Esempio n. 1
0
 private void OnDisable()
 {
     EventsSystem.REMOVE_StepsChangedListener(StepSound);
     EventsSystem.REMOVE_GameLoseListener(LoseSound);
     EventsSystem.REMOVE_GameWinListener(WinSound);
     EventsSystem.REMOVE_PlayerFailListener(FailSound);
     EventsSystem.REMOVE_PlayerSuccessListener(SuccessSound);
 }
Esempio n. 2
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 public void HandOffTorch()
 {
     FindObjectOfType <Player>().AddToSteps(stepsValue);
     FindObjectOfType <LevelManager>().RemoveTorchPoint(this);
     stepsValue = 0;
     EventsSystem.PlayerSuccess();
     Destroy(gameObject);
 }
Esempio n. 3
0
 private void Move()
 {
     if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow))
     {
         transform.position += Vector3.left;
         if (!levelManager.CanMove(transform.position))
         {
             transform.position -= Vector3.left;
             EventsSystem.PlayerFail();
             return;
         }
         stepsRemaining--;
         EventsSystem.StepsChanged(stepsRemaining);
         numberDisplay.SetNumberDisplay(stepsRemaining);
     }
     if (Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.RightArrow))
     {
         transform.position += Vector3.right;
         if (!levelManager.CanMove(transform.position))
         {
             transform.position -= Vector3.right;
             EventsSystem.PlayerFail();
             return;
         }
         stepsRemaining--;
         EventsSystem.StepsChanged(stepsRemaining);
         numberDisplay.SetNumberDisplay(stepsRemaining);
     }
     if (Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow))
     {
         transform.position += Vector3.up;
         if (!levelManager.CanMove(transform.position))
         {
             transform.position -= Vector3.up;
             EventsSystem.PlayerFail();
             return;
         }
         stepsRemaining--;
         EventsSystem.StepsChanged(stepsRemaining);
         numberDisplay.SetNumberDisplay(stepsRemaining);
     }
     if (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow))
     {
         transform.position += Vector3.down;
         if (!levelManager.CanMove(transform.position))
         {
             transform.position -= Vector3.down;
             EventsSystem.PlayerFail();
             return;
         }
         stepsRemaining--;
         EventsSystem.StepsChanged(stepsRemaining);
         numberDisplay.SetNumberDisplay(stepsRemaining);
     }
 }
Esempio n. 4
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 private void Update()
 {
     if (stepsRemaining <= 0)
     {
         EventsSystem.GameLost();
         this.enabled = false;
     }
     if (stepsRemaining > 0)
     {
         Move();
     }
 }
Esempio n. 5
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 private void Awake()
 {
     m_Canvas.gameObject.SetActive(true);
     m_UI.transform.position     = m_UIStartPosition.position;
     m_PrincessIconStartPosition = m_PrincessIcon.position;
     m_PrincessGoToPosition      = m_PrincessIconStartPosition;
     m_Instance     = this;
     m_MoveToCrown  = false;
     GetObjectPool  = GetComponent <ObjectPool>();
     GetScoreSystem = GetComponent <ScoreSystem>();
     GetEventSystem = GetComponent <EventsSystem>();
     m_DateChecker  = GetComponent <DateChecker>();
     GetEventSystem.m_PrincessCaughtEvent += PrincessCaught;
 }
Esempio n. 6
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    /*
     * EACH LEVEL HAS A NUMBER
     * - FIND A WAY TO READ THE NAME OF THE SCENE?
     *
     * EACH LEVEL IS AN ARRAY OF STRINGS
     * LEVELS <BOOL, STRING[]>
     *
     |-WORLD
     |---LEVEL
     *
     * LEVELS WRAPPED - ACTIVE TOGGLE
     * ON INIT LOADS FROM STRING AND MOVES PLAYER
     *
     */

    private void OnEnable()
    {
        InitUI();

        if (TorchPoints == null)
        {
            TorchPoints = new Dictionary <Vector3, TorchPoint>();
        }
        if (Spaces == null)
        {
            Spaces = new Dictionary <Vector3, Space>();
        }

        EventsSystem.ADD_GameLoseListener(LoseScreen);
        EventsSystem.ADD_GameWinListener(WinScreen);
    }
Esempio n. 7
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    public bool CanMove(Vector3 _locationToCheck)
    {
        if (TorchPoints.ContainsKey(_locationToCheck))
        {
            TorchPoints[_locationToCheck].HandOffTorch();
        }

        if (Spaces[_locationToCheck].currentSPACE_STATE != SPACE_STATE.BLOCKED)
        {
            if (Spaces[_locationToCheck].currentSPACE_STATE == SPACE_STATE.EXIT_SPACE)
            {
                EventsSystem.GameWon();
            }
            // Spaces[_locationToCheck].currentSPACE_STATE = SPACE_STATE.BLOCKED;
            return(true);
        }
        return(false);
    }
Esempio n. 8
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 private void OnDisable()
 {
     EventsSystem.REMOVE_GameLoseListener(LoseScreen);
     EventsSystem.REMOVE_GameWinListener(WinScreen);
 }
Esempio n. 9
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 public void AddToSteps(int _stepsToAdd)
 {
     stepsRemaining += _stepsToAdd;
     EventsSystem.StepsChanged(stepsRemaining);
     numberDisplay.SetNumberDisplay(stepsRemaining);
 }