コード例 #1
0
ファイル: ModelWave.cs プロジェクト: lsmolic/hangoutsrc
        public ModelWave(XmlNode waveNode, FashionNpcMediator factory, IEnumerable <ModelStation> modelStations)
        {
            if (waveNode == null)
            {
                throw new ArgumentNullException("waveNode");
            }

            if (factory == null)
            {
                throw new ArgumentNullException("factory");
            }

            XmlAttribute timeAttrib = waveNode.Attributes["timeBetweenSpawns"];

            if (timeAttrib == null)
            {
                throw new Exception("Unable to find 'timeBetweenSpawns' attribute in XmlNode (" + waveNode.Name + ")");
            }

            if (!float.TryParse(timeAttrib.InnerText, out mTimeBetweenSpawns))
            {
                throw new Exception("Unable to parse the number (" + timeAttrib.InnerText + ") in the 'timeBetweenSpawns' attribute in XmlNode (" + waveNode.Name + ")");
            }

            foreach (XmlNode modelNode in waveNode.SelectNodes("Model"))
            {
                XmlAttribute typeAttrib = modelNode.Attributes["type"];
                if (typeAttrib == null)
                {
                    throw new Exception("Unable to find 'type' attribute in XmlNode (" + modelNode.Name + ")");
                }
                string type = typeAttrib.InnerText;
                mModels.Add(new Pair <string, FashionModelNeeds>(type, factory.BuildNeedsForType(type, modelStations)));
            }
        }
コード例 #2
0
ファイル: LevelGameplay.cs プロジェクト: lsmolic/hangoutsrc
        public LevelGameplay(XmlDocument levelXml, FashionLevel level, FashionNpcMediator modelFactory)
        {
            if (levelXml == null)
            {
                throw new ArgumentNullException("levelXml");
            }
            mLevelXml = levelXml;

            if (level == null)
            {
                throw new ArgumentNullException("level");
            }
            mLevel = level;

            mScheduler = GameFacade.Instance.RetrieveMediator <SchedulerMediator>().Scheduler;

            XmlNode timeBetweenWaves = mLevelXml.SelectSingleNode("Level/Waves/@timeBetweenWaves");

            if (timeBetweenWaves == null)
            {
                throw new Exception("Unable to load level (" + mLevel.Name + "), no Level/Waves/@timeBetweenWaves node found.");
            }
            mTimeBetweenWaves = float.Parse(timeBetweenWaves.InnerText);

            XmlNode perfectLevelBonusNode = mLevelXml.SelectSingleNode("Level/PerfectLevelBonus/@value");

            if (perfectLevelBonusNode != null)
            {
                mPerfectLevelBonus = uint.Parse(perfectLevelBonusNode.InnerText);
            }
            else
            {
                mPerfectLevelBonus = 0;
            }

            XmlNode closeSaveDistanceNode = mLevelXml.SelectSingleNode("Level/CloseSaveDistance/@value");

            if (closeSaveDistanceNode == null)
            {
                throw new Exception("Cannot load level (" + mLevel.Name + "), no Level/@path attribute found.");
            }
            mCloseSaveDistance = float.Parse(closeSaveDistanceNode.InnerText);

            if (modelFactory == null)
            {
                throw new ArgumentNullException("modelFactory");
            }
            mModelFactory = modelFactory;

            mLevel.Gui.BuildTopGui(delegate()
            {
                if (Time.time - mNextWaveTime > mAvoidDuplicateWavesThreshold)
                {
                    mNextWaveButtonPressed = true;

                    EventLogger.Log(LogGlobals.CATEGORY_FASHION_MINIGAME, LogGlobals.GAMEPLAY_BEHAVIOR, "NextWaveButtonPress", mLevel.Name);
                }
            });
        }
コード例 #3
0
            public void ExecuteClosure()
            {
                if (!mThisRef.mFriendHired)
                {
                    mThisRef.mFriendHired = true;

                    // Cleanup the hire GUI to up framerate through the rest of this function
                    IGuiFrame hireParent = (IGuiFrame)mThisRef.mHireFrame.Parent;
                    ((IGuiFrame)hireParent.Parent).RemoveChildWidget(hireParent);
                    hireParent          = null;
                    mThisRef.mHireFrame = null;

                    mThisRef.mHireFeedbackLabel.Showing = true;
                    mThisRef.mHireFeedbackLabel.Text    = "Hiring " + mFriendInfo.FirstName + " " + mFriendInfo.LastName + ". Please wait...";

                    FashionNpcMediator npcFactory = GameFacade.Instance.RetrieveMediator <FashionNpcMediator>();
                    FashionGameCommands.HireFriend(mFriendInfo.FbAccountId, mJob, delegate(Message message)
                    {
                        npcFactory.HiredFriend(message, mThisRef.mLevel);
                    });

                    string feedType = "";
                    switch (mJob)
                    {
                    case Jobs.Model:
                        feedType = HIRED_FRIEND_MODEL_FEED_COPY;
                        break;

                    case Jobs.Hair:
                        feedType = HIRED_FRIEND_HAIR_FEED_COPY;
                        break;

                    case Jobs.Makeup:
                        feedType = HIRED_FRIEND_MAKEUP_FEED_COPY;
                        break;

                    case Jobs.Seamstress:
                        feedType = HIRED_FRIEND_SEAMSTRESS_FEED_COPY;
                        break;
                    }

                    GameFacade.Instance.RetrieveMediator <FacebookFeedMediator>().PostFeed
                    (
                        mFriendInfo.FbAccountId,
                        FashionMinigame.FACEBOOK_FEED_COPY_PATH,
                        feedType,
                        delegate(){},
                        mFriendInfo.FirstName + " " + mFriendInfo.LastName
                    );

                    // Add mixpanel funnel metrics
                    FunnelGlobals.Instance.LogFunnel(FunnelGlobals.FUNNEL_FRIEND_HIRE, FunnelGlobals.CLICKED_HIRE, "{\"level\":\"" + mThisRef.mLevel.Name + "\"}");
                }
            }
コード例 #4
0
ファイル: PlayLevelState.cs プロジェクト: lsmolic/hangoutsrc
        private IEnumerator <IYieldInstruction> PlayLevel()
        {
            FashionNpcMediator npcFactory = GameFacade.Instance.RetrieveMediator <FashionNpcMediator>();

            mLevel.StartLevel(!npcFactory.HasModelsForLevel(mLevel));

            yield return(new YieldWhile(delegate()
            {
                return !mLevel.IsComplete;
            }));

            mOnLevelComplete();
        }
コード例 #5
0
        private IEnumerator <IYieldInstruction> BuildLevel
        (
            XmlDocument levelXml,
            LevelInfo levelInfo,
            bool firstTimePlayed,
            Action <FashionLevel> fashionLevelResult
        )
        {
            //Console.WriteLine(Time.realtimeSinceStartup.ToString("f2") + "> Building Level");

            // Start loading the clothing assets
            ClothingMediator clothingMediator = GameFacade.Instance.RetrieveMediator <ClothingMediator>();

            clothingMediator.LoadClothing
            (
                Functionals.Map <ItemId>
                (
                    delegate(object xmlNode)
            {
                return(new ItemId(XmlUtility.GetUintAttribute((XmlNode)xmlNode, "id")));
            },
                    levelXml.SelectNodes("Level/Clothing/ClothingItem")
                ),
                levelInfo.LevelDataPath
            );

            yield return(new YieldWhile(delegate()
            {
                return !clothingMediator.ClothingLoaded;
            }));

            FashionNpcMediator fashionModelFactory = GameFacade.Instance.RetrieveMediator <FashionNpcMediator>();

            // Clear this value
            mLeveledThisLevel = false;

            // Make the first level that this player qualifies for
            FashionLevel result = new FashionLevel(levelInfo.LevelDataPath, fashionModelFactory, firstTimePlayed, levelInfo.Energy);

            fashionLevelResult(result);
            //Console.WriteLine(Time.realtimeSinceStartup.ToString("f2") + "> Build Level Completed");
        }
コード例 #6
0
        private IEnumerator <IYieldInstruction> SetupLevel(FashionLevel level)
        {
            // Wait for the async parts of the level to complete
            yield return(new YieldWhile(delegate()
            {
                return !level.IsLoaded;
            }));

            // Load the models for this level
            FashionNpcMediator npcFactory = GameFacade.Instance.RetrieveMediator <FashionNpcMediator>();

            npcFactory.BuildNpcsForLevel(level);

            // Yield if there are any new models to download
            yield return(new YieldWhile(delegate()
            {
                return npcFactory.Downloading;
            }));

            mOnLevelLoaded(level);
        }
コード例 #7
0
ファイル: FashionLevel.cs プロジェクト: lsmolic/hangoutsrc
        public FashionLevel(string levelDataPath, FashionNpcMediator fashionNpcMediator, bool firstTimePlayed, float requiredEnergy)
        {
            mScheduler = GameFacade.Instance.RetrieveMediator <SchedulerMediator>().Scheduler;

            mLevelXmlPath = levelDataPath;
            mLevelXml     = XmlUtility.LoadXmlDocument(mLevelXmlPath);

            XmlNode backgroundNode = mLevelXml.SelectSingleNode("Level/RunwayBackground");

            if (backgroundNode != null)
            {
                mRunwayBackgroundPath = backgroundNode.InnerText;
            }
            else
            {
                Debug.LogError("No background url node in level xml.");
            }

            XmlNode locationNode = mLevelXml.SelectSingleNode("Level/LocationName");

            if (backgroundNode != null)
            {
                mLocationName = locationNode.InnerText;
            }
            else
            {
                Debug.LogError("No location node in level xml.");
            }

            XmlNode runwayMusicNode = mLevelXml.SelectSingleNode("Level/RunwayMusic");

            if (runwayMusicNode != null)
            {
                mRunwayMusicPath = runwayMusicNode.InnerText;
            }
            else
            {
                Debug.LogError("No runway music node in level xml.");
            }

            XmlNode levelAssetsPath = mLevelXml.SelectSingleNode("Level/@path");

            if (levelAssetsPath == null)
            {
                throw new Exception("Cannot load level from " + levelDataPath + ", no Level/@path attribute found.");
            }

            ClientAssetRepository clientAssetRepo = GameFacade.Instance.RetrieveProxy <ClientAssetRepository>();

            clientAssetRepo.LoadAssetFromPath <UnityEngineAsset>(levelAssetsPath.InnerText, BuildLevelAssets);

            XmlNode startNode = mLevelXml.SelectSingleNode("Level/ModelSpawn");

            mStartWidth     = float.Parse(startNode.Attributes["width"].InnerText);
            mEnd            = XmlUtility.ParsePositionDirection(mLevelXml.SelectSingleNode("Level/ModelDrain"));
            mEndWidth       = float.Parse(startNode.Attributes["width"].InnerText);
            mName           = mLevelXml.SelectSingleNode("Level/@name").InnerText;
            mStart          = XmlUtility.ParsePositionDirection(startNode);
            mModelsRequired = int.Parse(mLevelXml.SelectSingleNode("Level/Waves/@requiredModels").InnerText);

            mLevelGui = new LevelGui(mLevelXml, this);
            if (fashionNpcMediator == null)
            {
                throw new ArgumentNullException("fashionModelMediator");
            }
            mFashionNpcMediator = fashionNpcMediator;
            mLevelGameplay      = new LevelGameplay(mLevelXml, this, mFashionNpcMediator);
            mFirstTimePlayed    = firstTimePlayed;

            mRequiredEnergy = requiredEnergy;
        }
コード例 #8
0
        private IEnumerator <IYieldInstruction> ProcessLoadingInfo(Message loadingInfoMessage)
        {
            if (loadingInfoMessage.Data.Count < 7)
            {
                throw new Exception("Loading Info Message does not contain all the expected data");
            }

            FashionGameInput input = new FashionGameInput();

            GameFacade.Instance.RegisterMediator(input);

            FashionGameGui gui = new FashionGameGui();

            gui.SetEnergy
            (
                (float)loadingInfoMessage.Data[2],
                (float)loadingInfoMessage.Data[3],
                DateTime.Parse((string)loadingInfoMessage.Data[4])
            );
            gui.SetWave(1, 1);
            gui.SetLevel("Loading...");
            gui.EnableNextWave(false);
            GameFacade.Instance.RegisterMediator(gui);

            PlayerProgression progression = new PlayerProgression((uint)loadingInfoMessage.Data[5], (uint)loadingInfoMessage.Data[6]);

            progression.UpdateProgressGUI(false);
            GameFacade.Instance.RegisterMediator(progression);

            XmlDocument modelClothesXml = new XmlDocument();

            modelClothesXml.LoadXml((string)loadingInfoMessage.Data[0]);

            XmlDocument stationWorkerClothesXml = new XmlDocument();

            stationWorkerClothesXml.LoadXml((string)loadingInfoMessage.Data[1]);

            FashionNpcMediator npcFactory = new FashionNpcMediator();

            GameFacade.Instance.RegisterMediator(npcFactory);

            IEnumerable <Asset>   modelClothes    = null;
            ClientAssetRepository clientAssetRepo = GameFacade.Instance.RetrieveProxy <ClientAssetRepository>();

            clientAssetRepo.GetAssets <Asset>
            (
                ClientAssetInfo.Parse(modelClothesXml),
                delegate(IEnumerable <Asset> downloadedAssets)
            {
                modelClothes = downloadedAssets;
            }
            );

            IEnumerable <Asset> stationWorkerClothes = null;

            clientAssetRepo.GetAssets <Asset>
            (
                ClientAssetInfo.Parse(stationWorkerClothesXml),
                delegate(IEnumerable <Asset> downloadedAssets)
            {
                stationWorkerClothes = downloadedAssets;
            }
            );

            yield return(new YieldWhile(delegate()
            {
                return modelClothes == null || stationWorkerClothes == null;
            }));

            npcFactory.SetModelDefaultClothes(modelClothes);
            npcFactory.SetStationWorkerDefaultClothes(stationWorkerClothes);

            GameFacade.Instance.RegisterMediator(new ClothingMediator());
            input.StartListeningForInput();

            mOnInitialInfoLoaded();
        }