Esempio n. 1
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    // Use this for initialization
    void Start()
    {
        Input.gyro.enabled = true;
        finished           = false;
        spot = GlobalConstants.locations [GlobalConstants.SPOT_NAME];

        textComp = GetComponent <Text>();
        // use "this" monobehaviour as the coroutine owner
        queue = new CoroutineQueue(this);
        queue.StartLoop();

        System.Random rnd = new System.Random(System.DateTime.Now.Millisecond);
        tipTimes = rnd.Next(1, 4);         // 1 2 3

        tips = new Stack <Orientation> ();

        for (int i = 0; i < tipTimes; ++i)
        {
            tips.Push((Orientation)rnd.Next(0, 4));
        }
        lastTip              = Orientation.None;
        currentTip           = tips.Pop();
        rotationSinceLastTip = 0.0f;
        secondSinceLastTip   = 0.0f;
        Debug.Log("Acceleration: current tip " + currentTip);
        queue.EnqueueAction(TypeText(tipString [(int)currentTip]));
        queue.EnqueueWait(sentencePause);
    }
Esempio n. 2
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    // **************************
    // Public functions
    // **************************

    public void Start()
    {
        m_results = new List <Result>();
        for (int i = 0; i < m_resultObjects.Length; i++)
        {
            m_results.Add(new Result());
        }

        m_coroutineQueue = new CoroutineQueue(this);
        m_coroutineQueue.StartLoop();

        m_backEndAPI = new BackEndAPI(this, m_user.GetErrorMessage(), m_user);

        m_searchInputText  = m_searchInput.GetComponentInChildren <Text>();
        m_searchState      = SearchState.kNone;
        m_currSearchString = "";

        HideAllResults();

        m_menuController.RegisterToUseMenuConfig(this);
        MenuController.MenuConfig menuConfig = m_menuController.GetMenuConfigForOwner(this);
        menuConfig.menuBarVisible      = true;
        menuConfig.imageSpheresVisible = true;
        menuConfig.subMenuVisible      = true;
    }
Esempio n. 3
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 void Start()
 {
     SetupBoard();
     SetupNewGame();
     animationQueue.m_Owner = this;
     animationQueue.StartLoop();
     playerDeckManager.DrawCard(5);
 }
Esempio n. 4
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    // **************************
    // Public functions
    // **************************

    public void Start()
    {
        m_commentResults = new List <CommentResult>();

        m_coroutineQueue = new CoroutineQueue(this);
        m_coroutineQueue.StartLoop();

        m_backEndAPI = new BackEndAPI(this, m_user.GetErrorMessage(), m_user);
    }
Esempio n. 5
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    // **************************
    // Public functions
    // *************************

    public void Start() // NOTE: Due to current underlying C++ implementation being single threaded, there can only be one of these
    {
        m_cppPlugin = new CppPlugin(this, kMaxNumTextures);

        m_textureIndexUsage = new int[kMaxNumTextures];
        m_coroutineQueue    = new CoroutineQueue(this);
        m_coroutineQueue.StartLoop();

        m_threadJob = new ThreadJob(this);
    }
Esempio n. 6
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    // **************************
    // Public functions
    // **************************

    public void Start()
    {
        m_coroutineQueue = new CoroutineQueue(this);
        m_coroutineQueue.StartLoop();

        ForceHideAllImageSpheres();
        SetIndexOnAllImageSpheres();

        m_imagesTopLevelDirectory = "InvalidTopLevelDirectory";
    }
Esempio n. 7
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    public void Start()
    {
        m_pictureFilePaths = new List <string>();

        m_coroutineQueue = new CoroutineQueue(this);
        m_coroutineQueue.StartLoop();

        m_threadJob = new ThreadJob(this);
        m_cppPlugin = new CppPlugin(this);
    }
Esempio n. 8
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    private void Start()
    {
        onMessageRequest += GotMessageRequest;

        // Setup Message Action Queue
        messageQueue = new CoroutineQueue(this);
        messageQueue.StartLoop();

        // Setup MessageText pool
        messagePool = gameObject.AddComponent <MessageTextPool>();
        messagePool.objectPrefab = Resources.Load <MessageTextUI>("UI/MessageText");
    }
Esempio n. 9
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    // **************************
    // Public functions
    // **************************

    public void Start()
    {
        m_coroutineQueue = new CoroutineQueue(this);
        m_coroutineQueue.StartLoop();

        m_backEndAPI = new BackEndAPI(this, m_user.GetErrorMessage(), m_user);

        m_menuController.RegisterToUseMenuConfig(this);
        MenuController.MenuConfig menuConfig = m_menuController.GetMenuConfigForOwner(this);
        menuConfig.menuBarVisible = true;
        menuConfig.subMenuVisible = true;
        m_menuController.UpdateMenuConfig(this);
    }
Esempio n. 10
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    // **************************
    // Public functions
    // **************************

    public void Start()
    {
        m_coroutineQueue = new CoroutineQueue(this);
        m_coroutineQueue.StartLoop();

        m_backEndAPI = new BackEndAPI(this, m_user.GetErrorMessage(), m_user);

        m_imageSubMenu.SetActive(false);

        m_menuController.RegisterToUseMenuConfig(this);
        MenuController.MenuConfig menuConfig = m_menuController.GetMenuConfigForOwner(this);
        menuConfig.menuBarVisible      = false;
        menuConfig.imageSpheresVisible = false;
        menuConfig.subMenuVisible      = false;
    }
Esempio n. 11
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    // **************************
    // Public functions
    // **************************

    public void Start()
    {
        AndroidJNI.AttachCurrentThread();
        m_javaPluginClass = new AndroidJavaClass("io.vreel.vreel.JavaPlugin");

        m_galleryImageFilePaths = new List <string>();
        m_coroutineQueue        = new CoroutineQueue(this);
        m_coroutineQueue.StartLoop();

        m_threadJob = new ThreadJob(this);

        m_backEndAPI = new BackEndAPI(this, m_user.GetErrorMessage(), m_user);

        m_uploadConfirmation.SetActive(false);
    }
Esempio n. 12
0
    // **************************
    // Public functions
    // **************************

    public void Start()
    {
        // Version dependent code
        m_vreelAnalyticsFile = GetSaveFile();
        m_analyticsFilePath  = Application.persistentDataPath + m_vreelAnalyticsFile;

        m_analyticsData       = new AnalyticsData();
        m_analyticsData.m_uid = "";

        m_threadJob = new ThreadJob(this);

        m_coroutineQueue = new CoroutineQueue(this);
        m_coroutineQueue.StartLoop();

        m_coroutineQueue.EnqueueAction(IdentifyInternal());
    }
    void Awake()
    {
        Current = this;

        mainQueue = new CoroutineQueue(this);
        mainQueue.StartLoop();

        combineQueue = new CoroutineQueue(this);
        combineQueue.StartLoop();

        miscQueue = new CoroutineQueue(this);
        miscQueue.StartLoop();

        objectGenerator = ScriptableObject.CreateInstance <ObjectGenerator>();

        ChunkList = new List <ChunkData>();
    }
Esempio n. 14
0
    // **************************
    // Public functions
    // **************************

    public void Start()
    {
        m_coroutineQueue = new CoroutineQueue(this);
        m_coroutineQueue.StartLoop();

        if (m_menuConfigList == null)
        {
            m_menuConfigList = new List <MenuConfig>();
        }

        m_lastMenuConfig                     = new MenuConfig();
        m_lastMenuConfig.owner               = null;
        m_lastMenuConfig.menuVisible         = true; // We don't want keyboard.Hide() to get called early on...
        m_lastMenuConfig.menuBarVisible      = false;
        m_lastMenuConfig.imageSpheresVisible = false;
        m_lastMenuConfig.subMenuVisible      = false;

        m_menuConfigChanged = new MenuConfigChanged();
    }
Esempio n. 15
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    private void Start()
    {
        _queue = new CoroutineQueue(this);
        _queue.StartLoop();

        _queue.EnqueueAction(ShowStatusMessage("Press space to roll the dice"));

        _cameraController = GameObject.Find("CameraController").GetComponent <CameraController>();
        _buyProperty      = GameObject.Find("BuyUI").GetComponent <BuyProperty>();

        socketIo.PlayerJoined                  += SocketIoOnPlayerJoined;
        socketIo.PlayerLeft                    += SocketIoOnPlayerLeft;
        socketIo.PlayerRolledDice              += SocketIoOnPlayerRolledDice;
        socketIo.PlayerMoved                   += SocketIoOnPlayerMoved;
        socketIo.PlayerTurnChanged             += SocketIoOnPlayerTurnChanged;
        socketIo.PlayerPlaysAgain              += SocketIoOnPlayerPlaysAgain;
        socketIo.PlayerBalanceChanged          += SocketIoOnPlayerBalanceChanged;
        socketIo.PlayerSteppedOnChance         += SocketIoOnPlayerSteppedOnChance;
        socketIo.PlayerSteppedOnCommunityChest += SocketIoOnPlayerSteppedOnCommunityChest;
        socketIo.PropertyOwnerChanged          += SocketIoOnPropertyOwnerChanged;

        UpdateOwnedProperties();
        UpdateBottomBar();
        SetupPlayers();

        foreach (Transform child in players.transform)
        {
            if (child != players.transform)
            {
                playerList.Add(child.gameObject);
            }
        }

        var player = Player.GetPlayerById(GameManager.Instance.Game.CurrentPlayerId);

        UpdateBottomBarPlayerPlaying(player);

        _cameraController.SetUpCameras();
    }
Esempio n. 16
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    // **************************
    // Public functions
    // **************************

    public void Start()
    {
        UnityEngine.Random.InitState((int)System.DateTime.Now.Ticks);

        // Version dependent code
        m_vreelSaveFile = GetSaveFile();
        m_dataFilePath  = Application.persistentDataPath + m_vreelSaveFile;

        m_loginData          = new LoginData();
        m_loginData.m_client = m_loginData.m_uid = m_loginData.m_accessToken = "";
        m_id = m_handle = m_email = m_name = m_profileDescription = "";

        m_backEndAPI = new BackEndAPI(this, m_errorMessage, this);

        m_coroutineQueue = new CoroutineQueue(this);
        m_coroutineQueue.StartLoop();

        m_threadJob = new ThreadJob(this);

        m_loadingLoginData = true;
        m_coroutineQueue.EnqueueAction(LoadLoginData());
    }
Esempio n. 17
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 private void Start()
 {
     sizingQueue = new CoroutineQueue(this);
     sizingQueue.StartLoop();
 }
Esempio n. 18
0
    // **************************
    // Public functions
    // **************************

    public void Awake()
    {
        m_imageSphereTexture = new Texture2D(2, 2); // TODO Create a default texture for loading showing the VReel logo
        m_coroutineQueue     = new CoroutineQueue(this);
        m_coroutineQueue.StartLoop();
    }
Esempio n. 19
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    // [update location, check distance]

    // #1 >= 20 miles
    // you are too far... [change text]
    // get ready for a journey [change text]
    // see you in [city] [change text]
    // [return to MainUI]

    // #2 < 20 miles
    // see you in [location]
    // #3 < 5 miles
    // put on your running shoes or hop on your bike [change text, update location]
    // [update location, check distance in a loop, when half than initialized distance]
    // you are getting closer now
    // [update location, check distance in a loop, when < 100 feet]
    // congratulations! you made it!!! [change scene, open camera]

    // #4 < 100 feet
    // Be ready to see [spot]!!!

    IEnumerator Start()
    {
        textComp = GetComponent <Text>();
        // use "this" monobehaviour as the coroutine owner
        queue = new CoroutineQueue(this);
        queue.StartLoop();

        mState     = LocationState.Disabled;
        mLatitude  = 0.0f;
        mLongitude = 0.0f;
        mDistance  = 0.0f;

        spot = GlobalConstants.locations [GlobalConstants.SPOT_NAME];

        if (Input.location.isEnabledByUser)
        {
            // Start service before querying location
            Input.location.Start();
            // Wait until service initializes
            int maxWait = 20;
            while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
            {
                yield return(new WaitForSeconds(1));

                maxWait--;
            }
            // Service didn't initialize in 20 seconds
            if (maxWait < 1)
            {
                mState = LocationState.TimedOut;
            }
            else if (Input.location.status == LocationServiceStatus.Failed)
            {
                mState = LocationState.Failed;
            }
            else
            {
                mState     = LocationState.Enabled;
                mLatitude  = Input.location.lastData.latitude;
                mLongitude = Input.location.lastData.longitude;
//				mHorizontalAccuracy = Input.location.lastData.horizontalAccuracy;
//				mTimestamp = Input.location.lastData.timestamp;
                mDistance = Haversine();
            }
        }

        if (mState == LocationState.Enabled)
        {
            float mileTemp = mDistance * KM_2_MILE;
            float footTemp = mDistance * KM_2_FOOT;
            if (mileTemp > 20.0f)
            {
                queue.EnqueueAction(TypeText("you are too far..."));
                queue.EnqueueWait(sentencePause);
                queue.EnqueueAction(TypeText("get ready for a journey"));
                queue.EnqueueWait(sentencePause);
                queue.EnqueueAction(TypeText("see you in " + spot.GetCity()));
                Input.location.Stop();
                mState = LocationState.Stopped;
            }
            else if (mileTemp > 5.0f)
            {
                queue.EnqueueAction(TypeText("see you in " + spot.GetMuseum()));
                queue.EnqueueWait(sentencePause);
            }
            else if (footTemp > 100.0f)
            {
                queue.EnqueueAction(TypeText("put on your running shoes or hop on your bike"));
                queue.EnqueueWait(sentencePause);
            }
            else
            {
                queue.EnqueueAction(TypeText("Be ready to see " + spot.GetName()));
                queue.EnqueueWait(sentencePause);
                queue.EnqueueAction(ChangeScene("GeoCamera"));                   // this need to change scene
                Input.location.Stop();
                mState = LocationState.Stopped;
            }
        }
        else if (mState == LocationState.Disabled)
        {
            queue.EnqueueAction(TypeText("Location service not enabled"));
        }
        else if (mState == LocationState.Failed)
        {
            queue.EnqueueAction(TypeText("Unable to determine device location"));
        }
        else if (mState == LocationState.TimedOut)
        {
            queue.EnqueueAction(TypeText("Sorry! Timed out"));
        }
    }