Esempio n. 1
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    void Update()
    {
        PlayerController pc = GlobalGameState.GetPlayerController();

        if (!pc)
        {
            return;
        }

        if (InputMsg.isFocused)
        {
            pc.isOnChat = true;

            // only for window or pc
                        #if UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX
            if (Input.GetKey(KeyCode.Return))
            {
                OnClickSendBtn();
            }
                        #endif
        }
        else
        {
            pc.isOnChat = false;
        }
    }
Esempio n. 2
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 public void Collect()
 {
     PlaySound();
     Hide();
     GlobalGameState.CollectCoin(gameObject);
     Destroy(gameObject, 1f);
 }
Esempio n. 3
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    public void KillerDie()
    {
        CharacterObject.Die();
        bool IsByPlayerWill = false;

        GlobalGameState.LeaveGame(IsByPlayerWill);
    }
Esempio n. 4
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            Log.EnableConsoleLog = true;
            Log.SendMessage("CLR: " + Environment.Version);
            Log.SendMessage("Machine Name: " + Environment.MachineName);
            Log.SendMessage("RAM for process (bytes): " + Environment.WorkingSet);
            Log.SendMessage("Number of processors: " + Environment.ProcessorCount);
            Log.SendMessage("OS x64: " + Environment.Is64BitOperatingSystem);
            Log.SendMessage("Process x64: " + Environment.Is64BitProcess);
            Log.SendMessage("OS: " + Environment.OSVersion.VersionString);
            //Log.EnableFileLog = true;

            Config.LoadConfigFile();

            ScreenWidth  = Window.ClientBounds.Width;
            ScreenHeight = Window.ClientBounds.Height;

            LoadingBr = new ScreenBr(new Vector2(ScreenWidth, ScreenHeight), 60, 255, GraphicsDevice, 0.001f);
            LoadingBr.CurrentFrame = 59;

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            GameContent.LoadGameContent();
            _GlobalState = GlobalGameState.MainMenu;
            mainMenu     = new MainMenu(new Vector2(ScreenWidth, ScreenHeight), GameContent.UI_MainMenu_LogIn_BackGround, GameContent.UI_MainMenu_LogIn_Button, GameContent.UI_MainMenu_LogIn_EditBox, GameContent.UI_MainMenu_LogIn_ConnIcon, GameContent.UI_MainMenu_MenuBar, GameContent.UI_MainMenu_Button, GameContent.UI_MainMenu_HomeButton, GameContent.UI_MainMenu_MoneyBack, GameContent.UI_MainMenu_RollBack, GameContent.UI_MainMenu_NameBack, GameContent.UI_InfoFont, Color.Black, GraphicsDevice, this, 0.1f);
            //gameState = new GameState(ScreenWidth, ScreenHeight, GraphicsDevice);

            KeyBindings.RegisterKeyBind("KEY_MENU", Keys.Escape);
            Menu = new GameMenu(new Vector2(ScreenWidth, ScreenHeight), this, GameContent.UI_GameMenu_MainBack, GameContent.UI_GameMenu_OptionsBack, GameContent.UI_GameMenu_Button, GameContent.UI_GameMenu_ListBoxBtn, GameContent.UI_GameMenu_ListBoxChoosed, GameContent.UI_GameMenu_ListBoxOpenBtn, GameContent.UI_InfoFont, Color.Black, 0.1f);
            Menu.Hide(null, gameState, null);
        }
Esempio n. 5
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    void Update()
    {
        // Change new position by the velocity magnitude (in the direction of transform.forward) and since
        // we are in the update function we need to multiply by deltatime.
        _newPos += transform.forward * _velocity.magnitude * Time.deltaTime;
        // SDet direction to the difference between new position and old position
        Vector3 _direction = _newPos - _oldPos;
        // Get the distance which is the magnitude of the direction vector
        float _distance = _direction.magnitude;

        // If distance is greater than nothing...
        if (_distance > 0)
        {
            // Define a RayCast
            RaycastHit _hit;
            // If the raycast from previous position in the specified direction at (or before) the distance...
            if (Physics.Raycast(_oldPos, _direction, out _hit, _distance))
            {
                // and if the transform we hit isn't a the ship that fired the weapon and the collider isn't just a trigger...
                if (_hit.transform != firedBy && !_hit.collider.isTrigger)
                {
                    // Set the rotation of the impact effect to the normal of the impact surface (we wan't the impact effect to
                    // throw particles out from the object we just hit...
                    Quaternion _rotation = Quaternion.FromToRotation(Vector3.up, _hit.normal);
                    // Instantiate the imapct effect at impact position
                    Instantiate(impactEffect, _hit.point, _rotation);

                    if (!isLocal)
                    {
                        // Trigger the hit on the server
                        GlobalGameState.OnHitObject(
                            this,
                            new GlobalGameState.HitObjectArgs()
                        {
                            hitStrength = 1, hitRaycast = _hit, weaponObject = this.transform, explosionEffect = this.explosionEffect
                        });
                    }
                    else
                    {
                        // If random number is a small value...
                        if (Random.Range(0, 20) < 2)
                        {
                            // Instantiate the explosion effect at the point of impact
                            Instantiate(explosionEffect, _hit.transform.position, _rotation);
                            // Destroy the game object that we just hit
                            Destroy(_hit.transform.gameObject);
                        }
                    }

                    // Destroy the laser shot game object (on the client too)
                    Destroy(gameObject);
                }
            }
        }
        // Set the old position tho the current position
        _oldPos = transform.position;
        // Set the actual position to the new position
        transform.position = _newPos;
    }
Esempio n. 6
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 public IEnumerator spawnTimers()
 {
     while (true)
     {
         GlobalGameState state = GameObject.Find("GlobalState").GetComponent <GlobalGameState>();
         spawn();
         yield return(new WaitForSeconds(state.getSpawnTime()));
     }
 }
Esempio n. 7
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    private void GoToState(GlobalGameState toState)
    {
        if (_currentGameState != toState)
        {
            print("Going to state " + toState.ToString());
            onStateEnter(toState);

            _currentGameState = toState;
        }
    }
Esempio n. 8
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    void OnTriggerEnter(Collider other)
    {
        if (!GlobalGameState.IsPlayerDead && other.gameObject.transform.parent.gameObject.GetComponent <CarController>())
        {
            GlobalGameState.IsPlayerDead = true;

            Destroy(other.gameObject.transform.parent.gameObject);

            GlobalGameState.CreateCarLocalGameCar(Vector3.zero); // 0,0,0 re spawn pos is default temp
        }
    }
Esempio n. 9
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    public void Die()
    {
        //GlobalGameState.LogText.text = killername + " killed " + gameObject.name;

        GameObject particleGO = Instantiate(GlobalGameState.KillerDieFX, gameObject.transform.position, Quaternion.identity);

        if (particleGO && particleGO.GetComponent <ParticleSystem> ())
        {
            particleGO.GetComponent <ParticleSystem> ().Play();
        }

        GlobalGameState.RemoveUser(id);
    }
Esempio n. 10
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    public void LeaveRoom()
    {
        SocketIOComp.Emit("SERVER:LEAVE");

        //GlobalGameState.Disconnect ();
        GlobalGameState.HandleLeaveGame();
        GlobalGameState.HideAllUI();

        GlobalGameState.LoginUI.Show();

        // set spectate cam on!
        GlobalGameState.SpectateCam.gameObject.SetActive(false);
    }
Esempio n. 11
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    void OnDestroy()
    {
        if (networkView.isMine)
        {
            // Invoke the event on the controller to respawn me.
            GlobalGameState.OnPlayerDied(this, new System.EventArgs());
        }

        // Remove this object from the radar, it will be re-added with a respawn
        if (GlobalGameState.MainRadar != null)
        {
            GlobalGameState.MainRadar.RemoveRadarBlip(gameObject);
        }
    }
Esempio n. 12
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 private void onStateEnter(GlobalGameState stateBeingEntered)
 {
     if (stateBeingEntered == GlobalGameState.WAIT_TO_BEGIN)
     {
         PlaySpaceRoot.gameObject.SetActive(false);
         AudioManager.Instance.PlayMusic(AudioLibrary.Instance.SplashScreenMusic);
     }
     else if (stateBeingEntered == GlobalGameState.PLACE_ELEVATOR)
     {
         AudioManager.Instance.StopMusic();
         AudioManager.Instance.PlayAmbient(AudioLibrary.Instance.AmbientIntro);
         AudioManager.Instance.PlayNarrative(AudioLibrary.Instance.NarrativePlaceElevator);
     }
     else if (stateBeingEntered == GlobalGameState.SELECT_EXERCISE)
     {
         AudioManager.Instance.PlaySoundEffect(AudioLibrary.Instance.ElevatorDoorOpen);
         AudioManager.Instance.PlayNarrative(AudioLibrary.Instance.NarrativeWelcomeGreeting, 4.3f);
         StartCoroutine(delayedAnimation(ElevatorDoor, "ElevatorDoorCloseNew", 4.3f));
     }
     else if (stateBeingEntered == GlobalGameState.NICE)
     {
         AudioManager.Instance.PlayNarrative(AudioLibrary.Instance.ChosenItem);
         AudioManager.Instance.PlaySoundEffect(AudioLibrary.Instance.TorsoTransition);
     }
     else if (stateBeingEntered == GlobalGameState.PLACE_ELECTRODES)
     {
         AudioManager.Instance.PlayNarrative(AudioLibrary.Instance.SensorIntroduction1);
     }
     else if (stateBeingEntered == GlobalGameState.PLACE_ELECTRODES_2)
     {
         AudioManager.Instance.PlayNarrative(AudioLibrary.Instance.SensorIntroduction2);
         StartCoroutine(delayedAnimation(ElevatorDoor, "ElevatorDoorOpenNew", 0f));
     }
     else if (stateBeingEntered == GlobalGameState.ROCKET_TRANSITION)
     {
         MenuScene.Play("HumanTubeLower");
         Rocket.gameObject.SetActive(true);
         Rocket.transform.localPosition = Vector3.zero;
         StartCoroutine(delayedAnimation(ElevatorDoor, "ElevatorDoorCloseNew", 1.5f));
         AudioManager.Instance.PlayNarrative(AudioLibrary.Instance.SensorSet);
         AudioManager.Instance.PlaySoundEffect(AudioLibrary.Instance.ElevatorDoorOpen);
     }
     else if (stateBeingEntered == GlobalGameState.LAUNCH_ROCKETS)
     {
         AudioManager.Instance.PlaySoundEffect(AudioLibrary.Instance.CrowdHospitalWaiting);
         AudioManager.Instance.PlayAmbient(AudioLibrary.Instance.IndustrialSpaces);
         RocketLaunchMiniGame.Instance.StartMiniGame();
     }
 }
Esempio n. 13
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 // Update is called once per frame
 void Update()
 {
     status = GameObject.Find("GlobalState").GetComponent <GlobalGameState>();
     if (status.gameOver == false)
     {
         if (right)
         {
             transform.position -= new Vector3(speed, 0, 0);
         }
         else
         {
             transform.position += new Vector3(speed, 0, 0);
         }
     }
 }
Esempio n. 14
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        public static void ChangeLevel(string levelName)
        {
            int level = Array.IndexOf(Levels, levelName);

            if (level == -1)
            {
                print("Can't change level to " + level);
                print("Going to next level");
                NextLevel();
                return;
            }

            print("Changing level to Level=" + levelName);
            GlobalGameState.CurrentLevel = levelName;
            GlobalGameState.EnableSceneListener();
            SceneManager.LoadScene(levelName);
        }
Esempio n. 15
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    public void LeaveGame(bool IsByPlayerWill)
    {
        SocketIOComp.Emit("SERVER:LEAVE_GAME");

        //GlobalGameState.Disconnect ();
        GlobalGameState.HandleLeaveGame();
        GlobalGameState.HideAllUI();

        if (IsByPlayerWill)
        {
            GlobalGameState.LobbyUI.ResetLobbyState();
        }
        GlobalGameState.LobbyUI.Show();
        GlobalGameState.GameUI.ShowWithOption(GameUIController.GameUIState.Lobby);

        // set spectate cam on!
        GlobalGameState.SpectateCam.gameObject.SetActive(true);
    }
Esempio n. 16
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    public void OnCollisionEnter2D(Collision2D collision)
    {
        GlobalGameState state = GameObject.Find("GlobalState").GetComponent <GlobalGameState>();

        if (collision.gameObject.name.Equals("wave(Clone)"))
        {
            wave w = collision.gameObject.GetComponent <wave>();
            if (state.colorId != w.waveID)
            {
                GameObject.Find("Miss").GetComponent <AudioSource>().Play();
                state.hits++;
                if (state.hits == 1)
                {
                    GameObject.Find("lose4").GetComponent <RectTransform>().localScale = new Vector3(0.10463f, 0.10463f, 0.10463f);
                }
                else if (state.hits == 2)
                {
                    GameObject.Find("lose3").GetComponent <RectTransform>().localScale = new Vector3(0.10463f, 0.10463f, 0.10463f);
                }
                else if (state.hits == 3)
                {
                    GameObject.Find("lose2").GetComponent <RectTransform>().localScale = new Vector3(0.10463f, 0.10463f, 0.10463f);
                }
                else if (state.hits == 4)
                {
                    GameObject.Find("lose1").GetComponent <RectTransform>().localScale = new Vector3(0.10463f, 0.10463f, 0.10463f);
                }
            }
            else
            {
                state.score += 100 + (int)((10 * state.getSpeed()) / state.getSpawnTime());
            }
            Destroy(collision.gameObject);
            if (state.hits == 4)
            {
                state.gameOver = true;
                GameObject.Find("Sounds").GetComponent <AudioSource>().Pause();
                GameObject.Find("Boo").GetComponent <AudioSource>().Play();
                Invoke("gameOver", 0.1f);
            }
        }
    }
Esempio n. 17
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    public void Kill(string killername)
    {
        GlobalGameState.LogText.text = killername + " killed " + gameObject.name;

        GameObject particleGO;

        if (!IsNPC)
        {
            particleGO = Instantiate(GlobalGameState.BlenderPlayerKillFX, gameObject.transform.position, Quaternion.identity);
        }
        else
        {
            particleGO = Instantiate(GlobalGameState.BlenderNPCKillFX, gameObject.transform.position, Quaternion.identity);
        }
        if (particleGO && particleGO.GetComponent <ParticleSystem> ())
        {
            particleGO.GetComponent <ParticleSystem> ().Play();
        }

        GlobalGameState.RemoveUser(id);
    }
Esempio n. 18
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        public void Update()
        {
            _ending = ApplicationState.Ending;
            if (_ending != NoEnding)
            {
                if (!_endingActive)
                {
                    _endingActive = true;
                    ToggleCameras();
                    RunEnding();
                }

                if (Input.GetButtonDown("Jump"))
                {
                    RestartGame();
                }

                if (Input.GetKey(KeyCode.Escape))
                {
                    GlobalGameState.LoadMainMenu();
                }
            }
        }
Esempio n. 19
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 protected abstract Task InternalSaveAsync(GlobalGameState gameState);
Esempio n. 20
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 public async Task SaveAsync(GlobalGameState gameState)
 {
     await InternalSaveAsync(gameState);
 }
 public void StartGame()
 {
     GlobalGameState.RestartGame();
 }
 public void GoToTitleScreen()
 {
     GlobalGameState.LoadMainMenu();
 }
Esempio n. 23
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    public void LeaveGame()
    {
        bool IsByPlayerWill = true;

        GlobalGameState.LeaveGame(IsByPlayerWill);
    }
Esempio n. 24
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    void spawn()
    {
        int             rand  = (int)Random.Range(0, 6);
        GlobalGameState state = GameObject.Find("GlobalState").GetComponent <GlobalGameState>();

        cloneLeft  = null;
        cloneRight = null;

        switch (rand)
        {
        case 0:     //purple
            cloneRight = Instantiate(toClone, spawnRight, Quaternion.identity) as GameObject;
            //cloneLeft.GetComponent<SpriteRenderer>().color = purple;
            cloneRight.GetComponent <SpriteRenderer>().color = purple;

            break;

        case 1:     //yellow
            cloneLeft = Instantiate(toClone, spawnLeft, Quaternion.identity) as GameObject;
            cloneLeft.GetComponent <SpriteRenderer>().color = yellow;
            //cloneRight.GetComponent<SpriteRenderer>().color = yellow;
            break;

        case 2:     //red
            cloneLeft = Instantiate(toClone, spawnLeft, Quaternion.identity) as GameObject;
            cloneLeft.GetComponent <SpriteRenderer>().color = red;
            //cloneRight.GetComponent<SpriteRenderer>().color = red;
            break;

        case 3:     //blue
            cloneLeft = Instantiate(toClone, spawnLeft, Quaternion.identity) as GameObject;
            cloneLeft.GetComponent <SpriteRenderer>().color = blue;
            //cloneRight.GetComponent<SpriteRenderer>().color = blue;
            break;

        case 4:     //green
            cloneRight = Instantiate(toClone, spawnRight, Quaternion.identity) as GameObject;
            //cloneLeft.GetComponent<SpriteRenderer>().color = green;
            cloneRight.GetComponent <SpriteRenderer>().color = green;
            break;

        case 5:     //orange
            cloneRight = Instantiate(toClone, spawnRight, Quaternion.identity) as GameObject;
            //cloneLeft.GetComponent<SpriteRenderer>().color = orange;
            cloneRight.GetComponent <SpriteRenderer>().color = orange;
            break;
        }
        if (cloneLeft != null)
        {
            cloneLeft.AddComponent <waveMove>();
            cloneLeft.GetComponent <waveMove>().right = false;
            cloneLeft.GetComponent <waveMove>().speed = state.getSpeed();
            cloneLeft.transform.Rotate(0, 180, 0);
            cloneLeft.GetComponent <wave>().waveID = rand;
        }
        if (cloneRight != null)
        {
            cloneRight.AddComponent <waveMove>();
            cloneRight.GetComponent <waveMove>().right = true;
            cloneRight.GetComponent <waveMove>().speed = state.getSpeed();
            cloneRight.GetComponent <wave>().waveID    = rand;
        }
    }
Esempio n. 25
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 // ReSharper disable once MemberCanBeMadeStatic.Local
 // @bhaertlein - Methods provided to UnityEngine.Invoke() can not be `static`
 private void TrueDeath()
 {
     GlobalGameState.PlayerDeath();
 }
Esempio n. 26
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 public void Hide()
 {
     gameObject.SetActive(false);
     GlobalGameState.ResumeGame();
 }
Esempio n. 27
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        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (Window.ClientBounds.Width != ScreenWidth || Window.ClientBounds.Height != ScreenHeight)
            {
                ScreenWidth  = Window.ClientBounds.Width; // TODO: ON RESIZE
                ScreenHeight = Window.ClientBounds.Height;
                if (gameState != null)
                {
                    gameState.Resize(ScreenWidth, ScreenHeight);
                }
            }

            MouseControl.Update();
            KeyBindings.Update();
            if (mainMenu != null && _GlobalState == GlobalGameState.MainMenu)
            {
                Menu.Update(null, null, mainMenu);
                mainMenu.Update(Menu);
            }
            if (gameState != null && _GlobalState == GlobalGameState.Game)
            {
                Menu.Update(gameState.UI, gameState, mainMenu);
                gameState.Update(Menu);
            }
            else
            {
                Menu.Update(null, gameState, mainMenu);
            }

            //Window.Title = gameState.watch.Elapsed.ToString() + "|--|" + Convert.ToString(Mouse.GetState().X) + "||" + Convert.ToString(Mouse.GetState().Y) + "|ZOOM|" + gameState.cam.Zoom.ToString() + "|POS|" + gameState.cam.Position.ToString();
            Window.Title = "|--|" + Convert.ToString(Mouse.GetState().X) + "||" + Convert.ToString(Mouse.GetState().Y);

            LoadingBr.UpdateAnims();
            if (IsLoadToGame)
            {
                LoadingIterations++;
                if (LoadingIterations == 60)
                {
                    _GlobalState = GlobalGameState.Game;
                    LoadingBr.ScreenBrUp();
                }
                if (LoadingIterations == 120)
                {
                    IsLoadToGame = false;
                }
            }
            if (IsLoadToMenu)
            {
                LoadingIterations++;
                if (LoadingIterations == 60)
                {
                    _GlobalState = GlobalGameState.MainMenu;
                    mainMenu.ReturnFromGame();
                    gameState = null;
                    LoadingBr.ScreenBrUp();
                }
                if (LoadingIterations == 120)
                {
                    IsLoadToMenu = false;
                }
            }
            base.Update(gameTime);
        }
Esempio n. 28
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    // Update is called once per frame
    void Update()
    {
        GlobalGameState state       = GameObject.Find("GlobalState").GetComponent <GlobalGameState>();
        Color           updateColor = Color.white;

        //keypresses
        if (Input.GetKeyDown("a"))
        {
            lastKey        = "a";
            keysPressed[0] = true;
        }
        else if (Input.GetKeyDown("s"))
        {
            lastKey        = "s";
            keysPressed[1] = true;
        }
        else if (Input.GetKeyDown("d"))
        {
            lastKey        = "d";
            keysPressed[2] = true;
        }
        else if (Input.GetKeyDown("j"))
        {
            lastKey        = "j";
            keysPressed[3] = true;
        }
        else if (Input.GetKeyDown("k"))
        {
            lastKey        = "k";
            keysPressed[4] = true;
        }
        else if (Input.GetKeyDown("l"))
        {
            lastKey        = "l";
            keysPressed[5] = true;
        }
        //key ups
        if (Input.GetKeyUp("a"))
        {
            keysPressed[0] = false;
        }
        else if (Input.GetKeyUp("s"))
        {
            keysPressed[1] = false;
        }
        else if (Input.GetKeyUp("d"))
        {
            keysPressed[2] = false;
        }
        else if (Input.GetKeyUp("j"))
        {
            keysPressed[3] = false;
        }
        else if (Input.GetKeyUp("k"))
        {
            keysPressed[4] = false;
        }
        else if (Input.GetKeyUp("l"))
        {
            keysPressed[5] = false;
        }

        if (!Input.anyKey)
        {
            lastKey = " ";
        }

        updateOpacity(GameObject.Find("lightMain").GetComponent <SpriteRenderer>(), updateColor, false);
        updateOpacity(GameObject.Find("lightRed").GetComponent <SpriteRenderer>(), updateColor, false);
        updateOpacity(GameObject.Find("lightYellow").GetComponent <SpriteRenderer>(), updateColor, false);
        updateOpacity(GameObject.Find("lightBlue").GetComponent <SpriteRenderer>(), updateColor, false);
        updateOpacity(GameObject.Find("lightGreen").GetComponent <SpriteRenderer>(), updateColor, false);
        updateOpacity(GameObject.Find("lightOrange").GetComponent <SpriteRenderer>(), updateColor, false);
        updateOpacity(GameObject.Find("lightPurple").GetComponent <SpriteRenderer>(), updateColor, false);

        switch (lastKey)
        {
        case "a":
            if (keysPressed[0] == true)
            {
                updateColor = red;
                updateOpacity(GameObject.Find("lightRed").GetComponent <SpriteRenderer>(), updateColor, true);
                updateOpacity(GameObject.Find("lightMain").GetComponent <SpriteRenderer>(), redS, true);
                state.colorId = 2;
            }
            break;

        case "s":
            if (keysPressed[1] == true)
            {
                updateColor = yellow;
                updateOpacity(GameObject.Find("lightYellow").GetComponent <SpriteRenderer>(), updateColor, true);
                updateOpacity(GameObject.Find("lightMain").GetComponent <SpriteRenderer>(), yellowS, true);
                state.colorId = 1;
            }
            break;

        case "d":
            if (keysPressed[2] == true)
            {
                updateColor = blue;
                updateOpacity(GameObject.Find("lightBlue").GetComponent <SpriteRenderer>(), updateColor, true);
                updateOpacity(GameObject.Find("lightMain").GetComponent <SpriteRenderer>(), blueS, true);
                state.colorId = 3;
            }
            break;

        case "j":
            if (keysPressed[3] == true)
            {
                updateColor = green;
                updateOpacity(GameObject.Find("lightGreen").GetComponent <SpriteRenderer>(), updateColor, true);
                updateOpacity(GameObject.Find("lightMain").GetComponent <SpriteRenderer>(), greenS, true);
                state.colorId = 4;
            }
            break;

        case "k":
            if (keysPressed[4] == true)
            {
                updateColor = orange;
                updateOpacity(GameObject.Find("lightOrange").GetComponent <SpriteRenderer>(), updateColor, true);
                updateOpacity(GameObject.Find("lightMain").GetComponent <SpriteRenderer>(), orangeS, true);
                state.colorId = 5;
            }
            break;

        case "l":
            if (keysPressed[5] == true)
            {
                updateColor = purple;
                updateOpacity(GameObject.Find("lightPurple").GetComponent <SpriteRenderer>(), updateColor, true);
                updateOpacity(GameObject.Find("lightMain").GetComponent <SpriteRenderer>(), purpleS, true);
                state.colorId = 0;
            }
            break;

        case " ":
            state.colorId = 6;
            break;
        }
    }
Esempio n. 29
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 public void LeaveRoom()
 {
     GlobalGameState.LeaveRoom();
 }
Esempio n. 30
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 private void RestartGame()
 {
     ApplicationState.Ending = 0;
     _endingActive           = false;
     GlobalGameState.RestartGame();
 }