Esempio n. 1
0
    private void Awake()
    {
        Instance     = this;
        stateMachine = new StateMachine();
        menuState    = new MenuState(this, stateMachine);
        gameState    = new GameState(this, stateMachine);
        waitingState = new WaitingState(this, stateMachine);
        defeatState  = new DefeatState(this, stateMachine);
        stateMachine.Initialize(waitingState);

        startPositions = new List <Vector3>(8);
        for (int i = 0; i < startPositions.Capacity; i++)
        {
            startPositions.Add(Vector3.zero);
        }

        calculateTransoftm = new CalculateTransoftms();
        calculateTransoftm.CreateTempTransform().SetParent(tempTransforms);

        CalculateStartPositions();
        lastRandom = UnityEngine.Random.Range(0, 4);

        GameObject temp = new GameObject();

        newPlacedTransform = temp.GetComponent <Transform>();
        GameObject temp1 = new GameObject();

        newFallingTransform = temp1.GetComponent <Transform>();

        newPlacedTransform.SetParent(tempTransforms);
        newFallingTransform.SetParent(tempTransforms);
    }
Esempio n. 2
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    public void initGameState()
    {
        playingState       = new PlayingState();
        menuState          = new MenuState();
        pauseState         = new PauseState();
        settingsState      = new SettingsState();
        pausesettingsState = new PauseSettingsState();
        victoryState       = new VictoryState();
        defeatState        = new DefeatState();

        //Console.WriteLine("SET VOLUME TO 0 FOR DEBUGGING");
        //MediaPlayer.Volume = 0.0f;
    }
Esempio n. 3
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        public void StartGame(int gameFieldWidth, int gameFieldHeight)
        {
            GameFieldWidth  = gameFieldWidth;
            GameFieldHeight = gameFieldHeight;
            Score           = 0;

            ground      = new Ground(0, gameFieldHeight - 120);
            GameObjects = new List <GameObject> {
                new PlayerShip(gameFieldWidth)
            };
            CommandManager = new CommandManager();
            NormalState    = new NormalState(this);
            ReverseState   = new ReverseState(this);
            defeatState    = new DefeatState(this);
            CurrentState   = NormalState;
        }
Esempio n. 4
0
    public override void Begin()
    {
        base.Begin();

        GameSystem.SetTimeMultiplier(GameSystem.GAMEPLAY, 1.0);

        IdleState              idle              = new IdleState(this.listenerId);
        MovingForwardState     movingForward     = new MovingForwardState(this.listenerId);
        MovingBackwardState    movingBackward    = new MovingBackwardState(this.listenerId);
        QuickStepForwardState  quickStepForward  = new QuickStepForwardState(this.listenerId);
        QuickStepBackwardState quickStepBackward = new QuickStepBackwardState(this.listenerId);
        DashChargingState      dashCharging      = new DashChargingState(this.listenerId);
        DashState              dash              = new DashState(this.listenerId);
        FeintState             feint             = new FeintState(this.listenerId);
        ChargingState          charging          = new ChargingState(this.listenerId);
        ChargeRecoveryState    chargeRecovery    = new ChargeRecoveryState(this.listenerId);
        DashRecoveryState      dashRecovery      = new DashRecoveryState(this.listenerId);
        //SpecialActivateState specialActivate = new SpecialActivateState(this.listenerId);
        //SpecialChargingState specialCharging = new SpecialChargingState(this.listenerId);
        CollisionWinCondition  collisionWinCond  = new CollisionWinCondition(this.listenerId);
        CollisionLossCondition collisionLossCond = new CollisionLossCondition(this.listenerId);
        CollisionWinState      collisionWin      = new CollisionWinState(this.listenerId);
        CollisionLossState     collisionLoss     = new CollisionLossState(this.listenerId);

        PlayerReadyState   ready   = new PlayerReadyState(this.listenerId);
        PlayerPlayingState playing = new PlayerPlayingState(this.listenerId);
        PlayerPausedState  paused  = new PlayerPausedState(this.listenerId);
        VictoryState       victory = new VictoryState(this.listenerId);
        DefeatState        defeat  = new DefeatState(this.listenerId);

        //SpecialActivateCondition specialActivateCond = new SpecialActivateCondition(this.listenerId);
        DefeatCondition defeatCond = new DefeatCondition(this.listenerId);

        idle.AddStateChange("moveForward", movingForward);
        idle.AddStateChange("moveBackward", movingBackward);
        idle.AddStateChange("charge", charging);
        idle.AddStateChange("dashCharge", dashCharging);
        idle.AddStateChange("feint", feint);
        idle.AddStateChange("collisionWin", collisionWin);
        idle.AddStateChange("collisionLoss", collisionLoss);
        //idle.AddStateChange("specialActivate", specialActivate);
        idle.AddGameStateCondition(collisionWinCond);
        idle.AddGameStateCondition(collisionLossCond);
        //idle.AddGameStateCondition(specialActivateCond);
        movingForward.AddStateChange("stop", idle);
        movingForward.AddStateChange("quickStep", quickStepForward);
        movingForward.AddStateChange("moveBackward", movingBackward);
        movingForward.AddStateChange("charge", charging);
        movingForward.AddStateChange("dashCharge", dashCharging);
        movingForward.AddStateChange("feint", feint);
        movingForward.AddStateChange("collisionWin", collisionWin);
        movingForward.AddStateChange("collisionLoss", collisionLoss);
        //movingForward.AddStateChange("specialActivate", specialActivate);
        movingForward.AddGameStateCondition(collisionWinCond);
        movingForward.AddGameStateCondition(collisionLossCond);
        //movingForward.AddGameStateCondition(specialActivateCond);
        quickStepForward.AddStateChange("stop", idle);
        quickStepForward.AddStateChange("charge", charging);
        quickStepForward.AddStateChange("dashCharge", dashCharging);
        quickStepForward.AddStateChange("feint", feint);
        quickStepForward.AddStateChange("collisionWin", collisionWin);
        quickStepForward.AddStateChange("collisionLoss", collisionLoss);
        //quickStepForward.AddStateChange("specialActivate", specialActivate);
        quickStepForward.AddGameStateCondition(collisionWinCond);
        quickStepForward.AddGameStateCondition(collisionLossCond);
        //quickStepForward.AddGameStateCondition(specialActivateCond);
        movingBackward.AddStateChange("stop", idle);
        movingBackward.AddStateChange("quickStep", quickStepBackward);
        movingBackward.AddStateChange("moveForward", movingForward);
        movingBackward.AddStateChange("charge", charging);
        movingBackward.AddStateChange("dashCharge", dashCharging);
        movingBackward.AddStateChange("feint", feint);
        movingBackward.AddStateChange("collisionWin", collisionWin);
        movingBackward.AddStateChange("collisionLoss", collisionLoss);
        //movingBackward.AddStateChange("specialActivate", specialActivate);
        movingBackward.AddGameStateCondition(collisionWinCond);
        movingBackward.AddGameStateCondition(collisionLossCond);
        //movingBackward.AddGameStateCondition(specialActivateCond);
        quickStepBackward.AddStateChange("stop", idle);
        quickStepBackward.AddStateChange("charge", charging);
        quickStepBackward.AddStateChange("dashCharge", dashCharging);
        quickStepBackward.AddStateChange("feint", feint);
        quickStepBackward.AddStateChange("collisionWin", collisionWin);
        quickStepBackward.AddStateChange("collisionLoss", collisionLoss);
        //quickStepBackward.AddStateChange("specialActivate", specialActivate);
        quickStepBackward.AddGameStateCondition(collisionWinCond);
        quickStepBackward.AddGameStateCondition(collisionLossCond);
        //quickStepBackward.AddGameStateCondition(specialActivateCond);
        charging.AddStateChange("stop", chargeRecovery);
        charging.AddStateChange("collisionWin", collisionWin);
        charging.AddStateChange("collisionLoss", collisionLoss);
        charging.AddGameStateCondition(collisionWinCond);
        charging.AddGameStateCondition(collisionLossCond);
        dashCharging.AddStateChange("dash", dash);
        dashCharging.AddStateChange("collisionWin", collisionWin);
        dashCharging.AddStateChange("collisionLoss", collisionLoss);
        dashCharging.AddGameStateCondition(collisionWinCond);
        dashCharging.AddGameStateCondition(collisionLossCond);
        dash.AddStateChange("stop", dashRecovery);
        dash.AddStateChange("collisionWin", collisionWin);
        dash.AddStateChange("collisionLoss", collisionLoss);
        dash.AddGameStateCondition(collisionWinCond);
        dash.AddGameStateCondition(collisionLossCond);
        feint.AddStateChange("stop", idle);
        feint.AddStateChange("charge", charging);
        feint.AddStateChange("dashCharge", dashCharging);
        feint.AddStateChange("feint", feint);
        feint.AddStateChange("collisionWin", collisionWin);
        feint.AddStateChange("collisionLoss", collisionLoss);
        feint.AddGameStateCondition(collisionWinCond);
        feint.AddGameStateCondition(collisionLossCond);
        chargeRecovery.AddStateChange("recover", idle);
        chargeRecovery.AddStateChange("collisionWin", collisionWin);
        chargeRecovery.AddStateChange("collisionLoss", collisionLoss);
        chargeRecovery.AddGameStateCondition(collisionWinCond);
        chargeRecovery.AddGameStateCondition(collisionLossCond);
        dashRecovery.AddStateChange("recover", idle);
        dashRecovery.AddStateChange("collisionWin", collisionWin);
        dashRecovery.AddStateChange("collisionLoss", collisionLoss);
        dashRecovery.AddGameStateCondition(collisionWinCond);
        dashRecovery.AddGameStateCondition(collisionLossCond);

        /*specialActivate.AddStateChange("specialCharge", specialCharging);
         * specialActivate.AddStateChange("collisionWin", collisionWin);
         * specialActivate.AddStateChange("collisionLoss", collisionLoss);
         * specialActivate.AddGameStateCondition(collisionWinCond);
         * specialActivate.AddGameStateCondition(collisionLossCond);
         * specialCharging.AddStateChange("stop", idle);
         * specialCharging.AddStateChange("collisionWin", collisionWin);
         * specialCharging.AddStateChange("collisionLoss", collisionLoss);
         * specialCharging.AddGameStateCondition(collisionWinCond);
         * specialCharging.AddGameStateCondition(collisionLossCond);*/
        collisionWin.AddStateChange("recover", idle);
        collisionLoss.AddStateChange("recover", idle);

        ready.AddStateChange("play", playing);
        playing.AddStateChange("pause", paused);
        playing.AddGameStateCondition(defeatCond);
        paused.AddStateChange("play", playing);
        playing.AddStateChange("victory", victory);
        playing.AddStateChange("defeat", defeat);

        this.input = new GameInputState(this.listenerId, 0);
        this.input.SetInputMapping(GameInputState.LEFT_STICK_LEFT_RIGHT, "moveStick");
        this.input.SetInputMapping(GameInputState.D_PAD_LEFT_RIGHT, "moveStick");
        this.input.SetInputMapping(GameInputState.A, "chargeButton");
        this.input.SetInputMapping(GameInputState.B, "quickStepButton");
        this.input.SetInputMapping(GameInputState.X, "dashButton");
        this.input.SetInputMapping(GameInputState.Y, "feintButton");
        this.input.SetInputMapping(GameInputState.START, "start");

        this.AddCurrentState(this.input);
        this.AddCurrentState(idle);
        this.AddCurrentState(ready);
    }