Exemple #1
0
 public Scene(GameObjectManager objectManager, ISceneManager sceneManager, SceneType sceneType)
 {
     this.sceneManager = sceneManager;
     this.sceneType    = sceneType;
     ObjectManager     = objectManager;
     GameObjectState   = objectManager;
 }
Exemple #2
0
    void Start()
    {
        collectionBox = GameObject.FindGameObjectWithTag("CollectionBox");
        if (canvas.activeInHierarchy == false)
        {
            Debug.LogError("canvas is not active");
            canvas.SetActive(true);
        }
        if (poolTable.activeInHierarchy == false)
        {
            poolTable.SetActive(true);
        }

        if (cueBall.activeInHierarchy == false)
        {
            cueBall.SetActive(true);
        }

        if (cue.activeInHierarchy == false)
        {
            cue.SetActive(true);
        }

        if (redBalls.activeInHierarchy == false)
        {
            redBalls.SetActive(true);
        }
        #region resetVariables
        redBallsResetPosition = new List <Vector3>();
        cueResetPosition      = cue.transform.position;
        for (int i = 0; i < redBalls.transform.childCount; i++)
        {
            redBallsResetPosition.Add(redBalls.transform.GetChild(i).position);
            Debug.Log(redBallsResetPosition[i]);
        }

        #endregion
        factor          = 0;
        cuePosition     = Vector3.zero;
        strikeDirection = Vector3.forward;

        //OtherPlayer = new Player("Doe","Player2CollectedBalls");
        imagePanel = GameObject.FindGameObjectWithTag("imagePanel");
        imagePanel.SetActive(false);
        image = GameObject.FindGameObjectWithTag("cueImage");


        if (cueBallCanvas == null)
        {
            Debug.LogError("Not found error ");
        }

        winnerMessage.GetComponent <Canvas>().enabled = false;
        gameState = StatesOfGame.WAITING_FOR_STRIKE_STATE;

        currentState = new GameStates.WaitingForStrikeState(this);
    }
 void Start()
 {
     strikeDirection = Vector3.forward;
     // sets the player name, if time let user set it
     Player_one   = new Player("P1");
     Player_two   = new Player("P2");
     GameInstance = this;
     winnerMessage.GetComponent <Canvas>().enabled = false;
     currentState = new GameStates.WaitingForStrikeState(this);
 }
Exemple #4
0
    void Start()
    {
        strikeDirection = Vector3.forward;
        CurrentPlayer   = new Player("John");
        OtherPlayer     = new Player("Doe");

        GameInstance = this;
        winnerMessage.GetComponent <Canvas>().enabled = false;

        currentState = new GameStates.WaitingForStrikeState(this);
    }
    void Start()
    {
        //   Physics.gravity = new Vector3(-112, 98, -16);
        strikeDirection = Vector3.left;
        CurrentPlayer   = new Player("Anan1");
        OtherPlayer     = new Player("Anan2");

        GameInstance = this;
        winnerMessage.GetComponent <Canvas>().enabled = false;

        currentState = new GameStates.WaitingForStrikeState(this);
    }
        public void ActivateState(IGameObjectState state)
        {
            if (activeState != null)
            {
                activeState.OnStateEnd();
            }

            activeState = state;
            if (activeState != null)
            {
                activeState?.OnStateStart();
            }
        }
Exemple #7
0
    void Start()
    {
        /*if(!isLocalPlayer){
         *      Destroy(this);
         * }*/
        strikeDirection = joystick.strikeDir();
        CurrentPlayer   = new Player("John");
        OtherPlayer     = new Player("Doe");

        /*
         * GameInstance = this;
         * winnerMessage.GetComponent<Canvas>().enabled = false;
         */

        currentState = new GameStates.WaitingForStrikeState(this);
    }
 void Start()
 {
     cueBallDirection = Vector3.forward;
     GameInstance     = this;
     currentState     = new Game.cuePosition(this);
 }
 public void SetCurrentState(IGameObjectState state)
 {
     currentState = state;
 }
 public virtual void ActivateState(IGameObjectState state)
 {
     state.OnStateStart();
     activeStates.Add(state);
 }
    void Start()
    {
        strikeDirection = Vector3.forward;
        CurrentPlayer = new Player("John");
        OtherPlayer = new Player("Doe");

        GameInstance = this;
        winnerMessage.GetComponent<Canvas>().enabled = false;

        currentState = new GameStates.WaitingForStrikeState(this);
    }
Exemple #12
0
 // Use this for initialization
 void Start()
 {
     GameInstance = this;
     currentState = new GameStates.StartingGame(this);
     startGame    = false;
 }