public static void SetOpacityToGameObject(float opacity, GameObject obj) { CFontRenderer font = obj.GetComponent <CFontRenderer>(); if (font != null) { font.mColor.a = opacity; if (opacity <= 0.0f) { font.setEnabled(false); } else { font.setEnabled(true); } } CDiffuseRenderer diffuse = obj.GetComponent <CDiffuseRenderer>(); if (diffuse != null) { Color clr = diffuse.GetMaterial().GetColor(); clr.a = opacity; diffuse.GetMaterial().SetColor(clr); if (opacity <= 0.0f) { diffuse.setEnabled(false); } else { diffuse.setEnabled(true); } } }
public override void OnMouseOver() { CFontRenderer sub = GetSubtitleFont(); if (!sub.isEnabled()) { sub.setEnabled(true); sub.mText = "Click to Interact"; } switch (currEvent) { case CONSOLE_EVENT.DOOR_MINIGAME_TURN: { CFontRenderer fontOfInput = mExtraTexts[1].GetComponent <CFontRenderer>(); fontOfInput.mColor = mColorOfText; // Change to green when mouse-overed } break; case CONSOLE_EVENT.MINIGAME_FOUR_PLAYERS: { CFontRenderer fontOfInput = mExtraTexts[1].GetComponent <CFontRenderer>(); fontOfInput.mColor = mColorOfText; // Change to green when mouse-overed } break; } }
void Init() { if (!isInit) { isInit = true; defaultColor = SharpMocha.WHITE; defaultColor.a = alphaValue; greenColor = SharpMocha.GREEN; greenColor.a = alphaValue; redColor = SharpMocha.RED; redColor.a = alphaValue; GameObject controller = GameObject.GetGameObjectByName(Common.prefix + "PuzzleRoom3", false); if (controller != null) { controllerScript = GetScript <DeathPanelController>(controller); } else { Logger.Log("Unable to find DeathPanelController"); } GameObject obj = Common.GetChildByName(gameObject, Common.prefix + "DeathPanelScreen"); screen = obj.RequireComponent <CForwardRenderer>(); obj = Common.GetChildByName(gameObject, Common.prefix + "DeathPanelText"); numberText = obj.RequireComponent <CFontRenderer>(); } }
void Init() { if (hasInit == true) { return; } //we assume on first update that the editor subsystem is valid GameObject tooltip = GameObject.From(ObjectFactory.getInstance().MakeNewGameObject("EditorMouseTooltip", EditorSubsystem.getInstance().GetEditorState(), true)); mouseTooltipText = tooltip.RequireComponent <CFontRenderer>(); mouseTooltipText.mPerspective = false; mouseTooltipText.mFontSize = 12; GameObject status = GameObject.From(ObjectFactory.getInstance().MakeNewGameObject("EditorStatusTooltip", EditorSubsystem.getInstance().GetEditorState(), true)); editorStatusText = status.RequireComponent <CFontRenderer>(); editorStatusText.mPerspective = false; editorStatusText.mFontSize = 25; editorStatusText.mFontScale = 0.5f; hasInit = true; //first time script reload when editor in progress MochaScriptSystem.ScriptSubsystemManaged.getInstance().Reload(); }
public static CFontRenderer GetMenuVolumeFont() { if (volumeFont == null) { GameObject obj = GameObject.GetGameObjectByName(prefix + "VolumeText"); volumeFont = obj.RequireComponent <CFontRenderer>(); } return(volumeFont); }
public CFontRenderer GetSubtitleFont() { if (subtitle == null) { subtitle = GameObject.GetGameObjectByName(subtitleName).RequireComponent <CFontRenderer>(); subtitle.setEnabled(false); } return(subtitle); }
public void DoorMiniGameEvent(string newMsg, GameObject obj, bool isUnlocked) // Co-op mini-game { if (isUnlocked) { // If the door is unlocked, then game has ended. QueueMessage("<#0,1,0,1#>AAccess Granted. Door Opening...", 0.0f, true, true); ResetToDefaultState(); } else { savedObject = obj; if (currEvent != CONSOLE_EVENT.DOOR_MINIGAME_TURN) // First time trigger into minigame { ChangeHeader("DOOR SYSTEM:"); QueueMessage("Door Access Requested.", 0.0f, false, true); QueueMessage("Unlock Sequence Initiating...\\n<#1,1,0,1#>Yellow " + Common.ConvertColorToStringTag(mColorOfText) + "external input required.", 0.6f, true, false); currEvent = CONSOLE_EVENT.DOOR_MINIGAME_TURN; // Create game screen column itself GameObject headerText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText); Vector3 headerPos = mCenterPosForText; headerPos.X += 2.4f; headerPos.Y += 1.0f; headerText.transform.SetPosition(headerPos); CFontRenderer headerTextFont = headerText.GetComponent <CFontRenderer>(); headerTextFont.mText = newMsg; headerTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.CENTER_JUSTIFIED; headerTextFont.mNewlineSpacing = 1.5f; // Create "Input ..." feedback at the btm GameObject btmText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText); Vector3 btmPos = mCenterPosForText; btmPos.X = headerPos.X; btmPos.Y -= 1.0f; btmText.transform.SetPosition(btmPos); CFontRenderer btmTextFont = btmText.GetComponent <CFontRenderer>(); btmTextFont.mText = "Touch to enter your input"; btmTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.CENTER_JUSTIFIED; btmTextFont.mFontScale = 0.002f; // Create divider GameObject dottedLine = CreateDividerText(); mExtraTexts.Add(headerText); mExtraTexts.Add(btmText); mExtraTexts.Add(dottedLine); } else { CFontRenderer headerTextFont = mExtraTexts[0].GetComponent <CFontRenderer>(); headerTextFont.mText = newMsg; // Update the main game column } } }
public override void OnMouseOver() { CFontRenderer sub = GetSubtitleFont(); if (!sub.isEnabled()) { sub.setEnabled(true); sub.mText = "Spin!"; } }
public override void OnMouseOver() { CFontRenderer sub = GetSubtitleFont(); if (!sub.isEnabled()) { sub.setEnabled(true); sub.mText = "Click Drag to Look Around"; } }
public override void OnMouseOver() { if (foundCar) { CFontRenderer sub = GetSubtitleFont(); if (!sub.isEnabled()) { sub.setEnabled(true); sub.mText = "Click Drag to Move RC Car"; } } }
public void OnStart() { sound = gameObject.RequireComponent <CSound>(); consoleText = Common.GetSurveillancePlayerConsoleText().RequireComponent <CFontRenderer>(); // consoleText.mFontSize = 60; // consoleText.mFontScale = 0.0024f; mBlinkingTimer = 0.0f; consoleText.mText = ""; firstLineTextToDisplay = ""; btmTextToDisplay = ""; playerMouse = GetScript <Mouse>(Common.GetStealthPlayerMouse()); player = Common.GetStealthPlayer(); mBlinkingLight = GetScript <OcuConsoleBlinkingLight>(Common.GetConsoleBlinkingLight()); mCenterPosForText = Common.GetConsoleCam().transform.position; // console: -10, 25 mCenterPosForText.Z = consoleText.gameObject.transform.position.z; mExtraTexts = new List <GameObject>(); if (mColorOfText == null || mColorOfText.Comp(SharpMocha.BLACK)) { mColorOfText = mDColorOfText; } mHeaderTextObj = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText); mHeaderTextObj.SetName("ConsoleHeaderText"); Vector3 headerPos = mCenterPosForText; headerPos.X -= 3.3f; //-13.40, 26.8 headerPos.Y += 1.8f; mHeaderTextObj.transform.SetPosition(headerPos); mHeaderFont = mHeaderTextObj.GetComponent <CFontRenderer>(); mHeaderFont.mText = ""; mHeaderFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.LEFT_JUSTIFIED; ChangeHeader(defaultHeaderText); mNextMessageTimer = 0.0f; mMessageQueue = new LinkedList <Tuple <String, float, bool> >(); QueueMessage("System Initializing...", 0.0f, false, false); QueueMessage("Enabling Camera Systems.", 0.7f, false, false); QueueMessage("Enabling Map Systems.", 0.4f, false, false); QueueMessage("Enabling Door Security Systems.", 0.3f, false, false); QueueMessage("System Ready.", 0.7f, false, false); mTextToDisplay.AddFirst("> "); UpdateConsoleTextFromQueue(); hasConsoleTextChanged = 0; }
GameObject CreateDividerText() { GameObject dottedLine = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText); Vector3 headerPos = mCenterPosForText; headerPos.X += 0.8f; headerPos.Y += 1.6f; dottedLine.transform.SetPosition(headerPos); CFontRenderer dottedLineTextFont = dottedLine.GetComponent <CFontRenderer>(); dottedLineTextFont.mText = "|\\n|\\n|\\n|\\n|\\n|\\n|\\n|\\n|\\n|\\n|"; dottedLineTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.CENTER_JUSTIFIED; dottedLineTextFont.mNewlineSpacing = 1.5f; return(dottedLine); }
public static void Reset() { isPaused = false; isOptions = false; pauseScreen = null; pauseScreenScript = null; stealth_player = null; stealthPlayerScript = null; stealthPlayerMesh = null; stealthPlayerCamera = null; stealthPlayerCamScript = null; stealthPlayerMouse = null; surveillancePlayerCam = null; surveillancePlayerStaticCameraCam = null; cameraCamScript = null; surveillancePlayerMouse = null; surveillancePlayerConsoleScreen = null; consoleScreenScript = null; surveillancePlayerConsoleText = null; surveillancePlayerConsoleCam = null; surveillancePlayerConsoleBlinkingLight = null; stealthPlayerFadeScreen = null; stickCam = null; stickCamInMap = null; stickCamInMapArea = null; stickyCamScript = null; camInMapSelector = null; noiseStatic = null; rcCar = null; rcCarCam = null; rcCarCamInMap = null; rcCarJoystick = null; camInMap = null; camInMapArea = null; camInWorld = null; cameraScreen = null; mapScreen = null; pauseOptionsScreen = null; fullscreenX = null; muteX = null; volumeFont = null; }
public override void OnMouseOver() { if (isActive) { camInMapSelector.setEnabled(true); Vector3 camDir = ocuCam.transform.GetForwardVector(); // Move it infront of the camInMap Icon camInMapSelector.gameObject.transform.SetPosition( (Vector3)camInMapIcon.transform.position - camDir * 0.001f); CFontRenderer sub = GetSubtitleFont(); if (!sub.isEnabled()) { sub.setEnabled(true); sub.mText = "Click to Switch Camera"; } } }
public override void OnMouseOverOff() { GetSubtitleFont().setEnabled(false); switch (currEvent) { case CONSOLE_EVENT.DOOR_MINIGAME_TURN: { CFontRenderer fontOfInput = mExtraTexts[1].GetComponent <CFontRenderer>(); fontOfInput.mColor = SharpMocha.WHITE; // Return to normal color } break; case CONSOLE_EVENT.MINIGAME_FOUR_PLAYERS: { CFontRenderer fontOfInput = mExtraTexts[1].GetComponent <CFontRenderer>(); fontOfInput.mColor = SharpMocha.WHITE; // Return to normal color } break; } }
public void OnStart() { sound = gameObject.RequireComponent <CSound>(); pinPadDisplay = gameObject.RequireComponent <CFontRenderer>(); pinPadDisplay.mText = "---"; pinPadDisplayBg = gameObject.transform.GetParent().gameObject.RequireComponent <CMeshRenderer>(); baseDisplayColor = pinPadDisplayBg.GetMaterial().GetColor(); GameObject door = GameObject.GetGameObjectByName(doorName); if (door != null) { doorScript = GetScript <DoorMain>(door); } // doorTop = GameObject.GetGameObjectByName(doorBtmName); // doorBtm = GameObject.GetGameObjectByName(doorTopName); playerMouse = GetScript <Mouse>(Common.GetStealthPlayerMouse()); player = Common.GetStealthPlayer(); playerScript = GetScript <FirstPersonPlayer>(player); }
void UpdateEvent(float dt) { switch (currEvent) { case CONSOLE_EVENT.BOOBY_TRAP: { CFontRenderer alertTextFont = mExtraTexts[0].GetComponent <CFontRenderer>(); if (eventState == 0) // waiting for codes to show { eventTimer -= dt; if (eventTimer <= 0.0f) { eventState = 1; // Show the countdown timer eventTimer = 100.0f; alertTextFont.setEnabled(true); } } else if (eventState == 1) { eventTimer -= dt; if (eventTimer <= 0.0f) { eventState = 2; eventTimer = 0.0f; BoobyTrapDeactivatorController boobyTrapScript = GetScript <BoobyTrapDeactivatorController>(savedObject, false); if (boobyTrapScript != null) { boobyTrapScript.TimeIsUp(); } QueueMessage("Lockdown is in effect.\\n<#1,0,0,1#>Now cleansing Terminal 2 of organic matter.", 0.0f, true, true); } alertTextFont.mText = "Lockdown in\\n<#1,0,0,1#>" + eventTimer.ToString("0.00"); // 2 decimal places } } break; } }
public void OnStart() { fontComp = gameObject.RequireComponent <CFontRenderer>(); }
public void OnStart() { font = gameObject.RequireComponent <CFontRenderer>(); text = "[live] recording..."; }
public void MiniGameFourPlayerEvent(string gameString, string seqText, int buttonIndex, GameObject buttonObj, int currHeight, bool isUnlocked) { if (isUnlocked) { // If the door is unlocked, then game has ended. QueueMessage("Access Granted. Door Opening...", 0.0f, false, true); ResetToDefaultState(); } else { if (currEvent != CONSOLE_EVENT.MINIGAME_FOUR_PLAYERS) // First time trigger into minigame { GameObject pz3room = GameObject.GetGameObjectByName("TrapSequenceRoom2"); PuzzleBEnvironmentController pz3ScaryScript = GetScript <PuzzleBEnvironmentController>(pz3room); pz3ScaryScript.activated = true; savedObject = buttonObj; // Save the last pressed button, so surveillance player can input into that button ChangeHeader("DOOR SYSTEM:"); QueueMessage("Door Access Requested. \\nUnlock Sequence Initiating...", 0.0f, false, true); QueueMessage("<#1,1,0,1#>Yellow " + Common.ConvertColorToStringTag(mColorOfText) + "external input required.", 0.6f, true, false); currEvent = CONSOLE_EVENT.MINIGAME_FOUR_PLAYERS; GameObject sequenceText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText); Vector3 sequencePos = mCenterPosForText; sequencePos.X += 2.4f; sequencePos.Y += 1.5f; sequenceText.transform.SetPosition(sequencePos); CFontRenderer sequenceTextFont = sequenceText.GetComponent <CFontRenderer>(); sequenceTextFont.mText = "Code Sequence: \\n3A - 6C - 5D - 3B"; sequenceTextFont.mFontScale = 0.0032f; sequenceTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.CENTER_JUSTIFIED; sequenceTextFont.mNewlineSpacing = 1.1f; GameObject currButtonText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText); Vector3 currButtonPos = sequencePos; currButtonPos.X += 0.4f; currButtonPos.Y -= 0.7f; currButtonText.transform.SetPosition(currButtonPos); CFontRenderer currButtonTextFont = currButtonText.GetComponent <CFontRenderer>(); //currButtonTextFont.mText = "Sequence A: "; currButtonTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.RIGHT_JUSTIFIED; currButtonTextFont.mNewlineSpacing = 1.1f; // Create game screen column itself GameObject headerText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText); Vector3 headerPos = currButtonPos; headerPos.X += 0.05f; headerText.transform.SetPosition(headerPos); CFontRenderer headerTextFont = headerText.GetComponent <CFontRenderer>(); headerTextFont.mFontScale = 0.003f; headerTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.LEFT_JUSTIFIED; headerTextFont.mNewlineSpacing = 1.5f; // Create "Input ..." feedback at the btm GameObject btmText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText); Vector3 btmPos = sequencePos; btmPos.Y = headerPos.Y - 2.0f; btmText.transform.SetPosition(btmPos); CFontRenderer btmTextFont = btmText.GetComponent <CFontRenderer>(); btmTextFont.mText = "Touch to enter your input"; btmTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.CENTER_JUSTIFIED; btmTextFont.mFontScale = 0.002f; // Create divider GameObject dottedLine = CreateDividerText(); mExtraTexts.Add(headerText); mExtraTexts.Add(btmText); mExtraTexts.Add(dottedLine); mExtraTexts.Add(sequenceText); mExtraTexts.Add(currButtonText); } // Update minigame based on what is keyed in CFontRenderer textFont = mExtraTexts[0].GetComponent <CFontRenderer>(); textFont.mText = gameString; // Update the main game column textFont = mExtraTexts[4].GetComponent <CFontRenderer>(); // the current button text CFontRenderer headerSeqFont = mExtraTexts[3].GetComponent <CFontRenderer>(); if (buttonIndex == -1) { textFont.mText = seqText; string headerSeqText = "Code Sequence: \\n3A - 6C - 5D - 3B"; headerSeqFont.mText = headerSeqText; // Reset code sequence coloring when got it wrong } else { string headerSeqText = ""; bool toChangeText = false; switch (buttonIndex) { case 0: // A is done if (currHeight == 3) { toChangeText = true; headerSeqText = "Code Sequence: \\n<#0,1,0,1#>3A<#1,1,1,1#> - 6C - 5D - 3B"; } break; case 2: // C is done if (currHeight == 6) { toChangeText = true; headerSeqText = "Code Sequence: \\n<#0,1,0,1#>3A - 6C<#1,1,1,1#> - 5D - 3B"; } break; case 3: // D is done if (currHeight == 5) { toChangeText = true; headerSeqText = "Code Sequence: \\n<#0,1,0,1#>3A - 6C - 5D<#1,1,1,1#> - 3B"; } break; case 1: // B is done if (currHeight == 3) { toChangeText = true; headerSeqText = "Code Sequence: \\n<#0,1,0,1#>3A - 6C - 5D - 3B"; } break; } if (toChangeText) { headerSeqFont.mText = headerSeqText; } textFont.mText = "Sequence " + seqText + ": "; } eventState2 = currHeight; eventState = buttonIndex; } }
public void BoobyTrapEvent(int numberCode, GameObject obj, bool isDeactivated) // pass in -1 to reset { if (isDeactivated) // End of trap { QueueMessage("Override successful. Lockdown deactivated.", 0.0f, false, true); QueueMessage("Laboratory access granted.", 1.6f, false, false); ResetToDefaultState(); } else // Start { if (currEvent != CONSOLE_EVENT.BOOBY_TRAP) // First time trigger into booby trap { savedObject = obj; eventTimer = 5.0f; eventState = 0; ChangeHeader("Lockdown System:"); QueueMessage("Intruder detected! Lockdown initiated.", 0.0f, false, true); QueueMessage("Override codes:\\n20, 43, 55, 82, 13, 59, 94, 35, 11", 0.6f, false, false); currEvent = CONSOLE_EVENT.BOOBY_TRAP; // Create an alert screen GameObject alertText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText); Vector3 alertPos = mCenterPosForText; alertPos.X += 2.4f; alertPos.Y += 1.5f; alertText.transform.SetPosition(alertPos); CFontRenderer alertTextFont = alertText.GetComponent <CFontRenderer>(); alertTextFont.mText = ""; alertTextFont.mFontScale = 0.0032f; alertTextFont.mNewlineSpacing = 1.1f; alertTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.CENTER_JUSTIFIED; alertTextFont.setEnabled(false); // Create game screen column itself GameObject headerText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText); Vector3 headerPos = mCenterPosForText; headerPos.X += 2.4f; headerPos.Y += 0.6f; headerText.transform.SetPosition(headerPos); CFontRenderer headerTextFont = headerText.GetComponent <CFontRenderer>(); headerTextFont.mText = "Code: "; headerTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.RIGHT_JUSTIFIED; // Create "Input ..." feedback at the btm GameObject btmText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText); Vector3 btmPos = headerPos; btmText.transform.SetPosition(btmPos); CFontRenderer btmTextFont = btmText.GetComponent <CFontRenderer>(); btmTextFont.mText = "__\\n__\\n__\\n__"; btmTextFont.mFontScale = 0.003f; btmTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.LEFT_JUSTIFIED; btmTextFont.mNewlineSpacing = 1.5f; // Create divider GameObject dottedLine = CreateDividerText(); mExtraTexts.Add(alertText); mExtraTexts.Add(headerText); mExtraTexts.Add(btmText); mExtraTexts.Add(dottedLine); } else { CFontRenderer btmTextFont = mExtraTexts[2].GetComponent <CFontRenderer>(); if (numberCode < 0) // Clear the screen back to __ { btmTextFont.mText = "__\\n__\\n__\\n__"; } else // Add another correct number { int indexToInsert = btmTextFont.mText.IndexOf("__"); if (indexToInsert >= 0) { string newString = btmTextFont.mText.Remove(indexToInsert, 2); btmTextFont.mText = newString.Insert(indexToInsert, "<#0,1,0,1#>" + numberCode.ToString() + "<#1,1,1,1#>"); } } } } // End of if in activated state }