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; }
public void GameEnd() { _State = E_PlayState.GameEnd; _Joystick.enable = false; // game end report... StartCoroutine(IE_GameEnd()); }
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() ); } }