Beispiel #1
0
 public void ReceiveLevel(byte[] buffer)
 {
     if (OnLevelChanged != null)
     {
         OnLevelChanged.Invoke(buffer);
     }
 }
    /// <summary>
    /// Teleport the player to a new level
    /// </summary>
    public void SetLevel(LevelSystem level)
    {
        if (CurrentLevel != null)
        {
            // Call exit event to past level
            CurrentLevel.PlayerExit();
        }

        CurrentLevel = level;

        // Set the minimap
        if (minimapCamera != null)
        {
            minimapCamera.distance = CurrentLevel.minimapDistance;
            if (CurrentLevel.minimapAnchor != null)
            {
                minimapCamera.target = CurrentLevel.minimapAnchor;
            }
            else
            {
                minimapCamera.target = gameObject.transform;
            }
        }

        // Teleport the player to the next level
        TeleportCharacter(CurrentLevel.teleporterEntry.transform.position);
        // Call the enter event
        CurrentLevel.playerSystem = this;
        CurrentLevel.PlayerEnter();

        OnLevelChanged?.Invoke(CurrentLevel, EventArgs.Empty);
    }
Beispiel #3
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 private void nudLd_ValueChanged(object sender, EventArgs e)
 {
     OnLevelChanged?.Invoke();
     updateCalculations();
     setBackColorDependingOnNeutral(nudLd, Color.FromArgb(242, 41, 81),
                                    nudId, Color.FromArgb(254, 202, 213),
                                    nudIdM, Color.FromArgb(250, 127, 153));
 }
Beispiel #4
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 private void nudLw_ValueChanged(object sender, EventArgs e)
 {
     OnLevelChanged?.Invoke();
     updateCalculations();
     setBackColorDependingOnNeutral(nudLw, Color.FromArgb(0, 170, 28),
                                    nudIw, Color.FromArgb(219, 253, 201),
                                    nudIwM, Color.FromArgb(167, 246, 125));
 }
Beispiel #5
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    public void AddExperience(int amount)
    {
        experience += amount;
        while (experience >= experienceToNextLevel)
        {
            level++;
            experience -= experienceToNextLevel;
            OnLevelChanged?.Invoke(this, EventArgs.Empty);
        }

        OnExperienceChanged?.Invoke(this, EventArgs.Empty);
    }
    private void SetLevel(int level)
    {
        _currentLevel = level;
        if (_currentLevel > NumberOfLevels)
        {
            _currentLevel = NumberOfLevels;
        }

        Debug.Log($"OnLevelChanged: {_currentLevel}");
        OnLevelChanged?.Invoke(_currentLevel);
        BuildLevel(_currentLevel);
    }
Beispiel #7
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    public void SetLevel(int level)
    {
        _currentLevel = level;
        //if (_currentLevel > NumberOfLevels)
        //{
        //    _currentLevel = NumberOfLevels;
        //}

        Debug.Log($"OnLevelChanged: {_currentLevel}");
        OnLevelChanged?.Invoke(_currentLevel);
        //BuildLevel(_currentLevel);
    }
Beispiel #8
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 public void AddExperience(int amount)
 {
     _experience += amount;
     while (experience >= experienceToNextLevel)
     {
         _level++;
         _experience            -= experienceToNextLevel;
         _experienceToNextLevel *= 2;
         OnLevelChanged?.Invoke();
     }
     OnExperienceChanged?.Invoke();
 }
Beispiel #9
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        public void LoadLevel(Func <Level> levelLoader, Action onLevelComplete = null)
        {
            currentLevel           = levelLoader;
            onCurrentLevelComplete = onLevelComplete;
            var level = levelLoader();

            if (onLevelComplete != null)
            {
                level.OnLevelComplete = onLevelComplete;
            }
            level.AddObject(settings);
            CurrentLevel = level;
            OnLevelChanged?.Invoke();
        }
        private async ValueTask DispatchEventAsync(IndoorManagerJsEventArgs eventArgs)
        {
            await Task.Run(() => {
                var arguments = new IndoorManagerEventArgs {
                    FacilityId      = eventArgs.FacilityId,
                    LevelNumber     = eventArgs.LevelNumber,
                    PrevFacilityId  = eventArgs.PrevFacilityId,
                    PrevLevelNumber = eventArgs.PrevLevelNumber
                };

                switch (eventArgs.Type)
                {
                case "facilitychanged":
                    OnFacilityChanged?.Invoke(arguments);
                    break;

                case "levelchanged":
                    OnLevelChanged?.Invoke(arguments);
                    break;
                }
            });
        }
Beispiel #11
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    public void AddLevel(int levels)
    {
      if (settings.noLevelUp == false &&
          (settings.limitLevel < 0 || (settings.limitLevel >= 0 && settings.limitLevel > level)))
      {
        level += levels;
        if (settings.limitLevel > 0)
        {
          level = Mathf.Clamp(level, 0, settings.limitLevel);
        }

        grid.level = level;

        // New settings
        SetSpeedForLevel();
        ApplyGridSettings();

        Log.Debug("Speed level=" + level);

        // Update UI
        OnLevelChanged.Raise(this, level);
      }
    }
Beispiel #12
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 public MainContext(IPlayerInfoHolder playerData)
 {
     _playerData = playerData;
     _playerData.CoinsChanged  += (x) => { OnCoinsChanged?.Invoke(); };
     _playerData.CourseChanged += (x) => { OnLevelChanged?.Invoke(); };
 }
Beispiel #13
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 public void LevelUpEventCall()
 {
     OnLevelChanged?.Invoke(this, EventArgs.Empty);
 }
 public static void LevelChangedAction(Tilemap gameplayTilemap)
 {
     OnLevelChanged?.Invoke(gameplayTilemap);
 }
Beispiel #15
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 public void LevelChanged(Level level)
 {
     OnLevelChanged?.Invoke(level);
 }
Beispiel #16
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 public void SubscribeToLevelChange(OnLevelChanged onLevelChanged)
 {
     this._onLevelChanged = onLevelChanged;
 }