// DEBUG: These are just for testing menu flow
 public void OnSettingsClicked()
 {
     clickSound.Play();
     //gameSetShown = true;
     CloseSet();
     SetManager.OpenSet <SettingsSet>();
 }
Ejemplo n.º 2
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 public void OnBackButtonClicked()
 {
     introLoaded = true;
     clickSound.Play();
     CloseSet();
     SetManager.OpenSet <MainMenuSet>();
 }
 // DEBUG: These are just for testing menu flow
 public void OnBackButtonClicked()
 {
     clickSound.Play();
     // Levels.CloseLevel();
     CloseSet();
     SetManager.OpenSet <MainMenuSet>();
 }
Ejemplo n.º 4
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    public void NextActiveSet(string setName)
    {
        if (newSet != null)
        {
            newSet.CloseSet();
        }

        switch (setName)
        {
        case "Intro":
            newSet = SetManager.OpenSet <SplashIntroSet>();
            break;

        case "Main Menu":
            newSet = SetManager.OpenSet <MainMenuSet>();
            break;

        case "Tutorial":
            newSet = SetManager.OpenSet <TutorialSet>();
            break;

        case "Game Set":
            newSet = SetManager.OpenSet <GamePanelSet>();
            break;

        case "Summary":
            newSet = SetManager.OpenSet <SummarySet>();
            break;
        }

        newSet.transform.SetParent(Holder.transform, false);
    }
Ejemplo n.º 5
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 private void Update()
 {
     if (!movie.isPlaying)
     {
         Game.Inst.levelSelect = SetManager.OpenSet <LevelSelectionSet>((lss) => Game.Inst.WantsToBeInWaitState = true);
         Destroy(gameObject);
     }
 }
 // DEBUG: These are just for testing menu flow
 public void OnHelpClicked()
 {
     clickSound.Play();
     Debug.Log("AUDIO");
     //gameSetShown = true;
     CloseSet();
     SetManager.OpenSet <HelpSet>();
 }
 public void OnPlayClicked()
 {
     //  clickSound.Play();
     CloseSet();
     gameRunNow = true;
     SetManager.OpenSet <GameSet>();
     // gameSetShown = true;
 }
Ejemplo n.º 8
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    public void OnExitGame()
    {
        Game.Inst.WantsToBeInWaitState = true;
        // Levels.CloseLevel();

        CloseSet();
        SetManager.OpenSet <MainMenuSet>();
    }
Ejemplo n.º 9
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    public void OnSettingsClicked()
    {
        clickSound.Play();
        Game.Inst.WantsToBeInWaitState = true;
        // Levels.CloseLevel();

        CloseSet();
        SetManager.OpenSet <MainMenuSet>();
    }
Ejemplo n.º 10
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    //Lose Sequence when player is killed
    IEnumerator LoseSequence()
    {
        yield return(new WaitForSeconds(1f));

        // Game.Inst.WantsToBeInWaitState = true;
        CloseSet();
        SetManager.OpenSet <LoseSet>();
        playerIsDead = true;
        yield return(new WaitForSeconds(3f));

        Levels.CloseLevel();
    }
Ejemplo n.º 11
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    public void BackToLevelSelect()
    {
        PlayerHealth.currentHealth = PlayerHealth.maxHealth;
        playerScript.playerAnim.SetBool("Dead", false);
        playerScript.playerAnim.SetBool("Idle", true);

        PlayerHealth.reset = false;

        GameObject[] sceneGO = FindObjectsOfType <GameObject>();
        foreach (GameObject obj in sceneGO)
        {
            if (obj.tag != "GameController")
            {
                Destroy(obj);
            }
        }
        Game.Inst.levelSelect = SetManager.OpenSet <LevelSelectionSet>();
        Game.Inst.dataManager.levelSelected = 0;
        Game.Inst.CurrentState = GameState.GAME_WAITING;
        Pausing();
    }
Ejemplo n.º 12
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    public void Update()
    {
        // Don't update the game if the app is not running
        if (!App.Inst.GetIsRunning())
        {
            return;
        }

        // Main game STATE MACHINE
        switch (CurrentState)
        {
        case GameState.GAME_INITIALIZING:
            // TODO: Add all of your initialization logic here
            // play splash screen
            // loading data if any
            dataManager = SetManager.OpenSet <DataManagerSet>();
            GameObject splashIntro = ResourceManager.Create("Prefab/Misc/SplashIntro");
            splashIntro.transform.position = Vector3.zero;

            WantsToBeInWaitState = true;
            // If we want to be in the wait state, do the state transition
            if (WantsToBeInWaitState)
            {
                DoStateTransition(GameState.GAME_WAITING);
            }

            break;

        case GameState.GAME_WAITING:
            // TODO: Go into this state and do nothing until the game is ready to run (for instance on the main menu or on the win/lose screens)

            // If we want to be in the loading state, do the state transition
            if (WantsToBeInLoadingState)
            {
                DoStateTransition(GameState.GAME_LOADING);
            }

            break;

        case GameState.GAME_LOADING:
            // TODO: Load the level
            hud          = SetManager.OpenSet <HUDSet>();
            levelManager = SetManager.OpenSet <LevelManager>();
            levelManager.LoadLevel();

            WantsToBeInRunningState = true;

            // If we want to be in the running state, do the state transition
            if (WantsToBeInRunningState)
            {
                DoStateTransition(GameState.GAME_RUNNING);
            }

            break;

        case GameState.GAME_RUNNING:
            // TODO: This is wher ethe majority of the game logic will happen and there might even be sub-states within this main game state

            // If we want to pause the game, go into the pause game state
            if (WantsToBeInWaitState)
            {
                DoStateTransition(GameState.GAME_WAITING);
            }

            break;

        default:
            Debug.Assert(false, "Invalid CurrentState for GameState in Game.cs");
            break;
        }
    }
Ejemplo n.º 13
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    public void Update()
    {
        // Don't update the game if the app is not running
        if (!App.Inst.GetIsRunning())
        {
            return;
        }

        // Main game STATE MACHINE
        switch (CurrentState)
        {
        case GameState.GAME_INITIALIZING:
            // TODO: Add all of your initialization logic here

            // Load all of your data
            DataLoader.LoadData();

            // Load main menu set
            SetManager.OpenSet <MainMenuSet>((mms) => WantsToBeInWaitState = true);

            // If we want to be in the wait state, do the state transition
            if (WantsToBeInWaitState)
            {
                DoStateTransition(GameState.GAME_WAITING);
            }

            break;

        case GameState.GAME_WAITING:
            // TODO: Go into this state and do nothing until the game is ready to run (for instance on the main menu or on the win/lose screens)

            // If we want to be in the loading state, do the state transition
            if (WantsToBeInLoadingState)
            {
                DoStateTransition(GameState.GAME_LOADING);
            }

            break;

        case GameState.GAME_LOADING:
            // TODO: Load the level

            WantsToBeInRunningState = true;



            // If we want to be in the running state, do the state transition
            if (WantsToBeInRunningState)
            {
                randomizeLevels();
            }
            DoStateTransition(GameState.GAME_RUNNING);


            break;

        case GameState.GAME_RUNNING:
            // TODO: This is wher ethe majority of the game logic will happen and there might even be sub-states within this main game state

            // If we want to pause the game, go into the pause game state
            if (WantsToBeInWaitState)
            {
                DoStateTransition(GameState.GAME_WAITING);
            }

            break;

        default:
            Debug.Assert(false, "Invalid CurrentState for GameState in Game.cs");
            break;
        }

        // Reload the game
        if (Input.GetKeyDown(KeyCode.R))
        {
            SceneManager.LoadScene("Boot");
            Levels.CurrentLevelNumber = 1;
        }
    }
Ejemplo n.º 14
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 public void OnPlayAgainClicked()
 {
     CloseSet();
     SetManager.OpenSet <MainMenuSet>();
 }
Ejemplo n.º 15
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    void Update()
    {
        switch (CurrentState)
        {
        case GameState.INIT:     // setting up all managers and game datas
            uiSetManager = SetManager.OpenSet <UISetManager>();
            soundManager = ResourcesManager.Create("Prefab/SoundManager").GetComponent <SoundManager>();
            uiSetManager.NextActiveSet("Intro");

            bool FileExist = File.Exists(Application.persistentDataPath + "bcgame.dat");
            if (FileExist)
            {
                NewData = new Data();
                NewData = SaveData.LoadData <Data>("bcgame.dat");
                HighestRoundCompleted = NewData.Round;
                IsTutorialComplete    = NewData.IsTutorialComplete;
            }


            BCGame.IsogramWords = LoadWordsList.GetWordsFile();
            GameIsWaiting       = true;

            if (GameIsWaiting)
            {
                ChangeState(GameState.WAITING);
            }
            break;

        case GameState.WAITING:     // waiting for input from player, reset gameplay
            LevelTime           = 300;
            BCGame.CurrentRound = 1;

            bool UserInput = Input.anyKey;
            TimeToQuit -= Time.deltaTime;
            if (TimeToQuit <= 0)
            {
                App.Inst.Quit();
            }
            else if (UserInput && TimeToQuit > 0)
            {
                TimeToQuit = 120f;
            }


            if (GameIsLoading)
            {
                ChangeState(GameState.LOADING);
            }
            break;

        case GameState.LOADING:     // get neccessary datas for the game to start
            PlayGame();
            uiSetManager.NextActiveSet("Game Set");
            if (GameIsRunning)
            {
                ChangeState(GameState.RUNNING);
            }
            break;

        case GameState.RUNNING:     // check if win or lose, save data
            if (IsRoundStarted)
            {
                LevelTime -= Time.deltaTime;
                bool bRoundIncomplete = BCGame.GetCurrentTry() > BCGame.GetMaxTry();
                if (bRoundIncomplete || LevelTime < 0)
                {
                    IsRoundStarted = false;
                    uiSetManager.NextActiveSet("Summary");
                    soundManager.PlayWinLose(!bRoundIncomplete);
                    ChangeState(GameState.WAITING);
                }
            }

            if (GameIsLoading)
            {
                ChangeState(GameState.LOADING);
            }
            else if (GameIsWaiting)
            {
                ChangeState(GameState.WAITING);
            }
            break;
        }



        if (Input.GetKeyDown(KeyCode.Space))
        {
            print(BCGame.MyHiddenWord);
        }
    }