public void SetStageName(string stage_name) { stageName = stage_name; switch (stage_name) { case "Practice": currentMap = Map.practice; break; case "Pillar": currentMap = Map.pillar; break; case "Void": currentMap = Map._void; break; case "Lair": currentMap = Map.lair; break; default: CBUG.Error("WRONG ROOMMNAME GIVEN."); break; } }
/// <summary> /// Returns a smooth value using -x^4 + 1 /// </summary> /// <param name="_x">Current X</param> /// <param name="min">Min X Value [inc]</param> /// <param name="max">Max X Value [inc]</param> /// <param name="swappable">Means if min > max, swap</param> /// <returns></returns> private float Smooth(float _x, float min, float max, bool swappable) { if (max < min && swappable) { float temp = max; max = min; min = temp; } else if (!swappable) { CBUG.Error("MIN GREATER THAN MAX"); } if (_x < min) { return(1f); //Max speed } if (_x > max) { return(1f); //More than arrived, no move. } float x = (_x - min) / (max - min); return(-1f * (x * x * x * x) + 1 + BaseSpeed); }
/// <summary> /// Moves to target selection. Used for mouse support. /// Always does thing, so no need for boolean to verify. /// </summary> /// <param name="targetButton">A valid number between 0 and @MAX_BUTTONS - 1</param> public void _SelectTarget(int targetButton) { if (targetButton > MAX_BUTTONS - 1 || targetButton < 0) { CBUG.Error("TARGET BUTTON EXCEEDS MAXIMUM BUTTONS OF: " + MAX_BUTTONS); return; } currentPage.SelectTarget(targetButton); UFE.PlaySound(moveCursorSound); }
public void SetMSXVolume(float amt) { if (amt < 0f || amt > 1f) { CBUG.Error("Volume amount must be betweeen 0 and 1."); } myMusicAudio.volume = amt; PlayerPrefs.SetFloat("MSXVol", amt); PlayerPrefs.Save(); CBUG.Log("MSXVolume Set"); }
private int getImageNum() { for (int i = 0; i < UIHeads.Length; i++) { if (i == M.PlayerCharNum) { return(i); } } CBUG.Error("No Head Found!"); return(-1); }
private static EndGameManager getRef() { for (int x = 0; x < SceneManager.GetSceneAt(0).GetRootGameObjects().Length; x++) { if (SceneManager.GetSceneAt(0).GetRootGameObjects()[x].name == "EndGameCanvas") { return(SceneManager.GetSceneAt(0).GetRootGameObjects()[x].GetComponent <EndGameManager>()); } //CBUG.Do("RootObjName: " + SceneManager.GetSceneAt(0).GetRootGameObjects()[x]); } CBUG.Error("FRIEND NOT FOUND!"); return(null); }
public void HandleUnityLog(string LogString, string StackTrace, LogType type) { switch (type) { case LogType.Error: CBUG.Error(type.ToString() + LogString + "/n" + StackTrace); break; case LogType.Exception: CBUG.Error(type.ToString() + LogString + "/n" + StackTrace); break; default: break; } }
public Photon.Realtime.Room GetRoom() { if (CurrentServerUserDepth == ServerDepthLevel.Offline) { return(null); //??? TODO HANDLE BETTER } else if (CurrentServerUserDepth == ServerDepthLevel.InRoom) { return(PhotonNetwork.CurrentRoom); } else { CBUG.Error("We are not currently in a room!"); return(null); //??? TODO HANDLE BETTER! } }
public bool IsLocalClient(PhotonView playerView) { if (CurrentServerUserDepth == ServerDepthLevel.Offline) { return(true); } else if (CurrentServerUserDepth == ServerDepthLevel.InRoom) { return(playerView.IsMine); } else { CBUG.Error("This can only be called when player is in a room or offline! You're currently in: " + CurrentServerUserDepth.ToString()); return(false); } }
public int GetLocalPlayerID() { if (CurrentServerUserDepth == ServerDepthLevel.Offline) { return(1); } else if (CurrentServerUserDepth == ServerDepthLevel.InRoom) { return(PhotonNetwork.LocalPlayer.ActorNumber); //??? unchanging? Unique? Todo; } else { CBUG.Error("This can only be called when player is in a room or offline! You're currently in: " + CurrentServerUserDepth.ToString()); return(PhotonNetwork.LocalPlayer.ActorNumber); } }
/// <summary> /// To other Menu Canvas "Scenes" or to an in-game scene. /// </summary> /// <param name="to">To.</param> public void GoTo(int to) { switch (to) { case (int)Menu.main: switchCanvas((int)Menu.main); break; case (int)Menu.map: N.JoinServer(true); StartCoroutine(gotoMap()); break; case (int)Menu.chara: StartCoroutine(gotoCharacterSelect()); break; case (int)Menu.options: switchCanvas((int)Menu.options); break; case (int)Menu.ingame: //game is actually loaded up from map -> chara. //This just disables the main menu. switchCanvas((int)Menu.ingame); unloadMenu(); PlayMSX(1); GameObject.FindGameObjectWithTag("StageCamera").GetComponent <AudioListener>().enabled = true; break; case (int)Menu.practice: loadStage(); switchCanvas((int)Menu.ingame); unloadMenu(); PlayMSX(1); break; case -1: //Disabling all UI switchCanvas(-1); break; default: CBUG.Error("BAD MENU SCENE GIVEN!! :: " + to); break; } }
public string GetLocalUsername() { if (CurrentServerUserDepth == ServerDepthLevel.Offline) { return(_fakeServer.Username); } else if (CurrentServerUserDepth == ServerDepthLevel.InRoom) { string username = PhotonNetwork.LocalPlayer.UserId; username = username.Substring(0, username.IndexOf('_')); return(username); } else { CBUG.Error("Username only available when Offline or InRoom, this was called at " + CurrentServerUserDepth.ToString() + "."); return(null); } }
public GameObject SpawnObject(string resourceName, Vector3 spawnLoc, Quaternion spawnRot) { if (CurrentServerUserDepth == ServerDepthLevel.Offline) { GameObject instance = Instantiate(Resources.Load(resourceName, typeof(GameObject)), spawnLoc, spawnRot) as GameObject; return(instance); /// ??? todo make playerlist local ref } else if (CurrentServerUserDepth == ServerDepthLevel.InRoom) { GameObject PlayerObj = PhotonNetwork.Instantiate(resourceName, spawnLoc, spawnRot); return(PlayerObj); } else { CBUG.Error("SpawnObject only available when Offline or InRoom, this was called at " + CurrentServerUserDepth.ToString() + "."); return(null); } }
public void SaveData(string label, System.Object data) { if (CurrentServerUserDepth == ServerDepthLevel.Offline) { _fakeServer.DataStore.Remove(label); _fakeServer.DataStore.Add(label, data); } else if (CurrentServerUserDepth == ServerDepthLevel.InRoom) { ExitGames.Client.Photon.Hashtable roomProps = PhotonNetwork.CurrentRoom.CustomProperties; roomProps.Remove(label); roomProps.Add(label, data); PhotonNetwork.CurrentRoom.SetCustomProperties(roomProps); } else { CBUG.Error("SaveData only available when Offline or InRoom, this was called at " + CurrentServerUserDepth.ToString() + "."); } }
public GameObject SpawnPlayer(Vector3 pos, Quaternion rot, string ResourceName = "PhotonArenaPlayer") { if (CurrentServerUserDepth == ServerDepthLevel.Offline) { _fakeServer.totalPlayers++; //spawn player? ???todo return(null); } else if (CurrentServerUserDepth == ServerDepthLevel.InRoom) { //ExitGames.Client.Photon.Hashtable roomProps = PhotonNetwork.CurrentRoom.CustomProperties; //roomProps.Add(label, data); return(PhotonNetwork.Instantiate(ResourceName, pos, rot)); } else { CBUG.Error("Spawn Player only available when Offline or InRoom, this was called at " + CurrentServerUserDepth.ToString() + "."); } return(null); }
void HurtAnim(int hurtNum) { switch (hurtNum) { case 1: anim.SetBool("HurtSmall", true); break; case 2: anim.SetBool("HurtMedium", true); break; case 3: anim.SetBool("HurtBig", true); break; default: CBUG.Error("BAD ANIM NUMBER GIVEN"); break; } }
public System.Object GetData(string label) { //todo ??? Make generic bool containsData = true; if (CurrentServerUserDepth == ServerDepthLevel.Offline) { if (_fakeServer.DataStore.ContainsKey(label)) { return(_fakeServer.DataStore[label] as System.Object); } else { newData = false; containsData = false; } } else if (CurrentServerUserDepth == ServerDepthLevel.InRoom) { ExitGames.Client.Photon.Hashtable roomProps = PhotonNetwork.CurrentRoom.CustomProperties; if (roomProps.ContainsKey(label)) { newData = false; return(roomProps[label] as System.Object); } else { containsData = false; } } else { CBUG.Error("GetData only available when Offline or InRoom, this was called at " + CurrentServerUserDepth.ToString() + "."); } if (containsData == false) { CBUG.Error("No data was found for " + label + "."); } return(null); }
private IEnumerator gotoCharacterSelect() { if (rmAction == RoomAction.unset) { CBUG.Error("No room action given! Create or Join?"); } else if (rmAction == RoomAction.join) { N.JoinRoom(); } else { N.CreateRoom(); } timeConnecting = Time.time; ToggleConnectLoadScreen(true); GoTo(-1); while (!PhotonNetwork.inRoom) { if (Time.time - timeConnecting > ConnectToRoomMaxWaitTime) { GoTo(1); MapUI.FullRoomWarning.SetActive(true); break; } else { yield return(null); } } if (PhotonNetwork.inRoom) { switchCanvas((int)Menu.chara); loadStage(); //the InGame map is loaded in the background. } ToggleConnectLoadScreen(false); }
// the following methods are implemented to give you some context. re-implement them as needed. public virtual void OnFailedToConnectToPhoton(DisconnectCause cause) { CBUG.Error("Failed to Connect!"); CBUG.Error("Cause: " + cause); M.GoBack(); }