コード例 #1
0
    public void DoorMiniGameEvent(string newMsg, GameObject obj, bool isUnlocked)     // Co-op mini-game
    {
        if (isUnlocked)
        {
            // If the door is unlocked, then game has ended.
            QueueMessage("<#0,1,0,1#>AAccess Granted. Door Opening...", 0.0f, true, true);

            ResetToDefaultState();
        }
        else
        {
            savedObject = obj;

            if (currEvent != CONSOLE_EVENT.DOOR_MINIGAME_TURN) // First time trigger into minigame
            {
                ChangeHeader("DOOR SYSTEM:");
                QueueMessage("Door Access Requested.", 0.0f, false, true);
                QueueMessage("Unlock Sequence Initiating...\\n<#1,1,0,1#>Yellow " + Common.ConvertColorToStringTag(mColorOfText) +
                             "external input required.", 0.6f, true, false);
                currEvent = CONSOLE_EVENT.DOOR_MINIGAME_TURN;

                // Create game screen column itself
                GameObject headerText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText);
                Vector3    headerPos  = mCenterPosForText;
                headerPos.X += 2.4f;
                headerPos.Y += 1.0f;
                headerText.transform.SetPosition(headerPos);
                CFontRenderer headerTextFont = headerText.GetComponent <CFontRenderer>();
                headerTextFont.mText           = newMsg;
                headerTextFont.mJustification  = CFontRenderer.FONT_JUSTIFICATION.CENTER_JUSTIFIED;
                headerTextFont.mNewlineSpacing = 1.5f;

                // Create "Input ..." feedback at the btm
                GameObject btmText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText);
                Vector3    btmPos  = mCenterPosForText;
                btmPos.X  = headerPos.X;
                btmPos.Y -= 1.0f;
                btmText.transform.SetPosition(btmPos);
                CFontRenderer btmTextFont = btmText.GetComponent <CFontRenderer>();
                btmTextFont.mText          = "Touch to enter your input";
                btmTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.CENTER_JUSTIFIED;
                btmTextFont.mFontScale     = 0.002f;

                // Create divider
                GameObject dottedLine = CreateDividerText();

                mExtraTexts.Add(headerText);
                mExtraTexts.Add(btmText);
                mExtraTexts.Add(dottedLine);
            }
            else
            {
                CFontRenderer headerTextFont = mExtraTexts[0].GetComponent <CFontRenderer>();
                headerTextFont.mText = newMsg; // Update the main game column
            }
        }
    }
コード例 #2
0
    void ResetToDefaultState()
    {
        ChangeHeader(defaultHeaderText);

        savedObject = null;

        foreach (GameObject gObj in mExtraTexts)
        {
            gObj.Destroy();
        }
        mExtraTexts.Clear();

        currEvent = CONSOLE_EVENT.NONE;
    }
コード例 #3
0
    // List of Events to be sent to console
    public void DoorButtonEvent(GameObject obj, int greenYellowOrRedButton) // Co-op button press to unlock door
    {
        String message = "";

        switch (greenYellowOrRedButton)
        {
        case 0: message = "<#1,1,0,1#>Door Override Detected."; break;

        case 1:
            ChangeHeader("DOOR SYSTEM:");
            message = "<#1,1,0,1#>Door Access Requested. Touch to Confirm.";
            break;

        case 2: message = "<#1,0,0,1#>Warning! Invalid Door Access Requested!"; break;
        }
        QueueMessage(message, 0.0f, true, true);
        savedObject = obj;

        currEvent = CONSOLE_EVENT.DOOR_REQUEST;
    }
コード例 #4
0
    public void MiniGameFourPlayerEvent(string gameString, string seqText, int buttonIndex,
                                        GameObject buttonObj, int currHeight, bool isUnlocked)
    {
        if (isUnlocked)
        {
            // If the door is unlocked, then game has ended.
            QueueMessage("Access Granted. Door Opening...", 0.0f, false, true);

            ResetToDefaultState();
        }
        else
        {
            if (currEvent != CONSOLE_EVENT.MINIGAME_FOUR_PLAYERS) // First time trigger into minigame
            {
                GameObject pz3room = GameObject.GetGameObjectByName("TrapSequenceRoom2");
                PuzzleBEnvironmentController pz3ScaryScript = GetScript <PuzzleBEnvironmentController>(pz3room);
                pz3ScaryScript.activated = true;
                savedObject = buttonObj; // Save the last pressed button, so surveillance player can input into that button

                ChangeHeader("DOOR SYSTEM:");
                QueueMessage("Door Access Requested. \\nUnlock Sequence Initiating...", 0.0f, false, true);
                QueueMessage("<#1,1,0,1#>Yellow " + Common.ConvertColorToStringTag(mColorOfText) +
                             "external input required.", 0.6f, true, false);
                currEvent = CONSOLE_EVENT.MINIGAME_FOUR_PLAYERS;

                GameObject sequenceText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText);
                Vector3    sequencePos  = mCenterPosForText;
                sequencePos.X += 2.4f;
                sequencePos.Y += 1.5f;
                sequenceText.transform.SetPosition(sequencePos);
                CFontRenderer sequenceTextFont = sequenceText.GetComponent <CFontRenderer>();
                sequenceTextFont.mText           = "Code Sequence: \\n3A - 6C - 5D - 3B";
                sequenceTextFont.mFontScale      = 0.0032f;
                sequenceTextFont.mJustification  = CFontRenderer.FONT_JUSTIFICATION.CENTER_JUSTIFIED;
                sequenceTextFont.mNewlineSpacing = 1.1f;

                GameObject currButtonText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText);
                Vector3    currButtonPos  = sequencePos;
                currButtonPos.X += 0.4f;
                currButtonPos.Y -= 0.7f;
                currButtonText.transform.SetPosition(currButtonPos);
                CFontRenderer currButtonTextFont = currButtonText.GetComponent <CFontRenderer>();
                //currButtonTextFont.mText = "Sequence A: ";
                currButtonTextFont.mJustification  = CFontRenderer.FONT_JUSTIFICATION.RIGHT_JUSTIFIED;
                currButtonTextFont.mNewlineSpacing = 1.1f;

                // Create game screen column itself
                GameObject headerText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText);
                Vector3    headerPos  = currButtonPos;
                headerPos.X += 0.05f;
                headerText.transform.SetPosition(headerPos);
                CFontRenderer headerTextFont = headerText.GetComponent <CFontRenderer>();
                headerTextFont.mFontScale      = 0.003f;
                headerTextFont.mJustification  = CFontRenderer.FONT_JUSTIFICATION.LEFT_JUSTIFIED;
                headerTextFont.mNewlineSpacing = 1.5f;

                // Create "Input ..." feedback at the btm
                GameObject btmText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText);
                Vector3    btmPos  = sequencePos;
                btmPos.Y = headerPos.Y - 2.0f;
                btmText.transform.SetPosition(btmPos);
                CFontRenderer btmTextFont = btmText.GetComponent <CFontRenderer>();
                btmTextFont.mText          = "Touch to enter your input";
                btmTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.CENTER_JUSTIFIED;
                btmTextFont.mFontScale     = 0.002f;

                // Create divider
                GameObject dottedLine = CreateDividerText();

                mExtraTexts.Add(headerText);
                mExtraTexts.Add(btmText);
                mExtraTexts.Add(dottedLine);
                mExtraTexts.Add(sequenceText);
                mExtraTexts.Add(currButtonText);
            }

            // Update minigame based on what is keyed in
            CFontRenderer textFont = mExtraTexts[0].GetComponent <CFontRenderer>();
            textFont.mText = gameString;                              // Update the main game column

            textFont = mExtraTexts[4].GetComponent <CFontRenderer>(); // the current button text
            CFontRenderer headerSeqFont = mExtraTexts[3].GetComponent <CFontRenderer>();
            if (buttonIndex == -1)
            {
                textFont.mText = seqText;

                string headerSeqText = "Code Sequence: \\n3A - 6C - 5D - 3B";
                headerSeqFont.mText = headerSeqText; // Reset code sequence coloring when got it wrong
            }
            else
            {
                string headerSeqText = "";
                bool   toChangeText  = false;
                switch (buttonIndex)
                {
                case 0:     // A is done
                    if (currHeight == 3)
                    {
                        toChangeText  = true;
                        headerSeqText = "Code Sequence: \\n<#0,1,0,1#>3A<#1,1,1,1#> - 6C - 5D - 3B";
                    }
                    break;

                case 2:     // C is done
                    if (currHeight == 6)
                    {
                        toChangeText  = true;
                        headerSeqText = "Code Sequence: \\n<#0,1,0,1#>3A - 6C<#1,1,1,1#> - 5D - 3B";
                    }
                    break;

                case 3:     // D is done
                    if (currHeight == 5)
                    {
                        toChangeText  = true;
                        headerSeqText = "Code Sequence: \\n<#0,1,0,1#>3A - 6C - 5D<#1,1,1,1#> - 3B";
                    }
                    break;

                case 1:     // B is done
                    if (currHeight == 3)
                    {
                        toChangeText  = true;
                        headerSeqText = "Code Sequence: \\n<#0,1,0,1#>3A - 6C - 5D - 3B";
                    }
                    break;
                }
                if (toChangeText)
                {
                    headerSeqFont.mText = headerSeqText;
                }

                textFont.mText = "Sequence " + seqText + ": ";
            }

            eventState2 = currHeight;
            eventState  = buttonIndex;
        }
    }
コード例 #5
0
    public void BoobyTrapEvent(int numberCode, GameObject obj, bool isDeactivated) // pass in -1 to reset
    {
        if (isDeactivated)                                                         // End of trap
        {
            QueueMessage("Override successful. Lockdown deactivated.", 0.0f, false, true);
            QueueMessage("Laboratory access granted.", 1.6f, false, false);

            ResetToDefaultState();
        }
        else // Start
        {
            if (currEvent != CONSOLE_EVENT.BOOBY_TRAP) // First time trigger into booby trap
            {
                savedObject = obj;
                eventTimer  = 5.0f;
                eventState  = 0;

                ChangeHeader("Lockdown System:");
                QueueMessage("Intruder detected! Lockdown initiated.", 0.0f, false, true);
                QueueMessage("Override codes:\\n20, 43, 55, 82, 13, 59, 94, 35, 11", 0.6f, false, false);
                currEvent = CONSOLE_EVENT.BOOBY_TRAP;

                // Create an alert screen
                GameObject alertText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText);
                Vector3    alertPos  = mCenterPosForText;
                alertPos.X += 2.4f;
                alertPos.Y += 1.5f;
                alertText.transform.SetPosition(alertPos);
                CFontRenderer alertTextFont = alertText.GetComponent <CFontRenderer>();
                alertTextFont.mText           = "";
                alertTextFont.mFontScale      = 0.0032f;
                alertTextFont.mNewlineSpacing = 1.1f;
                alertTextFont.mJustification  = CFontRenderer.FONT_JUSTIFICATION.CENTER_JUSTIFIED;
                alertTextFont.setEnabled(false);

                // Create game screen column itself
                GameObject headerText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText);
                Vector3    headerPos  = mCenterPosForText;
                headerPos.X += 2.4f;
                headerPos.Y += 0.6f;
                headerText.transform.SetPosition(headerPos);
                CFontRenderer headerTextFont = headerText.GetComponent <CFontRenderer>();
                headerTextFont.mText          = "Code: ";
                headerTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.RIGHT_JUSTIFIED;

                // Create "Input ..." feedback at the btm
                GameObject btmText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText);
                Vector3    btmPos  = headerPos;
                btmText.transform.SetPosition(btmPos);
                CFontRenderer btmTextFont = btmText.GetComponent <CFontRenderer>();
                btmTextFont.mText           = "__\\n__\\n__\\n__";
                btmTextFont.mFontScale      = 0.003f;
                btmTextFont.mJustification  = CFontRenderer.FONT_JUSTIFICATION.LEFT_JUSTIFIED;
                btmTextFont.mNewlineSpacing = 1.5f;

                // Create divider
                GameObject dottedLine = CreateDividerText();

                mExtraTexts.Add(alertText);
                mExtraTexts.Add(headerText);
                mExtraTexts.Add(btmText);
                mExtraTexts.Add(dottedLine);
            }
            else
            {
                CFontRenderer btmTextFont = mExtraTexts[2].GetComponent <CFontRenderer>();
                if (numberCode < 0) // Clear the screen back to __
                {
                    btmTextFont.mText = "__\\n__\\n__\\n__";
                }
                else // Add another correct number
                {
                    int indexToInsert = btmTextFont.mText.IndexOf("__");
                    if (indexToInsert >= 0)
                    {
                        string newString = btmTextFont.mText.Remove(indexToInsert, 2);
                        btmTextFont.mText = newString.Insert(indexToInsert, "<#0,1,0,1#>" + numberCode.ToString() + "<#1,1,1,1#>");
                    }
                }
            }
        } // End of if in activated state
    }
コード例 #6
0
    // pass in -1 to reset
    public void BoobyTrapEvent(int numberCode, GameObject obj, bool isDeactivated)
    {
        if (isDeactivated) // End of trap
        {
            QueueMessage("Override successful. Lockdown deactivated.", 0.0f, false, true);
            QueueMessage("Laboratory access granted.", 1.6f, false, false);

            ResetToDefaultState();
        }
        else // Start
        {
            if (currEvent != CONSOLE_EVENT.BOOBY_TRAP) // First time trigger into booby trap
            {
                savedObject = obj;
                eventTimer = 5.0f;
                eventState = 0;

                ChangeHeader("Lockdown System:");
                QueueMessage("Intruder detected! Lockdown initiated.", 0.0f, false, true);
                QueueMessage("Override codes:\\n20, 43, 55, 82, 13, 59, 94, 35, 11", 0.6f, false, false);
                currEvent = CONSOLE_EVENT.BOOBY_TRAP;

                // Create an alert screen
                GameObject alertText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText);
                Vector3 alertPos = mCenterPosForText;
                alertPos.X += 2.4f;
                alertPos.Y += 1.5f;
                alertText.transform.SetPosition(alertPos);
                CFontRenderer alertTextFont = alertText.GetComponent<CFontRenderer>();
                alertTextFont.mText = "";
                alertTextFont.mFontScale = 0.0032f;
                alertTextFont.mNewlineSpacing = 1.1f;
                alertTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.CENTER_JUSTIFIED;
                alertTextFont.setEnabled(false);

                // Create game screen column itself
                GameObject headerText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText);
                Vector3 headerPos = mCenterPosForText;
                headerPos.X += 2.4f;
                headerPos.Y += 0.6f;
                headerText.transform.SetPosition(headerPos);
                CFontRenderer headerTextFont = headerText.GetComponent<CFontRenderer>();
                headerTextFont.mText = "Code: ";
                headerTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.RIGHT_JUSTIFIED;

                // Create "Input ..." feedback at the btm
                GameObject btmText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText);
                Vector3 btmPos = headerPos;
                btmText.transform.SetPosition(btmPos);
                CFontRenderer btmTextFont = btmText.GetComponent<CFontRenderer>();
                btmTextFont.mText = "__\\n__\\n__\\n__";
                btmTextFont.mFontScale = 0.003f;
                btmTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.LEFT_JUSTIFIED;
                btmTextFont.mNewlineSpacing = 1.5f;

                // Create divider
                GameObject dottedLine = CreateDividerText();

                mExtraTexts.Add(alertText);
                mExtraTexts.Add(headerText);
                mExtraTexts.Add(btmText);
                mExtraTexts.Add(dottedLine);
            }
            else
            {
                CFontRenderer btmTextFont = mExtraTexts[2].GetComponent<CFontRenderer>();
                if (numberCode < 0) // Clear the screen back to __
                {
                    btmTextFont.mText = "__\\n__\\n__\\n__";
                }
                else // Add another correct number
                {
                    int indexToInsert = btmTextFont.mText.IndexOf("__");
                    if (indexToInsert >= 0)
                    {
                        string newString = btmTextFont.mText.Remove(indexToInsert, 2);
                        btmTextFont.mText = newString.Insert(indexToInsert, "<#0,1,0,1#>" + numberCode.ToString() + "<#1,1,1,1#>");
                    }
                }
            }
        } // End of if in activated state
    }
コード例 #7
0
    void ResetToDefaultState()
    {
        ChangeHeader(defaultHeaderText);

        savedObject = null;

        foreach (GameObject gObj in mExtraTexts)
        {
            gObj.Destroy();
        }
        mExtraTexts.Clear();

        currEvent = CONSOLE_EVENT.NONE;
    }
コード例 #8
0
    public void MiniGameFourPlayerEvent(string gameString, string seqText, int buttonIndex, 
        GameObject buttonObj, int currHeight, bool isUnlocked)
    {
        if (isUnlocked)
        {
            // If the door is unlocked, then game has ended.
            QueueMessage("Access Granted. Door Opening...", 0.0f, false, true);

            ResetToDefaultState();
        }
        else
        {
            if (currEvent != CONSOLE_EVENT.MINIGAME_FOUR_PLAYERS) // First time trigger into minigame
            {
                GameObject pz3room = GameObject.GetGameObjectByName("TrapSequenceRoom2");
                PuzzleBEnvironmentController pz3ScaryScript = GetScript<PuzzleBEnvironmentController>(pz3room);
                pz3ScaryScript.activated = true;
                savedObject = buttonObj; // Save the last pressed button, so surveillance player can input into that button

                ChangeHeader("DOOR SYSTEM:");
                QueueMessage("Door Access Requested. \\nUnlock Sequence Initiating...", 0.0f, false, true);
                QueueMessage("<#1,1,0,1#>Yellow " + Common.ConvertColorToStringTag(mColorOfText) +
                    "external input required.", 0.6f, true, false);
                currEvent = CONSOLE_EVENT.MINIGAME_FOUR_PLAYERS;

                GameObject sequenceText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText);
                Vector3 sequencePos = mCenterPosForText;
                sequencePos.X += 2.4f;
                sequencePos.Y += 1.5f;
                sequenceText.transform.SetPosition(sequencePos);
                CFontRenderer sequenceTextFont = sequenceText.GetComponent<CFontRenderer>();
                sequenceTextFont.mText = "Code Sequence: \\n3A - 6C - 5D - 3B";
                sequenceTextFont.mFontScale = 0.0032f;
                sequenceTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.CENTER_JUSTIFIED;
                sequenceTextFont.mNewlineSpacing = 1.1f;

                GameObject currButtonText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText);
                Vector3 currButtonPos = sequencePos;
                currButtonPos.X += 0.4f;
                currButtonPos.Y -= 0.7f;
                currButtonText.transform.SetPosition(currButtonPos);
                CFontRenderer currButtonTextFont = currButtonText.GetComponent<CFontRenderer>();
                //currButtonTextFont.mText = "Sequence A: ";
                currButtonTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.RIGHT_JUSTIFIED;
                currButtonTextFont.mNewlineSpacing = 1.1f;

                // Create game screen column itself
                GameObject headerText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText);
                Vector3 headerPos = currButtonPos;
                headerPos.X += 0.05f;
                headerText.transform.SetPosition(headerPos);
                CFontRenderer headerTextFont = headerText.GetComponent<CFontRenderer>();
                headerTextFont.mFontScale = 0.003f;
                headerTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.LEFT_JUSTIFIED;
                headerTextFont.mNewlineSpacing = 1.5f;

                // Create "Input ..." feedback at the btm
                GameObject btmText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText);
                Vector3 btmPos = sequencePos;
                btmPos.Y = headerPos.Y - 2.0f;
                btmText.transform.SetPosition(btmPos);
                CFontRenderer btmTextFont = btmText.GetComponent<CFontRenderer>();
                btmTextFont.mText = "Touch to enter your input";
                btmTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.CENTER_JUSTIFIED;
                btmTextFont.mFontScale = 0.002f;

                // Create divider
                GameObject dottedLine = CreateDividerText();

                mExtraTexts.Add(headerText);
                mExtraTexts.Add(btmText);
                mExtraTexts.Add(dottedLine);
                mExtraTexts.Add(sequenceText);
                mExtraTexts.Add(currButtonText);
            }

            // Update minigame based on what is keyed in
            CFontRenderer textFont = mExtraTexts[0].GetComponent<CFontRenderer>();
            textFont.mText = gameString; // Update the main game column

            textFont = mExtraTexts[4].GetComponent<CFontRenderer>(); // the current button text
            CFontRenderer headerSeqFont = mExtraTexts[3].GetComponent<CFontRenderer>();
            if (buttonIndex == -1)
            {
                textFont.mText = seqText;

                string headerSeqText = "Code Sequence: \\n3A - 6C - 5D - 3B";
                headerSeqFont.mText = headerSeqText; // Reset code sequence coloring when got it wrong
            }
            else
            {
                string headerSeqText = "";
                bool toChangeText = false;
                switch (buttonIndex)
                {
                    case 0: // A is done
                        if (currHeight == 3)
                        {
                            toChangeText = true;
                            headerSeqText = "Code Sequence: \\n<#0,1,0,1#>3A<#1,1,1,1#> - 6C - 5D - 3B";
                        }
                        break;
                    case 2: // C is done
                        if (currHeight == 6)
                        {
                            toChangeText = true;
                            headerSeqText = "Code Sequence: \\n<#0,1,0,1#>3A - 6C<#1,1,1,1#> - 5D - 3B";
                        }
                        break;
                    case 3: // D is done
                        if (currHeight == 5)
                        {
                            toChangeText = true;
                            headerSeqText = "Code Sequence: \\n<#0,1,0,1#>3A - 6C - 5D<#1,1,1,1#> - 3B";
                        }
                        break;
                    case 1: // B is done
                        if (currHeight == 3)
                        {
                            toChangeText = true;
                            headerSeqText = "Code Sequence: \\n<#0,1,0,1#>3A - 6C - 5D - 3B";
                        }
                        break;
                }
                if (toChangeText)
                {
                    headerSeqFont.mText = headerSeqText;
                }

                textFont.mText = "Sequence " + seqText + ": ";
            }

            eventState2 = currHeight;
            eventState = buttonIndex;
        }
    }
コード例 #9
0
    // Co-op mini-game
    public void DoorMiniGameEvent(string newMsg, GameObject obj, bool isUnlocked)
    {
        if (isUnlocked)
        {
            // If the door is unlocked, then game has ended.
            QueueMessage("<#0,1,0,1#>AAccess Granted. Door Opening...", 0.0f, true, true);

            ResetToDefaultState();
        }
        else
        {
            savedObject = obj;

            if (currEvent != CONSOLE_EVENT.DOOR_MINIGAME_TURN) // First time trigger into minigame
            {
                ChangeHeader("DOOR SYSTEM:");
                QueueMessage("Door Access Requested.", 0.0f, false, true);
                QueueMessage("Unlock Sequence Initiating...\\n<#1,1,0,1#>Yellow " + Common.ConvertColorToStringTag(mColorOfText) +
                    "external input required.", 0.6f, true, false);
                currEvent = CONSOLE_EVENT.DOOR_MINIGAME_TURN;

                // Create game screen column itself
                GameObject headerText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText);
                Vector3 headerPos = mCenterPosForText;
                headerPos.X += 2.4f;
                headerPos.Y += 1.0f;
                headerText.transform.SetPosition(headerPos);
                CFontRenderer headerTextFont = headerText.GetComponent<CFontRenderer>();
                headerTextFont.mText = newMsg;
                headerTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.CENTER_JUSTIFIED;
                headerTextFont.mNewlineSpacing = 1.5f;

                // Create "Input ..." feedback at the btm
                GameObject btmText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText);
                Vector3 btmPos = mCenterPosForText;
                btmPos.X = headerPos.X;
                btmPos.Y -= 1.0f;
                btmText.transform.SetPosition(btmPos);
                CFontRenderer btmTextFont = btmText.GetComponent<CFontRenderer>();
                btmTextFont.mText = "Touch to enter your input";
                btmTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.CENTER_JUSTIFIED;
                btmTextFont.mFontScale = 0.002f;

                // Create divider
                GameObject dottedLine = CreateDividerText();

                mExtraTexts.Add(headerText);
                mExtraTexts.Add(btmText);
                mExtraTexts.Add(dottedLine);
            }
            else
            {
                CFontRenderer headerTextFont = mExtraTexts[0].GetComponent<CFontRenderer>();
                headerTextFont.mText = newMsg; // Update the main game column
            }
        }
    }
コード例 #10
0
    // Co-op button press to unlock door
    // List of Events to be sent to console
    public void DoorButtonEvent(GameObject obj, int greenYellowOrRedButton)
    {
        String message = "";
        switch (greenYellowOrRedButton)
        {
            case 0: message = "<#1,1,0,1#>Door Override Detected."; break;
            case 1:
                ChangeHeader("DOOR SYSTEM:");
                message = "<#1,1,0,1#>Door Access Requested. Touch to Confirm.";
                break;
            case 2: message = "<#1,0,0,1#>Warning! Invalid Door Access Requested!"; break;
        }
        QueueMessage(message, 0.0f, true, true);
        savedObject = obj;

        currEvent = CONSOLE_EVENT.DOOR_REQUEST;
    }