Inheritance: MonoBehaviour
Esempio n. 1
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    // Update is called once per frame
    void Update()
    {
        switch (_currentGameStatus)
        {
            case GameStatus.Start:
                // 턴 시작
                _currentTurn++;     // 턴 증가
                _currentGameStatus = GameStatus.InGame;
                break;
            case GameStatus.InGame:
                // (임시) 인게임
                if (Input.GetMouseButtonDown(0))
                {
                    RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector3.forward);
                    if (hit.collider != null)
                    {

                    }
                }
                break;
            case GameStatus.End:
                // 턴 종료
                if (_currentTurn >= MaxTurn)
                    Debug.Log("턴 제한");
                else if (_resourcesManager.CurrentDebt <= _resourcesManager.CurrentGold)
                    Debug.Log("클리어");

                _currentGameStatus = GameStatus.Start;
                break;
            default:
                // 오류 처리
                break;
        }
    }
Esempio n. 2
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 public void GameOver()
 {
     state = GameStatus.End;
     m_LevelController.OnGameOver();
     m_UIManager.OnGameOver();
     m_UIManager.gameOverPanel.SetFinalScore(score);
 }
Esempio n. 3
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 public static GameStatus getInstance()
 {
     if (instance == null) {
         instance = GameObject.FindObjectOfType<GameStatus>();
     }
     return instance;
 }
Esempio n. 4
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 protected override void Awake() {
     base.Awake();
     _gameStatus = GameStatus.Instance;
     Subscribe();
     UpdateRate = FrameUpdateFrequency.Normal;
     enabled = false;
 }
Esempio n. 5
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 public Game(int mapWidth, int mapHeight, int roadWidth, int roadHeigth, Point startPoint)
 {
     this._ball = new Ball(startPoint);
     this.GameMap = new GameMap(mapWidth, mapHeight, roadWidth, roadHeigth, startPoint, _ball);
     this.TotalScore = 0;
     this._status = GameStatus.ReadyToStart;
 }
Esempio n. 6
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    public void GameOver()
    {
        if(currentGameStatus == GameStatus.Over)
            return;

        AD.SetActive(true);
        currentGameStatus = GameStatus.Over;
        startUI.GetComponent<Animator>().SetTrigger("Show");

        if(playerControl !=null){
            audioSource.clip = audioHit;
            if(playSound){
                audioSource.Play();
            }
            Destroy(playerControl);
        }

        PlayerPrefs.SetInt("BestScore",bestScore);

        GameObject[] enemys =  GameObject.FindGameObjectsWithTag("Enemy");
        foreach(GameObject en in enemys){
            Destroy(en);
        }

        if(enableGameCenter){
            Social.ReportScore(bestScore,gameCenterKey, result => {
            });
        }
    }
 void GoToStory()
 {
     gameStatus = GameStatus.STORY;
     timer = 20.0f;
     startHolder.SetActive(false);
     storyHolder.SetActive(true);
 }
Esempio n. 8
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        /// <summary>
        /// Sets the status of a cell
        /// </summary>
        /// <param name="row">Row number of cell</param>
        /// <param name="column">Column number of cell</param>
        /// <param name="status">New status of cell</param>
        public void Play(int row, int column, CellStatus status)
        {
            if (row < MIN_ROW_COLUMN || row > MAX_ROW_COLUMN)
            {
                throw new ArgumentOutOfRangeException(nameof(row), $"'{nameof(row)}' should be between {MIN_ROW_COLUMN} and {MAX_ROW_COLUMN}");
            }

            if (column < MIN_ROW_COLUMN || column > MAX_ROW_COLUMN)
            {
                throw new ArgumentOutOfRangeException(nameof(column), $"'{nameof(column)}' should be between {MIN_ROW_COLUMN} and {MAX_ROW_COLUMN}");
            }

            if (status != CellStatus.X && status != CellStatus.O)
            {
                throw new ArgumentException(nameof(status), $"'{nameof(status)}' '{status}' is invalid");
            }

            if (_cells[row, column] != CellStatus.Unmarked)
            {
                throw new InvalidOperationException($"Cell with row={row} and column={column} is already marked");
            }

            _cells[row, column] = status;

            if (Status == GameStatus.New)
            {
                Status = GameStatus.InProgress;
            }

        }
 void GotToGameover()
 {
     gameStatus = GameStatus.GAMEOVER;
     gamePaused = true;
     gameplayHolder.SetActive(false);
     gameoverHolder.SetActive(true);
 }
Esempio n. 10
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    public void GameOver()
    {
        Final_Meter.text = string.Format("{0:N0} m", Meter);
        Final_Item.text = string.Format("{0}", Item);

        GS = GameStatus.End;
        Final_GUI.SetActive (true);
    }
Esempio n. 11
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    public void StartNewGame()
    {
        //TODO: Go to "story" first

        status = new GameStatus();

        StartCoroutine(LoadAsync("Preperation"));
    }
Esempio n. 12
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 /// <summary>
 /// 
 /// </summary>
 /// <param name="eventManager"></param>
 public Game(EventManager eventManager)
 {
     this.gameStatus = GameStatus.Preparing;
     this.eventManager = eventManager;
     this.players = new ArrayList();
     this.players.Add(new Player(eventManager));
     this.map = new Map(eventManager);
 }
Esempio n. 13
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 /// <summary>
 /// Creates a new game
 /// </summary>
 /// <param name="path">The path to the game</param>
 /// <param name="name">The name of the game</param>
 /// <param name="fileCount">The number of files in the game</param>
 /// <param name="status">The current status of the game</param>
 /// <param name="size">The total size of the game</param>
 public Game(string path, string name, long size, int fileCount, GameStatus status = GameStatus.Deactivated)
 {
     Path = path;
     Name = name;
     Size = size;
     FileCount = fileCount;
     Status = status;
 }
Esempio n. 14
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 public GameStatusUpdate(Guid token, Guid gameToken, GameStatus status, IActorRef game,
     string message = null)
     : base(token, gameToken)
 {
     Status = status;
     Game = game;
     Message = message;
 }
Esempio n. 15
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 /// <summary>
 /// Initializes a new instance of the <see cref="ShipNavigator"/> class.
 /// </summary>
 /// <param name="t">Ship Transform</param>
 /// <param name="data">Ship data.</param>
 public ShipNavigator(Transform t, ShipData data)
     : base(data) {
     _transform = t;
     _gameStatus = GameStatus.Instance;
     _generalSettings = GeneralSettings.Instance;
     _engineRoom = new EngineRoom(data, t.rigidbody);
     Subscribe();
 }
Esempio n. 16
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 public void PlayGame()
 {
     state = GameStatus.Started;
     m_UIManager.OnGamePlay();
     m_UIManager.SetScore(0);
     OneRoundTime = 60.0f;
     m_UIManager.SetTime(OneRoundTime);
     m_LevelController.PlayGame();
 }
Esempio n. 17
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 void Start()
 {
     this.game_status = this.gameObject.GetComponent<GameStatus>();
     this.player_control =
         GameObject.Find("Player").GetComponent<PlayerControl>();
     this.step = STEP.PLAY;
     this.next_step = STEP.PLAY;
     this.guistyle.fontSize = 64;
 }
Esempio n. 18
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    // Use this for initialization
    void Start()
    {
        money = 100;

        currentMonster = 0;
        lastMonsterSpawnTime = Time.time;
        status = GameStatus.GamePlay;
        currentLevelNumber = 0;
    }
Esempio n. 19
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 protected override void Awake() {
     base.Awake();
     _gameStatus = GameStatus.Instance;
     orbitPeriod = orbitPeriod ?? new GameTimePeriod(days: 0, years: 1);
     _orbitSpeed = (relativeOrbitSpeed * Constants.DegreesPerOrbit * GeneralSettings.Instance.DaysPerSecond) / orbitPeriod.PeriodInDays;
     Subscribe();
     UpdateRate = FrameUpdateFrequency.Frequent;
     enabled = false;
 }
Esempio n. 20
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	// Use this for initialization
	void Start () {
		_inst = this;
		
		_totalTime = Database.GetTime(GameStatus.Level);
		_time = Database.GetTime(GameStatus.Level);
		TargetScore = 
		ArrowCount = Database.GetArrowCount(GameStatus.Level);
		MoveSpeed = Database.GetMoveSpeed();
		HP = Database.GetHP(GameStatus.Level);
	}
Esempio n. 21
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 IEnumerator LoadLevelMain()
 {
     AsyncOperation async = Application.LoadLevelAdditiveAsync ("Main");
     yield return async;
     if (async.isDone) {
         GameObject loginRoot = GameObject.Find("LoginRoot");
         DestroyImmediate(loginRoot);
         this.Status = GameStatus.BeforeFight;
     }
 }
Esempio n. 22
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        public void Adds_Players()
        {
            var gameStatus = new GameStatus("foo");
            var player = new Player();

            gameStatus.AddPlayer(player);

            gameStatus.Players.Count().ShouldEqual(1);
            gameStatus.Players.First().ShouldEqual(player);
        }
    void GoToCountdown()
    {
        gameStatus = GameStatus.COUNTDOWN;
        timer = 4.0f;

        ResetGame();

        gameoverHolder.SetActive(false);
        instructionsHolder.SetActive(false);
        countdownHolder.SetActive(true);
    }
Esempio n. 24
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    // Update is called once per frame
    void Update()
    {
        // RESTART
        if (status == GameStatus.RESTART) {
            status = GameStatus.PLAY;
        }

        if (Input.GetKey(KeyCode.Escape)) {
            //status = GameStatus.PAUSE;
        }
    }
Esempio n. 25
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 public void InitView(GameStatus game_status)
 {
     currentStatus = new RoundStatus();
     SetNames(game_status.PlayerNamesk__BackingField.ToArray());
     lbl_state.Content = "Bidding";
     lbl_strong_shape.Content = "";
     UpdateTakes(new[] { 0, 0, 0, 0 });
     UpdateBids(new[] { "", "", "", "" });
     UpdateScores(game_status.Scoresk__BackingField.ToArray());
     ShowCards(new Card?[4] { null, null, null, null });
 }
Esempio n. 26
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        public Model(int amountTanks, int speedGame, int amountWalls)
        {
            this.amountTanks = amountTanks;
            this.speedGame = speedGame;
            this.amountWalls = amountWalls;

            tank = new Tank();

            wall = new Wall();
            gameStatus = GameStatus.STOP;
        }
Esempio n. 27
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 public Engine(IRenderer renderer, IInterface userInterface, IGameInitializationStrategy gameInitializationStrategy)
 {
     this.renderer = renderer;
     this.userInterface = userInterface;
     this.gameInitializationStrategy = gameInitializationStrategy;
     this.ships = new List<IShip>();
     this.hiddenGrid = new Grid();
     this.visibleGrid = new Grid();
     this.totalAttempts = 0;
     this.gameStatus = GameStatus.Play;
 }
Esempio n. 28
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 public void RestartGame()
 {
     score = 0;
     OneRoundTime = 60.0f;
     m_UIManager.SetTime(OneRoundTime);
     m_UIManager.SetScore(score);
     m_UIManager.OnGamePlay();
     m_LevelController.RestartLevel();
     m_IceBlockManager.Clear();
     state = GameStatus.Started;
 }
Esempio n. 29
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        void Container_Tap(object sender, System.Windows.Input.GestureEventArgs e)
        {
            if (_gameStatus == GameStatus.EsperandoJogar)
            {
                _gameStatus = GameStatus.EmJogo;
                var position = e.GetPosition(this.Container);

                Circle especialCircle = Circle.CreateSpecialCircle(position);
                this.AdicionarNoContainer(especialCircle);
            }
        }
Esempio n. 30
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 IEnumerator Tick()
 {
     for (int i = 3; i > 0; i--)
     {
         tickText.text = i.ToString();
         yield return new WaitForSeconds(1.0f);
     }
     tickText.text = "GO!!!!!";
     yield return new WaitForSeconds(0.5f);
     tickText.text = "";
     status = GameStatus.InGame;
 }
Esempio n. 31
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 public void EndLevel()
 {
     mainPlayer.EnableShooting(false);
     Debug.Log("End level");
     gameStatus = GameStatus.Transitioning;
 }
Esempio n. 32
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 private void Awake()
 {
     gameStatus = transform.parent.Find("GameStatus").GetComponent <GameStatus>();
     HealthBar  = transform.parent.Find("GameCanvas").Find("HealthBar");
 }
Esempio n. 33
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 public void setGameStatus(GameStatus gamestatus)
 {
     gameStatus = gamestatus;
 }
Esempio n. 34
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        public void ChangeGameStatus(GameStatus newStatus, bool restart = false)
        {
            if (newStatus == GameStatus.Loose)
            {
                // Audio
                Registry.AudioManager.MusicVolume = 0.2f;

                Registry.AudioManager.SpeakAsync("Mission failed ! You're ship has been destroyed !");

                // Interface
                gameUI.Kill();

                // Aliens
                _ennemyManager.Kill();

                // Joueurs
                if (_player.Active)
                {
                    _player.Kill();
                }

                // Messages
                _looseTimer.Start();
                messageBoxManager.ActiveMessageBox(MessageBoxType.End);
            }

            else if (newStatus == GameStatus.Paused)
            {
                _ennemyManager.Enabled = false;

                _player.Enabled = false;

                gameUI.Enabled = false;

                messageBoxManager.ActiveMessageBox(MessageBoxType.Pause);
            }

            else if (newStatus == GameStatus.Running)
            {
                _ennemyManager.Enabled = true;

                _player.Enabled = true;

                gameUI.Active = true;
                messageBoxManager.DesactiveMessageBoxes();
            }

            else if (newStatus == GameStatus.Starting)
            {
                Registry.AudioManager.SpeakAsync("Get ready !");

                _ennemyManager.Enabled = false;

                _player.Enabled = false;

                messageBoxManager.ActiveMessageBox(MessageBoxType.Start);
            }

            else if (newStatus == GameStatus.Success)
            {
                Registry.AudioManager.StopMusic();
                YnG.SwitchState(new ScoreState(true));
            }

            else if (newStatus == GameStatus.Quit)
            {
                Registry.AudioManager.StopMusic();
                YnG.SwitchState(new ScoreState(true));
            }

            else if (newStatus == GameStatus.Died)
            {
                Registry.AudioManager.StopMusic();
                YnG.SwitchState(new ScoreState(true));
            }

            gameStatus = newStatus;

            if (restart)
            {
                RestartScene();
            }
        }
Esempio n. 35
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 public void SetGameStatus(GameStatus _gameStatus)
 {
     gameStatus = _gameStatus;
 }
Esempio n. 36
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 public GameInitialEvent(string id, int version, DateTimeOffset occuredDate, GameId gameId, IReadOnlyCollection <Team> teams, GameStatus status, string score)
     : base(id, version, occuredDate)
 {
     GameId = gameId;
     Teams  = teams;
     Status = status;
     Score  = score;
 }
Esempio n. 37
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 public GameInitialEvent(GameId gameId, IReadOnlyCollection <Team> teams, GameStatus status, string score)
     : this(Guid.NewGuid().ToString(), 1, DateTimeOffset.Now, gameId, teams, status, score)
 {
 }
Esempio n. 38
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 // Use this for initialization
 void Start()
 {
     thisGame = FindObjectOfType <GameStatus>();
     thisBall = FindObjectOfType <Ball>();
 }
Esempio n. 39
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 private void GoToControls()
 {
     gameStatus = GameStatus.ControlsMenu;
     uiManager.SetScreensActive(gameStatus);
 }
Esempio n. 40
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 private void Start()
 {
     gameStats = FindObjectOfType <GameStatus>();
     CountBreakableBlocks();
 }
 public void ResetScore()
 {
     GameStatus.GetInstance().ResetScore();
 }
Esempio n. 42
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 /// <summary>
 /// ゲームの開始処理。
 /// </summary>
 void StartGame()
 {
     audioManager.PlayBGM();
     status = GameStatus.Playing;
 }
Esempio n. 43
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 public void ReloadGame()
 {
     gameStatus = GameStatus.Start;
     SceneManager.LoadScene(SceneManager.GetActiveScene().name);
     Time.timeScale = 1;
 }
Esempio n. 44
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 void Start()
 {
     isDead     = false;
     gameStatus = GameObject.Find("EventSystem").GetComponent <GameStatus>();
 }
Esempio n. 45
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    public IEnumerator FinalKillCam(ReplayEvents killCamEvents)
    {
        mainPlayer.EnableShooting(false);
        yield return(new WaitForSeconds(3));

        enemyManager.KillAllEnemies();

        gameStatus     = GameStatus.KillCam;
        Time.timeScale = 0.5f;
        uiManager.SetScreensActive(gameStatus);

        //init enemies
        Dictionary <long, string> enemyDeathDelay = killCamEvents.killTimes.ToDictionary(item => long.Parse(item.Key), item => item.Value);
        long initialTime = long.Parse(killCamEvents.events.First().Value.First().Key);

        enemyManager.Initialize(killCamEvents.enemies, levels[currentLevel].transform, levels[currentLevel].GetPlayerPads(), true, enemyDeathDelay, initialTime);
        enemyManager.StartGame();
        yield return(enemyManager);

        Dictionary <string, ReplayEvent> events;
        long timestamp;

        foreach (KeyValuePair <string, Dictionary <string, ReplayEvent> > playerEvent in killCamEvents.events)
        {
            var    split   = playerEvent.Key.Split(':');
            string enemyId = split[0];
            string id      = split[1];
            events = playerEvent.Value;

            Debug.Log($"Replaying enemy {enemyId} kill event by player {id}");

            //set camera
            mainCamera.position = allPlayers[id].playerCamera.position;
            mainCamera.rotation = allPlayers[id].playerCamera.rotation;
            mainCamera.SetParent(allPlayers[id].playerCamera, true);

            long prevTime = long.Parse(events.Keys.First());
            foreach (string ts in events.Keys)
            {
                timestamp = long.Parse(ts);
                yield return(new WaitForSeconds((timestamp - prevTime) / 1000f));

                prevTime = timestamp;
                ReplayEvent e = events[ts];
                if (e.type == "remoteState")
                {
                    RemoteStateUpdateReceived(e.remoteState);
                }
                else if (e.type == "enemyKilled")
                {
                    EnemyKilledMessageReceived(e.enemyKilled);
                }
            }

            allPlayers[id].SetShooting(false);
        }


        Time.timeScale = 1f;
        yield return(new WaitForSeconds(3));

        currentLevel++;
        StartCoroutine(TransitionFromLevel(false));
    }
Esempio n. 46
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 public void ResumeGame()
 {
     gameStatus = GameStatus.Playing;
     uiManager.SetScreensActive(gameStatus);
     mainPlayer.EnableShooting(true);
 }
Esempio n. 47
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 public void Start()
 {
     gameStatus = FindObjectOfType <GameStatus>();
     PopulateMenu();
 }
Esempio n. 48
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        public IEnumerator Init(GameStatistics gameStatistics)
        {
            m_allies.Clear();
            m_opponents.Clear();
            m_availableStats.Clear();
            RepeatedField <GameStatistics.Types.PlayerStats> playerStats = gameStatistics.PlayerStats;

            for (int i = 0; i < playerStats.get_Count(); i++)
            {
                GameStatistics.Types.PlayerStats playerStats2 = playerStats.get_Item(i);
                for (int j = 0; j < playerStats2.Titles.get_Count(); j++)
                {
                    FightStatType item = (FightStatType)playerStats2.Titles.get_Item(j);
                    if (!m_availableStats.Contains(item))
                    {
                        m_availableStats.Add(item);
                    }
                }
                if (GameStatus.GetFightStatus(playerStats2.FightId).TryGetEntity(playerStats2.PlayerId, out PlayerStatus entityStatus) && entityStatus.heroStatus != null)
                {
                    PlayerStatData playerStatData = default(PlayerStatData);
                    playerStatData.name             = entityStatus.nickname;
                    playerStatData.weaponDefinition = (WeaponDefinition)entityStatus.heroStatus.definition;
                    playerStatData.playerStats      = playerStats2;
                    PlayerStatData item2 = playerStatData;
                    if (GameStatus.localPlayerTeamIndex == entityStatus.teamIndex)
                    {
                        item2.ally = true;
                        m_allies.Add(item2);
                    }
                    else
                    {
                        item2.ally = false;
                        m_opponents.Add(item2);
                    }
                }
            }
            PlayerStatDataComparer comparer = new PlayerStatDataComparer();

            m_allies.Sort(comparer);
            m_opponents.Sort(comparer);
            if (GameStatus.fightType == FightType.TeamVersus)
            {
                m_teamScoreLine.get_gameObject().SetActive(true);
                m_allyTeamScore.SetText(GameStatus.allyTeamPoints.ToString());
                m_opponentTeamScore.SetText(GameStatus.opponentTeamPoints.ToString());
            }
            else
            {
                m_teamScoreLine.get_gameObject().SetActive(false);
            }
            bool displayOpponent = m_opponents.Count > 0 || GameStatus.fightType != FightType.BossFight;

            m_versusImage.get_gameObject().SetActive(displayOpponent);
            m_versusBloom.get_gameObject().SetActive(displayOpponent);
            yield return(m_playerLine.Init(m_allies, m_opponents, displayOpponent));

            m_statLines[0].Init(m_allies, m_opponents, FightStatType.TotalDamageDealt, displayOpponent);
            m_statLines[1].Init(m_allies, m_opponents, FightStatType.TotalDamageSustained, displayOpponent);
            m_statLines[2].Init(m_allies, m_opponents, FightStatType.PlayTime, displayOpponent);
            m_statLines[3].Init(m_allies, m_opponents, FightStatType.TotalKills, displayOpponent);
            InitOptionnalLine(m_statLines[4], FightStatType.CompanionGiven, displayOpponent);
            InitOptionnalLine(m_statLines[5], FightStatType.BudgetPointsDiff, displayOpponent);
            InitOptionnalLine(m_statLines[6], FightStatType.BudgetPointsWon, displayOpponent);
        }
Esempio n. 49
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 private void GoToSettings()
 {
     gameStatus = GameStatus.SettingsMenu;
     uiManager.SetScreensActive(gameStatus);
 }
Esempio n. 50
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 void Start()
 {
     gameStatus = FindObjectOfType <GameStatus>();
     ball       = FindObjectOfType <Ball>();
 }
Esempio n. 51
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 private void GoToMainMenu()
 {
     gameStatus = GameStatus.MainMenu;
     uiManager.SetScreensActive(gameStatus);
 }
Esempio n. 52
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 public void PauseGame()
 {
     gameStatus = GameStatus.Paused;
     uiManager.SetScreensActive(gameStatus);
     mainPlayer.EnableShooting(false);
 }
Esempio n. 53
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 private void applySettings()
 {
     inputManager.InitInputs();
     gameStatus = GameStatus.Start;
     uiManager.SetScreensActive(gameStatus);
 }
Esempio n. 54
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 public void WaitForPlayers()
 {
     gameStatus = GameStatus.Waiting;
     uiManager.EnterWaitingRoom();
 }
 private void Start()
 {
     status = FindObjectOfType <GameStatus>();
 }
Esempio n. 56
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 void Awake()
 {
     Instance = this;
 }
Esempio n. 57
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    public void ChangeModel()
    {
        if (isNormal && SpecialGauge >= 100)
        {
            if (Input.GetKeyDown(KeyCode.R))
            {
                GameStatus.SetCurrentGameState(CurrentGameState.Product);

                isSpecial = true;
                SetInvincibility(true);
                TimeLine.SetActive(true);

                SetState(PlayerState.TRANS);
                //SetState(PlayerState.IDLE);

                // 스킬 1번 사라졌다 나오게 하기.
                Skill1Return(Skill1_Effects, Skill1_Special_Effects, isNormal);
                Skill1Return(Skill1_Shoots, Skill1_Special_Shoots, isNormal);
                Skill1PositionSet(Skill1_Effects, Skill1_Shoots, Skill1_Special_Shoots, isNormal);
                if (!Normal.activeSelf)
                {
                    Normal.SetActive(true);
                }
                // 스킬2번 바닥 사라지게하기.
                if ((isNormal && Skill2_Test.activeSelf) || (!isNormal && Skill2_Test2.activeSelf))
                {
                    Skill2_Test.SetActive(false);
                    Skill2_Test2.SetActive(false);
                    isSkill2End = false;
                }
            }
        }

        if (isSpecial)
        {//11.6초후변신끝
            WeaponTransformEffect.SetActive(true);
            specialTimer += Time.deltaTime;
            //if (specialTimer >= 0.6833f && !isTrans1)
            //{
            //isTrans1 = true;
            //SetState(PlayerState.TRANS);
            //}
            if (specialTimer >= 1.5f)
            {
                isNormal = false;
                WeaponTransformEffect.SetActive(false);
                Special.SetActive(true);
            }
            if (specialTimer >= 2f)
            {
                Normal.SetActive(false);
            }
            if (specialTimer >= 5.82f)
            {
                Change_Effect.SetActive(false);
                //SetState(PlayerState.IDLE);
            }
            if (specialTimer >= 6.7f)
            {
                specialTimer = 0;
                TimeLine.SetActive(false);
                isSpecial    = false;
                isAttackOne  = false;
                SpecialGauge = 100;
                StartCoroutine(SetOff());
                return;
            }
        }
    }
Esempio n. 58
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 // Start is called before the first frame update
 void Start()
 {
     theGameStatus = FindObjectOfType <GameStatus>();
     theBall       = FindObjectOfType <Ball>();
 }
        public (bool validateResult, Exception exception) Validate(WinPoint cmd, string team1Id, string team2Id, GameStatus status)
        {
            var exceptions = new List <Exception>();

            if (status == GameStatus.End)
            {
                exceptions.Add(new WinPointException("Game status has been End.", status));
            }

            if (new[] { team1Id, team2Id }.Any(o => o == cmd.TeamId) == false)
            {
                exceptions.Add(new WinPointException("The specific team id is not exist.", cmd.TeamId));
            }

            return(exceptions.Count == 0, new AggregateException(exceptions));
        }
Esempio n. 60
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 public void NewGame(NewGameRequest request)
 {
     Board  = new Board();
     Status = GameStatus.Ok;
     Board.Build(request.XLength, request.YLength, request.Bombs);
 }