/// <summary>Called when the lobby scene from Unity is loaded.</summary> /// <param name="lvl">Id of the level loaded.</param> /// <returns>void</returns> public override void onLevelWasLoaded(int lvl) { base.onLevelWasLoaded(lvl); loaded = true; player_ = GameObject.FindGameObjectWithTag("Player"); playerScript_ = player_.GetComponent <PacMove>(); gameController_ = GameObject.FindGameObjectWithTag("Pacman"); gameControllerScript_ = gameController_.GetComponent <PacmanController>(); circleCamera = GameObject.FindGameObjectWithTag("CircleCamera"); rand = circleCamera.GetComponent <Randomizer>(); if (Application.isMobilePlatform) { Screen.orientation = ScreenOrientation.Portrait; float ratio = (float)Screen.width / Screen.height; ((GameObject)GameObject.FindGameObjectWithTag("MainCamera")).GetComponent <Camera>().projectionMatrix = Matrix4x4.Perspective(60 * 1 / ratio, ratio, 0.3f, 50); circleCamera.GetComponent <Camera>().aspect = ratio; } setParameter(new Parameter()); }
/// <summary> /// Called when the scene loads /// </summary> void Start() { /* * The following grid represents the tile map of the level * [i, j] is the tile located on the ith row (from top to bottom) and jth column (from left to right). * For the game graphics, a tile i a 1x1 square and and its coordinates are [j, -i] * Each number represents a tile : * - 0 is a dead tile, neither the player nor the enemy AIs can be located in a dead tile at any time. * - 1 is a legal tile, both players and enemies can travel between those tiles */ pacGrid = new int[31, 28] { { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 }, { 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0 }, { 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0 }, { 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0 }, { 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 }, { 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0 }, { 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0 }, { 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0 }, { 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 0, 1, 0, 0, 1, 1, 1, 2, 1, 1, 2, 1, 1, 1, 0, 0, 1, 0, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 0, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1, 1, 1, 1, 1 }, { 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, { 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 }, { 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0 }, { 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0 }, { 0, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 0 }, { 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0 }, { 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0 }, { 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0 }, { 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0 }, { 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }; pacman = GameObject.FindGameObjectWithTag("Player"); blanky = GameObject.FindGameObjectWithTag("Blanky"); pacMove = pacman.GetComponent <PacMove>(); ankyTarget = (pacman.transform.position + 2 * pacMove.getCurDir()) + (pacman.transform.position + 2 * pacMove.getCurDir() - blanky.transform.position); halo = GetComponent("Halo") as Behaviour; curTileX = Mathf.RoundToInt(transform.position.x); curTileY = Mathf.RoundToInt(-transform.position.z); defaultColor = renderer.material.color; EventManager <bool, string> .AddListener(EnumEvent.MOVING, moving); EventManager <bool> .AddListener(EnumEvent.SCATTERMODE, scatter); EventManager <bool> .AddListener(EnumEvent.FRIGHTENED, frightened); EventManager <GameObject> .AddListener(EnumEvent.SENTENCE_LOST, sentenceLost); EventManager <GameObject> .AddListener(EnumEvent.SENTENCE_TO, sentenceTO); EventManager <GameObject> .AddListener(EnumEvent.SENTENCE_WIN, sentenceWin); EventManager.AddListener(EnumEvent.RESTARTSTATE, onRestartGame); EventManager <bool> .AddListener(EnumEvent.MOVING, moving); EventManager.AddListener(EnumEvent.MINIGAME_START, onStartMiniGame); }