static void Init() { // Get existing open window or if none, make a new one LevelWindow window = (LevelWindow)GetWindow(typeof(LevelWindow)); window.Show(); }
public MainWindowViewModel() { Title = "WPF Learning Game"; PlayCommand = new RelayCommand(o => { try { var levelWindow = new LevelWindow(); (levelWindow.DataContext as LevelWindowViewModel).Level = Activator.CreateInstance(SelectedLevel.Value.Key) as UserControl; levelWindow.ShowDialog(); } catch (Exception ex) { string errorMessage = ex.Message; string stackTrace = ex.StackTrace; var error = ex; // if you got here something is still wrong in the level // check the information above and try again System.Diagnostics.Debugger.Break(); MessageBox.Show(String.Format("{1}{0}{2}", Environment.NewLine, errorMessage, stackTrace), "Error", MessageBoxButton.OK, MessageBoxImage.Error); } }, o => SelectedLevel != null); }
static void Init() { // Get existing open window or if none, make a new one: LevelWindow window = (LevelWindow)EditorWindow.GetWindow(typeof(LevelWindow)); window.titleContent.text = "Level Debug"; window.Show(); }
public WindowManager(Game1 game) { mygame = game; dispMenu = false; dispLevel = false; dispEndLevel = false; menuWindow = new MenuWindow(mygame); levelWindow = new LevelWindow(mygame); endLevelWindow = new EndLevelWindow(mygame); }
// Old code //public GameObject skillButton; //public GameObject shieldButton; public void Start() { isDisplaying = true; player = GameObject.Find("player"); playerScript = player.GetComponent <playerControl>(); playerSkills = playerScript.GetPlayerSkills(); currency = GameObject.Find("collectables").transform.Find("currency").gameObject.GetComponent <Collectable>(); levelWindow = GameObject.Find("LevelWindow").GetComponent <LevelWindow>(); // Old code //skillButton = GameObject.Find("Canvas").transform.Find("ShieldButton").gameObject.GetComponent<>(); //EventSystem.current.SetSelectedGameObject(resumeButton); //skillTreeButton = canvas.transform.Find("ResumeButton"); //.GetComponent<ResumeButton>(); //"tranform.()FindObjectOfType<ResumeGame>().gameObject; }
private async void Awake() { Locator.Instance.RegisterIn(this); this.gameManager = await Locator.Instance.GetService <GameManager>(); this.bricksManager = await Locator.Instance.GetService <BricksManager>(); this.levelWindow = Instantiate(this.LevelWindowPrefab, this.transform).GetComponent <LevelWindow>(); this.winWindow = Instantiate(this.WinWindowPrefab, this.transform).GetComponent <WinWindow>(); this.looseWindow = Instantiate(this.LooseWindowPrefab, this.transform).GetComponent <LooseWindow>(); this.levelWindow.gameObject.SetActive(true); this.winWindow.gameObject.SetActive(false); this.looseWindow.gameObject.SetActive(false); this.gameManager.OnGameOver += this.ShowLoose; this.gameManager.OnGameWin += this.ShowWin; // UniRx observation this.bricksManager.MovingTimer .Subscribe(value => this.levelWindow.NextBlockStep.text = ((int)value).ToString()); this.gameManager.Scores .Subscribe(value => this.levelWindow.ScoresText.text = value.ToString()); this.looseWindow.RestartButton .OnClickAsObservable() .Subscribe(_ => LevelManager.LoadGameScene(LevelManager.GameDifficulty)); this.looseWindow.MainMenuButton .OnClickAsObservable() .Subscribe(_ => LevelManager.LoadMainMenuScene()); this.winWindow.NextGameButton .OnClickAsObservable() .Subscribe(_ => LevelManager.LoadGameScene(this.gameManager.GetNextGameDifficulty())); this.winWindow.MainMenuButton .OnClickAsObservable() .Subscribe(_ => LevelManager.LoadMainMenuScene()); }
// Start is called before the first frame update private void Start() { defaultState = new PlayerIdle(this); animator = GetComponent <Animator>(); // New line levelSystem = new LevelSystem(); levelWindow = GameObject.Find("GameplayCanvas/LevelWindow").GetComponent <LevelWindow>(); levelWindow.SetLevelSystem(levelSystem); if (myState == null) { myState = defaultState; myState.Enter(); } rb = GetComponent <Rigidbody>(); dodgeAbility.dodgeDuration = -1f; MAX_STAMANA = data.remainingStamana; healthbar = GameObject.Find("GameplayCanvas/HealthBar_BG").GetComponent <HealthbarController>(); stamanaMeter = GameObject.Find("GameplayCanvas/UIDiamonds/StamanaBar/StamanaBarForeground").GetComponent <Image>(); skillTreeWindow = GameObject.Find("GameplayCanvas").GetComponent <SkillTreeWindow>(); }
public LevelWindowVC(ResourceCollectorXNA.LevelWindow lv) { this.levelform = lv; }
void Start() { window = gameObject.AddComponent<HelpWindow>() as HelpWindow; levelWindow = gameObject.AddComponent<LevelWindow>() as LevelWindow; aboutWindow = gameObject.AddComponent<AboutWindow>() as AboutWindow; selectedIndex = 0; selectedIndex = 0; guiEnter = false; Time.timeScale = 1.0f; GameObject levelParametersObject = GameObject.FindWithTag ("LevelParameters"); if (levelParametersObject != null) { levelParameters = levelParametersObject.GetComponent <LevelParameters>(); } if (levelParameters == null) { Debug.Log ("Cannot find 'LevelParameters' script"); } }
public override void OnInspectorGUI() { base.OnInspectorGUI(); LevelGenerator gen = (LevelGenerator)target; Undo.RecordObject(gen, "Edit Level Generator"); gen.type = (LevelGenerator.Type)EditorGUILayout.EnumPopup("Type", gen.type); if (gen.type == LevelGenerator.Type.Finite) { gen.finiteSegmentsCount = EditorGUILayout.IntField("Segments Count", gen.finiteSegmentsCount); gen.finiteLoop = EditorGUILayout.Toggle("Loop", gen.finiteLoop); } else { gen.maxSegments = EditorGUILayout.IntField("Max. Segments", gen.maxSegments); if (gen.maxSegments < 1) { gen.maxSegments = 1; } gen.generateSegmentsAhead = EditorGUILayout.IntField("Generate Segments Ahead", gen.generateSegmentsAhead); if (gen.generateSegmentsAhead < 1) { gen.generateSegmentsAhead = 1; } if (gen.generateSegmentsAhead > gen.maxSegments) { gen.generateSegmentsAhead = gen.maxSegments; } gen.activateSegmentsAhead = EditorGUILayout.IntField("Activate Segments Ahead", gen.activateSegmentsAhead); if (gen.activateSegmentsAhead < 0) { gen.activateSegmentsAhead = 0; } if (gen.activateSegmentsAhead > gen.generateSegmentsAhead) { gen.activateSegmentsAhead = gen.generateSegmentsAhead; } } EditorGUILayout.Space(); gen.pathGenerator = (LevelPathGenerator)EditorGUILayout.ObjectField("Path Generator", gen.pathGenerator, typeof(LevelPathGenerator), false); if (gen.pathGenerator != null) { EditorGUI.indentLevel++; gen.usePathGeneratorInstance = EditorGUILayout.Toggle("Create Instance", gen.usePathGeneratorInstance); EditorGUI.indentLevel--; } else { EditorGUILayout.HelpBox("A Path Generator needs to be assigned to the Level Generator.", MessageType.Error); } if (Event.current.type == EventType.KeyDown && gen.levels.Length > 0) { if (Event.current.keyCode == KeyCode.DownArrow) { levelIndex++; if (levelIndex >= gen.levels.Length) { levelIndex = -1; } levelWindow = EditorWindow.GetWindow <LevelWindow>(true); levelWindow.Init(gen, levelIndex); Repaint(); Event.current.Use(); } if (Event.current.keyCode == KeyCode.UpArrow) { levelIndex--; if (levelIndex < -1) { levelIndex = gen.levels.Length - 1; } levelWindow = EditorWindow.GetWindow <LevelWindow>(true); levelWindow.Init(gen, levelIndex); Repaint(); Event.current.Use(); } } if (boxStyle == null) { boxStyle = new GUIStyle(GUI.skin.GetStyle("box")); boxStyle.normal.background = DreamteckEditorGUI.blankImage; boxStyle.margin = new RectOffset(0, 0, 0, 2); } EditorGUILayout.Space(); levelFoldout = EditorGUILayout.Foldout(levelFoldout, "Levels"); if (levelFoldout) { gen.levelIteration = (LevelGenerator.LevelIteration)EditorGUILayout.EnumPopup("Level Iteration", gen.levelIteration); gen.startLevel = EditorGUILayout.IntField("Start Level", gen.startLevel); ListLevels(); } if (gen.levels.Length == 0) { EditorGUILayout.HelpBox("No defined levels. Define at least one level.", MessageType.Error); } EditorGUILayout.Space(); gen.testMode = EditorGUILayout.Toggle("Test Mode", gen.testMode); if (gen.testMode) { for (int i = 0; i < gen.debugSegments.Length; i++) { EditorGUILayout.BeginHorizontal(); gen.debugSegments[i] = (GameObject)EditorGUILayout.ObjectField("Segment " + (i + 1), gen.debugSegments[i], typeof(GameObject), false); if (GUILayout.Button("x", GUILayout.Width(30f)) || gen.debugSegments[i] == null) { GameObject[] newSegments = new GameObject[gen.debugSegments.Length - 1]; for (int n = 0; n < gen.debugSegments.Length; n++) { if (n < i) { newSegments[n] = gen.debugSegments[n]; } else if (n > i) { newSegments[n - 1] = gen.debugSegments[n]; } } gen.debugSegments = newSegments; i--; EditorGUILayout.EndHorizontal(); continue; } EditorGUILayout.EndHorizontal(); } GameObject newSegment = null; newSegment = (GameObject)EditorGUILayout.ObjectField("Add debug segment", newSegment, typeof(GameObject), false); if (newSegment != null) { if (newSegment.GetComponent <LevelSegment>() != null) { GameObject[] newSegments = new GameObject[gen.debugSegments.Length + 1]; gen.debugSegments.CopyTo(newSegments, 0); newSegments[newSegments.Length - 1] = newSegment; gen.debugSegments = newSegments; } } } }
void ListLevels() { LevelGenerator generator = (LevelGenerator)target; for (int i = 0; i < generator.levels.Length; i++) { if (i == levelIndex) { GUI.backgroundColor = ForeverPrefs.highlightColor * DreamteckEditorGUI.lightColor; GUI.contentColor = ForeverPrefs.highlightContentColor; } else { GUI.backgroundColor = DreamteckEditorGUI.lightColor; GUI.contentColor = new Color(1f, 1f, 1f, 0.8f); } EditorGUILayout.BeginVertical(boxStyle); EditorGUILayout.LabelField(i + " " + generator.levels[i].title); GUI.contentColor = Color.white; Rect rect = GUILayoutUtility.GetLastRect(); if (rect.Contains(Event.current.mousePosition) && Event.current.type == EventType.MouseDown) { if (Event.current.button == 1) { int current = i; GenericMenu menu = new GenericMenu(); if (i > 0) { menu.AddItem(new GUIContent("Move Up"), false, delegate { MoveUp(current); }); } else { menu.AddDisabledItem(new GUIContent("Move Up")); } if (i < generator.levels.Length - 1) { menu.AddItem(new GUIContent("Move Down"), false, delegate { MoveDown(current); }); } else { menu.AddDisabledItem(new GUIContent("Move Down")); } menu.AddItem(new GUIContent("Duplicate"), false, delegate { Duplicate(current); }); menu.AddSeparator(""); menu.AddItem(new GUIContent("Delete"), false, delegate { Delete(current); }); menu.ShowAsContext(); } else if (Event.current.button == 0) { levelWindow = EditorWindow.GetWindow <LevelWindow>(true); levelWindow.Init(generator, i); levelIndex = i; Repaint(); } } EditorGUILayout.EndVertical(); } GUI.backgroundColor = Color.white; GUI.contentColor = Color.white; if (GUILayout.Button("New Level")) { Level[] levels = new Level[generator.levels.Length + 1]; generator.levels.CopyTo(levels, 0); levels[levels.Length - 1] = new Level(); levels[levels.Length - 1].title = "Level " + levels.Length; generator.levels = levels; EditorUtility.SetDirty(generator); Repaint(); } }