private void Awake()
    {
        /* A gamemode will be automatically set only if the minigame scene is launched through the game.
         * If it's not valid, we grab the preset debug gamemode*/
        if (GameState.Instance.IsGameStateValid())
        {
            CurrentGamemode = GameState.Instance.Gamemode;
        }
        else
        {
            CurrentGamemode = DEBUG_GamemodeToTest;
        }

        if (CurrentGamemode != MinigameGamemodeTypes.TWOPLAYERVS)
        {
            if (Score1Text)
            {
                Score1Text.enabled = false;
            }
            if (Score2Text)
            {
                Score2Text.enabled = false;
            }
        }

        Instantiate(Settings.StartGameTransition);
    }
Exemple #2
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    public void StartGame(MinigameGamemodeTypes GameModeSelected)
    {
        // We launch the debug minigame only if we are in the editor to make sure the build never uses a debug minigame
        if (Application.isEditor && DEBUG_MinigamesToLaunch.Length > 0)
        {
            GameState.Instance.SetupNewMinigames(DEBUG_MinigamesToLaunch, GameModeSelected);
            SceneTransitionController.Instance.TransitionToScene(Settings.MinigameLauncherScene.ScenePath);
        }
        else
        {
            // Add in minigames from shuffled list until we have enough minigames to play through the whole game
            MinigameInfo[] MinigamesToPlay   = new MinigameInfo[MinigamesPerGame];
            MinigameInfo[] ShuffledMinigames = Settings.GetShuffledMinigames();
            int            MinigamesAdded    = 0;
            for (int i = 0; MinigamesAdded < MinigamesPerGame; i = (i + 1) % ShuffledMinigames.Length)
            {
                if (ShuffledMinigames[i].SupportedGameModes.HasFlag(GameModeSelected))
                {
                    MinigamesToPlay[MinigamesAdded] = ShuffledMinigames[i];
                    MinigamesAdded++;
                }
            }

            GameState.Instance.SetupNewMinigames(MinigamesToPlay, GameModeSelected);
            SceneTransitionController.Instance.TransitionToScene(Settings.MinigameLauncherScene.ScenePath);
        }
    }
Exemple #3
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 public void SetupNewMinigames(MinigameInfo[] NewSelectedMinigames, MinigameGamemodeTypes NewGamemode)
 {
     MinigamesWon            = 0;
     MinigamesPlayed         = 0;
     MinigamesWonByP1        = 0;
     MinigamesWonByP2        = 0;
     LastMinigameFinishState = LastMinigameFinish.NONE;
     SelectedMinigames       = NewSelectedMinigames;
     Gamemode = NewGamemode;
 }
Exemple #4
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    private void Awake()
    {
        /* A gamemode will be automatically set only if the minigame scene is launched through the game.
         * If it's not valid, we grab the preset debug gamemode*/
        if (GameState.Instance.IsGameStateValid())
        {
            CurrentGamemode = GameState.Instance.Gamemode;
        }
        else
        {
            CurrentGamemode = DEBUG_GamemodeToTest;
        }

        Instantiate(Settings.StartGameTransition);
    }