// Use this for initialization void Start() { GMState = GameManagerState.Opening; GameDataGO = GameObject.FindGameObjectWithTag("GameData"); GlobalTimer = 0; StartGamePlay(); }
//game count down IEnumerator StartGameOver() { CanIStart = false; GameState = GameManagerState.GameOver; UpdateGameState(); yield return(new WaitForSeconds(0)); }
public void StartGamePlay() { SelectLevel.SetActive(false); GMState = GameManagerState.Gameplay; UpdateGameManagerState(); Background.transform.position = new Vector3(11.6f, 20.6f, 19.2f); }
// Use this for initialization void Start() { Instance = this; is2PlayerGame = twoPlayerMode; GMState = GameManagerState.Opening; activeCounterMeasures = 0; }
/// <summary> /// Control this instance. /// </summary> void Control() { switch (_currentState) { case GameManagerState.START: break; case GameManagerState.PLAYING: if (_currentLife <= 0) { _currentState = GameManagerState.FINISH; return; } StartCoroutinesForSpawn(); break; case GameManagerState.FINISH: Debug.Log("Game has finished, todo the end screen"); textMng.FinishScreen(); StartCoroutine("WaitForReturnToMainMenu"); break; default: Debug.LogWarning("State not defined!"); _currentState = GameManagerState.START; break; } }
public GetMoveState(GameManagerState state, [NotNull] GameBoard activeBoard) { _cancellationTokenSource = new CancellationTokenSource(); State = state; ActiveBoard = activeBoard.EnsureNotNull(); IsCancelled = new SyncValueContainer <bool>(); }
public void StartGamePlay() { timeCounter.GetComponent <TimeCounter>().StartTimeCounter(); GMState = GameManagerState.Gameplay; UpdateGameManagerState(); player.GetComponent <PlayerController>().ResetPlayer(); }
public bool UndoLastMoves(int moveCount) { if (moveCount <= 0) { throw new ArgumentOutOfRangeException(nameof(moveCount), moveCount, @"The value must be positive."); } lock (_syncLock) { if (_isDisposed || _gameBoards.Count <= moveCount) { return(false); } var originalState = _state == GameManagerState.GameFinished ? GameManagerState.Running : _state; _state = GameManagerState.Paused; var getMoveState = _getMoveStateContainer.Value; if (getMoveState != null) { getMoveState.Cancel(); _getMoveStateContainer.Value = null; } for (var index = 0; index < moveCount; index++) { _gameBoards.Pop(); } AffectStates(originalState); } return(true); }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); GMState = GameManagerState.StartState; if (player != null && playCont != null) { playCont = player.GetComponent <Player_Controller>(); } else { player = GameObject.FindGameObjectWithTag("Player"); if (player != null) { playCont = player.GetComponent <Player_Controller>(); } } }
// Use this for initialization void Start() { health = MaxHealth; animator = GetComponent <Animator>(); spriteRenderer = GetComponent <SpriteRenderer>(); GMState = GameManagerState.Find; }
// Use this for initialization void Start() { //Screen.autorotateToPortrait = false; //Screen.autorotateToPortraitUpsideDown = false; charID = 0; GMState = GameManagerState.Opening; UpdateGameManagerState(); }
public void StarGamePlay() { GMState = GameManagerState.GamePlay; skor = 0; UpdateGameManagerState(); GameOver.SetActive(false); MainFrame.SetActive(true); }
public void ChangeGameState(GameManagerState state) { if (state == GameManagerState.ActivePlay) { m_loGameState = m_lightsOutDefinition.gameBuilder.Create(m_lightsOutDefinition.gameBoard, m_gameInitData); } OnGameManagerStateChanged?.Invoke(state); OnGameStateChanged?.Invoke(m_loGameState); }
//methods used to switch between scenes public void SceneSwitcher(gameState stateToSwitchTo) { string stateString = possibleStateStrings[(int)stateToSwitchTo]; SceneManager.LoadScene(stateString); currentGameStateEnum = stateToSwitchTo; currentState = possibleStates[(int)stateToSwitchTo]; runStart = true; }
public void Pause() { lock (_syncLock) { EnsureNotDisposed(); _state = GameManagerState.Paused; } }
// Use this for initialization void Start() { GMState = GameManagerState.Opening; //esconde botão Score scoreUITextGO.SetActive(false); scoreUI.SetActive(false); livesUITextGO.SetActive(false); livesUI.SetActive(false); }
private void Update() { if (CountWin >= 10) { Debug.Log("WIN"); GMState = GameManagerState.Victory; UpdateGameManagerState(); } }
private void Login(string loginEmail, string loginPassword) { _state = GameManagerState.Sending; _photonPeer.OpCustom((byte)GameOperationCode.Login, new Dictionary <byte, object> { { (byte)GameOperatorCodeParameter.Email, loginEmail }, { (byte)GameOperatorCodeParameter.Password, loginPassword } }, true); }
void Start() { score.RestartScore(); AudioManager.instance.PlayMusic(gameMusic, 2); Cursor.visible = false; highScoreUI.GetComponent <GameObject>(); score.GetComponent <GameScore>(); Time.timeScale = (active) ? 0 : 1f; GMState = GameManagerState.Gameplay; }
IEnumerator WaitForReturnToMainMenu() { yield return(new WaitForSecondsRealtime(3.0f)); Debug.Log("Loading Scene..."); _currentState = GameManagerState.START; StopAllCoroutines(); Application.LoadLevel(0); //SceneManager.LoadScene("MainMenu"); }
private void Register(string username, string password, string email) { _state = GameManagerState.Sending; _photonPeer.OpCustom((byte)GameOperationCode.Register, new Dictionary <byte, object> { { (byte)GameOperatorCodeParameter.Email, email }, { (byte)GameOperatorCodeParameter.Password, password }, { (byte)GameOperatorCodeParameter.Username, username } }, true); }
// Use this for initialization void Start() { CountWin = 0; GMState = GameManagerState.Gameplay; Debug.Log("c"); Lives.SetActive(false); Debug.Log("d"); Background.SetActive(true); playerShip.GetComponent <PM>().init(); enemySpawnner.GetComponent <EnemySpawnner2>().ScheduleEnemySpawner(); }
void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { Quit(); } if (timeCounter.GetComponent <TimeCounter>().timeUp) { GMState = GameManagerState.Timeup; UpdateGameManagerState(); } }
private void HandleGameManagerStateChange(GameManagerState gameManagerState) { if (gameManagerState == GameManagerState.ActivePlay) { SetAllInteraction(true); } if (gameManagerState == GameManagerState.ResultsDisplay) { SetAllInteraction(false); } }
private void Login(string email, string password) { _state = GameManagerState.Sending; _photonPeer.OpCustom( (byte)RuneOperationCode.Login, new Dictionary <byte, object>() { { (byte)RuneOperationCodeParameter.Password, password }, { (byte)RuneOperationCodeParameter.Email, email } }, true); }
private void Start() { ExceptionHandle.SetupExceptionHandling(); if (SceneTransporter.CurrentGame == null) { SceneManager.LoadScene("Scene/TestScene"); return; } State = GameManagerState.Unknown; StartCoroutine(Init()); }
private void HandleGameManagerStateChange(GameManagerState gameManagerState) { if (gameManagerState == GameManagerState.ActivePlay) { ResetHUD(); m_doUpdateTimer = true; } if (gameManagerState == GameManagerState.ResultsDisplay) { m_resetButtonText.text = "Play Again"; m_doUpdateTimer = false; m_winText.gameObject.SetActive(true); } }
public void UpdateVisualisation(byte envStatus, GameManagerState GameState, MoreOrLess.InternalState internalState, int accessCode, Question _currentQuestion, AnswerParameters _currentAnswer, int nScore, int nTotalGameSecs, int nRemainingSecs, int nRemainingQuestionSecs) { VisualisationData vd = new VisualisationData(); vd.EnvironmentStatus = envStatus; vd.GameState = GameState.ToString(); vd.GameStateInt = (int)GameState; vd.InternalState = internalState.ToString(); vd.InternalStateInt = (int)internalState; vd.AccessCode = accessCode; if (_currentQuestion != null) { vd.currentQuestion = _currentQuestion; } if (_currentAnswer != null) { vd.currentQuestionMin = _currentAnswer.GetMin(); vd.currentQuestionMax = _currentAnswer.GetMax(); vd.currentAnswerLo = _currentAnswer.GetLo(); vd.currentAnswerHi = _currentAnswer.GetHi(); vd.PotentialScore = _currentAnswer.GetPotentialPoints(); } vd.Score = nScore; vd.TotalGameSecs = nTotalGameSecs; vd.RemainingSecs = nRemainingSecs; vd.RemainingQuestionSecs = nRemainingQuestionSecs; WriteToVizServer(vd); if (m_bUseFileSystem) { if (!IsClientReceiving() || IsVisFileAlreadyPresent()) { _vdPending = vd; _dogPendingUpdate.Reset(); return; } WriteToVizFile(vd); } }
public void Start() { _registerEmail = ""; _registerPassword = ""; _error = ""; _username = ""; _loginEmail = ""; _loginPassword = ""; _state = GameManagerState.Form; _messages = new List <string>(); _photonPeer = new PhotonPeer(this, ConnectionProtocol.Udp); if (!_photonPeer.Connect("127.0.0.1:5055", "Runeslinger")) { Debug.LogError("Could not connect to photon"); } }
public void Start() { _photonPeer = new PhotonPeer(this, ConnectionProtocol.Udp); if (!_photonPeer.Connect("127.0.0.1:5055", "Game1Photon")) { Debug.LogError("Could not connect!"); } _registerEmail = ""; _registerPassword = ""; _username = ""; _error = ""; _loginEmail = ""; _loginPassword = ""; _state = GameManagerState.Form; }
// Use this for initialization void Start() { GMState = GameManagerState.GameStart; }
// Use this for initialization void Start() { GMState = GameManagerState.Opening; }
// Our player button will call this function // When the user clicks the button. public void StartGamePlay() { GMState = GameManagerState.GamePlay; UpdateGameManagerState(); }
// Function to set the game manager state public void SetGameManagerState(GameManagerState state) { GMState = state; UpdateGameManagerState(); }