void Start()
 {
     gameState     = enumGameState.None;
     nextGameState = enumGameState.WaitforStart;
     audio         = GetComponent <AudioSource>();
     audio.Play();
 }
Beispiel #2
0
 public void timerGameStateTrigger()
 {
     if (gameState == enumGameState.Paused)
     {
         if (lastState == enumGameState.UnpausedTimeStopped)
         {
             lastState = enumGameState.UnpausedTimeRunning;
         }
         else
         {
             lastState = enumGameState.UnpausedTimeStopped;
         }
     }
     else
     {
         if (gameState == enumGameState.UnpausedTimeStopped)
         {
             gameState = enumGameState.UnpausedTimeRunning;
         }
         else
         {
             gameState = enumGameState.UnpausedTimeStopped;
         }
     }
 }
    public static bool AllowUserActivity;               //	Разрешено действие пользователя

    // Use this for initialization
    void Start()
    {
        GameState = enumGameState.BeginGame;
        _score1   = 0;
        _score2   = 0;

        this.ChangeBorderPlace();

        _tm = GameObject.Find("txtMessage").GetComponent <MessageControl> ();
        _tm.RaiseMessage("Start !", 2, Color.magenta);

        _curC = GameObject.Find("FireShoot").GetComponent <CursorController> ();
        _ply1 = GameObject.Find("meshPlayer1");
        _ply2 = GameObject.Find("meshPlayer2");

        _ply1.GetComponent <TankController> ().UnderAIControl = GameStatic.LeftPlayer.isAI;
        _ply2.GetComponent <TankController> ().UnderAIControl = GameStatic.RightPlayer.isAI;

        _actTC = _ply1.GetComponent <TankController> ();

        _ply1.GetComponent <TankController> ().player = GameStatic.LeftPlayer;
        _ply2.GetComponent <TankController> ().player = GameStatic.RightPlayer;

        AllowUserActivity    = true;
        RightPlayerGameField = new Rect(3.5f, -10.5f, 19.5f, 22.5f); //	Ограничения по полю передвижения танков

        UpdatePlayers();                                             //Обновляем имена игроков
    }
Beispiel #4
0
    void Start()
    {
        beatTime = (60f / tempo) / 2; // ÷2で8分音符 ÷4で16分音符

        CreateWall(YLimit + 1f);
        CreateWall(-1f);
        CreateWallSide(ZLimit + 1f);
        CreateWallSide(-1f);

        gameState     = enumGameState.None;
        nextGameState = enumGameState.WaitforStart;
        audioSource   = GetComponent <AudioSource>();
        //audioSource.Play();
    }
Beispiel #5
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 public void pauseGameStateTrigger()
 {
     if (gameState == enumGameState.Paused)
     {
         gameState      = lastState;
         Time.timeScale = 1f;
     }
     else
     {
         Time.timeScale = 0f;
         lastState      = gameState;
         gameState      = enumGameState.Paused;
     }
 }
Beispiel #6
0
 void Awake()
 {
     currentDay = 5;
     if (instance != null)
     {
         Destroy(gameObject);
     }
     else
     {
         instance = this;
         DontDestroyOnLoad(gameObject);
         this.gameState = enumGameState.UnpausedTimeStopped;
         this.lastState = enumGameState.UnpausedTimeStopped;
     }
 }
    void ChangeGameStateTo(enumGameState state)
    {
        switch (state)
        {
        //case enumGameState.BeginGame:
        //	_curC.UpdateText("Press right key ...");
        //	break;
        case enumGameState.Player1Fire:
            _actTC = _ply1.GetComponent <TankController>();
            _ply1.GetComponent <Rigidbody2D>().Sleep();
            _ply2.GetComponent <Rigidbody2D>().WakeUp();
            _curC.UpdateText("Fire");
            break;

        case enumGameState.Player2Fire:
            _actTC = _ply2.GetComponent <TankController>();
            _ply1.GetComponent <Rigidbody2D>().WakeUp();
            _ply2.GetComponent <Rigidbody2D>().Sleep();
            _curC.UpdateText("Fire");
            break;

        case enumGameState.Player1Turn:
            _actTC = _ply1.GetComponent <TankController>();
            _curC.UpdateText("Move");
            break;

        case enumGameState.Player2Turn:
            _actTC = _ply2.GetComponent <TankController>();
            _curC.UpdateText("Move");
            break;
        }


        ChangeBorderPlace();

        SetCursorInDefaultPosition();
        _curC.UpdatePosition();

        GameState = state;
    }
    // Update is called once per frame
    void Update()
    {
        switch (gameState)
        {
        case enumGameState.WaitforStart:
            if (Input.GetKeyDown(KeyCode.Return))
            {
                nextGameState = enumGameState.Playing;
            }
            break;

        case enumGameState.Playing:
            BlockSpawn();
            break;

        case enumGameState.GameOver:
            if (Input.GetKeyDown(KeyCode.Return))
            {
                //nextGameState = enumGameState.WaitforStart;
                UnityEngine.SceneManagement.SceneManager.LoadScene("SampleScene");
            }
            break;

        default:
            break;
        }

        switch (nextGameState)
        {
        case enumGameState.WaitforStart:
            updateHighScore();
            score = 0;
            level = 1;
            //EnemyBlockSpeed = 1.0f;

            TweetButton.gameObject.SetActive(false);
            InfoText.gameObject.SetActive(true);
            InfoText.text      = "<color=yellow>TSUNAHIYO</color><br><br>HIT ENTER KEY TO START<br><br>UP / DOWN<br>SPACE : Shoot";
            ScoreText.text     = "SCORE<br>" + score.ToString();
            LevelText.text     = "LEVEL<br>" + level.ToString();
            HighScoreText.text = "<color=red>HIGH<br> SCORE</color><br>" + highScore.ToString();
            break;

        case enumGameState.Playing:
            InfoText.gameObject.SetActive(false);
            score = 0;
            level = 1;

            break;

        case enumGameState.GameOver:
            PlaySound(2);
            string highScroreMsg = "GAME OVER";
            //int high = PlayerPrefs.GetInt("highscore");
            if (highScore < score)
            {
                PlayerPrefs.SetInt("highscore", score);
                PlayerPrefs.Save();
                highScroreMsg = "<color=red>HIGH SCORE</color>";
            }
            EnemyBlockSpeed = 0;
            TweetButton.gameObject.SetActive(true);
            InfoText.gameObject.SetActive(true);
            InfoText.text = highScroreMsg + "<br>HIT ENTER KEY";

            // Type == Number の場合
            naichilab.RankingLoader.Instance.SendScoreAndShowRanking(score);
            break;

        default:
            break;
        }

        if (nextGameState != enumGameState.None)
        {
            gameState     = nextGameState;
            nextGameState = enumGameState.None;
        }
    }
 public void GameOverProcess()
 {
     nextGameState = enumGameState.GameOver;
 }
Beispiel #10
0
    // Update is called once per frame
    void Update()
    {
        //仮置き
        if (gameState == enumGameState.Playing || gameState == enumGameState.GameOver)
        {
            diff                = DateTime.Now - startTime;
            elapsedTime         = (float)diff.TotalSeconds;
            beatCount           = Mathf.FloorToInt(elapsedTime / beatTime);
            this.LevelText.text = beatCount.ToString();
        }

        switch (gameState)
        {
        case enumGameState.WaitforStart:
            if (Input.GetKeyDown(KeyCode.Return) || OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger))
            {
                nextGameState = enumGameState.Playing;
            }
            break;

        case enumGameState.Playing:
            BlockSpawn();
            break;

        case enumGameState.GameOver:
            if (Input.GetKeyDown(KeyCode.Return) || OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger))
            {
                //nextGameState = enumGameState.WaitforStart;
                UnityEngine.SceneManagement.SceneManager.LoadScene("SoundGame");
            }
            break;

        default:
            break;
        }

        switch (nextGameState)
        {
        case enumGameState.WaitforStart:
            updateHighScore();
            score = 0;
            level = 1;
            //EnemyBlockSpeed = 1.0f;


            InfoText.gameObject.SetActive(true);
            InfoText.text      = "<color=yellow>TSUNAHIYO</color><br><br>TRIGGET TO START<br><br>TRIGGER : Shoot";
            ScoreText.text     = "SCORE<br>" + score.ToString();
            LevelText.text     = "LEVEL<br>" + level.ToString();
            HighScoreText.text = "<color=red>HIGH<br> SCORE</color><br>" + highScore.ToString();
            break;

        case enumGameState.Playing:
            InfoText.gameObject.SetActive(false);
            score       = 0;
            level       = 1;
            elapsedTime = 0;
            startTime   = DateTime.Now;

            audioSource.Play();

            break;

        case enumGameState.GameOver:
            PlaySound(2);
            string highScroreMsg = "GAME OVER";

            if (highScore < score)
            {
                PlayerPrefs.SetInt("highscore", score);
                PlayerPrefs.Save();
                highScroreMsg = "<color=red>HIGH SCORE</color>";
            }
            EnemyBlockSpeed = 0;

            InfoText.gameObject.SetActive(true);
            InfoText.text = highScroreMsg + "<br>HIT ENTER KEY";

            break;

        default:
            break;
        }

        if (nextGameState != enumGameState.None)
        {
            gameState     = nextGameState;
            nextGameState = enumGameState.None;
        }

        /*
         * //仮置き
         * if (Input.GetMouseButtonDown(0))
         * {
         *  var TouchPos = Input.mousePosition;
         *  var ray = Camera.main.ScreenPointToRay(TouchPos);
         *  RaycastHit hit;
         *  if (Physics.Raycast(ray, out hit, 100f))
         *  {
         *      if (hit.transform.gameObject.CompareTag("Dummy"))
         *      {
         *          if (hit.transform.gameObject.GetComponent<DummyBlock>().canDelete == true)
         *          {
         *              hit.transform.gameObject.GetComponent<DummyBlock>().ChangeFace();
         *          }
         *      }
         *  }
         * }
         */
    }