// 入れた矢印の向きに応じて「コライダーを表示」、「矢印のテクスチャを取得」、「移動後の位置を取得」するメソッド void SetUpdateTexture() { if (MainTexture == RightTexture && !Right) { ColSwitchOff(); RightCol.SetActive(true); UpdateMaterial.GetComponent <Renderer>().material = PlayerMaterial.GetComponent <Renderer>().material; return; } if (MainTexture == LeftTexture && !Left) { ColSwitchOff(); LeftCol.SetActive(true); UpdateMaterial.GetComponent <Renderer>().material = PlayerMaterial.GetComponent <Renderer>().material; return; } if (MainTexture == UpTexture && !Up) { ColSwitchOff(); UpCol.SetActive(true); UpdateMaterial.GetComponent <Renderer>().material = PlayerMaterial.GetComponent <Renderer>().material; return; } if (MainTexture == DownTexture && !Down) { ColSwitchOff(); DownCol.SetActive(true); UpdateMaterial.GetComponent <Renderer>().material = PlayerMaterial.GetComponent <Renderer>().material; return; } }
public object Put(UpdateMaterial request) { var entity = request.ConvertTo <Material>(); return(InTransaction(db => { Logic.Update(entity); return new CommonResponse(Logic.GetById(entity.Id)); })); }
// Update is called once per frame void Update() { // if player started game if (StartMiniGame.get.m_StartGame) { // still has playtime, spawn an obstacle every m_SpawnInterval if (m_currentSpawnInterval >= m_SpawnInterval && m_GameTime >= 0) { HandleMiniGame(); m_currentSpawnInterval = 0; } m_GameTime -= Time.deltaTime; } m_currentSpawnInterval += Time.deltaTime; // if game is over if (m_GameTime < 0 && !m_gameOver) { StartMiniGame.get.m_IngameHUD.SetActive(false); StartMiniGame.get.m_EndGameScreen.SetActive(true); if (MaterialPlayerScript.get.m_MaterialsGathered >= 25) { StartMiniGame.get.m_EndGameText.text = $"Congrats! You caught {MaterialPlayerScript.get.m_MaterialsGathered} Items!\nYou received 2 Materials, that have been added to your inventory!"; UpdateMaterial.UpdateResourcesForCurrentSelectedCharacter(2); } else if (MaterialPlayerScript.get.m_MaterialsGathered >= 15) { StartMiniGame.get.m_EndGameText.text = $"Congrats! You caught {MaterialPlayerScript.get.m_MaterialsGathered} Items!\nYou received 1 Material, that has been added to your inventory!"; UpdateMaterial.UpdateResourcesForCurrentSelectedCharacter(1); } else { StartMiniGame.get.m_EndGameText.text = $"You didn't catch enough Items!\nTry again next time."; } m_gameOver = true; } else { StartMiniGame.get.m_CountdownText.text = ((int)m_GameTime).ToString(); } }
// Update is called once per frame void Update() { if (!m_GameOver) { // update enemy health m_EnemyHealthText.text = ExperienceEnemy.get.m_EnemyHealth.ToString(); if (ExperienceEnemy.get.m_EnemyHealth <= 0) { ExperienceEnemy.get.m_EnemyAnimator.SetBool("IsDead", true); } // if player is dead if (m_PlayerHealth <= 0) { m_GameOver = true; StartMiniGame.get.m_EndGameScreen.SetActive(true); StartMiniGame.get.m_EndGameText.text = "You couldn't beat the Boss this time..\nTry again another time!"; } // player won without getting hit else if (ExperienceEnemy.get.m_EnemyHealth <= 0 && m_PlayerHealth == 3) { m_GameOver = true; StartMiniGame.get.m_EndGameScreen.SetActive(true); StartMiniGame.get.m_EndGameText.text = $"Congrats! You defeated the Boss!\nYour Character earned 250 Experience!"; UpdateMaterial.UpdateExperience(250); } // player won else if (ExperienceEnemy.get.m_EnemyHealth <= 0 && m_PlayerHealth > 0) { m_GameOver = true; StartMiniGame.get.m_EndGameScreen.SetActive(true); StartMiniGame.get.m_EndGameText.text = $"Congrats! You defeated the Boss!\nYour Character earned 125 Experience!"; UpdateMaterial.UpdateExperience(125); } } }
void SetUpdateTexture() { if (MainTexture == RightTexture && !Right) { ColSwitchOff(); RightCol.SetActive(true); RotateModel.transform.rotation = Quaternion.Euler(0f, 0f, 0f); UpdateMaterial.GetComponent <Renderer>().material = PlayerMaterial.GetComponent <Renderer>().material; return; } if (MainTexture == LeftTexture && !Left) { ColSwitchOff(); LeftCol.SetActive(true); RotateModel.transform.rotation = Quaternion.Euler(0f, 180f, 0f); UpdateMaterial.GetComponent <Renderer>().material = PlayerMaterial.GetComponent <Renderer>().material; return; } if (MainTexture == UpTexture && !Up) { ColSwitchOff(); UpCol.SetActive(true); RotateModel.transform.rotation = Quaternion.Euler(0f, 270f, 0f); UpdateMaterial.GetComponent <Renderer>().material = PlayerMaterial.GetComponent <Renderer>().material; return; } if (MainTexture == DownTexture && !Down) { ColSwitchOff(); DownCol.SetActive(true); RotateModel.transform.rotation = Quaternion.Euler(0f, 90f, 0f); UpdateMaterial.GetComponent <Renderer>().material = PlayerMaterial.GetComponent <Renderer>().material; return; } }
static void ProcessUpdateMaterial(string caption, float scriptVersion, UpdateMaterial updateMaterial, UpdateMaterialFile updateMaterialFile = null) { bool VCSEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); var matIds = AssetDatabase.FindAssets("t:Material"); List <string> materialFiles = new List <string>(); // Contain the list dirty files try { for (int i = 0, length = matIds.Length; i < length; i++) { var path = AssetDatabase.GUIDToAssetPath(matIds[i]); var mat = AssetDatabase.LoadAssetAtPath <Material>(path); EditorUtility.DisplayProgressBar( "Update material " + caption + "...", string.Format("{0} / {1} materials updated.", i, length), i / (float)(length - 1)); bool isHDRPShader = mat.shader.name == "HDRP/LitTessellation" || mat.shader.name == "HDRP/Lit" || mat.shader.name == "HDRP/LayeredLit" || mat.shader.name == "HDRP/LayeredLitTessellation" || mat.shader.name == "HDRP/StackLit" || mat.shader.name == "HDRP/Unlit" || mat.shader.name == "HDRP/Fabric" || mat.shader.name == "HDRP/Decal" || mat.shader.name == "HDRP/TerrainLit"; if (mat.shader.IsShaderGraph()) { var outputNodeType = GraphUtil.GetOutputNodeType(AssetDatabase.GetAssetPath(mat.shader)); isHDRPShader |= outputNodeType == typeof(HDUnlitMasterNode); isHDRPShader |= outputNodeType == typeof(HDLitMasterNode); isHDRPShader |= outputNodeType == typeof(HairMasterNode); isHDRPShader |= outputNodeType == typeof(FabricMasterNode); isHDRPShader |= outputNodeType == typeof(StackLitMasterNode); } if (isHDRPShader) { // We don't handle embed material as we can't rewrite fbx files if (Path.GetExtension(path).ToLower() == ".fbx") { continue; } bool dirty = updateMaterial(path, mat); // Checkout the file and tag it as dirty if (dirty) { CoreEditorUtils.CheckOutFile(VCSEnabled, mat); EditorUtility.SetDirty(mat); materialFiles.Add(path); } } } } finally { EditorUtility.ClearProgressBar(); // Save all dirty assets AssetDatabase.SaveAssets(); } if (updateMaterialFile == null) { return; } // Now that all the asset have been modified and save, we can safely update the .mat file and remove removed property try { for (int i = 0, length = materialFiles.Count; i < length; i++) { string path = materialFiles[i]; EditorUtility.DisplayProgressBar( "Update .mat files...", string.Format("{0} / {1} materials .mat file updated.", i, length), i / (float)(length - 1)); // Note: The file is supposed to be checkout by the previous loop updateMaterialFile(path); } } finally { EditorUtility.ClearProgressBar(); // No need to save in this case } }
static void UpdateMaterialToNewerVersion(string caption, float scriptVersion, UpdateMaterial updateMaterial, UpdateMaterialFile updateMaterialFile = null) { bool VCSEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); var matIds = AssetDatabase.FindAssets("t:Material"); List <string> materialFiles = new List <string>(); // Contain the list dirty files try { for (int i = 0, length = matIds.Length; i < length; i++) { var path = AssetDatabase.GUIDToAssetPath(matIds[i]); var mat = AssetDatabase.LoadAssetAtPath <Material>(path); EditorUtility.DisplayProgressBar( "Update material to new version " + caption + "...", string.Format("{0} / {1} materials updated.", i, length), i / (float)(length - 1)); if (mat.shader.name == "HDRenderPipeline/LitTessellation" || mat.shader.name == "HDRenderPipeline/Lit" || mat.shader.name == "HDRenderPipeline/LayeredLit" || mat.shader.name == "HDRenderPipeline/LayeredLitTessellation" || mat.shader.name == "HDRenderPipeline/StackLit" || mat.shader.name == "HDRenderPipeline/Unlit" || mat.shader.name == "HDRenderPipeline/Fabric" || mat.shader.name == "HDRenderPipeline/Decal" ) { // We don't handle embed material as we can't rewrite fbx files if (Path.GetExtension(path).ToLower() == ".fbx") { continue; } // Get current version float materialVersion = UpdateMaterial_GetVersion(path, mat); if (materialVersion < scriptVersion) { updateMaterial(path, mat); // Update version number to script number (so next script can upgrade correctly) mat.SetFloat("_HdrpVersion", scriptVersion); // Checkout the file and tag it as dirty CoreEditorUtils.CheckOutFile(VCSEnabled, mat); EditorUtility.SetDirty(mat); materialFiles.Add(path); } } } } finally { EditorUtility.ClearProgressBar(); // Save all dirty assets AssetDatabase.SaveAssets(); } if (updateMaterialFile == null) { return; } // Now that all the asset have been modified and save, we can safely update the .mat file and remove removed property try { for (int i = 0, length = materialFiles.Count; i < length; i++) { string path = materialFiles[i]; EditorUtility.DisplayProgressBar( "Update .mat files...", string.Format("{0} / {1} materials .mat file updated.", i, length), i / (float)(length - 1)); // Note: The file is supposed to be checkout by the previous loop updateMaterialFile(path); } } finally { EditorUtility.ClearProgressBar(); // No need to save in this case } }
static void UpdateMaterialToNewerVersion(string caption, UpdateMaterial updateMaterial, UpdateMaterialFile updateMaterialFile = null) { bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); var matIds = AssetDatabase.FindAssets("t:Material"); List <string> materialFiles = new List <string>(); // Contain the list dirty files try { for (int i = 0, length = matIds.Length; i < length; i++) { var path = AssetDatabase.GUIDToAssetPath(matIds[i]); var mat = AssetDatabase.LoadAssetAtPath <Material>(path); EditorUtility.DisplayProgressBar( "Update material to new version " + caption + "...", string.Format("{0} / {1} materials updated.", i, length), i / (float)(length - 1)); if (mat.shader.name == "HDRenderPipeline/LitTessellation" || mat.shader.name == "HDRenderPipeline/Lit" || mat.shader.name == "HDRenderPipeline/LayeredLit" || mat.shader.name == "HDRenderPipeline/LayeredLitTessellation" || mat.shader.name == "HDRenderPipeline/StackLit" || mat.shader.name == "HDRenderPipeline/Unlit" ) { // Need to be processed in order - All function here should be re-entrant (i.e after upgrade it can be recall) bool dirty = updateMaterial(path, mat); if (dirty) { // Checkout the file and tag it as dirty CoreUtils.CheckOutFile(VSCEnabled, mat); EditorUtility.SetDirty(mat); materialFiles.Add(path); } } } } finally { EditorUtility.ClearProgressBar(); // Save all dirty assets AssetDatabase.SaveAssets(); } if (updateMaterialFile == null) { return; } // Now that all the asset have been modified and save, we can safely update the .mat file and remove removed property try { for (int i = 0, length = materialFiles.Count; i < length; i++) { string path = materialFiles[i]; EditorUtility.DisplayProgressBar( "Update .mat files...", string.Format("{0} / {1} materials .mat file updated.", i, length), i / (float)(length - 1)); // Note: The file is supposed to be checkout by the previous loop updateMaterialFile(path); } } finally { EditorUtility.ClearProgressBar(); // No need to save in this case } }