Esempio n. 1
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 void Start()
 {
     wc    = FindObjectOfType <WinController>();
     anime = GetComponent <Animator>();
     instructions.SetActive(false);
     AS = GetComponent <AudioSource>();
 }
Esempio n. 2
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 void Start()
 {
     if (winController == null)
     {
         winController = FindObjectOfType <WinController>();
     }
 }
Esempio n. 3
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        private PieceDestinationController CreatePieceDestinationController(WinController winController)
        {
            PieceTranslationController pieceTranslationController = CreatePieceTranslationController();
            GridItemMover slotGridItemMover = SlotGridItemMover();

            return(new PieceDestinationControllerImplementation(pieceTranslationController, slotGridItemMover, winController));
        }
Esempio n. 4
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    // Update is called once per frame
    void Update()
    {
        if (wc == null)
        {
            wc = FindObjectOfType <WinController>();
        }

        // update our position to the mouse point
        Vector2 cameraPos = camera.ScreenToWorldPoint(Input.mousePosition);

        transform.position = new Vector3(cameraPos.x, cameraPos.y, 0);


        // Logic to shoot when we click
        if (Input.GetKeyDown(KeyCode.Mouse0))
        {
            AS.Play();
            killAll(targetsInSight);
            StartCoroutine(flash(new Color[] { Color.yellow, Color.red }));
        }

        if (score <= -2)
        {
            wc.SetLose();
        }
        else if (score >= 90)
        {
            AS2.Play();
            wc.SetWin();
        }
    }
Esempio n. 5
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 void Start()
 {
     spriteRenderer    = GetComponent <SpriteRenderer>();
     scoreDisplay.text = score + "pts";
     wc = FindObjectOfType <WinController>();
     AS = GetComponent <AudioSource>();
 }
    public void UpdateScore(int cash, WinController shipCounter)
    {
        //Debug.LogFormat("Update score stats");

        _totalScore.text = string.Format("Cash ${0}", cash.ToString());
        //FerryScore.text = string.Format("{0} / {1}", currentScore.FerryCount, targetScore.FerryCount);
        //FreighterScore.text = string.Format("{0} / {1}", currentScore.FreighterCount, targetScore.FreighterCount);
        //KeelboatScore.text = string.Format("{0} / {1}", currentScore.KeelboatCount, targetScore.KeelboatCount);
        //MotorboatScore.text = string.Format("{0} / {1}", currentScore.MotorboatCount, targetScore.MotorboatCount);

        float currentHeight = 0.0f;

        for (int i = 0; i < shipCounter.ShipCounterCount; ++i)
        {
            _shipTypeGUIInfos[i].rectTransform.gameObject.SetActive(true);
            _shipTypeGUIInfos[i].rectTransform.anchoredPosition = new Vector2(0.0f, currentHeight);
            currentHeight -= _shipTypeGUIInfos[i].rectTransform.sizeDelta.y;

            _shipTypeGUIInfos[i].UpdateScore(shipCounter.CurrentWinCondition, shipCounter.ShipTypeCounters[i].counter, shipCounter.ShipTypeCounters[i].goal);
            //if(shipCounter.ShipTypeCounters[i].goal > 0)
            //{
            //	_shipTypeGUIInfos[i].rectTransform.gameObject.SetActive(true);
            //	_shipTypeGUIInfos[i].rectTransform.anchoredPosition = new Vector2(0.0f,currentHeight);
            //	currentHeight -= _shipTypeGUIInfos[i].rectTransform.sizeDelta.y;

            //	_shipTypeGUIInfos[i].UpdateScore(shipCounter.CurrentWinCondition, shipCounter.ShipTypeCounters[i].counter, shipCounter.ShipTypeCounters[i].goal);
            //         } else {
            //	_shipTypeGUIInfos[i].rectTransform.gameObject.SetActive(false);
            //}
        }
    }
Esempio n. 7
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 void Awake()
 {
     if (!winController) {
         GameObject obj	= GameObject.Find("WinHandler");
         winController	= obj.GetComponent<WinController>();
     }
 }
Esempio n. 8
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    void Update()
    {
        if (wc == null)
        {
            wc = FindObjectOfType <WinController>();
        }


        // Check for user input
        if (Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.Mouse0))
        {
            health--;

            if (health <= 0)
            {
                // WE WON
                AS.Play();
                wc.SetWin();
            }
            else
            {
                // StartCoroutine(flash(Color.red));
            }

            // If our health has dropped below a damage threshhold
            if (health % damagePerState == damagePerState - 1 && health != (damagePerState * damageStates.Length) - 1)
            {
                // Go ahead and update the sprite to the next damageState
                Debug.Log("We crossed a state with health:" + health + " the new state is:" + health / damagePerState);
                spriteRenderer.sprite = damageStates[health / damagePerState];
            }
        }
    }
Esempio n. 9
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    void Update()
    {
        if (wc == null)
        {
            wc = FindObjectOfType <WinController>();
        }

        if (!wc.isAnimating)
        {
            bool click = Input.GetKey(KeyCode.Mouse0) || Input.GetKey(KeyCode.E);
            if (canStartDialogue && !choicesOpen && !isDone && click && lastClick != click)
            {
                if (!dialogueOpen)
                {
                    lady.SetActive(true);
                    nameBox.SetActive(true);
                    nameTxtBox.gameObject.SetActive(true);
                    dialogueBox.SetActive(true);
                    dialogueTextBox.gameObject.SetActive(true);
                    foreach (Button button in choiceButtons)
                    {
                        button.gameObject.SetActive(false);
                    }
                    dialogueOpen = true;
                    FindObjectOfType <Player_SideScroll>().canMove = false;
                }

                PrintDialogueToString();
            }
            lastClick = click;
        }
    }
Esempio n. 10
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    // Update is called once per frame
    void Update()
    {
        if (wc == null)
        {
            wc = FindObjectOfType <WinController>();
        }

        if (playerInRange == true && Input.GetKeyDown(KeyCode.E))
        {
            ispraying = true;
            AS.Play();
        }

        if (ispraying == true)
        {
            player.anim.SetBool("pray", true);
            player.GetComponent <Player_SideScroll>().enabled = false;
            timer += Time.deltaTime;
            anime  = GetComponent <Animator>();
            anime.SetBool("startPraying", true);


            if (timer >= PrayerTime)
            {
                Debug.Log("PLAYERWIN GOES HERE");
                wc.SetWin();
            }


            if (Input.anyKey)
            {
            }
        }
    }
Esempio n. 11
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    // Update is called once per frame
    void Update()
    {
        if (wc == null)
        {
            wc = FindObjectOfType <WinController>();
        }

        transform.position = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 4));
        bool click = Input.GetKey(KeyCode.Mouse0);

        if (!didbranding && click && lastClick != click)
        {
            if (goodBounds.bounds.Contains(spawnpoint.transform.position))
            {
                GameObject stamp = Instantiate(stampPrefab);
                stamp.transform.position = spawnpoint.transform.position;
                lastClick   = click;
                didbranding = true;
                StartCoroutine(WaitToWin());
            }
            else if (allBounds.bounds.Contains(spawnpoint.transform.position))
            {
                GameObject stamp = Instantiate(stampPrefab);
                stamp.transform.position = spawnpoint.transform.position;
                lastClick = click;
                wc.SetLose();
            }
        }
    }
        private GameObject CreateSlotObject(WinController winController)
        {
            StubNullItemNeighborRetriever itemNeighborRetriever = new StubNullItemNeighborRetriever();
            GridItemFactory slotFactory = CreateGridItemFactory(itemNeighborRetriever, winController);
            GameObject      slotObject  = slotFactory.Create();

            return(slotObject);
        }
        private PieceDestinationController CreateSlot(WinController winController, int placeInGrid, int row, int column)
        {
            GameObject slotObject = CreateSlotObject(winController);

            slotObject.GetComponent <GridItemMover>().SetupRownAndColumn(placeInGrid, row, column);

            return(slotObject.GetComponent <PieceDestinationController>());
        }
Esempio n. 14
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 void Awake()
 {
     if (!winController)
     {
         GameObject obj = GameObject.Find("WinHandler");
         winController = obj.GetComponent <WinController>();
     }
 }
Esempio n. 15
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 void OnValidate()
 {
     if (_winController == null)
     {
         _winController = new WinController();
     }
     _winController.Validate();
 }
Esempio n. 16
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 void Start()
 {
     // Set our initial variables
     spriteRenderer        = GetComponent <SpriteRenderer>();
     health                = damagePerState * damageStates.Length;
     spriteRenderer.sprite = damageStates[damageStates.Length - 1];
     wc = FindObjectOfType <WinController>();
     AS = GetComponent <AudioSource>();
 }
Esempio n. 17
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 void Start()
 {
     playerInRange = false;
     timer         = 0;
     ispraying     = false;
     wc            = FindObjectOfType <WinController>();
     buttonprompoty.SetActive(false);
     AS = GetComponent <AudioSource>();
 }
Esempio n. 18
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        private void WinStart(string action)
        {
            WinController wc = new WinController();

            switch (action)
            {
            case "index": wc.actionIndex(); break;
            }
        }
Esempio n. 19
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        public void AddCorrectlyPositionedPiece()
        {
            List <PiecePlaceInGrid> correctlyPositionedPieces = CreateCorrectPositionedPieceList();
            WinController           winController             = CreateWinController(correctlyPositionedPieces);
            PiecePlaceInGrid        piece = CreatePiecePlaceInGrid();

            winController.AddCorrectlyPositionedPiece(piece);

            Assert.Contains(piece, correctlyPositionedPieces);
        }
 public PieceDestinationControllerImplementation(PieceTranslationController pieceTranslationController, GridItemMover slotGridItemMover, WinController winController)
 {
     this.pieceTranslationController = pieceTranslationController;
     this.slotGridItemMover          = slotGridItemMover;
     this.winController = winController;
     //this.grid = grid;
     NULL_TRANSLATION_CONTROLLER = new NullPieceTranslationController();
     EMPTY_STATE   = new EmptyState();
     MOVABLE_STATE = new MovableState();
     FIXED_STATE   = new FixedState();
     SetFixed();
 }
Esempio n. 21
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    // Update is called once per frame
    void Update()
    {
        if (winController == null)
        {
            winController = FindObjectOfType <WinController>();
        }

        if (Input.GetKeyUp(KeyCode.K))
        {
            winController.SetWin();
        }
    }
Esempio n. 22
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    // Start is called before the first frame update

    void Start()
    {
        if ((PlayerPrefs.HasKey("Xball")))
        {
            gameObject.transform.position = new Vector3(PlayerPrefs.GetFloat("Xball"), 0.5f, PlayerPrefs.GetFloat("Zball"));
            gameObject.transform.rotation = Quaternion.Euler(new Vector3(0, 0, 0));
        }
        Handf  = FindObjectOfType <Handforce>();
        ballrb = GetComponent <Rigidbody>();
        Winct  = FindObjectOfType <WinController>();
        // ballstart = (int)gameObject.transform.rotation.x;
        ballmove = false;
    }
Esempio n. 23
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    void Awake()
    {
        if (WC == null)
        {
            WC = this;
        }
        else if (WC != this)
        {
            Destroy(gameObject);
        }

        DontDestroyOnLoad(gameObject);
    }
Esempio n. 24
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        public SlotFactoryImplementation(GameObject gridItemObjectPrefab, SlotSelection slotSelection, GridItemFactory pieceFactory, ItemNeighborRetriever itemNeighborRetriever, WinController winController)
        {
            this.gridItemObjectPrefab  = gridItemObjectPrefab;
            this.slotSelection         = slotSelection;
            this.pieceFactory          = pieceFactory;
            this.itemNeighborRetriever = itemNeighborRetriever;
            this.winController         = winController;

            GridItem gridItem = gridItemObjectPrefab.GetComponent <GridItem>();

            GridItemWidthInUnit  = gridItem.WidthInUnit;
            GridItemHeightInUnit = gridItem.HeightInUnit;
        }
Esempio n. 25
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    void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }
        else if (instance != this)
        {
            Destroy(gameObject);
        }

        DontDestroyOnLoad(gameObject);
    }
Esempio n. 26
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        public void WhenNotAllPiecesAreInCorretPlaceWinEventIsNotTriggered()
        {
            int maximumPiecesToPlace = 2;
            List <PiecePlaceInGrid> correctlyPositionedPieces = CreateCorrectPositionedPieceList();
            WinEventController      winEventController        = CreateWinEventController();
            WinController           winController             = CreateWinController(correctlyPositionedPieces, winEventController, maximumPiecesToPlace);
            PiecePlaceInGrid        firstPiece = CreatePiecePlaceInGrid();
            bool wasEventTriggered             = false;

            winEventController.AddListener(() => wasEventTriggered = true);
            winController.AddCorrectlyPositionedPiece(firstPiece);

            Assert.IsFalse(wasEventTriggered);
        }
Esempio n. 27
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    void Update()
    {
        if (wc == null)
        {
            wc = FindObjectOfType <WinController>();
        }

        if (!wc.isAnimating)
        {
            timeElapsed += Time.deltaTime;

            timerBar.rectTransform.sizeDelta = new Vector2(maxwidth * (timerLength - timeElapsed) / timerLength, height);
            if (timeElapsed > timerLength)
            {
                wc.SetLose();
            }
        }
    }
Esempio n. 28
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    // Update is called once per frame
    void Update()
    {
        if (wc == null)
        {
            wc = FindObjectOfType <WinController>();
        }

        //Debug.Log(Input.mousePosition);
        //transform.position = Vector2.Lerp(transform.position, camera.ScreenToWorldPoint(Input.mousePosition), speed*Time.deltaTime);
        Vector2 cameraPos = camera.ScreenToWorldPoint(Input.mousePosition);

        transform.position = new Vector3(cameraPos.x, cameraPos.y, 0);

        // If we have 10 soup we win
        if (soupCollected >= 10)
        {
            wc.SetWin();
        }
    }
Esempio n. 29
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    private UnitCombatSystem GetNextActiveUnit(UnitCombatSystem.Team team)
    {
        if (team == UnitCombatSystem.Team.Left)
        {
            _lefTeamActiveUnitIndex = (_lefTeamActiveUnitIndex + 1) % leftTeam.Count;
            _unitStatsControllerUI.HidePanelPlayerPanel(UnitCombatSystem.Team.Left, GameModeEnum.Game);
            _unitStatsControllerUI.ViewActiveUnitInGame(leftTeam[_lefTeamActiveUnitIndex].GetUnitStats(),
                                                        UnitCombatSystem.Team.Left);

            if (leftTeam.Count(x => x != null) == 0)
            {
                WinController.Win(false);
            }

            if (leftTeam[_lefTeamActiveUnitIndex] == null || leftTeam[_lefTeamActiveUnitIndex].IsDead())
            {
                return(GetNextActiveUnit(team));
            }

            if (leftTeam[_lefTeamActiveUnitIndex] == null)
            {
                return(GetNextActiveUnit(team));
            }
            return(leftTeam[_lefTeamActiveUnitIndex]);
        }

        if (rightTeam.Count(x => x != null) == 0)
        {
            WinController.Win(true);
        }

        _rightTeamActiveUnitIndex = (_rightTeamActiveUnitIndex + 1) % rightTeam.Count;
        _unitStatsControllerUI.HidePanelPlayerPanel(UnitCombatSystem.Team.Right, GameModeEnum.Game);
        _unitStatsControllerUI.ViewActiveUnitInGame(rightTeam[_rightTeamActiveUnitIndex].GetUnitStats(),
                                                    UnitCombatSystem.Team.Right);

        if (rightTeam[_rightTeamActiveUnitIndex] == null || rightTeam[_rightTeamActiveUnitIndex].IsDead())
        {
            return(GetNextActiveUnit(team));
        }
        return(rightTeam[_rightTeamActiveUnitIndex]);
    }
Esempio n. 30
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    private void CheckChange(GameObject selectGirl)
    {
        var minCount = girlCount.Values.Min();

        if (minCount >= girlCount[selectGirl.name])
        {
            var uniqueCount = girlCount.Values.Count(g => g == minCount);
            if (uniqueCount > 1) //две и более девушки в меньшинстве
            {
                LaunchGirl(selectGirl.name);
                LaunchGirl();
                SoundManager.Instance.PlayHello();
                selectGirl.GetComponent <GirlController>().TurnRound();
                UpdateCounter();
            }
            else //самая неповторимая!
            {
                Debug.LogFormat("win! :)");
                SoundManager.Instance.PlayYeah();

                foreach (var girl in FindObjectsOfType <GirlController>())
                {
                    girl.gameObject.SetActive(false);
                }

                selectGirl.SetActive(true);
                isWin = true;
                return;
            }
        }
        else if (minCount < girlCount[selectGirl.name]) //это не меньшинство
        {
            LaunchGirl();
            SoundManager.Instance.PlayHello();
            UpdateCounter();
        }

        if (girlCount.Values.Sum() >= maxGirl) //девушек стало слишком ного - начинаем заново!
        {
            WinController.LoseGame();
        }
    }
Esempio n. 31
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 // Update is called once per frame
 void Update()
 {
     if (flag == 0)
     {
         if (HPController.HP == 0)
         {
             Debug.Log("Player 1 WIN");
             WinController.WinnerDecider1();
             StartCoroutine(Back());
             flag++;
         }
         else if (HPController2.HP == 0)
         {
             Debug.Log("Player 2 WIN");
             WinController.WinnerDecider2();
             StartCoroutine(Back());
             flag++;
         }
     }
 }