private void OnTick(object sender, EventArgs e) { if (status == SplashState.Opening) { if (Opacity < 1) { Opacity += fadeOpacityStep; } else { status = SplashState.Opened; } } else if (status == SplashState.Closing) { if (Opacity > .10) { Opacity -= fadeOpacityStep; } else { status = SplashState.Closed; } } else if (status == SplashState.Closed) { Ticker.Enabled = false; Ticker.Dispose(); Close(); } }
// Use this for initialization void Start() { m_activeHitboxes = new List <Hitbox_Render>(); m_previousMatchState = new MatchState(); m_previousSplashState = new SplashState(); InitSprites(); }
void Update() { AudioListener.volume = Mathf.Min(1.0f * Preferences.master_volume, AudioListener.volume + Time.deltaTime * 2.0f * Preferences.master_volume); if (state == SplashState.FADE_IN) { fade_in = Mathf.Min(1.0f, fade_in + Time.deltaTime * 2.0f); if (fade_in == 1.0) { state = SplashState.WAIT; } } if (state == SplashState.FADE_OUT) { fade_out = Mathf.Min(1.0f, fade_out + Time.deltaTime * 2.0f); if (fade_out == 1.0) { ++cur_slide; if (cur_slide == slides.Length) { Application.Quit(); UnityEngine.SceneManagement.SceneManager.LoadScene("splashscreen"); } state = SplashState.FADE_IN; fade_out = 0.0f; fade_in = 0.0f; } } }
private void ENTER_Copyright() { mCopyrightScreen.SetActive(true); mState = SplashState.SCOPYRIGHT; sfx_copyright.Play(); mTime = Time.time; }
private State GetState(States state) { State result; switch (state) { case States.SPLASH: result = new SplashState(this); break; case States.GAME: result = new GameState(this); break; case States.PAUSE: result = new PauseState(this, CurrentState.StateIdentifier); break; case States.MAINMENU: result = new MainMenuState(this); break; case States.CREDIT: result = new CreditState(this); break; default: result = new FailState(this); break; } return(result); }
protected GameplayState(Match.SetData _setData) : base() { m_previousStates = new List <GameState>(); m_statesPreviousRounds = new List <List <GameState> >(); m_setData = _setData; Match = new MatchState(); CurrentSplashState = new SplashState(); m_previousStates.Add(new GameState(_setData.InitData, 0)); m_previousStates.Add(SetRoundStart()); }
public void RenderSplashSprites(GameState _gameState, MatchState _matchState, SplashState _splashState) { //check if there is a change if (m_previousSplashState.CurrentState != _splashState.CurrentState) { //1. deactivate previous sprites foreach (SpriteRenderPair pair in m_spriteList.SplashSprites) { pair.Active = false; pair.SpriteRenderer.sprite = null; } //2. activate required sprites switch (_splashState.CurrentState) { case SplashState.State.RoundOver_ShowResult: RenderMatchResult(_matchState); break; case SplashState.State.RoundStart_1: m_spriteList.TXT_1.Active = true; break; case SplashState.State.RoundStart_2: m_spriteList.TXT_2.Active = true; break; case SplashState.State.RoundStart_3: m_spriteList.TXT_3.Active = true; break; case SplashState.State.RoundStart_F: m_spriteList.TXT_Foozies.Active = true; break; case SplashState.State.GameOver: m_spriteList.TXT_GameOver.Active = true; m_spriteList.TXT_AnyButton.Active = true; break; } //render what has to be rendered foreach (SpriteRenderPair pair in m_spriteList.SplashSprites) { if (pair.Active) { pair.SpriteRenderer.sprite = pair.Sprite; } } } m_previousSplashState = new SplashState(_splashState); }
private void OnFormClosing(object sender, FormClosingEventArgs e) { if (status == SplashState.Opened) { if (fadeClose) { status = SplashState.Closing; } else { status = SplashState.Closed; } } }
public void RenderScene(GameState _gameState, MatchState _matchState, SplashState _splashState) { //1. Render Hitboxes RenderHitboxes(_gameState); //2. Render Effects (hit sparks) //3. Render Score, Time, Gauges GaugeRenderer.UpdateGaugeTransforms(_gameState); //4. Splash situations (match end, round end) RenderSplashSprites(_gameState, _matchState, _splashState); //5. Labels RenderLabels(_gameState, _matchState, _splashState); }
// Start is called before the first frame update private void Start() { m_gameStateMachine = new GameStateMachine(); var splash = new SplashState(this, UIController.Instance.SplashPanel); var mainMenu = new MainMenuState(this, UIController.Instance.MainMenuPanel, UIController.Instance.MainMenuPlayButton); var tutorial = new TutorialState(this, UIController.Instance.TutorialPanel, UIController.Instance.TutorialDoneButton); var gameplay = new GamePlayState(this, UIController.Instance.GamePlayPanel); var win = new WinState(this, UIController.Instance.LevelCompletePanel, UIController.Instance.WinContinueButton); var fail = new FailState(this, UIController.Instance.LevelFailPanel, UIController.Instance.FailContinueButton); //Adding Transitions At(splash, mainMenu, CanShowMainMenu()); At(mainMenu, tutorial, CanPlayTutorial()); At(mainMenu, gameplay, CanPlayGame()); At(tutorial, gameplay, () => tutorial.HasTutorialFinished); At(gameplay, win, GameToWin()); At(gameplay, fail, GameToFail()); At(win, mainMenu, WinToMainMenu()); void At(IState from, IState to, Func <bool> condition) => m_gameStateMachine.AddTransition(from, to, condition); //Adding Conditions for Transitions Func <bool> CanShowMainMenu() => () => splash.HasSplashEnded; Func <bool> CanPlayGame() => () => mainMenu.HasPressedPlay && PlayerPrefs.GetInt(GameConstants.TutorialCompleted, 0) == 1; Func <bool> CanPlayTutorial() => () => mainMenu.HasPressedPlay && PlayerPrefs.GetInt(GameConstants.TutorialCompleted, 0) == 0; Func <bool> GameToWin() => () => gameplay.HasWon; Func <bool> GameToFail() => () => gameplay.HasLost; Func <bool> WinToMainMenu() => () => win.HasPressedContinue; //SetDefaultState m_gameStateMachine.SetState(splash); }
private void OnGUI() { Color color = new Color(fade_in, fade_in, fade_in, 1); color.r *= 1.0f - fade_out; color.g *= 1.0f - fade_out; color.b *= 1.0f - fade_out; GUI.color = color; //GUI.DrawTexture(Rect(0,0,Screen.width, Screen.height),splash_back, ScaleMode.ScaleAndCrop, false); float scale = 1.0f + (Mathf.Sin(Time.time * 0.5f) + 1.0f) * 0.1f; GUI.DrawTexture(new Rect(Screen.width * (1 - scale) * 0.5f, Screen.height * (1 - scale) * 0.5f, Screen.width * scale, Screen.height * scale), splash_back, ScaleMode.ScaleAndCrop, true); GUI.DrawTexture(new Rect(Screen.width * 0.125f, Screen.height * 0.3f - splash_text.height * 0.5f, Screen.width * 0.75f, splash_text.height), splash_text, ScaleMode.ScaleToFit, true); color.a = color.a * (fade_in - 1.6f) * 4.0f; GUI.color = color; GUI.DrawTexture(new Rect(Screen.width * 0.5f - splash_play.width, Screen.height * 0.7f - splash_play.height * 0.5f, splash_play.width * 2.0f, splash_play.height), splash_play, ScaleMode.ScaleToFit, true); GUI.color = new Color(color.r, color.g, color.b, 0.35f * (fade_in - 3.6f) * 4.0f); GUI.DrawTexture(new Rect(Screen.width * 0.125f, Screen.height * 0.9f - splash_credits.height * 0.5f, Screen.width * 0.75f, splash_credits.height), splash_credits, ScaleMode.ScaleToFit, true); if (state == SplashState.FADE_IN || state == SplashState.WAIT) { if (Event.current.type == EventType.KeyDown || Event.current.type == EventType.MouseDown) { state = SplashState.FADE_OUT; audiosource_effect.PlayOneShot(stop_sound, Preferences.sound_volume); audiosource_music_a.Stop(); audiosource_music_b.Stop(); } } if (fade_out_delay >= 0.2 && state == SplashState.FADE_OUT) { //UnityEngine.SceneManagement.SceneManager.LoadScene("scene"); //UnityEngine.SceneManagement.SceneManager.sceneLoaded += SceneLoaded; //UnityEngine.SceneManagement.SceneManager.LoadSceneAsync("scene",LoadSceneMode.Additive); UnityEngine.SceneManagement.SceneManager.LoadScene("scene"); state = SplashState.LOADING; } }
// Once the jingle is done, we switch to the next screen. private void ENTER_Logo() { mDebugText.text = "ENTER_Logo has been called"; mState = SplashState.SLOGO; sfx_logo.Play(); mTime = Time.time; // Now is as good a time as any to try to execute the program. Process p = new Process(); p.StartInfo.UseShellExecute = false; string path = Application.dataPath + "/PLAYART_CREATION/PlayArtCreator.exe"; p.StartInfo.FileName = path; p.StartInfo.CreateNoWindow = true; p.EnableRaisingEvents = true; p.Exited += new System.EventHandler(PROC_PlayArtExited); mDebugText.text = "About to start the process"; p.Start(); }
void Start() { IO_DefPlays.FLOAD_PLAYS(); IO_PlayList.FLOAD_PLAYS(); IO_RouteList.FLOAD_ROUTES(); IO_Settings.FLOAD_SETTINGS(); IO_ZoneList.FLOAD_ZONES(); mDebugText.text = "Loading in stuffs"; // IO_RouteList.FWRITE_ALL_ROUTES_AS_TEXT(); DeleteOldFilesFromPlayArtDirectories(); TransferCurrentFormationsAndPlaysIntoPlayArtDirectories(); mDebugText.text = "Should have transfered text files with formation and plays"; mState = SplashState.SLOGO; mAudioMixer.SetFloat("MASTER_VOLUME", IO_Settings.mSet.lMasterVolume); ENTER_Logo(); }
void OnGUI() { if (cur_slide >= slides.Length) { return; } Color color = new Color(1.0f, 1.0f, 1.0f, fade_in * (1.0f - fade_out)); GUI.color = color; Texture tex = slides[cur_slide]; float max_fit = Mathf.Min(Screen.width / (tex.width + 0.0f), Screen.height / (tex.height + 0.0f)); Debug.Log(max_fit); float scale = 1.0f + (Mathf.Sin(Time.time * 0.5f) + 1.0f) * 0.1f; scale = max_fit; GUI.DrawTexture(new Rect(Screen.width * 0.5f - tex.width * scale * 0.5f, Screen.height * 0.5f - tex.height * scale * 0.5f, tex.width * scale, tex.height * scale), slides[cur_slide], ScaleMode.ScaleToFit, true); if (state == SplashState.WAIT) { if (Event.current.type == EventType.KeyDown || Event.current.type == EventType.MouseDown) { state = SplashState.FADE_OUT; audiosource_effect.PlayOneShot(stop_sound, Preferences.sound_volume); //audiosource_music_a.Stop(); //audiosource_music_b.Stop(); } } /*if(fade_out == 1.0){ * Application.LoadLevel("splash"); * }*/ }
private void timer1_Tick(object sender, EventArgs e) { switch (splashState) { case SplashState.FadingIn: this.Opacity += .05; if (this.Opacity == 1.0) { splashState = SplashState.Showing; timer1.Interval = 1000; } break; case SplashState.Showing: timer1.Interval = 200; progressCount++; if (progressCount > 950) { progressCount = 100; } progressBar1.Value = progressCount / 10; if (Earth3d.Initialized || Earth3d.HideSplash) { splashState = SplashState.FadingOut; timer1.Interval = 50; } break; case SplashState.FadingOut: this.Opacity -= .05; if (this.Opacity == 0.0) { this.Close(); } break; } }
private void timer1_Tick(object sender, EventArgs e) { switch(splashState) { case SplashState.FadingIn: this.Opacity += .05; if (this.Opacity == 1.0) { splashState = SplashState.Showing; timer1.Interval = 1000; } break; case SplashState.Showing: timer1.Interval = 200; progressCount++; if (progressCount > 950) { progressCount = 100; } progressBar1.Value = progressCount / 10; if (Earth3d.Initialized || Earth3d.HideSplash) { splashState = SplashState.FadingOut; timer1.Interval = 50; } break; case SplashState.FadingOut: this.Opacity -= .05; if (this.Opacity == 0.0) { this.Close(); } break; } }
protected override void InitState() { //** SplashState m_SplashState = new SplashState(this); m_SplashState.AddTransition("FirstGame", "WelcomeState"); m_SplashState.AddTransition("SecondGame", "SettingHint"); AddState(m_SplashState); //** WelcomeState m_WelcomeState = new WelcomeState(this); m_WelcomeState.AddTransition("Enter", "SettingHint"); m_WelcomeState.AddTransition("Back", "ExitFlowState"); m_WelcomeState.AddTransition("Buy", "ByState"); AddState(m_WelcomeState); //** ExitFlowState m_ExitFlowState = new ExitFlowState(this); AddState(m_ExitFlowState); //** SettingHint m_SettingHint = new SettingHint(this); m_SettingHint.AddTransition("HintDown", "DownApp"); m_SettingHint.AddTransition("SettingEnd", "StateGame"); m_SettingHint.AddTransition("Ctr", "ControllState"); m_SettingHint.AddTransition("Usb", "UsbState"); m_SettingHint.AddTransition("Beacon", "BeaconState"); m_SettingHint.AddTransition("Back", "ExitFlowState"); AddState(m_SettingHint); //** DownApp m_DownApp = new DownApp(this); AddState(m_DownApp); //** StateGame m_StateGame = new StateGame(this); m_StateGame.AddTransition("Start", "InPhone"); AddState(m_StateGame); //** ControllState m_ControllState = new ControllState(this); m_ControllState.AddTransition("Usb", "UsbState"); m_ControllState.AddTransition("Beacon", "BeaconState"); m_ControllState.AddTransition("Back", "SettingHint"); AddState(m_ControllState); //** UsbState m_UsbState = new UsbState(this); m_UsbState.AddTransition("Back", "SettingHint"); m_UsbState.AddTransition("Ctr", "ControllState"); m_UsbState.AddTransition("Beacon", "BeaconState"); AddState(m_UsbState); //** BeaconState m_BeaconState = new BeaconState(this); m_BeaconState.AddTransition("Back", "SettingHint"); m_BeaconState.AddTransition("Ctr", "ControllState"); m_BeaconState.AddTransition("Usb", "UsbState"); AddState(m_BeaconState); //** InPhone m_InPhone = new InPhone(this); AddState(m_InPhone); //** ByState m_ByState = new ByState(this); AddState(m_ByState); //** }
public SplashState(SplashState _other) { CurrentState = _other.CurrentState; FramesRemaining = _other.FramesRemaining; }
private IEnumerator Initialize() { yield return(LauncherConnection.InitializeConnection()); if (!ApplicationStarter.InitializeAssetManager()) { Log.Error("InitializeAssetManager: misssing AssetReferenceMap", 100, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\Main.cs"); Quit(); } if (!ApplicationStarter.InitializeRuntimeData()) { Log.Error("InitializeAssetManager: missing LocalizedTextData or BootTextCollection", 107, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\Main.cs"); Quit(); } SplashState splashState = new SplashState(); StateManager.GetDefaultLayer().SetChildState(splashState, 0); yield return(ApplicationStarter.ReadBootConfig()); if (!BootConfig.initialized) { yield return(GoToCatastrophicFailureState(InitializationFailure.BootConfigInitialisation)); yield break; } if (ApplicationConfig.showServerSelection) { ApplicationConfig.versionCheckResult = VersionChecker.Result.Success; } else { string text = ApplicationConfig.configUrl; if (string.IsNullOrEmpty(text)) { text = BootConfig.remoteConfigUrl; } Log.Info("configUrl=" + text, 136, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\Main.cs"); yield return(ApplicationStarter.ReadRemoteConfig(text)); if (!ApplicationConfig.initialized) { yield return(GoToInitializationFailedState(InitializationFailure.ApplicationConfigInitialisation)); yield break; } } ApplicationConfig.PrintConfig(); if (ApplicationConfig.versionCheckResult == VersionChecker.Result.None) { yield return(ApplicationStarter.ReadVersion(ApplicationConfig.versionFileUrl)); } if (!ApplicationConfig.IsVersionValid()) { yield return(GoToInitializationFailedState(InitializationFailure.UnvalidVersion)); yield break; } this.StartCoroutine(CheckServerStatus()); if (ApplicationConfig.haapiAllowed) { HaapiManager.Initialize(); } string bundlesUrl = ApplicationConfig.bundlesUrl; bool patchAvailable = ApplicationConfig.versionCheckResult == VersionChecker.Result.PatchAvailable; yield return(ApplicationStarter.ConfigureAssetManager(bundlesUrl, patchAvailable)); if (!AssetManager.get_isReady()) { yield return(GoToInitializationFailedState(InitializationFailure.AssetManagerInitialisation)); yield break; } if (patchAvailable) { yield return(ApplicationStarter.CheckPatch()); } yield return(AudioManager.Load()); PlayerPreferences.InitializeAudioPreference(); yield return(RuntimeData.Load()); if (!RuntimeData.isReady) { yield return(GoToInitializationFailedState(InitializationFailure.RuntimeDataInitialisation)); yield break; } ConnectionHandler.Initialize(); while (!m_serverStatusChecked) { yield return(null); } StatesUtility.GotoLoginState(); }
/// <summary> /// Allows the splash screen to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { // If there is any touch or gesture on the screen, complete the splash screen foreach (GestureSample gs in InputHandler.Instance.Taps()) { InputHandler.Instance.Clear(); Complete = true; } // Update the splash screen for alpha fading switch (state) { // Fade in the screen case SplashState.FadeIn: alpha += 0.05f; if (alpha >= 1) state = SplashState.Display; break; // Display normally case SplashState.Display: // Create and update timer if (timer == null) timer = new Timer(game, totalTime); timer.Update(gameTime); // Time to fade out? if (timer.IsDone()) state = SplashState.FadeOut; break; // Fade out screen case SplashState.FadeOut: alpha -= 0.05f; if (alpha <= 0) Complete = true; break; } base.Update(gameTime); }
public void RenderLabels(GameState _gameState, MatchState _matchState, SplashState _splashState) { P1_CharName.text = _gameState.P1_CState.GetCharacterName() + " - " + _matchState.P1_Score.ToString(); P2_CharName.text = _gameState.P2_CState.GetCharacterName() + " - " + _matchState.P2_Score.ToString(); Timer.text = (_gameState.RemainingTime / 60).ToString(); }
void SetState(SplashState _state) { state = _state; m_fStateTimeStart = Time.time; }