void Start() { gameStatesManager = GameObject.Find("ScriptBucket").GetComponent <GameStatesManager>(); gameStatesManager.MenuGameState.AddListener(OnMenu); gameStatesManager.StartingGameState.AddListener(OnStarting); gameStatesManager.PlayingGameState.AddListener(OnPlaying); gameStatesManager.PausedGameState.AddListener(OnPausing); gameStatesManager.EndingGameState.AddListener(OnEnding); SetState(gameStatesManager.gameState); listOfAvailableIds = new List <int> (); for (int id = 1, max = Mathf.Min(maxNumPlayers, 11); id <= max; id++) { listOfAvailableIds.Add(id); } gameWatcher = GameObject.Find("ScriptBucket").GetComponent <GameWatcher>(); listOfPlayers = new List <Player> (); listOfAvailableContollers = new List <Controller>() { new Controller("C1"), //Controller 1 new Controller("C2"), //Controller 2 new Controller("C3"), //Controller 3 new Controller("C4"), //Controller 4 new Controller("C5"), //Controller 5 new Controller("C6"), //Controller 6 new Controller("C7"), //Controller 7 new Controller("C8"), //Controller 8 new Controller("C9"), //Controller 9 new Controller("C10"), //Controller 10 new Controller("C11") //Controller 11 }; srm = GameObject.Find("ScriptBucket").GetComponent <SpriteManager>(); }
// Use this for initialization void Start() { gameStatesManager = GameObject.Find("ScriptBucket").GetComponent <GameStatesManager>(); gameStatesManager.MenuGameState.AddListener(OnMenu); gameStatesManager.StartingGameState.AddListener(OnStarting); gameStatesManager.PlayingGameState.AddListener(OnPlaying); gameStatesManager.PausedGameState.AddListener(OnPausing); gameStatesManager.PausedGameState.AddListener(OnEnding); SetState(gameStatesManager.gameState); topBox = this.transform.Find("Hit boxes").gameObject.transform.Find("Top box").gameObject.GetComponent <Collider2D>(); leftBox = this.transform.Find("Hit boxes").gameObject.transform.Find("Left box").gameObject.GetComponent <Collider2D>(); rightBox = this.transform.Find("Hit boxes").gameObject.transform.Find("Right box").gameObject.GetComponent <Collider2D>(); bottomBox = this.transform.Find("Hit boxes").gameObject.transform.Find("Bottom box").gameObject.GetComponent <Collider2D>(); controller = new Controller("C" + id); isJumping = false; rigidBody2D = this.GetComponent <Rigidbody2D>(); sm = GameObject.Find("ScriptBucket").GetComponent <SoundManager>(); srm = GameObject.Find("ScriptBucket").GetComponent <SpriteManager>(); gameWatcher = GameObject.Find("ScriptBucket").GetComponent <GameWatcher>(); alive = true; jumpTimer = 0.0f; }
void Start() { // Настройка пула PoolManager.Parents.Add(PoolManager.Type.UI, UiPoolParent); GameStatesManager.EnableState(MainMenuState); }
// Use this for initialization void Start() { gameWatcher = GameObject.Find(strScriptBucket).GetComponent <GameWatcher>(); gameStatesManager = GameObject.Find(strScriptBucket).GetComponent <GameStatesManager>(); gameStatesManager.MenuGameState.AddListener(OnMenu); gameStatesManager.StartingGameState.AddListener(OnStarting); gameStatesManager.PlayingGameState.AddListener(OnPlaying); gameStatesManager.PausedGameState.AddListener(OnPausing); gameStatesManager.EndingGameState.AddListener(OnEnding); SetState(gameStatesManager.gameState); sm = GameObject.Find("ScriptBucket").GetComponent <SoundManager>(); menuPanel = this.gameObject.transform.Find(strMenuPanel).gameObject; joinPanel = getMenuObject(strJoin); startPanel = getMenuObject(strStart); choosePlayerPanel = getMenuObject(strChoosePlayer); dressupPanel = getMenuObject(strDressup); countDownPanel = getMenuObject(strCountDown); countDownText = countDownPanel.transform.Find(strCountDownText).gameObject.GetComponent <Text>(); gamePanel = getMenuObject(strGame); endingPanel = getMenuObject(strEnding); endingText = endingPanel.transform.Find(strEndingText).gameObject.GetComponent <Text>(); showMenuPanel(menuPanels.JOIN); }
public InGameMenuState(GameStatesManager stateManager, IKernel iocContainer, ISoundEngine soundEngine) : base(stateManager) { _ioc = iocContainer; AllowMouseCaptureChange = false; _soundEngine = soundEngine; }
public StartUpState(GameStatesManager stateManager, IKernel iocContainer) : base(stateManager) { _iocContainer = iocContainer; AllowMouseCaptureChange = false; _slideShowFinished = false; _systemComponentInitialized = false; }
static int Initialize(IntPtr L) { LuaScriptMgr.CheckArgsCount(L, 1); GameStatesManager obj = LuaScriptMgr.GetNetObject <GameStatesManager>(L, 1); obj.Initialize(); return(0); }
private GameWindow() { InitializeComponent(); SetStyle(ControlStyles.UserPaint, true); SetStyle(ControlStyles.AllPaintingInWmPaint, true); SetStyle(ControlStyles.OptimizedDoubleBuffer, true); GameStatesManager = new GameStatesManager(); }
void Start() { gameStatesManager = GameObject.Find("ScriptBucket").GetComponent <GameStatesManager>(); gameStatesManager.MenuGameState.AddListener(OnMenu); gameStatesManager.StartingGameState.AddListener(OnStarting); gameStatesManager.PlayingGameState.AddListener(OnPlaying); gameStatesManager.PausedGameState.AddListener(OnPausing); gameStatesManager.EndingGameState.AddListener(OnEnding); SetState(gameStatesManager.gameState); punchSounds = loadPunchSounds(); }
// Use this for initialization void Start() { listOfAlivePlayers = new List <GameObject>(); listOfDeadPlayers = new List <GameObject>(); gameStatesManager = GameObject.Find("ScriptBucket").GetComponent <GameStatesManager>(); gameStatesManager.MenuGameState.AddListener(OnMenu); gameStatesManager.StartingGameState.AddListener(OnStarting); gameStatesManager.PlayingGameState.AddListener(OnPlaying); gameStatesManager.PausedGameState.AddListener(OnPausing); gameStatesManager.EndingGameState.AddListener(OnEnding); SetState(gameStatesManager.gameState); }
public override void OnStart(Action callback) { gameObject.SetActive(true); guiSound = new GuiSound(); BackToMainMenuButton.onClick.AddListener(() => { AudioManager.Instance.PlaySound(guiSound); GameStatesManager.EnableState(DI.Resolve <MainMenuState>()); }); callback?.Invoke(); }
public GameManager() { xConsole.WriteLine("Loading game manager..."); this.dim = new DisplayManager(this); this.grm = new GraphicsManager(this); this.gasm = new GameStatesManager(this); gom = new GameObjectManager(); PulseeGL.GLSetContext(this); return; }
void Awake() { //Makes this script a singleton if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }
static int get_SelectKingState(IntPtr L) { object o = LuaScriptMgr.GetLuaObject(L, 1); if (o == null) { LuaDLL.luaL_error(L, "unknown member name SelectKingState"); } GameStatesManager obj = (GameStatesManager)o; LuaScriptMgr.PushObject(L, obj.SelectKingState); return(1); }
public override void OnStart(Action callback) { guiSound = new GuiSound(); playerShips = Resources.LoadAll <PlayerShip>(""); if (selectedIndex == 0) { SelectedShip = playerShips[selectedIndex]; } LeftButton.onClick.AddListener(() => { AudioManager.Instance.PlaySound(guiSound); if (selectedIndex == 0) { selectedIndex = playerShips.Length - 1; } else { selectedIndex--; } SelectedShip = playerShips[selectedIndex]; }); RightButton.onClick.AddListener(() => { AudioManager.Instance.PlaySound(guiSound); if (selectedIndex == playerShips.Length - 1) { selectedIndex = 0; } else { selectedIndex++; } SelectedShip = playerShips[selectedIndex]; }); StartButton.onClick.AddListener(() => { AudioManager.Instance.PlaySound(guiSound); DI.Resolve <LoadLevelState>().SetLevel(0); DI.Resolve <LoadLevelState>().SetPlayerShip(selectedShip); GameStatesManager.EnableState(DI.Resolve <LoadLevelState>()); }); gameObject.SetActive(true); callback?.Invoke(); }
void Awake() { Instance = this; mainMenuState = new MainMenuState(this); levelSelectionState = new LevelSelectionState(this); levelGameState = new LevelGameState(this); levelLoseState = new LevelLoseState(this); levelWonState = new LevelWonState(this); levelExitState = new ExitGameState(this); if (!levelManager) { levelManager = LevelsManager.Instance; } }
static int Create(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 0) { GameStatesManager obj = new GameStatesManager(); LuaScriptMgr.PushObject(L, obj); return(1); } else { LuaDLL.luaL_error(L, "invalid arguments to method: GameStatesManager.New"); } return(0); }
// ------------------------------------------------------- 华丽的分割线 -------------------------------------------------- /// <summary> /// 初始化函数 /// </summary> public override void Initialize() { m_gameStatesManager = new GameStatesManager(); m_gameStatesManager.Initialize(); m_sceneCamera = GameObject.FindGameObjectWithTag("SceneCamera").GetComponent <Camera>(); m_uiRoot = GameObject.Find(m_uiRootName); m_sceneRoot = GameObject.Find(m_sceneRootName); m_datamanager = new DataManager(); InitPool(); InitLuaManager(); InitTimesList(); InitCityPoints(); LoadLuaFiles(); }
void Awake() { //Makes this script a singleton if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); //Sets the GameState at launch ChangeGameStateTo(gameStateAtLaunch); //Registers the events GameStateChanged = new UnityEvent(); }
private void StartMainLoop() { GameRunning = true; var timer = new Stopwatch(); timer.Start(); var lastTime = (float)timer.Elapsed.TotalSeconds; while (GameRunning) { var gameTime = (float)timer.Elapsed.TotalSeconds; var elapsedTime = gameTime - lastTime; lastTime = gameTime; Application.DoEvents(); if (!Paused) { if (!timer.IsRunning) { timer.Start(); } if (GameStatesManager.CurrentGameState != null) { GameStatesManager.CurrentGameState.Update(elapsedTime); } } else { timer.Stop(); } Refresh(); } timer.Stop(); GameStatesManager.FinalizeManager(); }
public override void ProcessPacket(GameStateUpdate packet, NebulaConnection conn) { long rtt = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() - packet.SentTime; averageRTT = (int)(averageRTT * 0.8 + rtt * 0.2); avaerageUPS = avaerageUPS * 0.8f + packet.UnitsPerSecond * 0.2f; Multiplayer.Session.World.UpdatePingIndicator($"Ping: {averageRTT}ms"); // We offset the tick received to account for the time it took to receive the packet long tickOffsetSinceSent = (long)Math.Round(packet.UnitsPerSecond * rtt / 2 / 1000); long currentGameTick = packet.GameTick + tickOffsetSinceSent; long diff = currentGameTick - GameMain.gameTick; // Discard abnormal packet (usually after host saving the file) if (rtt > 2 * averageRTT || avaerageUPS - packet.UnitsPerSecond > 15) { // Initial connetion if (GameMain.gameTick < 1200L) { averageRTT = (int)rtt; GameMain.gameTick = currentGameTick; } Log.Debug($"GameStateUpdate unstable. RTT:{rtt}(avg{averageRTT}) UPS:{packet.UnitsPerSecond:F2}(avg{avaerageUPS:F2})"); return; } if (!Config.Options.SyncUps) { // We allow for a small drift of 5 ticks since the tick offset using the ping is only an approximation if (GameMain.gameTick > 0 && Mathf.Abs(diff) > 5) { Log.Info($"Game Tick got updated since it was desynced, was {GameMain.gameTick}, diff={diff}"); GameMain.gameTick = currentGameTick; } // Reset FixUPS when user turns off the option if (hasChanged) { FPSController.SetFixUPS(0); hasChanged = false; } return; } // Adjust client's UPS to match game tick with server, range 30~120 UPS float UPS = diff / 1f + avaerageUPS; long skipTick = 0; if (UPS > MaxUPS) { // Try to disturbute game tick difference into BUFFERING_TIME (seconds) if (diff / BUFFERING_TIME + avaerageUPS > MaxUPS) { // The difference is too large, need to skip ticks to catch up skipTick = (long)(UPS - MaxUPS); } UPS = MaxUPS; } else if (UPS < MinUPS) { if (diff + avaerageUPS - MinUPS < -BUFFERING_TICK) { skipTick = (long)(UPS - MinUPS); } UPS = MinUPS; } if (skipTick != 0) { Log.Info($"Game Tick was desynced. skip={skipTick} diff={diff,2}, RTT={rtt}ms, UPS={packet.UnitsPerSecond:F2}"); GameMain.gameTick += skipTick; } FPSController.SetFixUPS(UPS); hasChanged = true; // Tick difference in the next second. Expose for other mods GameStatesManager.NotifyTickDifference((diff / 1f + avaerageUPS) - UPS); }
public Axis(D3DEngine d3dEngine, CameraManager camManager, GameStatesManager gameStates) { _gameStates = gameStates; _d3dEngine = d3dEngine; _camManager = camManager; }
public InGameCraftingState(GameStatesManager stateManager, IKernel iocContainer) : base(stateManager) { _iocContainer = iocContainer; }
public ExitGameState(GameStatesManager manager) { gameManager = manager; }
public LevelWonState(GameStatesManager manager) { gameManager = manager; }
public InGameInventoryState(GameStatesManager stateManager, IKernel iocContainer) : base(stateManager) { _iocContainer = iocContainer; }
void Awake() { _instance = this; }
public override void Initialize() { m_gameStatesManager = new GameStatesManager(); m_gameStatesManager.Initialize(); }
public SystemComponentsState(GameStatesManager stateManager, IKernel iocContainer) : base(stateManager) { _iocContainer = iocContainer; AllowMouseCaptureChange = false; }
public LevelSelectionState(GameStatesManager manager) { gameManager = manager; }
public WorldChunks(D3DEngine d3dEngine, CameraManager <ICameraFocused> camManager, VisualWorldParameters visualWorldParameters, WorldFocusManager worldFocusManager, GameStatesManager gameStates, IClock gameClock, SingleArrayChunkContainer cubesHolder, ILandscapeManager2D landscapeManager, IChunkMeshManager chunkMeshManager, IChunksWrapper chunkWrapper, ILightingManager lightingManager, IChunkStorageManager chunkstorage, ServerComponent server, IWeather weather, [Named("SkyBuffer")] StaggingBackBuffer skyBackBuffer, VoxelModelManager voxelModelManager, IChunkEntityImpactManager chunkEntityImpactManager, InputsManager inputsManager ) { _server = server; _chunkstorage = chunkstorage; _d3dEngine = d3dEngine; _worldFocusManager = worldFocusManager; _gameStates = gameStates; _camManager = camManager; _gameClock = gameClock; VisualWorldParameters = visualWorldParameters; _cubesHolder = cubesHolder; _chunkWrapper = chunkWrapper; _landscapeManager = landscapeManager; _chunkMeshManager = chunkMeshManager; _lightingManager = lightingManager; _weather = weather; _skyBackBuffer = skyBackBuffer; _voxelModelManager = voxelModelManager; _chunkEntityImpactManager = chunkEntityImpactManager; _inputsManager = inputsManager; _skyBackBuffer.OnStaggingBackBufferChanged += _skyBackBuffer_OnStaggingBackBufferChanged; SliceViewChunks = 25; DrawStaticInstanced = true; if (visualWorldParameters.WorldParameters.Configuration is UtopiaWorldConfiguration) { _utopiaProcessorParam = ((UtopiaWorldConfiguration)visualWorldParameters.WorldParameters.Configuration).ProcessorParam; } //Self injecting inside components, to avoid circular dependency _chunkWrapper.WorldChunks = this; lightingManager.WorldChunk = this; _chunkMeshManager.WorldChunks = this; landscapeManager.WorldChunks = this; DrawOrders.UpdateIndex(SOLID_DRAW, 100, "SOLID_DRAW"); TRANSPARENT_DRAW = DrawOrders.AddIndex(1050, "TRANSPARENT_DRAW"); ENTITIES_DRAW = DrawOrders.AddIndex(101, "ENTITIES_DRAW"); this.IsDefferedLoadContent = true; }
public MainMenuState(GameStatesManager manager) { gameManager = manager; }
private void Start() { _gameStatesManager = new GameStatesManager(this); }
public MainMenuState(GameStatesManager stateManager, IKernel iocContainer) : base(stateManager) { _ioc = iocContainer; AllowMouseCaptureChange = false; }
// Ожидание нажатия клавиши SPACE для входа в игру private IEnumerator StartGame() { yield return(new WaitUntil(() => Input.GetKeyDown(KeyCode.Space))); GameStatesManager.EnableState(DI.Resolve <GameplayState>()); }