Ejemplo n.º 1
0
 // Use this for initialization
 void Start()
 {
     if (instance != null)
     {
     }
     instance = this;
 }
Ejemplo n.º 2
0
    // Update is called once per frame
    void Update()
    {
        // 当たり判定
        Vector2 p1   = transform.position;                      // 魚の中心座標
        Vector2 p2   = this.bullet.transform.position;          // 弾の中心座標
        Vector2 dir2 = p1 - p2;
        float   d    = dir2.magnitude;
        float   r1   = 0.3f;            // 魚の半径
        float   r2   = 0.1f;            // 弾の半径

        if (d < r1 + r2)
        {
            //// 衝突した場合は弾をもどす
            ////マウスのx,y座標を取得
            //Vector3 vecMouse = Input.mousePosition;
            ////ワールド座標に変換じゃ!!
            //Vector3 screenPos = Camera.main.ScreenToWorldPoint(vecMouse);
            ////オブジェクトに代入じゃ!!
            //Vector3 ankoPos = new Vector3(screenPos.x,-4,0);
            //bullet.transform.position = ankoPos;

            bullet.transform.position =
                GameObject.Find("ankou").transform.position;
            UIDirector.AddScore(value);
            if (destroy)
            {
                Destroy(gameObject);
            }
            else
            {
                StartCoroutine("blink");
            }
        }
    }
Ejemplo n.º 3
0
    // Update is called once per frame
    void Update()
    {
        GameObject fish = GameObject.Find("fish3_yellow10");

        if (fish != null)
        {
            Destroy(fish);
        }

        // 当たり判定
        Vector2 p1   = transform.position;                      // UFOの中心座標
        Vector2 p2   = bullet.transform.position;               // 弾の中心座標
        Vector2 dir2 = p1 - p2;
        float   d    = dir2.magnitude;
        float   r1   = 1.0f;            // UFOの半径
        float   r2   = 0.1f;            // 弾の半径

        if (d < r1 + r2)
        {
            bullet.transform.position =
                GameObject.Find("ankou").transform.position;
            UIDirector.AddScore(value);

            StartCoroutine("blink");
        }
    }
Ejemplo n.º 4
0
    void Start()
    {
        instance   = this;
        _creatures = FindObjectsOfType <CreatureStats>();
        Cursor.SetCursor(CursorImage, new Vector2(25, 25), CursorMode.ForceSoftware);

        //Генерим иконки персонажей
        GenerateCreturesIcons();
        //Генерим панельки активных игроков
        GeneratePlayersPanels();
        //Генерим HealthBar
        GenerateHealthBars();


        //Проверяем текущего игрока
        MatchSystem.instance.OnChangePlayer += MatchSystem_OnChangePlayer;

        //Проверяем инвентарь
        InventorySystem.instance.OnPickInventoryItem   += InventorySystem_OnPickInventoryItem;
        InventorySystem.instance.OnRemoveInventoryItem += InventorySystem_OnRemoveInventoryItem;

        //Определяем наведение
        ClickObject.OnHoverIn  += ClickObject_OnHoverIn;
        ClickObject.OnHoverOut += ClickObject_OnHoverOut;
    }
Ejemplo n.º 5
0
//	void JugdeE(GameObject b) {
//		Vector2 p1 = transform.position;                // ankoの中心座標
//		Vector2 p2 = b.transform.position;  // bの中心座標
//		Vector2 dir = p1 - p2;
//		float d = dir.magnitude;
//		float r1 = 0.25f;	// bの半径
//		float r2 = 0.7f;	// ankoの半径
//
//		if (d < r1 + r2 && jE>0)
//		{
//			// 攻撃されたら減点
//			UIDirector.DecScore(value);
//			this.jE = -1;
//			//SceneManager.LoadScene("GameOver");
//		}
//		if (d > r1 + r2) {
//			this.jE = 1;
//		}
//		//Debug.Log ();
//
//	}

    void OnTriggerEnter2D(Collider2D t)
    {
        if (t.gameObject.tag == "Enemy")
        {
            UIDirector.DecScore(value);
        }
//		Debug.Log (t.gameObject.name);
    }
Ejemplo n.º 6
0
        private IEnumerator InitCO()
        {
            AppSettingsManager = new AppSettingsManager();
            AssetManager       = new AssetManager();

            yield return(ReloadEdition());

            // TODO refactor: standardize initialisation of managers
            VocabularyHelper        = new VocabularyHelper(DB);
            JourneyHelper           = new JourneyHelper(DB);
            ScoreHelper             = new ScoreHelper(DB);
            Teacher                 = new TeacherAI(DB, VocabularyHelper, ScoreHelper);
            LogManager              = new LogManager();
            GameLauncher            = new MiniGameLauncher(Teacher);
            FirstContactManager     = new FirstContactManager();
            Services                = new ServicesManager();
            FacebookManager         = gameObject.AddComponent <FacebookManager>();
            FacebookManager.verbose = true;

            // MonoBehaviors
            NavigationManager = gameObject.AddComponent <NavigationManager>();
            NavigationManager.Init();
            gameObject.AddComponent <KeeperManager>();
            gameObject.AddComponent <BookManager>();

            RewardSystemManager = new RewardSystemManager();
            RewardSystemManager.Init();

            PlayerProfileManager = new PlayerProfileManager();
            PlayerProfileManager.LoadPlayerSettings();

            Services = new ServicesManager();

            Debug.Log("AppManager Init(): UIDirector.Init()");
            UIDirector.Init(); // Must be called after NavigationManager has been initialized

            // Debugger setup
            if (!ApplicationConfig.I.DebugLogEnabled)
            {
                Debug.LogWarning("LOGS ARE DISABLED - check the App Config");
            }
            Debug.unityLogger.logEnabled = ApplicationConfig.I.DebugLogEnabled;
            gameObject.AddComponent <Debugging.DebugManager>();

            Debug.Log("AppManager Init(): UpdateAppVersion");
            // Update settings
            AppSettingsManager.UpdateAppVersion();

            Time.timeScale = 1;
            Loaded         = true;
        }
Ejemplo n.º 7
0
        /// <summary>
        /// first Init, from Awake()
        /// </summary>
        protected override void Init()
        {
            if (alreadySetup)
            {
                return;
            }
            alreadySetup = true;

            AppSettingsManager = new AppSettingsManager();

            DB = new DatabaseManager();
            // TODO refactor: standardize initialisation of managers
            LogManager              = new LogManager();
            VocabularyHelper        = new VocabularyHelper(DB);
            JourneyHelper           = new JourneyHelper(DB);
            ScoreHelper             = new ScoreHelper(DB);
            Teacher                 = new TeacherAI(DB, VocabularyHelper, ScoreHelper);
            GameLauncher            = new MiniGameLauncher(Teacher);
            FirstContactManager     = new FirstContactManager();
            Services                = new ServicesManager();
            FacebookManager         = gameObject.AddComponent <FacebookManager>();
            FacebookManager.verbose = true;

            // MonoBehaviors
            NavigationManager = gameObject.AddComponent <NavigationManager>();
            NavigationManager.Init();
            gameObject.AddComponent <KeeperManager>();
            gameObject.AddComponent <BookManager>();

            RewardSystemManager = new RewardSystemManager();
            RewardSystemManager.Init();

            PlayerProfileManager = new PlayerProfileManager();
            PlayerProfileManager.LoadPlayerSettings();

            Services = new ServicesManager();

            Debug.Log("AppManager Init(): UIDirector.Init()");
            UIDirector.Init(); // Must be called after NavigationManager has been initialized

            // Debugger setup
            Debug.unityLogger.logEnabled = AppConfig.DebugLogEnabled;
            gameObject.AddComponent <Debugging.DebugManager>();

            Debug.Log("AppManager Init(): UpdateAppVersion");
            // Update settings
            AppSettingsManager.UpdateAppVersion();
        }
Ejemplo n.º 8
0
    void JugdeY(GameObject b)
    {
        Vector2 p1  = transform.position;               // ankoの中心座標
        Vector2 p2  = b.transform.position;             // bの中心座標
        Vector2 dir = p1 - p2;
        float   d   = dir.magnitude;
        float   r1  = 0.25f;            // bの半径
        float   r2  = 0.7f;             // ankoの半径

        if (d < r1 + r2 && jY > 0)
        {
            // 攻撃されたら減点
            UIDirector.DecScore(value);
            this.jY = -1;
            //SceneManager.LoadScene("GameOver");
        }
        if (d > r1 + r2)
        {
            this.jY = 1;
        }
        //Debug.Log ();
    }
Ejemplo n.º 9
0
        /// <summary>
        /// Exit from the current scene. Called while in pause mode during a minigame.
        /// </summary>
        public void ExitToMainMenu()
        {
            Debug.LogFormat(" ---- NAV MANAGER ({1}) scene {0} ---- ", NavData.CurrentScene, "ExitDuringPause");
            switch (NavData.CurrentScene)
            {
            case AppScene.Map:
                UIDirector.DeactivateAllUI();
                KeeperManager.I.PlayDialogue(new[]
                {
                    LocalizationDataId.Map_Exit_1,
                    LocalizationDataId.Map_Exit_2,
                    LocalizationDataId.Map_Exit_3,
                }.GetRandom(),
                                             _callback: () => {
                    // We also clear the navigation data
                    NavData.PrevSceneStack.Clear();
                    GoToScene(AppScene.Home);
                });
                break;

            case AppScene.PlayerCreation:
                // We also clear the navigation data
                NavData.PrevSceneStack.Clear();
                GoToScene(AppScene.Home);
                break;

            default:
                if (AppManager.I.AppSettings.KioskMode)
                {
                    GoToKiosk();
                }
                else
                {
                    GoToScene(AppScene.Map);
                }
                break;
            }
        }
Ejemplo n.º 10
0
 /// <summary>
 /// 一番初めに処理
 /// </summary>
 void Awake()
 {
     this.UI        = GameObject.Find("UI").GetComponent <UIDirector>();
     this.rigidbody = GetComponent <Rigidbody>();
     this.animator  = GetComponentInChildren <Animator>();
 }