/*
 public bool filmDelaying = false;
 public bool canceled = false;
 */
 public Objective(string nameGameobject, float baseScore, float timeToFilmInSeconds, ObjectiveList list)
 {
     _nameObjectToFilm = nameGameobject;
     _baseScoreObject = baseScore;
     _timeToFilmInSeconds = timeToFilmInSeconds;
     list.AddedObjective (this);
 }
Ejemplo n.º 2
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    //public GameObject Green;


    // if (stepOnThis == "<color>" && <color>On == true) { advance script/ thisStep++  }
    //Red, Green, Blue, Red, Yellow
    //Y,B,R,G,R2,Y2,B2,R3,B3,G2



    // Use this for initialization
    void Start()
    {
        ninja      = GameObject.FindObjectOfType <ObjectiveList>();
        ThatsMyJam = GetComponent <AudioSource>();

        stepOnThis = "End";
    }
Ejemplo n.º 3
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 /// <summary>
 /// Replaces current objectives list with new list.
 /// </summary>
 /// <returns><c>true</c>, if objectives list was replaced, <c>false</c> otherwise.</returns>
 /// <param name="lst">Objective list.</param>
 public static bool ReplaceObjectivesList(ObjectiveList lst)
 {
     try {
         objList = lst;
         MakeChildrenConnections();
         return(true);
     } catch (Exception e) {
         Debug.LogError(e.Message);
         return(false);
     }
 }
Ejemplo n.º 4
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    /// <summary>
    /// Adds the objectives from file.
    /// To be used for adding new objectives from a file while preserving the current objectives state.
    /// </summary>
    /// <returns><c>true</c>, if objectives from file was added, <c>false</c> otherwise.</returns>
    /// <param name="filePath">File path to load from.</param>
    public static bool AddObjectivesFromFile(string filePath)
    {
        ObjectiveList lst = FileHandler.ReadFile <ObjectiveList> (filePath);

        if (lst == null)
        {
            Debug.LogError("Could Not Load File");
            return(false);
        }
        return(AppendObjectivesList(lst));
    }
Ejemplo n.º 5
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    /// <summary>
    /// Loads the state of the objectives from an external xml file.
    /// Will replace current objectives state with new one.
    /// </summary>
    /// <returns><c>true</c>, if objectives state was loaded, <c>false</c> otherwise.</returns>
    /// <param name="filePath">File path to load from.</param>
    public static bool LoadObjectivesState(string filePath = defaultSavePath)
    {
        ObjectiveList lst = FileHandler.ReadFile <ObjectiveList> (filePath);

        if (lst == null)
        {
            Debug.LogError("Could Not Load File");
            return(false);
        }
        return(ReplaceObjectivesList(lst));
    }
Ejemplo n.º 6
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    // Use this for initialization
    void Start()
    {
        Blue.GetComponent <Renderer>().material.color   = Color.black;
        Yellow.GetComponent <Renderer>().material.color = Color.black;
        Green.GetComponent <Renderer>().material.color  = Color.black;
        //Red.GetComponent<Renderer>().material.color = Color.black;

        ninja = GameObject.FindObjectOfType <ObjectiveList>();


        /*
         * Blue.GetComponent<Renderer>().material.color = Color.blue;
         * Yellow.GetComponent<Renderer>().material.color = Color.yellow;
         * Green.GetComponent<Renderer>().material.color = Color.green;
         * Red.GetComponent<Renderer>().material.color = Color.red;
         */
    }
Ejemplo n.º 7
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 /// <summary>
 /// Appends new objectives list to current list.
 /// </summary>
 /// <returns><c>true</c>, if objectives list was appended, <c>false</c> otherwise.</returns>
 /// <param name="lst">Objective list.</param>
 /// <param name="avoidRepeats">If true, will not add objectives already in the list.</param>
 public static bool AppendObjectivesList(ObjectiveList lst, bool avoidRepeats = true)
 {
     try {
         for (int i = 0; i < lst.list.Count; i++)
         {
             if (!avoidRepeats || !objList.list.Contains(lst.list [i]))
             {
                 objList.list.Add(lst.list [i]);
             }
         }
         MakeChildrenConnections();
         return(true);
     } catch (Exception e) {
         Debug.LogError(e.Message);
         return(false);
     }
 }
Ejemplo n.º 8
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    /// <summary>
    /// Initializes a new instance of the <see cref="StorageContainer"/> class.
    /// </summary>
    public StorageContainer()
    {
        // Player Info
        GameObject player      = GameObject.FindGameObjectWithTag("Player");
        Transform  playerTrans = player.transform;
        Vector3    p_pos       = playerTrans.position;
        Quaternion p_rot       = playerTrans.rotation;
        Vector3    p_scale     = playerTrans.localScale;

        // Level Info
        string sceneName = SceneManager.GetActiveScene().name;

        PlayerPos   = new float[] { p_pos.x, p_pos.y, p_pos.z };
        PlayerRot   = new float[] { p_rot.x, p_rot.y, p_rot.z, p_rot.w };
        PlayerScale = new float[] { p_scale.x, p_scale.y, p_scale.z };

        SceneName = sceneName;

        objList = ObjectiveManager.GetList();
    }
Ejemplo n.º 9
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    // public List<Color> Colors1 = new List<Color>();


    // Use this for initialization
    void Start()
    {
        doorAnim = DoorPhyF.GetComponent <Animator>();
        //   gameObject.renderer.material.color = Color.white;
        DoorLight.GetComponent <Renderer>().material.color = Color.black;
        //DDR1.GetComponent

        ninja      = GameObject.FindObjectOfType <ObjectiveList>();
        ThatsMyJam = GetComponent <AudioSource>();



        /*
         *
         * if (GameObject.Find("name of the gameobject holding the script with the bool").GetComponent<name of the script holding the bool>().IsLightOn) //will check if true
         *
         * if (!GameObject.Find("name of the gameobject holding the script with the bool").GetComponent<name of the script holding the bool>().IsLightOn) //will check if false
         *
         */
    }
Ejemplo n.º 10
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 // Use this for initialization
 void Start()
 {
     ninja = GameObject.FindObjectOfType <ObjectiveList>();
 }
 void Start()
 {
     objList = GameObject.Find ("GameController").GetComponent<ObjectiveList>();
     objList.ObjectiveFinished += ObjectiveFinished;
 }