public override void Load(Model_RunData data) { Model_LevelBehavior_29 lvlModel = data.levelsData.LB29; Debug.Log($"-------- LOADED {name} --------"); Script_Utils.DebugToConsole(lvlModel); }
private void MoveAnimations(Directions dir) { // Limit to only facing axis directions when moving. switch (axis) { case (Axis.x): if (dir == Directions.Up || dir == Directions.Down) { dir = npc.DefaultFacingDirection; } break; case (Axis.y): dir = npc.DefaultFacingDirection; break; case (Axis.z): if (dir == Directions.Right || dir == Directions.Left) { dir = npc.DefaultFacingDirection; } break; } bool isMoving = npc.transform.position != lastPosition; if (!isMoving) { npc.FaceDefaultDirection(); } else { Script_Utils.AnimatorSetDirection(npc.MyAnimator, dir); } }
public override void Load(Model_RunData data) { if (data.levelsData == null) { Debug.Log("There is no levels state data to load."); return; } if (data.levelsData.LB20 == null) { Debug.Log("There is no LB20 state data to load."); return; } Model_LevelBehavior_20 lvlModel = data.levelsData.LB20; LB20.isKingIntroCutSceneDone = lvlModel.isKingIntroCutSceneDone; LB20.season = lvlModel.season; LB20.entranceCutSceneDone = lvlModel.entranceCutSceneDone; LB20.isPuzzleComplete = lvlModel.isPuzzleComplete; LB20.didPickUpMasterKey = lvlModel.didPickUpMasterKey; LB20.didUnlockMasterLock = lvlModel.didUnlockMasterLock; Debug.Log($"-------- LOADED {name} --------"); Script_Utils.DebugToConsole(lvlModel); }
public void GetDirection() { Script_Utils.GetDirectionToTarget( Ellenia.transform.position, Script_Game.Game.GetPlayer().transform.position ); }
public void LoadNames(Model_SaveData data) { if (data.namesData == null) { Debug.Log("There is no names state data to load."); return; } Model_Names names = new Model_Names( _Player: data.namesData.Player, _Ids: data.namesData.Ids, _Ero: data.namesData.Ero, _Myne: data.namesData.Myne, _Eileen: data.namesData.Eileen, _Ellenia: data.namesData.Ellenia, _Tedwich: data.namesData.Tedwich, _Ursie: data.namesData.Ursie, _Kaffe: data.namesData.Kaffe, _Latte: data.namesData.Latte, _KingEclaire: data.namesData.KingEclaire, _Suzette: data.namesData.Suzette, _Peche: data.namesData.Peche, _Melba: data.namesData.Melba, _Moose: data.namesData.Moose, _Flan: data.namesData.Flan ); Script_Names.LoadNames(names); Debug.Log($"-------- LOADED {name} --------"); Script_Utils.DebugToConsole(names); }
public void Push(Directions dir) { if (isMoving) { return; } if (_isDisabled) { return; } Vector3 desiredDir = Script_Utils.GetDirectionToVectorDict()[dir]; // check for collisions // if no collisions then able to push, return true GetComponent <Script_InteractionBoxController>().HandleActiveInteractionBox(dir); bool isCollision = GetComponent <Script_CheckCollisions>().CheckCollisions( transform.position, dir, ref desiredDir ); if (isCollision) { return; } startLocation = transform.position; endLocation = transform.position + desiredDir; Move(); }
/// <summary> /// fades out fullArt canvases and does callback after finishing fadeOut /// </summary> public void Hide(FadeSpeeds fadeOutMode, Action cb) { float fadeOutTime = Script_Utils.GetFadeTime(fadeOutMode); StartCoroutine( fullArtCanvasGroup .GetComponent <Script_CanvasGroupFadeInOut>() .FadeOutCo(fadeOutTime, () => { fullArtCanvasGroup.gameObject.SetActive(false); foreach (var bg in bgs) { bg.gameObject.SetActive(false); } fullArtImage.gameObject.SetActive(false); fullArtImage.sprite = null; if (cb != null) { cb(); } } ) ); }
public void ElleniaFacesPlayer() { Directions directionOfPlayer = Script_Utils.GetDirectionToTarget( Ellenia.transform.position, Script_Game.Game.GetPlayer().transform.position ); Ellenia.FaceDirection(directionOfPlayer); }
public override void Load(Model_RunData data) { Model_LevelBehavior_47 lvlModel = data.levelsData.LB47; LB47.didPickUpPuppeteerSticker = lvlModel.didPickUpPuppeteerSticker; Debug.Log($"-------- LOADED {name} --------"); Script_Utils.DebugToConsole(lvlModel); }
private void Awake() { Script_Player player = Script_Game.Game.GetPlayer(); Directions dir = Script_Utils.GetDirectionToTarget( player.transform.position, target.position ); player.FaceDirection(dir); }
public override void Load(Model_RunData data) { Model_LevelBehavior_41 lvlModel = data.levelsData.LB41; LB41.didPickUpMelancholyPianoSticker = lvlModel.didPickUpMelancholyPianoSticker; Debug.Log($"-------- LOADED {name} --------"); Script_Utils.DebugToConsole(lvlModel); }
public override void Load(Model_RunData data) { Model_LevelBehavior_10 lvlModel = data.levelsData.LB10; LB10.gotBoarNeedle = lvlModel.gotBoarNeedle; Debug.Log($"-------- LOADED {name} --------"); Script_Utils.DebugToConsole(lvlModel); }
public void FacePlayer() { Script_Player player = Script_Game.Game.GetPlayer(); Directions dir = Script_Utils.GetDirectionToTarget( transform.position, player.transform.position ); GetComponent <Script_MovingNPC>().FaceDirection(dir); }
public override void Load(Model_RunData data) { Model_LevelBehavior_27 lvlModel = data.levelsData.LB27; LB27.GotPsychicDuck = lvlModel.gotPsychicDuck; Debug.Log($"-------- LOADED {name} --------"); Script_Utils.DebugToConsole(lvlModel); }
private void HandlePopulateById() { if (!String.IsNullOrEmpty(Id)) { string unformatted = Script_UIText.Text[Id].EN; string formatted = Script_Utils.FormatString(unformatted); GetComponent <TextMeshProUGUI>().text = formatted; } }
public override void Load(Model_RunData data) { Model_LevelBehavior_46 lvlModel = data.levelsData.LB46; LB46.isPuzzleComplete = lvlModel.isPuzzleComplete; LB46.didPlayFaceOff = lvlModel.didPlayFaceOff; Debug.Log($"-------- LOADED {name} --------"); Script_Utils.DebugToConsole(lvlModel); }
public override void Load(Model_RunData data) { Model_LevelBehavior_48 lvlModel = data.levelsData.LB48; LB48.IsDone = lvlModel.isDone; LB48.IsFinalRound = lvlModel.isFinalRound; Debug.Log($"-------- LOADED {name} --------"); Script_Utils.DebugToConsole(lvlModel); }
/// <summary> /// Used to show predefined hint canvases /// </summary> public void FadeIn(Script_Hint hint, Action cb = null) { hintCanvasGroup.Initialize(); hint.gameObject.SetActive(true); hintCanvasGroup.gameObject.SetActive(true); float fadeTime = Script_Utils.GetFadeTime(hint.fadeSpeed); StartCoroutine(hintCanvasGroup.FadeInCo(fadeTime, cb)); }
public override void Load(Model_RunData data) { Model_LevelBehavior_42 lvlModel = data.levelsData.LB42; LB42.didPickUpLastWellMap = lvlModel.didPickUpLastWellMap; LB42.didPickUpSpeedSeal = lvlModel.didPickUpSpeedSeal; LB42.isMooseQuestDone = lvlModel.isMooseQuestDone; LB42.didPlayFaceOff = lvlModel.didPlayFaceOff; Debug.Log($"-------- LOADED {name} --------"); Script_Utils.DebugToConsole(lvlModel); }
public static void SetPath() { saveFileName = Script_Utils.SaveFile(saveSlotId); savedGameTitleDataFileName = Script_Utils.SaveTitleDataFile(saveSlotId); path = Application.persistentDataPath; saveFilePath = $"{path}/{saveFileName}"; savedGameTitleDataPath = $"{path}/{savedGameTitleDataFileName}"; Debug.Log($"Persistent path is: {Application.persistentDataPath}"); Debug.Log($"Currently using path: {path}"); }
public void LoadPlayerData(Model_SaveData data) { Model_PlayerState p = new Model_PlayerState( data.playerData.spawnX, data.playerData.spawnY, data.playerData.spawnZ, data.playerData.faceDirection ); game.SetPlayerState(p); Debug.Log($"-------- LOADED {name} --------"); Script_Utils.DebugToConsole(p); }
private void Awake() { foreach (Script_MovingNPC npc in movingNPCs) { Directions faceDirection = Script_Utils.GetDirectionToTarget( npc.transform.position, Script_Game.Game.GetPlayer().transform.position ); Debug.Log($"npc {npc.name} face {faceDirection}"); npc.FaceDirection(faceDirection); } this.gameObject.SetActive(false); }
public void SetTileMapTransparent() { tm = GetComponent <Tilemap>(); tmpColor = tm.color; tmpColor.a = 0f; // first find all tile locations and set to transparent tileLocs.Clear(); tileLocs = Script_Utils.AddTileLocs(tileLocs, tm, tileLoc => { tm.SetTileFlags(tileLoc, TileFlags.None); tm.SetColor(tileLoc, tmpColor); } ); }
void MoveAnimation(Directions dir) { Directions myFaceDirection = ToOppositeDirectionZ(dir); Script_Utils.AnimatorSetDirection(animator, myFaceDirection); bool isMoving = Script_Game.Game.GetPlayer().MyAnimator.GetBool(PlayerMovingBool); SetIsMoving(isMoving); if (positionAdjuster != null) { positionAdjuster.Adjust(myFaceDirection); } }
public void FadeOut(FadeSpeeds fadeSpeed, Action cb) { float fadeOutTime = Script_Utils.GetFadeTime(fadeSpeed); StartCoroutine( GetComponent <Script_CanvasGroupFadeInOut>() .FadeOutCo(fadeOutTime, () => { if (cb != null) { cb(); } } ) ); }
public void FadeIn(FadeSpeeds fadeSpeed, Action cb, float maxAlpha = 1f) { float fadeInTime = Script_Utils.GetFadeTime(fadeSpeed); StartCoroutine( GetComponent <Script_CanvasGroupFadeInOut>() .FadeInCo(fadeInTime, () => { if (cb != null) { cb(); } }, maxAlpha ) ); }
// public bool[] CreateIObjsWithSwitchesState( // bool[] switchesStates, // bool isActivated, // bool isForceSortingLayer, // bool isSortingLayerAxisZ = true, // int offset = 0 // ) // { // if (isActivated) // { // game.CreateInteractableObjects( // switchesStates, // isForceSortingLayer, // isSortingLayerAxisZ, // offset // ); // } // else // { // game.CreateInteractableObjects( // null, // isForceSortingLayer, // isSortingLayerAxisZ, // offset // ); // switchesStates = new bool[game.GetSwitchesCount()]; // SetInitialSwitchesState(switchesStates); // } // return switchesStates; // } public bool[] SetupSwitchesState( Transform lightSwitchesParent, bool[] switchesStates, bool isInitialize ) { /// Initialization of switches state is done in InteractableObjectCreator Script_Utils.PrintArray(switchesStates, "setting up with switchesState"); switchesStates = game.SetupSwitches( lightSwitchesParent, switchesStates, isInitialize ); return(switchesStates); }
/// <summary> /// Handles copying thoughts into slots /// </summary> public void UpdatePlayerThoughts( Model_Thought thought, Model_PlayerThoughts thoughts, Script_PlayerThoughtsInventoryButton[] thoughtSlots ) { foreach (Script_PlayerThoughtsInventoryButton ts in thoughtSlots) { ts.text.text = string.Empty; } // works ONLY if thoughts is exactly equal to maxHP for (int i = 0; i < thoughts.uglyThoughts.Count; i++) { string newThoughtText = thoughts.uglyThoughts[i].thought; thoughtSlots[i].text.text = Script_Utils.FormatString(newThoughtText); } }
public static bool Copy(int fromSlot, int newSlotId) { SetPath(); try { // copy saveData var fromFileName = Script_Utils.SaveFile(fromSlot); var fromTitleDataFileName = Script_Utils.SaveTitleDataFile(fromSlot); var newFileName = Script_Utils.SaveFile(newSlotId); var newTitleDataFileName = Script_Utils.SaveTitleDataFile(newSlotId); var fromFilePath = $"{path}/{fromFileName}"; var fromTitleDataFilePath = $"{path}/{fromTitleDataFileName}"; var newFilePath = $"{path}/{newFileName}"; var newTitleDataFilePath = $"{path}/{newTitleDataFileName}"; Debug.Log($"From File Path: {fromFilePath}"); Debug.Log($"To File Path: {newFilePath}"); Debug.Log($"From Title Data File Path: {fromTitleDataFilePath}"); Debug.Log($"To Title Data File Path: {newTitleDataFilePath}"); if (File.Exists(fromFilePath)) { File.Copy(fromFilePath, newFilePath, true); } // copy titleData if (File.Exists(fromTitleDataFilePath)) { File.Copy(fromTitleDataFilePath, newTitleDataFilePath, true); } return(true); } catch (System.Exception e) { Debug.LogError("Failed Copy with exception: " + e.ToString()); return(false); } }
public void ShowThought(Model_Thought thought) { // stop any coroutine here if (isShowingThought) { StopCoroutine(coroutine); thoughtText.text = ""; } isShowingThought = true; thoughtText.text = Script_Utils.FormatString(thought.thought); canvasGroup.gameObject.SetActive(true); canvasGroup.alpha = 1f; canvasGroup.blocksRaycasts = true; audioSource.PlayOneShot(thoughtStartSoundFX, 1.0f); }