Esempio n. 1
0
    public void GamePlay()
    {
/*        Enemy[] arrEnemy = FindObjectsOfType<Enemy>();
 *      foreach (Enemy en in arrEnemy)
 *      {
 *          Destroy(en.gameObject);
 *      }
 */
/*        if (_CurrentWave > 1)
 *      {
 *          _CurrentWave = (int) (_CurrentWave  * 0.7f);
 *      }
 *      _SpawnController.LoadSpawnData();
 *      _SpawnController.Play_Spawn();
 */

        _Score.SetScore(0);
        _State = E_PlayState.GamePlaying;
        GameWorld.SetActiveRecursively(_GamePlayUI, false);
        _PlayerManager.SpawnPlayer();

        _WaveLoader.LoadCurrentWaveSet();

        _Joystick.enable = true;
    }
Esempio n. 2
0
    public void GameEnd()
    {
        _State           = E_PlayState.GameEnd;
        _Joystick.enable = false;

        // game end report...
        StartCoroutine(IE_GameEnd());
    }
Esempio n. 3
0
 void Ready()
 {
     _State = E_PlayState.GameReady;
 }
    // Startup
    public override void Startup( ContentManager content )
    {
        _UI.Startup( _G.Game, _G.GameInput );

        // load textures
        int bundleIndex = _UI.Texture.CreateBundle();

        _UI.Texture.Add( bundleIndex, "Textures\\UI_Box", "box" );
        _UI.Texture.Add( bundleIndex, "Textures\\UI_Shine", "shine" );
        _UI.Texture.Add( bundleIndex, "Textures\\UI_Buttons", "buttons" );
        _UI.Texture.Add( bundleIndex, "Textures\\UI_FontMult", "font_mult" );
        _UI.Texture.Add( bundleIndex, "Textures\\UI_DebugMenu", "debug_menu" );
        _UI.Texture.Add( bundleIndex, "Textures\\tick", "tick" );

        _UI.Texture.Add( bundleIndex, "Textures\\World_1", "world_1" );
        _UI.Texture.Add( bundleIndex, "Textures\\World_2", "world_2" );
        _UI.Texture.Add( bundleIndex, "Textures\\World_3", "world_3" );
        _UI.Texture.Add( bundleIndex, "Textures\\World_4", "world_4" );

        _UI.Texture.Add( bundleIndex, "Textures\\MM_NewGame", "mm_newgame" );
        _UI.Texture.Add( bundleIndex, "Textures\\MM_LevelSelect", "mm_levelselect" );
        _UI.Texture.Add( bundleIndex, "Textures\\MM_Options", "mm_options" );
        _UI.Texture.Add( bundleIndex, "Textures\\MM_Quit", "mm_quit" );

        _UI.Texture.Add( bundleIndex, "Textures\\CompanyLogo", "company_logo" );
        _UI.Texture.Add( bundleIndex, "Textures\\GameLogo", "game_logo" );

        // load fonts
        _UI.Font.Add( "Fonts\\", "Verdana" );
        _UI.Font.Add( "Fonts\\", "Impact" );

        // everyone has initial control
        _UI.PrimaryPad = -1;

        // setup colors
        _UI.Store_Color.Add( "Blue", 0xff0000ff );
        _UI.Store_Color.Add( "Red", 0xffff0000 );

        // setup timelines
        UI.Timeline timelineText = new UI.Timeline( "selected", false, 0.0f, 0.25f, UI.E_TimerType.Stop, UI.E_RestType.Start );
        timelineText.AddEffect( new UI.TimelineEffect_ColorLerp( Color.Orange, UI.E_LerpType.SmoothStep ) );
        _UI.Store_Timeline.Add( "text_selected_color", timelineText );

        UI.Timeline timeline_StartAlpha = new UI.Timeline( "start", false, 0.0f, 0.25f, UI.E_TimerType.Stop, UI.E_RestType.Start );
        timeline_StartAlpha.AddEffect( new UI.TimelineEffect_Alpha( -1.0f, 0.0f, UI.E_LerpType.SmoothStep ) );
        _UI.Store_Timeline.Add( "text_start_alpha", timeline_StartAlpha );

        // setup textures
        UI.SpriteTexture texture = new UI.SpriteTexture( "buttons", 0.0f, 0.0f, 0.5f, 1.0f );
        _UI.Store_Texture.Add( "buttons_half", texture );

        // setup font styles
        UI.FontStyle fontStyle = new UI.FontStyle( "Impact" );
        fontStyle.AddRenderPass( new UI.FontStyleRenderPass() );
        _UI.Store_FontStyle.Add( "Default", fontStyle );

        UI.FontStyle fontStyleDS = new UI.FontStyle( "Impact" );
        UI.FontStyleRenderPass renderPassDS = new UI.FontStyleRenderPass();
        renderPassDS.ColorOverride = Color.Black;
        renderPassDS.AlphaMult = 0.5f;
        renderPassDS.Offset = new Vector3( 0.05f, -0.05f, 0.0f );
        renderPassDS.OffsetProportional = true;
        fontStyleDS.AddRenderPass( renderPassDS );
        fontStyleDS.AddRenderPass( new UI.FontStyleRenderPass() );
        _UI.Store_FontStyle.Add( "DefaultDS", fontStyleDS );

        // setup font effects
        UI.FontEffect fontEffect = new UI.FontEffect_Scale( 0.0625f, 0.25f, 2.0f, 1.0f, 2.0f, 1.0f, 2.0f, UI.E_LerpType.Sin );
        _UI.Store_FontEffect.Add( "menu_item_scale", fontEffect );

        // setup font icons
        _UI.Store_FontIcon.Add( "A", new UI.FontIcon( _UI.Texture.Get( "buttons" ), 0.0f, 0.0f, ( 64.0f / 820.0f ), 1.0f ) );
        _UI.Store_FontIcon.Add( "B", new UI.FontIcon( _UI.Texture.Get( "buttons" ), ( 63.0f / 820.0f ), 0.0f, ( 64.0f / 820.0f ), 1.0f ) );
        _UI.Store_FontIcon.Add( "X", new UI.FontIcon( _UI.Texture.Get( "buttons" ), ( 126.0f / 820.0f ), 0.0f, ( 64.0f / 820.0f ), 1.0f ) );
        _UI.Store_FontIcon.Add( "Y", new UI.FontIcon( _UI.Texture.Get( "buttons" ), ( 189.0f / 820.0f ), 0.0f, ( 64.0f / 820.0f ), 1.0f ) );

        // setup widgets
        UI.WidgetText text = new UI.WidgetText();
        text.ColorBase = Color.White;
        text.Align = UI.E_Align.TopCentre;
        text.Position = new Vector3( 0.0f, 18.0f, 0.0f );
        text.Size = new Vector3( 0.0f, 3.0f, 0.0f );
        text.Alpha = 0.5f;
        text.FontStyleName = "Default";
        text.AddTimeline( "text_start_alpha" );
        text.RenderPass = 1;
        _UI.Store_Widget.Add( "font_effect_text", text );

        // set initial screen
        PlayState = E_PlayState.TestUI;

        if ( PlayState == E_PlayState.GameWorld )
        {
            _G.Game.DoLayerUpdate( E_Layer.LevelEditor, false );
            _G.Game.DoLayerRender( E_Layer.LevelEditor, false );
            _UI.Screen.AddScreen( new UI.HUD() );
        }
        else
        if ( PlayState == E_PlayState.LevelEditor )
        {
            _G.Game.DoLayerUpdate( E_Layer.GameWorld, false );
            _G.Game.DoLayerRender( E_Layer.GameWorld, false );
            _UI.Screen.AddScreen( new UI.LevelEditorHUD() );
        }
        else
        if ( PlayState == E_PlayState.TestUI )
        {
            _G.Game.DoLayerUpdate( E_Layer.GameWorld, false );
            _G.Game.DoLayerRender( E_Layer.GameWorld, false );
            _G.Game.DoLayerUpdate( E_Layer.LevelEditor, false );
            _G.Game.DoLayerRender( E_Layer.LevelEditor, false );
            _UI.Screen.AddScreen( new UI.Test() );
        }
    }