void Update()
    {
        if (Entities.Count > 0 && Reset == false)                                   // Makes sure that there are still entities alive
        {
            foreach (GameObject e in Entities)                                      // For each entity that we are managing
            {
                if (e)                                                              // If its still alive
                {
                    if (e.transform.position.x < ScreenBorders.m_bottomLeft.x - 10) // If the entity is off the screen
                    {
                        Destroy(e);                                                 // Destroy it
                    }
                }

                if (!e)                 // Sees if the entity has been destroyed
                {
                    Entities.Remove(e); // Remove them from the list
                    for (int i = 0; i < Entities.Count; i++)
                    {
                        if (Entities[i].GetComponent <LgEnemy>())
                        {
                            if (i == Entities.Count - 1)
                            {
                                Entities[i].GetComponent <LgEnemy>().CallForHelp();
                            }
                            else
                            {
                                continue;
                            }
                        }
                        else
                        {
                            return; // and restart the check
                        }
                    }
                    return;
                }
            }
        }

        else if (Reset == true)
        {
            foreach (GameObject e in Entities)
            {
                Destroy(e);
            }
            Reset = false;
            SpawnNextWave();
        }
        else if (++m_currentWave < EntityWaves.Count)   // If all the entites are dead
        {                                               // AND there is a NEXT wave
            SpawnNextWave();                            // spawn the next wave
        }
        else                                            // If there is no next wave
        {
            StartCoroutine(EndWait());

            GameStates.ChangeState("GameOver");         // Gameover
        }
    }
Esempio n. 2
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    // Update is called once per frame
    void Update()
    {
        if (mainEventSystem.enabled == true)
        {
            if (Input.GetButtonDown("Cancel"))
            {
                if (GameStates.GetState() != "MainMenu")
                {
                    Messenger.Broadcast("BackToMenu");
                    // LoadLevel.ClearLevel();
                    GameStates.ChangeState("MainMenu");

                    // Debug.Break();
                }
                else
                {
                    GameObject buttonGO = GameObject.Find("Back");

                    if (buttonGO != null)
                    {
                        Button backButton = buttonGO.GetComponent <Button>();
                        backButton.onClick.Invoke();
                    }
                }
            }
        }
    }
Esempio n. 3
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 /// <summary>
 /// Turning off gui elements to able to load scene to GamePlay
 /// </summary>
 public void PlayButton()
 {
     GUIManager.instance.Activate("UIBackground", false);
     GUIManager.instance.Activate("UIPlayButton", false);
     GUIManager.instance.Activate("UIOptionsButton", false);
     GUIManager.instance.Activate("UICreditButton", false);
     GUIManager.instance.Activate("UIQuitButton", false);
     GameStates.ChangeState("Game");
 }
Esempio n. 4
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 /// <summary>
 /// Turning off gui elements to able to load scene
 /// </summary>
 public void PlayButton()
 {
     GUIManager.instance.Activate("UITitle", false);
     GUIManager.instance.Activate("UIPlayButton", false);
     GUIManager.instance.Activate("UIOptionsButton", false);
     GUIManager.instance.Activate("UICreditButton", false);
     GUIManager.instance.Activate("UIQuitButton", false);
     GameStates.ChangeState("Game");
     // Load GamePlay scene
 }
Esempio n. 5
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 /// <summary>
 /// Turning off gui elements to able to load scene to Main Menu
 /// </summary>
 public void MainMenu()
 {
     GUIManager.instance.Activate("UIPauseText", false);
     GUIManager.instance.Activate("UIResumeButton", false);
     GUIManager.instance.Activate("UIQuitButton", false);
     GUIManager.instance.Activate("UIMainMenu", false);
     GUIManager.instance.Activate("UIGameOver", false);
     GUIManager.instance.Activate("UIHighScores", false);
     GUIManager.instance.Activate("UICurrentScore", false);
     GameStates.ChangeState("MainMenu");
 }
Esempio n. 6
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    void Update()
    {
        // this is for level skipping in Tricky mode. There may well be a better place for this code, but it lives here for now

        if (Input.GetButtonDown("NextLevel") && modeManager.GetMode() == Mode.Tricky)
        {
            // Messenger.Broadcast("Success");
            GameStates.ChangeState("Transition", "Skip");
            Messenger <TransitionReason> .Broadcast("Transition", TransitionReason.levelSkip);

            gameObject.SetActive(false);
        }
    }
Esempio n. 7
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 // checks if (and then does) load main game if nothing is unlocked - or load the "PlayWhat?" menu
 public void PressPlay()
 {
     if (statsManager.GetModeTimesCompleted(Mode.Main) > 0)
     {
         // load menu
         // playMenuGO.SetActive(true);
         mainMenuController.OpenPlaySub();
     }
     else
     {
         // just Play Main
         GameStates.ChangeState("Transition", null);
     }
 }
Esempio n. 8
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    public void PlayerDamage()
    {
        _cAction = PLAYERACTIONS.takeDamage;
        if (shield != true)
        {
            currentHealth -= 1;
        }
        else
        {
            shield = false;
            AddShield(shield);
        }

        if (playerGUI != null)
        {
            playerGUI.HPChange(currentHealth);
        }

        if (currentHealth == 0)
        {
            Instantiate(Resources.Load("BigExsplosion"), transform.position, transform.localRotation);
            EntityManager.ResetWave();
            acceleration = Vector3.zero;
            velocity     = Vector3.zero;
            _fsm.Transition(_fsm.state, PLAYERSTATES.dead);
            livesRemaining -= 1;
            if (livesRemaining >= 0)
            {
                LivesRemaining.RemoveLife();
                _cAction                = PLAYERACTIONS.die;
                transform.position      = spawnPosition;
                well.transform.position = spawnPosition;
                PlayerSpawn();
                currentHealth = maxHealth;
                if (GODMODE == true)
                {
                    livesRemaining += 1;
                }
            }
            else if (livesRemaining < 0)
            {
                _fsm.Transition(_fsm.state, PLAYERSTATES.destroyed);
                GameStates.ChangeState("GameOver");
            }
        }
        DylanGamePlay.UpdatePlayer(currentHealth, livesRemaining);
    }
Esempio n. 9
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    IEnumerator Timer()
    {
        while (currentTime > 0)
        {
            currentTime -= Time.deltaTime;
            yield return(null);
        }

        // make the game be over
        // Debug.Log("Local: " + currentTime + " Stats: " + CalculateTimeFromStats());

        Debug.Log("Outta Time Baby");
        needsReset = true;

        Messenger.Broadcast("LevelOver");
        Messenger.Broadcast("Failure");
        GameStates.ChangeState("Transition", "Bad");

        Messenger <TransitionReason> .Broadcast("Transition", TransitionReason.levelFailure);
    }
Esempio n. 10
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 void Update()
 {
     if (Entities.Count > 0 && Reset == false)                                    // Makes sure that there are still entities alive
     {
         foreach (GameObject e in Entities)                                       // For each entity that we are managing
         {
             if (!e)                                                              // Sees if the entity has been destroyed
             {
                 Entities.Remove(e);                                              // Remove them from the list
                 return;                                                          // and restart the check
             }
             else if (e.transform.position.x < ScreenBorders.m_bottomLeft.x - 10) // Check to see if they are still on the screen
             {                                                                    // if they're not...
                 Destroy(e);                                                      // Destroy them
                 Entities.Remove(e);                                              // Remove them from the list
                 return;                                                          // and restart the check
             }
         }
     }
     else if (Reset == true)
     {
         foreach (GameObject e in Entities)
         {
             Destroy(e);
         }
         Reset = false;
         SpawnNextWave();
     }
     else if (++m_currentWave < EntityWaves.Count)   // If all the entites are dead
     {                                               // AND there is a NEXT wave
         SpawnNextWave();                            // spawn the next wave
     }
     else
     {
         GameStates.ChangeState("GameOver");
     }
 }
Esempio n. 11
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    public void PlayerDamage()
    {
        _cAction       = PLAYERACTIONS.takeDamage;
        currentHealth -= 1;
        if (playerGUI != null)
        {
            playerGUI.HPChange(currentHealth);
        }

        if (currentHealth == 0)
        {
            EntityManager.ResetWave();
            acceleration = Vector3.zero;
            velocity     = Vector3.zero;
            FindObjectOfType <AudioManager>().PlayExplodeAudio();
            _fsm.Transition(_fsm.state, PLAYERSTATES.dead);
            livesRemaining -= 1;
            if (livesRemaining >= 0)
            {
                _cAction                = PLAYERACTIONS.die;
                transform.position      = spawnPosition;
                well.transform.position = spawnPosition;
                PlayerSpawn();
                currentHealth = maxHealth;
                if (GODMODE == true)
                {
                    livesRemaining += 1;
                }
            }
            else if (livesRemaining < 0)
            {
                _fsm.Transition(_fsm.state, PLAYERSTATES.destroyed);
                GameStates.ChangeState("GameOver");
            }
        }
    }
Esempio n. 12
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 // Use this for initialization
 void Start()
 {
     GameStates.ChangeState("TestTransition");
 }
Esempio n. 13
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 public void MainMenuclick()
 {
     GameStates.ChangeState("MainMenu");
 }
Esempio n. 14
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    IEnumerator Transition()
    {
        transitioning = true;

        if (transitionReason == TransitionReason.levelSuccess)
        {
            // Tells LoadLevel a level has been completed, and returns whether that was the last level
            // gameCompleted = LoadLevel.LevelCompleted();
            levelManager.LevelCompleted();
            gameCompleted = levelManager.CheckForGameOver();
        }

        if (transitionReason == TransitionReason.levelLoad)
        {
            // Tells LoadLevel a level has been completed, and returns whether that was the last level
            // gameCompleted = LoadLevel.LevelCompleted();
            // levelManager.LevelCompleted();
            gameReset = levelManager.CheckForGameOver();

            if (gameReset == true)
            {
                // statsManager.ClearModeStats(modeManager.GetMode());
                levelManager.ResetModeLevels();
            }

            if (modeManager.GetMode() == Mode.Time && timeChallengeManager.CheckResetNeed() == true)
            {
                levelManager.ResetModeLevels();
            }

            if (modeManager.GetMode() == Mode.Lives && livesChallengeManager.CheckResetNeed() == true)
            {
                levelManager.ResetModeLevels();
            }
        }

        if (transitionReason == TransitionReason.levelFailure)
        {
            if (modeManager.GetMode() == Mode.OneShot)
            {
                gameOver = true;
            }

            if (modeManager.GetMode() == Mode.Time && timeChallengeManager.GetTime() <= 0)
            {
                gameOver = true;
            }

            if (modeManager.GetMode() == Mode.Lives && livesChallengeManager.GetLives() <= 0)
            {
                gameOver = true;
            }
        }

        // if (transitionReason == TransitionReason.levelSuccess)
        // {
        // // Reset Game if you start to play and levels are all complete
        // if (LoadLevel.CheckComplete())
        // {
        // LoadLevel.Reset();
        // // Debug.Log("R");
        // }
        // }

        // Debug.Log("About To Start Phase One");
        // Debug.Break();

        // HANGS AFTER HERE

        yield return(transitionScreen.StartPhaseOne());

        // Debug.Log("Just After Phase One");
        // Debug.Break();

        transitionText.UpdateText();
        string text = transitionText.GetText();

        // string text = "Hello There";


        MinMax waitTime     = new MinMax(0.25f, 1f);
        MinMax stringLength = new MinMax(8, 30);

        float lerpValue = Mathf.InverseLerp(stringLength.min, stringLength.max, text.Length);

        float actualWaitTime = Mathf.Lerp(waitTime.min, waitTime.max, lerpValue);

        // Debug.Log("Wait Time: " + actualWaitTime);

        // yield return transitionScreen.StartPhaseOne();

        // BUT BEFORE HERE

        // Debug.Log("About To Start Phase Two");
        // Debug.Break();

        yield return(transitionScreen.StartPhaseTwo(actualWaitTime));

        // if (gameCompleted)
        // {
        // levelManager.ClearLevel();
        // }

        yield return(transitionScreen.StartPhaseThree());

        if (gameCompleted == false && gameOver == false)
        {
            GameStates.ChangeState("Playing");
        }
        else
        {
            GameStates.ChangeState("Complete");
        }

        Messenger.Broadcast("StopConstantShake");
        // Debug.Log("Transition Done");

        // Debug.Log("T Still running y'all");

        transitioning = false;

        yield return(null);
    }
Esempio n. 15
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 public void PauseGame()
 {
     GameStates.ChangeState("Pause");
 }
Esempio n. 16
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    void OnTriggerEnter2D(Collider2D other)
    {
        if (Application.loadedLevelName == "LevelTesting" || Application.loadedLevelName == "GraphicsTesting" || Application.loadedLevelName == "Aesthetics")
        {
            if (other.gameObject.tag == "Wall" || other.gameObject.tag == "Frame")
            {
                Application.LoadLevel(Application.loadedLevel);
            }

            if (other.gameObject.tag == "End")
            {
                Application.LoadLevel(Application.loadedLevel);
                Debug.Log("Did It!");
            }
        }
        else
        {
            if (other.gameObject.tag == "Wall" || other.gameObject.tag == "Frame")
            {
                // LoadLevel.StopTimer();

                Messenger.Broadcast("LevelOver");
                Messenger.Broadcast("Failure");
                GameStates.ChangeState("Transition", "Bad");

                // modify intensity and shake duration based on playerSpeed

                MinMax playerSpeedValues = new MinMax(1, 16);
                MinMax intensityValues   = new MinMax(0.05f, 0.16f);
                MinMax durationValues    = new MinMax(0.05f, 0.12f);

                float l = Mathf.InverseLerp(playerSpeedValues.min, playerSpeedValues.max, speedL);
                float shakeIntensity = Mathf.Lerp(intensityValues.min, intensityValues.max, l);
                float shakeDuration  = Mathf.Lerp(durationValues.min, durationValues.max, l);

                Messenger <float, float> .Broadcast("screenshake", shakeIntensity, shakeDuration);

                // Messenger<float, float>.Broadcast("screenshake", 0.08f, 0.03f);


                Messenger <PlayerControl> .Broadcast("SetPlayer", this);               // Testing new thing - trying to make it recognise which player hit a wall

                Messenger <TransitionReason> .Broadcast("Transition", TransitionReason.levelFailure);


                Transform endPoint          = GameObject.Find("EndPoint").transform;
                float     distance          = Vector2.Distance(transform.position, endPoint.position);
                float     convertedDistance = distance - (transform.localScale.x / 2) - (endPoint.localScale.x / 2);

                // Debug.Log("Distance " + distance + " Converted Distance " + convertedDistance);
                Messenger <bool> .Broadcast("CloseCall", convertedDistance < 0.4f);

                // TRYING NEW THINGS
                // gameObject.SetActive(false);

                // graphicsGO.SetActive(false);
                // gameObject.GetComponent<Collider2D>().enabled = false;
            }

            if (other.gameObject.tag == "End")
            {
                // LoadLevel.StopTimer();

                Messenger.Broadcast("LevelOver");
                Messenger.Broadcast("Success");
                GameStates.ChangeState("Transition", "Good");

                // Messenger<float, float>.Broadcast("screenshake", 0.04f, 0.75f);
                Messenger <float> .Broadcast("StartConstantShake", 0.04f);

                Messenger <TransitionReason> .Broadcast("Transition", TransitionReason.levelSuccess);

                Vector2 collisionPoint = other.gameObject.GetComponent <Collider2D>().bounds.ClosestPoint(transform.position);

                if (GameObject.Find("LevelCamera") != null)
                {
                    Camera cam = GameObject.Find("LevelCamera").GetComponent <Camera>();

                    collisionPoint = cam.WorldToViewportPoint(collisionPoint);

                    collisionPoint = Camera.main.ViewportToWorldPoint(collisionPoint);
                }

                levelCompletePS.Fire(collisionPoint);

                // TRYING NEW THINGS
                // gameObject.SetActive(false);

                // graphicsGO.SetActive(false);
                // gameObject.GetComponent<Collider2D>().enabled = false;
            }
        }
    }
Esempio n. 17
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    // Update is called once per frame
    void Update()
    {
        if (Input.GetButtonDown("Reset"))
        {
            Restart();
        }

        if (Input.GetKeyDown(KeyCode.Alpha1))
        {
            t1 = !t1;
            Debug.Log("Changing t1 to " + t1);
        }

        if (Input.GetKeyDown(KeyCode.Alpha2))
        {
            t2 = !t2;
            Debug.Log("Changing t2 to " + t2);
        }

        if (Input.GetKeyDown(KeyCode.Alpha3))
        {
            t3 = !t3;
            Debug.Log("Changing t3 to " + t3);
        }

        if (Input.GetKeyDown(KeyCode.Alpha0))
        {
            t1 = false;
            t2 = false;
            t3 = false;
            Debug.Log("Changing t's to false");
        }

        if (Input.GetKeyDown("escape"))
        {
            // Restart();
            // Application.Quit();
        }

        // if (Input.GetKeyDown("f9"))
        // {
        // TakeScreenshot();
        // }

        if (Input.GetButtonDown("Fire3"))
        {
            Debug.Log("Muting Level Audio");
            MuteLevelAudio();
        }

        if (Input.GetButtonDown("Jump"))
        {
            Debug.Log("Reset Camera Settings");
            ResetCameraSettings();
        }

        if (Input.GetKeyDown("l"))
        {
            Debug.Log("Skipping level");

            Messenger.Broadcast("Success");
            GameStates.ChangeState("Transition", "Good");
            Messenger <TransitionReason> .Broadcast("Transition", TransitionReason.levelSuccess);
        }
    }
Esempio n. 18
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 public void ResumeClick()
 {
     GameStates.ChangeState("Pause");
 }
Esempio n. 19
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    // void BeginTransition (TransitionState tS) {
    // StartCoroutine(Go(tS));
    // }

    public IEnumerator Go(string e)
    {
        // public IEnumerator Go () {

        // Debug.Log("T");

        bool complete = false;         // whether the player has completed the main mode

        if (e == "Good")
        {
            complete = LoadLevel.LevelCompleted();
            // transitionText.text = complete == true ? completeText : goodText[Random.Range(0, goodText.Length)];
        }
        else if (e == "Bad")
        {
            // transitionText.text = badText[Random.Range(0, badText.Length)];
        }
        else if (e == "Load")
        {
            // transitionText.text = loadText[Random.Range(0, loadText.Length)];
            if (LoadLevel.CheckComplete())
            {
                LoadLevel.Reset();
                // Debug.Log("R");
            }
        }

        GameObject startPoint;

        if (e != "Load")
        {
            startPoint = GameObject.Find("Player");
            // Debug.Log(startPoint.transform.position);
            // GameObject.Find("Player").SetActive(false);
        }
        else
        {
            startPoint = GameObject.Find("Play");
        }


        float startingXScale = startPoint.transform.localScale.x * 0.058f;

        panel.transform.localScale = new Vector3(startingXScale, startPoint.transform.localScale.y * 0.1f, 1);
        panel.transform.position   = new Vector3(startPoint.transform.position.x, startPoint.transform.position.y, panel.transform.position.z);

        float target      = 2f;
        float growthSpeed = 0.1f;

        while (panel.transform.localScale.x < target && panel.transform.localScale.y < target)
        {
            panel.transform.localScale = new Vector3(panel.transform.localScale.x + growthSpeed, panel.transform.localScale.y + growthSpeed, 1);
            yield return(null);
        }

        // GameStates.ChangeState("GameOver");
        // if (LoadLevel.CheckLevel())
        if (complete == false && e != "Test")
        {
            LoadLevel.GetLevel();


            // levelInfo.SetActive(true);
        }
        else
        {
            LoadLevel.ClearLevel();
            completeInfo.SetActive(true);
        }

        transitionGO.SetActive(true);

        yield return(new WaitForSeconds(0.25f));

        GameObject endPoint;

        // if (LoadLevel.CheckLevel())
        if (complete == false)
        {
            completeInfo.SetActive(false);
            levelInfo.SetActive(true);
            endPoint = GameObject.Find("Player");
        }
        else
        {
            // GameStates.ChangeState("Complete");
            // LoadLevel.ClearLevel();
            // completeInfo.SetActive(false);
            endPoint = GameObject.Find("Play");
        }

        // levelInfo.SetActive(true);

        // Messenger.Broadcast("UpdateColour");
        Messenger.Broadcast("TransitionMiddle");

        transitionGO.SetActive(false);


        panel.transform.position = new Vector3(endPoint.transform.position.x, endPoint.transform.position.y, panel.transform.position.z);

        while (panel.transform.localScale.x > startingXScale)
        {
            panel.transform.localScale = new Vector3(panel.transform.localScale.x - growthSpeed, panel.transform.localScale.y - growthSpeed, 1);
            yield return(null);
        }

        // if (LoadLevel.CheckLevel())
        if (complete == false)
        {
            GameStates.ChangeState("Playing");
        }
        else
        {
            GameStates.ChangeState("Complete");
        }

        yield return(null);
    }
Esempio n. 20
0
 public void ExitClick()
 {
     GameStates.ChangeState("Exit");
 }
    IEnumerator EndWait()
    {
        yield return(new WaitForSeconds(3.0f));

        GameStates.ChangeState("GameOver");
    }