Exemple #1
0
        // Awake is called the moment this component is created
        void Start()
        {
            // player is in the house at the beginning
            PlayerHouse.GetComponent <PlayerHouse>().ShowPlayer();
            NPCs    = new List <NPC>(npcNumber);
            NPC_AIs = new List <NPC_AI>(npcAINumber);

            // get active level settings - the scene  has 18% social distancing
            LevelSettings.GetActiveLevelSettings().SocialDistancingFactor = 18;
            // our NPC number
            LevelSettings.GetActiveLevelSettings().NumberOfNPCs = npcNumber + npcAINumber;
            // time-scale is slow and infection status is not shown during game
            LevelSettings.GetActiveLevelSettings().DayLength           = 100f;
            LevelSettings.GetActiveLevelSettings().ShowInfectionStatus = false;
            // the grid cell has to be as large as the player's infection radius
            randomGridForHumans = GameObject.Find("RandomGrid").GetComponent <RandomGrid>();
            // generate the random coordinates for humans which depend on the scale of the player (who is largest),
            // their infection radius, since we do not want immediate infection
            // and the number of humans that we want to place
            randomGridForHumans.GenerateRandomCoords(3 * playerPrefab.transform.localScale.x,
                                                     playerPrefab.GetComponentInChildren <InfectionTrigger>().InfectionRadius,
                                                     npcNumber + npcAINumber);

            // place humans on grid (NPC, NPC_AI, player)
            CreateHumans();
            Player.withMask = true;

            // set the paths for the NPC_AIs
            // these are fixed floats at the moment
            // maybe there is a better more "relative" way do handle this
            SetPathsforNPC_AIs();
        }
Exemple #2
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 /// <summary>
 /// In infection status is not shown all NCPs do no sprite update within the game
 /// since we do not want the user to know if they are healthy or not.
 /// Only when the game ends, we want them all to show their true color.
 /// *FIXME*: This is another function that does not really belong to the CreateHumans
 /// game object. But handling it in another way requires a lot more reconstruction than
 /// we want to do at the moment.
 /// </summary>
 protected override void CummulativeSpriteUpdate()
 {
     // all NPCs show true infection statuts
     CreateHumans.GetComponent <Components.CreatePopLeveldemo>().CummulativeSpriteUpdate();
     // then start to update infection status again
     LevelSettings.GetActiveLevelSettings().ShowInfectionStatus = true;
 }
 /// <summary>
 ///  Runs after all other update calls, ensuring that lastDayTick gets updated AFTER all humans have called IsNewDay().
 ///  After all, we don't want a day to end early.
 /// </summary>
 void LateUpdate()
 {
     if (Time.time - lastDayTick > LevelSettings.GetActiveLevelSettings().DayLength)
     {
         lastDayTick = Time.time;
     }
 }
Exemple #4
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        void Start()
        {
            // player is not in the house at the beginning
            playerHouse.GetComponent <PlayerHouse>().UnshowPlayer();
            // get active level settings - the level demo scene has 18% social distancing
            LevelSettings.GetActiveLevelSettings().SocialDistancingFactor = 18;
            LevelSettings.GetActiveLevelSettings().NumberOfNPCs           = npcNumber;
            // We do not show the infection status in this level
            LevelSettings.GetActiveLevelSettings().ShowInfectionStatus = false;
            // Set the DayLength for this level
            LevelSettings.GetActiveLevelSettings().DayLength = 100;
            // this gets the Main Camera from the Scene
            // the grid cell has to be as large as the player's infection radius
            randomGridForHumans = GameObject.Find("RandomGrid").GetComponent <RandomGrid>();

            // generate the random coordinates for humans which depend on the scale of the player (who is largest),
            // their infection radius, since we do not want immediate infection
            // and the number of humans that we want to place
            randomGridForHumans.GenerateRandomCoords(playerPrefab.transform.localScale.x,
                                                     playerPrefab.GetComponentInChildren <InfectionTrigger>().InfectionRadius,
                                                     npcNumber);

            // place humans on grid
            CreateHumans();
        }
        void Start()
        {
            // player is in the house at the beginning
            playerHouse.GetComponent <PlayerHouse>().ShowPlayer();
            // Get reference to the nonSpanableSpace class
            nonSpawnableSpaceClass = nonSpawnableSpaceObj.GetComponent <nonSpawnableSpace>();
            // get active level settings - the get home scene always has 50% social distancing
            LevelSettings.GetActiveLevelSettings().SocialDistancingFactor = 18;
            LevelSettings.GetActiveLevelSettings().NumberOfNPCs           = npcNumber;
            // We do not show the infection status in this level
            LevelSettings.GetActiveLevelSettings().ShowInfectionStatus = false;
            // Set the DayLength for this level
            LevelSettings.GetActiveLevelSettings().DayLength = 100;
            // this gets the Main Camera from the Scene
            // the grid cell has to be as large as the player's infection radius
            randomGridForHumans = GameObject.Find("RandomGrid").GetComponent <RandomGrid>();
            // make screen Bounds 80% smaller so that NPCs are placed more in the middle since the player is at the edge
            randomGridForHumans.shrinkScreenBounds(0.8f);

            // generate the random coordinates for humans which depend on the scale of the player (who is largest),
            // their infection radius, since we do not want immediate infection
            // and the number of humans that we want to place
            randomGridForHumans.GenerateRandomCoords(playerPrefab.transform.localScale.x,
                                                     playerPrefab.GetComponentInChildren <InfectionTrigger>().InfectionRadius,
                                                     npcNumber, nonSpawnableSpaceClass);
            // place humans on grid
            CreateHumans();
        }
Exemple #6
0
        /// <summary>
        /// Set stage of infection and update smiley's image
        /// </summary>
        public virtual void SetCondition(int condition)
        {
            _mycondition = condition;
            EndLevelControllerBase egc = LevelSettings.GetActiveEndLevelController();

            // Update the stats
            switch (condition)
            {
            case EXPOSED:
            {
                egc.NotifyHumanExposed();
                GetComponent <AbstractInfection>().Expose();
                levelStats.aHumanGotExposed();
                LevelSettings.GetActiveEndLevelController().infectionIsInitialized = true;
                break;
            }

            case INFECTIOUS:
            {
                levelStats.aHumanGotInfected();
                break;
            }

            case DEAD:
            {
                //  Removes this human's Rigidbody from the physics simulation,
                //  which disables movement and collision detection.
                myRigidbody.simulated = false;

                //  Set the simulated velocity to zero.
                myRigidbody.velocity = Vector3.zero;

                //  Put this human's sprite on the 'Dead' sorting layer.
                //  This layer is below the others, causing Dead humans to be rendered
                //  below the living.
                GetComponent <SpriteRenderer>().sortingLayerName = "Dead";

                egc.NotifyHumanRemoved();
                levelStats.aHumanDied(myID);
                break;
            }

            case RECOVERED:
            {
                egc.NotifyHumanRemoved();
                levelStats.aHumanRecovered();
                break;
            }
            }

            // we want all the smileys to stay the same except for the player
            if (LevelSettings.GetActiveLevelSettings().ShowInfectionStatus == true || this.tag == "Player")
            {
                // Update the sprite image
                UpdateSpriteImage();
            }
        }
 // Awake is called the moment this component is created
 void Awake()
 {
     levelSettings = LevelSettings.GetActiveLevelSettings();
     LevelSettings.GetActiveLevelSettings().NumberOfNPCs = 25;
     //This gets the Main Camera from the Scene
     MainCamera = Camera.main;
     // transform screen dimenensions into world space
     screenBounds = MainCamera.GetComponent <CameraResolution>().GetMapExtents();
     PlaceHumans();
 }
Exemple #8
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    public void Start()
    {
        LevelSettings = LevelSettings.GetActiveLevelSettings();

        // Get the statistics object that counts the number of infected humans
        // and initialize it.
        levelStats = LevelStats.GetActiveLevelStats();
        // Reset the level stats if it was active.
        // This is necessary if we restart from a previous run.
        levelStats.Reset();
    }
Exemple #9
0
    // Start is called before the first frame update
    void Awake()
    {
        //  Make sure this object survives the scene change
        //  We will need it in the end screen to evaluate the stats
        DontDestroyOnLoad(gameObject);

        // normally we initialize by the start-button-script from main menu
        // if this is no the case, we do the initialization here
        if (isInit == false)
        {
            LevelSettings LevelSettings = LevelSettings.GetActiveLevelSettings();
            Init(LevelSettings.NumberOfNPCs);
        }
    }
 public void Start()
 {
     m_coll = GetComponent <CircleCollider2D>();
     // setting from main menu
     levelSettings = LevelSettings.GetActiveLevelSettings();
     // adapt sd value from setting value (the latter is in %)
     sd = levelSettings.SocialDistancingFactor / 100;
     // we set social distancing by adjusting the radius of our collider
     SetSocialDistancingRadius();
     // more social distancing makes us less bouncy
     // A value of 0 will not bounce. A value of 1 will bounce without any loss of energy.
     m_coll.sharedMaterial.bounciness = 1 - sd;
     // more social distancing makes us crave less friction
     m_coll.sharedMaterial.friction = 1 - sd;
 }
 /// <summary>
 /// Calls the fail screen if the player is exposed
 /// </summary>
 /// <returns>True if the level ends</returns>
 protected bool EndGamePlayerExposed()
 {
     // if the player is exposed we fail
     if (CanvasFail != null && playerExposed && !playerInfectedByPropaganda)
     {
         // all NPCs show true infection statuts
         if (LevelSettings.GetActiveLevelSettings().ShowInfectionStatus == false)
         {
             CummulativeSpriteUpdate();
         }
         CanvasFail.SetActive(true);
         FindAndPlaceHuman(CanvasFail);
         return(true);
     }
     return(false);
 }
        // Awake is called the moment this component is created
        void Awake()
        {
            // get active level settings - the party scene always has 50% social distancing
            LevelSettings.GetActiveLevelSettings().SocialDistancingFactor = 50;
            // need this in every level
            LevelSettings.GetActiveLevelSettings().ShowInfectionStatus = true;
            LevelSettings.GetActiveLevelSettings().DayLength           = 100f;

            // this gets the Main Camera from the Scene
            MainCamera = Camera.main;
            // place the humans
            PlaceHumans();
            // player wears a mask and glasses in this level
            // human base calls SetCondition on start
            // where the right picture with mask and glasses is loaded
            Player.withGlassesAndMask = true;
        }
        // Start is called before the first frame update
        void Start()
        {
            // get number of NPCs from main menu
            levelSettings = LevelSettings.GetActiveLevelSettings();
            // in every level these should get a value, otherwise the value from previous level is adopted
            levelSettings.ShowInfectionStatus = true;
            levelSettings.DayLength           = 1f;

            npcNumber = levelSettings.NumberOfNPCs;
            // create our list of NPCs
            NPCs = new List <NPC>(npcNumber);
            // create the random grid with coordinates
            // the grid cell has to be as large as the player's infection radius
            randomGridForHumans = GameObject.Find("RandomGrid").GetComponent <RandomGrid>();
            // generate the random coordinates for humans which depend on the scale of the player (who is largest),
            // their infection radius, since we do not want immediate infection
            // and the number of humans that we want to place
            randomGridForHumans.GenerateRandomCoords(playerPrefab.transform.localScale.x,
                                                     playerPrefab.GetComponentInChildren <InfectionTrigger>().InfectionRadius,
                                                     npcNumber);
            // place humans on the grid
            CreateHumans();
        }
 /// <summary>
 /// Checks if a new simulated day has begun this frame.
 /// Call this only in Update() or FixedUpdate()!
 /// </summary>
 /// <returns>true if a new day has begun, false otherwise.</returns>
 public bool IsNewDay()
 {
     return(Time.time - lastDayTick > LevelSettings.GetActiveLevelSettings().DayLength);
 }
 public void Start()
 {
     LevelSettings = LevelSettings.GetActiveLevelSettings();
 }