コード例 #1
0
ファイル: GameManager.cs プロジェクト: Daydam/Seminario-2.0
    public void EndGame()
    {
        EndRoundHandler.ResetTime();
        _gameEnded             = true;
        playerInfo.playerStats = new PlayerStats[players.Count];
        for (int i = 0; i < Players.Count; i++)
        {
            Players[i].StopVibrating();
            playerInfo.playerStats[i] = Players[i].Stats;
            Players[i].lockedByGame   = true;
        }
        Serializacion.SaveJsonToDisk(playerInfo, "Registered Players");

        var winner = Players.OrderByDescending(x => x.Stats.Score).First();

        var winnerSkills = winner.GetComponentsInChildren <ComplementarySkillBase>(true).OrderBy(x => x.SkillIndex).ToArray();

        _winPopup.Initialize(winner, winner.GetComponentInChildren <DefensiveSkillBase>(true), winner.GetComponentInChildren <Weapon>(true), winnerSkills[0], winnerSkills[1]);

        _winPopup.gameObject.SetActive(true);

        StartCoroutine(EndGameCoroutine(10f));
    }
コード例 #2
0
    void OnGUI()
    {
        if (titleStyle == null)
        {
            titleStyle = new GUIStyle();
        }
        titleStyle.fontStyle = FontStyle.Bold;

        if (reg == null)
        {
            //RegisteredPlayers
            reg = Serializacion.LoadJsonFromDisk <RegisteredPlayers>("Registered Players");
            if (reg == null || reg.fileRegVersion < RegisteredPlayers.latestRegVersion)
            {
                reg = new RegisteredPlayers();
            }
            else
            {
                regPlayers = reg.playerControllers.ToList();

                allModes = Resources.LoadAll <SO_GameRules>("Scriptable Objects").Select(a => a.name.Substring(9)).ToArray();
                int sceneCount = SceneManager.sceneCountInBuildSettings;
                allStages = new string[sceneCount];
                for (int i = 0; i < sceneCount; i++)
                {
                    allStages[i] = System.IO.Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(i));
                }

                allStages = allStages.Where(a => a.Split('_')[0] == "Stage").Select(a => a.Split('_')[1]).ToArray();

                currentModeIndex = Mathf.Max(System.Array.IndexOf(allModes, reg.gameMode), 0);
                //currentStageIndex = Mathf.Max(System.Array.IndexOf(allStages, reg.stage.Split('_')[1]), 0);
            }
        }

        EditorGUILayout.LabelField("Game Configuration", titleStyle);
        EditorGUILayout.LabelField("Current Reg version: " + RegisteredPlayers.latestRegVersion);
        if (GUILayout.Button("Show Help"))
        {
            showRegHelp = !showRegHelp;
        }
        if (showRegHelp)
        {
            EditorGUILayout.HelpBox("This is the Game Configuration Window. Here, you can edit the amount of players and their respective controllers, as well as the game mode. Please remember that, when setting up the controllers, you must substract 1 from the actual controller number. For example, write 0 for controller 1", MessageType.Info);
        }
        if (regPlayers == null)
        {
            regPlayers = new List <int> {
                0, 0
            }
        }
        ;
        for (int i = 0; i < regPlayers.Count; i++)
        {
            EditorGUILayout.BeginHorizontal();
            regPlayers[i] = EditorGUILayout.IntField("Player " + (i + 1) + " Controller", regPlayers[i]);
            if (regPlayers.Count > 2)
            {
                if (GUILayout.Button("Remove"))
                {
                    regPlayers.RemoveAt(i);
                }
            }
            EditorGUILayout.EndHorizontal();
        }
        if (regPlayers.Count < 4)
        {
            if (GUILayout.Button("Add"))
            {
                regPlayers.Add(0);
            }
        }

        if (allModes == null)
        {
            allModes = Resources.LoadAll <SO_GameRules>("Scriptable Objects").Select(a => a.name.Substring(9)).ToArray();
        }
        if (modeIndexes == null)
        {
            modeIndexes = new int[allModes.Length];
            for (int i = 0; i < modeIndexes.Length; i++)
            {
                modeIndexes[i] = i;
            }
        }

        currentModeIndex = EditorGUILayout.IntPopup("Mode:", currentModeIndex, allModes, modeIndexes);

        if (allStages == null)
        {
            int sceneCount = SceneManager.sceneCountInBuildSettings;
            allStages = new string[sceneCount];
            for (int i = 0; i < sceneCount; i++)
            {
                allStages[i] = System.IO.Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(i));
            }

            allStages = allStages.Where(a => a.Split('_')[0] == "Stage").Select(a => a.Split('_')[1]).ToArray();
        }
        if (stageIndexes == null)
        {
            stageIndexes = new int[allStages.Length];
            for (int i = 0; i < stageIndexes.Length; i++)
            {
                stageIndexes[i] = i;
            }
        }

        currentStageIndex = EditorGUILayout.IntPopup("Stage:", currentStageIndex, allStages, stageIndexes);
        Debug.Log("stage: " + currentStageIndex);

        if (GUILayout.Button("Save Game Configuration"))
        {
            reg.playerControllers = new int[regPlayers.Count];
            for (int i = 0; i < regPlayers.Count; i++)
            {
                reg.playerControllers[i] = regPlayers[i];
            }
            reg.gameMode = allModes[currentModeIndex];
            //Fix
            //reg.stage = "Stage_" + allStages[currentStageIndex];

            Serializacion.SaveJsonToDisk(reg, "Registered Players");
        }
    }
}
コード例 #3
0
    void OnGUI()
    {
        if (titleStyle == null)
        {
            titleStyle = new GUIStyle();
        }
        titleStyle.fontStyle = FontStyle.Bold;

        EditorGUILayout.LabelField("Player URLs", titleStyle);

        player = EditorGUILayout.IntSlider(player, 1, 4);

        if (allBodies == null)
        {
            allBodies = Resources.LoadAll <GameObject>("Prefabs/Bodies").Select(a => a.name).ToArray();
        }
        if (bodyIndexes == null)
        {
            bodyIndexes = new int[allBodies.Length];
            for (int i = 0; i < bodyIndexes.Length; i++)
            {
                bodyIndexes[i] = i;
            }
        }

        if (allWeapons == null)
        {
            allWeapons = Resources.LoadAll <GameObject>("Prefabs/Weapons").Select(a => a.name).ToArray();
        }
        if (weaponIndexes == null)
        {
            weaponIndexes = new int[allWeapons.Length];
            for (int i = 0; i < weaponIndexes.Length; i++)
            {
                weaponIndexes[i] = i;
            }
        }

        if (allDefs == null)
        {
            allDefs = Resources.LoadAll <GameObject>("Prefabs/Skills/Defensive").Select(a => a.name).ToArray();
        }
        if (defIndexes == null)
        {
            defIndexes = new int[allDefs.Length];
            for (int i = 0; i < defIndexes.Length; i++)
            {
                defIndexes[i] = i;
            }
        }

        if (allComp1s == null)
        {
            allComp1s = Resources.LoadAll <GameObject>("Prefabs/Skills/Complementary").Select(a => a.name).ToArray();
        }
        if (comp1Indexes == null)
        {
            comp1Indexes = new int[allComp1s.Length];
            for (int i = 0; i < comp1Indexes.Length; i++)
            {
                comp1Indexes[i] = i;
            }
        }

        if (allComp2s == null)
        {
            allComp2s = Resources.LoadAll <GameObject>("Prefabs/Skills/Complementary").Select(a => a.name).ToArray();
        }
        if (comp2Indexes == null)
        {
            comp2Indexes = new int[allComp2s.Length];
            for (int i = 0; i < comp2Indexes.Length; i++)
            {
                comp2Indexes[i] = i;
            }
        }

        if (character == null)
        {
            character = new CharacterURLs();
            character.complementaryURL = new string[2];
        }

        currentBodyIndex  = EditorGUILayout.IntPopup(currentBodyIndex, allBodies, bodyIndexes);
        character.bodyURL = allBodies[currentBodyIndex];

        currentWeaponIndex  = EditorGUILayout.IntPopup(currentWeaponIndex, allWeapons, weaponIndexes);
        character.weaponURL = allWeapons[currentWeaponIndex];

        currentDefIndex        = EditorGUILayout.IntPopup(currentDefIndex, allDefs, defIndexes);
        character.defensiveURL = allDefs[currentDefIndex];

        currentComp1Index             = EditorGUILayout.IntPopup(currentComp1Index, allComp1s, comp1Indexes);
        character.complementaryURL[0] = allComp1s[currentComp1Index];

        currentComp2Index             = EditorGUILayout.IntPopup(currentComp2Index, allComp2s, comp2Indexes);
        character.complementaryURL[1] = allComp2s[currentComp2Index];

        if (GUILayout.Button("Save as Player " + player))
        {
            Serializacion.SaveJsonToDisk(character, "Player " + player);
        }
    }
コード例 #4
0
    void Update()
    {
        previousGamePad = currentGamePad;
        currentGamePad  = GamePad.GetState((PlayerIndex)selector);

        if (-0.3f < lastAnalogValue.x && lastAnalogValue.x < 0.3f)
        {
            if (/*JoystickInput.LeftAnalog(currentGamePad).x >= 0.3f
                 ||*/JoystickInput.allKeys[JoystickKey.DPAD_RIGHT](previousGamePad, currentGamePad))
            {
                selectedIndex = selectedIndex + 1 >= stages.Length ? 0 : selectedIndex + 1;
            }

            if (/*JoystickInput.LeftAnalog(currentGamePad).x <= -0.3f
                 ||*/JoystickInput.allKeys[JoystickKey.DPAD_LEFT](previousGamePad, currentGamePad))
            {
                selectedIndex = selectedIndex - 1 < 0 ? stages.Length - 1 : selectedIndex - 1;
            }
            if (JoystickInput.allKeys[JoystickKey.A](previousGamePad, currentGamePad))
            {
                playerInfo.stage = stages[selectedIndex].stageScene.handle;
                print(playerInfo.stage);
                Serializacion.SaveJsonToDisk(playerInfo, "Registered Players");
                if (!_loading)
                {
                    StartCoroutine(StartGameCoroutine());
                }
            }
        }
        #region KEYBOARD IMPLEMENTATION
        if (Input.GetKeyDown(KeyCode.RightArrow))
        {
            selectedIndex = selectedIndex + 1 >= stages.Length ? 0 : selectedIndex + 1;
        }

        if (Input.GetKeyDown(KeyCode.LeftArrow))
        {
            selectedIndex = selectedIndex - 1 < 0 ? stages.Length : selectedIndex - 1;
        }

        if (Input.GetKeyDown(KeyCode.Return))
        {
            if (!_loading)
            {
                StartCoroutine(StartGameCoroutine());
            }
        }
        #endregion


        for (int i = 0; i < stages.Length; i++)
        {
            if (i != selectedIndex)
            {
                slotTexts[i].GetComponentInChildren <Transform>().localScale = new Vector3(1f, 1f, 1f);
            }
            else
            {
                slotTexts[i].GetComponentInChildren <Transform>().localScale = new Vector3(1.1f, 1.1f, 1.1f);
            }
        }
    }