Example #1
0
 protected Scene(string key)
 {
     Key     = key;
     _status = SceneStatus.Inactive;
     _eventInputListenerIds  = new List <int>();
     _eventGlobalListenerIds = new List <int>();
 }
Example #2
0
    public void StartScene()
    {
        playerVsBoot = info.PlayerVsBot;
        currentScene = SceneStatus.Battle;

        for (int i = 0; i < 3; i++)
        {
            playerCharacterBattle.Add(SpawnCharacter(true, Player[IndexCreatorPlayers]));
            enemyCharacterBattle.Add(SpawnCharacter(false, Enemy[(int)info.EnemyList[i]]));
            QueueOfCharacterBattles.Add(playerCharacterBattle[i]);
            QueueOfCharacterBattles.Add(enemyCharacterBattle[i]);
        }

        //QueueOfCharacterBattles.Sort(SortBySpeed);
        //playerCharacterBattle = SpawnCharacter(true, Player);
        //enemyCharacterBattle = SpawnCharacter(false,Enemy);

        SetActiveCharacterBattle(QueueOfCharacterBattles[0]);
        currentTarget = enemyCharacterBattle[Random.Range(0, enemyCharacterBattle.Count)];
        currentTarget.EnableCursor();

        if (activeCharacterBattle.isPlayerTeam)
        {
            state = State.WaitingForPlayer;
        }
        else
        {
            state = State.Busy;
        }
        UI_Menu.SetActive(false);
        UIinBattle.SetActive(true);
    }
Example #3
0
        public override void Update(GameTime p_gametime)
        {
            switch (SceneStats)
            {
            case SceneStatus.MOVING:
                if (mapView.X < map.Bounds.Width - mapView.Width)
                {
                    mapView.X += 2;
                }
                if (mapView.X == 9000)
                {
                    SceneStats = SceneStatus.EVENT;
                }
                break;

            case SceneStatus.EVENT:

                break;
            }

            base.Update(p_gametime);

            if (ship.State == PlayerShip.PlayerState.DEAD)
            {
                //ship.ResetBuffs();
                ship.Restore();
            }
        }
Example #4
0
        //Inject the scene dependencies
        public void InjectDependencies(SceneManager sceneManager, ContentManager contentManager, GraphicsDeviceManager graphicsManager, EventManager eventManager)
        {
            _sceneManager    = sceneManager;
            _contentManager  = contentManager;
            _graphicsManager = graphicsManager;
            _eventManager    = eventManager;

            //Indicate the scene is now in a operable state but inactive
            Status = SceneStatus.INACTIVE;
        }
Example #5
0
 /// <summary>
 /// Starts the scene by updating the scene status
 /// </summary>
 public void Start()
 {
     if (_status == SceneStatus.Inactive)
     {
         _status = SceneStatus.Loading;
         Load();
         Init();
     }
     _status = SceneStatus.Active;
 }
 // Use this for initialization
 void Start()
 {
     sceneStatus = SharedInfo.getSceneStatus ();
     if (sceneStatus.isVisited (currLevel))
         infoPanel.SetActive (false);
     else {
         infoPanel.SetActive (true);
         SharedInfo.getSceneStatus ().setVisited (currLevel);
     }
 }
Example #7
0
 /**
  * Starts the scene by updating the scene status
  * */
 public void Start()
 {
     if (Status == SceneStatus.INACTIVE)
     {
         Status = SceneStatus.LOADING;
         Load();
         Init();
     }
     Status = SceneStatus.ACTIVE;
 }
Example #8
0
        //some init
        public Scene()
        {
            Tags = new List<AbstractTag>();
            Status = new SceneStatus();
            ScriptFilePath = "";
            ScriptContent = "";
            CurrentLine = 0;

            ScenarioDict = new Dictionary<string, int>();
            _engine = ScriptEngine.Instance;
            IsPhraseFinish = false;
        }
Example #9
0
        //some init
        public Scene()
        {
            Tags           = new List <AbstractTag>();
            Status         = new SceneStatus();
            ScriptFilePath = "";
            ScriptContent  = "";
            CurrentLine    = 0;

            ScenarioDict   = new Dictionary <string, int>();
            _engine        = ScriptEngine.Instance;
            IsPhraseFinish = false;
        }
Example #10
0
    public void Save(List <Filho> _listFilhos, List <Quest> _listQuests, string _userID)
    {
        BinaryFormatter bf   = new BinaryFormatter();
        FileStream      file = File.Create(Application.persistentDataPath + "/" + _userID + ".dat");
        SceneStatus     data = new SceneStatus();

        data.listFilhos = _listFilhos;
        data.listQuests = _listQuests;

        bf.Serialize(file, data);
        file.Close();
    }
Example #11
0
    // Use this for initialization
    void Start()
    {
        currentGame        = new Game(CollectionInfoXML.text);
        currentSceneStatus = new SceneStatus("CameraFinder", "AfterCollection", "ARartefact", "ArtefactStory");
        //currentSceneStatus = new SceneStatus ("CameraFinder","AfterCollection","ARartefact","ArtefactStory","ArtefactModel");

        currentSceneStatus.setVisited("AfterCollection");
        //currentSceneStatus.setVisited ("ArtefactModel");
        //currentGame.getCollectionStatus ().setAsCollected (currentGame.getCollection ().getArtefactById (0));
        //currentGame.setCurrentArtefact (currentGame.getCollection ().getArtefactById (0));
        //currentGame.setArtefactJustCollected (true);
    }
Example #12
0
    // Use this for initialization
    void Start()
    {
        currentGame = new Game (CollectionInfoXML.text);
        currentSceneStatus = new SceneStatus ("CameraFinder","AfterCollection","ARartefact","ArtefactStory");
        //currentSceneStatus = new SceneStatus ("CameraFinder","AfterCollection","ARartefact","ArtefactStory","ArtefactModel");

        currentSceneStatus.setVisited ("AfterCollection");
        //currentSceneStatus.setVisited ("ArtefactModel");
        //currentGame.getCollectionStatus ().setAsCollected (currentGame.getCollection ().getArtefactById (0));
        //currentGame.setCurrentArtefact (currentGame.getCollection ().getArtefactById (0));
        //currentGame.setArtefactJustCollected (true);
    }
Example #13
0
 private void Awake()
 {
     if (instance == null)
     {
         DontDestroyOnLoad(gameObject);
         instance = this;
     }
     else if (instance != null)
     {
         Destroy(gameObject);
     }
 }
Example #14
0
    // Use this for initialization
    void Start()
    {
        GameObject plane = Instantiate(planePrefab);

        plane.transform.position = new Vector3(0f, 0f, 70f);

        gameStatus   = GameStatus.Play;
        SceneStatus  = SceneStatus.Waiting;
        uerInterface = FirstSceneControllerBase.GetFirstSceneControllerBase() as IUserInterface;
        queryStatus  = FirstSceneControllerBase.GetFirstSceneControllerBase() as IQueryStatus;
        changeScore  = FirstSceneControllerBase.GetFirstSceneControllerBase() as IScore;
    }
 public void UpdateOnce()
 {
     sceneStatus = SharedInfo.getSceneStatus();
     if (sceneStatus.isVisited(currLevel))
     {
         infoPanel.SetActive(false);
     }
     else
     {
         infoPanel.SetActive(true);
         SharedInfo.getSceneStatus().setVisited(currLevel);
     }
 }
Example #16
0
    protected void ChangeScene(SceneStatus status)
    {
        switch (status)
        {
        case SceneStatus.Login:
            SceneManager.LoadScene("login");
            break;

        case SceneStatus.Chat:
            SceneManager.LoadScene("chat");
            break;
        }
    }
Example #17
0
        protected virtual IEnumerator ActivateAsync()
        {
            this.OnSceneStartedActivating();
            this.status = SceneStatus.Acitvating;
            this.SetRenderSettings();

            foreach (var p in this.SceneObjects) {
                yield return new WaitForEndOfFrame();
                p.SetActive(true);
            }
            this.OnSceneActivated();
            this.status = SceneStatus.Active;
        }
Example #18
0
        protected virtual IEnumerator DeactivateAsync()
        {
            this.OnSceneStartedDeactivating();
            this.status = SceneStatus.Deactivating;
            this.SetRenderSettings();

            for (int i= this.SceneObjects.Count - 1; i >= 0; i++) {
                yield return new WaitForEndOfFrame();
                this.SceneObjects[i].SetActive(false);
            }

            this.OnSceneDeactivated();
            this.status = SceneStatus.Hidden;
        }
Example #19
0
    //----------------------------------------------------------------------------------------------------
    /// <summary>
    /// 過去シーンの処理
    /// </summary>
    void PastSceneProcess()
    {
        MaskImage.raycastTarget = true;
        m_isChangeScene         = true;

        m_countMaskTime += Time.deltaTime;

        m_workColor     = MaskImage.color;
        m_workColor.a   = m_countMaskTime / m_maskTime;
        MaskImage.color = m_workColor;

        //マスク処理完了
        if (MaskImage.color.a >= 1f)
        {
            m_sceneState = SceneStatus.SceneChangeInProgress;
        }
    }
Example #20
0
    //----------------------------------------------------------------------------------------------------
    /// <summary>
    /// シーンのチェンジ
    /// </summary>
    /// <param name="scene">シーン</param>
    /// <param name="isHideScreenQuickly">スクリーンを早く隠す</param>
    /// <param name="maskNum">マスク番号</param>
    public void ChangeScene(MyScene scene, bool isHideScreenQuickly = false, int maskNum = 0)
    {
        //遷移中
        if (m_isChangeScene)
        {
            return;
        }

        //マスク画像の選択
        maskNum          = (maskNum >= MaskImages.Length) ? MaskImages.Length - 1 : (maskNum < 0) ? 0 : maskNum;
        MaskImage.sprite = MaskImages[maskNum];

        //シーンチェンジ
        m_currentScene  = scene;
        m_pastScene     = (m_pastScene == m_currentScene) ? MyScene.Non : m_pastScene;
        m_sceneState    = SceneStatus.PastScene;
        m_countMaskTime = isHideScreenQuickly ? m_maskTime : 0;
    }
Example #21
0
        protected override void OnUpdate()
        {
            bool isGenerate = false;

            Entities.ForEach(( ref FirstSetInfo info ) => {
                if (!info.Initialized)
                {
                    info.Initialized = true;
                    isGenerate       = true;
                }
            });


            //Entity blkEntity = Entity.Null;
            if (isGenerate)
            {
                // 初期配置ブロック生成.
                var env = World.TinyEnvironment();
                for (int i = 0; i < FirstBlockNum; ++i)
                {
                    SceneService.LoadSceneAsync(env.GetConfigData <GameConfig>().PrefabBlockStay);
                }
            }

#if false
            if (blkEntity != Entity.Null)
            {
                Debug.LogAlways("--------------");
                SceneStatus st = SceneService.GetSceneStatus(blkEntity);
                switch (st)
                {
                case SceneStatus.Loading:
                    Debug.LogAlways("loading");
                    break;

                case SceneStatus.Loaded:
                    Debug.LogAlways("loaded");
                    break;
                }
                Debug.LogFormatAlways("{0}", (int)st);
            }
#endif
        }
Example #22
0
    public ListLoaded Load(string _userID)
    {
        if (File.Exists(Application.persistentDataPath + "/" + _userID + ".dat"))
        {
            BinaryFormatter bf         = new BinaryFormatter();
            FileStream      file       = File.Open(Application.persistentDataPath + "/" + _userID + ".dat", FileMode.Open);
            SceneStatus     data       = (SceneStatus)bf.Deserialize(file);
            List <Filho>    listFilhos = data.listFilhos;
            List <Quest>    listQuests = data.listQuests;
            file.Close();

            ListLoaded listLoaded = new ListLoaded();
            listLoaded.listFilhos = listFilhos;
            listLoaded.listQuests = listQuests;
            return(listLoaded);
        }
        else
        {
            print("Arquivo não encontrado.");
            return(null);
        }
    }
Example #23
0
    /// <summary>
    /// 切换场景的方式
    /// </summary>
    /// <param name="next"></param>
    /// <param name="needLoad">是否需要异步加载</param>
    /// <param name="needSave">是否需要在切换后仍然保留当前场景</param>
    public void SetSceneStatus(SceneStatus next, bool needLoad = true, bool needSave = false)
    {
        //当前状态不为空时,则执行当前状态的end方法
        if (current != null)
        {
            current.Exit();
        }
        //更新当前状态
        SceneStatus temp = current;

        current = next;
        //判断是否有已保存的场景
        if (Record == next)
        {
            Record = null;
            return;
        }
        //根据新状态加载场景,若不需要加载,则直接进行start操作
        if (needLoad)
        {
            //是否需要对当前场景进行保存
            if (needSave)
            {
                mAO    = SceneManager.LoadSceneAsync(current.SceneName(), LoadSceneMode.Additive);
                Record = temp;
            }
            else
            {
                mAO = SceneManager.LoadSceneAsync(current.SceneName());
            }
            mHasStartDone = false;
        }
        else
        {
            current.Enter();
            mHasStartDone = true;
        }
    }
Example #24
0
    // Update is called once per frame
    void Update()
    {
        gameStatus  = queryStatus.QueryGameStatus();
        SceneStatus = queryStatus.QuerySceneStatus();

        if (gameStatus == GameStatus.Play)
        {
            if (SceneStatus == SceneStatus.Waiting && Input.GetKeyDown("space"))
            {
                uerInterface.SendUFO();
            }
            if (SceneStatus == SceneStatus.Shooting && Input.GetMouseButtonDown(0))
            {
                Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                RaycastHit hit;
                if (Physics.Raycast(ray, out hit) && hit.collider.gameObject.tag == "UFO")
                {
                    uerInterface.DestroyUFO(hit.collider.gameObject);
                    changeScore.AddScore();
                }
            }
        }
    }
Example #25
0
 private void Start()
 {
     _sceneStatus = FindObjectOfType <SceneStatus>();
     isBreakable  = tag == "Breakable";
     if (_sceneStatus != null && isBreakable)
     {
         Color _color = Color.black;
         if (health >= 3)
         {
             _color = Color.red;
         }
         else if (health == 2)
         {
             _color = Color.green;
         }
         else if (health == 1)
         {
             _color = Color.cyan;
         }
         GetComponent <SpriteRenderer>().color = _color;
         _sceneStatus.AddToTotalScore();
     }
 }
Example #26
0
    private void CheckAndSetStatus(SceneStatus sceneStatus)
    {
        //받은 입력값으로 조건처리함
        switch (scenePos)
        {
        case ScenePosition.Intro:
            switch (sceneStatus)
            {
            case SceneStatus.Intro___SceneStart:
                Debug.Log("Intro__ 장비 확인");

                // introSceneManager 로드
                introSceneManager = GameObject.FindGameObjectWithTag("INTRO_1").GetComponent <IntroSceneManager>();

                // SceneStart 상태에 관련된 메서드 수행
                introSceneManager.statusChange(sceneStatus);

                break;

            case SceneStatus.Intro_0_DeviceCheck:
                Debug.Log("Intro_0 장비 확인 완료");

                //씬 상태 변경
                sceneStatus = SceneStatus.Intro_0_DeviceCheck;

                //장비 확인이 끝난 후 실행할 코드
                introSceneManager.statusChange(sceneStatus);

                //장비가 확인된 경우와 확인이 되지 않은 경우를 파악할 코드를 어디에 넣을 것인가에 대한 문제

                break;

            case SceneStatus.Intro_1_UserCheck:

                break;

            case SceneStatus.Intro_2_Manual:

                break;

            case SceneStatus.Intro_3_Narration:

                break;

            case SceneStatus.Intro_4_FTUser:

                break;

            case SceneStatus.Intro_5_SkipBtn:

                break;

            case SceneStatus.Intro_6_IntroTimeOut:

                break;

            case SceneStatus.Intro_7_IntroEnd:

                SceneManager.LoadScene("JH_02MainScene");
                break;
            }
            break;

        case ScenePosition.Main:
            switch (sceneStatus)
            {
            case SceneStatus.Main_0_SceneChange:

                break;

            case SceneStatus.Main_1_MainMenuLayout:

                break;

            case SceneStatus.Main_2_Contents:

                break;

            case SceneStatus.Main_3_Manual:

                break;

            case SceneStatus.Main_4_Options:

                break;

            case SceneStatus.Main_5_Credit:

                break;

            case SceneStatus.Main_6_ProgramExit:

                break;
            }
            break;

        case ScenePosition.Contents:
            switch (sceneStatus)
            {
            case SceneStatus.Contents_0_SceneChange:

                break;
            }
            break;

        case ScenePosition.Manual:
            switch (sceneStatus)
            {
            case SceneStatus.Manual_0_SceneChange:

                break;

            case SceneStatus.Manual_1_ManualPlay:

                break;

            case SceneStatus.Manual_2_StopCheck:

                break;

            case SceneStatus.Manual_3_CreditEnd:

                break;

            case SceneStatus.Manual_4_ReturnMain:

                break;
            }
            break;

        case ScenePosition.Options:
            switch (sceneStatus)
            {
            case SceneStatus.Options_0_SceneChange:

                break;

            case SceneStatus.Options_1_OptionsMenu:

                break;

            case SceneStatus.Options_s_Options01:

                break;

            case SceneStatus.Options_s_Options02:

                break;

            case SceneStatus.Options_s_Options03:

                break;

            case SceneStatus.Options_s_Options04:

                break;

            case SceneStatus.Options_s_Options05:

                break;

            case SceneStatus.Options_2_SelectOptionsQuit:

                break;

            case SceneStatus.Options_3_ReturnMain:

                break;
            }
            break;

        case ScenePosition.Credit:
            switch (sceneStatus)
            {
            case SceneStatus.Credit_0_SceneChange:

                break;

            case SceneStatus.Credit_1_CreditPlay:

                break;

            case SceneStatus.Credit_2_StopCheck:

                break;

            case SceneStatus.Credit_3_CreditEnd:

                break;

            case SceneStatus.Credit_4_ReturnMain:

                break;
            }
            break;
        }
    }
Example #27
0
 protected Scene(string key)
 {
     Key    = key;
     Status = SceneStatus.INOPERABLE;
 }
Example #28
0
 public GameScene()
     : base()
 {
     SceneStats = SceneStatus.MOVING;
 }
Example #29
0
 /**
  * Stops the scene by updating the scene status
  * */
 public void Stop()
 {
     //unload textures
     Status = SceneStatus.INACTIVE;
     Unload();
 }
Example #30
0
 public void SetSceneStatus(SceneStatus _sceneStatus)
 {
     sceneStatus = _sceneStatus;
 }
Example #31
0
 /**
  * Pauses the scene by updating the scene status
  * */
 public void Pause()
 {
     Status = SceneStatus.PAUSED;
 }
Example #32
0
 //----------------------------------------------------------------------------------------------------
 /// <summary>
 /// シーン変更中の処理
 /// </summary>
 void SceneChangeInProgressProcess()
 {
     //ロードシーン
     SceneManager.LoadScene(m_currentScene.ToString());
     m_sceneState = SceneStatus.CurrentScene;
 }
Example #33
0
 public void Return()
 {
     CleanUp();
     currentScene = SceneStatus.MainMenu;
 }
Example #34
0
 /// <summary>
 /// Pauses the scene by updating the scene status
 /// </summary>
 public void Pause()
 {
     _status = SceneStatus.Paused;
 }
Example #35
0
 /// <summary>
 /// Stops the scene by updating the scene status and calling unload on the scene
 /// </summary>
 public void Stop()
 {
     _status = SceneStatus.Inactive;
     Unload();
 }