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C# FStage类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中FStage的典型用法代码示例。如果您正苦于以下问题:C# FStage类的具体用法?C# FStage怎么用?C# FStage使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



FStage类属于命名空间,在下文中一共展示了FStage类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: FRenderLayer

    public FRenderLayer(FStage stage, FAtlas atlas, FShader shader)
    {
        _stage = stage;

        _atlas = atlas;
        _shader = shader;

        _expansionAmount = Futile.quadsPerLayerExpansion;
        _maxEmptyQuads = Futile.maxEmptyQuadsPerLayer;

        batchIndex = atlas.index*10000 + shader.index;

        _gameObject = new GameObject("FRenderLayer ("+_stage.name+")");
        _transform = _gameObject.transform;

        _transform.parent = Futile.instance.gameObject.transform;

        _meshFilter = _gameObject.AddComponent<MeshFilter>();
        _meshRenderer = _gameObject.AddComponent<MeshRenderer>();
        _meshRenderer.castShadows = false;
        _meshRenderer.receiveShadows = false;

        _mesh = _meshFilter.mesh;

        _material = new Material(_shader.shader);
        _material.mainTexture = _atlas.texture;

        _meshRenderer.renderer.material = _material;

        _gameObject.active = false;

        ExpandMaxQuadLimit(Futile.startingQuadsPerLayer);

        UpdateTransform();
    }
开发者ID:HaKDMoDz,项目名称:awayteam,代码行数:35,代码来源:FRenderLayer.cs


示例2: SwitchToScene

    public static void SwitchToScene(SceneType sceneType)
    {
        FStage oldScene = null;

        oldScene = currentScene;

        if (sceneType == SceneType.MergeNamesScene) currentScene = new TMergeNamesScene();
        else if (sceneType == SceneType.ClickHeartsScene) currentScene = new TClickHeartsScene();
        else if (sceneType == SceneType.PeopleSceneGoalOne) {
            currentScene = new TPeopleScene(GoalType.GoalOne);
            goalOneTutorialIsDone = true;
        }
        else if (sceneType == SceneType.PeopleSceneGoalTwo) currentScene = new TPeopleScene(GoalType.GoalTwo);
        else if (sceneType == SceneType.PeopleSceneGoalThree) currentScene = new TPeopleScene(GoalType.GoalThree);
        else if (sceneType == SceneType.DreamSceneOne) currentScene = new TDreamScene(DreamSceneType.DreamSceneOne);
        else if (sceneType == SceneType.DreamSceneTwo) currentScene = new TDreamScene(DreamSceneType.DreamSceneTwo);

        if (oldScene != null) {
            currentScene.alpha = 0;
            Go.to(oldScene, 0.3f, new TweenConfig().floatProp("alpha", 0.0f).onComplete(OnOldSceneCompletedFadingOut));
            Go.to(currentScene, 0.3f, new TweenConfig().floatProp("alpha", 1.0f));
        }

        Futile.AddStage(currentScene);
        Futile.AddStage(labelDisplayLayer); // move to top
    }
开发者ID:wtrebella,项目名称:First-Year-Anniversary-Game,代码行数:26,代码来源:TMain.cs


示例3: Start

    // Use this for initialization
    void Start()
    {
        FutileParams futileParams = new FutileParams(true, true, true, true);
        manager = new MouseManager(this);
        futileParams.AddResolutionLevel(800, 1, 1, "");

        futileParams.origin = new Vector2(
            0.0f, 0.0f);
        Futile.instance.Init(futileParams);
        Futile.atlasManager.LoadImage("grasstile");
        Futile.atlasManager.LoadImage("foresttile");
        Futile.atlasManager.LoadImage("soldier");
        Futile.atlasManager.LoadImage("bluehighlight");
        var tileSize = 30;
        var width = 50;
        var height = 35;
        var tiles = new TileProperties[width, height];

        var grassTile = new TileProperties()
        {
            SpriteName = "grasstile",
            MovementPenalty = 1
        };

        var forestTile = new TileProperties()
        {
            SpriteName = "foresttile",
            MovementPenalty = 2
        };

        var actorProps = new ActorProperties()
        {
            SpriteName = "soldier",
            Name = "Hunkfort",
            MovementPoints = 5
        };

        var rand = new System.Random();
        for (int ii = 0; ii < width; ii++)
        {
            for (int jj = 0; jj < height; jj++)
            {
                tiles[ii, jj] = (rand.NextDouble() < 0.7) ? grassTile : forestTile;
            }
        }

        this.map = new Map(tiles, tileSize);
        this.map.AddActor(actorProps, new Vector2i(5, 5));
        this.map.Start();

        tileStage = new FStage("test");
        Futile.AddStage(tileStage);
        tileStage.stage.AddChild(this.map);
    }
开发者ID:HaKDMoDz,项目名称:awayteam,代码行数:55,代码来源:MainLoop.cs


示例4: World

    public World()
    {
        instance = this;

        isGameOver = false;

        root = FPWorld.Create(64.0f);

        AddChild(backParticles = new FParticleSystem(150));

        AddChild(chainHolder = new FContainer());
        AddChild(beastShadowHolder = new FContainer());
        AddChild(beastHolder = new FContainer());
        AddChild(effectHolder = new FContainer());

        AddChild(glowParticles = new FParticleSystem(150));
        glowParticles.shader = FShader.Additive;

        AddChild(orbHolder = new FContainer());

        uiStage = new FStage("UIStage");
        Futile.AddStage(uiStage);

        uiStage.scale = Futile.stage.scale;

        uiStage.AddChild(uiHolder = new FContainer());

        teams = GameManager.instance.activeTeams;

        InitBeasts();

        InitOrbs();

        InitUI();

        spawnRateMultiplier = 1.0f;

        walls = new Walls(this);

        ListenForUpdate(HandleUpdate);

        Input.ResetInputAxes();
    }
开发者ID:hassanLastborn,项目名称:Tether,代码行数:43,代码来源:World.cs


示例5: FFacetRenderLayer

    public FFacetRenderLayer(FStage stage, FFacetType facetType, FAtlas atlas, FShader shader)
    {
        this.stage = stage;

        this.facetType = facetType;
        this.atlas = atlas;
        this.shader = shader;

        _expansionAmount = facetType.expansionAmount;
        _maxEmptyFacets = facetType.maxEmptyAmount;

        this.batchIndex = facetType.index*10000000 + atlas.index*10000;

        _gameObject = new GameObject("FRenderLayer ("+stage.name+") ("+facetType.name+")");
        _transform = _gameObject.transform;

        _transform.parent = Futile.instance.gameObject.transform;

        _meshFilter = _gameObject.AddComponent<MeshFilter>();
        _meshRenderer = _gameObject.AddComponent<MeshRenderer>();
        _meshRenderer.castShadows = false;
        _meshRenderer.receiveShadows = false;

        _mesh = _meshFilter.mesh;

        //we could possibly create a pool of materials so they can be reused,
        //but that would create issues when unloading textures, so it's probably not worth it
        _material = new Material(shader.shader);
        _material.mainTexture = atlas.texture;

        _meshRenderer.GetComponent<Renderer>().sharedMaterial = _material;

        #if UNITY_3_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5
            _gameObject.active = false;
        #else
            _gameObject.SetActive(false);
            _mesh.MarkDynamic();
        #endif

        ExpandMaxFacetLimit(facetType.initialAmount);

        UpdateTransform();
    }
开发者ID:tanis2000,项目名称:Futile,代码行数:43,代码来源:FFacetRenderLayer.cs


示例6: FFacetRenderLayer

    public FFacetRenderLayer(FStage stage, FFacetType facetType, FAtlas atlas, FShader shader)
    {
        this.stage = stage;

        this.facetType = facetType;
        this.atlas = atlas;
        this.shader = shader;

        _expansionAmount = facetType.expansionAmount;
        _maxEmptyFacets = facetType.maxEmptyAmount;

        this.batchIndex = facetType.index*10000000 + atlas.index*10000;

        _gameObject = new GameObject("FRenderLayer ("+stage.name+") ("+facetType.name+")");
        _transform = _gameObject.transform;

        _transform.parent = Futile.instance.gameObject.transform;

        _meshFilter = _gameObject.AddComponent<MeshFilter>();
        _meshRenderer = _gameObject.AddComponent<MeshRenderer>();
        _meshRenderer.castShadows = false;
        _meshRenderer.receiveShadows = false;

        _mesh = _meshFilter.mesh;

        _material = new Material(shader.shader);
        _material.mainTexture = atlas.texture;

        _meshRenderer.renderer.sharedMaterial = _material;
        //_meshRenderer.renderer.material = _material;

        #if UNITY_3_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5
            _gameObject.active = false;
        #else
            _gameObject.SetActive(false);
            _mesh.MarkDynamic();
        #endif

        ExpandMaxFacetLimit(facetType.initialAmount);

        UpdateTransform();
    }
开发者ID:jpsarda,项目名称:Futile,代码行数:42,代码来源:FFacetRenderLayer.cs


示例7: FFacetRenderLayer

    public FFacetRenderLayer(FStage stage, FFacetType facetType, FAtlas atlas, FShader shader)
    {
        _stage = stage;

        _facetType = facetType;
        _atlas = atlas;
        _shader = shader;

        _expansionAmount = _facetType.expansionAmount;
        _maxEmptyFacets = _facetType.maxEmptyAmount;

        batchIndex = _facetType.index*10000000 + atlas.index*10000 + shader.index;

        _gameObject = new GameObject("FRenderLayer ("+_stage.name+") ("+_facetType.name+")");
        _transform = _gameObject.transform;

        _transform.parent = Futile.instance.gameObject.transform;

        _meshFilter = _gameObject.AddComponent<MeshFilter>();
        _meshRenderer = _gameObject.AddComponent<MeshRenderer>();
        //_meshRenderer.castShadows = false;
        _meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
        _meshRenderer.receiveShadows = false;

        _mesh = _meshFilter.mesh;

        _material = new Material(_shader.shader);
        _material.mainTexture = _atlas.texture;

        _meshRenderer.GetComponent<Renderer>().material = _material;

        #if UNITY_3_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5
            _gameObject.active = false;
        #else
            _gameObject.SetActive(false);
            _mesh.MarkDynamic();
        #endif

        ExpandMaxFacetLimit(_facetType.initialAmount);

        UpdateTransform();
    }
开发者ID:Grizzlage,项目名称:Futile-SpineSprite,代码行数:42,代码来源:FFacetRenderLayer.cs


示例8: FRenderLayer

    public FRenderLayer(FStage stage, FFacetType facetType, FAtlas atlas, FShader shader)
    {
        _stage = stage;

        _facetType = facetType;
        _atlas = atlas;
        _shader = shader;

        _expansionAmount = _facetType.expansionAmount;
        _maxEmptyFacets = _facetType.maxEmptyAmount;

        batchIndex = _facetType.index*10000000 + atlas.index*10000 + shader.index;

        _gameObject = new GameObject("FRenderLayer ("+_stage.name+") ("+_facetType.name+")");
        _transform = _gameObject.transform;

        _transform.parent = Futile.instance.gameObject.transform;

        _meshFilter = _gameObject.AddComponent<MeshFilter>();
        _meshRenderer = _gameObject.AddComponent<MeshRenderer>();
        _meshRenderer.castShadows = false;
        _meshRenderer.receiveShadows = false;

        _mesh = _meshFilter.mesh;

        _material = new Material(_shader.shader);
        _material.mainTexture = _atlas.texture;

        _meshRenderer.renderer.material = _material;

        _gameObject.active = false;

        ExpandMaxFacetLimit(_facetType.initialAmount);

        UpdateTransform();
    }
开发者ID:pkdawson,项目名称:futile-scaling,代码行数:36,代码来源:FRenderLayer.cs


示例9: FTriangleRenderLayer

 public FTriangleRenderLayer(FStage stage, FFacetType facetType, FAtlas atlas, FShader shader)
     : base(stage,facetType,atlas,shader)
 {
 }
开发者ID:SurpriseTRex,项目名称:phreakout,代码行数:4,代码来源:FFacetRenderLayer.cs


示例10: Init

    public void Init(FutileParams futileParams)
    {
        enabled = true;
        _futileParams = futileParams;

        Application.targetFrameRate = _futileParams.targetFrameRate;

        FShader.Init(); //set up the basic shaders
        FFacetType.Init(); //set up the types of facets (Quads, Triangles, etc)

        screen = new FScreen(_futileParams);

        //
        //Camera setup from https://github.com/prime31/UIToolkit/blob/master/Assets/Plugins/UIToolkit/UI.cs
        //

        _cameraHolder = new GameObject();
        _cameraHolder.transform.parent = gameObject.transform;

        _camera = _cameraHolder.AddComponent<Camera>();
        _camera.tag = "MainCamera";
        _camera.name = "Camera";
        //_camera.clearFlags = CameraClearFlags.Depth; //TODO: check if this is faster or not?
        _camera.clearFlags = CameraClearFlags.SolidColor;
        _camera.nearClipPlane = 0.0f;
        _camera.farClipPlane = 500.0f;
        _camera.depth = 100;
        _camera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
        _camera.backgroundColor = _futileParams.backgroundColor;

        //we multiply this stuff by scaleInverse to make sure everything is in points, not pixels
        _camera.orthographic = true;
        _camera.orthographicSize = screen.pixelHeight/2 * displayScaleInverse;

        UpdateCameraPosition();

        touchManager = new FTouchManager();

        atlasManager = new FAtlasManager();

        CreateDefaultAtlases();

        _stages = new List<FStage>();

        stage = new FStage("Futile.stage");

        AddStage (stage);
    }
开发者ID:MattRix,项目名称:Madness,代码行数:48,代码来源:Futile.cs


示例11: RemoveStage

    public static void RemoveStage(FStage stageToRemove)
    {
        stageToRemove.HandleRemovedFromFutile();
        stageToRemove.index = -1;

        _stages.Remove(stageToRemove);

        UpdateStageIndices();
    }
开发者ID:MattRix,项目名称:Madness,代码行数:9,代码来源:Futile.cs


示例12: AddStageAtIndex

    public static void AddStageAtIndex(FStage stageToAdd, int newIndex)
    {
        int stageIndex = _stages.IndexOf(stageToAdd);

        if(newIndex > _stages.Count) //if it's past the end, make it at the end
        {
            newIndex = _stages.Count;
        }

        if(stageIndex == newIndex) return; //if it's already at the right index, just leave it there

        if(stageIndex == -1) //add it if it's not in the stages already
        {
            stageToAdd.HandleAddedToFutile();

            _stages.Insert(newIndex, stageToAdd);
        }
        else //if stage is already in the stages, move it to the desired index
        {
            _stages.RemoveAt(stageIndex);

            if(stageIndex < newIndex)
            {
                _stages.Insert(newIndex-1, stageToAdd); //gotta subtract 1 to account for it moving in the order
            }
            else
            {
                _stages.Insert(newIndex, stageToAdd);
            }
        }

        UpdateStageIndices();
    }
开发者ID:MattRix,项目名称:Madness,代码行数:33,代码来源:Futile.cs


示例13: AddStage

    public static void AddStage(FStage stageToAdd)
    {
        int stageIndex = _stages.IndexOf(stageToAdd);

        if(stageIndex == -1) //add it if it's not a stage
        {
            stageToAdd.HandleAddedToFutile();
            _stages.Add(stageToAdd);
            UpdateStageIndices();
        }
        else if(stageIndex != _stages.Count-1) //if stage is already in the stages, put it at the top of the stages if it's not already
        {
            _stages.RemoveAt(stageIndex);
            _stages.Add(stageToAdd);
            UpdateStageIndices();
        }
    }
开发者ID:MattRix,项目名称:Madness,代码行数:17,代码来源:Futile.cs


示例14: CreateTriLayer

 private static FRenderLayer CreateTriLayer(FStage stage, FFacetType facetType, FAtlas atlas, FShader shader)
 {
     return new FRenderTriangleLayer(stage,facetType,atlas,shader);
 }
开发者ID:pkdawson,项目名称:futile-scaling,代码行数:4,代码来源:FFacetType.cs


示例15: FRenderer

 public FRenderer(FStage stage)
 {
     _stage = stage;
 }
开发者ID:rhololkeolke,项目名称:Game-Design-Class,代码行数:4,代码来源:FRenderer.cs


示例16: Start

    // Use this for initialization
    void Start()
    {
        Application.targetFrameRate = 300;
                QualitySettings.vSyncCount = 0;
                RXDebug.Log ("Starting the game");
                instance = this;
                FSoundManager.Init ();
                Go.defaultEaseType = EaseType.Linear;
                Go.duplicatePropertyRule = DuplicatePropertyRuleType.RemoveRunningProperty;
                FutileParams fparams = new FutileParams (true, true, false, true);

                fparams.AddResolutionLevel (480.0f, 1.0f, 1.0f, ""); //iPhone

                fparams.origin = new Vector2 (0.0f, 0.0f);

                Futile.instance.Init (fparams);

                Futile.atlasManager.LoadAtlas ("Atlases/Factory");
                Futile.atlasManager.LoadAtlas("Atlases/SFB");
                Futile.atlasManager.LoadFont("font", "font", "Atlases/font", 0, 0);

                _stage = Futile.stage;

                GoToPage (PageType.GamePage);
    }
开发者ID:riktothepast,项目名称:Futile_TileMap_AABB,代码行数:26,代码来源:Game.cs


示例17: GoToMenu

    public void GoToMenu(PageType pageType)
    {
        if(currentPageType == pageType) return; // already on this menu

        // Get the stage
        stage_ = Futile.stage;

        // Remove the current page if it exists
        if(currentPage != null && stage_ != null){
            stage_.RemoveChild(currentPage);
        }

        // Set new page and page type
        switch(pageType){
        case PageType.TitlePage:
            currentPageType = PageType.TitlePage;
            currentPage = new TitlePage();
            break;
        case PageType.LevelSelectPage:
            currentPageType = PageType.LevelSelectPage;
            currentPage = new LevelSelectPage();
            break;
        case PageType.CreditsPage:
            currentPageType = PageType.CreditsPage;
            currentPage = new CreditsPage();
            break;
        }

        // Add the page and init it
        stage_.AddChild(currentPage);
        currentPage.Start();
    }
开发者ID:remy22,项目名称:Game-Design-Class,代码行数:32,代码来源:ImmunityMenu.cs


示例18: Start

    void Start()
    {
        RXDebug.Log("Starting the demo");
        instance = this;
        Go.defaultEaseType = EaseType.Linear;
        Go.duplicatePropertyRule = DuplicatePropertyRuleType.RemoveRunningProperty;
        FutileParams fparams = new FutileParams(true,true, false,false);

        fparams.AddResolutionLevel(480.0f,	1.0f,	1.0f, ""); //iPhone
        //		fparams.AddResolutionLevel(960.0f,	2.0f,	2.0f,	"_Scale2"); //iPhone retina
        fparams.AddResolutionLevel(1024.0f,	1.0f,	1.0f,	""); //iPad
        //		fparams.AddResolutionLevel(1280.0f,	2.0f,	2.0f,	"_Scale2"); //Nexus 7
        //		fparams.AddResolutionLevel(2048.0f,	4.0f,	4.0f,	"_Scale4"); //iPad Retina

        fparams.origin = new Vector2(0.5f,0.5f);

        Futile.instance.Init (fparams);
        Futile.atlasManager.LoadAtlas("Atlases/SFB");
                Futile.atlasManager.LoadAtlas("Atlases/SFB_en");

                Futile.atlasManager.LoadFont("font", "font", "Atlases/font", 0, 0);

        _stage = Futile.stage;

         GoToPage(PageType.MenuPage);

        _stage.ListenForUpdate (HandleUpdate);
    }
开发者ID:riktothepast,项目名称:SuperFutileBox,代码行数:28,代码来源:SuperFutileBox.cs


示例19: Start

    void Start()
    {
        instance = this;
        Go.defaultEaseType = EaseType.Linear;
        Go.duplicatePropertyRule = DuplicatePropertyRuleType.RemoveRunningProperty;
        FutileParams fparams = new FutileParams(true, true, false, false);

        fparams.AddResolutionLevel(960.0f,	1.0f,	1.0f,	""); //iPhone

        fparams.origin = new Vector2(0.5f,0.5f);

        fparams.backgroundColor = new Color(18f / 100f, 13f / 100f, 28f / 100f, 1f);

        Futile.instance.Init (fparams);

        Futile.atlasManager.LoadImage("Atlases/Font");
        Futile.atlasManager.LoadImage("Atlases/title");
        Futile.atlasManager.LoadImage("Atlases/bg");

        Futile.atlasManager.LoadAtlas("Atlases/SpriteSheet");
        Futile.atlasManager.LoadFont("Minecraftia", "Atlases/Font", "Atlases/Font", 0, 0);

        _stage = Futile.stage;

        GoToPage(PageType.MainMenuPage);

        _stage.ListenForUpdate (HandleUpdate);
    }
开发者ID:riktothepast,项目名称:LD29,代码行数:28,代码来源:Game.cs


示例20: SwitchToScene

    public void SwitchToScene(SceneType sceneType)
    {
        if (currentScene != null) Futile.RemoveStage(currentScene);

        if (sceneType == SceneType.Immunity) currentScene = new WTImmunity();
        if (sceneType == SceneType.None) currentScene = null;

        if (currentScene != null) Futile.AddStage(currentScene);
    }
开发者ID:wtrebella,项目名称:ImmunityGame,代码行数:9,代码来源:WTMain.cs



注:本文中的FStage类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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C# FTouch类代码示例发布时间:2022-05-24
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