public void setSelection(GameObject block, int lev)
 {
     if (States.selectedLevel == lev)
     {
         GamePhaseController.showLoading();
         GameStorage.getInstance().loadLevel(lev);
     }
     if (States.selectedLevel != lev)
     {
         if (lev % 2 == 0)
         {
             ((UnityEngine.UI.Image)((UnityEngine.UI.Button)block.GetComponentsInChildren <UnityEngine.UI.Button>()[0]).gameObject.GetComponentsInChildren <UnityEngine.UI.Image>()[0]).overrideSprite = ((UnityEngine.UI.Button)block.GetComponentsInChildren <UnityEngine.UI.Button>()[0]).spriteState.pressedSprite;
             ((UnityEngine.UI.Button)block.GetComponentsInChildren <UnityEngine.UI.Button>()[0]).spriteState = selectedState;
         }
         if (lev % 2 == 1)
         {
             ((UnityEngine.UI.Image)((UnityEngine.UI.Button)block.GetComponentsInChildren <UnityEngine.UI.Button>()[1]).gameObject.GetComponentsInChildren <UnityEngine.UI.Image>()[0]).overrideSprite = ((UnityEngine.UI.Button)block.GetComponentsInChildren <UnityEngine.UI.Button>()[1]).spriteState.pressedSprite;
             ((UnityEngine.UI.Button)block.GetComponentsInChildren <UnityEngine.UI.Button>()[1]).spriteState = selectedState;
         }
         descriptionPanel.GetComponentsInChildren <UnityEngine.UI.Text>()[0].text = ((Templates.LevelInfo)Templates.getInstance().getLevel((int)States.currentCampaign.levels[lev])).levelName;
         descriptionPanel.GetComponentsInChildren <UnityEngine.UI.Text>()[1].text = ((Templates.LevelInfo)Templates.getInstance().getLevel((int)States.currentCampaign.levels[lev])).description;
         States.selectedLevel = lev;
         start_but.SetActive(true);
     }
 }
    public void ChangeState(GameStates newState)
    {
        bool isCurrentState = (GameState == newState);

        if (!isCurrentState)
        {
            // send new state to server. Only change state in Unity app once server responds
            SocketIO.ChangeGameState(GameStateToSocketMessageString(newState), response =>
            {
                // check for error in the response
                var responseJSON = JSONObject.Parse(response);
                if (responseJSON["error"] != null)
                {
                    Debug.LogError("Server error when changing game state: " + responseJSON["error"]);
                    return;
                }

                // get any carry-over data from the current state controller and delete the controller
                JSONObject betweenStateControllerData = null;
                if (currentStateController != null)
                {
                    betweenStateControllerData = currentStateController.ReturnDataForNextGamePhase();
                    Destroy(currentStateController.gameObject);
                }

                // instantiate a new state controller and pass it the carry-over data
                GamePhaseController newStateController = InstantiateControllerForState(newState);
                currentStateController = newStateController;

                currentStateController.UseCarryOverData(betweenStateControllerData);

                GameState = newState;
            });
        }
    }
Example #3
0
 public void nextButtonCallback()
 {
     States.retries = 0;
     GamePhaseController.showLoading();
     pausePanel.SetActive(false);
     States.selectedLevel++;
     GameStorage.getInstance().loadLevel(States.selectedLevel);
 }
Example #4
0
 public void mainButtonCallback()
 {
     States.retries = 0;
     mainPanel.SetActive(false);
     pausePanel.SetActive(false);
     GamePhaseController.showLoading();
     UnityEngine.SceneManagement.SceneManager.LoadScene(0, UnityEngine.SceneManagement.LoadSceneMode.Single);
     States.inPauseMenu = false;
 }
Example #5
0
 public void restartButtonCallback()
 {
     States.retries++;
     mainPanel.SetActive(false);
     pausePanel.SetActive(false);
     GamePhaseController.showLoading();
     GameStorage.getInstance().loadLevel(States.selectedLevel);
     States.inPauseMenu = false;
 }
Example #6
0
    public void checkZalpButtonState()
    {
        bool res = false;

        foreach (FriendlySpaceship obj in friendlySpaceships)
        {
            if (obj.haveAbilRocketsOrThorpeds())
            {
                res = true;
                break;
            }
        }
        GamePhaseController.setZalpButtonActive(res);
    }
 public void loadLevel()
 {
     GamePhaseController.showLoading();
     GameStorage.getInstance().loadLevel(States.selectedLevel);
 }
Example #8
0
 void Start()
 {
     instance = this;
     //Debug.Log("initialized");
 }
	void Start()
	{
		instance=this;
		//Debug.Log("initialized");
	}