void SelectGameMode(int numberModif)
    {
        //Si il y a des GameModes disponibles
        if (availableGameModes != null)
        {
            intSelectedGameMode += numberModif;
            if (intSelectedGameMode < 0)
            {
                intSelectedGameMode = availableGameModes.Length - 1;
            }
            if (intSelectedGameMode > availableGameModes.Length - 1)
            {
                intSelectedGameMode = 0;
            }
            selectedGameModeData  = availableGameModes [intSelectedGameMode];
            textGameModeName.text = selectedGameModeData.gameModeName;

            /* Remettre au debut si le gameMode actuel n'est pas jouable au nombre de joueurs selectionne
             * Exemple : Etre sur 3 joueurs, selectionner teamDeathmatch(joueurMin 3)
             * Mettre le nombe de joueurs sur 1. TDM n'est plus jouable */
            if (selectedGameModeData.gameModeMinPlayer > intSelectedPlayerNumber)
            {
                selectedGameModeData = availableGameModes [0];
            }
            RefreshSelectableLevel();
        }
    }
Exemple #2
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    void SetCurrentGameModeData(GameModeEnum gameMode, bool remember = true)
    {
        switch (gameMode)
        {
        case GameModeEnum.Nursery: CurrentGameModeData = GameModeDataNursery; break;

        case GameModeEnum.Earth: CurrentGameModeData = GameModeDataEarth; break;

        case GameModeEnum.Wind: CurrentGameModeData = GameModeDataWind; break;

        case GameModeEnum.Fire: CurrentGameModeData = GameModeDataFire; break;

        case GameModeEnum.Storm: CurrentGameModeData = GameModeDataStorm; break;

        case GameModeEnum.Harmony: CurrentGameModeData = GameModeDataHarmony; break;

        case GameModeEnum.Deed: CurrentGameModeData = GameModeDataDeed; break;

        default: CurrentGameModeData = GameModeDataNursery; break;
        }
        LatestGameModeData = CurrentGameModeData;

        SetGameModeText(GameMode);
        Floor.material.color = CurrentGameModeData.BackgroundTint;
        UpdateButtonStates();
    }
    void RefreshGameModeList()
    {
        string[] foundGUIDAssets;

        foundGUIDAssets = AssetDatabase.FindAssets("t:GameModeData");

        gameModeListData.gameModeDatas      = new GameModeData[foundGUIDAssets.Length];
        gameModeListData.gameModeStringList = new string[foundGUIDAssets.Length];

        foreach (string zzz in foundGUIDAssets)
        {
            Debug.Log("GameModeData" + AssetDatabase.GUIDToAssetPath(zzz));
        }

        for (int i = 0; i < foundGUIDAssets.Length; i++)
        {
            GameModeData zzz = (GameModeData)AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(foundGUIDAssets[i]), typeof(GameModeData));
            gameModeListData.gameModeDatas[i] = zzz;
            Debug.Log("Saved" + gameModeListData.gameModeDatas[i]);
            gameModeListData.gameModeStringList [i] = zzz.ToString();
        }

        //string dataPath = "Assets/Resources/GameModeListData/Data/";
        //dataPath += "GameModeList" + ".asset";

        GameModeListData dataGameModeList = (GameModeListData)AssetDatabase.LoadAssetAtPath(UsefulPath.listGameModeData, typeof(GameModeListData));

        dataGameModeList.gameModeDatas = gameModeListData.gameModeDatas;
        EditorUtility.SetDirty(dataGameModeList);
    }
Exemple #4
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    IEnumerator LoadSceneAsync(GameModeData.GAMEMODE next)
    {
        // フェードアウトしてから
        GameFadeManager.Instance.StartFade(GameFadeManager.FadeType.FADE_OUT, 30);
        while (GameFadeManager.Instance.IsFade())
        {
            yield return(null);
        }

        // シーンの非同期読み込み
        string         sceneName = GameResourcePath.GetSceneName(next);
        AsyncOperation asyncOP   = SceneManager.LoadSceneAsync(sceneName);

        while (!asyncOP.isDone)
        {
            yield return(null);
        }

        GameModeData.ChangeGameMode(next);

        // フェードイン
        GameFadeManager.Instance.StartFade(GameFadeManager.FadeType.FADE_IN, 30);
        while (GameFadeManager.Instance.IsFade())
        {
            yield return(null);
        }

        m_bLoad = false;
    }
Exemple #5
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 void OnStartDeed(DeedData deedData)
 {
     deedData.Reset();
     CurrentDeedData = deedData;
     GameModeData.UpdateWithDeedData(GameModeDataDeed, CurrentDeedData);
     SetCurrentGameModeData(GameModeEnum.Deed, remember: false);
     StartGame();
 }
Exemple #6
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    void InitializeGameMode()
    {
        string gameModeName     = gameManager.levelData.gameMode.name;
        string gameModeDataPath = UsefulPath.gameModeData + gameModeName + ".asset";

        //Debug.Log (gameModeDataPath);

        GameModeData tempData = (GameModeData)AssetDatabase.LoadAssetAtPath(gameModeDataPath, typeof(GameModeData));

        gameManager.currentGameMode = tempData.gameMode;

        gameManager.currentGameMode.Initialize();

        gamemodeIsLoaded = true;
    }
Exemple #7
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    public void OnEnable()
    {
        // This is annoying. OnEnable is called right after Awake (eg before Start) when the cache precreates the objects, if the prefab is enabled.
        // On the other hand, if the prefab is NOT enabled, the first OnEnable call is called AFTER Start. So we don't know which is which here.
        if (GameManager.Instance == null || GameManager.Instance.CurrentDeedData == null)
        {
            return;
        }

        GameMode = GameManager.Instance.CurrentGameModeData;
        PreEnable();
        GameManager.Instance.RegisterEnemy(this);
        StartCoroutine(SpawnAnimCo());
        PostEnable();
    }
Exemple #8
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 public void LoadGameModeData(GameModeData gameModeData)
 {
     gameModeName               = gameModeData.gameModeName;
     gameModeDescription        = gameModeData.gameModeDescription;
     timeLimit                  = gameModeData.timeLimit;
     scoreLimit                 = gameModeData.scoreLimit;
     roundBased                 = gameModeData.roundBased;
     numberOfRounds             = gameModeData.numberOfRounds;
     zoneBased                  = gameModeData.zoneBased;
     pointsPerScondInZone       = gameModeData.pointsPerScondInZone;
     zoneChangeInterval         = gameModeData.zoneChangeInterval;
     preMatchRoundTimerDuration = gameModeData.preMatchRoundTimerDuration;
     pointsPerKill              = gameModeData.pointsPerKill;
     resetBothPlayers           = gameModeData.resetBothPlayers;
     gauntletStartsIncomplete   = gameModeData.gauntletStartsIncomplete;
     respawnImmunity            = gameModeData.respawnImmunity;
     AMRAuthorized              = gameModeData.AMRAuthorized;
 }
Exemple #9
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        /// <summary>
        /// Initializes a new battle.
        /// </summary>
        public static void InitBattle(Player[] Players, GameModeData GameMode)
        {
            if (Players.Length <= 0)
            {
                return;
            }

            ArenaData ArenaData = null;

            CommandStorage Storage = new CommandStorage();
            CommandStorage Queue   = new CommandStorage();

            object Locker = new object();

            for (int I = 0; I < Players.Length; I++)
            {
                if (ArenaData == null || Players[I].Arena.DemoteTrophyLimit > ArenaData.DemoteTrophyLimit)
                {
                    ArenaData = Players[I].Arena;
                }
            }

            for (int I = 0; I < Players.Length; I++)
            {
                Player Player = Players[I];

                Player.GameMode.LoadBattleState();

                for (int J = 0; J < Players.Length; J++)
                {
                    Player.GameMode.AddPlayer(Players[J], J);
                }

                Player.GameMode.Battle.SetArena(ArenaData);
                Player.GameMode.Battle.SetLocation(ArenaData.PvPLocationData);
                Player.GameMode.Battle.SetGameMode(GameMode);

                Player.GameMode.SectorManager.SetCommandStorage(Storage);
                Player.GameMode.SectorManager.SetCommandQueue(Queue);
                Player.GameMode.SectorManager.SetLocker(Locker);
            }

            BattleManager.InitBattleTimer(Players, Locker).Start();
        }
 void InitGameModeData()
 {
     gameModeData = (GameModeData)ScriptableObject.CreateInstance(typeof(GameModeData));
 }
    void Start()
    {
        playercontroller = player.GetComponent<PlayerController> ();
        monsterGenerator = this.GetComponent<MonsterGenerator> ();
        monsterGenerator.setSpawnPoints (spawnPoints);
        monsterGenerator.parentSector = this;
        treasureFound = false;

        //	Construct and set goals
        switch (sectorChallenge) {
        case GameEngine.MonsterChallenges.KILL_TIME:
            gameData = new GameModeData.KillTimeModeData();

            /*******	SET THE GOALS HERE	*******/
            ((GameModeData.KillTimeModeData)gameData).setKills(new int[] { 5, 5, 0, 2, 0});
            ((GameModeData.KillTimeModeData)gameData).setTime(60f);

            break;

        case GameEngine.MonsterChallenges.KILL_NO_DAMAGE:
            gameData = new GameModeData.KillNoDamageModeData();

            /*******	SET THE GOALS HERE	*******/
            ((GameModeData.KillNoDamageModeData)gameData).setKills(new int[] {4, 3, 2, 0, 0});

            break;
        }

        //	Set texts to blank
        timerText.text = "";
        if (this.gameObject.name == "Sector1Engine") {
            puzzleText.text = "X";
            puzzle_count = 3;
        }
        else {
            puzzleText.text = "X";
            puzzle_count = 4;
        }

        for (int i = 0; i < enemyTexts.Length; ++i)
            enemyTexts [i].text = "X";

        gameData.parentEngine = this;
    }
Exemple #12
0
 /// <summary>
 /// Sets the game mode.
 /// </summary>
 public void SetGameMode(GameModeData GameMode)
 {
     this.GameModeData = GameMode;
 }
Exemple #13
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 public NPCStrengthHelper(GameModeData data, float strength)
 {
     this._strength     = strength;
     this._gameModeData = data;
 }
Exemple #14
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        /// <summary>
        ///     Initializes a new instance of the <see cref="CsvFiles" /> class.
        /// </summary>
        public static void Initialize()
        {
            if (CsvFiles.Initialized)
            {
                return;
            }

            CsvFiles.Files    = new Dictionary <int, CsvTable>();
            CsvFiles.Paths    = new Dictionary <int, string>();
            CsvFiles.Tilemaps = new Dictionary <string, TilemapData>(32);

            CsvFiles.Spells     = new List <SpellData>(72);
            CsvFiles.Characters = new List <CharacterData>(72);

            CsvFiles.Paths.Add(1, @"Gamefiles/csv_client/locales.csv");
            CsvFiles.Paths.Add(2, @"Gamefiles/csv_client/billing_packages.csv");
            CsvFiles.Paths.Add(3, @"Gamefiles/csv_logic/globals.csv");
            CsvFiles.Paths.Add(4, @"Gamefiles/csv_client/sounds.csv");
            CsvFiles.Paths.Add(5, @"Gamefiles/csv_logic/resources.csv");

            CsvFiles.Paths.Add(9, @"Gamefiles/csv_logic/character_buffs.csv");

            CsvFiles.Paths.Add(10, @"Gamefiles/csv_logic/projectiles.csv");
            CsvFiles.Paths.Add(11, @"Gamefiles/csv_client/effects.csv");
            CsvFiles.Paths.Add(12, @"Gamefiles/csv_logic/predefined_decks.csv");
            CsvFiles.Paths.Add(14, @"Gamefiles/csv_logic/rarities.csv");
            CsvFiles.Paths.Add(15, @"Gamefiles/csv_logic/locations.csv");
            CsvFiles.Paths.Add(16, @"Gamefiles/csv_logic/alliance_badges.csv");

            CsvFiles.Paths.Add(18, @"Gamefiles/csv_logic/npcs.csv");
            CsvFiles.Paths.Add(19, @"Gamefiles/csv_logic/treasure_chests.csv");

            CsvFiles.Paths.Add(20, @"Gamefiles/csv_client/client_globals.csv");
            CsvFiles.Paths.Add(21, @"Gamefiles/csv_client/particle_emitters.csv");
            CsvFiles.Paths.Add(22, @"Gamefiles/csv_logic/area_effect_objects.csv");

            CsvFiles.Paths.Add(26, @"Gamefiles/csv_logic/spells_characters.csv");
            CsvFiles.Paths.Add(27, @"Gamefiles/csv_logic/spells_buildings.csv");
            CsvFiles.Paths.Add(28, @"Gamefiles/csv_logic/spells_other.csv");
            CsvFiles.Paths.Add(29, @"Gamefiles/csv_logic/spells_heroes.csv");

            CsvFiles.Paths.Add(34, @"Gamefiles/csv_logic/characters.csv");
            CsvFiles.Paths.Add(35, @"Gamefiles/csv_logic/buildings.csv");

            CsvFiles.Paths.Add(40, @"Gamefiles/csv_client/health_bars.csv");
            CsvFiles.Paths.Add(41, @"Gamefiles/csv_client/music.csv");
            CsvFiles.Paths.Add(42, @"Gamefiles/csv_logic/decos.csv");
            CsvFiles.Paths.Add(43, @"Gamefiles/csv_logic/gamble_chests.csv");

            CsvFiles.Paths.Add(45, @"Gamefiles/csv_logic/tutorials_home.csv");
            CsvFiles.Paths.Add(46, @"Gamefiles/csv_logic/exp_levels.csv");

            CsvFiles.Paths.Add(48, @"Gamefiles/csv_logic/tutorials_npc.csv");

            CsvFiles.Paths.Add(50, @"Gamefiles/csv_client/background_decos.csv");

            CsvFiles.Paths.Add(52, @"Gamefiles/csv_logic/chest_order.csv");
            CsvFiles.Paths.Add(53, @"Gamefiles/csv_logic/taunts.csv");
            CsvFiles.Paths.Add(54, @"Gamefiles/csv_logic/arenas.csv");
            CsvFiles.Paths.Add(55, @"Gamefiles/csv_logic/resource_packs.csv");
            CsvFiles.Paths.Add(56, @"Gamefiles/csv_client/credits.csv");
            CsvFiles.Paths.Add(57, @"Gamefiles/csv_logic/regions.csv");
            CsvFiles.Paths.Add(58, @"Gamefiles/csv_client/news.csv");
            CsvFiles.Paths.Add(59, @"Gamefiles/csv_logic/alliance_roles.csv");

            CsvFiles.Paths.Add(60, @"Gamefiles/csv_logic/achievements.csv");
            CsvFiles.Paths.Add(61, @"Gamefiles/csv_client/hints.csv");
            CsvFiles.Paths.Add(62, @"Gamefiles/csv_client/helpshift.csv");
            CsvFiles.Paths.Add(63, @"Gamefiles/csv_logic/tournament_tiers.csv");
            CsvFiles.Paths.Add(64, @"Gamefiles/csv_logic/content_tests.csv");
            CsvFiles.Paths.Add(65, @"Gamefiles/csv_logic/survival_modes.csv");
            CsvFiles.Paths.Add(66, @"Gamefiles/csv_logic/shop.csv");
            CsvFiles.Paths.Add(67, @"Gamefiles/csv_logic/event_categories.csv");
            CsvFiles.Paths.Add(68, @"Gamefiles/csv_logic/draft_deck.csv");

            // Paths.Add(70, @"Gamefiles/csv_logic/abilities.csv");

            CsvFiles.Paths.Add(72, @"Gamefiles/csv_logic/game_modes.csv");

            CsvFiles.Paths.Add(74, @"Gamefiles/csv_logic/event_category_definitions.csv");
            CsvFiles.Paths.Add(75, @"Gamefiles/csv_logic/event_category_object_definitions.csv");
            CsvFiles.Paths.Add(76, @"Gamefiles/csv_logic/event_category_enums.csv");
            CsvFiles.Paths.Add(77, @"Gamefiles/csv_logic/configuration_definitions.csv");

            CsvFiles.Paths.Add(79, @"Gamefiles/csv_logic/pve_gamemodes.csv");

            CsvFiles.Paths.Add(81, @"Gamefiles/csv_logic/tve_gamemodes.csv");
            CsvFiles.Paths.Add(82, @"Gamefiles/csv_logic/tutorial_chest_order.csv");
            CsvFiles.Paths.Add(83, @"Gamefiles/csv_logic/skins.csv");
            CsvFiles.Paths.Add(84, @"Gamefiles/csv_logic/quest_order.csv");
            CsvFiles.Paths.Add(85, @"Gamefiles/csv_logic/event_targeting_definitions.csv");
            CsvFiles.Paths.Add(86, @"Gamefiles/csv_logic/shop_cycle.csv");
            CsvFiles.Paths.Add(87, @"Gamefiles/csv_logic/skin_sets.csv");

            foreach (KeyValuePair <int, string> Pair in CsvFiles.Paths)
            {
                if (!File.Exists(Pair.Value))
                {
                    Logging.Error(typeof(CsvFiles), "File.Exists(Path) != true at Initialize().");
                }
                else
                {
                    CsvFiles.Files.Add(Pair.Key, new CsvTable(Pair.Key, Pair.Value));
                }
            }

            foreach (CsvTable CsvTable in CsvFiles.Files.Values)
            {
                foreach (CsvData CsvData in CsvTable.Datas)
                {
                    CsvData.LoadingFinished();
                }
            }

            CsvFiles.MaxExpLevel = CsvFiles.Get(Gamefile.ExpLevels).Datas.Count;

            CsvFiles.GoldData           = CsvFiles.Get(Gamefile.Resources).GetData <ResourceData>("Gold");
            CsvFiles.FreeGoldData       = CsvFiles.Get(Gamefile.Resources).GetData <ResourceData>("FreeGold");
            CsvFiles.StarCountData      = CsvFiles.Get(Gamefile.Resources).GetData <ResourceData>("StarCount");
            CsvFiles.CardCountData      = CsvFiles.Get(Gamefile.Resources).GetData <ResourceData>("CardCount");
            CsvFiles.ChestCountData     = CsvFiles.Get(Gamefile.Resources).GetData <ResourceData>("ChestCount");
            CsvFiles.SummonerData       = CsvFiles.Get(Gamefile.Buildings).GetData <CharacterData>("KingTower");
            CsvFiles.GameModeLadderData = CsvFiles.Get(Gamefile.GameModes).GetData <GameModeData>("Ladder");

            foreach (ArenaData ArenaData in CsvFiles.Get(Gamefile.Arenas).Datas)
            {
                ArenaData.ConfigureSpells();
            }

            foreach (string FilePath in Directory.GetFiles(@"Gamefiles/tilemaps/"))
            {
                CsvFiles.Tilemaps.Add(FilePath, new TilemapData(FilePath));
            }

            Logging.Info(typeof(CsvFiles), "Loaded " + CsvFiles.Files.Count + " CSV files.");
        }