public override void OnComponentAdded(BaseComponent c) { if (c is StartGameComponent) { ShowGame(); SetupNextRound(); SetIsPlaying(true); GameObject.Destroy(c); } else if (c is EndGameComponent) { HideGame(); GameObject.Destroy(RoundSystem.GetExistingMatch()); SetIsPlaying(false); GameObject.Destroy(c); } else if (c is MatchComponent) { this.OnMatch(c.gameObject); } else if (c is LossComponent) { this.OnLoss(c.gameObject); } }
private void Start() { if (BaseSelection.BaseSelected == null) { BaseSelection.BaseSelected = this.gameObject; } roundSystem = GameObject.Find("RoundSystem").GetComponent <RoundSystem>(); roundSystem.OnNextRound += OnNextRound; _damagePerUnit = _selectedUnitScript.DamagePerUnit; _healthPerUnit = _selectedUnitScript.HealthPerUnit; StartCoroutine(SetConnectedBases(this)); foreach (var battleUnit in battleUnits) { if (battleUnitsDictionary.ContainsKey(battleUnit)) { continue; } battleUnitsDictionary.Add(battleUnit, 0); print(battleUnit.gameObject.name + " count is " + battleUnitsDictionary[battleUnit]); } }
public override void Refresh() { int phaseNumber = RoundSystem.Instance()._phase; string phaseName = ""; switch (phaseNumber) { case 0: phaseName = "Intro"; break; case 1: phaseName = "Move"; break; case 2: phaseName = "Shoot"; break; case 3: phaseName = "Evade"; break; case 4: phaseName = "Reward"; break; } _phaseNumber.text = phaseNumber.ToString(); _phaseName.text = phaseName; }
private void Start() { Invoke("FindAllBasesOnMap", 0.1f); // to escape a race with map generator _roundSystem = GameObject.FindObjectOfType <RoundSystem>().GetComponent <RoundSystem>(); _roundSystem.OnNextRound += StartMakeDecisionsForEachBase; _battleHandler = GameObject.FindObjectOfType <BattleHandler>().GetComponent <BattleHandler>(); }
void Awake() { // + Set the pipeManager to an instance of the PipeManager class toggleManager = GameObject.Find("Toggles").GetComponent <ToggleManager> (); pipeManager = GameObject.Find("GameManager").GetComponent <PipeManager> (); modelManager = GetComponent <ModelManager> (); roundSystem = GetComponent <RoundSystem> (); }
// Use this for initialization void Awake() { toggleManager = GameObject.Find("Toggles").GetComponent <ToggleManager> (); sounds = GameObject.Find("AudioManager").GetComponent <Sounds> (); macroManager = GetComponent <MacroManager> (); roundManager = GetComponent <RoundSystem> (); }
void Start() { RestartButton.onClick.AddListener(RestartButtonClick); LevelSelectButton.onClick.AddListener(LevelSelectButtonClick); ContinueButton.onClick.AddListener(ContinueButtonClick); LM = GameObject.FindGameObjectWithTag("LevelManager").GetComponent <LevelManager> (); RM = GameObject.FindGameObjectWithTag("GameManager").GetComponent <RoundSystem> (); }
private void Start() { myBase = GetComponentInParent <Base>(); _tmPro = transform.GetComponent <TextMeshPro>(); roundSystem = GameObject.Find("RoundSystem").GetComponent <RoundSystem>(); roundSystem.OnNextRound += OnNextRound; myBase.OnNumberOfUnitsChange += OnNumberOfUnitsChange; Invoke("UpdateNumberOfUnitsUI", 0.1f); }
// Use this for initialization void Start() { toggleGroupInstance = GetComponent <ToggleGroup> (); // + Gets all toggles in the toggle group toggles = toggleGroupInstance.GetComponentsInChildren <Toggle> (); sounds = GameObject.Find("AudioManager").GetComponent <Sounds> (); roundManager = GameObject.Find("GameManager").GetComponent <RoundSystem> (); }
void ScaleZombie() { RoundSystem system = GameObject.FindObjectOfType <RoundSystem>(); //maxHealth = 100 * Mathf.Sqrt(system.currentRound); maxHealth = 50 * (Mathf.Sqrt(system.currentRound) * 2); health = maxHealth; speed = 5f; //temp }
void OnBorn() { //行计数器加1 GameGlobal.Get().GameMain.GridSystem.RowCounter[GetPosition().Position.y]++; //添加事件 EventAdd(); EventManager.Get().EventTrigger(EventTypes.Unit_OnBorn, gameObject); //向回合系统列表添加单位 RoundSystem.Get().AddUnit(this); }
private void Start() { GameObject GM = GameObject.FindGameObjectWithTag("GameManager"); nodeManager = GM.GetComponent <NodeManager> (); roundManager = GM.GetComponent <RoundSystem> (); //gets the first two lerp points startPoint = this.transform; endPoint = nodeManager.pipeArray[(int)pipes[index].x, (int)pipes[index].y, (int)pipes[index].z].pipe.transform.Find("Lerp Point").transform; }
private void BombPlant() { RaycastHit hit; Physics.Raycast(transform.position, Vector3.down, out hit, Mathf.Infinity, groundMask); NetworkServer.Spawn(Instantiate(plantedBomb, hit.point + plantOffset, Quaternion.LookRotation(hit.normal))); weaponSelector.currentWeapon = weaponSelector.FindNextWeapon(-1, 1, true); weaponSelector.SelectWeapon(weaponSelector.currentWeapon); RoundSystem.PlantBomb(); NetworkServer.Destroy(gameObject); }
// Use this for initialization void Start() { roundDetect = GameObject.FindGameObjectWithTag("GameController").GetComponent <RoundSystem>(); // Referenz auf das Rundensystem tooltip = tooltipObject; sizeText = sizeTextObject; visualText = visualTextObject; //Refernz zur Canvas Group canvasGroup = gameObject.GetComponent <CanvasGroup> (); // Wenn Inventar "gestartet" wird, soll das Layout erstellt werden CreateLayout(); }
private void Awake() { if (instance != null) { Debug.Log("More than one round system on scene"); } else { instance = this; } totemsInScene = GameObject.FindGameObjectsWithTag("Totem"); }
// Definieren der Funktion OnMouseOver, welche die Funktion open() aufruft, wenn mit links(0) draufgeklickt wird // Solange nicht die Drinkphase oder Endphase aktiv ist void OnMouseOver() { // Es darf nicht in das Eventsystem geklickt werden, damit die Clicks nicht durch die UI gehen if (!EventSystem.current.IsPointerOverGameObject()) { roundDetect = GameObject.FindGameObjectWithTag("GameController").GetComponent <RoundSystem>(); if (Input.GetMouseButtonUp(0) && roundDetect.DrinkingPhase == false && roundDetect.EndPhase == false) { open(); } } }
void OnGameInitialize() { GameObject grid = ResManager.Get().Load<GameObject>("Prefabs/GridSystem/GridSystem"); grid.transform.SetParent(GameObject.Find("Ground").transform, false); GridSystem = grid.GetComponent<GridSystem>(); GridSystem.enabled = true; GridSystem.gameObject.name = "GridSystem"; HolyWaterSystem.Get().Init(); RoundSystem.Get().Init(1); UIManager.Get(); UIManager.Get().PushPanel(PanelTypes.HUDPanel); //GameNetwork.Getinstance().GetNetWorkManager(); }
void Awake() { if (Instance != null && Instance != this) { Destroy(gameObject); } else { Debug.Log("init"); Instance = this; states = RoundState.WAITING; StartCoroutine(SetupRound()); } }
/* * - Start, set last color and therefore set background * - game should exist but all game objects should be inactive * - on start, we initialize the game w/ prev color and next color, show game objects * - play * - on end game, we hide all the things and then turn off the game objects * - on restart, we start game again w/ prev color and next color, show game objects * - on end total, we hide all the things and then turn off the game objects * * - tutorial * - inherit from roundsystem with tutorialroundsystem, overriding some things * - use queue of colors, or hardcode them per level in color chooser function */ public override void Update() { GameController gc = (Controller() as GameController); if (!gc.isPlaying) { return; } if (gc.initializeGame) { gc.initializeGame = false; GameObject.Destroy(RoundSystem.GetExistingMatch()); ClearCubes(); Reset(gc.round); } if (GetExistingMatch() != null) { return; } List <BaseComponent> matchableComponents = Pool.Instance.ComponentsForType(typeof(MatchableComponent)); MatchableComponent target = null; bool hasMatch = true; foreach (MatchableComponent mac in matchableComponents) { ColorableComponent cac = mac.GetComponent <ColorableComponent>(); if (target == null) { target = mac; continue; } Color targetColor = target.GetComponent <ColorableComponent>().color; if (targetColor != cac.color) { hasMatch = false; } } if (target) { if (hasMatch) { BaseObject.AddComponent <MatchComponent>(); } } }
private void Start() { groundManager = GameObject.Find("GameManager").GetComponent <GroundManager>(); startPoint = this.transform; nodeManager = GameObject.Find("GameManager").GetComponent <NodeManager>(); roundSystem = GameObject.Find("GameManager").GetComponent <RoundSystem>(); arrayPos = nodeManager.worldToArray(this.transform.parent.position + new Vector3(0, 3, 0)); checkPipe(arrayPos); dropValue = Random.Range(dropMin, dropMax); x = Random.Range(1.0f, 5.0f); }
// Funktion, die oben definiertes Panel schliesst und dabei wieder einfadet und eine Runde weiter geht public void close() { nextRound = GameObject.FindGameObjectWithTag("GameController").GetComponent <RoundSystem>(); nextRoundFadeIn = GameObject.FindGameObjectWithTag("GameController").GetComponent <ScreenFader>(); // Die Endphase vom Roundsystem wird auf false gesetzt. Die Kaufphase beginnt also wiede nextRound.EndPhase = false; // Die Rundenzahl wird um 1 erhoeht nextRound.currentRound++; // Das Panel wird inaktiv gesetzt thePanel.SetActive(false); // Das FadeIn wird initialisiert nextRoundFadeIn.BeginFade(-1); }
// Use this for initialization void Awake() { pipeManager = GameObject.Find("GameManager").GetComponent <PipeManager> (); highLight = GameObject.Find("GameManager").GetComponent <Highlight> (); toolManager = GameObject.Find("GameManager").GetComponent <ToolManager> (); modelManager = GetComponent <ModelManager> (); roundManager = GetComponent <RoundSystem> (); nodeManager = GetComponent <NodeManager> (); groundManager = GetComponent <GroundManager>(); toggleManager = GameObject.Find("Toggles").GetComponent <ToggleManager> (); sounds = GameObject.Find("AudioManager").GetComponent <Sounds> (); Bank = GetComponent <CashManager> (); }
void NextRound(object info) { if (text == null) { text = GetComponentInChildren <UnityEngine.UI.Text>(); } uint round = RoundSystem.Get().Rounds; if (round % 2 == RoundSystem.Get().Side) { text.text = "回合数:" + RoundSystem.Get().Rounds.ToString() + "(你的回合)"; } else { text.text = "回合数:" + RoundSystem.Get().Rounds.ToString(); } }
void OnDeath() { //播放死亡音效 AudioManager.Get().PlaySound(SoundsList.Unit_OnDeath, 0.2f); //广播死亡消息 UIManager.Get().MsgOnScreen(UnitName + "已死亡!"); //行计数器扣除 GameGlobal.Get().GameMain.GridSystem.RowCounter[GetPosition().Position.y]--; //触发单位死亡事件(Unit_OnUnitDeath) EventManager.Get().EventTrigger(EventTypes.Unit_OnDeath, gameObject); //事件移除 EventRemove(); //解引用 GetPosition().CurrentUnit = null; //移除回合系统列表 RoundSystem.Get().RemoveUnit(this); }
public override void OnServerSceneChanged(string sceneName) { if (previousSceneName == "Menu" && sceneName.StartsWith("Map")) { publicUIInstance = Instantiate(publicUI); NetworkServer.Spawn(publicUIInstance); playerSpawnSystemInstance = Instantiate(playerSpawnSystem); NetworkServer.Spawn(playerSpawnSystemInstance); roundSystemInstance = Instantiate(roundSystem); roundSystemInstance2 = roundSystemInstance.GetComponent <RoundSystem>(); NetworkServer.Spawn(roundSystemInstance); return; } if (sceneName.StartsWith("Map") && previousSceneName.StartsWith("Map")) { roundSystemInstance.GetComponent <RoundSystem>().StartFreeze(); } }
public void OnPointerClick(PointerEventData eventData) //鼠标点击事件 { if (eventData.button != PointerEventData.InputButton.Left) { return; } if (!RoundSystem.Get().IsWaitingPlayer()) { return; } EventManager.Get().EventTrigger <CubeCell>(EventTypes.Cell_OnSelected, this); if (this.CurrentUnit != null) { UnitSelection.Get().Set(this); } if (UnitSelection.Get().GetStart() == this) { meshRenderer.material = OccupiedMaterial; } AudioManager.Get().PlaySound("Grid/OnClick", 0.1f); }
public override void ServerChangeScene(string newSceneName) { previousSceneName = SceneManager.GetActiveScene().name; if (newSceneName.StartsWith("Map")) { PlayerSpawnSystem.ClearSpawnPoints(); if (previousSceneName == "Menu") { for (int i = RoomPlayers.Count - 1; i >= 0; i--) { var conn = RoomPlayers[i].connectionToClient; var gameplayerInstance = Instantiate(gamePlayerPrefab); gameplayerInstance.SetDisplayName(RoomPlayers[i].DisplayName); gameplayerInstance.SetTeam(RoomPlayers[i].Team); NetworkServer.Destroy(conn.identity.gameObject); NetworkServer.ReplacePlayerForConnection(conn, gameplayerInstance.gameObject); } } } if (newSceneName == "GameEnd" && previousSceneName.StartsWith("Map")) { NetworkServer.Destroy(playerSpawnSystemInstance); playerSpawnSystemInstance = null; NetworkServer.Destroy(publicUIInstance); publicUIInstance = null; } if (newSceneName == "Menu" && roundSystemInstance != null) { NetworkServer.Destroy(roundSystemInstance); roundSystemInstance = null; roundSystemInstance2 = null; } base.ServerChangeScene(newSceneName); }
private void DefuseDone() { RoundSystem.DefuseBomb(); Bomb.GetComponent <BombPlanted>().defused = true; StopDefuse(); }
// Initialisierung des Roundsystems void Start() { fadeControl = GameObject.FindGameObjectWithTag("GameController").GetComponent <RoundSystem>(); }
private void Start() { rs = rsObj.GetComponent <RoundSystem>(); }