Esempio n. 1
0
        public void NewGame(int planetsCount)
        {
            GenerateNewGameState(planetsCount);
            if (_gameSave.IsSaveExist())
            {
                _gameSave.Clear();
            }

            SceneManager.LoadScene(GAME_SCENE_INDEX, LoadSceneMode.Single);
        }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        // autosave if it's time
        if (Time.time - last_autosave_time > AUTOSAVE_PERIOD_SECONDS)
        {
            Save();
            last_autosave_time = Time.time;
            Debug.Log("Autosaving");
        }

        // Set walking / sitting animiation
        float velocity = agent.velocity.magnitude;

        if (velocity < 0.2)
        {
            animator.SetBool("moving", false);
            forced_walk = false;
            if (!forced_sit && animator.GetCurrentAnimatorStateInfo(0).IsName("Walk"))
            {
                animator.SetFloat("speed", 1.0F);
                animator.Play("Walk", -1, 0.9F);
                forced_sit = true;
            }
        }
        else
        {
            forced_sit = false;
            animator.SetBool("moving", true);
            if (!forced_walk && animator.GetCurrentAnimatorStateInfo(0).IsName("Idle"))
            {
                animator.Play("Idle", -1, 0.8F);
                forced_walk = true;
            }
            animator.SetFloat("speed", velocity);
        }

        // Update achievements
        achievements.GetNewUnlocks();

        // TODO: autosave
        //  Save game when S is pressed
        if (Input.GetKeyDown(KeyCode.S))
        {
            Save();
        }
        // Load game when L is pressed
        if (Input.GetKeyDown(KeyCode.L))
        {
            Load();
        }
        // If R is pressed, reset
        if (Input.GetKeyDown(KeyCode.R))
        {
            CreateNew();
            GameSave.Clear();
        }

        // Calcuate time delta since last update, in seconds, fps-independent calculations
        float dt = Time.time - last_update_time;

        achievements.time_played += dt;
        last_update_time          = Time.time;

        // Update cat stats with current state
        personality.UpdateStats(ref stats, activity, dt);

        // Update UI
        stats.UpdateUI();

        // Run behavior tree. If a tree is "paused", it will not run.
        StartCoroutine(runTree(Time.time));

        // If cat is currently interacting with user, the camera should follow the cat
        if (userInteractionBehaviorTree.paused == false)
        {
            Camera.main.transform.LookAt(gameObject.transform);             // Main camera look at cat
        }

        // Log current state
        //Debug.Log(activity);
        //Debug.Log(stats);
        //Debug.Log(achievements);
    }