protected void ChangeMode(GameManager.GameMode gameMode) { switch (gameMode) { case GameManager.GameMode.Idle: if (PlanetController.OccupedPlanetNum != ID) { StartPlanetIdleRotation(); } else { PlanetRotator = null; } break; case GameManager.GameMode.Game: StartCoroutine(SetPlanetOnGame()); break; case GameManager.GameMode.ChangePlanet: StartPlanetIdleRotation(); break; default: break; } }
protected void ChangeMode(GameManager.GameMode gameMode) { switch (gameMode) { case GameManager.GameMode.Idle: vector = playerT.up; dirInputMove = Vector2.zero; _vector = dirInputMove + vector; targetAngle = Mathf.Atan2(_vector.y, _vector.x) * Mathf.Rad2Deg; currentAngle = targetAngle; Mover = GameMover; break; case GameManager.GameMode.Game: StartCoroutine(GameInput()); break; case GameManager.GameMode.ChangePlanet: Mover = null; break; case GameManager.GameMode.Death: Mover = null; break; default: break; } }
/// <summary> /// Spawns a given wave. /// </summary> /// <param name="wave">given wave to spawn</param> /// <returns>NONE</returns> public IEnumerator SpawnWave(Wave wave, GameManager.GameMode mode) { for (int i = 0; i < wave.count; i++) { SpawnEnemy(wave, mode); yield return(new WaitForSeconds(1f / wave.rate)); } }
public void toOperateMode() { if (mode != GameManager.GameMode.OPERATE) { GameManager.instance.changeMode(GameManager.GameMode.OPERATE); changeButtonColor(); mode = GameManager.GameMode.OPERATE; } }
public void toObserveMode() { if (mode != GameManager.GameMode.OBSERVE) { GameManager.instance.changeMode(GameManager.GameMode.OBSERVE); changeButtonColor(); mode = GameManager.GameMode.OBSERVE; } }
private void UseGameMode(GameManager.GameMode mode) { switch (mode) { case GameManager.GameMode.Start: countCrystal = 0; break; } }
/// <summary> /// Spawns an enemy of the current wave. /// </summary> /// <param name="wave">current wave</param> private void SpawnEnemy(Wave wave, GameManager.GameMode mode) { GameManager.enemiesAlive++; GameObject enemy = Instantiate(wave.enemy, spawnPoint.position, spawnPoint.rotation); Enemy enemyObject = enemy.GetComponent <Enemy>(); // sets the level of the wave to the level of the enemy enemyObject.SetLevel(wave.level + (int)mode); }
private void UseGameMode(GameManager.GameMode mode) { switch (mode) { case GameManager.GameMode.Fail: gameMode = GameManager.GameMode.Fail; break; } }
// Start is called before the first frame update void Start() { gameManager = GameManager.Instance; GameManager.GameMode gameMode = gameManager.GetGameMode(); isJoystick = gameManager.IsJoystick(); multiplayer = gameManager.GetMultiplayer(); if (multiplayer) { P1 = PlayerKeyboard; P2 = Player2; Camera.main.rect = new Rect(0f, 0.505f, 1f, 0.495f); canvas = canvasMP; camera2.rect = new Rect(0f, 0f, 1f, 0.495f); camera2.gameObject.SetActive(true); } else { if (isJoystick) { P1 = PlayerJoystick; } else { P1 = PlayerKeyboard; } P2 = AI; canvas = canvasSP; } P1.SetActive(true); P2.SetActive(true); canvas.gameObject.SetActive(true); SetFromCanvas(); if (gameMode == GameManager.GameMode.Tournament) { matchesRemaining = gameManager.GetTournamentMatches(); textGameMode.text = "Tournament"; } else { matchesRemaining = gameManager.GetExhibitionMatches(); textGameMode.text = "Exhibition"; } matches = matchesRemaining; matchesRemaining--; textMatch.text = "1"; gamesToWin = gameManager.GetGamesToWin(); difficulty = gameManager.GetDifficulty(); if (!multiplayer) { P2.GetComponent <AI>().SetDifficulty(difficulty); } ResetPoint(); }
private void UseGameMode(GameManager.GameMode mode) { switch (mode) { case GameManager.GameMode.Start: ShowCountCrystals(0); break; } }
private void ChangeMode(GameManager.GameMode gameMode) { switch (gameMode) { case GameManager.GameMode.Game: gameScores.OnBestScoreChanged += HandlerChangeBestScore; break; default: break; } }
protected void ChangeMode(GameManager.GameMode gameMode) { switch (gameMode) { case GameManager.GameMode.Game: StartCoroutine(RocketSpawning()); break; default: break; } }
private void GameModeChanged(GameManager.GameMode gameMode) { switch (gameMode) { case GameManager.GameMode.MainGame: _kinematicObject.SetPlayerCanMove(true); break; case GameManager.GameMode.BuildingMode: _kinematicObject.SetPlayerCanMove(false); break; } }
private void GameModeChanged(GameManager.GameMode gameMode) { switch (gameMode) { case GameManager.GameMode.MainGame: ChangeToMainCamera(); break; case GameManager.GameMode.BuildingMode: ChangeToBuildingModeCamera(); break; } }
// public method // camera set method public void SetCameraDefault(GameManager.GameMode state) { // set up position & rotation if (state != GameManager.GameMode.StoreCustomizing) { transform.position = new Vector3(32f, 24f, 32f); transform.localRotation = Quaternion.Euler(30, 225, 0); } else { transform.position = new Vector3(21f, 32f, 21f); transform.localRotation = Quaternion.Euler(60, 225, 0); } }
private void UpdateModeButtons(GameManager.GameMode _mode) { foreach (ModeButton b in modeButtons) { if (_mode == b.buttonMode) { b.GetComponent <Image>().color = Color.green; } else { b.GetComponent <Image>().color = Color.white; } } }
public static void setGameMode(GameManager.GameMode gameMode) { if (gameMode == GameMode.Player1Mode) { Player player = PlayerManager.add(Player.PlayerType.Player1); PlayerManager.setCurrentPlayer(player); } else { Player player2 = PlayerManager.add(Player.PlayerType.Player2); Player player1 = PlayerManager.add(Player.PlayerType.Player1); PlayerManager.setCurrentPlayer(player1); } }
void SetupSelectedMode(GameManager.GameMode mode) { switch (mode) { case GameManager.GameMode.AI_vs_AI: SetupAIBattle(mode); break; case GameManager.GameMode.NeuralNetworkTraining: SetupNeuralNetworkTraining(mode); break; default: break; } }
private void UseGameMode(GameManager.GameMode mode) { switch (mode) { case GameManager.GameMode.Start: txtCountCrystals.text = "\n\nTap to start"; break; case GameManager.GameMode.Game: txtCountCrystals.text = ""; break; case GameManager.GameMode.Fail: txtCountCrystals.text = "End Game \nYou Points: " + countPoints.ToString(); break; } }
/// <summary> /// Starts the game with an x amount of players using set parameters as well as helper methods to properly create an exact amount of players. /// </summary> /// <param name="players">An array of data that tells the method what team the current player is, what color is its opponent and if said player is a computer or not.</param> /// <param name="oddAmmPlayers">A boolean that checks if the amount of desiredPlayers is odd. Set this to true if you want odd amounts of players (3,5,7, ect).</param> /// <param name="piecePrefab">A prefab reference to the piece gameObject in order to be created. </param> /// <param name="modes">A reference to the Gamemodes enum, which is being used to see if the current mode is GameModes.Debug</param> /// <returns>A jaggered array of all players (first and second players). </returns> public static IPlayer[] StartNewGame(GameManager.GameMode gameMode, PieceObject piecePrefab) { List <IPlayer> allPlayers = new List <IPlayer> (); TeamGenerator[] teams = new TeamGenerator[15]; for (int t = 0; t < teams.Length; t++) { teams[t] = new TeamGenerator(); teams[t].Team = (Team)(t); // Debug.Log($"{(Team)(t)} at {t} using {t}"); List <Node> nodeList = new List <Node> (); for (int y = 0; y < BoardManager.originalBoard.GetLength(0); y++) { for (int x = 0; x < BoardManager.originalBoard.GetLength(1); x++) { Node node = BoardManager.originalBoard[y, x]; if (gameMode.matches.Length == 2) { node.BelongsTo = (node.BelongsTo == Team.BigRed || node.BelongsTo == Team.BigRedToOrange || node.BelongsTo == Team.BigMagentaToRed) ? Team.Red : node.BelongsTo; node.BelongsTo = (node.BelongsTo == Team.BigBlue || node.BelongsTo == Team.BigGreenToBlue || node.BelongsTo == Team.BigBlueToYellow) ? Team.Blue : node.BelongsTo; } else { node.BelongsTo = (node.BelongsTo == Team.BigRed || node.BelongsTo == Team.BigRedToOrange || node.BelongsTo == Team.BigMagentaToRed) ? Team.Unoccupied : node.BelongsTo; node.BelongsTo = (node.BelongsTo == Team.BigBlue || node.BelongsTo == Team.BigGreenToBlue || node.BelongsTo == Team.BigBlueToYellow) ? Team.Unoccupied : node.BelongsTo; } if (node.BelongsTo == teams[t].Team) { nodeList.Add(node); } } } teams[t].TeamBase = nodeList.ToArray(); } for (int i = 0; i < gameMode.matches.Length; i++) { GameManager.GameMode.Match.Player newPlayer = gameMode.matches[i].player; //Debug.Log($"using {i} to spawn this player ({teams[(int)newPlayer.playerTeam - 2].Team})"); IPlayer _newPlayer = OnCreatingPlayer(newPlayer, teams[(int)newPlayer.playerTeam]); PlacePieces(_newPlayer, piecePrefab); allPlayers.Add(_newPlayer); } return(allPlayers.ToArray()); }
public static Color colorForMode(GameManager.GameMode mode) { switch (mode) { case GameManager.GameMode.FREE_FLY: return(Color.red); case GameManager.GameMode.LIGHTNING: return(Color.yellow); case GameManager.GameMode.MOTION: return(Color.blue); default: return(Color.black); } }
private void ChangeMode(GameManager.GameMode gameMode) { switch (gameMode) { case GameManager.GameMode.Game: gameScores.ChangeCurrentScore(0); break; case GameManager.GameMode.Death: gameCoins.Add(gameScores.GetCurrentScore()); gamePlanetProgress.AddToNextPlanetProgress(gameScores.GetCurrentScore()); break; default: break; } }
private void UseGameMode(GameManager.GameMode mode) { switch (mode) { case GameManager.GameMode.Start: ResetPlatforms(); MadeStartWay(); break; case GameManager.GameMode.Game: isPlay = true; break; case GameManager.GameMode.Fail: isPlay = false; break; } }
protected void ChangeMode(GameManager.GameMode gameMode) { switch (gameMode) { case GameManager.GameMode.Idle: SetTrailToPlanet(); break; case GameManager.GameMode.ChangePlanet: SetTrailToWorld(); break; case GameManager.GameMode.Death: break; default: break; } }
private void UseGameMode(GameManager.GameMode mode) { switch (mode) { case GameManager.GameMode.Start: _rigidbody.isKinematic = true; transform.position = new Vector3(0, 0.25f, 0); directionMovement = Vector3.right; break; case GameManager.GameMode.Game: _rigidbody.isKinematic = false; isMove = true; break; case GameManager.GameMode.Fail: isMove = false; break; } }
protected void ChangeMode(GameManager.GameMode gameMode) { switch (gameMode) { case GameManager.GameMode.Game: rocketMove = RocketMove; break; case GameManager.GameMode.Death: slowMotionController.CkeckEvent = null; if (rocketStage != RocketStage.destroyed) { StartCoroutine(Boom()); } break; default: break; } }
public void PrintHighScores(GameManager.GameMode gameMode) { if (!isMainMenu) { inp.SetActive(false); } highScoreKey = "HighScore" + gameMode.ToString(); Text highScoresText = scoreBoard.GetComponent <Text> (); highScoresText.text = "High Scores:\n"; scoreBoard.SetActive(true); float[] highScores = new float[5]; for (int i = 0; i < highScores.Length; i++) { string curHighScoreKey = highScoreKey + (i + 1).ToString(); string nameKey = "Name" + gameMode.ToString() + (i + 1).ToString(); int highScore = PlayerPrefs.GetInt(curHighScoreKey, 0); string name = PlayerPrefs.GetString(nameKey, "none"); highScoresText.text += ((i + 1).ToString() + ": " + name.ToString() + " " + highScore.ToString() + "\n"); } }
protected void ChangeMode(GameManager.GameMode gameMode) { switch (gameMode) { case GameManager.GameMode.Idle: StartCoroutine(IdleMenu()); break; case GameManager.GameMode.Game: StartCoroutine(GameMenu()); break; case GameManager.GameMode.ChangePlanet: break; case GameManager.GameMode.Death: Player.SetActive(false); StartCoroutine(RestartGame()); break; default: break; } }
public void SetMode(GameManager.GameMode _Mode) { m_GMMode = _Mode; }
void SetupNeuralNetworkTraining(GameManager.GameMode mode) { GameManager.gameMode = mode; }