/// <summary> /// Updates layout for the element and its children. Overriding this method is rarely necessary. /// If you need to update layout, use Layout(). /// </summary> public override void BeginLayout(bool refresh) { if (!ExceptionHandler.ClientsPaused) { try { layerData.fullZOffset = ParentUtils.GetFullZOffset(layerData, _parent); if (_parent == null) { ParentVisible = false; } else { ParentVisible = _parent.Visible; } if (Visible || refresh) { Layout(); } } catch (Exception e) { ExceptionHandler.ReportException(e); } } }
//== MESSAGES == private void Start() { //Intialize the Array for Docks slots = new DockSlot[slotCount]; enemiesParent = ParentUtils.FindEnemiesParent(); CreateSlots(); }
// Use this for initialization void Start() { enemyParent = ParentUtils.FindEnemyParent(); // get the list of child object spawnPoints = GetComponentsInChildren <SpawnPoint>(); SpawnEnemiesRepeating(); }
// Start is called before the first frame update void Start() { // Create a temporary reference to the current scene. Scene currentScene = SceneManager.GetActiveScene(); // Retrieve the name of this scene. string sceneName = currentScene.name; // set the delay of the enemy depending on which level the player is on if (sceneName == "GameSceneL1") { spawnDelay = 30.0f; } else if (sceneName == "GameSceneL2") { spawnDelay = 20.0f; } else if (sceneName == "GameSceneL3") { spawnDelay = 20.0f; } // get the enemey parent object enemyParent = ParentUtils.GetEnemyParent(); // need to get a list of spawn points spawnPoints = GetComponentsInChildren <SpawnPoint>(); SpawnRepeating(); }
protected override void Layout() { // Reverse scaling due to differences between rendering resolution and // desktop resolution when running the game in windowed mode Vector2 desktopSize = MyAPIGateway.Input.GetMouseAreaSize(); Vector2 invMousePosScale = new Vector2 { X = ScreenWidth / desktopSize.X, Y = ScreenHeight / desktopSize.Y, }; Vector2 screenPos = MyAPIGateway.Input.GetMousePosition() * invMousePosScale; // Update world line WorldLine = MyAPIGateway.Session.Camera.WorldLineFromScreen(screenPos); // Reverse Y-axis direction and offset the cursor position s.t. it's // centered in the middle of the screen rather than the upper left // corner. screenPos.Y *= -1f; screenPos += new Vector2(-ScreenWidth * .5f, ScreenHeight * .5f); // Calculate position of the cursor in world space MatrixD ptw = HudMain.PixelToWorld; Vector3D worldPos = new Vector3D(screenPos.X, screenPos.Y, 0d); Vector3D.TransformNoProjection(ref worldPos, ref ptw, out worldPos); WorldPos = worldPos; ScreenPos = screenPos; // Update custom hud space and tooltips HudSpaceData?hudSpaceData = GetCapturedHudSpaceFunc?.Invoke(); bool useCapturedHudSpace = hudSpaceData != null && hudSpaceData.Value.Item1; bool boundTooltips = false, useScreenSpace = true; float tooltipScale = 1f; if (useCapturedHudSpace) { PlaneToWorldRef[0] = hudSpaceData.Value.Item3; useScreenSpace = PlaneToWorldRef[0].EqualsFast(ref HighDpiRoot.HudSpace.PlaneToWorldRef[0]) || PlaneToWorldRef[0].EqualsFast(ref Root.HudSpace.PlaneToWorldRef[0]); } if (useScreenSpace) { PlaneToWorldRef[0] = HighDpiRoot.HudSpace.PlaneToWorldRef[0]; boundTooltips = true; tooltipScale = ResScale; } base.Layout(); cursorBox.Visible = !MyAPIGateway.Gui.IsCursorVisible; layerData.fullZOffset = ParentUtils.GetFullZOffset(layerData, _parent); cursorBox.Offset = new Vector2(CursorPos.X, CursorPos.Y); UpdateToolTip(boundTooltips, tooltipScale); }
void Start() { // get the enemey parent object enemyParent = ParentUtils.GetEnemyParent(); // need to get a list of spawn points spawnPoints = GetComponentsInChildren <SpawnPoint>(); SpawnRepeating(); }
public static event EnemyKilled EnemyKilledEvent; // Event // == Messages == private void Start() { explosionsParent = ParentUtils.FindExplosionsParent(); //Find SoundController soundController = SoundController.FindSoundController(); PlayClip(spawnClip); }
//= Messages == protected virtual void Start() { enemiesParent = ParentUtils.FindEnemiesParent(); if (SpawnOnStart) { EnableSpawning(); } }
private List <Locker> lockers; // List of enemies #endregion // Start is called before the first frame update void Start() { lockers = new List <Locker>(); /* * Using the ParentUtils class, get the locker parent object. An attempt to find the game object is made first. * If unable to be found, the game object is created */ lockerParent = ParentUtils.GetLockerParent(); }
private List <Enemy> enemies; // List of enemies #endregion // Start is called before the first frame update void Start() { enemies = new List <Enemy>(); // Instantiate new list of enemies /* * Using the ParentUtils class, get the enemy parent object. An attempt to find the game object is made first. * If unable to be found, the game object is created */ enemyParent = ParentUtils.GetEnemyParent(); }
// == Messages == private void Start() { //Need to get the components at the start spriteRenderer = GetComponent <SpriteRenderer>(); polygonCollider = GetComponent <PolygonCollider2D>(); playerController = GetComponent <PlayerController>(); weaponController = GetComponent <WeaponController>(); //Remember the start position startPoisiton = new Vector3(transform.position.x, transform.position.y, transform.position.z); soundController = SoundController.FindSoundController(); explosionsParent = ParentUtils.FindExplosionsParent(); }
public override void GetUpdateAccessors(List <HudUpdateAccessors> UpdateActions, byte preloadDepth) { layerData.fullZOffset = ParentUtils.GetFullZOffset(layerData, _parent); UpdateActions.EnsureCapacity(UpdateActions.Count + children.Count + 1); accessorDelegates.Item2.Item2 = GetNodeOriginFunc; UpdateActions.Add(accessorDelegates); if (Visible && IsInFront) { for (int n = 0; n < children.Count; n++) { children[n].GetUpdateAccessors(UpdateActions, preloadDepth); } } }
/// <summary> /// Adds update delegates for members in the order dictated by the UI tree /// </summary> public virtual void GetUpdateAccessors(List <HudUpdateAccessors> UpdateActions, byte preloadDepth) { if (Visible) { layerData.fullZOffset = ParentUtils.GetFullZOffset(layerData); UpdateActions.EnsureCapacity(UpdateActions.Count + children.Count + 1); accessorDelegates.Item2.Item2 = HudSpace.GetNodeOriginFunc; UpdateActions.Add(accessorDelegates); for (int n = 0; n < children.Count; n++) { children[n].GetUpdateAccessors(UpdateActions, preloadDepth); } } }
/// <summary> /// Starts layout update in a try-catch block. Useful for manually updating UI elements. /// Exceptions are reported client-side. Do not override this unless you have a good reason for it. /// If you need to update layout, use Layout(). /// </summary> public virtual void BeginLayout(bool refresh) { if (!ExceptionHandler.ClientsPaused) { try { layerData.fullZOffset = ParentUtils.GetFullZOffset(layerData); if (Visible || refresh) { Layout(); } } catch (Exception e) { ExceptionHandler.ReportException(e); } } }
/// <summary> /// Adds update delegates for members in the order dictated by the UI tree /// </summary> public override void GetUpdateAccessors(List <HudUpdateAccessors> UpdateActions, byte preloadDepth) { bool wasSetVisible = (State & HudElementStates.IsVisible) > 0; State |= HudElementStates.WasParentVisible; if (!wasSetVisible && (State & HudElementStates.CanPreload) > 0) { preloadDepth++; } if (preloadDepth < maxPreloadDepth && (State & HudElementStates.CanPreload) > 0) { State |= HudElementStates.IsVisible; } if (Visible) { HudSpace = _parent?.HudSpace; layerData.fullZOffset = ParentUtils.GetFullZOffset(layerData, _parent); UpdateActions.EnsureCapacity(UpdateActions.Count + children.Count + 1); accessorDelegates.Item2.Item2 = HudSpace.GetNodeOriginFunc; UpdateActions.Add(accessorDelegates);; for (int n = 0; n < children.Count; n++) { children[n].GetUpdateAccessors(UpdateActions, preloadDepth); } } if (!wasSetVisible) { State &= ~HudElementStates.IsVisible; } }
/// <summary> /// Updates layout for the element and its children. Overriding this method is rarely necessary. /// If you need to update layout, use Layout(). /// </summary> public override void BeginLayout(bool refresh) { if (!ExceptionHandler.ClientsPaused) { try { layerData.fullZOffset = ParentUtils.GetFullZOffset(layerData, _parent); if (_parent == null) { ParentVisible = false; } else { ParentVisible = _parent.Visible; } if (Visible || refresh) { UpdateCache(); Layout(); // Update cached values for use on draw and by child nodes cachedPadding = Padding; cachedSize = new Vector2(Width, Height); cachedPosition = cachedOrigin + Offset; UpdateMasking(); } } catch (Exception e) { ExceptionHandler.ReportException(e); } } }
// == Messages == private void Start() { bulletsParent = ParentUtils.FindBulletsParent(); soundController = SoundController.FindSoundController(); }
// == private methods == private void Start() { enemyParent = ParentUtils.FindEnemyParent(); SpawnRepeating(); }
// Start is called before the first frame update void Start() { bulletParent = ParentUtils.GetBulletParent(); soundController = SoundController.FindSoundController(); }
// Start is called before the first frame update void Start() { bulletParent = ParentUtils.GetBulletParent(); }
// Start is called before the first frame update void Start() { starParent = ParentUtils.GetStarParent(); spawnPoints = GetComponentsInChildren <SpawnPoint>(); SpawnRepeating(); }
// == private methods == private void Start() { bulletParent = ParentUtils.FindBulletParent(); }