Ejemplo n.º 1
0
 /// <summary>
 /// Control checking.
 /// </summary>
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.F4))
     {
         Screen.fullScreen = !Screen.fullScreen;
     }
     else if (Input.GetKeyDown(KeyCode.F9))
     {
         UserDebugger.instance.gameObject.SetActive(!UserDebugger.instance.gameObject.activeSelf);
     }
     else if (Input.GetKeyDown(KeyCode.Escape))
     {
         Application.LoadLevel("ModSelect");
         StaticInits.Reset();
     }
 }
Ejemplo n.º 2
0
    public void SwitchState(UIState state)
    {
        //Pre-state
        if (parentStateCall)
        {
            parentStateCall = false;
            encounter.script.Call("EnteringState", new DynValue[] { DynValue.NewString(state.ToString()), DynValue.NewString(this.state.ToString()) });
            parentStateCall = true;

            if (childStateCalled)
            {
                childStateCalled = false;
                return;
            }
        }
        else
        {
            childStateCalled = true;
        }

        // TODO Quick and dirty addition to add some humor to the Run away command.
        // Will be removed without question.
        if (musicPausedFromRunning)
        {
            Camera.main.GetComponent <AudioSource>().UnPause();
            musicPausedFromRunning = false;
        }
        // END DEBUG

        // below: actions based on ending a previous state, or actions that affect multiple states
        if (this.state == UIState.DEFENDING && state != UIState.DEFENDING)
        {
            encounter.endWave();
        }

        if (state != UIState.ENEMYDIALOGUE && state != UIState.DEFENDING)
        {
            ArenaSizer.instance.Resize(ArenaSizer.UIWidth, ArenaSizer.UIHeight);
            PlayerController.instance.invulTimer = 0.0f;
            PlayerController.instance.setControlOverride(true);
        }

        if (this.state == UIState.ENEMYSELECT && action == Actions.FIGHT)
        {
            foreach (LifeBarController lbc in arenaParent.GetComponentsInChildren <LifeBarController>())
            {
                Destroy(lbc.gameObject);
            }
        }

        if (state == UIState.DEFENDING || state == UIState.ENEMYDIALOGUE)
        {
            textmgr.destroyText();
            PlayerController.instance.SetPosition(320, 160, false);
            PlayerController.instance.GetComponent <Image>().enabled = true;
            fightBtn.overrideSprite = null;
            actBtn.overrideSprite   = null;
            itemBtn.overrideSprite  = null;
            mercyBtn.overrideSprite = null;
            textmgr.setPause(true);
        }

        if (this.state == UIState.ENEMYDIALOGUE)
        {
            TextManager[] textmen = FindObjectsOfType <TextManager>();
            foreach (TextManager textman in textmen)
            {
                if (textman.gameObject.name.StartsWith("DialogBubble")) // game object name is hardcoded as it won't change
                {
                    Destroy(textman.gameObject);
                }
            }
        }

        this.state = state;
        switch (state)
        {
        case UIState.ATTACKING:
            textmgr.destroyText();
            PlayerController.instance.GetComponent <Image>().enabled = false;
            fightUI.Init(encounter.enabledEnemies[selectedEnemy]);
            break;

        case UIState.ACTIONSELECT:
            PlayerController.instance.setControlOverride(true);
            PlayerController.instance.GetComponent <Image>().enabled = true;
            setPlayerOnAction(action);
            textmgr.setPause(ArenaSizer.instance.isResizeInProgress());
            textmgr.setCaller(encounter.script);     // probably not necessary due to ActionDialogResult changes
            textmgr.setText(new RegularMessage(encounter.EncounterText));
            break;

        case UIState.ACTMENU:
            string[] actions = new string[encounter.enabledEnemies[selectedEnemy].ActCommands.Length];
            for (int i = 0; i < actions.Length; i++)
            {
                actions[i] = encounter.enabledEnemies[selectedEnemy].ActCommands[i];
            }

            selectedAction = 0;
            setPlayerOnSelection(selectedAction);
            textmgr.setText(new SelectMessage(actions, false));
            break;

        case UIState.ITEMMENU:
            string[] items = getInventoryPage(0);
            selectedItem = 0;
            setPlayerOnSelection(0);
            textmgr.setText(new SelectMessage(items, false));

            /*ActionDialogResult(new TextMessage[] {
             *  new TextMessage("Can't open inventory.\nClogged with pasta residue.", true, false),
             *  new TextMessage("Might also be a dog.\nIt's ambiguous.",true,false)
             * }, UIState.ENEMYDIALOG);*/
            break;

        case UIState.MERCYMENU:
            selectedMercy = 0;
            string[] mercyopts = new string[1 + (encounter.CanRun ? 1 : 0)];
            mercyopts[0] = "Spare";
            foreach (EnemyController enemy in encounter.enabledEnemies)
            {
                if (enemy.CanSpare)
                {
                    mercyopts[0] = "[starcolor:ffff00][color:ffff00]" + mercyopts[0] + "[color:ffffff]";
                    break;
                }
            }
            if (encounter.CanRun)
            {
                mercyopts[1] = "Flee";
            }
            setPlayerOnSelection(0);
            textmgr.setText(new SelectMessage(mercyopts, true));
            break;

        case UIState.ENEMYSELECT:
            string[] names         = new string[encounter.enabledEnemies.Length];
            string[] colorPrefixes = new string[names.Length];
            for (int i = 0; i < encounter.enabledEnemies.Length; i++)
            {
                names[i] = encounter.enabledEnemies[i].Name;
                if (encounter.enabledEnemies[i].CanSpare)
                {
                    colorPrefixes[i] = "[color:ffff00]";
                }
            }

            textmgr.setText(new SelectMessage(names, true, colorPrefixes));
            if (action == Actions.FIGHT)
            {
                int maxWidth = (int)initialHealthPos.x;
                for (int i = 0; i < encounter.enabledEnemies.Length; i++)
                {
                    int mNameWidth = UnitaleUtil.fontStringWidth(textmgr.Charset, "* " + encounter.enabledEnemies[i].Name) + 50;
                    if (mNameWidth > maxWidth)
                    {
                        maxWidth = mNameWidth;
                    }
                }
                for (int i = 0; i < encounter.enabledEnemies.Length; i++)
                {
                    LifeBarController lifebar = Instantiate(Resources.Load <LifeBarController>("Prefabs/HPBar"));
                    lifebar.transform.SetParent(textmgr.transform);
                    RectTransform lifebarRt = lifebar.GetComponent <RectTransform>();
                    lifebarRt.anchoredPosition = new Vector2(maxWidth, initialHealthPos.y - i * textmgr.Charset.LineSpacing);
                    lifebarRt.sizeDelta        = new Vector2(90, lifebarRt.sizeDelta.y);
                    lifebar.setFillColor(Color.green);
                    float hpFrac = (float)encounter.enabledEnemies[i].HP / (float)encounter.enabledEnemies[i].getMaxHP();
                    lifebar.setInstant(hpFrac);
                }
            }

            if (selectedEnemy >= encounter.enabledEnemies.Length)
            {
                selectedEnemy = 0;
            }
            setPlayerOnSelection(selectedEnemy * 2);     // single list so skip right row by multiplying x2
            break;

        case UIState.DEFENDING:
            ArenaSizer.instance.Resize((int)encounter.ArenaSize.x, (int)encounter.ArenaSize.y);
            PlayerController.instance.setControlOverride(false);
            encounter.nextWave();
            // ActionDialogResult(new TextMessage("This is where you'd\rdefend yourself.\nBut the code was spaghetti.", true, false), UIState.ACTIONSELECT);
            break;

        case UIState.DIALOGRESULT:
            PlayerController.instance.GetComponent <Image>().enabled = false;
            break;

        case UIState.ENEMYDIALOGUE:
            PlayerController.instance.GetComponent <Image>().enabled = true;
            ArenaSizer.instance.Resize(155, 130);
            encounter.CallOnSelfOrChildren("EnemyDialogueStarting");
            monDialogues = new TextManager[encounter.enabledEnemies.Length];
            for (int i = 0; i < encounter.enabledEnemies.Length; i++)
            {
                string[] msgs = encounter.enabledEnemies[i].GetDefenseDialog();
                if (msgs == null)
                {
                    UserDebugger.warn("Entered ENEMYDIALOGUE, but no current/random dialogue was set for " + encounter.enabledEnemies[i].Name);
                    SwitchState(UIState.DEFENDING);
                    break;
                }
                GameObject    speechBub = Instantiate(SpriteFontRegistry.BUBBLE_OBJECT);
                RectTransform enemyRt   = encounter.enabledEnemies[i].GetComponent <RectTransform>();
                TextManager   sbTextMan = speechBub.GetComponent <TextManager>();
                monDialogues[i] = sbTextMan;
                sbTextMan.setCaller(encounter.enabledEnemies[i].script);
                Image speechBubImg = speechBub.GetComponent <Image>();
                SpriteUtil.SwapSpriteFromFile(speechBubImg, encounter.enabledEnemies[i].DialogBubble);
                Sprite speechBubSpr = speechBubImg.sprite;
                // TODO improve position setting/remove hardcoding of position setting
                speechBub.transform.SetParent(encounter.enabledEnemies[i].transform);
                speechBub.GetComponent <RectTransform>().anchoredPosition = encounter.enabledEnemies[i].DialogBubblePosition;
                sbTextMan.setOffset(speechBubSpr.border.x, -speechBubSpr.border.w);
                sbTextMan.setFont(SpriteFontRegistry.Get(SpriteFontRegistry.UI_MONSTERTEXT_NAME));
                sbTextMan.setEffect(new RotatingEffect(sbTextMan));

                MonsterMessage[] monMsgs = new MonsterMessage[msgs.Length];
                for (int j = 0; j < monMsgs.Length; j++)
                {
                    monMsgs[j] = new MonsterMessage(msgs[j]);
                }

                sbTextMan.setTextQueue(monMsgs);
                speechBub.GetComponent <Image>().enabled = true;
            }
            break;

        case UIState.DONE:
            StaticInits.Reset();
            Application.LoadLevel("ModSelect");
            break;
        }
    }
Ejemplo n.º 3
0
    // Update is called once per frame
    void Update()
    {
        if (!started)
        {
            return;
        }

        if (internalTimer > breakHeartAfter)
        {
            AudioSource.PlayClipAtPoint(heartbreak, Camera.main.transform.position, 0.75f);
            brokenHeartPrefab = Instantiate(brokenHeartPrefab);
            brokenHeartPrefab.transform.SetParent(this.gameObject.transform);
            brokenHeartPrefab.GetComponent <RectTransform>().position = heartPos;
            brokenHeartPrefab.GetComponent <Image>().color            = heartColor;
            gameObject.GetComponent <Image>().enabled = false;
            breakHeartAfter = 999.0f;
        }

        if (internalTimer > explodeHeartAfter)
        {
            AudioSource.PlayClipAtPoint(heartsplode, Camera.main.transform.position, 0.75f);
            brokenHeartPrefab.GetComponent <Image>().enabled = false;
            heartShardInstances = new RectTransform[6];
            heartShardRelocs    = new Vector2[6];
            heartShardCtrl      = new LuaSpriteController[6];
            for (int i = 0; i < heartShardInstances.Length; i++)
            {
                heartShardInstances[i] = Instantiate(heartShardPrefab).GetComponent <RectTransform>();
                heartShardCtrl[i]      = new LuaSpriteController(heartShardInstances[i].GetComponent <Image>());
                heartShardInstances[i].transform.SetParent(this.gameObject.transform);
                heartShardInstances[i].GetComponent <RectTransform>().position = heartPos;
                heartShardInstances[i].GetComponent <Image>().color            = heartColor;
                heartShardRelocs[i] = UnityEngine.Random.insideUnitCircle * 100.0f;
                heartShardCtrl[i].Set(heartShardAnim[0]);
                heartShardCtrl[i].SetAnimation(heartShardAnim, 1 / 5f);
            }
            explodeHeartAfter = 999.0f;
        }

        if (internalTimer > gameOverAfter)
        {
            gameOverMusic.Play();
            gameOverAfter = 999.0f;
        }

        if (internalTimer > fluffybunsAfter)
        {
            gameOverTxt.setHorizontalSpacing(7);
            gameOverTxt.setTextQueue(new TextMessage[] {
                new TextMessage("", false, false), // initial blank message to force pressing Z
                new TextMessage("[color:ffffff][voice:v_fluffybuns][waitall:2]You cannot give\nup just yet...", false, false),
                new TextMessage("[color:ffffff][voice:v_fluffybuns][waitall:2]" + PlayerCharacter.Name + "!\n[w:15]Stay determined...", false, false),
                new TextMessage("", false, false), // ending with a double blank message, because the text manager is considered complete
                new TextMessage("", false, false)  // when you're on the last line, and the last line is done writing out too - we fade at this point
            });
            fluffybunsAfter = 999.0f;
        }

        for (int i = 0; i < heartShardInstances.Length; i++)
        {
            heartShardInstances[i].position += (Vector3)heartShardRelocs[i] * Time.deltaTime;
            heartShardRelocs[i].y           -= 100f * Time.deltaTime;
        }

        if (!done)
        {
            gameOverImage.color = new Color(1, 1, 1, gameOverFadeTimer);
            if (gameOverAfter >= 999.0f && gameOverFadeTimer < 1.0f)
            {
                gameOverFadeTimer += Time.deltaTime / 2;
                if (gameOverFadeTimer >= 1.0f)
                {
                    gameOverFadeTimer = 1.0f;
                    done = true;
                }
            }
            internalTimer += Time.deltaTime; // this is actually dangerous because done can be true before everything's done if timers are modified
        }
        else if (!exiting && !gameOverTxt.allLinesComplete())
        {
            // Note: [noskip] only affects the UI controller's ability to skip, so we have to redo that here.
            if (InputUtil.Pressed(GlobalControls.input.Confirm) && gameOverTxt.lineComplete())
            {
                gameOverTxt.nextLine();
            }
        }
        else if (!exiting && gameOverTxt.allLinesComplete())
        {
            exiting           = true;
            gameOverFadeTimer = 1.0f;
        }
        else if (exiting && gameOverFadeTimer > 0.0f)
        {
            gameOverImage.color = new Color(1, 1, 1, gameOverFadeTimer);
            if (gameOverFadeTimer > 0.0f)
            {
                gameOverFadeTimer -= Time.deltaTime / 2;
                if (gameOverFadeTimer <= 0.0f)
                {
                    gameOverFadeTimer = 0.0f;
                }
            }
        }
        else if (exiting)
        {
            // repurposing the timer as a reset delay
            gameOverFadeTimer -= Time.deltaTime;
            if (gameOverMusic.volume - Time.deltaTime > 0.0f)
            {
                gameOverMusic.volume -= Time.deltaTime;
            }
            else
            {
                gameOverMusic.volume = 0.0f;
            }

            if (gameOverFadeTimer < -1.5f)
            {
                StaticInits.Reset();
                Destroy(this.gameObject);
                Application.LoadLevel("ModSelect");
            }
        }
    }