private void Start()
    {
        isChange = false;
        redAura.SetActive(false);
        blueAura.SetActive(false);
        greenAura.SetActive(false);
        redAura2.SetActive(false);
        blueAura2.SetActive(false);
        greenAura2.SetActive(false);
        redAura3.SetActive(false);
        blueAura3.SetActive(false);
        greenAura3.SetActive(false);
        redAura4.SetActive(false);
        blueAura4.SetActive(false);
        greenAura4.SetActive(false);

        _level     = 1;
        _exp       = 0;
        _defense   = 5;
        _moveSpeed = 5.0f;
        _gold      = 0;

        loseCondition = FindObjectOfType <LoseCondition>();

        SetStat(_level);
    }
Example #2
0
    public override void ResetValues()
    {
        base.ResetValues();
        sizeX     = 0;
        sizeY     = 0;
        mapSprite = null;

        mapDescription = "";

        winCondition  = WinCondition.ROUT;
        loseCondition = LoseCondition.NONE;
        turnLimit     = 0;

        skipBattlePrep = false;
        preDialogue    = null;
        introDialogue  = null;
        endDialogue    = null;

        mapMusic = null;

        spawnPoints1     = new List <Position>();
        spawnPoints2     = new List <Position>();
        forcedCharacters = new List <CharEntry>();
        lockedCharacters = new List <CharEntry>();

        enemies        = new List <SpawnData>();
        allies         = new List <SpawnData>();
        reinforcements = new List <SpawnData>();

        interactions = new List <InteractPosition>();

        triggerIds   = new List <TriggerTuple>();
        triggerAreas = new List <TriggerArea>();
        turnEvents   = new List <TurnEvent>();
    }
Example #3
0
    // Use this for initialization
    void Start()
    {
        // Get defeat type from GameManager
        LoseCondition loseCondition = GameManager.Instance.loseCondition;
        // TODO depending the defeat type, assign the attributes (or remove them and the function)
        Sprite defeatSprite      = null;
        string defeatDescription = null;

        if (loseCondition == LoseCondition.REVOLUTION)
        {
            defeatSprite      = Resources.Load <Sprite>("revolution");
            defeatDescription = "Le peuple en a assez d'être exploité, il se révolte !";
        }
        else if (loseCondition == LoseCondition.BANKRUPT)
        {
            defeatSprite      = Resources.Load <Sprite>("bankrupt");
            defeatDescription = "Vous avez perdu votre fortune ! A quoi bon gouverner ?";
        }
        else if (loseCondition == LoseCondition.JAIL)
        {
            defeatSprite      = Resources.Load <Sprite>("prison");
            defeatDescription = "Vos pairs en ont eu assez de vos opinions progressistes. Ils vous ont fait arrêter !";
        }
        else // loseCondition == LoseCondition.NONE
        {
            defeatSprite      = Resources.Load <Sprite>("revolution2");
            defeatDescription = "Quelque chose s'est mal passé ...";
        }
        this.loadDefeatScene(defeatSprite, defeatDescription);
    }
Example #4
0
 public void Lose(LoseCondition lc)
 {
     switch (lc)
     {
     case LoseCondition.NoWayToGo:
         Debug.Log("此处,就是落凤坡吗");
         break;
     }
 }
Example #5
0
 public void LoseLevel(LoseCondition loseCondition)
 {
     if (gameState == GameState.LostLevelAndAwaitingReload)
     {
         return;                                                    // we're allready in a lose loop
     }
     UI.Instance.showLostMessage(loseCondition);
     gameState = GameState.LostLevelAndAwaitingReload;
     // show death msg
     StartCoroutine(WaitAndReloadLevel());
 }
Example #6
0
 //コンストラクタ
 public Stage(Chapter chapter, bool isUnitSelectRequired, int entryUnitCount, List <Coordinate> entryUnitCoordinates,
              List <Enemy> enemyList, WinCondition winCondition, LoseCondition loseCondition, string storyText, bool isReimuRoute, List <TreasureBox> treasureList)
 {
     this.chapter = chapter;
     this.isUnitSelectRequired = isUnitSelectRequired;
     this.entryUnitCount       = entryUnitCount;
     this.entryUnitCoordinates = entryUnitCoordinates;
     this.winCondition         = winCondition;
     this.loseCondition        = loseCondition;
     this.storyText            = storyText;
     this.isReimuRoute         = isReimuRoute;
     this.enemyList            = enemyList;
     this.treasureList         = treasureList;
 }
Example #7
0
    public void showLostMessage(LoseCondition loseCondition)
    {
        switch (loseCondition)
        {
        case LoseCondition.FellInHole:
            MirrorTextWriter.TypeText("You fell into a hole", 0);
            break;

        case LoseCondition.HitWall:
            MirrorTextWriter.TypeText("7 years of bad luck", 0);
            break;
        }
        // todo sound
        // todo animate mirror portrait
    }
Example #8
0
    public void Show(LoseCondition loseCondition)
    {
        image.sprite = loseCondition switch {
            LoseCondition.Bankrupcy => bankruptSprite,
            LoseCondition.Destruction => destructionSprite,
            _ => image.sprite
        };

        RectTransform imageRect = (RectTransform)image.transform;

        Vector3 correctPosition = imageRect.anchoredPosition;

        imageRect.anchoredPosition = Vector3.zero;
        imageRect.DOAnchorPos(correctPosition, signEnterDuration).SetEase(Ease.OutBounce);

        gameObject.SetActive(true);
    }
Example #9
0
 public BettingSystem(double initialStake, double budget, StakingTypeOnLose stakingTypeOnLose, StakingTypeOnWin stakingTypeOnWin,
                      List <BetToDisplayGvVM> bets, List <DataFilter> filters, double budgetIncreaseReference, double stakeIncrease,
                      double budgetDecreaseReference, double stakeDecrease, double loseCoefficient, double winCoefficient,
                      LoseCondition loseCondition, double maxStake, bool resetStake)
 {
     InitialStake            = initialStake;
     Budget                  = budget;
     StakingTypeOnLose       = stakingTypeOnLose;
     StakingTypeOnWin        = stakingTypeOnWin;
     InitialBets             = bets;
     FilteredBets            = new List <BetToDisplayGvVM>();
     Filters                 = filters;
     BudgetIncreaseReference = budgetIncreaseReference;
     StakeIncrease           = stakeIncrease;
     BudgetDecreaseReference = budgetDecreaseReference;
     StakeDecrease           = stakeDecrease;
     LoseCoefficient         = loseCoefficient;
     WinCoefficient          = winCoefficient;
     LoseCondition           = loseCondition;
     MaxStake                = maxStake;
     ResetStake              = resetStake;
 }
Example #10
0
    public override void CopyValues(ScrObjLibraryEntry other)
    {
        base.CopyValues(other);
        MapEntry map = (MapEntry)other;

        sizeX     = map.sizeX;
        sizeY     = map.sizeY;
        mapSprite = map.mapSprite;

        mapDescription = map.mapDescription;

        winCondition  = map.winCondition;
        loseCondition = map.loseCondition;
        turnLimit     = map.turnLimit;

        skipBattlePrep = map.skipBattlePrep;
        preDialogue    = map.preDialogue;
        introDialogue  = map.introDialogue;
        endDialogue    = map.endDialogue;

        mapMusic = map.mapMusic;

        spawnPoints1 = new List <Position>();
        for (int i = 0; i < map.spawnPoints1.Count; i++)
        {
            spawnPoints1.Add(map.spawnPoints1[i]);
        }
        spawnPoints2 = new List <Position>();
        for (int i = 0; i < map.spawnPoints2.Count; i++)
        {
            spawnPoints2.Add(map.spawnPoints2[i]);
        }
        forcedCharacters = new List <CharEntry>();
        for (int i = 0; i < map.forcedCharacters.Count; i++)
        {
            forcedCharacters.Add(map.forcedCharacters[i]);
        }
        lockedCharacters = new List <CharEntry>();
        for (int i = 0; i < map.lockedCharacters.Count; i++)
        {
            lockedCharacters.Add(map.lockedCharacters[i]);
        }

        enemies = new List <SpawnData>();
        for (int i = 0; i < map.enemies.Count; i++)
        {
            enemies.Add(map.enemies[i]);
        }
        allies = new List <SpawnData>();
        for (int i = 0; i < map.allies.Count; i++)
        {
            allies.Add(map.allies[i]);
        }
        reinforcements = new List <SpawnData>();
        for (int i = 0; i < map.reinforcements.Count; i++)
        {
            reinforcements.Add(map.reinforcements[i]);
        }

        interactions = new List <InteractPosition>();
        for (int i = 0; i < map.interactions.Count; i++)
        {
            interactions.Add(map.interactions[i]);
        }

        triggerIds = new List <TriggerTuple>();
        for (int i = 0; i < map.triggerIds.Count; i++)
        {
            triggerIds.Add(map.triggerIds[i]);
        }
        triggerAreas = new List <TriggerArea>();
        for (int i = 0; i < map.triggerAreas.Count; i++)
        {
            triggerAreas.Add(map.triggerAreas[i]);
        }
        turnEvents = new List <TurnEvent>();
        for (int i = 0; i < map.turnEvents.Count; i++)
        {
            turnEvents.Add(map.turnEvents[i]);
        }
    }
Example #11
0
    public int droneHealth;                     // Drone's health

    void Awake()
    {
        loseCondition = GameObject.FindGameObjectWithTag("T_Base").GetComponent <LoseCondition>();
        droneManager  = GameObject.FindGameObjectWithTag("T_DronesManager").GetComponent <DroneManager>();
    }
Example #12
0
 private void Awake()
 {
     loseCondition = GameObject.FindGameObjectWithTag("GameManagerTag").GetComponent <LoseCondition>();
 }
Example #13
0
 private void Awake()
 {
     this.loseCondition = GetComponent <LoseCondition>();
 }
Example #14
0
 void Awake()
 {
     Instance = this;
 }