/*IEnumerator WaitForTenSeconds() { * Debug.Log("In the CoRoutine"); * yield return new WaitForSeconds(10); * Debug.Log("Ten Seconds Over"); * if ((mReconstructionBehaviour != null) && (mReconstructionBehaviour.Reconstruction != null)) * { * Debug.Log("Stopping the reconstruction"); * mReconstructionBehaviour.Reconstruction.Stop(); * } * }*/ void stopReconstruction() { if ((mReconstructionBehaviour != null) && (mReconstructionBehaviour.Reconstruction != null)) { Debug.Log("Stopping the reconstruction"); mReconstructionBehaviour.Reconstruction.Stop(); } topPanel.SetActive(!topPanel.activeInHierarchy); //menuButton.SetActive (!menuButton.activeInHierarchy); Animator meshToClearAnimator = this.GetComponentInChildren <Animator> (); meshToClearAnimator.Play("FadeMeshToClear"); greenKart.SetActive(true); //newCar.SetActive(true); CountDownScript countDown = GameObject.FindObjectOfType <CountDownScript> (); //countDown.timeLeft = 60.0f; countDown.timeLeft = GameObject.FindObjectOfType <TimeBetweenScenes>().TimeForRound; countDown.runScript = true; CoinSpawningSystem css = GameObject.FindObjectOfType <CoinSpawningSystem> (); css.setCoinSpawnEnabled(true); //GameObject.Find ("GoButton").SetActive (false); goButton.SetActive(!goButton.activeInHierarchy); resetButton.SetActive(!resetButton.activeInHierarchy); bottomPanel.SetActive(true); }
//Methods private void Start() { randomText = gameObject.AddComponent <RandomText>(); SetUpDefaultUpgrades(); if (Application.isPlaying) { countDownScript = GameObject.Find("CountDownText").GetComponent <CountDownScript>(); } }
// Start is called before the first frame update void Start() { Time = CountDownScript.getTotalTime(); min = (int)Time / 60; sec = (int)Time % 60; milsec = (int)((Time - (int)Time) * 100); this.TargetTxt = this.GetComponent <Text>(); this.TargetTxt.text = min.ToString() + "." + sec.ToString() + "." + milsec.ToString(); }
private void ConfigureComponents() { boardManager = this.gameObject.GetComponent <boardManager>(); inputManager = this.gameObject.AddComponent <inputManager>(); animationManager = this.gameObject.AddComponent <animationManager>(); animationManager.GemFallingSpeed = boardManager.board.gemFallingSpeed; inputManager.AnimationManager = animationManager; countDownScript = GameObject.FindGameObjectWithTag("CountDownText").GetComponent <CountDownScript>(); }
void SetCountText() { countText.text = "Count: " + count.ToString(); if (count == 0) { ChangePlayer(); countDownscript = gameObject.GetComponent<CountDownScript>(); countDownscript.Awake(); } }
// Start is called before the first frame update void Start() { camScript = mainCamera.GetComponent <CameraScript>(); player1Script = player1.GetComponent <Player1MovementScript>(); player2Script = player2.GetComponent <Player2MovementScript>(); player1Renderer = player1.GetComponentInChildren <SpriteRenderer>(); player2Renderer = player2.GetComponentInChildren <SpriteRenderer>(); player1Anim = player1.GetComponentInChildren <Animator>(); player2Anim = player2.GetComponentInChildren <Animator>(); player1Color = player1Renderer.color; player2Color = player2Renderer.color; player1Life = player1.GetComponent <LifeScript>(); player2Life = player2.GetComponent <LifeScript>(); countScript = countDown.GetComponent <CountDownScript>(); countScript.startCountDown(); audioSource = GetComponent <AudioSource>(); audioSource.Play(); }
// Handler for when the user clicks "Go!" to start the game. Ends construction of the ground mesh public void stopReconstruction() { if ((mReconstructionBehaviour != null) && (mReconstructionBehaviour.Reconstruction != null)) { Debug.Log("Stopping the reconstruction"); mReconstructionBehaviour.Reconstruction.Stop(); } // Activate the top panel for in-game play topPanel.SetActive(!topPanel.activeInHierarchy); // Fades mesh to clear Animator meshToClearAnimator = this.GetComponentInChildren <Animator> (); meshToClearAnimator.Play("FadeMeshToClear"); // Player appears on the screen greenKart.SetActive(true); // Sets the timer for the round CountDownScript countDown = GameObject.FindObjectOfType <CountDownScript> (); float timeForRound = 30f; if (GameObject.FindObjectOfType <TimeBetweenScenes> () != null) { timeForRound = GameObject.FindObjectOfType <TimeBetweenScenes> ().TimeForRound; } countDown.timeLeft = timeForRound; countDown.runScript = true; // Starts spawning coins CoinSpawningSystem css = GameObject.FindObjectOfType <CoinSpawningSystem> (); css.setCoinSpawnEnabled(true); // Set necessary panels active or inactive goButton.SetActive(false); resetButton.SetActive(false); controls.SetActive(true); // Play the in game music GameObject.FindObjectOfType <SoundController>().playInGameMusic(); }
void startMatch() { // Sets the timer for the round CountDownScript countDown = GameObject.FindObjectOfType <CountDownScript> (); float timeForRound = 30f; if (GameObject.FindObjectOfType <TimeBetweenScenes> () != null) { timeForRound = GameObject.FindObjectOfType <TimeBetweenScenes> ().TimeForRound; } countDown.timeLeft = timeForRound; countDown.runScript = true; // Starts spawning coins CoinSpawningSystem css = GameObject.FindObjectOfType <CoinSpawningSystem> (); css.setCoinSpawnEnabled(true); // Play the in game music GameObject.FindObjectOfType <SoundController>().playInGameMusic(); }
//update function void Update() { //for every game state switch (m_gameState) { //start state for the tutorial scene case GameState.start: DisplayTutorial(); break; //transition between overworld and minigame case GameState.transition: //fade in animation if (FadeInAnimation.AnimationEnded()) { //Display tutorial // if (!bTutorialCanvasInstantiated) // { // InstantiateTutorialCanvasOnce(); // Destroy(m_tutorialCanvas); // } if (!bMoleAnimationInstantiated) { //Instantiate mole plane animation MolePlaneAnim = Instantiate(Resources.Load("Minigames/PlantMinigame/Prefabs/MolePlane")) as GameObject; MoleAnimation = MolePlaneAnim.GetComponent <StopAnimationScript>(); bMoleAnimationInstantiated = true; //get all portrait script objects m_portraits = GameObject.FindGameObjectsWithTag("Portrait"); //for every object found for (int i = 0; i < m_portraits.Length; i++) { //get the portrait script inside it m_portraitScripts.Add(m_portraits [i].GetComponent <PortaitScript> ()); //check if the player is the local player, if it is, contain it in localplayerportrait if (m_portraitScripts [i].IsLocalPlayerPortrait()) { LocalPlayerPortrait = m_portraitScripts [i]; } } } if (MoleAnimation.AnimationEnded()) { //Instantiate countdown text for countdown phase GameObject countDownObject = Instantiate(Resources.Load("Minigames/UniversalMinigamePrefabs/CountDownText")) as GameObject; countDownObject.transform.SetParent(GameObject.Find("MinigameCanvas").transform); countDownObject.transform.localPosition = new Vector3(0.0f, 0.0f, 1.0f); countDownScript = GameObject.Find("CountDownText(Clone)").GetComponent <CountDownScript>(); m_gameState = GameState.countdown; } } //Transition period between overworld and minigame before game countdown //Possible tutorial page //wait for everyone to be connected and synced break; //countdown before game begins case GameState.countdown: //if the countdown animation ended if (countDownScript.AnimationEnded()) { //start game and switch gamestate Destroy(MolePlaneAnim); m_gameState = GameState.playing; } break; //playing the game case GameState.playing: //if the garden hasn't been generated yet if (!m_gridGenerated) { //generate it only once pGrid.CreateGrid(width, height); m_gridGenerated = true; } //if the game hasn't ended if (!GameEnded()) { //update game logic CountDown(); if (bSwipeLockout == false) { SwipeLine(); OnTileClick(); } else { LockOutTimer(); } } //if the game HAS ended else if (GameEnded()) { // if stop animation hasn't been instantiated if (!StopAnimInstantiated) { //instantiate only once SpawnStopAnimation(); StopAnimInstantiated = true; //if it has been instantiated } else if (StopAnimInstantiated) { //check if it has finished animating, if it has if (stopAnimationScript.AnimationEnded()) { //Kill plants in the scene, end the minigame if (pGrid.KillGame()) { //if the fade out animation hasn't been instantiated if (!bFadeOutAnimationInstantiated) { //instantiate it GameObject FadeOutObj = Instantiate(Resources.Load("Minigames/UniversalMinigamePrefabs/FadeOut")) as GameObject; FadeOutObj.transform.SetParent(GameObject.Find("MinigameCanvas").transform); FadeOutObj.transform.localScale = new Vector3(100, 100, 100); FadeOutAnimation = FadeOutObj.GetComponent <StopAnimationScript>(); bFadeOutAnimationInstantiated = true; } //if the fade out animation hasn't finished yet if (FadeOutAnimation.AnimationEnded()) { Debug.Log("Hello puny animals"); m_gameState = GameState.counting; } } } } } break; //game is counting score and return to overworld case GameState.counting: ////if the game over canvas has not been instantiated yet if (GameOverCanvas == null) { //Instantiate the game over canvas GameOverCanvas = Instantiate(Resources.Load("Minigames/UniversalMinigamePrefabs/GameOverCanvas")) as GameObject; } //fade out //m_musicFadeOut.FadeOut(); //INSERT CULL BACKGROUND MUSIC HERE //CustomLobby.local.EndMiniGame(); break; } }