Example #1
0
        void Awake()
        {
#if UNITY_IPHONE || UNITY_ANDROID
            Screen.sleepTimeout = (int)SleepTimeout.NeverSleep;
#endif

            if (!GlobalInfo.GameDataLoaded)
            {
                MazeDataHelper.LoadGameData();
                GlobalInfo.GameDataLoaded = true;
            }

            instance = this;
            Instantiate(Resources.Load("ResourceManager") as GameObject);
            TileManager.FindOrCreate();
            if (GameObject.FindGameObjectWithTag("EndGameToken") != null)
            {
                this.currentMenuScene = MainMenuInfo.MenuTypes.CREDITS;
            }
            else
            {
                this.currentMenuScene = MainMenuInfo.MenuTypes.MAINMENU;
            }
            MazeDataHelper.SaveGameData();
        }
Example #2
0
        static void RebuildUnlock()
        {
            DeleteSaveData();
            List <EditorBuildSettingsScene> mazeList = new List <EditorBuildSettingsScene>();

            string mainFolder     = "Assets/Scenes/";
            string mainMazeFolder = mainFolder + "Mazes/";
            string sceneType      = ".unity";
            EditorBuildSettingsScene mainMenuToAdd = new EditorBuildSettingsScene(mainFolder + "MainMenu/" + "MainMenu" + sceneType, true);

            mazeList.Add(mainMenuToAdd);
            MazeInfo.MazeMoveValue = new Dictionary <int, MazeData>();
            for (int i = 0; i < MazeInfo.MaxMazeLength; i++)
            {
                EditorBuildSettingsScene mazeToAdd = new EditorBuildSettingsScene(mainMazeFolder + MazeInfo.MazeName + (i + 1) + sceneType, true);
                mazeList.Add(mazeToAdd);

                EditorApplication.OpenScene(mazeToAdd.path);

                GridMap obj = GameObject.FindWithTag("GridMap").GetComponent <GridMap>() as GridMap;
                MazeInfo.MazeMoveValue.Add(i, new MazeData {
                    moveCount = 0,
                    maxMoves  = obj.maxMoves
                });
            }
            MazeDataHelper.SaveData();
            EditorBuildSettings.scenes = mazeList.ToArray();
            Debug.Log("REBUILDING OF DATA AND MAZES FINISHED! CONTINUE ON WHATEVER YOU WERE DOING.");
        }
Example #3
0
        public void OnTouchEnded()
        {
            switch (buttonType)
            {
            case MainMenuInfo.MenuTypes.NEWGAME:
                this._blockMaterials[0]  = this.tileExit;
                this._blockMaterials[1]  = this.iconExit;
                this._renderer.materials = this._blockMaterials;
                if (this._emptyBlockContainer.Count > 0)
                {
                    for (int i = 0; i < this._emptyBlockContainer.Count; i++)
                    {
                        this._emptyBlockContainer[i].OnInputExit();
                    }
                }

                MainMenuController.instance.currentMenuScene = buttonType;
                break;

            case MainMenuInfo.MenuTypes.INSTRUCTIONS:
                this._blockMaterials[0]  = this.tileExit;
                this._blockMaterials[1]  = this.iconExit;
                this._renderer.materials = this._blockMaterials;
                if (this._emptyBlockContainer.Count > 0)
                {
                    for (int i = 0; i < this._emptyBlockContainer.Count; i++)
                    {
                        this._emptyBlockContainer[i].OnInputExit();
                    }
                }

                MainMenuController.instance.currentMenuScene = buttonType;
                break;

            case MainMenuInfo.MenuTypes.LEVELSELECT:
                this._blockMaterials[0]  = this.tileExit;
                this._blockMaterials[1]  = this.iconExit;
                this._renderer.materials = this._blockMaterials;
                if (this._emptyBlockContainer.Count > 0)
                {
                    for (int i = 0; i < this._emptyBlockContainer.Count; i++)
                    {
                        this._emptyBlockContainer[i].OnInputExit();
                    }
                }

                MainMenuController.instance.currentMenuScene = buttonType;
                break;

            case MainMenuInfo.MenuTypes.CREDITS:
                this._blockMaterials[0]  = this.tileExit;
                this._blockMaterials[1]  = this.iconExit;
                this._renderer.materials = this._blockMaterials;
                if (this._emptyBlockContainer.Count > 0)
                {
                    for (int i = 0; i < this._emptyBlockContainer.Count; i++)
                    {
                        this._emptyBlockContainer[i].OnInputExit();
                    }
                }

                MainMenuController.instance.currentMenuScene = buttonType;
                break;

            case MainMenuInfo.MenuTypes.MAINMENU:
                this._blockMaterials[0]  = this.tileExit;
                this._blockMaterials[1]  = this.iconExit;
                this._renderer.materials = this._blockMaterials;
                MainMenuController.instance.currentMenuScene = buttonType;
                break;

            case MainMenuInfo.MenuTypes.PREV:
                this._blockMaterials[0]  = this.tileExit;
                this._blockMaterials[1]  = this.iconExit;
                this._renderer.materials = this._blockMaterials;

                if (LevelSelectController.instance.currentPage <= 0)
                {
                    LevelSelectController.instance.currentPage = 0;
                }
                else
                {
                    LevelSelectController.instance.currentPage -= 1;
                }
                break;

            case MainMenuInfo.MenuTypes.NEXT:
                this._blockMaterials[0]  = this.tileExit;
                this._blockMaterials[1]  = this.iconExit;
                this._renderer.materials = this._blockMaterials;

                if (LevelSelectController.instance.currentPage < LevelSelectController.instance.totalPages)
                {
                    LevelSelectController.instance.currentPage += 1;
                }
                else
                {
                    LevelSelectController.instance.currentPage = LevelSelectController.instance.totalPages - 1;
                }
                break;

            case MainMenuInfo.MenuTypes.EXIT:
                MazeDataHelper.SaveGameData();
                Application.Quit();
                break;
            }
        }