private IEnumerator LeaveScene() { yield return(new WaitForSeconds(10)); GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController>().DDoSPuzzle = true; PuzzleSceneManager.ExitPuzzle(); }
public void ActivateLoseState() { if (!InLoseState) { InLoseState = true; timeText.transform.parent.gameObject.SetActive(false); PuzzleSceneManager.SceneSwitch("LoseScene"); } }
public void ActivateWinState() { if (!InWinState) { InWinState = true; timer.timerIsRunning = false; timeText.transform.parent.gameObject.SetActive(false); PuzzleSceneManager.SceneSwitch("WinScene"); } }
public void OnClick() { if (password.text == expectedPassword) { //Disable interaction password.interactable = false; //Go to email puzzle PuzzleSceneManager.SwitchToPuzzle("ShutdownSecurityScene"); } password.text = ""; }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.P)) { PuzzleSceneManager.SwitchToPuzzle("TestPuzzle"); } if (Input.GetKeyDown(KeyCode.E)) { PuzzleSceneManager.ExitPuzzle(); } }
public void OnClick() { if (email.text == expectedEmail && password.text == expectedPassword) { GameObject controller = GameObject.FindGameObjectWithTag("GameController"); //Disable interaction password.interactable = false; //Go to email puzzle PuzzleSceneManager.SwitchToPuzzle("6.PhishingEmail"); } }
public void OnClick() { Debug.Log("clicked"); if (username.text == expectedUsername && password.text == expectedPassword) { //Disable interaction password.interactable = false; //Go to email puzzle PuzzleSceneManager.SwitchToPuzzle("8.DDoSScene"); } password.text = ""; }
public void StartGame() { //Main room PuzzleSceneManager.SceneSwitch("GameScene"); //Reset booleans ResetBooleans(); //Starting timer timer.ResetTime(); timeText.transform.parent.gameObject.SetActive(true); timer.timerIsRunning = true; }
// Update is called once per frame void Update() { if (Keyboard.current.pKey.wasPressedThisFrame) { PuzzleSceneManager.SwitchToPuzzle("1.EmailLogin"); } if (Keyboard.current.oKey.wasPressedThisFrame) { PuzzleSceneManager.SwitchToPuzzle("TestPuzzle2"); } if (Keyboard.current.eKey.wasPressedThisFrame) { PuzzleSceneManager.ExitPuzzle(); } }
// Use this for initialization void Start() { refObj = GameObject.Find("PuzzleSceneManager"); for (int i = 0; i < 2; i++) { for (int j = 0; j < HAND_NUM; j++) { objText[i, j] = GameObject.Find("ExplainText" + i.ToString() + j.ToString()); objImage[i, j] = GameObject.Find("ExplainBack" + i.ToString() + j.ToString()); } } p1 = refObj.GetComponent <PuzzleSceneManager>(); c1 = refObj.GetComponent <CardData>(); n10 = int.Parse(name.Substring(4)) / 10; n1 = int.Parse(name.Substring(5)); }
public void DataChange() { this.name = "MatchManager"; PuzzleSceneManager p1 = GameObject.Find("PuzzleSceneManager").GetComponent <PuzzleSceneManager>(); for (int i = 0; i < DECKCARD_NUM; i++) { enemyLibrary[i] = p1.library[0, i]; } enemyLibraryNum = p1.libraryNum[0]; for (int i = 0; i < HAND_NUM; i++) { enemyHand[i] = p1.handCard[0, i]; } wait = p1.waitCount[0]; m_photonView.RPC("ChangeDataInput", PhotonTargets.Others, wait, enemyLibrary, enemyLibraryNum, enemyHand); }
public void OnClickCancel() { PuzzleSceneManager.SwitchToPuzzle("PasswordScene"); }
public void OnClickCompleteProcess() { PuzzleSceneManager.SwitchToPuzzle("DecryptedSSLScene"); }
//Event handler for closing window public void OnClose() { PuzzleSceneManager.ExitPuzzle(); }
public void LeavePicture() { PuzzleSceneManager.ExitPuzzle(); }
public void ExitPuzzle() { PuzzleSceneManager.ExitPuzzle(); }
// Use this for initialization void Start() { p1 = GameObject.Find("PuzzleSceneManager").GetComponent <PuzzleSceneManager>(); c1 = GameObject.Find("PuzzleSceneManager").GetComponent <CardData>(); m_photonView = this.GetComponent <PhotonView>(); }
public void QuitGame() { PuzzleSceneManager.QuitGame(); }
public void OnClickPower() { GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController>().DisableManagersSeecurityProtectionPuzzle = true; PuzzleSceneManager.ExitPuzzle(); }
/* * //★第二種呪文効果関数に使用する汎用関数★ * //マナを減少させる効果 * public void Slip(int player, int lostMana) * { * int i, j; * for (i = 0; i < HAND_NUM; i++) * { * for (j = 0; j < BLOCKTYPE_NUM + 1; j++) * { * if (p1.cardMana[player, i, j] >= p1.cardCost[player, i, j])//マナが足りて居たら * { * p1.cardMana[player, i, j] = p1.cardCost[player, i, j] - lostMana;//コストからlostMana分だけ足りないように * } * else * { * p1.cardMana[player, i, j] -= lostMana;//足りていなければその値からlostMana分減らす * } * if (p1.cardMana[player, i, j] < 0) { p1.cardMana[player, i, j] = 0; }//0未満になったら0に直す * } * } * } * * //カードを捨てる効果 * public void Discard(int player) * { * for (int i = 0; i < HAND_NUM; i++) * { * if (p1.useCard[player, i] == false) * { * p1.DrawCard(player, i); * for (int j = 1; j < BLOCKTYPE_NUM + 1; j++) { p1.cardMana[player, i, j] = 0; }//カードに貯まったマナもリセット * p1.useCard[player, i] = false;//新たに引いたので、使っていない状態になおす。 * //カードを使用していないので非表示を表示にする処理はいらない。 * StartCoroutine(p1.ShakeCard(player, i)); * } * } * } * * //ライブラリを破壊する効果(残り0枚なら効果なし) * public void LibraryBreak(int player, int count) * { * for (int l = 0; l < count; l++) * { * for (int i = 0; i < DECKCARD_NUM; i++) * { * if (p1.library[player, i, 0, 0] != 0) * {//ライブラリの上から順にカードがある(0でない)ところまで探していく。 * p1.library[player, i, 0, 0] = 0;//カードを引いたのでライブラリから消す。 * p1.libraryNum[player]--;//ライブラリの残り枚数を1減らす。 * StartCoroutine(p1.ShakeDeck(player)); * break; * } * } * } * } * * //カードをライブラリに戻す * public void HandEscape(int player) * { * for (int i = 0; i < HAND_NUM; i++) * { * if (p1.useCard[player, i] == false) * { * LibraryPut(player, p1.handCard[player, i]); * p1.useCard[player, i] = true; * p1.cardSkill[player, i] = 0; //非表示のカードは効果を発揮しない。 * p1.objCard[player, i].GetComponent<Image>().enabled = false;//戻したので非表示 * } * } * } * * //ライブラリの一番上にカードを置く * public void LibraryPut(int player, int cardnum) * { * int i; * if (p1.library[player, 0, 0, 0] == 0)//ライブラリが一杯でない時のみ * { * p1.libraryNum[player]++; * p1.library[player, 0, 0, 0] = cardnum; * //今あるカードの上に持って行く * for (i = DECKCARD_NUM - 1; i > 0; i--) * { * if (p1.library[player, i, 0, 0] != 0) * { * continue; * }//カードがあるなら次を探査 * else * { * p1.library[player, i, 0, 0] = p1.library[player, 0, 0, 0]; * p1.library[player, 0, 0, 0] = 0; * break; * } * } * for (int j = 0; j < BLOCKTYPE_NUM + 1; j++) * { * p1.library[player, i, 1, j] = card[p1.library[player, i, 0, 0]].cardCost[j]; * }//カードのコスト * } * } * */ // Use this for initialization void Start() { p1 = GetComponent <PuzzleSceneManager>(); CardList(); LoadDeckList(); }