コード例 #1
0
    void OnTriggerEnter2D(Collider2D collider)
    {
        HeroRabit rabit = collider.GetComponent <HeroRabit>();

        if (rabit != null)
        {
            LevelStats stats = LevelController.current.getStats();
            if (stats == null)
            {
                Debug.Log("Statsk is null");
            }
            stats.levelPassed = true;

            if (FruitsController.controller.allCollected())
            {
                stats.hasAllFruits = true;
            }

            PlayerPrefs.SetInt("coins", CoinsController.controller.getCoins());
            //string str = JsonUtility.ToJson(stats);
            ///PlayerPrefs.SetString(currentLevelName, str);

            PlayerPrefs.Save();

            GameObject parent = UICamera.first.transform.parent.gameObject;
            GameObject obj    = NGUITools.AddChild(parent, winPrefab);
            WinPopup   popup  = obj.GetComponent <WinPopup>();
        }
    }
コード例 #2
0
ファイル: WinPopup.cs プロジェクト: bac0264/Culprit
 private void OnEnable()
 {
     if (instance == null)
     {
         instance = this;
         HidePopup();
     }
 }
コード例 #3
0
    void OnTriggerEnter2D(Collider2D collider)
    {
        HeroController heroController = collider.GetComponentInParent <HeroController> ();

        if (heroController != null)
        {
            //Знайти батьківський елемент
            GameObject parent = UICamera.first.transform.parent.gameObject;
            //Створити Prefab
            GameObject obj = NGUITools.AddChild(parent, winPopupPrefab);
            //Отримати доступ до компоненту (щоб передати параметри)
            WinPopup winPopup = obj.GetComponent <WinPopup>();
            //...

            LevelStat levelStat = LevelController.current.getStats();
            winPopup.setStats(levelStat);

            levelStat.save();
        }
    }
コード例 #4
0
ファイル: GameManager.cs プロジェクト: Daydam/Seminario-2.0
    void Awake()
    {
        if (!Application.isEditor)
        {
            Cursor.visible   = false;
            Cursor.lockState = CursorLockMode.Locked;
        }

        _loadingScreen = GameObject.Instantiate(loadingScreenPrefab, new Vector3(8000, 8000, 8000), Quaternion.identity);
        _loadingScreen.gameObject.SetActive(false);

        _winPopup = GameObject.Instantiate(winPopupPrefab, Vector3.zero, Quaternion.identity);
        _winPopup.gameObject.SetActive(false);

        spawns = StageManager.instance.transform.Find("SpawnPoints").GetComponentsInChildren <Transform>().Where(x => x.name != "SpawnPoints").ToArray();

        playerInfo             = Serializacion.LoadJsonFromDisk <RegisteredPlayers>("Registered Players");
        playerInfo.playerStats = new PlayerStats[playerInfo.playerControllers.Length];
        playerCameras[playerInfo.playerControllers.Length - 2].SetActive(true);
        if (playerInfo.playerControllers.Length == 2)
        {
            for (int i = 0; i < 2; i++)
            {
                Camera c = GameObject.Find("Camera_P" + (i + 1)).GetComponent <Camera>();
                cameraTexturesForTwoPlayers[i].width = 1280;
                c.rect = new Rect(0, 0, 2, 1);
            }
        }
        else
        {
            for (int i = 0; i < 2; i++)
            {
                Camera c = GameObject.Find("Camera_P" + (i + 1)).GetComponent <Camera>();
                cameraTexturesForTwoPlayers[i].width = 640;
                c.rect = new Rect(0, 0, 1, 1);
            }
        }

        //Setting the mode!
        gameRules = Resources.Load("Scriptable Objects/GameMode_" + playerInfo.gameMode) as SO_GameRules;

        //get all the cameras
        var allCams = GameObject.FindObjectsOfType <CamFollow>().ToList();

        Utility.KnuthShuffle(spawns);

        for (int i = 0; i < playerInfo.playerControllers.Length; i++)
        {
            var URLs = Serializacion.LoadJsonFromDisk <CharacterURLs>("Player " + (playerInfo.playerControllers[i] + 1));

            //Dejo los objetos ccomo children del body por cuestiones de carga de los scripts. Assembler no debería generar problemas, ya que su parent objetivo sería el mismo.
            var player = Instantiate(Resources.Load <GameObject>("Prefabs/Bodies/" + URLs.bodyURL), spawns[i].transform.position, Quaternion.identity).GetComponent <Player>();
            var weapon = Instantiate(Resources.Load <GameObject>("Prefabs/Weapons/" + URLs.weaponURL), player.transform.position, Quaternion.identity, player.transform);
            var comp1  = Instantiate(Resources.Load <GameObject>("Prefabs/Skills/Complementary/" + URLs.complementaryURL[0]), player.transform.position, Quaternion.identity, player.transform);
            var comp2  = Instantiate(Resources.Load <GameObject>("Prefabs/Skills/Complementary/" + URLs.complementaryURL[1]), player.transform.position, Quaternion.identity, player.transform);
            var def    = Instantiate(Resources.Load <GameObject>("Prefabs/Skills/Defensive/" + URLs.defensiveURL), player.transform.position, Quaternion.identity, player.transform);

            CharacterAssembler.Assemble(player.gameObject, def, comp1, comp2, weapon);
            player.transform.forward = spawns[i].forward;

            comp1.GetComponent <ComplementarySkillBase>().RegisterInput(0);
            comp2.GetComponent <ComplementarySkillBase>().RegisterInput(1);

            player.gameObject.layer = LayerMask.NameToLayer("Player" + (playerInfo.playerControllers[i] + 1));
            player.gameObject.tag   = "Player " + (playerInfo.playerControllers[i] + 1);
            foreach (Transform t in player.transform)
            {
                t.gameObject.layer = LayerMask.NameToLayer("Player" + (playerInfo.playerControllers[i] + 1));
                t.gameObject.tag   = "Player " + (playerInfo.playerControllers[i] + 1);
            }

            player.Stats.Score  = 0;
            player.lockedByGame = true;

            player.LightsModule.SetPlayerColor(playerColors[playerInfo.playerControllers[i]]);

            CamFollow cam = allCams.Where(x => x.name == "Camera_P" + (i + 1)).First();
            allCams.Remove(cam);

            if (player.ControlModule.playerType == PlayerControlModule.PlayerType.DRONE)
            {
                cam.AssignTarget(player, player.GetCameraOffset());
            }
            else
            {
                var castedControlModule = player.ControlModule as QuadrupedControlModule;
                cam.AssignTarget(player, player.GetCameraOffset(), castedControlModule.HardcodeForCameraForward);
            }
        }

        //disable cams that are not being used
        foreach (var item in allCams)
        {
            item.gameObject.SetActive(false);
        }

        AddEvents();
        UIManager.Instance.Initialize(Players, StartFirstRound, gameRules.pointsToWin[playerInfo.playerControllers.Length - 2]);
    }