// Use this for initialization void Start() { rigidbody = GetComponent <Rigidbody>(); gameVars = globalvars.GetComponent <GameVars>(); Debug.Log("testing console"); }
// REFERENCED IN BUTTON CLICK UNITYEVENT public void GUI_Button_TryToLeavePort() { if (GameVars.Trade.CheckIfPlayerCanAffordToPayPortTaxes()) { //MGV.controlsLocked = false; //Start Our time passage GameVars.playerShipVariables.PassTime(.25f, true); GameVars.justLeftPort = true; GameVars.playerShipVariables.ship.currency -= GameVars.currentPortTax; //Add a new route to the player journey log as a port exit GameVars.playerShipVariables.journey.AddRoute(new PlayerRoute(new Vector3(GameVars.playerShip.transform.position.x, GameVars.playerShip.transform.position.y, GameVars.playerShip.transform.position.z), Vector3.zero, GameVars.currentSettlement.settlementID, GameVars.currentSettlement.name, true, GameVars.playerShipVariables.ship.totalNumOfDaysTraveled), GameVars.playerShipVariables, GameVars.CaptainsLog); //We should also update the ghost trail with this route otherwise itp roduce an empty 0,0,0 position later GameVars.playerShipVariables.UpdatePlayerGhostRouteLineRenderer(GameVars.IS_NOT_NEW_GAME); //Turn off the coin image texture GameVars.menuControlsLock = false; GameVars.showSettlementGUI = false; GameVars.runningMainGameGUI = true; Globals.UI.Hide <PortScreen>(); Globals.UI.Show <Dashboard, DashboardViewModel>(new DashboardViewModel()); } else //Debug.Log ("Not Enough Drachma to Leave the Port!"); { GameVars.ShowANotificationMessage("Not Enough Drachma to pay the port tax and leave!"); } }
public override void OnOutAnimationFinished() { GameVars.BasePath = Path.Combine(Environment.CurrentDirectory, "GameData") + "\\" + _mods[_selectedIndex] + "\\"; MusicPlayer.modName = _mods[_selectedIndex]; GameVars.DetectEmulationMode(); GameEngine.Screen = new MainMenuScreen(null); }
public void GUI_HireANavigator() { //Do this if button pressed //Check to see if player has enough money to hire if (GameVars.playerShipVariables.ship.currency >= CostToHire) { //subtract the cost from the players currency GameVars.playerShipVariables.ship.currency -= (int)CostToHire; //change location of beacon Vector3 location = Vector3.zero; for (int x = 0; x < GameVars.settlement_masterList_parent.transform.childCount; x++) { if (GameVars.settlement_masterList_parent.transform.GetChild(x).GetComponent <script_settlement_functions>().thisSettlement.settlementID == City.settlementID) { location = GameVars.settlement_masterList_parent.transform.GetChild(x).position; } } GameVars.MoveNavigatorBeacon(GameVars.navigatorBeacon, location); GameVars.playerShipVariables.ship.currentNavigatorTarget = City.settlementID; GameVars.ShowANotificationMessage("You hired a navigator to " + City.name + " for " + CostToHire + " drachma."); //If not enough money, then let the player know } else { GameVars.ShowANotificationMessage("You can't afford to hire a navigator to " + City.name + "."); } }
static Event CreateEvent(System.Type eventType, GameVars gameVars, Ship ship, ShipSpeedModifiers shipSpeedModifiers, Transform shipTransform, float aggregateCloutScore) { var result = System.Activator.CreateInstance(eventType) as Event; result.Init(gameVars, ship, shipSpeedModifiers, shipTransform, aggregateCloutScore); return(result); }
public SessionData() { //DataStore.InitData() has already been called at this point to load data difficulty = Difficulty.NotSet; threatLevel = addtlThreat = 0; allyRules = AllyRules.Normal; optionalDeployment = YesNo.No; allyThreatCost = YesNo.No; selectedMissionExpansion = Expansion.Core; selectedMissionID = "core1"; selectedMissionName = DataStore.missionCards["Core"][0].name; includeImperials = true; includeMercs = true; selectedDeploymentCards = new DeploymentCards[5]; for (int i = 0; i < 5; i++) { selectedDeploymentCards[i] = new DeploymentCards(); } selectedAlly = null; //ignore "Other" expansion enemy groups by default selectedDeploymentCards[3].cards.AddRange(DataStore.deploymentCards.cards.Where(x => x.expansion == "Other")); gameVars = new GameVars(); }
void Awake() { essayTitles[0] = "Biology Essay"; essayTitles[1] = "English Essay"; textOutcomes[0] = "This is a text and i proud that i'm making it."; textOutcomes[1] = "MORE TEXT!"; textOutcomes[2] = "EVEN MORE TEXT!"; gameVars = GameObject.Find("GameManager").GetComponent <GameVars>(); GameObject computer = GameObject.FindWithTag("Computer"); text_UI = computer.transform.Find("Background/Screen/Text").GetComponent <Text>(); title = computer.transform.Find("Background/Screen/Title").GetComponent <Text>(); if (howManyLetter == 0) { howManyLetter = 1; } story = textOutcomes[gameVars.getHomeworkNum()]; text_UI.text = ""; int index = 0; title.text = essayTitles[Random.Range(0, 1)]; }
} // End Update() /** * Kills the unit */ public void KillUnit() { // So the HP & DP will update again before this object is set inactive... Update(); // Add the KIA sprite to the UnitButton GameObject KIA = Instantiate(Resources.Load <GameObject>("BlankSprite")) as GameObject; KIA.name = "KIASprite"; KIA.transform.parent = UnitButton.transform; KIA.transform.position = UnitButton.transform.position; KIA.transform.localPosition = new Vector3(0, 35, 0); UISprite KIASprite = KIA.GetComponent <UISprite> (); KIASprite.spriteName = "KIA"; KIASprite.depth = 60; KIASprite.MakePixelPerfect(); NGUITools.SetActive(KIA, true); // Gray out the BKG Sprites... GameObject.Find(UnitButton.name + "/UnitBKG").GetComponent <UISprite> ().color = new Color(.4f, .4f, .4f); GameObject.Find(UnitButton.name + "/HPLabel").GetComponent <UILabel> ().color = new Color(.6f, .6f, .6f); GameObject.Find(UnitButton.name + "/DPLabel").GetComponent <UILabel> ().color = new Color(.6f, .6f, .6f); // Notify the player that the unit has been killed... Console.Push("Unit " + GameVars.UCFirst(Type) + " has been killed!"); // Set alive to false Alive = false; // Deactivate the game object... NGUITools.SetActive(gameObject, false); } // End KillUnit()
// Use this for initialization void Start() { gameRules = GameObject.Find("GameRules"); gameVarsScript = gameRules.GetComponent <GameVars>(); Player = GameObject.FindWithTag("Player"); playerScript = Player.GetComponent <PlayerBehavior>(); }
// Use this for initialization void Start() { _cars = new List <GameObject>(); _gameVars = GlobalVars.GetComponent <GameVars>(); LaunchCars(); }
public void Init(GameVars gameVars, Ship ship, ShipSpeedModifiers shipSpeedModifiers, Transform shipTransform, float aggregateCloutScore) { this.gameVars = gameVars; this.ship = ship; this.shipSpeedModifiers = shipSpeedModifiers; this.shipTransform = shipTransform; this.aggregateCloutScore = aggregateCloutScore; }
private void Start() { image = GameObject.Find("Options").GetComponent <Image>(); _gameVars = GameObject.Find("GameController").GetComponent <GameVars>(); if (_gameVars.withSound == 0) { image.sprite = muted; } }
void Start() { //Find the matching resource of this gameObject's label, and add the description here GameVars = Globals.GameVars; bgSprite = gameObject.transform.parent.GetChild(0); //bg sprite should always be the first index resourceName = GameVars.masterResourceList[resourceID].name; message = GameVars.masterResourceList[resourceID].description; message = resourceName + " : " + message; //Figure out needed pop up dimensions. Each Line of text should be no more than 40 chars //I went overboard with this--GUI.Labels handle word-wrapping so I don't think I need the string list //--but this is still useful in getting the number of 'rows' needed for the word wrap if (message.Length < 40) { width = 400f; height = 25f + 10f; bgSprite.localScale = Vector3.one; } else { //This will get complicated: We need to get the first 40 characters--that ends in a ' ' (space) //If the 40th character is not a space, then count backwards until we find one and use that index for the first slice for (int i = 0; i < message.Length; i += 100) { int indexModifier = 0; //this will be our default int newEndIndex = i + 100; //This will be our default //First check if the character in this position is a space ' ' if (message[i] != ' ') { //If it is, then we need to search for the first space counting back from index 40 for (int a = 100; a >= 0; a--) { if (message[a] == ' ') { //Figure out the difference of indices we skipped indexModifier = newEndIndex - a; //Set our new split end position to 'a' index newEndIndex = a; } } } allLines.Add(message.Substring(i, Mathf.Min(newEndIndex, message.Length - i))); //Finally apply our index Modifer--essentially we rest 'i' back to the index we found the space // --before it gets incremented another 40 characters i -= indexModifier; } width = 400f; height = (25f * allLines.Count) + 10f; bgSprite.localScale += new Vector3(0, allLines.Count, 0); } }
/// <summary> /// Returns value with every escaped character and variable. If you do not want to replace those use <see cref="Plain()"/>. /// </summary> /// <param name="gv">Object storing game variables used inside those strings</param> /// <returns>string that has parsed value of Sentence</returns> public string GetValue(GameVars gv) { string place = "Sentence#GetValue(GameVars)"; // set place for errors if (String.IsNullOrWhiteSpace(value)) // check if Sentence is assigned { new Debug(place, $"You try to read from unassigned Sentence '{name}'! Returned null!", Debug.Importance.ERROR); return(null); } // reassign variable to not change the original string r = value; if (gv == null) // if GameVars not present { gv = new GameVars( ); // create new one for escaping $$, $<$> and $<endl> } r = Regex.Replace(r, @".(?<=\$)\$", "$<$>"); // change each $$ to $<$> r = Regex.Replace(r, @".(?<=\$)(?<s>""|'|`)", "${s}"); // escape each $", $', $` foreach (Match m in Regex.Matches(r, @"(?<whole>\$<(?<var>.*?)>)")) // foreach $<var> { string vr = ""; // new value if (m.Groups["var"].Value == "$") // if it is $<$> { r = r.Substring(0, m.Index) + "$" + r.Substring(m.Index + 4); // replace it properely continue; // go to next one } if (m.Groups["var"].Value.ElementAt(0) == '.') // if its backreferenece to same language { vr = l[m.Groups["var"].Value.Substring(1)].GetValue(gv) ?? ""; // get value from language as changing } else // if its reference to GameVars { vr = gv[m.Groups["var"].Value] ?? ""; // get value from GameVars as changing } // If value returned from language/GameVars is not empty or null ( is present ) if (!String.IsNullOrWhiteSpace(vr)) { r = Regex.Replace(r, "\\" + m.Groups["whole"].Value, vr); // replace $<var> with value of var } else { if (m.Groups["var"].Value.ElementAt(0) == '.') // if its backreferenece to same language { new Debug(place, $"Language({l.NAME}:{l.ID}) does not have field named '{m.Groups["var"].Value.Substring(1)}'", Debug.Importance.ERROR); } else // if its reference to GameVars { new Debug(place, $"Given GameVars does not have field named '{m.Groups["var"].Value}'", Debug.Importance.ERROR); } } } // return escaped string return(r ?? null); }
public void GUI_BuyNewShip() { if (GameVars.playerShipVariables.ship.currency > costToBuyUpgrade) { GameVars.UpgradeShip(costToBuyUpgrade); } else { GameVars.ShowANotificationMessage("Earn more drachma through trade to upgrade your ship!"); } }
public void GUI_TakeOutLoan() { var loanAmount = NewLoan.amount; var loan = NewLoan; GameVars.playerShipVariables.ship.currentLoan = loan; GameVars.playerShipVariables.ship.currency += loanAmount; GameVars.ShowANotificationMessage("You took out a loan of " + loanAmount + " drachma! Remember to pay it back in due time!"); NotifyAny(); }
private void Start() { _animator = GetComponent <Animator>(); var interactables = CCanvas.transform.Find("Interactables"); var fixedNumbers = interactables.Find("FixedNumbers"); _customPrice = fixedNumbers.GetComponent <CustomPrice>(); _gameVars = GameObject.Find("GameController").GetComponent <GameVars>(); var randomClip = Random.Range(0, clipsName.Count); bool monkeyLiberated = false; bool dogLiberated = false; bool ghostLiberated = false; bool fishLiberated = false; bool godlingLiberated = false; if (clipsName[randomClip] == "Monkey" && _gameVars.monkeysCollected >= _customPrice.monkeyPrice) { monkeyLiberated = true; randomClip += 1; } if (clipsName[randomClip] == "Dog" && _gameVars.dogsCollected >= _customPrice.dogPrice) { dogLiberated = true; randomClip += 1; } if (clipsName[randomClip] == "Ghost" && _gameVars.ghostCollected >= _customPrice.ghostPrice) { ghostLiberated = true; randomClip += 1; } if (clipsName[randomClip] == "Fish" && _gameVars.fishCollected >= _customPrice.fishPrice) { fishLiberated = true; randomClip += 1; } if (clipsName[randomClip] == "Godling" && _gameVars.godlingsCollected >= _customPrice.godlingPrice) { godlingLiberated = true; randomClip = 0; } if (monkeyLiberated && dogLiberated && ghostLiberated && fishLiberated && godlingLiberated) { Destroy(gameObject); } _animator.Play(clipsName[randomClip]); petType = clipsName[randomClip]; }
private void Start() { _gameVars = GameObject.Find("GameController").GetComponent <GameVars>(); _customPrice = transform.Find("FixedNumbers").GetComponent <CustomPrice>(); monkey = transform.Find("Monkey").GetComponent <Image>(); dog = transform.Find("Dog").GetComponent <Image>(); fish = transform.Find("Fish").GetComponent <Image>(); ghost = transform.Find("Ghost").GetComponent <Image>(); godling = transform.Find("Godling").GetComponent <Image>(); CheckLiberated(); CheckStartSelected(); }
public void GUI_BuyHint() { if (GameVars.playerShipVariables.ship.currency < CostForHint) { GameVars.ShowANotificationMessage("Not enough money to buy this information!"); } else { GameVars.playerShipVariables.ship.currency -= CostForHint; GameVars.ShowANotificationMessage(GetInfoOnNetworkedSettlementResource(City.cargo[UnityEngine.Random.Range(0, City.cargo.Length)])); } }
public void ChangeSoundState() { _gameVars = GameObject.Find("GameController").GetComponent <GameVars>(); if (_gameVars.withSound == 1) { _gameVars.withSound = 0; } else { _gameVars.withSound = 1; } PlayerPrefs.SetInt("Sound", _gameVars.withSound); }
void Start() { _gameVars = GameObject.Find("GameController").GetComponent <GameVars>(); _audioSource = GetComponent <AudioSource>(); if (_gameVars.withSound == 1) { _audioSource.volume = 1; } else { _audioSource.volume = 0; } }
private void Start() { _gameVars = GameObject.Find("GameController").GetComponent <GameVars>(); _animator = GetComponent <Animator>(); _animator.Play(_gameVars.selectedPet); if (_gameVars.selectedPet == "Fish") { transform.Find("Helmet").gameObject.SetActive(true); } if (_gameVars.selectedPet != "Monkey" && _gameVars.selectedPet != "Dog" && _gameVars.selectedPet != "Fish" && _gameVars.selectedPet != "Ghost" && _gameVars.selectedPet != "Godling") { gameObject.SetActive(false); } }
private void Start() { _gvars = GameObject.Find("GameController").GetComponent <GameVars>(); monkeyT = transform.Find("T_Monkey").GetComponent <TextMeshProUGUI>(); ghostT = transform.Find("T_Ghost").GetComponent <TextMeshProUGUI>(); godlingT = transform.Find("T_Godling").GetComponent <TextMeshProUGUI>(); dogT = transform.Find("T_Dog").GetComponent <TextMeshProUGUI>(); fishT = transform.Find("T_Fish").GetComponent <TextMeshProUGUI>(); monkeyT.text = _gvars.monkeysCollected.ToString(); ghostT.text = _gvars.ghostCollected.ToString(); fishT.text = _gvars.fishCollected.ToString(); dogT.text = _gvars.dogsCollected.ToString(); godlingT.text = _gvars.godlingsCollected.ToString(); }
public void GUI_RepairShipByAllHP() { if (Mathf.CeilToInt(GameVars.playerShipVariables.ship.health) >= 100) { GameVars.ShowANotificationMessage("Your ship is already fully repaired"); } else { GameVars.playerShipVariables.ship.currency -= (int)(costToRepair * Mathf.CeilToInt(100 - GameVars.playerShipVariables.ship.health)); GameVars.playerShipVariables.ship.health = 100f; } NotifyAny(); }
public static void BuildLevel(string levelPath, ref GameVars gv) { //List<string> levelData = new List<string>(); StreamReader sr = new StreamReader(levelPath); int row = 0; gv.effects = new List<deathcave_logic.gameObjects.BaseGameObject>(); gv.enemies = new List<deathcave_logic.gameObjects.BaseGameObject>(); gv.obstacles = new List<deathcave_logic.gameObjects.BaseGameObject>(); gv.powerups = new List<deathcave_logic.gameObjects.BaseGameObject>(); while (!sr.EndOfStream) { string lineBuffer = sr.ReadLine().Substring(0, 25); int col = 0; foreach (char c in lineBuffer) { // game obstacles if (c == '#') gv.obstacles.Add(new gameObjects.ObstacleWall(col * 32, row * 32)); // game enemies if (c == 'V') gv.enemies.Add(new gameObjects.EnemyDropper(col * 32, row * 32)); if (c == '$') gv.enemies.Add(new gameObjects.EnemySwooper(col * 32, row * 32)); if (c == 'X') gv.enemies.Add(new gameObjects.EnemyShooter(col * 32, row * 32)); // powerups if (c == '"') gv.powerups.Add(new gameObjects.PowerUpShield(col * 32, row * 32)); if (c == '%') gv.powerups.Add(new gameObjects.PowerUpExtraLife(col * 32, row * 32)); if (c == '1') { gv.ship.SetPosition(col * 32, row * 32); gv.levelStartPosition = row * 32; } col = col + 1; } row = row + 1; } }
private void Start() { isHoldingNumber = 999; //Just for check true without bool thisRigidBody = GetComponent <Rigidbody2D>(); holdingRigidBody = thisRigidBody; _ropeGenerator = GameObject.Find("RopeGenerator").GetComponent <RopeGenerator>(); cameraXDis = Camera.main.orthographicSize / 9 * 16; _playerAnimations = transform.Find("PlayerSprite").GetComponent <PlayerAnimations>(); _gameController = GameObject.Find("GameController").GetComponent <GameController>(); thisRigidBody.velocity += Vector2.right * initialVelocity; canvasInGame = GameObject.Find("CanvasInGame"); _gameVars = GameObject.Find("GameController").GetComponent <GameVars>(); initVelocityMod = velocityMod; _soundEmmiter = Camera.main.transform.Find("Sounds").GetComponent <SoundEmmiter>(); }
public void ChangeSprite() { _gameVars = GameObject.Find("GameController").GetComponent <GameVars>(); if (_gameVars.withSound == 0) { image.sprite = muted; StopMusic(); } if (1 == _gameVars.withSound) { image.sprite = unMuted; StartMusic(); } }
public void GUI_RepairShipByOneHP() { GameVars.playerShipVariables.ship.health += 1f; //make sure the hp can't go above 100 if (GameVars.playerShipVariables.ship.health > 100) { GameVars.playerShipVariables.ship.health = 100; GameVars.ShowANotificationMessage("Your ship is already fully repaired"); } else { GameVars.playerShipVariables.ship.currency -= costToRepair; } NotifyAny(); }
static void InitializeRooms() { for (int i = 1; i <= 50; ++i) { Color floorColor = new Color(Random.Range(128f, 255f), Random.Range(128f, 255f), Random.Range(128f, 255f)); AddonParameters parameters = new AddonParameters { minArea = GameVars.GetPlatformArea(i), primarySizeMin = GameVars.GetSpacePlatformMinSize(i) + 2, primarySizeMax = GameVars.GetSpacePlatformMaxSize(i) + 2, secondarySizeMin = GameVars.GetSpacePlatformMinSize(i), secondarySizeMax = GameVars.GetSpacePlatformMaxSize(i) }; Bounds3Int[] bounds = AddonGen.GenerateAddon(parameters); SpacePlatform.Create(bounds, floorColor); } }
public RepairsViewModel() { //We need to do a clout check as well as a network checks int baseModifier = Mathf.CeilToInt(2 - GameVars.GetOverallCloutModifier(GameVars.currentSettlement.settlementID)); if (GameVars.Network.CheckIfCityIDIsPartOfNetwork(GameVars.currentSettlement.settlementID)) { costToRepair = Mathf.CeilToInt(GameVars.currentSettlement.tax_network * baseModifier * 1); } else { costToRepair = Mathf.CeilToInt(GameVars.currentSettlement.tax_neutral * baseModifier * 1); } shipHealth = new BoundModel <float>(GameVars.playerShipVariables.ship, nameof(GameVars.playerShipVariables.ship.health)); shipLevel = new BoundModel <int>(GameVars.playerShipVariables.ship, nameof(GameVars.playerShipVariables.ship.upgradeLevel)); }
public void OnTriggerEnter2D(Collider2D col) { if (col.tag == "EndMap") { //Debug.Log("out of bounds"); GameVars.ResetVars(); SceneManager.LoadScene(SceneManager.GetActiveScene().name); } if (col.tag == "Food") { //Debug.Log("crash"); audioCoin.Play(); GameVars.points += 1; Destroy(col.gameObject); } if (col.tag == "case") { //Debug.Log("Crash case"); audioCase.Play(); rb.gravityScale += GetPlayerGravity(sceneName); GameVars.foodForce -= 0.15f; Destroy(col.gameObject); } if (col.tag == "Rotten Food") { //Debug.Log("Rotten"); audioRotten.Play(); rb.gravityScale += AddWeight(sceneName); GameVars.rottenPoints += 1; Destroy(col.gameObject); } if (col.tag == "Plane") { GameVars.ResetVars(); SceneManager.LoadScene(SceneManager.GetActiveScene().name); } // se destruye todo lo que toca jugador // considerar ponerlo en condiciones individuales //Destroy(col.gameObject); }
// Singleton Vars. void Awake() { if (vars == null) { DontDestroyOnLoad (gameObject); vars = this; } else if (vars != this) { Destroy(gameObject); } }