// Start is called before the first frame update void Start() { audioSource = GetComponent <AudioSource>(); manager = FindObjectOfType <MiniGameManager>(); speed = 4.0f; }
void Awake() { _instance = this; SaveLoad.LoadData(miniGameList.GameList); MiniGamesList.CurrentGame = miniGameDetails; }
public void InitializePanelWithTrainerData() { DebugBot.DebugFunctionCall("TFitnessUI; InitializePanelWithTrainerData(); ", debugFunctionCalls); Player currentPlayer = trainerModuleScript.gameController.masterTrainer.PlayerList[trainerModuleScript.gameController.masterTrainer.CurPlayer-1]; // SET PENDING values from trainer data: if(pendingFitnessManager == null) { pendingFitnessManager = new FitnessManager(currentPlayer); //CopyFitnessComponentList(currentPlayer.masterTrialsList[currentPlayer.currentTrialForEdit].fitnessManager.masterFitnessCompList, pendingFitnessManager.masterFitnessCompList); InitializePanelFitnessCompList(); } if(pendingMiniGameManager == null) { pendingMiniGameManager = new MiniGameManager(currentPlayer); } currentPlayer.masterTrialsList[currentPlayer.currentTrialForEdit].fitnessManager.UpdatePopulationSize(); // Tie this into Population!!!!! currentPlayer.masterTrialsList[currentPlayer.currentTrialForEdit].fitnessManager.SetMasterFitnessComponentList(); // add fitnessComp lists from brain and minigame pendingFitnessManager.SetMasterFitnessComponentList(); // OLD: List<FitnessComponent> dataFitnessComponentList = currentPlayer.masterTrialsList[currentPlayer.currentTrialForEdit].fitnessManager.masterFitnessCompList; CopyFitnessComponentList(dataFitnessComponentList, pendingFitnessManager.masterFitnessCompList); // NEW: List<FitnessComponent> dataBrainFitnessComponentList = currentPlayer.masterTrialsList[currentPlayer.currentTrialForEdit].fitnessManager.brainFitnessComponentList; CopyFitnessComponentList(dataBrainFitnessComponentList, pendingFitnessManager.brainFitnessComponentList); List<FitnessComponent> dataGameFitnessComponentList = currentPlayer.masterTrialsList[currentPlayer.currentTrialForEdit].fitnessManager.gameFitnessComponentList; CopyFitnessComponentList(dataGameFitnessComponentList, pendingFitnessManager.gameFitnessComponentList); InitializePanelFitnessCompList(); valuesChanged = false; applyPressed = false; UpdateUIWithCurrentData(); }
private void Start() { miniGameManager = GameObject.Find("Minigame").GetComponent <MiniGameManager>(); audioManager = GameObject.Find("Audio").GetComponent <AudioManager>(); this.gameObject.name = "item"; this.transform.position = RndStartV(); itemNr = RndSpriteIndex(); if (itemNr == 0) { // gazelle has bigger image -> double the size of the collider GetComponent <BoxCollider2D>().size = new Vector2(1.2f, 1f); } else { // default collider size GetComponent <BoxCollider2D>().size = new Vector2(0.5f, 0.5f); } spriteRenderer = GetComponent <SpriteRenderer>(); spriteRenderer.sprite = itemSprites[itemNr]; if (itemNr == miniGameManager.correctItemToBeCollected) { correctItem = true; } }
void Start() { //Debug.Log(tm= GameObject.FindGameObjectWithTag("vehicle").GetComponent<TimeBasedMiniGame>()); // mg.panel = GameObject.Find("Panel"); //panel.SetActive(false); mg = GameObject.Find("Canvas new").GetComponent <MiniGameManager>(); }
private void Start() { HUD = GameObject.Find("HUD"); startGamePanel = GameObject.Find("Panel-StartGame"); introPanel = GameObject.Find("Panel-Introduction"); deathPanel = GameObject.Find("Panel-DeathScreen"); ScoreScreen = GameObject.Find("ScoreScreen"); txtCountdown = GameObject.Find("Text-Countdown").GetComponent <TextMeshProUGUI>(); txtItemCounter = GameObject.Find("Text-Progress").GetComponent <TextMeshProUGUI>(); txtSuccess = ScoreScreen.gameObject.transform.GetChild(1).GetComponent <TextMeshProUGUI>(); txtItemsCollected = ScoreScreen.transform.GetChild(2).GetComponent <TextMeshProUGUI>(); txtBtnNextPart = ScoreScreen.transform.GetChild(3).GetChild(0).GetComponent <TextMeshProUGUI>(); btnBackToHQ = ScoreScreen.transform.GetChild(4).gameObject; introPanel.SetActive(false); deathPanel.SetActive(false); ScoreScreen.SetActive(false); txtCountdown.transform.gameObject.SetActive(false); miniGameManager = GameObject.Find("Minigame").GetComponent <MiniGameManager>(); miniGameManager.PauseGame(true); InstantiateHearts(); }
private void Update() { float progress = 1; if (!done) { progress -= leftProgress; progress += rightProgress; } Vector3 newPos = Vector3.zero; newPos.x = moveCurve.Evaluate(progress / 3) * 1.5f; bottlePos = startPos + newPos; saltBottle.transform.position = Vector3.Lerp(saltBottle.transform.position, bottlePos, Time.deltaTime * 15f); if (Points == 120 && !done) { done = true; animator.SetTrigger("Done"); MiniGameManager.SetPlayerDone(m_player); } Delta += Time.deltaTime; if (Delta - LastInputDelta > .5f) { Salt.Stop(); } }
public void StickTape() { bool missed = true; for (int i = 0; i < m_holes.Length; i++) { float distance = Vector2.Distance(m_tape.position, m_holes[i].transform.position); if (distance < m_fixDistance && !m_holes[i].isFixed) { m_holes[i].Fix(); missed = false; m_holesFixed++; if (m_holesFixed >= m_holeCount) { MiniGameManager.SetPlayerDone(m_player); m_tape.gameObject.SetActive(false); } } } if (missed) { Instantiate(m_missedPrefab, m_tape.position, Quaternion.identity); } m_tape.transform.position = m_tapeStartPos; }
// Start is called before the first frame update void Start() { manager = FindObjectOfType <MiniGameManager>(); speed = 0.5f; maxStamina = 30.0f; stamina = maxStamina; }
private void Awake() { Instance = this; rock = new Element(MiniGame.rock, MiniGame.scissors, MiniGame.paper); paper = new Element(MiniGame.paper, MiniGame.rock, MiniGame.scissors); scissors = new Element(MiniGame.scissors, MiniGame.paper, MiniGame.rock); }
void Start() { mgm = mini_game_manager_object.GetComponent <MiniGameManager> (); animator = gameObject.GetComponent <Animator>(); animator.enabled = false; pos = new Vector3(1000, 1000); }
void Start() { _miniGameManager = GetComponent <MiniGameManager>(); SetupProps(); // todo after propCount set UpdatePropCountUI(); }
public MiniGame(MiniGameManager.GameType gameTypeParam) { players = new List<string>(); allPlayers = new List<string>(); gameId = nextId; nextId++; gameType = gameTypeParam; }
private void Awake() { if (instance != null && instance != this) { Destroy(this.gameObject); return; } instance = this; }
private void CheckEligibility() { if ((fanPoint - (gamesPlayed * fanPointGameCondition)) >= fanPointGameCondition) { newGame = true; MiniGameManager.RestartGame(); SceneManager.LoadScene("00_MiniGameScene"); } }
void Awake() { if (Instance == null) { Instance = this.GetComponent <MiniGameManager> (); } mGeneratePreference(); }
private void Start() { miniGameManager = GameObject.Find("Minigame").GetComponent <MiniGameManager>(); spriteRenderer = GetComponent <SpriteRenderer>(); spriteRenderer.sprite = obstacles[RndSpriteIndex()]; this.gameObject.name = "obstacle"; this.transform.position = RndStartV(); }
private void Start() { _controller = transform.GetComponent <RBCharacterController>(); _manager = GameObject.FindObjectOfType <MiniGameManager>().GetComponent <MiniGameManager>(); _currentState = State.Idle; unstunSegment = _manager.AI_StunDuration / _controller._mashLimit; _players = FindPlayers(); currentWaypoint = Vector2.zero; dodgeDirection = Vector2.zero; }
public void Button_PlayChampionship() { if (TourneyAnnounced && !ChampionshipPlayed) { ChampionshipPlayed = true; newGame = true; MiniGameManager.RestartGame(); SceneManager.LoadScene("00_MiniGameScene"); } }
private void Update() { if (m_beats == 60 && !done) { done = true; StartCoroutine(HammerIdle()); MiniGameManager.SetPlayerDone(m_player); } }
void Awake() { // hence we Should only have one shop instance at all time if (instance != null) { Destroy(instance); } instance = this; }
private void Start() { rigid2D = GetComponent <Rigidbody2D>(); rigid2D.constraints = RigidbodyConstraints2D.FreezeRotation; rigid2D.gravityScale = 0.0f; rigid2D.drag = SPEED; // removes inertia hudManager = GameObject.Find("HUD").GetComponent <HUDManagerMinigame01>(); miniGameManager = GameObject.Find("Minigame").GetComponent <MiniGameManager>(); audioManager = GameObject.Find("Audio").GetComponent <AudioManager>(); }
void Start() { sprite = player.transform.GetComponent <Rigidbody2D> (); exhibits = GameObject.Find("GameManager").GetComponent <Exhibits>(); minigame_manager = GameObject.Find("MiniGameManager").GetComponent <MiniGameManager> (); in_mini_game = false; StartCoroutine(StartMusic()); }
private void Awake() { if (instance != null) { Destroy(this); } else { instance = this; } }
// Use this for initialization void Start() { pos = transform.position; current_direction = Direction.Down; mini_game_manager = mini_game_manager_object.GetComponent <MiniGameManager> (); animator = gameObject.GetComponent <Animator>(); animator.enabled = false; audio.clip = hit; }
private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }
// Constructor Methods: public Trial() { DebugBot.DebugFunctionCall("Trial; Trial(); Constructor", debugFunctionCalls); miniGameManager = new MiniGameManager(playerRef); fitnessManager = new FitnessManager(playerRef); //miniGameManager.playerRef = playerRef; //miniGameManager.gameType = MiniGameManager.MiniGameType.None; //masterMiniGame.Shout (); // DEBUG METHOD numberOfPlays = 1; maxEvaluationTimeSteps = 30; power = 1f; weight = 1f; }
// Start is called before the first frame update void Start() { if (Instance == null) { Instance = this; } else { Destroy(gameObject); } gameState = miniGameRocketDodgeState.Pending; }
private void Awake() { // Singleton if (instance == null) { instance = this; } else { Destroy(this.gameObject); } DontDestroyOnLoad(this.gameObject); }
private void Awake() { // 퀵 등록 script = this; // 초기 설정 호출 mpm.Init(); manager.Init(); // 메인게임 씬 제거 GameObject deleteObj = FindObjectsOfType <LoadingManager>()[0].transform.root.gameObject; Destroy(deleteObj); }
// Start is called before the first frame update void Start() { manager = FindObjectOfType <MiniGameManager>(); maxContagion = 30.0f; contagion = 0.0f; inDanger = false; infected = false; speed = 0.25f + Random.Range(0.0f, 1.25f); direction = Vector2.down; InvokeRepeating("ChangePath", 1.0f, 1.0f); }
// Start is called before the first frame update void Start() { miniGameManager = MiniGameManager.instance; miniGameManager.onChangeState += () => { if (miniGameManager.state == State.FIRSTMG) { _currentCollectibleInstantiated = 0; miniGameManager.collectiblesPickedUp = 0; StartCoroutine(FirstMinigame()); } }; }
public void SetMiniGameType(MiniGameManager.MiniGameType newGameType, MiniGameSettingsBase gameSettings) { // Change game type and re-instantiate miniGameInstance DebugBot.DebugFunctionCall("Trial; SetMiniGameType(); " + gameType.ToString(), debugFunctionCalls); miniGameInstance = null; gameType = newGameType; // Update GameType to new Type! // CREATE mini-game instance! !!!!!!!!!!!!! Come back to this for Improvement Later!!!!!!! if(newGameType == MiniGameType.None) { miniGameInstance = new MiniGameBase(); //miniGameInstance = newGameInstance as MiniGame; } /*else if(newGameType == MiniGameType.MoveToTarget3D) { MiniGameMoveToTarget3D newGameInstance = new MiniGameMoveToTarget3D(); miniGameInstance = newGameInstance; } else if(newGameType == MiniGameType.CreatureSwimBasic) { // SHOULD the input/output Lists depend on the Agent's full Genome, or should the minigame have control over hookups? // ... Maybe eventually the Agent's genome should dictate, but for now, to avoid a complete re-write, will leave the ability // ... of miniGame's to choose which input/output neurons to hook up. Save that change for the big NEAT update where creature // ... topologies can morph and differ within a population. Debug.Log("BROKEN!! MiniGameManager public void SetMiniGameType(MiniGameManager.MiniGameType newGameType)"); CritterGenome templateBody = playerRef.masterPopulation.templateGenome; //MiniGameCreatureSwimBasic newGameInstance = new MiniGameCreatureSwimBasic(templateBody); //miniGameInstance = newGameInstance; }*/ else if(newGameType == MiniGameType.CritterWalkBasic) { CritterGenome templateBody = playerRef.masterPopulation.templateGenome; //Debug.Log("playerRef.masterPopulation.templateBodyGenome: " + playerRef.masterPopulation.templateBodyGenome.creatureBodySegmentGenomeList[0].addOn1.ToString()); //Debug.Log("templateBody: " + templateBody.creatureBodySegmentGenomeList[0].addOn1.ToString()); MiniGameCritterWalkBasic newGameInstance = new MiniGameCritterWalkBasic(templateBody); newGameInstance.UseSettings((MiniGameCritterWalkBasicSettings)gameSettings); newGameInstance.InitializeGame(); miniGameInstance = newGameInstance; Debug.Log("miniGameInstance.inputChannelsList.Count: " + miniGameInstance.inputChannelsList.Count.ToString() + "miniGameInstance.outputChannelsList.Count: " + miniGameInstance.outputChannelsList.Count.ToString()); } /*else if(newGameType == MiniGameType.RobotArmSimple) { MiniGameRobotArm newGameInstance = new MiniGameRobotArm(); miniGameInstance = newGameInstance; } else if(newGameType == MiniGameType.PhysXWorm) { MiniGamePhysXWorm newGameInstance = new MiniGamePhysXWorm(); miniGameInstance = newGameInstance; } else if(newGameType == MiniGameType.BallCatch) { MiniGameBallCatch newGameInstance = new MiniGameBallCatch(); miniGameInstance = newGameInstance; } else if(newGameType == MiniGameType.ObstacleNavigation) { MiniGameObstacleNavigation newGameInstance = new MiniGameObstacleNavigation(); miniGameInstance = newGameInstance; } else if(newGameType == MiniGameType.PoleBalancing2D) { MiniGamePoleBalancing2D newGameInstance = new MiniGamePoleBalancing2D(); miniGameInstance = newGameInstance; } else if(newGameType == MiniGameType.SpaceshipShooter) { MiniGameSpaceshipShooter newGameInstance = new MiniGameSpaceshipShooter(); miniGameInstance = newGameInstance; }*/ SetInputOutputArrays(); // Haven't set input/output lists for the minigame yet.... }
public void BuildTexturesCurAgentPerTick(Player player, MiniGameManager miniGameManager, int agentIndex) { DataManager dataManager = player.dataManager; BuildTexturesCurAgentBrainDiagramTick(player, miniGameManager, agentIndex); }
public void BuildTexturesCurAgentBrainDiagramTick(Player player, MiniGameManager miniGameManager, int agentIndex) { int[] layerSizes = player.masterPopulation.masterAgentArray[agentIndex].genome.layerSizes; int totalNodes = 0; for(int i = 0; i < layerSizes.Length; i++) { // for each layer: for(int j = 0; j < layerSizes[i]; j++) { // For each node in that layer: totalNodes++; } } int texWidth = totalNodes; int texHeight = 1; curAgentBrainDiagramNumNodes = totalNodes; //Debug.Log ("numNodes: " + curAgentBrainDiagramNumNodes.ToString()); texCurAgentBrainDiagramTick.Resize(texWidth, texHeight); int linearIndex = 0; for(int l = 0; l < layerSizes.Length; l++) { // Loop through each brain Layer: for(int x = 0; x < layerSizes[l]; x++) { float pixValueRaw; if(l == 0) { // input layer: pixValueRaw = (miniGameManager.brainInput[x][0] + 1f) * 0.5f; // normalize to 0-1 range } else if(l == (layerSizes.Length - 1)) { // output layer pixValueRaw = (miniGameManager.brainOutput[x][0] + 1f) * 0.5f; // normalize to 0-1 range } else { // hidden layer //pixValueRaw = (player.masterPopulation.masterAgentArray[agentIndex].brain.layerOutput[l][x] + 1f) * 0.5f; // normalize to 0-1 range pixValueRaw = (player.masterPopulation.masterAgentArray[agentIndex].brain.layerOutput[l-1][x] + 1f) * 0.5f; // normalize to 0-1 range } texCurAgentBrainDiagramTick.SetPixel(linearIndex, 0, new Color(pixValueRaw, ((float)l + 1f)/(float)layerSizes.Length, ((float)x + 1f)/(float)layerSizes[l])); // R: node value, G: inverse layer index, B: inverse node index linearIndex++; } } texCurAgentBrainDiagramTick.Apply (); }
public SumoMiniGame(MiniGameManager.GameType gameTypeParam) : base(gameTypeParam) { ballType = new Dictionary<string, int>(); }
/******************** Private methods *********************/ void Awake() { if(Instance == null) { //If I am the first instance, make me the Singleton Instance = this; DontDestroyOnLoad(this); } else { //If a Singleton already exists and you find //another reference in scene, destroy it! if(this != Instance) { Destroy(this.gameObject); } } }
public void InitializePanelWithTrainerData() { DebugBot.DebugFunctionCall("TMiniGameUI; InitializePanelWithTrainerData(); ", debugFunctionCalls); Player currentPlayer = trainerModuleScript.gameController.masterTrainer.PlayerList[trainerModuleScript.gameController.masterTrainer.CurPlayer-1]; // SET PENDING values from trainer data: if(pendingMiniGameManager == null) { //DebugBot.DebugFunctionCall("TMiniGameUI; New InitializePanelWithTrainerData(); ", debugFunctionCalls); pendingMiniGameManager = new MiniGameManager(currentPlayer); InitializePanelInputList(); InitializePanelOutputList(); } // if game-type has changed -- this should only happen when clicking CANCEL ? -- as Apply sets data from pendingData if(currentPlayer.masterTrialsList[currentPlayer.currentTrialForEdit].miniGameManager.gameType != pendingMiniGameManager.gameType) { pendingMiniGameManager.SetMiniGameType(currentPlayer.masterTrialsList[currentPlayer.currentTrialForEdit].miniGameManager.gameType); } List<BrainInputChannel> dataInputChannelsList = currentPlayer.masterTrialsList[currentPlayer.currentTrialForEdit].miniGameManager.miniGameInstance.inputChannelsList; CopyInputChannelsList(dataInputChannelsList, pendingMiniGameManager.miniGameInstance.inputChannelsList); InitializePanelInputList(); List<BrainOutputChannel> dataOutputChannelList = currentPlayer.masterTrialsList[currentPlayer.currentTrialForEdit].miniGameManager.miniGameInstance.outputChannelsList; CopyOutputChannelsList(dataOutputChannelList, pendingMiniGameManager.miniGameInstance.outputChannelsList); InitializePanelOutputList(); currentPlayer.masterTrialsList[currentPlayer.currentTrialForEdit].miniGameManager.SetInputOutputArrays(); if(!dropDownPopulated) { // So it only creates buttons on startup foreach (string type in System.Enum.GetNames(typeof(MiniGameManager.MiniGameType))) { DebugBot.DebugFunctionCall("TMiniGameUI; " + type, debugFunctionCalls); GameObject button = (GameObject)Instantiate (buttonDropDownOptionPrefab); button.GetComponentInChildren<Text>().text = type; string enumType = ""; enumType = type; button.GetComponent<Button>().onClick.AddListener ( () => {ChooseMiniGame(enumType);} ); button.transform.SetParent(dropDownChooseMiniGamePanel); } dropDownPopulated = true; } valuesChanged = false; applyPressed = false; UpdateUIWithCurrentData(); }
void Start() { GameObject.DontDestroyOnLoad(this.gameObject); gameObject.AddComponent<NetworkView>(); networkManagerView = gameObject.GetComponent<NetworkView>(); networkManagerView.stateSynchronization = NetworkStateSynchronization.ReliableDeltaCompressed; networkManagerView.observed = this.transform; minigameManager = MiniGameManager.Instance; }
public void SetMiniGameType(MiniGameManager.MiniGameType newGameType) { // Change game type and re-instantiate miniGameInstance DebugBot.DebugFunctionCall("Trial; SetMiniGameType(); " + gameType.ToString(), debugFunctionCalls); miniGameInstance = null; gameType = newGameType; // Update GameType to new Type! // CREATE mini-game instance! !!!!!!!!!!!!! Come back to this for Improvement Later!!!!!!! if(newGameType == MiniGameType.None) { miniGameInstance = new MiniGameBase(); //miniGameInstance = newGameInstance as MiniGame; } else if(newGameType == MiniGameType.MoveToTarget1D) { MiniGameMoveToTarget1D newGameInstance = new MiniGameMoveToTarget1D(); miniGameInstance = newGameInstance as MiniGameMoveToTarget1D; } else if(newGameType == MiniGameType.MoveToTarget2D) { MiniGameMoveToTarget2D newGameInstance = new MiniGameMoveToTarget2D(); miniGameInstance = newGameInstance; } else if(newGameType == MiniGameType.MoveToTarget3D) { MiniGameMoveToTarget3D newGameInstance = new MiniGameMoveToTarget3D(); miniGameInstance = newGameInstance; } else if(newGameType == MiniGameType.RobotArmFantasy) { MiniGameRobotArm newGameInstance = new MiniGameRobotArm(); miniGameInstance = newGameInstance; } else if(newGameType == MiniGameType.PhysXTests) { MiniGamePhysXTests newGameInstance = new MiniGamePhysXTests(); miniGameInstance = newGameInstance; } else if(newGameType == MiniGameType.PhysXWorm) { MiniGamePhysXWorm newGameInstance = new MiniGamePhysXWorm(); miniGameInstance = newGameInstance; } SetInputOutputArrays(); }