Ejemplo n.º 1
0
    public void Initialize(MiniGameDifficulty difficulty)
    {
        // The starting difficulty based on machine's efficiency
        difficultyOffset = 0;
        if ((int)difficulty > 0)
        {
            difficultyOffset = (int)difficulty;
        }

        // Set speed of moving obj according to difficulty
        speed = (int)difficulty > 0 ? (int)difficulty * 100 : 100;
        // Start goal in center
        float goalPosition = 0;

        if (isHorizontal)
        {
            float lineWidth = lineTransform.sizeDelta.x * 0.5f;
            left  = -lineWidth + 2;
            right = lineWidth - 2;
            goal_obj.transform.localPosition = new Vector2(goalPosition, goal_obj.transform.localPosition.y);
        }
        else
        {
            goal_obj.transform.localPosition = new Vector2(goal_obj.transform.localPosition.y, goalPosition);
        }
        StartMiniGame();
    }
Ejemplo n.º 2
0
 protected Machine(MachinePrototype b) : base(b.name, b.sprite, b.animatorController, BuildableType.Machine, b.stats)
 {
     this.systemControlled = b.systemControlled;
     this.repairDifficulty = b.repairDifficulty;
     this.tileWidth        = b.tileWidth;
     this.tileHeight       = b.tileHeight;
     this.machineCondition = b.machineCondition;
 }
Ejemplo n.º 3
0
 protected Machine(ProducerPrototype prodProto) : base(prodProto.name, prodProto.sprite, prodProto.animatorController, BuildableType.Producer, prodProto.stats)
 {
     this.systemControlled = ShipSystemType.None;
     this.repairDifficulty = prodProto.repairDifficulty;
     this.tileHeight       = prodProto.tileHeight;
     this.tileWidth        = prodProto.tileWidth;
     this.machineCondition = prodProto.machineCondition;
 }
Ejemplo n.º 4
0
 public void SetDifficulty(MiniGameDifficulty difficulty)
 {
     this.difficulty = difficulty;
     if (difficulty != MiniGameDifficulty.Easy)
     {
         processScreens[indexOfPriceScreen] = pinScreen;
     }
 }
Ejemplo n.º 5
0
 public void Initialize(MiniGameDifficulty difficulty)
 {
     movementDuration = 1;
     if ((int)difficulty > 0)
     {
         float diff = (int)difficulty;
         diff              = diff / 10;
         movementDuration -= diff;
     }
     Initialize();
 }
Ejemplo n.º 6
0
 public bool HasCompletedDifficulty(MiniGameDifficulty difficulty)
 {
     for (int i = 0; i < DifficultySettings.Length; i++)
     {
         if (DifficultySettings[i].Type == difficulty)
         {
             return(DifficultySettings[i].Completed);
         }
     }
     return(false);
 }
        public void SetSetting(MiniGameSetting setting)
        {
            MiniGameDifficulty difficulty = minigameButton.Difficulty;

            if (difficulty != MiniGameDifficulty.Easy)
            {
                bool hasCompletedDifficulty = setting.HasCompletedDifficulty(difficulty - 1);
                button.interactable = hasCompletedDifficulty;
                icon.color          = hasCompletedDifficulty ? Color.white : uninteractableColor;
            }
        }
Ejemplo n.º 8
0
 public void StartSlipItemGame(Vector2 position, MiniGameDifficulty difficulty, Action onSuccess, Action onFail)
 {
     if (miniGame_Slip.gameObject.activeSelf == true)
     {
         return;
     }
     miniGame_Slip.gameObject.SetActive(true);
     miniGame_Slip.transform.position = position + new Vector2(0, 2);
     miniGame_Slip.Initialize(difficulty);
     onDropGameSuccessCB         += onSuccess;
     onDropGameFailCB            += onFail;
     miniGame_Slip.onGameSuccess += OnSlipItemSuccess;
     miniGame_Slip.onGameFail    += OnSlipItemFail;
 }
Ejemplo n.º 9
0
        //method used for adding rewards to the rewardCollection list by the difficulty set for a minigame, converted to the enum RewardType before adding to the list
        //easy = bronze
        //medium = silver
        //hard = gold
        public void AddRewardThroughDifficulty(string name, MiniGameDifficulty difficulty)
        {
            switch (difficulty)
            {
            case MiniGameDifficulty.Easy:
                rewardCollection.Add(new Tuple <string, RewardType>(name, RewardType.Bronze));
                break;

            case MiniGameDifficulty.Medium:
                rewardCollection.Add(new Tuple <string, RewardType>(name, RewardType.Silver));
                break;

            case MiniGameDifficulty.Hard:
                rewardCollection.Add(new Tuple <string, RewardType>(name, RewardType.Gold));
                break;
            }
            SaveToFile();
        }
Ejemplo n.º 10
0
            public bool SetDifficultyCompleted(MiniGameDifficulty difficulty)
            {
                for (int i = 0; i < DifficultySettings.Length; i++)
                {
                    if (DifficultySettings[i].Type == difficulty)
                    {
                        if (!DifficultySettings[i].Completed)
                        {
                            DifficultySettings[i].Completed = true;
                            return(true);
                        }
                        else
                        {
                            return(false);
                        }
                    }
                }

                return(false);
            }
Ejemplo n.º 11
0
    public void Initialize(MachineCondition curMachineCondition, MiniGameDifficulty difficulty)
    {
        // The starting difficulty based on machine's efficiency
        difficultyOffset = 0;
        if ((int)difficulty > 0)
        {
            difficultyOffset = (int)difficulty;
        }
        // The difficulty offset based on current condition of machine
        int minusCondition = 2 - (int)curMachineCondition;

        if (minusCondition > 0)
        {
            for (int i = 0; i < minusCondition; i++)
            {
                IncreaseDifficulty();
            }
        }
        // Set speed of moving obj according to difficulty
        speed = (int)difficulty > 0 ? (int)difficulty * 100 : 100;
        float goalPosition = 0;

        if (isHorizontal)
        {
            float lineWidth = lineTransform.sizeDelta.x * 0.5f;
            left  = -lineWidth + 2;
            right = lineWidth - 2;
            Debug.Log("MINIGAME: left = " + left + " right = " + right);
            goalPosition = Random.Range(left, right);

            goal_obj.transform.localPosition = new Vector2(goalPosition, goal_obj.transform.localPosition.y);
        }
        else
        {
            float lineHeight = lineTransform.sizeDelta.y * 0.5f;
            goalPosition = Random.Range(-lineHeight + 2, lineHeight - 2);
            goal_obj.transform.localPosition = new Vector2(goal_obj.transform.localPosition.y, goalPosition);
        }
        StartMiniGame();
    }
Ejemplo n.º 12
0
    public void Initialize(MiniGameDifficulty difficulty)
    {
        if (pool == null)
        {
            pool = ObjectPool.instance;
        }

        ballsCaught  = 0;
        isSuccess    = false;
        pStartDelay  = startDelay;
        ballsReq     = 1;
        fallDuration = pFallDuration;
        duration     = pDuration;

        if (difficulty > 0)
        {
            float offset = (int)difficulty;
            offset        = offset / 10;
            fallDuration -= offset;
            fallDuration  = Mathf.Clamp(fallDuration, 0.1f, 1);
            duration     += (int)difficulty / 10;
            ballsReq     += (int)difficulty;
            Debug.Log("Slip game Fall duration set to: " + fallDuration + " offset was " + offset);
        }
        ballReqPanel.transform.position = Camera.main.WorldToScreenPoint(new Vector3(gamePanel.transform.position.x, gamePanel.transform.position.y - 1));
        ballReqPanel.SetActive(true);
        ballReqText.text    = ballsReq.ToString();
        ballCaughtText.text = "0";

        //durationCountdown = new CountdownHelper(duration);
        gamePanel.transform.DOScale(1.5f, 0.25f).SetLoops(2, LoopType.Yoyo);
        sequence = DOTween.Sequence();
        minX     = -1.5f;
        maxX     = 1.5f;
        destX    = 0;
        net.transform.localPosition = Vector2.zero;


        SpawnBall();
    }
Ejemplo n.º 13
0
 public void Initialize(MachineCondition curMachineCondition, MiniGameDifficulty difficulty)
 {
     movementDuration = 1;
     if ((int)difficulty > 0)
     {
         float diff = (int)difficulty;
         diff              = diff / 10;
         movementDuration -= diff;
     }
     // The difficulty offset based on current condition of machine
     // if it's condition is less than OK (3)
     if ((int)curMachineCondition <= 2)
     {
         float diff = (int)curMachineCondition;
         diff = diff / 10;
         if (diff > 0)
         {
             movementDuration -= diff;
         }
     }
     Initialize();
 }
Ejemplo n.º 14
0
 public bool HasCompletedDifficulty(MiniGameDifficulty difficulty)
 {
     return(progression.HasCompletedDifficulty(difficulty));
 }
Ejemplo n.º 15
0
 public void SetDifficulty(MiniGameDifficulty newDifficulty)
 {
     difficulty = newDifficulty;
 }