Example #1
0
    private void ChangeScene()
    {
        if (displayData.SceneList.Count > 0)
        {
            if (currentSceneSequenceID > displayData.SceneList.Count - 1)
            {
                currentSceneSequenceID = 0;
            }
            currentScene = displayData.SceneList[currentSceneSequenceID];
            currentScene.setActive();

            SceneManager.LoadScene(currentScene.sceneID);
            bgParticleManager.ActivateBackgroundParticle(currentScene.EffectID);
            currentSceneSequenceID++;
            //Load specific details about the scene configuration
            UpdateSceneTimer();
            if (connectedRef2 != null)
            {
                connectedRef2.SetValueAsync(true);
            }



            if (currentSceneSequenceID > displayData.SceneList.Count - 1)
            {
                currentSceneSequenceID = 0;
            }
        }
    }
Example #2
0
 public virtual void swap(scene s)
 {
     Debug.WriteLine(this + "::swap");
     Debug.WriteLine(" scene = " + s);
     pop();
     push(s);
 }
Example #3
0
    public void MiddleManager(int changeScene)
    {
        currentScene = currentScene + changeScene;

        switch (currentScene)
        {
        case scene.Body:
            first.SetActive(true);
            second.SetActive(false);
            //third.SetActive(false);
            spotLight.color = Color.white;
            break;

        case scene.CarNoHood:
            spotLight.color = Color.red;
            first.SetActive(false);
            second.SetActive(true);
            break;

        case scene.CarHood:
            spotLight.color = Color.white;
            first.SetActive(false);
            second.SetActive(true);
            break;
        }
    }
        private void ShowQRImage()
        {
            string str = "bind" + DateTime.Now.ToString("yyyyMMddHHmmss");

            try
            {
                QrcodeInfo info2 = new QrcodeInfo {
                    codeType     = "TEMP",
                    showLogo     = "Y",
                    expireSecond = 600
                };
                codeInfo info3 = new codeInfo();
                scene    scene = new scene {
                    sceneId = str
                };
                info3.scene    = scene;
                info2.codeInfo = info3;
                QrcodeInfo codeInfo = info2;
                this.hiddSceneId.Value = str;
                AlipayMobilePublicQrcodeCreateResponse response = AliOHHelper.QrcodeSend(codeInfo);
                if ((response != null) && (response.Code == 200L))
                {
                    this.imgQRCode.ImageUrl = response.CodeImg;
                }
                else
                {
                    this.imgQRCode.AlternateText = "未成功获取服务窗授权";
                }
            }
            catch (Exception exception)
            {
                AliOHHelper.log(exception.Message);
            }
        }
 public WoodcuttingHandler(Vector2 position)
 {       
     player = Main.game.player;
     chatbox = Main.game.chat;
     Level = Main.game.scen;
     Tree_Position = position;
     Tree_Area = new Rectangle((int)position.X, (int)position.Y, 80, 80);
 }
Example #6
0
    void loadGame()
    {
        clearMap();
        //讀取json檔案
        TextAsset json  = Resources.Load("scene/s998") as TextAsset;
        scene     scene = new scene();

        scene = JsonUtility.FromJson <scene>(json.text);

        //產生場景
        GameObject Cubes = GameObject.Find("Cubes");

        for (var i = 0; i < scene.cubeArray.Count; i += 5)
        {
            Vector3 tempVector3 = new Vector3(scene.cubeArray[i], scene.cubeArray[i + 1], scene.cubeArray[i + 2]);
            string  name        = tempVector3.ToString("F0");

            //檢查是否已經存在於unity scene中
            // if (GameObject.Find (name))
            // {
            //     string meshname = GameObject.Find (name).GetComponent<MeshFilter>().sharedMesh.name;
            //     if (meshname == scene.cubeArray [i + 3].ToString ("F0"))
            //     {
            //         Debug.Log ("break");
            //         break;
            //     }
            // }

            //新增CUBE
            GameObject temp = Instantiate(GameObject.Find("Cube")); //todo:Cube可以不需要用Find的方式
            temp.transform.parent   = Cubes.transform;
            temp.transform.position = tempVector3;
            temp.name = name;
            temp.GetComponent <MeshRenderer>().receiveShadows = true;
            temp.GetComponent <Renderer>().shadowCastingMode  = UnityEngine.Rendering.ShadowCastingMode.On;
            temp.GetComponent <Renderer>().enabled            = true;
            Mesh mesh = (Mesh)Resources.Load("item/model/CUBE/" + scene.cubeArray[i + 3], typeof(Mesh));
            temp.GetComponent <Renderer>().sharedMaterial.mainTexture.filterMode = FilterMode.Point;
            temp.GetComponent <MeshFilter>().mesh = mesh;

            switch (Mathf.FloorToInt(scene.cubeArray[i + 4]))
            {
            case 0:
                temp.tag = "Cube";
                //建立目錄cubesDictionary
                cubesDictionary[new Vector3(tempVector3.x, tempVector3.y, tempVector3.z)] = new Vector2(float.Parse(mesh.name), 0);
                break;

            case 1:
                temp.tag = "Cube_WalkSMP";
                cubesDictionary[new Vector3(tempVector3.x, tempVector3.y, tempVector3.z)] = new Vector2(float.Parse(mesh.name), 1);
                break;
            }
        }
        // Cubes.AddComponent<DCM.DrawCallMinimizer>();
        GameObject.Find("aStart").AddComponent <Pathfinding>();
        PathfindingCS = GameObject.Find("aStart").GetComponent <Pathfinding>();
    }
Example #7
0
    public IEnumerator fadeToLoadScene(scene scene)
    {
        levelFader.SetActive(true);
        yield return(FadingUtils.fadeImage(levelFader.GetComponent <Image>(), 1f, 0f, 1f));

        string sceneName = getLevelName(scene);

        UnityEngine.SceneManagement.SceneManager.LoadScene(sceneName);
    }
 public void Chopped_Tree()
 {
     Cutting_Tree = false;
     Dead_Tree = true;
     Tree_Fall_Timer = time;
     Level = Main.game.scen;
     Level.Replace_Texture(Tree_Position + new Vector2(0, 0), 1, 0);
     Level.Replace_Texture(Tree_Position + new Vector2(0, 32), 1, 0);
     Level.Replace_Texture(Tree_Position + new Vector2(32, 0), 1, 0);
     Level.Replace_Texture(Tree_Position + new Vector2(32, 32), 55, 0);
     Console.WriteLine("[Game] Tree falls down. \n Initializing respawn timer.");
 }
Example #9
0
        public virtual void push(scene s)
        {
            Debug.WriteLine(this + "::push");
            Debug.WriteLine(" scene = " + s);

            if (scenes.Count > 0)
                scenes.Peek().suspend();

            s.Initialize();

            scenes.Push(s);
        }
Example #10
0
        /// <summary>
        /// Получаем сцену по id
        /// </summary>
        /// <param name="id">Id сцены</param>
        /// <returns>Найденная сцена, либо null</returns>
        public scene getSceneById(long id)
        {
            scene ex = null;

            try
            {
                //Возвращаем сцену по id
                ex = scenes.FirstOrDefault(sc => (sc.id == id));
            }
            catch { ex = null; }

            return(ex);
        }
        public Portal(scene map)
        {
            Portals[0] = new Rectangle(0, 544, 896, 32);

            Portals[1] = new Rectangle(0, 0, 896, 32);
            Portals[2] = new Rectangle(0, 0, 32, 896);

            Portals[3] = new Rectangle(864, 0, 32, 896);
            Portals[4] = new Rectangle(0, 544, 896, 32);

            level = map;
            player = Main.game.player;
        }
Example #12
0
    private void PauseLoop()
    {
        pauseLoop = true;
        Scene tmpscene = SceneManager.GetActiveScene();

        if (tmpscene.buildIndex != displayData.lockedScene)
        {
            currentScene = new scene();
            currentScene.setActive();
            currentScene.sceneID = displayData.lockedScene;
            SceneManager.LoadScene(displayData.lockedScene);
            updateMatchMadness = true;
        }
    }
Example #13
0
    IEnumerator loadscene()
    {
        while (!pauseLoop)
        {
            currentScene = displayInfo.scenes[currentSceneSequenceID];
            Application.LoadLevel(currentScene.sceneID);
            yield return(new WaitForSeconds(currentScene.duration));

            currentSceneSequenceID++;
            //Debug.Log("current Scene Sequence ID:" + currentSceneSequenceID);
            if (currentSceneSequenceID > displayInfo.scenes.Count() - 1)
            {
                currentSceneSequenceID = 0;
            }
        }
    }
Example #14
0
    /*=======================================-Stores Objects related to game state-=============================================*/


    /*=======================================+Sets up game scenes+=============================================*/
    private void makeStory()
    {
        elementManager.allScenes.Add(
            "Master's Room",
            new scene(
                "You enter a drab room. On an old dusty crate sits" +
                " an old man wearing a mangy robe which drapes off his " +
                "arms, highlighting the fact that this man doesn't have any hands" +
                ". This is the man you know to be The Master. What do you do?",
                "is a swirling portal."));

        elementManager.allScenes.Add(
            "Glowing Pool",
            new scene(
                "You enter into a large cavern with crystalline walls." +
                " The faintest gleam of light manages to shimmer through the tarnished crystal surfaces. " +
                "A large pillar rises from the centre of the room, on top of which sits a smiling imp. " +
                "A pool of glowing liquid shimmers ominously to the west. What do you do?",
                "a glass surface covered in strange mist"));


        elementManager.allScenes.Add(
            "Empty",
            new scene("You should not be here",
                      "The world stretches infinitely in this direction."
                      ));

        elementManager.allScenes.Add(
            "Stone Guard",
            new scene(
                "No! Banned!",
                "a Stone Guard stands."));



        elementManager.allScenes["Stone Guard"].SceneType = "obstacle";
        elementManager.allScenes["Master's Room"].North   = "Glowing Pool";
        elementManager.allScenes["Glowing Pool"].South    = "Stone Guard";
        elementManager.allScenes["Stone Guard"].South     = "Master's Room";

        // firstScene = "Masters Room";
        //firstScene = new Area("You enter a drab room. A mirror full of swelling energy sits at your back.On an old dusty crate sits an old man wearing a mangy rob which draps ofhis arm highlighting the fact that this man doesn't have any hands. This is the man you know to be The Master.What do you do? ");
        //firstScene.North = "Glowing Pool";
        //firstScene.North.South = firstScene;

        currentScene = elementManager.allScenes[sceneCode];
    }
Example #15
0
    static void SaveJson()
    {
        scene scene = new scene();

        //儲存tag ==Cube
        GameObject[] respawnsCube;
        respawnsCube = GameObject.FindGameObjectsWithTag("Cube");
        foreach (GameObject respawn in respawnsCube)
        {
            scene.cubeArray.Add(respawn.transform.position.x);
            scene.cubeArray.Add(respawn.transform.position.y);
            scene.cubeArray.Add(respawn.transform.position.z);
            string name = respawn.GetComponent <MeshFilter>().sharedMesh.name;
            scene.cubeArray.Add(float.Parse(name));
            scene.cubeArray.Add(0);
        }

        //儲存tag ==Cube_WalkSMP
        GameObject[] respawnsSMP;
        respawnsSMP = GameObject.FindGameObjectsWithTag("Cube_WalkSMP");
        foreach (GameObject respawn in respawnsSMP)
        {
            scene.cubeArray.Add(respawn.transform.position.x);
            scene.cubeArray.Add(respawn.transform.position.y);
            scene.cubeArray.Add(respawn.transform.position.z);
            string name = respawn.GetComponent <MeshFilter>().sharedMesh.name;
            scene.cubeArray.Add(float.Parse(name));
            scene.cubeArray.Add(1);
        }

        //儲存長度
        //雖然非必要,但便於觀看場景資訊
        scene.length = scene.cubeArray.Count;

        //儲存角色位置
        //todo:角色名稱不一定是Cha_Kinight
        scene.playerPos = GameObject.Find("Cha_Knight").transform.position;

        //將Object轉存為json,並存檔
        string       json = JsonUtility.ToJson(scene);
        StreamWriter file = new StreamWriter(Application.dataPath + "/Resources/scene/s998.json");

        file.Write(json);
        file.Close();

        UnityEditor.EditorUtility.DisplayDialog("Save End ", " --=== Save End ===--", "[OK]");
    }
Example #16
0
    private void loadPreviousScene()
    {
        if (displayData.SceneList.Count > 0)
        {
            currentScene = displayData.SceneList[currentSceneSequenceID];
            SceneManager.LoadScene(currentScene.sceneID);
            bgParticleManager.ActivateBackgroundParticle(currentScene.EffectID);
            currentSceneSequenceID++;
            //Load specific details about the scene configuration
            UpdateSceneTimer();

            if (currentSceneSequenceID > displayData.SceneList.Count - 1)
            {
                currentSceneSequenceID = 0;
            }
        }
    }
Example #17
0
    static void clearMap()
    {
        //讀取json檔案
        TextAsset json  = Resources.Load("scene/s998") as TextAsset;
        scene     scene = new scene();

        scene = JsonUtility.FromJson <scene>(json.text);

        for (var i = 0; i < scene.cubeArray.Count; i += 5)
        {
            Vector3 temp;
            temp.x = scene.cubeArray[i];
            temp.y = scene.cubeArray[i + 1];
            temp.z = scene.cubeArray[i + 2];
            DestroyImmediate(GameObject.Find(temp.ToString("F1")));
        }
    }
Example #18
0
 private void UpdateCurrentSceneData()
 {
     if (currentScene != null && displayData.SceneList != null && currentScene.sceneID != 0)
     {
         scene foundScene = displayData.SceneList.Find(s => s.promoID.Equals(currentScene.promoID));
         if (foundScene != null)
         {
             if (foundScene.lastUpdated != currentScene.lastUpdated || foundScene.promotionStatus != currentScene.promotionStatus)
             {
                 currentScene = foundScene;
                 currentScene.setActive();
                 updateSceneDataNow = true;
                 UpdateSceneTimer();
                 saveSettingsFile();
             }
         }
     }
 }
        public ActionResult CreateForeverQR()
        {
            WechatIDQRInfo IdQR = new WechatIDQRInfo();

            IdQR.action_name = "QR_SCENE";
            action_info action = new action_info();

            IdQR.action_info = action;
            scene scene = new scene();

            scene.scene_str = "stringqr";

            string postData = JsonConvert.SerializeObject(IdQR);
            string token    = AccessTokenService.GetAccessToken();
            string result   = WechatQRServices.CreateForeverQR(token, postData);

            ViewBag.result = result;
            return(View("Result"));
        }
Example #20
0
    static void LoadJson()
    {
        //讀取json檔案
        TextAsset json  = Resources.Load("scene/s998") as TextAsset;
        scene     scene = new scene();

        scene = JsonUtility.FromJson <scene>(json.text);

        //產生場景
        GameObject Cubes = GameObject.Find("Cubes");


        for (var i = 0; i < scene.cubeArray.Count; i += 5)
        {
            GameObject temp        = Instantiate(GameObject.Find("Cube"));//todo:Cube可以不需要用Find的方式
            Vector3    tempVector3 = new Vector3(scene.cubeArray[i], scene.cubeArray[i + 1], scene.cubeArray[i + 2]);
            temp.transform.parent   = Cubes.transform;
            temp.transform.position = tempVector3;
            temp.name = temp.transform.position.ToString("F1");
            temp.GetComponent <MeshRenderer>().receiveShadows = true;
            temp.GetComponent <Renderer>().shadowCastingMode  = UnityEngine.Rendering.ShadowCastingMode.On;
            temp.GetComponent <Renderer>().enabled            = true;
            Mesh mesh = (Mesh)Resources.Load("item/model/CUBE/" + scene.cubeArray[i + 3], typeof(Mesh));
            temp.GetComponent <MeshFilter>().mesh = mesh;
            temp.GetComponent <Renderer>().sharedMaterial.mainTexture.filterMode = FilterMode.Point;



            switch (Mathf.FloorToInt(scene.cubeArray[i + 4]))
            {
            case 0:
                temp.tag = "Cube";
                break;

            case 1:
                temp.tag = "Cube_WalkSMP";
                break;
            }
        }
    }
Example #21
0
 private static string getLevelName(scene scene)
 {
     if (scene == scene.FIGHTING_LEVEL)
     {
         return(FIGHTING_LEVEL);
     }
     else if (scene == scene.TOWN_LEVEL)
     {
         return(TOWN_LEVEL);
     }
     else if (scene == scene.WALKING_LEVEL)
     {
         return(WALKING_LEVEL);
     }
     else if (scene == scene.CAMPSITE)
     {
         return(CAMPSITE);
     }
     else
     {
         throw new System.Exception("Tried to load non-existent scene");
     }
 }
Example #22
0
    public int baziliskChance()
    {
        if (nowCoin <= 2)
        {
            okane   -= 1000;
            nowCoin += 50;
        }
        nowCoin -= inputcoin;
        Debug.Log(c + "回転(BC)");
        switch (DrawLot(rare_probability))
        {
        case 0:
            Debug.Log("押し順");
            payout = 8;
            bc_osijun++;
            break;

        case 1:
            Debug.Log("リプレイ");
            payout = 3;
            break;

        case 2:
            Debug.Log("弱チェ");
            payout = 2;
            break;

        case 3:
            Debug.Log("巻物");
            payout = 3;
            break;

        case 4:
            Debug.Log("共通ベル");
            payout = 8;
            break;

        case 5:
            Debug.Log("強チェリー");
            payout = 2;
            break;

        case 6:
            Debug.Log("チャンス目");
            payout = 1;
            break;

        case 7:
            Debug.Log("プレミアムリプレイ");
            payout = 3;
            break;

        default:
            Debug.Log("外れ");
            payout = 0;
            break;
        }
        nowCoin  += payout;
        totalpay += payout - inputcoin;
        if (bc_osijun > 8)
        {
            s = scene.tujo;
        }

        return(0);
    }
Example #23
0
 public static void loadScene(scene scene)
 {
     _instance.StartCoroutine(_instance.fadeToLoadScene(scene));
     Player.instance.savePlayer();
 }
Example #24
0
 // Use this for initialization
 void Start()
 {
     spotLight    = GetComponentInChildren <Light>();
     currentScene = scene.Body;
     MiddleManager(0);
 }
Example #25
0
 public override void perform(string[] pSplitCommand)
 {
     Debug.Log("Opening" + adverb + " menu");
     splitCommand = pSplitCommand;
     scene _Scene = GameManager.instance.gameModel.currentScene;
 }
Example #26
0
    public override void perform(string[] pSplitCommand)
    {
        /* +Loads required varables+ */
        Debug.Log("Attacking" + adverb);
        splitCommand = pSplitCommand;
        scene lcScene = GameManager.instance.gameModel.currentScene;     //Gains a copy of the current scene for local use

        /* -Loads required varables- */

        /*
         *
         * Switch statement for the four game directions.
         * The game loads the current scene.
         * The game wont proceed if the target scene is an Empty scene and an obstacle.
         * Removes the obstacle from between the current scene and the next screen.
         *
         */



        switch (adverb)
        {
        /* +Code for attack north+ */
        case "north":
            lcScene = GameManager.instance.gameModel.currentScene;
            if (lcScene.North != "Empty")
            {
                if (lcScene.SceneType == "obstacle")
                {
                    GameManager.instance.gameModel.currentScene.North = elementManager.allScenes[lcScene.North].North;
                }
            }
            break;

        /* -Code for attack north- */
        /* +Code for attack south+ */
        case "south":
            lcScene = GameManager.instance.gameModel.currentScene;
            if (lcScene.South != "Empty")
            {
                if (lcScene.SceneType == "obstacle")
                {
                    GameManager.instance.gameModel.currentScene.South = elementManager.allScenes[lcScene.South].South;
                }
            }
            break;

        /* -Code for attack south- */
        /* +Code for attack west+ */
        case "west":
            lcScene = GameManager.instance.gameModel.currentScene;
            if (lcScene.West != "Empty")
            {
                if (lcScene.SceneType == "obstacle")
                {
                    GameManager.instance.gameModel.currentScene.West = elementManager.allScenes[lcScene.West].West;
                }
            }
            break;

        /* -Code for attack west- */
        /* +Code for attack east+ */
        case "east":
            lcScene = GameManager.instance.gameModel.currentScene;
            if (lcScene.East != "Empty")
            {
                if (lcScene.SceneType == "obstacle")
                {
                    GameManager.instance.gameModel.currentScene.East = elementManager.allScenes[lcScene.East].East;
                }
            }
            break;
            /* -Code for attack east- */
        }
    }
Example #27
0
    public override void perform(string[] pSplitCommand)
    {
        /* +Loads required varables+ */
        Debug.Log("Moving" + adverb);
        splitCommand = pSplitCommand;
        scene lcScene = GameManager.instance.gameModel.currentScene;

        /* -Loads required varables- */

        /*
         *
         * Switch statement for the four game directions.
         * The game loads the current scene.
         * The game wont proceed if the target scene is an Empty scene and an area.
         * Changes currentScene to the approprate scene.
         *
         */


        switch (adverb)
        {
        /* +Code for move north+ */
        case "north":
            lcScene = GameManager.instance.gameModel.currentScene;
            if (lcScene.North != "Empty")
            {
                if (lcScene.SceneType == "area")
                {
                    GameManager.instance.gameModel.currentScene = elementManager.allScenes[lcScene.North];
                }
            }
            break;

        /* -Code for move north- */
        /* +Code for move south+ */
        case "south":
            lcScene = GameManager.instance.gameModel.currentScene;
            if (lcScene.South != "Empty")
            {
                if (lcScene.SceneType == "area")
                {
                    GameManager.instance.gameModel.currentScene = elementManager.allScenes[lcScene.South];
                }
            }
            break;

        /* -Code for move south- */
        /* +Code for move west+ */
        case "west":
            lcScene = GameManager.instance.gameModel.currentScene;
            if (lcScene.West != "Empty")
            {
                if (lcScene.SceneType == "area")
                {
                    GameManager.instance.gameModel.currentScene = elementManager.allScenes[lcScene.West];
                }
            }
            break;

        /* -Code for move west- */
        /* +Code for move east+ */
        case "east":
            lcScene = GameManager.instance.gameModel.currentScene;
            if (lcScene.East != "Empty")
            {
                if (lcScene.SceneType == "area")
                {
                    GameManager.instance.gameModel.currentScene = elementManager.allScenes[lcScene.East];
                }
            }
            break;
            /* -Code for move east- */
        }
    }
Example #28
0
	void Update(){
		//ゲーム状態遷移
		switch (this.gameScene) {
		//OPアニメーション処理(実処理はスクリプト「test100.cs」にて処理)
		case scene.START_ANIMATION:
			//各シーン終了フラグ&外部テキストファイル読込完了フラグ双方がtureならば次シーンへ移行
			if(this.finFlag && this.loaded){
				GameObject.Find("Score").transform.FindChild("Num").GetComponent<GUIText>().text = "100";
				//読み込んだ外部テキストファイルから各キャラのステータスを摘出
				ExtractStatus("tesd1");
				ExtractStatus("tesd2");
				ExtractStatus("tesd3");
				ExtractStatus("tesd4");
				ExtractStatus("tesd5");


				//”フレンドキャラ”のステータスはランダム(ATK:100~500 スタミナ:2~5)で決定
				GameObject.Find("Friend").GetComponent<Mouse>().GetATK = Random.Range(10,1000);
				GameObject.Find("Friend").GetComponent<Mouse>().GetStamina = Random.Range(2,5);

				GameObject.Find ("Scene").transform.Find ("SelectMember").gameObject.SetActive (true);		//次シーンをアクティブに

				gameScene = scene.SELECT_MEMBER_NUM;		//次シーンに移行

				this.finFlag = false;						//シーン終了フラグをfalseに戻す
			}
			break;

		//レース参加人数選択処理(実処理はスクリプト「SelectMember.cs」「ButtonMember.cs」にて処理)
		case scene.SELECT_MEMBER_NUM:
			//レース参加人数選択のボタンが押され,「ButtonMember -> SelectMember -> GameMain」経由で「参加人数」を取得すれば次シーンへ移行
			if(this.memberNumber != -1){
				GameObject.Find ("Scene").transform.FindChild("SelectMember").gameObject.SetActive (false);		//次シーンをアクティブに
				GameObject.Find("SetMember").transform.FindChild("Explanation").gameObject.SetActive(true);
				//各キャラのオブジェに設けられたMouseFlagをtrueに
				try{
					GameObject.Find ("tesd1").GetComponent<Mouse>().MouseFlag=true;
				}catch{}
				try{
					GameObject.Find ("tesd2").GetComponent<Mouse>().MouseFlag=true;
				}catch{}
				try{
					GameObject.Find ("tesd3").GetComponent<Mouse>().MouseFlag=true;
				}catch{}
				try{
					GameObject.Find ("tesd4").GetComponent<Mouse>().MouseFlag=true;
				}catch{}
				try{
					GameObject.Find ("tesd5").GetComponent<Mouse>().MouseFlag=true;
				}catch{}
				try{
					GameObject.Find ("Friend").GetComponent<Mouse>().MouseFlag=true;
				}catch{}
				GameObject.Find("SetMember").transform.FindChild("SetPosition").gameObject.SetActive(true);
				//GameObject.Find("SetPosition").transform.FindChild("Set2").gameObject.SetActive(false);
				gameScene = scene.SELECT_CHARA;			//次シーンへ移行
			}
			break;

		//レースに参加するキャラを選択(次処理はスクリプト「Mouse.cs」「test.cs」)
		case scene.SELECT_CHARA:

			if(this.finFlag){
				try{
					GameObject.Find ("tesd1").GetComponent<Mouse>().MouseFlag=false;
				}catch{}
				try{
					GameObject.Find ("tesd2").GetComponent<Mouse>().MouseFlag=false;
				}catch{}
				try{
					GameObject.Find ("tesd3").GetComponent<Mouse>().MouseFlag=false;
				}catch{}
				try{
					GameObject.Find ("tesd4").GetComponent<Mouse>().MouseFlag=false;
				}catch{}
				try{
					GameObject.Find ("tesd5").GetComponent<Mouse>().MouseFlag=false;
				}catch{}
				try{
					GameObject.Find ("Friend").GetComponent<Mouse>().MouseFlag=false;
				}catch{}
				gameScene = scene.RACE;
				this.finFlag = false;
				GameObject.Find ("Scene").transform.FindChild("Race").gameObject.SetActive(true);
				transform.FindChild("Score").gameObject.SetActive(true);
			}
			break;

		//レース処理(実処理はスクリプト「Race.cs」)
		case scene.RACE:
			if(finFlag){
				gameScene = scene.GOAL;
				GameObject.Find("Scene").transform.FindChild("Goal").gameObject.SetActive(true);
			}
			break;

		case scene.GOAL:
			if(finFlag){
				//Instantiate(prefab);
				//prefab.GetComponent<SaveNum>().SaveNumber = GameObject.Find("Race").GetComponent<Race>().GetRanking;
				
				num = GameObject.Find("Race").GetComponent<Race>().GetRanking;
				GameObject.Find("SaveNum").GetComponent<SaveNum>().SaveNumber = num;
				CameraFade.StartAlphaFade (Color.black, false, 2f, 3f, () => { Application.LoadLevel ("end"); });
				gameScene = scene.END;
			}
			break;
		case scene.END:
			break;
		}
	}
Example #29
0
	//Race.csからアクセス シーンをSELECT_CHARAへと移行
	public void GameScene(){
		this.gameScene = scene.SELECT_CHARA;
	}
Example #30
0
    public int tujo()
    {
        if (nowCoin <= 2)
        {
            okane   -= 1000;
            nowCoin += 50;
        }
        nowCoin -= inputcoin;
        Debug.Log(c + "回転(通常)");
        switch (DrawLot(rare_probability))
        {
        case 0:
            Debug.Log("押し順");
            payout = 0;
            break;

        case 1:
            Debug.Log("リプレイ");
            payout = 3;
            break;

        case 2:
            Debug.Log("弱チェ");
            payout = 2;
            break;

        case 3:
            Debug.Log("巻物");
            payout = 3;
            if (GetRandomIndex(_BCmakimono) == 0)
            {
                Debug.Log("BC当選");
                s = scene.bc;
            }
            break;

        case 4:
            Debug.Log("共通ベル");
            payout = 8;
            break;

        case 5:
            Debug.Log("強チェリー");
            payout = 2;
            break;

        case 6:
            Debug.Log("チャンス目");
            payout = 1;
            break;

        case 7:
            Debug.Log("プレミアムリプレイ");
            payout = 3;
            break;

        default:
            Debug.Log("外れ");
            payout = 0;
            break;
        }
        nowCoin  += payout;
        totalpay += payout - inputcoin;

        return(0);
    }
Example #31
0
        public void EnterScene(scene.SceneType sceneType, object arg = null)//map.Map map = null)
        {
            _prevSceneType = _currentScene.SceneType;
            scene.Scene s = null;

            if (sceneType == SceneType.GameStage)
            {
                map.Map map = null;
                if (arg != null) map = arg as map.Map;
                if (_prevMap != null && _prevMap != map) _prevMap.Dispose();
                _prevMap = map;
                s = CreateScene(sceneType, this, map);
            }
            else if (sceneType == SceneType.Error)
            {
                s = CreateScene(sceneType, this, (string[])arg);
            }
            else
            {
                s = CreateScene(sceneType, this, null);
            }
            if (s != null) _currentScene = s;
        }
Example #32
0
	void Update () {
		GameObject.Find("Score").transform.FindChild ("Num").GetComponent<GUIText> ().text = ranking.ToString();
		switch (raceScene) {
		//追い越し人数算出処理
		case scene.CALCULATION :
			switch(currentTurn){
			case 1:
				Forerun = (int)(this.setMember1.GetComponent<Mouse>().GetATK * 0.1f);
				break;
			case 2:
				Forerun = (int)(this.setMember2.GetComponent<Mouse>().GetATK * 0.1f);
				break;
			case 3:
				Forerun = (int)(this.setMember2.GetComponent<Mouse>().GetATK * 0.1f);
				break;
			}
		/*	if(currentTurn > 1){
				Forerun = (int)(this.setMember2.GetComponent<Mouse>().GetATK * 0.1f);
			}else{
				Forerun = (int)(this.setMember1.GetComponent<Mouse>().GetATK * 0.1f);
			}
		*/
		
			raceScene = scene.ANIMATION;				//シーン状態をANIMATIONに移行
			this.time = Time.realtimeSinceStartup;		//1アニメーション開始時刻を取得
			BGanim.scrollSpeed = 0.7f;					//BGのスクロール速度を0.3 -> 0.7
			break;

		//追い越しアニメーション処理
		case scene.ANIMATION:
			this.currentTime = Time.realtimeSinceStartup;		//現在時刻を習得
			//timeとcurrentTimeの差分が0.1s で敵キャラ1機を流す(右から左へ流す)
			if(this.currentTime - this.time >= 0.07f){
				//追い越し予定数と同値まで追い越したらレース状態をANIMATION -> NEXTへ移行
				if(this.Forerun <= this.token || ranking == 1){
					raceScene = scene.NEXT;			//シーンをNEXTへ移行
					this.currentTurn--;				//追い越し処理,未処理回数をデクリメント
					StartCoroutine("WaitNext");		//WaitNextコルーチンを始動
					this.token = 0;					//追い越した数カウンターをゼロリセット
					BGanim.scrollSpeed = 0.3f;		//BGのスクロール速度を0.7 -> 0.3へ戻す
					break;
				}
				//流れる敵キャラオブジェのクローン生成
				Instantiate(enemy,new Vector3(17,Random.Range(-8,8),-1), Quaternion.Euler(0, -90, 90));
				this.time = this.currentTime;
				this.token++;
				if(ranking > 1)
				{
					ranking--;
				}

			}
			break;

		//「追い越し」の後処理  次の動作を判定(「追い越し」未処理回数によって分岐)
		case scene.NEXT :
			switch(currentTurn){
			case 0 :
				GameObject.Find("GameMain").GetComponent<GameMain>().FinFlag = true;	//GameMainでのシーン終了フラグをtrueへ
				break;

			//コルーチンWaitNextにてwaitFlagがfalseにされればCALCUCATIONへシーン移行
			case 1 :
				if(!this.waitFlag){
				raceScene = scene.CALCULATION;
				
				}
				break;

			//各オブジェのマウスロックフラグをtrueに
			default :
				try{
				GameObject.Find ("tesd1").GetComponent<Mouse>().MouseFlag=true;
				}catch{}
				try{
				GameObject.Find ("tesd2").GetComponent<Mouse>().MouseFlag=true;
				}catch{}
				try{
				GameObject.Find ("tesd3").GetComponent<Mouse>().MouseFlag=true;
				}catch{}
				try{
				GameObject.Find ("tesd4").GetComponent<Mouse>().MouseFlag=true;
				}catch{}
				try{
				GameObject.Find ("tesd5").GetComponent<Mouse>().MouseFlag=true;
				}catch{}
				try{
				GameObject.Find ("Friend").GetComponent<Mouse>().MouseFlag=true;
				}catch{}

				setMember2.SetActive(false);		//セットポジションに設置されたキャラオブジェをパッシブに
			
				raceScene = scene.CALCULATION;		//CALCULATIONへシーン移行
				GameObject.Find ("GameMain").GetComponent<GameMain>().GameScene();		//GameMainのシーンをSELECT_CHARAへ移行
				GameObject.Find("SetMember").transform.FindChild("Explanation").gameObject.SetActive(true);
				GameObject.Find("Explanation").transform.FindChild("Supporter").gameObject.SetActive(true);
				gameObject.SetActive(false);		//一旦Raceオブジェをパッシブに
				break;
			}
			break;
		}	
	}
Example #33
0
        static void Main(string[] args)                      //All methods are called here, as well as some of the logic that only needs to happen once
        {
            SoundPlayer backgroundMusic = new SoundPlayer(); //plays background music

            backgroundMusic.SoundLocation = AppDomain.CurrentDomain.BaseDirectory + "\\theme.wav";
            backgroundMusic.PlayLooping();

            Console.ForegroundColor = ConsoleColor.Green;

beginning:

            scene scene = new scene();            //object to call scene methods
            method method         = new method(); //object to call logic methods
            bool   weaponObtained = false;        //string to keep track of whether the use found a weapon

            scene.one();                          //displays the welcome screen
            method.input();                       //checks for user input (this is used a ton)

            switch (method.selectedOption)        //this switch case checks what option the user selected
            {
            case "X":                             //displays info screen
            {
                Console.Clear();
                scene.two();
                method.input();
                if (method.selectedOption == "Z")
                {
                    Console.Clear();
                    goto beginning;
                }
                break;
            }

            case "Z":     //starts game
            {
                Console.Clear();
                goto startgame;
            }

            case "Escape":     //exits to windows
            {
                Environment.Exit(0);
                break;
            }
            }

startgame:

            Console.Clear();
            scene.four(); //launches the first part of the game
            method.input();

            switch (method.selectedOption)
            {
            case "Z":     //user decides to explore vault
            {
                Console.Clear();
                scene.five();
                method.input();
                if (method.selectedOption == "Z")         //user gets some info about the vault
                {
                    method.random();
                    if (method.randomOutput > 2)         //decides whether to give the user a weapon based on random number generation
                    {
                        Console.Clear();
                        scene.seven();
                        weaponObtained = true;
                        method.input();
                        if (method.selectedOption == "Z")
                        {
                            Console.Clear();
                            goto outside;
                        }
                    }
                    else         //forces the user to go outside of the vault regardless of whether they found a weapon
                    {
                        Console.Clear();
                        scene.eight();
                        method.input();
                        if (method.selectedOption == "Z")
                        {
                            goto outside;
                        }
                    }
                }
                break;
            }

            case "X":     //takes the user outside of the vault since they didn't explore
            {
                Console.Clear();
                goto outside;
            }

            case "Escape":     //takes the user back to the main menu
            {
                Console.Clear();
                goto beginning;
            }
            }

outside:

            Console.Clear();
            scene.nine(); //user exits the vault, and hears a noise coming from his old neighborhood. user has to decide whether to investigate
            method.input();

            switch (method.selectedOption)
            {
            case "Z":     //user decides not to investigate
            {
                Console.Clear();
                scene.ten();
                method.input();
                if (method.selectedOption == "X")         //user dies and has to start from beginning
                {
                    Console.Clear();
                    scene.eleven();
                    method.input();
                    if (method.selectedOption == "Escape")
                    {
                        Console.Clear();
                        goto beginning;
                    }
                }
                break;
            }

            case "X":
            {
                goto walktonoise;         //user decides to investigate
            }
            }

walktonoise:

            Console.Clear();
            scene.twelve();
            method.input();

            switch (method.selectedOption) //user discovers raiders
            {
            case "Z":                      //tries to befriend raiders
            {
                Console.Clear();
                scene.thirteen();
                method.input();
                if (method.selectedOption == "ESC")         //dies
                {
                    Console.Clear();
                    goto beginning;
                }
                break;
            }

            case "X":     //sneaks up on raiders
            {
                Console.Clear();
                goto killraiders;         //jumps to killing raiders
            }
            }

killraiders:

            if (weaponObtained == true) //checks if you got the weapon
            {
                method.random();
                if (method.randomOutput > 2) //random number generator for odds of killing raiders
                {
                    Console.Clear();
                    scene.fourteen();
                    method.input();
                    if (method.selectedOption == "Z") //gonna shoot the weapon
                    {
                        Console.Clear();
                        scene.sixteen();
                        method.input();
                        if (method.selectedOption == "Z") //kill the raiders
                        {
                            Console.Clear();
                            scene.eighteen();                      //read note
                            method.input();
                            if (method.selectedOption == "Escape") //go back to main screen
                            {
                                Console.Clear();
                                goto beginning;
                            }
                        }
                    }
                }
                else
                {
                    Console.Clear();
                    scene.fourteen(); //doesnt kill raiders
                    method.input();
                    if (method.selectedOption == "Z")
                    {
                        Console.Clear();
                        scene.seventeen();
                        method.input();
                        if (method.selectedOption == "Escape") //dies
                        {
                            Console.Clear();
                            scene.one();
                            goto beginning; //back to main screen
                        }
                    }
                }
            }
            else
            {
                method.random();
                if (method.randomOutput > 4) //user didn't find weapon, lowers odds of killing raiders
                {
                    Console.Clear();
                    scene.fifteen();
                    method.input();
                    if (method.selectedOption == "Z") //kill raiders
                    {
                        Console.Clear();
                        scene.sixteen();
                        method.input();
                        if (method.selectedOption == "Z") //throw rock
                        {
                            Console.Clear();
                            scene.eighteen();
                            method.input();
                            if (method.selectedOption == "Escape") //finish game
                            {
                                Console.Clear();
                                goto beginning;
                            }
                        }
                    }
                }
                else
                {
                    Console.Clear();
                    scene.fifteen();
                    method.input();
                    if (method.selectedOption == "Z")          //throw rock
                    {
                        if (method.selectedOption == "Escape") //die
                        {
                            Console.Clear();
                            goto beginning;
                        }
                    }
                }
            }
        }