コード例 #1
0
        public void Add(int type, int value, bool isMerge = true)
        {
            if (!this.tasks.ContainsKey(type.ToString()))
            {
                return;
            }
            LocalData localData = this.tasks[type.ToString()];

            if (isMerge)
            {
                localData.value += value;
            }
            else
            {
                localData.value = value;
            }
            this.tasks[type.ToString()] = localData;
            this.SetLocalData(localData.type, localData.value, localData.key, localData.status);
            GlobalEventHandle.EmitRefreshTaskHandle(type);
            if (localData.status != -1)
            {
                return;
            }
            TTask tTask = Configs.Configs.TTasks[localData.key.ToString()];

            if (localData.value >= tTask.Value)
            {
                localData.status = -2;
            }
            this.tasks[type.ToString()] = localData;
            this.SetLocalData(localData.type, localData.value, localData.key, localData.status);
            DotManager.GetInstance().CheckTask();
            GlobalEventHandle.EmitRefreshTaskHandle(type);
        }
コード例 #2
0
        public void Update()
        {
            if (GM.GetInstance().GameId != 0)
            {
                this.m_gameMiniTime += Time.deltaTime;
            }
            this.m_gameTotalTime += Time.deltaTime;
            AdsManager.GetInstance().Update();
            if ((DateTime.Now - GlobalTimer.m_instance.m_saveTimer).Days == 0)
            {
                return;
            }
            GlobalTimer.m_instance.m_saveTimer = DateTime.Now;
            GlobalTimer.m_instance.SaveTime();
            TaskData.GetInstance().Reset();
            Action expr_82 = this.RefreshHandle;

            if (expr_82 != null)
            {
                expr_82();
            }
            GoodsManager.GetInstance().Reset();
            LoginData.GetInstance().RunSerialDay();
            DotManager.GetInstance().Check();
            GM.GetInstance().ResetSkinFreeTime();
            GM.GetInstance().ResetFirstShare(0);
        }
コード例 #3
0
ファイル: GameManager.cs プロジェクト: kknet/BallonBlaster
    void CreateTriangle()
    {
        int value = 1;
        int sign  = 1;

        for (int i = 0; i < numberDotsOnCircle; i++)
        {
            CircleBorder.rotation = Quaternion.Euler(new Vector3(0, 0, ((float)i) * 360f / numberDotsOnCircle));

            if (value > 3)
            {
                sign = -1;
            }

            if (value < 2)
            {
                sign = 1;
            }

            DotManager dm = poolSystem.SpawnSquare(pos * 5 / (5 + value), rot, parent);

            value += sign;

            LIST_SQUARE.Add(dm);
        }
    }
コード例 #4
0
ファイル: GameManager.cs プロジェクト: kknet/BallonBlaster
    void CreateParralax(int decal, int gap, int parralaxLength)
    {
        for (int i = 0; i < numberDotsOnCircle; i++)
        {
            float variable = 1;

            if (Level % 5 > 3)
            {
                if (i % 2 == 0)
                {
                    variable = 0.8f - ((Level % 2) / 10f);
                }
                else
                {
                    variable = 1f - ((Level % 2) / 10f);;
                }
            }

            CircleBorder.rotation = Quaternion.Euler(new Vector3(0, 0, ((float)i) * 360f / numberDotsOnCircle));

            DotManager dm = poolSystem.SpawnSquare(variable * pos * parralaxLength * decal / (parralaxLength * decal + gap * i % parralaxLength), rot, parent);

            LIST_SQUARE.Add(dm);
        }
    }
コード例 #5
0
ファイル: GameManager.cs プロジェクト: sairahul1526/ww
    /// <summary>
    /// Method to shoot the first dot and moving the other. This method check if the list of dots to shoot is empty or not. If the list is empty, this method triggered the success for this level.
    /// </summary>
    void ShootDot(DotManager d)
    {
        StopCoroutine("PositioningDots");
        StopCoroutine("MoveStartPositionDot");


        for (int i = 0; i < Dots.Count; i++)
        {
            Dots [i].transform.DOKill();
        }


        for (int i = 0; i < Dots.Count; i++)
        {
            if (!Dots[i].isMoving)
            {
                Dots [i].transform.position = new Vector3(0, -GetPositionYTarget() + (-i - 1) * sizeDot, Dots [i].transform.position.z);
            }
        }

        PlaySoundBeep();

        Dots.Remove(d);

        if (this.lastShoots == null)
        {
            this.lastShoots = new List <DotManager> ();
        }

        this.lastShoots.Add(d);


        Vector3 target = new Vector3(d.transform.position.x, SpriteCircle.position.y - 1, d.transform.position.z);

        d.transform.position = new Vector3(0, -GetPositionYTarget() + (-0 - 1) * sizeDot, d.transform.position.z);

        d.isMoving = true;



        d.Shoot();


        for (int i = 0; i < Dots.Count; i++)
        {
            if (sizeDot == 0)
            {
                Debug.Log("!!!!!! GET SIZEDOT ( must be done just one time only)");
                sizeDot = Dots [0].DotSprite.bounds.size.x * 1.1f;
            }


            if (!Dots[i].isMoving)
            {
                Dots [i].transform.DOMoveY(-GetPositionYTarget() + (-i - 1) * sizeDot, 0.3f)
                .OnComplete(() => {
                });
            }
        }
    }
コード例 #6
0
    private void Awake()
    {
        GetComponents(_gameManagers);

        GameObject playerOne = Instantiate(_playerPrefab);
        GameObject playerTwo = Instantiate(_playerPrefab);

        playerOne.GetComponent <Player>().PlayerNumber = 1;
        playerTwo.GetComponent <Player>().PlayerNumber = 2;
        playerTwo.AddComponent(typeof(EnemyAI));

        foreach (IGameManager manager in _gameManagers)
        {
            manager.StartGame();
        }

        DotManager dotManager = GetComponent <DotManager>();

        playerOne.GetComponent <PlayerMovement>().SetStartPosition(dotManager.GetStartDot(1));
        playerTwo.GetComponent <PlayerMovement>().SetStartPosition(dotManager.GetStartDot(2));

        _playerOneMovement = GetComponent <PlayerMovement>();
        _playerTwoMovement = GetComponent <PlayerMovement>();

        GetComponent <TurnManager>().StartFirstTurn();
    }
コード例 #7
0
ファイル: GameManager.cs プロジェクト: sairahul1526/ww
    void CreateDotOnCircle()
    {
        canShoot = false;

        Transform  prefab = this.DotPrefab;
        Vector3    pos    = new Vector3(0, -positionTouchBorder, -2);
        Quaternion rot    = prefab.rotation;
        Transform  parent = container;


        for (int i = 0; i < numberDotsOnCircle; i++)
        {
            containerParent.transform.rotation = Quaternion.Euler(new Vector3(0, 0, ((float)i) * 360f / numberDotsOnCircle));

            Transform t = Instantiate(prefab) as Transform;
            t.position = pos;
            t.rotation = rot;
            t.parent   = parent;

            DotManager dm = t.GetComponent <DotManager> ();

            dm.ActivateTrail();
        }

        SmoothDecal();
    }
コード例 #8
0
ファイル: Tower.cs プロジェクト: austinblakeslee/verthex
 public Tower(TowerBase towerBase, Faction faction, int _towerNum)
 {
     sections = new List<Section>();
     dotManager = new DotManager();
     this.towerBase = towerBase;
     this.faction = faction;
     towerNum = _towerNum;
 }
コード例 #9
0
ファイル: Bard.cs プロジェクト: zechs6437/Shinra2
        private async Task <bool> VenomousBite()
        {
            if (!ShinraEx.Settings.BardUseDots || Target.HasAura(VenomDebuff, true, 4000) || !await MySpells.VenomousBite.Cast())
            {
                return(false);
            }

            DotManager.Add(Target);
            return(true);
        }
コード例 #10
0
        public async Task <bool> Windbite()
        {
            if (!Shadow.Settings.BardUseDots || Target.HasAura(WindDebuff, true, 4000) || !await Spellbook.Windbite.Cast())
            {
                return(false);
            }

            DotManager.Add(Target);
            return(true);
        }
コード例 #11
0
        public void OnEnable()
        {
            InitializeStimuli();
            InitializeFixationDot();
            _innerStimulusManager = innerStimulus.GetComponent <DotManager>();
            _partition            = new AperturePartition(sessionSettings, _outerStimulusSettings, _innerStimulusSettings);
            StaircaseManager      = new StaircaseManager(sessionSettings);
            SetEnforcedHeadTransform();

            confirmInputAction[inputSource].onStateUp += GetUserSelection;
        }
コード例 #12
0
ファイル: Bard.cs プロジェクト: zechs6437/Shinra2
        private async Task <bool> IronJaws()
        {
            if (!Target.HasAura(VenomDebuff, true) || !Target.HasAura(WindDebuff, true) ||
                Target.HasAura(VenomDebuff, true, 5000) && Target.HasAura(WindDebuff, true, 5000) || !await MySpells.IronJaws.Cast())
            {
                return(false);
            }

            DotManager.Add(Target);
            return(true);
        }
コード例 #13
0
 // Start is called before the first frame update
 void Start()
 {
     livesList = new List <GameObject>();
     spawning  = FindObjectOfType <DotManager>();
     totalDots = 241;
     lives     = 3;
     endtimes  = 3;
     livesList.Add(life1);
     livesList.Add(life2);
     livesList.Add(life3);
     StartCoroutine(StartGame());
 }
コード例 #14
0
ファイル: GameManager.cs プロジェクト: kknet/BallonBlaster
    void CreateSpiral()
    {
        for (int i = 0; i < numberDotsOnCircle; i++)
        {
            CircleBorder.rotation = Quaternion.Euler(new Vector3(0, 0, ((float)i) * 360f / numberDotsOnCircle));

            float var = 1;

            DotManager dm = poolSystem.SpawnSquare(pos * (100f - var * i) / 100f, rot, parent);

            LIST_SQUARE.Add(dm);
        }
    }
コード例 #15
0
ファイル: GameManager.cs プロジェクト: kknet/BallonBlaster
    /// <summary>
    /// Display particle when we distroy a square
    /// </summary>
    public void SpawnParticleExplosionSquare(DotManager square)
    {
        poolSystem.SpawnParticle(square.transform.position, Quaternion.identity);
        poolSystem.SpawnWave(square.transform.position, Quaternion.identity);

        soundManager.PlaySoundBeep();

        if (poolSystem.gameObject.activeInHierarchy)
        {
            poolSystem.DespawnSquare(square);
        }

        CheckIfSuccess();
    }
コード例 #16
0
        public static void Initialize()
        {
            Pass = RenderPass.None;
            Renderable_Solids       = new Renderable[0];
            Renderable_Transparents = new Renderable[0];
            Renderable_Posts        = new Renderable[0];
            Renderable_Shadows      = new Renderable[0];

            Buffer = new Buffer(Display.device, Utilities.SizeOf <GlobalConstant>(), ResourceUsage.Dynamic, BindFlags.ConstantBuffer, CpuAccessFlags.Write, ResourceOptionFlags.None, 0);

            //Debug
            DotManager  = new DotManager();
            LineManager = new LineManager();
            Add(DotManager);
            Add(LineManager);
        }
コード例 #17
0
ファイル: Bard.cs プロジェクト: zechs6437/Shinra2
        private async Task <bool> PitchPerfect()
        {
            if (!ShinraEx.Settings.BardPitchPerfect)
            {
                return(false);
            }

            var critBonus = DotManager.Check(Target, true);

            if (NumRepertoire >= ShinraEx.Settings.BardRepertoireCount || MinuetActive && SongTimer < 2000 ||
                critBonus >= 20 && NumRepertoire >= 2)
            {
                return(await MySpells.PitchPerfect.Cast());
            }
            return(false);
        }
コード例 #18
0
 public void Reload()
 {
     this.InitializeGameConfig();
     Configs.LoadConfig();
     GM.GetInstance().Init();
     GoodsManager.Initialize();
     AchiveData.Initialize();
     TaskData.Initialize();
     LoginData.Initialize();
     GlobalTimer.Initialize();
     AdsManager.Initialize();
     DotManager.GetInstance().Check();
     GameList.Instance.init();
     GetComponent <MainScene>().Init();
     Utils.ShowLoginRewards();
 }
コード例 #19
0
        public void Update()
        {
            if (this.m_isWatch)
            {
                return;
            }
            this.RefreshRewardTime();
            int num = (int)Math.Ceiling((double)(600f - this.m_stimulateTimer));

            if (num <= 0)
            {
                this.m_isWatch        = true;
                this.m_stimulateTimer = 0f;
                DotManager.GetInstance().CheckAds();
            }
            GlobalEventHandle.EmitAdsHandle(string.Format("{0:D2}:{1:D2}", num / 60, num % 60), this.m_isWatch);
        }
コード例 #20
0
    private void Start()
    {
#if UNITY_EDITOR
        this.InitializeGameConfig();
        Configs.LoadConfig();
        GM.GetInstance().Init();
        GoodsManager.Initialize();
        AchiveData.Initialize();
        TaskData.Initialize();
        LoginData.Initialize();
        GlobalTimer.Initialize();
        AdsManager.Initialize();
        DotManager.GetInstance().Check();
        GameList.Instance.init();
        GetComponent <MainScene>().Init();
        Utils.ShowLoginRewards();
#endif
    }
コード例 #21
0
ファイル: GameManager.cs プロジェクト: sairahul1526/ii
    void CreateListDots()
    {
        canShoot   = false;
        DotsBottom = new List <DotManager>();
        DotsTop    = new List <DotManager>();

        if (sizeDot == 0)
        {
            DotManager dm = InstantiateDot();


            sizeDot = dm.DotSprite.bounds.size.x;
        }

        float numberBOTTOM = numberDotsToCreate * rationNombreDotsToCreatBottom;

        for (int i = 0; i < numberBOTTOM; i++)
        {
            DotManager dm = InstantiateDot();
            dm.GetComponent <Collider2D>().enabled = false;

            dm.transform.position = getDotPositionBottom(i);


            DotsBottom.Add(dm);
        }

        float numberTOP = numberDotsToCreate * rationNombreDotsToCreatTop;

        for (int i = 0; i < numberTOP; i++)
        {
            DotManager dm = InstantiateDot();
            dm.GetComponent <Collider2D>().enabled = false;



            dm.transform.position = getDotPositionTop(i);


            DotsTop.Add(dm);
        }
    }
コード例 #22
0
ファイル: GameManager.cs プロジェクト: sairahul1526/ww
    /// <summary>
    /// To anim in and out the rotating dots
    /// </summary>
    IEnumerator SmoothDecalRoutine(DotManager d)
    {
        bool goIn = true;

        float distance = Vector3.Distance(d.transform.position, containerParent.transform.position);

        while (true)
        {
            if (d == null)
            {
                break;
            }

            if (goIn)
            {
                d.transform.localPosition *= 0.99f;
            }
            else
            {
                d.transform.localPosition *= 1.01f;
            }


            if (goIn && Vector3.Distance(d.transform.position, containerParent.transform.position) < distance / 2f)
            {
                goIn = false;
                yield return(new WaitForSeconds(((10 - rotateCircleDelay) + numberDotsOnCircle) / 2));
            }
            if (!goIn && Vector3.Distance(d.transform.position, containerParent.transform.position) > distance)
            {
                goIn = true;
                yield return(new WaitForSeconds(((10 - rotateCircleDelay) + numberDotsOnCircle) / 4));
            }

            yield return(new WaitForEndOfFrame());

            if (d == null)
            {
                break;
            }
        }
    }
コード例 #23
0
ファイル: Bard.cs プロジェクト: zechs6437/Shinra2
        private async Task <bool> DotSnapshot()
        {
            if (!ShinraEx.Settings.BardDotSnapshot ||
                !Core.Player.CurrentTarget.HasAura(VenomDebuff, true) ||
                !Core.Player.CurrentTarget.HasAura(WindDebuff, true) ||
                DotManager.Recent(Target))
            {
                return(false);
            }

            var crit   = DotManager.Difference(Target, true);
            var damage = crit + DotManager.Difference(Target);

            // Prioritise 30% crit buff
            if (crit >= 30 || crit >= 0 && damage >= 0 && (DotManager.CritExpiring || DotManager.DamageExpiring))
            {
                if (await MySpells.IronJaws.Cast())
                {
                    DotManager.Add(Target);
                    return(true);
                }
            }

            if (DotManager.Check(Target, true) >= 30)
            {
                return(false);
            }

            // Refresh during damage buffs
            if (damage >= 20 || damage >= 10 && Target.AuraExpiring(WindDebuff, true, 10000) || damage >= 0 && DotManager.BuffExpiring)
            {
                if (await MySpells.IronJaws.Cast())
                {
                    DotManager.Add(Target);
                    return(true);
                }
            }
            return(false);
        }
コード例 #24
0
ファイル: GameManager.cs プロジェクト: sairahul1526/ii
    void CreateDotOnCircle()
    {
        Time.timeScale = 1;


        GameObject prefab = this.DotPrefab;
        Quaternion rot    = prefab.transform.rotation;

        Vector3   posTOP    = new Vector3(0, positionTouchBorderTOP, 0);
        Transform parentTOP = CircleBorderTOP;


        float numberTOP = numberDotsOnCircle * ratioNombreDotsOnCircleTop;


        for (int i = 0; i < (int)numberTOP; i++)
        {
            CircleTOP.rotation = Quaternion.Euler(new Vector3(0, 0, i * 360f / (int)numberTOP));

            DotManager dm = InstantiateDot(posTOP, rot, parentTOP);

            dm.ActivateLine(dm.transform.position, dm.transform.parent);
        }

        Vector3 posBOTTOM = new Vector3(0, positionTouchBorderBOTTOM, 0);

        float numberBOTTOM = numberDotsOnCircle * ratioNombreDotsOnCircleBottom;

        for (int i = 0; i < (int)numberBOTTOM; i++)
        {
            CircleBOTTOM.rotation = Quaternion.Euler(new Vector3(0, 0, i * 360f / (int)numberBOTTOM));

            DotManager dm = InstantiateDot(posBOTTOM, rot, CircleBorderBOTTOM);

            dm.ActivateLine(dm.transform.position, dm.transform.parent);
        }
    }
コード例 #25
0
        public bool Finish(int type)
        {
            if (!this.achives.ContainsKey(type.ToString()))
            {
                return(false);
            }
            LocalData localData = this.achives[type.ToString()];

            if (localData.status != -2)
            {
                return(false);
            }
            TAchive tAchive = Configs.Configs.TAchives[localData.key.ToString()];

            if (tAchive.Next == 0)
            {
                localData.status = -3;
            }
            else
            {
                TAchive tAchive2 = Configs.Configs.TAchives[tAchive.Next.ToString()];
                if (localData.value >= tAchive2.Value)
                {
                    localData.status = -2;
                    localData.key    = tAchive2.ID;
                }
                else
                {
                    localData.status = -1;
                    localData.key    = tAchive2.ID;
                }
            }
            this.achives[type.ToString()] = localData;
            this.SetLocalData(localData.type, localData.value, localData.key, localData.status);
            DotManager.GetInstance().CheckAchiev();
            return(true);
        }
コード例 #26
0
ファイル: GameManager.cs プロジェクト: sairahul1526/ii
    void Update()
    {
        if (Input.GetButtonDown("Submit") && !isGameOver && canShoot)
        {
            if (DotsTop.Count > 0 || DotsBottom.Count > 0)
            {
                DotManager dTOP    = null;
                DotManager dBOTTOM = null;

                if (DotsTop.Count > 0)
                {
                    dTOP = DotsTop [0];
                }

                if (DotsBottom.Count > 0)
                {
                    dBOTTOM = DotsBottom [0];
                }

                StartCoroutine(ShootDot(dBOTTOM, dTOP));
//				OnclickedPlay ();
            }
        }
    }
コード例 #27
0
ファイル: GameManager.cs プロジェクト: sairahul1526/ww
    void CreateListDots()
    {
        Dots = new List <DotManager>();

        for (int i = 0; i < numberDotsToCreate; i++)
        {
            var go = Instantiate(this.DotPrefab) as Transform;
            go.parent = transform;

            DotManager dm = go.GetComponent <DotManager> ();


            if (sizeDot == 0)
            {
                sizeDot = this.DotPrefab.GetComponent <DotManager> ().DotSprite.bounds.size.x * 1.1f;
            }


            Vector3 target = new Vector3(0, -GetPositionYTarget() + (-i - 1) * sizeDot, dm.transform.position.z);
            dm.transform.position = target;

            Dots.Add(dm);
        }
    }
コード例 #28
0
        public bool Finish(int type)
        {
            if (!this.tasks.ContainsKey(type.ToString()))
            {
                return(false);
            }
            LocalData localData = this.tasks[type.ToString()];

            if (localData.status != -2)
            {
                return(false);
            }
            TTask tTask = Configs.Configs.TTasks[localData.key.ToString()];

            if (localData.value < tTask.Value)
            {
                return(false);
            }
            localData.status            = -3;
            this.tasks[type.ToString()] = localData;
            this.SetLocalData(localData.type, localData.value, localData.key, localData.status);
            DotManager.GetInstance().CheckTask();
            return(true);
        }
コード例 #29
0
 // Use this for initialization
 void Start()
 {
     dotManager = GetComponent <DotManager>();
 }
コード例 #30
0
 private void Awake()
 {
     DotManager.m_instance = this;
 }
コード例 #31
0
ファイル: GameManager.cs プロジェクト: kknet/BallonBlaster
    /// <summary>
    /// All the game level creation logic. We will create the current level.
    /// </summary>
    public void CreateGame(int level)
    {
        if (sequence != null)
        {
            sequence.Kill(false);
        }

        if (sequenceDOT == null)
        {
            ResetPosition();
            SequenceDOTLogic();
        }

        canvasManager.ButtonLogic();

        DOTween.Kill(CircleBorder);

        DOTween.Kill(CircleBorder);


        CancelInvoke();

        StopAllCoroutines();

        isGameOver = false;
        success    = false;

        Level = Util.GetLastLevelPlayed();

        Level l = levelManager.GetLevel(Level);

        numberDotsOnCircle = l.numberDotsOnCircle;

        SizeRayonRatio    = l.sizeRayonRation;
        rotateCircleDelay = l.rotateDelay;
        easeType          = l.rotateEaseType;
        loopType          = l.rotateLoopType;

        positionTouchBorder = height * SizeRayonRatio;

        canvasManager.ButtonLogic();

        PLAYER.localRotation = Quaternion.identity;

        Time.timeScale = 1;

        Application.targetFrameRate = 60;

        GC.Collect();

        PLAYER.localRotation = Quaternion.identity;


        PLAYER.localScale = new Vector3(-rotateDOTVector.z, 1, 1);

        PLAYER.localRotation = Quaternion.identity;

        spriteDotGameOverZoom.transform.DOScale(Vector3.zero, 0.5f);

        guyAnim.DoWalk();
        this.Level = level;

        Camera.main.orthographicSize   = cameraSize;
        Camera.main.transform.position = new Vector3(0, 0, -10);

        StopAllCoroutines();

        CircleCenterSprite.color = constant.SquareColor;

        poolSystem.DespawnAll();



        Camera.main.transform.position = new Vector3(0, 0, -10);

        rotateVector = new Vector3(0, 0, 1);

        if (Level % 2 == 0)
        {
            rotateVector = new Vector3(0, 0, -1);
        }

        CircleBorder.gameObject.SetActive(false);

        CircleBorder.localScale = Vector3.one;

        DOTween.Kill(PLAYER);

        PLAYER.localPosition = new Vector3(PLAYER.localPosition.x, floorPosition, PLAYER.localPosition.z);

        guyAnim.MakeItBlink();

        guyAnim.m_collider.enabled = false;

        CreateDotOnCircle();

        CircleBorder.localScale = Vector3.one * 0.001f;
        CircleBorder.gameObject.SetActive(true);

        int count = LIST_SQUARE.Count;

        guyAnim.MakeItBlink();

        guyAnim.m_collider.enabled = false;

        for (int i = 0; i < count; i++)
        {
            DotManager dm = LIST_SQUARE[i];

            dm.ActivateLine(dm.transform.position, dm.transform.parent);

            guyAnim.m_collider.enabled = false;
        }

        CircleBorder.DOScale(Vector3.one, 1)
        .SetDelay(0.3f)
        .SetEase(Ease.InBack)
        .OnComplete(() => {
            canvasManager.ButtonLogic();
            guyAnim.m_collider.enabled = false;

            Invoke("StopBlink", 1);
        });
    }