// Use this for initialization
    void Start()
    {
        SetupStartingLevels();

        //Get Components
        gridManager                 = FindObjectOfType <GridManager>();
        wireVisualManager           = FindObjectOfType <WireVisualManager>();
        wireManager                 = FindObjectOfType <WireManager>();
        visualGridManager           = FindObjectOfType <VisualGridManager>();
        levelSelectButtonsGenerator = FindObjectOfType <LevelSelectButtonsGenerator>();
        levelButtonGenerator        = FindObjectOfType <LevelButtonGenerator>();

        //Do Debug Logic
        if (debug_StartGameOnLoad)
        {
            StartGame("");
        }

        //Hide GridModeIndicator
        Color startColour = gridModeIndicator.GetComponent <Text>().color;

        startColour.a = 0.0f;
        gridModeIndicator.GetComponent <Text>().color = startColour;

        actualBackgroundColour  = backgroundColour;
        orginalBackgroundColour = backgroundColour;
    }
Beispiel #2
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 private void Awake()
 {
     image        = GetComponent <Image>();
     linerenderer = GetComponent <LineRenderer>();
     canvas       = GetComponentInParent <Canvas>();
     wireManager  = GetComponentInParent <WireManager>();
 }
 // Use this for initialization
 void Start()
 {
     if (wireManager == null)
     {
         wireManager = GameObject.Find("WireManager").GetComponent <WireManager>();
     }
 }
Beispiel #4
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    // Methods
    public virtual new void OnPointerDown(PointerEventData _eventData)
    {
        //Check for null Transform
        if (_eventData.button == PointerEventData.InputButton.Left)
        {
            if (m_rectTransform == null || m_canvas == null || m_visualGate == null || m_visualGridManager == null || m_gameplayManager == null || m_wireManager == null || m_infoPopup == null)
            {
                m_rectTransform     = GetComponent <RectTransform>();
                m_visualGate        = GetComponent <VisualGate>();
                m_canvas            = FindObjectOfType <Canvas>();
                m_visualGridManager = FindObjectOfType <VisualGridManager>();
                m_gameplayManager   = FindObjectOfType <GameplayManager>();
                m_wireManager       = FindObjectOfType <WireManager>();
                m_infoPopup         = FindObjectOfType <InfoPopup>();
            }
            if (m_rectTransform != null && m_canvas != null && m_visualGate != null && m_visualGridManager != null && m_gameplayManager != null && m_wireManager != null)
            {
                if (!m_wireManager.IsInWireEditMode())
                {
                    DoStateTransition(SelectionState.Pressed, false);
                    m_isBeingDragged = true;
                    m_rectTransform.SetParent(m_gameplayManager.gridParent);

                    StartCoroutine(OnDrag());
                }
            }
        }
    }
Beispiel #5
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    private void Start()
    {
        //FRAME LOCK @ 60
                #if UNITY_EDITOR
        Application.targetFrameRate = 999;
                #else
        Application.targetFrameRate = 60;
                #endif

        AdjustScreenOrientation();

        if (scoreManager == null)
        {
            scoreManager = GetComponent <ScoreManager>();
        }
        if (wireManager == null)
        {
            wireManager = GetComponent <WireManager>();
        }
        int gameModeInt = PlayerPrefs.GetInt("GameMode");
        gameMode = (GameMode)gameModeInt;


        if (gameMode == GameMode.Hard)
        {
            wireManager.AllWires.Clear();
            foreach (Transform childWire in wireHolder_HardMode.transform)
            {
                childWire.gameObject.SetActive(true);
                childWire.transform.GetComponent <Animator>().speed = 1.0f;
                wireManager.AllWires.Add(childWire.gameObject);
            }
        }
        else if (gameMode == GameMode.Medium)
        {
            wireManager.AllWires.Clear();
            foreach (Transform childWire in wireHolder_HardMode.transform)
            {
                childWire.gameObject.SetActive(true);
                childWire.transform.GetComponent <Animator>().speed = 0.5f;
                wireManager.AllWires.Add(childWire.gameObject);
            }
        }
        else
        {
            wireManager.AllWires.Clear();
            foreach (Transform childWire in wireHolder_DefaultMode.transform)
            {
                childWire.gameObject.SetActive(true);
                wireManager.AllWires.Add(childWire.gameObject);
            }
        }

        scoreManager.InitialSetupUI();
    }
    void Start()
    {
        player = GameObject.FindWithTag("Player");
        if (!player)
        {
            Debug.LogError("CurrentFlow: No player was found. Add a player to the scene.");
        }

        currentIndex = 0;
        speed        = normalSpeed;

        WireManager.SortWires();
    }
Beispiel #7
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    public void Init()
    {
        _dispatcher = new EventDispatcher();
        _dispatcher.OnTriggerEvent += HandleOnTriggerEvent;

        Controller   = new Controller(_dispatcher);
        ModelManager = new ModelManager(_dispatcher);
        ViewManager  = new ViewManager(_dispatcher);
        _wireManager = new WireManager(_dispatcher);

        RegisterCommands();
        RegisterModels();
        RegisterViews();
        RegisterWires();
    }
    void Update()
    {
        //If we're boosting, move at boostSpeed and enable boost particles. If not, move at normal speed and
        //disable boost particles.
        speed = boosting ? boostSpeed : normalSpeed;
        boostEmitter.SetActive(boosting);

        //If there are wires to follow in the level and if we're not past the last wire,
        int numOfWires = WireManager.GetCount();

        if (numOfWires > 0 && currentIndex < numOfWires)
        {
            //If the current isn't transitioning between wires,
            if (!currentTransitioning)
            {
                //Move the current to towards its destination, the end of the wire it's on.
                Wire currentWire = WireManager.GetWire(currentIndex);
                transform.position = Vector3.MoveTowards
                                     (
                    transform.position,
                    currentWire.end.position,
                    speed * Time.deltaTime
                                     );
                //Face in the same direction as the wire we're on.
                transform.forward = currentWire.transform.forward;

                //If the current is at the end of the current wire...
                if (transform.position.Equals(currentWire.end.position))
                {
                    //Go to the next wire and do all relevant logic.
                    GoToNextWire();
                }
            }
            //If the current IS transitioning between wires,
            else
            {
                //Move through the gap at a speed dictated by transitionSpeed.
                DoCurrentTransition();
            }
        }
        //If there are wires in the level and we got this far, the wire's reached the end. Initiate
        //the win sequence.
        else if (numOfWires > 0)
        {
            EventDispatcher.Dispatch(new EventDefiner.LevelEnd(true));
            CurrentBurst();
        }
    }
Beispiel #9
0
    public void DestroyPlug(bool dontRemoveFromBlock = false)
    {
        if (wire != null)
        {
            WireManager.UnwirePlug(this, wire);
        }

        Debug.Assert(block != null);

        if (!dontRemoveFromBlock)
        {
            block.RemovePlug(this);
        }

        Destroy(this.gameObject);
    }
    void Start()
    {
        Time.timeScale = 1.0f;

        if (curScoreText == null)
        {
            Debug.LogWarning("Current Score Text Object Missing!");
        }
        if (wireManager == null)
        {
            wireManager = GetComponent <WireManager>();
        }
        if (modeManager == null)
        {
            modeManager = GetComponent <ModeManager>();
        }
    }
Beispiel #11
0
    public override void OnPointerEnter(PointerEventData eventData)
    {
        base.OnPointerEnter(eventData);

        if (m_infoPopup == null || m_visualGridManager == null || m_visualGate == null || wireManager == null)
        {
            m_infoPopup         = FindObjectOfType <InfoPopup>();
            m_visualGridManager = FindObjectOfType <VisualGridManager>();
            m_visualGate        = GetComponent <VisualGate>();
            wireManager         = FindObjectOfType <WireManager>();
        }

        if (m_infoPopup != null)
        {
            if (m_infoPopup.SetText(m_visualGate.titleText, m_visualGate.descriptionText))
            {
                m_isHighlighted = true;
                StartCoroutine(OnHighlight());
            }
        }
    }
    /// <summary>
    /// Moves the current between a wire gap in roughly transitionLength seconds.
    /// </summary>
    private void DoCurrentTransition()
    {
        //Add one step to transition progress.
        //We want the transition to happen in transitionLength seconds, so one "step" is however many seconds have
        //passed since last frame over the desired length.
        transitionProgress += Time.deltaTime / transitionLength;

        //Follow a path from the end of the last wire, to the player, to the next wire.
        //It's like it's arcing through the connection the player makes between the wires.
        Wire lastWire    = WireManager.GetWire(currentIndex - 1);
        Wire currentWire = WireManager.GetWire(currentIndex);

        transform.position = ThreePointLerp
                             (
            lastWire.end.position,
            player.transform.position,
            currentWire.start.position,
            transitionProgress
                             );

        //Rotate to face toward our current destination.
        if (transitionProgress < 0.5f)
        {
            transform.LookAt(player.transform);
        }
        else
        {
            transform.LookAt(currentWire.start.transform);
        }

        //Once the transition has completed, set the current's position as a failsafe, reset transitionProgress,
        //and not that the transition has ended.
        if (transitionProgress >= 1)
        {
            transform.position   = currentWire.start.position;
            transitionProgress   = 0;
            currentTransitioning = false;
        }
    }
Beispiel #13
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    // Start is called before the first frame update
    void Start()
    {
        if (!main)
        {
            main = this;
        }

        //アバターコンポ


        animLayer_impact = animator.GetLayerIndex("impact Layer");

        ikManager        = animator.GetComponent <PlayerIKManager>();
        breathingManager = animator.GetComponent <BreathingManager>();


        //ボールコンポ
        ballRB       = GetComponent <Rigidbody>();
        ballCollider = GetComponent <SphereCollider>();
        myContacts   = GetComponent <ContactManager>();
        wireManager  = GetComponent <WireManager>();



        //IK
        lookRotation               = new GameObject("lookRotation").transform;
        lookRotation.parent        = tAvatar;
        lookRotation.localPosition = Vector3.zero;
        lookForward               = new GameObject("lookForward").transform;
        lookForward.parent        = lookRotation;
        lookForward.localPosition = Vector3.forward;


        //キーバッファ
        key_B  = KeyBufferManager.CreateKey();
        key_R1 = KeyBufferManager.CreateKey();
        key_L2 = KeyBufferManager.CreateKey();
    }
    /// <summary>
    /// Updates currentIndex and currentTransition depending on whether the wire the current
    /// is on is broken or not.
    /// </summary>
    private void GoToNextWire()
    {
        //Move on to the next wire, no matter what.
        currentIndex++;

        //If the wire the current was on just a second ago was broken...
        Wire lastWire = WireManager.GetWire(currentIndex - 1);

        if (lastWire.type == WireType.BrokenEnd)
        {
            //The player needs to be close for the current to get to the next wire.
            if (lastWire.playerClose)
            {
                currentTransitioning = true;
            }
            //If they aren't, the current fizzles out. Initiate the losing sequence.
            else
            {
                EventDispatcher.Dispatch(new EventDefiner.LevelEnd(false));
                CurrentBurst();
            }
        }
    }
Beispiel #15
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 private void OnEnable()
 {
     WireManager.AddWire(this);
 }
Beispiel #16
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 private void OnDisable()
 {
     WireManager.RemoveWire(this);
 }
Beispiel #17
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 public void Setup()
 {
     cut = new WireManager();
 }
Beispiel #18
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 public void DestroyWire()
 {
     WireManager.UnwirePlug(begin, this, false);
     WireManager.UnwirePlug(end, this, false);
     Destroy(this.gameObject);
 }
Beispiel #19
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 public FuelManager(IOutputWriter outputWriter)
 {
     this.outputWriter = outputWriter;
     wireManager       = new WireManager();
 }
Beispiel #20
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 private void Start()
 {
     Instance = this;
     RandomizeWirePositions(draggableWires);
     RandomizeWirePositions(socketWires);
 }
 // Use this for initialization
 void Start()
 {
     wireManager       = FindObjectOfType <WireManager>();
     visualGridManager = FindObjectOfType <VisualGridManager>();
     gridManager       = FindObjectOfType <GridManager>();
 }