Exemple #1
0
 private void OnTriggerExit(Collider other)
 {
     if (other.tag == "minigame")
     {
         currentGame.endGame();
         currentGame = null;
     }
     else if (other.tag == "roomChange" && gameManager.generateCeilings)
     {
         MazeRoom otherRoom = other.gameObject.GetComponentInParent <MazeCell>().room;
         if (otherRoom != currentRoom)
         {
             gameManager.activeRooms.Add(otherRoom);
             gameManager.activeRooms.Remove(currentRoom);
             if (!gameManager.activeRooms.Contains(currentRoom))
             {
                 currentRoom.ceiling.GetComponent <Ceiling>().fadeIn  = true;
                 currentRoom.ceiling.GetComponent <Ceiling>().fadeOut = false;
                 otherRoom.ceiling.GetComponent <Ceiling>().fadeOut   = true;
                 otherRoom.ceiling.GetComponent <Ceiling>().fadeIn    = false;
             }
             else
             {
                 otherRoom.ceiling.GetComponent <Ceiling>().fadeOut = true;
                 otherRoom.ceiling.GetComponent <Ceiling>().fadeIn  = false;
             }
             currentRoom = otherRoom;
         }
     }
 }
Exemple #2
0
    void MinigameRandomizer()
    {
        int randomNumber;

        while (true)
        {
            randomNumber = Random.Range(0, miniGamesObject.Length - 1);
            bool minigameDone = false;
            foreach (minigame m in minigameDoneList)
            {
                if (m == (minigame)miniGamesObject[randomNumber])
                {
                    Debug.Log("zelfde");
                    minigameDone = true;
                }
            }
            if (!minigameDone)
            {
                Debug.Log("voegtoe");
                currentMinigame = (minigame)miniGamesObject[randomNumber];
                minigameDoneList.Add(currentMinigame);
                break;
            }

            if (minigameDoneList.Count - 1 == miniGamesObject.Length)
            {
                Debug.Log("count: " + minigameDoneList.Count + "lenght: " + miniGamesObject.Length);
                break;
            }
        }
    }
Exemple #3
0
    public void minigameStart(int whichGame)
    {
        Debug.Log(player.Incre.currentGame.ToString());
        string   sceneName    = "";
        minigame selectedGame = minigame.none;

        switch (whichGame)
        {
        case 1:
            sceneName    = "Mode_Choose";
            selectedGame = minigame.seeker;
            break;

        case 2:
            sceneName    = "Mastermind_Menu";
            selectedGame = minigame.mastermind;
            break;

        case 3:
            sceneName    = "Conq";
            selectedGame = minigame.conquer;
            break;

        case 4:
            sceneName    = "Menu";
            selectedGame = minigame.daredevil;
            break;

        case 5:
            sceneName    = "MainMenu";
            selectedGame = minigame.sokoban;
            break;
        }

        //if game is not on
        if (!player.Incre.gameON)
        {
            player.Incre.gameON      = true;
            player.Incre.currentGame = selectedGame;
            Debug.Log(player.Incre.currentGame.ToString());
            SceneManager.LoadScene(sceneName, LoadSceneMode.Single);
        }
        else if (player.Incre.gameON == true && player.Incre.currentGame != selectedGame) //game is on
        {
            nextScene             = sceneName;
            player.Incre.nextGame = selectedGame;
            showMessage2("If you change the minigame, you will lose data. Continue to change the game?",
                         "Warning!", dialogMode.changeGame);
        }
        else
        {
            nextScene             = "ui";
            player.Incre.nextGame = minigame.none;
            showMessage2("Do you want to close the minigame?", "Are you sure?", dialogMode.exitgame);
        }
    }
 private void OnTriggerExit(Collider other)
 {
     if (other.tag == "Interactable")
     {
         touching     = false;
         interactable = null;
     }
     if (other.tag == "minigame")
     {
         currntGame = null;
     }
 }
Exemple #5
0
    public void minigameStart(int whichGame)
    {
        Debug.Log(player.Incre.currentGame.ToString());
        string   sceneName    = "";
        minigame selectedGame = minigame.none;

        switch (whichGame)
        {
        //seeker
        case 1:
            sceneName    = "Mode_Choose";
            selectedGame = minigame.seeker;
            break;

        //mastermind
        case 2:
            sceneName    = "Mastermind_Menu";
            selectedGame = minigame.mastermind;
            break;

        //conquere
        case 3:
            sceneName    = "Menu";
            selectedGame = minigame.conquer;
            break;
        }

        //if game is not on
        if (player.Incre.gameON == false && player.Incre.timeleft.cur > 0)
        {
            player.Incre.gameON      = true;
            player.Incre.currentGame = selectedGame;
            Debug.Log(player.Incre.currentGame.ToString());
            SceneManager.LoadScene(sceneName, LoadSceneMode.Single);
        }
        else if (player.Incre.gameON == true && player.Incre.currentGame != selectedGame) //game is on
        {
            nextScene             = sceneName;
            player.Incre.nextGame = selectedGame;
            showMessage2("If you change the minigame, you will lose the data. Continue to change the game?", "Warning!", dialogMode.changeGame);
        }
        else if (player.Incre.gameON == false && player.Incre.timeleft.cur <= 0)
        {
            showMessage("Not enough Time to play game", "You need to study to play more.");
        }
        else
        {
            nextScene             = "ui";
            player.Incre.nextGame = minigame.none;
            showMessage2("Do you want to close the minigame?", "Are you sure?", dialogMode.exitgame);
        }
    }
 private void OnTriggerEnter(Collider other)
 {
     if (other.tag == "Interactable")
     {
         touching     = true;
         interactable = other.gameObject;
     }
     if (other.tag == "minigame")
     {
         Debug.Log("enter game");
         currntGame = other.gameObject.GetComponent <minigame>();
         currntGame.startGame();
     }
 }
Exemple #7
0
    /// <summary>
    /// balanced reward function.
    ///
    /// </summary>
    /// <param name="type">game type</param>
    /// <param name="usedStamina">used stamina to play one minigame</param>
    public static void getReward(minigame type, int usedStamina)
    {
        //invalid input
        if (usedStamina <= 0)
        {
            return;
        }

        //This part will be adjusted based on necessary playing time for each minigame
        double percentage = 0;  //total 100 %
        double rewardRate = 2.5;

        switch (type)
        {
        case minigame.conquer:
            percentage = 20;
            break;

        case minigame.mastermind:
            percentage = 20;
            break;

        case minigame.seeker:
            percentage = 20;
            break;

        case minigame.daredevil:
            percentage = 20;
            break;

        case minigame.sokoban:
            percentage = 20;
            break;
        }

        percentage = percentage * 0.01;

        //reward coin
        double activeCoinReward  = bal.getActiveCoinBonus() * usedStamina * percentage * rewardRate;
        double passiveCoinReward = bal.getPassiveCoinBonus() * usedStamina * percentage * rewardRate;

        player.Incre.coin.active  += (int)activeCoinReward;
        player.Incre.coin.passive += (int)passiveCoinReward;

        //reward EXP
        double expReward = bal.getActiveEXPRate() * usedStamina * percentage * rewardRate;

        player.Incre.exp.cur += expReward;
    }
Exemple #8
0
    public static void sceneChange(minigame type, string newScene)
    {
        //unload
        if (activeGame == minigame.seeker)
        {
            SceneManager.UnloadScene(scene_seeker);
            scene_seeker = "";
        }
        else if (activeGame == minigame.mastermind)
        {
            SceneManager.UnloadScene(scene_mastermind);
            scene_mastermind = "";
        }
        else if (activeGame == minigame.conquer)
        {
            SceneManager.UnloadScene(scene_conquer);
            scene_conquer = "";
        }

        //load
        if (type == minigame.seeker)
        {
            SceneManager.LoadScene(newScene, LoadSceneMode.Additive);
            scene_seeker = newScene;
        }
        else if (type == minigame.mastermind)
        {
            SceneManager.LoadScene(newScene, LoadSceneMode.Additive);
            scene_mastermind = newScene;
        }
        else if (type == minigame.conquer)
        {
            SceneManager.LoadScene(newScene, LoadSceneMode.Additive);
            scene_conquer = newScene;
        }
        else
        {
            Debug.Log("Please insert valid type");
        }
        activeGame = type;
    }