IEnumerator loadLevel(string levelText)
    {
        LevelName levelToLoad = (LevelName)scenePassThroughDataRef.levelNum;

        if (levelToLoad == LevelName.EndScene)
        {
            DialogueBox.gameObject.SetActive(false);
            LastLevelDialogueBox.gameObject.SetActive(true);
            LastLevelMessage.text = levelText;
        }
        else
        {
            DialogueBox.gameObject.SetActive(true);
            LastLevelDialogueBox.gameObject.SetActive(false);
            Message.text = levelText;
        }

        imageToFade.gameObject.SetActive(true);

        yield return(new WaitForSeconds(5));

        if (PlayerExists == true)
        {
            playerControllerRef.playerDead();
        }
        PlayerExists = false;
        SceneManager.LoadScene(levelToLoad.ToString());
    }
    public void LoadLevel(LevelName levelName, int spawnIndex)
    {
        curSpawnIndex = spawnIndex;

        // Load level
        SceneManager.LoadScene(levelName.ToString());
    }
Beispiel #3
0
 public ChangeLevelCommand(Guid playerId, int levelId, LevelName levelName, int pointsToAdvance)
 {
     PlayerId        = playerId;
     LevelId         = levelId;
     LevelName       = levelName;
     PointsToAdvance = pointsToAdvance;
 }
Beispiel #4
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        public NewLevelWindow(Map map)
        {
            this.Map = map;
            InitializeComponent();

            this.Title                     = "Edit map settings";
            LevelName.Text                 = map.Name;
            LevelLocation.Text             = map.FilePath;
            LevelLocation.IsReadOnly       = true;
            PropertiesDataGrid.ItemsSource = Map.Properties;

            AddPropertyBtn.IsEnabled    = true;
            RemovePropertyBtn.IsEnabled = true;
            FileBrowseBtn.IsEnabled     = false;

            CreateBtn.Content = "Save";
            if (LevelName.Text.Length > 0)
            {
                CreateBtn.IsEnabled = true;
            }
            else
            {
                CreateBtn.IsEnabled = false;
            }

            LevelName.Focus();
        }
Beispiel #5
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 public Level(LevelName levelName, int recvExp, int recvGold, int requiredLevel)
 {
     this.LevelName = levelName;
     this.ReceivedExperienceAmount = recvExp;
     this.ReceivedGoldAmount       = recvGold;
     this.RequiredLevel            = requiredLevel;
 }
Beispiel #6
0
 public void Load(LevelName level)
 {
     if (!SceneManager.GetSceneByName(level.ToString()).isLoaded)
     {
         SceneManager.LoadScene(level.ToString(), LoadSceneMode.Additive);
         PlayerHUDManager.Instance.ChangeLevel(level);
     }
 }
Beispiel #7
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        public NewLevelWindow()
        {
            InitializeComponent();

            this.Title        = "Create a new map";
            CreateBtn.Content = "Create";
            LevelName.Focus();
        }
Beispiel #8
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 public void OnPlayerLoadGameLevel_Start(LevelName levelName, bool useLoadingPanel)
 {
     CloseAllPanel();
     if (useLoadingPanel)
     {
         OpenPanel <Loading_Panel>();
     }
 }
Beispiel #9
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    private void Refresh()
    {
        levelNameLabel.text = LevelName.ToUpper();
        highScoreLabel.text = GameController.I.GetHighScore(LevelName).ToString();

        background.color  = IsSelected ? selectedColor : normalColor;
        background.sprite = IsSelected ? selectedSprite : normalSprite;
    }
Beispiel #10
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 public void LoadLevel(int current)
 {
     sceneIndex = current;
     LevelSelectionCanvas.SetActive(false);
     MainMenuCanvas.SetActive(false);
     loading.SetTrigger("Load");
     OK = true;
     WhatLevelSelected = (LevelName)sceneIndex - 1;
 }
Beispiel #11
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        public override int GetHashCode()
        {
            int result = 1;

            result = (result * 397) ^ Id.GetHashCode();
            result = (result * 397) ^ Level.GetHashCode();
            result = (result * 397) ^ LevelId.GetHashCode();
            result = (result * 397) ^ (LevelName != null ? LevelName.GetHashCode() : 0);
            return(result);
        }
Beispiel #12
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        /// <summary>
        /// Upgrade operation
        /// </summary>
        public void UpgradeOperation(LevelName levelName)
        {
            switch (levelName)
            {
            case LevelName.Level_0:
                //make a function
                UpgradeRuleOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_1:
                UpgradeRuleOperation(20, 20, 4, 2, 10);
                break;

            case LevelName.Level_2:
                UpgradeRuleOperation(25, 25, 5, 2, 10);
                break;

            case LevelName.Level_3:
                UpgradeRuleOperation(30, 30, 5, 2, 10);
                break;

            case LevelName.Level_4:
                UpgradeRuleOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_5:
                UpgradeRuleOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_6:
                UpgradeRuleOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_7:
                UpgradeRuleOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_8:
                UpgradeRuleOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_9:
                UpgradeRuleOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_10:
                UpgradeRuleOperation(10, 10, 2, 1, 10);
                break;

            default:
                break;
            }
        }// UpgradeOperation_end
Beispiel #13
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 public void LoadLevel(LevelName levelName)
 {
     Debug.Log(levelName.ToString() + " Loaded");
     Utility.isGameOver = false;
     TrunkRotator.Instance.RemoveBonueses();
     GameManager.Instance.currentLevelName = levelName;
     GameManager.Instance.UpdateLevelInfo(levels[levelName]);
     KnifeStack.Instance.LoadKnives();
     TrunkRotator.Instance.UpdateRotation();
     UIManager.Instance.UpdateLevelName(levelName);
     PlayerPrefManager.Instance.HighScore = levelName;
 }
Beispiel #14
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 public void LoadLevel(LevelName levelName, bool useLoadingPanel)
 {
     if (m_loadCoroutine != null)
     {
         return;
     }
     m_loadCoroutine = StartCoroutine(LoadLevelEnumerator(levelName));
     if (useLoadingPanel)
     {
         StartCoroutine(SetLoadingPanelProgress(levelName, m_assembly.m_levelAssemblyDic[levelName].Length));
     }
 }
Beispiel #15
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        /// <summary>
        /// 升级操作
        /// 1.处理核心最大数值增加
        /// 2.对应的核心数值,加满为最大数值
        /// </summary>
        public void UpgradeOperation(LevelName lvName)
        {
            switch (lvName)
            {
            case LevelName.Level_0:
                UpgradeRuleOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_1:
                UpgradeRuleOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_2:
                UpgradeRuleOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_3:
                UpgradeRuleOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_4:
                UpgradeRuleOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_5:
                UpgradeRuleOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_6:
                UpgradeRuleOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_7:
                UpgradeRuleOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_8:
                UpgradeRuleOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_9:
                UpgradeRuleOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_10:
                UpgradeRuleOperation(10, 10, 2, 1, 10);
                break;

            default:
                break;
            }
        }
 void FixedUpdate()
 {
     if (LevelName.Equals(firstLevel))
     {
         GetComponent <Renderer>().enabled = false;
         GetComponent <Collider>().enabled = false;
     }
     else
     {
         GetComponent <Renderer>().enabled = true;
         GetComponent <Collider>().enabled = true;
     }
 }
Beispiel #17
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    public void OpenLevel <T>(LevelName levelName) where T : LevelBase
    {
        if (m_LevelNow != null)
        {
            CloseLevel();
        }
        GameObject Level = Mgr_AssetBundle.Instance.LoadAsset <GameObject>(ABTypes.prefab, levelName.ToString());

        m_LevelNow = Instantiate(Level).GetComponent <T>() as LevelBase;
        m_LevelNow.transform.SetParent(GameManager.Instance.m_MainGame.m_Level, false);
        m_LevelNow.Init();
        m_LevelNow.OnOpen();
    }
Beispiel #18
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        /// <summary>
        /// Creates a level based on the leveltype supplied
        /// </summary>
        /// <param name="levelType">The LevelType you want to create</param>
        /// <param name="renderBackground">Bool that determines whether or not we create background blocks</param>
        public Level(LevelName levelType, Player myPlayer = null, bool renderBackground = true) : base()
        {
            myRandom = new Random();

            this.renderBackground = renderBackground;
            this.levelType        = levelType;
            this.myPlayer         = myPlayer;
            currLevel             = levelType;

            ChooseTextures();
            CreateMap();
            SetupLevel();
        }
Beispiel #19
0
        /// <summary>
        /// 升级规则的总管理器(玩家属性的提升)
        /// 1:所有的核心最大数值的增加。
        /// 2:对应的核心数值当前值,加到最大数值。(升级时会回复HP和MP)
        /// </summary>
        public void LevelUpOperationMgr(LevelName levelName)
        {
            switch (levelName)
            {
            case LevelName.Level_1:
                //定义一个方法来处理这些
                //具体的数据后期应该存储到XML设置文档中。
                LevelUpOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_2:
                LevelUpOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_3:
                LevelUpOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_4:
                LevelUpOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_5:
                LevelUpOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_6:
                LevelUpOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_7:
                LevelUpOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_8:
                LevelUpOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_9:
                LevelUpOperation(10, 10, 2, 1, 10);
                break;

            case LevelName.Level_10:
                LevelUpOperation(10, 10, 2, 1, 10);
                break;

            default:
                LevelUpOperation(10, 10, 2, 1, 10);
                break;
            }
        }
Beispiel #20
0
 public void ActivateLocalChest(LevelName levelName, int chestID)
 {
     GlobalObjectManager.instance.OpenChest((int)levelName, chestID);
     if (chestID == chestA.GetComponent <Chest>().chestID)
     {
         chestA.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("Sprites/In-Game Sprites/Chest_Open");
         chestA.transform.position += new Vector3(0, 0.4f, 0);
     }
     else if (chestID == chestB.GetComponent <Chest>().chestID)
     {
         chestB.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("Sprites/In-game Sprites/Chest_Open");
         chestB.transform.position += new Vector3(0, 0.4f, 0);
     }
 }
Beispiel #21
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        public static LevelData CreateLevelData(LevelName levelName)
        {
            LevelData levelData;

            switch (levelName)
            {
            case LevelName.Level0:
                levelData = new LevelData_0();
                break;

            case LevelName.Level1:
                levelData = new LevelData_1();
                break;

            case LevelName.Level2:
                levelData = new LevelData_2();
                break;

            case LevelName.Level3:
                levelData = new LevelData_3();
                break;

            case LevelName.Level4:
                levelData = new LevelData_4();
                break;

            case LevelName.Level5_1:
                levelData = new LevelData_5_1();
                break;

            case LevelName.Level5_2:
                levelData = new LevelData_5_2();
                break;

            case LevelName.LevelTest1:
                levelData = new LevelTest_1();
                break;

            case LevelName.LevelTest2:
                levelData = new LevelTest_2();
                break;

            default:
                levelData = new LevelData_0();
                break;
            }

            levelData.Initialize();
            return(levelData);
        }
Beispiel #22
0
        /*升级操作
         * 1.所有的核心最大数值发生改变:生命值、魔法值等等
         * 2.最大的核心数值加满为最大数值
         */
        public void UpgradeOperation(LevelName levelName)
        {
            switch (levelName)
            {
            case LevelName.Level_0:
                //定义一个方法  里面的每一个数都是当前等级下的增量
                UpgradeRuleOperation(10, 10, 2, 1, 10, 0.1f);
                break;

            case LevelName.Level_1:
                UpgradeRuleOperation(10, 10, 2, 1, 10, 0.1f);
                break;

            case LevelName.Level_2:
                UpgradeRuleOperation(10, 10, 2, 1, 10, 0.1f);
                break;

            case LevelName.Level_3:
                UpgradeRuleOperation(10, 10, 2, 1, 10, 0.03f);
                break;

            case LevelName.Level_4:
                UpgradeRuleOperation(10, 10, 2, 1, 10, 0.01f);
                break;

            case LevelName.Level_5:
                UpgradeRuleOperation(10, 10, 2, 1, 10, 0);
                break;

            case LevelName.Level_6:
                UpgradeRuleOperation(10, 10, 2, 1, 10, 0);
                break;

            case LevelName.Level_7:
                UpgradeRuleOperation(10, 10, 2, 1, 10, 0);
                break;

            case LevelName.Level_8:
                UpgradeRuleOperation(10, 10, 2, 1, 10, 0);
                break;

            case LevelName.Level_9:
                UpgradeRuleOperation(10, 10, 2, 1, 10, 0);
                break;

            case LevelName.Level_10:
                UpgradeRuleOperation(10, 10, 2, 1, 10, 0);
                break;
            }
        }  //UpgradeOperation  end
Beispiel #23
0
        private IEnumerator SetLoadingPanelProgress(LevelName levelName, int length)
        {
            m_progress_target  = 1f / length;
            m_progress_current = 0f;
            while (m_progress_target <= 1f)
            {
                m_progress_current = Mathf.Lerp(m_progress_current, m_progress_target, 0.02f);
                //GameEvent.Local_Invoke<float>(CommandType.UpdateLoadingProgress, m_progress_current);
                //GameEvent.UpdateLoadingProgress.Invoke(m_progress_current);
                m_updateLoadingProgress.Invoke(m_progress_current);

                yield return(new WaitForEndOfFrame());
            }
            //GameEvent.UpdateLoadingProgress.Invoke(1f);
            m_updateLoadingProgress.Invoke(1f);
        }
Beispiel #24
0
 public void ActivateLocalNest(LevelName levelName, LevelPosition levelPosition)
 {
     GlobalObjectManager.instance.ActivateNest((int)levelName, (int)levelPosition);
     if (levelPosition == LevelPosition.Start)
     {
         UIManager.Instance.SetStartWarp(true);
     }
     else if (levelPosition == LevelPosition.Shop)
     {
         UIManager.Instance.SetShopWarp(true);
     }
     else if (levelPosition == LevelPosition.Boss)
     {
         UIManager.Instance.SetBossWarp(true);
     }
 }
Beispiel #25
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        /// <summary>
        /// CONSTRUTOR
        /// </summary>
        /// <param name="game">Referência para o jogo que o chamou</param>
        /// <param name="centerPosition">Posicao do centro do texto</param>
        /// <param name="font">Font carregada</param>
        /// <param name="color">Cor da font</param>
        public Chronometer(IServiceProvider serviceProvider, LevelName levelName)
        {
            if (levelName == LevelName.Bogeyman)
            {
                this.startTime = TimeSpan.FromMinutes(9.9);
                this.time = TimeSpan.FromMinutes(9.9);
            }

            this.finalTime = TimeSpan.FromMinutes(0.3);

            this.color = Color.Yellow;
            this.stoped = false;

            ContentManager content = new ContentManager(serviceProvider, "Content");
            this.font = content.Load<SpriteFont>("Fonts/chronometer");
        }
Beispiel #26
0
    public void NextLevel()
    {
        if (levelIndex == -2) //currently in lobby
        {
            levelIndex = -1;
            SceneManager.LoadScene("powerup");
            return;
        }
        else if (levelIndex == -1) //currently in upgrades
        {
            levelIndex   = 0;
            currentLevel = levels[0];
            return;
        }

        PlayerController winner = FindObjectOfType <PlayerController>();

        foreach (Stats s in playerStats)
        {
            if (s.controllerId == winner.controllerId)
            {
                s.won++;
            }
        }

        if (mapIndex >= currentLevel.maps)
        {
            levelIndex++;
            if (levelIndex < levels.Length)
            {
                currentLevel = levels[levelIndex];
                mapIndex     = 0;
            }
            else
            {
                SceneManager.LoadScene("leaderboard");
                return;
            }
        }

        string mapToLoad = currentLevel.mapPrefix + "_" + mapIndex;

        mapIndex++;

        SceneManager.LoadScene(mapToLoad);
    }
Beispiel #27
0
        /// <summary>
        /// CONSTRUTOR
        /// </summary>
        /// <param name="serviceProvider">Interface para apontar o gerenciador de conteúdo (Content)</param>
        /// <param name="levelName">Nome da fase</param>
        public Level(IServiceProvider serviceProvider, Viewport viewport, LevelName levelName)
        {
            // Inicializa o gerenciador de conteúdo
            if (this.content == null)
            {
                this.content = new ContentManager(serviceProvider, "Content");
            }

            // Viewport
            this.viewport = viewport;

            // Nome da fase
            this.levelName = levelName;

            // Carrega as texturas e sons da fase
            this.LoadContent();
        }
Beispiel #28
0
        public override int GetHashCode()
        {
            int hash = 1;

            if (LevelId != 0)
            {
                hash ^= LevelId.GetHashCode();
            }
            if (LevelType != 0)
            {
                hash ^= LevelType.GetHashCode();
            }
            if (LevelName.Length != 0)
            {
                hash ^= LevelName.GetHashCode();
            }
            if (LevelTheme.Length != 0)
            {
                hash ^= LevelTheme.GetHashCode();
            }
            if (LevelPicture != 0)
            {
                hash ^= LevelPicture.GetHashCode();
            }
            if (LevelUnlock != 0)
            {
                hash ^= LevelUnlock.GetHashCode();
            }
            if (Rating1 != 0)
            {
                hash ^= Rating1.GetHashCode();
            }
            hash ^= rating2_.GetHashCode();
            hash ^= rating3_.GetHashCode();
            hash ^= levelPixel_.GetHashCode();
            if (AdPuzzle != 0)
            {
                hash ^= AdPuzzle.GetHashCode();
            }
            if (_unknownFields != null)
            {
                hash ^= _unknownFields.GetHashCode();
            }
            return(hash);
        }
Beispiel #29
0
    string CalcChance(int level, LevelName name)
    {
        switch (name)
        {
        case LevelName.Start:
            if (level % 2 == 0)
            {
                return("Prefabs/Rooms/Normal/Room" + Random.Range(1, NORMAL_NUM + 1).ToString());
            }
            else
            {
                return("Prefabs/Rooms/Treasury/Room" + Random.Range(1, TREASURY_NUM + 1).ToString());
            }

        default:
            return("No");
        }
    }
Beispiel #30
0
        public IActionResult Index([FromBody] LevelName level)
        {
            if (!LevelRepo.Instance.ContainsLevel(level.Name))
            {
                return(new BadRequestObjectResult("there is no such level"));
            }
            var     gameId = Guid.NewGuid();
            var     game   = GamesRepo.Instance.NewGame(gameId, level.Name);
            GameDto dto    = new GameDto(
                GameDtoBuilder.BuildCells(game).ToArray(),
                true, true,
                game.Width, game.Height,
                gameId,
                false,
                0);

            return(new ObjectResult(dto));
        }
        public static void SetLevel(LevelName level)
        {
            switch (level)
            {
            case LevelName.Level1:
                propertiesReader.SetLevel("Level1");
                levelReader.SetLevel("Level1");
                break;

            case LevelName.Level2:
                propertiesReader.SetLevel("Level2");
                levelReader.SetLevel("Level2");
                break;

            case LevelName.Level3:
                propertiesReader.SetLevel("Level3");
                levelReader.SetLevel("Level3");
                break;
            }

            InitializeContent();
        }
Beispiel #32
0
        public override int GetHashCode()
        {
            int hash = 1;

            if (InfoId != 0)
            {
                hash ^= InfoId.GetHashCode();
            }
            if (InfoType != 0)
            {
                hash ^= InfoType.GetHashCode();
            }
            if (LevelName.Length != 0)
            {
                hash ^= LevelName.GetHashCode();
            }
            if (LevelDesc.Length != 0)
            {
                hash ^= LevelDesc.GetHashCode();
            }
            return(hash);
        }
Beispiel #33
0
        /// <summary>
        /// Instancia o status do jogador para inicialização de fases
        /// </summary>
        public static void InitializeAllStatus(IServiceProvider serviceProvider, LevelName levelName, bool isTriggerTime)
        {
            // Se estiver nulo instancia um novo status
            if (Status.InstanceStatus == null)
            {
                Status.InstanceStatus = new Status(serviceProvider);
            }

            // Atualiza o território da fase
            Status.InstanceStatus.levelName = levelName;

            Status.InstanceStatus.isTriggerTimer = isTriggerTime;
            Status.InstanceStatus.chronometer = new Chronometer(serviceProvider, levelName);
        }
Beispiel #34
0
        private Tile[,] walls; // Tiles acima do chão e dos personagens

        #endregion Fields

        #region Constructors

        /// <summary>
        /// CONSTRUTOR
        /// </summary>
        /// <param name="serviceProvider">Interface para apontar o gerenciador de conteúdo (Content)</param>
        /// <param name="levelName">Nome da fase</param>
        public Level(IServiceProvider serviceProvider, Viewport viewport, LevelName levelName)
        {
            // Inicializa o gerenciador de conteúdo
            if (this.content == null)
            {
                this.content = new ContentManager(serviceProvider, "Content");
            }

            // Viewport
            this.viewport = viewport;

            // Nome da fase
            this.levelName = levelName;

            // Inicializa as posições de M com uma lista que armazenará todas as posições x e y de M no txt
            this.positionsM = new List<Vector2>();

            // Carrega as texturas e sons da fase
            this.LoadContent();

            // Inicializa a posição do monstro fazendo um random entre os M no arquivo txt da fase
            this.random = new Random(DateTime.Now.Millisecond);
            int m = this.random.Next(positionsM.Count - 1);

            LoadMonsterTile((int)positionsM[m].X, (int)positionsM[m].Y);
        }