Ejemplo n.º 1
0
 //--- Unity Methods ---//
 private void Awake()
 {
     // Init the private variables
     m_roomManager       = GameObject.FindObjectOfType <Room_Manager>();
     m_callLogUI         = GameObject.FindObjectOfType <CallerLog_UIManager>();
     m_callList          = new List <Call_Group>();
     m_timeSinceLastCall = 0.0f;
 }
Ejemplo n.º 2
0
    //--- Unity Methods ---//
    private void Awake()
    {
        // Init the private variables
        m_bindingManager = GameObject.FindObjectOfType <Binding_Manager>();
        m_roomManager    = GameObject.FindObjectOfType <Room_Manager>();

        // Set up the special key animators
        m_swapKeyAnimator.AttachedKeyCode       = m_swapKey;
        m_disconnectKeyAnimator.AttachedKeyCode = m_disconnectKey;
        m_deselectKeyAnimator.AttachedKeyCode   = m_deselectKey;
    }
    //--- Unity Methods ---//
    private void Awake()
    {
        // Init the private variables
        m_selectedCallers = new List <Call_Individual>();
        m_keyBindings     = new Dictionary <KeyCode, Call_Individual>();
        m_roomManager     = GameObject.FindObjectOfType <Room_Manager>();
        m_keyToSwap       = KeyCode.None;
        m_isInSwapMode    = false;
        m_groupToBind     = null;

        // Setup the dictionary to contain blank key bindings for all the letters of the alphabet
        for (var keyCode = KeyCode.A; keyCode <= KeyCode.Z; keyCode++)
        {
            m_keyBindings.Add(keyCode, null);
        }
    }
Ejemplo n.º 4
0
    //--- Unity Methods ---//
    private void Awake()
    {
        // Init the private variables
        m_roomManager  = GameObject.FindObjectOfType <Room_Manager>();
        m_callLogUI    = GameObject.FindObjectOfType <CallerLog_UIManager>();
        m_callList     = new List <Call_Group>();
        totalCash      = GameObject.Find("Txt_Money").GetComponent <TextMeshProUGUI>();
        audioManager   = GameObject.Find("AudioManager").GetComponent <Audio_Manager>();
        persistManager = GameObject.Find("PersistenceManager").GetComponent <Persistence_Manager>();
        m_active       = false;

        // Sample the difficulty curve to determine how quickly calls should spawn throughout this day
        Persistence_Manager persistence = GameObject.FindObjectOfType <Persistence_Manager>();
        Day_Manager         dayManager  = GameObject.FindObjectOfType <Day_Manager>();
        float percentThroughWeek        = (float)persistence.m_dayNumber / (float)(dayManager.maxDayCounter - 1);

        m_timeBetweenCalls  = m_timeBetweenCallsCurve.Evaluate(percentThroughWeek);
        m_timeSinceLastCall = m_timeBetweenCalls;
        Debug.Log("Time Between Calls: " + m_timeBetweenCalls);
    }
Ejemplo n.º 5
0
    // Start is called before the first frame update
    void Start()
    {
        //roomStat = Resources.FindObjectsOfTypeAll<RoomStats>()[0];
        enemies = new List <GameObject>();
        spawned = false;

        roomManager       = GameObject.Find("RoomManager");
        roomManagerScript = roomManager.GetComponent <Room_Manager>();

        // Always put in bottom
        Spawn();

        QualitySettings.vSyncCount  = 0;
        Application.targetFrameRate = 30;

        // Debug for room number generation
        //for(; PlayerSaveStats.Level <= 10; PlayerSaveStats.Level++)
        //{
        //    Debug.Log("level:" + PlayerSaveStats.Level + "roomNum:" + PlayerSaveStats.CalculateRoomNum());
        //}
    }
    //--- Constructors ---//
    public Call_Group(int _numParticipants, float _waitTimeMax, float _callTimeMax)
    {
        // Init the event
        m_OnCallCompleted = new Call_CompletionEvent();

        // Init the private data
        m_roomManager       = GameObject.FindObjectOfType <Room_Manager>();
        m_callParticipants  = new List <Call_Individual>();
        m_callState         = Call_State.Waiting;
        m_numParticipants   = _numParticipants;
        m_waitTimeMax       = _waitTimeMax;
        m_waitTimeRemaining = m_waitTimeMax;
        m_callTimeMax       = _callTimeMax;
        m_callTimeRemaining = m_callTimeMax;
        m_isInBindMode      = false;
        m_shouldCheckState  = true;

        // Create the call participants and keep track of them
        for (int i = 0; i < m_numParticipants; i++)
        {
            m_callParticipants.Add(new Call_Individual());
        }
    }