Exemple #1
0
        public static void StartALevel()
        {
            Debug.Log("StartALevel called for " + CurrentLevel.gameObject.name);

            //check that Lobby Level is currently running, if so transition to a new Level
            if (CurrentLevel == Level.LobbyLevel)
            {
                Level newToLoad = (_levels.ContainsKey(PlayerUser.LastLevelCompleted + 1))
                    ? _levels[PlayerUser.LastLevelCompleted + 1]
                    : Level.LobbyLevel; //fallback is lobby level

                UnitMgr.ClearUnitsData();
                Level.LobbyLevel.gameObject.SetActive(false);
                CurrentLevel = newToLoad;
                newToLoad.gameObject.SetActive(true);
                //TODO: at some point make a fancier scheme for difficulty selection so that holes greater or less than town count!
                newToLoad.Reset(PlayerUser.LastLevelCompleted + 1, PlayerUser.LastLevelCompleted + 1);
                PlayerUser.ResetPlayerPosition();
                PlayerUser.ResetLevelStartingResources();
                UnitMgr.ResetWaveLogic();

                string text = $"Current Level Obtained: {PlayerUser.LastLevelCompleted + 1}";
                DisplayInfoDesktop.SetDisplayInfo(text);
            }
            else
            {
                Debug.LogWarning("LevelMgr.StartALevel() called from outside the Lobby!");
            }

            MenuInGameObject?.GetComponent <MenuInGame>()?.UpdateNow();
            StatusInGameComponent?.Show(true);
            if (CurrentLevel == Level.LobbyLevel) //if new level not found and the lobby reloaded
            {
                StatusInGameComponent?.SetAlert("Level " + (PlayerUser.LastLevelCompleted + 1) + " not found, back to Lobby",
                                                Color.red);
            }
            else
            {
                StatusInGameComponent?.SetAlert("Level " + (PlayerUser.LastLevelCompleted + 1) + " Loaded",
                                                Color.white);
            }
        }
Exemple #2
0
        public override void MainLoopUpdatePing()
        {
            //Debug.Log("MainLoopUpdatePing "+GameMgr.GameTime.TotalTime);

            if (ThisIsTheLobbyLevel)
            {
                return;                      //no checking if lobby level
            }
            if (!gameObject.activeInHierarchy || LevelsMgr.CurrentLevel != this)
            {
                return;                                                                  //make sure Level is alive
            }
            if (CheckIfLevelWon())
            {
                PlayerUser.WonALevel();
                LevelsMgr.BackToLobby();
                string text = PlayerUser.LastLevelCompleted >= 9
                    ? "You beat the last level!\nYOU BEAT THE CAMPAIGN!"
                    : "You Beat The Level!\nAll Goblin holes cleared!";
                LevelsMgr.StatusInGameComponent?.SetAlert(text,
                                                          Color.green);
                return;
            }

            if (CheckIfLevelLost())
            {
                PlayerUser.LostALevel();
                LevelsMgr.BackToLobby();
                LevelsMgr.StatusInGameComponent?.SetAlert("You Lost The Level!\nAll towns destroyed!", Color.red);
                return;
            }

            if (GameMgr.GameTime.TotalTime - _lastGameTimeStamp >= BASE_SPAWN_PERIOD)
            //TODO: figure out why TotalTime wasn't made static in GameTime, hhmmm...
            {
                _lastGameTimeStamp = GameMgr.GameTime.TotalTime;

                OnSpawnTick?.Invoke();
                //Debug.Log("Level.OnSpawnTick @ Time/TotalTime: " + Time.time + "s / " + GameMgr.GameTime.TotalTime + "s\n");
            }
        }
Exemple #3
0
        public static void BackToLobby()
        {
            Debug.Log("BackToLobby called!");
            //TODO: ensure PlayerUser stats updated before this was called (i.e. progress saved)

            MenuInGameObject?.GetComponent <MenuInGame>()?.UpdateNow();
            MenuInGameObject?.GetComponent <MenuInGame>().Show(false);
            //_statusInGameComponent?.Show(false);

            if (CurrentLevel != Level.LobbyLevel)
            {
                CurrentLevel.CleanUp();
                CurrentLevel.gameObject.SetActive(false);
                CurrentLevel = Level.LobbyLevel;
                Level.LobbyLevel.gameObject.SetActive(true);
                PlayerUser.ResetPlayerPosition();
            }
            else
            {
                Debug.LogWarning("LevelMgr.BackToLobby() called from the Lobby!");
            }

            DisplayInfoDesktop.SetDisplayInfo("");
        }