/** * @brief Sets the Game Instance Details * Assigns gameTitle and difficulty to empty strings. Checks the current game id and assigns the * corresponding title to it to the m_gameID value. Gets the current game difficulty int and assigns * it a string "easy, medium or hard" (1, 2, 3) through a switch statement. Returns a string containing * all details about the game instance. * * @param * @return string * @pre * @post */ public string gameInstanceDetails() { string gameTitle = ""; string difficulty = ""; if (GameDataHelper.getCurrentGame().m_gameID == 1) { gameTitle = "Silhouette Wall"; } else if (GameDataHelper.getCurrentGame().m_gameID == 2) { gameTitle = "Whack-A-Mole"; } switch (GameDataHelper.getCurrentGame().m_difficulty) { case 1: difficulty = "Easy"; break; case 2: difficulty = "Medium"; break; case 3: difficulty = "Hard"; break; } return("Game: " + gameTitle + "\n" + "Difficulty: " + difficulty + "\n" + "Duration: " + GameDataHelper.getCurrentGame().m_duration + " seconds"); }
/** * @brief Sets the User ID * The Login Server stores the userID information in a text file 'currentuser.txt' so the Database Interface * reads the text file and stores it in the m_userID then sets the patient to m_userID. * * @param * @return void * @pre * @post */ private void setUser() { StreamReader sr = File.OpenText("..\\currentuser.txt"); m_userID = sr.ReadLine(); GameDataHelper.setPatient(m_userID); }
// Use this for initialization void Awake() { game = GameDataHelper.getCurrentGame(); //GameDataHelper.record(); switch (game.m_difficulty) { case 1: setEasy(); break; case 2: setMedium(); break; case 3: setHard(); break; default: setHard(); break; } gameTime.SetTime(GameDataHelper.getCurrentGame().m_duration); //gameTime.SetTime(5.0f); }
/** * @brief Checks whether to Enter Game or not * If enterGame is true, a game instance is added to the GameDataHelper with the game * difficulty and duration. The SceneManager then loads the game scene. * @param * @return void * @pre * @post */ private void CheckEnterGameScene() { if (enterGame) { GameDataHelper.addGameInstance(1, difficulty, duration); SceneManager.LoadScene("Game"); } }
private void DataBaseInfoWindow(int windID) { MapPlacementController.textResourcesPath = GUILayout.TextArea(MapPlacementController.textResourcesPath); if (GUILayout.Button("Use Text Data")) { GameDataHelper.ReloadDataFromFile(MapPlacementController.textResourcesPath, EditionType.ALL, false); dataInfoEntered_ = true; mrs_ = Global.mapr_mgr.ToArray(); } GUILayout.Space(10); }
public void TestInitialize() { this.resourceLibrary = new ResourceLibrary(); this.controllerManager = new ControllerManager(); new DependencyContainer() .RegisterSingleton <IResourceLibrary>(this.resourceLibrary) .RegisterSingleton <IControllerManager>(this.controllerManager); this.gameDefinitionId = GameDataHelper.DeepCreateTestGameDefinition( this.resourceLibrary, 4, 8, 3, 16, 16); }
/** * @brief Sets Current Game * Loops through the program games and checks if the program game has been completed. If true, * continues to check the rest of the games in the program games else sets the current game to * that of the game that has not been completed and breaks to keep game set at that incomplete * game. * * @param * @return void * @pre * @post */ public void setCurrentGame() { for (int i = 0; i < m_programGames.Count; i++) { if (!m_programGames.ElementAt(i).m_completed) { m_currentGame = m_programGames.ElementAt(i); GameDataHelper.setCurrentGame(m_programGames.ElementAt(i)); break; } } }
public void CreateEntity() { var entityDefinition = this.resources.GetResource <EntityDefinition>(GameDataHelper.DeepCreateTestEntityDefinition(this.resources)); var entity = new TestEntity( entityDefinition, this.resources, this.avatarFactory, new[] { this.entityControllerFactory }, new ControllerConfig[0], Vector3D.Zero, Vector3D.Zero, Vector3D.Zero); Assert.IsNotNull(entity); }
/** * @brief Overloaded Start Function * Initialises the Game Management class. Sets the selectedArcade to null, enterGame to false, * isOpenMenu to false. If the current program is complete, will set the current game from the game * list. * * @param * @return void * @pre * @post */ void Start() { selectedArcade = ""; enterGame = false; isOpenMenu = false; m_progComplete = m_dbInterface.programComplete(); if (!m_progComplete) { GameDataHelper.setCurrentGame(m_dbInterface.getCurrentGame()); } m_gameList = m_dbInterface.getGameList(); }
public void CreateEntityWithControllers() { var entityDefinition = this.resources.GetResource <EntityDefinition>(GameDataHelper.DeepCreateTestEntityDefinition(this.resources)); entityDefinition.Controllers = new[] { new ControllerConfig { ControllerId = "controller.testA", Settings = { { "Foo", "512" }, { "Bar", "Hello World." } } }, new ControllerConfig { ControllerId = "controller.testB", Settings = { { "Foo", "42" }, { "Bar", "Don't Panic" } } }, }; var controllers = new[] { new ControllerConfig { ControllerId = "controller.testB", Settings = { { "Bar", "Keep Calm" } } }, new ControllerConfig { ControllerId = "controller.testC", Settings = { { "Foo", "159" }, { "Bar", "Carry On" } } }, }; var entity = new TestEntity( entityDefinition, this.resources, this.avatarFactory, this.controllerFactories, controllers, Vector3D.Zero, Vector3D.Zero, Vector3D.Zero); Assert.IsTrue(entity.Controllers.All(c => c.Target == entity)); Assert.IsFalse(entity.Controllers.Any(c => c.Id.ResourceId.StartsWith("controller.testB") && c.Config.GetValue("Bar") == "Don't Panic")); Assert.IsTrue(entity.Controllers.Any(c => c.Id.ResourceId.StartsWith("controller.testB") && c.Config.GetValue("Foo") == "42")); Assert.IsTrue(entity.Controllers.Any(c => c.Id.ResourceId.StartsWith("controller.testB") && c.Config.GetValue("Bar") == "Keep Calm")); }
AudioSource audioSource; // Audio Source object /** * @brief Overloaded Start Function * Initialises the Game Logic class. Sets the game instance, begins the Kinect recording, * sets the game difficulty and initialises audio features. * * @param * @return void * @pre * @post */ void Start() { game = GameDataHelper.getCurrentGame(); GameDataHelper.record(); switch (game.m_difficulty) { case 1: setEasy(); break; case 2: setMedium(); break; case 3: setHard(); break; } audioSource = GetComponent <AudioSource>(); }
/** * @brief Sets Current Game Instance * * @param int gid * @param int difficulty * @param int time * @return GameDataHelper.GameInstance gi * @pre * @post */ public GameDataHelper.GameInstance addGameInstance(int gid, int difficulty, int time) { int ginstid; int count = 0; OdbcCommand cmd = new OdbcCommand(); cmd.Connection = con; cmd.CommandText = "INSERT INTO GAMEINSTANCE(GameID, Difficulty, Duration) VALUES(" + gid + ", '" + difficulty + "', " + time + ")"; cmd.ExecuteNonQuery(); cmd.CommandText = "SELECT COUNT(*) FROM GAMEINSTANCE"; OdbcDataReader read = cmd.ExecuteReader(); read.Read(); int total = read.GetInt32(0); read.Close(); cmd.CommandText = "SELECT GameInstanceID FROM GAMEINSTANCE"; read = cmd.ExecuteReader(); while (count < total - 1) { read.Read(); count++; } read.Read(); ginstid = read.GetInt32(0); GameDataHelper.GameInstance gi = new GameDataHelper.GameInstance(); gi.m_gameInstanceID = ginstid; gi.m_gameID = gid; gi.m_difficulty = difficulty; gi.m_duration = time; GameDataHelper.setCurrentGame(gi); return(gi); }
/** * @brief Overloaded OnDelete Function * Adds the metrics of the game to database that is playerScore and time. * * @param * @return void * @pre * @post */ void OnDelete() { GameDataHelper.AddMetricsToDatabase(playerScore, time); }
public void Start() { GameDataHelper.ReloadDataFromFile(MapPlacementController.textResourcesPath, EditionType.ALL, false); mrs_ = LoadMapInfoFromTxt().ToArray(); mrs_ = Global.mapr_mgr.ToArray(); }
public void OnDestroy() { dataHelper = null; }
public void Start() { StartCoroutine(FadeInQuestionnaire()); dataHelper = GameDataHelper.Instance; }
public void RestartInstance() { instance = new GameDataHelper(); }