Update() public method

public Update ( ) : void
return void
Esempio n. 1
0
    void Update()
    {
        if (Application.isLoadingLevel == false && loading)
        {
            loading = false;
            LoadContent();
        }

        if (start)
        {
            if (_state == GameState.InGame)
            {
                //After countdown..
                _gameMode.Update();
            }
            start = false;
        }


        if (_state == GameState.InGame)
        {
            //After countdown..
            if (!_gameMode.GameEnd())
            {
                int displayMinutes = (int)(GameManager._gameMode.GetTimer() / 60.0f);
                int displaySeconds = (int)(GameManager._gameMode.GetTimer() % 60.0f);

                _timerUI.GetComponentInChildren <Text>().text = string.Format("{0}:{1:00}", displayMinutes, displaySeconds);
                _gameMode.Update();
            }
            else
            {
                GameObject _obj = (GameObject)Instantiate(FindObjectOfType <MenuManager>().WinBanner, Vector3.zero, Quaternion.identity);
                if (_gameMode.winnerActor != null)
                {
                    _obj.GetComponentInChildren <Text>().text = _gameMode.winnerActor.actorName + " wins!";
                }
                else
                {
                    _obj.GetComponentInChildren <Text>().text = "Tie!";
                }

                _state = GameState.Win;
            }
        }

        if (_state == GameState.Win)
        {
            if (GamepadInput.GamePad.GetButtonDown(GamepadInput.GamePad.Button.Start, GamepadInput.GamePad.Index.Any))
            {
                OnMenuScene();
                Application.LoadLevel(0);
            }
        }
    }
Esempio n. 2
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    /**
     * Fonctionne comme la fonction Update de Unity, est appelée par l'Update
     * du GameManager quand le mode est actif.
     * Cette fonction appelle d'abord l'Update du mode parent, s'il existe (et donc,
     * récursivement, l'Update de tous les autres parents).
     **/
    public void Update()
    {
        if (parentMode != null)
        {
            parentMode.Update();
        }

        UpdateMode();
    }
Esempio n. 3
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 private void Update()
 {
     if (_gameModeInstance != null)
     {
         if (_gameModeInstance.isActive)
         {
             _gameModeInstance.Update();
         }
     }
 }
Esempio n. 4
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 // Update is called once per frame
 void Update()
 {
     switch (ConfigInfo.currentGameMode)
     {
     // Timed mode
     case Mode.Timed:
     {
         instance.Update(Time.deltaTime);
         break;
     }
     }
 }
Esempio n. 5
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    private void Update()
    {
        GameMode.Update();

        unitHolder.gameObject.SetActive(RaycastValidPosition);

        if (RaycastValidPosition)
        {
            Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;

            if (Physics.Raycast(ray, out hit, 100f, RaycastMask.value))
            {
                Vector3 unitHolderPosition = hit.point;
                unitHolder.SetPosition(unitHolderPosition);
                unitHolder.SetIsValidPosition(true);
            }
        }
    }
        public void Update(GameTime gameTime, bool cutScene, int newGameState)
        {
            Player.Update(gameTime, cutScene);
            CheckActive();
            if (!cutScene)
            {
                if (isActive && gameMode.BetweenLevelsTimer.IsFinished)
                {
                    UpdateSpawnHandlers(gameTime);
                }

                if (newGameState != EventOperator.CUT_SCENE_STATE)
                {
                    gameMode.Update(gameTime);
                }
                ProgressGame(gameTime);
            }
            Drops.Update(gameTime);
            Enemies.Update(gameTime);
            Projectiles.Update(gameTime);
            HandleAllCollisions();
        }
Esempio n. 7
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 void FixedUpdate()
 {
     activeGameMode.Update();
 }
Esempio n. 8
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        /// <summary>
        /// Updates the director, along with current game mode.
        /// </summary>
        internal static bool Update()
        {
            if (modeChangePending)
            {
                //There was a mode change last frame.
                //See below for where this is set.
                Clock.ModeTimeReset();
                if (ActiveTransition != null)
                {
                    ActiveTransition.FadeIn();
                }
                CurrentMode.OnFirstUpdate();

                modeChangePending = false;
            }

            if (ActiveTransition != null)
            {
                ActiveTransition.Update();

                if (AudioDimming && !ActiveTransition.FadeOutDone && AudioEngine.Music != null)
                {
                    AudioEngine.Music.DimmableVolume = 0.2f + ActiveTransition.CurrentValue * 0.8f;
                }

                if (ActiveTransition.FadeOutDone)
                {
                    if (PendingOsuMode != OsuMode.Unknown)
                    {
                        changeMode(PendingOsuMode);
                    }
                    else if (ActiveTransition.FadeInDone)
                    {
                        TriggerOnTransitionEnded();

                        ActiveTransition.Dispose();
                        ActiveTransition = null;
                    }
                }
            }
            else if (GameBase.ActiveNotification != null)
            {
                SpriteManager.UniversalDim = GameBase.ActiveNotification.Alpha * 0.7f;
            }
            else if (GameBase.GloballyDisableInput)
            {
                SpriteManager.UniversalDim = Math.Min(0.8f, SpriteManager.UniversalDim + 0.06f);
            }
            else
            {
                SpriteManager.UniversalDim = 0;
            }

            //audio dimming
            if (AudioDimming && AudioEngine.Music != null)
            {
                if (SpriteManager.UniversalDim > 0)
                {
                    AudioEngine.Music.DimmableVolume = Math.Min(1 - SpriteManager.UniversalDim * 0.8f, AudioEngine.Music.DimmableVolume);
                }
                if (AudioEngine.Music.DimmableVolume < 1)
                {
                    AudioEngine.Music.DimmableVolume = Math.Min(1, AudioEngine.Music.DimmableVolume + 0.02f);
                }
            }

            if (modeChangePending)
            {
                return(true);
            }
            //Save the first mode updates after we purge this frame away.
            //Initialising a mode usually takes a fair amount of time and will throw off timings,
            //so we count this as a null frame.

            if (CurrentMode != null)
            {
                CurrentMode.Update();
            }

            return(false);
        }