コード例 #1
0
ファイル: MapManager.cs プロジェクト: OdColmen/Hover-Monkeys
    // ---------- MAP MOVEMENT ----------------------------------------------------+

    #region START HERO ENTERING STATE
    public void StartHeroEnteringState()
    {
        // Start following intro route
        introRouteFollower.StartFollowingRoute(heroDirectionX < 0);

        // Set state as entering
        mapState = MapStates.HERO_ENTERING;
    }
コード例 #2
0
ファイル: MapState.cs プロジェクト: SmartFire/yessql
        public MapState(IIndex map, MapStates state)
        {
            Map = map;
            State = state;

            RemovedDocuments = new List<Document>();
            AddedDocuments = new List<Document>();
        }
コード例 #3
0
        public MapState(IIndex map, MapStates state)
        {
            Map   = map;
            State = state;

            RemovedDocuments = new List <Document>();
            AddedDocuments   = new List <Document>();
        }
コード例 #4
0
ファイル: Program.cs プロジェクト: southpolenator/CG
            public Level ToLevel()
            {
                string[] mapLines = this.map.Split("\r\n".ToCharArray(), StringSplitOptions.RemoveEmptyEntries);
                int      height = mapLines.Length, width = mapLines[0].Length;

                MapStates[,] map = new MapStates[width, height];

                for (int y = 0; y < height; y++)
                {
                    for (int x = 0; x < width; x++)
                    {
                        switch (mapLines[y][x])
                        {
                        case '.':
                            map[x, y] = MapStates.Visited;
                            break;

                        default:
                        case ' ':
                            map[x, y] = MapStates.Unknown;
                            break;

                        case '#':
                            map[x, y] = MapStates.Wall;
                            break;
                        }
                    }
                }
                string[] pathLines = paths.Split("\r\n".ToCharArray(), StringSplitOptions.RemoveEmptyEntries);
                int      pheight = pathLines.Length, pwidth = pathLines[0].Length;

                Point[,] points = new Point[pwidth, pheight];

                for (int y = 0; y < pheight; y++)
                {
                    for (int i = 0, x = 0; i < pwidth; i += 2, x++)
                    {
                        points[x, y] = new Point
                        {
                            X = (int)(pathLines[y][i] - 'A'),
                            Y = (int)(pathLines[y][i + 1] - 'A'),
                        };
                    }
                }
                return(new Level
                {
                    map = map,
                    paths = points,
                    playerStart = new Point
                    {
                        X = startx,
                        Y = starty,
                    }
                });
            }
コード例 #5
0
ファイル: MapManager.cs プロジェクト: OdColmen/Hover-Monkeys
    // This method gets called when any route is exited
    private void StartHeroDefaultState()
    {
        // Adjust curved route start and ending point
        curvedRouteFollower.AdjustRoutesOriginsAndEnds();

        // ----- FREEZE VERTICAL MOVEMENT -----

        if (mapState == MapStates.HERO_TURNING || mapState == MapStates.HERO_ENTERING)
        {
            introRoad1.rigidbody.constraints = RigidbodyConstraints2D.FreezePositionY;
            introRoad2.rigidbody.constraints = RigidbodyConstraints2D.FreezePositionY;
            introRoad3.rigidbody.constraints = RigidbodyConstraints2D.FreezePositionY;
            introRoad4.rigidbody.constraints = RigidbodyConstraints2D.FreezePositionY;
            for (int i = 0; i < standardRoads.Length; i++)
            {
                standardRoads[i].rigidbody.constraints = RigidbodyConstraints2D.FreezePositionY;
            }
            curvedRoad1.rigidbody.constraints = RigidbodyConstraints2D.FreezePositionY;
            curvedRoad2.rigidbody.constraints = RigidbodyConstraints2D.FreezePositionY;
        }

        // ----- SET BACKGROUNDS' VELOCITIES -----

        // Move intro road if this is a new match
        if (mapState == MapStates.HERO_ENTERING)
        {
            introRoad1.rigidbody.velocity = Vector2.left * speed;
            introRoad2.rigidbody.velocity = Vector2.left * speed;
            introRoad3.rigidbody.velocity = Vector2.left * speed;
            introRoad4.rigidbody.velocity = Vector2.left * speed;
        }
        // Move other roads
        for (int i = 0; i < standardRoads.Length; i++)
        {
            standardRoads[i].rigidbody.velocity = Vector2.left * speed;
        }
        curvedRoad1.rigidbody.velocity = Vector2.left * speed;
        curvedRoad2.rigidbody.velocity = Vector2.left * speed;

        // Hide curved roads
        if (mapState == MapStates.HERO_ENTERING)
        {
            // Hide roads
            curvedRoad1.renderer.enabled = false;
            curvedRoad2.renderer.enabled = false;
        }

        // ----- START DEFAULT STATE -----

        // Set state
        mapState = MapStates.HERO_DEFAULT;

        // Fire event: Hero default state started
        HeroDefaultStateStarted?.Invoke();
    }
コード例 #6
0
 private void Reset()
 {
     if (buttonPressed)
     {
         gotItemOrWeapon = false;
         buttonPressed   = false;
         getText.text    = "";
         getScene.SetActive(false);
         mapStates = MapStates.Standing;
     }
 }
コード例 #7
0
        public async Task <IActionResult> Create([Bind("StateCode,Id")] MapStates mapStates)
        {
            if (ModelState.IsValid)
            {
                _context.Add(mapStates);
                await _context.SaveChangesAsync();

                return(RedirectToAction(nameof(Index)));
            }
            return(View(mapStates));
        }
コード例 #8
0
ファイル: MapManager.cs プロジェクト: OdColmen/Hover-Monkeys
    private void EnterCurve()
    {
        // ----- ACTIVATE / DEACTIVATE OBJECTS -----

        // Deactivate background loop checker
        loopCheckerRoadBgs.SetActive(false);

        // Show curved road 2
        curvedRoad2.renderer.enabled = true;

        // ----- STOP RIGID BODIES -----

        // Standard movement stop (velocity)
        for (int i = 0; i < standardRoads.Length; i++)
        {
            standardRoads[i].rigidbody.velocity = Vector2.zero;
        }
        curvedRoad1.rigidbody.velocity = Vector2.zero;
        curvedRoad2.rigidbody.velocity = Vector2.zero;

        // Forced movement stop (constraints)
        for (int i = 0; i < standardRoads.Length; i++)
        {
            standardRoads[i].rigidbody.constraints = RigidbodyConstraints2D.FreezeAll;
        }
        curvedRoad1.rigidbody.constraints = RigidbodyConstraints2D.FreezeAll;
        curvedRoad2.rigidbody.constraints = RigidbodyConstraints2D.FreezeAll;

        // ----- FLIP AND RESET BACKGROUND POSITIONS -----

        FlipAndResetBackgroundPositions_OnReachingCurve();

        // ----- SET CONSTRAINTS FOR NEW MOVEMENT -----

        for (int i = 0; i < standardRoads.Length; i++)
        {
            standardRoads[i].rigidbody.constraints = RigidbodyConstraints2D.None;
        }
        curvedRoad1.rigidbody.constraints = RigidbodyConstraints2D.None;
        curvedRoad2.rigidbody.constraints = RigidbodyConstraints2D.None;

        // ----- START FOLLOWING CURVE ROUTE -----

        curvedRouteFollower.StartFollowingRoute(heroDirectionX > 0);

        // ----- CHANGE STATE & FIRE EVENT -----

        // Change state
        mapState = MapStates.HERO_TURNING;

        // Fire event: curve was entered
        CurveWasEntered?.Invoke();
    }
コード例 #9
0
    public ConsoleMapSelectionController()
    {
        data    = Application.GetData();
        state   = Application.GetState();
        current = new MapStates();
        current = MapStates.RANDOM;

        states = new List <MapStates>();
        foreach (MapStates value in Enum.GetValues(typeof(MapStates)))
        {
            states.Add(value);
        }

        index = 0;
    }
    public ConsoleMapSelectionController()
    {
        data = Application.GetData();
        state = Application.GetState();
        current = new MapStates();
        current = MapStates.RANDOM;

        states = new List<MapStates>();
        foreach (MapStates value in Enum.GetValues(typeof(MapStates)))
        {
            states.Add(value);
        }

        index = 0;
    }
コード例 #11
0
ファイル: MapManager.cs プロジェクト: OdColmen/Hover-Monkeys
    public void StartDragging()
    {
        // Set map state
        mapState = MapStates.HERO_DEAD;

        // Set drag as allowed
        dragAllowed = true;

        // Change body type of intro roads
        introRoad1.rigidbody.bodyType = RigidbodyType2D.Dynamic;
        introRoad2.rigidbody.bodyType = RigidbodyType2D.Dynamic;
        introRoad3.rigidbody.bodyType = RigidbodyType2D.Dynamic;
        introRoad4.rigidbody.bodyType = RigidbodyType2D.Dynamic;

        // Change body type of curved roads
        curvedRoad1.rigidbody.bodyType = RigidbodyType2D.Dynamic;
        curvedRoad2.rigidbody.bodyType = RigidbodyType2D.Dynamic;

        // Change body type of standard roads
        for (int i = 0; i < standardRoads.Length; i++)
        {
            standardRoads[i].rigidbody.bodyType = RigidbodyType2D.Dynamic;
        }
    }
コード例 #12
0
 public MapState(IIndex map, MapStates state)
 {
     Map   = map;
     State = state;
 }
コード例 #13
0
ファイル: MapManager.cs プロジェクト: OdColmen/Hover-Monkeys
    // ---------- SERENITY STATE ----------------------------------------------------+

    #region SET SERENITY STATE
    public void SetSerenityState()
    {
        // ----- SET STATE & FLAGS -----

        // Set map state
        mapState = MapStates.SERENITY;

        // Set drag as not allowed
        dragAllowed = false;

        // ----- ACTIVATE INTRO ROADS -----

        introRoad1.obj.SetActive(true);
        introRoad2.obj.SetActive(true);
        introRoad3.obj.SetActive(true);
        introRoad4.obj.SetActive(true);

        // ----- RESET BODY TYPES -----

        // Change body type of intro roads
        introRoad1.rigidbody.bodyType = RigidbodyType2D.Kinematic;
        introRoad2.rigidbody.bodyType = RigidbodyType2D.Kinematic;
        introRoad3.rigidbody.bodyType = RigidbodyType2D.Kinematic;
        introRoad4.rigidbody.bodyType = RigidbodyType2D.Kinematic;
        // Change body type of standard roads
        for (int i = 0; i < standardRoads.Length; i++)
        {
            standardRoads[i].rigidbody.bodyType = RigidbodyType2D.Kinematic;
        }
        // Change body type of curved roads
        curvedRoad1.rigidbody.bodyType = RigidbodyType2D.Kinematic;
        curvedRoad2.rigidbody.bodyType = RigidbodyType2D.Kinematic;

        // ----- FREEZE & ALLOW BACKGROUND MOVEMENT -----

        // Freeze background's movement
        introRoad1.rigidbody.velocity = Vector2.zero;
        introRoad2.rigidbody.velocity = Vector2.zero;
        introRoad3.rigidbody.velocity = Vector2.zero;
        introRoad4.rigidbody.velocity = Vector2.zero;
        for (int i = 0; i < standardRoads.Length; i++)
        {
            standardRoads[i].rigidbody.velocity = Vector2.zero;
        }
        curvedRoad1.rigidbody.velocity = Vector2.zero;
        curvedRoad2.rigidbody.velocity = Vector2.zero;

        // Freeze background's movement
        introRoad1.rigidbody.constraints = RigidbodyConstraints2D.FreezeAll;
        introRoad2.rigidbody.constraints = RigidbodyConstraints2D.FreezeAll;
        introRoad3.rigidbody.constraints = RigidbodyConstraints2D.FreezeAll;
        introRoad4.rigidbody.constraints = RigidbodyConstraints2D.FreezeAll;
        for (int i = 0; i < standardRoads.Length; i++)
        {
            standardRoads[i].rigidbody.constraints = RigidbodyConstraints2D.FreezeAll;
        }
        curvedRoad1.rigidbody.constraints = RigidbodyConstraints2D.FreezeAll;
        curvedRoad2.rigidbody.constraints = RigidbodyConstraints2D.FreezeAll;

        // Allow background's movement
        introRoad1.rigidbody.constraints = RigidbodyConstraints2D.None;
        introRoad2.rigidbody.constraints = RigidbodyConstraints2D.None;
        introRoad3.rigidbody.constraints = RigidbodyConstraints2D.None;
        introRoad4.rigidbody.constraints = RigidbodyConstraints2D.None;
        for (int i = 0; i < standardRoads.Length; i++)
        {
            standardRoads[i].rigidbody.constraints = RigidbodyConstraints2D.None;
        }
        curvedRoad1.rigidbody.constraints = RigidbodyConstraints2D.None;
        curvedRoad2.rigidbody.constraints = RigidbodyConstraints2D.None;

        // ----- RESET SERENITY POSITIONS -----

        // Set background parents positions
        introRouteFollower.SetRoadParentsPosition_AtZeroZero();

        // Set background positions, on serenity state
        SetBackgroundPositions_OnSerenityState();

        // Set background parents positions
        introRouteFollower.SetRoadParentsPosition_AtRoutesOrigins(heroDirectionX);

        // Deny camera movement on curved routes
        curvedRouteFollower.DenyCameraMovement();

        // Reset curved route start and end point
        curvedRouteFollower.ResetRoutesOriginsAndEnds();

        // Set camera position
        introRouteFollower.ResetCameraPosition(heroDirectionX);
    }
    public void Execute()
    {
        data = Application.GetData();
        state = Application.GetState();

        ConsoleKey input = Console.ReadKey().Key;

        switch (input)
        {
            case ConsoleKey.W:
                if (index <= 0)
                {
                    index = states.Count - 1;
                }
                else
                {
                    index--;
                }

                current = states[index];
                break;
            case ConsoleKey.S:
                if (index >= states.Count - 1)
                {
                    index = 0;
                }
                else
                {
                    index++;
                }

                current = states[index];
                break;
            case ConsoleKey.Enter:

                if (current == MapStates.RANDOM)
                {
                    Application.ChangeGameState(GameStates.GAME);
                    Application.NewGame();
                }
                if (current == MapStates.TINY)
                {
                    MasterControlProgram.map = "layout_all.bmp";
                    Application.ChangeGameState(GameStates.GAME);
                    Application.NewGame();
                }
                if (current == MapStates.SMALL)
                {
                    MasterControlProgram.map = "small.bmp";
                    Application.ChangeGameState(GameStates.GAME);
                    Application.NewGame();
                }
                if (current == MapStates.MEDIUM)
                {
                    Application.ChangeGameState(GameStates.GAME);
                    Application.NewGame();
                }
                if (current == MapStates.LARGE)
                {
                    Application.ChangeGameState(GameStates.GAME);
                    Application.NewGame();
                }
                if (current == MapStates.VERYLARGE)
                {
                    Application.ChangeGameState(GameStates.GAME);
                    Application.NewGame();
                }
                if (current == MapStates.WHYWOULDYOU)
                {
                    Application.ChangeGameState(GameStates.GAME);
                    Application.NewGame();
                }
                break;
        }
    }
コード例 #15
0
ファイル: MapManager.cs プロジェクト: OdColmen/Hover-Monkeys
    // ---------- OTHER ----------------------------------------------------+

    #region SET HERO DEAD STATE
    public void SetHeroDeadState()
    {
        // Set map state
        mapState = MapStates.HERO_DEAD;
    }
コード例 #16
0
ファイル: Program.cs プロジェクト: southpolenator/CG
        static void ExploreTest(Level level, Level levelExplored)
        {
            int width  = level.map.GetLength(0);
            int height = level.map.GetLength(1);

            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {
                    Console.Write("{0}", level.map[x, y] == MapStates.Wall ? '#' : level.map[x, y] == MapStates.Visited ? '.' : ' ');
                }
                Console.WriteLine();
            }
            Console.WriteLine();

            width  = levelExplored.map.GetLength(0);
            height = levelExplored.map.GetLength(1);

            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {
                    Console.Write("{0}", levelExplored.map[x, y] == MapStates.Wall ? '#' : levelExplored.map[x, y] == MapStates.Visited ? '.' : ' ');
                }
                Console.WriteLine();
            }
            Console.WriteLine();

            MapStates[,] map = new MapStates[width, height];
            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {
                    if (level.map[x, y] == MapStates.Wall || levelExplored.map[x, y] == MapStates.Wall)
                    {
                        map[x, y] = MapStates.Wall;
                    }
                    else if (level.map[x, y] == MapStates.Visited || levelExplored.map[x, y] == MapStates.Visited)
                    {
                        map[x, y] = MapStates.Visited;
                    }
                    else
                    {
                        map[x, y] = MapStates.Unknown;
                    }
                }
            }

            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {
                    Console.Write("{0}", map[x, y] == MapStates.Wall ? '#' : map[x, y] == MapStates.Visited ? '.' : ' ');
                }
                Console.WriteLine("|");
            }
            Console.WriteLine();

            int nextx = -1, nexty = -1;

            int[] directionX = new int[] { -1, 0, 1, 0 };
            int[] directionY = new int[] { 0, -1, 0, 1 };

            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {
                    if (map[x, y] == MapStates.Visited)
                    {
                        bool wallFound = false, allVisited = true;

                        for (int i = 0; i < directionX.Length && !wallFound; i++)
                        {
                            int newx = x + directionX[i];
                            int newy = y + directionY[i];

                            if (newx >= 0 && newy >= 0 && newx < width && newy < height)
                            {
                                if (map[newx, newy] == MapStates.Wall)
                                {
                                    wallFound = true;
                                }
                                else if (map[newx, newy] != MapStates.Visited)
                                {
                                    allVisited = false;
                                }
                            }
                        }

                        if (!wallFound && !allVisited)
                        {
                            map[x, y] = MapStates.Visited2;
                        }
                    }
                }
            }

            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {
                    if (map[x, y] == MapStates.Visited)
                    {
                        for (int i = 0; i < directionX.Length; i++)
                        {
                            int newx = x + directionX[i];
                            int newy = y + directionY[i];

                            if (newx >= 0 && newy >= 0 && newx < width && newy < height && map[newx, newy] != MapStates.Wall && map[newx, newy] != MapStates.Visited)
                            {
                                nextx = newx;
                                nexty = newy;
                                Console.WriteLine("Next: ({0}, {1})", nextx, nexty);
                            }
                        }
                    }
                }
            }

            PrintMap(map, nextx, nexty, new Bot[0]);
        }
コード例 #17
0
ファイル: Program.cs プロジェクト: southpolenator/CG
        static MapStates[,] ParseMap(string mapInput, out Point me, out Bot[] bots)
        {
            string[] lines = mapInput.Split("\n".ToCharArray());
            int      height = lines.Length, width = (lines[0].Length + 1) / 2;

            MapStates[,] map = new MapStates[width, height];
            Point[] botPoints = new Point[4];

            bots = new Bot[4];
            for (int i = 0; i < bots.Length; i++)
            {
                bots[i] = new Bot();
            }
            me = new Point();
            for (int y = 0; y < lines.Length; y++)
            {
                for (int i = 0, x = 0; i < lines[y].Length; i += 2, x++)
                {
                    char c = lines[y][i];

                    switch (c)
                    {
                    case 'X':
                        me.X      = x;
                        me.Y      = y;
                        map[x, y] = MapStates.Visited;
                        break;

                    case '1':
                        map[x, y] = MapStates.Visited;
                        break;

                    case '3':
                    case '4':
                    case '5':
                    case '6':
                        map[x, y] = c - '3' + MapStates.Visited2;
                        break;

                    case 'A':
                    case 'B':
                    case 'C':
                    case 'D':
                        // TODO: map[x, y] = c - 'A' + MapStates.Visited2;
                        map[x, y]          = MapStates.Visited;
                        botPoints[c - 'A'] = new Point {
                            X = x, Y = y
                        };
                        break;

                    case ' ':
                        map[x, y] = MapStates.Unknown;
                        break;

                    case '#':
                        map[x, y] = MapStates.Wall;
                        break;
                    }
                }
            }

            for (int i = 0; i < bots.Length; i++)
            {
                bots[i].AddPoint(map, botPoints[i].X, botPoints[i].Y);
            }
            return(map);
        }
コード例 #18
0
    public void Execute()
    {
        data  = Application.GetData();
        state = Application.GetState();

        ConsoleKey input = Console.ReadKey().Key;

        switch (input)
        {
        case ConsoleKey.W:
            if (index <= 0)
            {
                index = states.Count - 1;
            }
            else
            {
                index--;
            }

            current = states[index];
            break;

        case ConsoleKey.S:
            if (index >= states.Count - 1)
            {
                index = 0;
            }
            else
            {
                index++;
            }

            current = states[index];
            break;

        case ConsoleKey.Enter:

            if (current == MapStates.RANDOM)
            {
                Application.ChangeGameState(GameStates.GAME);
                Application.NewGame();
            }
            if (current == MapStates.TINY)
            {
                MasterControlProgram.map = "layout_all.bmp";
                Application.ChangeGameState(GameStates.GAME);
                Application.NewGame();
            }
            if (current == MapStates.SMALL)
            {
                MasterControlProgram.map = "small.bmp";
                Application.ChangeGameState(GameStates.GAME);
                Application.NewGame();
            }
            if (current == MapStates.MEDIUM)
            {
                Application.ChangeGameState(GameStates.GAME);
                Application.NewGame();
            }
            if (current == MapStates.LARGE)
            {
                Application.ChangeGameState(GameStates.GAME);
                Application.NewGame();
            }
            if (current == MapStates.VERYLARGE)
            {
                Application.ChangeGameState(GameStates.GAME);
                Application.NewGame();
            }
            if (current == MapStates.WHYWOULDYOU)
            {
                Application.ChangeGameState(GameStates.GAME);
                Application.NewGame();
            }
            break;
        }
    }
コード例 #19
0
    void MapStateMachine()
    {
        switch (mapStates)
        {
        case MapStates.Standing:

            //just standing on block
            buttonText.text = "Roll to Move";

            if (buttonPressed)
            {
                buttonPressed = false;

                mapStates = MapStates.Rolling;
            }

            break;

        case MapStates.Rolling:

            buttonText.text = "Rolling...";

            RollingDice();

            mapStates = MapStates.Moving;

            break;

        case MapStates.Moving:
            buttonText.text = "Moving...";

            spacesMovedText.text = spacesMoved.ToString();
            CountdownTimer();
            if (timer <= 0)
            {
                timer = .3f;

                Move();
                spacesMoved++;
            }

            if (spacesMoved == Values.currDiceRollVal)
            {
                spacesMoved = 0;
                mapStates   = MapStates.ExecuteBlockAction;
            }

            break;

        case MapStates.ExecuteBlockAction:     //sends to correct state depending on which block of the map you stopped on

            if (hit.collider.CompareTag("EnemyBlock"))
            {
                Debug.Log("btl");
                mapStates = MapStates.Battle;
            }
            else if (hit.collider.CompareTag("ItemBlock"))
            {
                Debug.Log("itm");
                rand = Random.Range(0, allItemsList.Capacity);

                mapStates = MapStates.ItemGet;
            }
            else if (hit.collider.CompareTag("WeaponBlock"))
            {
                Debug.Log("wep");
                rand = Random.Range(0, allWeaponsList.Capacity);

                mapStates = MapStates.WeaponGet;
            }
            else if (hit.collider.CompareTag("BossBlock"))
            {
                Debug.Log("bss");
                mapStates = MapStates.Boss;
            }

            break;

        case MapStates.Battle:     //opens battle state, see menu script

            battleScene.SetActive(true);

            mapStates = MapStates.Standing;

            break;

        case MapStates.ItemGet:     //get random item
            getScene.SetActive(true);

            //Values.currItemList.Add(allItemsList[rand]);

            getText.text = "You got a " + allItemsList[rand].name + " charge";

            if (allItemsList[rand].name == "Player Adder" && !gotItemOrWeapon)
            {
                Values.playerAdderCharge++;
            }
            if (allItemsList[rand].name == "Player Subtracter" && !gotItemOrWeapon)
            {
                Values.playerSubtracterCharge++;
            }
            if (allItemsList[rand].name == "Enemy Adder" && !gotItemOrWeapon)
            {
                Values.enemyAdderCharge++;
            }
            if (allItemsList[rand].name == "Enemy Subtracter" && !gotItemOrWeapon)
            {
                Values.enemySubtracterCharge++;
            }



            gotItemOrWeapon = true;

            buttonText.text = "Click to Continue";
            Reset();

            break;

        case MapStates.WeaponGet:    //get random weapon
            getScene.SetActive(true);

            //Values.currWeaponList.Add(allWeaponsList[rand]);

            getText.text = "You got a " + allWeaponsList[rand].name + " charge";
            if (allWeaponsList[rand].name == "Oddener" && !gotItemOrWeapon)
            {
                Values.oddenerCharge++;
            }
            if (allWeaponsList[rand].name == "Evener" && !gotItemOrWeapon)
            {
                Values.evenerCharge++;
            }
            if (allWeaponsList[rand].name == "Basic" && !gotItemOrWeapon)
            {
                Values.basicCharge++;
            }
            if (allWeaponsList[rand].name == "Extremes" && !gotItemOrWeapon)
            {
                Values.extremesCharge++;
            }

            gotItemOrWeapon = true;

            buttonText.text = "Click to Continue";
            Reset();


            break;

        case MapStates.Boss:     //sends to boss depending on level
            if (map1)
            {
                SceneManager.LoadScene("Boss1");
            }
            if (map2)
            {
                SceneManager.LoadScene("Boss2");
            }
            if (map3)
            {
                SceneManager.LoadScene("Boss3");
            }
            break;
        }
    }
コード例 #20
0
ファイル: MapState.cs プロジェクト: rajeshpillai/yessql
 public MapState(IIndex map, MapStates state)
 {
     Map = map;
     State = state;
 }