void UpdateCamera(bool allowPlayerControl) { float newCameraX = 0; float newCameraY = 0; if (allowPlayerControl) { newCameraX = gamepad.GetAxis(AxisCode.GamepadAxisRightX); newCameraY = -gamepad.GetAxis(AxisCode.GamepadAxisRightY); } //TODO: this should depend on delta time newCameraX = Mathf.Lerp(cameraX, GameFunctions.MapRange(newCameraX, 0, 1, 0, horizontalRange), .4f); newCameraY = Mathf.Lerp(cameraY, GameFunctions.MapRange(newCameraY, 0, 1, 0, verticalRange), .4f); camera.transform.RotateAround(transform.position, Vector3.up, newCameraX - cameraX); camera.transform.RotateAround(transform.position, camera.transform.right, newCameraY - cameraY); cameraX = newCameraX; cameraY = newCameraY; }
private void OnCardMoved(MessageBase _msg, NetworkConnection _connection) { if (server.madeMoves < 1) { //convert message MoveCardMessage _moveCardMessgae = _msg as MoveCardMessage; //get the server player int playerIndex = server.players.IndexOf(server.players.Find(x => x.guid == _moveCardMessgae.playerGuid)); //move the card on the server GameFunctions.MoveCard(server.players[playerIndex].GetZone(_moveCardMessgae.from_ZoneId), server.players[playerIndex].GetZone(_moveCardMessgae.to_ZoneId), _moveCardMessgae.cardGuid); //tell other players that the card has moved BroadcastMoveCardMessgae(server.players[playerIndex].guid, _moveCardMessgae.cardGuid, _moveCardMessgae.from_ZoneId, _moveCardMessgae.to_ZoneId); server.madeMoves++; } else { UnityEngine.Debug.Log(server.LogPrefix + "Illigal move detected"); } }
protected WordsWithLetters GetWords(string[] keyChars) { List <string> wordsToUse = new List <string>(10000); List <string> lettersToUse = new List <string>(10000); // Get the alphabetical lists for (int i = 97; i < 123; i++) { char nextChar = (char)i; string[] nextSubList = GameFunctions.GetTextJson(nextChar.ToString()); // Recorring the list (nexSublist) for (int j = 0; j < nextSubList.Length; j++) { // Check with the key chars for (int k = 0; k < keyChars.Length; k++) { if (nextSubList[j].Contains(keyChars[k]) || nextSubList[j].Contains(keyChars[k].ToLower())) { wordsToUse.Add(nextSubList[j]); lettersToUse.Add(keyChars[k]); } } } } // TODO: Añadir filtro de las palabras que puedan causar confusión //for(int i = 0; i < wordsToUse.Count; i++) //{ // for (int j = 1; j < wordsToUse.Count; j++) // { // } //} string[] preparedWords = wordsToUse.ToArray(); string[] preparedLetters = lettersToUse.ToArray(); WordsWithLetters wordsWithLetters = new WordsWithLetters(preparedWords, preparedLetters); return(wordsWithLetters); }
public unsafe List <CAbilityPtr> GetAllAbilities() { List <CAbilityPtr> cabilityPtrList = new List <CAbilityPtr>(); fixed(CUnitInternal *cunitInternalPtr = &this) { int num1 = cunitInternalPtr->field01DC & cunitInternalPtr->field01E0; int * a1 = &cunitInternalPtr->field01DC; IntPtr num2; if (num1 != -1 && (num2 = GameFunctions.sub_6F08AE90(a1)) != IntPtr.Zero) { do { cabilityPtrList.Add(((CAbility *)(void *)num2)->AsSafe()); num2 = (*(int *)(void *)(num2 + 36) & *(int *)(void *)(num2 + 40)) == -1 ? IntPtr.Zero : GameFunctions.sub_6F08AE90((int *)(void *)(num2 + 36)); }while (num2 != IntPtr.Zero); } } return(cabilityPtrList); }
public static void SpotLight(Vector3 position, Vector3 direction, eLightFlags flags, float intensity, float range, float volumeIntensity, float volumeSize, float falloff, float innerAngle, float outerAngle, Color color, ulong shadowId = 0) { CLightDrawData *drawData = CLightDrawData.New(eLightType.SPOT_LIGHT, flags, position, color, intensity); NativeVector3 dir = direction; NativeVector3 perp = Utility.GetPerpendicular(dir).ToNormalized(); drawData->Range = range; if (volumeIntensity > 0) { drawData->VolumeIntensity = volumeIntensity; drawData->VolumeExponent = 70.0f; drawData->VolumeSize = volumeSize; } drawData->FalloffExponent = falloff; GameFunctions.SetLightDrawDataDirection(drawData, &dir, &perp); GameFunctions.SetLightDrawDataAngles(drawData, innerAngle, outerAngle); if (shadowId != 0) { drawData->ShadowRenderId = shadowId; drawData->ShadowUnkValue = GameFunctions.GetValueForLightDrawDataShadowUnkValue(drawData); } }
public unsafe static void DumpFunctionToTrace(string name) { VirtualMachine *ptr = *GameFunctions.GetThreadLocalStorage()->Jass.AsUnsafe()->VirtualMachine; HT_Node * ptr2 = ptr->FunctionTable->Lookup(name); if (ptr2 != null) { OpCode *value = (OpCode *)ptr2->Value; string text = string.Empty; int num = -1; while (value[num].OpType != OpCodeType.EndFunction) { text = $"{text}0x{num + 1:X4}{ByteCodeToString(value + num, "\t")}{Environment.NewLine}"; num++; } Trace.WriteLine(text); Trace.WriteLine($"Function '{name}'"); } else { Trace.WriteLine($"Function '{name}' could not be found!"); } }
// Sets the triggers for pressing the corresponding keys // Perhaps a good practice thing to do would be to create a "close scene" function that takes as parameter the answer and closes everything (including keysON=false) and then forwards to // changeToNextScene(answer) on game manager private void SetKeyInput() { if (GameManager.escena == "Trial") { if (Input.GetKeyDown(KeyCode.UpArrow)) //&& SubmissionValid(false)) { InputOutputManager.SaveTimeStamp("ParticipantSkip"); GameManager.ChangeToNextScene(itemClicks, true); } } else if (GameManager.escena == "SetUp") { if (Input.GetKeyDown(KeyCode.Space)) { GameFunctions.SetTimeStamp(); GameManager.ChangeToNextScene(itemClicks, false); } } else { Debug.Log("Skipped to next scene... I wonder why"); GameManager.ChangeToNextScene(itemClicks, false); } }
private void timerUpdate_Tick(object sender, EventArgs e) { GameFunctions.Update(); }
private void FormShips_VisibleChanged(object sender, EventArgs e) { if (this.Visible) { GameFunctions.LoadGame(); int shipIndex = 0; this.panel01.Enabled = true;; this.panel02.Enabled = Globals.SaveAreasShipsCompleted[4, shipIndex]; this.panel03.Enabled = Globals.SaveAreasShipsCompleted[4, ++shipIndex]; this.panel04.Enabled = Globals.SaveAreasShipsCompleted[4, ++shipIndex]; this.panel05.Enabled = Globals.SaveAreasShipsCompleted[4, ++shipIndex]; this.panel06.Enabled = Globals.SaveAreasShipsCompleted[4, ++shipIndex]; this.panel07.Enabled = Globals.SaveAreasShipsCompleted[4, ++shipIndex]; this.panel08.Enabled = Globals.SaveAreasShipsCompleted[4, ++shipIndex]; this.panel09.Enabled = Globals.SaveAreasShipsCompleted[4, ++shipIndex]; bool shipX1Enabled = true; for (int i = 0; i < 5; i++) { for (int j = 0; j < 5; j++) { if (!Globals.SaveAreasOreCollected[i, j]) { shipX1Enabled = false; } } } this.panelX1.Enabled = shipX1Enabled; this.pictureBox01.Visible = this.panel01.Enabled; this.pictureBox02.Visible = this.panel02.Enabled; this.pictureBox03.Visible = this.panel03.Enabled; this.pictureBox04.Visible = this.panel04.Enabled; this.pictureBox05.Visible = this.panel05.Enabled; this.pictureBox06.Visible = this.panel06.Enabled; this.pictureBox07.Visible = this.panel07.Enabled; this.pictureBox08.Visible = this.panel08.Enabled; this.pictureBox09.Visible = this.panel09.Enabled; this.pictureBoxX1.Visible = this.panelX1.Enabled; if (!this.panel01.Enabled) { this.panel01.BackgroundImage = WinFormsLander.Properties.Resources.Locked; this.labelID01.Visible = this.panel01.Enabled; this.labelName01.Visible = this.panel01.Enabled; this.labelFuel01.Visible = this.panel01.Enabled; this.labelResistance01.Visible = this.panel01.Enabled; this.labelSpecial01.Visible = this.panel01.Enabled; } if (!this.panel02.Enabled) { this.panel02.BackgroundImage = WinFormsLander.Properties.Resources.Locked; this.labelID02.Visible = this.panel02.Enabled; this.labelName02.Visible = this.panel02.Enabled; this.labelFuel02.Visible = this.panel02.Enabled; this.labelResistance02.Visible = this.panel02.Enabled; this.labelSpecial02.Visible = this.panel02.Enabled; } if (!this.panel03.Enabled) { this.panel03.BackgroundImage = WinFormsLander.Properties.Resources.Locked; this.labelID03.Visible = this.panel03.Enabled; this.labelName03.Visible = this.panel03.Enabled; this.labelFuel03.Visible = this.panel03.Enabled; this.labelResistance03.Visible = this.panel03.Enabled; this.labelSpecial03.Visible = this.panel03.Enabled; } if (!this.panel04.Enabled) { this.panel04.BackgroundImage = WinFormsLander.Properties.Resources.Locked; this.labelID04.Visible = this.panel04.Enabled; this.labelName04.Visible = this.panel04.Enabled; this.labelFuel04.Visible = this.panel04.Enabled; this.labelResistance04.Visible = this.panel04.Enabled; this.labelSpecial04.Visible = this.panel04.Enabled; } if (!this.panel05.Enabled) { this.panel05.BackgroundImage = WinFormsLander.Properties.Resources.Locked; this.labelID05.Visible = this.panel05.Enabled; this.labelName05.Visible = this.panel05.Enabled; this.labelFuel05.Visible = this.panel05.Enabled; this.labelResistance05.Visible = this.panel05.Enabled; this.labelSpecial05.Visible = this.panel05.Enabled; } if (!this.panel06.Enabled) { this.panel06.BackgroundImage = WinFormsLander.Properties.Resources.Locked; this.labelID06.Visible = this.panel06.Enabled; this.labelName06.Visible = this.panel06.Enabled; this.labelFuel06.Visible = this.panel06.Enabled; this.labelResistance06.Visible = this.panel06.Enabled; this.labelSpecial06.Visible = this.panel06.Enabled; } if (!this.panel07.Enabled) { this.panel07.BackgroundImage = WinFormsLander.Properties.Resources.Locked; this.labelID07.Visible = this.panel07.Enabled; this.labelName07.Visible = this.panel07.Enabled; this.labelFuel07.Visible = this.panel07.Enabled; this.labelResistance07.Visible = this.panel07.Enabled; this.labelSpecial07.Visible = this.panel07.Enabled; } if (!this.panel08.Enabled) { this.panel08.BackgroundImage = WinFormsLander.Properties.Resources.Locked; this.labelID08.Visible = this.panel08.Enabled; this.labelName08.Visible = this.panel08.Enabled; this.labelFuel08.Visible = this.panel08.Enabled; this.labelResistance08.Visible = this.panel08.Enabled; this.labelSpecial08.Visible = this.panel08.Enabled; } if (!this.panel09.Enabled) { this.panel09.BackgroundImage = WinFormsLander.Properties.Resources.Locked; this.labelID09.Visible = this.panel09.Enabled; this.labelName09.Visible = this.panel09.Enabled; this.labelFuel09.Visible = this.panel09.Enabled; this.labelResistance09.Visible = this.panel09.Enabled; this.labelSpecial09.Visible = this.panel09.Enabled; } if (!this.panelX1.Enabled) { this.panelX1.BackgroundImage = WinFormsLander.Properties.Resources.Locked; this.labelIDX1.Visible = this.panelX1.Enabled; this.labelNameX1.Visible = this.panelX1.Enabled; this.labelFuelX1.Visible = this.panelX1.Enabled; this.labelResistanceX1.Visible = this.panelX1.Enabled; this.labelSpecialX1.Visible = this.panelX1.Enabled; } } }
public void VerifyInputs() { submitButton.interactable = GameFunctions.VerifyUsernameAndPassword(nameField.text, passwordField.text); }
void Awake() { gameFunctions = GetComponentInParent < GameFunctions > (); scoreTexts = GetComponentsInChildren<Text> (); }
public string ToString(IFormatProvider provider) { return(GameFunctions.JassStringHandleToString(GameFunctions.JassStringIndexToJassStringHandle(Reference))); }
public static int action_message(string msg) { GameFunctions.show_message(msg); return(0); }
void Update() //called once per frame { if (GameFunctions.GetScore() == GameFunctions.GetNumOfDots()) { GameFunctions.WinGame(); EndGame(); } if (GameFunctions.isGameOver()) //if game is over, allow player to press r to restart the scene { GameFunctions.ShowGUI(); if (Input.GetKeyDown(KeyCode.R)) { GameFunctions.StartGame(); } return; } GameFunctions.SetGameTime(Time.timeSinceLevelLoad); if ((int)GameFunctions.GetGameTime() - (int)timeSinceFlip > timeToFlip) { timeSinceFlip = GameFunctions.GetGameTime(); GameFunctions.FlipMoveMode(); } if (Input.GetKeyDown(KeyCode.Alpha1)) //turn on debugging mode { GameFunctions.SetDebugging(true); } if (Input.GetKeyDown(KeyCode.Alpha2)) //turn off debugging mode { GameFunctions.SetDebugging(false); } if (Input.GetKeyDown(KeyCode.O)) //if the o key was pressed, show/hide GUI { GameFunctions.FlipGUI(); } if (Input.anyKeyDown && !Input.GetKeyDown(KeyCode.Alpha1) && !Input.GetKeyDown(KeyCode.Alpha2) && !Input.GetKeyDown(KeyCode.O) && !Input.GetKeyDown(KeyCode.R)) //if an arrow key was pressed { moveX = Input.GetAxis("Horizontal"); //check for horizontal input moveZ = Input.GetAxis("Vertical"); //check for vertical input if (moveX > 0) //if the player pressed the right arrow key, set desired direction to "right" { move = Directions.Right; } else if (moveX < 0) //if the player pressed the left arrow key, set desired direction to "left" { move = Directions.Left; } if (moveZ > 0) //if the player pressed the up arrow key, set desired direction to "up" { move = Directions.Up; } else if (moveZ < 0) //if the player pressed the down arrow key, set desired direction to "down" { move = Directions.Down; } if (currentDirection == Directions.None) //if theres no active tween, set moving direction to whatever was pressed { currentDirection = move; MoveToPositionDeadend(); } else if (move != currentDirection) //if theres an active tween but the direction is the opposite of current moving direction, start moving to opposite direction { if (MapUtility.OppositeDirection(move) == currentDirection) { currentDirection = move; MoveToPositionDeadend(); } else //if new direction is perpendicular to current direction, move to nearest junction and start checking if player can move to the desired direction at that junction { MoveToPositionJunction(MapUtility.getBackPoint(transform.gameObject, currentDirection)); } } } }
// Saves the time stamp for a particular event type to the "TimeStamps" File // Event type: 1=ItemsNoQuestion; 11=ItemsWithQuestion; 2=AnswerScreen; 21=ParticipantsAnswer; 3=InterTrialScreen; 4=InterBlockScreen; 5=EndScreen public static void SaveTimeStamp(string eventType) { if (GameManager.problemName == 'w'.ToString()) { string dataTrialText = GameManager.block + ";" + GameManager.trial + ";" + eventType + ";" + GameFunctions.TimeStamp(); string[] lines = { dataTrialText }; using (StreamWriter outputFile = new StreamWriter(folderPathSave + GetID() + "TimeStamps.txt", true)) { WriteToFile(outputFile, lines); } } else if (GameManager.problemName == 't'.ToString() || GameManager.problemName == 'm'.ToString()) { string dataTrialText = GameManager.block + ";" + GameManager.trial + ";" + eventType + ";" + GameFunctions.TimeStamp(); string[] lines = { dataTrialText }; using (StreamWriter outputFile = new StreamWriter(folderPathSave + GetID() + "TimeStamps.txt", true)) { WriteToFile(outputFile, lines); } } }
private static void Main() { while (Game.IsLoading) { GameFiber.Sleep(500); } if (!Directory.Exists(@"Plugins\Spotlight Resources\")) { Directory.CreateDirectory(@"Plugins\Spotlight Resources\"); } Settings = new Settings(@"Plugins\Spotlight Resources\General.ini", @"Plugins\Spotlight Resources\Offsets.ini", @"Plugins\Spotlight Resources\VisualSettings.xml", true); LoadSpotlightControllers(); bool gameFnInit = GameFunctions.Init(); bool gameMemInit = GameMemory.Init(); if (gameFnInit) { Game.LogTrivialDebug($"Successful {nameof(GameFunctions)} init"); } if (gameMemInit) { Game.LogTrivialDebug($"Successful {nameof(GameMemory)} init"); } if (!gameFnInit || !gameMemInit) { string str = ""; if (!gameFnInit) { str += nameof(GameFunctions); if (!gameMemInit) { str += " and "; str += nameof(GameMemory); } } else if (!gameMemInit) { str += nameof(GameMemory); } Game.DisplayNotification($"~r~[ERROR] Spotlight: ~s~Failed to initialize {str}, unloading..."); Game.LogTrivial($"[ERROR] Failed to initialize {str}, unloading..."); Game.UnloadActivePlugin(); } BaseSpotlight.CoronaPositionPtr = (NativeVector3 *)Game.AllocateMemory(sizeof(NativeVector3) * 2); BaseSpotlight.CoronaDirectionPtr = BaseSpotlight.CoronaPositionPtr++; // when the queue array that the GetFreeLightDrawDataSlotFromQueue function accesses is full, // it uses the TLS to get an allocator to allocate memory for a bigger array, // therefore we copy the allocator pointers from the main thread TLS to our current thread TLS. WinFunctions.CopyTlsValues(WinFunctions.GetProcessMainThreadId(), WinFunctions.GetCurrentThreadId(), GameMemory.TlsAllocatorOffset0, GameMemory.TlsAllocatorOffset1, GameMemory.TlsAllocatorOffset2); while (true) { GameFiber.Yield(); Update(); } }
public static CTriggerWar3Ptr FromHandle(JassTrigger trigger) { return(GameFunctions.GetTriggerFromHandle(trigger)); }
/// <summary> /// Saves the time stamp for a particular event type to the "TimeStamps" File /// All these saves take place in the Data folder, where you can create an output folder /// </summary> /// Event type: 1=ItemsNoQuestion;11=ItemsWithQuestion;2=AnswerScreen;21=ParticipantsAnswer;3=InterTrialScreen;4=InterBlockScreen;5=EndScreen public static void saveTimeStamp(string eventType) { string dataTrialText = GameManager.block + ";" + GameManager.trial + ";" + eventType + ";" + GameFunctions.timeStamp(); string[] lines = { dataTrialText }; string folderPathSave = Application.dataPath + outputFolder; //This location can be used by unity to save a file if u open the game in any platform/computer: Application.persistentDataPath; using (StreamWriter outputFile = new StreamWriter(folderPathSave + identifierName + "TimeStamps.txt", true)) { foreach (string line in lines) { outputFile.WriteLine(line); } } }
public static CTriggerWar3 *FromHandle(JassTrigger trigger) { return(GameFunctions.GetTriggerFromHandle(trigger).AsUnsafe()); }
private static void Main() { while (Game.IsLoading) { GameFiber.Sleep(1000); } bool gameFnInit = GameFunctions.Init(); if (gameFnInit) { Game.LogTrivialDebug($"Successful {nameof(GameFunctions)} init"); } else { Game.LogTrivial($"[ERROR] Failed to initialize {nameof(GameFunctions)}, unloading..."); Game.UnloadActivePlugin(); } LoadVehicleConfigs(); while (true) { GameFiber.Yield(); if (Game.IsPaused) { continue; } Vehicle playerVeh = Game.LocalPlayer.Character.CurrentVehicle; if (playerVeh && !vehiclesChecked.Contains(playerVeh.Handle)) { CreateGadgetsForVehicle(playerVeh); } for (int i = gadgets.Count - 1; i >= 0; i--) { VehicleGadget g = gadgets[i]; if (g.Vehicle) { g.Update(g.Vehicle == playerVeh); if (g.RequiresPoseBounds) { vehiclesRequiringPoseBounds.Add(g.Vehicle); } } else { if (vehiclesChecked.Contains(g.Vehicle.Handle)) { vehiclesChecked.Remove(g.Vehicle.Handle); } g.Dispose(); gadgets.RemoveAt(i); } } foreach (Vehicle v in vehiclesRequiringPoseBounds) { CVehicle * cveh = (CVehicle *)v.MemoryAddress; fragInstGta *inst = cveh->Inst; if (inst == null) { return; } GameFunctions.fragInst_PoseBoundsFromSkeleton(inst, true, true, true, 0, 0); } vehiclesRequiringPoseBounds.Clear(); } }
public static CItemPtr FromHandle(IntPtr itemJassHandle) { return(GameFunctions.GetItemFromHandle(itemJassHandle)); }
public void WriteLine(String message, Color color, Single duration) { GameFunctions.CSimpleMessageFrame__WriteLine(this, message, ref color, duration, 0); }
void OnGUI() //draw GUI (if it was set as visible) { if (GameFunctions.isGUIOn()) { float posX, posY; GUI.skin.label.fontSize = 30; if (!GameFunctions.isGameOver()) { posX = 50; posY = 50; GUI.Label(new Rect(posX, posY, 900, 200), "Score: " + GameFunctions.GetScore() + "\n" + GameFunctions.GetMoveMode()); } else if (!GameFunctions.GetWinStatus()) { posX = Screen.width / 2 - 190; posY = Screen.height / 2 - 150; GUI.Label(new Rect(posX, posY, 900, 200), "Game over, press r to restart \nYour score " + GameFunctions.GetScore()); } else { posX = Screen.width / 2 - 190; posY = Screen.height / 2 - 150; GUI.Label(new Rect(posX, posY, 900, 200), "You won! Press r to restart."); } } }
public override string ToString() => GameFunctions.JassStringHandleToString(Handle);
public static int action_end_game() { GameFunctions.game_end(); return(0); }
//Sets the triggers for pressing the corresponding keys //123: Perhaps a good practice thing to do would be to create a "close scene" function that takes as parameter the answer and closes everything (including keysON=false) and then forwards to //changeToNextScene(answer) on game manager //necessary: this was imported from decision version private void setKeyInput() { if (GameManager.escena == "Trial") { if (Input.GetKeyDown(KeyCode.UpArrow)) { InputOutputManager.saveTimeStamp("ParticipantSkip"); GameManager.changeToNextScene(itemClicks, 0, 0, 1); } } else if (GameManager.escena == "TrialAnswer") { //1: No/Yes 0: Yes/No if (randomYes == 1) { if (Input.GetKeyDown(KeyCode.LeftArrow)) { //Left keysON = false; answer = 0; GameObject boto = GameObject.Find("LEFTbutton") as GameObject; BoardFunctions.highlightButton(boto); GameFunctions.setTimeStamp(); GameManager.changeToNextScene(itemClicks, 0, 1, 0); } else if (Input.GetKeyDown(KeyCode.RightArrow)) { //Right keysON = false; answer = 1; GameObject boto = GameObject.Find("RIGHTbutton") as GameObject; BoardFunctions.highlightButton(boto); GameFunctions.setTimeStamp(); GameManager.changeToNextScene(itemClicks, 1, 1, 0); } } else if (randomYes == 0) { if (Input.GetKeyDown(KeyCode.LeftArrow)) { //Left keysON = false; answer = 1; GameObject boto = GameObject.Find("LEFTbutton") as GameObject; BoardFunctions.highlightButton(boto); GameFunctions.setTimeStamp(); GameManager.changeToNextScene(itemClicks, 1, 0, 0); } else if (Input.GetKeyDown(KeyCode.RightArrow)) { //Right keysON = false; answer = 0; GameObject boto = GameObject.Find("RIGHTbutton") as GameObject; BoardFunctions.highlightButton(boto); GameFunctions.setTimeStamp(); GameManager.changeToNextScene(itemClicks, 0, 0, 0); } } } else if (GameManager.escena == "SetUp") { if (Input.GetKeyDown(KeyCode.Space)) { GameFunctions.setTimeStamp(); GameManager.changeToNextScene(itemClicks, 0, 0, 0); } } }
public static unsafe CItem *FromHandle(IntPtr itemJassHandle) { return(GameFunctions.GetItemFromHandle(itemJassHandle).AsUnsafe()); }
public void EndGame() { GameFunctions.EndGame(); iTween.StopByName(id); }
public static CDestructablePtr FromHandle(IntPtr destructableJassHandle) { return(GameFunctions.GetDestructableFromHandle(destructableJassHandle)); }
//Initializes the scene. One scene is setup, other is trial, other is Break.... void InitGame() { /* * Scene Order: escena * 0=setup * 1=trial game * 2=trial game answer * 3= intertrial rest * 4= interblock rest * 5= end */ //Creates the variable scene? and selects the active scene Scene scene = SceneManager.GetActiveScene(); escena = scene.name; //Name the scene "Scene #" Debug.Log("escena" + escena); //change numbers to names //the loop which runs the game, and drives you from one scene to another //If it's the first scene, upload parameters and instances (this happens only once), randomise instances and move incrememntally through >blocks< 1 at a time if (escena == "SetUp") { block++; //loadParameters (); //loadTSPInstance (); buttonRandomization = GameFunctions.randomizeButtons(numberOfTrials); GameFunctions.setupInitialScreen(); } else if (escena == "Trial") { trial++; TotalTrial++; showTimer = true; boardScript.SetupScene("Trial"); tiempo = timeQuestion; totalTime = tiempo; } else if (escena == "TrialAnswer") { showTimer = true; boardScript.SetupScene("TrialAnswer"); tiempo = timeAnswer; totalTime = tiempo; } else if (escena == "InterTrialRest") { showTimer = false; tiempo = timeRest1; totalTime = tiempo; } else if (escena == "InterBlockRest") { trial = 0; block++; showTimer = true; tiempo = timeRest2; totalTime = tiempo; //Debug.Log ("TiempoRest=" + tiempo); buttonRandomization = GameFunctions.randomizeButtons(numberOfTrials); } }
public override string ToString() { return(GameFunctions.JassStringHandleToString(GameFunctions.JassStringIndexToJassStringHandle(Reference))); }