コード例 #1
0
 public IEnumerator Setup()
 {
     SceneManager.LoadScene("PreQuakeHouse"); 
     yield return new WaitForSeconds(1.5f);
     referenceManager = GameObject.Find("Managers").GetComponent<ReferenceManager>();
     playerKeyboard = referenceManager.keyboardManager.GetComponent<PlayerKeyboardManager>();
     cheatKeyboard = referenceManager.keyboardManager.GetComponent<CheatKeyboardController>();
     GameObject.Find("Inventory Canvas").GetComponent<Inventory>().Clear();
 }
コード例 #2
0
ファイル: TradeManagerUI.cs プロジェクト: PeterDrake/quoke2
 private void ConnectToManagers()
 {
     referenceManager = GameObject.Find("Managers").GetComponent <ReferenceManager>();
     keyboardManager  = referenceManager.keyboardManager.GetComponent <PlayerKeyboardManager>();
     gameStateManager = referenceManager.gameStateManager.GetComponent <GameStateManager>();
     inventories[(int)InventoryE.Parent]  = referenceManager.inventoryCanvas.GetComponent <Inventory>();
     inventoryUIs[(int)InventoryE.Parent] = referenceManager.inventoryCanvas.GetComponent <InventoryUI>();
     selected   = Resources.Load <Sprite>("SelectedSlot 1");
     unselected = Resources.Load <Sprite>("UnselectedSlot 1");
 }
コード例 #3
0
    public IEnumerator Setup()
    {
        GlobalControls.Reset();
        GlobalItemList.Reset();

        SceneManager.LoadScene("TitleScreen");

        yield return(null);

        referenceManager = GameObject.Find("Managers").GetComponent <ReferenceManager>();
        referenceManager.keyboardManager.GetComponent <CheatKeyboardController>().SetKeyDown(KeyCode.Z);

        yield return(new WaitForSeconds(1.5f));

        referenceManager                     = GameObject.Find("Managers").GetComponent <ReferenceManager>();
        playerKeyboard                       = referenceManager.keyboardManager.GetComponent <PlayerKeyboardManager>();
        cheatKeyboard                        = referenceManager.keyboardManager.GetComponent <CheatKeyboardController>();
        strategicMapKeyboard                 = referenceManager.keyboardManager.GetComponent <StrategicMapKeyboardController>();
        playerKeyboard.virtualKeyboard       = true;
        cheatKeyboard.virtualKeyboard        = true;
        strategicMapKeyboard.virtualKeyboard = true;
    }
コード例 #4
0
ファイル: DialogueManager.cs プロジェクト: PeterDrake/quoke2
 private void Start()
 {
     keyboardManager  = referenceManager.keyboardManager.GetComponent <PlayerKeyboardManager>();
     gameStateManager = referenceManager.gameStateManager.GetComponent <GameStateManager>();
     dialogueUI       = referenceManager.dialogueCanvas.GetComponentInChildren <DialogueUI>(true);
 }
コード例 #5
0
    // Start is called before the first frame update
    public void Start()
    {
        referenceManager = GameObject.Find("Managers").GetComponent <ReferenceManager>();
        tooltipManager   = referenceManager.tooltipManager;
        keyboardManager  = referenceManager.keyboardManager.GetComponent <PlayerKeyboardManager>();

        deathCanvas = referenceManager.deathCanvas;
        deathCanvas.SetActive(false);
        segueCanvas  = referenceManager.segueCanvas;
        metersCanvas = referenceManager.metersCanvas;

        inventory   = referenceManager.inventoryCanvas.GetComponent <Inventory>();
        inventoryUI = referenceManager.inventoryCanvas.GetComponent <InventoryUI>();

        tooltipManager.HandleTooltip();

        //Handle start of scene things
        if (SceneManager.GetActiveScene().name.Contains("Quake"))
        {
            GlobalControls.globalControlsProperties.Remove("metersEnabled");
        }
        else
        {
            GlobalControls.globalControlsProperties.Add("metersEnabled");
        }

        if (SceneManager.GetActiveScene().name.Equals("GameEnd"))
        {
            inventoryInScene = false;
            GlobalControls.globalControlsProperties.Remove("objectivesEnabled");
            npcInteractedInScene = false;
            SetExploring();
        }
        else if (SceneManager.GetActiveScene().name.Equals("QuakeApartment") ||
                 SceneManager.GetActiveScene().name.Equals("QuakeHouse"))
        {
            if (!inventory.gameObject.activeSelf)
            {
                inventory.gameObject.SetActive(true);
            }
            inventory.SetAvailableSlots(2);
            pointsInScene                   = false;
            npcInteractedInScene            = false;
            GlobalControls.currentObjective = 3;
            SetSegue();
        }
        else if (SceneManager.GetActiveScene().name.Equals("PreQuakeHouse") ||
                 SceneManager.GetActiveScene().name.Equals("PreQuakeApartment"))
        {
            if (!inventory.gameObject.activeSelf)
            {
                inventory.gameObject.SetActive(true);
            }
            inventory.SetAvailableSlots(1);
            npcInteractedInScene = false;
            pointsInScene        = false;
            if (GlobalControls.globalControlsProperties.Contains("apartmentCondition"))
            {
                GlobalControls.currentObjective = 2;
            }
            else if (!GlobalControls.globalControlsProperties.Contains("apartmentCondition"))
            {
                GlobalControls.currentObjective = 1;
            }
            SetExploring();
        }
        else if (SceneManager.GetActiveScene().name.Equals("StrategicMap"))
        {
            keyboardManager.EnableStrategicMapKeyboard();
            enabled = false;
        }
        else if (GlobalControls.currentObjective <= 4)
        {
            GlobalControls.currentObjective = 5;
            SetExploring();
        }
        else
        {
            SetExploring();
        }

        if (!SceneManager.GetActiveScene().name.Equals("StrategicMap") &&
            GlobalControls.globalControlsProperties.Contains("metersEnabled"))
        {
            if (!GlobalControls.globalControlsProperties.Contains("poopTaskCompleted") &&
                GlobalControls.poopTimeLeft == 0)
            {
                Debug.Log("You died by poop meter going to zero!!");
                referenceManager.deathManager.GetComponent <PlayerDeath>()
                .KillPlayer(metersCanvas, 4);
            }

            if (!GlobalControls.globalControlsProperties.Contains("waterTaskCompleted") &&
                GlobalControls.waterTimeLeft == 0)
            {
                Debug.Log("You died of thirst!");
                referenceManager.deathManager.GetComponent <PlayerDeath>()
                .KillPlayer(metersCanvas, 2);
            }
        }
    }
コード例 #6
0
ファイル: QuokeTestUtils.cs プロジェクト: PeterDrake/quoke2
    /// <summary>
    /// Presses each of the indicated keys, with a pause after each one, if needed, to allow time for the game to
    /// respond.
    /// </summary>
    public static IEnumerator Press(string keys, PlayerKeyboardManager playerKeyboard,
                                    CheatKeyboardController cheatKeyboard = null, StrategicMapKeyboardController strategicMapKeyboard = null)
    {
        foreach (char c in keys)
        {
            KeyCode k;
            if (" ~<>`".IndexOf(Char.ToUpper(c)) == -1)
            {
                k = (KeyCode)Enum.Parse(typeof(KeyCode), Char.ToUpper(c).ToString());
            }
            else
            {
                switch (c)
                {
                case ' ':
                    k = KeyCode.Space;
                    break;

                case '<':
                    k = KeyCode.Comma;
                    break;

                case '>':
                    k = KeyCode.Period;
                    break;

                case '~':
                    k = KeyCode.Return;
                    break;

                case '`':
                    k = KeyCode.Escape;
                    break;

                default:
                    k = KeyCode.Space;
                    break;
                }
            }
            // There are two different objects receiving keypresses, but only one will react to a given key
            playerKeyboard.SetKeyDown(k);
            if (cheatKeyboard)
            {
                cheatKeyboard.SetKeyDown(k);
            }
            else if (strategicMapKeyboard)
            {
                strategicMapKeyboard.SetKeyDown(k);
            }

            if ("WASDL <>".IndexOf(Char.ToUpper(c)) != -1)
            {
                // This key take some time for the game to complete its response (e.g., movement)
                yield return(new WaitForSeconds(0.25f));
            }
            else
            {
                yield return(null);
            }
        }
    }