Beispiel #1
0
    // Use this for initialization
    void Start()
    {
        SKCommon.m_MainManager = transform.GetComponent <MainMananger>();

        m_state_prev = StateMain.NONE;
        setMainState(StateMain.MENU);
    }
Beispiel #2
0
	// Use this for initialization
	void Start () {

		SKCommon.m_MainManager = transform.GetComponent<MainMananger>();

		m_state_prev = StateMain.NONE;
		setMainState(StateMain.MENU);
	}
Beispiel #3
0
        public override void OnEnter()
        {
            //Reading Game icons...

            //PullTabSlots.setGameInfo(Definitions.TotalPaylines, (int)(context.TabPrices[context.tabPricesIdx] / context.TabPrices[0]), 0.01M);

            //finalReelStops = new int[Definitions.reelWidth];
            finalLineAmounts  = new decimal[Definitions.TotalPaylines];
            finalNoOfIconsWon = new int[Definitions.TotalPaylines];
            ReadTabIcons      = new int[Definitions.reelWidth, Definitions.iconsViewRows];

            winnings = StateMain.getGameInfo(ref ReadTabIcons, ref finalLineAmounts, ref finalNoOfIconsWon, ref freeTabsWon);

            if (!Bingo.singleton.localSettings.IsSpin)
            {
                context.iconsView.setIcons(ReadTabIcons);
            }
            else
            {
                iconsSet = false;
                almSetIcons.Enable();
                almSetIcons.Reset();
            }
            //Randomize icons just in case auto reveal was clicked...
            randomizeAutoRevealSequence();
            rCounter = 0;

            // Balance calculations...

            if (!context.freeTabsMode)
            {
                context.pinBalance -= context.costForReveal;
                //change odo instantly to prevent odo effect...
                context.odoBalance.setValueInstant(context.pinBalance);
            }



            //decrease the no. if free tabs mode
            if (context.freeTabsMode)
            {
                context.freeTabsBalance--;
            }


            context.saveRecoveryRecord();
            //context.tabNo=context.RND.Next(Bingo.singleton.localSettings.maxTabNo);
            //context.lblTabNo.Text =  context.tabNo.ToString();
        }
Beispiel #4
0
	public void setMainState(StateMain _state){

		if(m_state == _state)
			return;

		Debug.Log("setMainState : "+ _state);

		m_state = _state;

		if(m_state_prev != StateMain.NONE)
		{
			if(m_state_prev == StateMain.MENU)
				transform.FindChild("main").gameObject.SetActive(false);
			else if(m_state_prev == StateMain.BARRACKS)
				transform.FindChild("barracks").gameObject.SetActive(false);
			else if(m_state_prev == StateMain.TAVERN)
				transform.FindChild("tavern").gameObject.SetActive(false);
			else if(m_state_prev == StateMain.ACADEMY)
				transform.FindChild("academy").gameObject.SetActive(false);
			else if(m_state_prev == StateMain.STORAGE)
				transform.FindChild("storage").gameObject.SetActive(false);
			else if(m_state_prev == StateMain.SHOP)
				transform.FindChild("shop").gameObject.SetActive(false);
		}

		if(m_state != StateMain.NONE)
		{
			if(m_state == StateMain.MENU)
				transform.FindChild("main").gameObject.SetActive(true);
			else if(m_state == StateMain.BARRACKS)
				transform.FindChild("barracks").gameObject.SetActive(true);
			else if(m_state == StateMain.TAVERN)
				transform.FindChild("tavern").gameObject.SetActive(true);
			else if(m_state == StateMain.ACADEMY)
				transform.FindChild("academy").gameObject.SetActive(true);
			else if(m_state == StateMain.STORAGE)
				transform.FindChild("storage").gameObject.SetActive(true);
			else if(m_state == StateMain.SHOP)
				transform.FindChild("shop").gameObject.SetActive(true);
		}

		m_state_prev = m_state;
	}
Beispiel #5
0
        public StPlay(StateMain main)
            : base("Play-State", main)
        {
            //ReadTabIcons = new int[Definitions.ReelLength, Definitions.reelWidth];
            //StateMain.getVirtualReels(ref ReadTabIcons);



            randomIcon = new int[Definitions.IconsPerTab];
            for (int i = 0; i < Definitions.IconsPerTab; i++)
            {
                randomIcon[i] = i;
            }

            payTable = new decimal[10 + 1, Definitions.reelWidth];
            StateMain.getPaytable(ref payTable, 1);

            almAutoRevealDelay.Enable();
        }
Beispiel #6
0
    public void setMainState(StateMain _state)
    {
        if (m_state == _state)
        {
            return;
        }

        Debug.Log("setMainState : " + _state);

        m_state = _state;

        if (m_state_prev != StateMain.NONE)
        {
            if (m_state_prev == StateMain.MENU)
            {
                transform.FindChild("main").gameObject.SetActive(false);
            }
            else if (m_state_prev == StateMain.BARRACKS)
            {
                transform.FindChild("barracks").gameObject.SetActive(false);
            }
            else if (m_state_prev == StateMain.TAVERN)
            {
                transform.FindChild("tavern").gameObject.SetActive(false);
            }
            else if (m_state_prev == StateMain.ACADEMY)
            {
                transform.FindChild("academy").gameObject.SetActive(false);
            }
            else if (m_state_prev == StateMain.STORAGE)
            {
                transform.FindChild("storage").gameObject.SetActive(false);
            }
            else if (m_state_prev == StateMain.SHOP)
            {
                transform.FindChild("shop").gameObject.SetActive(false);
            }
        }

        if (m_state != StateMain.NONE)
        {
            if (m_state == StateMain.MENU)
            {
                transform.FindChild("main").gameObject.SetActive(true);
            }
            else if (m_state == StateMain.BARRACKS)
            {
                transform.FindChild("barracks").gameObject.SetActive(true);
            }
            else if (m_state == StateMain.TAVERN)
            {
                transform.FindChild("tavern").gameObject.SetActive(true);
            }
            else if (m_state == StateMain.ACADEMY)
            {
                transform.FindChild("academy").gameObject.SetActive(true);
            }
            else if (m_state == StateMain.STORAGE)
            {
                transform.FindChild("storage").gameObject.SetActive(true);
            }
            else if (m_state == StateMain.SHOP)
            {
                transform.FindChild("shop").gameObject.SetActive(true);
            }
        }

        m_state_prev = m_state;
    }
Beispiel #7
0
 public GameState(String name, StateMain main)
 {
     stateName = name;
     context   = main;
 }
Beispiel #8
0
 public StHelpOptions(StateMain main)
     : base("HelpOptions-State", main)
 {
 }
Beispiel #9
0
 public StCredit(StateMain main)
     : base("Credit-State", main)
 {
 }
Beispiel #10
0
 public StGameOver(StateMain main)
     : base("GemeOver-State", main)
 {
 }
Beispiel #11
0
 public StLose(StateMain main)
     : base("Lose-State", main)
 {
 }
Beispiel #12
0
 public StWin(StateMain main)
     : base("Win-State", main)
 {
     animComing[0]  = new AnimationKey(261, 230, 1f, Tweening.TweenType.QuadradicEaseOut);
     animLeaving[0] = new AnimationKey(261, 800, 1f, Tweening.TweenType.QuadradicEaseOut);
 }
Beispiel #13
0
        public IconsView(MultiMediaLoader ml)
            : base("IconsView", 0, 0)
        {
            singleton = this;
            //pay lines init
            payLines = new int[Definitions.TotalPaylines * 3, Definitions.reelWidth];
            StateMain.getPaylines(ref payLines);

            // initialize static data for icons
            FramedTexture ftx = (FramedTexture)ml.GetObject("ftx_ovr_SlotIcons");

            Icon.iconImages = new GuiPictureBox(ftx, 0, 0, 0);

            ftx = (FramedTexture)ml.GetObject("ftx_ovr_SlotIcons_Win");
            Icon.winIconImages = new GuiPictureBox(ftx, 0, 0, 0);

            ftx            = (FramedTexture)ml.GetObject("ftx_anim_Reveal");
            Icon.coverAnim = new GuiPictureBox(ftx, 0, 0, 0);

            ftx         = (FramedTexture)ml.GetObject("ftx_ovr_LineLights");
            LineLights  = new GuiPictureBox(ftx, 0, 0, 0);
            fntLineBets = (IFont)ml.GetObject("lineBet_font");

            // Load Boxes and Lines...
            picWinBoxes = new GuiPictureBox[Definitions.TotalPaylines];
            picWinLines = new GuiPictureBox[Definitions.TotalPaylines];

            for (int i = 1; i <= Definitions.TotalPaylines; i++)
            {
                ftx = (FramedTexture)ml.GetObject("ftx_ovr_Line_" + i.ToString() + "_Box");
                picWinBoxes[i - 1] = new GuiPictureBox(ftx, 0, 0, 0);

                ftx = (FramedTexture)ml.GetObject("ftx_ovr_Line_" + i.ToString());
                picWinLines[i - 1] = new GuiPictureBox(ftx, 0, 0, 0);
            }


            //load the overlay...
            ftx            = (FramedTexture)ml.GetObject("ftx_ovr_MainScreen");
            picTabsOverlay = new GuiPictureBox(ftx, 0, 0, 0);

            ftx = (FramedTexture)ml.GetObject("ftx_ovr_MainScreen_ExtraSpins");
            picTabsOverlayFreeTabs = new GuiPictureBox(ftx, 0, 0, 0);
            StateMain.singleton.picMainOverlay.Alpha = 0;

            //loading icon animations ...
            Animation anim = (Animation)ml.GetObject("anim_Win_anim");

            for (int i = 0; i < Definitions.iconIndexMax; i++)
            {
                ftx = (FramedTexture)ml.GetObject("ftx_anim_Win_" + (i + 1).ToString());
                iconAnimations[i] = new AnimatedLabel(anim, ftx, 0, 0);
            }

            // setting icons locations...

            for (int i = 0; i < Definitions.IconsPerTab; i++)
            {
                icons[i] = new Icon();

                icons[i].X      = Definitions.CardLocations[i, 0];
                icons[i].Y      = Definitions.CardLocations[i, 1];
                icons[i].iconNo = (i + 1) % Definitions.iconIndexMax; //for test TBR..
            }

            //almChangeFlashingLine.Enable();
            almFlashLines.Enable();
        }
        static void Main(string[] args)
        {
            titulo();
            menuPrincipal();
            int opcion = int.Parse(Console.ReadLine()), cantidadDePatrones = 15, opcionSalir = cantidadDePatrones + 1;

            while (opcion != cantidadDePatrones + 1)
            {
                switch (opcion)
                {
                case 1: {
                    Console.Clear();
                    StrategyMain.rum();
                    Console.WriteLine("");
                    Console.WriteLine("¡Se ha ejecutdo el patron Strategy!");
                    Console.WriteLine("Precione una tecla para continuar, gracias ");
                    Console.ReadKey(true);
                    break;
                }

                case 2: {
                    titulo();
                    Console.Clear();
                    ObserverMain.rum();
                    Console.WriteLine("");
                    Console.WriteLine("Se ha ejecutado el patron Observer");
                    Console.WriteLine("Presione una tecla para continuar ");
                    Console.ReadKey(true);
                    break;
                }

                case 3: {
                    titulo();
                    Console.Clear();
                    compositeMain.run();
                    Console.WriteLine("");
                    Console.WriteLine("Se ha ejecutado el patron Composite");
                    Console.WriteLine("Presione una tecla para continuar ");
                    Console.ReadKey(true);
                    break;
                }

                case 4: {
                    titulo();
                    Console.Clear();
                    DecoratorMain.run();
                    Console.WriteLine("");
                    Console.WriteLine("Se ha ejecutado el patron Decorator");
                    Console.WriteLine("Presione una tecla para continuar ");
                    Console.ReadKey(true);
                    break;
                }

                case 5: {
                    titulo();
                    Console.Clear();
                    CommandMain.run();
                    Console.WriteLine("");
                    Console.WriteLine("Se ha ejecutado el patron  Command");
                    Console.WriteLine("Presione una tecla para continuar ");
                    Console.ReadKey(true);
                    break;
                }

                case 6: {
                    titulo();
                    Console.Clear();
                    TemplateMethodMain.rum();
                    Console.WriteLine("");
                    Console.WriteLine("Se ha ejecutado el patron template method");
                    Console.WriteLine("Presione una tecla para continuar ");
                    Console.ReadKey(true);
                    break;
                }

                case 7: {
                    titulo();
                    Console.Clear();
                    AdapterMain.rum();
                    Console.WriteLine("");
                    Console.WriteLine("Se ha ejecutado el patron Adapter");
                    Console.WriteLine("Presione una tecla para continuar ");
                    Console.ReadKey(true);
                    break;
                }

                case 8: {
                    titulo();
                    Console.Clear();
                    FactoryMethodMain.rum();
                    Console.WriteLine("");
                    Console.WriteLine("Se ha ejecutado el Factory Method");
                    Console.WriteLine("Presione una tecla para continuar ");
                    Console.ReadKey(true);
                    break;
                }

                case 9: {
                    titulo();
                    Console.Clear();
                    BuilderMain.run();
                    Console.WriteLine("");
                    Console.WriteLine("Se ha ejecutado el Builder");
                    Console.WriteLine("Presione una tecla para continuar ");
                    Console.ReadKey(true);
                    break;
                }

                case 10: {
                    titulo();
                    Console.Clear();
                    IteratorMain.run();
                    Console.WriteLine("");
                    Console.WriteLine("Se ha ejecutado el Iterator");
                    Console.WriteLine("Presione una tecla para continuar ");
                    Console.ReadKey(true);
                    break;
                }

                case 11: {
                    titulo();
                    Console.Clear();
                    ChainOfResponsabilityMain.run();
                    Console.WriteLine("");
                    Console.WriteLine("Se ha ejecutado el Chain O fResponsability");
                    Console.WriteLine("Presione una tecla para continuar ");
                    Console.ReadKey(true);
                    break;
                }

                case 12: {
                    titulo();
                    Console.Clear();
                    AbstractFactoryMain.run();
                    Console.WriteLine("");
                    Console.WriteLine("Se ha ejecutado el Abstract Factory");
                    Console.WriteLine("Presione una tecla para continuar ");
                    Console.ReadKey(true);
                    break;
                }

                case 13: {
                    titulo();
                    Console.Clear();
                    SinglentonMain.run();
                    Console.WriteLine("");
                    Console.WriteLine("Se ha ejecutado Singlenton");
                    Console.WriteLine("Presione una tecla para continuar ");
                    Console.ReadKey(true);
                    break;
                }

                case 14: {
                    titulo();
                    Console.Clear();
                    ProxyMain.run();
                    Console.WriteLine("");
                    Console.WriteLine("Se ha ejecutado Proxy");
                    Console.WriteLine("Presione una tecla para continuar ");
                    Console.ReadKey(true);
                    break;
                }

                case 15: {
                    titulo();
                    Console.Clear();
                    StateMain.run();
                    Console.WriteLine("");
                    Console.WriteLine("Se ha ejecutado State");
                    Console.WriteLine("Presione una tecla para continuar ");
                    Console.ReadKey(true);
                    break;
                }
                }

                Console.Clear();
                titulo();
                menuPrincipal();
                opcion = int.Parse(Console.ReadLine());
            }
        }