public override void Update()
 {
     Total = L1.GetComponent <Levier>().ValeurL1 + L2.GetComponent <Levier>().ValeurL2 + L3.GetComponent <Levier>().ValeurL3 + L4.GetComponent <Levier>().ValeurL4;
     print("Valeur Solution: " + Solution);
     print("Valeur Levier: " + Total);
     if (CanOpen)
     {
         if (maxOpen < 180 && maxOpen > 0)
         {
             if (transform.localEulerAngles.y < maxOpen)
             {
                 transform.Rotate(new Vector3(0, 100, 0) * Time.deltaTime);
             }
             else
             {
                 base.Declencher_Etape_Suivante_Du_Scenario();
             }
         }
         if (maxOpen >= 180)
         {
             if (transform.localEulerAngles.y <= 45 && transform.localEulerAngles.y > 0 || transform.localEulerAngles.y > maxOpen)
             {
                 transform.Rotate(new Vector3(0, -100, 0) * Time.deltaTime);
             }
             else
             {
                 base.Declencher_Etape_Suivante_Du_Scenario();
             }
         }
     }
 }
Beispiel #2
0
    void Start()
    {
        Curtain.Play();
        Finish = false;
        Lives  = PlayerPrefs.GetInt("PLives");
        Score  = PlayerPrefs.GetInt("PScore");
        Game   = PlayerPrefs.GetInt("CurrentGame");

        if (Score >= 20)
        {
            S1.GetComponent <SpriteRenderer>().sprite = n2;
        }
        else if (Score >= 10)
        {
            S1.GetComponent <SpriteRenderer>().sprite = n1;
        }
        else
        {
            S1.GetComponent <SpriteRenderer>().sprite = n0;
        }

        if (Score % 10 == 9)
        {
            S2.GetComponent <SpriteRenderer>().sprite = n9;
        }
        else if (Score % 10 == 8)
        {
            S2.GetComponent <SpriteRenderer>().sprite = n8;
        }
        else if (Score % 10 == 7)
        {
            S2.GetComponent <SpriteRenderer>().sprite = n7;
        }
        else if (Score % 10 == 6)
        {
            S2.GetComponent <SpriteRenderer>().sprite = n6;
        }
        else if (Score % 10 == 5)
        {
            S2.GetComponent <SpriteRenderer>().sprite = n5;
        }
        else if (Score % 10 == 4)
        {
            S2.GetComponent <SpriteRenderer>().sprite = n4;
        }
        else if (Score % 10 == 3)
        {
            S2.GetComponent <SpriteRenderer>().sprite = n3;
        }
        else if (Score % 10 == 2)
        {
            S2.GetComponent <SpriteRenderer>().sprite = n2;
        }
        else if (Score % 10 == 1)
        {
            S2.GetComponent <SpriteRenderer>().sprite = n1;
        }
        else if (Score % 10 == 0)
        {
            S2.GetComponent <SpriteRenderer>().sprite = n0;
        }


        if (Lives >= 10)
        {
            L1.GetComponent <SpriteRenderer>().sprite = n1;
        }
        else
        {
            L1.GetComponent <SpriteRenderer>().sprite = n0;
        }

        if (Lives % 10 == 9)
        {
            L2.GetComponent <SpriteRenderer>().sprite = n9;
        }
        else if (Lives % 10 == 8)
        {
            L2.GetComponent <SpriteRenderer>().sprite = n8;
        }
        else if (Lives % 10 == 7)
        {
            L2.GetComponent <SpriteRenderer>().sprite = n7;
        }
        else if (Lives % 10 == 6)
        {
            L2.GetComponent <SpriteRenderer>().sprite = n6;
        }
        else if (Lives % 10 == 5)
        {
            L2.GetComponent <SpriteRenderer>().sprite = n5;
        }
        else if (Lives % 10 == 4)
        {
            L2.GetComponent <SpriteRenderer>().sprite = n4;
        }
        else if (Lives % 10 == 3)
        {
            L2.GetComponent <SpriteRenderer>().sprite = n3;
        }
        else if (Lives % 10 == 2)
        {
            L2.GetComponent <SpriteRenderer>().sprite = n2;
        }
        else if (Lives % 10 == 1)
        {
            L2.GetComponent <SpriteRenderer>().sprite = n1;
        }
        else if (Lives % 10 == 0)
        {
            L2.GetComponent <SpriteRenderer>().sprite = n0;
        }

        if (Lives >= 3)
        {
            Healthbar = hp3;
        }
        else if (Lives == 2)
        {
            Healthbar = hp2;
        }
        else
        {
            Healthbar = hp1;
        }
        Healthbar.SetActive(true);
        Healthbar.GetComponent <PlayableDirector>().Play();
        timecheck = -1;
    }
Beispiel #3
0
    void Update()
    {
        if (Curtain.time >= 3.4 || (timecheck == Curtain.time && timecheck != 0))
        {
            Finish = false;
            StageSetUp.SetActive(false);

            if (Score >= 20)
            {
                Self.GetComponent <GameVote>().enabled = true;
            }
            else if (Game == 0)
            {
                Self.GetComponent <GolfGameplay>().enabled = true;
            }
            else if (Game == 1)
            {
                Self.GetComponent <GamePhone>().enabled = true;
            }
            else if (Game == 2)
            {
                Self.GetComponent <GameSodaTap>().enabled = true;
            }

            else if (Game == 3)
            {
                Self.GetComponent <GameBuildWall>().enabled = true;
            }
            else if (Game == 4)
            {
                Self.GetComponent <GameGrabWoman>().enabled = true;
            }

            else if (Game == 5)
            {
                Self.GetComponent <GameSteak>().enabled = true;
            }

            else if (Game == 6)
            {
                Self.GetComponent <GameButin>().enabled = true;
            }

            else if (Game == 7)
            {
                Self.GetComponent <GameComb>().enabled = true;
            }

            else if (Game == 8)
            {
                Self.GetComponent <GameGrabWoman>().enabled = true;
            }
            else if (Game == 9)
            {
                Self.GetComponent <GameEarth>().enabled = true;
            }
            else if (Game == 10)
            {
                Self.GetComponent <GamePipe>().enabled = true;
            }
            else if (Game == 11)
            {
                Self.GetComponent <GameMoney>().enabled = true;
            }
            else if (Game == 12)
            {
                Self.GetComponent <GameHome>().enabled = true;
            }
            else if (Game == 13)
            {
                Self.GetComponent <GameAirport>().enabled = true;
            }
            else if (Game == 14)
            {
                Self.GetComponent <GameKeys>().enabled = true;
            }

            Liveshow.GetComponent <SpriteRenderer>().enabled  = false;
            Scoreshow.GetComponent <SpriteRenderer>().enabled = false;
            Ruleshow.GetComponent <SpriteRenderer>().enabled  = false;
            L1.GetComponent <SpriteRenderer>().enabled        = false;
            L2.GetComponent <SpriteRenderer>().enabled        = false;
            S1.GetComponent <SpriteRenderer>().enabled        = false;
            S2.GetComponent <SpriteRenderer>().enabled        = false;
            Healthbar.GetComponent <PlayableDirector>().Stop();
            Healthbar.SetActive(false);

            Self.GetComponent <RaiseCurtain>().enabled = false;
        }
        timecheck = Curtain.time;
    }
Beispiel #4
0
    // Update is called once per frame
    void Update()
    {
        NowCursorState = tmpCursor.GetComponent <AnimatedCursor>().tmpCursorState;

        PlaceBtnState  = PlaceButton.GetComponent <ButtonInteraction>().NowButtonState;
        DeleteBtnState = DeleteButton.GetComponent <ButtonInteraction>().NowButtonState;
        CancelBtnState = CancelButton.GetComponent <ButtonInteraction>().NowButtonState;


        lineRenderer = GetComponent <LineRenderer>();

        //Debug.Log("Cursor Position: " + tmpCursor.transform.position);

        //Vector3 CursorPosition = tmpCursor.GetComponent<Transform>().position;

        if ((ButtonInteraction.PosState == PosButtonType.PLACE) && (NowCursorState == CursorStateEnum.Release) &&
            (PlaceBtnState != ButtonStateEnum.Targeted) && (PlaceBtnState != ButtonStateEnum.Pressed) &&
            (DeleteBtnState != ButtonStateEnum.Observation) && (CancelBtnState != ButtonStateEnum.Observation))
        {
            if (SizeButtonCollection.SizeButtonState == SizeButtonType.MEDIUM)
            {
                offset = 6.0f;
            }
            else if (SizeButtonCollection.SizeButtonState == SizeButtonType.LARGE)
            {
                offset = 8.0f;
            }
            else if (SizeButtonCollection.SizeButtonState == SizeButtonType.SMALL)
            {
                offset = 5.0f;
            }

            Vector3 FinalPos = tmpCursor.transform.position - new Vector3(0f, 0f, 0.1f) * offset;
            Instantiate(PlaneObject, FinalPos, transform.rotation, this.transform);   //Genarate the drone

            ChildCount = this.transform.childCount;

            /*Use to process the three Red Light*/

            if (ChildCount > 1)
            {
                Vector3 pos1, pos2;                                                                          //the position of two way point(drone)
                Vector3 p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17, p18; //Red light initial position
                pos1 = this.gameObject.transform.GetChild(ChildCount - 2).transform.position;
                pos2 = this.gameObject.transform.GetChild(ChildCount - 1).transform.position;

                p0  = (pos1 * 1 + pos2 * 19) / 20;
                p1  = (pos1 * 2 + pos2 * 18) / 20;
                p2  = (pos1 * 3 + pos2 * 17) / 20;
                p3  = (pos1 * 4 + pos2 * 16) / 20;
                p4  = (pos1 * 5 + pos2 * 15) / 20;
                p5  = (pos1 * 6 + pos2 * 14) / 20;
                p6  = (pos1 * 7 + pos2 * 13) / 20;
                p7  = (pos1 * 8 + pos2 * 12) / 20;
                p8  = (pos1 * 9 + pos2 * 11) / 20;
                p9  = (pos1 * 10 + pos2 * 10) / 20;
                p10 = (pos1 * 11 + pos2 * 9) / 20;
                p11 = (pos1 * 12 + pos2 * 8) / 20;
                p12 = (pos1 * 13 + pos2 * 7) / 20;
                p13 = (pos1 * 14 + pos2 * 6) / 20;
                p14 = (pos1 * 15 + pos2 * 5) / 20;

                p15 = (pos1 * 16 + pos2 * 4) / 20;
                p16 = (pos1 * 17 + pos2 * 3) / 20;
                p17 = (pos1 * 18 + pos2 * 2) / 20;
                p18 = (pos1 * 19 + pos2 * 1) / 20;


                L0 = Instantiate(CloneRedLight_0, p0, this.gameObject.transform.GetChild(ChildCount - 2).transform.rotation, LightManager.transform);
                L0.GetComponent <RedLightPos>().Obj1        = this.gameObject.transform.GetChild(ChildCount - 2).gameObject;
                L0.GetComponent <RedLightPos>().Obj2        = this.gameObject.transform.GetChild(ChildCount - 1).gameObject;
                L0.GetComponent <RedLightPos>().Current_Num = ChildCount - 2;

                L1 = Instantiate(CloneRedLight_1, p1, this.gameObject.transform.GetChild(ChildCount - 2).transform.rotation, LightManager.transform);
                L1.GetComponent <RedLightPos>().Obj1        = this.gameObject.transform.GetChild(ChildCount - 2).gameObject;
                L1.GetComponent <RedLightPos>().Obj2        = this.gameObject.transform.GetChild(ChildCount - 1).gameObject;
                L1.GetComponent <RedLightPos>().Current_Num = ChildCount - 2;

                L2 = Instantiate(CloneRedLight_2, p2, this.gameObject.transform.GetChild(ChildCount - 2).transform.rotation, LightManager.transform);
                L2.GetComponent <RedLightPos>().Obj1        = this.gameObject.transform.GetChild(ChildCount - 2).gameObject;
                L2.GetComponent <RedLightPos>().Obj2        = this.gameObject.transform.GetChild(ChildCount - 1).gameObject;
                L2.GetComponent <RedLightPos>().Current_Num = ChildCount - 2;

                L3 = Instantiate(CloneRedLight_3, p3, this.gameObject.transform.GetChild(ChildCount - 2).transform.rotation, LightManager.transform);
                L3.GetComponent <RedLightPos>().Obj1        = this.gameObject.transform.GetChild(ChildCount - 2).gameObject;
                L3.GetComponent <RedLightPos>().Obj2        = this.gameObject.transform.GetChild(ChildCount - 1).gameObject;
                L3.GetComponent <RedLightPos>().Current_Num = ChildCount - 2;

                L4 = Instantiate(CloneRedLight_4, p4, this.gameObject.transform.GetChild(ChildCount - 2).transform.rotation, LightManager.transform);
                L4.GetComponent <RedLightPos>().Obj1        = this.gameObject.transform.GetChild(ChildCount - 2).gameObject;
                L4.GetComponent <RedLightPos>().Obj2        = this.gameObject.transform.GetChild(ChildCount - 1).gameObject;
                L4.GetComponent <RedLightPos>().Current_Num = ChildCount - 2;

                L5 = Instantiate(CloneRedLight_5, p5, this.gameObject.transform.GetChild(ChildCount - 2).transform.rotation, LightManager.transform);
                L5.GetComponent <RedLightPos>().Obj1        = this.gameObject.transform.GetChild(ChildCount - 2).gameObject;
                L5.GetComponent <RedLightPos>().Obj2        = this.gameObject.transform.GetChild(ChildCount - 1).gameObject;
                L5.GetComponent <RedLightPos>().Current_Num = ChildCount - 2;

                L6 = Instantiate(CloneRedLight_6, p6, this.gameObject.transform.GetChild(ChildCount - 2).transform.rotation, LightManager.transform);
                L6.GetComponent <RedLightPos>().Obj1        = this.gameObject.transform.GetChild(ChildCount - 2).gameObject;
                L6.GetComponent <RedLightPos>().Obj2        = this.gameObject.transform.GetChild(ChildCount - 1).gameObject;
                L6.GetComponent <RedLightPos>().Current_Num = ChildCount - 2;

                L7 = Instantiate(CloneRedLight_7, p7, this.gameObject.transform.GetChild(ChildCount - 2).transform.rotation, LightManager.transform);
                L7.GetComponent <RedLightPos>().Obj1        = this.gameObject.transform.GetChild(ChildCount - 2).gameObject;
                L7.GetComponent <RedLightPos>().Obj2        = this.gameObject.transform.GetChild(ChildCount - 1).gameObject;
                L7.GetComponent <RedLightPos>().Current_Num = ChildCount - 2;

                L8 = Instantiate(CloneRedLight_8, p8, this.gameObject.transform.GetChild(ChildCount - 2).transform.rotation, LightManager.transform);
                L8.GetComponent <RedLightPos>().Obj1        = this.gameObject.transform.GetChild(ChildCount - 2).gameObject;
                L8.GetComponent <RedLightPos>().Obj2        = this.gameObject.transform.GetChild(ChildCount - 1).gameObject;
                L8.GetComponent <RedLightPos>().Current_Num = ChildCount - 2;

                L9 = Instantiate(CloneRedLight_9, p9, this.gameObject.transform.GetChild(ChildCount - 2).transform.rotation, LightManager.transform);
                L9.GetComponent <RedLightPos>().Obj1        = this.gameObject.transform.GetChild(ChildCount - 2).gameObject;
                L9.GetComponent <RedLightPos>().Obj2        = this.gameObject.transform.GetChild(ChildCount - 1).gameObject;
                L9.GetComponent <RedLightPos>().Current_Num = ChildCount - 2;

                L10 = Instantiate(CloneRedLight_10, p10, this.gameObject.transform.GetChild(ChildCount - 2).transform.rotation, LightManager.transform);
                L10.GetComponent <RedLightPos>().Obj1        = this.gameObject.transform.GetChild(ChildCount - 2).gameObject;
                L10.GetComponent <RedLightPos>().Obj2        = this.gameObject.transform.GetChild(ChildCount - 1).gameObject;
                L10.GetComponent <RedLightPos>().Current_Num = ChildCount - 2;

                L11 = Instantiate(CloneRedLight_11, p11, this.gameObject.transform.GetChild(ChildCount - 2).transform.rotation, LightManager.transform);
                L11.GetComponent <RedLightPos>().Obj1        = this.gameObject.transform.GetChild(ChildCount - 2).gameObject;
                L11.GetComponent <RedLightPos>().Obj2        = this.gameObject.transform.GetChild(ChildCount - 1).gameObject;
                L11.GetComponent <RedLightPos>().Current_Num = ChildCount - 2;

                L12 = Instantiate(CloneRedLight_12, p12, this.gameObject.transform.GetChild(ChildCount - 2).transform.rotation, LightManager.transform);
                L12.GetComponent <RedLightPos>().Obj1        = this.gameObject.transform.GetChild(ChildCount - 2).gameObject;
                L12.GetComponent <RedLightPos>().Obj2        = this.gameObject.transform.GetChild(ChildCount - 1).gameObject;
                L12.GetComponent <RedLightPos>().Current_Num = ChildCount - 2;

                L13 = Instantiate(CloneRedLight_13, p13, this.gameObject.transform.GetChild(ChildCount - 2).transform.rotation, LightManager.transform);
                L13.GetComponent <RedLightPos>().Obj1        = this.gameObject.transform.GetChild(ChildCount - 2).gameObject;
                L13.GetComponent <RedLightPos>().Obj2        = this.gameObject.transform.GetChild(ChildCount - 1).gameObject;
                L13.GetComponent <RedLightPos>().Current_Num = ChildCount - 2;

                L14 = Instantiate(CloneRedLight_14, p14, this.gameObject.transform.GetChild(ChildCount - 2).transform.rotation, LightManager.transform);
                L14.GetComponent <RedLightPos>().Obj1        = this.gameObject.transform.GetChild(ChildCount - 2).gameObject;
                L14.GetComponent <RedLightPos>().Obj2        = this.gameObject.transform.GetChild(ChildCount - 1).gameObject;
                L14.GetComponent <RedLightPos>().Current_Num = ChildCount - 2;


                /////////////////////////////////////////
                L15 = Instantiate(CloneRedLight_15, p15, this.gameObject.transform.GetChild(ChildCount - 2).transform.rotation, LightManager.transform);
                L15.GetComponent <RedLightPos>().Obj1        = this.gameObject.transform.GetChild(ChildCount - 2).gameObject;
                L15.GetComponent <RedLightPos>().Obj2        = this.gameObject.transform.GetChild(ChildCount - 1).gameObject;
                L15.GetComponent <RedLightPos>().Current_Num = ChildCount - 2;

                L16 = Instantiate(CloneRedLight_16, p16, this.gameObject.transform.GetChild(ChildCount - 2).transform.rotation, LightManager.transform);
                L16.GetComponent <RedLightPos>().Obj1        = this.gameObject.transform.GetChild(ChildCount - 2).gameObject;
                L16.GetComponent <RedLightPos>().Obj2        = this.gameObject.transform.GetChild(ChildCount - 1).gameObject;
                L16.GetComponent <RedLightPos>().Current_Num = ChildCount - 2;

                L17 = Instantiate(CloneRedLight_17, p17, this.gameObject.transform.GetChild(ChildCount - 2).transform.rotation, LightManager.transform);
                L17.GetComponent <RedLightPos>().Obj1        = this.gameObject.transform.GetChild(ChildCount - 2).gameObject;
                L17.GetComponent <RedLightPos>().Obj2        = this.gameObject.transform.GetChild(ChildCount - 1).gameObject;
                L17.GetComponent <RedLightPos>().Current_Num = ChildCount - 2;

                L18 = Instantiate(CloneRedLight_18, p18, this.gameObject.transform.GetChild(ChildCount - 2).transform.rotation, LightManager.transform);
                L18.GetComponent <RedLightPos>().Obj1        = this.gameObject.transform.GetChild(ChildCount - 2).gameObject;
                L18.GetComponent <RedLightPos>().Obj2        = this.gameObject.transform.GetChild(ChildCount - 1).gameObject;
                L18.GetComponent <RedLightPos>().Current_Num = ChildCount - 2;
            }

            //WayPoint.Add(tmp);
            //Debug.Log("InstantiateInstantiateInstantiateInstantiateInstantiateInstantiate");
        }


        /* Line Process*/
        ChildCount = this.transform.childCount;
        lineRenderer.SetVertexCount(ChildCount);


        if (ChildCount > 1)
        {
            for (int i = 0; i < ChildCount; i++)
            {
                tmp = this.gameObject.transform.GetChild(i).gameObject;
                lineRenderer.SetPosition(i, tmp.transform.position);
            }


            /*Obstacle Detect*/
            for (int i = 0; i < ChildCount - 1; i++)
            {
                Obj1 = this.gameObject.transform.GetChild(i).gameObject;
                Obj2 = this.gameObject.transform.GetChild(i + 1).gameObject;
                Ray        ray = new Ray(Obj1.transform.position, Obj2.transform.position - Obj1.transform.position);
                RaycastHit hit;

                //Debug.Log( i + " -> " + (i+1) + " distance : " + Vector3.Distance(Obj1.transform.position, Obj2.transform.position));
                float distance = Vector3.Distance(Obj1.transform.position, Obj2.transform.position) - 0.1f;

                Physics.Raycast(ray, out hit, distance, mask);

                //When collision is NOT NULL, there is obstacles
                if (hit.transform != null)
                {
                    lineRenderer.material = LineMat2; // if collision the line become red
                    //Debug.Log("BBBBBBBBB");

                    //LineCollision = false;   // Let Other Script Know Collision State
                    //LineCollisionNum = i + 1;

                    Debug.Log("Blocked by : " + hit.transform.name);
                }
                //If is NULL -> No Obstacles
                else if (hit.transform == null)
                {
                    lineRenderer.material = LineMat1;
                    //LineCollision = true;
                    //LineCollisionNum = -1;
                    //Debug.Log("NNNNNNNNN");
                }

                //Debug.Log("Line color : " + lineRenderer.material);
            }
        }

        //if(ChildCount == 2) lineRenderer.SetPosition(2, new Vector3(0,0,1));
    }