void GameEnd()
    {
        playerData = playerDataObject.GetComponent <PlayerDataScript>();
        gameCompleteObject.SetActive(true);
        gameCompleteText = gameCompleteObject.GetComponent <Text>();
        int   successAmount = (int)playerData.allSuccessRate;
        int   levelScore    = (int)playerData.playerScore;         //JS
        int   levelHits     = (int)playerData.allSuccessfulHits;   //JS
        int   levelMisses   = (int)playerData.allUnsuccessfulHits; //JS
        int   levelAllHits  = (int)playerData.allHits;             //JS
        float missAmount    = (100f / levelAllHits) * levelMisses; //JS

        //gameCompleteText.text = ("Congratulations! You completed the event with " + successAmount.ToString() + "% accuracy and have earned " + successAmount.ToString() + " coins!");
        gameOptions = gameOptionsObject.GetComponent <GameOptionsScript>(); //Grab the game data
        gameOptions.playerSoftCash += successAmount;
        playerDets.softCurrency    += successAmount;
        playerDets.score           += levelScore;
        levelCompletePanel.SetActive(true);                                                         //JS
        levelEndScoreText.text    = levelScore.ToString();                                          //JS
        levelEndPerfectsText.text = (levelHits.ToString() + "(" + successAmount.ToString() + "%)"); //JS
        levelEndMissesText.text   = (levelMisses.ToString() + "(" + missAmount.ToString() + "%)");  //JS
        levelEndRewardText.text   = (successAmount.ToString());

        // Cat needs to go to trigger Win here
    }
    // Use this for initialization
    void Start()
    {
        clickDetect           = GetComponent <ClickDetectScript>();           // Grab the click detection attached to this object
        holdDetect            = GetComponent <HoldDetectScript>();            // Grab the hold detection attached to this object
        dataObject            = GameObject.FindGameObjectWithTag("Timer");    //Grab the object that contains the data
        playerData            = dataObject.GetComponent <PlayerDataScript>(); //Grab player data
        gameTimer             = dataObject.GetComponent <GameTimerScript>();  //Grab timer data
        timeSpawned           = gameTimer.timer;                              //Sync object timer to game time
        holdAnim              = animHolder.GetComponent <Animator>();
        feedbackAnimator      = feedbackObject.GetComponent <Animator>();
        feedbackExploAnimator = feedbackExploObject.GetComponent <Animator>();

        //The following lines establish which level difficulty this button belongs to based on naming conventions
        //and then assigns the appropriate speedMod
        theSet     = theParent.transform.parent.gameObject;
        theSetName = theSet.transform.name;
        if (theSetName != "GameManagerObject")
        {
            theSetValue = theSetName[5];
            setNumber   = int.Parse(theSetValue.ToString());
            speedMod    = speedMods[setNumber - 1];
        }
        else
        {
            speedMod = 1f;
        }

        timeToDie       *= speedMod;
        timeToClick     *= speedMod;
        timeToHold      *= speedMod;
        baseTimeForGood *= speedMod;

        holdAnim.speed = (1 / speedMod);
    }
	// Use this for initialization
	void Start () {
	
    data = DataScript.data;
    player = PlayerDataScript.playerData;
    guiInfo = GUIInfo.guiInfo;
  
	}
    public float diffMod; //Multiplier for game difficulty


    // Use this for initialization
    void Start()
    {
        gameOptionsObject = GameObject.FindGameObjectWithTag("GameOptions");      //Grab the object that contains the options data
        gameOptions       = gameOptionsObject.GetComponent <GameOptionsScript>(); //Grab the game data
        gameTimerObject   = GameObject.FindGameObjectWithTag("Timer");            //Grab the object that contains the options data
        playerData        = gameTimerObject.GetComponent <PlayerDataScript>();    //Grab the game data

        diffMod = 0.5f;

        playerData.numPieces  = pieceSpawnTime.Length + 1;
        playerData.numProceed = Mathf.RoundToInt(playerData.numPieces * 0.5f);



        //Loop for each object in the set
        for (int i = pieceSpawnTime.Length - 1; i >= 0; i--)
        {
            GameObject levelSet = Instantiate(buttonTypes[pieceType[i]], gameObject.transform, false) as GameObject;
            //levelSet.transform.SetParent(gameObject.transform, false);
            //levelSet.transform.localScale = new Vector3(1, 1, 1);
            levelSet.transform.localPosition = pieceLocation[i];
            objectActivate                      = levelSet.GetComponent <ObjectActivateScript>();
            objectActivate.spawnTimer           = pieceSpawnTime[i];
            levelSet.transform.localEulerAngles = pieceRotation[i];
        }
    }
Esempio n. 5
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    public void loadGame()
    {
        PlayerDataScript data = SaveScript.loadPlayer();

        playerLvl    = data.level;
        playerHealth = data.health;
        playerMana   = data.mana;
        playerExp    = data.experience;
        storyCount   = data.storyCount;
        quests       = data.quests;
        spells       = data.spells;
        items        = data.items;
        itemQuant    = data.itemQuant;
        scene        = data.scene;
        newGameBool  = data.newGame;

        Vector3 position;

        position.x = data.position[0];
        position.y = data.position[1];
        position.z = data.position[2];
        playerScript.transform.position = position;

        lvlFade0.FadeToLevel(scene);
    }
    void Start()
    {
        playerData = this;

        data = DataScript.data;

        SetPlayerState(false); //disables the player by default
    }
    //start a new game function
    public void newSave()
    {
        PlayerDataScript data = gameObject.AddComponent <PlayerDataScript> ();

        SavePlayer(data);

        Destroy(data);
    }
Esempio n. 8
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 private void Start()
 {
     playerData            = GetComponent <PlayerDataScript>();
     playerUI              = GameObject.Find("Player" + playerData.PlayerIndex + "UI");
     playerNameText        = playerUI.transform.Find("Player" + playerData.PlayerIndex + "Name").GetComponent <TMPro.TextMeshProUGUI>();
     playerDamageText      = playerUI.transform.Find("Player" + playerData.PlayerIndex + "Damage").GetComponent <TMPro.TextMeshProUGUI>();
     playerDamageText.text = "0 %";
     playerLifeText        = playerUI.transform.Find("Player" + playerData.PlayerIndex + "Life").GetComponent <TMPro.TextMeshProUGUI>();
     playerLifeText.text   = "Life : " + GetComponent <PlayerLifeSystem>().LifeRemaining;
 }
Esempio n. 9
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 // Use this for initialization
 void Awake()
 {
     try{
         playerDatascript = GameObject.Find("Player Data Manager").GetComponent <PlayerDataScript> ();
         saveLoadManager  = GameObject.Find("Player Data Manager").GetComponentInChildren <SaveLoadManager> ();
     }
     catch (Exception e) {
         print("Cannot find player data script: Restart from \"Start\" Scene.");
     }
 }
    void Awake()
    {
        //initialise the player game object
        playerDataScript = GameObject.Find("Player Data Manager").GetComponent <PlayerDataScript>();

        if (playerDataScript == null)
        {
            print("ERROR - cannot find playerDataScript in saveloadmanager");
        }
    }
Esempio n. 11
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    //

    private void Start()
    {
        onGround   = true;
        playerData = GetComponent <PlayerDataScript>();
        animator   = body.GetComponentInChildren <Animator>();
        rb         = GetComponent <Rigidbody>();
        currentTimeBeforeRandomInput = timeBeforeRandomInput;

        // controller = GetComponent<CharacterController>();
    }
    public static void savePlayer(OmnisceneScript player)
    {
        BinaryFormatter formatter = new BinaryFormatter();
        string          path      = Application.persistentDataPath + "/player.saveData";
        FileStream      stream    = new FileStream(path, FileMode.Create);

        PlayerDataScript data = new PlayerDataScript(player);

        formatter.Serialize(stream, data);
        stream.Close();
    }
 // Use this for initialization
 void Start()
 {
     clickDetect           = GetComponent <ClickDetectScript>();           // Grab the click detection attached to this object
     holdDetect            = GetComponent <HoldDetectScript>();            // Grab the hold detection attached to this object
     dataObject            = GameObject.FindGameObjectWithTag("Timer");    //Grab the object that contains the data
     gameCam               = GameObject.FindGameObjectWithTag("UICam").GetComponent <Camera>();
     playerData            = dataObject.GetComponent <PlayerDataScript>(); //Grab player data
     gameTimer             = dataObject.GetComponent <GameTimerScript>();  //Grab timer data
     timeSpawned           = gameTimer.timer;                              //Sync object timer to game time
     feedbackAnimator      = feedbackObject.GetComponent <Animator>();     // Grab the animator for the feedback object
     feedbackExploAnimator = feedbackExploObject.GetComponent <Animator>();
 }
    public void SavePlayer(PlayerDataScript player)
    {
        BinaryFormatter bf     = new BinaryFormatter();
        FileStream      stream = new FileStream(Application.dataPath + "/player.sav", FileMode.Create);     //"/zSaves/player.sav"

        // pass in the data of the player so that the class below can handle and store the player attributes
        // into the stats array
        PlayerData data = new PlayerData(player);

        bf.Serialize(stream, data);
        stream.Close();
    }
    private int diceRollValue = 0;     // should be 1 (minimum) through 6 (maximum)

    // Use this for initialization
    void Start()
    {
        currentPhaseDone               = false;
        gameOver                       = false;
        HelperScript.enableRoads       = false;    // public static variable
        HelperScript.enableSettlements = false;    // public static variable
        hexList            = gameObject.GetComponent <MapDataScript>().LoadMapData();
        UIControllerScript = Camera.main.GetComponent <PlayerUIController>();

        if (hexList != null)
        {
            foreach (HexDataScript hexData in hexList)
            {
                GameObject newHex = (GameObject)Instantiate(hexPrefab, hexData.hexDataPosition, Quaternion.identity);
                newHex.name = hexData.hexDataName;
                newHex.GetComponent <HexPrefabData>().SetHexName(newHex.name);
                newHex.GetComponent <HexPrefabData>().SetHexNumber(hexData.hexDataNumber);
                newHex.GetComponent <HexPrefabData>().SetHexResourceType(hexData.hexDataResourceType);
            }
        }

        playerList = new List <PlayerDataScript>();

        PlayerDataScript tempPlayerData = new PlayerDataScript();

        if (HelperScript.playerName != null && HelperScript.playerName.Length > 0)
        {
            tempPlayerData.playerName = HelperScript.playerName;
        }
        else
        {
            tempPlayerData.playerName = "Guest Player";
        }
        tempPlayerData.playerNumber  = playerList.Count + 1;
        tempPlayerData.playerColor   = "Yellow";       // HelperScript.playerColor
        tempPlayerData.playerHexList = new List <HexDataScript>();
        tempPlayerData.playerPhase   = "Phase0";
        playerList.Add(tempPlayerData);

        Debug.Log("Player Count: " + playerList.Count.ToString());
        foreach (PlayerDataScript playerData in playerList)
        {
            playerData.LogPlayerData();
        }

        settList = new List <SettDataScript>();
        roadList = new List <RoadDataScript>();

        currentPhase    = 0;
        currentSubphase = "None";
        RunGame();
    }     // end method Start
Esempio n. 16
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    // Update is called once per frame
    void Update()
    {
        if (!linkedItem.activeSelf && !wasSpawned) //If the linked item is not active and never was activated
        {
            dataScript = timerObject.GetComponent <PlayerDataScript>();

            if (gameTimer.timer * dataScript.speedMultiplier > actualTimer)
            {
                linkedItem.SetActive(true);
                artObject.SetActive(true); //JS
                wasSpawned = true;
            }
        }
    }
    void Start()
    {
        inventoryContentsArray = new ArrayList();

        //find the persisted data
        playerDataScript = GameObject.Find("Player Data Manager").GetComponent <PlayerDataScript> ();
        itemData         = GameObject.Find("ItemData").GetComponent <ItemData> ();

        //calculate the current player capcity
        currentPlayerCapacity = 0;


        /*--------------Item Generation below---------------*/


        //Initialise all items here and add the item to the shop:
        /*chips*/
        //Initialise all items here and add the item to the shop:
        /*chips*/
        chip1 = itemData.chip1;
        addInventory(chipInventoryGridPanel, chip1, chip1.itemIndex, CHIP, chip1.buttonName);
        chip2 = itemData.chip2;
        addInventory(chipInventoryGridPanel, chip2, chip2.itemIndex, CHIP, chip2.buttonName);
        chip3 = itemData.chip3;
        addInventory(chipInventoryGridPanel, chip3, chip3.itemIndex, CHIP, chip3.buttonName);
        chip4 = itemData.chip4;
        addInventory(chipInventoryGridPanel, chip4, chip4.itemIndex, CHIP, chip4.buttonName);

        /*skills*/
        skill1 = itemData.skill1;
        addInventory(skillsInventoryGridPanel, skill1, skill1.itemIndex, SKILL, skill1.buttonName);
        skill2 = itemData.skill2;
        addInventory(skillsInventoryGridPanel, skill2, skill2.itemIndex, SKILL, skill2.buttonName);

        /*skins*/
        skin1 = itemData.skin1;
        addInventory(skinsInventoryGridPanel, skin1, skin1.itemIndex, SKIN, skin1.buttonName);
        skin2 = itemData.skin2;
        addInventory(skinsInventoryGridPanel, skin2, skin2.itemIndex, SKIN, skin2.buttonName);
        skin3 = itemData.skin3;
        addInventory(skinsInventoryGridPanel, skin3, skin3.itemIndex, SKIN, skin3.buttonName);
        skin4 = itemData.skin4;
        addInventory(skinsInventoryGridPanel, skin4, skin4.itemIndex, SKIN, skin4.buttonName);
        skin5 = itemData.skin5;
        addInventory(skinsInventoryGridPanel, skin5, skin5.itemIndex, SKIN, skin5.buttonName);

        //dont let any item content show when the shop button is pressed
        inventoryButton.onClick.AddListener(() => closeContent());
    }
 void EvaluateAndSpawnNext(int currentDifficulty, int chosenSection)
 {
     playerData = playerDataObject.GetComponent <PlayerDataScript>();
     if (playerData.successRate < 50f)
     {
         playerData.successfulHits   = 0;
         playerData.unsuccessfulHits = 0;
     }
     else
     {
         advance = true;
         playerData.successfulHits   = 0;
         playerData.unsuccessfulHits = 0;
     }
     GenerateLevel(currentDifficulty, chosenSection);
 }
    public static PlayerDataScript loadPlayer()
    {
        string path = Application.persistentDataPath + "/player.saveData";

        if (File.Exists(path))
        {
            BinaryFormatter  formatter = new BinaryFormatter();
            FileStream       stream    = new FileStream(path, FileMode.Open);
            PlayerDataScript data      = formatter.Deserialize(stream) as PlayerDataScript;
            stream.Close();
            return(data);
        }
        else
        {
            Debug.LogError("Save file not found in " + path);
            return(null);
        }
    }
Esempio n. 20
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    // Use this for initialization
    void Start()
    {
        playerDataScript = GameObject.Find("Player Data Manager").GetComponent <PlayerDataScript> ();

        try {
            int fileExists = saveLoadManager.loadAll();

            //if file doesnt exist or player did not complete the tutorial, then grey out the continue button and dont make it interactable
            //also do not show the pop up panel (panel which asks if you are erasing saves)
            if (fileExists == 0 || playerDataScript.mapsCompleted == 0)
            {
                showPopUpPanel = false;                 // dont show the pop up panel
                continueButton.GetComponent <Button> ().interactable = false;
                continueButton.GetComponent <Button> ().image.color  = new Color(0.6f, 0.6f, 0.6f, 0.6f);
            }
        } catch (Exception e) {
            print("Old save not compatible, please make new save from camp.");
        }

        allStartUIPanels = new ArrayList();

        allStartUIPanels.Add(startPanel);
        allStartUIPanels.Add(mainMenuPanel);
        allStartUIPanels.Add(deleteSavePanel);


        audioSource = GetComponent <AudioSource> ();

        //set all panels to false, other than the start Panel to true
        closeAllPanels();

        startPanel.SetActive(true);

        if (showPopUpPanel == false)
        {
            //dont show pop up panel
            newGameButton.onClick.AddListener(() => noPopUpPanel());
        }
        else
        {
            newGameButton.onClick.AddListener(() => openAndClosePopUp(deleteSavePanel));
        }
    }
Esempio n. 21
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    // Use this for initialization
    void Start()
    {
        data = DataScript.data; //loads the data script
          targetArmy = data.armyData; //loads the army data
          player = data.playerData; //loads the player data

          int targetArmySize = targetArmy.GetArmySize(); //number of party members in player's party

          targetArray = new GameObject[targetArmySize + 1]; //create an array of targets including the player

          //set elements of the target array to player and party
          for (int i = 0; i < targetArmySize; i++) {

        //targetArray[i] = targetArmy.partySoldiers[i];

          }

          //set the final element to the player
          targetArray[targetArray.Length - 1] = player.getPlayerObject();
    }
    // Use this for initialization
    void Start()
    {
        playerDataScript = GameObject.Find("Player Data Manager").GetComponent <PlayerDataScript> ();

        allTutorialPanels.Add(campTutorialPanel);
        allTutorialPanels.Add(campShopTutorialPanel);
        allTutorialPanels.Add(campInventoryTutorialPanel);

        closeTutorialPanels();

        if (playerDataScript.hasDoneCampTutorial == false)
        {
            SwitchToPanel.activatePanel(campTutorialPanel, allTutorialPanels);
            playerDataScript.hasDoneCampTutorial = true;
        }

        //set on click listener for shop and inventory button to show tutorial
        shopButton.onClick.AddListener(() => shopTutorial());
        inventoryButton.onClick.AddListener(() => inventoryTutorial());
        inventoryButton2.onClick.AddListener(() => inventoryTutorial());
    }
Esempio n. 23
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    void Start()
    {
        try{
            playerDataScript = GameObject.Find("Player Data Manager").GetComponent <PlayerDataScript>();
        }catch (Exception e) {
            print("ERROR - could not find Player Data Manager");
        }


        //Item (name, info, cost, capacity,   buttonName, itemIndex);
        //Initialise all items here and add the item to the shop:
        /*chips*/
        chip1 = new Item("Chip 1 - Invulnerablilty Cooldown", "+0.5 sec extra invincibility cooldown when damaged", 1500, 1
                         , "Cooldown", 0);
        chip2 = new Item("Chip 2 - Player +1", "+1 additional Player which does 25% of the players damage", 4000, 2
                         , "Player +1", 1);
        chip3 = new Item("Chip 3 - extra Player +1", "+1 additional Player which does 25% of the players damage", 4500, 2
                         , "Player +1", 2);
        chip4 = new Item("Chip 4 - Player +7", "You are basically a god, +7 additional Players which does 25% of the players damage", 99999, 5
                         , "Player +7", 3);

        /*skills*/
        skill1 = new Item("Skill 1 - Laser beam", "Shoots a laser beam, lots of damage", 8000, 4
                          , "Laser beam", 0);
        skill2 = new Item("Skill 2 - Saber launcher", "Throws a light saber from a galaxy far far away...", 4000, 4
                          , "Saber launcher", 1);

        /*skins*/
        skin1 = new Item("Skin 1 - Shadow Skin", "You will be corrupted...", 3000, 0
                         , "Shadow", 0);
        skin2 = new Item("Skin 2 - Toxic waste Skin", "Time to detox?", 9999, 0
                         , "Toxic waste", 1);
        skin3 = new Item("Skin 3 - Japan pack Skin", "Japan!", 5000, 0
                         , "Japan pack", 2);
        skin4 = new Item("Skin 4 - Camo Skin", "You will be camoflauged...", 1, 0
                         , "Camo", 3);
        skin5 = new Item("Skin 5 - Player's Ghost", "You will vindicate them...", 33333, 0
                         , "Player's Ghost", 4);
    }
Esempio n. 24
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    //NOTE: whenever a constructor is changed all other constructors must also be changed

    //all the data we are saving from the script

    //constructor 1 - all the data we want to save from an existing player data script
    public PlayerData(PlayerDataScript playerDataScript)
    {
        mapsCompleted = playerDataScript.mapsCompleted;

        currencyAmount = playerDataScript.currencyAmount;

        itemCapacity = playerDataScript.itemCapacity;

        hasDoneCampTutorial          = playerDataScript.hasDoneCampTutorial;
        hasDoneCampShopTutorial      = playerDataScript.hasDoneCampShopTutorial;
        hasDoneCampInventoryTutorial = playerDataScript.hasDoneCampInventoryTutorial;

        chips  = new int[playerDataScript.CHIP_NUM];
        skills = new int[playerDataScript.SKILL_NUM];
        skins  = new int[playerDataScript.SKIN_NUM];

        hasEquipchips  = new bool[playerDataScript.CHIP_NUM];
        hasEquipskills = new bool[playerDataScript.SKILL_NUM];
        hasEquipSkins  = new bool[playerDataScript.SKIN_NUM];

        for (int i = 0; i < playerDataScript.CHIP_NUM; i++)
        {
            chips[i]         = playerDataScript.chipsList[i];
            hasEquipchips[i] = playerDataScript.hasEquipchips[i];
        }

        for (int i = 0; i < playerDataScript.SKILL_NUM; i++)
        {
            skills [i]        = playerDataScript.skillsList [i];
            hasEquipskills[i] = playerDataScript.hasEquipskills[i];
        }

        for (int i = 0; i < playerDataScript.SKIN_NUM; i++)
        {
            skins [i]        = playerDataScript.skinsList [i];
            hasEquipSkins[i] = playerDataScript.hasEquipSkins[i];
        }
    }
Esempio n. 25
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    public void LoadPersistentData()
    {
        GameController.instance.DataStorage.PlayerInfo.ItemIDs.Clear();
        string path = Application.persistentDataPath + "/player.fun";

        if (File.Exists(path))
        {
            BinaryFormatter formatter = new BinaryFormatter();

            FileStream stream = new FileStream(path, FileMode.Open);

            string message = formatter.Deserialize(stream) as string;

            Debug.Log(message);
            PlayerDataScript data = JsonUtility.FromJson <PlayerDataScript>(message);
            saveContainer = JsonUtility.FromJson <SaveContainer>(message);
            Debug.Log(saveContainer);
            if (SpawnStuff == true)
            {
                LoadOldPlayerData(saveContainer);
                LoadGlobalStats(saveContainer);
                //jeszcze ładowanie odblokowanych itemków jak będzie
                LoadItemsData(saveContainer);
            }
            stream.Close();


            //return null;
            //return data;
        }
        else
        {
            Debug.Log("NoData");
            //return null;
        }
    }
Esempio n. 26
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 void Awake()
 {
     playerData = GameObject.FindGameObjectWithTag ("GameController").GetComponent<PlayerDataScript> ();
 }
Esempio n. 27
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 private void Start()
 {
     playerData       = transform.parent.GetComponent <PlayerDataScript>();
     currentStunTimer = stunTimer;
 }
Esempio n. 28
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    float comboAnimFloat;      //JS


    // Use this for initialization
    void Start()
    {
        dataObject       = GameObject.FindGameObjectWithTag("Timer");    //Grab the object that contains the data
        playerData       = dataObject.GetComponent <PlayerDataScript>(); //Grab player data
        screenFXAnimator = GetComponent <Animator>();                    //JS
    }
    // Use this for initialization
    void Start()
    {
        currentPhaseDone = false;
        gameOver = false;
        HelperScript.enableRoads = false;  // public static variable
        HelperScript.enableSettlements = false;  // public static variable
        hexList = gameObject.GetComponent<MapDataScript>().LoadMapData();
        UIControllerScript = Camera.main.GetComponent<PlayerUIController>();

        if (hexList != null)
        {
            foreach (HexDataScript hexData in hexList)
            {
                GameObject newHex = (GameObject)Instantiate(hexPrefab, hexData.hexDataPosition, Quaternion.identity);
                newHex.name = hexData.hexDataName;
                newHex.GetComponent<HexPrefabData>().SetHexName(newHex.name);
                newHex.GetComponent<HexPrefabData>().SetHexNumber(hexData.hexDataNumber);
                newHex.GetComponent<HexPrefabData>().SetHexResourceType(hexData.hexDataResourceType);
            }
        }

        playerList = new List<PlayerDataScript>();

        PlayerDataScript tempPlayerData = new PlayerDataScript();

        if (HelperScript.playerName != null && HelperScript.playerName.Length > 0)
            tempPlayerData.playerName = HelperScript.playerName;
        else
            tempPlayerData.playerName = "Guest Player";
        tempPlayerData.playerNumber = playerList.Count + 1;
        tempPlayerData.playerColor = "Yellow"; // HelperScript.playerColor
        tempPlayerData.playerHexList = new List<HexDataScript>();
        tempPlayerData.playerPhase = "Phase0";
        playerList.Add(tempPlayerData);

        Debug.Log("Player Count: " + playerList.Count.ToString());
        foreach (PlayerDataScript playerData in playerList)
        {
            playerData.LogPlayerData();
        }

        settList = new List<SettDataScript>();
        roadList = new List<RoadDataScript>();

        currentPhase = 0;
        currentSubphase = "None";
        RunGame();
    }
Esempio n. 30
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 void Start()
 {
     networkManager = GetComponent<NetworkManagerScript>();
     playerData = GetComponent<PlayerDataScript>();
 }
Esempio n. 31
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    public int LoadGame()
    {
        GameController.instance.DataStorage.PlayerInfo.ItemIDs.Clear();
        string path = Application.persistentDataPath + "/player.fun";

        if (File.Exists(path))
        {
            BinaryFormatter formatter = new BinaryFormatter();

            FileStream stream = new FileStream(path, FileMode.Open);

            string message = formatter.Deserialize(stream) as string;

            //Debug.Log(message);
            PlayerDataScript data = JsonUtility.FromJson <PlayerDataScript>(message);
            saveContainer = JsonUtility.FromJson <SaveContainer>(message);
            if (saveContainer.playerData.CanLoad)
            {
                Debug.Log(saveContainer);
                if (SpawnStuff == true)
                {
                    try
                    {
                        LoadPlayer(saveContainer);
                        LoadRooms(saveContainer);
                        LoadEnemies(saveContainer);
                        //LoadWeapons(saveContainer);
                        LoadItems(saveContainer);
                        LoadGlobalStats(saveContainer);
                        LoadRoundStats(saveContainer);
                        LoadOldPlayerData(saveContainer);
                        LoadEnvironment(saveContainer);
                        //Debug.Log("save system 1");
                        //Debug.Log("save system 2");
                        stream.Close();
                        return(0);
                    }

                    catch (Exception e)
                    {
                        stream.Close();
                        Debug.LogException(e);
                        return(3);
                    }

                    //Debug.Log("save system 3");
                    //Debug.Log("save system 4");
                    //Debug.LogFormat("Loaded game at {0}. Stream was {1}", Time.time, stream.CanRead);
                }
                else
                {
                    return(3);
                }
            }

            else
            {
                Debug.Log("Could not load. Player was dead or in tutorial");
                stream.Close();
                //Debug.LogFormat("Loaded game at {0}. Stream was {1}", Time.time, stream.CanRead);
                return(1);
            }


            //return null;
            //return data;
        }
        else
        {
            Debug.Log("NoData");
            return(2);
            //return null;
        }
    }
    // Update is called once per frame
    void Update()
    {
        gameTimer   = dataObject.GetComponent <GameTimerScript>();  // update timer
        clickDetect = GetComponent <ClickDetectScript>();           // Grab the click detection attached to this object
        holdDetect  = GetComponent <HoldDetectScript>();            // Grab the hold detection attached to this object
        playerData  = dataObject.GetComponent <PlayerDataScript>(); //Grab player data

        scoreMultiplier = playerData.multiplier;

        if (clickDetect.wasClicked && holdDetect.isHeld) //If it has been clicked and is being held down
        {
            wasHeld   = true;                            //Logs that the object has been hit
            timeHeld += Time.deltaTime;

            if (startedPlaying)
            {
                holdAnim.speed = (1 / speedMod);
                audioObject.SetActive(true);
            }
            if (!startedPlaying)
            {
                holdAnim.SetBool("Held", true);
                startedPlaying = true;
                audioObject.SetActive(true);
            }
        }

        if (!clickDetect.wasClicked && wasHeld) //JS If it has been clicked and is released
        {
            holdAnim.speed = 0;                 //JS
            audioObject.SetActive(false);
            clickDetect.touchDetect = false;
        }


        /*
         *
         * if(wasHeld && !holdDetect.isHeld) // If the player held over, but released
         * {
         *  //This should mostly be used to report a failed click/clean up unused objects
         *  playerData.unsuccessfulHits++; //Log failed hit in data
         *
         *  //Debug.Log("Object should die here");
         *  Destroy(theParent);
         * }
         */



        if (gameTimer.timer > timeSpawned + timeToDie && timeHeld == 0f) //If the object has outlasted its live timer and it was never charged
        {
            //This should mostly be used to report a failed click/clean up unused objects
            playerData.unsuccessfulHits++; //Log failed hit in data
            playerData.allUnsuccessfulHits++;
            playerData.setUnsuccessfulHits++;

            //Debug.Log("Object should die here");
            feedbackObject.SetActive(true); //Activate the feedback object
            feedbackExploObject.SetActive(true);
            feedbackExploAnimator.SetTrigger("Miss");
            audioObject.SetActive(false);
            feedbackAnimator.SetTrigger("Miss");
            playerData.playerCombo = 0;

            gameObject.SetActive(false); //Deactivate the target object
        }

        if (gameTimer.timer > timeSpawned + timeToDie && timeHeld > 0f && timeHeld <= baseTimeForGood) //If the object has outlasted its live but it got charged a bit
        {
            //This should mostly be used to report a failed click/clean up unused objects
            playerData.unsuccessfulHits++; //Log failed hit in data
            playerData.allUnsuccessfulHits++;
            playerData.setUnsuccessfulHits++;

            //Debug.Log("Object should die here");
            feedbackObject.SetActive(true); //Activate the feedback object
            audioObject.SetActive(false);
            feedbackExploObject.SetActive(true);
            feedbackExploAnimator.SetTrigger("Bad");
            feedbackAnimator.SetTrigger("Bad");
            playerData.playerCombo  = 0;
            playerData.playerScore += (50 * scoreMultiplier);
            gameObject.SetActive(false); //Deactivate the target object
        }

        if (gameTimer.timer > timeSpawned + timeToDie && timeHeld > baseTimeForGood) //If the object has outlasted its live but it got charged a lot
        {
            //This should mostly be used to report a failed click/clean up unused objects
            playerData.successfulHits++; //Log failed hit in data
            playerData.allSuccessfulHits++;
            playerData.setSuccessfulHits++;

            //Debug.Log("Object should die here");
            feedbackObject.SetActive(true); //Activate the feedback object
            audioObject.SetActive(false);
            feedbackExploObject.SetActive(true);
            feedbackExploAnimator.SetTrigger("Good");
            feedbackAnimator.SetTrigger("Good");
            playerData.playerCombo++;
            playerData.playerScore += (200 * scoreMultiplier);
            gameObject.SetActive(false); //Deactivate the target object
        }

        if (timeHeld >= timeToHold) //If it has been held long enough
        {
            //This is where we do stuff after the object has been clicked
            playerData.successfulHits++; //Log successful hit in data
                                         // Debug.Log("We clicked it reddit");
            playerData.allSuccessfulHits++;
            playerData.setSuccessfulHits++;
            feedbackObject.SetActive(true); //Activate the feedback object
            feedbackExploObject.SetActive(true);
            feedbackExploAnimator.SetTrigger("Perfect");
            feedbackAnimator.SetTrigger("Perfect");
            audioObject.SetActive(false);
            playerData.playerCombo++;
            playerData.playerScore += (400 * scoreMultiplier);
            gameObject.SetActive(false); //Deactivate the target object
        }

        if (gameTimer.timer > timeSpawned + timeToClick)
        {
            //Shouldn't actually need this check, should be handled inside the "Was clicked" part, but hey!
            //Debug.Log("THIS WAS THE CLICK MOMENT");
        }
    }
    // Update is called once per frame
    void Update()
    {
        gameTimer   = dataObject.GetComponent <GameTimerScript>();  // update timer
        clickDetect = GetComponent <ClickDetectScript>();           // Grab the click detection attached to this object
        holdDetect  = GetComponent <HoldDetectScript>();            // Grab the hold detection attached to this object
        playerData  = dataObject.GetComponent <PlayerDataScript>(); //Grab player data

        scoreMultiplier = playerData.multiplier;

        if (clickDetect.wasClicked && holdDetect.isHeld) //If it has been clicked and is being held down
        {
            wasHeld = true;                              //Logs that the object has been hit
        }

        if (keepGoing)
        {
            SlideObject();
            oncePerFrame = true;
        }

        if (wasHeld && !keepGoing)
        {
            if (!oncePerFrame)
            {
                audioObject.SetActive(true);
                SlideObject();
            }
        }

        if (wasHeld && !holdDetect.isHeld && !keepGoing) // If the player held over, but released
        {
            //This should mostly be used to report a failed click/clean up unused objects
            playerData.unsuccessfulHits++; //Log failed hit in data
            playerData.allUnsuccessfulHits++;
            playerData.setUnsuccessfulHits++;
            playerData.playerCombo = 0;
            //Debug.Log("Object should die here");

            feedbackObject.SetActive(true); //Activate the feedback object
            feedbackExploObject.SetActive(true);
            audioObject.SetActive(false);   //Deactivate the button sound object
            feedbackObject.transform.eulerAngles      = new Vector3(0, 0, -theParent.transform.rotation.z);
            feedbackExploObject.transform.eulerAngles = new Vector3(0, 0, -theParent.transform.rotation.z);
            feedbackAnimator.SetTrigger("Bad");
            feedbackExploAnimator.SetTrigger("Bad");
            sliderGraphicsParent.SetActive(false); //Deactivate the target object
        }

        if (holdDetect.isHeld && clickDetect.wasClicked) //If it has been clicked and is being held down
        {
            timeHeld += Time.deltaTime;
        }

        if (gameTimer.timer > timeSpawned + timeToDie) //If the object has outlasted its live timer
        {
            //This should mostly be used to report a failed click/clean up unused objects
            playerData.unsuccessfulHits++; //Log failed hit in data
            playerData.allUnsuccessfulHits++;
            playerData.setUnsuccessfulHits++;
            playerData.playerCombo = 0;
            //Debug.Log("Object should die here");
            feedbackObject.SetActive(true); //Activate the feedback object
            feedbackExploObject.SetActive(true);
            audioObject.SetActive(false);   //Deactivate the button sound object
            feedbackObject.transform.eulerAngles      = new Vector3(0, 0, -theParent.transform.rotation.z);
            feedbackExploObject.transform.eulerAngles = new Vector3(0, 0, -theParent.transform.rotation.z);
            feedbackAnimator.SetTrigger("Bad");
            feedbackExploAnimator.SetTrigger("Bad");
            sliderGraphicsParent.SetActive(false); //Deactivate the target object
        }

        if (moveFinished) //If it has been held long enough
        {
            //This is where we do stuff after the object has been clicked
            playerData.successfulHits++; //Log successful hit in data
                                         // Debug.Log("We clicked it reddit");
            playerData.allSuccessfulHits++;
            playerData.setSuccessfulHits++;
            playerData.playerCombo++;
            playerData.playerScore += (400 * scoreMultiplier);
            feedbackObject.SetActive(true); //Activate the feedback object
            feedbackExploObject.SetActive(true);
            audioObject.SetActive(false);   //Deactivate the button sound object
            feedbackObject.transform.eulerAngles      = new Vector3(0, 0, -theParent.transform.rotation.z);
            feedbackExploObject.transform.eulerAngles = new Vector3(0, 0, -theParent.transform.rotation.z);
            feedbackAnimator.SetTrigger("Perfect");
            feedbackExploAnimator.SetTrigger("Perfect");
            sliderGraphicsParent.SetActive(false); //Deactivate the target object
        }

        if (gameTimer.timer > timeSpawned + timeToClick)
        {
            //Shouldn't actually need this check, should be handled inside the "Was clicked" part, but hey!
            //Debug.Log("THIS WAS THE CLICK MOMENT");
        }
    }
    // Update is called once per frame
    void Update()
    {
        gameTimer   = dataObject.GetComponent <GameTimerScript>();  // update timer
        clickDetect = GetComponent <ClickDetectScript>();           // Grab the click detection attached to this object
        playerData  = dataObject.GetComponent <PlayerDataScript>(); //Grab player data

        scoreMultiplier = playerData.multiplier;


        if (clickDetect.wasClicked) //If it has been clicked
        {
            //This is where we do stuff after the object has been clicked
            playerData.successfulHits++; //Log successful hit in data

            /* JS Needs to instantiate HitFeedbackArt prefab at parent's transform and set animator's trigger "Bad", "Good" or "Perfect", or "Miss"
             * Tried to be smart and set trigger here while HitFeedbackArt was child to this object, of course it got destroyed :~(
             */
            // Debug.Log("We clicked it reddit");
            playerData.allSuccessfulHits++;
            playerData.setSuccessfulHits++;


            if (gameTimer.timer - realTimeSpawned >= baseTimeToPerfectLow && gameTimer.timer - realTimeSpawned <= baseTimeToPerfectHigh)
            {
                feedbackObject.SetActive(true); //Activate the feedback object
                feedbackExploObject.SetActive(true);
                audioObject.SetActive(true);
                feedbackAnimator.SetTrigger("Perfect");
                feedbackExploAnimator.SetTrigger("Perfect");
                playerData.playerCombo++;
                playerData.playerScore += (400 * scoreMultiplier);
                gameObject.SetActive(false); //Deactivate the target object
            }
            else if (gameTimer.timer - realTimeSpawned > baseTimeToGoodBeforeLow & gameTimer.timer - realTimeSpawned < baseTimeToPerfectLow ||
                     gameTimer.timer - realTimeSpawned > baseTimeToPerfectHigh && gameTimer.timer - realTimeSpawned < baseTimeToGoodAfterHigh)
            {
                feedbackObject.SetActive(true); //Activate the feedback object
                feedbackExploObject.SetActive(true);
                feedbackAnimator.SetTrigger("Good");
                feedbackExploAnimator.SetTrigger("Good");
                audioObject.SetActive(true);
                playerData.playerCombo++;
                playerData.playerScore += (200 * scoreMultiplier);
                gameObject.SetActive(false); //Deactivate the target object
            }
            else
            {
                feedbackObject.SetActive(true); //Activate the feedback object
                feedbackExploObject.SetActive(true);
                feedbackAnimator.SetTrigger("Bad");
                feedbackExploAnimator.SetTrigger("Bad");
                audioObject.SetActive(true);
                playerData.playerCombo  = 0;
                playerData.playerScore += (50 * scoreMultiplier);
                gameObject.SetActive(false); //Deactivate the target object
            }



            //It's likely we need to pass some data to the feedbackObject before setting it to false, we'll want the feedbackObject to delete the parent when it's done being all flashy
        }

        if (gameTimer.timer > timeSpawned + timeToDie) //If the object has outlasted its live timer
        {
            //This should mostly be used to report a failed click/clean up unused objects
            playerData.unsuccessfulHits++; //Log failed hit in data

            /* JS Again needs to instantiate HitFeedbackArt with trigger "Miss"
             * */
            //Debug.Log("Object should die here");
            playerData.allUnsuccessfulHits++;
            playerData.setUnsuccessfulHits++;
            feedbackObject.SetActive(true); //Activate the feedback object
            feedbackExploObject.SetActive(true);
            feedbackAnimator.SetTrigger("Miss");
            feedbackExploAnimator.SetTrigger("Miss");
            playerData.playerCombo = 0;
            gameObject.SetActive(false); //Deactivate the target object
        }

        if (gameTimer.timer > timeSpawned + timeToClick)
        {
            //Shouldn't actually need this check, should be handled inside the "Was clicked" part, but hey!
            //Debug.Log("THIS WAS THE CLICK MOMENT");
        }
    }
Esempio n. 35
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    void Start()
    {
        networkManager = GetComponent<NetworkManagerScript>();
        mainMenu = GetComponent<MainMenuScript>();
        gameManager = GetComponent<GameManagerScript>();
        playerData = GetComponent<PlayerDataScript>();
        menuManager = GetComponent<MenuManager>();
        hud = GetComponent<HUDScript>();
        chatRoom = GetComponent<ChatRoomScript>();

        // column rects			Horizontal start		Vert Start		Width					Height
        firstCol = new Rect(	12,						 50,		Screen.width/3 - 18,	Screen.height - 50);
        secCol = new Rect(		Screen.width/3 + 6,		 50,		Screen.width/3 - 68, 	Screen.height - 50);
        thirdCol = new Rect(	2*Screen.width/3 - 44,	 50,		Screen.width/3 + 32, 	Screen.height - 50);

        //the list of teams, as strings
        List<Team> teams = Team.GetTeamList();
        teamList = new string[teams.Count];
        for(int x = 0; x < teams.Count; x++)
        {
            teamList[x] = teams[x].name;
        }
    }
Esempio n. 36
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 // Use this for initialization
 void Start()
 {
     platformManager = GetComponent<PlatformManagerScript>();
     networkManager = GetComponent<NetworkManagerScript>();
     spawnManager = GetComponent<SpawnManagerScript>();
     menuManager = GetComponent<MenuManager>();
     lobby = GetComponent<GameLobbyScript>();
     mainMenu = GetComponent<MainMenuScript>();
     playerData = GetComponent<PlayerDataScript>();
     gameIsActive = false;
 }
Esempio n. 37
0
 void Start()
 {
     playerData = GetComponent<PlayerDataScript>();
 }
    void GenerateNextSetDetails(int gameDifficulty)
    {
        playerData = playerDataObject.GetComponent <PlayerDataScript>();

        if (gameDifficulty == 1)
        {
            //Evaluate player's success relative to the target for this difficulty
            if (playerData.setSuccessRate > easySuccessTarget)
            {
                currentDifficulty++;
                if ((playerData.setSuccessRate + lastSectionSuccessRate) / 2 > easySuccessTarget)
                {
                    currentDifficulty++;
                }
                lastSectionSuccessRate = playerData.setSuccessRate;
                if (currentDifficulty > 8) //Protect against going out of range
                {
                    currentDifficulty = 8;
                }
            }
            if (playerData.setSuccessRate < (easySuccessTarget - 5))
            {
                currentDifficulty--;
                if ((playerData.setSuccessRate + lastSectionSuccessRate) / 2 < easySuccessTarget && lastSectionSuccessRate != 0)
                {
                    currentDifficulty--;
                }
                lastSectionSuccessRate = playerData.setSuccessRate;
                if (currentDifficulty < 1) //Protect against going out of range
                {
                    currentDifficulty = 1;
                }
            }



            //Next, grab a level set number based on how many exist for the chosen difficulty
            switch (currentDifficulty)
            {
            case 1:
                chosenSection = Random.Range(0, level1Sets.Length);
                break;

            case 2:
                chosenSection = Random.Range(0, level2Sets.Length);
                break;

            case 3:
                chosenSection = Random.Range(0, level3Sets.Length);
                break;

            case 4:
                chosenSection = Random.Range(0, level4Sets.Length);
                break;

            case 5:
                chosenSection = Random.Range(0, level5Sets.Length);
                break;

            case 6:
                chosenSection = Random.Range(0, level6Sets.Length);
                break;

            case 7:
                chosenSection = Random.Range(0, level7Sets.Length);
                break;

            case 8:
                chosenSection = Random.Range(0, level8Sets.Length);
                break;
            }
        }

        if (gameDifficulty == 2)
        {
            //Evaluate player's success relative to the target for this difficulty
            if (playerData.setSuccessRate > (mediumSuccessTarget + 5))
            {
                currentDifficulty++;
                if ((playerData.setSuccessRate + lastSectionSuccessRate) / 2 > mediumSuccessTarget)
                {
                    currentDifficulty++;
                }
                lastSectionSuccessRate = playerData.setSuccessRate;
                if (currentDifficulty > 8) //Protect against going out of range
                {
                    currentDifficulty = 8;
                }
            }
            if (playerData.setSuccessRate < (mediumSuccessTarget - 10))
            {
                currentDifficulty--;
                if ((playerData.setSuccessRate + lastSectionSuccessRate) / 2 < mediumSuccessTarget && lastSectionSuccessRate != 0)
                {
                    currentDifficulty--;
                }
                lastSectionSuccessRate = playerData.setSuccessRate;
                if (currentDifficulty < 1) //Protect against going out of range
                {
                    currentDifficulty = 1;
                }
            }



            //Next, grab a level set number based on how many exist for the chosen difficulty
            switch (currentDifficulty)
            {
            case 1:
                chosenSection = Random.Range(0, level1Sets.Length);
                break;

            case 2:
                chosenSection = Random.Range(0, level2Sets.Length);
                break;

            case 3:
                chosenSection = Random.Range(0, level3Sets.Length);
                break;

            case 4:
                chosenSection = Random.Range(0, level4Sets.Length);
                break;

            case 5:
                chosenSection = Random.Range(0, level5Sets.Length);
                break;

            case 6:
                chosenSection = Random.Range(0, level6Sets.Length);
                break;

            case 7:
                chosenSection = Random.Range(0, level7Sets.Length);
                break;

            case 8:
                chosenSection = Random.Range(0, level8Sets.Length);
                break;
            }
        }


        if (gameDifficulty == 3)
        {
            //Evaluate player's success relative to the target for this difficulty
            if (playerData.setSuccessRate > hardSuccessTarget + 10)
            {
                currentDifficulty++;
                if ((playerData.setSuccessRate + lastSectionSuccessRate) / 2 > hardSuccessTarget)
                {
                    currentDifficulty++;
                }
                lastSectionSuccessRate = playerData.setSuccessRate;
                if (currentDifficulty > 8) //Protect against going out of range
                {
                    currentDifficulty = 8;
                }
            }
            if (playerData.setSuccessRate < (hardSuccessTarget - 10))
            {
                currentDifficulty--;
                if ((playerData.setSuccessRate + lastSectionSuccessRate) / 2 < hardSuccessTarget && lastSectionSuccessRate != 0)
                {
                    currentDifficulty--;
                }
                lastSectionSuccessRate = playerData.setSuccessRate;
                if (currentDifficulty < 1) //Protect against going out of range
                {
                    currentDifficulty = 1;
                }
            }



            //Next, grab a level set number based on how many exist for the chosen difficulty
            switch (currentDifficulty)
            {
            case 1:
                chosenSection = Random.Range(0, level1Sets.Length);
                break;

            case 2:
                chosenSection = Random.Range(0, level2Sets.Length);
                break;

            case 3:
                chosenSection = Random.Range(0, level3Sets.Length);
                break;

            case 4:
                chosenSection = Random.Range(0, level4Sets.Length);
                break;

            case 5:
                chosenSection = Random.Range(0, level5Sets.Length);
                break;

            case 6:
                chosenSection = Random.Range(0, level6Sets.Length);
                break;

            case 7:
                chosenSection = Random.Range(0, level7Sets.Length);
                break;

            case 8:
                chosenSection = Random.Range(0, level8Sets.Length);
                break;
            }
        }

        playerData.setSuccessfulHits   = 0;
        playerData.setUnsuccessfulHits = 0;
    }
    // Use this for initialization
    void Start()
    {
        playerDataScript = GameObject.Find("Player Data Manager").GetComponent <PlayerDataScript> ();



        /*--------------Item Generation below---------------*/


        //Initialise all Maps here and add them to the vending machine:
        /*Maps*/

        int mapsCompleted = playerDataScript.mapsCompleted;

        /*show map tutorial*/
        if (mapsCompleted >= 0)
        {
            createNewMap("Tutorial", 0, "_TutorialLevel");
        }

        /*show map 1*/
        if (mapsCompleted >= 1)
        {
            createNewMap("Map 1", 1, "level1");
        }

        /*show map 2*/
        if (mapsCompleted >= 2)
        {
            createNewMap("Map 2", 2, "level2");
        }

        /*show map 3*/
        if (mapsCompleted >= 3)
        {
            createNewMap("Map 3", 3, "level3");
        }

        /*show map 4*/
        if (mapsCompleted >= 4)
        {
            createNewMap("Map 4", 4, "level4");
        }

        /*show map 5*/
        if (mapsCompleted >= 5)
        {
            createNewMap("Map 5", 5, "level5");
        }

        /*show map 6*/
        if (mapsCompleted >= 6)
        {
            createNewMap("Map 6", 6, "level6");
        }

        /*show map 7*/
        if (mapsCompleted >= 7)
        {
            createNewMap("Map 7", 7, "level7");
        }

        /*show map 8*/
        if (mapsCompleted >= 8)
        {
            createNewMap("Map 8", 8, "level8");
        }

        /*show map 9*/
        if (mapsCompleted >= 9)
        {
            createNewMap("Map 9", 9, "level9");
        }

//		/*show map 10*/
//		if (mapsCompleted >= 10) {
//
//			createNewMap ("Map 10", 10, "level10");
//		}
    }
Esempio n. 40
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    void Awake()
    {
        jumpCount = totalJumps = GameSettings.standardJumpCount;
        abilities = new List<Ability>();

        GameObject game = GameObject.FindGameObjectWithTag("GameController");
        hud = game.GetComponent<HUDScript>();
        scoreMenu = game.GetComponent<ScoreMenuScript>();
        networkManager = game.GetComponent<NetworkManagerScript>();
        playerData = game.GetComponent<PlayerDataScript>();
        nameDisplay = transform.Find("CharacterNameDisplay").GetComponent<CharacterNameDisplayScript>();
    }