Beispiel #1
0
 public void setup(CitizenControl _citizenControl, StructureControl _structureControl, AchievementControl _achievementControl, Node _location)
 {
     citizenControl                = _citizenControl;
     structureControl              = _structureControl;
     achievementControl            = _achievementControl;
     location                      = _location;
     action                        = ActionFactory.getAction(this);
     actionsLeftUntilMatingAllowed = 0;
     isZombie                      = false;
 }
Beispiel #2
0
        /// <summary>
        /// Called if the scene is activated.
        /// </summary>
        public override void OnSceneActivated()
        {
            _entityComposer = new EntityComposer();
            _scoreBoard     = new Scoreboard();
            _debugDisplay   = new DebugDisplay(_entityComposer)
            {
                Visible = false
            };
            _minimap    = new Minimap(_entityComposer);
            _blackBlend = new BlackBlend {
                FadeIn = true
            };

            //load achievements

            var xmlManager = new XmlManager <AchievementManager>();

            try
            {
                _entityComposer.AchievementManager =
                    xmlManager.Load(Path.Combine(Environment.CurrentDirectory, "achievements.xml"));
            }
            catch
            {
                _entityComposer.AchievementManager = new AchievementManager();
                _entityComposer.AchievementManager.Achievements.Add(new EnemyDestroyedAchievement());
                _entityComposer.AchievementManager.Achievements.Add(new ScoreAchievement());
                _entityComposer.AchievementManager.Achievements.Add(new SustainAchievement());
                _entityComposer.AchievementManager.Achievements.Add(new LasterTimeAchievement());
                System.Diagnostics.Debug.WriteLine("Unable to load achievements.");
            }

            _achievementControl                    = new AchievementControl(UIManager);
            _achievementControl.Visible            = false;
            _achievementsOpen                      = false;
            _achievementControl.AchievementManager = _entityComposer.AchievementManager;

#if AUDIO_ENABLED
            //AudioManager.Instance.Sound.Play(SGL.QueryResource<Sound>("gameMusic.mp3"), PlayMode.Loop);
#endif
        }
 void Awake()
 {
     instance = this;
     LoggedIn = false;
 }
Beispiel #4
0
        /// <summary>
        /// Called if the scene is activated.
        /// </summary>
        public override void OnSceneActivated()
        {
            _entityComposer = new EntityComposer();
            _scoreBoard = new Scoreboard();
            _debugDisplay = new DebugDisplay(_entityComposer) {Visible = false};
            _minimap = new Minimap(_entityComposer);
            _blackBlend = new BlackBlend {FadeIn = true};

            //load achievements

            var xmlManager = new XmlManager<AchievementManager>();
            try
            {
                _entityComposer.AchievementManager =
                    xmlManager.Load(Path.Combine(Environment.CurrentDirectory, "achievements.xml"));
            }
            catch
            {
                _entityComposer.AchievementManager = new AchievementManager();
                _entityComposer.AchievementManager.Achievements.Add(new EnemyDestroyedAchievement());
                _entityComposer.AchievementManager.Achievements.Add(new ScoreAchievement());
                _entityComposer.AchievementManager.Achievements.Add(new SustainAchievement());
                _entityComposer.AchievementManager.Achievements.Add(new LasterTimeAchievement());
                System.Diagnostics.Debug.WriteLine("Unable to load achievements.");
            }

            _achievementControl = new AchievementControl(UIManager);
            _achievementControl.Visible = false;
            _achievementsOpen = false;
            _achievementControl.AchievementManager = _entityComposer.AchievementManager;

            #if AUDIO_ENABLED
            //AudioManager.Instance.Sound.Play(SGL.QueryResource<Sound>("gameMusic.mp3"), PlayMode.Loop);
            #endif
        }