Beispiel #1
0
        public string Rank(Player player)
        {
            float accuracy = AccuracyF(player);

            if (accuracy == 100)
            {
                return(GameStrings.GetString("SupCom"));
            }
            if (accuracy >= 90)
            {
                return(GameStrings.GetString("Comander"));
            }
            if (accuracy < 90 && accuracy >= 70)
            {
                return(GameStrings.GetString("FLieutenant"));
            }
            if (accuracy < 70 && accuracy >= 50)
            {
                return(GameStrings.GetString("Lieutenant"));
            }
            if (accuracy < 50 && accuracy >= 30)
            {
                return(GameStrings.GetString("Sergeant"));
            }
            return(GameStrings.GetString("Soldier"));
        }
    //this is the character that is curretnly being selected
    //called by ChoiceHelper
    public void set_bb_choice(int aIndex)
    {
        //reset choosing state
        for (int i = 0; i < mBBMiniMans.Length; i++)
        {
            mBBMiniMans[i].SoftPosition = mBBChoiceBodies[i].HardPosition + mBBMiniManBasePositionOffset;
            mBBMiniMans[i].SoftColor    = GameConstants.UiPurpleTransparent;
        }


        if (aIndex == -1)        //no choice
        {
            //mBBQuestionTextPrefix.Text = "Choose your perfect life";
            mBBQuestionText.set_text(
                new string[] { (GameStrings.GetString("CM1", mManager.mGameManager.CurrentCharacterIndex.get_future_neighbor(0).Age.ToString())) },
                new Color[] { GameConstants.UiRed });
        }
        else
        {
            mBBMiniMans[aIndex].SoftPosition = mBBChoiceBodies[aIndex].HardPosition;
            mBBMiniMans[aIndex].SoftColor    = GameConstants.UiMiniMan;

            var nChar       = mManager.mGameManager.CurrentCharacterIndex.get_future_neighbor(aIndex);
            var nCharDiff   = mManager.mCharacterBundleManager.get_character_helper().Characters[nChar];
            var diffPhrases = new string[]
            {
                GameStrings.GetString("CMdiffphrase1"),
                GameStrings.GetString("CMdiffphrase2"),
                GameStrings.GetString("CMdiffphrase3"),
                GameStrings.GetString("CMdiffphrase4")
            };
            //var perfectPhrases = new string[]{" horrible", " passable", " perfect", " PERFECT"};
            //var perfectColors = new Color[]{GameConstants.uiYellow, GameConstants.uio
            //var diffColors = new Color[]{new Color(0,0.8f,0,1), new Color(0.8f,0.8f,0,1), new Color(0.9f,0.4f,0,1), new Color(0.8f,0,0,1)};
            //mBBQuestionTextPrefix.Text = "That is a";
            mBBQuestionText.set_text(
                new string[] {
                GameStrings.GetString("CM2"),
                //perfectPhrases[nCharDiff.Perfect],
                //Mathf.Abs((3-nCharDiff.Difficulty) - nCharDiff.Perfect) > 1 ? " but" : " and",
                diffPhrases[nCharDiff.Difficulty],
                GameStrings.GetString("CM3")
            },
                new Color[] {
                //GameConstants.UiPink,
                //diffColors[nCharDiff.Difficulty]/2f,
                GameConstants.UiRed,
                //GameConstants.UiPink,
                //perfectColors[nCharDiff.Perfect]/2f,
                GameConstants.UiRed,
                GameConstants.UiRed
            });
        }
    }
Beispiel #3
0
    //TODO move to sunset
    //this gets called after choosing
    //this also gets called when you die/finish the game
    //also called when you get to age 110
    public void transition_to_TRANSITION_play(CharacterIndex aNextCharacter)
    {
        float gDiffDisplayDur = 4f;


        GS = NormalPlayGameState.TRANSITION;

        //TODO maybe play a sound "Too Easy" "Ok" "Hard" "That's Impossible!!"
        var diffPhrases = new string[] { GameStrings.GetString("MNPdiff1"),
                                         GameStrings.GetString("MNPdiff2"),
                                         GameStrings.GetString("MNPdiff3"),
                                         GameStrings.GetString("MNPdiff4") };

        TED.add_event(
            aNextCharacter.LevelIndex < 7             //if not grave or age 110
                        ?
            mSunsetManager.low_skippable_text_bubble_event(diffPhrases [NGM.CharacterHelper.Characters [aNextCharacter].Difficulty], gDiffDisplayDur)
                        :
            delegate(float aTime){ return(true); }
            ).then_one_shot(
            delegate()
        {
            if (aNextCharacter != CharacterIndex.sGrave)
            {
                mManager.mAssetLoader.new_load_character(aNextCharacter.StringIdentifier, mManager.mCharacterBundleManager);
            }
            else
            {
                //This can probably stay here
                //we just died, so add the last character we just played and set the sun
                //normally this will get called right after you make a choice but if we're here that meeans we didn't make a choice because we died
                mSunsetManager.add_character(NGM.CurrentCharacterLoader.Character, !CurrentPerformanceStat.BadPerformance, false);
                mSunsetManager.set_sun();
                slide_image(mFlatCamera, null, mSunsetImage, false, false);

                if (NGM.CurrentCharacterIndex == CharacterIndex.sOneHundred)
                {
                    mSunsetManager.ShowBackground = false;
                }

                transition_to_GRAVE();
            }
        }
            );
    }
Beispiel #4
0
    public void transition_to_ASTRONAUT()
    {
        mSunsetManager.add_character(NGM.CurrentCharacterLoader.Character, !CurrentPerformanceStat.BadPerformance);
        slide_image(mFlatCamera, null, mSunsetImage, false);

        TED.add_event(
            delegate(float aTime){
            //mSunsetManager.fade_characters(true,true);
            mSunsetManager.set_sun();
            return(true);
        }
            , 4).then(
            mSunsetManager.low_skippable_text_bubble_event(GameStrings.GetString("MNPastro"), 4)
            , 4).then_one_shot(
            delegate(){
            transition_to_TRANSITION_play(CharacterIndex.sOneHundred);
        }
            , 0);
    }
Beispiel #5
0
    public void transition_to_CHOICE()
    {
        GS = NormalPlayGameState.PRECHOICE;

        mSunsetManager.add_character(NGM.CurrentCharacterLoader.Character, !CurrentPerformanceStat.BadPerformance);
        slide_image(mFlatCamera, null, mSunsetImage, false);
        CharacterIndex[] chars = available_choices(NGM.CurrentCharacterIndex.get_future_neighbor(0));
        mChoiceHelper.shuffle_and_set_choice_poses(chars.Length, mChoosingManager);
        mChoosingManager.set_bb_choices(chars);

        if (!KeyMan.GetKey("HardSkip")) //if we are still holding the skip key at this point, go straight to choosing
        {
            //switch over to choice screen
            float gAgeDisplayDur = 7f;
            TED.add_event(
                delegate(float aTime){
                //mSunsetManager.fade_characters(true,true);
                mSunsetManager.set_sun();
                return(true);
            }
                , 5);
            TED.add_event(
                NGM.CurrentCharacterIndex == CharacterIndex.sFetus ?
                mSunsetManager.low_skippable_text_bubble_event(GameStrings.GetString("MNPtrans1"), gAgeDisplayDur) :
                mSunsetManager.low_skippable_text_bubble_event(GameStrings.GetString("MNPtrans2", NGM.CurrentCharacterIndex.get_future_neighbor(0).Age.ToString()), gAgeDisplayDur)
                , 2.5f).then_one_shot(
                delegate(){
                slide_image(mFlatCamera, null, mChoosingImage);
                mManager.mMusicManager.fade_in_extra_music("choiceMusic");
                GS = NormalPlayGameState.CHOICE;
            }
                , 0);
        }
        else
        {
            mSunsetManager.set_sun();
            slide_image(mFlatCamera, null, mChoosingImage);
            mManager.mMusicManager.fade_in_extra_music("choiceMusic");
            GS = NormalPlayGameState.CHOICE;
        }
    }
Beispiel #6
0
    public void start_configuration_display()
    {
        EnableDepthWarning = false;

        int dState = 0;         //0-started, 1-kinect not found

        TED.add_event(
            delegate(float aTime){
            /*
             * if(!mManager.mZigManager.is_reader_connected())
             *      dState = 1;
             * else if(mManager.mZigManager.has_user() && false) //TODO test if user is in frame
             *      dState = 4;
             * else if(mManager.mZigManager.has_user()) //TODO test if user is found
             *      dState = 3;
             * else
             *      dState = 2;
             */
            if (can_start(aTime))
            {
                go_to_play();
                return(true);
            }
            if (dState == 1)
            {
                mMessageText.Text = GameStrings.GetString("TCMkinect2");
            }
            else if (dState == 2)
            {
                mMessageText.Text = GameStrings.GetString("TCMkinect3");
            }
            else
            {
                mMessageText.Text = "";
            }
            return(false);
        }
            );
    }
    //returns amount of time this will take
    //TODO move all this stuff into ModeNormalPlay
    public TimedEventDistributor.TimedEventChain set_for_DEATH(CharacterIndex aChar)
    {
        //TODO switch to skippable bubbles here TY
        float gTextTime = 5;

        TimedEventDistributor.TimedEventChain chain = TED.empty_chain();

        if (aChar.LevelIndex == 7)
        {
        }
        else if (aChar.LevelIndex == 8)
        {
            chain = TED.add_one_shot_event(
                delegate()
            {
                add_timed_text_bubble(GameStrings.GetString("NIM2"), gTextTime);
            },
                0).then_one_shot( //dummy
                delegate(){}, gTextTime);
        }
        else
        {
            chain = TED.add_one_shot_event(
                delegate()
            {
                add_timed_text_bubble(GameStrings.GetString("NIM3", aChar.Age.ToString()), gTextTime);
            },
                1).then_one_shot(
                delegate()
            {
                //TODO pink bar animations
            }
                , gTextTime).then_one_shot(        //dummy
                delegate(){}, 0);
        }

        return(chain);
    }
Beispiel #8
0
    public void set_for_GRAVE(List <PerformanceStats> aStats)
    {
        //timing vars
        float gIntroText      = 4.5f;
        float gPreScoreCount  = 0.03f;
        float gScoreCount     = 0.2f;
        float gPostScoreCount = 0.07f;
        float gRestart        = 29;

        //disable the depth warning
        mManager.mZigManager.ForceShow = 2;

        //add the gravestone to the scene
        add_character(CharacterIndex.sGrave, true, false);

        //remove the grave
        if (aStats.Last().Character.Age == 999)
        {
            aStats.RemoveAt(aStats.Count - 1);
        }

        //add in fetus in case we skipped it in debug mode
        if (aStats.First().Character.Age != 0)
        {
            aStats.Insert(0, new PerformanceStats(new CharacterIndex(0, 0)));
        }

        //fake it for testing...

        /* TODO DELETE move this into ModeNormalPlay on force kill
         * mCharacters.Last().destroy(); //remove the grave
         * mElement.Remove(mCharacters.Last());
         * mCharacters.RemoveAt(mCharacters.Count -1);
         * Random.seed = 123;
         * for(int i = 0; i < 8; i++)
         * {
         *      if(aStats.Last().Character.Age < (new CharacterIndex(i,0)).Age)
         *      {
         *              PerformanceStats stat = new PerformanceStats(new CharacterIndex(i,Random.Range(0,4)));
         *              stat.update_score(0,Random.value);
         *              stat.update_score(1,Random.value);
         *              stat.Stats = mManager.mGameManager.CharacterHelper.Characters[stat.Character];
         *              aStats.Add(stat);
         *
         *              add_character(stat.Character,false);
         *      }
         * }
         * add_character(CharacterIndex.sGrave,false); //add the grave back in
         */


        //this is all a hack to get the score to show up right...
        float           scoreIncrementor = 0;
        FlatElementText finalScoreText   = new FlatElementText(mManager.mNewRef.serifFont, 70, "0", 21);

        finalScoreText.HardColor = (GameConstants.UiGraveText);
        FlatElementText finalAgeText   = new FlatElementText(mManager.mNewRef.serifFont, 50, "0", 21);
        float           ageIncrementer = 0;

        finalAgeText.HardColor = (GameConstants.UiGraveText);
        //perfectPercent.Text = ((int)(100*aStats.Sum(e=>e.Stats.Perfect+1)/(float)(aStats.Count*3))).ToString() + "%";
        //TODO why this no work??
        finalAgeText.Text = "0";        //aStats.Last().Character.Age.ToString();

        //hack to put things into bg camera
        foreach (Renderer f in finalScoreText.PrimaryGameObject.GetComponentsInChildren <Renderer>())
        {
            f.gameObject.layer = 4;
        }
        foreach (Renderer f in finalAgeText.PrimaryGameObject.GetComponentsInChildren <Renderer>())
        {
            f.gameObject.layer = 4;
        }
        //foreach (Renderer f in perfectEngraving.PrimaryGameObject.GetComponentsInChildren<Renderer>()) f.gameObject.layer = 4;

        Vector3 graveCenter = mCharacters[mCharacters.Count - 1].HardPosition + new Vector3(0, 50, 0);

        finalScoreText.HardPosition = graveCenter + new Vector3(30, -180, 0);
        finalAgeText.HardPosition   = graveCenter + new Vector3(25, 0, 0);
        mElement.Add(finalScoreText);
        //mElement.Add(perfectEngraving);
        mElement.Add(finalAgeText);

        graveCleanup.Add(finalScoreText);
        graveCleanup.Add(finalAgeText);


        TimedEventDistributor.TimedEventChain chain = TED.empty_chain();

        chain = chain.then_one_shot(
            delegate {
            set_sun();
        }
            , 0);
        chain = chain.then(
            low_skippable_text_bubble_event(GameStrings.GetString("SM1"), gIntroText), 3);

        /*.then( //wait a little bit to let the fading finish
         *      low_skippable_text_bubble_event("HERE IS YOUR LIFE STORY",gIntroText)
         *  );*/

        for (int i = 1; i < aStats.Count; i++)
        {
            PerformanceStats ps = aStats[i];


            chain = chain.then_one_shot(
                delegate() {
                if (ps.Character != CharacterIndex.sOneHundred)
                {
                    show_score(ps.Character, (int)ps.AdjustedScore, gPreScoreCount + gScoreCount + gPostScoreCount + 1.5f);
                }
            }
                , gPreScoreCount).then(
                delegate(float aTime)
            {
                if (aTime < gScoreCount)
                {
                    float displayScore  = scoreIncrementor + (aTime / gScoreCount) * ps.AdjustedScore;
                    float displayAge    = ageIncrementer + (aTime / gScoreCount) * (ps.Character.Age - ageIncrementer);
                    finalScoreText.Text = "" + (int)displayScore;
                    finalAgeText.Text   = "" + (int)displayAge;
                }
                if (aTime > gScoreCount + gPostScoreCount)
                {
                    scoreIncrementor   += ps.AdjustedScore;
                    ageIncrementer      = ps.Character.Age;
                    finalScoreText.Text = "" + (int)scoreIncrementor;
                    finalAgeText.Text   = "" + (int)ageIncrementer;
                    return(true);
                }
                return(false);
            },
                0);
        }

        chain = chain.wait(2.5f);

        //CONNECTIONS
        for (int i = 1; i < aStats.Count; i++)
        {
            PerformanceStats ps = aStats[i];



            float gFirstConnectionText = 5f;
            float gConnectionText      = 5f;
            float gPreParticle         = 2f;


            //TODO grave connections
            CharIndexContainerString connections;

            //TODO
            bool wasHard = ps.Stats.Difficulty > 1;
            if (wasHard)
            {
                connections = mManager.mCharacterBundleManager.get_character_stat(ps.Character).CharacterInfo.HardConnections;
            }
            else
            {
                connections = mManager.mCharacterBundleManager.get_character_stat(ps.Character).CharacterInfo.EasyConnections;
            }


            //for each connection, check if it is relevent to the currently looping character
            for (int j = 1; j < aStats.Count; j++)
            {
                var targetCharacter  = aStats[j].Character;                             //charcter we are connecting to
                var targetConnection = connections[targetCharacter];                    //message
                if (targetConnection != null && targetConnection != "")
                {
                    int accumChange = 0;                     //accum change is targetCharacters effect on the current character
                    accumChange = aStats[j].CutsceneChangeSet.accumulative_changes()[ps.Character];

                    if ((wasHard && accumChange > 0) ||                   //if was hard and effect was positive (i.e. hard)
                        (!wasHard && accumChange < 0))                    //if was easy and effect was negative (i.e. easy)
                    {
                        string []       conText = targetConnection.Replace("<S>", "@").Split('@');
                        PopupTextObject npo     = null;
                        chain = chain.then(
                            delegate(float aTime)
                        {
                            if (npo == null)
                            {
                                npo = add_timed_text_bubble(conText[0], gFirstConnectionText + gConnectionText, -0.6f, 1);
                                set_popup_color_for_cutscene_particles(npo, wasHard);
                                create_shine_over_character(targetCharacter, !wasHard, gFirstConnectionText + gConnectionText);
                                TED.add_one_shot_event(
                                    delegate() {
                                    create_shine_over_character(ps.Character, !wasHard, gFirstConnectionText + gConnectionText - 0.3f);
                                }
                                    , 0.3f);
                            }
                            if (npo.IsDestroyed || aTime > gPreParticle)
                            {
                                return(true);
                            }
                            return(false);
                        }
                            , 0);

                        System.Func <FlatElementBase, float, bool> jiggleDelegate =
                            delegate(FlatElementBase aBase, float aTime2)
                        {
                            aBase.mLocalRotation = Quaternion.AngleAxis(Mathf.Sin(aTime2 * Mathf.PI * 2 * 8) * 10f, Vector3.forward);
                            if (aTime2 >= (gFirstConnectionText - gPreParticle) / 4f)
                            {
                                aBase.mLocalRotation = Quaternion.identity;
                                return(true);
                            }
                            return(false);
                        };

                        chain = chain.then_one_shot(
                            delegate()
                        {
                            if (npo != null)
                            {
                                mCharacters[char_to_list_index(targetCharacter)].Events.add_event(jiggleDelegate, 0);
                                ManagerManager.Manager.mMusicManager.play_sound_effect("graveShine");
                            }
                            //create the shine
                        }
                            ).then_one_shot(
                            delegate()
                        {
                            if (npo != null && !npo.IsDestroyed)                                    //if we used softskip, npo could be destroyed at this point
                            {
                                npo.Text = conText.Last();
                                mCharacters[char_to_list_index(ps.Character)].Events.add_event(jiggleDelegate, 0);
                                ManagerManager.Manager.mMusicManager.play_sound_effect("graveShine");
                            }
                        },
                            gFirstConnectionText - gPreParticle).then(
                            delegate(float aTime){
                            if (npo.IsDestroyed || aTime > gConnectionText)
                            {
                                npo = null;
                                return(true);
                            }
                            return(false);
                        }
                            );
                    }
                }
            }
        }

        string deathSentence = "";

        if (aStats[aStats.Count - 1].DeathTime != -1)
        {
            deathSentence += GameStrings.GetString("SM2");
        }
        else
        {
            deathSentence += GameStrings.GetString("SM3");
        }
        if (!aStats [aStats.Count - 1].Character.IsDescriptionAdjective)
        {
            if ("aeiouAEIOU".IndexOf(aStats[aStats.Count - 1].Character.Description[0]) >= 0)
            {
                deathSentence += GameStrings.GetString("SM4");
            }
            else
            {
                deathSentence += GameStrings.GetString("SM5");
            }
        }
        deathSentence += aStats[aStats.Count - 1].Character.Description;

        chain = chain.then(
            low_skippable_text_bubble_event(deathSentence, gIntroText)
            , 1);


        foreach (CharacterIndex e in CharacterIndex.sAllCharacters)
        {
            UnlockRequirements.UnlockData unlockData;
            if (mManager.mMetaManager.UnlockManager.unlockedThisGame.TryGetValue(new UnlockRequirements.FakeCharIndex(e), out unlockData))
            {
                if (unlockData != null)
                {
                    ManagerManager.Log("announcing unlock " + e.StringIdentifier);
                    CharacterIndex ce = new CharacterIndex(e);
                    chain = chain.then_one_shot(
                        delegate(){
                        mUnlockAnnouncer.announce_unlock(ce, unlockData);
                    }
                        , 0).then(
                        delegate(float aTime){
                        return(!mUnlockAnnouncer.IsAnnouncing);
                    }
                        , 0);
                }
            }
        }

        //so we don't announce unlock again when we restart
        mManager.mMetaManager.UnlockManager.unlockedThisGame.Clear();



        if (GameConstants.showReward && aStats[aStats.Count - 1].Character.LevelIndex >= 7)
        {
            FlatElementImage rewardImage = null;
            FlatElementImage rewardFrame = null;
            mModeNormalPlay.mGiftManager.set_background_for_render();
            chain = chain.then_one_shot(
                delegate()  {
                var frameImg = mManager.mCharacterBundleManager.get_image("GIFT_frame");
                rewardFrame  = new FlatElementImage(frameImg.Image, frameImg.Data.Size, 24);
                rewardImage  = new FlatElementImage(mModeNormalPlay.mGiftManager.render_gift(0), new Vector2(2001, 1128), 23);

                //TODO play sound effect
                rewardImage.HardPosition = mFlatCamera.get_point(0, 3);
                rewardFrame.HardPosition = rewardImage.HardPosition;
                rewardImage.SoftPosition = mFlatCamera.get_point(Vector3.zero) + new Vector3(0, 150, 0);
                rewardFrame.SoftPosition = rewardImage.SoftPosition + new Vector3(0, 70, 0);
                mElement.Add(rewardImage);
                mElement.Add(rewardFrame);
                graveCleanup.Add(rewardImage);
                graveCleanup.Add(rewardFrame);

                var subChain = TED.empty_chain().wait(4);
                if (mModeNormalPlay.mGiftManager.gift_count() > 0)
                {
                    for (int i = 1; i < 100; i++)
                    {
                        int localIndex = i % mModeNormalPlay.mGiftManager.gift_count();
                        subChain       = subChain.then_one_shot(
                            delegate(){
                            //TODO sound effect
                            mModeNormalPlay.mGiftManager.render_gift(localIndex);
                        }
                            , 1f);
                    }
                }
            }
                , 2);
            //chain = chain.wait(6);
            //chain = chain.then(skippable_text_bubble_event("YOU ARE THE PERFECT WOMAN!",5,-0.8f,2),0);
        }



        //variables for credits animation..
        float lastTime = 0;

        FlatElementImage[] logos = null;
        //PopupTextObject gameOver = null;
        List <FlatElementText> creditsText = new List <FlatElementText>();
        float scrollSpeed = 820;

        mGraveCompleteCb = delegate()
        {
            Vector3 barYPosition = mFlatCamera.get_point(Vector3.zero) + new Vector3(0, -700, 0);
            TED.add_one_shot_event(
                delegate()
            {
                mManager.mMusicManager.fade_in_extra_music("creditsMusic");
                mManager.mMusicManager.fade_out();
                var imgData         = mManager.mCharacterBundleManager.get_image("BAR");
                var barImg          = new FlatElementImage(imgData.Image, imgData.Data.Size, 24);
                barImg.HardPosition = barYPosition + new Vector3(0, -1000, 0);
                barImg.SoftPosition = barYPosition;
                mElement.Add(barImg);
                graveCleanup.Add(barImg);
            }
                , 0).then_one_shot(
                delegate()
            {
                float lastXPosition = mFlatCamera.get_point(Vector3.zero).x - mFlatCamera.Width / 2 - 100;
                int counter         = 0;
                foreach (string e in GameConstants.credits)
                {
                    string val = e;
                    if (System.Text.RegularExpressions.Regex.IsMatch(e, @"^\d+$"))
                    {
                        val = GameStrings.GetString("GCcredits" + e);
                    }

                    var text          = new FlatElementText(mManager.mNewRef.genericFont, 70, val, 25);
                    float textWidth   = text.BoundingBox.width;
                    text.HardColor    = new Color(1, 1, 1, 1);
                    text.HardPosition = new Vector3(lastXPosition - textWidth / 2f, barYPosition.y, 0);
                    lastXPosition    += -textWidth - 75;
                    creditsText.Add(text);
                    mElement.Add(text);
                    graveCleanup.Add(text);
                    counter++;
                }

                if (GameConstants.SHOW_LOGOS)
                {
                    logos               = new FlatElementImage[3];
                    lastXPosition      += -200;
                    string[] imageNames = new string[] { "LOGO_FA", "LOGO_AI", "LOGO_GL" };
                    for (int i = 0; i < imageNames.Length; i++)
                    {
                        var imgData      = mManager.mCharacterBundleManager.get_image(imageNames[i]);
                        var img          = new FlatElementImage(imgData.Image, imgData.Data.Size, 25);
                        float imgWidth   = img.BoundingBox.width;
                        img.HardPosition = new Vector3(lastXPosition - imgWidth / 2, barYPosition.y, 0);
                        lastXPosition   += -img.BoundingBox.width / 2f - 500;
                        logos[i]         = img;
                        mElement.Add(img);
                        graveCleanup.Add(img);
                    }
                }
            }
                , 1).then_one_shot(
                delegate()
            {
                /* this will fade everything out super slowly
                 * List<FlatElementBase> graveItems = new List<FlatElementBase>(){finalScoreText,perfectPercent};
                 * foreach(FlatElementBase e in
                 *  mCharacters.Cast<FlatElementBase>()
                 *  .Concat(mDiffLabels.Cast<FlatElementBase>())
                 *  .Concat(mScoreLabels.Cast<FlatElementBase>())
                 *  .Concat(mScoreTexts.Cast<FlatElementBase>())
                 *  .Concat(graveItems.Cast<FlatElementBase>()))
                 * {
                 *  e.ColorInterpolationLimit = 0.05f;
                 *  e.SoftColor = GameConstants.UiWhiteTransparent;
                 * }*/
            }
                , 0).then(
                delegate(float aTime)
            {
                //scroll contents down
                Vector3 scroll = new Vector3(scrollSpeed * (aTime - lastTime), 0, 0);
                foreach (FlatElementText e in creditsText)
                {
                    e.SoftPosition = e.SoftPosition + scroll;
                }

                if (logos != null)
                {
                    foreach (FlatElementImage e in logos)
                    {
                        e.SoftPosition = e.SoftPosition + scroll;
                    }
                }

                lastTime = aTime;
                if (Input.GetKeyDown(KeyCode.Alpha0))
                {
                    return(true);
                }

                if (aTime > gRestart)
                {
                    return(true);
                }
                return(false);
            }
                , 0).then_one_shot(
                delegate(){
                mManager.mMusicManager.fade_out_extra_music();
                mManager.restart_game();
            }
                , 0);
            mGraveCompleteChain = TED.LastEventKeyAdded;
        };

        chain = chain.then_one_shot(
            delegate()
        {
            mGraveCompleteCb();
            mGraveCompleteCb = null;
            mGraveChain      = null;
        }
            , 1);

        mGraveChain = TED.LastEventKeyAdded;
    }
Beispiel #9
0
    public void transition_to_DEATH()
    {
        float gTextDisplayDur = 5;

        bool firstDeath = mPerformanceStats.Where(e => e.DeathTime != -1).Count() < GameConstants.numberRetries;

        if (NGM.CurrentCharacterIndex.LevelIndex == 7)        //no retry at age 85
        {
            firstDeath = false;
        }
        CurrentPerformanceStat.DeathTime = PercentTimeCompletion;

        var chain = TED.add_one_shot_event(delegate(){});

        if (firstDeath)
        {
            GS = NormalPlayGameState.CUTSCENE;
            mManager.mMusicManager.play_sound_effect("cutBad");
            load_CUTSCENE(CurrentPerformanceStat.CutsceneChangeSet);
        }
        else
        {
            GS    = NormalPlayGameState.DEATH;
            chain = chain.then_one_shot(
                delegate()
            {
                mManager.mBodyManager.transition_character_out();
                mManager.mTransparentBodyManager.transition_character_out();
                mManager.mMusicManager.play_sound_effect("cutDie");
                mManager.mMusicManager.play_cutscene_music(NGM.CurrentCharacterLoader.Images.deathMusic);
                if (NGM.CurrentCharacterLoader.has_cutscene(4))
                {
                    mManager.mBackgroundManager.load_cutscene(4, NGM.CurrentCharacterLoader);
                }

                //CAN DELETE
                //else if (NGM.DeathCharacter != null){mManager.mBackgroundManager.load_cutscene(4, NGM.DeathCharacter);}
            }
                );
        }

        //BAD PERFORMANCE
        chain = chain.then(
            mInterfaceManager.skippable_text_bubble_event(firstDeath ? GameStrings.GetString("MNPdeath1") : GameStrings.GetString("MNPdeath2"), gTextDisplayDur)
            , 2);

        if (!firstDeath && NGM.CurrentLevel == 7)
        {
            chain = chain.then(
                mInterfaceManager.skippable_text_bubble_event(GameStrings.GetString("MNPdeath3"), gTextDisplayDur)
                , 0).then(
                mInterfaceManager.skippable_text_bubble_event(GameStrings.GetString("MNPdeath4"), gTextDisplayDur)
                , 0);
        }


        //NEXT TIME YOU PERFORM THAT BAD YOU MIGHT DIE
        if (firstDeath)        //if we haven't died previously
        {
            chain = chain.then(mInterfaceManager.skippable_text_bubble_event(GameStrings.GetString("MNPdeath5"), gTextDisplayDur), 0);


            chain = chain.then_one_shot(
                delegate(){
                mInterfaceManager.set_for_CUTSCENE(
                    delegate(){ CUTSCENE_finished(CurrentPerformanceStat.CutsceneChangeSet); },
                    CurrentPerformanceStat.CutsceneChangeSet,
                    false
                    );
            }
                , 0);
            return;
        }


        chain = chain.then_one_shot(
            delegate(){
            mInterfaceManager.set_for_DEATH(CurrentPerformanceStat.Character)
            .then_one_shot(
                delegate()
            {
                transition_to_TRANSITION_play(new CharacterIndex("999"));
            }
                , 0);
        }
            );
    }
Beispiel #10
0
    public void character_loaded()
    {
        //this means we are start/restarting the game
        if (NGM.CurrentCharacterLoader.Character == CharacterIndex.sFetus)
        {
            reset_stats_and_difficulties();
        }

        //reveal the character with sound
        mManager.mMusicManager.play_sound_effect("transitionOut");
        slide_image(mFlatCamera, mSunsetImage, null, false);

        //we use the hack version instead that allows us to skip characters
        set_last_performance_stat_to_character(NGM.CurrentCharacterIndex);

        //mPerformanceStats.Add(new PerformanceStats(NGM.CurrentCharacterIndex));
        //CurrentPerformanceStat.Stats = NGM.CharacterHelper.Characters[NGM.CurrentCharacterIndex];

        mInterfaceManager.begin_new_character(CurrentPerformanceStat);
        //set particle color
        mParticles.mParticles.set_emitter_particle_color(mManager.mCharacterBundleManager.get_character_stat(NGM.CurrentCharacterIndex).CharacterInfo.CharacterOutlineColor / 2f, 2);
        if (NGM.CurrentCharacterLoader.Character != CharacterIndex.sFetus)
        {
            mGiftManager.add_character(NGM.CurrentCharacterLoader.Character);
        }
        switch (NGM.CurrentCharacterLoader.Name)
        {
        case "0-1":
            set_time_for_PLAY(999999f);
            setup_next_poses(true);
            transition_to_PLAY();
            float gTextDisplayDur = 4;
            NGM.CurrentTargetPose = null;

            System.Action transPose = delegate()
            {
                NGM.CurrentTargetPose = mManager.mReferences.mCheapPose.to_pose();
                mManager.mTransparentBodyManager.set_target_pose(NGM.CurrentTargetPose);
                mManager.mTransparentBodyManager.transition_character_in(mManager.mCharacterBundleManager.get_character_stat(NGM.CurrentCharacterIndex).CharacterInfo.CharacterOutlineColor);
            };

            if (mManager.mMetaManager.UnlockManager.mUnlocked.numberGamesPlayed == 0 || GameConstants.TUTORIAL_ONCE != true)
            {
                TED.add_event(
                    mInterfaceManager.skippable_text_bubble_event(GameStrings.GetString("MNPfetus1"), gTextDisplayDur),
                    3).then_one_shot(
                    transPose,
                    0).then(
                    mInterfaceManager.skippable_text_bubble_event(GameStrings.GetString("MNPfetus2"), gTextDisplayDur),
                    1.5f);
            }
            else
            {
                TED.add_one_shot_event(transPose, 2);
            }

            break;

        case "110":
            set_time_for_PLAY(GameConstants.playAstronautPlayTime); //astronaut scene is shorter
            setup_next_poses(true);                                 //astronaut scene has no transparent pose
            mAstronaut.start_astro();
            mManager.mBackgroundManager.hide_bg_and_fg_elements(true);
            mInterfaceManager.hide_interface();
            transition_to_PLAY();
            TED.add_event(
                mInterfaceManager.skippable_text_bubble_event(GameStrings.GetString("MNPfetus3"), 4),
                1);
            CurrentPerformanceStat.update_score(0, 1);     //give astronaut perfect score
            CurrentPerformanceStat.update_score(1, 1);
            break;

        default:
            set_time_for_PLAY(GameConstants.playDefaultPlayTime);
            setup_next_poses(false);
            transition_to_PLAY();
            break;
        }
    }
    public void set_for_CUTSCENE(System.Action cutsceneCompleteCb, NUPD.ChangeSet aChanges, bool aAstronautHack)
    {
        //first we remove all characters from cutscene text that are locked
        List <NUPD.ChangeSubSet> newChanges = new List <NUPD.ChangeSubSet>(aChanges.Changes);

        for (int i = 0; i < aChanges.Changes.Count; i++)
        {
            foreach (CharacterIndex f in CharacterIndex.sAllCharacters)
            {
                if (mManager.mMetaManager.UnlockManager.is_unlocked(f) != 1)
                {
                    newChanges[i].Changes[f] = 0;
                }
            }
        }
        //then we remove text that has no characters assosciated with it
        newChanges = newChanges.Where(e => !e.Changes.is_zero()).ToList();



        //used for skipping cutscene

        /*
         * TED.add_event(
         *      delegate(float aTime)
         *      {
         *              add_timed_text_bubble("CUTSCENE HERE",1);
         *              return true;
         *      },
         * 0).then_one_shot( //dummy
         *      delegate(){cutsceneCompleteCb();},END_CUTSCENE_DELAY_TIME);
         * return;*/

        float gStartCutsceneDelay    = 2.5f;
        float gPerformanceText       = 3.5f;
        float gCutsceneText          = 5f;
        float gCutsceneTextIncrement = .3f;
        float gPreParticle           = 1.5f;
        float gBubblePos             = 0.2f;

        //TODO put in actual random bubbless
        int lastBubbleIndex = Random.Range(0, 3);
        var cutsceneBubbles = new CharacterBundleManager.ImageSizePair[] {
            mManager.mCharacterBundleManager.get_image("CUTSCENE_BUBBLE-0"),
            mManager.mCharacterBundleManager.get_image("CUTSCENE_BUBBLE-1"),
            mManager.mCharacterBundleManager.get_image("CUTSCENE_BUBBLE-2")
        };


        mLastCutsceneCompleteCb = delegate() {
            cutsceneCompleteCb();
            mLastCutsceneCompleteCb = null;
            mLastCutsceneChain      = null;
        };

        //string[] perfectPhrase = {"awful","mediocre","good", "perfect"};
        //string[] performancePhrase = {"horribly","poorly","well", "excellently"};
        PopupTextObject introPo = null;

        TimedEventDistributor.TimedEventChain chain = TED.add_event(
            delegate(float aTime)
        {
            //string text = "";
            if (mModeNormalPlay.CurrentPerformanceStat.Character == CharacterIndex.sFetus)
            {
                //DELETE this has been moved to text files..
                //text = "Prepare to be Born";
            }
            else if (mModeNormalPlay.CurrentPerformanceStat.DeathTime == -1)                    //if we did not die this time
            {
                //TODO use color text here... In fact you should replace color text as yoru standard text object really...
                //text = aChanges.PerformanceDescription.Replace("<P>",perfectPhrase[mBBLastPerformanceGraph.Stats.Perfect]);

                /*string noCapsDescription = mBBLastPerformanceGraph.Character.Description.ToLower();
                 * if(mBBLastPerformanceGraph.Character.IsDescriptionAdjective)
                 *      text = "You lived your life " + noCapsDescription + " " + performancePhrase[(int)Mathf.Clamp(mBBLastPerformanceGraph.Score*4,0,3)] + ".";
                 * else
                 *      text = "You lived your life as a " + noCapsDescription + " " + performancePhrase[(int)Mathf.Clamp(mBBLastPerformanceGraph.Score*4,0,3)] + ".";*/

                //TODO this should be different for age 85 if astronaut
                if (aAstronautHack)
                {
                    introPo = add_timed_text_bubble(GameStrings.GetString("NIM1"), gPerformanceText);
                }
                else
                {
                    introPo = add_timed_text_bubble(aChanges.PerformanceDescription, gPerformanceText);
                }
            }
            return(true);
        },
            gStartCutsceneDelay).then(
            delegate(float aTime)
        {
            if (introPo != null && introPo.IsDestroyed)
            {
                return(true);
            }
            if (!(mModeNormalPlay.CurrentPerformanceStat.Character == CharacterIndex.sFetus))
            {
                if (aTime > gPerformanceText)
                {
                    return(true);
                }
                else
                {
                    return(false);
                }
            }
            return(true);
        },
            0);


        foreach (var e in newChanges)
        {
            //string changeMsg = Random.Range(0,3) == 0 ? PDStats.negative_sentences[(int)e][0] : PDStats.positive_sentences[(int)e][0];
            var             changes     = e;
            var             diffChanges = e.Changes;
            string          changeMsg   = e.Description;
            PopupTextObject po          = null;

            List <CharacterIndex> aChangedChars = new List <CharacterIndex>();
            List <int>            oldDiffs      = new List <int>();
            List <int>            aDiffs        = new List <int>();
            foreach (CharacterIndex cchar in CharacterIndex.sAllCharacters)
            {
                if (diffChanges[cchar] != 0)
                {
                    aChangedChars.Add(cchar);
                    int nDiff = Mathf.Clamp(mManager.mGameManager.get_character_difficulty(cchar) + diffChanges[cchar], 0, 3);
                    oldDiffs.Add(mManager.mGameManager.get_character_difficulty(cchar));
                    aDiffs.Add(nDiff);
                }
            }

            chain = chain.then(
                delegate(float aTime)
            {
                if (po == null)
                {
                    po = add_timed_text_bubble(
                        changeMsg, gCutsceneText + gCutsceneTextIncrement * aChangedChars.Count,
                        gBubblePos,
                        cutsceneBubbles[lastBubbleIndex]);
                    lastBubbleIndex = (lastBubbleIndex + 1) % 3;

                    //dumb stuff I need to make sure there was actually a change
                    foreach (CharacterIndex cchar in CharacterIndex.sAllCharacters)
                    {
                        if (diffChanges[cchar] != 0)
                        {
                            set_popup_color_for_cutscene_particles(po, changes.is_positive());
                            break;
                        }
                    }
                }
                if (po.IsDestroyed || aTime > gPreParticle)
                {
                    return(true);
                }
                return(false);
            }
                , 0).then(
                delegate(float aTime)
            {
                if (!po.IsDestroyed)
                {
                    mHeadPop.popup_character(aChangedChars.ToArray(), aDiffs.ToArray(), oldDiffs.ToArray(), !changes.is_positive());
                }
                return(true);
            }
                , 0).then(
                delegate(float aTime)
            {
                if (po.IsDestroyed || aTime > gCutsceneText + gCutsceneTextIncrement * aChangedChars.Count - gPreParticle)
                {
                    return(true);
                }
                return(false);
            }
                , 0);
        }

        chain = chain.then_one_shot(delegate(){ mLastCutsceneCompleteCb(); }, END_CUTSCENE_DELAY_TIME);

        //TODO this is a hack fix, need to fix it properly...
        //chain = chain.then_one_shot(delegate() { if(mLastCutsceneCompleteCb != null) mLastCutsceneCompleteCb(); }, END_CUTSCENE_DELAY_TIME);

        mLastCutsceneChain = TED.LastEventKeyAdded;
    }
    //this gets called during CHOOSE so BB should be full sized
    //this gets called by NewGameManager
    public void begin_new_character(PerformanceStats aChar)
    {
        hide_interface(true);

        var nameFrame =
            aChar.Character == CharacterIndex.sFetus ? mManager.mCharacterBundleManager.get_image(GameStrings.GetString("NIMIMG1")) :
            aChar.Character == CharacterIndex.sOneHundred ? mManager.mCharacterBundleManager.get_image(GameStrings.GetString("NIMIMG2")) :
            mManager.mCharacterBundleManager.get_image("TEXTBOX");
        var scoreFrame =
            aChar.Character == CharacterIndex.sFetus ? mManager.mCharacterBundleManager.get_image("SCORE-FETUS") :
            aChar.Character == CharacterIndex.sOneHundred ? mManager.mCharacterBundleManager.get_image("SCORE-110") :
            mManager.mCharacterBundleManager.get_image("SCORE");

        mBBNameTextFrame.set_new_texture(nameFrame.Image, nameFrame.Data.Size);
        mBBScoreFrame.set_new_texture(scoreFrame.Image, scoreFrame.Data.Size);

        Vector3 textOffset = new Vector3(70, 115, 0) / 2;

        mBBNameTextFrame.HardPosition =
            mBBMultiplierImage.HardPosition + new Vector3(mBBNameTextFrame.BoundingBox.width, 140, 0) / 2 + textOffset;
        mBBScoreFrame.HardPosition =
            mBBMultiplierImage.HardPosition + new Vector3(mBBScoreFrame.BoundingBox.width, -140, 0) / 2 + textOffset;



        if (!(aChar.Character == CharacterIndex.sFetus || aChar.Character == CharacterIndex.sOneHundred))
        {
            mBBNameText.Text = aChar.Character.Description.ToUpper() + " (" + aChar.Character.Age.ToString() + ")";
            var   origPos  = mBBNameTextFrame.SoftPosition - new Vector3(mBBNameTextFrame.BoundingBox.width / 2f, 0, 0);
            float newWidth = mBBNameText.BoundingBox.width + 300;
            mBBNameTextFrame.mImage.pixel_crop(new Rect(0, 0, newWidth, mBBNameTextFrame.mImage.BaseDimension.y));
            mBBNameTextFrame.HardPosition = origPos + new Vector3(newWidth / 2f, 0, 0);

            string[] labelNames = new string[] { "label_easy_BIG", "label_normal_BIG", "label_hard_BIG", "label_extreme_BIG" };
            var      diffImage  = mManager.mCharacterBundleManager.get_image(labelNames[aChar.Stats.Difficulty]);
            mBBMultiplierImage.set_new_texture(diffImage.Image, diffImage.Data.Size);
            mBBMultiplierImage.HardColor = GameConstants.UiWhite;
        }
        else
        {
            //reset to original pixel crop (for when soft restarting the game)
            mBBNameTextFrame.mImage.pixel_crop(new Rect(0, 0, mBBNameTextFrame.mImage.BaseDimension.x, mBBNameTextFrame.mImage.BaseDimension.y));
            mBBNameText.Text             = "";
            mBBMultiplierImage.HardColor = GameConstants.UiWhiteTransparent;
        }
    }
Beispiel #13
0
    public void initialize_depth_warning()
    {
        mDepthImage           = new FlatElementImage(null, new Vector2(160, 120), 100);
        mDepthImage.HardScale = Vector3.one * 2;
        //mDepthImage.HardPosition = mFlatCamera.get_point(1, -1) + new Vector3(-10 - mDepthImage.BoundingBox.width / 4, 10 + mDepthImage.BoundingBox.height / 4, 0) * mFlatCamera.screen_pixel_to_camera_pixel_ratio();
        mDepthImage.HardPosition       = mFlatCamera.get_point(1.5f, -1) + new Vector3(-10 - mDepthImage.BoundingBox.width / 4, 10 + mDepthImage.BoundingBox.height / 4, 0) * mFlatCamera.screen_pixel_to_camera_pixel_ratio();
        mDepthImage.HardShader         = mManager.mReferences.mXB1DepthImageShader;
        mDepthWarningText              = new FlatElementText(mManager.mNewRef.genericFont, 40, GameStrings.GetString("TCMkinect1"), 100);
        mDepthWarningText.HardColor    = new Color(1, 1, 1, 0);
        mDepthWarningText.Alignment    = TextAlignment.Left;
        mDepthWarningText.Anchor       = TextAnchor.MiddleLeft;
        mDepthWarningText.HardPosition = mFlatCamera.get_point(1, -1) + new Vector3(-280, 110, 0) * mFlatCamera.screen_pixel_to_camera_pixel_ratio();
        mDepthWarningText.ColorInterpolationMaxLimit = 10f;
        mDepthWarningText.ColorInterpolationMinLimit = 2f;
        //mDepthWarningText.Alignment = TextAlignment.Left;
        EnableDepthWarning = false;

        mElement.Add(mDepthImage);
        mElement.Add(mDepthWarningText);
    }