Beispiel #1
0
    bool can_start(float aTime)
    {
        /*
         * mManager.mDebugString = (GameConstants.ALLOW_NO_KINECT + " " + mManager.mZigManager.is_reader_connected() + " " +
         *                       mManager.mCharacterBundleManager.is_initial_loaded() + " " +
         *                       mManager.mZigManager.ZgInterface.can_start() + " " +
         *                       (GameConstants.UNLOCK_ALL || mManager.mMetaManager.SaveDataRead) + " " +
         *                       aTime + " " +
         *                       (mManager.mZigManager.has_user()) + " " +
         *                       (KeyMan.GetKey("HardSkip") || KeyMan.GetKey("SoftSkip"))  + " " +
         *                       GameConstants.FORCE_START);
         */

        if (!GameConstants.ALLOW_NO_KINECT && mManager.mZigManager.is_reader_connected() == 0)
        {
            return(false);
        }

        return
            (mManager.mCharacterBundleManager.is_initial_loaded() &&
             mManager.mZigManager.ZgInterface.can_start() &&
             (GameConstants.UNLOCK_ALL || mManager.mMetaManager.SaveDataRead) && //we don't care about save data if we are in unlock all mode
             ((aTime > 3.5f && mManager.mZigManager.has_user()) ||
              KeyMan.GetKey("HardSkip") || KeyMan.GetKey("SoftSkip") ||
              GameConstants.FORCE_START));
    }
Beispiel #2
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 #3
0
    public void update_PLAY()
    {
        TimeRemaining -= KeyMan.GetKey("Fast") ? Time.deltaTime * 5 : Time.deltaTime;

        if (NGM.CurrentPose != null)        //this should never happen but just in case
        {
            if (KeyMan.GetKey("Perfect"))
            {
                mManager.mBodyManager.set_target_pose(NGM.CurrentTargetPose);
            }
            else
            {
                mManager.mBodyManager.set_target_pose(NGM.CurrentPose);
            }
        }


        //this basically means we aren't 0 or 100 or 999
        if (NGM.CurrentPoseAnimation != null && NGM.CurrentCharacterIndex.LevelIndex != 0)
        {
            NGM.CurrentTargetPose = NGM.CurrentPoseAnimation.get_pose(Time.time);
            mManager.mTransparentBodyManager.set_target_pose(NGM.CurrentTargetPose);

            mGrading.update(mManager.mBodyManager.get_current_pose(), mManager.mTransparentBodyManager.get_current_pose());
            float grade = ProGrading.grade_pose(mManager.mBodyManager.get_current_pose(), mManager.mTransparentBodyManager.get_current_pose());
            grade = ProGrading.grade_to_perfect(grade);

            //old smooth grading

            /*
             *          float newGrade = mLastGrade*0.95f + grade*0.05f;
             *          if(newGrade < mLastGrade)
             *                  mLastGrade = Mathf.Max(newGrade,mLastGrade - Time.deltaTime/6f);
             *          else mLastGrade = newGrade;
             *          grade = mLastGrade;*/

            //new smooth grading, this version gives grace to sudden drops in performance
            if (grade < mLastGrade)
            {
                float newGrade = mLastGrade * 0.95f + grade * 0.05f;
                if (newGrade < mLastGrade)
                {
                    grade = Mathf.Max(newGrade, mLastGrade - Time.deltaTime / 2f);
                }
                else
                {
                    grade = newGrade;
                }
            }
            mLastGrade = grade;

            bool switchEffect = false;
            if (PercentTimeCompletion > 0.01f)
            {
                mParticles.create_particles(mGrading, true);
                if (GameConstants.NEW_POSE_SWITCHING)
                {
                    //TODO test if switch conditions are right
                    //TODO switch
                }
                else
                {
                    if (NGM.CurrentPoseAnimation.does_pose_change_precoginitive(Time.time, Time.deltaTime, 0.07f))
                    {
                        switchEffect = true;
                        //TODO give 1 second of bonus score for being close right when pose switches
                    }
                }
            }


            if (TimeRemaining > 0) //insurance, something funny could happen if music runs slightly longer than it should.
            {
                CurrentPerformanceStat.update_score(PercentTimeCompletion, grade);
            }

            //TODO needs to be tested
            //improve score for good switches
            if (switchEffect)
            {
                CurrentPerformanceStat.adjust_score(PercentTimeCompletion, grade * GameConstants.switchBonusScoreMultiplier, NGM.CurrentPoseAnimation.ChangeTime);
            }

            //trigger effects after adjusting score
            if (switchEffect)
            {
                mGiftManager.capture_player();
                mParticles.create_particles(mGrading);
                if (grade > GameConstants.playSuperCutoff && IsFever)
                {
                    mManager.mMusicManager.play_sound_effect("pose5", 0.6f);
                }
                else
                {
                    mManager.mMusicManager.play_sound_effect("pose" + Mathf.Clamp((int)(5 * grade), 0, 4), 0.8f);
                }
            }

            //mManager.mCameraManager.set_camera_effects(grade);
            //update score
            mInterfaceManager.update_bb_score(TotalScore);
        }
        else if (NGM.CurrentCharacterIndex.LevelIndex == 0 && true)   //fetus
        {
            if (NGM.CurrentTargetPose != null)
            {
                mManager.mTransparentBodyManager.set_target_pose(NGM.CurrentTargetPose);
                float grade = ProGrading.grade_pose(mManager.mBodyManager.get_current_pose(), NGM.CurrentTargetPose); //should be mManager.mTransparentBodyManager.get_current_pose() but it does not matter
                grade = ProGrading.grade_to_perfect(grade);

                //this is a total hack, but we don't use mTotalScore for the fetus anyways
                FieldInfo scoreProp = typeof(PerformanceStats).GetField("mTotalScore", BindingFlags.NonPublic | BindingFlags.Instance);
                float     oldGrade  = (float)scoreProp.GetValue(CurrentPerformanceStat);
                float     newGrade  = oldGrade * 0.93f + grade * 0.07f;
                scoreProp.SetValue(CurrentPerformanceStat, newGrade);
                if (newGrade > GameConstants.playFetusPassThreshold)
                {
                    //this may or may not work depending on which update gets called first
                    SkipSingle();
                    scoreProp.SetValue(CurrentPerformanceStat, 0);
                    mManager.mMusicManager.play_sound_effect("cutGood");
                    TimeRemaining = 0;
                }
            }
        }
        else if (NGM.CurrentCharacterIndex == CharacterIndex.sOneHundred)
        {
            mAstronaut.update_astro();
        }
        else
        {
            CurrentPerformanceStat.update_score(PercentTimeCompletion, 0.5f);
        }

        //warning
        if (NGM.CurrentPoseAnimation != null && NGM.CurrentCharacterIndex.LevelIndex != 0)
        {
            float perc = 3f / GameConstants.playDefaultPlayTime;
            if (PercentTimeCompletion > GameConstants.warningMinTime && CurrentPerformanceStat.last_score(perc) / (perc) < 0.2f)
            {
                mInterfaceManager.enable_warning_text(true);
            }
            else
            {
                mInterfaceManager.enable_warning_text(false);
            }
        }

        //make sure music is finished too!
        //if((TimeRemaining <= 0 && !mManager.mMusicManager.IsMusicSourcePlaying) || TimeRemaining < -4) //but don't wait too long
        if (TimeRemaining <= 0)
        {
            CurrentPerformanceStat.Finished = true;
            mInterfaceManager.enable_warning_text(false);
            transition_to_CUTSCENE();

            //if we don't want fetus to have a cutscene use this
            //if(CurrentPerformanceStat.Character.Index != 0)
            //	transition_to_CUTSCENE();
            //else transition_to_CHOICE();

            //handle astronaut
            //note maybe we want to use physics for cutscene as well in which case we should move this into transition_to_CUTSCENE
            if (NGM.CurrentCharacterIndex == CharacterIndex.sOneHundred)
            {
                mAstronaut.finish_astro();
            }

            return;
        }

        //if we don't want the music to play during the cutscenes and whatont...
        //if(GS != NormalPlayGameState.PLAY)
        //	mManager.mMusicManager.fade_out();



        //early death
        bool die = false;

        die |= KeyMan.GetKeyDown("Die");
        //if (NGM.CurrentPoseAnimation != null && mManager.mZigManager.has_user() && NGM.CurrentCharacterIndex.LevelIndex != 0)
        if (NGM.CurrentPoseAnimation != null && mManager.mZigManager.is_reader_connected() == 2 && NGM.CurrentCharacterIndex.LevelIndex != 0)
        {
            if (PercentTimeCompletion > GameConstants.deathMinTime)
            {
                float perc = GameConstants.deathRequiredTime / GameConstants.playDefaultPlayTime;
                if (CurrentPerformanceStat.last_score(perc) / perc < GameConstants.deathPerformanceThreshold)
                {
                    die |= true;
                }
            }
        }

        float perc2 = GameConstants.deathRequiredTime / GameConstants.playDefaultPlayTime;

        //ManagerManager.Manager.mDebugString = CurrentPerformanceStat.last_score(perc2).ToString("#.##") + " " + (CurrentPerformanceStat.last_score(perc2) / perc2).ToString("#.##") + " " + (PercentTimeCompletion).ToString("#.##");

        if (die && NGM.CurrentCharacterIndex != CharacterIndex.sOneHundred)    //can't die as astronaut, even if we want to
        {
            if (NGM.CurrentCharacterIndex != CharacterIndex.sFetus)            //this only happens if we try and force die on fetus
            {
                mGiftManager.capture_player();
            }
            CurrentPerformanceStat.Finished = true;
            mInterfaceManager.enable_warning_text(false);
            transition_to_DEATH();
        }
    }
Beispiel #4
0
    public void update()
    {
        //cheater keys for skipping
        if (KeyMan.GetKeyDown("HardSkip"))
        {
            DoSkipMultipleThisFrame = true;
        }
        if (KeyMan.GetKeyDown("SoftSkip"))
        {
            DoSkipSingleThisFrame = true;
        }

        //TODO not sure why I put this here but this most most def. does not work
        //if(Input.GetKeyDown(KeyCode.Alpha8))
        //transition_to_TRANSITION_play(new CharacterIndex("999"));
        //mManager.mTransparentBodyManager.transition_character_in(GameConstants.UiWhiteTransparent);


        //handle cheater keys for choosing
        if (GS == NormalPlayGameState.CHOICE)
        {
            //cheater keys for difficulty
            if (
                NGM.CurrentCharacterIndex.LevelIndex < 7 &&
                (Input.GetKeyDown(KeyCode.Q) ||
                 Input.GetKeyDown(KeyCode.W) ||
                 Input.GetKeyDown(KeyCode.E) ||
                 Input.GetKeyDown(KeyCode.R)))
            {
                if (Input.GetKeyDown(KeyCode.Q))
                {
                    NGM.CharacterHelper.Characters[NGM.CurrentCharacterIndex.get_future_neighbor(0)].Difficulty += 1;
                }
                if (Input.GetKeyDown(KeyCode.W))
                {
                    NGM.CharacterHelper.Characters[NGM.CurrentCharacterIndex.get_future_neighbor(1)].Difficulty += 1;
                }
                if (Input.GetKeyDown(KeyCode.E))
                {
                    NGM.CharacterHelper.Characters[NGM.CurrentCharacterIndex.get_future_neighbor(2)].Difficulty += 1;
                }
                if (Input.GetKeyDown(KeyCode.R))
                {
                    NGM.CharacterHelper.Characters[NGM.CurrentCharacterIndex.get_future_neighbor(3)].Difficulty += 1;
                }
                for (int i = 0; i < 4; i++)
                {
                    NGM.CharacterHelper.Characters[NGM.CurrentCharacterIndex.get_future_neighbor(i)].Difficulty %= 4;
                }
                mChoosingManager.set_bb_choices(NGM.CurrentCharacterIndex.get_future_neighbor(0).get_neighbors());
            }

            //KeyCode[] levelKeys = new KeyCode[]{KeyCode.Q,KeyCode.W,KeyCode.E,KeyCode.R,KeyCode.T,KeyCode.Z,KeyCode.U,KeyCode.I};
            //KeyCode[] choiceKeys = new KeyCode[]{KeyCode.Alpha1,KeyCode.Alpha2,KeyCode.Alpha3,KeyCode.Alpha4};
            string[] levelKeys  = new string[] { "lvl1", "lvl2", "lvl3", "lvl4", "lvl5", "lvl6", "lvl7", "lvl8" };
            string[] choiceKeys = new string[] { "Choice1", "Choice2", "Choice3", "Choice4" };
            for (int i = 0; i < levelKeys.Length; i++)
            {
                if (KeyMan.GetKey(levelKeys[i]))
                {
                    for (int j = 0; j < choiceKeys.Length; j++)
                    {
                        if (KeyMan.GetKeyDown(choiceKeys[j]))
                        {
                            slide_image(mFlatCamera, mChoosingImage, null);
                            slide_image(mFlatCamera, mSunsetImage, null, false);
                            mManager.mMusicManager.fade_out_extra_music();
                            mManager.mMusicManager.fade_out(0);
                            mManager.mAssetLoader.new_load_character((new CharacterIndex(i + 1, j)).StringIdentifier, mManager.mCharacterBundleManager);
                        }
                    }
                }
            }
        }



        mInterfaceManager.Update();
        mSunsetManager.update();
        mChoosingManager.update();
        mGiftManager.update();

        //TODO only draw if necessary
        draw_render_texture(mSunsetManager.mFlatCamera);
        draw_render_texture(mChoosingManager.mFlatCamera);
        //draw_render_texture(mInterfaceManager.mFlatCamera);

        mFlatCamera.update(Time.deltaTime);
        foreach (FlatElementBase e in mElement)
        {
            e.update(Time.deltaTime);
        }


        if (GS == NormalPlayGameState.PLAY)
        {
            //if(Input.GetKeyDown(KeyCode.P))
            //	mParticles.create_particles(mGrading);
            update_PLAY();
            if (KeyMan.GetKeyDown("HardSkip"))
            {
                TimeRemaining = -5;                 //0;
            }
        }
        else if (GS == NormalPlayGameState.CHOICE)
        {
            update_CHOICE();
        }

        mParticles.update(Time.deltaTime);
        TED.update(Time.deltaTime);


        //hacks
        if (DoSkipMultipleThisFrame)
        {
            mInterfaceManager.skip_cutscene();

            mSunsetManager.skip_grave();

            //grave skipping lul
            DoSkipMultipleThisFrame = false;
        }

        if (DoSkipSingleThisFrame)
        {
            DoSkipSingleThisFrame = false;
        }
    }
Beispiel #5
0
    //returns choice
    public int update(SetChoiceInterface aInterface)
    {
        if (mChoicePoses == null || mChoicePoses.Length == 0)
        {
            throw new UnityException("problem with choice poses");
        }

        string output   = "";
        int    minIndex = 0;
        float  minGrade = 99999;

        for (int i = 0; i < mChoicePoses.Length; i++)
        {
            if (mChoicePoses[i] != null)
            {
                float grade = 9999999;                 //important that there are more 9s here than above!
                if (CurrentPose != null && mChoicePoses[i] != null)
                {
                    grade = ProGrading.grade_pose(CurrentPose, mChoicePoses[i], false);
                }
                if (grade < minGrade)
                {
                    minGrade = grade;
                    minIndex = i;
                }

                output += grade.ToString("##.###") + " ";
            }
        }

        //ManagerManager.Manager.mDebugString = minGrade.ToString("##.###") + "       " + output;

        //Debug.Log(output);
        if (minGrade > SELECTION_THRESHOLD)
        {
            NextContendingChoice = -1;
        }
        else
        {
            NextContendingChoice = minIndex;
        }

        float growthRate = CHOOSING_PERCENTAGE_GROWTH_RATE;

        //hack choice testing
        if (KeyMan.GetKey("Choice1"))
        {
            NextContendingChoice = 0;
            growthRate           = 1;
        }
        else if (KeyMan.GetKey("Choice2"))
        {
            NextContendingChoice = 1;
            growthRate           = 1;
        }
        else if (KeyMan.GetKey("Choice3"))
        {
            NextContendingChoice = 2;
            growthRate           = 1;
        }
        else if (KeyMan.GetKey("Choice4"))
        {
            NextContendingChoice = 3;
            growthRate           = 1;
        }
        //else if(Input.GetKey(KeyCode.Alpha4))
        //	NextContendingChoice = 3;


        if (NextContendingChoice != -1 && LastContendingChoice != NextContendingChoice)
        {
            ManagerManager.Manager.mMusicManager.play_sound_effect("choiceBlip");
        }



        aInterface.set_choice(NextContendingChoice);


        for (int i = 0; i < mChoicePoses.Length; i++)
        {
            if (NextContendingChoice == i)
            {
                ChoosingPercentages[i] = Mathf.Clamp01(ChoosingPercentages[i] + growthRate * Time.deltaTime);
            }
            else
            {
                ChoosingPercentages[i] = Mathf.Clamp01(ChoosingPercentages[i] - CHOOSING_PERCENTAGE_DECLINE_RATE * Time.deltaTime);
            }
            aInterface.set_choice_percentages(i, ChoosingPercentages[i]);

            if (ChoosingPercentages[i] == 1)
            {
                for (int j = 0; j < ChoosingPercentages.Length; j++)
                {
                    ChoosingPercentages[j] = 0;
                }
                LastContendingChoice = -1;
                ManagerManager.Manager.mMusicManager.play_sound_effect("choiceMade");
                return(NextContendingChoice);
            }
        }

        LastContendingChoice = NextContendingChoice;

        return(-1);
    }