Example #1
0
        private void ExitTip()
        {
            if (chapterTutorial != null)
            {
                chapterTutorial.Resume();
            }
            else if (chapterSurvival != null)
            {
                chapterSurvival.Resume();
            }

            panelTip.Visible = false;

            if (isNextChapter)
            {
                isNextChapter        = false;
                picBoxStage.Location = new Point(-GameSystem.screen.Width, -GameSystem.screen.Height);
                picBoxHpBar.Image    = Resources.Bloodbar5;
                picBoxEatBar.Image   = Resources.Progressbar0;
                if (chapter == EChapter.Tutorial)
                {
                    chapterTutorial.End();
                    chapter = EChapter.Survival;
                    NextChapter(EChapter.Survival);
                }
            }
        }
Example #2
0
        public void NextChapter(EChapter chapter)
        {
            ClearChapter();
            switch (chapter)
            {
            case EChapter.Tutorial:
                chapterTutorial              = new ChapterTutorial(picBoxStage);
                GameSystem.player.HpChanged += OnPlayerHpChanged;
                GameSystem.player.Eat       += OnPlayerEat;
                chapterTutorial.ShowTip();
                chapterTutorial.Start();
                picBoxHelp_Click(picBoxHelp, EventArgs.Empty);
                MCImusic.mciMusic("Musics/S2.mp3", "play", "repeat");
                break;

            case EChapter.Survival:
                picBoxStage.Location = new Point(-GameSystem.screen.Width, -GameSystem.screen.Height);
                picBoxHpBar.Image    = Resources.Bloodbar5;
                picBoxEatBar.Image   = Resources.Progressbar0;
                NextTargetInMap("Mito");
                labelTime.Visible            = true;
                chapterSurvival              = new ChapterSurvival(picBoxStage);
                GameSystem.player.HpChanged += OnPlayerHpChanged;
                GameSystem.player.Eat       += OnPlayerEat;
                chapterSurvival.ShowTip();
                MCImusic.mciMusic("Musics/S2.mp3", "close");
                chapterSurvival.Start();
                MCImusic.mciMusic("Musics/3.mp3", "play", "repeat");
                break;
            }
        }
Example #3
0
        public FormTip(EChapter chapter)
        {
            InitializeComponent();
            this.chapter = chapter;

            picBoxPlot.Size = GameSystem.screen;
        }
 public void ResetSetting()
 {
     leftArrow.SetActive(false);
     currentChapter = EChapter.Chapter_1;
     currentChapterRenderer.sprite = chapterBackGroundImages[(int)currentChapter - 1];
     chapterScene     = "Chapter01";
     chapterName.text = chapterDict[currentChapter].Item1;
 }
 public void ResetSetting()
 {
     currentChapter = EChapter.Chapter_1;
     HideArrow();
     currentChapterRenderer.sprite = chapterBackGroundImages[(int)currentChapter - 1];
     chapterScene       = "Chapter01";
     chapterName.sprite = chpaterNameImage[(int)currentChapter - 1];
     this.LockObject.SetActive(false);
     this.startButton.SetActive(true);
 }
Example #6
0
    public override void Awake()
    {
        base.Awake();
        m_eChapter      = EChapter.CHAPTER_1;
        m_oBaseFilepath = "Textures/WaitScene/PopupComponent/StagePopup/";
        m_oChapterScene = "Chapter1-" + (int)m_eChapter + "Scene";
        var Filepath = m_oBaseFilepath + "Chapter1-" + (int)m_eChapter + "Frame";

        Function.ShowLog(Filepath);
        this.SettingPopup();
    }
    void Start()
    {
        chapter = select_manager.GetEChapter;

#if UNITY_EDITOR
        // for debug
        if (onDebug)
        {
            chapter = debug_chapter;
        }
#endif
        // none is for debug
        if (chapter == EChapter.none)
        {
            spawnLimits = new SpawnLimits(
                new SpawnLimit(soldier_SpawnTime, soldier_MaxNum),
                new SpawnLimit(tower_SpawnTime, tower_MaxNum),
                new SpawnLimit(roller_SpawnTime, roller_MaxNum));
            boss_obj = boss1_obj;
        }
        else if (chapter == EChapter.chapter_one)
        {
            spawnLimits = st1_limit;
            boss_obj    = boss1_obj;
        }
        else if (chapter == EChapter.chapter_two)
        {
            spawnLimits = st2_limit;
            boss_obj    = boss2_obj;
        }
        else if (chapter == EChapter.chapter_three)
        {
            spawnLimits = st3_limit;
            boss_obj    = boss3_obj;
        }

        enemySpawnSystems[(int)EEnemy.SOLDIER] = new EnemySpawnSystem(soldier_obj, soldier_offset_pos, soldier_spawn_range, spawnLimits.Soldier);
        enemySpawnSystems[(int)EEnemy.TOWER]   = new EnemySpawnSystem(tower_obj, tower_offset_pos, tower_spawn_range, spawnLimits.Tower);
        enemySpawnSystems[(int)EEnemy.ROLLER]  = new EnemySpawnSystem(roller_obj, roller_offset_pos, roller_spawn_range, spawnLimits.Roller);

        //enemySpawnSystems[(int)EEnemy.SOLDIER] = new EnemySpawnSystem(soldier_obj, soldier_offset_pos, soldier_spawn_range, soldier_spawn_time, soldier_max_num);
        //enemySpawnSystems[(int)EEnemy.TOWER] = new EnemySpawnSystem(tower_obj, tower_offset_pos, tower_spawn_range, tower_spawn_time, tower_max_num);
        //enemySpawnSystems[(int)EEnemy.ROLLER] = new EnemySpawnSystem(roller_obj, roller_offset_pos, roller_spawn_range, roller_spawn_time, roller_max_num);

        bossSpawnSystem = new EnemySpawnSystem(boss_obj, boss_offset_pos, boss_spawn_range);

        turn_dir_time = base_turn_dir_time;
    }
    //Dict 설정하고 키로 챕터 밸류로 문자열과 이미지
    void Awake()
    {
        leftArrow.SetActive(false);
        checkTime = new WaitForSeconds(fCheckTime);

        currentChapter = EChapter.Chapter_1;
        currentChapterRenderer.sprite = chapterBackGroundImages[(int)currentChapter - 1];
        chapterScene = "Chapter01";

        chapterDict = new Dictionary <EChapter, Tuple <string, Sprite> >();

        chapterDict[EChapter.Chapter_1] = Tuple.Create("Chapter01", chapterBackGroundImages[(int)EChapter.Chapter_1 - 1]);
        chapterDict[EChapter.Chapter_2] = Tuple.Create("Chapter02", chapterBackGroundImages[(int)EChapter.Chapter_2 - 1]);
        chapterDict[EChapter.Chapter_3] = Tuple.Create("Chapter03", chapterBackGroundImages[(int)EChapter.Chapter_3 - 1]);

        StartCoroutine(SetPopup());
    }
    public void PlayChapter(EChapter chapter)
    {
        taskOrdinal     = 0;
        dialogueOrdinal = 0;
        fragmentOrdinal = 0;
        textOrdinal     = 0;
        currentChapter  = chapter;
        currentTask     = taskList[chapter.questDict.Keys.ToArray()[taskOrdinal]];
        currentFragment = fragmentList[chapter.questDict[chapter.questDict.Keys.ToArray()[fragmentOrdinal]]];
        currentDialogue = currentFragment.dialogues[dialogueOrdinal];


        mainMenuPanel.SetActive(false);
        playHUD.SetActive(true);
        storyboard.SetActive(true);

        SetSceneCharacters();
    }
    void Awake()
    {
        leftArrow   = transform.Find("LeftArrow").GetComponent <Button>().gameObject;
        rightArrow  = transform.Find("RightArrow").GetComponent <Button>().gameObject;
        chapterDict = new Dictionary <EChapter, Tuple <string, Sprite> >();

        chapterDict[EChapter.Chapter_1] = Tuple.Create("Chapter01",
                                                       chapterBackGroundImages[(int)EChapter.Chapter_1 - 1]);

        chapterDict[EChapter.Chapter_2] = Tuple.Create("Chapter02",
                                                       chapterBackGroundImages[(int)EChapter.Chapter_2 - 1]);

        chapterDict[EChapter.Chapter_3] = Tuple.Create("Chapter03",
                                                       chapterBackGroundImages[(int)EChapter.Chapter_3 - 1]);

        currentChapter = EChapter.Chapter_1;
        currentChapterRenderer.sprite = chapterBackGroundImages[(int)currentChapter - 1];
        chapterName.sprite            = chpaterNameImage[(int)currentChapter - 1];
        chapterScene = "Chapter01";
        startButton.SetActive(true);
        selected = false;
    }