public new void Enter(IemStateManager.StateManager sm) { TargetPracticeStateManager gsm = (TargetPracticeStateManager)sm; List <ReactiveTarget> targets = IemUtils.FindComponentsNearToLocation <ReactiveTarget>(gsm.location, 50); foreach (var target in targets) { target.SetFlag(BaseEntity.Flags.On, false); } gsm.eg.EndGame(); double totalTime = 0; foreach (TPGameLevel level in gsm.eg.gamelevels) { totalTime += level.LevelTime(); } IemUI.CreateGameBanner(gsm.eg.player, "Game is complete! - your time was " + IemUtils.GetTimeFromSeconds(totalTime) + " seconds"); IemUI.Confirm(gsm.eg.player, "Game completed!\nreturn to the map", "Back", gsm.eg.backToTheMap); }
public new void Exit(IemStateManager.StateManager sm) { TargetPracticeStateManager gsm = (TargetPracticeStateManager)sm; IemUI.CreateGameBanner(gsm.eg.player, ""); EntitiesTakingDamage -= gsm.eg.PlayerImmortal; CuiHelper.DestroyUi(gsm.eg.player, "ShowIntroOverlay"); }
public new void Enter(IemStateManager.StateManager sm) { TargetPracticeStateManager gsm = (TargetPracticeStateManager)sm; gsm.eg.returnZone.Destroy(); IemUtils.MovePlayerToTeamLocation(gsm.eg.player, gsm.eg.iemPlayer.PreviousLocation); gsm.partition.Remove(); me.IemUtils.RestoreInventory(gsm.eg.player, gsm.eg.GetGuid()); }
public new void Exit(IemStateManager.StateManager sm) { TargetPracticeStateManager gsm = (TargetPracticeStateManager)sm; CuiHelper.DestroyUi(gsm.eg.player, "CreateFadeoutBanner"); foreach (IemGameBase.IemPlayer iemPlayer in gsm.eg.Players.Values) { BasePlayer player = IemUtils.FindPlayerByID(iemPlayer.PlayerId); IemUI.CreateGameBanner(player, ""); } }
public new void Enter(IemStateManager.StateManager sm) { TargetPracticeStateManager gsm = (TargetPracticeStateManager)sm; gsm.partition = new IemObjectPlacement.CopyPastePlacement( "tp_v1_" + gsm.eg.difficultyLevel, gsm.location); ResearchTable researchtable = IemUtils.FindComponentNearestToLocation <ResearchTable>( gsm.location, 50); Vector3 playerstart = researchtable.transform.position; researchtable.Kill(BaseNetworkable.DestroyMode.None); RepairBench repairbench = IemUtils.FindComponentNearestToLocation <RepairBench>( gsm.location, 50); Vector3 playerlook = repairbench.transform.position; repairbench.Kill(BaseNetworkable.DestroyMode.None); me.Puts("player start location is " + playerstart); me.Puts("player look location is " + playerlook); me.Puts("swutcged " + IemUtils.SwitchTypesToTarget <BaseOven>(gsm.location)); gsm.eg.player.inventory.Strip(); EntitiesTakingDamage += gsm.eg.PlayerImmortal; IemUtils.MovePlayerToTeamLocation(gsm.eg.player, playerstart); Vector3 relativePos = playerstart - playerlook; Quaternion rotation = Quaternion.LookRotation(relativePos); gsm.eg.player.transform.rotation = rotation; IemUtils.SetMetabolismValues(gsm.eg.player); IemUtils.ClearInventory(gsm.eg.player); IemUI.CreateGameBanner(gsm.eg.player, "GAME LOBBY"); IemUtils.PlaySound(gsm.eg.player); gsm.eg.returnZone = new IemUtils.ReturnZone(playerstart, gsm.eg.player); IemUI.Confirm(gsm.eg.player, $"Weclome to target practice\n" + $"Knock down the targets to proceed to the next level.\n" + $"each level timer will start when you fire the first shot", "Start Shootin'", gsm.proceedAction); gsm.eg.targets = IemUtils.FindComponentsNearToLocation <ReactiveTarget>(gsm.location, 50); me.Puts("targets count is " + gsm.eg.targets.Count()); }
public IemGameTargetPracticeGame(BasePlayer newPlayer) : base(newPlayer) { Name = "Target_Practice"; OnlyOneAtATime = true; Mode = "Solo"; gsm = new TargetPracticeStateManager( TargetPracticeStateManager.Created.Instance, this); var newIemPlayer = new IemTargetPracticePlayer(player, this); this.Players.Add(player.UserIDString, newIemPlayer); iemPlayer = newIemPlayer; }
public new void Exit(IemStateManager.StateManager sm) { TargetPracticeStateManager gsm = (TargetPracticeStateManager)sm; RunWeaponFired -= gsm.eg.TPWeaponFired; IemUI.CreateGameBanner(gsm.eg.player, ""); TPGameLevel gamelevel = gsm.eg.gamelevels[gsm.eg.level]; EntitiesTakingDamage -= gsm.eg.PlayerImmortal; EntitiesTakingDamage -= gsm.eg.ScorePlayerHit; IemUI.CreateGameBanner2(gsm.eg.player, ""); CuiHelper.DestroyUi(gsm.eg.player, "CreateFadeoutBanner"); IemUtils.GameTimer.Destroy(gsm.eg.player); }
public new void Enter(IemStateManager.StateManager sm) { TargetPracticeStateManager gsm = (TargetPracticeStateManager)sm; gsm?.ChangeState(TargetPracticeStateManager.CleanUp.Instance); }
public new void Enter(IemStateManager.StateManager sm) { TargetPracticeStateManager gsm = (TargetPracticeStateManager)sm; // this is a fresh game at pregame if (gsm.eg.level == -1) { gsm.eg.level++; } else { // level has already been started, and this is a rerun of the level // reset level vals if (gsm.eg.gamelevels[gsm.eg.level].Started && !gsm.eg.gamelevels[gsm.eg.level].Ended) { gsm.eg.gamelevels[gsm.eg.level].Reset(); } else { // this is a new level gsm.eg.level++; } } // get the properties of this game level TPGameLevel gamelevel = gsm.eg.gamelevels[gsm.eg.level]; EntitiesTakingDamage += gsm.eg.PlayerImmortal; // reset the player score for this level gsm.eg.iemPlayer.Score = 0; IemUI.CreateGameBanner(gsm.eg.player, "Level " + (gsm.eg.level + 1) + " - targets remaining " + (gamelevel.Targets - gsm.eg.iemPlayer.Score)); IemUtils.GameTimer.CreateTimerPaused(gsm.eg.player, gamelevel.Timer, () => { if (!gsm.eg.CheckLevelComplete()) { IemUI.ConfirmCancel(gsm.eg.player, "Level was not completed!\nYou can play this level again, or return to the map", "Play Again", "Quit", gsm.eg.wasConfirmed, gsm.eg.wasCancelled); } }); // log the score EntitiesTakingDamage += gsm.eg.ScorePlayerHit; // refill magazines in weapons on belt container IemUtils.RefillBeltMagazines(gsm.eg.player); foreach (var target in gsm.eg.targets) { if (target != null) { target.ResetTarget(); var health = knockdownHealth.GetValue(target); knockdownHealth.SetValue(target, 100f); } } RunWeaponFired += gsm.eg.TPWeaponFired; IemUtils.PlaySound(gsm.eg.player); }
public new void Enter(IemStateManager.StateManager sm) { TargetPracticeStateManager gsm = (TargetPracticeStateManager)sm; }