コード例 #1
0
 private void OnGameRestart(GameManager.GameStates state)
 {
     if (state == GameManager.GameStates.Win || state == GameManager.GameStates.End)
     {
         RestartLevel();
     }
 }
コード例 #2
0
 // When the game is restart
 // Reset the position and animation of the player
 private void OnGameRestart(GameManager.GameStates state)
 {
     transform.position = startPos;
     IsDead             = false;
     animator.SetBool(ANIM_DEAD, IsDead);
     circleCollider.enabled = true;
 }
コード例 #3
0
ファイル: GhostAI.cs プロジェクト: Swiggies/MrsPacmanReloaded
 // Called when the game is restart
 // Cleans up the ghost and resets it to its spawn position
 private void OnGameRestart(GameManager.GameStates state)
 {
     Tweener.Instance.CancelTween(transform);
     StopHaywire();
     Pathfinding.path.Clear();
     transform.position = startPos;
 }
コード例 #4
0
    protected override void Behaviour(string whichUpdate, GameManager.GameStates currentGameState)
    {
        if (GameManager.Instance.CanStartGameLogic())
        {
            switch (currentGameState)
            {
            case GameManager.GameStates.Mainmenu:
                break;

            case GameManager.GameStates.InnerZone:
            case GameManager.GameStates.Roofs:
                // Update Loop Stuff
                if (whichUpdate.Equals("Update"))
                {
                    PhysicsStuff();
                }
                // FixedUpdate Loop Stuff
                else if (whichUpdate.Equals("FixedUpdate"))
                {
                    BackToPool();
                    Movement();
                }
                break;

            case GameManager.GameStates.Street:
                break;

            default:
                break;
            }
        }
    }
コード例 #5
0
ファイル: Parallax.cs プロジェクト: imedgar/unitygametest
    void Behaviour(GameManager.GameStates currentGameState)
    {
        if (target.transform.position.y < -4)
        {
            gameObject.transform.position = new Vector3(target.transform.position.x + 9,
                                                        -3 + 2 + offsetY,
                                                        transform.position.z);
        }
        else
        {
            gameObject.transform.position = new Vector3(target.transform.position.x + 9,
                                                        4 + 2 + offsetY,
                                                        transform.position.z);
        }

        if (GameManager.Instance.CanStartGameLogic())
        {
            switch (currentGameState)
            {
            case GameManager.GameStates.Mainmenu:
                break;

            case GameManager.GameStates.Roofs:
            case GameManager.GameStates.InnerZone:
                rendererRef.material.mainTextureOffset = new Vector2((Time.time * velocity) % 1, 0);
                break;

            default:
                break;
            }
        }
    }
コード例 #6
0
 public void OnGameOver()
 {
     if (transform.position.y < Constants.DROP_OFF_LIMIT)
     {
         gameState         = GameManager.GameStates.none;
         rb2D.isKinematic  = true;
         rb2D.gravityScale = 0.0f;
         rb2D.velocity.Set(0.0f, 0.0f);
     }
 }
コード例 #7
0
ファイル: Player.cs プロジェクト: imedgar/unitygametest
    void Behaviour(string whichUpdate, GameManager.GameStates currentGameState)
    {
        // Handles all game states
        if (GameManager.Instance.CanStartGameLogic())
        {
            switch (currentGameState)
            {
            case GameManager.GameStates.Mainmenu:
                break;

            case GameManager.GameStates.InnerZone:
            case GameManager.GameStates.Roofs:
                // Update Loop Stuff
                if (whichUpdate.Equals("Update"))
                {
                    platformControllerActions(PlayerActions.JUMP);
                }
                // FixedUpdate Loop Stuff
                else if (whichUpdate.Equals("FixedUpdate"))
                {
                    //Transition();
                    // Movement Stuff
                    if (freeMove)
                    {
                        platformControllerActions(PlayerActions.MOVE_FORWARD);
                        platformControllerActions(PlayerActions.MOVE_BACKWARD);
                    }
                    else
                    {
                        //Movement(PlayerActions.MOVE_FORWARD);
                    }
                    // Other actions
                    platformControllerActions(PlayerActions.SHIELD);
                    //platformControllerActions(PlayerActions.BEND);

                    if (FrontHit())
                    {
                        GameManager.Instance.naturalWorldSpeed = 0f;
                    }
                    GameManager.Instance.playerSpeed = speed;
                }
                break;

            case GameManager.GameStates.Street:
                Transition();
                break;

            default:
                Debug.Log("Unaccepted command!");
                break;
            }
        }
    }
コード例 #8
0
    public void HitTable()
    {
#if UNITY_IOS || UNITY_ANDROID
        Handheld.Vibrate();
#endif
        gameState = GameManager.GameStates.gameover;
        anim.SetInteger(stateHash, (int)AnimStates.impact);
        rb2D.isKinematic  = false;
        rb2D.gravityScale = 1.0f;
        rb2D.AddForce(impactForce);
        audioS.clip = soundImpact;
        audioS.loop = false;
        audioS.Play();
    }
コード例 #9
0
ファイル: CameraManager.cs プロジェクト: Sponglee/Spit
    public void SetLive(GameManager.GameStates stateName)
    {
        CinemachineVirtualCamera tmpCam;

        tmpCam = FetchCam(stateName);
        if (tmpCam != null)
        {
            tmpCam.m_Priority = 10;
            liveCam           = tmpCam;
        }
        else
        {
            liveCam.m_Priority = 10;
        }
    }
コード例 #10
0
ファイル: CameraManager.cs プロジェクト: Sponglee/Spit
    public CinemachineVirtualCamera FetchCam(GameManager.GameStates state)
    {
        CinemachineVirtualCamera tmpCam = null;

        foreach (var cam in cameras)
        {
            if (cam.refState == state)
            {
                tmpCam = cam.targetCam;
            }
            else
            {
                cam.targetCam.m_Priority = 0;
            }
        }


        return(tmpCam);
    }
コード例 #11
0
    public void Reset()
    {
        gameState = GameManager.GameStates.play;
        flipAcc   = FlipAccuracy.perf;

        anim.SetInteger(stateHash, (int)AnimStates.idle);

        rb2D.isKinematic  = true;
        rb2D.gravityScale = 0.0f;
        rb2D.velocity.Set(0.0f, 0.0f);
        transform.position = startPos;

        flipForce.Set(-400.0f, 500.0f);
        torque = 125.0f;
        impactForce.Set(100.0f, 100.0f);
        anim.speed          = 1.0f;
        soundFootstepsPitch = 1.0f;
        audioS.pitch        = 1.0f;

        exitTimer  = 0.0f;
        exitMenuUp = false;
    }
コード例 #12
0
    void Update()
    {
        if (SceneManager.GetActiveScene().name.Equals("MainMenu"))
        {
            selectedControllerInput.enabled = true;
            selectedRaycastPointer.enabled  = true;
        }
        else
        {
            playerState = GameManager.gm.currState;

            if (playerState.Equals(GameManager.GameStates.GameOver))
            {
                selectedControllerInput.enabled = true;
                selectedRaycastPointer.enabled  = true;
            }
            else
            {
                lhRaycastPointer.enabled = false;
                rhRaycastPointer.enabled = false;
            }
        }
    }
コード例 #13
0
ファイル: CameraManager.cs プロジェクト: Sponglee/PigeonSim
    public void SetLive(GameManager.GameStates state)
    {
        Debug.Log("SETLIVE{0}");
        CameraData tmpData = null;

        foreach (var cam in cameras)
        {
            if (cam.GetComponent <CameraData>().refState == state)
            {
                tmpData = cam.GetComponent <CameraData>();

                //Set active cam to live priority
                if (tmpData != null)
                {
                    tmpData.targetCam.m_Priority = 10;
                    liveCam = tmpData.targetCam;


                    //Set active canvas if ther's one
                    if (tmpData.targetCanvas != null)
                    {
                        tmpData.targetCanvas.gameObject.SetActive(true);
                    }
                }
                else if (liveCam != null)
                {
                    liveCam.m_Priority = 10;
                }
            }
            else
            {
                //If not active gamestate - disable camera and canvas
                cam.GetComponent <CameraData>().targetCam.m_Priority = 0;
            }
        }
    }
コード例 #14
0
 protected virtual void Behaviour(string whichUpdate, GameManager.GameStates currentGameState)
 {
 }
コード例 #15
0
 // When the game is restart, update all the score texts
 private void OnGameRestart(GameManager.GameStates state)
 {
     livesText.text     = "x" + GameManager.Lives.ToString();
     scoreText.text     = scoreText.text = GameManager.Score.ToString("D7");
     highScoreText.text = PlayerPrefs.GetInt(GameManager.HighScoreKey).ToString("D7");
 }
コード例 #16
0
ファイル: FunctionHandler.cs プロジェクト: Sponglee/PigeonSim
    public void SetActiveCanvas(GameManager.GameStates targetState)
    {
        GameObject targetCanvas = null;

        switch (targetState)
        {
        case GameManager.GameStates.Paused:
        {
            targetCanvas = menuCanvas;
        }
        break;

        case GameManager.GameStates.LevelStarted:
        {
            targetCanvas = uiCanvas;
        }
        break;

        case GameManager.GameStates.CanFly:
        {
            targetCanvas = uiCanvas;
        }
        break;

        case GameManager.GameStates.IsFlying:
        {
            targetCanvas = uiCanvas;
        }
        break;

        case GameManager.GameStates.Rest:
        {
            targetCanvas = uiCanvas;
        }
        break;

        case GameManager.GameStates.Finish:
        {
            targetCanvas = gameOverCanvas;
        }
        break;

        case GameManager.GameStates.NoEnergy:
        {
            targetCanvas = gameOverCanvas;
        }
        break;

        default:
            break;
        }


        foreach (var canvas in canvases)
        {
            Debug.Log("S " + targetCanvas + " : " + canvas);
            if (canvas == targetCanvas)
            {
                canvas.SetActive(true);
            }
            else
            {
                canvas.SetActive(false);
            }
        }
    }