// Use this for initialization void Start() { SetMenuMode(MenuModes.clear); SetupPuzzleSelectListeners(); PlayerProfile.GetPlayerProfile(); GameplayUI.SetShowCursor(true); }
// 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(); }
private void End() { Game.Unpause(); casting = false; SpellButtons.ActivateCastingButtons(true); activeSpell = null; GameplayUI.HideInstructions(); }
/// <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; }
// 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); } }
/// <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); }
protected override void Start() { currentHealth = PlayerPersistantStats.Instance.PlayerPreviousHealth; if (currentHealth == 0) { currentHealth = maxHealth; } UI = FindObjectOfType <GameplayUI>(); UI.UpdateUI(currentHealth, maxHealth); }
void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } Lost = false; }
/// <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); }
// 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); }
/// <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(); }
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; }
// 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>(); }
private GameplayUI GetGameplayUI() { if (gameplayUI == null) gameplayUI = FindObjectOfType<GameplayUI>(); return gameplayUI; }
void Awake() { if (instance == null) instance = this; else Destroy(gameObject); Lost=false; }