObjectType); obj.DirectionDegree = directionDegree; obj.Width = _width; obj.Height = _height; obj.Initialize(new Vector2(_x, _y), new GameObjectItem(textureWallHorz2, new Vector2(0, 0))); return(obj); }
public static VehicleSpawner Create(ParkedVehicle info) { var vs = new GameObject().AddComponent <VehicleSpawner>(); vs.Initialize(info); return(vs); }
public static GifPlayer Create(RawImage image, List <UniGif.GifTexture> textures) { var player = new GameObject("GifPlayer").AddComponent <GifPlayer>(); player.Initialize(image, textures); return(player); }
/// <summary> /// Initializes array of blocks and the neighbour references in blocks and chunks. /// </summary> public void Initialize() { _worldApi = GetComponent <WorldApi>(); // initialize arrays _blocks = new Block[_worldApi.SizeX * _worldApi.SizeY * _worldApi.SizeZ]; _worldApi.Initialize(_blocks); for (int blockX = 0; blockX < _worldApi.SizeX; blockX++) { for (int blockY = 0; blockY < _worldApi.SizeY; blockY++) { for (int blockZ = 0; blockZ < _worldApi.SizeZ; blockZ++) { int blockId = blockX * _worldApi.SizeZ * _worldApi.SizeY + blockY * _worldApi.SizeZ + blockZ; VectorI3 coords = new VectorI3(blockX, blockY, blockZ); Block block = new GameObject($"Block ({blockX}, {blockY}, {blockZ})").AddComponent <Block>(); _blocks[blockId] = block; block.Initialize(blockId, transform, _worldApi, coords); } } } InitializeBlockReferences(); for (int blockId = 0; blockId < _blocks.Length; blockId++) { _blocks[blockId].InitializeChunkReferences(); } }
private void Initialize() { m_ObjectPools = new Dictionary <PoolableObject, ObjectPool>(); foreach (ObjectPoolDefinition definition in m_ObjectPoolDefinitions) { if (definition.ObjectType != null) { //If the pool already exists, notify the developer if (m_ObjectPools.ContainsKey(definition.ObjectType)) { Debug.LogWarning("Trying to create an already existing pool \"" + definition.ToString() + "\" please extend the original instead."); } else { ObjectPool newPool = new GameObject("Pool " + definition.ObjectType.name).AddComponent <ObjectPool>(); newPool.transform.SetParent(transform); //Parent it to ourselves newPool.Initialize(definition); m_ObjectPools.Add(definition.ObjectType, newPool); } } } }
IEnumerator DebugDelete(bool[] isFull, int[] shiftAmount) { while (gridIsFalling) { yield return(null); } while (tetrominoFalling) { yield return(null); } var pistonSet = pistonSpawner.spawnIfFull(isFull); while (!pistonSet.FinishSet()) { yield return(null); } inputLock = true; while (tetrominoFalling) { yield return(null); } var gridCopy = gridUtils.GridShallowCopy(); // must be below pistonSpawner. Otherwise new minos not updated var gridCopyUtils = new GridUtils(); gridCopyUtils.Initialize(gridCopy); var isFullCopy = gridCopyUtils.MakeIsFull(); var isEmptyCopy = gridCopyUtils.MakeIsEmpty(); var shiftAmountCopy = gridCopyUtils.MakeShiftAmount(isFullCopy, isEmptyCopy); RowDestroyer rowDestroyer = new GameObject().AddComponent <RowDestroyer>(); rowDestroyer.Initialize(this, gridCopyUtils); rowDestroyer.RequestDestroyRows(isFull, shiftAmountCopy, pistonSet); // must be shiftAmountCopy. Otherwise new tetromino not move down. gridIsFalling = true; RowSlider rowSlider = new GameObject().AddComponent <RowSlider>(); rowSlider.Initialize(this, gridCopyUtils); rowSlider.SlideDown(isEmptyCopy, pistonSet); while (rowSlider.coroutineCount != 0) { Debug.Log("coroutineCount = " + rowSlider.coroutineCount); yield return(null); } inputLock = false; gridIsFalling = false; Debug.Log("rowslider Finished!"); Debug.Log("lock release"); }
public static UpdateHealth Create(HealthChangeEvent e) { var updateHealth = new GameObject("UpdateHealth").AddComponent <UpdateHealth>(); updateHealth.tag = "DontDestroyOnTrigger"; updateHealth.Initialize(e); return(updateHealth); }
private PathDivision CreateDivision(float xStart) { PathDivision division = new GameObject("", typeof(PathDivision)).GetComponent<PathDivision>(); division.transform.SetParent(transform); division.Initialize(path, xStart, xStart + divisionSize); division.name = "Path Division (" + ((int)xStart).ToString() + ")"; division.transform.position = path.bottomContour.GetPointAtX(division.xRange.min); return division; }
public GameObject AddMessageBox(GameObject messageBox) { lock (locker) { messageBoxStack.Push(messageBox); messageBox.Initialize(); return(messageBox); } }
/// <summary> /// Begins a new battle. /// </summary> /// <param name="playersToAdd">The player initializers of players to participate in the battle.</param> /// <param name="focus">Whether this battle is the main battle of the game.</param> public static void NewBattle(PlayerInitializer[] playersToAdd, bool focus) { Player[] players = new Player[playersToAdd.Length]; //state = GameState.PLACING_SHIPS; humanPlayers = 0; //playerBoardDimensions = Mathf.Clamp(Mathf.FloorToInt(Mathf.Sqrt((float)totalBoardTileLimit / (float)players.Length)), 6, 20); //For all players create their own board for (int i = 0; i < players.Length; i++) { players[i] = new GameObject("Player " + (i + 1)).AddComponent <Player>(); float angle = 360 / players.Length * i * Mathf.Deg2Rad; Vector3 boardPosition = new Vector3(Mathf.Cos(angle), 0f, Mathf.Sin(angle)) * playerBoardDistanceFromCenter + Vector3.up * playerBoardElevation; Player player = players[i]; player.board = new GameObject("Board " + i).AddComponent <Board>(); player.board.Initialize(playersToAdd[i].boardDimensions, boardPosition, player, playerBoardGridMaterial); Cameraman.AddPosition(3f, new Vector3(boardPosition.x, playersToAdd[i].boardDimensions + playerBoardElevation, boardPosition.z), new Vector3(90, 0, 0), "Board " + (i + 1)); player.color = playersToAdd[i].playerColor; player.AI = playersToAdd[i].AI; player.ID = i; if (!player.AI) { humanPlayers++; } for (int x = 0; x < players.Length; x++) { if (x != i) { player.hits.Add(x, new List <BoardTile>()); player.misses.Add(x, new List <BoardTile>()); } } } //Add the battle manager GameObject Battle battle = new GameObject("Battle").AddComponent <Battle>(); if (focus) { mainBattle = battle; ChangeState(GameState.PLACING_SHIPS); foreach (Battle secondaryBattle in secondaryBattles) { secondaryBattle.End(); } secondaryBattles = new List <Battle>(); } else { secondaryBattles.Add(battle); } battle.Initialize(players); }
private Chunk CreateChunk(Vector3Int position, float isolevel) { Chunk chunk = new GameObject("Chunk (" + position.x + ", " + position.y + ", " + position.z + ")").AddComponent <Chunk>(); chunk.transform.parent = transform; chunk.meshRenderer.material = material; chunk.transform.localPosition = position; chunk.Initialize(chunkSize, position, isolevel); return(chunk); }
public override void Execute() { //look upon me and despair Actor a = new GameObject("player actor", typeof(Actor)).GetComponent <Actor>(); a.Initialize(Resources.Load <ActorTemplate>("ActorTemplates/player").Instantiate(), 0); a.SetPosition(_position ?? Grid.GetRandom(TileStatus.Vacant)); GlobalEvents.Raise(GlobalEvent.ActorAdded, a); }
public override void Execute() { NPActor a = new GameObject("", typeof(NPActor)).GetComponent <NPActor>(); a.Initialize(_template.Instantiate(), 1); a.gameObject.name = a.data.name; a.SetPosition(_position ?? Grid.GetRandom(TileStatus.Vacant)); GlobalEvents.Raise(GlobalEvent.ActorAdded, a); }
internal void AddObject(GameObject gameObject) { if (gameObject.Tag != null && _objects.Any(o => o.Tag != null && o.Tag.Equals(gameObject.Tag))) { throw new ArgumentException("There is already a gameObject with ID = " + gameObject.Tag); } _objects.Add(gameObject); gameObject.Initialize(); }
internal static void GameObjectConstructorCallback(GameObject go) { // If the GameObject isn't networked, initialize it immediately after creation. // Otherwise, wait for the network manager to set up the GameObject. lock (gameObjectHandlerLock) { if (go.NetIdentity == null) { go.Initialize(); } } }
private void AddLine(Vector2 startPos, Vector2 endPos) { SpriteLine newLine = new GameObject().AddComponent <SpriteLine> (); newLine.gameObject.name = "SpriteLine" + lines.Count; newLine.transform.SetParent(this.transform); newLine.Initialize(startPos, endPos); newLine.SetColor(lineColor); newLine.SetThickness(lineThickness); lines.Add(newLine); }
/// <summary> /// Generates a crowd with the given arguments. /// </summary> /// <param name="criteria">The crowd's criteria</param> /// <param name="isStatic">Are the crowd's members static?</param> /// <param name="collection">The crowd's event scheduler.</param> public SmartCrowd GenerateCrowd(ISmartCrowdCriteria criteria, bool isStatic, EventCollection collection) { SmartCrowd instance = new GameObject(NamePrefix + currentCrowdIndex).AddComponent<SmartCrowd>(); instance.tag = "Smart Object"; if (Parent != null) { instance.transform.parent = Parent.transform; } instance.Initialize(criteria, isStatic, collection); instance.Portrait = GetPortrait(currentCrowdIndex); currentCrowdIndex++; return instance; }
public override void Initialize(out GameObject _root) { _root = new GameObject(); _root.AddComponent(new EventController()); m_background = new GameObject(); m_background.transform.parent = _root.transform; _root.GetComponent<EventController>().AddEvent(new Event(m_background.AddComponent(new MenuBackground(m_background1, m_background2, 110f)), "Start", null, 5f)); m_background.Initialize(); m_arrow = new GameObject(); m_arrow.AddComponent(new Animation(new Spritesheet(m_arrowSheet, 8), 0.125f)); m_arrow.AddComponent(new MusicComponent(m_menuSelect)); m_menu = new GameObject(); m_menu.transform.parent = _root.transform; m_menu.transform.position += new Vector2(10f, 75f); m_menu.AddComponent(new UIMenu(new string[] { "Start Game", "Options", "Tutorial" }, Alignment.Left, 1f, Color.White, m_standartPixelFont, m_arrow)); _root.GetComponent<EventController>().AddEvent(new Event(m_menu.AddComponent(new Fade(Color.TransparentBlack)), "NewFade", new object[] { Color.White, 1f }, 40f)); m_menu.Initialize(); m_blueShip = new GameObject(); m_blueShip.transform.parent = _root.transform; m_blueShip.transform.position = new Vector2(-150, -200f); m_blueShip.active = false; m_blueShip.AddComponent(new SpriteRenderer(m_blueShipTexture)); m_blueShip.AddComponent(new MoveObject(new Vector2(5f, -25), Vector2.Zero, (float)Math.PI / 6f, 3f)); _root.GetComponent<EventController>().AddEvent(new Event(m_blueShip.AddComponent(new Activator()), "Activate", null, 27f)); m_blueShip.Initialize(); m_redShip = new GameObject(); m_redShip.transform.parent = _root.transform; m_redShip.transform.position = new Vector2(0, 200f); m_redShip.active = false; m_redShip.AddComponent(new SpriteRenderer(m_redShipTexture)); m_redShip.AddComponent(new MoveObject(new Vector2(25f, -10f), Vector2.Zero, (float)Math.PI / 6f, 3f)); _root.GetComponent<EventController>().AddEvent(new Event(m_redShip.AddComponent(new Activator()), "Activate", null, 28.5f)); m_redShip.Initialize(); m_greenShip = new GameObject(); m_greenShip.transform.parent = _root.transform; m_greenShip.transform.position = new Vector2(150f, -50f); m_greenShip.active = false; m_greenShip.AddComponent(new SpriteRenderer(m_greenShipTexture)); m_greenShip.AddComponent(new MoveObject(new Vector2(20f, 30f), Vector2.Zero, (float)Math.PI / 6f, 2f)); _root.GetComponent<EventController>().AddEvent(new Event(m_greenShip.AddComponent(new Activator()), "Activate", null, 31f)); m_greenShip.Initialize(); m_title = new GameObject(); m_title.transform.parent = _root.transform; m_title.transform.position -= new Vector2(0f, 20f); m_title.AddComponent(new SpriteRenderer(m_titleTexture)); _root.GetComponent<EventController>().AddEvent(new Event(m_title.AddComponent(new Fade(Color.TransparentBlack)), "NewFade", new object[] { Color.White, 1f }, 37f)); m_title.Initialize(); m_subtitle = new GameObject(); m_subtitle.transform.parent = _root.transform; m_subtitle.transform.position += new Vector2(0f, 20f); m_subtitle.AddComponent(new SpriteRenderer(m_subtitleTexture)); _root.GetComponent<EventController>().AddEvent(new Event(m_subtitle.AddComponent(new Fade(Color.TransparentBlack)), "NewFade", new object[] { Color.White, 1f }, 37f)); m_subtitle.Initialize(); m_titleMusicObject = new GameObject(); m_titleMusicObject.transform.parent = _root.transform; _root.GetComponent<EventController>().AddEvent(new Event(m_titleMusicObject.AddComponent(new MusicComponent(m_titleMusic)), "Play", null, 4f)); m_titleMusicObject.Initialize(); m_segaLogo = new GameObject(); m_segaLogo.transform.parent = _root.transform; m_segaLogo.transform.scale = new Vector2(0.181f, 0.181f); m_segaLogo.AddComponent(new Animation(new Spritesheet(m_segaLogoSheet, new Vector2(500, 165)), 0.0825f)); _root.GetComponent<EventController>().AddEvent(new Event(m_segaLogo.AddComponent(new Fade(Color.White)), "NewFade", new object[] { Color.TransparentBlack, 0.5f }, 3.5f)); _root.GetComponent<EventController>().AddEvent(new Event(m_segaLogo.AddComponent(new Activator()), "Deactivate", null, 4f)); m_segaLogo.Initialize(); m_logo = new GameObject(); m_logo.transform.parent = _root.transform; m_logo.AddComponent(new SpriteRenderer(m_logoTexture)); Fade logoFade = (Fade)m_logo.AddComponent(new Fade(Color.TransparentBlack)); _root.GetComponent<EventController>().AddEvent(new Event(logoFade, "NewFade", new object[] { Color.White, 1f }, 9f)); _root.GetComponent<EventController>().AddEvent(new Event(logoFade, "NewFade", new object[] { Color.TransparentBlack, 1f }, 15f)); m_logo.Initialize(); m_presents = new GameObject(); m_presents.transform.parent = _root.transform; m_presents.AddComponent(new UIText("Presents", m_standartPixelFont, Color.White)); Fade presentsFade = (Fade)m_presents.AddComponent(new Fade(Color.TransparentBlack)); _root.GetComponent<EventController>().AddEvent(new Event(presentsFade, "NewFade", new object[] { Color.White, 1f }, 16f)); _root.GetComponent<EventController>().AddEvent(new Event(presentsFade, "NewFade", new object[] { Color.TransparentBlack, 1f }, 22f)); m_presents.Initialize(); Game1.LoadScene("AccelCourse.Editor"); }
public IEnumerator Create () { if (materials == null) { InitializeMaterials(); } if(depth > 0) transform.Rotate(Random.Range (-maxTwist, maxTwist), 0f, 0f); if(this.GetComponent<MeshFilter>() == null) { gameObject.AddComponent<MeshFilter>().mesh = mesh; gameObject.AddComponent<MeshRenderer>().material = materials[usedColor]; } if(depth < maxDepth) { for (int i = 0; i < childDirections.Length; i++) { if(Random.value < spawnProbability || depth == 0) { Fractal go = new GameObject("Fractal Child").AddComponent<Fractal>(); go.Initialize(this, i); Vector3 scale = go.transform.localScale; go.transform.scaleFrom(.2f,Vector3.zero); yield return new WaitForSeconds(.2f); } } } if(depth == 0) { FractalMaster = this; } else { NonMasterFractals.Add(this); } usedColor ++; if(usedColor >= materials.Length) { usedColor = 0; } }
public IGameObject GetGameObject(string name, float x = 0f, float y = 0f, bool usedAsTemplate = false) { //If we don't already have a template then generate one first if (!gameObjectTemplates.ContainsKey(name)) { var generated = GenerateTemplate(name); if (!generated) { throw new Exception(string.Format("Could not find a definition for the named game object: {0}", name)); } } var template = gameObjectTemplates[name]; var newObject = new GameObject();//rawPool.New(); template.CopyInto(newObject); newObject.Position = new Vector2(x, y); newObject.Initialize(); if (!usedAsTemplate) FireOnGameObjectCreated(newObject); return newObject; }
public virtual GameObject BuildScreen( GUIScreen screen, GUIEditScreenInfo esi ) { GameObject newobj = new GameObject(name); if ( newobj != null ) { GUIEditObject eo = newobj.AddComponent(typeof(GUIEditObject)) as GUIEditObject; eo.guiScreen = screen; eo.name = screen.name; eo.LoadedXML = loadedXML; eo.editSI = esi; // add all the objects below this foreach( GUIObject guiObj in screen.Elements ) BuildObject(newobj, guiObj); // set game object this.screen = newobj; // initialize (sets up all skins/styles) screen.Initialize(esi.ScreenInfo); } return newobj; }
/* * * GameObject's management * */ public void SpawnObject(string name, GameObject obj) { obj.Name = name; obj.Engine = this; obj.Enabled = true; obj.Id = totalObjCount++; Objects[name] = obj; dirtyObjects[obj] = 1; obj.Initialize(); }
/// <summary> /// initializes objects and adds it to the game field /// </summary> /// <param name="obj"></param> public void AddGameObject(GameObject obj) { obj.Initialize(Content); _newObjects.Add(obj); }