Ejemplo n.º 1
0
    // Show this HUD layer
    public void show()
    {
        string stageTextAddition = string.Empty;

        stageTextAddition = StageSystemManager.isOnFinalStage() == true ? " (final)" : string.Empty;

        stageText.text = "Stage " + StageSystemManager.getCurrentStage().ToString() + stageTextAddition;

        animComp.SetBool("isShowing", true);
        animComp.SetBool("isHiding", false);
    }
Ejemplo n.º 2
0
    // Show this layer
    public void show()
    {
        Cursor.visible = true;

        toolTipText.text = string.Empty;
        animComp.SetBool("isShowing", true);

        // Add on click listener
        quitButton.onClick.AddListener(delegate
        {
            musicPlayer.fadeOut();
            StartCoroutine(transitionToMainMenu());
        });

        winsText.text = PlayerStatsContainer.getWins().ToString() + " / " + StageSystemManager.getFinalStage().ToString();
        rankText.text = StageSystemManager.getPlayerRank(PlayerStatsContainer.getWins());
    }
Ejemplo n.º 3
0
    // When this HUD layer is shown
    public void show()
    {
        Cursor.visible   = true;
        tooltipText.text = string.Empty;

        continueButton.onClick.AddListener(delegate
        {
            // If the player is not on the last stage
            // Increase the stage count
            if (StageSystemManager.isOnFinalStage() == false)
            {
                StageSystemManager.setCurrentStage(StageSystemManager.getCurrentStage() + 1);
            }
            musicPlayer.fadeOut();
            StartCoroutine(reloadLevel());
        });

        quitButton.onClick.AddListener(delegate
        {
            musicPlayer.fadeOut();
            StartCoroutine(goToMainMenu());
        });

        // Set the content of the title based on whether the player
        // reached the score target
        if (player.getBounceCount() >= ScoreTargetController.getScoreTarget())
        {
            titleText.text = "You Win";
        }

        else
        {
            titleText.text = "You Lose";
        }

        scoreGoalText.text          = ScoreTargetController.getScoreTarget().ToString();
        playerBounceResultText.text = player.getBounceCount().ToString();

        animComp.SetBool("isShowing", true);
        animComp.SetBool("isHiding", false);
    }
Ejemplo n.º 4
0
    // End the game
    public static IEnumerator endGame()
    {
        player.disable();
        hudLayerController.hideGameplayHUDLayer();

        yield return(new WaitForSeconds(2.0f));

        // If the player is on the final stage
        // Show the stage run end HUD layer
        if (StageSystemManager.isOnFinalStage() == true)
        {
            hudLayerController.showStageRunEndHUDLayer();
        }

        // Otherwise
        // Show the game over HUD layer
        else
        {
            hudLayerController.showGameOverHUDLayer();
        }
    }
Ejemplo n.º 5
0
    // Start the game
    private IEnumerator startGame()
    {
        float startDelay = 2.5f;

        welcomeScreen_hide();
        currentScreenIndicator.gameObject.SetActive(false);
        loadingText.gameObject.SetActive(true);
        background.enabled = false;

        StageSystemManager.resetValues();
        ScoreTargetController.resetValues();
        PlayerStatsContainer.resetValues();

        yield return(new WaitForSeconds(1.0f));

        fadeImageAnimator.SetBool("isShowing", true);

        yield return(new WaitForSeconds(startDelay));

        SceneManager.LoadSceneAsync("Scene_GameArea_Sanctuary");
    }
Ejemplo n.º 6
0
    // Start the game
    private IEnumerator startGame()
    {
        float delay = 2.0f;

        hide();
        PlayerStatsContainer.resetValues();
        StageSystemManager.resetValues();
        ScoreTargetController.resetValues();

        Cursor.visible = false;
        loadingText.gameObject.SetActive(true);



        yield return(new WaitForSeconds(delay));

        fadeImage.SetBool("isShowing", true);

        yield return(new WaitForSeconds(2.5f));

        SceneManager.LoadSceneAsync("Scene_GameArea_Sanctuary");
    }