public override CommercialLevelUp OnCalculateCommercialLevelUp(CommercialLevelUp levelUp, int averageWealth, int landValue, ushort buildingID, Service service, SubService subService, Level currentLevel) { DifficultyManager d = Singleton <DifficultyManager> .instance; if (levelUp.landValueProgress != 0) { Level targetLevel; int target2 = d.CommercialTargetLandValue.GetValue(Level.Level2); int target3 = d.CommercialTargetLandValue.GetValue(Level.Level3); if (landValue < target2) { targetLevel = Level.Level1; levelUp.landValueProgress = 1 + (int)(15f * landValue / target2 + 0.49f); } else if (landValue < target3) { targetLevel = Level.Level2; levelUp.landValueProgress = 1 + (int)(15f * (landValue - target2) / (target3 - target2) + 0.49f); } else { targetLevel = Level.Level5; levelUp.landValueProgress = 1; } if (targetLevel < currentLevel) { levelUp.landValueProgress = 1; } else if (targetLevel > currentLevel) { levelUp.landValueProgress = 15; } if (targetLevel < levelUp.targetLevel) { levelUp.targetLevel = targetLevel; } } levelUp.landValueTooLow = false; if (currentLevel == Level.Level2) { if (landValue < d.CommercialTargetLandValue.GetTooLowValue(Level.Level2)) { levelUp.landValueTooLow = true; } } else if (currentLevel == Level.Level3) { if (landValue < d.CommercialTargetLandValue.GetTooLowValue(Level.Level3)) { levelUp.landValueTooLow = true; } } return(levelUp); }
public override OfficeLevelUp OnCalculateOfficeLevelUp(OfficeLevelUp levelUp, int averageEducation, int serviceScore, ushort buildingID, Service service, SubService subService, Level currentLevel) { DifficultyManager d = Singleton <DifficultyManager> .instance; if (levelUp.serviceProgress != 0) { Level targetLevel; int target2 = d.OfficeTargetScore.GetValue(Level.Level2); int target3 = d.OfficeTargetScore.GetValue(Level.Level3); if (serviceScore < target2) { targetLevel = Level.Level1; levelUp.serviceProgress = 1 + (int)(15f * serviceScore / target2 + 0.49f); } else if (serviceScore < target3) { targetLevel = Level.Level2; levelUp.serviceProgress = 1 + (int)(15f * (serviceScore - target2) / (target3 - target2) + 0.49f); } else { targetLevel = Level.Level5; levelUp.serviceProgress = 1; } if (targetLevel < currentLevel) { levelUp.serviceProgress = 1; } else if (targetLevel > currentLevel) { levelUp.serviceProgress = 15; } if (targetLevel < levelUp.targetLevel) { levelUp.targetLevel = targetLevel; } } levelUp.tooFewServices = false; if (currentLevel == Level.Level2) { if (serviceScore < d.OfficeTargetScore.GetTooLowValue(Level.Level2)) { levelUp.tooFewServices = true; } } else if (currentLevel == Level.Level3) { if (serviceScore < d.OfficeTargetScore.GetTooLowValue(Level.Level3)) { levelUp.tooFewServices = true; } } return(levelUp); }
public override int OnGetMaintenanceCost(int originalMaintenanceCost, Service service, SubService subService, Level level) { DifficultyManager d = Singleton <DifficultyManager> .instance; int multiplier; if (service == Service.Road) { multiplier = d.MaintenanceCostMultiplier_Road.Value; } else if (service == Service.PublicTransport) { multiplier = d.MaintenanceCostMultiplier_Public.Value; } else if (service == Service.Education || service == Service.Electricity || service == Service.FireDepartment || service == Service.Garbage || service == Service.HealthCare || service == Service.PoliceDepartment || service == Service.Water) { multiplier = d.MaintenanceCostMultiplier_Service.Value; } else { multiplier = d.MaintenanceCostMultiplier.Value; } return((int)(0.01f * originalMaintenanceCost * multiplier + 0.99f)); }
public void StartNextWave() { if (!waveInProgress) { wave++; waveInProgress = true; spawnCurrency = wave * waveMultiplier; spawnSpeed += spawnSpeedIncrease; cannotSpawn.Clear(); AudioManager.Play_Static("Trumpets"); float trueAmbushChance = 0; if (wave > 5) { trueAmbushChance = (DifficultyManager.difficultyLevel) * ambushChance; } if (trueAmbushChance > Random.value) { spawnPos = new Vector2(spawnBox.x, Random.Range(-spawnBox.y, spawnBox.y)); DifficultyManager.UpdateDifficulty(0.8f); } else { spawnPos = new Vector2(-spawnBox.x, 0); DifficultyManager.UpdateDifficulty(); } spawnChanceScript.UpdateSpawnChances(wave); StartCoroutine("SpawnWave"); } }
// Update is called once per frame void Update() { if (_onDifficultyScreen) { if (Utils.Clicked()) { int size = _results.Count; _ped.position = Utils.GetClickedPosition(); _raycaster.Raycast(_ped, _results); if (_results.Count > size) { Debug.Log("clicked : " + _results[size].gameObject.name); Button clicked = _results[size].gameObject.GetComponent <Button>(); if (clicked != null) { if (!clicked.IsInteractable()) { return; } if (DifficultyManager.isDifficultyValid(clicked.tag)) { DifficultyManager.PICKED_DIFFICULTY = clicked.tag; LoadGame(_selectedGame); } } } } } }
public void SpawnNextWave() { isSpawning = true; enemiesSpawned = 0; enemiesToSpawn = DifficultyManager.CalculateEnemiesToSpawn(); StartCoroutine(SpawnDelay()); }
public void LoadDifficultyScreen(int gameId) { _selectedGame = gameId; foreach (Button button in _difficultyButtons) { string difficulty = button.tag; Image icon = button.transform.GetChild(1).GetComponent <Image>(); if (DifficultyManager.isDifficultyUnlocked(difficulty, _selectedGame)) { button.interactable = true; icon.sprite = _unlockedSprite; } else { button.interactable = false; icon.sprite = _lockedSprite; } } if (gameId == DifficultyManager.ID_SIMON) { _tutoButton.interactable = true; } else { _tutoButton.interactable = false; } ShowLevelPicking(); }
public override void OnLevelLoaded(LoadMode mode) { EconomyManager em = Singleton <EconomyManager> .instance; DifficultyManager d = Singleton <DifficultyManager> .instance; if (mode == LoadMode.NewGame) { int moneyToAdd = (d.InitialMoney.Value - 70) * 100000; em.AddResource(EconomyManager.Resource.LoanAmount, moneyToAdd, ItemClass.Service.None, ItemClass.SubService.None, ItemClass.Level.None); } if (mode == LoadMode.NewGame || mode == LoadMode.LoadGame) { for (int i = 0; i < 3; i++) { EconomyManager.Bank bank = em.m_properties.m_banks[i]; EconomyManager.LoanInfo li = bank.m_loanOffers[0]; int newAmount = (int)Math.Round(li.m_amount * 0.01f * d.LoanMultiplier.Value); int newLength = (int)Math.Round(li.m_length * (1 + 0.01f * d.LoanMultiplier.Value) / 2f); // Halve the effect to prevent too long loan length. Helper.ValueChangedMessage(bank.m_bankName, "Loan amount", li.m_amount, newAmount); Helper.ValueChangedMessage(bank.m_bankName, "Loan length", li.m_length, newLength); li.m_amount = newAmount; li.m_length = newLength; bank.m_loanOffers[0] = li; em.m_properties.m_banks[i] = bank; } } Achievements.Update(); PrefabsManager.UpdatePrefabs(false); NetManager.UpdateSlopes(false); }
// Start is called before the first frame update public override void Start() { // set up difficulty mods DifficultyManager difficultyManager = DifficultyManager.instance; healthMax = healthMax * difficultyManager.getHealthMod(); moveSpeedX *= difficultyManager.getMoveSpeedMod(); moveSpeedY *= difficultyManager.getMoveSpeedMod(); fireDelay /= difficultyManager.getFiringSpeedMod(); fireDelayVariance /= difficultyManager.getFiringSpeedMod(); base.Start(); // randomize the firing timer fireTimer = Random.Range(0f, fireDelay) + Random.Range(-fireDelayVariance, fireDelayVariance); // randomize direction? if we want to if (randomizeStartDirection && Random.Range(0, 2) == 1) { moveSpeedX *= -1f; } // add the enemy to the game manager for tracking GameManager.instance.EnemySpawned(); }
void Start() { playerStats = GameObject.Find("Player").GetComponent <PlayerDataManager>(); collisionStats = GameObject.Find("CollisionDataManager").GetComponent <CollisionDataManager>(); player = GameObject.Find("Player"); difficultyManager = GameObject.Find("DifficultyManager").GetComponent <DifficultyManager> (); }
public void HandleBarrelHit(GameObject barrelObjHit) { HandleBarrelBeat(barrelObjHit); float rotationDuration = DifficultyManager.MoveDurationBasedOnDifficulty(); Barrel barrelObjHitBarrelScript = barrelObjHit.gameObject.GetComponent <Barrel>(); barrelObjHitBarrelScript.HoldPlayer(); int potentialNextBarrelIndex = barrels.IndexOf(barrelHolingPlayer) + 1; nextBarrel = potentialNextBarrelIndex < barrels.Count ? barrels[potentialNextBarrelIndex] : null; if (barrelsToJump > 0) { barrelObjHitBarrelScript.AutoFire(0.5f); barrelsToJump--; } else { MoveBehaviour barrelObjHitMoveBehaviour = barrelObjHit.gameObject.GetComponent <MoveBehaviour>(); barrelObjHitMoveBehaviour.Activate(); //barrel will only move after the move duration, witch is the rotation duration barrelObjHitMoveBehaviour.RotateToInitialAngle(rotationDuration); } if (nextBarrel) { FocusCameraOnBarrel(nextBarrel); } HandleBarrelsJumped(); }
void Start() { difficultyManager = new DifficultyManager(); new ServiceLocator (); ServiceLocator.addService<IProcessorFSM> (new ProcessorFSM ()); ServiceLocator.addService<IProcessorPatternConfiguration> (new ProcessorPatternConfigurator ()); ServiceLocator.addService<IBladeSectionDifficulty>(difficultyManager); levelData = new LevelData(); poolManager = new GameObjectPoolManager(); testSectionBuilderConfigurator = new SectionBuilderConfigurator(levelData) as ISectionBuilderConfiguration; testSectionBuilderSeclector = new SectionBuilderSelector(testSectionBuilderConfigurator, levelData) as ISectionBuilderSelection; SectionBuilderClear clearBuilder = new SectionBuilderClear(); SectionBuilderBlades bladesBuilder = new SectionBuilderBlades(levelData, poolManager); SectionBuilderProcessors processorsBuilder = new SectionBuilderProcessors (levelData, poolManager); testSectionBuilderSeclector.addSectionBuilder(clearBuilder); testSectionBuilderSeclector.addSectionBuilder(bladesBuilder); testSectionBuilderSeclector.addSectionBuilder(processorsBuilder); levelData.activeSectionBuilder = clearBuilder; testSectionDesigner = new SectionDesigner(testSectionBuilderSeclector, levelData) as ISectionDesigning; rowCleaner = new RowCleaner(poolManager); testLevelHandler = new LevelHandler(levelData, testSectionDesigner, rowCleaner); for (int i = 0; i < 50; ++i) { testLevelHandler.buildNewRow(); } }
// --> Init Random value using the selected difficulty public void initRandomValue() { GameObject tmpObj = GameObject.Find("Game_Manager"); if (tmpObj) { difficultyManager = tmpObj.GetComponent <DifficultyManager> (); } if (difficultyManager != null && carController != null && carController.playerNumber != 1) { //if(carController.playerNumber - 2 < 3){ carController.offsetSpeedDifficultyManager = difficultyManager.difficulties[PlayerPrefs.GetInt("DifficultyChoise")].addGlobalSpeedOffset[carController.playerNumber - 2]; successRate_BestTargetPos = difficultyManager.difficulties[PlayerPrefs.GetInt("DifficultyChoise")].waypointSuccesRate[carController.playerNumber - 2]; TargetPosMin = difficultyManager.difficulties[PlayerPrefs.GetInt("DifficultyChoise")].waypointMinTarget[carController.playerNumber - 2]; TargetPosMax = difficultyManager.difficulties[PlayerPrefs.GetInt("DifficultyChoise")].waypointMaxTarget[carController.playerNumber - 2]; successRate_BestOffsetSpeed = difficultyManager.difficulties[PlayerPrefs.GetInt("DifficultyChoise")].speedSuccesRate[carController.playerNumber - 2]; offsetSpeedMin = difficultyManager.difficulties[PlayerPrefs.GetInt("DifficultyChoise")].speedOffset[carController.playerNumber - 2]; successRate_BestOffsetRandomEulerAngle = difficultyManager.difficulties[PlayerPrefs.GetInt("DifficultyChoise")].rotationSuccesRate[carController.playerNumber - 2]; offsetRandomEulerAngleMin = difficultyManager.difficulties[PlayerPrefs.GetInt("DifficultyChoise")].rotationOffset[carController.playerNumber - 2]; F_RandomCarValues(); //} } }
private void Awake() { DifficultyManager = GetComponent<DifficultyManager>(); if(DifficultyManager == null) { throw new MissingComponentException("No DifficultyManager found"); } }
public override void OnLevelLoaded(LoadMode mode) { EconomyManager em = Singleton <EconomyManager> .instance; DifficultyManager d = Singleton <DifficultyManager> .instance; if (mode == LoadMode.NewGame) { int moneyToAdd = (d.InitialMoney.Value - 70) * 100000; em.AddResource(EconomyManager.Resource.LoanAmount, moneyToAdd, ItemClass.Service.None, ItemClass.SubService.None, ItemClass.Level.None); } if (mode == LoadMode.NewGame || mode == LoadMode.LoadGame) { for (int i = 0; i < 3; i++) { EconomyManager.Bank bank = em.m_properties.m_banks[i]; EconomyManager.LoanInfo li = bank.m_loanOffers[0]; li.m_amount = (int)Math.Round(0.01f * li.m_amount * d.LoanMultiplier.Value); li.m_length = (int)Math.Round(0.01f * li.m_length * d.LoanMultiplier.Value); bank.m_loanOffers[0] = li; em.m_properties.m_banks[i] = bank; //DebugOutputPanel.AddMessage(PluginManager.MessageType.Message, bank.m_bankName); } } Achievements.Update(); PrefabsManager.UpdatePrefabs(false); }
public void SetWord(string newWord) { latestAskDuration = DifficultyManager.GetAskDuration(); TimeRemainingOnAsk = latestAskDuration; CurrentWord = newWord.Trim(); WorkDone = 0; }
private void Awake() { if (instance == null) { instance = this; } }
private void OnGameplayFadeOutCallback() { bgMng.StartBackground(); videoAlreadyWhatched = false; DifficultyManager.StartGame(); int firstGame = PlayerPrefs.GetInt("Tutorial", 0); if (firstGame == 0) { readInput = false; isTutorial = true; tutorialTimes++; gameplayPanel.EnableTutorialPanel(true); spawnCtrl.StartSpawn(ShapeController.GetShapeByIndex(ShapeController.GetCurrentShapeIndex() - 1)); CoroutineController.StartRoutine(StartTutotrial, 6.5f); } else { spawnCtrl.StartSpawn(); readInput = true; isTutorial = false; } startState = true; }
public void RestartGame() { EndGame(); barrelsBeat = initialBarrelsBeat; player.SetActive(true); player.GetComponent <Player>().ResetRB2DForcesAndGravity(); DifficultyManager.UpdateDifficulty(); for (int i = 0; i < INITIAL_BARRELS; i++) { BarrelGenerator.inst.GenerateBarrel(DifficultyManager.currentDifficulty); initialBarrelsSpawned++; DifficultyManager.UpdateDifficulty(); } barrels[0].GetComponent <Barrel>().HoldPlayer(); barrels[0].GetComponent <MoveBehaviour>().Activate(); nextBarrel = barrels[1]; mainCameraScript.target = barrelHolingPlayer.transform; mainCameraScript.fixedYPosition = barrelHolingPlayer.transform.position.y; gameplayIsRunning = true; StartCoroutine(RestartIfPlayerDies()); StartCoroutine(DestroyBarrelsInExcess()); }
private void Awake() { pointTimerStore = pointTimer; healthStore = health; difficultyManager = FindObjectOfType <DifficultyManager>(); }
public void OnTriggerEnter2D(Collider2D other) { if (other.tag == "projectile") { takeDamage(2 * DifficultyManager.getAttackMultiplier()); //Destroy(other.gameObject); } }
private void OnCollisionStay2D(Collision2D other) { if (other.gameObject.name == "Player" && m_GhostState != GhostState.Inactive) { // Debug.Log("m_GhostState="+ m_GhostState); other.gameObject.GetComponent <Player>().takeDamage(attackPower * DifficultyManager.getAttackMultiplier()); } }
void Awake() { lineSpawner = GameObject.FindGameObjectWithTag("LineSpawner").GetComponent <CubeSpawner>(); musicManager = GameObject.FindGameObjectWithTag("MusicManager").GetComponent <MusicManager>(); scoreManager = GameObject.FindGameObjectWithTag("ScoreManager").GetComponent <ScoreManager>(); difficultyManager = GameObject.FindGameObjectWithTag("DifficultyManager").GetComponent <DifficultyManager>(); playerController = GameObject.Find("Player").GetComponent <PlayerController>(); }
// If user wants to quit using Task Manager. private void OnApplicationPause(bool pause) { if (pause) { DifficultyManager.Save(); ScoreManager.Save(); } }
private int scaleDemandByDifficulty(int demandValue) { DifficultyManager d = Singleton <DifficultyManager> .instance; float value = 0.01f * (demandValue + d.DemandOffset.Value) * d.DemandMultiplier.Value; return(Math.Min(100, (int)Math.Round(value))); // Limit to 100 to avoid possible uncompatibility with other mods }
public static DifficultyManager getInstance() { if (instance == null) { instance = new DifficultyManager(); } return(instance); }
private void OnTriggerEnter2D(Collider2D other) { if (other.name == "Player") { other.gameObject.GetComponent <Player>().takeDamage(5 * DifficultyManager.getAttackMultiplier()); DestroyThis(); } }
// Update is called once per frame void Update() { spawnTimer -= Time.deltaTime; if (spawnTimer <= 0.0f) { StartCoroutine(spawnEnemyWave(getRandomEnemyWaveSpawnPoint())); spawnTimer = DifficultyManager.getNextSpawnTimer(); } }
private void Start() { cards = GameObject.FindGameObjectsWithTag("Card"); lManager = GameObject.Find("SceneManager").GetComponent <LevelManager>(); dManager = GameObject.Find("SceneManager").GetComponent <DifficultyManager>(); uiManager = GameObject.Find("SceneManager").GetComponent <UIManager>(); adManager = (AdsManager)FindObjectOfType(typeof(AdsManager)); countDown = delayDuration; }
public void Start() { _cameraText = transform.FindChild("CameraText").gameObject.GetComponentSafe<Text>(); _guardText = transform.FindChild("GuardText").gameObject.GetComponentSafe<Text>(); _difficultyManager = DifficultyManager.Instance; _cameraText.text = string.Format("{0:D2}", _difficultyManager.GetRequiredBeacons()); _guardText.text = string.Format("{0:D4}", _difficultyManager.GetChasersPerWave() * 40); }
// Use this for initialization void Start() { mobCurrentHealth = mobMaxHealth; mobDamage = 5; // If game is on peaceful, kills the enemy diffMan = FindObjectOfType <DifficultyManager>(); sfxMan = FindObjectOfType <SFXManager>(); }
private void Awake() { if (instance != null && instance != this) { Destroy(this.gameObject); } instance = this; DontDestroyOnLoad(this.gameObject); }
// Use this for initialization void Start () { PlayerPrefs.SetString("Difficulty", difficulty); PlayerPrefs.SetInt("Score", 0); PlayerPrefs.SetInt("Last Scene", 0); PlayerPrefs.SetInt("Max Combo", 0); singleton = this; nextBead = beadInterval; MusicManager.singleton.Speed = startSpeed; }
void Awake() { instance = this; }
public void Reset() { spawnTime = Time.time; gameMng = GameManager.instance; diffMng = DifficultyManager.instance; screenUpperLeft = Camera.main.ScreenToWorldPoint(new Vector3(0, Screen.height, 0)); screenLowerRight = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, 0, 0)); triggers = GetComponents<Collider>(); poolBehaviour = GetComponent<PooledObjectBehaviour>(); SetStats(); ActivateWeapons(); TrailResetter[] trailResetters = GetComponentsInChildren<TrailResetter>(); foreach (TrailResetter resetter in trailResetters) { resetter.Reset(); } }
void Start() { if(dManager != null) { Destroy(this.gameObject); return; } else { dManager = this; DontDestroyOnLoad(this.gameObject); //Start on floor 1 floor = 1; buildIndex = SceneManager.GetActiveScene().buildIndex; StartCoroutine(setUpFloor()); } }