bool can_start(float aTime) { /* * mManager.mDebugString = (GameConstants.ALLOW_NO_KINECT + " " + mManager.mZigManager.is_reader_connected() + " " + * mManager.mCharacterBundleManager.is_initial_loaded() + " " + * mManager.mZigManager.ZgInterface.can_start() + " " + * (GameConstants.UNLOCK_ALL || mManager.mMetaManager.SaveDataRead) + " " + * aTime + " " + * (mManager.mZigManager.has_user()) + " " + * (KeyMan.GetKey("HardSkip") || KeyMan.GetKey("SoftSkip")) + " " + * GameConstants.FORCE_START); */ if (!GameConstants.ALLOW_NO_KINECT && mManager.mZigManager.is_reader_connected() == 0) { return(false); } return (mManager.mCharacterBundleManager.is_initial_loaded() && mManager.mZigManager.ZgInterface.can_start() && (GameConstants.UNLOCK_ALL || mManager.mMetaManager.SaveDataRead) && //we don't care about save data if we are in unlock all mode ((aTime > 3.5f && mManager.mZigManager.has_user()) || KeyMan.GetKey("HardSkip") || KeyMan.GetKey("SoftSkip") || GameConstants.FORCE_START)); }
public void transition_to_CHOICE() { GS = NormalPlayGameState.PRECHOICE; mSunsetManager.add_character(NGM.CurrentCharacterLoader.Character, !CurrentPerformanceStat.BadPerformance); slide_image(mFlatCamera, null, mSunsetImage, false); CharacterIndex[] chars = available_choices(NGM.CurrentCharacterIndex.get_future_neighbor(0)); mChoiceHelper.shuffle_and_set_choice_poses(chars.Length, mChoosingManager); mChoosingManager.set_bb_choices(chars); if (!KeyMan.GetKey("HardSkip")) //if we are still holding the skip key at this point, go straight to choosing { //switch over to choice screen float gAgeDisplayDur = 7f; TED.add_event( delegate(float aTime){ //mSunsetManager.fade_characters(true,true); mSunsetManager.set_sun(); return(true); } , 5); TED.add_event( NGM.CurrentCharacterIndex == CharacterIndex.sFetus ? mSunsetManager.low_skippable_text_bubble_event(GameStrings.GetString("MNPtrans1"), gAgeDisplayDur) : mSunsetManager.low_skippable_text_bubble_event(GameStrings.GetString("MNPtrans2", NGM.CurrentCharacterIndex.get_future_neighbor(0).Age.ToString()), gAgeDisplayDur) , 2.5f).then_one_shot( delegate(){ slide_image(mFlatCamera, null, mChoosingImage); mManager.mMusicManager.fade_in_extra_music("choiceMusic"); GS = NormalPlayGameState.CHOICE; } , 0); } else { mSunsetManager.set_sun(); slide_image(mFlatCamera, null, mChoosingImage); mManager.mMusicManager.fade_in_extra_music("choiceMusic"); GS = NormalPlayGameState.CHOICE; } }
public void update_PLAY() { TimeRemaining -= KeyMan.GetKey("Fast") ? Time.deltaTime * 5 : Time.deltaTime; if (NGM.CurrentPose != null) //this should never happen but just in case { if (KeyMan.GetKey("Perfect")) { mManager.mBodyManager.set_target_pose(NGM.CurrentTargetPose); } else { mManager.mBodyManager.set_target_pose(NGM.CurrentPose); } } //this basically means we aren't 0 or 100 or 999 if (NGM.CurrentPoseAnimation != null && NGM.CurrentCharacterIndex.LevelIndex != 0) { NGM.CurrentTargetPose = NGM.CurrentPoseAnimation.get_pose(Time.time); mManager.mTransparentBodyManager.set_target_pose(NGM.CurrentTargetPose); mGrading.update(mManager.mBodyManager.get_current_pose(), mManager.mTransparentBodyManager.get_current_pose()); float grade = ProGrading.grade_pose(mManager.mBodyManager.get_current_pose(), mManager.mTransparentBodyManager.get_current_pose()); grade = ProGrading.grade_to_perfect(grade); //old smooth grading /* * float newGrade = mLastGrade*0.95f + grade*0.05f; * if(newGrade < mLastGrade) * mLastGrade = Mathf.Max(newGrade,mLastGrade - Time.deltaTime/6f); * else mLastGrade = newGrade; * grade = mLastGrade;*/ //new smooth grading, this version gives grace to sudden drops in performance if (grade < mLastGrade) { float newGrade = mLastGrade * 0.95f + grade * 0.05f; if (newGrade < mLastGrade) { grade = Mathf.Max(newGrade, mLastGrade - Time.deltaTime / 2f); } else { grade = newGrade; } } mLastGrade = grade; bool switchEffect = false; if (PercentTimeCompletion > 0.01f) { mParticles.create_particles(mGrading, true); if (GameConstants.NEW_POSE_SWITCHING) { //TODO test if switch conditions are right //TODO switch } else { if (NGM.CurrentPoseAnimation.does_pose_change_precoginitive(Time.time, Time.deltaTime, 0.07f)) { switchEffect = true; //TODO give 1 second of bonus score for being close right when pose switches } } } if (TimeRemaining > 0) //insurance, something funny could happen if music runs slightly longer than it should. { CurrentPerformanceStat.update_score(PercentTimeCompletion, grade); } //TODO needs to be tested //improve score for good switches if (switchEffect) { CurrentPerformanceStat.adjust_score(PercentTimeCompletion, grade * GameConstants.switchBonusScoreMultiplier, NGM.CurrentPoseAnimation.ChangeTime); } //trigger effects after adjusting score if (switchEffect) { mGiftManager.capture_player(); mParticles.create_particles(mGrading); if (grade > GameConstants.playSuperCutoff && IsFever) { mManager.mMusicManager.play_sound_effect("pose5", 0.6f); } else { mManager.mMusicManager.play_sound_effect("pose" + Mathf.Clamp((int)(5 * grade), 0, 4), 0.8f); } } //mManager.mCameraManager.set_camera_effects(grade); //update score mInterfaceManager.update_bb_score(TotalScore); } else if (NGM.CurrentCharacterIndex.LevelIndex == 0 && true) //fetus { if (NGM.CurrentTargetPose != null) { mManager.mTransparentBodyManager.set_target_pose(NGM.CurrentTargetPose); float grade = ProGrading.grade_pose(mManager.mBodyManager.get_current_pose(), NGM.CurrentTargetPose); //should be mManager.mTransparentBodyManager.get_current_pose() but it does not matter grade = ProGrading.grade_to_perfect(grade); //this is a total hack, but we don't use mTotalScore for the fetus anyways FieldInfo scoreProp = typeof(PerformanceStats).GetField("mTotalScore", BindingFlags.NonPublic | BindingFlags.Instance); float oldGrade = (float)scoreProp.GetValue(CurrentPerformanceStat); float newGrade = oldGrade * 0.93f + grade * 0.07f; scoreProp.SetValue(CurrentPerformanceStat, newGrade); if (newGrade > GameConstants.playFetusPassThreshold) { //this may or may not work depending on which update gets called first SkipSingle(); scoreProp.SetValue(CurrentPerformanceStat, 0); mManager.mMusicManager.play_sound_effect("cutGood"); TimeRemaining = 0; } } } else if (NGM.CurrentCharacterIndex == CharacterIndex.sOneHundred) { mAstronaut.update_astro(); } else { CurrentPerformanceStat.update_score(PercentTimeCompletion, 0.5f); } //warning if (NGM.CurrentPoseAnimation != null && NGM.CurrentCharacterIndex.LevelIndex != 0) { float perc = 3f / GameConstants.playDefaultPlayTime; if (PercentTimeCompletion > GameConstants.warningMinTime && CurrentPerformanceStat.last_score(perc) / (perc) < 0.2f) { mInterfaceManager.enable_warning_text(true); } else { mInterfaceManager.enable_warning_text(false); } } //make sure music is finished too! //if((TimeRemaining <= 0 && !mManager.mMusicManager.IsMusicSourcePlaying) || TimeRemaining < -4) //but don't wait too long if (TimeRemaining <= 0) { CurrentPerformanceStat.Finished = true; mInterfaceManager.enable_warning_text(false); transition_to_CUTSCENE(); //if we don't want fetus to have a cutscene use this //if(CurrentPerformanceStat.Character.Index != 0) // transition_to_CUTSCENE(); //else transition_to_CHOICE(); //handle astronaut //note maybe we want to use physics for cutscene as well in which case we should move this into transition_to_CUTSCENE if (NGM.CurrentCharacterIndex == CharacterIndex.sOneHundred) { mAstronaut.finish_astro(); } return; } //if we don't want the music to play during the cutscenes and whatont... //if(GS != NormalPlayGameState.PLAY) // mManager.mMusicManager.fade_out(); //early death bool die = false; die |= KeyMan.GetKeyDown("Die"); //if (NGM.CurrentPoseAnimation != null && mManager.mZigManager.has_user() && NGM.CurrentCharacterIndex.LevelIndex != 0) if (NGM.CurrentPoseAnimation != null && mManager.mZigManager.is_reader_connected() == 2 && NGM.CurrentCharacterIndex.LevelIndex != 0) { if (PercentTimeCompletion > GameConstants.deathMinTime) { float perc = GameConstants.deathRequiredTime / GameConstants.playDefaultPlayTime; if (CurrentPerformanceStat.last_score(perc) / perc < GameConstants.deathPerformanceThreshold) { die |= true; } } } float perc2 = GameConstants.deathRequiredTime / GameConstants.playDefaultPlayTime; //ManagerManager.Manager.mDebugString = CurrentPerformanceStat.last_score(perc2).ToString("#.##") + " " + (CurrentPerformanceStat.last_score(perc2) / perc2).ToString("#.##") + " " + (PercentTimeCompletion).ToString("#.##"); if (die && NGM.CurrentCharacterIndex != CharacterIndex.sOneHundred) //can't die as astronaut, even if we want to { if (NGM.CurrentCharacterIndex != CharacterIndex.sFetus) //this only happens if we try and force die on fetus { mGiftManager.capture_player(); } CurrentPerformanceStat.Finished = true; mInterfaceManager.enable_warning_text(false); transition_to_DEATH(); } }
public void update() { //cheater keys for skipping if (KeyMan.GetKeyDown("HardSkip")) { DoSkipMultipleThisFrame = true; } if (KeyMan.GetKeyDown("SoftSkip")) { DoSkipSingleThisFrame = true; } //TODO not sure why I put this here but this most most def. does not work //if(Input.GetKeyDown(KeyCode.Alpha8)) //transition_to_TRANSITION_play(new CharacterIndex("999")); //mManager.mTransparentBodyManager.transition_character_in(GameConstants.UiWhiteTransparent); //handle cheater keys for choosing if (GS == NormalPlayGameState.CHOICE) { //cheater keys for difficulty if ( NGM.CurrentCharacterIndex.LevelIndex < 7 && (Input.GetKeyDown(KeyCode.Q) || Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.R))) { if (Input.GetKeyDown(KeyCode.Q)) { NGM.CharacterHelper.Characters[NGM.CurrentCharacterIndex.get_future_neighbor(0)].Difficulty += 1; } if (Input.GetKeyDown(KeyCode.W)) { NGM.CharacterHelper.Characters[NGM.CurrentCharacterIndex.get_future_neighbor(1)].Difficulty += 1; } if (Input.GetKeyDown(KeyCode.E)) { NGM.CharacterHelper.Characters[NGM.CurrentCharacterIndex.get_future_neighbor(2)].Difficulty += 1; } if (Input.GetKeyDown(KeyCode.R)) { NGM.CharacterHelper.Characters[NGM.CurrentCharacterIndex.get_future_neighbor(3)].Difficulty += 1; } for (int i = 0; i < 4; i++) { NGM.CharacterHelper.Characters[NGM.CurrentCharacterIndex.get_future_neighbor(i)].Difficulty %= 4; } mChoosingManager.set_bb_choices(NGM.CurrentCharacterIndex.get_future_neighbor(0).get_neighbors()); } //KeyCode[] levelKeys = new KeyCode[]{KeyCode.Q,KeyCode.W,KeyCode.E,KeyCode.R,KeyCode.T,KeyCode.Z,KeyCode.U,KeyCode.I}; //KeyCode[] choiceKeys = new KeyCode[]{KeyCode.Alpha1,KeyCode.Alpha2,KeyCode.Alpha3,KeyCode.Alpha4}; string[] levelKeys = new string[] { "lvl1", "lvl2", "lvl3", "lvl4", "lvl5", "lvl6", "lvl7", "lvl8" }; string[] choiceKeys = new string[] { "Choice1", "Choice2", "Choice3", "Choice4" }; for (int i = 0; i < levelKeys.Length; i++) { if (KeyMan.GetKey(levelKeys[i])) { for (int j = 0; j < choiceKeys.Length; j++) { if (KeyMan.GetKeyDown(choiceKeys[j])) { slide_image(mFlatCamera, mChoosingImage, null); slide_image(mFlatCamera, mSunsetImage, null, false); mManager.mMusicManager.fade_out_extra_music(); mManager.mMusicManager.fade_out(0); mManager.mAssetLoader.new_load_character((new CharacterIndex(i + 1, j)).StringIdentifier, mManager.mCharacterBundleManager); } } } } } mInterfaceManager.Update(); mSunsetManager.update(); mChoosingManager.update(); mGiftManager.update(); //TODO only draw if necessary draw_render_texture(mSunsetManager.mFlatCamera); draw_render_texture(mChoosingManager.mFlatCamera); //draw_render_texture(mInterfaceManager.mFlatCamera); mFlatCamera.update(Time.deltaTime); foreach (FlatElementBase e in mElement) { e.update(Time.deltaTime); } if (GS == NormalPlayGameState.PLAY) { //if(Input.GetKeyDown(KeyCode.P)) // mParticles.create_particles(mGrading); update_PLAY(); if (KeyMan.GetKeyDown("HardSkip")) { TimeRemaining = -5; //0; } } else if (GS == NormalPlayGameState.CHOICE) { update_CHOICE(); } mParticles.update(Time.deltaTime); TED.update(Time.deltaTime); //hacks if (DoSkipMultipleThisFrame) { mInterfaceManager.skip_cutscene(); mSunsetManager.skip_grave(); //grave skipping lul DoSkipMultipleThisFrame = false; } if (DoSkipSingleThisFrame) { DoSkipSingleThisFrame = false; } }
//returns choice public int update(SetChoiceInterface aInterface) { if (mChoicePoses == null || mChoicePoses.Length == 0) { throw new UnityException("problem with choice poses"); } string output = ""; int minIndex = 0; float minGrade = 99999; for (int i = 0; i < mChoicePoses.Length; i++) { if (mChoicePoses[i] != null) { float grade = 9999999; //important that there are more 9s here than above! if (CurrentPose != null && mChoicePoses[i] != null) { grade = ProGrading.grade_pose(CurrentPose, mChoicePoses[i], false); } if (grade < minGrade) { minGrade = grade; minIndex = i; } output += grade.ToString("##.###") + " "; } } //ManagerManager.Manager.mDebugString = minGrade.ToString("##.###") + " " + output; //Debug.Log(output); if (minGrade > SELECTION_THRESHOLD) { NextContendingChoice = -1; } else { NextContendingChoice = minIndex; } float growthRate = CHOOSING_PERCENTAGE_GROWTH_RATE; //hack choice testing if (KeyMan.GetKey("Choice1")) { NextContendingChoice = 0; growthRate = 1; } else if (KeyMan.GetKey("Choice2")) { NextContendingChoice = 1; growthRate = 1; } else if (KeyMan.GetKey("Choice3")) { NextContendingChoice = 2; growthRate = 1; } else if (KeyMan.GetKey("Choice4")) { NextContendingChoice = 3; growthRate = 1; } //else if(Input.GetKey(KeyCode.Alpha4)) // NextContendingChoice = 3; if (NextContendingChoice != -1 && LastContendingChoice != NextContendingChoice) { ManagerManager.Manager.mMusicManager.play_sound_effect("choiceBlip"); } aInterface.set_choice(NextContendingChoice); for (int i = 0; i < mChoicePoses.Length; i++) { if (NextContendingChoice == i) { ChoosingPercentages[i] = Mathf.Clamp01(ChoosingPercentages[i] + growthRate * Time.deltaTime); } else { ChoosingPercentages[i] = Mathf.Clamp01(ChoosingPercentages[i] - CHOOSING_PERCENTAGE_DECLINE_RATE * Time.deltaTime); } aInterface.set_choice_percentages(i, ChoosingPercentages[i]); if (ChoosingPercentages[i] == 1) { for (int j = 0; j < ChoosingPercentages.Length; j++) { ChoosingPercentages[j] = 0; } LastContendingChoice = -1; ManagerManager.Manager.mMusicManager.play_sound_effect("choiceMade"); return(NextContendingChoice); } } LastContendingChoice = NextContendingChoice; return(-1); }