Inheritance: MonoBehaviour
コード例 #1
0
 void Start()
 {
     heart1 = transform.FindChild("Heart1").GetComponent<HeartController>();
     heart2 = transform.FindChild("Heart2").GetComponent<HeartController>();
     heart3 = transform.FindChild("Heart3").GetComponent<HeartController>();
     setHP(3);
 }
コード例 #2
0
    private IEnumerator bestowHeart(PlayerController winner)
    {
        Debug.Assert(PrincessCard != null);
        Debug.Assert(HeartPrefab != null);
        // Flip the Princess' card, if not yet flipped
        PrincessCard.FlipUp();
        // Spawn a new heart under the Princess' heart
        GameObject heart = Instantiate(Resources.Load("Prefabs/Heart", typeof(GameObject))) as GameObject;

        heart.name = "Heart";
        heart.transform.position = PrincessCard.transform.position;
        heart.GetComponent <SpriteRenderer>().sortingOrder = TotalHeartCount++;
        // Set the heart to move towards a random spot in the winner's heart container
        HeartController hc = heart.GetComponent <HeartController>();

        hc.transform.SetParent(winner.HeartContainer.transform);
        hc.TargetPosition = UnityEngine.Random.insideUnitCircle * 1.5f;
        yield return(new WaitUntil(() => (hc.hasStopped)));

        Debug.LogFormat("{0} received a heart from the Princess, congratulations!", winner);
        winner.HeartCount += 1;
        // The winner of the current round goes first in the next
        for (int i = 0; i < Players.Length; i++)
        {
            if (Players[i] == winner)
            {
                CurrentPlayer = i;
                break;
            }
        }
        CurrentStage = STAGE_END;
    }
コード例 #3
0
 void Start()
 {
     heart1 = transform.FindChild("Heart1").GetComponent <HeartController>();
     heart2 = transform.FindChild("Heart2").GetComponent <HeartController>();
     heart3 = transform.FindChild("Heart3").GetComponent <HeartController>();
     setHP(3);
 }
コード例 #4
0
 private void Start()
 {
     player       = Instantiate(playerObj).GetComponent <HeartController>();
     levelManager = LevelManager.Instance;
     //Instantiate(background);
     LoadLevel();
 }
コード例 #5
0
ファイル: GameManager.cs プロジェクト: aslaksm/Miz-Gamejam-1
    // --- END Plyer Stats ---



    // dungeonFloors = DungeonGenerator.generateFloors(random parameters, 3)

    public void transitionToDungeonScene()
    {
        dungeonController.generateDungeon(maxHealth + items.Count);
        SceneManager.LoadScene(2);
        hearts    = FindObjectOfType <HeartController>();
        inDungeon = true;
    }
コード例 #6
0
 //void Start ()
 void Init()
 {
     gameState        = GameState.Init;
     _heartController = GameObject.FindObjectOfType <HeartController>();
     InitPopups();
     sourceEffect = GameObject.Find("Audio Source Effects").GetComponent <SoundManager>();
     sourceMusic  = GameObject.Find("Audio Source Music").GetComponent <SoundManagerMusic>();
 }
コード例 #7
0
ファイル: MainController.cs プロジェクト: svizcay/totemCLC
 void MarkHeartsForCheck()
 {
     for (int i = 0; i < nrHearts; i++)
     {
         HeartController heartController = hearts [i].GetComponent <HeartController> ();
         heartController.shouldBeConsideredDiscovered = true;
     }
 }
コード例 #8
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        public HeartBeatViewPage()
        {
            InitializeComponent();

            #region For HeartAdapter Test
            IHeartModel     heartModel      = new HeartModel();
            IBeatModel      beatModel       = new HeartAdapter(heartModel);
            IDJController   btmController   = new DJController(djView, beatModel);
            IBeatController heartController = new HeartController(beatView, beatModel);
            #endregion
        }
コード例 #9
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    public HeartController AddNewHeart()
    {
        var newObject = Instantiate <GameObject>(_heartPrefab);

        newObject.transform.SetParent(transform);
        newObject.transform.localPosition = Vector3.zero;
        _gridController.AddObject(newObject);
        var heartController = newObject.GetComponent <HeartController>();

        _hearts.Add(heartController);

        if (_currentHeart != null)
        {
            _currentHeart.SetPulsing(false);
        }
        _currentHeart = heartController;
        _currentHeart.SetPulsing(true);
        return(heartController);
    }
コード例 #10
0
ファイル: MainController.cs プロジェクト: svizcay/totemCLC
 void CountNrVisibleHearts()
 {
     for (int i = 0; i < nrHearts; i++)
     {
         CircleCollider2D heartCollider = hearts [i].GetComponent <CircleCollider2D> ();
         if (heartCollider)
         {
             HeartController heartController = hearts [i].GetComponent <HeartController> ();
             if (!heartController.wasDiscovered && heartController.nrOverlayedItems == 0 || !heartController.wasDiscovered && heartController.shouldBeConsideredDiscovered)
             {
                 // heart is visible
                 nrVisibleHearts++;
                 heartCollider.isTrigger       = false;
                 heartController.wasDiscovered = true;
                 hearts[i].GetComponent <Animator>().SetTrigger("wasDiscovered");
                 heartController.shouldBeConsideredDiscovered = false;
                 print("se descubrio el corazon " + i);
             }
         }
     }
 }
コード例 #11
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 void Start()
 {
     _instance = this;
     Health    = GameController._instance.GetHealth();
 }
 public static void Run()
 {
     HeartModel  heartModel = new HeartModel();
     IController controller = new HeartController(heartModel);
 }
コード例 #13
0
ファイル: MainController.cs プロジェクト: svizcay/totemCLC
    // Update is called once per frame
    void FixedUpdate()
    {
        if (standby)
        {
            // waiting for input (allow user input)
            ResetTimer();
//			print ("in standby");
            if (!usingKinect && GameObject.Find("TUIOHand") != null)
            {
                // start game
                standby   = false;
                isPlaying = true;                       // user is allowed to move items
                print("game started");
            }
            else if (usingKinect)
            {
                KinectManager kinectManager = KinectManager.Instance;
                if (kinectManager && kinectManager.IsInitialized())
                {
//					print("kinnect manager is initialized");
                    if (kinectManager.IsUserDetected())
                    {
//						print ("user was detected");
                        uint userId = kinectManager.GetPlayer1ID();
                        trackJoint(kinectManager, userId, iTrackedJoint, rightHandObject);
                        trackJoint(kinectManager, userId, iLeftHandJoint, leftHandObject);
                        standby   = false;
                        isPlaying = true;                               // user is allowed to move items
                        print("game started");
                    }
                }
            }
            else
            {
//				print ("waiting for user");
            }
        }
        else
        {
            // user is interacting with kinect or tuio
            if (isPlaying)
            {
                if (Input.GetKeyDown(KeyCode.A))
                {
                    UnityEngine.Debug.Log("nr items above each heart:");
                    for (int i = 0; i < nrHearts; i++)
                    {
                        HeartController heartController = hearts [i].GetComponent <HeartController> ();
                        UnityEngine.Debug.Log(heartController.nrOverlayedItems);
                    }
                    print("nr corazones descubiertos" + nrVisibleHearts);
                }
                // check game over
                if (timeLeft <= 0)
                {
                    gameOver = true;
                }
                else
                {
                    // check if player won
//					print("mainController: antes de contar corazones");
                    CountNrVisibleHearts();
                    MarkHeartsForCheck();
//					print("mainController: despues de setear corazones a true");
                    if (nrVisibleHearts == nrHearts)
                    {
                        won = true;
                    }

                    UpdateTimer();
                }

                isPlaying = !gameOver && !won;

//				print ("is playing: " + isPlaying);
                if (!isPlaying)
                {
                    // take picture with gopro
                    if (takePicture)
                    {
//						Process process = Process.Start (processInfo);
                    }
                    UnityEngine.Debug.Log("retorno de la toma de foto");

                    // do not allow collision between hands and items anymore
                    Physics2D.IgnoreLayerCollision(playerLayer, itemsLayer);
//					playAgainBtn.SetActive(true);
                    if (won)
                    {
                        winMessage.SetActive(true);
//						print ("gano");
                    }
                    else
                    {
                        loseMessage.SetActive(true);
//						print ("perdio");
                    }
                    StartCoroutine(RestartGameCoroutine());
                }
            }
            else
            {
                // user is not allowed to move items anymore but can still click on playAgainBtn
//				print ("waiting for user to press play again button");
            }

            // update player's hands
            if (usingKinect)
            {
                KinectManager kinectManager = KinectManager.Instance;
                if (kinectManager && kinectManager.IsInitialized())
                {
                    //					print("kinnect manager is initialized");
                    if (kinectManager.IsUserDetected())
                    {
                        //						print ("user was detected");
                        uint userId = kinectManager.GetPlayer1ID();
                        trackJoint(kinectManager, userId, iTrackedJoint, rightHandObject);
                        trackJoint(kinectManager, userId, iLeftHandJoint, leftHandObject);
                    }
                }
            }
        }
    }
コード例 #14
0
 void Awake()
 {
     instance = this;
 }
コード例 #15
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ファイル: GameManager.cs プロジェクト: aslaksm/Miz-Gamejam-1
 public void SceneLoaded(Scene scene, LoadSceneMode mode)
 {
     hearts      = FindObjectOfType <HeartController>(true);
     CoinageText = FindObjectOfType <CoinTextController>(true);
 }
コード例 #16
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 void Start()
 {
     anim   = GetComponent <Animator>();
     mover  = GetComponent <PlayerMovement>();
     hearts = GameObject.FindGameObjectWithTag("Hearts").GetComponent <HeartController>();
 }
コード例 #17
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    private List <GameObject> hearts;       // The hearts on screen

    void Awake()
    {
        instance = this;
        hearts   = new List <GameObject>();
    }