Ejemplo n.º 1
0
    // Use this for initialization
    void OnLevelWasLoaded()
    {
        ReadyCount            = 0;
        isWaitingForNextStage = PlayersHaveReachedEnd = false;

        lastFrameTime  = thisFrameTime = (int)Time.time;
        delta          = 0;
        isBuilderAtEnd = false;
        isMoverAtEnd   = false;
        isJumperAtEnd  = false;
        isViewerAtEnd  = false;

        finalAnalyticsSent = false;

//		statusText = "Press [Spacebar] to Go To Next Stage";

        //Now I'll handle it here.
        GameManagerVik.setNextLevel(Application.loadedLevel);
        currGameManager = GameObject.Find("Code").GetComponent <GameManagerVik>();

        if (currGameManager.level_tester_mode)
        {
            TargetReadyCount = 1;
        }
        else
        {
            TargetReadyCount = 4;
        }

        timeLeft = levelTimeInMinutes * 60;

        //Initialise hashtable for each level ending scores
        LevelCompleteGUI.showWindow     = false;
        clearLevelScore["Clear Time"]   = 0;
        clearLevelScore["Total Deaths"] = 0;
    }
Ejemplo n.º 2
0
    void drawLobbyWindow(int windowID)
    {
        // use the spike function to add the spikes
        AddSpikes(lobbyWindowRect.width);

        //Player name
        GUILayout.BeginHorizontal();
//        GUILayout.Space(Screen.width * 0.1f);
        GUILayout.Label("Welcome back, " + PhotonNetwork.playerName, GUILayout.Height(Screen.height * 0.1f));
        GUILayout.EndHorizontal();

        //Player's latest stage
//        GUILayout.Space(Screen.width * 0.1f);
        GUILayout.Label("Max level reached: " + GameManagerVik.maxStageReached, "ShortLabel");
        //GUILayout.Space(Screen.width * 0.1f);
        GUILayout.BeginHorizontal();
        GUILayout.Label("Select a level");
        if (GUILayout.Button("<<"))
        {
            MainMenuVik.levelSelected--;
            if (MainMenuVik.levelSelected < 1)
            {
                MainMenuVik.levelSelected = 1;
            }
        }
        GUILayout.Label("Level " + MainMenuVik.levelSelected.ToString(), "LegendaryText");
        if (GUILayout.Button(">>"))
        {
            MainMenuVik.levelSelected++;
            if (MainMenuVik.levelSelected > GameManagerVik.maxStageReached)
            {
                MainMenuVik.levelSelected = GameManagerVik.maxStageReached;
            }
        }
        GUILayout.EndHorizontal();
        GUILayout.Space(10);
        GUILayout.Label("", "Divider");
        GameManagerVik.setNextLevel(MainMenuVik.levelSelected);

        //Rooms list
        GUILayout.Label("ROOMS LIST", GUILayout.Height(Screen.height * 0.1f));
        GUILayout.BeginScrollView(Vector2.zero);
        string[] roomNames = updateAllRoomsNames();

        GUILayout.BeginHorizontal();
        GUILayout.BeginVertical();
        for (int x = 0; x < 10; x++)
        {
            if (GUILayout.Button(roomNames[x] + allRoomsCapacity[x], GUILayout.Width(Screen.width * 0.2f)))
            {
                attemptEnterRoom(roomNames[x]);
            }
        }
        GUILayout.EndVertical();
        GUILayout.BeginVertical();
        for (int x = 10; x < 20; x++)
        {
            if (GUILayout.Button(roomNames[x] + allRoomsCapacity[x], GUILayout.Width(Screen.width * 0.2f)))
            {
                attemptEnterRoom(roomNames[x]);
            }
        }
        GUILayout.EndVertical();
        GUILayout.EndHorizontal();
        GUILayout.EndScrollView();
        GUILayout.Space(5);

        GUILayout.BeginHorizontal();
        if (GUILayout.Button("Log out"))
        {
            Debug.Log("LOG OUT");
            MainMenuVik.currentMenuState = menuState.login;
        }
        if (GUILayout.Button("Quit to windows"))
        {
            Debug.Log("QUIT TO WINDOWS");
            Application.Quit();
        }
        GUILayout.EndHorizontal();

        GUI.DragWindow(new Rect(0, 0, 10000, 10000));
    }