Esempio n. 1
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    void Start()
    {
        Image []       images    = GetComponentsInChildren <Image>(false);
        ReadSceneNames readNames = GetComponent <ReadSceneNames>();

        string [] names      = readNames.scenes;
        int       imageCount = 0;

        for (int i = 0; i < names.Length; i++)
        {
            Image      image  = images[imageCount++];
            GameObject newObj = new GameObject(names[i]);
            newObj.transform.parent        = image.transform;
            newObj.transform.localPosition = Vector3.zero;

            Text text = newObj.AddComponent <Text>();
            text.text                 = names[i];
            text.color                = Color.black;
            text.font                 = Font;
            text.fontSize             = 15;
            text.transform.localScale = Vector3.one * 10f;
            text.horizontalOverflow   = HorizontalWrapMode.Wrap;
            text.verticalOverflow     = VerticalWrapMode.Overflow;
            text.alignment            = TextAnchor.MiddleCenter;

            text.GetComponent <RectTransform>().sizeDelta = new Vector2(45, 45);
        }
    }
Esempio n. 2
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    private void Awake()
    {
        instance = this;

        // read the scene
        Reset();
    }
Esempio n. 3
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    /* Setter & Getter */

    /* Functions */

    private void OnGUI()
    {
        instance = this;

        // read the scene
        Reset();
    }
    // Use this for initialization
    void Start()
    {
        //DO NOT DESTROY ON LOAD TO BONUS
        DontDestroyOnLoad(this.gameObject);
        DontDestroyOnLoad(player.gameObject);
        DontDestroyOnLoad(rounds.gameObject);
        DontDestroyOnLoad(totalRoundsText.gameObject);
        DontDestroyOnLoad(scoreGUI.gameObject);
        DontDestroyOnLoad(scoreText.gameObject);
        DontDestroyOnLoad(weapon.gameObject);
        DontDestroyOnLoad(weaponHeat.gameObject);
        DontDestroyOnLoad(healthBackground.gameObject);
        DontDestroyOnLoad(health.gameObject);
        DontDestroyOnLoad(centreRounds.gameObject);
        DontDestroyOnLoad(centreTotalRoundsText.gameObject);
        DontDestroyOnLoad(bonusRoundText.gameObject);
        DontDestroyOnLoad(gameOverText.gameObject);
        DontDestroyOnLoad(congratulationsText.gameObject);
        DontDestroyOnLoad(pausedText.gameObject);
        DontDestroyOnLoad(powerupText.gameObject);

        totalRounds                   = 1;
        roundsCount                   = 1;
        finalLevel                    = false;
        sceneNames                    = GameObject.FindGameObjectWithTag("Manager").GetComponent <ReadSceneNames>();
        GO                            = GameObject.FindGameObjectWithTag("Manager").GetComponent <GameOver>();
        centreRounds.enabled          = false;
        centreTotalRoundsText.enabled = false;
        bonusRoundText.enabled        = false;
        gameOverText.enabled          = false;
        congratulationsText.enabled   = false;
        pausedText.enabled            = false;
        powerupText.enabled           = false;
    }
    public void managerRestart()
    {
        Destroy(this.gameObject);
        Destroy(player.gameObject);
        Destroy(rounds.gameObject);
        Destroy(totalRoundsText.gameObject);
        Destroy(scoreGUI.gameObject);
        Destroy(scoreText.gameObject);
        Destroy(weapon.gameObject);
        Destroy(weaponHeat.gameObject);
        Destroy(healthBackground.gameObject);
        Destroy(health.gameObject);
        Destroy(centreRounds.gameObject);
        Destroy(centreTotalRoundsText.gameObject);
        Destroy(bonusRoundText.gameObject);
        Destroy(gameOverText.gameObject);
        Destroy(congratulationsText.gameObject);
        Destroy(pausedText.gameObject);
        Destroy(powerupText.gameObject);

        totalRounds                   = 1;
        roundsCount                   = 1;
        finalLevel                    = false;
        sceneNames                    = GameObject.FindGameObjectWithTag("Manager").GetComponent <ReadSceneNames>();
        centreRounds.enabled          = false;
        centreTotalRoundsText.enabled = false;
        bonusRoundText.enabled        = false;
        gameOverText.enabled          = false;
        congratulationsText.enabled   = false;
        pausedText.enabled            = false;
        powerupText.enabled           = false;
    }
    private static void UpdateNames(UnityEditor.MenuCommand command)
    {
        ReadSceneNames context        = (ReadSceneNames)command.context;
        var            allSceneNames  = ReadNames();
        var            testSceneNames = allSceneNames.GetRange(1, allSceneNames.Count - 1);

        context.testSceneNames = testSceneNames;
    }
    void Start()
    {
        sceneNamesScript = gameObject.GetComponent <ReadSceneNames>();
        List <string> sceneNames = sceneNamesScript.testSceneNames;

        for (int i = 0; i < sceneNames.Count; i++)
        {
            createOneToggle(new Vector2(0.0f, -i * toggleHeight), sceneNames[i]);
            if (selectedScenes.Count != 0 && !selectedScenes.Contains(sceneNames[i]))
            {
                toggles[toggles.Count - 1].isOn = false;
            }
        }
    }
Esempio n. 8
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    private static void UpdateNames(UnityEditor.MenuCommand command)
    {
        ReadSceneNames context = (ReadSceneNames)command.context;

        context.scenes = ReadNames();
    }
Esempio n. 9
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    private static void UpdateNames(UnityEditor.MenuCommand command)
    {
        ReadSceneNames context = (ReadSceneNames)command.context;

        context.SCENES_IN_BUILD_SETTING = ReadNames();
    }
Esempio n. 10
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 public ArraysToDictionaryMagic(ReadSceneNames readSceneNames)
 {
     GetScenes = new Dictionary<string, List<string>>();
     int count = 0;
     for (int i = 0; i < readSceneNames.zNames.Count; i++)
     {
         string name = readSceneNames.zNames[i];
         List<string> levels = new List<string>();
         int levelCount = readSceneNames.zIndexes[i];
         for (int j = 0; j < levelCount; j++)
         {
             levels.Add(readSceneNames.zLevels[count++]);
         }
         GetScenes[name] = levels;
     }
 }
        /// <summary>
        /// Load scene with self-define fade in time.
        /// </summary>
        /// <param name="sceneName"> scene name to load </param>
        /// <param name="fadeInTime"> time to fade in </param>
        /// <param name="screenColor"> screen color </param>
        /// <param name="keepBGM"> keep background music playing? </param>
        public void LoadScene(string sceneName, float fadeInTime, Color screenColor, bool keepBGM)
        {
#if (UNITY_EDITOR)
            // only do this in Editor Mode,
            // this help level designer to do their job.
            if (!ReadSceneNames.CheckSceneAvailable(sceneName))
            {
                JCS_Debug.LogReminder("Scene [" + sceneName + "] you want to load is not in the Build Setting");
                return;
            }
#endif

            // if is loading already, dont load it agian
            if (mSwitchSceneEffect)
            {
                return;
            }

            // set the next scene name
            this.mNextSceneName = sceneName;

            var gs = JCS_GameSettings.instance;

            if (gs.SAVE_ON_SWITCH_SCENE && gs.SAVE_GAME_DATA_FUNC != null)
            {
                // do the saving.
                gs.SAVE_GAME_DATA_FUNC.Invoke();
            }

            // preload the scene
            mAsyncOperation = SceneManager.LoadSceneAsync(mNextSceneName);
            mAsyncOperation.allowSceneActivation = false;

            switch (mSwitchSceneType)
            {
            case JCS_SwitchSceneType.BLACK_SCREEN:
            {
                // move to the last child in order
                // to render the black screen in front of
                // any UI's GUI
                mBlackScreen.MoveToTheLastChild();

                // set the screen color.
                // NOTE(jenchieh): always start with opacity the same
                // as previous.
                screenColor.a           = mBlackScreen.LocalColor.a;
                mBlackScreen.LocalColor = screenColor;

                // record down the screen color.
                JCS_SceneSettings.instance.SCREEN_COLOR = screenColor;

                // start fading in (black screen)
                mBlackScreen.FadeIn(fadeInTime);
            }
            break;

            case JCS_SwitchSceneType.SLIDE_SCREEN:
            {
                mBlackSlideScreen.MoveToTheLastChild();

                mBlackSlideScreen.StartSlideIn(mAlign, fadeInTime);
            }
            break;
            }

            var ss = JCS_SoundSettings.instance;

            ss.KEEP_BGM_SWITCH_SCENE = keepBGM;

            if (!keepBGM)
            {
                // start fading sound
                if (ss.SMOOTH_SWITCH_SOUND_BETWEEN_SCENE)
                {
                    // get the component.
                    if (mJCSFadeSound == null)
                    {
                        mJCSFadeSound = this.gameObject.AddComponent <JCS_FadeSound>();
                    }

                    mJCSFadeSound.SetAudioSource(JCS_SoundManager.instance.GetBGMAudioSource());

                    // fade out sound to zero
                    mJCSFadeSound.FadeOut(0, fadeInTime);
                }
            }

            // start check to switch scene or not
            mSwitchSceneEffect = true;

            // Pause the game depends on setting...
            JCS_GameManager.instance.GAME_PAUSE = mPauseGameWhileLoadingScene;
        }