// Use this for initialization void Start() { startx = Screen.width / 4; starty = Screen.height / 4; orb_offset = 160; orb_color_offset = 185; GameObject s = GameObject.Find("game_state"); state = s.GetComponent <Game_State>(); //increment level order if player has gotten enough points if (Manager.points >= Manager.req_points && state.cur_level < state.level_order.Length - 1) { state.cur_level++; } //instantiate visual representations of objects next to text /* GameObject starE = Instantiate (star, Camera.main.ScreenToWorldPoint(new Vector3(startx+orb_offset-30, starty+50, 30)), new Quaternion(0,0,0,0)) as GameObject; * GameObject coin_actual = Instantiate(coin, Camera.main.ScreenToWorldPoint(new Vector3(startx+orb_offset-30, starty+120, 30)), new Quaternion (90, 0, 0, 0)) as GameObject; * GameObject boost_actual= Instantiate(boost, Camera.main.ScreenToWorldPoint(new Vector3(startx+orb_offset-30, starty+80, 30)), new Quaternion (0, 0, 0, 0)) as GameObject; * boost_actual.transform.localScale /= 15; * coin_actual.transform.Rotate(90,0,0); * coin_actual.transform.localScale /= 5; * Starscript script = starE.GetComponent<Starscript>(); * script.c = Color.red; * starE.transform.localScale /= 3;*/ }
// Use this for initialization void Start() { this.turn = 0; this.max_player = 2; this.max_sphere_amount = 2; _sp1 = new List <GameObject>(); _sp2 = new List <GameObject>(); _ob = new List <GameObject>(); //가로모드 고정 Screen.orientation = ScreenOrientation.Landscape; cur_game_state = Game_State.Intro; Main_Cam = GameObject.Find("Main Camera").gameObject; //메인 카메라 //카메라 cam_rotation_angle = 0; //기타 UI Touch_To_Start = GameObject.Find("Text").gameObject; logo = GameObject.Find("Logo"); //back=GameObject.Find("Back"); Text_GameOver = GameObject.Find("Text_GameOver"); Black_out = GameObject.Find("Black_out"); //back.SetActive(false); Text_tick = 0; T_Switch = 1; //게임 컴포넌트들을 가지고 온다. Sphere1 = Resources.Load("Sphere1") as GameObject; Sphere2 = Resources.Load("Sphere2") as GameObject; Obstacle = Resources.Load("Obstacle") as GameObject; m = Resources.Load("Smoke Trail") as GameObject; m.GetComponent <Renderer>().sharedMaterial.SetColor("_TintColor", new Vector4(1f, .54f, .66f, 1f)); }
private void GameLoadConfigState() { GenerateTiles(VRWorld.mainTiles); //SendClientUIReady(); StartCoroutine(UIReadyAfterTime(1)); m_gameState = Game_State.ConfigLoaded; }
public void enter_state(Game_State state) { states.Push(state); top_state = state; time = state.update_t; state.init(); }
//-------------------------------------------------------------------- // ● 更新(開始) //-------------------------------------------------------------------- void update_start() { if (start_second < Time.time || Input.GetKeyDown(KeyCode.Space)) { game_state = Game_State.GAME; } }
void Change_State() { switch (State) { case Game_State.Game_Bagin: break; case Game_State.Game_Level: break; case Game_State.Game_Stop: break; case Game_State.Game_Over: break; case Game_State.Game_Player: int temp = player.ChoosePerson(); preState = Game_State.Game_Player; player.changestate(); break; case Game_State.Game_Enemy: preState = Game_State.Game_Enemy; AI.change_state(); break; case Game_State.Game_Supply: //supply.XXXXX break; } }
// Use this for initialization void Start() { GameObject gs = GameObject.Find("game_state"); gscpt = gs.GetComponent<Game_State>(); bomb_out = false; last_bomb = Time.time - cool_down; }
public void Loading() { _eGame_State = Game_State.Game; _bStart_Game = true; _gGame_Camera.SetActive(true); _gStart_Area.SetActive(false); gameObject.GetComponent <AudioSource>().Play(); }
// Use this for initialization void Start() { State = Game_State.Game_Enemy; preState = Game_State.Game_Player; player = GameObject.FindGameObjectWithTag("PlayerController").GetComponent <Player_controller>(); AI = GameObject.FindGameObjectWithTag("AIController").GetComponent <AIConrtoller>(); supply = GameObject.FindGameObjectWithTag("GameSupply").GetComponent <Supply>(); }
// Use this for initialization void Start() { GameObject gs = GameObject.Find("game_state"); gscpt = gs.GetComponent <Game_State>(); bomb_out = false; last_bomb = Time.time - cool_down; }
// Update is called once per frame void Update() { if (_fPlayer_HP <= 0 || _fGame_Time <= 0) { _eGame_State = Game_State.End; } switch (_eGame_State) { case Game_State.Start: if (SteamVR_Actions.default_InteractUI.GetStateDown(SteamVR_Input_Sources.Any) || Input.GetKeyDown(KeyCode.F10)) { //_gGame_Camera.SetActive(true); // m_LogoCamera.position = _gGame_Camera.transform.position; m_LogoCamera.gameObject.GetComponent <Camera>().cullingMask = -1; _aStart_UI.SetTrigger("Open"); _gController.SetActive(false); Start_Loading(); } break; case Game_State.Loading: if (m_LogoHex != null) { m_LogoHex.material.SetFloat("_deformation_type_Factor", 1.0f - m_Alpha); Color _BC = m_LogoHex.material.GetColor("_BackFace_Color"); m_LogoHex.material.SetColor("_BackFace_Color", new Color(_BC.r, _BC.g, _BC.b, m_Alpha)); } if (m_LogoUI != null) { m_LogoUI.alpha = m_Alpha; } break; case Game_State.End: _gEnd_Area.SetActive(true); _gGame_Camera.SetActive(false); _gController.SetActive(true); _gBug_Area.SetActive(false); if (SteamVR_Actions.default_InteractUI.GetStateDown(SteamVR_Input_Sources.Any) || Input.GetKeyDown(KeyCode.F10)) { SceneManager.LoadScene(0); } break; } if (_bStart_Game == true && _eGame_State == Game_State.Game) { _fGame_Time -= Time.deltaTime; _iTime.fillAmount = _fGame_Time / 60; _iHP.fillAmount = _fPlayer_HP / 100; } //if(_gPlayer.GetComponent<Player>()._iPlayer_HP <= 0) //{ // _eGame_State = Game_State.End; //} }
//IEnumerator CheckSendToServerState() //{ // yield return StartCoroutine(sendToServerJob.WaitFor()); //} // all incoming command are handled here private void HandleIncomingCommand(PacketHeader packetHeader, Connection connection, VRCommand vrCommand) { ReceivedMessageEventArg e; switch (vrCommand.ControlMessage) { case Enums.ControlMessage.LOAD_CONFIG: Debug.Log("Received Tile Config from " + connection + Environment.NewLine + "Length of tileConfig: " + vrCommand.TileConfig.MainScreenTiles.Count.ToString()); VRWorld.mainTiles = vrCommand.TileConfig.MainScreenTiles; m_gameState = Game_State.LoadConfig; e.message = "This game is load config message"; RecievedTileConfigMessageEvent(e); break; case Enums.ControlMessage.START_NOW: Debug.Log("START NOW Command Received."); //SteamVR_Fade.Start(Color.clear, 0.5f); m_gameState = Game_State.Start; e.message = "This game is start message"; ReceivedStartMessageEvent(e); break; case Enums.ControlMessage.END_NOW: Debug.Log("END NOW Command Received, message: '" + vrCommand.EndNow.Message + "'"); s_endMessage = vrCommand.EndNow.Message; //SteamVR_Fade.Start(new Color(0f, 0f, 0f, 0.7f), 0); m_gameState = Game_State.EndGame; e.message = "This game is end message"; ReceivedEndMessageEvent(e); break; case Enums.ControlMessage.SHOW_QUICK_HELP: Debug.Log("SHOW_QUICK_HELP Command Received."); m_gameState = Game_State.HelpState; e.message = "This Square is intend to show basic instructions."; ReceivedHelpMessageEvent(e); break; default: m_gameState = Game_State.Start; e.message = "This game is start message"; ReceivedStartMessageEvent(e); break; } }
void Awake() { G_State = GameObject.Find("Game_Manager").GetComponent <Game_State>(); SetMap = GameObject.Find("MapCreator").GetComponent <SetMapArr>(); Min_Create = new int[MaxType]; Max_Create = new int[MaxType]; Now_Create = new int[MaxType]; Village_Create = new int[7]; Set_Village_Create = new int[7]; }
public void leave_state() { states.Pop().cleanup(); top_state = null; if (states.Count > 0) { top_state = states.Peek(); } }
public void EndGame() { if (state != Game_State.GAME_OVER && OnStateChange != null) { OnStateChange.Invoke(Game_State.GAME_OVER); state = Game_State.GAME_OVER; UIManager.Instance.ShowPanel <StartPanel>("StartPanel", UILayer.System); } }
public Collision_Handler(Game_State state, Tile_Map tile_map, Spawn_Util spawner) { this.spawner = spawner; this.state = state; this.tile_map = tile_map; reg("ships/ship11", "ships/ship11", player_player); reg("ships/ship11", "ships/ship12", player_player); reg("ships/ship11", "ships/ship13", player_player); reg("ships/ship11", "ships/ship14", player_player); reg("ships/ship12", "ships/ship12", player_player); reg("ships/ship12", "ships/ship13", player_player); reg("ships/ship12", "ships/ship14", player_player); reg("ships/ship13", "ships/ship13", player_player); reg("ships/ship13", "ships/ship14", player_player); reg("ships/ship14", "ships/ship14", player_player); reg("ships/ship11", "powerup", player_powerup); reg("ships/ship12", "powerup", player_powerup); reg("ships/ship13", "powerup", player_powerup); reg("ships/ship14", "powerup", player_powerup); reg("asteroid", "asteroid", asteroid_asteroid); reg("asteroid", "asteroid2", asteroid_asteroid); reg("asteroid2", "asteroid2", asteroid_asteroid); reg("beams1", "asteroid", bullet1_asteroid); reg("beams1", "asteroid2", bullet1_asteroid); reg("beams1", "ships/ship11", bullet1_player); reg("beams1", "ships/ship12", bullet1_player); reg("beams1", "ships/ship13", bullet1_player); reg("beams1", "ships/ship14", bullet1_player); reg("beams1", "soccerball", bullet1_soccerball); reg("beams2", "asteroid", bullet2_asteroid); reg("beams2", "asteroid2", bullet2_asteroid); reg("beams2", "ships/ship11", bullet2_player); reg("beams2", "ships/ship12", bullet2_player); reg("beams2", "ships/ship13", bullet2_player); reg("beams2", "ships/ship14", bullet2_player); reg("beams2", "soccerball", bullet2_soccerball); reg("wbeam", "asteroid", bullet1_asteroid); reg("wbeam", "asteroid2", bullet1_asteroid); reg("wbeam", "ships/ship11", bullet1_player); reg("wbeam", "ships/ship12", bullet1_player); reg("wbeam", "ships/ship13", bullet1_player); reg("wbeam", "ships/ship14", bullet1_player); reg("wbeam", "soccerball", bullet1_soccerball); reg("soccerball", "ships/ship11", soccerball_player); reg("soccerball", "ships/ship12", soccerball_player); reg("soccerball", "ships/ship13", soccerball_player); reg("soccerball", "ships/ship14", soccerball_player); }
// Use this for initialization void Start() { if (game_state_inst != null) { Destroy(this.gameObject); } else { game_state_inst = this; } }
// Use this for initialization void Start() { if (m_LogoScene != null && m_LogoCamera != null) { m_LogoScene.position = m_LogoCamera.position; } _eGame_State = Game_State.Start; _bStart_Game = false; _fGame_Time = 60.0f; _fPlayer_HP = 100.0f; }
public void OutSupply() { if (preState == Game_State.Game_Enemy) { State = Game_State.Game_Player; } else { State = Game_State.Game_Enemy; } }
protected override void OnStart() { base.OnStart(); state = Game_State.GAME_PREP; UIManager.Instance.ShowPanel <StartPanel>("StartPanel", UILayer.System); //Init managers PipeManager.Instance.Init(); }
public Game_Main(VM_MainWindow view) { this.VM = view; GameState = new Game_State(); GameHistory = new List <int[]>(); DecisionHistory = new List <int>(); AIInformation = new int[2]; Context = new SituationContext(); AI = new Game_PlayerAI(this, Context); }
public void StartGame() { PipeManager.Instance.Clear(); UIManager.Instance.HidePanel("StartPanel"); if (state != Game_State.GAME_PLAY && OnStateChange != null) { OnStateChange.Invoke(Game_State.GAME_PLAY); state = Game_State.GAME_PLAY; } }
//Konstruktor public VM_MainWindow() { GameInProgress = false; GameState = new Game_State(); CanExecute_Field = false; CanExecute_Menu = true; Cmd_FieldInput = new RelayCommand(FieldInput, parameter => CanExecute_Field); Cmd_Mode = new RelayCommand(ChooseMode, parameter => CanExecute_Menu); Cmd_Test = new RelayCommand(Fkt_Test); FieldContent = new int[9]; TextContent = "Allgemeine Dinge"; }
virtual public void InitGame() { Log.Warn(">>>> Game Scene Init"); cur_state = Game_State.Waiting; lock (online_client) { online_client.Clear(); } game_start_time = DateTime.Now; setupGameTimer(); }
virtual public void EndRound() { Log.Warn(">>>> Game Round End"); /* disconnect all peer */ foreach (STServerPeer peer in online_client) { //peer.delayDisconnect(); } ingame_id.Clear(); cur_state = Game_State.Waiting; }
void Awake() { MaxMonster = D1_Monster_max + D2_Monster_max + D3_Monster_max + D4_Monster_max + D5_Monster_max; GM = GameObject.Find("Game_Manager").GetComponent <Game_State>(); Map = GameObject.Find("MapCreator").GetComponent <SetMapArr>(); Mon = new Monster[MaxMonster]; for (int i = 0; i < MaxMonster; i++) { Mon[i] = new Monster(); } }
void Awake() { pathFile = Application.persistentDataPath + "/data.dat"; if (game_state == null) { game_state = this; DontDestroyOnLoad(gameObject); } else if (game_state != this) { Destroy(gameObject); } loadData(); }
virtual public void StartRound() { //if (!checkEnoughTimeForRound()) //{ // Log.Warn(">>>> Not Enough Time For A Round"); // return; //} Log.Warn(">>>> Game Round Start"); cur_state = Game_State.Playing; round_start_time = DateTime.Now; }
public void SetGameState(Game_State gameState) { if (gameState.Equals(Game_State.Pause)) { Time.timeScale = 0f * TimeMultipler; } else if (gameState.Equals(Game_State.Running)) { if (!LevelComplete && !GameManager.Lose) { Time.timeScale = 1f * TimeMultipler; } } GameState = gameState; }
public void Awake() { G_State = GameObject.Find("Game_Manager").GetComponent <Game_State>(); MapObj = GameObject.Find("Field"); CenterObj = GameObject.Find("Center"); D1 = GameObject.Find("D1"); D2 = GameObject.Find("D2"); D3 = GameObject.Find("D3"); D4 = GameObject.Find("D4"); D5 = GameObject.Find("D5"); // 배열을 입력한 범위로 초기화 arr = new int[MaxRow, MaxCol]; MapArr = new int[MaxRow, MaxCol]; DangerArr = new int[MaxRow, MaxCol]; CenterArr = new int[MaxRow, MaxCol]; }
// Use this for initialization void Start() { startx = Screen.width/3; starty = Screen.height/6; credits_offset = 10; GameObject s = GameObject.Find("game_state"); state = s.GetComponent<Game_State>(); GameObject starE = Instantiate (star, new Vector3(0,0,0), new Quaternion(0,0,0,0)) as GameObject; Starscript starscript = starE.GetComponent<Starscript>(); starscript.c = Color.red; starscript.starSize = 30; starscript.is_revolving = true; starscript.rpoint = new Vector3(20,20,0); starscript.rspeed = 45; starscript.editor_freeze = true; }
//called before start void Awake() { if(GameObject.Find ("game_state") == null) { game_state = new GameObject(); //allow game_state's state to persist through scene changes DontDestroyOnLoad(game_state); //allow background music object to persist GameObject bgm = GameObject.Find ("Background_Music"); DontDestroyOnLoad(bgm); //add script to state object game_state.AddComponent("Game_State"); gscpt = game_state.GetComponent<Game_State>(); game_state.name="game_state"; //set default ship settings here //levels that will be played in order string[] level_order = new string[12] { //"Levels/holes.txt", "Levels/bounceyballs", "Levels/line.txt", "Levels/destroy.txt", "Levels/circleblob.txt", "Levels/choices.txt", "Levels/1.txt", "Levels/level3a.txt", "Levels/triangle2.txt", "Levels/master.txt", "Levels/NO.txt", "Levels/maze.txt", "Levels/points.txt" }; //state object keeps track of levels gscpt.level_order = level_order; //starting coins gscpt.num_coins = 2500; } }
public void InSupply() { if (Random.value < 0.7) { if (preState == Game_State.Game_Enemy) { State = Game_State.Game_Player; } else { State = Game_State.Game_Enemy; } } else { State = Game_State.Game_Supply; } }
// Use this for initialization void Start() { GameObject gs = GameObject.Find("game_state"); gscpt = gs.GetComponent<Game_State>(); }
// Use this for initialization void Start() { startx = Screen.width/4; starty = Screen.height/4; orb_offset = 160; orb_color_offset = 185; GameObject s = GameObject.Find("game_state"); state = s.GetComponent<Game_State>(); //increment level order if player has gotten enough points if (Manager.points >= Manager.req_points && state.cur_level < state.level_order.Length-1) state.cur_level++; //instantiate visual representations of objects next to text /* GameObject starE = Instantiate (star, Camera.main.ScreenToWorldPoint(new Vector3(startx+orb_offset-30, starty+50, 30)), new Quaternion(0,0,0,0)) as GameObject; GameObject coin_actual = Instantiate(coin, Camera.main.ScreenToWorldPoint(new Vector3(startx+orb_offset-30, starty+120, 30)), new Quaternion (90, 0, 0, 0)) as GameObject; GameObject boost_actual= Instantiate(boost, Camera.main.ScreenToWorldPoint(new Vector3(startx+orb_offset-30, starty+80, 30)), new Quaternion (0, 0, 0, 0)) as GameObject; boost_actual.transform.localScale /= 15; coin_actual.transform.Rotate(90,0,0); coin_actual.transform.localScale /= 5; Starscript script = starE.GetComponent<Starscript>(); script.c = Color.red; starE.transform.localScale /= 3;*/ }
void Start() { //performance lastInterval = Time.realtimeSinceStartup; frames = 0; //find the gamestate object game_state = GameObject.Find("game_state"); gscpt = game_state.GetComponent<Game_State>(); //let powerups know that it's time to active gscpt.in_game = true; //instantiate learth l = Instantiate (learth, new Vector3 (0, -35, 0), new Quaternion (0, 0, 0, 0)) as GameObject; l.renderer.material.color = Color.white; lt = Instantiate (white_learth_trail, l.transform.position, l.transform.rotation) as GameObject; lt.transform.parent = l.transform; //initialize timer start_time = Time.time; //load next level LoadLevel(gscpt.level_order[gscpt.cur_level]); //set lastStar to first star (because it's the last star you visited) lastStar = star_arr[0]; }
void Start() { //get gamestate GameObject game_state = GameObject.Find("game_state"); gscpt = game_state.GetComponent<Game_State>(); //initialize lastPos lastPos = new GameObject().transform; lastPos.position = this.transform.position - new Vector3(Manager.speed, Manager.speed, 0f); r = Instantiate(radius, new Vector3 (this.transform.position.x, this.transform.position.y, 90f), new Quaternion (0, 0, 0, 0)) as GameObject; r.light.range = 3*transform.localScale.x; //parent radius to learth for destruction r.transform.parent = this.transform; random = Random.Range (0,3); }
void Start() { //set camera height for level editing Camera.main.orthographicSize = CAM_START_HEIGHT; //position hack, do this better (fixes camera intersecting with stars) Camera.main.transform.position = new Vector3(Camera.main.transform.position.x, Camera.main.transform.position.y, -128); //get game state GameObject go = GameObject.Find("game_state"); state = go.GetComponent<Game_State>(); //if coming from a test play if(state.le_test) { //turn off test play buttons state.le_test = false; //load temp file from the test LoadLevel("Levels/testingtmp"); } }
// Use this for initialization void Start() { lightBlue = new Color(.416f, .84f, 1f); darkBlue = new Color(0f, .2f, .6f); //get state object game_state = GameObject.Find("game_state"); gscpt = game_state.GetComponent<Game_State>(); gscpt.in_game = false; //reset changes from previous level's powerups Manager.ResetConstants(); //calculate total score prev_balance = gscpt.num_coins; mission_net = (int)((gscpt.energy_delivered/2 + 250*(gscpt.num_stars/(gscpt.time_to_complete+1)) + gscpt.aliens_killed*4 + gscpt.coins_collected*10) - (gscpt.times_died*3 + gscpt.bombs_dropped*3 + gscpt.stars_destroyed*3)); gscpt.num_coins += mission_net; //if you run out of coins, game over if(gscpt.num_coins < 0) Application.Quit(); }
void Start() { //line effect for black hole line = new GameObject(); GameObject go = GameObject.Find("game_state"); gscpt = go.GetComponent<Game_State>(); if(bandf){ dir = (destination - start_loc); //don't normalize in the editor or the wrong values will be written to the save file if(!editor_freeze) dir.Normalize(); } //if the star is a black hole, instantiate cylinder to represent the black hole if (isBlackHole) { b = Instantiate(blackHole, new Vector3 (this.transform.position.x, this.transform.position.y, 800f), new Quaternion (0, 0, 0, 0)) as GameObject; b.transform.localScale *= starSize; b.transform.Rotate(90,0,0); center = Instantiate(BHcenter, this.transform.position, new Quaternion (0, 0, 0, 0)) as GameObject; center.transform.localScale *= starSize/5; //decrease size of star to represent the center of a black hole this.transform.localScale /= this.transform.localScale.x; //parent black hole object to star center.transform.parent = this.transform; b.transform.parent = this.transform; b.tag = "blackhole"; //if powerup is selected, instantated black hole helper object behind the black hole object at the same size and scale if (Manager.BLACK_HOLE_HELPER || BLACK_HOLE_HELPER) { h = Instantiate(BHhelper, new Vector3 (this.transform.position.x, this.transform.position.y, 800f), new Quaternion (0, 0, 0, 0)) as GameObject; h.transform.localScale *= starSize; h.transform.Rotate(90,0,0); //parent helper object to black hole h.transform.parent = b.transform; } } //if the star is not a black hole, scale it to size specified and tag it as a star else this.transform.localScale *= starSize; //radius of learth's entry is the size of the star if (!is_source && !is_sink) { orbitRadius = starSize; //instantiate light halo at star's position the size of the orbit radius including radial error r = Instantiate(radius, new Vector3 (this.transform.position.x, this.transform.position.y, 90f), new Quaternion (0, 0, 0, 0)) as GameObject; r.light.range = 2*orbitRadius + 2*Manager.RADIAL_ERROR; //parent radius to star for destruction r.transform.parent = this.transform; //collider for raycasting to detect if star is tangent r.light.range = 2*orbitRadius + 2*Manager.RADIAL_ERROR; GameObject collider = Instantiate(collide, this.transform.position, new Quaternion (0, 0, 0, 0)) as GameObject; collider.transform.localScale *= r.light.range;//+ 3*Manager.RADIAL_ERROR; collider.transform.parent = this.transform; //do the same for light bulb effect // bulb = Instantiate(bulb_instance, new Vector3 (this.transform.position.x, this.transform.position.y, 90f), new Quaternion (0, 0, 0, 0)) as GameObject; // bulb.light.range = starSize; // bulb.light.intensity = 8f; this.renderer.material.color = c; // bulb.transform.parent = this.transform; } else if (is_source) orbitRadius = 110; else orbitRadius = 0; r.light.color = c; if (c == Manager.orange) r.light.intensity = 2f; else if (c == Manager.purple) r.light.intensity = 4f; else if (c == Manager.aqua) r.light.intensity = 3f; else r.light.intensity = 3.5f; }