static void Main() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); // Game Player IGameView gameView = new GameFormView(); Game gameModel = new Game(); GameController gameController = new GameController(gameModel, gameView); GameBoardForm gameBoard = new GameBoardForm(gameView, gameController); // File Handler IFiler filer = new Filer(); ISaver saver = (ISaver)filer; ILoader loader = (ILoader)filer; FilerForm filerView = new FilerForm(); IGameFiler gameFiler = new GameFiler(); FilerController filerControl = new FilerController(saver, loader, filer, gameFiler, gameModel, filerView); // Level Designer ILevelDesignView designView = new LevelDesignerForm(); IChecker designCheck = new Checker(); ILevelDesigner designModel = new LevelDesigner(designCheck); ILevelDesignController designController = new LevelDesignController(designView, designModel); BaseForm baseForm = new BaseForm(gameBoard, filerControl, designController); Application.Run(baseForm); }
static void OpenWindow() { LevelDesigner window = (LevelDesigner)GetWindow(typeof(LevelDesigner)); window.minSize = new Vector2(300, 300); window.Show(); }
void Start() { scoreDisplay = FindObjectOfType <ScoreDisplay>(); multiplierDisplay = FindObjectOfType <MultiplierDisplay>(); background = GameObject.FindObjectOfType <Background>(); playerAnim = GameObject.FindGameObjectWithTag("Player").GetComponent <Animator>(); divisionStepChangeCountdown = divisionStepInterval; gameSpeed = initialGameSpeed; spawnRate = initialSpawnRate; rotationSpeed = initialRotationSpeed; levelDesigner = GetComponent <LevelDesigner>(); gameManager = FindObjectOfType <GameManager>(); audioManager = FindObjectOfType <AudioManager>(); currentSelectables = new GameObject[numberOfSelectableMods]; currentSelectablesScript = new Module[numberOfSelectableMods]; spawnedMods = new GameObject[maxNumOfModsInGame]; // these does not include spawned modules that have reached the player spawnedModsIndex = -1; selectedModIndex = 0; queueLength = levelDesigner.queueLength; spawnQueue = new Vector2[queueLength]; for (int i = 0; i < spawnQueue.Length; i++) { spawnQueue[i] = new Vector2(-1, -1); } SetProbabilities(); //initial boost SetSpeed(initialGameSpeed * 10, 400, initialSpawnRate * 10, initialRotationSpeed); setMultiplier(); //for at forhindre at man får en konflikt med flere setspeed kald hvis man får starpower imens spillet er ved at starte StartCoroutine(DisableControls()); }
static void Init() { // Get existing open window or if none, make a new one: LevelDesigner window = (LevelDesigner)EditorWindow.GetWindow(typeof(LevelDesigner)); window.Show(); }
private void MakeInstance() { if (Instance == null) { Instance = this; } }
void LoadLevel(int lvl) { levelDidReset = true; GameClock.Instance.ResetClock(); DestroyNonPlayer(); levelData = LevelDesigner.Generate(0); PopulateAgents(); OnLevelEvent?.Invoke(LevelEventType.LOADED); }
void Update() { levelDesigner = FindObjectOfType <LevelDesigner>(); if (levelDesigner != null) { SelectTheme(themeSelection); } }
void OnEnable() { script = (LevelDesigner)target; if (!Application.isPlaying) { Tools.current = Tool.View; } }
void Update() { levelDesigner = FindObjectOfType <LevelDesigner>(); var main = ps.main; if (levelDesigner != null) { main.startColor = SelectTheme(themeSelection); } }
private void Awake() { if (Instance == null) { Instance = this; } else { Destroy(gameObject); } }
private void Update() { if (!PhotonNetwork.isMasterClient && !getLevelDesigner && levelDesigner == null) { GameObject instanceLevelDedigner = GameObject.Find(levelDesignerPrefab.name + "(Clone)"); if (instanceLevelDedigner) { levelDesigner = instanceLevelDedigner.GetComponent <LevelDesigner>(); getLevelDesigner = true; } } }
public static float GetPlayerNormalSpeed(float playerInitSpeed) { if (GameConst.instance.gameMode == 0) { float coefficient = (GameConst.Level != 1) ? (float)(GameConst.Level - 1) / 17 : 0; return(playerInitSpeed + (int)(35 * (1 - Mathf.Exp(-(coefficient))))); } else if (GameConst.instance.gameMode == 1) { return(playerInitSpeed + ((GameConst.Level - 1) * LevelDesigner.speedUp(0))); } else { return(playerInitSpeed); } }
void OnEnable() { script = (LevelDesigner) target; if(!Application.isPlaying) { if (SceneView.lastActiveSceneView != null) { Tools.current = Tool.View; SceneView.lastActiveSceneView.orthographic = true; SceneView.lastActiveSceneView.LookAtDirect(SceneView.lastActiveSceneView.pivot,Quaternion.identity); leftControl = false; batchmode = BatchMode.None; } } }
//public Transform transform; public override void OnInspectorGUI() { LevelDesigner Level = (LevelDesigner)target; base.OnInspectorGUI(); if (GUILayout.Button("[1] Spawn")) { Level.SpawmOne(); } if (GUILayout.Button("[2] Spawn")) { Level.SpawmTwo(); } if (GUILayout.Button("[3] Spawn")) { Level.SpawmThree(); } }
public void LevelChanger(float playerMAX) { gunScript.StopGun(); Level = LevelDesigner.levelUp(Level); Player.instance.speed.z = LevelDesigner.speedUp(Player.instance.speed.z); Player.instance.normalSpeed = Player.instance.speed.z; if (gameMode == 0) { Debug.Log("Level Finish Has Started"); StartCoroutine(LevelEndedState(playerMAX)); } else if (gameMode == 1) { Debug.Log("Endless Finish Has Started"); StartCoroutine(LevelChangeState(playerMAX, Player.instance.speed.z)); } }
private const int gameEndFontSize = 200; //ゲーム終了時に変更するフォントサイズの値 private void Start() { //UIを非アクティブに sightingImage.enabled = false; mainText.enabled = false; shootButtone.enabled = false; GameEndBackImage.enabled = false; //マスタークライアントのみ、GameManagerを生成する if (PhotonNetwork.isMasterClient) { //「LevelDesigner」を生成 GameObject instanceLevelDedigner = PhotonNetwork.Instantiate(levelDesignerPrefab.name, Vector3.zero, Quaternion.identity, 0); levelDesigner = instanceLevelDedigner.GetComponent <LevelDesigner>(); getLevelDesigner = true; } //レベルデザインをロードするまで待機する関数 StartCoroutine(GameStartWait()); }
private void GetDesigner() { if (TryGetComponent(out levelDesigner)) { levelDesigner.OnTimerTick -= UIController.GetMenu <GameMenu>().ShowTimer; Destroy(levelDesigner); } switch (gameType) { case GameType.Logic: levelDesigner = gameObject.AddComponent <LogicLevelDesigner>(); break; case GameType.Mathematic: levelDesigner = gameObject.AddComponent <MathematicLevelDesigner>(); break; case GameType.Memory: levelDesigner = gameObject.AddComponent <MemoryLevelDesigner>(); break; case GameType.Attention: levelDesigner = gameObject.AddComponent <AttentionLevelDesigner>(); break; default: Debug.LogError("Не найден дезайнер уровней"); break; } levelDesigner.OnTimerTick += UIController.GetMenu <GameMenu>().ShowTimer; }
//awake void Awake() { levelDesigner = GameObject.Find("GameBoard").GetComponent <LevelDesigner> (); }
private void Awake() { LevelDesigner.Instance = this; }
protected void createGameBoard(int rows, int columns, bool isloaded) { if (isloaded != true) { //creating Level LevelDesigner.createLevel(rows, columns); LevelDesigner.MyLevel.CreateCells(); } //Clear out the existing controls, we are generating a new table layout GameBoard.Controls.Clear(); GameBoard.ColumnStyles.Clear(); GameBoard.RowStyles.Clear(); //Now we will generate the table, setting up the row and column counts first GameBoard.ColumnCount = columns; GameBoard.RowCount = rows; //creating rows for (int y = 0; y < LevelDesigner.MyLevel.Height; y++) { //create a row GameBoard.ColumnStyles.Add(new ColumnStyle(SizeType.Percent)); //creating columns for (int x = 0; x < LevelDesigner.MyLevel.Width; x++) { //create the grid CustomControl_Button btn_Cell = new CustomControl_Button() { Name = count.ToString() }; //adding the cells from cell collection to the btn btn_Cell.ChildCell = LevelDesigner.MyLevel.CellCollection[count]; //setting the button size btn_Cell.Size = new Size(40, 40); btn_Cell.Padding = new Padding(0); btn_Cell.Margin = new Padding(0); btn_Cell.Click += Button_OnClick_For_Cell; MenuItem m1 = new MenuItem("LeftTile", new EventHandler(ContextMenu_OnClick_For_TileLeft)); MenuItem m2 = new MenuItem("UpTile", new EventHandler(ContextMenu_OnClick_For_TileUp)); MenuItem m3 = new MenuItem("BlankTile", new EventHandler(ContextMenu_OnClick_For_TileBlank)); MenuItem m4 = new MenuItem("LeftUpTile", new EventHandler(ContextMenu_OnClick_For_TileLeftUp)); MenuItem m5 = new MenuItem("Exit", new EventHandler(ContextMenu_OnClick_For_TileExit)); MenuItem m6 = new MenuItem("Theseus", new EventHandler(ContextMenu_OnClick_For_Theseus)); MenuItem m7 = new MenuItem("Minotaur", new EventHandler(ContextMenu_OnClick_For_Minotaur)); btn_Cell.ContextMenu = new System.Windows.Forms.ContextMenu(); btn_Cell.ContextMenu.MenuItems.Add(m1); btn_Cell.ContextMenu.MenuItems.Add(m2); btn_Cell.ContextMenu.MenuItems.Add(m3); btn_Cell.ContextMenu.MenuItems.Add(m4); btn_Cell.ContextMenu.MenuItems.Add(m5); btn_Cell.ContextMenu.MenuItems.Add(m6); btn_Cell.ContextMenu.MenuItems.Add(m7); //Finally, add the control to the correct location in the table GameBoard.Controls.Add(btn_Cell, x, y); count += 1; } } if (isloaded != true) { //AddBorders(); theseus = new Theseus(); minotaur = new Minotaur(); } }
public void SetLevelDesigner(LevelDesigner _levelDesigner) { m_levelDesigner = _levelDesigner; }
void OnEnable() { script = (LevelDesigner)target; }
void Update() { bar.set(5000f, pelanggan.kesabaran); //cek state switch (pelanggan.state) { case 0: //randomize pelanggan tersedia + pesanannya pelanggan = new Pelanggan("garong", "ikan goreng"); break; case 1: render.color = new Color32(225, 80, 80, 0); //jalan ke antre.kalau belum sampai, jalan. kalau sudah ganti state 2 if (transform.position.y > kursi.y) { rb.MovePosition(transform.position + new Vector3(0, -1) * speed * Time.deltaTime); skin.Play("Base Layer.walk_down"); } else { pelanggan.state++; GameObject.FindWithTag("manajer").GetComponent <Ordermanager>().isAntrianGerak = false; skin.Play("Base Layer.down"); } break; case 2: render.color = new Color32(225, 80, 80, 255); //kalau belum dapat kursi kurangi kesabaran, pergantian state ke state 3 ditangani player if (pelanggan.kesabaran > 0) { if (!UI_Controller.isPaused) { pelanggan.kesabaran--; } } else { pelanggan.state = 5; LevelDesigner.kurangreputasi(1); GameObject.FindWithTag("manajer").GetComponent <Ordermanager>().keluarAntrian(noAntri); } break; case 3: render.color = new Color32(225, 80, 80, 0); skin.Play("Base Layer.right"); //kalau belum dapat makanan kurangi kesabaran, pergantian state ke state 4 ditangani player if (pelanggan.kesabaran > 0) { if (!UI_Controller.isPaused) { pelanggan.kesabaran--; } } else { pelanggan.state = 5; LevelDesigner.kurangreputasi(1); GameObject.FindWithTag("manajer").GetComponent <Ordermanager>().pulang(noKursi); } break; case 4: //tunggu 10 detik lalu ganti ke state 5 dan bayar makan if (waktumakan > 0) { if (!UI_Controller.isPaused) { waktumakan--; } } else { if (warnamakanan.ToLower() == pelanggan.warna.ToLower()) { LevelDesigner.bayar(10); LevelDesigner.tambahreputasi(2); } else { LevelDesigner.bayar(5); LevelDesigner.tambahreputasi(1); } pelanggan.state++; GameObject.FindWithTag("manajer").GetComponent <Ordermanager>().pulang(noKursi); } break; case 5: //kalau belum sampai, jalan. kalau sudah trigger pelanggan baru di order manager dan hancurkan objek if (transform.position.x > keluar.x) { skin.Play("Base Layer.left"); rb.MovePosition(transform.position - new Vector3(1, 0) * speed * Time.deltaTime); } else if (transform.position.y < keluar.y) { skin.Play("Base Layer.walk_up"); rb.MovePosition(transform.position + new Vector3(0, 1) * speed * Time.deltaTime); } else { Destroy(gameObject); } break; } }
void datangbaru() { var temp = Instantiate(pelanggan, masuk.position, Quaternion.identity); temp.GetComponent <Kodepelanggan>().kursi = antre[2].position; temp.GetComponent <Kodepelanggan>().noAntri = 2; temp.GetComponent <Kodepelanggan>().pelanggan = new Pelanggan("a", level.pesanRandom(), LevelDesigner.intToStringWarna(level.datang())); temp.GetComponent <Kodepelanggan>().pilihSkin(); antrian[2] = temp; antrianterisi[2] = true; }
/// <summary> /// Start this instance. /// </summary> void Start() { levelDesignerObject = GameObject.Find("GameBoard"); levelDesigner = levelDesignerObject.GetComponent <LevelDesigner> (); }