コード例 #1
0
    public void Transition(string nextScene)
    {
        // Update player's destination.
        pc.destination = nextScene;

        // Check if the destination is a "night scene."
        // If yes, use loadingscreennight. Else, -day.
        bool temp = false;

        foreach (string scene in nightscenes)
        {
            if (pc.destination.Equals(scene))
            {
                temp = true;
            }
        }
        if (temp)
        {
            gm.lastSceneName = "loadingscreennight";
            sf.EndScene("loadingscreennight");
        }
        else
        {
            gm.lastSceneName = "loadingscreenday";
            sf.EndScene("loadingscreenday");
        }
    }
コード例 #2
0
 void Update()
 {
     if (isDoor && insideArea && playerController.grounded && Input.GetButtonDown("Jump"))
     {
         playerController.freeze = true;
         if (isDoor)
         {
             audioSource.PlayOneShot(doorSound);
         }
         isDoor = false;
         screenFader.EndScene(sceneToLoad);
     }
 }
コード例 #3
0
ファイル: DoorController.cs プロジェクト: garzaa/morrowpeak
    void Update()
    {
        if (levelName != "" && CheckDistance())
        {
            // Player cannot interact with other things while walking through Door.
            if (Input.GetKeyDown(KeyCode.Space) && !pc.frozen)
            {
                // Door sound effect.
                if (GetComponent <AudioSource>() != null)
                {
                    GetComponent <AudioSource>().Play();
                }

                // Update lastSceneName and player's new destination; fade out for transition.
                gm.lastSceneName = gm.currentSceneName;
                pc.destination   = levelName;
                if (transition)
                {
                    tc.Transition(pc.destination);
                }
                else
                {
                    sf.EndScene(pc.destination);
                }
            }
        }
    }
コード例 #4
0
 // Update is called once per frame
 void Update()
 {
     if (CheckFinishingLevel())
     {
         screen_fader.EndScene(0);
     }
 }
コード例 #5
0
 public void LearnGame()
 {
     print("clicked 3");
     print("clicked 3.1");
     _fadeScr = GameObject.FindObjectOfType <ScreenFader>();
     _fadeScr.EndScene(4);
 }
コード例 #6
0
    IEnumerator Wait(string destination)
    {
        yield return(new WaitForSeconds(4));

        sf.EndScene(pc.destination);
        pc.isTransition = false;
    }
コード例 #7
0
 public void Exit()
 {
     print("retire");
     Time.timeScale = 1;
     Camera.main.GetComponent <Pause>().PauseMenu.SetActive(false);
     Destroy(this.gameObject);
     _fadeScr.EndScene(2);
 }
コード例 #8
0
ファイル: gameManager.cs プロジェクト: dunkejudas/Flint-v2
 public void gameEnd()
 {
     monsterHandle.playEnding();
     platformHandle.SetBool("platformOpen", true);
     screenFaderHandle.EndScene(SceneManager.GetActiveScene().buildIndex, 2.0f);
     mainLightHandle.doom   = true;
     scoreTextHandle.paused = true;
 }
コード例 #9
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 public void NewGame()
 {
     print("clicked 1");
     GameStatus = 4;
     print("clicked 1.1");
     _fadeScr = GameObject.FindObjectOfType <ScreenFader>();
     _fadeScr.EndScene(3);
 }
コード例 #10
0
 public void LoadGame()
 {
     print("clicked 2");
     GameStatus = 3;
     print("clicked 2.1");
     _fadeScr = GameObject.FindObjectOfType <ScreenFader>();
     _fadeScr.EndScene(3);
 }
コード例 #11
0
    public void end()
    {
        GlobalStateController gsc = GameObject.Find("GlobalState(Clone)").GetComponent <GlobalStateController> ();

        gsc.setLevel(gsc.getLevel() + 1);
        ScreenFader sf = FindObjectOfType <ScreenFader> ();

        sf.EndScene(0, true);
    }
コード例 #12
0
    // Update is called once per frame

    void OnTriggerEnter2D(Collider2D other)
    {
        if (other.name == "player")
        {
            PlayerPrefs.SetInt("health", other.GetComponent <Player>().curHealth);
            other.GetComponent <Player>().panelText = other.GetComponent <Player>().textPanel.GetComponent <Text>().text;
            player.GetComponent <Player>().SetMove(false);
            fadeScr.EndScene(SceneNumber);
        }
    }
コード例 #13
0
    public void StartNewGame()
    {
        PlayerPrefs.SetInt("health", 100);
        PlayerPrefs.SetInt("attempts", 3);
        System.Random rnd    = new System.Random();
        int[]         skills = new int[] {
            System.Convert.ToInt32(scienceSkill.text),
            System.Convert.ToInt32(trapsSkill.text),
            System.Convert.ToInt32(pilotingSkill.text),
            System.Convert.ToInt32(lungsSkill.text)
        };
        int sum = skills[0] + skills[1] + skills[2] + skills[3];

        Debug.Log(sum);
        if (skills[3] < 15)
        {
            PlayerPrefs.SetInt("professor", 2);
        }
        else if (skills[2] < 15)
        {
            PlayerPrefs.SetInt("professor", 1);
        }
        else if (skills[1] < 15)
        {
            PlayerPrefs.SetInt("professor", 0);
        }
        else if (sum < 60)
        {
            PlayerPrefs.SetInt("professor", 2);
        }
        else if (sum < 110)
        {
            PlayerPrefs.SetInt("professor", 1);
        }
        else
        {
            PlayerPrefs.SetInt("professor", 0);
        }
        PlayerPrefs.SetInt("survivalRate", System.Convert.ToInt32(survSkill.text));
        PlayerPrefs.Save();
        fadeScr.EndScene(2);
    }
コード例 #14
0
    public void Interact()
    {
        GlobalStateController gsc = GameObject.Find("GlobalState(Clone)").GetComponent <GlobalStateController> ();

        if (gsc.getLevel() == 1)
        {
            gsc.setLevel(gsc.getLevel() + 1);
            ScreenFader sf = FindObjectOfType <ScreenFader> ();
            sf.EndScene(0, false);
        }
    }
コード例 #15
0
 public void Continue()
 {
     try
     {
         System.IO.Directory.CreateDirectory(Application.dataPath + "/saves/");
         // if there's not actorA save game, show the tutorial
         if (Directory.GetFiles(Application.dataPath + "/saves/", "*.bin").Length == 0)
         {
             _fadeScr.EndScene(1);
         }
         // else just skip it and load the main menu
         else
         {
             _fadeScr.EndScene(2);
         }
     }
     catch (Exception e)
     {
         Application.Quit();
     }
 }
コード例 #16
0
    /// <summary>
    /// CheckVisibleTargets() checks every Transform gameObject returned by FindVisibleTargets() and checks its Tag.
    /// If player is found, the level resets. If an enemy corpse is found, alert mode is activated.
    /// </summary>
    public void CheckVisibleTargets()
    {
        if (enemy_manager.god_mode == true) //Don't check visible characters if god mode is activated.
        {
            return;
        }

        foreach (Transform t in visible_targets)
        {
            // Response for players!
            if (t.tag.Equals(Tags.player))
            {
                if (t.GetComponent <Invisible>().IsInvisible())
                {
                    continue;
                }
                if (!player_found)
                {
                    player_found = true;
                    main_camera.MoveCameraTo(transform.position);
                    screen_fader.EndScene(0);

                    // Debug part
                    //---------------------------
                    // Tint yellow the enemy who discovered a character
                    GetComponent <MeshRenderer>().material.SetColor("_Color", new Color(1.0f, 1.0f, 0.0f, 0.0f));
                    //---------------------------
                }
            }

            if (!enemy_manager.IsElementAlreadyIdentify(t.gameObject))
            {
                // Response: If something is found, the enemy will move
                // to a near position to cleary identify that element
                if ((t.tag.Equals(Tags.corpse) || t.tag.Equals(Tags.portal)) && !IsElementIdentificationPending(t.gameObject))
                {
                    pending_identification_elements.Enqueue(t.gameObject);
                    RhandorController rhandor = GetComponent <RhandorController>();
                    last_spotted_position.LastPosition = t.transform.position;
                    rhandor.ChangeStateTo(rhandor.spotted_state);
                }
            }
        }
    }
コード例 #17
0
ファイル: NPCController.cs プロジェクト: garzaa/morrowpeak
    public void Move()
    {
        anim.SetTrigger("walk down");
        GameObject door = GameObject.Find("Door");

        if (this.transform.position.x < door.transform.position.x)
        {
            transform.Translate(speed, -speed, 0);
        }
        else if (this.transform.position.y > door.transform.position.y)
        {
            transform.Translate(0, -speed, 0);
        }
        if (Vector2.Distance(this.transform.position, door.transform.position) < .3f)
        {
            ScreenFader sf = GameObject.Find("GameManager").GetComponent <ScreenFader>();
            sf.EndScene("party");
        }
    }
コード例 #18
0
 void Start()
 {
     sf.EndScene("loadingscreennight");
 }
コード例 #19
0
 private void SplashScreenDone()
 {
     screenFader.EndScene(levelToLoad);
 }
コード例 #20
0
    public void Continue()
    {
        if (Index == 1)
        {
            Cont.enabled = false;
            Btn.GetComponent <Button>().enabled = false;
            Info1.enabled = false;
        }

        if (Index == 2)
        {
            Cont.enabled = false;
            Btn.GetComponent <Button>().enabled = false;
            Info2.enabled = false;
        }

        if (Index == 3)
        {
            Cont.enabled = false;
            Btn.GetComponent <Button>().enabled = false;
            Info3.enabled = false;
        }

        if (Index == 4)
        {
            Cont.enabled = false;
            Btn.GetComponent <Button>().enabled = false;
            Info4.enabled = false;
        }

        if (Index == 5)
        {
            Cont.enabled = false;
            Btn.GetComponent <Button>().enabled = false;
            Info5.enabled = false;
        }

        if (Index == 6)
        {
            Cont.enabled = false;
            Btn.GetComponent <Button>().enabled = false;
            Info6.enabled = false;
        }

        if (Index == 7)
        {
            Cont.enabled = false;
            Btn.GetComponent <Button>().enabled = false;
            Info7.enabled = false;
        }

        if (Index == 8)
        {
            Cont.enabled = false;
            Btn.GetComponent <Button>().enabled = false;
            Info8.enabled = false;
        }

        if (Index == 9)
        {
            Cont.enabled = false;
            Btn.GetComponent <Button>().enabled = false;
            Info9.enabled = false;
        }

        Index += 1;
        Btn.GetComponent <Button>().enabled = false;

        if (Index == 10)
        {
            _fadeScr.EndScene(_sceneNumb);
        }
    }
コード例 #21
0
 public void PlayGame()
 {
     sf.EndScene(SceneManager.GetActiveScene().buildIndex + 1);
 }
コード例 #22
0
ファイル: QuitManager.cs プロジェクト: garzaa/morrowpeak
 void Quit()
 {
     Close();
     sf.EndScene("mainmenu");
 }
コード例 #23
0
    public IEnumerator fadeScreen(float t)
    {
        yield return(new WaitForSeconds(t));

        screenFader.EndScene(6);
    }
コード例 #24
0
ファイル: Game3.cs プロジェクト: vbetter/RandomTiled
 public void RestartGame()
 {
     screenFader.EndScene("Game3");
     StartCoroutine(FadeSoundOut(0.5f));
 }