// Use this for initialization
    void Start()
    {
        spriteController = FindObjectOfType <SpriteController>();
        dataController   = FindObjectOfType <DataController>();
        currentGod       = dataController.GetCurrentGod(LevelSelect.level);

        rulesRoot.SetActive(false);
        portaitRoot.SetActive(false);

        godName   = currentGod.name;
        godOf     = "God of " + currentGod.godOf;
        Fiction   = currentGod.Fiction;
        gameRules = currentGod.GameRules;

        for (int i = 0; i < godNameText.Count; i++)
        {
            godNameText[i].text = godName;
        }
        for (int i = 0; i < godOfText.Count; i++)
        {
            godOfText[i].text = godOf;
        }

        godOfPara[0].text = Fiction[0];
        godOfPara[1].text = gameRules[0];

        Portait.sprite = spriteController.GodPortaits[LevelSelect.level];
    }
示例#2
0
 // Use this for initialization
 void Start()
 {
     Transform findSprite = transform.FindChild("Sprite");
     sprite = findSprite.GetComponent<SpriteRenderer>();
     spriteController = findSprite.GetComponent<SpriteController>();
     startPos = transform.position;
 }
    public void CreateSpriteFromList()
    {
        SpriteController newsprite = Instantiate <SpriteController>(SpritePrefab);

        newsprite.self = SpriteControllerQueue[0];
        SpriteControllerQueue.RemoveAt(0);
    } // End of sprite-related block. =================================================================================
    HealthController healthController;       //Lebenssteuerung

    // Use this for initialization
    void Start()
    {
        characterController = GetComponent <CharacterController>();
        spriteController    = GetComponent <SpriteController>();
        healthController    = GetComponent <HealthController>();
        normalspeed         = speed;
    }
示例#5
0
        /// <summary>
        /// Create a sprite using the database sprite information.  This does not do any checking to make sure
        /// the named sprite already exists.  Usually, what you want to do is to create your SpriteController and
        /// register your SpriteDatabase with the controller.  Then, when you ask the SpriteController for a sprite,
        /// if that sprite does not exist yet, it will create it from the database.
        /// </summary>
        /// <param name="ControllerToUse">The sprite controller that will end up controlling the sprite</param>
        /// <param name="TheDatabaseToUse">The database</param>
        /// <returns></returns>
        internal Sprite CreateSprite(SpriteController ControllerToUse, SpriteDatabase TheDatabaseToUse)
        {
            Sprite DestSprite = null;

            if (ControllerToUse == null)
            {
                return(null);
            }
            for (int index = 0; index < Animations.Count; index++)
            {
                AnimationInfo CurrentAnimation = Animations[index];
                Image         myImage          = TheDatabaseToUse.GetImageFromName(CurrentAnimation.ImageName, true);
                if (myImage == null)
                {
                    return(null);                  //break out if we do not have the image defined for this
                }
                AnimationType AT = CurrentAnimation.FieldsToUse;
                if (index == 0)
                {
                    AT = AnimationType.SpriteDefinition;              //the first one MUST be this.
                }
                switch (AT)
                {
                case AnimationType.SpriteDefinition:
                    if (DestSprite == null)   //Creating the sprite from scratch
                    {
                        DestSprite = new Sprite(CurrentAnimation.StartPoint, ControllerToUse, myImage, CurrentAnimation.Width, CurrentAnimation.Height, CurrentAnimation.AnimSpeed, CurrentAnimation.NumFrames);
                    }
                    else
                    {
                        DestSprite.AddAnimation(CurrentAnimation.StartPoint, myImage, CurrentAnimation.Width, CurrentAnimation.Height, CurrentAnimation.AnimSpeed, CurrentAnimation.NumFrames);
                    }
                    break;

                case AnimationType.Rotation:
                    DestSprite.AddAnimation(CurrentAnimation.AnimationToUse, CurrentAnimation.RotationDegrees);
                    break;

                case AnimationType.Mirror:
                    DestSprite.AddAnimation(CurrentAnimation.AnimationToUse, CurrentAnimation.MirrorHorizontally, CurrentAnimation.MirrorVertically);
                    break;
                }
            }
            int sizepercent = ViewPercent;

            if (sizepercent < 5)
            {
                sizepercent = 100;
            }
            if (sizepercent > 300)
            {
                sizepercent = 100;
            }
            double delta = (double)sizepercent / 100.0; //turn it into a double, and into something we can multiply.

            DestSprite.SetSize(new Size((int)(DestSprite.GetSize.Width * delta), (int)(DestSprite.GetSize.Height * delta)));
            DestSprite.SetName(SpriteName);
            //We have created a new sprite.  Now, return a duplicate of that sprite.
            return(DestSprite);
        }
 // Set up references
 private void Start()
 {
     capacity         = GetComponent <GirlController>().GetBellyCapacity();
     spriteController = GetComponent <SpriteController>();
     foodUI           = GameObject.FindWithTag("FoodUI");
     itemLastEaten    = new Item();
 }
示例#7
0
    void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }
        else
        {
            Destroy(this);
            Debug.Log("Spritecontroller instance already exists");
        }

        spriteDictionary = new Dictionary <string, Sprite> ();

        Sprite[] sprites = Resources.LoadAll <Sprite> ("CardPics");


        foreach (Sprite s in sprites)
        {
            Debug.Log(s.name);
            spriteDictionary.Add(s.name, s);
        }

        sprites = Resources.LoadAll <Sprite> ("Tiles");
        foreach (Sprite s in sprites)
        {
            Debug.Log(s.name);
            spriteDictionary.Add(s.name, s);
        }
    }
示例#8
0
    private void RotateFrame(GameObject i_Frame)
    {
        Animator[] animator = i_Frame.GetComponentsInChildren <Animator>();
        if (SoundManager.Instance != null)
        {
            SoundManager.Instance.PlayRotateFrameSoundEffect();
        }


        foreach (Animator anim in animator)
        {
            if (anim.GetCurrentAnimatorStateInfo(0).IsName("FrameIdle") || anim.GetCurrentAnimatorStateInfo(0).IsName("UnderIdle"))
            {
                anim.SetBool("Rotate", true);
            }
        }

        // Check if the player is a child of i_Frame, if so, call the SpriteController.StartShrinkPlayer
        SpriteController playerSprite = i_Frame.GetComponentInChildren <SpriteController>();

        if (playerSprite != null)
        {
            playerSprite.StartShrinkPlayer();
        }
    }
示例#9
0
 private static void InitializeTreeSprite(SpriteController controller, Sprite sprite)
 {
     sprite = new Sprite(new Point(0, 0), controller,
                         Resources.Trees, 120, 150, 100000, 1);
     sprite.SetSize(HeroSpriteSize);
     sprite.SetName($"{SpriteNames.ObstacleTree1}");
 }
示例#10
0
 private static void InitializeEnemyBallSprite(SpriteController controller, Sprite sprite)
 {
     sprite = new Sprite(new Point(0, 225), controller,
                         Resources.Magicballs, 75, 75, 100, 8);
     sprite.SetSize(MagicBallSpriteSize);
     sprite.SetName($"{SpriteNames.EnemyBall}");
 }
示例#11
0
 private static void InitializeCrosshairSprite(SpriteController controller, Sprite sprite)
 {
     sprite = new Sprite(new Point(0, 0), controller,
                         Resources.Crosshair, 24, 24, 0, 1);
     sprite.SetSize(CrosshairSpriteSize);
     sprite.SetName($"{SpriteNames.Crosshair}");
 }
示例#12
0
    public SkillBase(SpriteController obj, int skillID)
    {
        State      = SkillState.None;
        this.owner = obj;
        this.CurCD = 0f;

        dataVo = ConfigManager.GetSkillDataById(skillID);
        if (owner.actionMng != null && owner.actionMng.TryGetAnimationLength(dataVo.actionName, out curAniLength))
        {
            curAniLength -= 0f;
        }
        else
        {
            curAniLength = 1f;
        }
        if (dataVo.BufferID.Length > 0)
        {
            dataVo.bufferEntity = new BufferDataVo[dataVo.BufferID.Length];
            for (int i = 0; i < dataVo.bufferEntity.Length; i++)
            {
                dataVo.bufferEntity[i] = ConfigManager.GetConfigBufferData(dataVo.BufferID[i]);
            }
        }
        aniName = dataVo.actionName;

        //加载特效
        GameObject effecPre = LoadCache.LoadEffect(dataVo.effectName);

        if (effecPre != null)
        {
            effect = GameObject.Instantiate(effecPre) as GameObject;
            effect.SetActive(false);
        }
    }
示例#13
0
        private void InitializeUIGameField()
        {
            picGameField.BackgroundImage       = Resources.Background;
            picGameField.BackgroundImageLayout = ImageLayout.Stretch;
            _spriteController         = new SpriteController(picGameField);
            _spriteController.DoTick += OnGameIteration;

            SpriteInitializer.InitializeSprites(_spriteController, null);

            lblHealth.Parent         = picGameField;
            lblHealth.BackColor      = Color.Transparent;
            lblKills.Parent          = picGameField;
            lblKills.BackColor       = Color.Transparent;
            lblHealthValue.Parent    = picGameField;
            lblHealthValue.BackColor = Color.Transparent;
            lblKillsValue.Parent     = picGameField;
            lblKillsValue.BackColor  = Color.Transparent;
            lblHealthValue.Text      = $"{_game.Player.Health}";
            lblEmojiValue.Parent     = picGameField;
            lblEmojiValue.BackColor  = Color.Transparent;
            lblEmojiValue.Text       = $"{_game.Player.Smiles}";
            lblEmoji.Parent          = picGameField;
            lblEmoji.BackColor       = Color.Transparent;

            DrawUIObtacles();
            DrawUIEmoticons();
        }
示例#14
0
    /*********************************************************************************************************
     *                                                                                      INITIALISATION
     **********************************************************************************************************/

    void Awake()
    {
        rigidBody2D      = GetComponent <Rigidbody2D>();
        spriteController = GetComponent <SpriteController>();
        cameraController = GetComponentInChildren <CameraController>();
        trailController  = GetComponentInChildren <TrailController>();
    }
示例#15
0
    IEnumerator RunClick()
    {
        float  delayForTyping = 0.05f;
        string currentLine    = lines[index];


        //turnoff tailAnim
        if (tailAnimRoutine != null)
        {
            StopCoroutine(tailAnimRoutine);
        }
        dialogueTail.SetActive(false);



        //Do Command until talking
        while (index < lines.Length)
        {
            if (currentLine.Contains("(") && currentLine.Contains(")") && !currentLine.Contains(":"))
            {
                yield return(StartCoroutine(RunCommand(currentLine)));

                if (++index == lines.Length)
                {
                    Debug.Log("This is the last sentence");
                    clickRoutine = null;
                    yield break;
                }

                currentLine = lines[index];
            }
            else
            {
                yield return(new WaitForSeconds(delayForTyping));

                break;
            }

            yield return(null);
        }


        if (dialogueBox.GetComponent <CanvasGroup>().alpha == 0)
        {
            yield return(StartCoroutine(SpriteController.FadeIn(dialogueBox, 0.5f)));

            yield return(new WaitForSeconds(0.75f));

            dialogueBox.GetComponent <CanvasGroup>().interactable = true;
        }

        Talk(currentLine);

        logController.Add(currentTalker, currentSentence, currentVoiceFileName);


        index++;
        clickRoutine = null;
    }
示例#16
0
    // Start is called before the first frame update
    void Start()
    {
        assign       = GetComponent <VIDE_Assign>();
        player       = GameObject.FindGameObjectWithTag("Player").GetComponent <SpriteController>();
        playerMorals = player.moralCompass;

        indicator.gameObject.SetActive(false);
    }
示例#17
0
 /// <summary>
 /// LoadContent will be called once per game and is the place to load
 /// all of your content.
 /// </summary>
 protected override void LoadContent()
 {
     // Create a new SpriteBatch, which can be used to draw textures.
     spriteBatch      = new SpriteBatch(GraphicsDevice);
     sprite           = new Sprite(Content.Load <Texture2D>("SmileyWalk"), new Vector2(200, 200), 4, 4);
     spriteController = new SpriteController(sprite);
     // TODO: use this.Content to load your game content here
 }
示例#18
0
    // Use this for initialization
    protected virtual void Start()
    {
        spriteController = GetComponent<SpriteController>();

        foreach (Transform wp in waypoints)
        {
            waypointPositions.Add(wp.position);
        }
    }
示例#19
0
    void Start()
    {
        spriteController = GetComponentInChildren <SpriteController>();

        Control     += ChangeDirection;
        newDirection = Dir.up;

        StartCoroutine(Movement());
    }
示例#20
0
 public void Start()
 {
     spriteRenderer   = GetComponentInChildren <SpriteRenderer>();
     spriteController = GetComponentInChildren <SpriteController>();
     actions          = new Dictionary <string, Action>();
     availableActions = new Dictionary <string, Action>();
     PopulateActions();
     Init();
 }
    // Use this for initialization
    void Start()
    {
        // Find gameobject outside its scope
        minefield = GameObject.FindGameObjectWithTag("Minefield").GetComponent <Minefield>();

        // Get component from self's gameobject
        spriteController = GetComponent <SpriteController>();
        tile             = GetComponent <Tile>();
    }
示例#22
0
    // Use this for initialization
    void Start()
    {
        TileTypeRegistry.BuildRegistry();
        spriteController = new SpriteController(tileObjectPrefab);
        Room room = new Room(40, 40);

        this.currentRoom = room;
        RenderRoom(room);
    }
示例#23
0
 private static void InitializeHeroSprite(SpriteController controller, Sprite sprite)
 {
     sprite = new Sprite(new Point(0, 128), controller,
                         Resources.Heroes, 32, 32, 250, 3);
     sprite.AddAnimation(new Point(0, 160), Resources.Heroes, 32, 32, 250, 3);
     sprite.AddAnimation(new Point(0, 192), Resources.Heroes, 32, 32, 250, 3);
     sprite.AddAnimation(new Point(0, 224), Resources.Heroes, 32, 32, 250, 3);
     sprite.SetSize(HeroSpriteSize);
     sprite.SetName($"{SpriteNames.Hero}");
 }
示例#24
0
 public static void InitializeSprites(SpriteController controller, Sprite sprite)
 {
     InitializeHeroSprite(controller, sprite);
     InitializeEmoticonSprite(controller, sprite);
     InitializeTreeSprite(controller, sprite);
     InitializeCrosshairSprite(controller, sprite);
     InitializeSunballSprite(controller, sprite);
     InitializeIceballSprite(controller, sprite);
     InitializeEnemyBallSprite(controller, sprite);
     InitializeDeadEmoticonSprite(controller, sprite);
 }
示例#25
0
 private static void InitializeDeadEmoticonSprite(SpriteController controller, Sprite sprite)
 {
     for (DeadEmoticons emoticon = 0; emoticon < DeadEmoticons.Length; emoticon++)
     {
         int index = (int)emoticon;
         sprite = new Sprite(new Point(500, index * 50), controller,
                             Resources.Emoticons, 50, 50, 300, 3);
         sprite.SetSize(HeroSpriteSize);
         sprite.SetName($"{emoticon}");
     }
 }
    // Use this for initialization
    void Awake()
    {
        spriteController       = Utilities.GetChildScript <SpriteController>(this.gameObject, "SpriteControllerGO");
        scoreDisplayController = Utilities.GetChildScript <ScoreDisplayController>(this.transform.Find("Canvas").gameObject, "ScoreDisplayControllerGO");
        tileInHandController   = Utilities.GetChildScript <TileInHandController>(this.transform.Find("Canvas").gameObject, "TileInHandControllerGO");

        if (spriteController == null || scoreDisplayController == null || tileInHandController == null)
        {
            Debug.LogError("Controller not found!");
        }
    }
示例#27
0
    public IEnumerator RunShowChatPanel()
    {
        if (GameObject.Find("ChatPanel") == null)
        {
            GameObject panel = Instantiate(Resources.Load <GameObject>("Prefabs/Chat_Panel"), GameObject.Find("Cam").transform);
            panel.name = "ChatPanel";
            yield return(StartCoroutine(SpriteController.FadeIn(panel, 1.5f)));

            yield return(new WaitForSeconds(0.75f));
        }
    }
示例#28
0
    public IEnumerator RunHideChatPanel()
    {
        GameObject panel = GameObject.Find("ChatPanel");

        yield return(StartCoroutine(SpriteController.FadeOut(panel, 1.75f)));

        Destroy(panel);
        yield return(new WaitForEndOfFrame());

        Resources.UnloadUnusedAssets();
        yield return(new WaitForSeconds(0.5f));
    }
    public void Awake()
    {
        if (File.Exists(path + "Rules.json"))
        {
            rules = JSONSaver.Load <RuleController>(path + "Rules.json");
        }
        else
        {
            JSONSaver.Save <RuleController>(path + "Rules.json", rules);
        }

        if (File.Exists(path + "Terrains.json"))
        {
            terrains = JSONSaver.Load <TerrainController>(path + "Terrains.json");
        }
        else
        {
            JSONSaver.Save <TerrainController>(path + "Terrains.json", terrains);
        }

        if (File.Exists(path + "Units.json"))
        {
            units = JSONSaver.Load <UnitController>(path + "Units.json");
        }
        else
        {
            JSONSaver.Save <UnitController>(path + "Units.json", units);
        }

        if (File.Exists(path + "Sprites.json"))
        {
            sprites = JSONSaver.Load <SpriteController>(path + "Sprites.json");
        }
        else
        {
            JSONSaver.Save <SpriteController>(path + "Sprites.json", sprites);
        }

        if (File.Exists(path + "Clips.json"))
        {
            clips = JSONSaver.Load <ClipController>(path + "Clips.json");
        }
        else
        {
            JSONSaver.Save <ClipController>(path + "Clips.json", clips);
        }

        rules.Awake();
        terrains.Awake();
        units.Awake();
        sprites.Awake();
        clips.Awake();
    }
    void Awake()
    {
        working = false;
        int count = guns.Length;

        if (count == 0)
        {
            Destroy(this); return;
        }
        Calibrate();

        if (weaponType == WeaponType.Autogun)
        {
            authomatic = true;
        }
        rays          = new LineRenderer[count];
        startSplashes = new GameObject[count];
        endSplashes   = new GameObject[count];

        Material raysMaterial = GameMaster.storage.GetMaterial(raysMaterialType);
        Sprite   startSprite  = GameMaster.storage.GetSprite(startSpriteType);

        for (int i = 0; i < count; i++)
        {
            rays[i]                   = guns[i].gameObject.AddComponent <LineRenderer>();
            rays[i].material          = raysMaterial;
            rays[i].startWidth        = damagePerSecond / 15;
            rays[i].positionCount     = 2;
            rays[i].receiveShadows    = false;
            rays[i].shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;

            startSplashes[i] = new GameObject("startSplash");
            startSplashes[i].transform.parent        = guns[i].transform;
            startSplashes[i].transform.localPosition = Vector3.forward * trunkLength;
            SpriteRenderer sr = startSplashes[i].AddComponent <SpriteRenderer>();
            sr.sprite = startSprite;
            SpriteController sc = startSplashes[i].AddComponent <SpriteController>();
            sc.SetData(Vector3.one * damagePerSecond / 25.0f, penetration, 0);

            endSplashes[i] = new GameObject("endSplash");
            endSplashes[i].transform.parent        = guns[i].transform;
            endSplashes[i].transform.localPosition = Vector3.zero;
            sr        = endSplashes[i].AddComponent <SpriteRenderer>();
            sr.sprite = startSprite;
            sc        = endSplashes[i].AddComponent <SpriteController>();
            sc.SetData(Vector3.one * damagePerSecond / 25.0f, penetration, 0);

            rays[i].enabled = false;
            startSplashes[i].SetActive(false);
            endSplashes[i].SetActive(false);
        }
    }
示例#31
0
        public void Stop()
        {
            spriteController.DoTick -= OnTick;
            ClearSprites();
            spriteController = null;

            game.CreaturePlacedOnField    -= CreatureCardPlaced;
            game.CreatureDeletedFromField -= CreatureDeleted;

            game.FirstPlayer.ChoosedCardsForGame.ForEach(card => card.TimeElapsed  = 0);
            game.SecondPlayer.ChoosedCardsForGame.ForEach(card => card.TimeElapsed = 0);
            Paused = false;
        }
示例#32
0
        public Main_Game(Player inheritPlayer)
        {
            InitializeComponent();
            MainPlayer           = inheritPlayer;
            UserInterface.Text   = MainPlayer.EntityName;
            intLabel.Text        = "Intelligence: " + MainPlayer.EntityStats.charInt.ToString();
            strLabel.Text        = "Strength: " + MainPlayer.EntityStats.charStr.ToString();
            wisLabel.Text        = "Wisdom: " + MainPlayer.EntityStats.charWis.ToString();
            conLabel.Text        = "Constitution: " + MainPlayer.EntityStats.charCon.ToString();
            dexLabel.Text        = "Dexterity: " + MainPlayer.EntityStats.charDex.ToString();
            chaLabel.Text        = "Charisma: " + MainPlayer.EntityStats.charChr.ToString();
            playerGoldLabel.Text = "Gold: " + MainPlayer.PlayerGold.ToString();
            playerHPLabel.Text   = "HP: " + MainPlayer.EntityStats.charHP.ToString();
            playerMPLabel.Text   = "MP: " + MainPlayer.EntityStats.charMP.ToString();
            ExpBar.Maximum       = MainPlayer.generateLevelRequirement();
            OkayBtn.Visible      = false;

            GameScreen.BackgroundImage       = new Bitmap(Properties.Resources.FFIV);
            GameScreen.BackgroundImageLayout = ImageLayout.Stretch;
            MySpriteController = new SpriteController(GameScreen);
            if (MainPlayer.PlayerGender == true)
            {
                Bitmap CloudAv = Properties.Resources.CloudPortrait;
                Image  oImage  = Properties.Resources.CloudIdle;
                avatarPicture.Image    = CloudAv;
                avatarPicture.SizeMode = PictureBoxSizeMode.StretchImage;
                MainPlayerSprite       = new Sprite(new Point(0, 0), MySpriteController, oImage, 106, 73, 200, 6);
                MainPlayerSprite.AddAnimation(new Point(0, 0), Properties.Resources.CloudAttack, 163, 125, 200, 12);
                MainPlayerSprite.AddAnimation(new Point(0, 0), Properties.Resources.CloudMagic, 97, 77, 200, 4);
                MainPlayerSprite.AddAnimation(Properties.Resources.CloudDead);
                MainPlayerSprite.SpriteAnimationComplete += AttackComplete;
                MainPlayerSprite.SetName("Cloud");
                MainPlayerSprite.PutBaseImageLocation(new Point(126, 217));
                MainPlayerSprite.SetSize(new Size(200, 250));
            }
            else
            {
                Bitmap TifaAv = Properties.Resources.TifaPortrait;
                Image  oImage = Properties.Resources.TifaIdle;
                avatarPicture.Image    = TifaAv;
                avatarPicture.SizeMode = PictureBoxSizeMode.StretchImage;
                MainPlayerSprite       = new Sprite(new Point(0, 0), MySpriteController, oImage, 71, 67, 200, 4);
                MainPlayerSprite.AddAnimation(new Point(0, 0), Properties.Resources.TifaAttack, 105, 98, 200, 12);
                MainPlayerSprite.AddAnimation(new Point(0, 0), Properties.Resources.TifaMagic, 63, 60, 200, 4);
                MainPlayerSprite.AddAnimation(Properties.Resources.TifaDead);
                MainPlayerSprite.SpriteAnimationComplete += AttackComplete;
                MainPlayerSprite.SetName("Tifa");
                MainPlayerSprite.PutBaseImageLocation(new Point(126, 217));
                MainPlayerSprite.SetSize(new Size(200, 250));
            }
        }
示例#33
0
 //Vector3 moveDirection = Vector3.zero;
 //Vector3 targetPositionDelta;
 // Use this for initialization
 void Start()
 {
     spriteController = GetComponent<SpriteController>();
 }
示例#34
0
 // Use this for initialization
 void Start()
 {
     characterController = GetComponent<CharacterController>();
     spriteController = GetComponent<SpriteController>();
     healthController = GetComponent<HealthController>();
 }
示例#35
0
 // Use this for initialization
 public virtual void Start()
 {
     player = GameObject.FindGameObjectWithTag("Player");
     Sprite = GetComponentInChildren<SpriteController>();
 }