Esempio n. 1
0
    // Use this for initialization
    void Start()
    {
        dragAndDrop = GetComponent <AP_.DragAndDrop>();

        for (var i = 0; i < pivotLogicList.Count; i++)
        {
            listOfSelectedPuzzlePosition.Add(pivotLogicList[i].transform.parent.GetComponent <SpriteRenderer>());
            pLogicList.Add(LogicList[i].GetComponent <Logic>());
            pLogicOnTriggerList.Add(LogicList[i].transform.GetChild(0).GetComponent <LogicCheckCollision>());
            inGameLogicsPositionList.Add(-1);
            inGameAxis.Add(false);

            if (!LogicsInitPositionWhenStart[i])
            {
                LogicList[i].transform.GetChild(0).tag = "Untagged";
                pivotLogicList[i].transform.parent.GetComponent <Collider>().enabled = false;
                LogicList[i].transform.GetChild(0).GetComponent <Collider>().enabled = false;
            }
        }

        //--> Every Puzzle  ----> BEGIN <----
        camManager = GetComponent <focusCamEffect>();
        _conditionsToAccessThePuzzle = GetComponent <conditionsToAccessThePuzzle>();
        _actionsWhenPuzzleIsSolved   = GetComponent <actionsWhenPuzzleIsSolved>();
        //----> END <----


        //--> Common for all puzzle ----> BEGIN <----
        _detectClick = new detectPuzzleClick();                 // Access Class that allow to detect click (Mouse, Joystick, Mobile)



        a_Source = GetComponent <AudioSource>();
        //----> END <----
    }
Esempio n. 2
0
    };                                                                                             // Lock Section : Check if an Object is in the player inventory using his ID


    // Use this for initialization
    void Start()
    {
        //--> Every Puzzle  ----> BEGIN <----
        camManager = GetComponent <focusCamEffect>();
        _conditionsToAccessThePuzzle = GetComponent <conditionsToAccessThePuzzle>();
        _actionsWhenPuzzleIsSolved   = GetComponent <actionsWhenPuzzleIsSolved>();
        //----> END <----


        //--> Common for all puzzle ----> BEGIN <----
        _detectClick = new detectPuzzleClick();                 // Access Class that allow to detect click (Mouse, Joystick, Mobile)


        for (var i = 0; i < lightList.Count; i++)
        {
            if (lightList[i] != null)
            {
                lightList[i] = lightList[i].GetComponent <Renderer>();
            }
        }



        a_Source = GetComponent <AudioSource>();
        //----> END <----
    }
Esempio n. 3
0
    };                                                                                             // Lock Section : Check if an Object is in the player inventory using his ID


    // Use this for initialization
    void Start()
    {
        //--> Every Puzzle  ----> BEGIN <----
        camManager = GetComponent <focusCamEffect>();
        _conditionsToAccessThePuzzle = GetComponent <conditionsToAccessThePuzzle>();
        _actionsWhenPuzzleIsSolved   = GetComponent <actionsWhenPuzzleIsSolved>();
        //----> END <----


        //--> Common for all puzzle ----> BEGIN <----
        _detectClick = new detectPuzzleClick();                 // Access Class that allow to detect click (Mouse, Joystick, Mobile)

        for (var i = 0; i < positionList.Count; i++)            // Save the default Mix. Use when puzzle is reset.
        {
            refPositionList.Insert(0, 0);
        }

        for (var i = 0; i < refPositionList.Count; i++)
        {
            refPositionList[i] = positionList[i];
        }

        a_Source = GetComponent <AudioSource>();
        //----> END <----
    }
Esempio n. 4
0
    // Use this for initialization
    void Start()
    {
        camManager = GetComponent <focusCamEffect>();
        _conditionsToAccessThePuzzle = GetComponent <conditionsToAccessThePuzzle>();
        _actionsWhenPuzzleIsSolved   = GetComponent <actionsWhenPuzzleIsSolved>();

        //GameObject tmpObj = GameObject.Find("VoiceOver_Manager");
        //tmpObj = GameObject.Find("VoiceOver_Manager");
        // if (tmpObj) voiceOverManager = tmpObj.GetComponent<VoiceOver_Manager>();
    }
Esempio n. 5
0
    };                                                                             // Lock Section : Check if an Object is in the player inventory using his ID


    // Use this for initialization
    void Start()
    {
        //--> Every Puzzle  ----> BEGIN <----
        camManager = GetComponent <focusCamEffect>();
        _conditionsToAccessThePuzzle = GetComponent <conditionsToAccessThePuzzle>();
        _actionsWhenPuzzleIsSolved   = GetComponent <actionsWhenPuzzleIsSolved>();
        //----> END <----


        //--> Common for all puzzle ----> BEGIN <----
        _detectClick = new detectPuzzleClick();                 // Access Class that allow to detect click (Mouse, Joystick, Mobile)

        a_Source = GetComponent <AudioSource>();
        //----> END <----
    }
Esempio n. 6
0
    // Use this for initialization
    void Start()
    {
        audioVarious = new audioVariousFunctions();

        GameObject tmpObj = GameObject.Find("UI_Infos");

        if (tmpObj)
        {
            info = tmpObj.GetComponent <infoUI> ();
        }

        _audio = GetComponent <AudioSource> ();

        if (checkFocusMode())
        {
            camManager = GetComponent <focusCamEffect> ();
        }

        //-> Rotation case
        if (movementType == 0)
        {
            hinge  = objPivot.GetComponent <HingeJoint> ();                                             // init hinge joint
            motor  = hinge.motor;
            limits = hinge.limits;

            doorInitialization();

            rb = objPivot.GetComponent <Rigidbody> ();
            rb.collisionDetectionMode = CollisionDetectionMode.Discrete;
            rb.isKinematic            = true;
        }

        //-> Translation Case
        if (movementType == 1)
        {
            rb = targetPos.GetComponent <Rigidbody> ();
            initAxisConstraints();
            rb.mass = _rbMass;
        }

        tmpObj = GameObject.Find("VoiceOver_Manager");
        if (tmpObj)
        {
            voiceOverManager = tmpObj.GetComponent <VoiceOver_Manager> ();
        }
    }
//--> Check when focus ended. Then Check if the puzzle could be activated
    private IEnumerator checkEnterFocusEnded(bool b_StartFocus)
    {
        if (b_StartFocus)
        {
            focusCamEffect _focus = ingameGlobalManager.instance.GetComponent <focusCamEffect>();

            yield return(new WaitUntil(() => _focus.b_MovementEnded == false));

            yield return(new WaitUntil(() => _focus.b_MovementEnded == true));
        }

        checkIfPuzzleIsAvailable();

        ingameGlobalManager.instance.currentPuzzle = GetComponent <conditionsToAccessThePuzzle>();


        if (b_PuzzleIsActivated)
        {
            if (!gameObject.GetComponent <focusOnly>() && ingameGlobalManager.instance.b_Joystick)
            {
                ingameGlobalManager.instance._joystickReticule.newPosition(Screen.width / 2, Screen.height / 2);
                ingameGlobalManager.instance.reticuleJoystickImage.gameObject.SetActive(true);
            }



            if (gameObject.GetComponent <AP_.DragAndDrop>())
            {
                ingameGlobalManager.instance.b_dragAndDropActivated = true;
            }
        }



        //b_FocusEnded = true;
        yield return(null);
    }
Esempio n. 8
0
    void Start()
    {
        DontDestroyOnLoad(gameObject);

        _focusCamEffect = gameObject.GetComponent <focusCamEffect>();

        // Reticule
        GameObject tmpObj = GameObject.Find("Reticule");

        if (tmpObj)
        {
            if (!b_DesktopInputs)                                       // Deactivate Reticule if Mobile input are used
            {
                tmpObj.SetActive(false);
                reticule = null;
            }
            else
            {
                tmpObj.SetActive(true);
                reticule = tmpObj;
            }
        }

        initIngameGlobalManageVariables();
        saveAndLoadManager.createListOfAllUITextInTheCurrentScene();


        tmpObj = GameObject.Find("ReticuleJoystick");
        if (tmpObj)
        {
            reticuleJoystick = tmpObj;

            reticuleJoystickImage = reticuleJoystick.transform.GetChild(0);
            _joystickReticule     = reticuleJoystick.GetComponent <JoystickReticule> ();
        }


        // canvasMobileInputs
        GameObject tmpMobileCanvas = GameObject.Find("mobileCanvas");

        if (tmpMobileCanvas)
        {
            canvasMobileInputs = tmpMobileCanvas.GetComponent <canvasMobileConnect>().canvas_Mobile;
            if (b_DesktopInputs)
            {
                canvasMobileInputs.SetActive(false);
            }                                                                        // Deactivate Mobile canvas if Desktop input are used
            else
            {
                canvasMobileInputs.SetActive(true);
            }
        }


        StartCoroutine("loadingData");


        //-> Objects in the LevelManager are Initialized when the scene start (Only on Editor Mode).
        if (Application.isEditor)
        {
            saveAndLoadManager.initLevelManagerObjectsUnityEditorOnly();
        }
    }
Esempio n. 9
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    public override void OnInspectorGUI()
    {
        if (SeeInspector.boolValue)                                                             // If true Default Inspector is drawn on screen
        {
            DrawDefaultInspector();
        }

        serializedObject.Update();

        focusCamEffect myScript = (focusCamEffect)target;


        EditorGUILayout.BeginHorizontal();
        EditorGUILayout.LabelField("See Inspector :", GUILayout.Width(85));
        EditorGUILayout.PropertyField(SeeInspector, new GUIContent(""), GUILayout.Width(30));
        EditorGUILayout.EndHorizontal();

        GUIStyle style_Yellow_01     = new GUIStyle(GUI.skin.box);   style_Yellow_01.normal.background = Tex_01;
        GUIStyle style_Blue          = new GUIStyle(GUI.skin.box);   style_Blue.normal.background = Tex_03;
        GUIStyle style_Purple        = new GUIStyle(GUI.skin.box);   style_Purple.normal.background = Tex_04;
        GUIStyle style_Orange        = new GUIStyle(GUI.skin.box);   style_Orange.normal.background = Tex_05;
        GUIStyle style_Yellow_Strong = new GUIStyle(GUI.skin.box);   style_Yellow_Strong.normal.background = Tex_02;


        //focusCamEffectEditor myScript = (focusCamEffectEditor)target;

        EditorGUILayout.BeginHorizontal();
        EditorGUILayout.LabelField("This Object is not the ingameGlobalManager :", GUILayout.Width(250));
        EditorGUILayout.PropertyField(b_Child, new GUIContent(""));
        EditorGUILayout.EndHorizontal();

        EditorGUILayout.BeginVertical(style_Purple);
        if (b_Child.boolValue)
        {
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("Target Focus Camera :", GUILayout.Width(220));
            EditorGUILayout.PropertyField(targetFocusCamera, new GUIContent(""));
            EditorGUILayout.EndHorizontal();

            if (targetFocusCamera.objectReferenceValue)
            {
                if (GUILayout.Button("Create Test Camera"))
                {
                    GameObject camtest = new GameObject();
                    camtest.name = "camTest";
                    camtest.AddComponent <Camera>();
                    camtest.transform.SetParent(myScript.targetFocusCamera.transform);
                    camtest.transform.localPosition               = Vector3.zero;
                    camtest.transform.localEulerAngles            = Vector3.zero;
                    camtest.GetComponent <Camera>().fieldOfView   = 50;
                    camtest.GetComponent <Camera>().nearClipPlane = 0.05f;
                    Undo.RegisterCreatedObjectUndo(camtest, "camtest");

                    Selection.activeTransform = camtest.transform.parent.transform;
                }
            }

            if (myScript.targetFocusCamera &&
                myScript.targetFocusCamera.transform.childCount > 0 &&
                myScript.targetFocusCamera.transform.GetChild(0).name == "camTest")
            {
                if (GUILayout.Button("Delete Test Camera"))
                {
                    Undo.DestroyObjectImmediate(myScript.targetFocusCamera.transform.GetChild(0).gameObject);
                }
            }
        }
        else
        {
            /*  EditorGUILayout.BeginHorizontal();
             *    EditorGUILayout.LabelField("Offset Acceleration to reach end position :", GUILayout.Width(240));
             *    EditorGUILayout.PropertyField(refOffset, new GUIContent(""));
             * EditorGUILayout.EndHorizontal();
             *
             * EditorGUILayout.BeginHorizontal();
             *    EditorGUILayout.LabelField("Movement speed :", GUILayout.Width(150));
             *    EditorGUILayout.PropertyField(speed, new GUIContent(""));
             * EditorGUILayout.EndHorizontal();
             */

            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("AudioSource :", GUILayout.Width(150));
            EditorGUILayout.PropertyField(_audio, new GUIContent(""), GUILayout.Width(100));
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("Focus In :", GUILayout.Width(150));
            EditorGUILayout.PropertyField(a_FocusIn, new GUIContent(""), GUILayout.Width(100));

            EditorGUILayout.LabelField("vol :", GUILayout.Width(30));
            EditorGUILayout.PropertyField(volume_FocusIn, new GUIContent(""));
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("Focus Out :", GUILayout.Width(150));
            EditorGUILayout.PropertyField(a_FocusOut, new GUIContent(""), GUILayout.Width(100));

            EditorGUILayout.LabelField("vol :", GUILayout.Width(30));
            EditorGUILayout.PropertyField(volume_FocusOut, new GUIContent(""));
            EditorGUILayout.EndHorizontal();
        }
        EditorGUILayout.EndVertical();

        serializedObject.ApplyModifiedProperties();
    }