Exemple #1
0
 // Use this for initialization
 void Start()
 {
     SetMenuMode(MenuModes.clear);
     SetupPuzzleSelectListeners();
     PlayerProfile.GetPlayerProfile();
     GameplayUI.SetShowCursor(true);
 }
Exemple #2
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    // Use this for initialization
    void Start()
    {
        // get player reference
        player = GameObject.FindGameObjectWithTag("player").GetComponent <PlayerScript>();
        // get generator component
        generator = GetComponent <ObstacleGenerator>();        // assumes the component is on this gameobject
        // get wheel reference
        wheel = GameObject.FindGameObjectWithTag("Roller").GetComponent <BigRoller>();
        // get level select ref
        levelSelect = GetComponent <LevelSelect>();
        // get UI ref
        UI = GetComponent <GameplayUI>();
        // get actual player angle
        player.posOnWheel = Vector3.Angle(Vector3.up, player.transform.position - wheel.transform.position);

        currentLifeStage = 0;

        stressDistance = maxDistance;

        AudioController = GameObject.Find("Global").GetComponent <AudioControl>();

        // Audio test stuff
        //bassTrack.clip = Bass;
        //melodyTrack.clip = Melody;
    }
    /// <summary>
    ///
    /// Inisitalise the effect UI
    ///
    /// </summary>
    public override void InitialiseEffectUI(EffectsBarUI.EffectTypes _effectType, GameplayUI _gameplayUI, EffectsBarUI _effectBarUI)
    {
        base.InitialiseEffectUI(_effectType, _gameplayUI, _effectBarUI);


        ResetState();
    }
Exemple #4
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 private void End()
 {
     Game.Unpause();
     casting = false;
     SpellButtons.ActivateCastingButtons(true);
     activeSpell = null;
     GameplayUI.HideInstructions();
 }
Exemple #5
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 /// <summary>
 ///
 /// Initialises the effect UI
 ///
 /// </summary>
 public virtual void InitialiseEffectUI(EffectsBarUI.EffectTypes _effectType, GameplayUI _gameplayUI, EffectsBarUI _effectBarUI)
 {
     effectComplete           = true;
     effectType               = _effectType;
     effectTitle.text         = _effectType.GetEnumDescription();
     gameplayUI               = _gameplayUI;
     effectBarUI              = _effectBarUI;
     buttonGroup.interactable = true;
 }
Exemple #6
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    // Update is called once per frame
    void Update()
    {
        m_Timer += Time.deltaTime * m_fireRateMult[m_fireRateIndex];

        // If player shoots
        if (Input.GetMouseButton(0) && m_Timer >= m_fireRate)
        {
            Fire();
            m_Timer = 0;

            ////Random i
            //int i =Random.Range(0,shootSFX.Length);
            //
            //if(sources[0].isPlaying)
            //{
            //	sources[1].clip= shootSFX[i];
            //	sources[1].Play();
            //}
            //
            //else
            //{
            //	sources[0].clip= shootSFX[i];
            //	sources[0].Play();
            //}
            //
        }

        Testing();

        if (ship_FireTypeIndex == 0)
        {
            ship_FireType[0] = true;
            ship_FireType[1] = false;
            stage2.SetActive(false);
            ship_FireType[2] = false;
            stage3.SetActive(false);
        }
        else if (ship_FireTypeIndex == 1)
        {
            ship_FireType[0] = false;
            ship_FireType[1] = true;
            stage2.SetActive(true);
            GameplayUI.getInstance().UpdateWeaponIcon(1);
            ship_FireType[2] = false;
        }
        else
        {
            ship_FireType[0] = false;
            ship_FireType[1] = false;
            ship_FireType[2] = true;
            stage3.SetActive(true);
            GameplayUI.getInstance().UpdateWeaponIcon(2);
        }
    }
Exemple #7
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    /// <summary>
    ///
    /// Refreshes the display of the rule
    ///
    /// </summary>
    public void RefreshRuleDisplay(Rule _rule, LobbyUI _lobbyUI = null, GameplayUI _gameplayUI = null, CampaignManagerUI _campaignManagerUI = null)
    {
        rule              = _rule;
        lobbyUI           = _lobbyUI;
        gameplayUI        = _gameplayUI;
        campaignManagerUI = _campaignManagerUI;

        nameText.text        = rule.Name;
        descriptionText.text = rule.Description;

        descriptionArea.SetActive(false);
    }
Exemple #8
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    protected override void Start()
    {
        currentHealth = PlayerPersistantStats.Instance.PlayerPreviousHealth;

        if (currentHealth == 0)
        {
            currentHealth = maxHealth;
        }

        UI = FindObjectOfType <GameplayUI>();
        UI.UpdateUI(currentHealth, maxHealth);
    }
Exemple #9
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    void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }
        else
        {
            Destroy(gameObject);
        }

        Lost = false;
    }
Exemple #10
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    /// <summary>
    ///
    /// Displays the hand list. Can input either a Card or UpgradeData list
    ///
    /// </summary>
    public void DisplayHandList <T>(GameplayUI _gameplayUI, List <T> handList, bool showHand, int playerIndex, bool isRedeploy = false) where T : class
    {
        gameplayUI = _gameplayUI;

        handMinimised = true;

        containerList = new List <HandContainer>();
        GameManager.DestroyAllChildren(this.handList);

        int index = 0;

        foreach (var handObject in handList)
        {
            //Creates the hand object and script
            var handContainerObject = Instantiate(handContainerPrefab, this.handList.transform);
            var handContainer       = handContainerObject.GetComponentInChildren <HandContainer>();
            containerList.Add(handContainer);

            var    type = typeof(T);
            string objectName;
            //Determines the type of list input (card or upgradeData)
            switch (type)
            {
            case Type _ when type == typeof(Card):
            case Type _ when type == typeof(Unit):
                var card = (Card)(object)handObject;

                objectName = card.Name;
                break;

            case Type _ when type == typeof(UpgradeData):
                var upgrade = (UpgradeData)(object)handObject;

                objectName = upgrade.Name;
                break;

            default:
                throw new Exception("Not a valid list type");
            }

            //Sets the properties of the object
            handContainerObject.name = $"Container- {objectName}";
            handContainer.InitHandContainer(this, _gameplayUI, index, playerIndex, handObject, showHand, objectName, scalingFactor, cardMoveUpward, isRedeploy);

            index++;
        }

        //Sets the hand count text
        handCountText.text = $"Cards in Hand: {handList.Count}";
        UpdateHandObjects(false);
    }
Exemple #11
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        // Initialise the hero on the enter state
        public override void Enter(Game1 game)
        {
            // Initialise the EnemyDirector Singleton
            // IMPORTANT: Order, collisionmanager must be initalised first
            collisionManager.ReInitialise();
            enemyDirector.ReInitialise(gameManager.Hero, game.Services);
            poolManager.ReInitialise(gameManager.Hero);

            OnStageBegin();

            GameplayUI = new GameplayUI(stateContentManager);
            // Continue based on load or new game
            GameplayUI.Initialise(gameManager.Hero);

            base.Enter(game);
        }
Exemple #12
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    /// <summary>
    ///
    /// Find the required pages for the gameplay section
    ///
    /// </summary>
    public void SyncGameplayPages()
    {
        activeMainPanel = ActiveMainPanels.Gameplay;

        currentSceneController = GameObject.FindGameObjectWithTag("GameplayUIController");
        var gameplayUIReferences = currentSceneController.GetComponent <GameplayUIReferences>();

        cardDetailDisplay    = gameplayUIReferences.cardDetailDisplay.GetComponent <CardDetailUI>();
        upgradeDetailDisplay = gameplayUIReferences.upgradeDetailDisplay.GetComponent <UpgradeDetailUI>();
        gameplayUI           = gameplayUIReferences.gameplayUI.GetComponent <GameplayUI>();

        gameplayUI.gameObject.SetActive(true);
        cardDetailDisplay.gameObject.SetActive(false);
        upgradeDetailDisplay.gameObject.SetActive(false);

        gameplayUI.InitialiseUI();
    }
Exemple #13
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    public IEnumerator TargetEnemy()
    {
        casting = true;
        Game.Pause();  //stops movement
        GameplayUI.ShowInstructions();

        activeSpell = GetComponent <Spell> ();
        Debug.Log("active spell is: " + activeSpell);

        bool success = false;

        waiting = true;
        Debug.Log("about to wait");
        yield return(StartCoroutine(waitForClick));

        Debug.Log("done waiting");
        success = Cast(enemy);

        if (success)
        {
            Message.SetAndDisplayMessage(successMessageReadTime, successMessageFadeRate, successMessageFadeDelay, spellSuccessText);

            float healthLost = GetHealthLost();

            //https://stackoverflow.com/questions/3561202/check-if-instance-of-a-type
            if (!(GetType() == typeof(DrainSpell)))
            {
                GameObject playerGameObj = GameObject.Find(Game.playerTag);
                if (playerGameObj != null)
                {
                    playerGameObj.GetComponent <Player> ().TakeDamage(healthLost);
                }
                else
                {
                    Debug.Log("no player object?");
                }
            }
        }
        else
        {
            Message.SetAndDisplayMessage(cantCastReadTime, cantCastFade, cantCastFade, cantCastText);
        }
        End();
    }
 void Awake()
 {
     instance = this;
 }
    // Use this for initialization
    void Start()
    {
        // get player reference
        player = GameObject.FindGameObjectWithTag("player").GetComponent<PlayerScript>();
        // get generator component
        generator = GetComponent<ObstacleGenerator>(); // assumes the component is on this gameobject
        // get wheel reference
        wheel = GameObject.FindGameObjectWithTag("Roller").GetComponent<BigRoller>();
        // get level select ref
        levelSelect = GetComponent<LevelSelect>();
        // get UI ref
        UI = GetComponent<GameplayUI>();
        // get actual player angle
        player.posOnWheel = Vector3.Angle(Vector3.up, player.transform.position - wheel.transform.position);

        currentLifeStage = 0;

        stressDistance = maxDistance;

        AudioController = GameObject.Find("Global").GetComponent<AudioControl>();

        // Audio test stuff
        //bassTrack.clip = Bass;
        //melodyTrack.clip = Melody;
    }
Exemple #16
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    // SPIRIT

    /*
     * [Header("Spirit")]
     * [SerializeField] private Text spiritLevelValue;
     * [SerializeField] private Image spiritBarImage;
     * [HideInInspector] public int spiritBarMin;
     * [HideInInspector] public int spiritBarMax;
     * private int mCurrentValue;
     * private float mCurrentPercent;
     */

    void Awake()
    {
        _instance   = this;
        healthIcons = new List <Image>();
    }
Exemple #17
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 private GameplayUI GetGameplayUI()
 {
     if (gameplayUI == null)
         gameplayUI = FindObjectOfType<GameplayUI>();
     return gameplayUI;
 }
Exemple #18
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    void Awake()
    {
        if (instance == null)
            instance = this;
        else
            Destroy(gameObject);

        Lost=false;
    }