コード例 #1
0
ファイル: PauseGame.cs プロジェクト: DarkMoun/ForceField
    //pause or resume the game
    void pauseGame()
    {
        if (!gameInfo.First().GetComponent <GameInfo>().playing)
        {
            movingGO.First().GetComponentInChildren <LineRenderer>().positionCount = 0;
            movingGO.First().GetComponent <Move>().lineRendererPositions.Clear();
        }
        bool gamePaused = gameInfo.First().GetComponent <GameInfo> ().gamePaused;

        foreach (FSystem s in FSystemManager.fixedUpdateSystems())
        {
            if (s.ToString() == "ApplyForce" || s.ToString() == "MoveSystem")
            {
                s.Pause = !gamePaused;
            }
        }
        gameInfo.First().GetComponent <GameInfo> ().gamePaused = !gamePaused;
        gameInfo.First().GetComponent <GameInfo>().playing     = true;

        Color uipColor  = gameInfo.First().GetComponent <GameInfo>().uiParameters.GetComponent <Image>().color;
        Color uipdColor = gameInfo.First().GetComponent <GameInfo>().uipDelete.GetComponent <Image>().color;
        Color bpColor   = gameInfo.First().GetComponent <GameInfo>().ballParameters.GetComponent <Image>().color;
        Color urColor   = gameInfo.First().GetComponent <GameInfo>().uniformRotator.GetComponent <Image>().color;

        gameInfo.First().GetComponent <GameInfo>().uiParameters.GetComponent <Image>().color   = new Color(uipColor.r, uipColor.g, uipColor.b, 75f / 255);    //hide uiP
        gameInfo.First().GetComponent <GameInfo>().uipDelete.GetComponent <Image>().color      = new Color(uipdColor.r, uipdColor.g, uipdColor.b, 75f / 255); //hide uiP delete button
        gameInfo.First().GetComponent <GameInfo>().ballParameters.GetComponent <Image>().color = new Color(bpColor.r, bpColor.g, bpColor.b, 75f / 255);       //hide bP
        gameInfo.First().GetComponent <GameInfo>().uniformRotator.GetComponent <Image>().color = new Color(urColor.r, urColor.g, urColor.b, 75f / 255);       //hide ur
    }
コード例 #2
0
ファイル: ExitManager.cs プロジェクト: NeatWolf/FYFY
 // Use to process your families.
 protected override void onProcess(int familiesUpdateCount)
 {
     if (Input.GetMouseButtonDown(0) && exit_GO.GetComponent <PointerOver>() != null)
     {
         ComponentMonitoring monitor = exit_GO.GetComponent <ComponentMonitoring> ();
         // Check if hero is near to exit (only hero can produce this component thanks to Unity Physics layers)
         Triggered3D triggered = exit_GO.GetComponent <Triggered3D> ();
         if (triggered != null)
         {
             MonitoringManager.trace(monitor, "perform", MonitoringManager.Source.PLAYER);
             GameObjectManager.setGameObjectState(endScreen_GO, true);
             foreach (FSystem sys in FSystemManager.fixedUpdateSystems())
             {
                 sys.Pause = true;
             }
             foreach (FSystem sys in FSystemManager.lateUpdateSystems())
             {
                 sys.Pause = true;
             }
             foreach (FSystem sys in FSystemManager.updateSystems())
             {
                 sys.Pause = true;
             }
         }
     }
 }
コード例 #3
0
 // Use to process your families.
 protected override void onProcess(int familiesUpdateCount)
 {
     if (!gameInfo.First().GetComponent <GameInfo>().triggered&& !gameInfo.First().GetComponent <GameInfo>().levelEditorMode)
     {
         gameInfo.First().GetComponent <GameInfo>().levelLost = false;
         foreach (GameObject target in obstacles)
         {
             Triggered3D t = target.GetComponent <Triggered3D>();
             if (t)
             {         //if the obstacle is triggered
                 foreach (GameObject go in t.Targets)
                 {     //for each go that triggered the obstacle
                     if (go.tag == "Object")
                     { //if go is the ball
                         foreach (FSystem s in FSystemManager.fixedUpdateSystems())
                         {
                             if (s.ToString() == "ApplyForce" || s.ToString() == "MoveSystem")
                             {
                                 s.Pause = true;//pause the game
                             }
                         }
                         gameInfo.First().GetComponent <GameInfo>().gamePaused = true;
                         gameInfo.First().GetComponent <GameInfo>().levelLost  = true;
                         gameInfo.First().GetComponent <GameInfo>().triggered  = true;
                     }
                 }
             }
         }
     }
     gameInfo.First().GetComponent <GameInfo> ().levelLostText.SetActive(gameInfo.First().GetComponent <GameInfo>().levelLost);        //show the text if the level is failed
 }
コード例 #4
0
    // Use to process your families.
    protected override void onProcess(int familiesUpdateCount)
    {
        if (!gameInfo.First().GetComponent <GameInfo>().triggered&& !gameInfo.First().GetComponent <GameInfo>().levelEditorMode)
        {
            gameInfo.First().GetComponent <GameInfo>().levelCleared = false;
            foreach (GameObject target in targets)
            {
                Triggered3D t = target.GetComponent <Triggered3D>();
                if (t)
                {         //if the target is triggered
                    foreach (GameObject go in t.Targets)
                    {     //for each go that triggered the target
                        if (go.tag == "Object")
                        { //if go is the ball
                            foreach (FSystem s in FSystemManager.fixedUpdateSystems())
                            {
                                if (s.ToString() == "ApplyForce" || s.ToString() == "MoveSystem")
                                {
                                    s.Pause = true;//pause the game
                                }
                            }
                            gameInfo.First().GetComponent <GameInfo>().gamePaused   = true;
                            gameInfo.First().GetComponent <GameInfo>().levelCleared = true;
                            gameInfo.First().GetComponent <GameInfo>().triggered    = true;
                        }
                    }
                }
            }
        }
        gameInfo.First().GetComponent <GameInfo> ().levelClearedText.SetActive(gameInfo.First().GetComponent <GameInfo>().levelCleared);        //show the text if the level is cleared

        if (editorMode && !gameInfo.First().GetComponent <GameInfo>().levelEditorMode)
        {
            if (gameInfo.First().GetComponent <GameInfo>().validating)
            {
                foreach (Transform child in gameInfo.First().GetComponent <GameInfo>().levelClearedText.transform)
                {
                    if (child.gameObject.name == "Retry")
                    {
                        child.gameObject.GetComponentInChildren <Text>().text = "Validate";
                    }
                }
            }
            else
            {
                foreach (Transform child in gameInfo.First().GetComponent <GameInfo>().levelClearedText.transform)
                {
                    if (child.gameObject.name == "Retry")
                    {
                        child.gameObject.GetComponentInChildren <Text>().text = "Retry";
                    }
                }
            }
        }
        editorMode = gameInfo.First().GetComponent <GameInfo>().levelEditorMode;
    }
コード例 #5
0
ファイル: PauseGame.cs プロジェクト: DarkMoun/ForceField
 public PauseGame()
 {
     foreach (FSystem s in FSystemManager.fixedUpdateSystems())
     {
         if (s.ToString() == "ApplyForce" || s.ToString() == "MoveSystem")
         {
             s.Pause = true;//pause the game when level starts
         }
     }
     foreach (GameObject go in buttons)
     {
         if (go.name == "PauseButton")
         {
             go.GetComponent <Button>().onClick.AddListener(pauseGame);//add listener on pause button
         }
     }
 }
コード例 #6
0
    void resetBall()     //reset ball parameters to the parameters set by the player
    {
        GameObject obj = movingGO.First();
        Move       mv  = obj.GetComponent <Move> ();

        //set ball values to player values
        mv.direction           = mv.playerDirection;
        mv.speed               = mv.playerSpeed;
        obj.transform.position = mv.initialPostion;
        foreach (FSystem s in FSystemManager.fixedUpdateSystems())
        {
            if (s.ToString() == "ApplyForce" || s.ToString() == "MoveSystem")
            {
                s.Pause = true;                //pause game
            }
        }
        foreach (GameObject g in clickableGO)          //unselect all objects
        {
            if (g.GetComponent <Clickable> ().isSelected)
            {
                g.GetComponent <Clickable> ().isSelected = false;
            }
        }
        //hide end game texts
        gameInfo.First().GetComponent <GameInfo> ().levelCleared = false;
        gameInfo.First().GetComponent <GameInfo> ().levelLost    = false;
        gameInfo.First().GetComponent <GameInfo>().triggered     = false;
        gameInfo.First().GetComponent <GameInfo> ().gamePaused   = true;
        gameInfo.First().GetComponent <GameInfo>().playing       = false;;

        Color uipColor  = gameInfo.First().GetComponent <GameInfo>().uiParameters.GetComponent <Image>().color;
        Color uipdColor = gameInfo.First().GetComponent <GameInfo>().uipDelete.GetComponent <Image>().color;
        Color bpColor   = gameInfo.First().GetComponent <GameInfo>().ballParameters.GetComponent <Image>().color;
        Color urColor   = gameInfo.First().GetComponent <GameInfo>().uniformRotator.GetComponent <Image>().color;

        gameInfo.First().GetComponent <GameInfo>().uiParameters.GetComponent <Image>().color   = new Color(uipColor.r, uipColor.g, uipColor.b, 1);    //show uiP
        gameInfo.First().GetComponent <GameInfo>().uipDelete.GetComponent <Image>().color      = new Color(uipdColor.r, uipdColor.g, uipdColor.b, 1); //show uiP delete button
        gameInfo.First().GetComponent <GameInfo>().ballParameters.GetComponent <Image>().color = new Color(bpColor.r, bpColor.g, bpColor.b, 1);       //show bP
        gameInfo.First().GetComponent <GameInfo>().uniformRotator.GetComponent <Image>().color = new Color(urColor.r, urColor.g, urColor.b, 1);       //show ur
    }