public QueryChunk(string startQuery) { parameters = new Dictionary<string, object>(); queries = new StringBuilder(startQuery); endingType = EndingType.Continuous; queryCount = 0; }
public EndingSaveState() { isChapter2Activated = false; isChapter2Completed = false; endings = new int[(int)EndingType.EndingCount]; deathReason = EndingType.Ending1; }
public QueryChunk() { this.parameters = new Dictionary <string, object>(); this.queries = new StringBuilder(); this.queryCount = 0; this.endingType = EndingType.Sequential; }
public void GameOver(EndingType endingType) { switch (endingType) { case EndingType.Ending1: Debug.Log ("Game over: Death by Suffocation"); break; case EndingType.Ending2: Debug.Log ("Game over: Death by Dog Allergy"); break; case EndingType.Ending3: Debug.Log ("Game over: Death by Head Injury"); break; case EndingType.Ending4: Debug.Log ("Game over: Death by Fallen Ceiling"); break; case EndingType.Ending5: Debug.Log ("Game over: Death by Train Accident"); break; } if (EndingController.instance.isChapter2Activated) { // this part need to change Destroy(GameController.instance); Destroy(PlayerController.instance); EndingController.instance.ResetEndingController(false); LevelHandler.Instance.LoadSpecific ("TitleScene"); } else LevelHandler.Instance.LoadSpecific ("EndingScene"); //Application.LoadLevel ("EndingScene"); }
private void TriggerEnding(EndingType ending) { switch (ending) { case EndingType.FancybookLowPopularity: { ShowOverlayWithMessage("Fancybooks popularity is so low that nobody uses their platform anymore. They have closed up shop and 10,000 employees are out of work. Congrats, You win!"); } break; case EndingType.RoddentLowPopularity: { ShowOverlayWithMessage("Roddents popularity is so low that nobody uses your platform anymore. They have closed up shop and you are out of a job. You lose."); } break; case EndingType.RoddentHighPopularity: { ShowOverlayWithMessage("Roddent is so popular, everyone is using them. Fancybook can't compete and have closed up shop, 10,000 employees are out of work. Congrats, You win!"); } break; case EndingType.FancybookHighPopularity: { ShowOverlayWithMessage("Fancybook is so popular that nobody uses your platform anymore. Roddent have closed up shop and you are out of a job. You lose."); } break; } }
public QueryChunk(string startQuery) { this.parameters = new Dictionary <string, object>(); this.queries = new StringBuilder(startQuery); this.endingType = EndingType.Continuous; this.queryCount = 0; }
public Turn EndTurn(int ballsRemaining, EndingType ending) { int ballsMade = BallsRemaining - ballsRemaining; BallsRemaining -= ballsMade; if (BallsRemaining <= 1) { BallsRemaining = 15; // new rack } var currentPlayer = GetCurrentPlayer(); var turn = currentPlayer.UpdateStats(this, ballsMade, ending); // only add the turn if it's not a continuation of the previous 'NewRack' turn if (Turns.Last == null || Turns.Last.Value != turn) Turns.AddLast(turn); // only switch players if this wasn't a 'NewRack' or a 3-foul switch (turn.Ending) { case EndingType.Miss: case EndingType.Foul: case EndingType.Safety: case EndingType.BreakingFoul: NextPlayer(); break; case EndingType.ThreeConsecutiveFouls: BallsRemaining = 15; break; } return turn; }
public QueryChunk() { parameters = new Dictionary<string, object>(); queries = new StringBuilder(); queryCount = 0; endingType = EndingType.Sequential; }
void Init(EndingType type) { switch (type) { case EndingType.eBadDirector: showText = badDirector; break; case EndingType.eBadProgrammer: showText = badProgrammer; break; case EndingType.eBadArtist: showText = bad_Artist; break; case EndingType.eBadAll: showText = bad_All; break; case EndingType.eSuccess: showText = success; break; } }
public void Load() { EndingSaveState saveState = JsonReader.readEndingSaveState (); this.isChapter2Activated = saveState.isChapter2Activated; this.isChapter2Completed = saveState.isChapter2Completed; this.endings = saveState.endings; this.deathReason = saveState.deathReason; }
public void Load() { EndingSaveState saveState = JsonReader.readEndingSaveState(); this.isChapter2Activated = saveState.isChapter2Activated; this.isChapter2Completed = saveState.isChapter2Completed; this.endings = saveState.endings; this.deathReason = saveState.deathReason; }
/// <summary> /// Baiskonstrukto, /// </summary> public MovingAbility() { Moving = MovingType.OneWay; Ending = EndingType.Standing; Start = Vector2.Zero; End = Vector2.Zero; Center = Vector2.Zero; Radius = Vector2.Zero; }
public void GameOver(EndingType endingType) { string[] ending = this.getCorePath (); if (EndingController.instance.isChapter2Activated) { // this part need to change EndingController.instance.isChapter2Completed = true; } GameController.instance.SetLastLoadedScene(Application.loadedLevelName); LevelHandler.Instance.LoadSpecific ("TransitionScene"); }
// Use this for initialization void Start() { counter = 0.0f; rend = GetComponent<Renderer>(); randomizeTimer = Random.Range(0.0f, randomizeTimer); eT = EndingController.instance.deathReason; //eT = (EndingType)1; Debug.Log(eT); updateScreen(-1); }
// Use this for initialization void Start() { counter = 0.0f; rend = GetComponent <Renderer>(); randomizeTimer = Random.Range(0.0f, randomizeTimer); eT = EndingController.instance.deathReason; //eT = (EndingType)1; Debug.Log(eT); updateScreen(-1); }
// Start is called before the first frame update void Start() { EndingType endingType = GameStateManager.Instance.CurrentGameEndingType(); Debug.Log(endingType); invBtn = GameObject.FindGameObjectWithTag("Inventory-OpenButton"); invBtn.SetActive(false); dialogueBox.SetActive(true); StartCoroutine(Type()); StartCoroutine(Speak()); }
public void GameOver(EndingType endingType) { string[] ending = this.getCorePath(); if (EndingController.instance.isChapter2Activated) // this part need to change { EndingController.instance.isChapter2Completed = true; } GameController.instance.SetLastLoadedScene(Application.loadedLevelName); LevelHandler.Instance.LoadSpecific("TransitionScene"); }
public void ItemTriggered(Item item) { if (item.type.Equals (Item.TRANSITION_TYPE)) { return; } for (int i = 0; i < endings.Length; i++) { if (i < item.endingPoints.Length) { endings[i] += item.endingPoints[i]; } if (endings[i] > ENDING_LIMIT) { deathReason = (EndingType) i; GameController.instance.GameOver((EndingType) i); break; } } }
private static int GetEndingSize(EndingType type) { switch (type) { case EndingType.SinglePlayer: return(2); case EndingType.Guitar: return(1); case EndingType.Scene: return(0); default: throw new NotSupportedException(); } }
public void ItemTriggered(Item item) { if (item.type.Equals(Item.TRANSITION_TYPE)) { return; } for (int i = 0; i < endings.Length; i++) { if (i < item.endingPoints.Length) { endings[i] += item.endingPoints[i]; } if (endings[i] > ENDING_LIMIT) { deathReason = (EndingType)i; this.Save(); GameController.instance.GameOver((EndingType)i); break; } } this.Save(); }
public EndingSaveState() { isChapter2Activated = false; isChapter2Completed = false; endings = new int[(int) EndingType.EndingCount]; deathReason = EndingType.Ending1; }
public ActionResult EndTurn(int id, int ballsRemaining, EndingType ending) { var game = RavenSession.Load<StraightPoolGame>(id); game.EndTurn(ballsRemaining, ending); return RedirectToAction("Edit", new { id }); }