public void RpcEndGame() { countDown = 0; endgameCountDown = endGameLength; currentGameState = 210; GUIManagerScript.SetEndGameScreen(true); }
public void BackButtonPressed() { // Oops, let's reset the match ID networkedPScript.CmdResetMatchSongID(); List <CaptainsMessPlayer> players = networkedPScript.GetPlayers(); int size = players.Count; foreach (CaptainsMessPlayer player in players) { NetworkedPlayerScript nps = player.GetComponent <NetworkedPlayerScript>(); if (!nps.isLocalPlayer) { nps.playerButton.SetActive(true); nps.playerButton.GetComponent <Button>().interactable = true; Vector3 goal = player.GetComponent <RemotePlayerScript>().GetPosition(); nps.playerButton.transform.DOLocalMove(goal, nps.fastMovementSpeed); nps.playerButton.transform.DOScale(Vector3.one, nps.fastMovementSpeed); } else { nps.playerParent.GetComponent <RectTransform>().sizeDelta = new Vector2(160 * (size + 1), 340); } } GUIManagerScript.SetBackButton(false); }
void Start() { playerParent = GUIManagerScript.playerParent; playerButton = transform.Find("PlayerButton").gameObject; playerButton.transform.SetParent(playerParent.transform, false); playerButton.transform.localScale = Vector3.one; playerButtonOutline = playerButton.GetComponent <Outline>(); playerButtonOutline.enabled = false; playerButton.SetActive(false); if (isLocalPlayer) { playerButton.GetComponent <Button>().interactable = false; playerButton.transform.localPosition = Vector3.zero; GUIManagerScript.DisableInput(false); GUIManagerScript.SetBackButton(false); nameText = ""; GUIManagerScript.FillPlayerText(nameText); } }
void RpcStartMainCountdown() { roundCount++; currentGameState = 200; countDown = gameLength; GUIManagerScript.SetEndGameScreen(false); }
// Use this for initialization void Awake() { canShoot = true; guiManager = GameObject.Find("GUIManagerPrefab").GetComponent <GUIManagerScript>(); spriteRenderer = GetComponentInChildren <SpriteRenderer>(); }
private static void NumberInputProcessed(bool del) { GameObject player = GameObject.Find("LOCAL Player"); NetworkedPlayerScript nps = player.GetComponent <NetworkedPlayerScript>(); bool shouldClear = true; if (numberTextField.text != null) { int input = -1; if (System.Int32.TryParse(numberTextField.text, out input)) { if (nps.GetColor() != input) { if (nps.DoesPlayerNumberExist(input) != -1) { GUIManagerScript.SetNumberInputFieldColor(ColorScript.GetColor(input), true); shouldClear = false; } } } } if (shouldClear) { Color clr = ColorScript.GetColor(nps.GetColor()); clr = clr * 0.5f; GUIManagerScript.SetNumberInputFieldColor(clr); if (del) { GUIManagerScript.ClearNumberInput(); } } }
public void RpcCountdown(bool l) { GUIManagerScript.SetEndGameScreen(false); if (l) { //playerParent.GetComponent<PlayerParentScript>().LockAndSpin(); AudioManagerScript.instance.PrepareGameMusic(); AudioManagerScript.instance.PlayCountdown(); GUIManagerScript.SetRulesButton(false); GUIManagerScript.SetPregameParent(false); } else { //playerParent.GetComponent<PlayerParentScript>().Unlock(); Debug.Log("Countdown stopped!"); AudioManagerScript.instance.StopSFX(); AudioManagerScript.instance.StartMenuMusic(); GUIManagerScript.SetRulesButton(true); GUIManagerScript.SetPregameParent(true); if (networkedPScript == null) { SetNPS(); } } }
public void RpcReplayGame() { GUIManagerScript.DisableInput(false); List <CaptainsMessPlayer> players = GetPlayers(); int size = players.Count; foreach (CaptainsMessPlayer player in players) { NetworkedPlayerScript nps = player.GetComponent <NetworkedPlayerScript>(); if (!nps.isLocalPlayer) { nps.playerButton.SetActive(true); } nps.playerButton.GetComponent <Button>().interactable = false; Vector3 goal = player.GetComponent <RemotePlayerScript>().GetPosition(); //Move there /* * nps.playerButton.transform.DOLocalMove(goal, nps.fastMovementSpeed); * nps.playerButton.transform.DOScale(Vector3.one, nps.fastMovementSpeed); */ //Insta go there nps.playerButton.transform.localPosition = goal; nps.playerButton.transform.localScale = Vector3.one; } playerParent.GetComponent <RectTransform>().sizeDelta = new Vector2(160 * (size + 1), 340); SetReady(true); //Auto advance }
// Redundant? Possible. But I am not sure // Unity says this is the one to use, yet OnDestroy works and possibly works better? // Let's do both to be safe. void OnDestroy() { //print("Player was was destroyed"); if (playerButton != null) { Destroy(playerButton); } if (isLocalPlayer) { GUIManagerScript.SetInput(false); GUIManagerScript.SetButton(false); GUIManagerScript.SetRulesButton(false); GUIManagerScript.SetBackButton(false); GUIManagerScript.HideColorShow(); if (GUIManagerScript.countdownText != null) { GUIManagerScript.countdownText.enabled = false; } if (AudioManagerScript.instance != null) { AudioManagerScript.instance.StopSFX(); AudioManagerScript.instance.EndGameMusic(); AudioManagerScript.instance.StartMenuMusic(); } } // If this is a client player on the server then OnClientExitLobby will not be called. // Call it here instead. if (networkManager.IsHost() && networkManager.localPlayer != this) { OnClientExitLobby(); } }
public override void OnStartLocalPlayer() { gameObject.name = "LOCAL Player"; remotePScript.enabled = false; localPScript.enabled = true; CmdSetColor(); score = 0; scored_ThisRound = 0; scored_TimeBonus = 0; scored_FirstBonus = false; scored_WasGuessed = false; AudioManagerScript.instance.PlaySFX(AudioManagerScript.SFXClips.DanceTogether); GUIManagerScript.SetRulesButton(true); GUIManagerScript.SetPregameParent(true); GUIManagerScript.SetSongSetButton(true); SetReady(false); if (isServer) { GUIManagerScript.versionText.text = "v" + versionNum + " Host"; } else { GUIManagerScript.versionText.text = "v" + versionNum + " Client"; } base.OnStartLocalPlayer(); }
public void ApplyDamage(float damage) { float avoidProbability = GetStat("avoid").finalValue; damage -= GetStat("armor").finalValue; GUIManagerScript gui = Object.FindObjectOfType <GUIManagerScript>(); string debug_string = ""; if (avoidProbability > 0f) { float random = Random.Range(0f, 1f); if (random < avoidProbability) { debug_string = characterName + " avoid " + damage.ToString() + "damage"; Debug.Log(debug_string); gui.AddCombatLogEntry(debug_string); return; } } debug_string = characterName + " recive " + damage.ToString() + " damage"; Debug.Log(debug_string); gui.AddCombatLogEntry(debug_string); GetStat("life").currentValue -= damage; }
public void RpcReplayGame() { endgameCountDown = -1; currentGameState = 0; GUIManagerScript.SetEndGameScreen(false); AudioManagerScript.instance.StartMenuMusic(); }
public void RpcStartGame(int s) { songID = s; scored_ThisRound = 0; scored_TimeBonus = 0; scored_FirstBonus = false; scored_WasGuessed = false; //playerParent.GetComponent<PlayerParentScript>().Unlock(); // Bullshit code. Temp? Maybe not? // What if player WAS ready, but now that we're actually starting they are no longer? // Too late for them! Let's double check if (!ready) { Assert.IsFalse(ready, "Player wasn't ready, but the server thought they were!"); // Oh noes! What do we do? Let's cheat: SetReady(true); // See buddy, you were ready the whole time, right? } ResetMatch(); if (isLocalPlayer) { GUIManagerScript.SetButton(false); GUIManagerScript.SetBackButton(false); Color clr = ColorScript.GetColor(GetColor()); clr = clr * 0.5f; GUIManagerScript.SetNumberInputFieldColor(clr); GUIManagerScript.ClearNumberInput(); GUIManagerScript.SetSongSetButton(false); //Hacky bullshit for finding which kind of game we're in? GameManagerScript gameManager = FindObjectOfType <GameManagerScript>(); Assert.IsNotNull <GameManagerScript>(gameManager); int index = gameManager.GetSongSet(); AudioManagerScript.instance.StartGameMusic(index); GUIManagerScript.SetClassicGameParent(color, ColorScript.GetColor(color), ColorScript.GetColorName(color)); localPScript.reminded = false; } List <CaptainsMessPlayer> players = GetPlayers(); foreach (CaptainsMessPlayer player in players) { NetworkedPlayerScript nps = player.GetComponent <NetworkedPlayerScript>(); if (!nps.isLocalPlayer) { player.GetComponent <NetworkedPlayerScript>().playerButton.SetActive(true); player.GetComponent <NetworkedPlayerScript>().playerButton.GetComponent <Button>().interactable = true; } } }
public void RpcIterateSongSet() { songSet++; if (songSet >= songNames.Length) { songSet = 0; } GUIManagerScript.SetSongSetButtonText(GetSongTypeText(songSet)); }
void Start() { countDown = -1; endgameCountDown = -1; roundCount = 0; GUIManagerScript.SetEndGameScreen(false); Random.InitState((int)System.Environment.TickCount); }
public override void OnStartConnecting() { mainViewParent.SetActive(true); GUIManagerScript.HideMainView(); networkState = NetworkState.Connecting; disconnectButton.SetActive(true); menuParent.SetActive(false); }
void ConfirmPlacement_RPC(int bigID, int smallID, Defines.TURN turn, float time) { BoardScript board = GameObject.Find("Board").GetComponent <BoardScript>(); BigGridScript bigGrid = board.bigGrids[bigID].GetComponent <BigGridScript>(); GridScript smallGrid = bigGrid.grids[smallID].GetComponent <GridScript>(); GUIManagerScript guiScript = GameObject.FindGameObjectsWithTag("GUIManager")[0].GetComponent <GUIManagerScript>(); smallGrid.ConfirmPlacement(); guiScript.SetTimer(turn, time); }
void Start() { countDown = -1; endgameCountDown = -1; roundCount = 0; GUIManagerScript.SetEndGameScreen(false); GUIManagerScript.SetSongSetButtonText(GetSongTypeText(songSet)); Random.InitState((int)System.Environment.TickCount); }
public void RpcResetScore() { Debug.Log("NP RpsResetScore"); score = 0; if (isLocalPlayer) { Debug.Log("NP RpsResetScore Local Player"); GUIManagerScript.SetScoreText(score); } }
public override void OnJoinedLobby() { mainViewParent.SetActive(true); GUIManagerScript.HideMainView(); networkState = NetworkState.Connected; //gameSession.OnJoinedLobby(); disconnectButton.SetActive(true); menuParent.SetActive(false); }
public override void OnStopConnecting() { mainViewParent.SetActive(false); networkState = NetworkState.Offline; disconnectButton.SetActive(false); menuParent.SetActive(true); GUIManagerScript.HideScoreText(); GUIManagerScript.SetBGColor(new Color32(32, 32, 32, 255)); }
public override void OnLeftLobby() { mainViewParent.SetActive(false); networkState = NetworkState.Offline; //gameSession.OnLeftLobby(); disconnectButton.interactable = false; menuParent.SetActive(true); GUIManagerScript.HideScoreText(); GUIManagerScript.SetBGColor(new Color32(32, 32, 32, 255)); }
public void RpcStartGame(int s) { songID = s; scored_ThisRound = 0; scored_TimeBonus = 0; scored_FirstBonus = false; scored_WasGuessed = false; //playerParent.GetComponent<PlayerParentScript>().Unlock(); // Bullshit code. Temp? Maybe not? // What if player WAS ready, but now that we're actually starting they are no longer? // Too late for them! Let's double check if (!ready) { Assert.IsFalse(ready, "Player wasn't ready, but the server thought they were!"); // Oh noes! What do we do? Let's cheat: SetReady(true); // See buddy, you were ready the whole time, right? } ResetMatch(); if (isLocalPlayer) { GUIManagerScript.FillPlayerText(nameText); GUIManagerScript.SetButton(false); GUIManagerScript.DisableInput(true); GUIManagerScript.SetBackButton(false); AudioManagerScript.instance.StartGameMusic(); GUIManagerScript.SetColorShow(nameText, ColorScript.GetColor(color), ColorScript.GetColorName(color)); localPScript.reminded = false; } List <CaptainsMessPlayer> players = GetPlayers(); foreach (CaptainsMessPlayer player in players) { NetworkedPlayerScript nps = player.GetComponent <NetworkedPlayerScript>(); if (!nps.isLocalPlayer) { player.GetComponent <NetworkedPlayerScript>().playerButton.SetActive(true); player.GetComponent <NetworkedPlayerScript>().playerButton.GetComponent <Button>().interactable = true; } } }
public void RpcEndGame() { SetReady(false); if (isLocalPlayer) { GUIManagerScript.SetButton(true); GUIManagerScript.SetBackButton(false); AudioManagerScript.instance.EndGameMusic(); AudioManagerScript.instance.PlayRoundEnd(scored_GuessedCorrect); GUIManagerScript.HideColorShow(); } }
public void LockChoiceButtonPressed() { InputField numberTextField = GUIManagerScript.numberTextField; int input = -1; if (System.Int32.TryParse(numberTextField.text, out input)) { int s = DoesPlayerNumberExist(input); if (s != -1) { CmdSetMatchSongID(s, input); GUIManagerScript.NumberInputLocked(true); GUIManagerScript.SetBackButton(true); } } }
void SetReady(bool ready) { if (ready) { SendReadyToBeginMessage(); GUIManagerScript.SetButtonText("Cancel"); } else { SendNotReadyToBeginMessage(); GUIManagerScript.SetButtonText("Dance"); } GUIManagerScript.SetMainButtonHighlight(ready); }
void RpcSetColor(int c) { color = c; to_sort = true; SetColor(); if (isLocalPlayer) { string clr_name = ColorScript.GetColorName(c); Color clr = ColorScript.GetColor(c); GUIManagerScript.SetInputColor(clr, clr_name); clr = clr * 0.5f; GUIManagerScript.SetBGColor(clr); GUIManagerScript.FillPlayerNumber(c); GUIManagerScript.SetNumberInputFieldColor(clr); GUIManagerScript.ClearNumberInput(); } }
void SortPlayers() { List <CaptainsMessPlayer> players = mess.Players(); int i = 0; int size = players.Count; List <CaptainsMessPlayer> SortedList = players.OrderBy(o => o.GetComponent <NetworkedPlayerScript>().nameText).ToList(); foreach (CaptainsMessPlayer player in SortedList) { NetworkedPlayerScript nps = player.GetComponent <NetworkedPlayerScript>(); if (!nps.isLocalPlayer) { RemotePlayerScript rps = player.GetComponent <RemotePlayerScript>(); Vector3 goal = rps.SetPosition(++i, size); if (nps.playerButton.activeSelf == false) { nps.playerButton.SetActive(true); nps.playerButton.transform.localPosition = new Vector3(i * 160, -340, 0); } nps.playerButton.transform.DOLocalMove(goal, movementSpeed); nps.playerButton.transform.DOScale(Vector3.one, movementSpeed); } nps.SetColor(); nps.SetNameText(); } if (size >= 4) { GUIManagerScript.SetButton(true); } else { GUIManagerScript.SetButton(false); } playerParent.GetComponent <RectTransform>().sizeDelta = new Vector2(160 * (size + 1), 340); }
public void PlayerButtonPressed() { GameManagerScript gameManager = FindObjectOfType <GameManagerScript>(); Assert.IsNotNull <GameManagerScript>(gameManager); if (isLocalPlayer) { if (!gameManager.IsGameStarted()) { ToggleReady(); } } else { if (gameManager.IsGameStarted()) { List <CaptainsMessPlayer> players = GetPlayers(); foreach (CaptainsMessPlayer player in players) { NetworkedPlayerScript nps = player.GetComponent <NetworkedPlayerScript>(); if (player.name == "LOCAL Player") { nps.CmdSetMatchSongID(songID, color); } nps.playerButton.SetActive(false); nps.playerButton.GetComponent <Button>().interactable = false; } playerButton.SetActive(true); playerButton.GetComponent <Button>().interactable = false; playerButton.transform.DOLocalMove(new Vector3(30, 20, 0), fastMovementSpeed); playerButton.transform.DOScale(new Vector3(1.5f, 1.5f, 1f), fastMovementSpeed); playerParent.GetComponent <RectTransform>().sizeDelta = new Vector2(170, 140); GUIManagerScript.SetBackButton(true); } } }
public void BackButtonPressed() { // Oops, let's reset the match ID networkedPScript.CmdResetMatchSongID(); GUIManagerScript.NumberInputLocked(false); List <CaptainsMessPlayer> players = networkedPScript.GetPlayers(); int size = players.Count; foreach (CaptainsMessPlayer player in players) { NetworkedPlayerScript nps = player.GetComponent <NetworkedPlayerScript>(); if (!nps.isLocalPlayer) { nps.playerButton.SetActive(true); nps.playerButton.GetComponent <Button>().interactable = true; Vector3 goal = player.GetComponent <RemotePlayerScript>().GetPosition(); nps.playerButton.transform.DOLocalMove(goal, nps.fastMovementSpeed); nps.playerButton.transform.DOScale(Vector3.one, nps.fastMovementSpeed); } else { nps.playerParent.GetComponent <RectTransform>().sizeDelta = new Vector2(160 * (size + 1), 340); } } // Optional clear colors after backing out of choice? /*Color clr = ColorScript.GetColor(networkedPScript.GetColor()); * clr = clr * 0.5f; * GUIManagerScript.SetNumberInputFieldColor(clr); * GUIManagerScript.ClearNumberInput();*/ GUIManagerScript.SetBackButton(false); }
void Awake() { mode = Mode.None; hexfieldMan = GetComponent<HexfieldManagerScript>(); GUIMan = GetComponent<GUIManagerScript>(); GameObject[] tempUnitList = GameObject.FindGameObjectsWithTag("Unit"); unitList = new List<UnitScript>(); foreach (GameObject go in tempUnitList) unitList.Add(go.GetComponent<UnitScript>()); }