Inheritance: ScriptWithController
Esempio n. 1
0
    IEnumerator <YieldInstruction> WaitThenSetHealth(bool player)
    {
        Fade.SetActive(true);
        Fade.GetComponent <Animator>().Update(0);
        Fade.GetComponent <Animator>().SetTrigger("Fade");
        GameManager.GameState = GameManager.eGameState.Playing;
        StartCoroutine(ScreenChanger.SetActiveWhenLoaded(ScreenChanger.FightScene));

        while (!ScreenChanger.IsSceneLoaded(ScreenChanger.FightScene))
        {
            yield return(null);
        }
        Fade.SetActive(false);

        if (player)
        {
            Debug.Log("test");
            HealthLevels.Instance.CurrentEnemyHealth = HealthLevels.Instance.GetTotalEnemyHealth() - (2 * HealthLevels.Instance.GetTotalEnemyHealth()) / 10;
        }
        else
        {
            Debug.Log("boost");
            HealthLevels.Instance.CurrentPlayerHealth = HealthLevels.Instance.GetTotalPlayerHealth() - (2 * HealthLevels.Instance.GetTotalPlayerHealth()) / 10;
        }

        gameObject.SetActive(false);
        VictoryChecker.EnemiesLeft--;
    }
Esempio n. 2
0
 void Awake()
 {
     if (SharedInstance == null)
     {
         SharedInstance = this;
     }
 }
Esempio n. 3
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 private void Start()
 {
     sc = GameMaster.gameMaster.GetComponent <ScreenChanger>();
     foreach (GameObject item in menuPanels)
     {
         item.SetActive(false);
     }
 }
Esempio n. 4
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 public void Victory()
 {
     combatState = EnumCombatState.Victory;
     if (VictoryChecker.EnemiesLeft > 0)
     {
         ScreenChanger.UnloadFight();
         GameManager.GameState = GameManager.eGameState.OverWorld;
     }
     else
     {
         GameManager.GameWin();
     }
 }
Esempio n. 5
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    public void Update()
    {
        if (work > 0)
        {
            work -= Time.deltaTime;
            if (work <= 4 && !soundPlay)
            {
                StartCoroutine(PlayWarning());
            }
            if (work <= 0)
            {
                AudioManager.Instance.PlaySound("Switch");
            }
        }
        else if (rest > 0)
        {
            rest -= Time.deltaTime;
            if (rest <= 4 && !soundPlay)
            {
                StartCoroutine(PlayWarning());
            }
            if (rest <= 0)
            {
                AudioManager.Instance.PlaySound("Switch");
            }
        }
        else if (rounds > 1)
        {
            rounds--;
            work = defaultWork;
            rest = defaultRest;
        }
        else
        {
            //switch scene
            ScreenChanger changer = Camera.main.GetComponent <ScreenChanger>();
            changer.Finish();
        }
        int DisplaySeconds = (TimeFinished - System.DateTime.UtcNow).Seconds;
        int DisplayMinutes = (TimeFinished - System.DateTime.UtcNow).Minutes;

        TotalTime.text = DisplayMinutes.ToString("D2") + " : " + DisplaySeconds.ToString("D2");
    }
Esempio n. 6
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    // Update is called once per frame
    void Update()
    {
        if (GameState == eGameState.Game_Over && !gameOverInput)
        {
            gameOverTimer += Time.deltaTime;
            if (gameOverTimer >= gameOverWait)
            {
                gameOverInput = true;
            }
        }

        if (gameOverInput && GameState != eGameState.Game_Over)
        {
            gameOverInput = false;
        }

        string currentScene = ScreenChanger.GetActiveScene().name;

        if (GameState == eGameState.Game_Win && currentScene == ScreenChanger.TitleScene)
        {
            GameState = eGameState.Initial;
        }

        if (InputManager.GetAnyButtonDown())
        {
            if (currentScene == ScreenChanger.IntroScene || (GameState == eGameState.Game_Over && gameOverInput))
            {
                GameState = eGameState.Initial;
                ScreenChanger.LoadNewScene(ScreenChanger.TitleScene);
            }
            else if (currentScene == ScreenChanger.TitleScene)
            {
                GameState = eGameState.OverWorld;
                ScreenChanger.LoadNewScene(ScreenChanger.TDScene);
            }
        }

        if (InputManager.PowerOff())
        {
            Poweroff.SetActive(true);
        }
    }
Esempio n. 7
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        public MainWindow()
        {
            InitializeComponent();

            changer = new ScreenChanger();
        }
Esempio n. 8
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 // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
 override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     ScreenChanger.LoadNewScene("Credits");
 }
 // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
 override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     ScreenChanger.LoadFight();
 }
Esempio n. 10
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 private void Start()
 {
     sc = FindObjectOfType <ScreenChanger>();
     CountBreakableBlocks();
 }