private void ExitTip() { if (chapterTutorial != null) { chapterTutorial.Resume(); } else if (chapterSurvival != null) { chapterSurvival.Resume(); } panelTip.Visible = false; if (isNextChapter) { isNextChapter = false; picBoxStage.Location = new Point(-GameSystem.screen.Width, -GameSystem.screen.Height); picBoxHpBar.Image = Resources.Bloodbar5; picBoxEatBar.Image = Resources.Progressbar0; if (chapter == EChapter.Tutorial) { chapterTutorial.End(); chapter = EChapter.Survival; NextChapter(EChapter.Survival); } } }
public void NextChapter(EChapter chapter) { ClearChapter(); switch (chapter) { case EChapter.Tutorial: chapterTutorial = new ChapterTutorial(picBoxStage); GameSystem.player.HpChanged += OnPlayerHpChanged; GameSystem.player.Eat += OnPlayerEat; chapterTutorial.ShowTip(); chapterTutorial.Start(); picBoxHelp_Click(picBoxHelp, EventArgs.Empty); MCImusic.mciMusic("Musics/S2.mp3", "play", "repeat"); break; case EChapter.Survival: picBoxStage.Location = new Point(-GameSystem.screen.Width, -GameSystem.screen.Height); picBoxHpBar.Image = Resources.Bloodbar5; picBoxEatBar.Image = Resources.Progressbar0; NextTargetInMap("Mito"); labelTime.Visible = true; chapterSurvival = new ChapterSurvival(picBoxStage); GameSystem.player.HpChanged += OnPlayerHpChanged; GameSystem.player.Eat += OnPlayerEat; chapterSurvival.ShowTip(); MCImusic.mciMusic("Musics/S2.mp3", "close"); chapterSurvival.Start(); MCImusic.mciMusic("Musics/3.mp3", "play", "repeat"); break; } }
public FormTip(EChapter chapter) { InitializeComponent(); this.chapter = chapter; picBoxPlot.Size = GameSystem.screen; }
public void ResetSetting() { leftArrow.SetActive(false); currentChapter = EChapter.Chapter_1; currentChapterRenderer.sprite = chapterBackGroundImages[(int)currentChapter - 1]; chapterScene = "Chapter01"; chapterName.text = chapterDict[currentChapter].Item1; }
public void ResetSetting() { currentChapter = EChapter.Chapter_1; HideArrow(); currentChapterRenderer.sprite = chapterBackGroundImages[(int)currentChapter - 1]; chapterScene = "Chapter01"; chapterName.sprite = chpaterNameImage[(int)currentChapter - 1]; this.LockObject.SetActive(false); this.startButton.SetActive(true); }
public override void Awake() { base.Awake(); m_eChapter = EChapter.CHAPTER_1; m_oBaseFilepath = "Textures/WaitScene/PopupComponent/StagePopup/"; m_oChapterScene = "Chapter1-" + (int)m_eChapter + "Scene"; var Filepath = m_oBaseFilepath + "Chapter1-" + (int)m_eChapter + "Frame"; Function.ShowLog(Filepath); this.SettingPopup(); }
void Start() { chapter = select_manager.GetEChapter; #if UNITY_EDITOR // for debug if (onDebug) { chapter = debug_chapter; } #endif // none is for debug if (chapter == EChapter.none) { spawnLimits = new SpawnLimits( new SpawnLimit(soldier_SpawnTime, soldier_MaxNum), new SpawnLimit(tower_SpawnTime, tower_MaxNum), new SpawnLimit(roller_SpawnTime, roller_MaxNum)); boss_obj = boss1_obj; } else if (chapter == EChapter.chapter_one) { spawnLimits = st1_limit; boss_obj = boss1_obj; } else if (chapter == EChapter.chapter_two) { spawnLimits = st2_limit; boss_obj = boss2_obj; } else if (chapter == EChapter.chapter_three) { spawnLimits = st3_limit; boss_obj = boss3_obj; } enemySpawnSystems[(int)EEnemy.SOLDIER] = new EnemySpawnSystem(soldier_obj, soldier_offset_pos, soldier_spawn_range, spawnLimits.Soldier); enemySpawnSystems[(int)EEnemy.TOWER] = new EnemySpawnSystem(tower_obj, tower_offset_pos, tower_spawn_range, spawnLimits.Tower); enemySpawnSystems[(int)EEnemy.ROLLER] = new EnemySpawnSystem(roller_obj, roller_offset_pos, roller_spawn_range, spawnLimits.Roller); //enemySpawnSystems[(int)EEnemy.SOLDIER] = new EnemySpawnSystem(soldier_obj, soldier_offset_pos, soldier_spawn_range, soldier_spawn_time, soldier_max_num); //enemySpawnSystems[(int)EEnemy.TOWER] = new EnemySpawnSystem(tower_obj, tower_offset_pos, tower_spawn_range, tower_spawn_time, tower_max_num); //enemySpawnSystems[(int)EEnemy.ROLLER] = new EnemySpawnSystem(roller_obj, roller_offset_pos, roller_spawn_range, roller_spawn_time, roller_max_num); bossSpawnSystem = new EnemySpawnSystem(boss_obj, boss_offset_pos, boss_spawn_range); turn_dir_time = base_turn_dir_time; }
//Dict 설정하고 키로 챕터 밸류로 문자열과 이미지 void Awake() { leftArrow.SetActive(false); checkTime = new WaitForSeconds(fCheckTime); currentChapter = EChapter.Chapter_1; currentChapterRenderer.sprite = chapterBackGroundImages[(int)currentChapter - 1]; chapterScene = "Chapter01"; chapterDict = new Dictionary <EChapter, Tuple <string, Sprite> >(); chapterDict[EChapter.Chapter_1] = Tuple.Create("Chapter01", chapterBackGroundImages[(int)EChapter.Chapter_1 - 1]); chapterDict[EChapter.Chapter_2] = Tuple.Create("Chapter02", chapterBackGroundImages[(int)EChapter.Chapter_2 - 1]); chapterDict[EChapter.Chapter_3] = Tuple.Create("Chapter03", chapterBackGroundImages[(int)EChapter.Chapter_3 - 1]); StartCoroutine(SetPopup()); }
public void PlayChapter(EChapter chapter) { taskOrdinal = 0; dialogueOrdinal = 0; fragmentOrdinal = 0; textOrdinal = 0; currentChapter = chapter; currentTask = taskList[chapter.questDict.Keys.ToArray()[taskOrdinal]]; currentFragment = fragmentList[chapter.questDict[chapter.questDict.Keys.ToArray()[fragmentOrdinal]]]; currentDialogue = currentFragment.dialogues[dialogueOrdinal]; mainMenuPanel.SetActive(false); playHUD.SetActive(true); storyboard.SetActive(true); SetSceneCharacters(); }
void Awake() { leftArrow = transform.Find("LeftArrow").GetComponent <Button>().gameObject; rightArrow = transform.Find("RightArrow").GetComponent <Button>().gameObject; chapterDict = new Dictionary <EChapter, Tuple <string, Sprite> >(); chapterDict[EChapter.Chapter_1] = Tuple.Create("Chapter01", chapterBackGroundImages[(int)EChapter.Chapter_1 - 1]); chapterDict[EChapter.Chapter_2] = Tuple.Create("Chapter02", chapterBackGroundImages[(int)EChapter.Chapter_2 - 1]); chapterDict[EChapter.Chapter_3] = Tuple.Create("Chapter03", chapterBackGroundImages[(int)EChapter.Chapter_3 - 1]); currentChapter = EChapter.Chapter_1; currentChapterRenderer.sprite = chapterBackGroundImages[(int)currentChapter - 1]; chapterName.sprite = chpaterNameImage[(int)currentChapter - 1]; chapterScene = "Chapter01"; startButton.SetActive(true); selected = false; }