示例#1
0
 private void EditSceneBT_Click(object sender, EventArgs e)
 {
     if (InputControler.ControlOwnForm(sceneOutput.Text, imageOutput.Text,
                                       sceneWidth.Text, sceneHeight.Text, superSamples.Text, lightSamples.Text,
                                       indirectLightSamples.Text, recursionDepth.Text, true))
     {
         Close();
     }
 }
示例#2
0
 private void saveBt_Click(object sender, EventArgs e)
 {
     if (InputControler.ControlRandomForm(sceneOutput.Text, imageOutput.Text,
                                          sceneWidth.Text, sceneHeight.Text, superSamples.Text, shapeCount.Text, lightCount.Text, lightSamples.Text,
                                          indirectLightSamples.Text, recursionDepth.Text))
     {
         ImageControler.FileManipulator.SaveSceneToXML();
         Close();
     }
 }
示例#3
0
    //private GameObject tempHint;
    //private bool isfocused = false;

    void Awake()
    {
        if (Instance == null)
        {
            Instance = this;
        }
        else
        {
            Destroy(this);
        }
    }
示例#4
0
        private void SaveOwnSceneBT_Click(object sender, EventArgs e)
        {
            if (InputControler.ControlOwnForm(sceneOutput.Text, imageOutput.Text,
                                              sceneWidth.Text, sceneHeight.Text, superSamples.Text, lightSamples.Text,
                                              indirectLightSamples.Text, recursionDepth.Text, false))
            {
                ImageControler.FileManipulator.SaveSceneToXML();

                Close();
            }
        }
示例#5
0
    // --------------------------------------------------------------------------------------------------------------------- **
    #region NATIVES FUNCTIONS
    // ----------------------------------------------------------------------- **

    private void Start()
    {
        hudManager = HudManager.Singleton;

        inventory      = GameManager.Singleton.playerInventory;
        inputControler = GameManager.Singleton.inputControler;

        animator = GetComponent <Animator>();

        InitInventory();
        state = State.Close;
    }
示例#6
0
 void Awake()
 {
     if (Instance == null)
     {
         Instance = this;
         Instance.isInputEnabled = true;
     }
     else
     {
         Destroy(gameObject);
     }
 }
示例#7
0
    // Use this for initialization
    void Start()
    {
        //Components refs
        gameManager = GameManager.Singleton;
        controller  = GetComponent <Controller2D>();
        animator    = GetComponent <Animator>();
        playerFight = GetComponent <PlayerFight>();

        inputs           = gameManager.inputControler;
        cameraController = Camera.main.GetComponent <CameraController>();
        camera2D         = cameraController.GetComponent <Camera2D>();

        StartCoroutine(UpdateLastGroundedPos());
    }
示例#8
0
    // point 1 and 2 defining a line
    public void SeparateGroup(Vector3 point1, Vector3 point2)
    {
        Debug.Log(gameObject + ": separating");
        int objCount = AllAgents.Length;
        List <GameObject> rightObjects = new List <GameObject>();
        List <GameObject> leftObjects  = new List <GameObject>();

        Vector3 lineNormal = point2 - point1;


        foreach (GameObject floakObj in AllAgents)
        {
            bool side = InputControler.GetPointSide(point1, point2, floakObj.transform.position);
            //Debug.Log(floakObj + ": added to the " + (side ? "left" : "rigth") + " side");
            if (side)
            {
                leftObjects.Add(floakObj);
            }
            else
            {
                rightObjects.Add(floakObj);
            }
        }

        _inputControler.rightObjects = rightObjects;
        _inputControler.leftObjects  = leftObjects;

        // if we actually separate something
        if (rightObjects.Count != 0 && leftObjects.Count != 0)
        {
            Unselect();

            Vector3 newRightPos = GetBarycenter(rightObjects) + distanceForNewGroup * Vector3.Cross(lineNormal, Vector3.up);
            Vector3 newLeftPos  = GetBarycenter(leftObjects) + distanceForNewGroup * Vector3.Cross(lineNormal, -Vector3.up);

            GameObject newRightGroup = Instantiate(g_GroupPrefab, Vector3.zero, Quaternion.identity);
            newRightGroup.GetComponent <Groupe>().SetupGroup(rightObjects.ToArray());
            newRightGroup.GetComponent <Groupe>().g_GoalPos = newRightPos;

            GameObject newLeftGroup = Instantiate(g_GroupPrefab, Vector3.zero, Quaternion.identity);
            newLeftGroup.GetComponent <Groupe>().SetupGroup(leftObjects.ToArray());
            newRightGroup.GetComponent <Groupe>().g_GoalPos = newLeftPos;



            Destroy(gameObject);
        }
    }
示例#9
0
    private void Awake()
    {
        if (singleton == null)
        {
            singleton = this;
            DontDestroyOnLoad(gameObject);
        }
        else
        {
            Destroy(gameObject);
        }

        QualitySettings.vSyncCount  = 0;
        Application.targetFrameRate = 200;

        inputControler = gameObject.AddComponent <InputControler>();
        gameData       = new GameData();
        gameData.Init();
    }
示例#10
0
 // public static Groupe selectedObject = null;
 void Start()
 {
     _inputControler = GameManager.gm.GetComponent <InputControler>();
 }