コード例 #1
0
        /// <summary>
        /// Initializes crates
        /// </summary>
        /// <param name="contents">Contents.</param>
        public void SetupCrate(TankDecorationDefinition contents)
        {
            cratePrize = contents;

            m_StickerRenderer.material.mainTexture = cratePrize.crateDecal;

            m_CachedRigidbody = GetComponent <Rigidbody>();

            // Work out material ID
            int        prizeIndex      = TankDecorationLibrary.s_Instance.GetIndexForDecoration(cratePrize);
            List <int> colourIndexList = new List <int>();

            PlayerDataManager playerdata = PlayerDataManager.s_Instance;

            for (int i = 0; i < contents.availableMaterials.Length; i++)
            {
                if (!playerdata.IsColourUnlockedForDecoration(prizeIndex, i))
                {
                    colourIndexList.Add(i);
                }
            }

            decorationMaterialIndex        = colourIndexList[Random.Range(0, colourIndexList.Count)];
            m_PaintRenderer.material.color = cratePrize.availableMaterials[decorationMaterialIndex].color;
        }
コード例 #2
0
        public void SetTankDecoration(int newDecorationId, int newMaterialIndex, bool destroyDecorations = true)
        {
            //Get decoration data
            TankDecorationDefinition itemData = TankDecorationLibrary.s_Instance.GetDecorationForIndex(newDecorationId);

            //Iterate through all decoration points and clear them
            if (destroyDecorations)
            {
                for (int i = 0; i < m_AttachedDecorations.Count; i++)
                {
                    Decoration decoration = m_AttachedDecorations[i];
                    if (decoration != null)
                    {
                        Destroy(decoration.gameObject);
                    }
                }
            }

            //Instantiate and place the relevant object. Since a decorationType value of 0 equates to "no items", we subtract 1 from the enum to get the intended location transform array index
            if (itemData.id != "none")
            {
                Transform positionTransform = m_DecorationPoints[newDecorationId - 1];

                Decoration newDecoration = (Decoration)Instantiate(itemData.decorationPrefab, positionTransform.position, positionTransform.rotation, positionTransform);

                if (TankDecorationLibrary.s_Instance.GetMaterialQuantityForIndex(newDecorationId) > 0)
                {
                    newDecoration.SetMaterial(TankDecorationLibrary.s_Instance.GetMaterialForDecoration(newDecorationId, newMaterialIndex));
                }

                newDecoration.Attach(m_TankManager);
                m_AttachedDecorations.Add(newDecoration);
            }
        }
コード例 #3
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        //Used for temporarily unlocking an item
        private void UnlockTempItem()
        {
            TankDecorationDefinition prizeItem = TankDecorationLibrary.s_Instance.GetDecorationForIndex(m_PrizeIndex);

            //If no colour index was specified for this item unlock, we select one at random.
            if (m_PrizeColourIndex < 0)
            {
                m_PrizeColourIndex = Random.Range(0, prizeItem.availableMaterials.Length);
            }

            DailyUnlockManager.s_Instance.SetDailyUnlock(prizeItem.id, m_PrizeColourIndex);

            ApplyChangesAndClose();
        }
コード例 #4
0
        /// <summary>
        /// Set up this tank with the correct properties
        /// </summary>
        private void Initialize(TanksNetworkPlayer player)
        {
            if (initialized)
            {
                return;
            }

            initialized = true;

            this.player    = player;
            playerTankType = TankLibrary.s_Instance.GetTankDataForIndex(player.tankType);

            // Create visual tank
            GameObject tankDisplay = (GameObject)Instantiate(playerTankType.displayPrefab, transform.position, transform.rotation);

            tankDisplay.transform.SetParent(transform, true);

            // Analytics messages on server
            if (isServer)
            {
                AnalyticsHelper.PlayerUsedTankInGame(playerTankType.id);

                TankDecorationDefinition itemData = TankDecorationLibrary.s_Instance.GetDecorationForIndex(player.tankDecoration);
                if (itemData.id != "none")
                {
                    AnalyticsHelper.PlayerUsedDecorationInGame(itemData.id);
                }
            }

            // Get references to the components.
            display  = tankDisplay.GetComponent <TankDisplay>();
            movement = GetComponent <TankMovement>();
            shooting = GetComponent <TankShooting>();
            health   = GetComponent <TankHealth>();

            // Initialize components
            movement.Init(this);
            shooting.Init(this);
            health.Init(this);
            display.Init(this);

            GameManager.AddTank(this);

            if (player.hasAuthority)
            {
                DisableShooting();
                player.CmdSetReady();
            }
        }
コード例 #5
0
        // Win the game, and remember the first crate we destroy
        public override void DestroyNpc(Npc npc)
        {
            Crate crate = npc as Crate;

            if (!m_MatchOver && crate != null)
            {
                m_EarnedDecoration     = crate.cratePrize;
                m_DecorationMaterialId = crate.decorationMaterialIndex;

                m_MatchOver = true;
                LazyLoadPlayerTank();
                m_Winner        = m_PlayerTank;
                m_MissionFailed = false;
            }
        }
コード例 #6
0
        public override void Show()
        {
            base.Show();

            MusicManager.s_Instance.StopMusic();

            //play victory fanfare
            UIAudioManager.s_Instance.PlayVictorySound();

            //safely casts the rulesProcessor to ShootingRangeRulesProcessor
            ShootingRangeRulesProcessor rules = m_RulesProcessor as ShootingRangeRulesProcessor;

            if (rules != null)
            {
                if (m_RetryButton != null)
                {
                    //Update reroll cost
                    m_CostMessageLabel.text = m_RerollCost.ToString();

                    // Enable if a reroll is applicable
                    m_RetryButton.interactable = !rules.hasReset && PlayerDataManager.s_Instance.CanPlayerAffordPurchase(m_RerollCost);
                }

                //Get the prize from rules processor
                TankDecorationDefinition prize = rules.prize;
                int prizeColour = rules.prizeColourId;

                // Populate decoration you've earned
                m_ColourSwatch.color  = prize.availableMaterials[prizeColour].color;
                m_Label.text          = prize.name;
                m_PreviewImage.sprite = prize.preview;
                m_PreviewImage.transform.localScale = Vector3.zero;

                //Play reward effects
                m_Animator.Play("Reward");
                int count = m_ConfettiParticleSystems.Length;
                for (int i = 0; i < count; i++)
                {
                    m_ConfettiParticleSystems[i].Play();
                }
            }
        }
コード例 #7
0
        //Clears current UI items and adds new UI items
        public void RegenerateItems()
        {
            m_RouletteButton.gameObject.SetActive(!PlayerDataManager.s_Instance.AreAllDecorationsUnlocked());

            Clear();

            int length = TankDecorationLibrary.s_Instance.GetNumberOfDefinitions();

            for (int i = 0; i < length; i++)
            {
                TankDecorationDefinition decoration = TankDecorationLibrary.s_Instance.GetDecorationForIndex(i);
                GameObject skinObject = Instantiate <GameObject>(m_SkinPrefab.gameObject);
                skinObject.transform.SetParent(gameObject.transform, false);
                Skin skin = skinObject.GetComponent <Skin>();
                skin.SetPreview(decoration.preview);

                if (decoration.preview == null)
                {
                    skin.SetNameText(decoration.name);
                }

                //Checks if the Decoration is unlocked, either permanently or temporarily (by an add)
                bool isUnlocked = false;
                if (PlayerDataManager.s_InstanceExists)
                {
                    isUnlocked |= PlayerDataManager.s_Instance.IsDecorationUnlocked(i);
                }
                if (DailyUnlockManager.s_InstanceExists)
                {
                    isUnlocked |= DailyUnlockManager.s_Instance.IsItemTempUnlocked(decoration.id);
                }
                skin.SetUnlockedStatus(isUnlocked);
                skin.SetupSkinSelect(this);
                skin.SetupSkin(i, decoration);
            }
        }
コード例 #8
0
ファイル: Skin.cs プロジェクト: VenzellCoder/CSharpGames
 //Make the Skin have knowledge of its index and definition
 public void SetupSkin(int index, TankDecorationDefinition definition)
 {
     this.m_Index = index;
 }