Inheritance: MonoBehaviour
示例#1
0
    void Spawn()
    {
        PrefabHolder prefabHolder       = PrefabHolder.GetActive();
        GameObject   prefab             = prefabHolder.prefab;
        int          numberToSpawn      = prefabHolder.numberToSpawn;
        float        spawnAreaSize      = prefabHolder.spawnAreaSize;
        float        accelerationScaler = prefabHolder.accelerationScaler;

        Entity        prefabEntity  = GameObjectConversionUtility.ConvertGameObjectHierarchy(prefab, GameObjectConversionSettings.FromWorld(this.World, null));
        EntityManager entityManager = this.World.EntityManager;

        Unity.Mathematics.Random rand = new Unity.Mathematics.Random(0x6E624EB7u);

        for (int i = 0; i < numberToSpawn; i++)
        {
            Entity instance = entityManager.Instantiate(prefabEntity);

            float  randomAngle   = rand.NextFloat();
            float  randomRadius  = rand.NextFloat();
            float2 pointOnCircle = GetPointOnCircle(randomAngle) * randomRadius;
            float3 randFloat3    = new float3(pointOnCircle.x, 0, pointOnCircle.y) * spawnAreaSize;

            entityManager.SetComponentData(instance, new Translation {
                Value = randFloat3
            });
            entityManager.SetComponentData(instance, new Acceleration {
                Value = -randFloat3 * accelerationScaler
            });
        }
    }
 void Start()
 {
     center = GetComponent<BoxCollider2D>().offset;
     center.y = center.y + 2f;
     prefabHolder = GameObject.Find("PrefabHolder").GetComponent<PrefabHolder>();
     attackTimer = new Timer();
 }
	void Start ()
    {
		//loadStatsFromStatic ();
		slider.maxValue = healthMax;
		slider.value = health;
		prefabHolder = GameObject.Find("PrefabHolder").GetComponent<PrefabHolder>();
	}
示例#4
0
 public void DoLocalSetups()
 {
     InitArtillery();
     spawner      = Pool.Instance;
     prefabHolder = PrefabHolder.Instance;
     RegistrPoolOfProjectiles();
 }
 // Use this for initialization
 void Awake()
 {
     ph            = GameObject.FindGameObjectWithTag("PrefabHolder").GetComponent <PrefabHolder>();
     activeMission = -1;
     ChosenHeroes  = new List <Hero>();
     ConfirmButton.SetActive(false);
 }
    void Awake()
    {
        ph         = GameObject.FindGameObjectWithTag("PrefabHolder").GetComponent <PrefabHolder>();
        buttons    = new List <Button>();
        activeHero = -1;

        Cancel.onClick.AddListener(() =>
        {
            activeHero = -1;
            Cancel.gameObject.SetActive(false);
            Confirm.gameObject.SetActive(false);
            UpdateDesc(null);
        });

        Confirm.onClick.AddListener(() =>
        {
            Debug.Log("Recruiting hero:");
            AvailableHeroes[activeHero].Log();
            player.RecruitHero(AvailableHeroes[activeHero]);
            AvailableHeroes.RemoveAt(activeHero);
            Destroy(buttons[activeHero].gameObject);
            buttons.RemoveAt(activeHero);
            for (int i = activeHero; i < buttons.Count; i++)
            {
                buttons[i].transform.localPosition = new Vector3(buttons[i].transform.localPosition.x, buttons[i].transform.localPosition.y + buttons[i].GetComponent <RectTransform>().rect.height + 2);
            }

            activeHero = -1;
            Cancel.gameObject.SetActive(false);
            Confirm.gameObject.SetActive(false);
            UpdateDesc(null);
            ReDisplayHeroRecruitment();
        });
    }
示例#7
0
    //Open up the menu that shows the possible prefabs
    public void OpenPrefabAdder()
    {
        GameObject   go  = Instantiate(addPrefabMenuPrefab);
        PrefabHolder pre = go.GetComponentInChildren <PrefabHolder>();

        pre.tileProperties = this.GetComponent <TileProperties>();
    }
示例#8
0
    private void Awake()
    {
        //Check if instance already exists
        if (instance == null)
        {
            //if not, set instance to this
            instance = this;
        }

        //If instance already exists and it's not this:
        else if (instance != this)
        {
            //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager.
            Destroy(gameObject);
            return;
        }

        //Sets this to not be destroyed when reloading scene
        DontDestroyOnLoad(gameObject);

        LoadGame();

        prefabHolder = GetComponent <PrefabHolder>();
        costHolder   = GetComponent <UpgradeManager>();
    }
示例#9
0
    public static PrefabHolder GetActive()
    {
        if (PrefabHolder.active == null)
        {
            PrefabHolder.active = UnityEngine.Object.FindObjectOfType <PrefabHolder>();
        }

        return(PrefabHolder.active);
    }
示例#10
0
 public void RefreshHoldersList()
 {
     //if (m_characterHolder == null)
     //{
     //    m_characterHolder = new List<GameObject>();
     //}
     //m_characterHolder.Clear();
     m_entityHolderPrefab = GetEntityHolderAsset();
 }
示例#11
0
 void OnLevelWasLoaded()
 {
     prefabHolder = GameObject.Find("PrefabHolder").GetComponent<PrefabHolder>();
     if (NewGameOrLoad.LoadName != null)
     {
         Load(NewGameOrLoad.LoadName);
         NewGameOrLoad.LoadName = null;
     }
 }
示例#12
0
    public void BeforeTest()
    {
        prefabtHolder = GameObject.Instantiate((GameObject)Resources.Load("Prefabs/Holder/PrefabHolder"), Vector3.zero, Quaternion.identity).GetComponent <PrefabHolder> ();
        GameObject gameObject = new GameObject();

        gameObject.AddComponent <MapCreator> ();
        mapCreator = gameObject.GetComponent <MapCreator> ();
        mapCreator.CreateMap(rawMap, prefabtHolder.Tile);
    }
示例#13
0
    private PrefabHolder GetEntityHolderAsset()
    {
        AssetDatabase.Refresh();
        PrefabHolder holderGameObject = AssetDatabase.LoadAssetAtPath <PrefabHolder>(m_holdersPath + "/Entity_Holder.prefab");

        if (holderGameObject == null)
        {
            Debug.LogError("Cannot find Entity_Holder in: " + m_holdersPath + "/Entity_Holder.prefab");
        }
        return(holderGameObject);
    }
示例#14
0
        private void Start()
        {
            mixer = PrefabHolder.MainMixer();

            mixer.GetFloat("Volume", out volume);
            mixer.GetFloat("PlayerVolume", out playerVolume);
            mixer.GetFloat("AmbienceVolume", out ambienceVolume);
            mixer.GetFloat("StepsVolume", out stepsVolume);
            mixer.GetFloat("ObjectsVolume", out objectsVolume);
            mixer.GetFloat("EnemiesVolume", out enemiesVolume);
        }
 private void Awake()
 {
     if (!Instance)
     {
         Instance = this;
     }
     else
     {
         Destroy(gameObject);
     }
 }
示例#16
0
    void Awake()
    {
        pool     = PoolManager.instance;
        instance = this;

        pool.CreatePool(waveCircleCut, amount);
        pool.CreatePool(waveRectCut, amount);
        pool.CreatePool(waveCircle, amount);
        pool.CreatePool(waveRect, amount);
        pool.CreatePool(waveTri, amount);
    }
示例#17
0
 private void Awake()
 {
     if (m_myInstance == null)
     {
         m_myInstance = this;
     }
     else
     {
         Destroy(this);
     }
 }
示例#18
0
 public void SceneManager_sceneLoaded(Scene arg0, LoadSceneMode arg1)
 {
     //Debug.Log ("Scene Loaded");
     if (gameState == GAMESTATE.Game)
     {
         prefabHolder  = FindObjectOfType <PrefabHolder> ();
         puzzleManager = FindObjectOfType <PuzzleManager> ();
         InitLevel(GameConstants.GAMEPLAY);
     }
     else if (gameState == GAMESTATE.MainMenu)
     {
         InitLevel(GameConstants.MAINMENU);
     }
 }
	void Start(){
		Debug.Log ("START!");
		canvas = GameObject.Find ("MerchantCanvas").GetComponent<Canvas> () as Canvas;
		room = GameObject.Find ("RoomManager").GetComponent<RoomManager>().roomToLoad;
		textButton1 = (Text)GameObject.Find ("TextItem1").GetComponent<Text>();
		textButton2 = GameObject.Find ("TextItem2").GetComponent<Text>();
		textButton3 = GameObject.Find ("TextItem3").GetComponent<Text>();
		textButtonReload = GameObject.Find ("TextReload").GetComponent<Text>();
		playerStats = GameObject.Find ("Player").GetComponent<BasicStats>() as BasicStats;
		prefabHolder = GameObject.Find ("PrefabHolder").GetComponent<PrefabHolder> ();
		itemHolder = GameObject.Find ("ItemHolder");
		worldGenerator = GameObject.Find ("RoomManager").GetComponent<WorldGenerator> ();

		randItems = new int[3];
		if (worldGenerator.merchantItems [room.x, room.y] == null) {
			Debug.Log ("nowy klient");
			List<int> realItemPool = new List<int> ();
			realItemPool = Static.listDifference (room.itemPool, Static.itemsSpawned);
			for (int i = 0; i < randItems.GetLength(0); i++) {
				if (realItemPool.Count == 0) {
					randItems [i] = -1;
					continue;
				}
				randItems [i] = realItemPool [Static.randomIdxFromList<int> (realItemPool)];
				realItemPool.Remove (randItems [i]);
			}
			worldGenerator.merchantItems [room.x, room.y] = new List<int> ();
			for(int i = 0; i < randItems.GetLength(0); i++){
				worldGenerator.merchantItems [room.x, room.y].Add (randItems [i]);
				if(randItems[i] != -1)
					Static.itemsSpawned.Add (randItems[i]);
			}
			foreach(int x in worldGenerator.merchantItems[room.x, room.y]){
				Debug.Log ("generated:" + x);
			}
		} 
		else {
			Debug.Log("staly klient");
			for(int i = 0; i < randItems.GetLength(0); i++) {
				randItems[i] = worldGenerator.merchantItems [room.x, room.y][i];
			}
			foreach(int x in randItems){
				Debug.Log ("Contains2: " + x);
			}
		}
		//Debug.Log ("wtf button names " + randItems[0]+" "+randItems[1]+" "+randItems[2]);
		//Debug.Log (Static.items [randItems [0]].name + " " + Static.items [randItems [1]].name + " " + Static.items [randItems [2]].name);
		//Debug.Log (Static.items [randItems [0]].cost + " " + Static.items [randItems [1]].cost + " " + Static.items [randItems [2]].cost);
	}
示例#20
0
    public void triggerBuff(BuffMode b)
    {
        if (currBuffProcess != null)
        {
            StopCoroutine(currBuffProcess);
        }
        debuff = b; GameObject explosionPrefab;
        bool parentToOther = false;

        if (!prefabHolder)
        {
            prefabHolder = FindObjectOfType <PrefabHolder>();
        }

        switch (b)
        {
        case BuffMode.burn:
            explosionPrefab = prefabHolder.palletExplosionRed;
            parentToOther   = true;

            currBuffProcess = burnDuration();
            StartCoroutine(currBuffProcess);
            break;

        case BuffMode.freeze:
            explosionPrefab = prefabHolder.palletExplosionBlue;
            parentToOther   = true;

            currBuffProcess = freezeDuration();
            StartCoroutine(currBuffProcess);
            break;

        default:
            Debug.Log("buff case not recognized");
            explosionPrefab = null;
            break;
        }

        GameObject effect = (explosionPrefab != null) ? Instantiate(explosionPrefab, transform.position, transform.rotation) : null;

        if (parentToOther)
        {
            effect.transform.parent = transform;
        }
    }
示例#21
0
        void Start()
        {
            userData = GlobalMethods.LoadUserDataFromFile();

            fader = GetComponent <FaderEffect>();
            fader.FadeIn(Color.black, 3);

            //resDropdown
            resolutions = Screen.resolutions;
            resDropdown.ClearOptions();
            List <string> options   = new List <string>();
            int           myResIndx = 0;

            foreach (Resolution r in resolutions)
            {
                if (r.Equals(Screen.currentResolution))
                {
                    myResIndx = options.Count;
                }

                options.Add(r.width + " x " + r.height);
            }
            resDropdown.AddOptions(options);
            resDropdown.value = myResIndx;
            resDropdown.RefreshShownValue();

            //continue
            CheckIfShouldDisplayContinue();



            //LevelSelection
            FindAviableLevels();
            DisplayAviableLevles();


            //cursor
            Cursor.visible = true;
            //mixer bugs

            PrefabHolder.MainMixer().ClearFloat("MasterLowPass");
            PrefabHolder.MainMixer().ClearFloat("MasterPitch");
            PrefabHolder.MainMixer().ClearFloat("MasterEcho");
        }
    protected override void OnCreate()
    {
        m_Group = GetEntityQuery(typeof(Translation), typeof(Speed), typeof(UpdateOrder));

        GameObject prefab        = PrefabHolder.GetActive().prefab;
        int        numberToSpawn = PrefabHolder.GetActive().numberToSpawn;

        Entity prefabEntity = GameObjectConversionUtility.ConvertGameObjectHierarchy(prefab, GameObjectConversionSettings.FromWorld(this.World, null));

        for (int i = 0; i < numberToSpawn; i++)
        {
            Entity      entity      = EntityManager.Instantiate(prefabEntity);
            UpdateOrder updateOrder = EntityManager.GetSharedComponentData <UpdateOrder>(entity);

            updateOrder.Value = i % updateFrequency;

            EntityManager.SetSharedComponentData(entity, updateOrder);
        }
    }
示例#23
0
    public override void OnInspectorGUI()
    {
        GUIStyle style = new GUIStyle(GUI.skin.button);

        style.normal.background = MakeTex(600, 1, new Color(0f, 0.5f, 0.1f, 0.5f));
        PrefabHolder mytarget = (PrefabHolder)target;

        EditorGUILayout.LabelField("Prefab Holder Editor");
        for (int i = 0; i < mytarget.m_poolDataList.Count; i++)
        {
            string name = "Not Assigned";
            if (mytarget.m_poolDataList[i].m_obj)
            {
                name = mytarget.m_poolDataList[i].m_obj.name;
            }

            mytarget.m_poolDataList[i].m_foldOut = EditorGUILayout.Foldout(mytarget.m_poolDataList[i].m_foldOut, name);

            if (mytarget.m_poolDataList[i].m_foldOut)
            {
                EditorGUILayout.BeginVertical(style);
                EditorGUILayout.Separator();
                mytarget.m_poolDataList[i].m_quantity = EditorGUILayout.IntField("Quantity", mytarget.m_poolDataList[i].m_quantity);
                mytarget.m_poolDataList[i].m_register = EditorGUILayout.Toggle("Register Prefab UNET", mytarget.m_poolDataList[i].m_register);
                mytarget.m_poolDataList[i].m_obj      = EditorGUILayout.ObjectField("GameObject", mytarget.m_poolDataList[i].m_obj, typeof(GameObject), true) as GameObject;

                if (GUILayout.Button("Remove This"))
                {
                    mytarget.m_poolDataList.RemoveAt(i);
                    return;
                }
                EditorGUILayout.EndVertical();
                EditorGUILayout.Space();
            }
        }
        if (GUILayout.Button("Add New Object"))
        {
            mytarget.m_poolDataList.Add(new PoolData());
        }
        EditorUtility.SetDirty(mytarget);
    }
示例#24
0
	void Awake ()
	{
		Static.generateGlobalItemPool ();
		Random.seed = Static.randomSeed;
		rooms = new Room[width,height];
		merchantItems = new List<int>[width,height];
		dfsArray = new bool[width, height];
		dfsArray[width / 2, height / 2] = true;
		edges = new List<Vector2>();
		minimapPanel = GameObject.Find("MinimapPanel");
        prefabHolder = GameObject.Find("PrefabHolder").GetComponent<PrefabHolder>();
		for (int i = 0; i < width; i++) {
			for(int j = 0; j < height; j++){
				rooms [i, j] = new Room (i, j, new Vector4(minX, maxX, minY, maxY), width, height);
                rooms[i, j].minimapImage = null;
			}
		}
		//Random.seed = -1402559560;
		Debug.Log ("WorldGenerator::Awake() seed=" + Random.seed);
		//Static.randomSeed = 1466330462;
		Debug.Log("Static::randomSeed " + Static.randomSeed);
	}
示例#25
0
        private void Update()
        {
            if (Storage.Energy == 0 && Time.timeSinceLevelLoad - timeStamp > coolDown)
            {
                isActive = true;
                Transform t = null;
                if (EnergyHandler.GetStrongestEnergyInCone(tip.position, Vector3.down, detectionRange, detectionBaseRadius, out t))
                {
                    if (!objectsShot.Contains(t))
                    {
                        Instantiate(PrefabHolder.EnergyLaser(), laserTurretTipPosiiton.position, Quaternion.Euler(Vector3.right * 90f));
                        audioSource.clip = shootingSound;
                        audioSource.Play();
                        animator.SetTrigger("Shoot");
                        objectsShot.Add(t);
                        if (t != null)
                        {
                            var damageTaker = t.GetComponent <IGameObjectDamageTaker>();
                            if (damageTaker != null)
                            {
                                damageTaker.TakeDamage();
                            }
                        }
                        timeStamp = Time.timeSinceLevelLoad;
                    }
                }
            }
            else
            {
                isActive = false;
            }

            if (isActive != visualizer.isVisible)
            {
                visualizer.UpdateVisibility(isActive);
            }
        }
 void Start()
 {
     attackSpeed = new Timer();
     prefabHolder = GameObject.Find("PrefabHolder").GetComponent<PrefabHolder>();
 }
示例#27
0
 //Audio
 public void SetVolume(float volume)
 {
     PrefabHolder.MainMixer().SetFloat("Volume", volume);
     volumeText.GetComponent <Text>().text = (int)((volume + 80) * (1 / 0.8)) + "%";
 }
示例#28
0
 private void Awake()
 {
     instance     = this;
     prefabHolder = this.GetComponent <PrefabHolder>();
 }
示例#29
0
 public void passReferences(PrefabHolder ph, GameControl gc)
 {
     prefabHolder = ph;
     gameControl  = gc;
 }
示例#30
0
    private void CreateCharacter(string folderPath, PrefabHolder holder)
    {
        folderPath = "Assets" + folderPath;

        // CLIENT PREFAB

        GameObject clientTemp  = new GameObject();
        GameObject modelClient = CharacterEditorWindow.Instantiate(m_characterModel);

        modelClient.name = m_characterName + " - Idle";
        modelClient.transform.SetParent(clientTemp.transform);
        clientTemp.name  = "Entity_" + m_characterName + "Client";
        clientTemp.layer = LayerMask.NameToLayer("Entity");


        clientTemp.AddComponent <EntityCanvas>();
        clientTemp.AddComponent <EntityBehaviour>();
        NetworkIdentity networkIdentity = clientTemp.GetComponent <NetworkIdentity>();


        BoxCollider boxColliderClient = clientTemp.AddComponent <BoxCollider>();

        boxColliderClient.center    = new Vector3(0, 0.5f, 0);
        boxColliderClient.size      = new Vector3(0.5f, 1, 0.5f);
        boxColliderClient.isTrigger = true;

        var selectedLogicType = m_entityTypesLogics[m_entityLogicChoice];

        System.Type logicType = CharacterEditorWindow.GetType(selectedLogicType);
        Logic       logic     = clientTemp.AddComponent(logicType) as Logic;

        logic.SetMobaEntity(clientTemp);
        networkIdentity.localPlayerAuthority = logic.IsLocalPlayerAuthority();

        EntityTransform modelTransform = modelClient.AddComponent <EntityTransform>();

        modelTransform.EntityTransformType = EEntityTransform.Model;

        GameObject transformLeftHandGOClient = new GameObject();

        transformLeftHandGOClient.name = "Transform_" + EEntityTransform.LeftHand;
        EntityTransform leftHandTransformClient = transformLeftHandGOClient.AddComponent <EntityTransform>();

        leftHandTransformClient.EntityTransformType = EEntityTransform.LeftHand;

        GameObject transformRightHandGOClient = new GameObject();

        transformRightHandGOClient.name = "Transform_" + EEntityTransform.RightHand;
        EntityTransform rightHandTransformClient = transformRightHandGOClient.AddComponent <EntityTransform>();

        rightHandTransformClient.EntityTransformType = EEntityTransform.RightHand;

        GameObject transformCenterGOClient = new GameObject();

        transformCenterGOClient.name = "Transform_" + EEntityTransform.Center;
        EntityTransform centerTransformClient = transformCenterGOClient.AddComponent <EntityTransform>();

        centerTransformClient.EntityTransformType = EEntityTransform.Center;

        GameObject transformCanvasGOClient = new GameObject();

        transformCanvasGOClient.name = "Transform_" + EEntityTransform.Head;
        EntityTransform canvasTransformClient = transformCanvasGOClient.AddComponent <EntityTransform>();

        canvasTransformClient.EntityTransformType = EEntityTransform.Head;

        GameObject transformFloorGOClient = new GameObject();

        transformFloorGOClient.name = "Transform_" + EEntityTransform.Floor;
        EntityTransform floorTransformClient = transformFloorGOClient.AddComponent <EntityTransform>();

        floorTransformClient.EntityTransformType = EEntityTransform.Floor;

        GameObject transformSkyGOClient = new GameObject();

        transformSkyGOClient.name = "Transform_" + EEntityTransform.Sky;
        EntityTransform skyTransformClient = transformSkyGOClient.AddComponent <EntityTransform>();

        skyTransformClient.EntityTransformType = EEntityTransform.Sky;



        transformRightHandGOClient.transform.SetParent(clientTemp.transform);
        transformRightHandGOClient.transform.localPosition = new Vector3(0, 0.5f, 0.25f);
        transformLeftHandGOClient.transform.SetParent(clientTemp.transform);
        transformLeftHandGOClient.transform.localPosition = new Vector3(0, 0.5f, 0.25f);

        transformCenterGOClient.transform.SetParent(clientTemp.transform);
        transformCenterGOClient.transform.localPosition = new Vector3(0, 0.5f, 0);

        transformCanvasGOClient.transform.SetParent(clientTemp.transform);
        transformCanvasGOClient.transform.localPosition = new Vector3(0, 1.3f, 0);

        transformFloorGOClient.transform.SetParent(clientTemp.transform);
        transformSkyGOClient.transform.SetParent(clientTemp.transform);
        transformSkyGOClient.transform.localPosition = new Vector3(0, 5f, 0);


        Debug.Log("Create Client prefab at " + folderPath + "/" + clientTemp.name + ".prefab");
        UnityEngine.Object emptyPrefab  = PrefabUtility.CreateEmptyPrefab(folderPath + "/" + clientTemp.name + ".prefab");
        GameObject         clientPrefab = PrefabUtility.ReplacePrefab(clientTemp, emptyPrefab, ReplacePrefabOptions.ConnectToPrefab);

        CreateCharacterData(clientTemp.GetComponent <Logic>());

        GameObject.DestroyImmediate(GameObject.Find(clientTemp.name));

        // SERVER PREFAB

        GameObject serverTemp  = new GameObject();
        GameObject modelServer = CharacterEditorWindow.Instantiate(m_characterModel);

        modelServer.name = m_characterName + " - Idle";
        modelServer.transform.SetParent(serverTemp.transform);
        serverTemp.name  = "Entity_" + m_characterName;
        serverTemp.layer = LayerMask.NameToLayer("Entity");

        serverTemp.AddComponent <EntityCanvas>();
        serverTemp.AddComponent <EntityBehaviour>();
        NetworkIdentity networkIdentityServer = serverTemp.GetComponent <NetworkIdentity>();

        networkIdentityServer.localPlayerAuthority = true;

        BoxCollider boxColliderServer = serverTemp.AddComponent <BoxCollider>();

        boxColliderServer.center    = new Vector3(0, 0.5f, 0);
        boxColliderServer.size      = new Vector3(0.5f, 1, 0.5f);
        boxColliderServer.isTrigger = true;

        Logic serverLogic = serverTemp.AddComponent(logicType) as Logic;

        serverLogic.SetMobaEntity(serverTemp);
        networkIdentityServer.localPlayerAuthority = serverLogic.IsLocalPlayerAuthority();

        EntityTransform modelServerTransform = modelServer.AddComponent <EntityTransform>();

        modelServerTransform.EntityTransformType = EEntityTransform.Model;

        GameObject transformLeftHandGOServer = new GameObject();

        transformLeftHandGOServer.name = "Transform_" + EEntityTransform.LeftHand;
        EntityTransform leftHandTransformServer = transformLeftHandGOServer.AddComponent <EntityTransform>();

        leftHandTransformServer.EntityTransformType = EEntityTransform.LeftHand;

        GameObject transformRightHandGOServer = new GameObject();

        transformRightHandGOServer.name = "Transform_" + EEntityTransform.RightHand;
        EntityTransform rightHandTransformServer = transformRightHandGOServer.AddComponent <EntityTransform>();

        rightHandTransformServer.EntityTransformType = EEntityTransform.RightHand;

        GameObject transformCenterGOServer = new GameObject();

        transformCenterGOServer.name = "Transform_" + EEntityTransform.Center;
        EntityTransform centerTransformServer = transformCenterGOServer.AddComponent <EntityTransform>();

        centerTransformServer.EntityTransformType = EEntityTransform.Center;

        GameObject transformCanvasGOServer = new GameObject();

        transformCanvasGOServer.name = "Transform_" + EEntityTransform.Head;
        EntityTransform canvasTransformServer = transformCanvasGOServer.AddComponent <EntityTransform>();

        canvasTransformServer.EntityTransformType = EEntityTransform.Head;

        GameObject transformFloorGOServer = new GameObject();

        transformFloorGOServer.name = "Transform_" + EEntityTransform.Floor;
        EntityTransform floorTransformServer = transformFloorGOServer.AddComponent <EntityTransform>();

        floorTransformServer.EntityTransformType = EEntityTransform.Floor;

        GameObject transformSkyGOServer = new GameObject();

        transformSkyGOServer.name = "Transform_" + EEntityTransform.Sky;
        EntityTransform skyTransformServer = transformSkyGOServer.AddComponent <EntityTransform>();

        skyTransformServer.EntityTransformType = EEntityTransform.Sky;

        transformRightHandGOServer.transform.SetParent(serverTemp.transform);
        transformRightHandGOServer.transform.localPosition = new Vector3(0, 0.5f, 0.25f);
        transformLeftHandGOServer.transform.SetParent(serverTemp.transform);
        transformLeftHandGOServer.transform.localPosition = new Vector3(0, 0.5f, 0.25f);

        transformCenterGOServer.transform.SetParent(serverTemp.transform);
        transformCenterGOServer.transform.localPosition = new Vector3(0, 0.5f, 0);

        transformCanvasGOServer.transform.SetParent(serverTemp.transform);
        transformCanvasGOServer.transform.localPosition = new Vector3(0, 1.3f, 0);

        transformFloorGOServer.transform.SetParent(serverTemp.transform);
        transformSkyGOServer.transform.SetParent(serverTemp.transform);
        transformSkyGOServer.transform.localPosition = new Vector3(0, 5f, 0);


        UnityEngine.Object emptyPrefabServer = PrefabUtility.CreateEmptyPrefab(folderPath + "/" + serverTemp.name + ".prefab");
        GameObject         serverPrefab      = PrefabUtility.ReplacePrefab(serverTemp, emptyPrefabServer, ReplacePrefabOptions.ConnectToPrefab);

        GameObject.DestroyImmediate(GameObject.Find(serverTemp.name));

        PoolData clientCharacterPoolData = new PoolData();

        clientCharacterPoolData.m_quantity = 0;
        clientCharacterPoolData.m_register = false;
        clientCharacterPoolData.m_obj      = clientPrefab;

        PoolData serverCharacterPoolData = new PoolData();

        serverCharacterPoolData.m_quantity = 0;
        serverCharacterPoolData.m_register = true;
        serverCharacterPoolData.m_obj      = serverPrefab;

        holder.m_poolDataList.Add(clientCharacterPoolData);
        holder.m_poolDataList.Add(serverCharacterPoolData);

        PrefabUtility.ReplacePrefab(SpawnManager.instance.gameObject, PrefabUtility.GetPrefabParent(SpawnManager.instance), ReplacePrefabOptions.ConnectToPrefab);
    }
 private void Awake()
 {
     instance = this;
 }
示例#32
0
 void Start()
 {
     dm = GameObject.FindGameObjectWithTag("DungeonMaster").GetComponent <PrefabHolder>();
     DebugGen();
 }
示例#33
0
 private void Awake()
 {
     Instance = this;
     LoadClones();
 }
示例#34
0
 void Awake()
 {
     instance = this;
 }
示例#35
0
	void Awake() {
		instance = this;
	}
示例#36
0
    /// <summary>
    /// updates references to objects, while also (de)activating things appropriately
    ///
    /// NOTE: does not include dependency injection's ResolveScene(), needs to be called manually if needed. See Global.LoadTravelSceneWithSiteCoroutine()
    /// </summary>
    /// <param name="scene_number"></param>
    public void switchSceneReupdateReferences(int scene_number)
    {
        if (p == null)
        {
            p = FindObjectOfType <Player>();
        }
        if (p != null && player == null)
        {
            player = p.gameObject;
        }
        if (mainCanvas == null)
        {
            mainCanvas = GameObject.FindWithTag("Canvas");
        }
        if (UICanvas == null)
        {
            UICanvas = GameObject.FindWithTag("UICanvas");
        }
        if (mainCamera == null)
        {
            mainCamera = GameObject.FindWithTag("MainCamera").GetComponent <Camera>();
        }
        if (uiCamera == null)
        {
            uiCamera = GameObject.Find("UICamera").GetComponent <Camera>();
        }

        if (prefabHolder == null)
        {
            prefabHolder = FindObjectOfType <PrefabHolder>();
        }
        if (vfxCanvas == null)
        {
            vfxCanvas = GameObject.FindWithTag("VfxCanvas");
        }
        if (dialogue == null)
        {
            dialogue = GameObject.FindGameObjectWithTag("Dialogue").GetComponent <Dialogue>();
        }

        switch (scene_number)
        {
        case Global.TITLE_SCENE_NUMBER:
            sceneType = GameMode.QUEST_SELECT;

            break;

        case Global.GAME_SCENE_NUMBER:
            sceneType = GameMode.GAME;

            if (Hs_Holder == null)
            {
                Hs_Holder = GameObject.Find("HeartsHolder");                     //////////TODO
            }
            if (Ballz == null)
            {
                Ballz = mainCanvas.transform.Find("Ballz").gameObject;
            }

            HeartPopVFX = prefabHolder.heartPop;
            hearts      = prefabHolder.hearts;
            aim         = prefabHolder.aim;

            //gadgets are GOs like life container that are needed in game play but not in DLG mode
            if (gadgets != null)
            {
                foreach (GameObject g in gadgets)
                {
                    g.SetActive(false);
                }
            }

            //setting mask to the right dimension
            GameObject BGMask = GameObject.FindWithTag("BGMask");
            if (BGMask != null)
            {
                Vector3 sSize  = BGMask.GetComponent <SpriteMask>().sprite.bounds.size;
                var     ratioX = BGMask.GetComponent <RectTransform>().rect.width / sSize.x;
                var     ratioY = BGMask.GetComponent <RectTransform>().rect.height / sSize.y;
                Vector3 scale  = new Vector3(ratioX, ratioY - 0.04f, 1);
                BGMask.GetComponent <RectTransform>().localScale = scale;
            }

            p.navigationMode = Player.NavMode.ACCL;
            break;

        case Global.TRAVEL_SCENE_NUMBER:
            sceneType        = GameMode.TRAVEL;
            camFollow.active = true;

            p.navigationMode = Player.NavMode.TOUCH;
            break;
        }
    }
示例#37
0
 void Awake()
 {
     Instance = this;
 }
示例#38
0
 public void StartCalledByWorldGenerator()
 {
     prefabHolder = GameObject.Find("PrefabHolder").GetComponent<PrefabHolder>();
 }