// Called when the object is initialized void Awake() { // if it doesn't exist if (instance == null) { // Set the instance to the current object (this) instance = this; this.weightPerOx = 20; this.weightPerPerson = 2; this.foodWeight = 0.6; this.foodPerPerson = 2; this.gameSpeed = 2; this.dayPerSecond = 0.016; this.distanceToGoal = 1000; this.incidentProbability = 0.15; this.nextIncidentCheck = 0; IncidentManager.setNextIncidentCheck(); } // There can only be a single instance of the game manager else if (instance != this) { // Destroy the current object, so there is just one manager Destroy(gameObject); } // Don't destroy this object when loading scenes DontDestroyOnLoad(gameObject); }
public void NextTurn() { //PlayerPrefs.DeleteAll(); AudioManager.Instance.PlayNextTurn(); Turn++; _incidentManager.NextTurnButton.SetActive(false); _incidentManager.EndTurnSatisfactionObject.SetActive(false); GameObject.Find("OfficerManager").GetComponent <OfficerController>().EndTurn(); TurnsText.text = Turn.ToString(); if (_incidentManager == null) { _incidentManager = this.GetComponent <IncidentManager>(); } _incidentManager.UpdateIncidents(); //update at the end to give the player a chance to get citizen happiness over 20% _incidentManager.EndTurn(); //decide which incident to show this turn _incidentManager.IsIncidentWaitingToShow(Turn); //not using the bool callback to populate the next incident list //_incidentManager.CreateNewIncident(turn); _incidentManager.ShowIncident(Turn); NextState(); }
void Update() { // Try to generate an incident if (Time.time >= this.nextIncidentCheck) { Debug.Log("Checking incident..."); IncidentManager.incidentCheck(); } }
void Awake() { SetLocalizedText(); _incidentManager = GetComponent <IncidentManager>(); _tutorialState = TutorialStates.Start; NextState(); }
void Start() { NextTurnButton.SetActive(false); EndTurnSatisfaction.SetActive(false); GameOver.gameObject.SetActive(false); settingsScreen.SetActive(false); FeedbackObject.gameObject.SetActive(false); startScreen.SetActive(true); _incidentManager = this.GetComponent <IncidentManager>(); }
public override int Delete(CMUser obj) { IncidentManager incidentManager = new IncidentManager(); var incidentList = incidentManager.ListQueryable().Where(x => x.OwnerId == obj.Id); foreach (var item in incidentList) { incidentManager.Delete(item); } return(base.Delete(obj)); }
private void CreateElement(IncidentHistoryElement element, float offset, bool isCurrent = true) { var go = Instantiate(IncidentHistoryElement); var setup = go.GetComponent <IncidentHistoryUISetup>(); var rectTransform = go.GetComponent <RectTransform>(); go.transform.SetParent(this.transform); rectTransform.anchorMin = Vector2.zero; rectTransform.anchorMax = Vector2.one; rectTransform.offsetMin = Vector2.zero; rectTransform.offsetMax = Vector2.zero; rectTransform.localScale = Vector3.one; var sprite = setup.Icon.sprite; if (!isCurrent) { setup.Icon.gameObject.SetActive(true); switch (element.PlayerDecision) { case global::IncidentHistoryElement.Decision.Ignore: sprite = WaitSprite; break; case global::IncidentHistoryElement.Decision.Citizen: sprite = CitizenSprite; break; case global::IncidentHistoryElement.Decision.Officer: sprite = OfficerSprite; break; } } else { setup.Icon.gameObject.SetActive(false); setup.DropDownImage.localRotation = Quaternion.Euler(0f, 0f, 270f); } if (_incidentManager == null) { _incidentManager = GameObject.Find("TurnManager").GetComponent <IncidentManager>(); } setup.Setup(element.Type, element.Description, sprite, _totalElements, _incidentManager.GetSeverityColor(element.Severity)); setup.Header.anchoredPosition3D = new Vector3(0f, offset, 0f); _setupObjects.Add(setup); _offset -= setup.Header.rect.height; }
public IEnumerator ShowFeedback(int rating, int severity, Transform buttonPressed) { if (rating != -1) { // if rating == -1 then either the rating has not been set or this button should not have been possible to press var activeObject = Instantiate(GetActiveObject(rating)); activeObject.transform.SetParent(this.transform); var rect = activeObject.GetComponent <RectTransform>(); rect.offsetMin = Vector2.zero; rect.offsetMax = Vector2.zero; rect.localScale = Vector3.one; activeObject.SetActive(true); // Set position to the top of the button pressed transform.position = buttonPressed.position; // Animate the object _animation.Play(); yield return(new WaitForSeconds(_animation.clip.length)); // Fade out the feedback objects var ratingObjects = activeObject.GetComponentsInChildren <Transform>(); if (!_satisfactionDisplays) { _satisfactionDisplays = GameObject.Find("SatisfactionBar").GetComponent <SatisfactionDisplays>(); } if (!_incidentManager) { _incidentManager = GameObject.Find("TurnManager").GetComponent <IncidentManager>(); } float ratingImpact = (rating - 3) * severity; ratingImpact = ratingImpact > 0 ? ratingImpact * 0.2f : ratingImpact; _incidentManager.AddHappiness(ratingImpact); foreach (var feedbackTransform in ratingObjects) { feedbackTransform.SetParent(GameObject.Find("GameCanvas").transform); StartCoroutine(_satisfactionDisplays.TransitionTo(feedbackTransform, 0.5f, _incidentManager.GetActualHappiness())); // -3 as 3 indicates a neutral choice, so no change } } else { // This object would normally be set active before it is used, so lets force it to be inactive this.gameObject.SetActive(false); } }
void Start() { _citizenHelpButton = ButtonPanel.Find("CitizenHelpButton").gameObject; _sendOfficerButton = ButtonPanel.Find("SendOfficersButton").gameObject; _waitButton = ButtonPanel.Find("WaitButton").gameObject; _caseClosedButton = ButtonPanel.Find("CaseClosedButton").gameObject; _buttonFeedback = ButtonPanel.Find("FeedbackPanel").GetComponent <ButtonFeedback>(); _buttonFeedback.gameObject.SetActive(false); _buttonFade = ButtonPanel.Find("ButtonFade").gameObject; _buttonFade.SetActive(false); DisableButtons(); _incidentManager = GameObject.Find("TurnManager").GetComponent <IncidentManager>(); }
public void Setup(string id, State zState = State.New, int zSeverity = 1) { if (_incidentManager == null) { _incidentManager = GameObject.Find("TurnManager").GetComponent <IncidentManager>(); } //set up the case to show the relevant info caseNumber = id; m_state = zState; severityNumber = zSeverity; CaseImage.color = m_state == State.New ? _incidentManager.GetSeverityColor(0) : _incidentManager.GetSeverityColor(severityNumber); highlightObject.SetActive(false); }
public void NextTurn() { //PlayerPrefs.DeleteAll(); AudioManager.Instance.PlayNextTurn(); turn++; NextTurnButton.SetActive(false); EndTurnSatisfaction.SetActive(false); GameObject.Find("OfficerManager").GetComponent <OfficerController>().EndTurn(); turnsText.text = turn.ToString(); if (_incidentManager == null) { _incidentManager = this.GetComponent <IncidentManager>(); } _incidentManager.UpdateIncidents(); //m_IncidentManager.CheckExpiredIncidents(turn); if (_incidentManager.IsGameOver()) { //GAME OVER GameOver.gameObject.SetActive(true); GameOver.ShowGameOver(turn - 1, _incidentManager.GetTotalCasesClosed(), _incidentManager.GetTotalCasesClosedWell()); } else { //update at the end to give the player a chance to get citizen happiness over 20% _incidentManager.EndTurn(); //decide which incident to show this turn _incidentManager.IsIncidentWaitingToShow(turn); //not using the bool callback to populate the next incident list //_incidentManager.CreateNewIncident(turn); _incidentManager.AddNewIncidents(turn); #if SELECT_INCIDENTS GameObject.Find("IncidentDialog").GetComponent <DialogBox>().DeactivateAll(); #else _incidentManager.ShowIncident(turn); #endif } }
public IncidentController(ILogger <IncidentController> logger, IncidentManager incidentManager, DogManager dogManager) { _logger = logger; _incidentManager = incidentManager; _dogManager = dogManager; }
public IncidentController() : base() { IncidentManager = new IncidentManager(); }
public WeightApiController() { IncidentManager = new IncidentManager(); SensorManager = new SensorManager(); ShiftManager = new ShiftManager(); }
void Start() { _incidentManager = GameObject.Find("TurnManager").GetComponent <IncidentManager>(); _turnManager = _incidentManager.gameObject.GetComponent <TurnManager>(); _officerController = GameObject.Find("OfficerManager").GetComponent <OfficerController>(); }