Inheritance: MonoBehaviour
Esempio n. 1
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    public static Level LoadLevel(string name, bool isUserPath)
    {
        string directory = Application.streamingAssetsPath;

        if (isUserPath)
        {
            directory += "/User";
        }
        directory += levelFilesPath;

        LevelReader reader = new LevelReader(directory + name + levelFilesEnding);
        Level       level;

        if (!File.Exists(directory + name + levelFilesEnding))
        {
            return(null);
        }
        try {
            level = reader.readLevel();
        } catch (Exception ex) {
            Debug.LogError(ex.ToString());
            return(null);
        }
        return(level);
    }
Esempio n. 2
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    public void SetGameInfo()
    {
        int difficulties = GetInstance()._gi._numDifficulties;

        GetInstance()._maxDifficulty = difficulties;

        _levelsInDifficulty = new int[GetInstance()._maxDifficulty];

        for (int i = 0; i < _levelsInDifficulty.Length; i++)
        {
            LevelReader temp = new LevelReader(i);
            _levelsInDifficulty[i] = temp.GetNumLevels();
        }

        if (SceneManager.GetActiveScene().buildIndex == 2)
        {
            GetInstance().difficulty = Random.Range(0, _maxDifficulty);
            LevelReader temp = new LevelReader(GetInstance().difficulty);
            GetInstance().level = Random.Range(1, temp.GetNumLevels() + 1);
        }

        if (SceneManager.GetActiveScene().buildIndex == 1)
        {
            GetInstance().difficulty = Random.Range(0, _maxDifficulty);
        }
    }
Esempio n. 3
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 void Start()
 {
     if (LevelReader.GetCurrentLevelNum() != 0)
     {
         Destroy(gameObject);
     }
 }
Esempio n. 4
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    // Use this for initialization
    void Start()
    {
        Level level = LevelReader.LoadLevel(Application.dataPath + "/Levels/" + levelName + ".lvl", materials);

        float centerX = -((level.GetWidth() * TILE_SIZE_SCALED) / 2f);
        float centerY = (level.GetHeight() * TILE_SIZE_SCALED) / 2f;

        Vector3 levelScale = new Vector3(level.GetWidth() * TILE_SIZE, TILE_SIZE, level.GetHeight() * TILE_SIZE);

        ceiling.transform.localScale = levelScale;
        floor.transform.localScale   = levelScale;

        Instantiate(ceiling, new Vector3(centerX, ceiling.transform.position.y, centerY), ceiling.transform.rotation);
        Instantiate(floor, new Vector3(centerX, floor.transform.position.y, centerY), floor.transform.rotation);

        for (int x = 0; x < level.GetWidth(); x++)
        {
            for (int y = 0; y < level.GetHeight(); y++)
            {
                switch (level.GetSpaceType(x, y))
                {
                case Level.SpaceType.Floor:
                    GenerateWalls(level, x, y);
                    break;

                case Level.SpaceType.Door:
                    GenerateDoor(level, x, y);
                    break;
                }
            }
        }
    }
Esempio n. 5
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 public void restartGame()
 {
     //reset level data
     levelNumber = 0;
     LevelReader.LoadLevel(levelNumber);
     SceneManager.LoadScene(0);
 }
        private void mnuLevelFolderImport_Click(object sender, EventArgs e)
        {
            OpenFileDialog dialog = new OpenFileDialog();

            dialog.Title  = "Import level";
            dialog.Filter = "Peggle Level Files (*.dat)|*.dat";
            if (dialog.ShowDialog() == DialogResult.OK)
            {
                LevelReader lreader = new LevelReader(dialog.FileName);
                Level       level   = lreader.Read();

                lreader.Dispose();

                if (level != null)
                {
                    LevelInfo info = LevelInfo.DefaultInfo;
                    info.Filename = Path.GetFileNameWithoutExtension(dialog.FileName).ToLower();
                    info.Name     = Path.GetFileNameWithoutExtension(dialog.FileName);
                    level.Info    = info;

                    level.Background = OpenBackground(dialog.FileName);

                    mPack.Levels.Add(level);

                    LevelFolderNode.Nodes.Add(GetLevelNode(level));
                }
                else
                {
                    MessageBox.Show("This level could not be opened by " + Program.AppTitle + ".", "Import Level", MessageBoxButtons.OK, MessageBoxIcon.Error);
                }
            }
        }
Esempio n. 7
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        public bool Open(string path)
        {
            bool successful = false;

            try {
                string pakFilename = Path.GetFileNameWithoutExtension(path);

                PakCollection pakFile = new PakCollection();
                pakFile.Open(path);

                PakRecord cfgRecord = GetCFGRecord(pakFilename, pakFile);
                if (cfgRecord == null)
                {
                    throw new InvalidDataException("Unable to find a cfg file in the level pack.");
                }

                ParseCFG(UTF8Encoding.ASCII.GetString(cfgRecord.Buffer));

                //Load levels
                foreach (LevelInfo linfo in mLevelInfos)
                {
                    byte[] buffer = pakFile.GetRecord("levels\\" + linfo.Filename + ".dat").Buffer;

                    LevelReader levelReader = new LevelReader(buffer);
                    Level       level       = levelReader.Read();
                    levelReader.Dispose();

                    if (level == null)
                    {
                        MessageBox.Show("Unable to open " + linfo.Name, "Open Level Pack", MessageBoxButtons.OK, MessageBoxIcon.Error);
                        continue;
                    }

                    mLevels.Add(level);
                    level.Info       = linfo;
                    level.Background = GetBackground(pakFile, linfo.Filename);
                }

                //Load any images
                foreach (PakRecord record in pakFile)
                {
                    if (record.FileName.StartsWith("levels\\"))
                    {
                        continue;
                    }

                    if (Path.GetExtension(record.FileName) == ".png")
                    {
                        mImages.Add(record.FileName, GetImageFromBuffer(record.Buffer));
                    }
                }

                successful = true;
            } catch (Exception ex) {
                MessageBox.Show(ex.Message, "Open Level Pack", MessageBoxButtons.OK, MessageBoxIcon.Error);
            }

            return(successful);
        }
Esempio n. 8
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    private void SetupLevel(int levelNumber)
    {
        currentLevel = LevelReader.ReadLevelFromFile(levelNumber);

        SetupBoard();
        SetupRoute();
        SetupDecorations();
        SetupVan();
    }
Esempio n. 9
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        public GameController()
        {
            _outputView = new OutputView();
            _inputView  = new InputView();
            LevelReader p = new LevelReader();

            _maze = p.ReadFile(AskLevel());
            _outputView.PrintMaze(_maze.FirstTile);
            GameCycle();
        }
Esempio n. 10
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    void Awake()
    {
        //singleton design pattern
        if(instance == null)
            instance = this;
        else if(instance != this)
            Destroy (gameObject);

        //since player inventory should persist over scenes, this object should not be destroyed on load
        DontDestroyOnLoad(gameObject);
    }
Esempio n. 11
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        public void TestLoadingLevel()
        {
            // Arrange
            string fileName = "TestLevel.txt";

            // Act
            var result = LevelReader.LoadLevel(fileName);

            // Assert
            Assert.IsInstanceOfType(result, typeof(char[, ]));
        }
Esempio n. 12
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    public void tryAgain()
    {
        winScreen.SetActive(false);
        loseScreen.SetActive(false);
        toTown.gameObject.SetActive(false);
        nextLvl.gameObject.SetActive(false);
        retry.gameObject.SetActive(false);
        Debug.Log("again");

        LevelReader.LoadLevel(levelNumber);
    }
Esempio n. 13
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 private void SetupLevel(int levelNumber)
 {
     currentLevel = LevelReader.ReadLevelFromFile(levelNumber);
     SetupBoard();
     roadDrawer.SetupOrigin(currentLevel.origin);
     GameObject[] roadObjects = roadDrawer.SetupRoadSegments(currentLevel.path);
     roadDrawer.SetupDestinations(currentLevel.destinationCoords);
     foreach (GameObject roadObject in roadObjects)
     {
         roadObject.isStatic = true;
         roadObject.transform.SetParent(boardHolder);
     }
 }
Esempio n. 14
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    public void nextLevel()
    {
        winScreen.SetActive(false);
        loseScreen.SetActive(false);
        toTown.gameObject.SetActive(false);
        nextLvl.gameObject.SetActive(false);
        retry.gameObject.SetActive(false);
        Debug.Log("nL");

        //update level data here
        levelNumber++;
        LevelReader.LoadLevel(levelNumber);
    }
        public override void LoadContent()
        {
            _missileTexture   = LoadTexture(MissileTexture);
            _exhaustTexture   = LoadTexture(ExhaustTexture);
            _bulletTexture    = LoadTexture(BulletTexture);
            _explosionTexture = LoadTexture(ExplosionTexture);
            _chopperTexture   = LoadTexture(ChopperTexture);

            _playerSprite       = new PlayerSprite(LoadTexture(PlayerFighter));
            _livesText          = new LivesText(LoadFont(TextFont));
            _livesText.NbLives  = StartingPlayerLives;
            _livesText.Position = new Vector2(10.0f, 690.0f);
            AddGameObject(_livesText);

            _levelStartEndText = new GameOverText(LoadFont(GameOverFont));

            var background = new TerrainBackground(LoadTexture(BackgroundTexture), SCOLLING_SPEED);

            background.zIndex = -100;
            AddGameObject(background);

            // load sound effects and register in the sound manager
            var bulletSound  = LoadSound(BulletSound);
            var missileSound = LoadSound(MissileSound);

            _soundManager.RegisterSound(new GameplayEvents.PlayerShootsBullets(), bulletSound);
            _soundManager.RegisterSound(new GameplayEvents.PlayerShootsMissile(), missileSound, 0.4f, -0.2f, 0.0f);

            // load soundtracks into sound manager
            var track1 = LoadSound(Soundtrack1).CreateInstance();
            var track2 = LoadSound(Soundtrack2).CreateInstance();

            _soundManager.SetSoundtrack(new List <SoundEffectInstance>()
            {
                track1, track2
            });

            _chopperGenerator = new ChopperGenerator(_chopperTexture, AddChopper);

            var levelReader = new LevelReader(_viewportWidth);

            _level = new Level(levelReader);

            _level.OnGenerateEnemies += _level_OnGenerateEnemies;
            _level.OnGenerateTurret  += _level_OnGenerateTurret;
            _level.OnLevelStart      += _level_OnLevelStart;
            _level.OnLevelEnd        += _level_OnLevelEnd;
            _level.OnLevelNoRowEvent += _level_OnLevelNoRowEvent;

            ResetGame();
        }
Esempio n. 16
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    /// <summary>
    /// Sets all the necessary Game information. If no values were assigned previously,
    /// generates some random values.
    ///
    /// If DebugMode is true, changes nothing.
    /// </summary>
    public void SetGameInfo()
    {
        // Check if maximum difficulty configurated in JSON is the same as the number of files in /StreamingAssets/Levels
        if (GetInstance()._gi._numDifficulties == GetInstance()._gc._maxDifficulty)
        {
            // Get how many difficulties are
            int difficulties = GetInstance()._gi._numDifficulties;

            // Establishes maximum difficulty for random generated level
            GetInstance()._maxDifficulty = difficulties;

            // Gets how many levels per difficulty are
            GetInstance()._levelsInDifficulty = new int[GetInstance()._maxDifficulty];

            for (int i = 0; i < _levelsInDifficulty.Length; i++)
            {
                LevelReader temp = new LevelReader(i);
                GetInstance()._levelsInDifficulty[i] = temp.GetNumLevels();
            }

            // If the actual scene is Game scene generate random ones
            if (SceneManager.GetActiveScene().buildIndex == 2)
            {
                // Check debugmode
                if (!_debugging)
                {
                    GetInstance()._difficulty = Random.Range(0, _maxDifficulty);
                    LevelReader temp = new LevelReader(GetInstance()._difficulty);
                    GetInstance()._level = Random.Range(1, temp.GetNumLevels() + 1);
                }
            }

            // If the actual scene is LevelSelection, generate random difficulty
            if (SceneManager.GetActiveScene().buildIndex == 1)
            {
                // Check debugmode
                if (!_debugging)
                {
                    GetInstance()._difficulty = Random.Range(0, _maxDifficulty);
                }
            }
        }
        else
        {
            Debug.LogError("Difficulties not match, check maxDifficulty in " +
                           "game_config or check number of files in Levels folder.");
        }
    }
Esempio n. 17
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        public Game(string levelName, int scale)
        {
            var reader = new LevelReader();

            level = reader.ReadLevel(levelName);
            var hardCords = reader.FindSphere(levelName);

            sphere     = new Point(FormConst.ObjectSize * scale * hardCords.X, FormConst.ObjectSize * scale * hardCords.Y);
            this.scale = scale;
            UpdateAirMap();
            width  = FormConst.ObjectSize * scale * level.GetLength(1);
            height = FormConst.ObjectSize * scale * level.GetLength(0);
            InitializeComponent();
            InitLayout();
            Invalidate();
        }
Esempio n. 18
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    void Update()
    {
        length    = LevelReader.GetCurrentLevel().spawns.Count; //get length of current spawn list
        lastSpawn = LevelReader.GetCurrentLevel().spawns[length - 1].time;

        if (lastSpawn <= Time.timeSinceLevelLoad)   //after final spawn time has passed

        {
            if (afterTime == true)
            {
                EventManager.StartListening(ParameterizedGameEvent.unitDead, checkForUnits);
                afterTime = false;
                Debug.Log("last spawn has happened");
                Debug.Log("listening fo unitDead");
            }
        }
    }
Esempio n. 19
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    protected void Start()
    {
        LevelSquares = Factory.SpawnLevel(LevelReader.ReadLevel(LevelFile));
        var inv = new Inventory();

        inv.Squares[SquareType.Purple] = 50;
        inv.Squares[SquareType.Blue]   = 20;
        inv.Squares[SquareType.Yellow] = 10;
        inv.Squares[SquareType.Red]    = 10;
        var build = new Build();

        build.Squares[Vector3.zero] = SquareType.White;
        Game.Players.Add(
            Factory.SpawnPlayer(
                build,
                inv,
                SpawnLocation));
    }
Esempio n. 20
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        public void CreatLevel()
        {
            string[] data  = LevelReader.GetInputData();
            Level    level = LevelBinder.CreateLevel(data);

            if (LevelValidator.IsValid(level))
            {
                LevelsInfo.Add(level);
                LevelSaver.Save(level, pathToFile);

                Console.WriteLine("Level created and saved.."); // remove CW from BL
                Thread.Sleep(3000);
            }
            else
            {
                Console.WriteLine("level info is wrong");// remove CW from BL
            }
        }
Esempio n. 21
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    private void OnGUIGenerate()
    {
        EditorGUILayout.Space();
        EditorGUILayout.LabelField("GENERATE", EditorStyles.boldLabel);
        seed             = EditorGUILayout.IntField(new GUIContent("Seed", seedDesc), seed);
        lstmSettingsFile = EditorGUILayout.ObjectField(new GUIContent("LSTM settings file", lstmSettingsFileDesc), lstmSettingsFile, typeof(Object), true);
        tileContainer    = (TileContainer)EditorGUILayout.ObjectField(new GUIContent("Tile container prefab", tileContainerDesc), tileContainer, typeof(TileContainer), true);

        seed = Mathf.Clamp(seed, 1, 25);

        if (tileContainer != null)
        {
            EditorGUILayout.Space();
            EditorGUILayout.LabelField("Tile probability coefficient", EditorStyles.miniLabel);
            for (int i = 0; i < tileContainer.tileTag.Count; i++)
            {
                tilesSlider[i] = EditorGUILayout.Slider(new GUIContent(tileContainer.tileTag[i]), tilesSlider[i], -20f, 20f);
            }
        }

        GUI.enabled = lstmSettingsFile != null && tileContainer != null;
        if (GUILayout.Button("GENERATE"))
        {
            string generateParameters = lstmSettingsFile.name + '\n';
            generateParameters += seed.ToString() + '\n';
            generateParameters += tileContainer.tileTag.Count.ToString() + "\n";
            for (int i = 0; i < tileContainer.tileTag.Count; i++)
            {
                generateParameters += tilesSlider[i].ToString() + "\n";
            }

            File.WriteAllText("Assets/LevelGenerator/Files/NetworkFiles/GenerateFile.txt", generateParameters);

            ProcessStartInfo startInfo = new ProcessStartInfo();
            startInfo.WorkingDirectory = Directory.GetCurrentDirectory() + @"\Assets\LevelGenerator\LSTM\";
            startInfo.FileName         = "Generating.exe";

            Process.Start(startInfo).WaitForExit();

            LevelReader.ReadLevelFromFile("Assets/LevelGenerator/Files/NetworkFiles/OutputFile.txt", tileContainer);
            EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
        }
        GUI.enabled = true;
    }
Esempio n. 22
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        private bool LoadLevels(out string argErrorMessage)
        {
            bool blnResult = false;

            argErrorMessage = String.Empty;
            try
            {
                LevelReader objLevelReader = new LevelReader();
                for (int intIndex = 0; intIndex < objLevelReader.Count; intIndex++)
                {
                    this.cboLevel.Items.Add(objLevelReader[intIndex]);
                }
                blnResult = true;
            }
            catch (Exception ex)
            {
                argErrorMessage = ex.Message;
            }
            return(blnResult);
        }
Esempio n. 23
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    /// <summary>
    /// Inits each variable once, at the beginning of the game.
    /// Loads the last state of the game, for keeping the player progress.
    /// </summary>
    private void Init()
    {
        // Add the AdsManager Component to the object
        _adsManager = gameObject.AddComponent(typeof(AdsManager)) as AdsManager;

        _categoryLevels   = new Dictionary <LEVEL_CATEGORY, List <Level> >();
        _categoryMaxLevel = new Dictionary <LEVEL_CATEGORY, LevelTuple>();

        for (int i = 1; i <= NUM_CATEGORIES; i++)
        {
            LevelTuple lt = new LevelTuple();
            lt.currentLevel = 0;
            lt.maxLevel     = 0;
            _categoryMaxLevel.Add((LEVEL_CATEGORY)i, lt);
        }
        _levelReader = new LevelReader();

        _coins  = 0;
        _medals = 0;
        Serializer.Load();
    }
Esempio n. 24
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        public void OpenNewPackWithLevelImport(string path)
        {
            LevelReader reader = new LevelReader(path);
            Level       level  = reader.Read();

            reader.Dispose();

            NewPack();
            if (level != null)
            {
                LevelInfo info = LevelInfo.DefaultInfo;
                info.Name  = Path.GetFileNameWithoutExtension(path);
                level.Info = info;

                mPack.Levels.Clear();
                mPack.Levels.Add(level);
                OpenLevel(level);
            }

            UpdatePackExplorerView();
        }
Esempio n. 25
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    //Dictionary<int, Sprite> levels = new Dictionary<int, Sprite>();
    // Start is called before the first frame update
    void Start()
    {
        testMap = PlayerPrefs.GetInt("isTestMode") == 1 ? true : false;


        levelReader = GetComponent <LevelReader>();
        levels      = Resources.LoadAll <Sprite>("levels") as Sprite[];

        if (testMap)
        {
            levelReader.GetMap(PlayerPrefs.GetString("lastModifiedMap"));
        }
        else if (!freeMode)
        {
            actualLevel = 1;
        }
        else
        {
            startLevel = actualLevel;
            LoadLevel(actualLevel - 1);
        }
    }
Esempio n. 26
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    // Start is called before the first frame update
    void Start()
    {
        this.levelReader = new LevelReader();

        // Read JSON + Store level data
        if (PlayerPrefs.GetString("Path") == null)
        {
            Debug.LogError("No level file found");
            return;
        }
        if (!ReadLevel(PlayerPrefs.GetString("Path")))
        {
            return;
        }

        // Set InputQueueObject
        this.inputQueue = GameObject.Find("InputQueue").GetComponent <InputQueue>();
        this.inputQueue.Fill(this.levelReader.input);

        // Set InstructionSheetObject
        GameObject instructionSheet = GameObject.Find("InstructionSheet");

        instructionSheet.GetComponent <InstructionController>().SetTitle(this.levelReader.title);
        instructionSheet.GetComponent <InstructionController>().SetInstructions(this.levelReader.instructions);

        // Set OutputQueueObject
        this.outputQueue = GameObject.Find("OutputQueue").GetComponent <OutputQueue>();
        this.outputQueue.Init(this.levelReader.input);

        // Set CommandListObject
        this.commandList = GameObject.Find("CommandList").GetComponent <CommandList>();
        this.commandList.Fill(this.levelReader.commands);

        // Set CommandQueueObject
        this.commandQueue = GameObject.Find("CommandQueue").GetComponent <CommandQueue>();
        this.commandQueue.Init();

        this.player = GameObject.Find("Player").GetComponent <PlayerController>();
    }
Esempio n. 27
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    // Start is called before the first frame update
    void Start()
    {
        if (!startLevelSet)
        {
            LevelReader.LoadLevel(startLevel);
            levelNumber   = startLevel;
            startLevelSet = true;
        }

        nightTime.SetActive(true);
        dayTime.SetActive(false);

        //screens
        winScreen.SetActive(false);
        loseScreen.SetActive(false);

        //buttons
        toTown.gameObject.SetActive(false);
        nextLvl.gameObject.SetActive(false);
        retry.gameObject.SetActive(false);
        resetButton.SetActive(false);
    }
Esempio n. 28
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    public void Start()
    {
        GameManager.GetInstance().SetCanvas(cnv);
        GameManager.GetInstance().CreateTextLevelSelectionMenu();

        int diff;

        // Obtener los datos necesarios para la instancia de botones
        diff = GameManager.GetInstance().getDifficulty();

        completedLevels = GameManager.GetInstance().getCompletedLevelsInDifficulty(diff);

        lr = new LevelReader(diff);

        int rawsNumber = lr.GetNumLevels() / numButtons;

        float origHeight = buttonZone.rect.height;

        float newHeight = (raws.rect.height * rawsNumber) + ((spacingRaws + topLimit + bottomLimit) * rawsNumber);

        buttonZone.sizeDelta = new Vector2(buttonZone.rect.width, newHeight);

        float posY = buttonZone.position.y;

        float testing = (posY * newHeight) / origHeight;

        newHeight  = (newHeight / GameManager.GetInstance().GetScaling().UnityUds()) / 2;
        origHeight = (origHeight / GameManager.GetInstance().GetScaling().UnityUds()) / 2;

        buttonZone.SetPositionAndRotation(new Vector3(buttonZone.position.x, (posY + (origHeight - newHeight))), buttonZone.rotation);

        // Instanciar líneas
        InstantiateRaws(rawsNumber);

        raws.transform.parent = null;

        raws.gameObject.SetActive(false);
    }
Esempio n. 29
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    LevelReader _lr;                        // Access to the LevelReader to keep the difficulty information

    /// <summary>
    /// Sets and instantiate all the variables
    /// </summary>
    public void Start()
    {
        GameManager.GetInstance().SetCanvas(_cnv);
        GameManager.GetInstance().CreateTextLevelSelectionMenu();

        int diff;

        // Gets the necesary information for instantiate buttons
        diff = GameManager.GetInstance().getDifficulty();

        // Gets the player's completed levels in this difficulty
        _completedLevels = GameManager.GetInstance().getCompletedLevelsInDifficulty(diff);

        // Instantiate values
        _lr = new LevelReader(diff);

        int rawsNumber = _lr.GetNumLevels() / _numButtons;

        float origHeight = _buttonZone.rect.height;

        float newHeight = (_raws.rect.height * rawsNumber) + ((_spacingRaws + _topLimit + _bottomLimit) * rawsNumber);

        _buttonZone.sizeDelta = new Vector2(_buttonZone.rect.width, newHeight);

        float posY = _buttonZone.position.y;

        float testing = (posY * newHeight) / origHeight;

        newHeight  = (newHeight / GameManager.GetInstance().GetScaling().UnityUds()) / 2;
        origHeight = (origHeight / GameManager.GetInstance().GetScaling().UnityUds()) / 2;

        // Sets the position and rotation to the button zone
        _buttonZone.SetPositionAndRotation(new Vector3(_buttonZone.position.x, (posY + (origHeight - newHeight))), _buttonZone.rotation);

        // Instantiate raws
        InstantiateRaws(rawsNumber);
    }
Esempio n. 30
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        private void AddLevel(string name, string displayname, int acescore)
        {
            PakRecord record = mPakCollection.GetRecord("levels\\" + name + ".dat");

            LevelReader reader = new LevelReader(record.Buffer);
            Level       level  = reader.Read();

            reader.Dispose();

            if (level == null)
            {
                throw new Exception("Unable to read " + name);
            }

            LevelInfo info = new LevelInfo(name, displayname, acescore, -3);

            level.Info = info;

            Image bgImage = GetBackground(name);

            level.Background = bgImage;

            mPack.Levels.Add(level);
        }
Esempio n. 31
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 public void Reset()
 {
     reader = new LevelReader();
 }
Esempio n. 32
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 public void Reset()
 {
     reader = new LevelReader();
 }