private void Update() { RemoveEvents(); if (events.Count > 0) { state = DungeonState.Busy; events[0].Update(); } else { state = DungeonState.Waiting; } AddEvents(); var entities = GameObject.FindObjectsOfType <EntityHolder>(); for (int i = 0; i < entities.Length; i++) { if (entities[i].isDeath()) { SceneManager.LoadScene(SceneManager.GetActiveScene().name); Debug.Log("YAAAA"); } } if (Input.GetKey(KeyCode.Escape)) { Application.Quit(); } }
// Use this for initialization void Awake() { displayImage = GetComponent <Image>(); selfButton = GetComponent <Button>(); selfButton.interactable = IsFree; ItemAcquired = IsFree; displayImage.sprite = Unknown; CurrentDungeonState = DungeonState.Unknown; }
protected void rightClick() { switch (CurrentDungeonState) { case DungeonState.Unknown: CurrentDungeonState = DungeonState.Emerald; displayImage.sprite = EmeraldDungeon; break; case DungeonState.Emerald: CurrentDungeonState = DungeonState.Ruby; displayImage.sprite = RubyDungeon; break; case DungeonState.Ruby: CurrentDungeonState = DungeonState.Sapphire; displayImage.sprite = SapphireDungeon; break; case DungeonState.Sapphire: CurrentDungeonState = DungeonState.Forest; displayImage.sprite = ForestMedalion; break; case DungeonState.Forest: CurrentDungeonState = DungeonState.Fire; displayImage.sprite = FireMedalion; break; case DungeonState.Fire: CurrentDungeonState = DungeonState.Water; displayImage.sprite = WaterMedalion; break; case DungeonState.Water: CurrentDungeonState = DungeonState.Spirit; displayImage.sprite = SpiritMedalion; break; case DungeonState.Spirit: CurrentDungeonState = DungeonState.Shadow; displayImage.sprite = ShadowMedalion; break; case DungeonState.Shadow: CurrentDungeonState = DungeonState.Light; displayImage.sprite = LightMedalion; break; case DungeonState.Light: CurrentDungeonState = DungeonState.Unknown; displayImage.sprite = Unknown; break; } }
public void ExitState() { if (activeState == DungeonState.None) { throw new UnityException("State Stack Error!!"); } states.Pop(); DungeonState nextState = states.Peek(); activeStateProperty.Value = nextState; }
private void StartDungeon() { lock (mutex) { if (!joinedPlayers.Any()) { ResetDungeon(); return; } state = DungeonState.Started; currentDungeon.Enter(); } }
public Menu_Floor(Menu_Main parent, DungeonState dungeon) { this.parent = parent; this.dungeon = dungeon; this.examineMenu = new Menu_Examine(this); this.targetMenu = new Menu_Target(this); this.inventoryMenu = new Menu_Inventory(this, targetMenu, this.parent.Width / 2, this.parent.Height / 2); this.targetMenu.Init(this.inventoryMenu); arenaConsole = new RLConsole(Menu_Floor.arenaConsoleWidth, Menu_Floor.arenaConsoleHeight); this.infoConsole = new RLConsole(Menu_Floor.infoConsoleWidth, Menu_Floor.infoConsoleHeight); status1Console = new RLConsole(Menu_Floor.statusWidth, Menu_Floor.statusHeight); this.logConsole = new RLConsole(Menu_Floor.statusWidth, Menu_Floor.statusHeight); }
private Menu_Floor NewFloorMenu(int seed = 1) { RogueSharp.Random.IRandom iRand = new RogueSharp.Random.DotNetRandom(seed); var player = EntityBuilder.BuildPlayerEntity(); var dungeon = new DungeonState(player); dungeon.AddFloor(FloorBuilder.BuildFloor(dungeon, Config.FloorWidth, Config.FloorHeight, iRand.Next(Int16.MaxValue).ToString(), 0, player)); dungeon.AddFloor(FloorBuilder.BuildFloor(dungeon, Config.FloorWidth, Config.FloorHeight, iRand.Next(Int16.MaxValue).ToString(), 1)); dungeon.AddFloor(FloorBuilder.BuildFloor(dungeon, Config.FloorWidth, Config.FloorHeight, iRand.Next(Int16.MaxValue).ToString(), 2)); dungeon.FinalizeConstruction(); this.floorMenu = new Menu_Floor(this, dungeon); return(this.floorMenu); }
public void ActivateDungeon() { if (gameManager.Events.TryStart(this)) { state = DungeonState.Active; dungeonStartTimer = timeForDungeonStart; nextDungeonTimer = 0f; SelectRandomDungeon(); SpawnDungeonBoss(); AnnounceDungeon(); } else { nextDungeonTimer = gameManager.Events.RescheduleTime; } }
private void ResetDungeon() { state = DungeonState.None; lock (mutex) joinedPlayers.Clear(); deadPlayers.Clear(); if (!currentDungeon) { return; } currentDungeon.ResetRooms(); currentDungeon = null; notificationTimer = notificationUpdate; dungeonStartTimer = timeForDungeonStart; gameManager.Camera.DisableDungeonCamera(); ScheduleNextDungeon(); gameManager.Events.End(this); }
public void EnterState(DungeonState nextState) { states.Push(nextState); activeStateProperty.Value = nextState; }