コード例 #1
0
    // load the game
    public void load()
    {
        // Do we have the save?
        if (PlayerPrefs.HasKey("save"))
        {
            state = OtherMethod.deserialize <SaveState>(PlayerPrefs.GetString("save"));
        }

        GameManager.instance.saveFile = state;
    }
コード例 #2
0
 //Save the whole state of this saveState
 public void saveNewGame()
 {
     state = new SaveState(true);
     // dont update the username and password when making new game
     if (!"".Equals(GameManager.instance.saveFile.username))
     {
         state.username = GameManager.instance.saveFile.username;
         state.password = GameManager.instance.saveFile.password;
     }
     PlayerPrefs.SetString("save", OtherMethod.serialize <SaveState>(state));
     GameManager.instance.saveFile = state;
 }
コード例 #3
0
    // Shuffling the answer
    private void Start()
    {
        isSendingTruck  = false;
        nextForTutorial = false;
        foreach (QuestionsAnswers question in easyQuestions)
        {
            question.setAnswers(OtherMethod.shuffle <Answer>(question.getAnswers(), epoch));
        }

        foreach (QuestionsAnswers question in mediumQuestions)
        {
            question.setAnswers(OtherMethod.shuffle <Answer>(question.getAnswers(), epoch));
        }

        foreach (QuestionsAnswers question in hardQuestions)
        {
            question.setAnswers(OtherMethod.shuffle <Answer>(question.getAnswers(), epoch));
        }

        currentRightAnswer = 0;

        if (GameManager.instance.isPractice || GameManager.instance.isTutorial)
        {
            getNewQuestion(true);
        }

        if (!GameManager.instance.isPractice && !GameManager.instance.isTutorial)
        {
            timer          = 10f;
            hasDonePrepare = false;

            // disable all answer and question
            possibleAnswers[0].transform.parent.parent.gameObject.SetActive(false);
            questionUI.transform.parent.parent.gameObject.SetActive(false);
        }
        else if (!GameManager.instance.isTutorial)
        {
            hasDonePrepare = true;
            warningText.gameObject.SetActive(false);
        }
        else
        {
            hasDonePrepare = true;
        }

        // game event controller
        GameEvents.current.onTruckDestroyedEnter += OnTruckDestroyed;
    }
コード例 #4
0
 // save the game when updated
 public void saveAndUpdate()
 {
     state = GameManager.instance.saveFile;
     PlayerPrefs.SetString("save", OtherMethod.serialize <SaveState>(state));
 }
コード例 #5
0
    // Update is called once per frame after normal update
    void Update()
    {
        if (GameManager.instance.isPaused)
        {
            cancel();
        }

        // for touch
        if (Input.touchCount > 0 && GameManager.instance.isSelectTrap && !isReadyToSpawn && !OtherMethod.onUiPressed(Input.GetTouch(0).position))
        {
            Touch touch = Input.GetTouch(0);

            // If it is the first time to build then make the trap
            if (!isReadyToBuild && !OtherMethod.onUiPressed(touch.position))
            {
                switch (GameManager.instance.selectedTrap)
                {
                case 0:
                    currentTrap     = Instantiate(trapBomb, this.transform);
                    currentTrapType = TrapType.BOMB_TRAP;
                    break;

                case 1:
                    currentTrap     = Instantiate(trapTime, this.transform);
                    currentTrapType = TrapType.TIME_TRAP;
                    break;

                case 2:
                    currentTrap     = Instantiate(trapFreeze, this.transform);
                    currentTrapType = TrapType.FREEZE_TRAP;
                    break;

                default:
                    currentTrap     = Instantiate(trapBomb, this.transform);
                    currentTrapType = TrapType.BOMB_TRAP;
                    break;
                }

                currentTrap.SetActive(false);
                SpriteRenderer renderer = currentTrap.GetComponent <SpriteRenderer>();
                renderer.color = new Color(1, 1, 1, 150f / 256f);
                isReadyToBuild = true;
            }

            if (touch.phase == TouchPhase.Began && !OtherMethod.onUiPressed(touch.position))
            {
                Vector2 touchPosition;
                touchPosition = mainCamera.ScreenToWorldPoint(touch.position);

                // checking if the place is open field
                int x, y;
                GridCustom.getXYFromPosition(touchPosition, out x, out y);

                x += GridCustom.offsetX;
                y += GridCustom.offsetY;

                if (GridCustom.cells[x, y].cellContent == CellContent.PATH)
                {
                    currentTrap.SetActive(true);
                    isReadyToSpawn = true;
                    canSpawn       = false;
                    currentTrap.transform.position = new Vector3(touch.position.x, touch.position.y, 0);
                }
            }
        }

        if (Input.touchCount > 0 && isReadyToBuild && isReadyToSpawn && !OtherMethod.onUiPressed(Input.GetTouch(0).position))
        {
            Touch   touch = Input.GetTouch(0);
            Vector2 touchPosition;
            touchPosition = mainCamera.ScreenToWorldPoint(touch.position);

            int x, y;
            GridCustom.getXYFromPosition(touchPosition, out x, out y);

            x += GridCustom.offsetX;
            y += GridCustom.offsetY;
            // if the player touch the area again then spawn the trap
            if (touch.phase == TouchPhase.Ended && GameManager.instance.isSelectTrap)
            {
                if (isReadyToSpawn && isReadyToBuild)
                {
                    canSpawn = true;
                }
                else if (canSpawn)
                {
                    // change the color
                    SpriteRenderer renderer = currentTrap.GetComponent <SpriteRenderer>();
                    renderer.color = new Color(1, 1, 1, 1);

                    // activate it
                    TrapsBehaviour trap = currentTrap.GetComponent <TrapsBehaviour>();
                    trap.activate();

                    // pay the trap
                    GameManager.instance.pay(currentTrapType);
                    trapButton.disableButton(GameManager.instance.selectedTrap);

                    // reset variable
                    currentTrap     = null;
                    currentTrapType = TrapType.BOMB_TRAP;
                    isReadyToBuild  = false;
                    isReadyToSpawn  = false;
                    canSpawn        = false;
                    desc.gameObject.SetActive(false);
                    GameEvents.current.TowerOrTrapBuild();
                    if (GameManager.instance.gameStart)
                    {
                        generator.StartCoroutine(generator.openGenerator());
                        kotoTower.StartCoroutine(kotoTower.openKotoTower());
                    }
                    return;
                }
            }
            else if (touch.phase == TouchPhase.Began && Vector3.Distance(currentTrap.transform.position, new Vector3(touchPosition.x, touchPosition.y, 0f)) > 0.5f)
            {
                isReadyToSpawn = false;
                canSpawn       = false;
            }
        }

        // for mouse (debug)
        if (Input.GetMouseButton(0) && GameManager.instance.isSelectTrap && !OtherMethod.onUiPressed(Input.mousePosition))
        {
            // If it is the first time to build then make the trap
            if (!isReadyToBuild)
            {
                switch (GameManager.instance.selectedTrap)
                {
                case 0:
                    currentTrap     = Instantiate(trapBomb, this.transform);
                    currentTrapType = TrapType.BOMB_TRAP;
                    break;

                case 1:
                    currentTrap     = Instantiate(trapTime, this.transform);
                    currentTrapType = TrapType.TIME_TRAP;
                    break;

                case 2:
                    currentTrap     = Instantiate(trapFreeze, this.transform);
                    currentTrapType = TrapType.FREEZE_TRAP;
                    break;

                default:
                    currentTrap     = Instantiate(trapBomb, this.transform);
                    currentTrapType = TrapType.BOMB_TRAP;
                    break;
                }

                currentTrap.SetActive(false);
                SpriteRenderer renderer = currentTrap.GetComponent <SpriteRenderer>();
                renderer.color = new Color(1, 1, 1, 150f / 256f);
                isReadyToBuild = true;
            }

            Vector2 touchPosition;
            touchPosition = mainCamera.ScreenToWorldPoint(Input.mousePosition);

            // checking if the place is open field
            int x, y;
            GridCustom.getXYFromPosition(touchPosition, out x, out y);

            x += GridCustom.offsetX;
            y += GridCustom.offsetY;

            if (Vector3.Distance(currentTrap.transform.position, touchPosition) > 0.5f)
            {
                isReadyToSpawn = false;
            }

            if (GridCustom.cells[x, y].cellContent == CellContent.PATH && !isReadyToSpawn)
            {
                currentTrap.SetActive(true);
                currentTrap.transform.position = new Vector3(touchPosition.x, touchPosition.y, -0);
            }
        }

        // if the player touch the area again then spawn the trap, if its the first time then just be ready to spawn
        if (Input.GetMouseButtonUp(0) && GameManager.instance.isSelectTrap && !OtherMethod.onUiPressed(Input.mousePosition))
        {
            if (!isReadyToSpawn && isReadyToBuild)
            {
                isReadyToSpawn = true;
            }
            else if (isReadyToBuild)
            {
                // change the color
                SpriteRenderer renderer = currentTrap.GetComponent <SpriteRenderer>();
                renderer.color = new Color(1, 1, 1, 1);

                // activate it
                TrapsBehaviour trap = currentTrap.GetComponent <TrapsBehaviour>();
                trap.activate();

                // pay the trap
                GameManager.instance.pay(currentTrapType);
                trapButton.disableButton(GameManager.instance.selectedTrap);

                // reset variable
                currentTrap     = null;
                currentTrapType = TrapType.BOMB_TRAP;
                isReadyToBuild  = false;
                isReadyToSpawn  = false;
                desc.gameObject.SetActive(false);
                GameEvents.current.TowerOrTrapBuild();
                if (GameManager.instance.gameStart)
                {
                    generator.StartCoroutine(generator.openGenerator());
                    kotoTower.StartCoroutine(kotoTower.openKotoTower());
                }
                return;
            }
        }
    }
コード例 #6
0
ファイル: SpawnTower.cs プロジェクト: Dragonicvoid/KotoTower
    // for touches
    void detectTouches()
    {
        // for touch
        if (Input.touchCount > 0 && GameManager.instance.isSelectTower && !isReadyToSpawn && !OtherMethod.onUiPressed(Input.GetTouch(0).position))
        {
            Touch touch = Input.GetTouch(0);
            // If it is the first time to build then make the tower
            if (!isReadyToBuild)
            {
                switch (GameManager.instance.selectedTower)
                {
                case 0:
                    currentTower     = Instantiate(towerMachineGun, this.transform);
                    currentTowerType = TowerType.MACHINE_GUN;
                    break;

                case 1:
                    currentTower     = Instantiate(towerSniper, this.transform);
                    currentTowerType = TowerType.SNIPER;
                    break;

                case 2:
                    currentTower     = Instantiate(towerElectric, this.transform);
                    currentTowerType = TowerType.ELECTRIC;
                    break;

                default:
                    currentTower     = Instantiate(towerMachineGun, this.transform);
                    currentTowerType = TowerType.MACHINE_GUN;
                    break;
                }

                currentTower.SetActive(false);
                SpriteRenderer renderer = currentTower.GetComponent <SpriteRenderer>();
                renderer.color = new Color(1, 1, 1, 150f / 256f);
                isReadyToBuild = true;
            }

            if (touch.phase == TouchPhase.Began)
            {
                Vector2 touchPosition;
                touchPosition = mainCamera.ScreenToWorldPoint(touch.position);

                // checking if the place is open field
                int x, y;
                GridCustom.getXYFromPosition(touchPosition, out x, out y);

                x += GridCustom.offsetX;
                y += GridCustom.offsetY;

                if (GridCustom.cells[x, y].cellContent == CellContent.OPEN_FIELD)
                {
                    currentTower.SetActive(true);
                    isReadyToSpawn = true;
                    canSpawn       = false;
                    currentTower.transform.position = GridCustom.getWorldSpace(x, y) + new Vector3(0.5f, 0.5f, 0);
                    currX = x;
                    currY = y;
                }
            }
        }

        if (Input.touchCount > 0 && isReadyToBuild && isReadyToSpawn && !OtherMethod.onUiPressed(Input.GetTouch(0).position))
        {
            Touch   touch = Input.GetTouch(0);
            Vector2 touchPosition;
            touchPosition = mainCamera.ScreenToWorldPoint(touch.position);

            int x, y;
            GridCustom.getXYFromPosition(touchPosition, out x, out y);

            x += GridCustom.offsetX;
            y += GridCustom.offsetY;
            // if the player touch the area again then spawn the tower
            if (touch.phase == TouchPhase.Ended && GameManager.instance.isSelectTower)
            {
                if (isReadyToSpawn && isReadyToBuild)
                {
                    canSpawn = true;
                }
                else if (canSpawn)
                {
                    // change the color
                    SpriteRenderer renderer = currentTower.GetComponent <SpriteRenderer>();
                    renderer.color = new Color(1, 1, 1, 1);

                    // activate it
                    TowerBehaviour tower = currentTower.GetComponent <TowerBehaviour>();
                    tower.activate();

                    // block the area
                    TowerGridBlocker gridBlocker = currentTower.GetComponent <TowerGridBlocker>();
                    gridBlocker.changeGridStatus();

                    // pay the tower
                    GameManager.instance.pay(currentTowerType);
                    towerButton.disableButton(GameManager.instance.selectedTower);

                    // reset variable
                    currentTower     = null;
                    currentTowerType = TowerType.MACHINE_GUN;
                    isReadyToBuild   = false;
                    isReadyToSpawn   = false;
                    canSpawn         = false;
                    currX            = -1;
                    currY            = -1;
                    desc.gameObject.SetActive(false);
                    GameEvents.current.TowerOrTrapBuild();
                    if (GameManager.instance.gameStart)
                    {
                        generator.StartCoroutine(generator.openGenerator());
                        kotoTower.StartCoroutine(kotoTower.openKotoTower());
                    }
                    return;
                }
            }
            else if (touch.phase == TouchPhase.Began && !(currX == x && currY == y))
            {
                isReadyToSpawn = false;
                canSpawn       = false;
            }
        }
    }