Esempio n. 1
0
    public void restart(short stage_index)
    {
        this.current_stage = stage_index;
        reset();
        CUIManager.Instance.get_uipage(UI_PAGE.PLAY_ROOM).GetComponent <CPlayRoom>().refresh_hp_bar(this.hp);
        this.current_game_mode       = GAME_MODE.VISIBLITY;
        this.current_stage_attribute = CTableStageAttribute.find_stage_attr(this.selected_area, this.current_stage);
        refresh_stage_data();

        CUIManager.Instance.get_uipage(UI_PAGE.PLAY_ROOM).GetComponent <CPlayRoom>().restart();
        this.enemy_generator.restart(CGameLogic.Instance.current_stage_attribute);

        CSoundManager.Instance.volume_up();
    }
Esempio n. 2
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    public void restart(CTableStageAttribute stage_attribute)
    {
        this.current_play_state = PLAY_STATE.PLAYING;
        destroy_all();
        this.current_stage_attribute = stage_attribute;

        this.prev_generated_time = Time.time;
        StopAllCoroutines();
        StartCoroutine("run");

        this.success_targets.Clear();
        this.death_list.Clear();
        StartCoroutine(update_success_scene());
    }
Esempio n. 3
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    public void move_to_next_stage()
    {
        int count = CTableStageAttribute.find_stage_attr(this.selected_area).Count;

        if (this.current_stage < count - 1)
        {
            ++this.current_stage;
            restart(this.current_stage);
        }
        else
        {
            CUIManager.Instance.get_uipage(UI_PAGE.GAME_RESULT).GetComponent <CGameResult>().on_back();
        }
    }
Esempio n. 4
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    public void refresh(short stage_list_index)
    {
        CSoundManager.Instance.volume_up();

        this.current_stage_index = stage_list_index;
        this.stage_attrs         = CTableStageAttribute.find_stage_attr(CGameLogic.Instance.selected_area);
        this.stage_title.text    = this.stage_attrs[stage_list_index].title;
        this.stage_text.text     = this.stage_attrs[stage_list_index].text;

        hide_all_goldstars();
        short stage_index = get_current_stage_attr().stage_index;
        byte  star_count  = CUserManager.Instance.owner.get_star_count_of_stage(stage_index);

        for (byte i = 0; i < star_count; ++i)
        {
            this.star_gold[i].SetActive(true);
        }

        show_preview();
    }