private void Awake()
        {
            if (defaultInstance != null)
            {
                throw new Exception("Multiple Manager-Scripts Found!");
            }
            defaultInstance = this;

            DisableAR();

            StartScreen.SetActive(true);
            EndScreen.SetActive(false);

            Change(0);

            StartCoroutine(Late());

            SceneUtils.RequestTransition(new Transition(TransitionType.FADE_IN));
        }
Beispiel #2
0
    void Start()
    {
        _endGameText                  = EndGameScreen.transform.GetChild(2).GetComponent <TextMeshProUGUI>();
        _endGameTitleText             = EndGameScreen.transform.GetChild(1).GetComponent <TextMeshProUGUI>();
        _roundEndButton               = EndGameScreen.transform.GetChild(4).GetChild(0).GetComponent <Button>();
        _roundEndButtonText           = _roundEndButton.GetComponentInChildren <TextMeshProUGUI>();
        _cardSeletionButton           = EndGameScreen.transform.GetChild(4).GetChild(1).GetComponent <Button>();
        _gameController               = GetComponent <GameController_script>();
        _playerIndicatorBackground    = new Image[2];
        _playerIndicatorBackground[0] = PlayerIndicator[0].transform.parent.GetComponent <Image>();
        _playerIndicatorBackground[1] = PlayerIndicator[1].transform.parent.GetComponent <Image>();
        _endGameLeftPlayerText        = EndGameScreen.transform.GetChild(3).GetChild(0).GetComponentsInChildren <TextMeshProUGUI>();
        _endGameRightPlayerText       = EndGameScreen.transform.GetChild(3).GetChild(1).GetComponentsInChildren <TextMeshProUGUI>();

        _leftBoard  = _gameController.LeftBoard;
        _rightBoard = _gameController.RightBoard;

        _leftPlayerName      = PlayerIndicator[0].transform.parent.parent.GetChild(4).GetComponent <TextMeshProUGUI>();
        _leftPlayerImages    = PlayerIndicator[0].transform.parent.parent.GetChild(5).GetComponentsInChildren <Image>();
        _preGamePlayerImages = PreGamePlayerGraphics.GetComponentsInChildren <Image>();


        _rightPlayerName  = PlayerIndicator[1].transform.parent.parent.GetChild(4).GetComponent <TextMeshProUGUI>();
        _rightPlayerImage = PlayerIndicator[1].transform.parent.parent.GetChild(5).GetComponent <Image>();


        _playerInfoBarName    = PlayerInfoBar.transform.GetChild(1).GetComponent <TextMeshProUGUI>();
        _playerInfoBarCredits = PlayerInfoBar.transform.GetChild(2).GetComponent <TextMeshProUGUI>();

        _bettingInputfield = BetScreen.transform.GetChild(1).GetComponent <TMP_InputField>();

        ResetUI();
        GameBoardScreen.SetActive(false);
        CardSelectionScreen.SetActive(false);
        BetScreen.SetActive(false);
        StartScreen.SetActive(true);

        VersionText.text = "Work in progress v. " + Application.version;
    }
Beispiel #3
0
 public void PlayGame()
 {
     Time.timeScale = 1;
     StartScreen.SetActive(false);
 }
Beispiel #4
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // Give the resource manager a list of resources
            ResourceManager = new ResourceManager(this, new List <Resource>()
            {
                #region Backgrounds
                new Resource(ResourceType.Texture, "Background", "GFX/Background"),
                #endregion

                #region Players
                new Resource(ResourceType.Texture, "BluePlayer", "GFX/Player/PlayerBlue_Frame_01"),
                new Resource(ResourceType.Texture, "RedPlayer", "GFX/Player/PlayerRed_Frame_01"),
                #endregion

                #region Enemies
                new Resource(ResourceType.Texture, "StandardGreenEnemy", "GFX/Enemy_02/Enemy02_Green_Frame_1"),
                new Resource(ResourceType.Texture, "StandardRedEnemy", "GFX/Enemy_02/Enemy02_Red_Frame_1"),
                new Resource(ResourceType.Texture, "StandardTealEnemy", "GFX/Enemy_02/Enemy02_Teal_Frame_1"),

                new Resource(ResourceType.Texture, "AdvancedGreenEnemy", "GFX/Enemy_01/Enemy01_Green_Frame_1"),
                new Resource(ResourceType.Texture, "AdvancedRedEnemy", "GFX/Enemy_01/Enemy01_Red_Frame_1"),
                new Resource(ResourceType.Texture, "AdvancedTealEnemy", "GFX/Enemy_01/Enemy01_Teal_Frame_1"),
                #endregion

                #region Bullets
                new Resource(ResourceType.Texture, "SmallPlasmaBullet", "GFX/Bullets/Plasma_Small"),
                #endregion

                #region Animations
                new Resource(ResourceType.Texture, "ExhaustAnimation", "GFX/Exhaust/exhaustSheet"),
                new Resource(ResourceType.Texture, "ExplosionAnimation", "GFX/Explosions/explosionSheet"),
                #endregion

                #region HUD
                new Resource(ResourceType.Texture, "HealthBar", "GFX/HUD/HealthBar"),
                new Resource(ResourceType.Texture, "HealthBarColour", "GFX/HUD/HealthBarColor"),
                #endregion

                #region Keys
                new Resource(ResourceType.Texture, "BlackWKey", "GFX/Keys/Keyboard_Black_W"),
                new Resource(ResourceType.Texture, "BlackAKey", "GFX/Keys/Keyboard_Black_A"),
                new Resource(ResourceType.Texture, "BlackSKey", "GFX/Keys/Keyboard_Black_S"),
                new Resource(ResourceType.Texture, "BlackDKey", "GFX/Keys/Keyboard_Black_D"),
                new Resource(ResourceType.Texture, "BlackSpaceKey", "GFX/Keys/Keyboard_Black_Space"),
                new Resource(ResourceType.Texture, "BlackPKey", "GFX/Keys/Keyboard_Black_P"),
                new Resource(ResourceType.Texture, "BlackEscKey", "GFX/Keys/Keyboard_Black_Esc"),

                new Resource(ResourceType.Texture, "WhiteWKey", "GFX/Keys/Keyboard_White_W"),
                new Resource(ResourceType.Texture, "WhiteAKey", "GFX/Keys/Keyboard_White_A"),
                new Resource(ResourceType.Texture, "WhiteSKey", "GFX/Keys/Keyboard_White_S"),
                new Resource(ResourceType.Texture, "WhiteDKey", "GFX/Keys/Keyboard_White_D"),
                new Resource(ResourceType.Texture, "WhiteSpaceKey", "GFX/Keys/Keyboard_White_Space"),
                new Resource(ResourceType.Texture, "WhitePKey", "GFX/Keys/Keyboard_White_P"),
                new Resource(ResourceType.Texture, "WhiteEscKey", "GFX/Keys/Keyboard_White_Esc"),
                #endregion

                #region Fonts
                new Resource(ResourceType.Font, "StandardMenuItem", "Fonts/standardMenuItemFont"),
                new Resource(ResourceType.Font, "SelectedMenuItem", "Fonts/highlightedMenuItemFont"),
                new Resource(ResourceType.Font, "Title", "Fonts/titleFont"),
                new Resource(ResourceType.Font, "Score", "Fonts/scoreFont"),
                new Resource(ResourceType.Font, "BasicText", "Fonts/basicText"),
                #endregion

                #region Sound Effects
                new Resource(ResourceType.Sound, "PlayerShoot", "SFX/PlayerShoot"),
                new Resource(ResourceType.Sound, "EnemyShoot", "SFX/EnemyShoot"),
                new Resource(ResourceType.Sound, "Destroy", "SFX/Destroy"),
                new Resource(ResourceType.Sound, "Explosion", "SFX/Explosion2"),
                new Resource(ResourceType.Sound, "Shoot", "SFX/Laser_Shoot16"),
                #endregion

                #region Music
                new Resource(ResourceType.Music, "GameMusic", "Music/GameMusic"),
                new Resource(ResourceType.Music, "MenuMusic", "Music/MenuMusic"),
                new Resource(ResourceType.Music, "EndMusic", "Music/EndMusic"),
                #endregion
            });

            /* This should probably be called in this.LoadContent()
             * but DrawableGameComponent.LoadContent() will be called
             * before this.LoadContent() meaning the resources/content wont be ready.
             */
            ResourceManager.LoadContent();

            // Add a scrolling background behind each screen
            Components.Add(new ScrollingBackground(this));

            // Add the game screen to the game.
            GameScreen gameScreen = new GameScreen(this);
            Components.Add(gameScreen);
            Services.AddService(gameScreen);

            // Add the end screen to the game.
            EndScreen endScreen = new EndScreen(this);
            Components.Add(endScreen);
            Services.AddService(endScreen);

            // Add the credits screen to the game.
            CreditsScreen creditsScreen = new CreditsScreen(this);
            Components.Add(creditsScreen);
            Services.AddService(creditsScreen);

            // Add the help screen to the game.
            HelpScreen helpScreen = new HelpScreen(this);
            Components.Add(helpScreen);
            Services.AddService(helpScreen);

            // Add the start screen to the game.
            StartScreen startScreen = new StartScreen(this);
            Components.Add(startScreen);
            Services.AddService(startScreen);

            // Initialize all components
            base.Initialize();

            // Hide all the screens and set the start screen to the active screen
            HideScreens();
            startScreen.SetActive(true);
            startScreen.PlayMusic();
        }
Beispiel #5
0
 void Awake()
 {
     Instance = this;
     StartScreen.SetActive(true);
     Time.timeScale = 0;
 }