public static void AddInvoker(SpeedBlock speedBlock)
 {
     invoker.Add(speedBlock);
     foreach (UnityAction ua in Speedlistener)
     {
         speedBlock.AddSpeedUpListener(ua);
     }
 }
Esempio n. 2
0
    public static Block Instantiate(string name)
    {
        Experiment.Measurement.newBlock(name);
        Block b;

        switch (name)
        {
        case "carousel":
            b = new CogBlock <CarouselTrial>();
            break;

        case "propeller":
            b = new CogBlock <PropellerTrial>();
            break;

        case "speed":
            b = new SpeedBlock();
            break;

        case "training":
            b = new CogBlock <CogTrial>();
            break;

        case "direction":
            b = new CogBlock <DirectionTrial>();
            break;

        case "trainingStability":
            b = new GenericBlock <StabilityTrial>();
            break;

        case "stabilityGreen":
            b = new GenericBlock <GreenStabilityTrial>("RESP,CRESP,AnzahlVersuche,Antwortkoordinaten,RT1,RT2,RT3,RT-Gesamt");
            break;

        case "stabilityRed":
            b = new RedStabilityBlock(2);
            break;

        case "matrix":
            b = new MatrixBlock(7, 3);
            break;

        case "vocabulary":
            b = new VocabularyBlock(13);
            break;

        case "carouselTransfer":
            b = new CogBlock <CarouselTrial>();    // orientiert an Standard carousel
            break;

        case "prt":
            b = new RedStabilityBlock(0);     // orientiert an RedStab
            break;

        case "sts":
            b = new RedStabilityBlock(1);     // orientiert an RedStab
            break;

        default:
            throw new System.ArgumentException("Tried to instantiate a block with an unknown type: '" + name + "'");
        }
        b.Config = name;
        return(b);
    }
    }                                                                 //End update

    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.tag == "SlowBlock")
        {
            SlowBlock slowBlock = collision.GetComponent <SlowBlock>();
            currentSpeed -= slowBlock.SlowValue;
            SpeedChange();
        }
        if (collision.gameObject.tag == "SpeedBlock")
        {
            SpeedBlock speedBlock = collision.GetComponent <SpeedBlock>();
            currentSpeed += speedBlock.SpeedValue;
            SpeedChange();
        }
        if (collision.gameObject.tag == "Wall")
        {
            Debug.Log("Hit Wall");
            levelControl.LoseLevel();
        }
        if (collision.gameObject.tag == "Trophy")
        {
            Debug.Log("GG");
            trophyCount++;
            Destroy(collision.gameObject);
            if (trophyCount < trophyReq)
            {
                Debug.Log(trophyCount);
            }
            else
            {
                levelControl.WinLevel();
            }
        }
        if (collision.gameObject.tag == "TeleBlock" && canTeleport == 0)
        {
            canTeleport += 2;
            TeleBlock teleBlock = collision.GetComponent <TeleBlock>();
            gameObject.transform.position = teleBlock.Teleport.position;
        }
        if (collision.gameObject.tag == "TriggerBlock")
        {
            TriggerBlock triggerBlock = collision.GetComponent <TriggerBlock>();
            for (int i = 0; i < triggerBlock.toMove.Length; i++)
            {
                if (triggerBlock.toMove[i].GetComponent <Wall>().Moving)
                {
                    triggerBlock.toMove[i].GetComponent <Wall>().Moving = false;
                }
                else
                {
                    triggerBlock.toMove[i].GetComponent <Wall>().Moving = true;
                }
            }
        }

        if (currentSpeed < startingSpeed)
        {
            currentSpeed = startingSpeed;
        }                                                                   //speed cap and minimim
        if (currentSpeed > maxSpeed)
        {
            currentSpeed = maxSpeed;
        }
    }
Esempio n. 4
0
    private void PrepareLevel(bool spawnPlayer)
    {
        Level level = new Level(LEVEL_WIDTH, LEVEL_HEIGHT);

        BOUNDRY_BLOCKS[0] = new Vector3(0, 0);
        BOUNDRY_BLOCKS[1] = new Vector3(LEVEL_WIDTH * 2.65f, 0);
        BOUNDRY_BLOCKS[2] = new Vector3(0, LEVEL_HEIGHT * 2.65f);
        BOUNDRY_BLOCKS[3] = new Vector3(0, 0);

        for (int x = 0; x < LEVEL_WIDTH; x++)
        {
            for (int y = 0; y < LEVEL_HEIGHT; y++)
            {
                Color color = currentLevelTex.GetPixel(x, y);
                if (ColorMap.MatchesColor(color, ColorMap.THEME_FOREST)) // read in theme
                {
                    ThemeLoader.LoadForestTheme();
                }
                else if (ColorMap.MatchesColor(color, ColorMap.THEME_DESERT))
                {
                    ThemeLoader.LoadDesertTheme();
                }
                else if (ColorMap.MatchesColor(color, ColorMap.DULL_BLOCK))
                {
                    DullBlock block = Instantiate(defaultBlock);
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.CHECKPOINT))
                {
                    CheckpointBlock block = Instantiate(checkpointBlock);
                    block.block = Block.init(x, y, level, block.gameObject);
                    CheckpointManager.AddCheckpoint(block);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.AIR_BLOCK))
                {
                    AirBlock block = Instantiate(airBlock);
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.SPEED_BLOCK))
                {
                    SpeedBlock block = Instantiate(speedBlock);
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.CRUMBLY_BLOCK))
                {
                    CrumblyBlock block = Instantiate(crumblyBlock);
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.FINISH))
                {
                    FinishBlock block = Instantiate(finishBlock);
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.LEAP_BOOST_BLOCK))
                {
                    LeapBoostBlock block = Instantiate(leapBoostBlock);
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.AUTO_LEAP_BOOST_BLOCK))
                {
                    AutoLeapBoostBlock block = Instantiate(autoLeapBoostBlock);
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.DISGUISED_CRUMBLY_BLOCK))
                {
                    CrumblyBlock block    = Instantiate(crumblyBlock);
                    Disguise     disguise = block.gameObject.AddComponent <Disguise>();
                    disguise.identity   = crumblyBlock.GetComponent <SpriteRenderer>().sprite;
                    disguise.camouflage = defaultBlock.GetComponent <SpriteRenderer>().sprite;
                    disguise.HideIdentity();
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.DISGUISED_AUTO_LEAP_BOOST_BLOCK))
                {
                    AutoLeapBoostBlock block    = Instantiate(autoLeapBoostBlock);
                    Disguise           disguise = block.gameObject.AddComponent <Disguise>();
                    disguise.identity   = autoLeapBoostBlock.GetComponent <SpriteRenderer>().sprite;
                    disguise.camouflage = defaultBlock.GetComponent <SpriteRenderer>().sprite;
                    disguise.HideIdentity();
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.DISGUISED_DULL_BLOCK))
                {
                    DullBlock block    = Instantiate(defaultBlock);
                    Disguise  disguise = block.gameObject.AddComponent <Disguise>();
                    disguise.identity   = defaultBlock.GetComponent <SpriteRenderer>().sprite;
                    disguise.camouflage = null;
                    disguise.HideIdentity();
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.GHOST_BLOCK))
                {
                    DullBlock block    = Instantiate(defaultBlock);
                    Disguise  disguise = block.gameObject.AddComponent <Disguise>();
                    disguise.identity   = null;
                    disguise.camouflage = null;
                    disguise.HideIdentity();
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.ENEMY_SUKAMON))
                {
                    // spawn sukamon
                    EnemyControl ec = Instantiate(sukamon);
                    ec.transform.position = new Vector3(x * 2.65f, y * 2.65f + 0.5f);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.DIGIVICE))
                {
                }
                else if (ColorMap.MatchesColor(color, ColorMap.ENEMY_KINGETEMON))
                {
                    EnemyControl ec = Instantiate(kingetemon);
                    ec.transform.position = new Vector3(x * 2.65f, y * 2.65f + 0.5f);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.ENEMY_SUKAMON_STATIC))
                {
                    EnemyControl ec = Instantiate(sukamon);
                    ec.blockRadius        = 0;
                    ec.transform.position = new Vector3(x * 2.65f, y * 2.65f + 0.5f);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.ENEMY_GIGANTIC_SUKAMON))
                {
                    EnemyControl ec = Instantiate(giganticSukamon);
                    ec.blockRadius = 20;
                    ec.moveSpeed   = 8;
                    //ec.health *= 5;
                    ec.transform.position = new Vector3(x * 2.65f, y * 2.65f + 0.5f);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.WOODEN_SIGN))
                {
                    SignDialogue sd = Instantiate(signDialogue);
                    sd.transform.position = new Vector3(x * 2.65f, y * 2.65f + 0.5f);
                }
            }
        }

        currentLevel = level;

        foreach (var observer in OBSERVERS)
        {
            observer.OnLevelLoaded(level);
        }

        if (spawnPlayer)
        {
            int score = 1;
            if (currentPlayerInstance != null)
            {
                score = currentPlayerInstance.score;
            }
            Vector3 pos = CheckpointManager.ActiveCheckpoint.transform.position;
            Player  p   = Instantiate(player);
            p.transform.position  = new Vector3(pos.x, pos.y + 5, pos.z);
            currentPlayerInstance = p;
            p.score = score;
            Debug.Log(p.score);

            Camera.main.GetComponent <CamCapture>().player        = p;
            Camera.main.GetComponent <CamCapture>().boundryBlocks = BOUNDRY_BLOCKS;
        }
    }