void Disappear() { //튜토리얼일 경우 주사위는 사라지지 않는다. if (CMainData.getGameMode() == GameData.GAME_MODE_TUTORIAL) { float percent = getPercent(); if (percent > 0.9) { //전체 주사위가 사라진 시간이 목표 시간보다 많아 질경우 return; } } float fDT = Time.deltaTime; m_fMoveTime += fDT; this.transform.Translate(0.0f, -(fDT / m_fMoveTotalTime), 0.0f, Space.World); if (m_fMoveTime >= m_fMoveTotalTime) { m_nState = GameData.OBJECT_STATE_NONE; this.transform.position = new Vector3(this.transform.position.x, -1.1f, this.transform.position.z); DisappearEnd(); } }
// Update is called once per frame void Update() { if (CMainData.getGameMode() == GameData.GAME_MODE_TUTORIAL) { NGUITools.SetActive(this.gameObject, false); } }
public void OnMoveEnd(Vector3 pos) { //HanK if (gameSceneUI) { gameSceneUI.Change_DiceInfo(m_sBoard.GetDice(m_oCursor.transform.position)); } m_nDiceState = GameData.GAME_DICE_READY; if (m_CurEvent.target == GameData.EVENT_TARGET_DICE) { m_lScore += m_sBoard.CheckDices(pos); if (gameSceneUI) { gameSceneUI.Change_Score(m_lScore); } if (CMainData.getGameMode() == GameData.GAME_MODE_BASIC) { CLevelManager.CheckStage(m_lScore); } } if (CMainData.getGameMode() == GameData.GAME_MODE_TUTORIAL) { TutorialMoveEnd(pos); } }
void TutorialProcess() { if (CMainData.getGameState() == GameData.GAME_STATE_READY) { startTime = 0.0f; m_lScore = 0; m_sBoard.initBoards(); CTimeManager.SetTimer(); MainGame.g_Instance.setSoundState(SOUND_STATE.SOUND_STATE_GAME_INTRO_READY); CMainData.setGameState(GameData.GAME_STATE_GAMEING); m_nTutorialState = GameData.startTutorialStep; } else if (CMainData.getGameState() == GameData.GAME_STATE_GAMEING) { CheckControl(); CheckEvent(); TutorialMainProcess(); } else if (CMainData.getGameState() == GameData.GAME_STATE_PAUSE) { } else if (CMainData.getGameState() == GameData.GAME_STATE_GAMEOVER) { } else if (CMainData.getGameState() == GameData.GAME_STATE_TIMEUP) { GameOverProcess(); } PlayBGM(); }
bool CheckControlState() { if (CMainData.getGameMode() == GameData.GAME_MODE_TUTORIAL) { } return(true); }
bool CheckBoard() { if (CMainData.getGameMode() == GameData.GAME_MODE_BASIC) { return(m_sBoard.IsFull()); } return(false); }
public void ResumeButton() { Debug.Log("Resume"); ButtonClickSound(); CMainData.setPause(false); CMainData.setGameState(GameData.GAME_STATE_GAMEING); NGUITools.SetActive(Pause_Menu, false); }
public void ExitButton() { Debug.Log("Resume"); ButtonClickSound(); CMainData.setPause(false); NGUITools.SetActive(Pause_Menu, false); Application.LoadLevel("SceneTitle"); }
void CheckBlitzTime() { CTimeManager.m_TimeStampBlitz += Time.deltaTime; if (CTimeManager.m_TimeStampBlitz >= CTimeManager.m_TimeBlitz) { CTimeManager.m_TimeStampBlitz = 0.0f; //time up CMainData.setGameState(GameData.GAME_STATE_TIMEUP); } }
void Update() { if (CMainData.getGameMode() != GameData.GAME_MODE_TUTORIAL) { GameProcess(); } else if (CMainData.getGameMode() == GameData.GAME_MODE_TUTORIAL) { TutorialProcess(); } }
public void PauseButton() { Debug.Log("Pause"); ButtonClickSound(); if (CMainData.getGameState() == GameData.GAME_STATE_GAMEING && !CMainData.getPause()) { CMainData.setPause(true); CMainData.setGameState(GameData.GAME_STATE_PAUSE); NGUITools.SetActive(Pause_Menu, true); } }
void CheckTimer() { //주사위 생성 시간 검사 CheckCreateDiceTime(); //블리츠 종료 시간 검사 if (CMainData.getGameMode() == GameData.GAME_MODE_BLITZ) { CheckBlitzTime(); } else if (CMainData.getGameMode() == GameData.GAME_MODE_BASIC) { CTimeManager.m_TimeStampBasic += Time.deltaTime; } }
void GameProcess() { if (CMainData.getGameState() == GameData.GAME_STATE_READY) { startTime = 0.0f; m_lScore = 0; m_sBoard.initBoards(); m_sBoard.makeStartDice(); CTimeManager.SetTimer(); if (gameSceneUI) { gameSceneUI.ChangeState(CMainData.getGameState()); } CMainData.setGameState(GameData.GAME_STATE_START); CKeyManager.ControlOn(); m_nTutorialState = TUTORIAL_STEP.TUTORIAL_STEP_NONE; } else if (CMainData.getGameState() == GameData.GAME_STATE_START) { processReadyUI(); } else if (CMainData.getGameState() == GameData.GAME_STATE_GAMEING) { CheckControl(); CheckEvent(); CheckTimer(); if (CheckBoard()) { CMainData.setGameState(GameData.GAME_STATE_GAMEOVER); } } else if (CMainData.getGameState() == GameData.GAME_STATE_PAUSE) { } else if (CMainData.getGameState() == GameData.GAME_STATE_GAMEOVER) { GameOverProcess(); } else if (CMainData.getGameState() == GameData.GAME_STATE_TIMEUP) { GameOverProcess(); } PlayBGM(); }
public static void SetTimer() { if (CMainData.getGameMode() == GameData.GAME_MODE_BLITZ) { CTimeManager.m_TimeCreateDice = GameData.TIMER_CREATE_DICE_BLITZ; m_TimeStampBlitz = 0.0f; } else if (CMainData.getGameMode() == GameData.GAME_MODE_BASIC) { CTimeManager.m_TimeCreateDice = GameData.TIMER_CREATE_DICE_BASIC; m_TimeStampBasic = 0.0f; } else if (CMainData.getGameMode() == GameData.GAME_MODE_TUTORIAL) { CTimeManager.m_TimeCreateDice = GameData.TIMER_CREATE_DICE_TUTORIAL; } }
public static void CheckStage(long nScore) { m_nStageLevel = (int)(nScore / 100); m_nStageLevel = Mathf.Min(m_nStageLevel, 999); m_nStageLevel = Mathf.Max(m_nStageLevel, 0); if (CMainData.getGameMode() == GameData.GAME_MODE_BASIC) { CTimeManager.m_TimeCreateDice = (float)(GameData.TIMER_CREATE_DICE_BASIC - ((m_nStageLevel / 10) * 0.1)); CTimeManager.m_TimeCreateDice = Mathf.Max(CTimeManager.m_TimeCreateDice, GameData.TIMER_CREATE_DICE_MIN); CTimeManager.m_TimeDisappearDice = (float)(GameData.OBJECT_DISAPPEAR_TIME - ((m_nStageLevel / 10) * 0.2)); CTimeManager.m_TimeDisappearDice = Mathf.Max(CTimeManager.m_TimeDisappearDice, GameData.OBJECT_DISAPPEAR_TIME_MIN); CTimeManager.m_TimeDisappearPlusPercent = (float)(GameData.OBJECT_DISAPPEAR_PLUS_PERCENT - ((m_nStageLevel / 10) * 0.1)); CTimeManager.m_TimeDisappearPlusPercent = Mathf.Max(CTimeManager.m_TimeDisappearPlusPercent, GameData.OBJECT_DISAPPEAR_PLUS_PERCENT_MIN); } }
void Update() { if (CMainData.getPause() == true) { return; } switch (m_nState) { case GameData.OBJECT_STATE_MOVE_RIGHT: case GameData.OBJECT_STATE_MOVE_LEFT: case GameData.OBJECT_STATE_MOVE_UP: case GameData.OBJECT_STATE_MOVE_DOWN: Move(); break; case GameData.OBJECT_STATE_APPEAR: Appear(); break; case GameData.OBJECT_STATE_DISAPPEAR: Disappear(); break; default: break; } appearEffectProcess(); if (m_nState == GameData.OBJECT_STATE_NONE) { if (MainGame.g_Instance.GetCursor().transform.position.x == transform.position.x && MainGame.g_Instance.GetCursor().transform.position.z == transform.position.z) { transform.position = new Vector3(transform.position.x, -0.1f, this.transform.position.z); } else { transform.position = new Vector3(transform.position.x, 0.0f, this.transform.position.z); } } }
void processReadyUI() { startTime += Time.deltaTime; if (startTime > GameData.TIMER_READY + GameData.TIMER_GO) { CMainData.setGameState(GameData.GAME_STATE_GAMEING); if (gameSceneUI) { gameSceneUI.ChangeState(CMainData.getGameState()); } } else if (startTime > GameData.TIMER_READY) { if (gameSceneUI) { gameSceneUI.ChangeState(CMainData.getGameState()); } } }
private IEnumerator WaitForGameStartMessage(WWW www) { yield return(www); if (www.error == null) { Debug.Log("WWW get Ok!: " + www.text); JsonData result = JsonMapper.ToObject(www.text); if (result["result"].ToString().Equals("1")) { //Server Response True. -> Game Start. if (CMainData.Dice_Count > 4) { CMainData.Dice_Time = 0.0f; } CMainData.Dice_Count -= 1; CMainData.setGameMode(GameData.GAME_MODE_BLITZ); //set game mode CMainData.setGameState(GameData.GAME_STATE_READY); //set game state Application.LoadLevel("GameScene"); //load game scene } else { //Server Response False. -> Game Start Fail. } complete = true; start = false; runningTime = 0.0f; loading.SetActive(false); } else { Debug.Log("WWW Error: " + www.error); } }
public void StartTutorialButton() { Debug.Log("StartTutorialButton"); ButtonClickSound(); /*if (DiceCheck()) * {*/ CMainData.setGameMode(GameData.GAME_MODE_TUTORIAL); //set game mode CMainData.setGameState(GameData.GAME_STATE_READY); //set game state Application.LoadLevel("GameScene"); //load game scene /*} * else * { * shop_dice.SetActive(true); * }*/ }
void OnGUI() { //pause if (CMainData.getPause() == true) { if (buttonType == (int)BUTTON.G_PAUSE) { return; } } else if (CMainData.getGameState() == GameData.GAME_STATE_TIMEUP) { if (buttonType == (int)BUTTON.G_PAUSE || buttonType == (int)BUTTON.G_RESUME) { return; } } else { if (buttonType == (int)BUTTON.G_RESUME || buttonType == (int)BUTTON.G_RESTART || buttonType == (int)BUTTON.G_MAINMENU) { return; } } //sound if (CMainData.getSound() == true) { if (buttonType == (int)BUTTON.G_SOUND_OFF) { return; } } else { if (buttonType == (int)BUTTON.G_SOUND_ON) { return; } } //check button if (img == null) { //set button background color GUI.backgroundColor = Color.white; if (GUI.Button(rect, text)) { //button processing buttonProcessing(buttonType); } } else { //none show button background window GUI.backgroundColor = Color.clear; if (GUI.Button(rect, img)) { //button processing buttonProcessing(buttonType); } } }
void Start() { g_Instance = this; Application.runInBackground = true; if (Localization.instance != null) { // Localization 객체에게 언어를 바꾸라고 합니다. Debug.Log("Locale is " + CMainData.Locale); if (CMainData.Locale.Contains("ko")) { Localization.instance.currentLanguage = "korea"; } else if (CMainData.Locale.Contains("ja")) { Localization.instance.currentLanguage = "japan"; } else { Localization.instance.currentLanguage = "english"; } } // 기존 Input /* * Queue queue = new Queue(); * m_EventQueue = Queue.Synchronized(queue); * m_EventQueue.Clear(); */ m_oBoard = GameObject.Find("Board"); m_oCursor = GameObject.Find("Cursor"); m_sBoard = m_oBoard.GetComponent("Board") as Board; m_sCursor = m_oCursor.GetComponent("Cursor") as Cursor; m_oScore = GameObject.Find("objScore"); m_Star = GameObject.Find("Star"); m_Star2 = GameObject.Find("Star2"); m_Arrow = GameObject.Find("Arrow"); m_Arrow2 = GameObject.Find("Arrow2"); CTimeManager.SetTimer(); if (CMainData.getGameMode() == GameData.GAME_MODE_BLITZ) { //Processing GameUI //CMainData.setGameState(GameData.GAME_STATE_PRE); } m_Star.SetActive(false); m_Arrow.SetActive(false); m_Star2.SetActive(false); m_Arrow2.SetActive(false); //TEST CODE : tutorial test //CMainData.setGameMode(GameData.GAME_MODE_TUTORIAL); /* ******************************************************* */ if (CMainData.getGameMode() == GameData.GAME_MODE_TUTORIAL) { TutorialModeUI.SetActive(true); GameModeUI.SetActive(false); } else { TutorialModeUI.SetActive(false); GameModeUI.SetActive(true); } tutorialUI = TutorialModeUI.GetComponent("TutorialSceneUI") as TutorialSceneUI; }
void PlayBGM() { switch (m_nSoundState) { case SOUND_STATE.SOUND_STATE_GAME_INTRO_READY: Debug.Log("Game Mode = " + m_nSoundState); if (CMainData.getGameMode() == GameData.GAME_MODE_BASIC) { SoundManager.g_Instance.PlayBGM("BGM_basic_Intro_01", false); m_nSoundState = SOUND_STATE.SOUND_STATE_GAME_INTRO; } else if (CMainData.getGameMode() == GameData.GAME_MODE_BLITZ) { SoundManager.g_Instance.PlayBGM("BGM_blitz_Intro_01", false); m_nSoundState = SOUND_STATE.SOUND_STATE_GAME_INTRO; } else if (CMainData.getGameMode() == GameData.GAME_MODE_TUTORIAL) { m_nSoundState = SOUND_STATE.SOUND_STATE_GAME_ING_READY; } break; case SOUND_STATE.SOUND_STATE_GAME_INTRO: if (SoundManager.g_Instance.IsPlayingBGM() == false) { m_nSoundState = SOUND_STATE.SOUND_STATE_GAME_ING_READY; } break; case SOUND_STATE.SOUND_STATE_GAME_ING_READY: Debug.Log("Game Mode = " + m_nSoundState); if (CMainData.getGameMode() == GameData.GAME_MODE_BASIC) { Debug.Log("basic Sound"); SoundManager.g_Instance.PlayBGM("BGM_basic_Looping_01", true); } else if (CMainData.getGameMode() == GameData.GAME_MODE_BLITZ) { Debug.Log("blitz Sound"); SoundManager.g_Instance.PlayBGM("BGM_blitz_Looping_01", true); } else if (CMainData.getGameMode() == GameData.GAME_MODE_TUTORIAL) { Debug.Log("Tutorial Sound"); SoundManager.g_Instance.PlayBGM("BGM_tutorial_01", true); } m_nSoundState = SOUND_STATE.SOUND_STATE_GAME_ING; break; case SOUND_STATE.SOUND_STATE_GAME_ING: if (CMainData.getGameMode() == GameData.GAME_MODE_BLITZ) { if (CTimeManager.m_TimeBlitz - CTimeManager.m_TimeStampBlitz < 30) { SoundManager.g_Instance.PlayBGM("BGM_blitz_HurryUp_Looping_01", true); m_nSoundState = SOUND_STATE.SOUND_STATE_GAME_ING_HURRY_UP; } } break; case SOUND_STATE.SOUND_STATE_GAME_ING_HURRY_UP: break; case SOUND_STATE.SOUND_STATE_GAME_END: SoundManager.g_Instance.PlayBGM("BGM_main_01", true); break; } }