public World(int exSystemID, WorldType worldTypeID, long languageID, string name) { this._languageID = languageID; this._name = name; this._exSystemID = exSystemID; this._worldTypeID = worldTypeID; }
public static LevelClearState? Get(WorldType world, Level level) { var key = MakeKey(world, level); if (!PlayerPrefs.HasKey(key)) return null; return (LevelClearState)Enum.Parse(typeof (LevelClearState), PlayerPrefs.GetString(key)); }
public void SetWorld(WorldType type) { World = type; var data = DB._.GetWorld(type); _image.sprite = data.LoadSprite(); }
public void SetWorld(WorldType type) { World = type; var data = DB._.GetWorld(type); _worldName.text = data.Name; }
private WorldButton SpawnWorldButton(WorldType world) { var go = Instantiate(_worldButtonPrf.gameObject); go.transform.SetParent(_worldContent, false); var button = go.GetComponent<WorldButton>(); button.SetWorld(world); return button; }
public World_ GetWorld(WorldType type) { var typeInt = (int)type - 1; if (typeInt < 0 || typeInt >= World.Count) { Debug.LogError("Trying to access World of index: " + typeInt); return World[0]; } return World[(int)type - 1]; }
// Use this for initialization void Awake() { instance = this; WorldType[] worlds = gameObject.GetComponentsInChildren<WorldType>(); System.Random gen = new System.Random(); bulletWorld = worlds[gen.Next(worlds.Length)]; enemyWorld = worlds[gen.Next(worlds.Length)]; friendlyWorld = worlds[gen.Next(worlds.Length)]; startText = populateText(flavorTexts[gen.Next(flavorTexts.Length)]); }
public BaseWorldReversion() { mPreviousCheatOverride = GameUtils.CheatOverrideCurrentWorld; mPreviousWorldType = GameUtils.GetCurrentWorldType(); switch (mPreviousWorldType) { case WorldType.Vacation: case WorldType.University: case WorldType.Future: GameUtils.CheatOverrideCurrentWorld = GameUtils.GetCurrentWorld(); GameUtils.WorldNameToType[GameUtils.CheatOverrideCurrentWorld] = WorldType.Base; mAltered = true; break; } }
private static string MakeKey(WorldType world, Level level) { return "LevelClear." + world.ToNumber() + "_" + level.ToNumber(); }
public static void Set(WorldType world, Level level, LevelClearState state) { PlayerPrefs.SetString(MakeKey(world, level), state.ToString()); }
public World(string levelSelectorScene, WorldType worldType, int levelAmount) { this.levelSelectorScene = levelSelectorScene; this.worldType = worldType; this.levelAmount = levelAmount; }
public WorldAndLevel(WorldType world, Level level) { World = world; Level = level; }
private void Client_EntitySystemService_WorldCreateBegin(EntitySystemClientNetworkService sender, WorldType worldType, string mapVirtualFileName) { //close all windows foreach (Control control in controlManager.Controls) control.SetShouldDetach(); //show map loading window if (!string.IsNullOrEmpty(mapVirtualFileName)) { string mapDirectory = Path.GetDirectoryName(mapVirtualFileName); string guiPath = Path.Combine(mapDirectory, "Description\\MapLoadingWindow.gui"); if (!VirtualFile.Exists(guiPath)) guiPath = "Gui\\MapLoadingWindow.gui"; Control mapLoadingWindow = ControlDeclarationManager.Instance.CreateControl(guiPath); if (mapLoadingWindow != null) { mapLoadingWindow.Text = mapVirtualFileName; controlManager.Controls.Add(mapLoadingWindow); } client_mapLoadingWindow = mapLoadingWindow; } RenderScene(); DeleteAllGameWindows(); MapSystemWorld.MapDestroy(); //unload all reloadable textures TextureManager.Instance.UnloadAll(true, false); if (!EntitySystemWorld.Instance.WorldCreate(WorldSimulationTypes.ClientOnly, worldType, sender.NetworkingInterface)) { Log.Fatal("GameEngineApp: Client_EntitySystemService_WorldCreateBegin: " + "EntitySystemWorld.WorldCreate failed."); } }
public bool ServerOrSingle_MapLoad(string fileName, WorldType worldType, bool noChangeWindows) { GameNetworkServer server = GameNetworkServer.Instance; Control mapLoadingWindow = null; //show map loading window if (!noChangeWindows) { string mapDirectory = Path.GetDirectoryName(fileName); string guiPath = Path.Combine(mapDirectory, "Description\\MapLoadingWindow.gui"); if (!VirtualFile.Exists(guiPath)) guiPath = "Gui\\MapLoadingWindow.gui"; mapLoadingWindow = ControlDeclarationManager.Instance.CreateControl(guiPath); if (mapLoadingWindow != null) { mapLoadingWindow.Text = fileName; controlManager.Controls.Add(mapLoadingWindow); } } DeleteAllGameWindows(); bool mapWasDestroyed = Map.Instance != null; MapSystemWorld.MapDestroy(); if (server != null) { //destroy world for server if (EntitySystemWorld.Instance != null) EntitySystemWorld.Instance.WorldDestroy(); if (mapWasDestroyed) server.EntitySystemService.WorldWasDestroyed(true); } //update sound listener //SoundWorld.Instance.SetListener(new Vec3(10000, 10000, 10000), Vec3.Zero, Vec3.XAxis, Vec3.ZAxis); if (SoundWorld.Instance != null) SoundWorld.Instance.SetListener(new Vec3(1, 1, 1), Vec3.Zero, Vec3.XAxis, Vec3.ZAxis); if (!noChangeWindows) RenderScene(); //unload all reloadable textures TextureManager.Instance.UnloadAll(true, false); //create world if need if (World.Instance == null || World.Instance.Type != worldType) { WorldSimulationTypes worldSimulationType; EntitySystemWorld.NetworkingInterface networkingInterface = null; if (server != null) { worldSimulationType = WorldSimulationTypes.ServerAndClient; networkingInterface = server.EntitySystemService.NetworkingInterface; } else worldSimulationType = WorldSimulationTypes.Single; if (!EntitySystemWorld.Instance.WorldCreate(worldSimulationType, worldType, networkingInterface)) { Log.Fatal("GameEngineApp: MapLoad: EntitySystemWorld.WorldCreate failed."); } } //Subcribe to callbacks during map loading. We will render scene from callback. LongOperationCallbackManager.Subscribe(LongOperationCallbackManager_LoadingCallback, mapLoadingWindow); //load map if (!MapSystemWorld.MapLoad(fileName)) { if (mapLoadingWindow != null) mapLoadingWindow.SetShouldDetach(); LongOperationCallbackManager.Unsubscribe(); return false; } //inform clients about world created if (server != null) server.EntitySystemService.WorldWasCreated(); //Simulate physics for 5 seconds. That the physics has fallen asleep. if (EntitySystemWorld.Instance.IsServer() || EntitySystemWorld.Instance.IsSingle()) SimulatePhysicsForLoadedMap(5); //Update fog and shadow settings. This operation can be slow because need update all //shaders if fog type or shadow technique changed. Map.Instance.UpdateSceneManagerFogAndShadowSettings(); //Ensure that all materials are fully initialized. ShaderBaseMaterial.FinishInitializationOfEmptyMaterials(); ActivateScreenFadingIn(); LongOperationCallbackManager.Unsubscribe(); //Error foreach (Control control in controlManager.Controls) { if (control is MessageBoxWindow && !control.IsShouldDetach()) return false; } if (GameMap.Instance.GameType == GameMap.GameTypes.AssaultKnights) { if (!noChangeWindows) { //CreateGameWindowForMap(); //add spawn window foreach (Control control in controlManager.Controls) control.SetShouldDetach(); controlManager.Controls.Add(new PlayerSpawnWindow()); } } else { if (!noChangeWindows) CreateGameWindowForMap(); } //play music if (!noChangeWindows) { if (GameMap.Instance != null) GameMusic.MusicPlay(GameMap.Instance.GameMusic, true); } EntitySystemWorld.Instance.ResetExecutedTime(); return true; }
/*Create a simple world*/ private bool LoadSingleCreate(WorldType world) { // SpaceCell spaceSystem = new SpaceCell (new Vector3 (-100, -100, -100),new Vector3 (100, 100, 100), null); //Create a couple of objects. GameObject newObj; newObj = GameObject.Instantiate (Resources.Load ("World")) as GameObject; newObj.transform.position = new Vector3 (0, 0, 0); newObj.name = "World"; GameObject path = new GameObject (); path.AddComponent<SpacePath> (); path.name = "SpacePath"; newObj = GameObject.Instantiate (Resources.Load ("SpaceScene")) as GameObject; newObj.transform.position = new Vector3 (0, 0, 0); newObj.name = "SpaceScene"; newObj = GameObject.Instantiate (Resources.Load ("DebugCursorConsole")) as GameObject; newObj.transform.position = new Vector3 (0, 0, 0); newObj.name = "DebugCursorConsole"; newObj = GameObject.Instantiate (Resources.Load ("SystemLight")) as GameObject; newObj.transform.position = new Vector3 (0, 0, 0); newObj.name = "SystemLight"; //path.GetComponent<SpacePath>().GetLastPoint(); newObj = GameObject.Instantiate (Resources.Load ("Environment/WarpOrb")) as GameObject; newObj.transform.position = new Vector3 (4000, 0, 0); newObj.name = "WarpOrb"; //Actors in the scene for (int i =0; i < 100; i++) { float tZ = UnityEngine.Random.Range (-150, 150); float tY = UnityEngine.Random.Range (-1, 1); float rX = UnityEngine.Random.Range (0, 360); float rY = UnityEngine.Random.Range (0, 360); float rz = UnityEngine.Random.Range (0, 360); float pos = UnityEngine.Random.Range (100, 4000); // newObj = CompoundObjectFactory.Create("Asteroid "+i,CompoundObjectFactory.COType.Asteroid) as GameObject; // newObj.transform.position = new Vector3 (pos, 4,tZ ); //newObj.transform.rotation.eulerAngles = new Vector3(rX,rY,rz); newObj.transform.rotation = Quaternion.Euler(rX,rY,rz); pos = UnityEngine.Random.Range (100, 4000); tZ = UnityEngine.Random.Range (-150, 150); tY = UnityEngine.Random.Range (-1, 1); newObj = CompoundObjectFactory.Create("SpaceCloudExample ",CompoundObjectFactory.COType.Cloud) as GameObject; newObj.transform.position = new Vector3 (pos, 4, tZ); } newObj = CompoundObjectFactory.Create("Robot",CompoundObjectFactory.COType.Player) as GameObject; newObj.transform.position = new Vector3 (10, 0, 0); if(world == WorldType.dev_engineTest) { GameObject engineTest = GameObject.Instantiate(Resources.Load("Debug/EngineTest")) as GameObject; engineTest.transform.parent = newObj.transform;//.transform.FindChild("Body").gameObject; } return true; }
void Client_EntitySystemService_WorldCreateBegin( EntitySystemClientNetworkService sender, WorldType worldType, string mapVirtualFileName) { //show map loading window EControl mapLoadingWindow = ControlDeclarationManager.Instance.CreateControl( "Gui\\MapLoadingWindow.gui" ); if( mapLoadingWindow != null ) { mapLoadingWindow.Text = mapVirtualFileName; controlManager.Controls.Add( mapLoadingWindow ); } RenderScene(); DeleteAllGameWindows(); MapSystemWorld.MapDestroy(); if( !EntitySystemWorld.Instance.WorldCreate( WorldSimulationTypes.ClientOnly, worldType, sender.NetworkingInterface ) ) { Log.Fatal( "GameEngineApp: Client_EntitySystemService_WorldCreateBegin: " + "EntitySystemWorld.WorldCreate failed." ); } }
public bool ServerOrSingle_MapLoad( string fileName, WorldType worldType, bool noChangeWindows) { GameNetworkServer server = GameNetworkServer.Instance; EControl mapLoadingWindow = null; //show map loading window if( !noChangeWindows ) { mapLoadingWindow = ControlDeclarationManager.Instance.CreateControl( "Gui\\MapLoadingWindow.gui" ); if( mapLoadingWindow != null ) { mapLoadingWindow.Text = fileName; controlManager.Controls.Add( mapLoadingWindow ); } RenderScene(); } DeleteAllGameWindows(); MapSystemWorld.MapDestroy(); //create world if need if( World.Instance == null || World.Instance.Type != worldType ) { WorldSimulationTypes worldSimulationType; EntitySystemWorld.NetworkingInterface networkingInterface = null; if( server != null ) { worldSimulationType = WorldSimulationTypes.ServerAndClient; networkingInterface = server.EntitySystemService.NetworkingInterface; } else worldSimulationType = WorldSimulationTypes.Single; if( !EntitySystemWorld.Instance.WorldCreate( worldSimulationType, worldType, networkingInterface ) ) { Log.Fatal( "GameEngineApp: MapLoad: EntitySystemWorld.WorldCreate failed." ); } } //load map if( !MapSystemWorld.MapLoad( fileName ) ) { if( mapLoadingWindow != null ) mapLoadingWindow.SetShouldDetach(); return false; } //inform clients about world created if( server != null ) server.EntitySystemService.InformClientsAfterWorldCreated(); //Simulate physics for 5 seconds. That the physics has fallen asleep. if( EntitySystemWorld.Instance.IsServer() || EntitySystemWorld.Instance.IsSingle() ) SimulatePhysicsForLoadedMap( 5 ); //Error foreach( EControl control in controlManager.Controls ) { if( control is MessageBoxWindow && !control.IsShouldDetach() ) return false; } if( !noChangeWindows ) CreateGameWindowForMap(); //play music if( !noChangeWindows ) { if( GameMap.Instance != null ) GameMusic.MusicPlay("Sounds//Music//Ants.ogg", true); //GameMusic.MusicPlay( GameMap.Instance.GameMusic, true ); } EntitySystemWorld.Instance.ResetExecutedTime(); return true; }
public GenLayerBiome(long seed, GenLayer parentGenLayer, WorldType worldType, string biomeAttriStr) : base(seed) { parent = parentGenLayer; field_175973_g = null; }
public TransitionData(WorldType world) { World = world; }
public bool MapLoad( string fileName, WorldType worldType, bool noChangeWindows ) { EControl mapLoadingWindow = null; if( !noChangeWindows ) { mapLoadingWindow = ControlDeclarationManager.Instance.CreateControl( "Gui\\MapLoadingWindow.gui" ); if( mapLoadingWindow != null ) { mapLoadingWindow.Text = fileName; ScreenControlManager.Instance.Controls.Add( mapLoadingWindow ); } RenderScene(); } //delete all GameWindow's DeleteAllGameWindows(); MapSystemWorld.MapDestroy(); WorldType needWorldType = worldType; if( needWorldType == null ) needWorldType = GetWorldType(); if( World.Instance == null || World.Instance.Type != needWorldType ) { if( needWorldType == null ) { if( mapLoadingWindow != null ) mapLoadingWindow.SetShouldDetach(); return false; } if( !EntitySystemWorld.Instance.WorldCreate( WorldSimulationType.Single, needWorldType ) ) { Log.Fatal( "EntitySystemWorld.Instance.WorldCreate failed." ); } } if( !MapSystemWorld.MapLoad( fileName ) ) { if( mapLoadingWindow != null ) mapLoadingWindow.SetShouldDetach(); return false; } //Simulate physics for 5 seconds. That the physics has fallen asleep. if( PhysicsWorld.Instance != null ) { PhysicsWorld.Instance.EnableCollisionEvents = false; const float seconds = 5; for( float time = 0; time < seconds; time += Entity.TickDelta ) { PhysicsWorld.Instance.Simulate( Entity.TickDelta ); //WaterPlane specific foreach( WaterPlane waterPlane in WaterPlane.Instances ) waterPlane.TickPhysicsInfluence( false ); } PhysicsWorld.Instance.EnableCollisionEvents = true; } //Error foreach( EControl control in ScreenControlManager.Instance.Controls ) { if( control is MessageBoxWindow ) return false; } if( !noChangeWindows ) CreateGameWindowForMap(); //play music if( string.Compare( fileName, "Maps\\MainMenu\\Map.map", true ) != 0 ) GameMusic.MusicPlay("Sounds\\Vietheroes\\NewLegend.mp3", true); return true; }
void Client_EntitySystemService_WorldCreateBegin( EntitySystemClientNetworkService sender, WorldType worldType, string mapVirtualFileName ) { MapSystemWorld.MapDestroy(); if( !EntitySystemWorld.Instance.WorldCreate( WorldSimulationTypes.ClientOnly, worldType, sender.NetworkingInterface ) ) { Log.Fatal( "GameEngineApp: Client_EntitySystemService_WorldCreateBegin: " + "EntitySystemWorld.WorldCreate failed." ); } }
public LevelDef(WorldType world, Level level, Difficulty difficulty) { World = world; Level = level; Difficulty = difficulty; }
public YieldModifyingSMFR(WorldType worldType, Key key, TileYieldModifierPriority tileModifierPriority) : base(worldType, key) { _tileModifierPriority = tileModifierPriority; }
public void LoadWorld(WorldType world) { WorldTeardown (); LoadSingleCreate(world); }