示例#1
0
        private void Awake()
        {
            mg_JetpackReboot active    = MinigameManager.GetActive <mg_JetpackReboot>();
            mg_jr_Resources  resources = active.Resources;
            Vector3          position  = new Vector3(-16f, active.VisibleWorldBounds.max.y, 0f);

            base.transform.position = position;
            m_highestLinePosition   = active.VisibleWorldBounds.max.y;
            m_lowestLinePosition    = active.VisibleWorldBounds.min.y;
            float num = m_highestLinePosition - m_lowestLinePosition;

            m_lineSpacing = num / (float)(m_maxLineFX - 2);
            for (int i = 0; i < m_maxLineFX; i++)
            {
                GameObject pooledResource = resources.GetPooledResource(mg_jr_ResourceList.GAME_PREFAB_EFFECT_SPEEDLINE);
                Animator   component      = pooledResource.GetComponent <Animator>();
                Assert.NotNull(component, "SpeedLine needs an animator");
                pooledResource.transform.position = new Vector3(base.transform.position.x, m_highestLinePosition - (float)i * m_lineSpacing, 0f);
                pooledResource.transform.parent   = base.transform;
                SpriteRenderer component2 = pooledResource.GetComponent <SpriteRenderer>();
                component2.sortingOrder = mg_jr_SpriteDrawingLayers.Instance.SpriteOrder(mg_jr_SpriteDrawingLayers.DrawingLayers.FX_OVERLAY_0);
                m_speedLines.Add(component);
            }
            m_speedLines = m_speedLines.OrderBy((Animator item) => Random.Range(0, m_speedLines.Count)).ToList();
        }
示例#2
0
 private void Start()
 {
     m_renderers = GetComponentsInChildren <SpriteRenderer>();
     m_miniGame  = MinigameManager.GetActive <mg_JetpackReboot>();
     m_resources = m_miniGame.Resources;
     Assert.IsTrue(m_renderers.Length > 0, "This component requires at least one sprite renderer");
 }
 private void Start()
 {
     m_renderer  = GetComponentInChildren <SpriteRenderer>();
     m_miniGame  = MinigameManager.GetActive <mg_JetpackReboot>();
     m_resources = m_miniGame.Resources;
     Assert.NotNull(m_renderer, "This component requires a sprite renderer");
 }
示例#4
0
        public virtual void Explode()
        {
            mg_JetpackReboot active         = MinigameManager.GetActive <mg_JetpackReboot>();
            mg_jr_Resources  resources      = active.Resources;
            GameObject       pooledResource = resources.GetPooledResource(mg_jr_ResourceList.GAME_PREFAB_EFFECT_OBSTACLE_EXPLOSION);
            Bounds           bounds         = WidestBounds();

            if (bounds.size.x < 1.5f)
            {
                pooledResource.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
            }
            SpriteRenderer component = pooledResource.GetComponent <SpriteRenderer>();

            Assert.NotNull(component, "Explosion effect must have a spriterenderer");
            component.sortingOrder = mg_jr_SpriteDrawingLayers.Instance.SpriteOrder(mg_jr_SpriteDrawingLayers.DrawingLayers.OBSTACLE_0);
            Vector3 center = component.bounds.center;
            Vector3 vector = pooledResource.transform.position - center;

            pooledResource.transform.position = bounds.center + vector;
            pooledResource.transform.parent   = active.GameLogic.transform;
            if (Random.value >= 0.5f)
            {
                active.PlaySFX(mg_jr_Sound.OBSTACLE_EXPLODE_01.ClipName());
            }
            else
            {
                active.PlaySFX(mg_jr_Sound.OBSTACLE_EXPLODE_02.ClipName());
            }
            resources.ReturnPooledResource(base.gameObject);
        }
示例#5
0
 public mg_jr_Goal(GoalType _goalType, GoalDuration _duration, int[] _objectives, int[] _rewards, string pluralDescription, string singularDescription)
 {
     Assert.IsTrue(_objectives.Length == 5, "Must provide exactly " + 5 + " objectives");
     Assert.IsTrue(_rewards.Length == 5, "Must provide exactly " + 5 + " rewards");
     Type                     = _goalType;
     Duration                 = _duration;
     m_goalAmounts            = _objectives;
     m_goalRewards            = _rewards;
     this.pluralDescription   = pluralDescription;
     this.singularDescription = singularDescription;
     CurrentLevel             = m_persistenceStrat.LoadLevelFor(this);
     Progress                 = m_persistenceStrat.LoadProgresFor(this);
     m_resources              = MinigameManager.GetActive <mg_JetpackReboot>().Resources;
 }
        private void Awake()
        {
            m_levelDefinitions = new Dictionary <EnvironmentTypeAndDifficultyID, List <mg_jr_LevelDefinition> >();
            mg_JetpackReboot active = MinigameManager.GetActive <mg_JetpackReboot>();

            m_resources             = active.Resources;
            m_fillLevelsTillX       = Camera.main.RightEdgeInWorld() * 2f;
            m_availableDifficulties = new Dictionary <EnvironmentType, DifficultyRange>();
            LoadLevelDeffinitions(Resources.LoadAll <TextAsset>("JetpackReboot/Levels/forest/"));
            LoadLevelDeffinitions(Resources.LoadAll <TextAsset>("JetpackReboot/Levels/cave/"));
            LoadLevelDeffinitions(Resources.LoadAll <TextAsset>("JetpackReboot/Levels/town/"));
            LoadLevelDeffinitions(Resources.LoadAll <TextAsset>("JetpackReboot/Levels/water/"));
            LoadLevelDeffinitions(Resources.LoadAll <TextAsset>("JetpackReboot/Levels/common/"));
            Resources.UnloadUnusedAssets();
        }
示例#7
0
        public void DestroyLevel()
        {
            mg_jr_Resources  resources = MinigameManager.GetActive <mg_JetpackReboot>().Resources;
            List <Transform> list      = new List <Transform>();

            foreach (Transform item in base.transform)
            {
                list.Add(item);
            }
            foreach (Transform item2 in list)
            {
                resources.ReturnPooledResource(item2.gameObject);
            }
            Object.Destroy(base.gameObject);
        }
        private bool AddLevelToQueueWith(mg_jr_ResourceList _resource, EnvironmentType _environmentType, int _difficulty)
        {
            bool result = false;
            EnvironmentTypeAndDifficultyID key  = new EnvironmentTypeAndDifficultyID(_environmentType, _difficulty);
            List <mg_jr_LevelDefinition>   list = m_levelDefinitions[key];
            mg_jr_Resources resources           = MinigameManager.GetActive <mg_JetpackReboot>().Resources;

            foreach (mg_jr_LevelDefinition item in list)
            {
                if (item.ContainsAtLeastOne(resources.FindXmlNameOfPrefab(_resource)))
                {
                    LoadLevelAfterExisting(item);
                    result = true;
                    break;
                }
            }
            return(result);
        }
示例#9
0
 protected mg_jr_GameObjectFactory()
 {
     MiniGame  = MinigameManager.GetActive <mg_JetpackReboot>();
     Resources = MiniGame.Resources;
 }