Beispiel #1
0
 public void Pause()
 {
     gameState = enGameState.pause;
     inGameCameraEffect.Hide();
     rapidBlurEffectManager.StartBlur();
     inGameUIManager.ShowPauseLayer();
 }
Beispiel #2
0
 public void Resume()
 {
     gameState = enGameState.playing;
     rapidBlurEffectManager.OverBlur();
     inGameCameraEffect.Show();
     inGameUIManager.HidePauseLayer();
 }
Beispiel #3
0
    public void GameOver()
    {
        gameState = enGameState.over;

        rapidBlurEffectManager.StartBlur();
        Invoke("ShowOverLayer", 1.0f);
    }
Beispiel #4
0
    public void ShowOverLayer()
    {
        gameState = enGameState.over;

        int selmodel   = PlayerPrefs.GetInt(GameConst.USERDATANAME_MODEL, 0);
        int basescores = PlayerPrefs.GetInt(GameConst.USERDATANAME_MODEL_MAXSCORES + selmodel);

        int thisscores = role.scores;

        if (basescores < thisscores)
        {
            PlayerPrefs.SetInt(GameConst.USERDATANAME_MODEL_MAXSCORES + selmodel, thisscores);

            GameCenterManager.GetInstance().UploadScores(GameConst.gameModels[selmodel].lbname, thisscores);
        }
        PlayerPrefs.SetInt(GameConst.USERDATANAME_MODEL_LASTSCORES + selmodel, thisscores);

        if (reviveCount <= 0 && ADManager.GetInstance().isAdLoaded)
        {
            inGameUIManager.ShowReviveLayer();
        }
        else
        {
            inGameUIManager.ShowResultLayer();
        }
        reviveCount += 1;
    }
Beispiel #5
0
    private void Start()
    {
        instance   = this;
        gamecamera = Camera.main;

        rapidBlurEffectManager = gamecamera.gameObject.AddComponent <RapidBlurEffectManager>();


        Vector3 screenLeftDown = new Vector3(0, 0, 0);
        Vector3 screenRightTop = new Vector3(Screen.width, Screen.height, 0);

        Vector3 gameLeftDown = GameCommon.ScreenPositionToWorld(gamecamera, screenLeftDown);
        Vector3 gameRightTop = GameCommon.ScreenPositionToWorld(gamecamera, screenRightTop);

        gameRect = new Rect(gameLeftDown, gameRightTop - gameLeftDown);

        gameState = enGameState.ready;

        if (UserDataManager.selLevel == null)
        {
            InitGame();
        }
        else
        {
            StartCoroutine(ReadConfigFile(UserDataManager.selLevel.file_path));
        }
        //
    }
Beispiel #6
0
    // Use this for initialization
    void Start()
    {
        gameTouchController = new GameTouchController();

        //创建角色
        GameObject roleObj = Resources.Load("Prefabs/MapObj/InGameRole") as GameObject;

        roleObj = Instantiate(roleObj);
        role    = roleObj.GetComponent <InGameRole>();

        //地面
        GameObject touchPlaneObj = Resources.Load("Prefabs/MapObj/TouchPlane") as GameObject;

        touchPlane = Instantiate(touchPlaneObj);


        GameObject groundPlaneObj = Resources.Load("Prefabs/MapObj/GroundPlane") as GameObject;

        groundPlane = Instantiate(groundPlaneObj);
        //
        inGameLevelManager = new InGameLevelManager();
        inGameLevelManager.Init();

        inGameUIManager = new InGameUIManager();
        inGameUIManager.Init();

        int selmodel = PlayerPrefs.GetInt(GameConst.USERDATANAME_MODEL, 0);

        modelManager = InGameBaseModel.Create(selmodel);
        modelManager.Init();

        gameState = enGameState.playing;
    }
Beispiel #7
0
    // Use this for initialization
    void InitGame()
    {
        gameTouchController = new GameTouchController();

        //创建角色
        GameObject roleObj = Resources.Load("Prefabs/MapObj/InGameRole") as GameObject;

        roleObj = Instantiate(roleObj);
        role    = roleObj.GetComponent <InGameRole>();

        roleObj.transform.position = new Vector3(0, GetGameRect().y + 5, 0);

        gameEffectManager = new GameEffectManager();

        //
        inGameLevelManager = new InGameLevelManager();
        inGameLevelManager.Init();

        inGameUIManager = new InGameUIManager();
        inGameUIManager.Init();

        int selmodel = PlayerPrefs.GetInt(GameConst.USERDATANAME_MODEL, 0);

        modelManager = InGameBaseModel.Create(selmodel);
        modelManager.Init();

        inGameColorManager = new InGameColorManager();
        inGameColorManager.Init();

        gameState = enGameState.playing;
    }
Beispiel #8
0
    public void Revive()
    {
        gameState = enGameState.playing;

        rapidBlurEffectManager.OverBlur();
        role.Revive();
        modelManager.Revive();
    }
Beispiel #9
0
    public void GameOver()
    {
        Debug.Log("game over");
        gameState = enGameState.over;
        inGameCameraEffect.Hide();

        rapidBlurEffectManager.StartBlur();
        Invoke("ShowOverLayer", 1.0f);
    }
Beispiel #10
0
    public void Revive()
    {
        gameState = enGameState.playing;

        inGameCameraEffect.Show();
        rapidBlurEffectManager.OverBlur();
        role.Revive();
        modelManager.Revive();

        //inGameLevelManager.ClearObj();
    }
Beispiel #11
0
    private void Awake()
    {
        if (!GameCommon.GAME_INIT)
        {
            return;
        }
        instance   = this;
        gamecamera = Camera.main;
        gameState  = enGameState.ready;

        //StartCoroutine(StartLoading("Map1"));
        GameInit();
    }
Beispiel #12
0
    // Use this for initialization
    void InitGame()
    {
        gameTouchController = new GameTouchController();

        //创建角色
        GameObject roleObj = Resources.Load("Prefabs/MapObj/InGameRole") as GameObject;

        roleObj = Instantiate(roleObj);
        role    = roleObj.GetComponent <InGameRole>();

        roleObj.transform.position = new Vector3(0, GetGameRect().y + 5, 0);

        gameEffectManager = new GameEffectManager();

        //
        inGameLevelManager = new InGameLevelManager();
        inGameLevelManager.Init();

        inGameUIManager = new InGameUIManager();
        inGameUIManager.Init();

        int selmodel = PlayerPrefs.GetInt(GameConst.USERDATANAME_MODEL, 0);

        modelManager = InGameBaseModel.Create(selmodel);
        modelManager.Init();

        InGameColorManager.GetInstance().Init();
        inGameUIManager.gamePadManager.scoreslabel.SetColor(InGameColorManager.GetInstance().bgColor);

        gameState = enGameState.playing;

        int teachCount = PlayerPrefs.GetInt("teachcount", 0);

        if (teachCount < 2)
        {
            GameObject teachObj = Resources.Load("Prefabs/UI/TeachLayer") as GameObject;
            teachObj = Instantiate(teachObj);
            PlayerPrefs.SetInt("teachcount", teachCount + 1);
        }
    }
Beispiel #13
0
    private void Start()
    {
        instance   = this;
        gamecamera = Camera.main;

        int           selRole = PlayerPrefs.GetInt(GameConst.USERDATANAME_SELECT_ROLE, 0);
        MapObjectConf selConf = ConfigManager.confMapObjectManager.dic[selRole];

        stepSpriteRes = Resources.Load <Sprite>("Texture/InGameObj/" + selConf.prefabName);


        inGameCameraEffect = gamecamera.GetComponent <InGameCameraEffect>();

        rapidBlurEffectManager = gamecamera.gameObject.AddComponent <RapidBlurEffectManager>();


        Vector3 screenLeftDown = new Vector3(0, 0, 0);
        Vector3 screenRightTop = new Vector3(Screen.width, Screen.height, 0);

        Vector3 gameLeftDown = GameCommon.ScreenPositionToWorld(gamecamera, screenLeftDown);
        Vector3 gameRightTop = GameCommon.ScreenPositionToWorld(gamecamera, screenRightTop);

        gameRect = new Rect(gameLeftDown, gameRightTop - gameLeftDown);

        gameState = enGameState.ready;

        if (UserDataManager.selLevel == null)
        {
            InitGame();
        }
        else
        {
            StartCoroutine(ReadConfigFile(UserDataManager.selLevel.file_path));
        }
        //
        ADManager.GetInstance().PlayGameOverAD();
    }
Beispiel #14
0
    // Use this for initialization
    void GameInit()
    {
        gameTouchController = new GameTouchController();

        inGameUIManager = new InGameUIManager();
        inGameUIManager.Init();

        inGameCameraManager = new InGameCameraManager();
        inGameCameraManager.Init();

        inGameObjManager = new InGameObjManager();
        inGameObjManager.Init();

        playerCtrlManager = new PlayerCtrlManager();
        playerCtrlManager.Init();

        inGameLevelManager = new InGameLevelManager();
        inGameLevelManager.Init();

        inGamePlayerManager = new InGamePlayerManager();
        inGamePlayerManager.Init();

        gameState = enGameState.playing;
    }
Beispiel #15
0
    public void GameOver()
    {
        gameState = enGameState.over;

        Invoke("ShowOverLayer", 1.0f);
    }
Beispiel #16
0
 public void Resume()
 {
     gameState = enGameState.playing;
 }
Beispiel #17
0
 public void Pause()
 {
     gameState = enGameState.pause;
 }
Beispiel #18
0
 internal static void setGameState(enGameState state)
 {
     gameState = state;
 }
Beispiel #19
0
 public void StartGame()
 {
     gameState = enGameState.playing;
     role.Jump(new Vector3(0f, 0.8f));
 }
Beispiel #20
0
 public void ShowWinLayer()
 {
     gameState = enGameState.over;
     inGameUIManager.ShowWinLayer();
 }
Beispiel #21
0
 public void ChangeState(enGameState state)
 {
     gameState = state;
 }
Beispiel #22
0
 public void Revive()
 {
     gameState = enGameState.playing;
 }
Beispiel #23
0
    public void ShowOverLayer()
    {
        gameState = enGameState.over;

        reviveCount += 1;
    }
Beispiel #24
0
    private void setGameState(enGameState state)
    {
        if (Gvar.gameState != state)
        {
            Gvar.setGameState(state);
            timeStateChange = Time.time;
            if (OnStateChange != null)
            {
                OnStateChange();
            }


            switch (state)
            {
            case enGameState.Intro:
                introCanvas.SetActive(true);
                readyCanvas.SetActive(false);
                playCanvas.SetActive(false);
                endCanvas.SetActive(false);
                introScene.SetActive(true);
                tellFirstScene.SetActive(false);
                findSentenceScene.SetActive(false);
                setAllPlayerInactive();
                if (AirConsole.instance.GetActivePlayerDeviceIds.Count > 0)
                {
                    AirConsole.instance.Broadcast(Cmd.Active);
                    AirConsole.instance.Broadcast(Lng.Intro);
                }
                break;

            case enGameState.Ready:
                introCanvas.SetActive(false);
                readyCanvas.SetActive(true);
                playCanvas.SetActive(false);
                endCanvas.SetActive(false);
                break;

            case enGameState.Play:
                introCanvas.SetActive(false);
                readyCanvas.SetActive(false);
                endCanvas.SetActive(false);
                introScene.SetActive(false);
                break;

            case enGameState.End:
                introCanvas.SetActive(false);
                readyCanvas.SetActive(false);
                playCanvas.SetActive(false);
                endCanvas.SetActive(true);
                tellFirstScene.SetActive(false);
                findSentenceScene.SetActive(false);
                setAllPlayerInactive();
                if (AirConsole.instance.GetActivePlayerDeviceIds.Count > 0)
                {
                    AirConsole.instance.Broadcast(Cmd.Active);
                    AirConsole.instance.Broadcast(Lng.End);
                }

                break;

            default:
                break;
            }
        }
    }
 public void SetState(enGameState s)
 {
     gameState = s;
 }