// ----------------------------------------------------------------------------------------------------- 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; }
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); } }
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; }
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); } }
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)); }
private GameFlowManager() { if (_instance == null) { _instance = this; } }
public void changeScene(int id) { GameObject gameFlow = GameObject.Find("GameFlow"); GameFlowManager gf = (GameFlowManager)gameFlow.GetComponent(typeof(GameFlowManager)); gf.loadScene(id); }
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); } } }
void Start() { rb = GetComponent <Rigidbody>(); gm = FindObjectOfType <GameFlowManager>(); atenuadorTiny = transform.localScale.y; }
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; }
public void returnToMainMenu() { gamePlayed = true; GameFlowManager GameFlowManager = GameObject.Find("GameFlowManager").GetComponent <GameFlowManager>(); GameFlowManager.MoveFromPostGameToMainMenu(); MainMenu.MenuState = MainMenu.menuState.menu; }
public void startMainGame() { MenuState = menuState.game; GameFlowManager GameFlowManager = GameObject.Find("GameFlowManager").GetComponent <GameFlowManager>(); music.MusicStop(); GameFlowManager.MoveFromStartMenuToGame(); }
// 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); }
/* * 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; } } }
// 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>(); }
void OnTriggerEnter2D(Collider2D object_collided) { if (object_collided.tag == "Enemy") { Destroy(gameObject); m_GM = FindObjectOfType <GameFlowManager>(); m_GM.OnDeath(); } }
public bool GetFireInputHeld() { if (GameFlowManager.CanProcessInput()) { return(Input.GetButton("Fire")); } return(false); }
// Use this for initialization void Start() { GameObject obj = GameObject.FindGameObjectWithTag("MainLoop"); manager = obj.GetComponent <GameFlowManager>(); Events = new Queue <float>(); GenerateEvents(); }
void Start() { gm = FindObjectOfType <GameFlowManager>(); rb = GetComponent <Rigidbody>(); _tiempoTranscurrido = Time.deltaTime; //test trampantojo showTrampantojo = FindObjectOfType <showTrampantojo>(); }
void UnbindEvent() { GameFlowManager GameFlowMan = GameObject.Find("GameFlowManager").GetComponent <GameFlowManager>(); if (GameFlowMan) { GameFlowMan.OnMenuToGame -= GetTransforms; } }
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; }
// 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; }
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(); }
void Start() { m_PlayerHealth = playerLife; m_GameFlowManager = FindObjectOfType <GameFlowManager>(); DebugUtility.HandleErrorIfNullFindObject <GameFlowManager, FeedbackFlashHUD>(m_GameFlowManager, this); m_PlayerHealth.onDamaged += OnTakeDamage; m_PlayerHealth.onHealed += OnHealed; }
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 }
private void ConfigureScreenManagers() { GameFlowScreenManager = GameFlowManager.GetInstance (this); Components.Add (GameFlowScreenManager); GamePlayScreenManager = GamePlayManager.GetInstance (this); Components.Add (GamePlayScreenManager); }