Ejemplo n.º 1
0
        // Use this for initialization
        void Start()
        {
            //scripts
            m_EndSceneDataScript = this.GetComponent <GSP.EndSceneData>();
            m_MiscScript         = this.GetComponent <GSP.Misc>();

            ScaleValues();

            m_EndSceneCharDataObject = m_EndSceneDataScript.GetData(m_MiscScript.DetermineWinner());

            m_headerString = "";
            m_headerString = "Player " + (m_EndSceneCharDataObject.PlayerNumber).ToString() + " is the Winner!\n"
                             + "Player " + (m_EndSceneCharDataObject.PlayerNumber).ToString() + " collected " + (m_EndSceneCharDataObject.PlayerCurrency).ToString() + " Gold.";

            List <KeyValuePair <int, int> > playerList = m_MiscScript.GetList();

            m_bodyString = "";
            for (int i = 1; i <= (m_EndSceneDataScript.Count - 1); i++)
            {
                m_EndSceneCharDataObject = m_EndSceneDataScript.GetData(playerList[i].Key);
                m_bodyString             = m_bodyString + "[" + (i + 1).ToString() + " Place] "
                                           + "Player " + (m_EndSceneCharDataObject.PlayerNumber).ToString() + " collected " + (m_EndSceneCharDataObject.PlayerCurrency).ToString() + " Gold.\n";
            }

            m_isActionRunning = true;
        }
Ejemplo n.º 2
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        }               //end void OnGUI()

        private void ScaleValues()
        {
            m_EndSceneDataScript = this.GetComponent <GSP.EndSceneData>();

            m_mainWidth   = Screen.width / 2;
            m_mainHeight  = Screen.height / 1;
            m_mainStartX  = (Screen.width / 2) - (m_mainWidth / 2);
            m_mainStartY  = (Screen.height / 2) - ((m_mainHeight / 2)); //65 is just below the main GUI, and I added a gap of 32 from the end of that
            m_sectionsInY = 7;
        }                                                               //end private void ScaleValues()
Ejemplo n.º 3
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        }         // end Update function

        // Determine who is the winner and fill in the sorted list.
        public int DetermineWinner()
        {
            // Get the game object with the end scene data tag.
            GameObject endSceneDataObject = GameObject.FindGameObjectWithTag("EndSceneDataTag");

            // Get its script.
            EndSceneData endSceneScript = endSceneDataObject.GetComponent <EndSceneData>();

            // Get the number of players.
            int numPlayers = endSceneScript.Count;

            // Loop over the data in the end scene data script.
            for (int index = 0; index < numPlayers; index++)
            {
                // Increase index by one to get the player number.
                int playerNum = index + 1;

                // Only proceed if the player's currency hasn't been added.
                if (!m_currencyDict.ContainsKey(playerNum))
                {
                    // Get the player's char data.
                    EndSceneCharData endScenechardata = endSceneScript.GetData(playerNum);

                    // Add the player's number as the key and its currency as the value to the dictionary.
                    m_currencyDict.Add(playerNum, endScenechardata.PlayerCurrency);
                }         // end if statement
            }             // end for loop

            // Now we sort the currency dictionary.
            IEnumerable <KeyValuePair <int, int> > sortedCurrency = from entry in m_currencyDict orderby entry.Value descending select entry;

            // Create a list from this ordering.
            currencyList = sortedCurrency.ToList();

            // Now get and return the player at the front of the list as the winner.
            // This only happens because it was sorted to have the highest at the top.
            return(currencyList[0].Key);
        }         // end DetermineWinner function
Ejemplo n.º 4
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        private void StateMachine()
        //---------------------------------------------------------------------
        // +StateMachine in charge of displaying GUI that describes
        //	 what stage the gamePlay is in
        // +Uses a switch() statement for handling states
        //
        //---------------------------------------------------------------------
        {
            var state = GameObject.FindGameObjectWithTag("GUITextTag").GetComponent <GUIText>();

            switch (m_gamePlayState)
            {
            case GamePlayState.BEGINTURN:
                //Get All the Players values
                GetPlayerValues();
                m_GUIBottomBarScript.RefreshBottomBarGUI(m_playerList[m_GUIPlayerTurn]);

                //tell the player to roll the dice
                m_gamePlayState = GamePlayState.ROLLDICE;
                break;

            case GamePlayState.ROLLDICE:
                //list start at 0 but I need GUI to start Display with player "1"
                int tmpPlayerTurn = m_GUIPlayerTurn + 1;

                state.text = "Player " + tmpPlayerTurn.ToString() + " roll dice";

                //create a roll dice button
                m_GUIActionString = "Action\nRoll Dice";

                //highlight button
                m_colorActionButtonDefault = false;

                //if button is clicked, destroy button
                if (m_GUIActionPressed)
                {
                    //stop animation
                    m_colorActionButtonDefault = true;

                    m_GUIDiceDistVal = m_DieScript.Dice.Roll(1, 8);

                    //Play die roll sound
                    audioSrc.audio.PlayOneShot(GSP.AudioReference.sfxDice);                       //Play die roll sound

                    //nextState()
                    m_gamePlayState = GamePlayState.CALCDISTANCE;
                }
                break;

//
            case GamePlayState.CALCDISTANCE:
                state.text = "Calculate Distance";

                //get dice value /calculate m_allowedTravelDistance
                m_GUIDiceDistVal = m_GUIDiceDistVal * (m_GUIMaxWeight - m_GUIWeight) / m_GUIMaxWeight;

                //nextState()
                m_GUIActionPressed = false;
                m_gamePlayState    = GamePlayState.DISPLAYDISTANCE;
                break;

            case GamePlayState.DISPLAYDISTANCE:
                state.text = "DisplayDistance";

                //TODO: Add function to display tiles

                //nextState()
                m_gamePlayState = GamePlayState.SELECTPATHTOTAKE;
                //display arrows
                m_GUIMovementScript.InitThis(m_playerList[m_GUIPlayerTurn], m_GUIDiceDistVal);
                break;

            case GamePlayState.SELECTPATHTOTAKE:
                state.text        = "Select Path To Take\nPress Action butotn to End Turn\nor X to start over.";
                m_GUIActionString = "End Turn";

                //update new value of DiceDist if player pressed a move button
                m_GUIDiceDistVal = m_GUIMovementScript.GetTravelDistanceLeft();

                //if ( Input.GetKeyDown( KeyCode.Alpha1 ) )
                if (m_GUIActionPressed)
                {
                    //find out what mapEvent Occured

                    m_gamePlayState = GamePlayState.DOACTION;

                    //TODO: REMOVE below line if test works.
                    //m_NEWGUIMapEventScript.InitThis( m_playerList[m_GUIPlayerTurn] );

                    //update gui by getting new values
                    //GetPlayerValues();

                    //TODO: after testing, delete command above and use this one below
                    m_MapEventString       = m_MapEventScript.DetermineEvent(m_playerList[m_GUIPlayerTurn]);
                    m_MapEventResultString = m_MapEventScript.GetResultString();
                    m_GUIMapEventsScript.InitThis(m_playerList[m_GUIPlayerTurn], m_MapEventString, m_MapEventResultString);
                    //m_GUIMapEventsScript.InitThis( m_playerList[m_GUIPlayerTurn], "ENEMY", null );
                }

                break;

            case GamePlayState.DOACTION:
                //state.text = "Do Action/MapEvent";
                state.text = "";

                GetPlayerValues();

                //map events
                if (m_GUIMapEventsScript.isActionRunning() == false)
                //TODO: remove bottome line if above line works
                //if( m_NEWGUIMapEventScript.GetIsActionRunning() == false )
                {
                    //TODO: After Testing, uncomment the following
                    m_MapEventString       = "NOTHING";
                    m_MapEventResultString = null;

                    //NextState()
                    m_gamePlayState    = GamePlayState.ENDTURN;
                    m_GUIActionPressed = false;
                }

                break;

            case GamePlayState.ENDTURN:
                state.text = "End Turn";

                // Clear the board of any highlight tiles.
                Highlight.ClearHightlight();

                //next players turn
                m_GUIPlayerTurn = m_GUIPlayerTurn + 1;

                //if exceeds the number of player playing, start back at player 1
                if (m_GUIPlayerTurn >= m_GUINumOfPlayers)
                {
                    m_GUIPlayerTurn = 0;
                }

                //new player gets new turn
                m_gamePlayState = GamePlayState.BEGINTURN;

                break;

            case GamePlayState.ENDGAME:
                state.text = "Universe Ending";

                if (m_runEndStuff)
                {
                    #region Selling Character resource stuff

                    // Set it to not run this again.
                    m_runEndStuff = false;

                    // Get the number of players.
                    int numPlayers = m_playerList.Count;

                    // Loop through and sell the character's resources and their ally's resources.
                    for (int playerSellIndex = 0; playerSellIndex < numPlayers; playerSellIndex++)
                    {
                        // We need to access the character script at the given index and sell the resources.
                        m_playerScriptList[playerSellIndex].SellResource();
                    }                     // end for loop

                    #endregion

                    #region End Scene Quit Adding Stuff

                    // Get the end scene data object's script.
                    EndSceneData endSceneScript = m_endSceneCharData.GetComponent <EndSceneData>();

                    // Add the player stuff.
                    for (int endSceneIndex = 0; endSceneIndex < numPlayers; endSceneIndex++)
                    {
                        // Add the current player to the end scene data object.
                        // Note: Be sure to add 1 to index to get the player number correct.
                        int playerNum = endSceneIndex + 1;

                        // Check if the key doesn't exist. Only proceed if it doesn't.
                        if (!endSceneScript.KeyExists(playerNum))
                        {
                            // NOTE: Uncomment the below line for testing. Recomment it for the real game.
                            //m_playerScriptList[endSceneIndex].Currency += m_DieScript.Dice.Roll(1, 100);
                            endSceneScript.AddData(playerNum, m_playerList[endSceneIndex]);
                        }                 // end if statement
                    }                     // end for loop

                    #endregion

                    // Next load the end scene
                    Application.LoadLevel("EndScene");
                }
                break;

            default:
                //stage transition
                break;
            }     //end switch (m_gamePlayState)
        }         //end private void StateMachine()
Ejemplo n.º 5
0
        // Update is called once per frame.
        void Update()
        {
            // Tests getting the player's info
            if (Input.GetKeyDown(KeyCode.A))
            {
                // Get the game object with the end scene data tag.
                GameObject endSceneDataObject = GameObject.FindGameObjectWithTag("EndSceneDataTag");

                // Get its script.
                EndSceneData endSceneScript = endSceneDataObject.GetComponent <EndSceneData>();

                // Get the number of players.
                int numPlayers = endSceneScript.Count;

                // Loop over the data in the end scene data script.
                for (int index = 0; index < numPlayers; index++)
                {
                    // Increase index by one to get the player number.
                    int playerNum = index + 1;

                    // Get the player's char data.
                    EndSceneCharData endScenechardata = endSceneScript.GetData(playerNum);

                    // Debug what's in the char data object.
                    Debug.Log("Player Number: " + endScenechardata.PlayerNumber);
                    Debug.Log("Player Name: " + endScenechardata.PlayerName);
                    Debug.Log("Player Currency: " + endScenechardata.PlayerCurrency);
                }         // end for loop
            }             // end if statement

            // Tests checking to player's currency for a winner.
            if (Input.GetKeyDown(KeyCode.B))
            {
                // Get the game object with the end scene data tag.
                GameObject endSceneDataObject = GameObject.FindGameObjectWithTag("EndSceneDataTag");

                // Get its script.
                EndSceneData endSceneScript = endSceneDataObject.GetComponent <EndSceneData>();

                // Get its misc script.
                Misc endSceneMisc = endSceneDataObject.GetComponent <Misc>();

                // Get the winning player.
                int playerWinner = endSceneMisc.DetermineWinner();

                // Show it on the console.
                Debug.Log("Player #" + playerWinner + " is the winner!");

                // Get the winning players data.
                EndSceneCharData playerWinnerData = endSceneScript.GetData(playerWinner);

                // Show it on the console.
                Debug.Log(playerWinnerData.PlayerName + " has won with " + playerWinnerData.PlayerCurrency + " currency!");
            }             // end if statement

            // Tests checks for a winner and grabs the sorted list. Then loops over it.
            if (Input.GetKeyDown(KeyCode.C))
            {
                // Get the game object with the end scene data tag.
                GameObject endSceneDataObject = GameObject.FindGameObjectWithTag("EndSceneDataTag");

                // Get its script.
                EndSceneData endSceneScript = endSceneDataObject.GetComponent <EndSceneData>();

                // Get its misc script.
                Misc endSceneMisc = endSceneDataObject.GetComponent <Misc>();

                // Since we're getting the list, it doesn't matter if we assign the result to a variable here.
                endSceneMisc.DetermineWinner();

                // Get the list.
                List <KeyValuePair <int, int> > playerList = endSceneMisc.GetList();

                // Loop over the list.
                foreach (var pair in playerList)
                {
                    // Get the player's data from the key in the pair.
                    EndSceneCharData charData = endSceneScript.GetData(pair.Key);

                    // Do stuff with it.
                    Debug.Log("Player #" + charData.PlayerNumber + " has " + charData.PlayerCurrency + " currency!");
                }         // end foreach
            }             // end if statement

            // Tests checks for a winner and grabs the sorted list. Uses it by index.
            if (Input.GetKeyDown(KeyCode.D))
            {
                // Get the game object with the end scene data tag.
                GameObject endSceneDataObject = GameObject.FindGameObjectWithTag("EndSceneDataTag");

                // Get its script.
                EndSceneData endSceneScript = endSceneDataObject.GetComponent <EndSceneData>();

                // Get its misc script.
                Misc endSceneMisc = endSceneDataObject.GetComponent <Misc>();

                // Since we're getting the list, it doesn't matter if we assign the result to a variable here.
                endSceneMisc.DetermineWinner();

                // Get the list.
                List <KeyValuePair <int, int> > playerList = endSceneMisc.GetList();

                // Do stuff with the list by index.

                // Get the char data for the 2nd place.
                EndSceneCharData charData = endSceneScript.GetData(playerList[1].Key);

                // Do something with it.
                Debug.Log("Player #" + charData.PlayerNumber + " has placed second with " + charData.PlayerCurrency + " currency!");
            }             // end if statement

            // Tests checks for a winner and grabs the sorted list. Uses it to grab the last player.
            if (Input.GetKeyDown(KeyCode.E))
            {
                // Get the game object with the end scene data tag.
                GameObject endSceneDataObject = GameObject.FindGameObjectWithTag("EndSceneDataTag");

                // Get its script.
                EndSceneData endSceneScript = endSceneDataObject.GetComponent <EndSceneData>();

                // Get its misc script.
                Misc endSceneMisc = endSceneDataObject.GetComponent <Misc>();

                // Since we're getting the list, it doesn't matter if we assign the result to a variable here.
                endSceneMisc.DetermineWinner();

                // Get the list.
                List <KeyValuePair <int, int> > playerList = endSceneMisc.GetList();

                // Get the number of players.
                int numPlayers = endSceneScript.Count;

                // Get the last player. Its index is the number of players minus one.
                int lastPlayerIndex = numPlayers - 1;

                // Get the char data for the last player.
                EndSceneCharData charData = endSceneScript.GetData(playerList[lastPlayerIndex].Key);

                // Do something with it.
                Debug.Log("Player #" + charData.PlayerNumber + " has placed last with " + charData.PlayerCurrency + " currency!");
            } // end if statement
        }     // end Update function