Esempio n. 1
0
 private UMachine RestoreEstate(UMachine flow, out string sceneID)
 {
     flow = Restore(flow, ESTATE_STATE);
     Restore(flow, ESTATE_ENTER);
     sceneID = SceneConsts.ESTATE_SCENE;
     return(flow);
 }
Esempio n. 2
0
        public void Execute(string tutorialID)
        {
            GameModel game = AmbitionApp.Game;

            if (game.Tutorials.Contains(tutorialID))
            {
                UFlowSvc uflow   = AmbitionApp.GetService <UFlowSvc>();
                UMachine machine = uflow.IsActiveFlow(tutorialID)
                    ? null
                    : uflow.Invoke(tutorialID);
            }
        }
Esempio n. 3
0
        public void Execute(string savedGameData)
        {
            GameModel game = AmbitionApp.Game;

            if (!game.Initialized)
            {
                AmbitionApp.Execute <InitGameCmd>();
            }
            UFlowSvc      uflow      = AmbitionApp.GetService <UFlowSvc>();
            CalendarModel calendar   = AmbitionApp.GetModel <CalendarModel>();
            IncidentModel story      = AmbitionApp.Story;
            ParisModel    paris      = AmbitionApp.Paris;
            PartyModel    partyModel = AmbitionApp.GetModel <PartyModel>();

            AmbitionApp.GetService <ModelSvc>().Restore(savedGameData);
            PlayerConfig config = Resources.Load <PlayerConfig>(Filepath.PLAYERS + game.playerID);

            AmbitionApp.Execute <RestorePlayerCmd, PlayerConfig>(config);
            LocationVO location = paris.GetLocation(paris.Location);

            AmbitionApp.CloseAllDialogs();
            AmbitionApp.SendMessage(AudioMessages.STOP_AMBIENT);
            AmbitionApp.SendMessage(AudioMessages.STOP_MUSIC);

            uflow.Reset();
            story.RestoreIncident();
            foreach (string tutorialID in game.Tutorials)
            {
                AmbitionApp.Execute <TutorialReward, CommodityVO>(new CommodityVO()
                {
                    Type = CommodityType.Tutorial,
                    ID   = tutorialID
                });
            }

            UMachine flow = calendar.Day == 0
                ? uflow.Instantiate(FlowConsts.GAME_CONTROLLER)
                : uflow.Instantiate(FlowConsts.DAY_FLOW_CONTROLLER);
            string sceneID = null;

            switch (game.Activity)
            {
            case ActivityType.Estate:
                if (story.Moment == null)
                {
                    flow = RestoreEstate(flow, out sceneID);
                }
                else
                {
                    flow = Restore(flow, MORNING_INCIDENT);
                }
                break;

            case ActivityType.Party:
                flow = Restore(flow, PARTY_STATE);
                if (story.Moment == null)
                {
                    if (partyModel.TurnsLeft > 0)
                    {
                        Restore(flow, PARTY_MAP);
                        sceneID = SceneConsts.MAP_SCENE;
                    }
                    else
                    {
                        Restore(flow, AFTER_PARTY);
                        sceneID = SceneConsts.AFTER_PARTY_SCENE;
                    }
                }
                else if (partyModel.Turn < 0)
                {
                    flow = Restore(flow, PARTY_INTRO);
                }
                else if (partyModel.TurnsLeft > 0)
                {
                    flow = Restore(flow, PARTY_ROOM);
                }
                else
                {
                    flow = Restore(flow, PARTY_OUTTRO);
                }
                break;

            case ActivityType.Evening:
                flow = Restore(flow, EVENING_STATE);
                break;

            case ActivityType.Paris:
                flow = Restore(flow, PARIS_STATE);
                if (story.Moment != null)
                {
                    flow = Restore(flow, PARIS_INCIDENT);
                }
                else
                {
                    sceneID = location?.SceneID ?? SceneConsts.PARIS_SCENE;
                    Restore(flow, sceneID == SceneConsts.PARIS_SCENE ? PARIS_STATE : PARIS_SCENE);
                }
                break;

            case ActivityType.Rendezvous:
                flow = Restore(flow, RENDEZVOUS_STATE);
                flow = Restore(flow, RENDEZVOUS_INCIDENT);
                break;
            }
            if (story.Moment != null)
            {
                Restore(flow, MOMENT);
                sceneID = SceneConsts.INCIDENT_SCENE;
            }
            if (!string.IsNullOrEmpty(sceneID))
            {
                AmbitionApp.SendMessage(GameMessages.LOAD_SCENE, sceneID);
            }
            uflow.Execute();
            AmbitionApp.SendMessage(GameMessages.GAME_LOADED);
        }
Esempio n. 4
0
 private UMachine Restore(UMachine flow, string state)
 {
     flow.RestoreStates(new string[] { state }, new Dictionary <int, UMachine>());
     return(flow.GetState(state) as UMachine);
 }