Esempio n. 1
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    // -----------------------------------------------------------------------------------------------------
    void Start()
    {       //161205 pedir apenas nome
        //PlayerInfo.gender = "M";
        //PlayerInfo.education = "Fundamental Completo";
        //PlayerInfo.destro = "D";


        //171009 declarar a instance para permitir chamar rotinas do outro script
        translate = LocalizationManager.instance;

        //171009 translate
        preenchaNome.text  = translate.getLocalizedValue("preenchaNome");
        btnJogar.text      = translate.getLocalizedValue("btnJogar");
        btnJogarPausa.text = translate.getLocalizedValue("btnJogarPausa");
        btnMenu.text       = translate.getLocalizedValue("btnMenu");
        placeholder.text   = translate.getLocalizedValue("placeholder");
        tcleHeader.text    = translate.getLocalizedValue("tcleHeader");
        tcleNotAgree.text  = translate.getLocalizedValue("tcleNotAgree");
        tcleAgree.text     = translate.getLocalizedValue("tcleAgree");
        tcleText.text      = translate.getLocalizedValue("tcle").Replace("\\n", "\n");


        //Josi: declare GameFlowManager to continue if data filled
        gameFlowManager = GameFlowManager.instance;

        //170926 salvar as cores originais do toggle concorda/naoConcorda
        agreeOriginalColors    = agree.colors;
        notAgreeOriginalColors = notAgree.colors;
    }
Esempio n. 2
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 void Start()
 {
     instance = this;
     levelManager.GenerateLevel();
     players = new List <PlayerStats>();
     winCanvas.gameObject.SetActive(false);
 }
    void playerMoveToHTV()
    {
        Player    = GameObject.FindGameObjectWithTag("Player");
        playerNav = Player.GetComponent <UnityEngine.AI.NavMeshAgent>();
        anim      = Player.GetComponent <Animator>();

        if (!playerNav.pathPending)
        {
            if (playerNav.remainingDistance <= playerNav.stoppingDistance)
            {
                if (!playerNav.hasPath || playerNav.velocity.sqrMagnitude == 0f)
                {
                    //Debug.Log("Destination not reached yet");
                    HTVReached = true;
                    anim.SetFloat("walking", 0);

                    GameFlowManager GameFlowManager = GameObject.Find("GameFlowManager").GetComponent <GameFlowManager>();
                    GameFlowManager.MoveFromGameToHTV();
                    // Done
                }
            }
        }

        if (playerNav.velocity.sqrMagnitude > 0.2f)
        {
            //Debug.Log("player is moving");
            anim.SetFloat("walking", 1);
        }
    }
Esempio n. 4
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        public EventEntity(string _type, string _id = "None")
        {
            m_GameFlowManager = FindObjectOfType <GameFlowManager>();

            DateTime now = DateTime.Now;

            latency = now.ToString("yyyyMMddHHmmssfff");

            type = _type;

            id         = _id;
            enemy_pos  = EventEntityHelper.createEnemyPos();
            player_pos = EventEntityHelper.createPlayerPos(m_GameFlowManager.getPlayerPos());

            //TODO get room
            room  = "room1";
            level = m_GameFlowManager.getRoundNumber().ToString();

            sender    = "application";
            device    = "kognit";
            source    = "Plik.txt";
            action    = "None";
            direction = "None";
            question  = "None";
            answer    = "None";
            other     = "None";
            channel   = "None";
            band      = "None";
            power     = "None";
            saveToStymulationFile();
        }
 void Start()
 {
     flowManager = GameFlowManager.instance;
     field       = flowManager.field;
     pos         = new Vector2(transform.position.x, transform.position.z);
     shootTimer  = shootSpeed;
 }
Esempio n. 6
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    void walkToDoor()
    {
        // Check if we've reached the destination
        if (!playerNav.pathPending)
        {
            if (playerNav.remainingDistance <= playerNav.stoppingDistance)
            {
                if (!playerNav.hasPath || playerNav.velocity.sqrMagnitude == 0f)
                {
                    //Debug.Log("Destination not reached yet");
                    anim.SetFloat("walking", 0);
                    //Application.LoadLevel("blurredMindsGameOver");
                    PersistentData.GetPlayerStats().SetTimeAtGameEnd(timeManager.GetCurrentGameTimeScaled());
                    PersistentData.GetPlayerStats().SetBACAtGameEnd(PersistentData.GetPlayerStats().GetCurrentBAC());


                    //SceneManager.LoadScene("blurredMindsGameOver");
                    // Done
                    GameFlowManager GameFlowManager = GameObject.Find("GameFlowManager").GetComponent <GameFlowManager>();
                    GameFlowManager.MoveFromGameToPostGameScreen();
                }
            }
        }

        if (playerNav.velocity.sqrMagnitude > 0.2f)
        {
            //Debug.Log("player is moving");
            anim.SetFloat("walking", 1);
        }
    }
Esempio n. 7
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    private void Awake()
    {
        board  = BoardManager.Instance;
        render = GetComponent <SpriteRenderer>();

        game = GameFlowManager.Instance;
    }
        public void ComputeCopyBuildCardTest()
        {
            var manager  = new GameFlowManager();
            var cardName = CardName.SpiesGuild;
            var guild    = new GuildCard(cardName, 3, Age.III, null, null, new List <IEffect> {
                new Effect(EffectType.VictoryPointPerMilitaryCard, 1, PlayerDirection.ToTheLeft | PlayerDirection.ToTheRight)
            });

            manager.CreateNewPlayer("ashley");
            manager.CreateNewPlayer("kate");
            manager.SetupGame();
            var player1 = manager.Players[0];
            var player2 = manager.Players[1];

            player1.SetWonder(WonderFactory.CreateWonder(WonderName.StatueOfZeusInOlimpia, WonderBoardSide.B));
            player1.Wonder.BuildStage();
            player1.Wonder.BuildStage();
            player1.Wonder.BuildStage();
            player1.Wonder.EffectsAvailable.First(e => e.Type == EffectType.CopyGuildFromNeighbor).Info = cardName;

            player2.Cards.Add(guild);

            manager.CollectPostGameRewards();

            Assert.IsTrue(player1.Cards.Any(c => c.Name == cardName));
        }
Esempio n. 9
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 private GameFlowManager()
 {
     if (_instance == null)
     {
         _instance = this;
     }
 }
Esempio n. 10
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    public void changeScene(int id)
    {
        GameObject      gameFlow = GameObject.Find("GameFlow");
        GameFlowManager gf       = (GameFlowManager)gameFlow.GetComponent(typeof(GameFlowManager));

        gf.loadScene(id);
    }
Esempio n. 11
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    private void Start()
    {
        _gs = GameSettings.Instance;

        if (_gs == null)
        {
            Debug.LogWarning("NumPadCTRL: no gm in scene!");
        }
        _flowMngr = GameFlowManager.Instance;

        if (_flowMngr == null)
        {
            Debug.LogWarning("NumPadCTRL: no flowMngr in scene!");
        }


        UpArrow.SetActive(false);
        DownArrowArrow.SetActive(false);

        for (int x = 0; x < transform.childCount; x++)
        {
            AllButtonsObjs.Add(transform.GetChild(x).gameObject);
            if (x < _gs.Master_Number_of_Floors)
            {
                AvailableButtonsObjs.Add(transform.GetChild(x).gameObject);
            }
            else
            {
                transform.GetChild(x).gameObject.SetActive(false);
            }
        }
    }
Esempio n. 12
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    void Start()
    {
        rb = GetComponent <Rigidbody>();
        gm = FindObjectOfType <GameFlowManager>();

        atenuadorTiny = transform.localScale.y;
    }
Esempio n. 13
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 public void Init()
 {
     InitField();
     SetupPortal();
     SetupPlayerBase();
     flowManager = GameFlowManager.instance;
     towerRange  = towerPrefab.GetComponent <Tower>().range;
 }
    private void Start()
    {
        m_GameFlowManager = FindObjectOfType <GameFlowManager> ();
        DebugUtility.HandleErrorIfNullFindObject <GameFlowManager, PlayerInputHandler> (m_GameFlowManager, this);

        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible   = false;
    }
Esempio n. 15
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    public void returnToMainMenu()
    {
        gamePlayed = true;
        GameFlowManager GameFlowManager = GameObject.Find("GameFlowManager").GetComponent <GameFlowManager>();

        GameFlowManager.MoveFromPostGameToMainMenu();
        MainMenu.MenuState = MainMenu.menuState.menu;
    }
Esempio n. 16
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    public void startMainGame()
    {
        MenuState = menuState.game;
        GameFlowManager GameFlowManager = GameObject.Find("GameFlowManager").GetComponent <GameFlowManager>();

        music.MusicStop();
        GameFlowManager.MoveFromStartMenuToGame();
    }
Esempio n. 17
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    // Start is called before the first frame update
    void Start()
    {
        //create a reference to the GameManager object, we cannot reference it in a public field,
        //since this script is attached to a prefab object.
        GameObject gm = GameObject.Find("GameManager");

        gameFlowManager = (GameFlowManager)gm.GetComponent("GameFlowManager");
    }
        void Awake()
        {
            m_MinifigController = GetComponent <MinifigControllerPUN>();
            m_GameFlowManager   = FindObjectOfType <GameFlowManager>();

            EventManager.AddListener <GameOverEvent>(OnGameOver);
            EventManager.AddListener <OptionsMenuEvent>(OnOptionsMenu);
        }
Esempio n. 19
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    /*
     *  void Start () {
     *
     *  }
     *
     *  void Update () {
     *
     *  }
     */

    public override IEnumerator Turn()
    {
        Debug.Log("AI Turn");
        Card draw = base.flow.DrawCard();

        yield return(StartCoroutine(base.cardObjManager.DrawCard(GameFlowManager.TurnStatus.AITurn, draw)));

        base.flow.aiHand.Add(draw);

        while (true)
        {
            yield return(null);

            var aiForecasts = ForecasCard();

            int min_f = 0;
            while (aiForecasts[min_f].Count == 0 ||
                   base.flow.playerHand[min_f].isOpen)
            {
                min_f++;
            }

            for (int i = 0; i < aiForecasts.Count; ++i)
            {
                if (!base.flow.playerHand[i].isOpen)
                {
                    if (aiForecasts[i].Count < aiForecasts[i].Count)
                    {
                        min_f = i;
                    }
                }
            }

            int  choiceNumber = aiForecasts[min_f][Random.Range(0, aiForecasts[min_f].Count)];
            Card choicedCard  = new Card(base.flow.playerHand[min_f].color, choiceNumber);
            base.flow.aiKnown.Add(choicedCard);

            if (base.flow.playerHand[min_f].number == choiceNumber)
            {
                base.flow.playerHand[min_f].isOpen = true;
                base.cardObjManager.OpenCard(GameFlowManager.TurnStatus.AITurn, min_f);
                if (GameFlowManager.CheckAllOpend(base.flow.playerHand))
                {
                    base.flow.gameStatus = GameFlowManager.GameStatus.AIWin;
                    yield break;
                }
            }
            else
            {
                draw.isOpen = true;
                yield return(StartCoroutine(base.cardObjManager.IntoHand(GameFlowManager.TurnStatus.AITurn, true)));

                base.flow.aiHand.Sort(GameFlowManager.CompareCard);
                base.flow.gameStatus = GameFlowManager.GameStatus.Continue;
                yield break;
            }
        }
    }
Esempio n. 20
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    // Start is called before the first frame update
    void Start()
    {
        scaleChange = transform.localScale;

        rb    = GetComponent <Rigidbody>();
        pJump = GetComponent <PlayerJump>();
        pMovs = GetComponent <PlayerMovements>();
        gm    = FindObjectOfType <GameFlowManager>();
    }
Esempio n. 21
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 void OnTriggerEnter2D(Collider2D object_collided)
 {
     if (object_collided.tag == "Enemy")
     {
         Destroy(gameObject);
         m_GM = FindObjectOfType <GameFlowManager>();
         m_GM.OnDeath();
     }
 }
Esempio n. 22
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    public bool GetFireInputHeld()
    {
        if (GameFlowManager.CanProcessInput())
        {
            return(Input.GetButton("Fire"));
        }

        return(false);
    }
Esempio n. 23
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    // Use this for initialization
    void Start()
    {
        GameObject obj = GameObject.FindGameObjectWithTag("MainLoop");

        manager = obj.GetComponent <GameFlowManager>();

        Events = new Queue <float>();
        GenerateEvents();
    }
Esempio n. 24
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    void Start()
    {
        gm = FindObjectOfType <GameFlowManager>();
        rb = GetComponent <Rigidbody>();
        _tiempoTranscurrido = Time.deltaTime;

        //test trampantojo
        showTrampantojo = FindObjectOfType <showTrampantojo>();
    }
Esempio n. 25
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    void UnbindEvent()
    {
        GameFlowManager GameFlowMan = GameObject.Find("GameFlowManager").GetComponent <GameFlowManager>();

        if (GameFlowMan)
        {
            GameFlowMan.OnMenuToGame -= GetTransforms;
        }
    }
Esempio n. 26
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    private void Start()
    {
        m_PlayerCharacterController = GetComponent <PlayerCharacterController>();
        // DebugUtility.HandleErrorIfNullGetComponent<PlayerCharacterController, PlayerInputHandler>(m_PlayerCharacterController, this, gameObject);
        m_GameFlowManager = FindObjectOfType <GameFlowManager>();
        // DebugUtility.HandleErrorIfNullFindObject<GameFlowManager, PlayerInputHandler>(m_GameFlowManager, this);

        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible   = false;
    }
Esempio n. 27
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    // Start is called before the first frame update
    void Awake()
    {
        agent   = GetComponent <NavMeshAgent>();
        manager = GameObject.FindObjectOfType <GameFlowManager>();

        health        = GetComponent <Health>();
        health.onDie += OnDie;

        weapon.owner = gameObject;
    }
Esempio n. 28
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    private void LateUpdate()
    {
        m_PlayerCharacterController = GetComponent <PlayerCharacterController>();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerCharacterController, PlayerInputHandler>(m_PlayerCharacterController, this, gameObject);
        m_GameFlowManager = FindObjectOfType <GameFlowManager>();
        DebugUtility.HandleErrorIfNullFindObject <GameFlowManager, PlayerInputHandler>(m_GameFlowManager, this);


        m_FireInputWasHeld = GetFireInputHeld();
    }
Esempio n. 29
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    void Start()
    {
        m_PlayerHealth = playerLife;

        m_GameFlowManager = FindObjectOfType <GameFlowManager>();
        DebugUtility.HandleErrorIfNullFindObject <GameFlowManager, FeedbackFlashHUD>(m_GameFlowManager, this);

        m_PlayerHealth.onDamaged += OnTakeDamage;
        m_PlayerHealth.onHealed  += OnHealed;
    }
Esempio n. 30
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    void Awake()
    {
        thisRB = this.gameObject.GetComponent <Rigidbody>();

        //desiredSeparationDistance = this.transform.localScale.x * 2;  // initialize the desiredSeparationDistance
        desiredSeparationDistance           = 3f;
        desiredSeparationDistance_obstacles = 4f;
        desiredSeparationDistance_walls     = 2.1f;

        gameFlowManager = GameObject.FindWithTag("GameController").GetComponent <GameFlowManager>(); // get the instance of the game flow manager script
    }
Esempio n. 31
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        private void ConfigureScreenManagers()
        {
            GameFlowScreenManager = GameFlowManager.GetInstance (this);
            Components.Add (GameFlowScreenManager);

            GamePlayScreenManager = GamePlayManager.GetInstance (this);
            Components.Add (GamePlayScreenManager);
        }