Example #1
0
    public void FillWithMission(MissionBase m, MissionUI owner)
    {
        descText.text   = m.GetMissionDesc();
        rewardText.text = m.reward.ToString();

        if (m.isComplete)
        {
            claimButton.gameObject.SetActive(true);
            progressText.gameObject.SetActive(false);

            background.color = completedColor;

            progressText.color = Color.white;
            descText.color     = Color.white;
            rewardText.color   = Color.white;

            claimButton.onClick.AddListener(delegate { owner.Claim(m); });
        }
        else
        {
            claimButton.gameObject.SetActive(false);
            progressText.gameObject.SetActive(true);

            background.color = notCompletedColor;

            progressText.color = Color.black;
            descText.color     = completedColor;

            progressText.text = ((int)m.progress) + " / " + ((int)m.max);
        }
    }
Example #2
0
 public void Initialize(MissionUI ui)
 {
     this.UI = ui;
     Controller.MortarHitEvent += new FightController.AttackEventHandler(Controller_MortarHitEvent);
     StartHit3();
     // StartBeatIt();
 }
Example #3
0
    public void Add(Mission mission)
    {
        var missionUI = Instantiate(this.MissionBar, this.transform).GetComponentInChildren <MissionUI>();

        instantFinish.SetActive(true);
        missionUI.Initialize(mission);
        this.missionUIs.Add(missionUI);
        missionUI.AttachedMissionQueue = this;
        this.missionUI = missionUI;
        instantFinish.GetComponent <FinishButton>().missionUI = missionUI;
    }
Example #4
0
    void Start()
    {
        moveVec       = new Vector3(0, 0, 0);
        initMoveSpeed = 10.0f;
        moveSpeed     = initMoveSpeed;

        playerForward = Vector3.forward;

        rigidBody = GetComponent <Rigidbody>();
        animator  = transform.GetChild(1).GetComponent <Animator>();

        missionUI = MissionPanel.GetComponent <MissionUI>();
        StopOrResumeMove(true);
    }
Example #5
0
    public void FillWithMission(AchievementMissionBase m, MissionUI owner)
    {
        descText.text   = m.GetMissionDesc();
        rewardText.text = m.reward.ToString();

        if (m.isComplete)
        {
            claimButton.gameObject.SetActive(true);

            if (!PlayerData.instance.koreanCheck)
            {
                claimButtonText.text = "CLAIM REWARD";
            }
            else
            {
                claimButtonText.text = "보상 받기 !";
            }

            progressText.gameObject.SetActive(false);

            background.color = completedColor;

            progressText.color = Color.white;
            descText.color     = Color.white;
            rewardText.color   = Color.white;

            claimButton.onClick.AddListener(delegate { owner.AchievementClaim(m); });
        }
        else
        {
            claimButton.gameObject.SetActive(false);
            progressText.gameObject.SetActive(true);

            background.color = notCompletedColor;

            progressText.color = Color.black;
            descText.color     = completedColor;

            progressText.text = ((int)m.progress) + " / " + ((int)m.max);
        }
    }
Example #6
0
    public void Initialize(MissionUI ui)
    {
        this.UI = ui;

        StartBeatIt();
    }
Example #7
0
 public void Start()
 {
     m_ui = FindObjectOfType <MissionUI>();
     m_animator.SetFloat("Speed", 1f);
 }
Example #8
0
 public static void DestroyMissionBar(MissionUI missionUI)
 {
     UnityEngine.Object.Destroy(missionUI.transform.parent.gameObject);
 }
Example #9
0
 void Awake()
 {
     Instance = this;
     CharacterIcon.gameObject.SetActive(false);
 }
        public MonasteryCardGameMainView(IEventAggregator aggregator,
                                         TestOptions test,
                                         MonasteryCardGameVMData model
                                         )
        {
            _aggregator = aggregator;
            _model      = model;
            _aggregator.Subscribe(this);

            _deckGPile     = new BaseDeckWPF <MonasteryCardInfo, ts, DeckOfCardsWPF <MonasteryCardInfo> >();
            _discardGPile  = new BasePileWPF <MonasteryCardInfo, ts, DeckOfCardsWPF <MonasteryCardInfo> >();
            _score         = new ScoreBoardWPF();
            _playerHandWPF = new BaseHandWPF <MonasteryCardInfo, ts, DeckOfCardsWPF <MonasteryCardInfo> >();

            _tempG      = new TempRummySetsWPF <EnumSuitList, EnumColorList, MonasteryCardInfo, ts, DeckOfCardsWPF <MonasteryCardInfo> >();
            _mainG      = new MainRummySetsWPF <EnumSuitList, EnumColorList, MonasteryCardInfo, ts, DeckOfCardsWPF <MonasteryCardInfo>, RummySet, SavedSet>();
            _missionWPF = new MissionUI();


            StackPanel mainStack             = new StackPanel();
            ParentSingleUIContainer?restoreP = null;

            if (test.SaveOption == EnumTestSaveCategory.RestoreOnly)
            {
                restoreP = new ParentSingleUIContainer()
                {
                    Name = nameof(MonasteryCardGameMainViewModel.RestoreScreen)
                };
            }
            Grid finalGrid = new Grid();

            AddLeftOverRow(finalGrid, 20); // has to be this way because of scoreboard.
            AddLeftOverRow(finalGrid, 80);
            mainStack.Children.Add(finalGrid);
            Grid firstGrid = new Grid();

            AddLeftOverColumn(firstGrid, 40); // 50 was too much.  if there is scrolling, i guess okay.
            AddAutoColumns(firstGrid, 1);     // maybe 1 (well see)
            AddLeftOverColumn(firstGrid, 15); // for other details
            AddLeftOverColumn(firstGrid, 30); // for scoreboard
            _deckGPile.HorizontalAlignment    = HorizontalAlignment.Left;
            _deckGPile.VerticalAlignment      = VerticalAlignment.Top;
            _discardGPile.HorizontalAlignment = HorizontalAlignment.Left;
            _discardGPile.VerticalAlignment   = VerticalAlignment.Top;
            StackPanel otherStack = new StackPanel();

            otherStack.Orientation = Orientation.Horizontal;
            otherStack.Children.Add(_deckGPile);
            otherStack.Children.Add(_discardGPile); // can reposition or not even have as well.
            AddControlToGrid(firstGrid, otherStack, 0, 1);
            AddControlToGrid(firstGrid, _playerHandWPF, 0, 0);
            _score.UseAbbreviationForTrueFalse = true;
            _score.AddColumn("Cards Left", false, nameof(MonasteryCardGamePlayerItem.ObjectCount));
            _score.AddColumn("Finished Mission", false, nameof(MonasteryCardGamePlayerItem.FinishedCurrentMission), useTrueFalse: true);
            int x;

            for (x = 1; x <= 9; x++)
            {
                _score.AddColumn("Mission" + x, false, "Mission" + x + "Completed", useTrueFalse: true);
            }
            AddControlToGrid(firstGrid, _score, 0, 3); // use 3 instead of 4 here.
            SimpleLabelGrid firstInfo = new SimpleLabelGrid();

            firstInfo.AddRow("Turn", nameof(MonasteryCardGameMainViewModel.NormalTurn));
            firstInfo.AddRow("Status", nameof(MonasteryCardGameMainViewModel.Status));
            AddControlToGrid(firstGrid, firstInfo.GetContent, 0, 2);
            AddControlToGrid(finalGrid, firstGrid, 0, 0);
            _tempG.Height = 700;
            _mainG.Height = 700; //i think.
            Grid bottomGrid = new Grid();

            AddAutoColumns(bottomGrid, 1);
            AddLeftOverColumn(bottomGrid, 40);
            AddLeftOverColumn(bottomGrid, 60); // most important is the last one.  can adjust as needed though.   especially on tablets
            AddControlToGrid(bottomGrid, _tempG, 0, 0);
            AddControlToGrid(bottomGrid, _mainG, 0, 1);
            AddControlToGrid(bottomGrid, _missionWPF, 0, 2);
            AddControlToGrid(finalGrid, bottomGrid, 1, 0);

            _deckGPile.Margin = new Thickness(5, 5, 5, 5);

            _discardGPile.Margin = new Thickness(5, 5, 5, 5);


            if (restoreP != null)
            {
                //todo:  figure out where to place the restore ui if there is a restore option.
                mainStack.Children.Add(restoreP); //default add to grid but does not have to.
            }
            Content = mainStack;
        }
Example #11
0
 public void Initialize(MissionUI ui)
 {
     this.UI = ui;
     Controller.MeleeHitEvent += new FightController.AttackEventHandler(Controller_MeleeHit);
     StartHit3();
 }
Example #12
0
 public void Initialize(MissionUI ui)
 {
     this.UI = ui;
     StartApproach();
     Controller.DummyAttack = true;
 }
Example #13
0
 void Awake()
 {
     me = this;
     missionUiParent.SetActive(false);
 }
Example #14
0
 public void Initialize(MissionUI ui)
 {
     this.UI = ui;
     Controller.RangedHitEvent += new FightController.AttackEventHandler(Controller_RangedHitEvent);
     StartShoot5();
 }
        public MonasteryCardGameMainView(IEventAggregator aggregator,
                                         TestOptions test,
                                         MonasteryCardGameVMData model
                                         )
        {
            _aggregator = aggregator;
            _model      = model;
            _aggregator.Subscribe(this);

            _deckGPile     = new BaseDeckXF <MonasteryCardInfo, ts, DeckOfCardsXF <MonasteryCardInfo> >();
            _discardGPile  = new BasePileXF <MonasteryCardInfo, ts, DeckOfCardsXF <MonasteryCardInfo> >();
            _score         = new ScoreBoardXF();
            _playerHandWPF = new BaseHandXF <MonasteryCardInfo, ts, DeckOfCardsXF <MonasteryCardInfo> >();
            _tempG         = new TempRummySetsXF <EnumSuitList, EnumColorList, MonasteryCardInfo, ts, DeckOfCardsXF <MonasteryCardInfo> >();
            _mainG         = new MainRummySetsXF <EnumSuitList, EnumColorList, MonasteryCardInfo, ts, DeckOfCardsXF <MonasteryCardInfo>, RummySet, SavedSet>();
            _missionXF     = new MissionUI();
            Grid finalGrid = new Grid();

            AddAutoRows(finalGrid, 1);
            AddLeftOverRow(finalGrid, 1);
            ParentSingleUIContainer?restoreP = null;

            if (test.SaveOption == EnumTestSaveCategory.RestoreOnly)
            {
                restoreP = new ParentSingleUIContainer(nameof(MonasteryCardGameMainViewModel.RestoreScreen));
            }

            StackLayout otherStack = new StackLayout();

            otherStack.Orientation = StackOrientation.Horizontal;
            otherStack.Children.Add(_deckGPile);
            otherStack.Children.Add(_discardGPile); // can reposition or not even have as well.
            _score.UseAbbreviationForTrueFalse = true;
            _score.AddColumn("Cards", false, nameof(MonasteryCardGamePlayerItem.ObjectCount));
            _score.AddColumn("Done", false, nameof(MonasteryCardGamePlayerItem.FinishedCurrentMission), useTrueFalse: true);
            int x;

            for (x = 1; x <= 9; x++)
            {
                _score.AddColumn("M" + x, false, "Mission" + x + "Completed", useTrueFalse: true);
            }
            SimpleLabelGridXF firstInfo = new SimpleLabelGridXF();

            firstInfo.AddRow("Turn", nameof(MonasteryCardGameMainViewModel.NormalTurn));
            firstInfo.AddRow("Status", nameof(MonasteryCardGameMainViewModel.Status));


            Grid firstGrid = new Grid();

            AddLeftOverColumn(firstGrid, 35);
            AddAutoColumns(firstGrid, 1);
            AddLeftOverColumn(firstGrid, 15);
            AddLeftOverColumn(firstGrid, 30);
            AddControlToGrid(firstGrid, _score, 0, 3); // use 3 instead of 4 here.
            AddControlToGrid(firstGrid, otherStack, 0, 1);
            AddControlToGrid(firstGrid, _playerHandWPF, 0, 0);

            AddControlToGrid(firstGrid, firstInfo.GetContent, 0, 2);
            AddControlToGrid(finalGrid, firstGrid, 0, 0);
            _tempG.Divider = 1.1;
            Grid bottomGrid = new Grid();

            AddAutoColumns(bottomGrid, 1);
            AddLeftOverColumn(bottomGrid, 35);
            AddLeftOverColumn(bottomGrid, 65);
            AddControlToGrid(bottomGrid, _tempG, 0, 0);
            AddControlToGrid(bottomGrid, _mainG, 0, 1);
            AddControlToGrid(bottomGrid, _missionXF, 0, 2);
            AddControlToGrid(finalGrid, bottomGrid, 1, 0);


            _deckGPile.Margin = new Thickness(5, 5, 5, 5);

            _discardGPile.Margin = new Thickness(5, 5, 5, 5);

            if (restoreP != null)
            {
                otherStack.Children.Add(restoreP); //default add to grid but does not have to.
            }
            Content = finalGrid;
        }