Ejemplo n.º 1
0
	public void UpdateInstructionSize(bool isSelected, CharacterIndex charIndex){
		//_instructionList[(int)charIndex].sprite = _instructionSpriteList[(int)instructionState];
		if(isSelected){
			IncreaseInstructionSize(charIndex);
		}else{
			ResetInstructionSize(charIndex);
		}
	}
Ejemplo n.º 2
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    public CharacterIndex[] available_choices(CharacterIndex age)
    {
        List <CharacterIndex> r = new List <CharacterIndex>();

        foreach (CharacterIndex e in age.get_neighbors())
        {
            if (mManager.mMetaManager.UnlockManager.is_unlocked(e) == 1)
            {
                r.Add(e);
            }
        }
        return(r.ToArray());
    }
Ejemplo n.º 3
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    public PerformanceStats(CharacterIndex aChar)
    {
        Stats           = new CharacterStats();
        Stats.Character = aChar;

        Finished  = false;
        DeathTime = -1;

        //PerformanceGraph = new PerformanceGraphObject(11);

        mScore = new List <TimeScorePair>();
        update_score(0, 0);        //this is a dummy point
    }
Ejemplo n.º 4
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        public static void FF9Abil_SetEnableSA(CharacterIndex characterIndex, Int32 abil_id, Boolean enable)
        {
            UInt32[] numArray = FF9StateSystem.Common.FF9.player[characterIndex].sa;
            Int32    num      = abil_id - 192;

            if (enable)
            {
                numArray[num >> 5] |= (UInt32)(1 << num);
            }
            else
            {
                numArray[num >> 5] &= (UInt32) ~(1 << num);
            }
        }
Ejemplo n.º 5
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 public void Create(int userId, string name, CharacterClasses characterClass, CharacterIndex characterIndex)
 {
     using (var db = databaseConnectionProvider.GetDbConnection())
     {
         var user = new CharactersTableDefinition
         {
             UserId         = userId,
             Name           = name,
             CharacterType  = characterClass.ToString(),
             CharacterIndex = (byte)characterIndex
         };
         db.Insert(user);
     }
 }
Ejemplo n.º 6
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    //functions for AuthoringGuiBehaviour to call
    public void load_char_from_folder(CharacterIndex aChar, int aDiff)
    {
        var aFolder = "POSETEST/" + aChar.StringIdentifier + "_" + aDiff;

        //string[] dirs = System.IO.Directory.GetDirectories("POSETEST");
        //string dir = System.IO.Directory.GetDirectories("POSETEST").FirstOrDefault(e => e == aFolder);
        //if(dir != null && dir != "")
        if (System.IO.Directory.Exists(aFolder))
        {
            set_pose_animation(PoseAnimation.load_from_folder(aFolder), aDiff);
        }
        else
        {
            Gui.ErrorMessage = "ERROR: poses do not exist for " + aChar.StringIdentifier + " diff " + aDiff;
        }
    }
    public CharacterLoader get_mini_character(CharacterIndex aIndex)
    {
        using (mMiniCharLock)
            return(mMiniCharacters[aIndex]);

        /*
         * if(mMiniCharacters[aIndex] == null)
         * {
         *      CharacterTextureBehaviour ctb = (GameObject.Instantiate(mManager.mMenuReferences.miniMan) as  GameObject).GetComponent<CharacterTextureBehaviour>();
         *      return new FlatBodyObject(ctb,aDepth);
         *      GameObject.Destroy(ctb.gameObject);
         * }
         * else
         *      return new FlatBodyObject(mMiniCharacters[aIndex],aDepth);
         */
    }
Ejemplo n.º 8
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    public FlatUnlockIcon(CharacterIndex aChar, bool big, int aDepth)
    {
        var bgImage  = ManagerManager.Manager.mCharacterBundleManager.get_image(big?"UNLOCKABLES_BOX_BIG" : "UNLOCKABLES_BOX_SMALL");
        var charIcon = ManagerManager.Manager.mCharacterBundleManager.get_image("ICON_" + aChar.StringIdentifier);

        background = new FlatElementImage(bgImage.Image, bgImage.Data.Size, aDepth);
        icon       = new FlatElementImage(charIcon.Image, charIcon.Data.Size, aDepth + 1);
        name       = new FlatElementText(ManagerManager.Manager.mNewRef.genericFont, 50, FlatElementText.convert_to_multiline(1, aChar.ShortName.ToUpper()), aDepth + 1);

        mElements.Add(new FlatElementMultiBase.ElementOffset(background, new Vector3(0, 0, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(icon, new Vector3(0, 20, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(name, new Vector3(0, -200, 0)));

        PrimaryGameObject = create_primary_from_elements();
        Depth             = aDepth;
    }
Ejemplo n.º 9
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 public void write_poses_to_folder(CharacterIndex aChar, int aDiff)
 {
     if (mCurrentPoseAnimation != null && mCurrentPoseAnimation.poses.Count > 0)
     {
         var dirName = "POSETEST/" + aChar.StringIdentifier + "_" + aDiff;
         if (System.IO.Directory.Exists(dirName))
         {
             System.IO.Directory.Delete(dirName, true);
         }
         System.IO.Directory.CreateDirectory(dirName);
         mCurrentPoseAnimation.save_to_folder(aChar.StringIdentifier + "_" + aDiff, "POSETEST/" + aChar.StringIdentifier + "_" + aDiff);
     }
     else
     {
         Gui.ErrorMessage = "ERROR: trying to save when there are no poses OR when poses are hidden.";
     }
 }
Ejemplo n.º 10
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    //TODO move to sunset
    //this gets called after choosing
    //this also gets called when you die/finish the game
    //also called when you get to age 110
    public void transition_to_TRANSITION_play(CharacterIndex aNextCharacter)
    {
        float gDiffDisplayDur = 4f;


        GS = NormalPlayGameState.TRANSITION;

        //TODO maybe play a sound "Too Easy" "Ok" "Hard" "That's Impossible!!"
        var diffPhrases = new string[] { GameStrings.GetString("MNPdiff1"),
                                         GameStrings.GetString("MNPdiff2"),
                                         GameStrings.GetString("MNPdiff3"),
                                         GameStrings.GetString("MNPdiff4") };

        TED.add_event(
            aNextCharacter.LevelIndex < 7             //if not grave or age 110
                        ?
            mSunsetManager.low_skippable_text_bubble_event(diffPhrases [NGM.CharacterHelper.Characters [aNextCharacter].Difficulty], gDiffDisplayDur)
                        :
            delegate(float aTime){ return(true); }
            ).then_one_shot(
            delegate()
        {
            if (aNextCharacter != CharacterIndex.sGrave)
            {
                mManager.mAssetLoader.new_load_character(aNextCharacter.StringIdentifier, mManager.mCharacterBundleManager);
            }
            else
            {
                //This can probably stay here
                //we just died, so add the last character we just played and set the sun
                //normally this will get called right after you make a choice but if we're here that meeans we didn't make a choice because we died
                mSunsetManager.add_character(NGM.CurrentCharacterLoader.Character, !CurrentPerformanceStat.BadPerformance, false);
                mSunsetManager.set_sun();
                slide_image(mFlatCamera, null, mSunsetImage, false, false);

                if (NGM.CurrentCharacterIndex == CharacterIndex.sOneHundred)
                {
                    mSunsetManager.ShowBackground = false;
                }

                transition_to_GRAVE();
            }
        }
            );
    }
Ejemplo n.º 11
0
    public CharacterIconObject(CharacterIndex aIndex, int aDepth)
    {
        //NOTE these assets were removed since this class is no longer being used.
        //mBackground = new FlatElementImage(ManagerManager.Manager.mNewRef.pbCharacterIconBackground,aDepth);
        //mDifficultyStars = new DifficultyObject(ManagerManager.Manager.mNewRef.uiPerfectStar,aDepth+1);
        mIcon = new FlatElementImage(null, aDepth + 3);
        if (aIndex.LevelIndex != -1)
        {
            var loaded = ManagerManager.Manager.mCharacterBundleManager.get_image("BOX_" + aIndex.StringIdentifier);
            mIcon.set_new_texture(loaded.Image, null);           //loaded.Data.Size);
        }

        //TODO delete

        /*
         * if(aIcon == null)
         * {
         *      CharacterTextureBehaviour ctb = (GameObject.Instantiate(ManagerManager.Manager.mReferences.mMiniChar) as  GameObject).GetComponent<CharacterTextureBehaviour>();
         *      mBody =  new FlatBodyObject(ctb,aDepth);
         *      GameObject.Destroy(ctb.gameObject);
         * }
         * else
         *      mBody =  new FlatBodyObject(aIcon,aDepth+3);
         * mBody.HardShader = ManagerManager.Manager.mReferences.mMiniCharacterShader;
         */



        //mBodyOffset = mDifficultyStars.mImageElements[0].BoundingBox.width/2 + 5;
        //float starOffset = mBackground.BoundingBox.width/2+5;

        //float starOffset = 0;
        mBodyOffset = 0;
        //mElements.Add(new ElementOffset(mDifficultyStars, new Vector3(-starOffset,-70,0)));
        mElements.Add(new ElementOffset(mBackground, new Vector3(mBodyOffset, 0, 0)));
        mElements.Add(new ElementOffset(mIcon, new Vector3(mBodyOffset, 20, 0)));
        //mElements.Add(new ElementOffset(mBody, new Vector3(mBodyOffset,0,0)));


        PrimaryGameObject = create_primary_from_elements();
        Depth             = aDepth;

        set_perfectness(0);
    }
Ejemplo n.º 12
0
    public bool go_to_play()
    {
        mManager.mMusicManager.fade_out_extra_music();

        //cheap hack
        var            choices   = mManager.mMetaManager.UnlockManager.get_unlocked_characters_at_level(1);
        CharacterIndex charIndex = Input.GetKeyDown(KeyCode.Alpha9) ? choices[Random.Range(0, choices.Count)] : CharacterIndex.sFetus;

        if (Input.GetKeyDown(KeyCode.Alpha9))
        {
            GameConstants.numberRetries = 0;
            GameConstants.transitionToChoiceDelayTime = 0;
            GameConstants.preplayTime = 0;
        }

        mManager.mGameManager.start_game(charIndex);

        return(true);
    }
Ejemplo n.º 13
0
    private static void FF9Play_UpdateSA(PLAYER play)
    {
        CharacterIndex characterIndex = play.Index;

        play.cur.capa = play.max.capa;
        for (Int32 index = 0; index < 64; ++index)
        {
            if (ff9abil.FF9Abil_GetEnableSA(characterIndex, 192 + index))
            {
                if (play.cur.capa >= ff9abil._FF9Abil_SaData[index].GemsCount)
                {
                    play.cur.capa -= ff9abil._FF9Abil_SaData[index].GemsCount;
                }
                else
                {
                    ff9abil.FF9Abil_SetEnableSA(characterIndex, 192 + index, false);
                }
            }
        }
    }
Ejemplo n.º 14
0
    public void announce_unlock(CharacterIndex aChar, UnlockRequirements.UnlockData aData)
    {
        float gDisplayTime = 5;

        FlatUnlockBadge badge = new FlatUnlockBadge(aChar, aData, 30);

        badge.HardPosition = mSunset.mFlatCamera.get_point(Vector3.zero) + new Vector3(0, 2000, 0);
        badge.SoftPosition = mSunset.mFlatCamera.get_point(Vector3.zero);
        mElement.Add(badge);

        TED.add_one_shot_event(
            delegate() {
            badge.SoftPosition = badge.SoftPosition + new Vector3(0, -2000, 0);
        }
            , gDisplayTime).then_one_shot(
            delegate(){
            mElement.Remove(badge);
            badge.destroy();
        }
            , 1.5f);
    }
Ejemplo n.º 15
0
    public FlatUnlockBadge(CharacterIndex aChar, UnlockRequirements.UnlockData aData, int aDepth)
    {
        var unlockfont = ManagerManager.Manager.mNewRef.serifFont;
        var bgImage    = ManagerManager.Manager.mCharacterBundleManager.get_image("UNLOCKABLES_PLATE");

        background = new FlatElementImage(bgImage.Image, bgImage.Data.Size, aDepth);
        text1      = new FlatElementText(unlockfont, 120, "new lifestyle", aDepth + 1);
        text2      = new FlatElementText(unlockfont, 200, "UNLOCKED", aDepth + 1);
        mainIcon   = new FlatUnlockIcon(aChar, true, aDepth + 1);

        if (aData.Related.Length == 0)
        {
            text3 = new FlatElementText(unlockfont, 200, FlatElementText.convert_to_multiline_max(35, aData.Sentence), aDepth + 1);
        }
        else
        {
            text3 = new FlatElementText(unlockfont, 70, FlatElementText.convert_to_multiline_max(35, aData.Sentence), aDepth + 1);
        }

        mElements.Add(new FlatElementMultiBase.ElementOffset(background, new Vector3(0, 0, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(text1, new Vector3(0, 600, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(text2, new Vector3(0, 450, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(mainIcon, new Vector3(0, 125, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(text3, new Vector3(0, -200, 0)));

        contributors = new FlatUnlockIcon[aData.Related.Length];
        Vector3 step  = new Vector3(-400, 0, 0);
        Vector3 start = (contributors.Length - 1) * (-step) / 2f + new Vector3(0, -700, 0);

        for (int i = 0; i < contributors.Length; i++)
        {
            contributors[i] = new FlatUnlockIcon(aData.Related[i], false, aDepth + 1);
            FlatUnlockIcon e = contributors[i];
            mElements.Add(new FlatElementMultiBase.ElementOffset(e, start + step * i));
        }

        PrimaryGameObject = create_primary_from_elements();
        Depth             = aDepth;
    }
    public PoseAnimation get_pose(CharacterIndex aIndex, int aDiff)
    {
        PoseAnimation r = new PoseAnimation();

        if (mPoses.ContainsKey(construct_pose_string(aIndex, aDiff, 1)))
        {
            for (int stage = 1; ; stage++)
            {
                string find = construct_pose_string(aIndex, aDiff, stage);
                if (mPoses.ContainsKey(find))
                {
                    r.poses.Add(mPoses[find]);
                }
                else
                {
                    break;
                }
            }
            return(r);
        }

        /*else if(aIndex.Choice > 0)
         * {
         *      Debug.Log ("grabbed fallback for " + construct_pose_string(aIndex,aDiff,1));
         *      CharacterIndex fallback = new CharacterIndex(aIndex.LevelIndex,aIndex.Choice-1);
         *      return get_pose(fallback,aDiff);
         * }*/
        else if (aIndex.LevelIndex > 1)
        {
            Debug.Log("grabbed fallback for " + construct_pose_string(aIndex, aDiff, 1));
            CharacterIndex fallback = new CharacterIndex(aIndex.LevelIndex - 1, aIndex.Choice);
            return(get_pose(fallback, aDiff));
        }
        else
        {
            r.poses.Add(mManager.mReferences.mCheapPose.to_pose());
            return(r);
        }
    }
Ejemplo n.º 17
0
    //returns amount of time this will take
    //TODO move all this stuff into ModeNormalPlay
    public TimedEventDistributor.TimedEventChain set_for_DEATH(CharacterIndex aChar)
    {
        //TODO switch to skippable bubbles here TY
        float gTextTime = 5;

        TimedEventDistributor.TimedEventChain chain = TED.empty_chain();

        if (aChar.LevelIndex == 7)
        {
        }
        else if (aChar.LevelIndex == 8)
        {
            chain = TED.add_one_shot_event(
                delegate()
            {
                add_timed_text_bubble(GameStrings.GetString("NIM2"), gTextTime);
            },
                0).then_one_shot( //dummy
                delegate(){}, gTextTime);
        }
        else
        {
            chain = TED.add_one_shot_event(
                delegate()
            {
                add_timed_text_bubble(GameStrings.GetString("NIM3", aChar.Age.ToString()), gTextTime);
            },
                1).then_one_shot(
                delegate()
            {
                //TODO pink bar animations
            }
                , gTextTime).then_one_shot(        //dummy
                delegate(){}, 0);
        }

        return(chain);
    }
Ejemplo n.º 18
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    public void start_game(CharacterIndex aChar)
    {
        //reset the scale in case we were in simian mode
        //GameConstants.SCALE = 1;

        if (mManager.mSimianMode)
        {
            Debug.Log("simian mode hehe");
            GS = GameState.SIMIAN;
            mModeSimian.initialize();
        }
        else if (GS != GameState.TEST)
        {
            GS = GameState.NORMAL;
            mModeNormalPlay.initialize_game_with_character(aChar);
        }
        else if (GS == GameState.TEST)
        {
            mManager.mAssetLoader.new_load_character(aChar.StringIdentifier, mManager.mCharacterBundleManager);
        }

        mManager.GameEventDistributor("START GAME", new object[] { GS });
    }
Ejemplo n.º 19
0
    public static CharacterId FF9Play_GetCharID2(CharacterIndex characterIndex, Boolean isSubCharacter)
    {
        Int32 index = characterIndex;

        if (index < CharacterIndex.Quina) // < 5
        {
            return(index);
        }

        if (index == CharacterIndex.Beatrix) // == 8
        {
            return(CharacterId.Beatrix);
        }

        if (index > CharacterIndex.Beatrix) // >> 8
        {
            throw new NotSupportedException(characterIndex.ToString());
        }

        // 5-7
        return(isSubCharacter
            ? index + 3 // Sub characters
            : index);   // Main characters
    }
Ejemplo n.º 20
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	void ResetInstructionSize(CharacterIndex charIndex){
		_instructionList[(int)charIndex].gameObject.transform.localScale = new Vector3(2f, 2f, 2f);
	}
 public CharacterStats get_character_stat(CharacterIndex aChar)
 {
     return(mCharacterHelper.Characters[aChar]);
 }
Ejemplo n.º 22
0
	public void UpdateInstruction(InstructionState instructionState, CharacterIndex charIndex){
		_instructionList[(int)charIndex].sprite = _instructionSpriteList[(int)instructionState];
	}
Ejemplo n.º 23
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	void IncreaseInstructionSize(CharacterIndex charIndex){
		_instructionList[(int)charIndex].gameObject.transform.localScale = new Vector3(2.5f, 2.5f, 2.5f);
	}