コード例 #1
0
        public void ZeroRadarUse()
        {
            CameraRadarHazard.SetActive(false);
            CameraViveRadar.SetActive(false);
            useRadar = 0;

            eHazardLevel _level = eHazardLevel.medium;

            if (TrainingStateManager.Instance != null)
            {
                _level = TrainingStateManager.Instance.GetCurrentLevel();
            }
            switch (_level)
            {
            case eHazardLevel.easy:
                //  HazardInfo.Instance.LimitRadar.text = useRadar.ToString() + " / " + limitEasy.ToString();
                HazardInfo.Instance.LimitRadar.text = (limitEasy - useRadar).ToString();
                break;

            case eHazardLevel.medium:
                //  HazardInfo.Instance.LimitRadar.text = useRadar.ToString() + " / " + limitMedium.ToString();
                HazardInfo.Instance.LimitRadar.text = (limitMedium - useRadar).ToString();
                break;

            case eHazardLevel.hard:
                //  HazardInfo.Instance.LimitRadar.text = useRadar.ToString() + " / " + limitHard.ToString();
                HazardInfo.Instance.LimitRadar.text = (limitHard - useRadar).ToString();
                break;
            }
            // HazardInfo.Instance.LimitRadar.text = useRadar.ToString();
        }
コード例 #2
0
 public void SetNewTraininigState(eHazardLevel _level)
 {
     DeactivateCurrentChapter();
     trainingChapter.SetActive(true);
     EmergencySituation.SetActive(true);
     TrainingStateManager.Instance.SetNewState(CurrentEmergency, _level);
 }
コード例 #3
0
        public void SetNewState(eTrainingState _state, eHazardLevel _level)
        {
            currentLevel = _level;
            UIController.Instance.FadeEffectController.ScreenTransition(0);
            RestartState();
            HazardItemsManager.Instance.ActivateAllItems(currentLevel);
            StopCoroutine("CreateNewState");
            switch (_state)
            {
            case eTrainingState.Normal:
                StartCoroutine("CreateNewState", new NormalTrainingState());
                break;

            case eTrainingState.Fire:
                StartCoroutine("CreateNewState", new FireTrainingState());
                break;

            case eTrainingState.OilSpill:
                StartCoroutine("CreateNewState", new OilSpillTrainingState());
                break;

            case eTrainingState.Evacuation:
                StartCoroutine("CreateNewState", new EvacuateTrainingState());
                break;
            }
        }
コード例 #4
0
        private IEnumerator AnimatedShowRadar(Transform _radar)
        {
            canShouwRadar = false;
            eHazardLevel _level     = TrainingStateManager.Instance.GetCurrentLevel();
            bool         isContinue = true;
            int          limit      = -1;

            switch (_level)
            {
            case eHazardLevel.easy:
                limit = limitEasy;
                break;

            case eHazardLevel.medium:
                limit = limitMedium;
                break;

            case eHazardLevel.hard:
                limit = limitHard;
                break;
            }
            if (useRadar > limit - 1)
            {
                isContinue = false;
            }
            if (isContinue)
            {
                useRadar++;
                //HazardInfo.Instance.LimitRadar.text = useRadar.ToString() + " / " + limit;
                HazardInfo.Instance.LimitRadar.text = (limit - useRadar).ToString();
                _radar.gameObject.SetActive(true);
                _radar.transform.localScale = new Vector3(0.05f, .03f, 1);
                yield return(new WaitForSeconds(0.1f));

                for (float x = 0; x <= 1; x += 0.08f)
                {
                    _radar.transform.localScale = new Vector3(x, .03f, 1);
                    yield return(new WaitForSeconds(0.01f));
                }
                yield return(new WaitForSeconds(0.1f));

                for (float y = 0; y <= 1; y += 0.1f)
                {
                    _radar.transform.localScale = new Vector3(1, y, 1);
                    yield return(new WaitForSeconds(0.01f));
                }
                yield return(new WaitForSeconds(longRadar));

                for (float y = 1; y >= 0; y -= 0.1f)
                {
                    _radar.transform.localScale = new Vector3(y, y, 1);
                    yield return(new WaitForSeconds(0.01f));
                }
            }
            _radar.gameObject.SetActive(false);
            canShouwRadar = true;
        }
コード例 #5
0
 public void RepeateScene()
 {
     if (trainingChapter.activeInHierarchy)
     {
         eHazardLevel _currentSLevel = TrainingStateManager.Instance.GetCurrentLevel();
         SetNewTraininigState(_currentSLevel);
     }
     else if (ExplosivesBunkerSafety.activeInHierarchy)
     {
         SetNewExplosivesBunkerSafety();
     }
     else
     {
         NextScene();
     }
 }
コード例 #6
0
        public void ActivateAllItems(eHazardLevel _level)
        {
            currentFoundItem = 0;
            isTimer          = true;
            timer            = 0;
            int lenght = Items.Length;

            switch (_level)
            {
            case eHazardLevel.easy:
                maxItems = lenght / 3;
                break;

            case eHazardLevel.medium:
                maxItems = lenght / 2;
                break;

            case eHazardLevel.hard:
                maxItems = lenght;
                break;
            }
            HazardInfo.Instance.Content.SetActive(true);
            //  HazardInfo.Instance.TextProggres.text = "0 / " + maxItems.ToString();
            //   HazardInfo.Instance.TextProggres.text = currentFoundItem.ToString() + " / " + maxItems.ToString();
            HazardInfo.Instance.TextProggres.text = (maxItems - currentFoundItem).ToString();

            List <int> numbers = new List <int>();

            for (int i = 0; i < maxItems; i++)
            {
                int _random = Random.Range(0, lenght);
                if (!numbers.Contains(_random))
                {
                    numbers.Add(_random);
                    Items[_random].gameObject.SetActive(true);
                }
                else
                {
                    i--;
                }
            }
        }
コード例 #7
0
ファイル: ComplexityLevel.cs プロジェクト: VictorTverdy/Omni
 void SelectedHard()
 {
     SelectedOtline.transform.position = hard.transform.position;
     currentLevel = eHazardLevel.hard;
 }
コード例 #8
0
ファイル: ComplexityLevel.cs プロジェクト: VictorTverdy/Omni
 void SelectedNormal()
 {
     SelectedOtline.transform.position = normal.transform.position;
     currentLevel = eHazardLevel.medium;
 }
コード例 #9
0
ファイル: ComplexityLevel.cs プロジェクト: VictorTverdy/Omni
 void SelectedEasy()
 {
     SelectedOtline.transform.position = easy.transform.position;
     currentLevel = eHazardLevel.easy;
 }