Beispiel #1
0
    /// <summary>
    /// Runs at start
    /// </summary>
    void Start()
    {
        // store a static instance of this script
        Instance = this;

        // assign paddles to players
        SetPaddles_();

        // assign zones to players
        SetZones_();

        _timeShadowColour = CountdownTimerShadow.color;

        // create players
        SpawnPlayers_();

        // setup pause handler
        List <GenericInputHandler> genericPlayers = _players.ToList <GenericInputHandler>();

        PauseGameHandler.Instance.Initialise(genericPlayers, QuitGame_);

        // setup the timeout
        _overallLimit = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit));
        _overallLimit.Initialise(GAME_TIMEOUT, OnTimeLimitTick, OnTimeUp);

        // fade in
        EndFader.GetComponentInChildren <Image>().sprite = PlayerManagerScript.Instance.GetFaderImage();
        EndFader.StartFade(1, 0, FadeInComplete);
    }
    /// <summary>
    /// Called once on startup
    /// </summary>
    private void Start()
    {
        Instance = this;

        SpawnPlayers_();

        // initialise timer
        _countdownTimer = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit));
        _countdownTimer.Initialise(GAME_TIMEOUT, CountdownTick_, CountdownDone_, 1f);

        // make full screen if one player
        if (_players.Count == 1)
        {
            Chefs[0].ChefCamera.rect = new Rect(new Vector2(0, 0), new Vector2(1, 1));
            Chefs[0].ControlsDisplayRect.localScale = new Vector3(1, 1, 1);
            Chefs[0].ErrorDisplayRect.localScale    = new Vector3(1, 1, 1);
            Chefs[0].ConfirmDisplayRect.localScale  = new Vector3(1, 1, 1);
            Chefs[0].OrdersDisplayRect.localScale   = new Vector3(1, 1, 1);
        }

        // fade in
        EndFader.GetComponentInChildren <Image>().sprite = PlayerManagerScript.Instance.GetFaderImage();
        EndFader.StartFade(1, 0, () => { PauseGameHandler.Instance.Pause(true, StartGame_); });

        List <GenericInputHandler> genericPlayers = _players.ToList <GenericInputHandler>();

        PauseGameHandler.Instance.Initialise(genericPlayers, QuitGame_);
    }
Beispiel #3
0
    // Start is called before the first frame update
    void Start()
    {
        Instance = this;

        // make waves bob up and down
        StartCoroutine(ControlWaves_());

        // hides the marshmallows that aren't assigned to any player
        HideUnusedMarshmallows_();

        // create players
        var playerTransforms = SpawnPlayers_();

        // initialise pause handler
        List <GenericInputHandler> genericPlayers = _players.ToList <GenericInputHandler>();

        PauseGameHandler.Instance.Initialise(genericPlayers, QuitGame_);

        // assign players to the camera
        CameraFollowScript.SetPlayers(playerTransforms, FollowDirection.Right);
        CameraFollowZoomScript.SetPlayers(playerTransforms, FollowDirection.Right);

        // display correct colours
        SetDisplays_();

        // setup the timeout
        _overallLimit = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit));
        _overallLimit.Initialise(GAME_TIMEOUT, OnTimeLimitTick, OnTimeUp);
        _pointCountdown = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit));
        _pointCountdown.Initialise(MAX_POINTS, OnPointsTick, null, 0.1f);

        // fade in
        EndFader.GetComponentInChildren <Image>().sprite = PlayerManagerScript.Instance.GetFaderImage();
        EndFader.StartFade(1, 0, FadeInComplete);
    }
    /// <summary>
    /// Called once on creation
    /// </summary>
    private void Start()
    {
        Instance = this;

        var players = SpawnPlayers_();

        FollowScript.SetPlayers(players, FollowDirection.Right);
        FollowZoomScript.SetPlayers(players, FollowDirection.Right);

        // initialise the timeout
        _overallLimit = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit));
        _overallLimit.Initialise(TIME_LIMIT, PlayerTickCallback, PlayerTimeoutCallback);

        // initialise the timeout after a player completes
        _endingTimer = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit));
        _endingTimer.Initialise(10, EndGameTimeoutTick, EndGameTimeout);

        // start the timer
        _overallLimit.StartTimer();

        // start spawning rocks
        foreach (var spawner in RockSpawners)
        {
            spawner.Enable();
        }

        // spawn initial points
        SpawnPowerUpBoostsInitial_();

        // start randomly spawning points
        StartCoroutine(SpawnPowerUpBoosts_());
    }
    // Start is called before the first frame update
    void Start()
    {
        Instance = this;

        // clear influencer image
        ResetSpriteImage_();

        // initialise timer for each turn
        _turnLimit = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit));
        _turnLimit.Initialise(15, TurnTickCallback, TurnTimeoutCallback);

        // spawn players
        SpawnPlayers_();

        // some components will not be needed
        HideUnusedElements_();

        // fade in
        EndFader.GetComponentInChildren <Image>().sprite = PlayerManagerScript.Instance.GetFaderImage();
        EndFader.StartFade(1, 0, FadeInComplete);

        // initialise pause
        List <GenericInputHandler> genericPlayers = _players.ToList <GenericInputHandler>();

        PauseGameHandler.Instance.Initialise(genericPlayers, QuitGame_);
    }
Beispiel #6
0
    private void Start()
    {
        Instance = this;

        SpawnPlayers_();

        // sets text of the scoreboard
        SetupScoreboard_();

        // initialise pause handler
        List <GenericInputHandler> genericPlayers = _players.ToList <GenericInputHandler>();

        PauseGameHandler.Instance.Initialise(genericPlayers, QuitGame_);

        // more points for more players
        Correct_Points /= _players.Count;
        Wrong_Points   /= _players.Count;
        Truth_Points   /= _players.Count;

        DisplayActivePlayer_();

        //initialise timer
        _zoneSelectionLimit = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit));
        _zoneSelectionLimit.Initialise(30, ZoneSelectionCallback_, ZoneSelectionTimeoutCallback_);

        // fade in
        EndFader.GetComponentInChildren <Image>().sprite = PlayerManagerScript.Instance.GetFaderImage();
        EndFader.StartFade(1, 0, () => { PauseGameHandler.Instance.Pause(true, StartGame_); });
    }
Beispiel #7
0
    /// <summary>
    /// Called when the script starts up
    /// </summary>
    private void Awake()
    {
        _lapTimer = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit));
        _lapTimer.Initialise(MAX_LAP_POINTS - LOWEST_LAP_POINTS, lapTimerTick_, null, 0.1f);

        _carRigidBody = GetComponent <Rigidbody2D>();
        _lapDrawings.Add(new List <Tuple <Vector3, bool> >());
    }
Beispiel #8
0
    // Start is called before the first frame update
    void Start()
    {
        // create static instance
        Instance = this;

        // initialise the timeout
        _overallLimit = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit));
        _overallLimit.Initialise(GAME_TIMEOUT, OnTimeLimitTick, OnTimeUp);

        // spawn player objects
        SpawnPlayers_();

        // setup pause
        List <GenericInputHandler> genericPlayers = _players.ToList <GenericInputHandler>();

        PauseGameHandler.Instance.Initialise(genericPlayers, QuitGame_);

        // fade in
        Fader.GetComponentInChildren <Image>().sprite = PlayerManagerScript.Instance.GetFaderImage();
        Fader.StartFade(1, 0, FadeInComplete);
    }
Beispiel #9
0
    // Start is called before the first frame update
    void Start()
    {
        // store static instance
        Instance = this;

        _scoreScreenPosition = ScoreScreen.localPosition;
        _sotpSignPosition    = SotpSign.transform.localPosition;

        ScoreScreen.Translate(new Vector3(0, Screen.height + 50, 0));
        ScoreScreen.gameObject.SetActive(false);

        SotpSign.transform.Translate(new Vector3(0, Screen.height + 50, 0));
        SotpSign.gameObject.SetActive(false);

        _cameraZoom = GameplayCamera.orthographicSize;

        // Initialise the game
        SpawnPlayers_();
        SetWind_(0, 100);

        InitialisePlayerPreviews_();

        // fade in
        EndFader.GetComponentInChildren <Image>().sprite = PlayerManagerScript.Instance.GetFaderImage();
        EndFader.StartFade(1, 0, FadeInComplete);
        _playerLimit = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit));
        _playerLimit.Initialise(30, DisplayCountdown, PlayerTimeoutCallback);

        // get the location of the ball at the start
        _ballLocation   = Ball.transform.localPosition;
        _cameraLocation = GameplayCamera.transform.localPosition;

        List <GenericInputHandler> genericPlayers = _players.ToList <GenericInputHandler>();

        PauseGameHandler.Instance.Initialise(genericPlayers, QuitGame_);

        InitialiseScoreDisplays_();
    }
    // Called once on startup
    private void Start()
    {
        // initialise race timer (countdown)
        _raceTimer = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit));
        _raceTimer.Initialise(90, raceTimerTick_, raceTimerComplete_, 1f);

        Instance = this;

        // spawn player objects
        _players = SpawnPlayers_();

        // hide unused items (not enough players to fill slots)
        HideUnusedElements_(_players.Count, Cars.Length);

        // fade in
        EndFader.GetComponentInChildren <Image>().sprite = PlayerManagerScript.Instance.GetFaderImage();
        EndFader.StartFade(1, 0, FadeInComplete_);

        // setup pause functionality and pause
        List <GenericInputHandler> genericPlayers = _players.ToList <GenericInputHandler>();

        PauseGameHandler.Instance.Initialise(genericPlayers, QuitGame_);
    }
Beispiel #11
0
    /// <summary>
    /// Called once on startup
    /// </summary>
    private void Start()
    {
        Instance = this;

        var players = SpawnPlayers_();

        // assign players to the camera
        CameraFollowScript.SetPlayers(players, FollowDirection.Up);

        _overallLimit = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit));
        _overallLimit.Initialise(GAME_TIMEOUT, OnTimeLimitTick, OnTimeUp);
        _pointCountdown = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit));
        _pointCountdown.Initialise(MAX_POINTS, OnPointsTick, null, 0.1f);

        HideUnusedItems_();

        EndFader.GetComponentInChildren <Image>().sprite = PlayerManagerScript.Instance.GetFaderImage();
        EndFader.StartFade(1, 0, FadeInComplete);

        List <GenericInputHandler> genericPlayers = _players.ToList <GenericInputHandler>();

        PauseGameHandler.Instance.Initialise(genericPlayers, QuitGame_);
    }
    // Start is called before the first frame update
    void Start()
    {
        Instance = this;

        // fade in
        EndFader.GetComponentInChildren <Image>().sprite = PlayerManagerScript.Instance.GetFaderImage();
        EndFader.StartFade(1, 0, FadeInComplete);

        // load all jokes - must be done in Start, not constructor (as Resources must be loaded after script starts)
        _jokeManager = new JokeManager();

        // create players
        SpawnPlayers_();

        // find components
        _cards   = FindObjectsOfType <CardScript>();
        _players = FindObjectsOfType <PunchlineBlingInputHandler>().OrderBy(p => p.GetPlayerIndex()).ToArray();

        // set all players as not active
        for (int i = 0; i < _players.Length; i++)
        {
            _players[i].ActivePlayer(false, 0);
        }

        // initialise the notepad texts
        for (var i = 0; i < NoteBookTexts.Length; i++)
        {
            NoteBookTexts[i].text = "";
        }

        // hide end UI
        PnlTotalPoints.SetActive(false);

        // configure the points display controls
        for (int i = 0; i < _players.Length; i++)
        {
            var images = PlayerDisplays[i].GetComponentsInChildren <Image>();
            images[0].color  = ColourFetcher.GetColour(i);
            images[1].sprite = CharacterIcons[_players[i].GetCharacterIndex()];

            // set player name on display
            var txts = PlayerDisplays[i].GetComponentsInChildren <Text>();
            txts[0].text = _players[i].GetPlayerName();
        }

        // hide unused controls
        for (int i = _players.Length; i < PlayerDisplays.Length; i++)
        {
            PlayerDisplays[i].gameObject.SetActive(false);
        }

        CreateCards_();

        // set up the timers
        _overallLimit = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit));
        _playerLimit  = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit));

        _overallLimit.Initialise(300, OverallTickCallback, OverallTimeoutCallback);
        _playerLimit.Initialise(20, PlayerTickCallback, PlayerTimeoutCallback);

        SpinWheel.Initialise(_players.ToList());

        List <GenericInputHandler> genericPlayers = _players.ToList <GenericInputHandler>();

        PauseGameHandler.Instance.Initialise(genericPlayers, QuitGame_);
    }