private void Area_OnStatusChange(AreaStatus status) { if (status == AreaStatus.boom) { timer1.Stop(); for (int i = 0; i < areaSet.Count; i++) { areaSet[i].mineArea.Click(false); } MessageBox.Show("you fail"); } else { int count = 0; for (int i = 0; i < areaSet.Count; i++) { if (areaSet[i].mineArea.status == AreaStatus.block && !areaSet[i].mineArea.isMine) { count++; } } if (count == 0) { timer1.Stop(); for (int i = 0; i < areaSet.Count; i++) { if (areaSet[i].mineArea.status == AreaStatus.block && areaSet[i].mineArea.isMine) { areaSet[i].mineArea.Click(true); } } MessageBox.Show("you success,total time:" + lbTimer.Text); } } }
public void ShowCurrentAreaInfo() { Debug.Log("Show current area info of map manager"); Area currentArea = geoLocManager.GetCurrentArea(); //Debug.Log("Show current position with current area: " + currentArea + " Img: " + currentPosImg); if (currentArea.name != GameManager.defaultAreaName) // Si no es el área por defecto, se pone el marcador de posición y el texto del área (o tag) { currentPosImg.position = new Vector3(areaImages[geoLocManager.GetCurrentArea().name].transform.position.x, areaImages[geoLocManager.GetCurrentArea().name].transform.position.y + 1f, areaImages[geoLocManager.GetCurrentArea().name].transform.position.z); AreaStatus currentAreaStatus = gameData.areasStatus[currentArea.name]; if (currentAreaStatus == AreaStatus.Visited || currentAreaStatus == AreaStatus.Completed) { currentAreaText.text = currentArea.tag; // <-- AQUÍ SERÍA INTERESANTE METER UNA TAG DESDE LA WEB DE ANGULAR } else { currentAreaText.text = "¿?"; } } else // Si es el área por defecto... { currentPosImg.position = Vector3.one * 2000f; currentAreaText.text = ""; } }
// Start is called before the first frame update void Start() { m_Status = AreaStatus.Unreleased; for (int i = 0; i < transform.childCount; i++) { m_floors.Add(transform.GetChild(i).gameObject); } SetColorChildlen(m_StatusColor[(int)m_Status]); }
public void ChangeNum() { curX = car.GetComponent <MoveControllor>().carPosX; curY = car.GetComponent <MoveControllor>().carPosY; curAreaStatus = areas.transform.Find(PosPath(curX, curY)).gameObject; curAS = curAreaStatus.GetComponent <AreaStatus>(); textWood.text = "余量:" + curAS.numWood.ToString(); textIron.text = "余量:" + curAS.numIron.ToString(); textFood.text = "余量:" + curAS.numFood.ToString(); updateEnemyInfo(curAS); }
public ApplicationRealmArea(string name, string oper, string descr, AreaStatus status, DateTime utc, AreaStatus nextStatus, DateTime?nextUtc) { m_Name = name; m_Operator = oper; m_Description = descr; m_Status = status; m_StatusUTC = utc; m_NextStatus = nextStatus; m_NextStatusUTC = nextUtc; }
public static void PrepareAreaMessage(ExcelResult result, string sheetName, AreaStatus areaStatus, string eventName) { switch (areaStatus) { case AreaStatus.Canceled: result.ExcelMessages.Add(ExcelMessageFactory.GenerateEvent( string.Format("工作表:{0}在事件{1}中被取消", sheetName, eventName), true)); result.Result = ExcelResultType.Canceled; break; case AreaStatus.Skip: result.ExcelMessages.Add(ExcelMessageFactory.GenerateEvent( string.Format("工作表:{0}在事件{1}中被跳过", sheetName, eventName), false)); break; } }
public void UpdateCurrentAreaStatus(AreaStatus newStatus) { // La primera vez que se completa un área, se desbloquea un logro! if (newStatus == AreaStatus.Completed) { GPGSManager.Instance.AchievementAccomplished(GPGSIds.achievement_madera_de_explorador); } gameData.areasStatus[geoLocManager.GetCurrentArea().name] = newStatus; // SUPONGAMOS QUE ASÍ SE ASIGNA UN VALOR A UNA CLAVE gameData.UpdateCompletedPercentage(); // Actualizamos porcentaje completado if (newStatus == unlockStatus) { gameData.UnlockRandomArea(); } SaveGame(gameData); // Guardamos el juego después de actualizar el estado Debug.Log("Area status updated and game saved"); }
private void updateEnemyInfo(AreaStatus curAS) { int enemyID = curAS.enemyID; if (enemyID < 0) { textEnemy.text = "无敌人"; textEstimated.text = ""; return; } if (!curAS.enemy_alive) { textEnemy.text = "敌人已被消灭"; textEstimated.text = ""; return; } Enemy enemy = new EnemyCreator().createByID(enemyID); textEnemy.text = enemy.name; Player player = GameController.Instance.CurrentPlayer; if (player) { FightResult efr = new Fight(new Fighter(player), enemy).estimatedResult(); if (efr.result == (int)WinOrLose.Win) { textEstimated.text = "预计损失血量" + efr.damage; return; } textEstimated.text = "不可战胜"; } }
public AreaStatusChangeEventArgs(Area <T> area, AreaStatus oldStatus, AreaStatus newStatus) : base() { Area = area; OldStatus = oldStatus; NewStatus = newStatus; }
public string UpdateCurrentStatus(AreaStatus newStatus) { GameManager.Instance.UpdateCurrentAreaStatus(newStatus); //Lo actualizo en el gameManager return(newStatus.ToString()); }