Example #1
0
        private Boolean SetHUDState(HUDState newState)
        {
            if (newState != State)
            {
                ArduinoInterface.Clear();

                State = newState;
                switch (State)
                {
                case HUDState.Wasted:
                    ArduinoInterface.Print("WASTED");
                    break;

                case HUDState.Busted:
                    ArduinoInterface.Print("BUSTED");
                    break;

                case HUDState.InfoCycle:
                    GoToCycle(Game.Player.Character.IsInVehicle() ? HUDCycle.VehicleSpeed : HUDCycle.WorldInfo, true);
                    break;
                }

                return(true);
            }

            return(false);
        }
 public void ChangeHudState(HUDState newState)
 {
     SetPanelActive(_currentHudState, false);
     _currentHudState = newState;
     SetPanelActive(_currentHudState, true);
     OnHudStateChanged(newState);
 }
Example #3
0
    void Build(BuildableObject obj)
    {
        if (hudState != HUDState.BASE)
        {
            return;
        }

        BuildableObject planner = Instantiate(obj) as BuildableObject; // Will position itself automatically

        Debug.Log(obj.m_costToBuild.ToString());
        if (!SummonerInventory.Instance.checkResourcesAvailable(planner.m_costToBuild))
        {
            Destroy(planner.gameObject);
            return;
        }

        hudState = HUDState.BUILD;
        if (!mouse.BeginBuild(planner))
        {
            Destroy(planner.gameObject);
            ResetHUDState();
            return;
        }
        RefreshHUDSDisplay();
    }
Example #4
0
 public void ResetHUDState()
 {
     mouse.EndBuild();
     hudState     = HUDState.BASE;
     hudText.text = "";
     RefreshHUDSDisplay();
 }
    private void OnHudStateChanged(HUDState newState)
    {
        switch (newState)
        {
        case HUDState.HS_GAME:
            ResetHudState();
            LivesController.ResetLifes();
            _statsController.Show(false);
            break;

        case HUDState.HS_PAUSE:
            UpdateShipStatsGUI();
            _statsController.Show(true);
            break;

        case HUDState.HS_WIN:
            UpdateShipStatsGUI();
            _statsController.Show(true);
            break;

        case HUDState.HS_LOST:
            UpdateShipStatsGUI();
            _statsController.Show(true);
            break;
        }
    }
    // Co-rutinas de animacion
    // Para administrar mejor las animaciones, por comodidad, limpieza de codigo, y facilidad de lectura, utilizo co-rutinas
    // ========================================================================================================================

    IEnumerator OpenAnim_unitInfo()
    {
        if (interactable)
        {
            unitPanel_CG.gameObject.SetActive(true);
            unitActions_CG.gameObject.SetActive(true);
            highlightFlash.alpha = 0;
            highlightFlash.transform.localScale = Vector3.one;
            StopCoroutine("UnitCommandsHighlightFlash");
            StartCoroutine("UnitCommandsHighlightFlash");

            currentHudState     = HUDState.unitSelected;
            animationInProgress = true;

            float t         = 0;
            float animSpeed = 6f;

            while (t < 1)
            {
                t = Mathf.MoveTowards(t, 1, Time.deltaTime * animSpeed * ((1 - t) + 0.05f));
                unitPanel_CG.alpha = t;
                unitPanel_ColouredDeco.transform.localPosition = initPos_unitInfo_colouredDeco + Vector3.left * 100f * (1 - t);
                unitPanel_NameShade.transform.localRotation    = Quaternion.Euler(0, 0, ((1 - t) * 100) + 45);
                unitPanel_NameShade.transform.localPosition    = initPos_unitInfo_nameShade + Vector3.left * 400f * (1 - t);
                unitPanel_ColouredDeco.transform.localRotation = Quaternion.Euler(0, 0, (1 - t) * 600);

                unitActions_CG.alpha = t;
                unitActions_Name.transform.localPosition  = initPos_unitActions_name + Vector3.down * 400 * (1 - t);
                unitActions_Panel.transform.localPosition = initPos_unitActions_panel + Vector3.right * 200 * (1 - t);
                yield return(null);
            }
            animationInProgress = false;
        }
    }
Example #7
0
        public void OpenChest(Storage left, Storage right)
        {
            var inventory = new ChestOpen(_game);

            inventory.BuildItems(left, right);
            _ui    = inventory;
            _state = HUDState.Inventory2;
        }
        public void Update()
        {
            if (!triggered)
            {
                return;
            }

            PlayerInventoryBase.SetFlashlightEnabled(FlashlightEnabled, false, false);

            switch (state)
            {
            case HUDState.FlickerOff:
                Flicker(10, false, 0.5f, 0.8f);
                EEAGlobalState.IsPlayerEMP = true;
                state      = HUDState.ForceOffDelay;
                stateTimer = Clock.Time + 5f;
                GuiManager.NavMarkerLayer.m_visible = false;
                break;

            case HUDState.ForceOffDelay:
                if (stateTimer < Clock.Time)
                {
                    state      = HUDState.ForceOff;
                    stateTimer = Clock.Time + Duration;
                }
                break;

            case HUDState.ForceOff:
                GuiManager.PlayerLayer.SetVisible(false);
                FlashlightEnabled = false;
                if (stateTimer > Clock.Time)
                {
                    state = HUDState.FlickerOn;
                }
                break;

            case HUDState.FlickerOn:
                GuiManager.PlayerLayer.SetVisible(true);
                GuiManager.PlayerLayer.Inventory.SetVisible(false);
                GuiManager.PlayerLayer.m_compass.SetVisible(false);
                GuiManager.PlayerLayer.m_wardenObjective.SetVisible(false);
                GuiManager.PlayerLayer.m_playerStatus.SetVisible(false);
                GuiManager.PlayerLayer.m_gameEventLog.SetVisible(false);
                GuiManager.NavMarkerLayer.m_visible = true;
                Flicker(20, true);
                state      = HUDState.End;
                stateTimer = Clock.Time + Duration - FlashDuration;
                break;

            case HUDState.End:
                if (stateTimer < Clock.Time)
                {
                    Destroy(this);
                    EEAGlobalState.IsPlayerEMP = false;
                }
                break;
            }
        }
    private void SetPanelActive(HUDState state, bool active)
    {
        int index = (int)state;

        if (index >= 0 && index < _hudStateInfoCount)
        {
            _hudStateInfos[index].panel.SetActive(active);
        }
    }
 public void CloseUnitInfo()
 {
     if (!(currentHudState == HUDState.unitSelected))
     {
         return;
     }
     unitPanelSelected.DeSelect();
     unitPanelSelected = null;
     currentHudState   = HUDState.nothingSelected;
     StartCoroutine("CloseAnim_unitInfo");
     StopCoroutine("OpenAnim_unitInfo");
 }
Example #11
0
 /// <summary>
 /// Allows the game to perform any initialization it needs to before starting to run.
 /// This is where it can query for any required services and load any non-graphic
 /// related content.  Calling base.Initialize will enumerate through any components
 /// and initialize them as well.
 /// </summary>
 protected override void Initialize()
 {
     // TODO: Add your initialization logic here
     base.Initialize();
     InitServices();
     LoadLevel(false);
     defaultHUD   = new DefaultHUDState();
     inventoryHUD = new InventoryHUDState(Player.Inventory);
     charHUD      = new CharHUDState();
     editorHUD    = new EditorHUDState();
     HUDState     = defaultHUD;
 }
Example #12
0
    void Awake()
    {
        managerInterfaz = IngameInterfaceManager.currentInstance;

        estado          = HUDState.nothingSelected;
        currentInstance = this;

        /* botonAtck = GameObject.Find("ButtonAttack");
         * botonMove = GameObject.Find("ButtonMove");
         * botonConstr = GameObject.Find("ButtonBuild");
         * botonCrearUn = GameObject.Find("ButtonCreateUnit");*/
    }
Example #13
0
        public void Simulate(GameTime gameTime)
        {
            float time_scale = 60.0f / 1000;
            float dt         = time_scale * (float)gameTime.ElapsedGameTime.Milliseconds;

            MainScene.ProcessSubsystems(dt);
            // TODO: include this as a subsystem
            var drawable = (TileMapRenderComponent)MainScene.TileMap;

            drawable.RebuildBuffers();
            HUDState.Tick();
        }
    void OpenActionInProgress(ActionInProgressMode mode)
    {
        if (interactable)
        {
            if (currentHudState != HUDState.unitSelected)
            {
                return;
            }
            if (animationInProgress)
            {
                return;
            }
            StopCoroutine("OpenAnim_actionInProgress");
            StartCoroutine("OpenAnim_actionInProgress");
            switch (mode)
            {
            case ActionInProgressMode.move:
            {
                actionInProgress_info.text = "Select a destination";
                break;
            }

            case ActionInProgressMode.attack:
            {
                actionInProgress_info.text = "Select a target";
                break;
            }

            case ActionInProgressMode.build:
            {
                actionInProgress_info.text = "Select a place to build";
                break;
            }

            case ActionInProgressMode.gather:
            {
                actionInProgress_info.text = "Select a resource";
                break;
            }

            case ActionInProgressMode.create:
            {
                actionInProgress_info.text = "Select where to create unit";
                break;
            }
            }
            currentHudState = HUDState.actionSelected;
            //print(currentHudState);
            StopCoroutine("CloseAnim_unitInfo");
            StartCoroutine("CloseAnim_unitInfo");
        }
    }
Example #15
0
    // Use this for initialization
    void Start()
    {
        fadeIn  = false;
        fadeOut = true;

        slider           = GetComponentInChildren <Slider>();
        playerController = FindObjectOfType <PlayerController>();
        gameController   = FindObjectOfType <GameController>();
        buildingManager  = FindObjectOfType <BuildingManager>();

        globalHealth.maxValue = buildingManager.globalCasualtyMax;
        hudState = HUDState.Active;
        gameController.hudController = this;
        AddBuildingsToTracker();
    }
 private void ResetHudState()
 {
     _currentHudState = HUDState.HS_GAME;
     SetActivePositionToIsland();
     //UpdateActiveGUI(ActiveSkillsEnum.Buoy, 1f);
     //UpdateActiveGUI(ActiveSkillsEnum.SecondLight, 1f);
     //UpdateActiveGUI(ActiveSkillsEnum.Flare, 1f);
     //UpdateActiveGUI(ActiveSkillsEnum.Freeze, 1f);
     for (int i = 0; i < _hudStateInfoCount; ++i)
     {
         HUDState tmpState = (HUDState)i;
         SetPanelActive(tmpState, tmpState == _currentHudState);
     }
     HideActiveSkills();
     _statsController.Show(false);
 }
Example #17
0
    private void SwitchToState(HUDState newState)
    {
        switch (newState)
        {
        case HUDState.Alive:
            AliveContainer.SetActive(true);
            DeathContainer.SetActive(false);
            break;

        case HUDState.Dead:
        default:
            AliveContainer.SetActive(false);
            DeathContainer.SetActive(true);
            break;
        }
    }
Example #18
0
        public void OpenInventory(Entity entity)
        {
            IsMouseOnHud = false;
            var inventory = new InventoryOpen(_game);
            var storage   = entity.Get <Storage>();

            if (storage == null)
            {
                Debug.WriteLine("_warn_ HUDContext.cs 47");
                return;
            }

            inventory.BuildItems(storage);
            _ui    = inventory;
            _state = HUDState.Inventory1;
        }
Example #19
0
        void updateHUDFor(Player player, HUDState state, string message = null)
        {
            int playerIndex = players.IndexOf(player);

            SKSpriteNode avatar = hudAvatars [playerIndex];

            avatar.RunAction(SKAction.Sequence(new [] {
                SKAction.FadeAlphaTo(1f, 1),
                SKAction.FadeAlphaTo(0.2f, 1),
                SKAction.FadeAlphaTo(1f, 1)
            }));

            SKLabelNode label      = hudLabels [playerIndex];
            float       heartAlpha = 1f;

            switch (state)
            {
            case HUDState.Local:
                label.Text = "ME";
                break;

            case HUDState.Connecting:
                heartAlpha = 0.25f;
                label.Text = message ?? "AVAILABLE";
                break;

            case HUDState.Disconnected:
                avatar.Alpha = 0.5f;
                heartAlpha   = 0.1f;
                label.Text   = "NO PLAYER";
                break;

            case HUDState.Connected:
                label.Text = message ?? "CONNECTED";
                break;

            default:
                throw new NotImplementedException();
            }

            for (int i = 0; i < player.LivesLeft; i++)
            {
                SKSpriteNode heart = hudLifeHeartArrays [playerIndex] [i];
                heart.Alpha = heartAlpha;
            }
        }
Example #20
0
    private void changeState()
    {
        switch (stateHUD)
        {
        case HUDState.FlightState:
            stateHUD = HUDState.FightState;
            print("fightMode");
            HUDChanger.changeHUD(stateHUD);
            break;

        case HUDState.FightState:
            stateHUD = HUDState.FlightState;
            print("flightMode");
            HUDChanger.changeHUD(stateHUD);
            break;
        }
    }
 public void CloseActionInProgress()
 {
     if (currentHudState != HUDState.actionSelected)
     {
         return;
     }
     if (animationInProgress)
     {
         return;
     }
     StopCoroutine("CloseAnim_actionInProgress");
     StartCoroutine("CloseAnim_actionInProgress");
     StopCoroutine("CloseAnim_unitInfo");
     StopCoroutine("OpenAnim_unitInfo");
     StartCoroutine("OpenAnim_unitInfo");
     currentHudState = HUDState.unitSelected;
 }
        public void ResetDuration(float newDuration)
        {
            Duration = newDuration;
            foreach (var item in coroutines)
            {
                EEA_MelonCoroutines.Stop(item as IEnumerator);
            }
            coroutines.Clear();

            if (state == HUDState.FlickerOn)
            {
                stateTimer = Clock.Time + FlashDuration;
            }
            if (state == HUDState.End)
            {
                state = HUDState.FlickerOff;
            }
        }
Example #23
0
        private Boolean SetHUDState(HUDState newState)
        {
            if (newState != state)
            {
                ArduinoInterface.Clear();
                Timer = 0;

                state = newState;
                switch (state)
                {
                case HUDState.Wasted:
                    ArduinoInterface.Print("WASTED");
                    break;

                case HUDState.PlayerHealth:
                    PlayerHealth = -1;
                    PlayerArmor  = -1;
                    ArduinoInterface.SetCursor(0, 0);
                    ArduinoInterface.Print("Health: 0%");
                    ArduinoInterface.SetCursor(0, 1);
                    ArduinoInterface.Print(" Armor: 0%");
                    break;

                case HUDState.VehicleHealth:
                    VehicleBodyHealth   = -1;
                    VehicleEngineHealth = -1;
                    ArduinoInterface.SetCursor(0, 0);
                    ArduinoInterface.Print("  Body: 0%");
                    ArduinoInterface.SetCursor(0, 1);
                    ArduinoInterface.Print("Engine: 0%");
                    break;
                }

                return(true);
            }

            return(false);
        }
Example #24
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (Keyboard.GetState().IsKeyDown(Keys.LeftAlt) && Keyboard.GetState().IsKeyDown(Keys.Q))
            {
                Exit();
            }
            StopMoving();
            if (!game_over && !console.Opened && IsActive)
            {
                HUDState.HandleControls();
            }

            Simulate(gameTime);
            // var song = GameContent.Instance.vampireKiller;
            if (MediaPlayer.State != MediaState.Playing && false)
            {
                MediaPlayer.Volume = 0.1f;
                MediaPlayer.Play(GameContent.Instance.Songs[CurrentSongIndex]);
                CurrentSongIndex = (CurrentSongIndex + 1) % GameContent.Instance.Songs.Count;
            }

            base.Update(gameTime);
        }
Example #25
0
        private Boolean SetHUDState(HUDState newState)
        {
            if (newState != State)
            {
                ArduinoInterface.Clear();

                State = newState;
                switch (State)
                {
                    case HUDState.Wasted:
                        ArduinoInterface.Print("WASTED");
                        break;

                    case HUDState.Busted:
                        ArduinoInterface.Print("BUSTED");
                        break;

                    case HUDState.InfoCycle:
                        GoToCycle(Game.Player.Character.IsInVehicle() ? HUDCycle.VehicleSpeed : HUDCycle.WorldInfo, true);
                        break;
                }

                return true;
            }

            return false;
        }
Example #26
0
        private Boolean SetHUDState(HUDState newState)
        {
            if (newState != state)
            {
                ArduinoInterface.Clear();
                Timer = 0;

                state = newState;
                switch (state)
                {
                    case HUDState.Wasted:
                        ArduinoInterface.Print("WASTED");
                        break;

                    case HUDState.PlayerHealth:
                        PlayerHealth = -1;
                        PlayerArmor = -1;
                        ArduinoInterface.SetCursor(0, 0);
                        ArduinoInterface.Print("Health: 0%");
                        ArduinoInterface.SetCursor(0, 1);
                        ArduinoInterface.Print(" Armor: 0%");
                        break;

                    case HUDState.VehicleHealth:
                        VehicleBodyHealth = -1;
                        VehicleEngineHealth = -1;
                        ArduinoInterface.SetCursor(0, 0);
                        ArduinoInterface.Print("  Body: 0%");
                        ArduinoInterface.SetCursor(0, 1);
                        ArduinoInterface.Print("Engine: 0%");
                        break;
                }

                return true;
            }

            return false;
        }
Example #27
0
 // Start is called before the first frame update
 void Start()
 {
     hudState = HUDState.BASE;
     RefreshHUDSDisplay();
     mouse = Camera.main.GetComponent <MouseBehaviour>();
 }
Example #28
0
 public void Default()
 {
     _ui    = new Default(_game);
     _state = HUDState.Default;
 }
Example #29
0
 public void Pause()
 {
     _ui    = new PauseMenu(_game);
     _state = HUDState.Pause;
 }
        void updateHUDFor(Player player, HUDState state, string message = null)
        {
            int playerIndex = players.IndexOf (player);

            SKSpriteNode avatar = hudAvatars [playerIndex];
            avatar.RunAction (SKAction.Sequence (new [] {
                SKAction.FadeAlphaTo (1f, 1),
                SKAction.FadeAlphaTo (0.2f, 1),
                SKAction.FadeAlphaTo (1f, 1)
            }));

            SKLabelNode label = hudLabels [playerIndex];
            float heartAlpha = 1f;

            switch (state) {
            case HUDState.Local:
                label.Text = "ME";
                break;

            case HUDState.Connecting:
                heartAlpha = 0.25f;
                label.Text = message ?? "AVAILABLE";
                break;

            case HUDState.Disconnected:
                avatar.Alpha = 0.5f;
                heartAlpha = 0.1f;
                label.Text = "NO PLAYER";
                break;

            case HUDState.Connected:
                label.Text = message ?? "CONNECTED";
                break;

            default:
                throw new NotImplementedException ();
            }

            for (int i = 0; i < player.LivesLeft; i++) {
                SKSpriteNode heart = hudLifeHeartArrays [playerIndex] [i];
                heart.Alpha = heartAlpha;
            }
        }
Example #31
0
 public void OnClick_ResumeButton()
 {
     hudState = HUDState.Active;
     ToggleMenus();
 }
Example #32
0
 // Start is called before the first frame update
 void Start()
 {
     stateHUD = HUDState.FlightState;
 }