void Awake() { m_PlayerMovementComponentToDisplay = Utils.FindComponentMatchingWithTag <PlayerMovementComponent>(m_Target.ToString()); m_PlayerAttackComponentToDisplay = Utils.FindComponentMatchingWithTag <PlayerAttackComponent>(m_Target.ToString()); m_PlayerInfoComponentToDisplay = Utils.FindComponentMatchingWithTag <PlayerInfoComponent>(m_Target.ToString()); m_DebugSettings = ScenesConfig.GetDebugSettings(); m_GameInputList.SetActive(m_DebugSettings.m_DisplayInputsInfo); m_TriggeredInputs = new List <List <GameInput> >(m_GameInputList.transform.childCount); m_GameInputsImage = new List <List <Image> >(m_GameInputList.transform.childCount); for (int i = 0; i < m_GameInputList.transform.childCount; i++) { List <Image> gameInputImageList = new List <Image>(); Transform gameInputs = m_GameInputList.transform.GetChild(i); for (int j = 0; j < gameInputs.childCount; j++) { Image gameInputImage = gameInputs.GetChild(j).GetComponent <Image>(); gameInputImage.sprite = null; gameInputImage.enabled = false; gameInputImageList.Add(gameInputImage); } m_GameInputsImage.Add(gameInputImageList); } #if !UNITY_EDITOR m_TextInputs.enabled = false; m_TextToDisplayInputs.enabled = false; m_TextInputsAttack.enabled = false; m_TextToDisplayInputsAttack.enabled = false; m_TextAttacks.enabled = false; m_TextToDisplayAttacks.enabled = false; #endif }
public static void LoadTrainingOptions() { m_Player1Settings = ScenesConfig.GetPlayerSettings(0, K_TRAININGMAP); m_Player2Settings = ScenesConfig.GetPlayerSettings(1, K_TRAININGMAP); m_DebugSettings = ScenesConfig.GetDebugSettings(K_TRAININGMAP); #if UNITY_EDITOR m_InitialPlayer1Settings = new PlayerSettings(Player.Player1); CopyPlayerSettings(m_Player1Settings, m_InitialPlayer1Settings); m_InitialPlayer2Settings = new PlayerSettings(Player.Player2); CopyPlayerSettings(m_Player2Settings, m_InitialPlayer2Settings); #endif string trainingOptionsStr = PlayerPrefs.GetString(K_TRAININGOPTIONS); if (string.IsNullOrEmpty(trainingOptionsStr)) { K_DEFAULT_TRAINING_OPTIONS.CopyTo(m_TrainingOptions, 0); return; } if (trainingOptionsStr.Length != m_TrainingOptions.Length) { KakutoDebug.LogError("LoadTrainingOptions failed"); return; } for (int i = 0; i < trainingOptionsStr.Length; i++) { int loadedValue = int.Parse(trainingOptionsStr[i].ToString()); UpdateTrainingOptions((ETrainingOption)i, loadedValue); } }
private void OnPlayerRegistered(GameObject player) { m_RegisteredPlayer = player; m_PlayerSettings = ScenesConfig.GetPlayerSettings(m_RegisteredPlayer); m_ComboDamageDisplayer.enabled = m_PlayerSettings.m_DisplayComboDamage; m_ComboDamageText.enabled = m_PlayerSettings.m_DisplayComboDamage; }
private IEnumerator OnRoundBegin_Internal() { yield return(new WaitForEndOfFrame()); // Wait for end of frame in order to let the animator play the K_ROUND_ENTRY_ANIM float startRoundUIDelay = 0f; if (ScenesConfig.GetUISettings().m_IsCounterEnabled) { startRoundUIDelay = m_GameConfig.m_StartRoundUIDelay; yield return(new WaitForSeconds(startRoundUIDelay)); PlayStartRoundNotification(); yield return(new WaitForSeconds(m_GameConfig.m_RoundEntryTime - startRoundUIDelay)); } while (!ArePlayersReady()) { // Player's not ready yet, wait one more second yield return(new WaitForSeconds(1f)); } foreach (GameObject player in GameManager.Instance.GetPlayers()) { EnablePlayer(player, true); } m_RoundIsBegin = true; m_LastRoundTimeOver = false; OnRoundBegin?.Invoke(); }
void InitAllAudio() { CreateHandler("MusicHandler", ref m_MusicHandler); CreateHandler("Player1SFXHandler", ref m_Player1SFXHandler); CreateHandler("Player2SFXHandler", ref m_Player2SFXHandler); CreateHandler("UISFXHandler", ref m_UISFXHandler); CreateHandler("VoiceSFXHandler", ref m_VoiceSFXHandler); InitSFXAudioSource(ref m_Player1SFXHandler, ref m_Player1WhiffSFXAudioSource, m_SFXMixerGroup, true); InitSFXAudioSource(ref m_Player1SFXHandler, ref m_Player1AttackSFXAudioSource, m_SFXMixerGroup, true); InitSFXAudioSource(ref m_Player1SFXHandler, ref m_Player1HeavyHitGruntSFXAudioSource, m_SFXMixerGroup, true); InitSFXAudioSource(ref m_Player2SFXHandler, ref m_Player2WhiffSFXAudioSource, m_SFXMixerGroup, true); InitSFXAudioSource(ref m_Player2SFXHandler, ref m_Player2AttackSFXAudioSource, m_SFXMixerGroup, true); InitSFXAudioSource(ref m_Player2SFXHandler, ref m_Player2HeavyHitGruntSFXAudioSource, m_SFXMixerGroup, true); InitSFXAudioSource(ref m_VoiceSFXHandler, ref m_VoiceSFXAudioSource, m_VoiceMixerGroup, true); List <SceneSettings> allSceneSettings = ScenesConfig.GetAllSceneSettings(); for (int i = 0; i < allSceneSettings.Count; i++) { AudioEntry musicEntry = allSceneSettings[i].m_MusicSettings.m_MusicEntry; if (musicEntry.m_Clip != null) { AudioSource musicAudioSource = CreateAudioSource(ref m_MusicHandler, m_MusicMixerGroup, false, musicEntry.m_Clip); musicAudioSource.volume = musicEntry.m_Volume; musicAudioSource.loop = true; m_MusicAudioSources.Add(allSceneSettings[i].m_Scene, new MusicInfo(allSceneSettings[i].m_MusicSettings, musicAudioSource)); } } foreach (EUISFXType sfxType in Enum.GetValues(typeof(EUISFXType))) { AudioEntry sfxEntry = m_UISFX.GetSFX(sfxType); if (sfxEntry.m_Clip != null) { AudioSource SFXTypeAudioSource = CreateAudioSource(ref m_UISFXHandler, m_SFXMixerGroup, false, sfxEntry.m_Clip); SFXTypeAudioSource.volume = sfxEntry.m_Volume; m_UIAudioSources.Add(sfxType, SFXTypeAudioSource); } } foreach (EAnimSFXType sfxType in Enum.GetValues(typeof(EAnimSFXType))) { AudioEntry sfxEntry = m_AnimSFX[(int)sfxType].m_SFX; if (sfxEntry.m_Clip != null) { AudioSource p1AnimSFXTypeAudioSource = CreateAudioSource(ref m_Player1SFXHandler, m_SFXMixerGroup, true, sfxEntry.m_Clip); p1AnimSFXTypeAudioSource.volume = sfxEntry.m_Volume; AudioSource p2AnimSFXTypeAudioSource = CreateAudioSource(ref m_Player2SFXHandler, m_SFXMixerGroup, true, sfxEntry.m_Clip); p2AnimSFXTypeAudioSource.volume = sfxEntry.m_Volume; m_Player1AnimSFXAudioSources.Add(sfxType, p1AnimSFXTypeAudioSource); m_Player2AnimSFXAudioSources.Add(sfxType, p2AnimSFXTypeAudioSource); } } }
protected override void Awake() { base.Awake(); m_RoundSubGameManager = GameManager.Instance.GetSubManager <RoundSubGameManager>(ESubManager.Round); m_RoundSubGameManager.RegisterRoundComponent(this); RoundSubGameManager.OnRoundVictoryCounterChanged += UpdateVictoryCounters; RoundSubGameManager.OnRoundBegin += OnRoundBegin; m_UISettings = ScenesConfig.GetUISettings(); }
protected virtual void Awake() { if (m_DrawCollider) { m_DebugSettings = ScenesConfig.GetDebugSettings(); m_BoxCollider = GetComponent <BoxCollider2D>(); if (m_BoxCollider == null) { m_DrawCollider = false; } } }
public static ScenesConfig Create() { ScenesConfig asset = ScriptableObject.CreateInstance <ScenesConfig>(); AssetDatabase.CreateAsset(asset, "Assets/Data/Resources/Game/ScenesConfig.asset"); AssetDatabase.SaveAssets(); EditorUtility.FocusProjectWindow(); Selection.activeObject = asset; return(asset); }
void OnGUI() { if (ScenesConfig.GetDebugSettings().m_DisplayGamepadInfo) { int w = Screen.width, h = Screen.height; // Display Gamepad Info /////////////// { DisplaGamepadInfo("Gamepad index : " + GamePadManager.GetJoystickNum(0), TextAnchor.MiddleLeft); DisplaGamepadInfo("Gamepad index : " + GamePadManager.GetJoystickNum(1), TextAnchor.MiddleRight); } ////////////////////////////// } }
void OnGUI() { if (ScenesConfig.GetDebugSettings().m_DisplayAnimationInfo) { int w = Screen.width, h = Screen.height; // Display Animation Info /////////////// { DisplayAnimationInfo(m_Player1AnimationInfo, TextAnchor.MiddleLeft); DisplayAnimationInfo(m_Player2AnimationInfo, TextAnchor.MiddleRight); } ////////////////////////////// } }
void UpdateVictoryCounters() { if (ScenesConfig.GetUISettings().m_IsCounterEnabled) { uint player1VictoryCounter = m_RoundSubGameManager.GetPlayerRoundVictoryCounter(EPlayer.Player1); for (int i = 0; i < m_Player1VictoryRounds.Length; i++) { m_Player1VictoryRounds[i].enabled = (player1VictoryCounter > i); } uint player2VictoryCounter = m_RoundSubGameManager.GetPlayerRoundVictoryCounter(EPlayer.Player2); for (int i = 0; i < m_Player2VictoryRounds.Length; i++) { m_Player2VictoryRounds[i].enabled = (player2VictoryCounter > i); } } }
void OnGUI() { if (ScenesConfig.GetDebugSettings().m_DisplayAttackTriggerInfo) { // Display Trigger : Non Super Projectile Guard Crush for PLAYER 1 /////////////// if (PlayerProjectileAttackLogic.IsNextNonSuperProjectileGuardCrush(0)) { DisplayNextNonSuperProjectileGuardCrush(0); } // Display Trigger : Non Super Projectile Guard Crush for PLAYER 2 /////////////// if (PlayerProjectileAttackLogic.IsNextNonSuperProjectileGuardCrush(1)) { DisplayNextNonSuperProjectileGuardCrush(1); } } }
void OnGUI() { int w = Screen.width, h = Screen.height; if (ScenesConfig.GetDebugSettings().m_DisplayFPS) { // Display FPS /////////////// { GUIStyle style = new GUIStyle { alignment = TextAnchor.UpperCenter, fontSize = h * 2 / 100 }; style.normal.textColor = new Color(0.0f, 0.0f, 0.5f, 1.0f); float msec = m_DeltaTime * 1000.0f; float fps = 1.0f / m_DeltaTime; string text = string.Format("{0:0.0} ms ({1:0.} fps)", msec, fps); GUI.Label(new Rect(-(w / 2f) + (w / 8f), 0, w, style.fontSize), text, style); } ////////////////////////////// } if (ScenesConfig.GetDebugSettings().m_DisplayFrameCounter) { // Display Frame Counter ///// { GUIStyle style = new GUIStyle { alignment = TextAnchor.LowerCenter, fontSize = h * 3 / 100 }; style.normal.textColor = new Color(0.0f, 0.0f, 0.5f, 1.0f); string text = "Frame Counter: " + Time.frameCount; GUI.Label(new Rect(0, h - style.fontSize * 2.0f, w, style.fontSize), text, style); } ////////////////////////////// } }
void InitPlayerSettings() { m_Settings = ScenesConfig.GetPlayerSettings(gameObject); }