/*private void saveMovement(float[] inputValues, TypeTransform typeTransform) { * Vector3 movement; * * movement = new Vector3(inputValues[0], inputValues[1], inputValues[2]); * MovementInGameDb.Insert(movement, typeTransform, countTries, LevelController.Instance.ActualGame.Id); * countTries++; * }*/ private void saveMovement(TYPE_MOVEMENT t, float[] inputValues) { Vector3 movement; movement = new Vector3(inputValues[0], inputValues[1], inputValues[2]); LevelController.Instance.AddMovement(t, movement); }
public void AddMovement(TYPE_MOVEMENT type, string movement, int sequence) { string typeMovement = getStringTypeMovement(type); movements.Add(new Movement { sequence = sequence, typeMovement = typeMovement, movement = movement }); }
private string getStringTypeMovement(TYPE_MOVEMENT type) { string typeMovement = ""; switch (type) { case TYPE_MOVEMENT.ROTATE: typeMovement = ROTATE; break; case TYPE_MOVEMENT.SCALE: typeMovement = SCALE; break; case TYPE_MOVEMENT.TRANSLATE: typeMovement = TRANSLATE; break; } return(typeMovement); }
void OnGUI() { scrollPos = (Vector2)GUILayout.BeginScrollView(scrollPos); GUILayout.BeginHorizontal(); GUILayout.Label("Sprite Desire"); desireSprite = (Sprite)EditorGUILayout.ObjectField(desireSprite, typeof(Sprite), false, null); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUILayout.Label("Color Desire"); desireColor = EditorGUILayout.ColorField(desireColor); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUILayout.Label("Speed Desire"); desireSpeed = EditorGUILayout.FloatField(desireSpeed); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUILayout.Label("Type Movement Desire"); desireTypeMovement = (TYPE_MOVEMENT)EditorGUILayout.EnumPopup(desireTypeMovement); GUILayout.EndHorizontal(); if (GUILayout.Button("Create!")) { BallData bd = ScriptableObject.CreateInstance <BallData> (); bd.defaultBallSprite = desireSprite; bd.defaultBallColor = desireColor; bd.defaultBallSpeed = desireSpeed; bd.defaultBallTypeMovement = desireTypeMovement; int i = 0; while (AssetDatabase.IsMainAssetAtPathLoaded(dataPathBallData + i.ToString() + ".asset")) { i++; } AssetDatabase.CreateAsset(bd, dataPathBallData + i.ToString() + ".asset"); } GUILayout.EndScrollView(); }
public void AddMovement(TYPE_MOVEMENT type, Vector3 movement) { gameFire.AddMovement(type, LevelFire.GetCommaVector3(movement), count++); }
public void AddMovement(TYPE_MOVEMENT type, Vector3 movement) { gameFireMaker.AddMovement(type, movement); }