protected BaseLevel(LevelMode mode, Difficulty difficulty) { this.Mode = mode; this.Difficulty = difficulty; this.Initialize(); }
public static List <Level> ReadLevels() { List <Level> readLevels = new List <Level>(); TextAsset levelSettingsText = Resources.Load <TextAsset>("Levels/levels"); Level level; var levelSettingsTextArr = levelSettingsText.text.Split('\n'); int[] levelNumberArr = new int[Enum.GetNames(typeof(LevelMode)).Length + 1]; for (int j = 0; j < levelSettingsTextArr.Length; j++) { if (levelSettingsTextArr[j].Length == 0) { continue; } var levelSettings = levelSettingsTextArr[j].Split(','); LevelMode levelMode = (LevelMode)Enum.Parse(typeof(LevelMode), levelSettings[0]); LevelDifficulty levelDifficulty = (LevelDifficulty)Enum.Parse(typeof(LevelDifficulty), levelSettings[1]); level = new Level( levelMode, // LevelMode levelDifficulty, // Difficulty ++levelNumberArr[(int)levelMode], // LevelNumber 0.0f, // Multiplier Array.ConvertAll(levelSettings[2].Trim().Split('-'), int.Parse) // Design Array ); readLevels.Add(level); } return(readLevels); }
public void CheckStartLevelConditions() { switch (infectionState) { case InfectionLevel.Healthy: levelMode = LevelMode.Normal; SetPlayerStats(levelMode); break; case InfectionLevel.Sick: levelMode = LevelMode.Normal; SetPlayerStats(levelMode); break; case InfectionLevel.VerySick: float bonusLevelChance = Random.Range(0.0f, 100.0f); if (bonusLevelChance < 50) { levelMode = LevelMode.Bonus; SetBonusLevel(); } else { levelMode = LevelMode.Normal; SetPlayerStats(levelMode); } break; case InfectionLevel.DeathlySick: levelMode = LevelMode.Bonus; SetBonusLevel(); break; } }
public void Initialization(bool isMultiplayer, int roundTime, LevelMode levelMode) { this.isMultiplayer = isMultiplayer; if (!isMultiplayer && levelMode != LevelMode.designer) { StartCoroutine(UpdateTime(roundTime)); } }
public void StartPublishingTry() { publishRequerimentMenu.SetActive(false); finishMode = LevelMode.Publishing; ChangeMode(LevelMode.Play); playModeButton.SetActive(false); editorMenus.interactable = true; }
public Level(MissionControl levelControl, LevelMode mode, Level dark, Level neutral, Level hero) { LevelControl = levelControl; NextLevelHero = hero; NextLevelNeutral = neutral; NextLevelDark = dark; levelMode = mode; }
public Level(LevelMode mode, LevelDifficulty difficulty, int levelNo, float difficultyMultiplier, int[] design) { this.mode = mode; this.difficulty = difficulty; this.levelNo = levelNo; this.difficultyMultiplier = difficultyMultiplier; this.design = new List <int>(design); this.totalCardCount = design.Length; }
//Level load from json public void LoadLevel() { LevelData levelData = GetLevelData(levelIndex); CreateObstacles(levelData.obstacleDatas); CreatePixels(levelData.pixelDatas); CreateBall(); levelMode = LevelMode.LOAD; StartCoroutine(CopyAllObjectToPredictionScene()); }
public void Stop() { if (CurrentLevelMode == LevelMode.PLAY) { for (int i = 0; i < Cars.Length; i++) { Cars[i].Reset(); } CurrentLevelMode = LevelMode.BUILD; } }
public void KeepPlaying() { if (CurrentLevelMode == LevelMode.WIN) { for (int i = 0; i < Cars.Length; i++) { Cars[i].Reset(); } CurrentLevelMode = LevelMode.BUILD; } }
string GenerateRecordName(LevelDatas.LevelDatas data, LevelMode lm, GameMode gm) { //是什么类型的,单机,模组,联机, //模式-场景-主角-{单机/联机} string [] gms = new string[] { "盟主", "劫镖", "护城", "暗杀", "死斗", "普通" }; if (lm == LevelMode.MultiplyPlayer) { return(string.Format("{0}_{1}_{2}_{3}人_联机", gms[(int)gm - 1], data.Name, Main.Ins.GameStateMgr.gameStatus.NickName, Main.Ins.RoomMng.Current.maxPlayer)); } return(string.Format("{0}-{1}-{2}_剧情", gms[(int)gm - 1], data.Name, Main.Ins.GameStateMgr.gameStatus.NickName)); }
/// <summary> /// Switches Game Mode and attaches the additional Information. /// </summary> /// <param name="mode">New Level Mode</param> /// <param name="exception">Optional Exception for <see cref="LastException"/></param> /// <param name="slots">Optional Slot Marker for <see cref="LevelModeSlots"/></param> private void SetMode(LevelMode mode, Exception exception, params byte[] slots) { // Replace null with empty Array. if (slots == null) { slots = new byte[0]; } Mode = mode; LastException = exception; LevelModeSlots = slots; }
public PlayerProgress(LevelMode levelMode, int levelNumber, float starPercent, float bestTime, int bestTry, int bestCount, bool cleared, bool locked) { this.levelMode = levelMode; this.levelNumber = levelNumber; this.starPercent = starPercent; this.bestTime = bestTime; this.bestTry = bestTry; this.bestCount = bestCount; this.completed = cleared; this.locked = locked; }
public TileDesc(uint xSize, uint ySize, byte mode) { XSize = xSize; YSize = ySize; // mode is levelMode + roundingMode * 16 var roundingMode = (mode & 0xF0) >> 4; var levelMode = mode & 0xF; RoundingMode = (SharpEXR.RoundingMode)roundingMode; LevelMode = (SharpEXR.LevelMode)levelMode; }
public void Play() { if (CurrentLevelMode == LevelMode.BUILD) { currentTime = 0; CurrentLevelMode = LevelMode.PLAY; for (int i = 0; i < Cars.Length; i++) { Cars[i].OnPlay(); } } }
void SetGameManagerData() { objetives = _gameManager.CurrentLevelInfo.objectives; initialLevelPoints = _gameManager.CurrentLevelInfo.initialLevelPoints; _currentLevelPoints = initialLevelPoints; levelTime = _gameManager.CurrentLevelInfo.levelTime; _levelTimeAux = levelTime; currencyWinPerObjetives = _gameManager.CurrentLevelInfo.currencyGainedByObjectives; levelMode = (LevelMode)Enum.Parse(typeof(LevelMode), _gameManager.CurrentLevelInfo.mode); levelID = _gameManager.CurrentLevelInfo.id; _towerManager.Init(this is LevelCeroTutorial); }
public UILevels(RawBitmap fromBitmap, object owner, PropertyInfo p) { InitializeComponent(); mode = LevelMode.RGB; property = p; propertyOwner = owner; range = (MultiRange)p.GetValue(owner); fromBit = fromBitmap; MultiSlider.Set(range.min[0], range.mid[0], range.max[0]); inputFromUser = false; }
private void SetModeLevel(int idLevel) { switch (idLevel) { case 1: LevelMode = new EasyMode(); break; case 2: LevelMode = new HardMode(); break; } }
public void InitSandboxMode() { LevelMode = LevelMode.Sandbox; LevelModeButtons.Instance.SetSandboxButtonState(LevelModeButtonState.Active); LevelModeButtons.Instance.SetCaseButtonsToDefault(); Main.Instance.SetSettings(); foreach (var ev in UISingleton.FindInterfaces <IPMSwitchedToSandbox>()) { ev.OnPMSwitchedToSandbox(); } }
public void LoadLevels() { // Destroy old horizontal scrool snap go. DestroyImmediate(horScrollSnapGO, true); levelMode = DataTransfer.levelMode; levels = GetLevels(levelMode); countOfLevel = levels.Count; horScrollSnapGO = Instantiate(horScrollSnapPrefab, levelPickerPanel); contentObject = horScrollSnapGO.transform.GetChild(0); AddLevelCards(); }
public PlayerManager(Random rand, PlayerPool pool, MapCore mapCore, ObjectPool <ImageBase> imagesDeath, LevelMode levelMode) { this.pool = pool; this.rand = rand; this.mapCore = mapCore; this.imagesDeath = imagesDeath; this.levelMode = levelMode; models = new List <PlayerModelBase>(); models.AddRange(pool.GetCurrentPlayerModels()); pool.AddedPlayer += model => models.Add(model); pool.RemovePlayer += model => models.Remove(model); }
public void SetupUI() { LevelMode levelMode = LevelController.Instance.levelMode; Transform nextButton = succeedScreen.transform.Find("Button_NextLevel"); nextButton.GetComponent <Button>().interactable = true; table.SetActive(true); nextNumberArea.SetActive(true); timePassedText.transform.parent.gameObject.SetActive(levelMode == LevelMode.CLASSIC); wrongTriesText.transform.parent.gameObject.SetActive(levelMode == LevelMode.CLASSIC || levelMode == LevelMode.DO_NOT_FORGET); bestCountText.transform.parent.gameObject.SetActive(levelMode == LevelMode.NO_MISTAKE); }
public static List <Level> GetLevels(LevelMode mode) { List <Level> levels = new List <Level>(DataTransfer.readLevels); List <Level> selectedModeLevels = new List <Level>(); foreach (Level level in levels) { if (level.mode == mode) { selectedModeLevels.Add(level); } } return(selectedModeLevels); }
public static bool IsRewarded(LevelMode levelMode, int levelNumber) { string rewardKey = string.Format("{0}~{1} rewarded", levelMode, levelNumber); bool rewarded = false; if (PlayerPrefs.HasKey(rewardKey) == false) { PlayerPrefs.SetString(rewardKey, true.ToString()); return(rewarded); } string rewardValue = PlayerPrefs.GetString(rewardKey); rewarded = bool.Parse(rewardValue); return(rewarded); }
public LevelConditions(int level, LevelMode levelmode, int startingmoney, int startingtimer, List <Quest> listofquests, List <ConstantEffect> listofeffects = null) { _level = level; _quests = listofquests; if (listofeffects == null) { _usingEffects = false; } else { _usingEffects = true; } _effects = listofeffects; _mode = levelmode; _startingMoney = startingmoney; _startingTimer = startingtimer; }
public void Initialization(PlayerCore core, IServerNotify serverNotify, Func <Vector3, string, Vector3?> findClosestPlayer, PlayerPool pool, Func <Vector2> getRandomPosition, Transform imageDeath, LevelMode levelMode, Func <string, PlayerCore> getPlayerById) { this.serverNotify = serverNotify; this.pool = pool; GetRandomPosition = getRandomPosition; GetPlayerById = getPlayerById; if (serverNotify != null) { multiplayer = true; } Core = core; playerAnimation = new PlayerAnimation(GetComponent <Animator>(), imageDeath); this.levelMode = levelMode; weaponActionController.Initilization(findClosestPlayer, ActivateWeapon, core); }
public static bool IsRecordExist(LevelMode levelMode, int levelNumber) { string progressKey = string.Format("{0}~{1}", levelMode, levelNumber); bool completed = false; if (PlayerPrefs.HasKey(progressKey) == false) { return(completed); } string progressValue = PlayerPrefs.GetString(progressKey); string[] progressArr = progressValue.Split('~'); completed = bool.Parse(progressArr[4]); return(completed); }
public MapCore(int width, int height, MapConfig offlineConfig, bool isMultiplayer, MapModel model, Random rand, LevelMode levelMode) { this.rand = rand; MaxDistance = offlineConfig.Width * offlineConfig.Heght; Config = offlineConfig; Width = offlineConfig.Width; Height = offlineConfig.Heght; if (levelMode != LevelMode.designer) { model.CreateTerrain(rand, offlineConfig.PathPrefabTile, offlineConfig.Artefactses, offlineConfig.Width, offlineConfig.Heght, isMultiplayer); if (!isMultiplayer) { model.StartItemPeriodicals(offlineConfig.ItemsPeriodicals); } } }
/// ----------- Event Function------------- private void Update() { if (levelMode == LevelMode.LOAD) { if (pixelsRoot.transform.childCount == 0) { levelMode = LevelMode.UNLOAD; PredictionManager.instance.KillAll(); DeleteGameOjects(); levelIndex++; if (levelIndex == 3) { levelIndex = 0; } LoadLevel(); } } }
// Use this for initialization void Start() { if (Instance == null) { Instance = this; } cardGoList = new List <GameObject>(); changeSuccedScreenMethod = this.ChangeSucceedScreenState; levelNo = DataTransfer.levelNo; levelMode = DataTransfer.levelMode; levels = LevelPickerController.GetLevels(levelMode); SetupLevel(); }
public static void Reload() { completed = false; foreach (GoalZone goal in levelGoals) { goal.completed = false; } mode = LevelMode.BUILD; foreach(IReloadable part in levelObjects) { part.Reset(); } }
public static void ResetLevel() { mode = LevelMode.BUILD; completed = false; levelObjects.Clear(); undoStack.Clear(); redoStack.Clear(); }
public static void StartPhysics() { mode = LevelMode.PLAY; foreach(IReloadable part in levelObjects) { part.StartPhysics(); } }
private void OnPlayPressed() { (play as MenuInputElement).Enabled = false; levelMode = LevelMode.PLAY; scrollX = 0; openingText = false; finalTexts.Clear(); }
public override void Initialize() { base.Initialize(); levelTime = 0; if (!hasPlayed) { for (int i = 0; i < heightMap.Length; i++) { heightMap[i] = (float)(64 + 16 * Math.Sin(i / 4096.0f * Math.PI * 32)); canSculpt[i] = TerrainType.SAND; } } levelMode = LevelMode.EDIT; scrollX = 0; scrollSpeed = 300; brushSize = 224; landscapeBrush = new Rectangle(0, 0, (int)(brushSize * 1.5f), (int)brushSize); play = new MenuButton(buttonTex, new Point(96, 96), new Point(0, 0), new Point(96, 96), new Point(8, 8), "PLAY"); play.font = MenuJewSaver.font; play.buttonPressed += OnPlayPressed; restart = new MenuButton(buttonTex, new Point(96, 96), new Point(0, 0), new Point(96, 96), new Point(8, 8), "RESET"); restart.font = MenuJewSaver.font; restart.buttonPressed += OnRestartPressed; exit = new MenuButton(buttonTex, new Point(96, 96), new Point(0, 0), new Point(96, 96), new Point(JewSaver.width - 8 - 96, 8), "QUIT"); exit.font = MenuJewSaver.font; exit.buttonPressed += OnQuitPressed; stickies = new Stickfigure[numberOfStickies]; collisionBuckets = new List<Stickfigure>[128]; for (int i = 0; i < 128; i++) collisionBuckets[i] = new List<Stickfigure>(); for (int i = 0; i < numberOfStickies; i++) stickies[i] = new Stickfigure(new Vector2(-50.0f, 0), i + 1); moses = new Stickfigure(new Vector2(50, 200), 0); moses.SetIsPlayer(); jumpMarkers.Clear(); sprintMarkers.Clear(); finalTexts.Clear(); showText = false; openingText = false; gameAllOver = false; gameLost = false; frames = 0; fpsTime = 0.0; locusts = new List<Locust>(); locustTimeout = new TimeSpan(0, 0, 15); locustTime = new TimeSpan(0, 1, 0); plagueLength = 0; hasLocusts = false; if (!hasPlayed) { stars = new Sprite[JewSaver.height]; for (int i = 0; i < stars.Length; i++) { stars[i] = new Sprite(star, 8, 8, 0, 0, 8, 8, random.Next(2048), random.Next(64)); stars[i].Alpha = (64 - stars[i].screenRectangle.Top) / 96.0f; } textTimer = 0; showText = false; } goToNextLevel = false; treasure = new List<Schekel>(); enableWind = false; wind = new Wind(new TimeSpan(0, 0, 30)); if (hasPlayed) { for (int i = 0; i < heightMap.Length; i++) heightMap[i] = heightMapBak[i]; } }