public void UpdateMusic(GameController.GameState state) { switch (state) { case GameController.GameState.Menu: credits.TransitionTo(transition); break; case GameController.GameState.Credits: credits.TransitionTo(transition); break; case GameController.GameState.Playing: racing.TransitionTo(transition); break; case GameController.GameState.Selection: selection.TransitionTo(transition); break; case GameController.GameState.Win: win.TransitionTo(transition); break; case GameController.GameState.Lose: lose.TransitionTo(transition); break; } }
protected void OnStateChanged(GameController.GameState oldState, GameController.GameState newState) { switch (newState) { case GameController.GameState.Player1Roll: StateText.text = "White: Roll"; break; case GameController.GameState.Player2Roll: StateText.text = "Black: Roll"; break; case GameController.GameState.Player1Select: StateText.text = "White: Move"; break; case GameController.GameState.Player2Select: StateText.text = "Black: Move"; break; } if (newState == GameController.GameState.Player1Roll || newState == GameController.GameState.Player2Roll) { CurrentRollText.fontSize = 14; CurrentRollText.text = "Roll"; } }
void OnChangeGameState(GameController.GameState state) { if (state == GameController.GameState.Retry) { animator.SetBool("IsOpen", false); } }
/* Fragt die eingehenden Signale regelmaessig ab. * Laeuft die Anwendung nicht in der Cave, wird aus dieser Funktion herausgesprungen. * Fragt auch ab ob die Tastatur oder der Gamecontroller verwendet wird. * Ist die Anwendung am laufen und der Stop-Knopf wurde gedruekt, so wird die Anwendung gestoppt. * Ist die Anwengung am laufen und der Reset-Knof wurde gedruekt, so wird die Anwendung neu gestartet. * Wartet die Anwendung auf den (ersten) Start und der Start-Knopf wurde gedruekt, so startet das Spiel. * */ void Update() { if (Input.GetKey(ButtonQuit)) { // can be done with every input device and also by clients //dan //GameController.EndGame (); } if (!Config.IsServer) { return; } CheckControllerChange(); //dan GameController.GameState state = GameController.GetState(); if (ButtonStop.GetButtonDown() && state == GameController.GameState.Started) { GameController.StopGame(); } else if (ButtonReset.GetButtonDown() && state == GameController.GameState.Started) { GameController.RestartGame(); } else if (ButtonStart.GetButtonDown() && (state == GameController.GameState.WaitForStart || state == GameController.GameState.WaitForFirstStart)) { GameController.StartGame(); } CheckStateChange(); }
// string for button instructions on screen by GameState private string GetButtonString() { string text = ""; //dan GameController.GameState state = GameController.GetState(); switch (state) { case GameController.GameState.WaitForFirstStart: if (Config.InputDevice != Config.Device.Keyboard) { text += "Press " + ButtonStart.GetCurrentButton(Config.Device.Keyboard) + " to Play and change to Keyboard" + System.Environment.NewLine; } break; case GameController.GameState.WaitForStart: text += "Press " + ButtonStart.GetCurrentButton() + " to Play"; break; case GameController.GameState.Started: text += "Press " + ButtonReset.GetCurrentButton() + " to Restart "; text += "Press " + ButtonStop.GetCurrentButton() + " to Stop"; break; default: break; } return(text); }
private void InitTeleports(GameController.GameState gameState) { if (!teleporterManager) { teleporterManager = Instantiate <TeleporterManager>(teleporterManagerPrefab); teleporterManager.SetBoardManager(this); } }
public void ShowTextPanel(GameController.GameState state) { textPanel.SetActive(true); if (state == GameController.GameState.DressupScreen) { actualText.text = textIntro; } }
private void OnGameStateChanged(GameController.GameState gameState) { if (!currentPoint) { currentPoint = boardManager.BoardViews.FindBoardViewByIndexBoard(1); nextPoint = NextBoardPosition(); transform.position = boardManagerPosition + currentPoint.BoardPosition; } }
//dan /* Ueberwacht den Status des Spiels. * Dabei werden folgende Zustaende unterschieden: * - WaitForClientsSERVERONLY: Der Server wartet auf die Clients. * - WaitForFirstStart: Es wird auf den ersten Start des Spiels gewartet. * - WaitForStart: Es wird auf den Start des Spiels gewartet. * - Started: Das Spiel ist gestartet. */ private void CheckStateChange() { GameController.GameState currentState = GameController.GetState(); if (currentState != LastState) { SetButtonsOnAllSERVERONLY(GetButtonString()); } LastState = currentState; }
void GameStateChange(GameController.GameState state) { if (state == GameController.GameState.GameOver) { label.enabled = true; } else { label.enabled = false; } }
void Update() { estaEnElSuelo = transform.position.y == posicionInicialY; GameController.GameState estadoDelJuego = juego.GetComponent <GameController>().estadoDelJuego; bool jugadorPresionaSaltar = (Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown(KeyCode.UpArrow)); if (estadoDelJuego == GameController.GameState.Playing && jugadorPresionaSaltar) { Saltar(); } }
public void showEndScreen(GameController.GameState state) { if (state == GameController.GameState.Succeed) { succeedMenu.SetActive(true); } else if (state == GameController.GameState.Failed) { failedMenu.SetActive(true); } else { Debug.LogError("Game State Error"); } }
void ChangeGameState(GameController.GameState state) { switch (state) { case GameController.GameState.Title: enabled = false; break; case GameController.GameState.Play: enabled = true; break; case GameController.GameState.GameOver: break; } }
public void RestartButtonClicked() { restartPanel.SetActive(true); Time.timeScale = 0.0f; // set gamestate previousState = controller.state; controller.state = GameController.GameState.RestartConfirm; // save buttons state for use if canceled buttonsMapping[startButton.GetComponent <Button>()] = startButton.GetComponent <Button>().enabled; buttonsMapping[pauseButton.GetComponent <Button>()] = pauseButton.GetComponent <Button>().enabled; buttonsMapping[goBackButton.GetComponent <Button>()] = goBackButton.GetComponent <Button>().enabled; // disable all buttons except for restart startButton.GetComponent <Button>().enabled = false; pauseButton.GetComponent <Button>().enabled = false; goBackButton.GetComponent <Button>().enabled = false; }
public IEnumerator _gameOver(GameController.GameState state) { player.died -= onPlayerDied; player.interactedWithCircle -= onPlayerInteraction; player.reflectionStarted -= onPlayerStartReflection; if (state == GameController.GameState.Win) { yield return(StartCoroutine(player._gameOver())); foreach (CirclePart circlePart in parts.Shuffle(new System.Random())) { StartCoroutine(circlePart._gameOver()); yield return(new WaitForSeconds(.05f)); } } }
// ============================================================================= // ============================================================================= // METHODS UNITY --------------------------------------------------------------- /* Initialisierung der Objekte ButtonStart, ButtonReset und ButtonStop. * Der GameController GameController wird auf Instance gesetzt. * Die Variable LastState wird auf den Status von GameController gesetzt, welcher beim Start der Klasse aktiv ist. */ void Awake() { Config = GameObject.FindWithTag("Config").GetComponent <Config> (); NetView = networkView; //dan Debug.Log(">>>>>PlayerInteractionGame_Awake"); GameController = GameController.Instance; LastState = GameController.GetState(); ButtonStart = new InteractionKey(InteractionKey.MouseKey.Right, "[0]", "START", "(1)"); ButtonStart.Initialize(); ButtonReset = new InteractionKey(InteractionKey.MouseKey.None, "[0]", "START", "(1)"); ButtonReset.Initialize(); ButtonStop = new InteractionKey(InteractionKey.MouseKey.None, "[1]", "BACK", "(2)"); ButtonStop.Initialize(); }
// ============================================================================= // ============================================================================= // METHODS UNITY --------------------------------------------------------------- /* Initialisierung der Objekte ButtonStart, ButtonReset und ButtonStop. * Der GameController GameController wird auf Instance gesetzt. * Die Variable LastState wird auf den Status von GameController gesetzt, welcher beim Start der Klasse aktiv ist. */ void Awake() { Config = GameObject.FindWithTag ( "Config" ).GetComponent<Config> (); NetView = networkView; //dan Debug.Log(">>>>>PlayerInteractionGame_Awake"); GameController = GameController.Instance; LastState = GameController.GetState (); ButtonStart = new InteractionKey(InteractionKey.MouseKey.Right, "[0]", "START" , "(1)"); ButtonStart.Initialize (); ButtonReset = new InteractionKey(InteractionKey.MouseKey.None, "[0]", "START" , "(1)"); ButtonReset.Initialize (); ButtonStop = new InteractionKey(InteractionKey.MouseKey.None, "[1]", "BACK" , "(2)"); ButtonStop.Initialize (); }
void OnChangeGameState(GameController.GameState state) { switch (state) { case GameController.GameState.Title: gameObject.SetActive(true); label.text = "START"; break; case GameController.GameState.GameOver: gameObject.SetActive(true); label.text = "RETRY"; break; case GameController.GameState.Play: gameObject.SetActive(false); break; } }
void ChangeGameState(GameController.GameState state) { switch (state) { case GameController.GameState.Title: enabled = false; rigidbody2D.isKinematic = true; break; case GameController.GameState.Play: enabled = true; rigidbody2D.isKinematic = false; break; case GameController.GameState.GameOver: enabled = false; rigidbody2D.velocity = Vector3.zero; break; } }
public async void gameOver(GameController.GameState state) { progress.hide(); await Task.Delay(500); continuePanel.showProgress(gameController.score); //switch (state) { // case GameController.GameState.Lose: { // break; // } // case GameController.GameState.Win: { // break; // } // default: break; //} await Task.Delay(1000); continuePanel.showContinueButton(); }
// Update is called once per frame void Update() { GameController.GameState state = GameController.Instance.GetState(); switch (state) { case GameController.GameState.STARTED: score.SetText("SCORE " + GameController.Instance.SCORE); break; } if (Input.GetKeyDown(KeyCode.Escape)) { if (state == GameController.GameState.PAUSED) { Resume(); } else if (state == GameController.GameState.STARTED) { Pause(); } } }
public void HandleGameStateChange(object sender, GameController.GameState state) { switch (state) { case GameController.GameState.Start: ShowPanel(false); break; case GameController.GameState.Pause: SetPanelText(_pauseHeader, _pauseText); ShowPanel(true); break; case GameController.GameState.Resume: ShowPanel(false); break; case GameController.GameState.WaveFailed: SetPanelText(_waveFailedHeader, _waveFailedText); ShowPanel(true); break; case GameController.GameState.GameOver: SetPanelText(_gameOverHeader, _gameOverText); ShowPanel(true); break; default: break; } }
public void ManageCanvas(GameController.GameState gameState, float timeScale = 0f) { gameUI.SetActive(gameState == GameController.GameState.Running); pauseMenu.SetActive(gameState == GameController.GameState.Paused); Time.timeScale = timeScale; }
//dan /* Ueberwacht den Status des Spiels. * Dabei werden folgende Zustaende unterschieden: * - WaitForClientsSERVERONLY: Der Server wartet auf die Clients. * - WaitForFirstStart: Es wird auf den ersten Start des Spiels gewartet. * - WaitForStart: Es wird auf den Start des Spiels gewartet. * - Started: Das Spiel ist gestartet. */ private void CheckStateChange() { GameController.GameState currentState = GameController.GetState (); if ( currentState != LastState ) { SetButtonsOnAllSERVERONLY ( GetButtonString () ); } LastState = currentState; }
void UpdateGameUI(GameController.GameState gameState) { switch (gameState) { case GameController.GameState.TITLE_SCREEN: { if (null != m_TitleScreen) { m_TitleScreen.SetActive(true); } if (null != m_GameOverScreen) { m_GameOverScreen.SetActive(false); } if (null != m_HUD) { m_HUD.SetActive(false); } break; } case GameController.GameState.PLAYING: { if (null != m_TitleScreen) { m_TitleScreen.SetActive(false); } if (null != m_GameOverScreen) { m_GameOverScreen.SetActive(false); } if (null != m_HUD) { m_HUD.SetActive(true); } break; } case GameController.GameState.GAME_OVER: { if (null != m_TitleScreen) { m_TitleScreen.SetActive(false); } if (null != m_GameOverScreen) { m_GameOverScreen.SetActive(true); } if (null != m_HUD) { m_HUD.SetActive(false); } break; } } }
private void GameStateChanged(GameController.GameState state) { System.Text.StringBuilder debugInfo = new System.Text.StringBuilder(); debugInfo.AppendLine("New game state is " + state.ToString()); debugInfo.AppendLine(string.Format("Playing mission {0} of {1}", GameController.Instance.GameData.MissionList.Count + 1, GameController.Instance.GameData.NumberOfMissions)); switch (state) { default: case GameController.GameState.Default: // Clear all UI foreach (IPlayer v in playerViews) { v.SetState(IPlayerState.Idle); } break; case GameController.GameState.TeamAssembly: foreach (IPlayer v in playerViews) { v.SetState(IPlayerState.Idle); } playerViews[GameController.Instance.LeaderId].PopulatePlayerPicker( GameController.Instance.PlayerList, GameController.Instance.CurrentMission.Settings.NumberOfAttendees); playerViews[GameController.Instance.LeaderId].SetState(IPlayerState.GroupAssembly); playerViews[GameController.Instance.LeaderId].OnTeamPicked += TeamPicked; debugInfo.AppendLine(string.Format("Going on a mission with {0} players.", GameController.Instance.CurrentMission.Settings.NumberOfAttendees)); debugInfo.AppendLine(string.Format("This is attempt number {0} of {1}", GameController.Instance.CurrentMission.TeamCompositionVoteList.Count, GameController.Instance.CurrentMission.Settings.MaxVoteRounds)); break; case GameController.GameState.TeamCompositionVote: // TODO show mission view stuff here foreach (IPlayer v in playerViews) { v.SetState(IPlayerState.GroupCompositionVote); } debugInfo.AppendLine(string.Format("This is voting attempt number {0} of {1}", GameController.Instance.CurrentMission.TeamCompositionVoteList.Count, GameController.Instance.CurrentMission.Settings.MaxVoteRounds)); break; case GameController.GameState.MissionVote: Mission m = GameController.Instance.CurrentMission; for (int i = 0; i < playerViews.Count; i++) { if (m.MissionVoteList.Find((PlayerVote v) => { return(v.PlayerID == i); }) != null) { playerViews[i].SetState(IPlayerState.MissionVote); } else { playerViews[i].SetState(IPlayerState.Idle); } } break; case GameController.GameState.Finished: // TODO: Display who won debugInfo.AppendLine("Game is finished"); debugInfo.AppendLine("This should show which team won, but it's not implemented yet"); SceneManager.LoadScene(0); break; } debugLabel.text = debugInfo.ToString(); }
public GameStateChangedSignal(GameController.GameState state) { State = state; }