Exemple #1
0
    //
    static void Create()
    {
        Debug.Log("DEBUG: GameCounter [case3]: Create new GameCounter Object");
        GameObject gameCounterObject = new GameObject("GameCounter");

        s_Instance = gameCounterObject.AddComponent <GameCounter> ();
    }
Exemple #2
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        /// <summary>
        /// Called when the <see cref="CurrentGame"/> is over.
        /// </summary>
        public void CurrentGameFinished()
        {
            Game <TTeam> endingGame = CurrentGame;

            Games.Add(endingGame);
            if (endingGame.WinnerTeam == TeamA)
            {
                GameCounter.IncrementA();
            }
            else if (endingGame.WinnerTeam == TeamB)
            {
                GameCounter.IncrementB();
            }
            (GameCountA, GameCountB) = (GameCounter.GameCountA, GameCounter.GameCountB);
            //ServiceRight.OnGameOver();
            if (GameCounter.IsSetOver)
            {
                _ = OnCurrentGameFinished(endingGame);
                if (GameCountA == GameCountB)
                {
                    throw new InvalidProgramException("Cannot win the set while in tie!");
                }
                Winner = GameCountA < 0 ? TeamA : TeamB;
                OnSetOver();
                Match.CurrentSetFinished();
            }
            else
            {
                CurrentGame = OnCurrentGameFinished(endingGame);
            }
        }
Exemple #3
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 // Use this for initialization
 void Start()
 {
     gameCounter         = GameObject.Find("GameCounter");
     gc                  = gameCounter.GetComponent <GameCounter>();
     mTrackableBehaviour = GetComponent <TrackableBehaviour>();
     if (mTrackableBehaviour)
     {
         mTrackableBehaviour.RegisterTrackableEventHandler(this);
     }
 }
Exemple #4
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 /*
  *
  */
 void OnMouseDown()
 {
     gc = GameObject.Find("CamManager").GetComponent <GameCounter>();
     gc.score++;
     for (int i = 0; i < 2; i++)
     {
         sources[i].clip = clips[i];
         AudioSource.PlayClipAtPoint(clips[i], Camera.main.transform.position);
     }
     Destroy(gameObject);
 }
 // Use this for initialization
 void Start()
 {
     if (instance == null)
     {
         instance = this;
     }
     else if (instance != this)
     {
         Destroy(gameObject);
     }
     DontDestroyOnLoad(gameObject);
 }
Exemple #6
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    public bool TryUpdateMaxValue(GameCounter maxValue, int newValue)
    {
        Debug.Assert(IsMaxCounter(maxValue));

        if (newValue <= Counters[(int)maxValue])
        {
            return(false);
        }

        Counters[(int)maxValue] = newValue;
        return(true);
    }
Exemple #7
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    /*
     *
     */
    void OnMouseDown()
    {
        if (!exploded)
        {
            top.AddComponent <Rigidbody>();
            middle.AddComponent <Rigidbody>();
            bottom.AddComponent <Rigidbody>();
            gc = GameObject.Find("SceneManager").GetComponent <GameCounter>();
            gc.snowmanCounter++;
            exploded = !exploded;
        }

        //Destroy(gameObject);
    }
Exemple #8
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        /// <summary>
        /// Cancels the previous game.
        /// Used when the previous set's information was incorrect.
        /// </summary>
        public (IEnumerable <Receive>, Game <TTeam>) CancelPreviousGame()
        {
            if (Games.Count < 1)
            {
                throw new InvalidOperationException("Cannot rollback from empty state!");
            }
            var g = CurrentGame = Games.Last();

            Games.Remove(g);
            GameCounter.Rollback();
            (GameCountA, GameCountB) = (GameCounter.GameCountA, GameCounter.GameCountB);
            //ServiceRight.OnGameCancelled();
            OnPreviousGameCanceled(g);
            return(g.CancelRally(), g);
        }
Exemple #9
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        public static string ActionDisplayString(GameCounter counter)
        {
            switch (counter)
            {
            case GameCounter.unlocked_paintball: return("Paintball required (<#ffffff>{0}</color>/<#ffffff>{1}</color>)");

            case GameCounter.Player_Death:      return("Look On The Bright Side Of Death (<#ffffff>{0}</color>/<#ffffff>{1}</color>)");

            case GameCounter.Kill_Any:          return("Kill Enemies Of Any Type (<#ffffff>{0}</color>/<#ffffff>{1}</color>)");

            case GameCounter.Kill_BigWalker:    return("Kill Big Enemies (<#ffffff>{0}</color>/<#ffffff>{1}</color>)");

            case GameCounter.Kill_Caster:       return("Kill Caster Enemies (<#ffffff>{0}</color>/<#ffffff>{1}</color>)");

            case GameCounter.Score_Nursery_Sum: return("Score a Total Of <#ffffff>{1}</color> at Orc Nursery (<#ffffff>{0}</color>/<#ffffff>{1}</color>)");

            case GameCounter.Score_Earth_Sum:   return("Score a Total Of <#ffffff>{1}</color> at Plane Of Earth (<#ffffff>{0}</color>/<#ffffff>{1}</color>)");

            case GameCounter.Score_Wind_Sum:    return("Score a Total Of <#ffffff>{1}</color> at Plane Of Wind (<#ffffff>{0}</color>/<#ffffff>{1}</color>)");

            case GameCounter.Score_Fire_Sum:    return("Score a Total Of <#ffffff>{1}</color> at Plane Of Fire (<#ffffff>{0}</color>/<#ffffff>{1}</color>)");

            case GameCounter.Score_Storm_Sum:   return("Score a Total Of <#ffffff>{1}</color> at Perfect Storm (<#ffffff>{0}</color>/<#ffffff>{1}</color>)");

            case GameCounter.score_Harmony_Sum: return("Score a Total Of <#ffffff>{1}</color> at Plane Of Harmony (<#ffffff>{0}</color>/<#ffffff>{1}</color>)");

            case GameCounter.Score_Any_Sum:     return("Score a Total Of <#ffffff>{1}</color> Anywhere (<#ffffff>{0}</color>/<#ffffff>{1}</color>)");

            case GameCounter.Max_Score_Nursery: return("Reach a Score Of <#ffffff>{1}</color> at Orc Nursery (<#ffffff>{0}</color>/<#ffffff>{1}</color>)");

            case GameCounter.Max_Score_Earth:   return("Reach a Score Of <#ffffff>{1}</color> at Plane Of Earth (<#ffffff>{0}</color>/<#ffffff>{1}</color>)");

            case GameCounter.Max_Score_Wind:    return("Reach a Score Of <#ffffff>{1}</color> at Plane Of Wind (<#ffffff>{0}</color>/<#ffffff>{1}</color>)");

            case GameCounter.Max_Score_Fire:    return("Reach a Score Of <#ffffff>{1}</color> at Plane Of Fire (<#ffffff>{0}</color>/<#ffffff>{1}</color>)");

            case GameCounter.Max_Score_Storm:   return("Reach a Score Of <#ffffff>{1}</color> at Perfect Storm (<#ffffff>{0}</color>/<#ffffff>{1}</color>)");

            case GameCounter.Max_score_Harmony: return("Reach a Score Of <#ffffff>{1}</color> at Plane Of Harmony (<#ffffff>{0}</color>/<#ffffff>{1}</color>)");

            case GameCounter.Max_Score_Any:     return("Reach a Score Of <#ffffff>{1}</color> Anywhere (<#ffffff>{0}</color>/<#ffffff>{1}</color>)");

            default: return("Unknown: " + counter.ToString());
            }
        }
Exemple #10
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 // Use this for initialization
 void Start()
 {
     anim        = GetComponent <Animator>();
     gameCounter = GameObject.Find("GameCounter");
     gc          = gameCounter.GetComponent <GameCounter>();
 }
Exemple #11
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 public int GetCounter(GameCounter counter)
 {
     return(Counters[(int)counter]);
 }
Exemple #12
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 public void SetCounter(GameCounter counter, int amount)
 {
     Counters[(int)counter] = amount;
 }
Exemple #13
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    public void UpdateCounter(GameCounter counter, int amount)
    {
        Debug.Assert(!IsMaxCounter(counter));

        Counters[(int)counter] += amount;
    }
Exemple #14
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 public bool ReqMet(int req, GameCounter counter)
 {
     return(Counters[(int)counter] >= req);
 }
Exemple #15
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 public bool IsMaxCounter(GameCounter counter)
 {
     return(counter > GameCounter.Max_First && counter < GameCounter.Max_Last);
 }
Exemple #16
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        // Important: All counter events must go through here so unlocks can be checked
        public static void CounterEvent(GameCounter counter, int amount)
        {
            if (GameManager.Instance.CurrentDeedData.Deed == DeedEnum.Sandbox)
            {
                // Seems ok to do this check here. Sandbox events do not count towards unlocks.
                return;
            }

            if (SaveGame.Members.IsMaxCounter(counter))
            {
                SaveGame.Members.TryUpdateMaxValue(counter, amount);
            }
            else
            {
                SaveGame.Members.UpdateCounter(counter, amount);
            }

            const float DisplayTime = 3.0f;

            var blink      = GameManager.Instance.TextNewUnlock.GetComponent <TextBlinkScript>();
            var blinkTrans = GameManager.Instance.TextNewUnlock.transform;

            // This is all pretty ugly. Redundant formatting in dam, overwriting each other etc.

            // Check for new damage
            var newDamage = Unlocks.UnlockEarnedDamage(onlyExactMatch: true);

            foreach (var newDam in newDamage)
            {
                blink.SetText(string.Format("{0} Unlocked!", string.Format("+{0}% Damage", newDam.Amount), SaveGame.Members.ReqMet(newDam.Requirement, newDam.Counter)), DisplayTime);
            }

            // Check for new weapons
            var newWeps = Unlocks.UnlockEarnedWeapons(onlyExactMatch: true);

            foreach (var newWep in newWeps)
            {
                blink.SetText(string.Format("{0} Unlocked!", WeaponBase.WeaponDisplayName(newWep.Type)), DisplayTime);
            }

            // Check for new game modes
            var newModes = Unlocks.UnlockEarnedGameModes(onlyExactMatch: true);

            foreach (var newMode in newModes)
            {
                blink.SetText(string.Format("{0} Unlocked!", GameModeDisplayName(newMode.GameMode)), DisplayTime);
            }

            // Check for new heroes
            var newHeroes = Unlocks.UnlockEarnedHeroes(onlyExactMatch: true);

            foreach (var newHero in newHeroes)
            {
                blink.SetText(string.Format("{0} Unlocked!", newHero.Name), DisplayTime);
            }

            GameManager.Instance.RoundUnlockCount += newDamage.Count + newWeps.Count + newModes.Count + newHeroes.Count;
            bool hadNewUnlock = newDamage.Count > 0 || newWeps.Count > 0 || newModes.Count > 0 || newHeroes.Count > 0;

            if (hadNewUnlock)
            {
                Unlocks.LatestUnlockText = blink.Text.text;

                float basePos = GameManager.Instance.TextUnlockBasePos;
                ((RectTransform)blinkTrans).DOAnchorPosY(basePos - 300, 0.0f);
                ((RectTransform)blinkTrans).DOAnchorPosY(basePos, 0.5f);

                blinkTrans.DOScale(0.5f, 0.0f);
                blinkTrans.DOScale(1.0f, 0.5f);
            }

            // TODO PE: This is sort of hacked. It might be ok for now. If X was present in the newly unlocked weapons then set the corresponding GameCounter.
            UpdateUnlockCounters(newWeps, WeaponType.Paintball, GameCounter.unlocked_paintball);
            UpdateUnlockCounters(newWeps, WeaponType.ShotgunSlug, GameCounter.unlocked_slug);
            UpdateUnlockCounters(newWeps, WeaponType.Rambo, GameCounter.unlocked_rambo);
            UpdateUnlockCounters(newWeps, WeaponType.Staff, GameCounter.unlocked_staff);
        }
Exemple #17
0
 static void UpdateUnlockCounters(List <WeaponUnlockInfo> newWeapons, WeaponType ifThisWasJustUnlocked, GameCounter thenSetThisCounter)
 {
     if (newWeapons.Where(wep => wep.Type == ifThisWasJustUnlocked).Count() == 1)
     {
         GameEvents.CounterEvent(thenSetThisCounter, 1);
     }
 }
    // Use this for initialization
    public void Start()
    {
        gameCounter = GameObject.Find("GameCounter").GetComponent <GameCounter>();

        GameController = GameObject.Find("GameController").GetComponent <GameController>();
    }