public void ActionWaiting(StateScene stateStatus)
    {
        isInitSuccess = false;
        _BOL_ShowHeroAndSkill.Hide();
        switch (stateStatus)
        {
        case StateScene.showplayer:
            if (_BOL_ChoiceHero != null)
            {
                _BOL_ChoiceHero.Hide();
                //_BOL_ShowPlayer.Show();
                //imageVS.gameObject.SetActive(true);
                //if (tweenScale != null) {
                //	LeanTween.cancel(imageVS.gameObject, tweenScale.uniqueId);
                //	tweenScale = null;
                //}
                //tweenScale = LeanTween.scale(imageVS.gameObject, Vector3.one, 0.5f).setOnComplete(() => { tweenScale = null; }).setEase(LeanTweenType.easeOutBack);
            }
            break;

        case StateScene.choicehero:
            Debug.Log("choice hero   " + ChairPosition);
            _BOL_ShowHeroAndSkill.Hide();
            _BOL_ChoiceHero.Hide();
            if (ChairPosition == Constant.CHAIR_LEFT || ChairPosition == Constant.CHAIR_RIGHT)
            {
                _BOL_ChoiceHero.Show();
            }
            break;

        case StateScene.choiceherofinishgame:
            _BOL_ShowHeroAndSkill.Hide();
            break;
        }
    }
Esempio n. 2
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        public override void Initialize()
        {
            base.Initialize();

            MainScene.ClearModel();
            StateScene.ClearModel();

            SetMainLight(fk_Material.TrueWhite, new fk_Vector(0, 0, -1));
            SetStateLight(fk_Material.TrueWhite, new fk_Vector(0, 0, -1));
            SetMainCamera(new fk_Vector(0, 0, 100));
            SetStateCamera(new fk_Vector(0, 0, 100));

            InitializeBackground();

            GameInfo.Create();
            GameInfo.Refresh();

            var player = new Player(new fk_Vector(0, 0, 20));

            var boss = new Boss(new fk_Vector(0, 0, -40));

            _stateDrawer = new StateDrawer();
            _stateDrawer.InitSprites();
            _stateDrawer.Entry();
        }
Esempio n. 3
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 public void PauseGame()
 {
     Debug.Log("PauseGame");
     _state         = StateScene.Pause;
     needChange     = true;
     Time.timeScale = 0.1f;
 }
Esempio n. 4
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    void InitData(StateScene state, StateScene statusState = StateScene.unknow)
    {
        switch (state)
        {
        case StateScene.waiting:
            ActionWaiting(statusState);
            break;

        case StateScene.playing: break;

        case StateScene.finish: break;
        }
    }
Esempio n. 5
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    public void ResetHero()
    {
        var resetTimes = PlayerPrefs.GetInt("ResetTimes");

        if (resetTimes > 3)
        {
            GameOver();
        }
        else
        {
            PlayerPrefs.SetInt("ResetTimes", resetTimes++);
            _state     = StateScene.ResetHero;
            needChange = true;
        }
    }
Esempio n. 6
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    void ActionFinish(StateScene state)
    {
        switch (state)
        {
        case StateScene.win: break;

        case StateScene.lose: break;

        case StateScene.tie: break;

        default:
#if TEST
            Debug.Log(Debugs.ColorString("không show cái gì cả", Color.red));
#endif
            break;
        }
    }
Esempio n. 7
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    void ActionWaiting(StateScene stateStatus)
    {
        switch (stateStatus)
        {
        case StateScene.showheroandskill:
            _BOL_ShowHeroAndSkill = listStateScene.BOL_ShowHeroAndSkill;
            _BOL_ShowHeroAndSkill.Hide();
            break;

        case StateScene.showplayer:
            //_BOL_ShowPlayer = listStateScene.BOL_ShowPlayer;
            _BOL_ChoiceHero = listStateScene.BOL_ChoiceHero;
            _BOL_ShowPlayer.InitData();
            _BOL_ChoiceHero.Hide();
            break;

        case StateScene.choicehero:
            //_BOL_ShowPlayer = listStateScene.BOL_ShowPlayer;
            _BOL_ChoiceHero = listStateScene.BOL_ChoiceHero;
            _BOL_ShowPlayer.SelfDestruction();
            _BOL_ChoiceHero.Show();
            break;
        }
    }
    public void ActionFinish(StateScene state, Action action = null)
    {
        isInitSuccess = false;
        _BOL_ShowHeroAndSkill.Hide();
        panelUserInfo.RefreshGoldInfo(true);
        panelUserInfo.Show();
#if TEST
        Debug.Log("ChairPosition " + ChairPosition);
#endif
        if (ChairPosition == Constant.CHAIR_LEFT || ChairPosition == Constant.CHAIR_RIGHT)
        {
            switch (state)
            {
            case StateScene.win:
                if (_BOL_ShowFinishWin == null)
                {
#if TEST
                    Debug.Log("show win");
#endif
                    _BOL_ShowFinishWin = listStateScene.BOL_ShowFinishWin;
                    Delay(5, () =>
                    {
                        _BOL_ShowFinishWin.ResetData();
                        _BOL_ShowFinishWin.SelfDestruction();
                        _BOL_ShowFinishWin = null;
                        if (ChairPosition != Constant.CHAIR_PLAYER && ChairPosition != Constant.CHAIR_VIEWER)
                        {
                            BOL_PlaySkill_Controller.instance.isStartGame = false;
                        }
                    });
                    StartInitData(InitDataWaiting, () =>
                    {
                        ActionWaiting(StateScene.choiceherofinishgame);
                        int mySessionid = DataManager.instance.userData.sessionId;
                        if (mySessionid == BOL_ShowPlayer_Manager.instance.listUserPlayGame[0].sessionId)
                        {
                            //BOL_ChoiceHero.instance.SetActiveImageChoice(Constant.CHAIR_LEFT, false, true);
                            BOL_ChoiceHero.instance.btnChoiceChairLeft.isChoiceChair = true;
                            BOL_ChoiceHero.instance.Show();
                        }
                        else if (mySessionid == BOL_ShowPlayer_Manager.instance.listUserPlayGame[1].sessionId)
                        {
                            BOL_ChoiceHero.instance.btnChoiceChairRight.isChoiceChair = true;
                            //BOL_ChoiceHero.instance.SetActiveImageChoice(Constant.CHAIR_RIGHT, false, true);
                            BOL_ChoiceHero.instance.Show();
                        }
                    });
                }
                break;

            case StateScene.lose:
                if (_BOL_ShowFinishLose == null)
                {
                    _BOL_ShowFinishLose = listStateScene.BOL_ShowFinishLose;
                    Delay(5, () =>
                    {
                        _BOL_ShowFinishLose.ResetData();
                        _BOL_ShowFinishLose.SelfDestruction();
                        _BOL_ShowFinishLose = null;
                        if (ChairPosition != Constant.CHAIR_PLAYER && ChairPosition != Constant.CHAIR_VIEWER)
                        {
                            BOL_PlaySkill_Controller.instance.isStartGame = false;
                        }
                    });
                    StartInitData(InitDataWaiting, () =>
                    {
                        ActionWaiting(StateScene.choiceherofinishgame);
                        int mySessionid = DataManager.instance.userData.sessionId;
                        if (mySessionid == BOL_ShowPlayer_Manager.instance.listUserPlayGame[0].sessionId)
                        {
                            //BOL_ChoiceHero.instance.SetActiveImageChoice(Constant.CHAIR_LEFT, false, true);
                            BOL_ChoiceHero.instance.btnChoiceChairLeft.isChoiceChair = true;
                            BOL_ChoiceHero.instance.Show();
                        }
                        else if (mySessionid == BOL_ShowPlayer_Manager.instance.listUserPlayGame[1].sessionId)
                        {
                            //BOL_ChoiceHero.instance.SetActiveImageChoice(Constant.CHAIR_RIGHT, false, true);
                            BOL_ChoiceHero.instance.btnChoiceChairRight.isChoiceChair = true;
                            BOL_ChoiceHero.instance.Show();
                        }
                    });
                }
                break;

            case StateScene.tie:
                break;

            case StateScene.viewer:
                break;

            default:
#if TEST
                Debug.Log(Debugs.ColorString("không show cái gì cả", Color.red));
#endif
                break;
            }
        }
        else
        {
            //if (tweenScale != null) {
            //	LeanTween.cancel(imageVS.gameObject, tweenScale.uniqueId);
            //	tweenScale = null;
            //}
            //tweenScale = LeanTween.scale(imageVS.gameObject, Vector3.one, 0.5f).setOnComplete(() => {
            //	tweenScale = null;
            //}).setEase(LeanTweenType.easeOutBack);
        }
    }
Esempio n. 9
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 public void HideUI()
 {
     _state     = StateScene.Exit;
     needChange = true;
 }
Esempio n. 10
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 public void ShowUI()
 {
     _state     = StateScene.Start;
     needChange = true;
 }
Esempio n. 11
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 public void ContinueGame()
 {
     _state         = StateScene.Game;
     needChange     = true;
     Time.timeScale = 0.1f;
 }