Beispiel #1
0
    bool MoveToLocationAndHold()
    {
        if (MoveToLocation())
        {
            if (SelectKeyPressed)
            {
                timer      += Time.deltaTime;
                eventTimer += Time.deltaTime;

                if (ShouldTriggerEvent && eventSlots.Count > 0 && Mathf.FloorToInt(eventTimer) >= eventSlots[0].GetThreshold())
                {
                    StaticDelegates.InvokeTriggerEvent();

                    switch (eventSlots[0].GetResult())
                    {
                    case ResultType.Neutral:
                        GameManager.UpdateFinalResult(ResultType.Neutral);
                        break;
                    }

                    eventSlots.RemoveAt(0);
                }
            }
        }
        if (timer >= TimeToHold)
        {
            return(true);
        }
        return(false);
    }
Beispiel #2
0
    void UpdateSpriteOnKeyWithIdle(Actions action, bool released, System.Action <Collider2D, ResultType> callback)
    {
        if (released)
        {
            if (actionsStarted.Contains(action))
            {
                actionsStarted.Remove(action);
            }

            if (actionsStarted.Count == 0)
            {
                rend.sprite = spritesToUse[spritesToUse.Count - 1].GetSprite();
                SetCollider(callback, spritesToUse.Count - 1);
            }
            else
            {
                rend.sprite = spritesToUse[actionsToMap.IndexOf(actionsStarted[actionsStarted.Count - 1])].GetSprite();
                SetCollider(callback, actionsToMap.IndexOf(actionsStarted[actionsStarted.Count - 1]));
            }
            StaticDelegates.PlayAudio(false);
        }
        else
        {
            if (actionsToMap.Contains(action))
            {
                actionsStarted.Add(action);
                rend.sprite = spritesToUse[actionsToMap.IndexOf(action)].GetSprite();
                SetCollider(callback, actionsToMap.IndexOf(action));
                StaticDelegates.PlayAudio(false);
            }
        }
    }
Beispiel #3
0
    bool Collection()
    {
        if (coll.enabled == false)
        {
            return(false);
        }


        Collider2D c = Physics2D.OverlapBox(coll.bounds.center, coll.bounds.extents * 2f, this.transform.eulerAngles.z, (1 << LayerMask.NameToLayer("Item")));

        if (c != null)
        {
            c.gameObject.transform.parent = this.gameObject.transform;
            c.gameObject.layer            = LayerMask.NameToLayer("Player");
            this.coll = c;

            StaticDelegates.PlayAudio(true);
        }

        if (this.transform.childCount == NumItemsToCollect)
        {
            return(true);
        }
        return(false);
    }
 private void Start()
 {
     if (GameManager.NextLevel == 0)
     {
         StaticDelegates.UpdateGameState(true);
     }
 }
 public static void GameFinished(ResultType result)
 {
     Debug.Log(result);
     finalResult = finalResult == ResultType.None ? result : (ResultType)Mathf.Min((int)finalResult, (int)result);
     Debug.Log("FINAL RESULT: " + finalResult.ToString());
     PlayerData.UpdateData(result, level);
     StaticDelegates.UpdateGameState(false);
 }
Beispiel #6
0
 void PlayLevel()
 {
     if (levels[currentIndex].isUnlocked())
     {
         selectedLevel = currentIndex;
         StaticDelegates.PlaySpecificLevel(currentIndex + 1);
     }
 }
Beispiel #7
0
    void CycleSprite(System.Action <Collider2D, ResultType> callback)
    {
        currentSpriteIndex = (currentSpriteIndex + 1) % spritesToUse.Count;
        rend.sprite        = spritesToUse[currentSpriteIndex].GetSprite();
        SetCollider(callback, currentSpriteIndex);

        StaticDelegates.PlayAudio(false);
    }
Beispiel #8
0
    void OnEvent()
    {
        if (currentSpriteIndex < spritesToUse.Count)
        {
            rend.sprite         = spritesToUse[currentSpriteIndex].GetSprite();
            currentSpriteIndex += 1;
        }

        StaticDelegates.PlayAudio(false);
    }
Beispiel #9
0
 void UpdateSpriteOnKey(Actions action, System.Action <Collider2D, ResultType> callback)
 {
     for (int i = 0; i < actionsToMap.Count; ++i)
     {
         if (actionsToMap[i] == action)
         {
             rend.sprite = spritesToUse[i].GetSprite();
             SetCollider(callback, i);
             StaticDelegates.PlayAudio(false);
         }
     }
 }
Beispiel #10
0
 private void Update()
 {
     if (movement.CanCurrentlyMove())
     {
         if (completionFunction())
         {
             StaticDelegates.PlayAudio(true);
             Debug.Log(spriteResult + " " + locationResult + " " + result);
             result = spriteResult != ResultType.None ? spriteResult : (locationResult != ResultType.None ? locationResult : ResultType.Win);
             GameManager.GameFinished(result);
         }
     }
 }
Beispiel #11
0
 public void NextPanel()
 {
     if (currentIndex + 1 == panels.Count)
     {
         StaticDelegates.UpdateGameState(false);
     }
     else
     {
         Debug.Log(currentIndex);
         currentIndex += 1;
         panels[currentIndex].SetActive(true);
     }
 }
Beispiel #12
0
 IEnumerator PostgameSequence()
 {
     if (postgame.Count > 0)
     {
         postgamePanel.SetActive(true);
         int i = 0;
         while (i < postgamePanel.transform.childCount)
         {
             postgamePanel.transform.GetChild(i).SetAsLastSibling();
             i += 1;
             yield return(swapDelay);
         }
     }
     StaticDelegates.FadeOut();
 }
Beispiel #13
0
    IEnumerator PregameSequence()
    {
        int i = 0;

        if (pregame.Count > 0)
        {
            while (i < pregamePanel.transform.childCount)
            {
                pregamePanel.transform.GetChild(i).SetAsLastSibling();
                i += 1;
                yield return(swapDelay);
            }
        }
        pregamePanel.gameObject.SetActive(false);
        StaticDelegates.UpdateGameState(true);
    }
Beispiel #14
0
    // Start is called before the first frame update
    void Start()
    {
        switch (state)
        {
        case FadeState.Unset:
            Color c = fadeImage.color;
            c.a             = 0f;
            fadeImage.color = c;
            state           = FadeState.FadeIn;
            fadeImage.gameObject.SetActive(false);
            break;

        case FadeState.FadeIn:
            StaticDelegates.UpdateAllMovement(false);
            StartCoroutine(FadeFromBlack());
            break;
        }
    }
Beispiel #15
0
    void ToggleSprite(bool released, System.Action <Collider2D, ResultType> callback)
    {
        if (spritesToUse.Count < 2)
        {
            return;
        }

        if (released)
        {
            rend.sprite = spritesToUse[0].GetSprite();
            SetCollider(callback, 0);
        }
        else
        {
            rend.sprite = spritesToUse[1].GetSprite();
            SetCollider(callback, 1);
            StaticDelegates.PlayAudio(false);
        }
    }
Beispiel #16
0
    IEnumerator FadeFromBlack()
    {
        Debug.Log("Fading");
        Color c = fadeImage.color;

        c.a             = 1f;
        fadeImage.color = c;

        while (c.a > 0f)
        {
            c.a            -= fadeSpeed * Time.deltaTime;
            fadeImage.color = c;
            yield return(null);
        }

        c.a             = 0f;
        fadeImage.color = c;
        state           = FadeState.FadeOut;
        fadeImage.gameObject.SetActive(false);
        StaticDelegates.PlaySequence(true);
    }
Beispiel #17
0
    IEnumerator FadeToBlack()
    {
        yield return(new WaitForSeconds(DelayBeforeBlack));

        fadeImage.gameObject.SetActive(true);
        Color c = fadeImage.color;

        c.a = 0f;

        while (c.a < 1f)
        {
            c.a            += fadeSpeed * Time.deltaTime;
            fadeImage.color = c;
            yield return(null);
        }

        c.a             = 1f;
        fadeImage.color = c;
        state           = FadeState.FadeIn;

        StaticDelegates.TransitionToNextLevel();
    }
Beispiel #18
0
    bool PressKeyMultipleTimes()
    {
        if (SelectKeyPressed)
        {
            counter         += 1;
            SelectKeyPressed = false;
            if (ShouldTriggerEvent && eventSlots.Count > 0 && counter >= eventSlots[0].GetThreshold())
            {
                StaticDelegates.InvokeTriggerEvent();

                switch (eventSlots[0].GetResult())
                {
                case ResultType.Neutral:
                    GameManager.UpdateFinalResult(ResultType.Neutral);
                    break;
                }
            }
        }
        if (counter >= NumTimes)
        {
            return(true);
        }
        return(false);
    }
Beispiel #19
0
 public void StartGame()
 {
     StaticDelegates.FadeOut();
     GameManager.ResetVariables();
     PlayerData.NewRun();
 }
Beispiel #20
0
    void SetupControls()
    {
        controls = new Movement();

        foreach (Actions d in directionsToMove)
        {
            switch (d)
            {
            case Actions.Up:
                controls.Move.Up.started  += up => movement.UpdateInput(d, false);
                controls.Move.Up.canceled += up => movement.UpdateInput(d, true);
                controls.Move.Up.started  += up => StaticDelegates.InvokeChangeSprite(d, false, SetCollider);
                controls.Move.Up.canceled += up => StaticDelegates.InvokeChangeSprite(d, true, SetCollider);
                break;

            case Actions.Down:
                controls.Move.Down.started  += up => movement.UpdateInput(d, false);
                controls.Move.Down.canceled += up => movement.UpdateInput(d, true);
                controls.Move.Down.started  += up => StaticDelegates.InvokeChangeSprite(d, false, SetCollider);
                controls.Move.Down.canceled += up => StaticDelegates.InvokeChangeSprite(d, true, SetCollider);
                break;

            case Actions.Left:
                controls.Move.Left.started  += up => movement.UpdateInput(d, false);
                controls.Move.Left.canceled += up => movement.UpdateInput(d, true);
                controls.Move.Left.started  += up => StaticDelegates.InvokeChangeSprite(d, false, SetCollider);
                controls.Move.Left.canceled += up => StaticDelegates.InvokeChangeSprite(d, true, SetCollider);
                break;

            case Actions.Right:
                controls.Move.Right.started  += up => movement.UpdateInput(d, false);
                controls.Move.Right.canceled += up => movement.UpdateInput(d, true);
                controls.Move.Right.started  += up => StaticDelegates.InvokeChangeSprite(d, false, SetCollider);
                controls.Move.Right.canceled += up => StaticDelegates.InvokeChangeSprite(d, true, SetCollider);
                break;

            case Actions.Select:
                controls.Move.Select.started  += up => movement.UpdateInput(d, false);
                controls.Move.Select.canceled += up => movement.UpdateInput(d, true);
                controls.Move.Select.started  += up => StaticDelegates.InvokeChangeSprite(d, false, SetCollider);
                controls.Move.Select.canceled += up => StaticDelegates.InvokeChangeSprite(d, true, SetCollider);
                break;
            }
        }

        switch (CompleteType)
        {
        case CompletionType.MoveToLocationsAndSelect:
        case CompletionType.MoveToLocationAndSelect:
            controls.Move.Select.started  += up => UpdateSelectKeyState(false);
            controls.Move.Select.canceled += up => UpdateSelectKeyState(true);
            break;

        default:
            if (ShouldTriggerEvent)
            {
                goto case CompletionType.MoveToLocationAndSelect;
            }
            break;
        }
    }