// Use this for initialization void Start() { player = GameObject.FindObjectOfType<Player>(); canvas = GetComponent<Canvas>(); canvas.enabled = false; state = GameObject.FindObjectOfType<LevelState>(); }
public MetaLevel(String title, String id, String thumbnail) { this.title = title; this.thumbnailResource = thumbnail; this.state = LevelState.LOCKED; this.id = id; }
public static void addState(LevelState aState) { if (levelStates == null) levelStates = new List<LevelState>(); levelStates.Add(aState); }
// Use this for initialization void Start() { Cardboard.SDK.OnTrigger += PullTrigger; head = GameObject.FindObjectOfType<CardboardHead>(); rb = GetComponent<Rigidbody>(); state = GameObject.FindObjectOfType<LevelState>(); }
public void Update(LevelState state) { if (!init) { foreach (var faction in state.Factions) { //Points.Add(faction.SlotIndex, faction.Points); //if (OnNewEvent != null) // OnNewEvent(new FactionPointsEntry() { // Round = state.Round, // SlotIndex = faction.SlotIndex, // Points = faction.Points // }); } init = true; } foreach (var faction in state.Factions) { //if (Points[faction.SlotIndex] != faction.Points) //{ // Points[faction.SlotIndex] = faction.Points; // if (OnNewEvent != null) // OnNewEvent(new FactionPointsEntry() // { // Round = state.Round, // SlotIndex = faction.SlotIndex, // Points = faction.Points // }); //} } }
public Level() { Waves = new List<Wave>(); _currentState = LevelState.BEGIN; _currentTime = TimeSpan.Zero; _currentWave = 0; ////Debug.WriteLine("LEVEL: Begin Wave"); }
public Level(int index, string name, int checkpoints, LevelState state,Vector3 position) { this.mLevelIndex = index; this.mLevelName = name; this.mCheckPoint = checkpoints; this.mState = state; this.mPlayerPosition = position; }
public Level(int index, string name,int checkpoints) { this.mLevelIndex = index; this.mLevelName = name; this.mCheckPoint = checkpoints; this.mState = LevelState.UNLOADED; this.mPlayerPosition = Vector3.zero; }
public Level() { this.mLevelIndex = 0; this.mLevelName = ""; this.mCheckPoint = 0; this.mState = LevelState.UNLOADED; this.mPlayerPosition = Vector3.zero; }
protected override void LoadData(MemoryStream ms) { IFormatter formatter = new BinaryFormatter(); GameState gd = (GameState)formatter.Deserialize(ms); this.CultistState = gd.CultistState == null ? new CultistState() : gd.CultistState; this.LevelState = gd.LevelState == null ? new LevelState() : gd.LevelState; }
public Level() { Waves = new List<Wave>(); _currentState = LevelState.BEGINWAVING; _currentTime = TimeSpan.Zero; _currentWave = 0; IsFirstZombie = true; ////Debug.WriteLine("LEVEL: Begin Wave"); }
public void LoadLevel(int levelIndex) { if( thisLevelState != LevelState.OpeningCredits ) SoundtrackManager.s_instance.PlayAudioSource (SoundtrackManager.s_instance.beep); loadingBarScreen.alpha = 1; StartCoroutine (LevelLoader (levelIndex)); lastLevelState = thisLevelState; thisLevelState = (LevelState)levelIndex; }
public Level(MainWindow window) { this.window = window; levelOne = new LevelOne(this); levelTwo = new LevelTwo(this); levelThree = new LevelThree(this); bossLevel = new BossLevel(this); setLevelState(levelOne); dispatcher = Dispatcher.CurrentDispatcher; }
public void SetCurrentLevelState(LevelState state) { int curLevel = Main.instance.sceneManager.curLevel; SetLevelState(curLevel, state); //unlock next level if(state == LevelState.Complete && GetLevelState(curLevel+1) == LevelState.Locked) { SetLevelState(curLevel+1, LevelState.Unlocked); } }
public Level(Game game, SpriteBatch spriteBatch, int levelNumber, int movesPerformed, Texture2D buttonsTexture) : base(game) { this.levelNumber = levelNumber; this.spriteBatch = spriteBatch; CurrentState = LevelState.NotReady; this.buttonsTexture = buttonsTexture; MovesPerformed = movesPerformed; }
public virtual void StartLevel() { var enemiesLayer = LayerMask.NameToLayer( "Enemies" ); var playerLayer = LayerMask.NameToLayer( "Player" ); Physics.IgnoreLayerCollision( enemiesLayer, enemiesLayer ); Physics.IgnoreLayerCollision( playerLayer, playerLayer ); State = LevelState.Running; LevelRunningCoroutine = Locator.Coroutines.RunCoroutine( LevelRunning() ); }
public virtual void Pause() { if ( State == LevelState.Done ) return; State = State == LevelState.Running ? LevelState.Paused : LevelState.Running; TimeProvider.Pause = State == LevelState.Paused; if ( State == LevelState.Paused ) pauseMenu = Locator.UI.Show< PauseMenu >(); else pauseMenu.Close(); }
public void Load() { levelState = LevelState.LOADING_SAVE; // load container data serializer.Load(container.saveSlot); // allow 3 frames to be skipped after save to fix ragdoll bug skipUpdateFrames = 3; Time.timeScale = 1; //GameManager.instance.gameState = GameState.RUNNING; }
public Game1() { DEATH_COUNTER = 0; graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; curLevel = LevelState.Start; level1 = new Level1(this); level2 = new Level2(this); level3 = new Level3(this); level4 = new Level.Level4(this); level5 = new Level.Level5(this); level6 = new Level.Level6(this); }
public static void SetState(LevelState state) { switch (state) { case LevelState.WAITING: Timer = Utilities.Time + 5; break; case LevelState.PLAYING: break; } CurrentState = state; TimeSinceStart = Utilities.Time; if (OnStateChange != null) OnStateChange(CurrentState); }
// Use this for initialization void Start() { audSource = this.GetComponent<AudioSource>(); levelState = LevelState.Starting; //CountdownAmount = levelStartTime / CountdownSize; //audioSource = this.GetComponent<AudioSource>(); //audioSource.loop = false; //CurrentAudioClip = CountdownSize; //audioSource.clip = levelStartNumberClips[CurrentAudioClip - 1]; //audioSource.Play(); //if (showStartTimer) // levelText.text = "" + CurrentAudioClip; //else // levelText.text = ""; }
public StateHandler() { _score = 0; _gamestate = GameState.Menu; _menustate = MenuState.MainMenu; _levelstate = LevelState.Level1; _transitionstate = TransitionState.LevelStart; _characterstate = CharacterState.Standing; _characterskin = Skins.Mario; _nextgamestate = GameState.Menu; _nextmenustate = MenuState.MainMenu; _nextlevelstate = LevelState.Level1; _nexttransitionstate = TransitionState.LevelStart; _nextcharacterstate = CharacterState.Standing; _nextcharacterskin = Skins.Mario; _cursor = MenuCursor.PlayGame; _keyscursor = 1; _skinscursor = 1; }
public void SwitchToState(LevelState s) { this.state = s; Debug.Log("LevelController is switching to state: " + this.state); switch (this.state) { case LevelState.LOADIN: this.SwitchToLoadIn(); break; case LevelState.IDLE: this.SwitchToIdle(); break; case LevelState.WAITING: this.SwitchToWaiting(); break; case LevelState.PAUSED: this.SwitchToPaused(); break; case LevelState.LOADOUT: this.SwitchToLoadOut(); break; } }
public void setZTimeLevel(MenuObject.ZombieTime mytime,LevelState myLevel) { if (myLevel == LevelState.Level2) { level2.setZTime(mytime); } else if (myLevel == LevelState.Level3) { level3.setZTime(mytime); } else if (myLevel == LevelState.Level4) { level4.setZTime(mytime); } else if (myLevel == LevelState.Level5) { level5.setZTime(mytime); } else if (myLevel == LevelState.Level6) { level6.setZTime(mytime); } }
protected void Awake() { LevelState = LevelState.Play; GetComponent <EventBus>().On(EventFailed, () => StartCoroutine(OnLevelFailed())); GetComponent <EventBus>().On(EventPass, () => StartCoroutine(OnLevelPass())); }
private void HandleOnInfiniteGameOver() { state = LevelState.GAME_OVER; UpdateAndSaveLevelData(true); }
/// <summary> /// Continua la partida /// </summary> private void ResumeGame() { Time.timeScale = lastTimeScale; //Constants.DEFAULT_TIME_SCALE; state = isInitPause ? LevelState.INIT : LevelState.RUNNING; isInitPause = false; }
public BaseRoundDataVO(List <IRoundItem> items, List <IRoundItem> solutions, LevelState levelState, WarmUpState warmUpState, int timeout, int memorizeTimeout) : this(items, solutions, levelState, warmUpState, timeout) { MemorizeTimeout = memorizeTimeout; }
// launched when idle time expires, waves attack public void Fight() { currentState = LevelState.Combat; }
void OnLevelComplete() { Utilities.Log("State ==> StatsScreen"); State = LevelState.StatsScreen; HideHUDUI(); }
private void LoadData() { // load level data. In this demo, we generate the level data with code. In real game, you // should load the level data. var levelDataDictionary = new Dictionary <int, LevelData>(); for (int index = 1; index <= levelCount; index++) { var item = new LevelData(); item.levelID = index; item.name = string.Format("Level {0:D2}", index); levelDataDictionary.Add(item.levelID, item); } // load level state. In this demo, we generate the state with code. In real game, state // should be restored from persistent data. When the state is updated, you should save it // to persistent data. var levelStateDictionary = new Dictionary <int, LevelState>(); for (int index = 1; index <= levelCount; index++) { var item = new LevelState(); item.levelID = index; // set lock state item.locked = index > (levelCount / 2); if (item.locked) { item.starNumber = LevelStarNumber.None; } else { // set star number item.starNumber = (LevelStarNumber)(index % 4); // set score item.score = index * 100; } // add it levelStateDictionary.Add(item.levelID, item); } // set last unlocked level int lastIndex = levelCount / 2; var lastUnlockedLevel = levelStateDictionary[lastIndex]; lastUnlockedLevel.score = 0; lastUnlockedLevel.starNumber = LevelStarNumber.None; // create level info currentLevelInfo = new LevelInfo(); // create level item list levelItemList = new ObservableList <LevelItem>(); foreach (var kvp in levelStateDictionary) { var levelID = kvp.Key; var levelState = kvp.Value; // get level data var levelData = levelDataDictionary[levelID]; // create level item var newItem = new LevelItem(levelData, levelState); // set command newItem.SelectCommand = new DelegateCommand(() => SelectLevel(newItem)); // add it to list levelItemList.Add(newItem); } // create level item dictionary levelItemDictionary = new Dictionary <int, LevelItem>(); foreach (var item in levelItemList) { var key = item.LevelData.levelID; levelItemDictionary.Add(key, item); } }
// start game method public void StartGame() { // resets players, initializes to level 1, sets levelstate to playing _player1.Reset(); computer.Reset(); if (myState == LevelState.Starting) _level = 1; myState = LevelState.Playing; // switches computers timedelay based on difficulty of game switch (myDiff) { case Difficulty.Baby: ComputerPlayer.timeDelay = 2 - (.1f * _level); if (ComputerPlayer.timeDelay <= 0) Winner(); break; case Difficulty.Easy: ComputerPlayer.timeDelay = 1.2f - (.06f * _level); if (ComputerPlayer.timeDelay <= 0) Winner(); break; case Difficulty.Medium: ComputerPlayer.timeDelay = .6f - (.03f * _level); if (ComputerPlayer.timeDelay <= 0) Winner(); break; case Difficulty.Hard: ComputerPlayer.timeDelay = .44f - (.022f * _level); if (ComputerPlayer.timeDelay <= 0) Winner(); break; } // makes new instance of speed between computer and player speed = new Speed(deck, _background, _selector, _font, _player1, computer, _particles, Speed.gameType.Levels, shuffling, playingCard, shuffleInstance, isSoundOn, isPowerUpOn, isVibrateOn, freeze); // sets level to level, turns speed on, makes player's state the playing state speed.level = _level; speed.TurnOn(); myState = LevelState.Playing; // if player wins game, halts speed, increases level, and starts new game speed.YouWon += delegate() { speed.isHalted = true; timer = new Timer(1); timer.SetTimer(0, 2, delegate() { _level++; StartGame(); }); }; // if player loses game, calls loser method, which prompts player to start new game or exit speed.YouLost += delegate() { speed.isHalted = true; timer = new Timer(1); timer.SetTimer(0, 2, delegate() { Loser(); }); }; // if player ties computer, restarts game on the same level speed.YouTie += delegate() { speed.isHalted = true; timer = new Timer(1); timer.SetTimer(0, 2, delegate() { StartGame(); }); }; }
public Level(int Num) { num = Num; state = 0; //bloqueado category = 'p'; //valor nulo por defecto }
public Level(int Num, LevelState State) { num = Num; state = State; category = 'p'; //valor nulo por defecto }
char category; //Familiar, Académico o Social // -----Constructores----- // public Level(int Num, LevelState State, char c) { num = Num; state = State; category = c; }
public IOAPI(LevelState state) { m_state = state; }
/// <summary> /// Pausa la partida para el tutorial /// </summary> private void TutorialPauseFreeze() { lastTimeScale = Time.timeScale; Time.timeScale = Constants.FREEZE_TIME_SCALE; state = LevelState.TUTORIAL; }
void Awake() { State = LevelState.Stop; pointData = new PointerEventData(EventSystem.current); }
//Changes the level state to the received state after time IEnumerator ChangeStateAfter(LevelState newState, float time) { yield return(new WaitForSeconds(time)); levelState = newState; }
private void HandleOnDeath() { state = LevelState.DEAD; GM.AudioM.Raise_PlayerDeath(); }
public LevelItem(LevelData levelData, LevelState levelState) { this.levelData = levelData; this.levelState = levelState; }
public async Task SendMove(LevelState state) { await _connection.InvokeAsync(SendState, state); }
// launched when collision with next level public void Prepare() { currentState = LevelState.Preparation; }
private void InitializeLevel() { _levelData = levelData[0]; emitState = EmitState.Regular; levelState = LevelState.L1; }
// Create temp level state public static void SaveLevelState(int levelIndex, LevelState newLevelState) { TempLevelStates[levelIndex] = newLevelState; }
public static BubbleQueue GetBubbleQueue(BubbleQueueType queueType, LevelState levelState, BubbleQueueDefinition definition) { return(typeMap[queueType](new QueueData(levelState, definition))); }
public QueueData(LevelState state, BubbleQueueDefinition definition) { levelState = state; bubbleQueueDefinition = definition; }
private void HandleOnLevelStart() { state = LevelState.RUNNING; Raise_StartTextTrigger(); }
public void setCurLevel(LevelState myLevel) { curLevel = myLevel; }
/// <summary> /// Pauses this <c>Level</c>. /// </summary> public void Pause() { if (State != LevelState.Running) { SoomlaUtils.LogError(TAG, "Can't pause a level that is not running. state=" + State); return; } long now = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond; long now_ST = Mathf.RoundToInt(Time.time * 1000); Elapsed += now - StartTime; StartTime = 0; Elapsed_ST += now_ST - StartTime_ST; StartTime_ST = 0; State = LevelState.Paused; }
/// <summary> /// Starts this <c>Level</c>. /// </summary> public bool Start() { if (State == LevelState.Running) { SoomlaUtils.LogError(TAG, "Can't start a level that is already running. state=" + State); return false; } SoomlaUtils.LogDebug(TAG, "Starting level with world id: " + _id); if (!CanStart()) { return false; } if (State != LevelState.Paused) { Elapsed = 0; Elapsed_ST = 0; LevelStorage.IncTimesStarted(this); } StartTime = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond; StartTime_ST = Mathf.RoundToInt(Time.time * 1000); State = LevelState.Running; return true; }
private void HandleOnGameOver() { state = LevelState.GAME_OVER; UpdateAndSaveLevelData(false); }
/// <summary> /// Ends this <c>Level</c>. /// </summary> /// <param name="completed">If set to <c>true</c> completed.</param> public void End(bool completed) { // check end() called without matching start(), // i.e, the level is not running nor paused if(State != LevelState.Running && State != LevelState.Paused) { SoomlaUtils.LogError(TAG, "end() called without prior start()! ignoring."); return; } State = LevelState.Ended; // Count number of times this level was played LevelStorage.IncTimesPlayed(this); if (completed) { long duration = GetPlayDurationMillis(); // Calculate the slowest \ fastest durations of level play if (duration > GetSlowestDurationMillis()) { LevelStorage.SetSlowestDurationMillis(this, duration); } // We assume that levels' duration is never 0 long fastest = GetFastestDurationMillis(); if (fastest == 0 || duration < GetFastestDurationMillis()) { LevelStorage.SetFastestDurationMillis(this, duration); } foreach (Score score in Scores.Values) { score.Reset(true); // resetting scores } SetCompleted(true); } }
public LevelProgress() { LevelData = new LevelState[200]; LevelTimes = new float[200]; LevelData[0] = LevelState.Unlocked; }
/// <summary> /// Sets this <c>Level</c> as completed. /// </summary> /// <param name="completed">If set to <c>true</c> completed.</param> public override void SetCompleted(bool completed) { if (completed) { State = LevelState.Completed; LevelStorage.IncTimesCompleted(this); } else { State = LevelState.Idle; } base.SetCompleted(completed); }
private void CreateTree() { levelStates = new List <LevelState>(); char[] chars = lString.ToCharArray(); float currentRotation = 0; float currentLength = startLength; float currentWidth = startWidth; Vector3 currentPosition = treeOrigin; int levelIndex = 0; LevelState levelState = new LevelState(); levelState.position = currentPosition; levelState.levelIndex = levelIndex; levelState.width = currentWidth; levelState.length = currentLength; levelState.rotation = currentRotation; levelState.logicBranches = new List <LevelState.BranchState>(); levelStates.Add(levelState); Vector3 tipPosition = new Vector3(); Queue <LevelState> savedStates = new Queue <LevelState>(); for (int i = 0; i < chars.Length; i++) { switch (chars[i]) { case 'F': if (levelState.levelIndex != levelIndex) { foreach (LevelState ls in levelStates) { if (ls.levelIndex == levelIndex) { levelState = ls; break; } } } tipPosition.x = levelState.position.x + (currentLength * Mathf.Sin(Mathf.Deg2Rad * currentRotation)); tipPosition.y = levelState.position.y + (currentLength * Mathf.Cos(Mathf.Deg2Rad * currentRotation)); levelIndex++; LevelState.BranchState branchState = new LevelState.BranchState(); branchState.rotation = currentRotation; branchState.length = currentLength; levelState.logicBranches.Add(branchState); currentWidth *= widthDecreaseFactor; currentPosition = tipPosition; levelState = new LevelState(); levelState.position = currentPosition; levelState.levelIndex = levelIndex; levelState.width = currentWidth; levelState.length = currentLength; levelState.rotation = currentRotation; levelState.logicBranches = new List <LevelState.BranchState>(); levelStates.Add(levelState); currentLength *= lengthDecreaseFactor; break; case '+': if (useRandomAngle) { currentRotation += Random.Range(angle - 5, angle + 5); } else { currentRotation += angle; } break; case '-': if (useRandomAngle) { currentRotation -= Random.Range(angle - 5, angle + 5); } else { currentRotation -= angle; } break; case '[': savedStates.Enqueue(levelState); break; case ']': levelState = savedStates.Dequeue(); currentPosition = levelState.position; currentRotation = levelState.rotation; currentLength = levelState.length; currentWidth = levelState.width; levelIndex = levelState.levelIndex; break; } } for (int i = 0; i < levelStates.Count; i++) { levelState = levelStates[i]; int baseVertexPointer = vertices.Count; for (int j = 0; j < levelState.logicBranches.Count; j++) { LevelState.BranchState bs = levelState.logicBranches[j]; Branch branch = new Branch(Vector3.zero, bs.length, levelState.width, bs.rotation, levelState.position, widthDecreaseFactor); branches.Add(branch); if (i == 0 && j == 0) { vertices.AddRange(branch.vertices); faces.Add(baseVertexPointer); faces.Add(baseVertexPointer + 1); faces.Add(baseVertexPointer + 3); faces.Add(baseVertexPointer + 3); faces.Add(baseVertexPointer + 1); faces.Add(baseVertexPointer + 2); baseVertexPointer = vertices.Count; } else { int vertexPointer = vertices.Count; vertices.Add(branch.vertices[1]); vertices.Add(branch.vertices[2]); Vector2Int vertexPointerXX = GetClosestVextexIndices(branch.vertices[0], branch.vertices[3], vertices, i); faces.Add(vertexPointerXX.x); faces.Add(vertexPointer); faces.Add(vertexPointerXX.y); faces.Add(vertexPointerXX.y); faces.Add(vertexPointer); faces.Add(vertexPointer + 1); } } } lTree.vertices = vertices.ToArray(); lTree.triangles = faces.ToArray(); lTree.RecalculateNormals(); Debug.Log("Tree has " + vertices.Count.ToString() + " vertices"); }
// method that changes level state to play again state, for use when human loses public void Loser() { myState = LevelState.PlayAgain; }
void Start() { levelState = LevelState.Begin; }
public Level(int Num, char c) { num = Num; state = 0; //bloqueado category = c; //valor nulo por defecto }
public void SetState(LevelState State) { state = State; }