void Start()
 {
     Time.timeScale = 1;
     isReady        = false;
     characterImage = GetComponent <Image>();
     playerManager  = FindObjectOfType <PlayerSelectManager>();
 }
	public void Start(){
		enteredActionPanel = false;
		outOfSubAttackPanel = true;
		outOfAttackButton = true;
		outOfActionPanel = true;
        playerSelectManager = GameObject.FindObjectOfType<PlayerSelectManager>();
        actionManager = GameObject.FindObjectOfType<ActionManager>();
	}
 void Start()
 {
     playerSelectManager = GetComponent<PlayerSelectManager>();
     gameManager = GetComponent<GameManager>();
     undoManager = GetComponent<UndoManager>();
     mapGenerator = GetComponent<MapGenerator>();
     currentActionSelected = -1;
     tileColorManager = GetComponent<TileColorManager>();
 }
 private void OnEnable()
 {
     counter               = .1f;
     canPress              = false;
     isReady               = false;
     characterImage        = GetComponent <Image>();
     playerManager         = FindObjectOfType <PlayerSelectManager>();
     characterImage.sprite = deactivated;
 }
Exemple #5
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    private void LeaveState()
    {
        /* This is the code to run when you are transitioning OUT of a state
         * Used to neatly clean up any data necessary between states */

        switch (m_State)
        {
        case MenuState.Loading:
        {
            break;
        }

        case MenuState.MainMenu:
        {
            // close the main menu canvas
            m_mainCanvas.gameObject.SetActive(false);
            break;
        }

        case MenuState.AboutMenu:
        {
            // close the about menu canvas
            m_aboutCanvas.gameObject.SetActive(false);
            break;
        }

        case MenuState.SettingsMenu:
        {
            m_SettingsManager = null;
            // close the settings menu canvas
            m_settingsCanvas.gameObject.SetActive(false);
            break;
        }

        case MenuState.PlayerSelect:
        {
            m_PlayerSelectManager = null;
            // close the player select canvas
            m_playerSelectCanvas.gameObject.SetActive(false);
            // hide any players?
            break;
        }

        case MenuState.QuickStart:
        {
            m_QuickStartCanvas.gameObject.SetActive(false);
            break;
        }

        default:
        {
            // THROW ERROR!
            throw new System.NotImplementedException("State missing in MenuManager.LeaveState()");
        }
        }
    }
Exemple #6
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 // Start is called before the first frame update
 void Start()
 {
     daMan      = GameObject.FindGameObjectWithTag("Manager").GetComponent <PlayerSelectManager>();
     daOtherMan = GameObject.FindGameObjectWithTag("Manager").GetComponent <PlayerReorderManager>();
     if (starting != "")
     {
         Settle(GameObject.Find(starting).GetComponent <DropArea>());
     }
     instances.Add(this);
 }
Exemple #7
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    void Awake()
    {
        playerManager = FindObjectOfType <PlayerSelectManager>();
        UI            = FindObjectOfType <UIManager>();
        //players = new List<PlayerController>(FindObjectsOfType<PlayerController>());

        if (playerManager == null)
        {
            for (int i = testPlayersActive; i < players.Count; i++)
            {
                players[i].gameObject.SetActive(false);
            }
        }
        else
        {
            for (int i = 0; i < players.Count; i++)
            {
                if (playerManager.p1Ready == false)
                {
                    if (players[i].name == "Player 1")
                    {
                        players[i].gameObject.SetActive(false);
                    }
                }
                if (playerManager.p2Ready == false)
                {
                    if (players[i].name == "Player 2")
                    {
                        players[i].gameObject.SetActive(false);
                    }
                }
                if (playerManager.p3Ready == false)
                {
                    if (players[i].name == "Player 3")
                    {
                        players[i].gameObject.SetActive(false);
                    }
                }
                if (playerManager.p4Ready == false)
                {
                    if (players[i].name == "Player 4")
                    {
                        players[i].gameObject.SetActive(false);
                    }
                }
                UI.UIRunThrough();
            }
            Destroy(playerManager.gameObject);
        }
    }
 // Use this for initialization
 void Awake()
 {
     playerSelectManager = GameObject.FindObjectOfType<PlayerSelectManager>();
     actionManager = GameObject.FindObjectOfType<ActionManager>();
     animator = GetComponent<Animator>();
 }
Exemple #9
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    private void SetState(MenuState new_state)
    {
        /* This will be called to change the MenuManager to a new state.
         * Here you should write the code to set up any data needed in the new state. */

        // leave old state
        LeaveState();
        // change state
        m_State = new_state;
        switch (m_State)
        {
        case MenuState.Loading:
        {
            break;
        }

        case MenuState.MainMenu:
        {
            // open the main menu canvas
            m_mainCanvas.gameObject.SetActive(true);
            EventSystem.current.SetSelectedGameObject(EventSystem.current.firstSelectedGameObject);
                    #if UNITY_STANDALONE_WIN
            Cursor.visible   = false;
            Cursor.lockState = CursorLockMode.Locked;
                    #endif
            break;
        }

        case MenuState.AboutMenu:
        {
            // open the about menu canvas
            m_aboutCanvas.gameObject.SetActive(true);
            break;
        }

        case MenuState.SettingsMenu:
        {
            // open the settings menu canvas
            m_settingsCanvas.gameObject.SetActive(true);
            //sets selected item to first in the settings menu
            EventSystem.current.SetSelectedGameObject(GameObject.Find("Quality").GetComponent <Dropdown>().gameObject);
            m_SettingsManager = new SettingsMenuManager(this, m_GameManager);
            break;
        }

        case MenuState.PlayerSelect:
        {
            // open the player select menu canvas
            m_playerSelectCanvas.gameObject.SetActive(true);
            m_PlayerSelectManager = new PlayerSelectManager(this, m_GameManager, m_Controllers);
            m_GameManager.Clear_Players();
            break;
        }

        case MenuState.QuickStart:
        {
            m_QuickStartCanvas.gameObject.SetActive(true);
            m_QuickStartMenu = new QuickStartManager(m_GameManager, m_Controllers);
            break;
        }

        default:
        {
            // THROW ERROR!
            throw new System.NotImplementedException("State missing in MenuManager.SetState()");
        }
        }
    }
    private void ConnectToEvents()
    {
        IObservable <float> control = null;
        IObservable <int>   isReady = null;

        _selectionMgr = GameObject.FindObjectOfType <PlayerSelectManager>();

        switch (_playerNumber)
        {
        case 0:
            control = InputHandlerSingleton.Instance.Player1Move;
            isReady = _selectionMgr.Player1Status.StartWith(0);
            break;

        case 1:
            control = InputHandlerSingleton.Instance.Player2Move;
            isReady = _selectionMgr.Player2Status.StartWith(0);
            break;

        case 2:
            control = InputHandlerSingleton.Instance.Player3Move;
            isReady = _selectionMgr.Player3Status.StartWith(0);
            break;

        case 3:
            control = InputHandlerSingleton.Instance.Player4Move;
            isReady = _selectionMgr.Player4Status.StartWith(0);
            break;
        }

        // isReady = isReady.DelayFrame(1);
        // control = control.DelayFrame(1);

        isReady.Subscribe(i =>
        {
            print("Ready status " + i);

            HideAll();

            //Not ready
            if (i == 0)
            {
                _character.SetMaterial(_notReadyMaterial);
                _joinText.SetActive(true);
            }
            else
            {
                _character.SetMaterial(_readyMaterial);

                _character.SetColor(palette.HUDColors[_playerNumber]);

                //Selecting character
                if (i == 1)
                {
                    _selectText.SetActive(true);

                    foreach (var arrow in _arrows)
                    {
                        arrow.SetActive(true);
                    }
                }
                else
                {
                    _readyText.SetActive(true);
                }
            }
            // Prompt.SetActive(i == 0);
            // Ready.SetActive(i == 2);
        }).AddTo(this);

        control
        .Select(i => i > 0 ? 1 : i < 0 ? -1 : 0)
        .DistinctUntilChanged()
        //.Throttle(TimeSpan.FromSeconds(0.1f))
        .CombineLatest(isReady, (c, r) =>
        {
            if (r != 1)
            {
                return(0);
            }
            else
            {
                return(c);
            }
        })
        .Where(i => i != 0)
        .Subscribe(i =>
        {
            print("Change character " + i);

            var newIndex = (int)_selectedHelmet + i;

            var helmetTypes = Enum.GetNames(typeof(Helmet));

            if (newIndex < 0)
            {
                newIndex = helmetTypes.Length - 1;
            }

            if (newIndex >= helmetTypes.Length)
            {
                newIndex = 0;
            }

            _selectedHelmet = (Helmet)newIndex;

            print("New Helmet " + _selectedHelmet);

            _helmetManager.SetHelmet(_selectedHelmet);

            print(_playerNumber);
            PlayerSelectManager.Helmets[_playerNumber] = _selectedHelmet;



            // currCharacter += i;
            // if (currCharacter >= Characters.Count)
            // {
            //     currCharacter = 0;
            // }
            // else if (currCharacter < 0)
            // {
            //     currCharacter = Characters.Count - 1;
            // }
            // Display.sprite = Characters[currCharacter];
        }).AddTo(this);
    }
Exemple #11
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 void Start()
 {
     pressedStart  = false;
     playerManager = FindObjectOfType <PlayerSelectManager>();
 }
 void Start()
 {
     currentActionSelected = -1;
     playerSelectManager = GetComponent<PlayerSelectManager>();
 }