Ejemplo n.º 1
0
        public void SaveExperienceToServer(uint xpEarnedOnThisLevel, bool leveledUp)
        {
            FashionGameCommands.SetLevelComplete(mXP, xpEarnedOnThisLevel + mXpForCoins, leveledUp, delegate(Message message)
            {
                //string coinsEarned = (string)message.Data[0];
                string totalCoins = (string)message.Data[1];
                SendNotification(GameFacade.RECV_USER_BALANCE, new string[] { totalCoins, "" });
            });

            mXpForCoins = 0;

            if (leveledUp)
            {
                FashionGameGui gui = GameFacade.Instance.RetrieveMediator <FashionGameGui>();
                gui.LeveledUp();
            }
        }
Ejemplo n.º 2
0
        public IGuiStyle GetThumbStyle(ItemId clothingId)
        {
            IGuiStyle    result;
            ClothingItem prototype;

            if (mItemIdsToClothingItems.TryGetValue(clothingId, out prototype))
            {
                FashionGameGui gui = GameFacade.Instance.RetrieveMediator <FashionGameGui>();
                result = new GuiStyle(gui.GetNamedStyle(prototype.StyleName), "ThumbnailStyle");
                result.InternalMargins = result.InternalMargins * 0.5f;
            }
            else
            {
                throw new Exception("Unexpected clothing of itemId (" + clothingId + ")");
            }
            return(result);
        }
Ejemplo n.º 3
0
        private void BuyEnergy(string itemOffer)
        {
            mLevel.SendNotification(GameFacade.HIDE_POPUP);

            InventoryProxy inventoryProxy = GameFacade.Instance.RetrieveProxy <InventoryProxy>();

            inventoryProxy.PurchaseRequest(itemOffer, InventoryGlobals.CASH, delegate(Message message)
            {
                XmlDocument xmlResponse = new XmlDocument();
                xmlResponse.LoadXml((string)message.Data[0]);

                inventoryProxy.HidePurchaseModel();
                XmlNode errorCode = xmlResponse.SelectSingleNode("Response/errors/error/@code");
                if (errorCode == null)
                {
                    List <object> args = new List <object>();
                    args.Add(FashionGameTranslation.SUCCESS);
                    args.Add(FashionGameTranslation.PURCHASE_COMPLETE);
                    Hangout.Shared.Action okcb = delegate()
                    {
                        mLevel.SendNotification(GameFacade.HIDE_POPUP);
                        FashionGameGui gui = GameFacade.Instance.RetrieveMediator <FashionGameGui>();
                        gui.EnergyRefilled();
                        mLevel.Gameplay.StartWaves();
                    };
                    args.Add(okcb);
                    args.Add(FashionGameTranslation.PLAY_LEVEL);
                    GameFacade.Instance.SendNotification(GameFacade.SHOW_DIALOG, args);
                }
                else if (int.Parse(errorCode.InnerText) == 270007)                 // Attempt to go below account minimum balance.
                {
                    // Leave the minigame completely and go to the webpage for buying more cash
                    BuyCoinUtility.GoToBuyCashPage
                    (
                        FashionGameTranslation.NOT_ENOUGH_CASH_TITLE,
                        FashionGameTranslation.NOT_ENOUGH_CASH_MESSAGE,
                        delegate(string jsResult)
                    {
                        ShowOutOfEnergyGui();
                    },
                        ShowOutOfEnergyGui
                    );
                }
            });
        }
Ejemplo n.º 4
0
            // This is the function that was an anonymous delegate, mLevelGameplay was passed implicitly at the place this function is now executed.
            public void ExecuteClosureHack()
            {
                if (!mModel.Ready)
                {
                    mLevelGameplay.mMissedModels++;
                    FashionGameGui gui = GameFacade.Instance.RetrieveMediator <FashionGameGui>();
                    foreach (ItemId item in mModel.RequiredClothes)
                    {
                        gui.RemoveClothingItem(item);
                    }

                    EventLogger.Log(LogGlobals.CATEGORY_FASHION_MINIGAME, LogGlobals.MODEL_COMPLETE,
                                    LogGlobals.CLOTHING_MISSED, mModel.RequiredClothes.Count.ToString());

                    EventLogger.Log(LogGlobals.CATEGORY_FASHION_MINIGAME, LogGlobals.MODEL_COMPLETE,
                                    LogGlobals.STATIONS_MISSED, mModel.RequiredStations.Count.ToString());
                }
                mLevelGameplay.mLevel.ModelInactive(mModel);
                mModel.SetToInactive();
                mModel.ClearNeeds();
            }
Ejemplo n.º 5
0
        private IEnumerator <IYieldInstruction> SpawnWaves()
        {
            PlayerProgression progression = GameFacade.Instance.RetrieveMediator <PlayerProgression>();

            mLevelStartTime = DateTime.UtcNow;

            EventLogger.Log(LogGlobals.CATEGORY_FASHION_MINIGAME, LogGlobals.LEVEL_STARTED, "Level", mLevel.Name);

            uint startXp = progression.XP;

            yield return(new YieldWhile(delegate()
            {
                return !mLevel.IsLoaded;
            }));

            FashionGameGui fashionGameGui = GameFacade.Instance.RetrieveMediator <FashionGameGui>();
            int            waveNum        = 0;

            foreach (ModelWave wave in mWaves)
            {
                mNextWaveTime = Time.time + mTimeBetweenWaves;

                waveNum++;
                mLevel.Gui.SetWave(wave, waveNum, mWaves.Count);

                yield return(new YieldForSeconds(mTimeBetweenWaves));

                // Pair: clothing name and need fixin chance
                List <Pair <ItemId, float> > clothesThisWave = new List <Pair <ItemId, float> >();
                foreach (FashionModelNeeds needs in wave.Needs)
                {
                    foreach (ItemId itemId in needs.Clothing)
                    {
                        clothesThisWave.Add(new Pair <ItemId, float>(itemId, needs.NeedFixinChance));
                    }
                }

                ClothingMediator clothingMediator = GameFacade.Instance.RetrieveMediator <ClothingMediator>();

                // Scramble the list and make some of the clothing need fixin
                while (clothesThisWave.Count > 0)
                {
                    Pair <ItemId, float> item = clothesThisWave[mRandom.Next(0, clothesThisWave.Count)];
                    clothesThisWave.Remove(item);

                    ClothingItem newItem = clothingMediator.BuildClothingItem(item.First);

                    if (UnityEngine.Random.value < item.Second)
                    {
                        newItem.MakeNeedFixin();
                        mLevel.NeedsFixinTotal++;
                    }

                    fashionGameGui.PutItemInGui(newItem);

                    yield return(new YieldUntilNextFrame());                    // Spreads out the texture copies over a few frames to avoid slowdowns
                }

                ITask spawnModelTask = mScheduler.StartCoroutine(SpawnModels(wave));
                mSpawnModels.Add(spawnModelTask);

                // Yield while there are any active models left from this wave,
                //  or if a model is still at a station.
                yield return(new YieldWhile
                             (
                                 delegate()
                {
                    bool keepWaiting = true;

                    if (mNextWaveButtonPressed)
                    {
                        int modelsLeft = 0;
                        foreach (FashionModel model in mActiveModels.Values)
                        {
                            if (!model.Ready)
                            {
                                modelsLeft++;
                            }
                        }

                        if (modelsLeft > wave.Models.Count)
                        {
                            modelsLeft = wave.Models.Count;
                        }

                        GameFacade.Instance.SendNotification
                        (
                            FashionMinigame.EARNED_EXPERIENCE_NOTIFICATION,
                            new ExperienceInfo
                            (
                                ExperienceType.NextWave,
                                (uint)modelsLeft + 1
                            )
                        );
                        keepWaiting = false;

                        mNextWaveButtonPressed = false;
                    }
                    else if (wave.AllModelsSpawned)
                    {
                        bool allModelsDone = true;
                        foreach (FashionModel model in mActiveModels.Values)
                        {
                            if (!model.Ready)
                            {
                                allModelsDone = false;
                                break;
                            }
                        }

                        bool allStationsFree = true;
                        foreach (ModelStation station in mLevel.ModelStations)
                        {
                            if (station.InUse)
                            {
                                allStationsFree = false;
                                break;
                            }
                        }
                        keepWaiting = !(allModelsDone && allStationsFree);
                    }
                    return keepWaiting;
                }
                             ));
            }

            if (mMissedModels == 0)
            {
                GameFacade.Instance.SendNotification
                (
                    FashionMinigame.EARNED_EXPERIENCE_NOTIFICATION,
                    new ExperienceInfo
                    (
                        ExperienceType.PerfectLevel
                    )
                );
            }

            // This is a prediction of the same math the server should be doing and get the same result.
            int experienceFromLevel = (int)(progression.XP - startXp);
            int coinsEarned         = Rewards.GetCoinsFromExperience(experienceFromLevel);

            uint entourageBonusXp    = (uint)Rewards.GetEntourageExperienceBonus(experienceFromLevel, (int)progression.EntourageSize);
            int  entourageBonusCoins = Rewards.GetCoinsFromExperience((int)entourageBonusXp);

            progression.EarnedXP((uint)entourageBonusXp);

            // Log for metrics
            EventLogger.Log(LogGlobals.CATEGORY_FASHION_MINIGAME, LogGlobals.LEVEL_COMPLETE, "Level", mLevel.Name);
            EventLogger.Log(LogGlobals.CATEGORY_FASHION_MINIGAME, LogGlobals.LEVEL_COMPLETE,
                            LogGlobals.MINIGAME_TOTAL_XP, progression.XP.ToString());
            EventLogger.Log(LogGlobals.CATEGORY_FASHION_MINIGAME, LogGlobals.LEVEL_COMPLETE,
                            LogGlobals.MINIGAME_COINS, (coinsEarned + entourageBonusCoins).ToString());
            EventLogger.Log(LogGlobals.CATEGORY_FASHION_MINIGAME, LogGlobals.LEVEL_COMPLETE,
                            LogGlobals.MISSED_MODELS_IN_LEVEL, mMissedModels.ToString());
            EventLogger.Log(LogGlobals.CATEGORY_FASHION_MINIGAME, LogGlobals.LEVEL_COMPLETE,
                            LogGlobals.TIME_TO_COMPLETE_LEVEL, (DateTime.UtcNow - mLevelStartTime).ToString());
            EventLogger.Log(LogGlobals.CATEGORY_FASHION_MINIGAME, LogGlobals.LEVEL_COMPLETE,
                            LogGlobals.UNFIXED_CLOTHING, mLevel.UnfixedClothing + "/" + mLevel.NeedsFixinTotal);
            if (progression.IsLeveledUp())
            {
                EventLogger.Log(LogGlobals.CATEGORY_FASHION_MINIGAME, LogGlobals.LEVELED_UP_EVENT, "Level", mLevel.Name);
            }

            mLevel.Gui.CompleteLevel(startXp, entourageBonusXp, progression, coinsEarned, entourageBonusCoins, delegate()
            {
                mComplete = true;
            });
        }
Ejemplo n.º 6
0
        private IEnumerator <IYieldInstruction> ProcessLoadingInfo(Message loadingInfoMessage)
        {
            if (loadingInfoMessage.Data.Count < 7)
            {
                throw new Exception("Loading Info Message does not contain all the expected data");
            }

            FashionGameInput input = new FashionGameInput();

            GameFacade.Instance.RegisterMediator(input);

            FashionGameGui gui = new FashionGameGui();

            gui.SetEnergy
            (
                (float)loadingInfoMessage.Data[2],
                (float)loadingInfoMessage.Data[3],
                DateTime.Parse((string)loadingInfoMessage.Data[4])
            );
            gui.SetWave(1, 1);
            gui.SetLevel("Loading...");
            gui.EnableNextWave(false);
            GameFacade.Instance.RegisterMediator(gui);

            PlayerProgression progression = new PlayerProgression((uint)loadingInfoMessage.Data[5], (uint)loadingInfoMessage.Data[6]);

            progression.UpdateProgressGUI(false);
            GameFacade.Instance.RegisterMediator(progression);

            XmlDocument modelClothesXml = new XmlDocument();

            modelClothesXml.LoadXml((string)loadingInfoMessage.Data[0]);

            XmlDocument stationWorkerClothesXml = new XmlDocument();

            stationWorkerClothesXml.LoadXml((string)loadingInfoMessage.Data[1]);

            FashionNpcMediator npcFactory = new FashionNpcMediator();

            GameFacade.Instance.RegisterMediator(npcFactory);

            IEnumerable <Asset>   modelClothes    = null;
            ClientAssetRepository clientAssetRepo = GameFacade.Instance.RetrieveProxy <ClientAssetRepository>();

            clientAssetRepo.GetAssets <Asset>
            (
                ClientAssetInfo.Parse(modelClothesXml),
                delegate(IEnumerable <Asset> downloadedAssets)
            {
                modelClothes = downloadedAssets;
            }
            );

            IEnumerable <Asset> stationWorkerClothes = null;

            clientAssetRepo.GetAssets <Asset>
            (
                ClientAssetInfo.Parse(stationWorkerClothesXml),
                delegate(IEnumerable <Asset> downloadedAssets)
            {
                stationWorkerClothes = downloadedAssets;
            }
            );

            yield return(new YieldWhile(delegate()
            {
                return modelClothes == null || stationWorkerClothes == null;
            }));

            npcFactory.SetModelDefaultClothes(modelClothes);
            npcFactory.SetStationWorkerDefaultClothes(stationWorkerClothes);

            GameFacade.Instance.RegisterMediator(new ClothingMediator());
            input.StartListeningForInput();

            mOnInitialInfoLoaded();
        }