public void BuyBonus() { ShopController shopController = FindObjectOfType <ShopController>(); SceneController sceneController = FindObjectOfType <SceneController>(); BonusController bonusController = FindObjectOfType <BonusController>(); m_profile = FindObjectOfType <Profile>(); if (sceneController.Score >= bonusController.GetPrice(m_type)) { int currScore = sceneController.Score; int count = m_profile.GetBoughtBonus(Type); count += m_bonusCountMultiplier; currScore -= (m_price * m_bonusCountMultiplier); m_profile.SetScore(currScore); m_profile.SetBoughtBonus(Type, count); m_profile.Save(); sceneController.Score = currScore; shopController.BuyBonus(m_type); } else { Debug.Log("You don't have enough Points!"); } }
void Awake() { anim = GetComponent <Animator>(); bonus = GameObject.FindGameObjectWithTag("Player").GetComponent <BonusController>(); spikePos = GameObject.FindGameObjectWithTag("spikePos"); player = GameObject.FindGameObjectWithTag("Player"); }
private void Awake() { if (Instance == null) { Instance = this; } }
void Awake() { bonus = GameObject.FindGameObjectWithTag("Player").GetComponent <BonusController>(); enemies = GameObject.FindGameObjectsWithTag("enemy"); player = GameObject.FindGameObjectWithTag("Player"); anim = GetComponent <Animator>(); }
public void OnBonusClick() { BonusController controller = FindObjectOfType <BonusController>(); controller.CreateBonus(m_type); controller.UseBonus(m_type); }
// Start is called before the first frame update void Awake() { foreach (var bonus in bonusesToGather) { bonus.IsCollected += bonusCollected; } BonusController tmp; if (TryGetComponent(out tmp)) { thisbonus = tmp; thisbonus.enabled = false; gameObject.tag = "Untagged"; thisbonus.IsGettingCorrupted += SetCorrupted; thisbonus.IsGettingUncorrupted += SetUncorrupted; foreach (Transform child in transform) { children.Add(child.gameObject); } foreach (var child in children) { child.SetActive(false); } } }
public void SetupGameplay() { m_referenceImage = m_gameplay.ReferenceImage; var initialColor = m_referenceImage.Colors[0]; var imageProgress = m_gameplay.ImageProgress; m_boardInputController.BoardTileTapped += HandleBoardTileTapped; m_hud.Init(m_referenceImage.Colors); m_hud.SetPaleteButtonColor(initialColor); m_hud.PreviewPressed += HandlePreviewPressed; m_hud.PreviewReleased += HandlePreviewReleased; m_hud.PaletteClicked += HandlePaletteClicked; m_hud.PauseClicked += HandlePauseClicked; m_hud.CheatFillColorsClicked += HandleCheatFillColorsClicked; m_board.PreviewEnded += HandleBoardPreviewEnded; m_board.SetReferenceImage(m_referenceImage.Texture); m_board.SetSize(imageProgress.Width, imageProgress.Height); m_board.SetTiles(m_gameplay.ImageProgress.GetTiles()); m_board.HidePreview(); m_hud.m_palette.ColorClicked += HandleColorClicked; m_hud.m_palette.SetActiveColor(initialColor); m_hud.m_tileProgress.SetMax(m_gameplay.ImageProgress.TotalTiles); m_hud.m_tileProgress.SetCurrent(m_gameplay.ImageProgress.RevealedTiles); m_hud.m_cheatRevealImage.gameObject.SetActive(GameSettings.DevBuild); m_hud.m_palette.PaletteShown += PaletteShown; m_hud.m_palette.PaletteClosed += PaletteClosed; m_pauseView.ResumeClicked += HandlePauseViewResumeClicked; m_pauseView.BackToMenuClicked += HandlePauseViewBackToMenuClicked; m_pauseView.OptionsClicked += HandlePauseViewOptionsClicked; m_pauseView.Hide(); m_summaryView.BackToMenuClicked += HandleBackToMenuClicked; m_summaryView.Hide(); m_summaryController = new SummaryController(m_board, m_summaryView, m_gameplay, m_boardInputController); m_bonusController = new BonusController(); m_bonusController.Init(m_gameplay, m_bonusView, m_hud); m_tutorialView.Hide(); if (m_gameplay.IsTutorialImage) { m_tutorial = new TutorialController(); m_tutorial.Init(m_tutorialView, this); } var imageViewData = LevelsScene.CreateImageViewData(m_referenceImage, m_gameplay.BundleId); m_boardInputController.PauseInput(); m_board.SetScale(Vector2.zero, m_board.MinScale); m_board.SetLocalPosition(Vector2.zero); m_levelIntroView.Finished += HandleLevelIntroViewFinished; m_levelIntroView.Show(imageViewData); }
void Awake() { Cursor.visible = true; bonus = GetComponent <BonusController>(); rigid = GetComponent <Rigidbody>(); layer_mask = LayerMask.GetMask("floor"); }
void Start() { bonusController = GameObject.FindGameObjectWithTag("GameController").GetComponent<BonusController>(); Rigidbody BoltRigidBody = GetComponent<Rigidbody>(); Vector3 boltSpread = Random.insideUnitSphere * Spread; boltSpread.y = 0.0f; BoltRigidBody.velocity = (transform.forward + boltSpread) * Speed; }
public void Initialize() { this.repositoryMock = new Mock <IBonusRepository>(); this.plataRepositoryMock = new Mock <IPlataRepository>(); this.clientController = new ClientController(new Mock <IClientRepository>().Object, this.plataRepositoryMock.Object, new Mock <IConvorbireTelefonicaRepository>().Object, new Mock <IAbonamentRepository>().Object); this.controller = new BonusController(repositoryMock.Object, this.clientController); }
void Awake() { bonus = GameObject.FindGameObjectWithTag("Player").GetComponent <BonusController>(); layer_mask = LayerMask.GetMask("floor"); _collider = GetComponent <MeshCollider>(); player = GameObject.FindGameObjectWithTag("Player"); parent = transform.parent; }
// Use this for initialization void Start() { scoreController = GameObject.FindObjectOfType <ScoreController>(); bonusValueText = gameObject.transform.parent.GetComponentInChildren <Text>(); bonusController = GameObject.FindObjectOfType <BonusController>(); conveyorController = GameObject.FindObjectOfType <ConveyorController>(); soundController = GameObject.FindObjectOfType <SoundController>(); currentBonusValue = baseBonusValue; UpdateBonusValueText(); }
void Update() { if (m_roof != null) { int rd = m_roof.GetComponent <Roof>().RoofDurability; if (CalcMass() >= rd) { Destroy(m_roof.gameObject); // event roof destroyed if (EventRoofDestroyed != null) { EventRoofDestroyed(); } } } if (Input.GetMouseButtonDown(0)) { Ray ray = m_camera.ScreenPointToRay(Input.mousePosition); RaycastHit2D hit = Physics2D.Raycast(ray.origin, ray.direction); if (hit.collider != null) { Meteor meteor = hit.collider.GetComponent <Meteor>(); if (meteor != null) { Vector2 position = meteor.gameObject.transform.position; ParticleSystem ps = meteor.GetComponentInChildren <ParticleSystem>(); ps.Play(); if (meteor.DestroyMeteor()) { Score += meteor.ScorePoints * ScoreMultiplier; m_profile.SetScore(m_score); m_meteors.Remove(meteor); BonusController bc = FindObjectOfType <BonusController>(); bc.CreateBonusActivator(position); //if (EventMeteorDestroyed != null) //{ // EventMeteorDestroyed(); //} } } BonusActivator ba = hit.collider.GetComponent <BonusActivator>(); if (ba != null) { BonusController bc = FindObjectOfType <BonusController>(); bc.AddBonus(ba.Type); Destroy(ba.gameObject); } } } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") { BonusController bonusControler = GameManager.Instance.GetComponent <BonusController>(); bonusControler.GiveBonus(this.tag, collision.gameObject); GetComponent <CircleCollider2D>().enabled = false; GetComponent <SpriteRenderer>().enabled = false; Destroy(gameObject); } }
private void ResourcesLoaded() { if (_transitionInfo != null) { _bonusController = new BonusController(); _bonusController.Initialize(_timerProvider, _transitionInfo.BonusTypes, OnSetBonus, OnRemoveBonus); } _roundTimer = _timerProvider.Get(); FeatureInitializeFinish(); _roundTimer.StartTimer(_config.GetGameTime(), UpdateTimer, FinishTimer); _bonusController.Start(); }
public override void Shutdown() { base.Shutdown(); if (_bonusController != null) { _bonusController.Destroy(); _bonusController = null; } if (_gameView != null) { _gameView.DeactivateAndRelease(); _gameView = null; } }
public int Score(int comboCount, int ballNumber) { points += comboCount; txtPoints.text = points.ToString(); if (ballNumber % 10 == 0) { int bonus = ballNumber / 10; bonus *= BONUS_NUMBER; this.bonus.Set("BONUS +" + bonus); points += bonus; } return(comboCount); }
private void AddBonus() { int id; do { id = Random.Range(2, FieldController.MaxCell - 1); } while (_level.cells[id - 1]); var cell = fieldController.GetCellPosition(id); var pos = new Vector3(cell.x, PlayerController.HalfSize, cell.z); _bonus = Instantiate(bonusPrefab, pos, Quaternion.identity).GetComponent <BonusController>(); _bonusCellId = id; }
private static void CheckGemAndActivateBonus(FieldCell cell) { switch (cell.Gem.Type) { case GemType.Bomb: ActivatedBombs.Add((FieldCell)cell.Clone()); GemsController.DeleteGem(cell); break; case GemType.VerticalLine: case GemType.HorizontalLine: BonusController.LaunchDestroyers(cell); GemsController.DeleteGem(cell); break; } }
private void Awake() { GetCore = this; GetCoreUI = coreUI; gameController = new GameController(transform.position, paddle, brick, ball); paddleController = new PaddleController(gameController.paddle, mainCamera); ballController = new BallController(gameController); controllers = new List <BaseController>() { gameController, paddleController, ballController }; bonusController = new BonusController(bonusSprites, bonus); coreUI.Init(gameController); controllers.Add(bonusController); }
public void PlayerCollectBonus(BonusController bonus) { bonus.Collect(); var path = PathFinder.FindPath(_bonusCellId, _level.cells); if (path == null) { return; } path.RemoveAt(0); var positions = new List <Vector3>(_level.powerUpMoves); for (var i = 0; i < path.Count; i++) { if (i > _level.powerUpMoves - 1) { break; } positions.Add(fieldController.GetCellPosition(path[i])); } _player.MoveOnPath(positions); }
// Use this for initialization void Start() { gameController = GameObject.FindObjectOfType <GameController>(); conveyorController = GameObject.FindObjectOfType <ConveyorController>(); bonusController = GameObject.FindObjectOfType <BonusController>(); soundController = GameObject.FindObjectOfType <SoundController>(); gameObject.transform.position = new Vector3(startXPos, transform.position.y, transform.position.z); currentXPos = startXPos; endGame = false; foreach (Grinder grinder in GameObject.FindObjectsOfType <Grinder>()) { grinder.SetBonusValue(gameObject); } // play entry sound if (gameObject.tag != "MiniBoss") { soundController.PlayStandardEnemyEntryClip(); } }
public override void Update(GameTime gameTime) { if (IsTimerEnded(gameTime)) { _gameOverWindow?.Update(gameTime); return; } GameBoardConroller.MatchAndClear(GameField); UpdateActivatedBonuses(); UpdateDestroyers(gameTime); BonusController.BlowActivatedBombs(); BonusController.UseDestoyers(); if (Destroyers.Count == 0) { GemsController.MoveGems(GameField); GemsController.GenerateNewGems(GameField); } if (IsCurrentMoveImposible()) { return; } foreach (var cell in GameField) { cell.Update(gameTime); cell.Gem?.Update(gameTime); } }
public void ActivateBonus() { bonuses.Sort(); foreach (TypeOfBonus bonus in bonuses) { if (slot != null) { TypeOfBonus typeBonus = bonus; bonuses.Remove(bonus); BonusController.ActivateBonus(slot.x, slot.y, typeOfPlanet, typeBonus, typeOfExPlanetBonus); break; } else { if (slotToMove != null) { TypeOfBonus typeBonus = bonus; bonuses.Remove(bonus); BonusController.ActivateBonus(slotToMove.x, slotToMove.y, typeOfPlanet, typeBonus, typeOfExPlanetBonus); break; } } } }
void Awake() { bonus = GameObject.FindGameObjectWithTag("Player").GetComponent <BonusController>(); }
void Awake() { bonusController = this; }
void Start() { playerShield = Instantiate (playerShieldPrefab); playerShield.transform.parent = transform; bonusController = FindObjectOfType<BonusController> (); #if _DEBUG #else gameController = FindObjectOfType<GameController> (); #endif Screen.sleepTimeout = SleepTimeout.NeverSleep; playerPlane = new Plane (Vector3.forward, transform.position); #if _DEBUG transform.position = new Vector3(bounds.xMin - 3f, bounds.yMax - 3f, transform.position.z); #endif animator = gameObject.GetComponent<Animator> (); }
public void OnTriggerEnter(Collider other) { if (other.tag == "Boundary" || other.tag == "Shield") { // 1) ignore BOUNDARY --> boundary will destroy THIS after // OnTriggerExit of Destroy By Boundary script is called // 2) ignore SHIELD --> for unknown reason, shield is collieding // with the ship in the moment, when the shield is activated... return; } // player ship is hit by ENEMY BULLET if (other.tag == "Bullet") { // fail-safe float bullDamage = 20.0f; BulletController refBullCtrl = other.gameObject.GetComponent <BulletController>(); if (refBullCtrl != null) { bullDamage = refBullCtrl.nesBulletSys.GetDamageCollision(); } else { Debug.LogWarning("PLAYER >> Unable to obtain damage of bullet, which just hit the player..."); } // destroy enemy's bullet Destroy(other.gameObject); // show explosion caused by hit //Instantiate (refExplosionPlayer, transform.position, transform.rotation); bool isAlive = HitShip(bullDamage); // show actualized gui texts RuntimeContext.GetInst().StorePlayerCore(nesCoreSys.nesLifes.GetLifes(), nesCoreSys.nesHealth.GetHealth(), nesCoreSys.nesShield.GetShield()); // store flags for bonus generation into global context container RuntimeContext.GetInst().StorePlayerCoreMax(nesCoreSys.nesHealth.IsMaxHealth(), nesCoreSys.nesShield.IsMaxShield()); if (!isAlive) { PlayerDestruction(); } } // player ship is hit by BONUS else if (other.tag == "Bonus") { BonusController refBonCtrl = other.gameObject.GetComponent <BonusController>(); if (refBonCtrl != null) { if (refBonCtrl.bonusType == "Energy") { // recharge energy & show actualized gui texts RuntimeContext.GetInst().StorePlayerCoreEnergy( nesCoreSys.nesEnergy.RechargeEnergy(refBonCtrl.bonusValue), nesCoreSys.nesEnergy.actualRechargeType); } else if (refBonCtrl.bonusType == "Shield") { // shield was initialized properlly if (refShieldControll != null) { // activate shield's GameObject refShieldControll.gameObject.SetActive(true); // recharge shield & show actualized gui texts RuntimeContext.GetInst().StorePlayerCoreShield( nesCoreSys.nesShield.RechargeShield(refBonCtrl.bonusValue), nesCoreSys.nesShield.IsMaxShield()); } else { Debug.LogWarning("PLAYER >> Shield was not initialized properlly, no bonus added..."); } } else if (refBonCtrl.bonusType == "Health") { // recharge health & show actualized gui texts RuntimeContext.GetInst().StorePlayerCoreHealth( nesCoreSys.nesHealth.RechargeHealth(refBonCtrl.bonusValue), nesCoreSys.nesHealth.IsMaxHealth()); } else { Debug.Log("PLAYER >> Unknown bonus"); } //Debug.Log ("PLAYER >> Bonus >> " + refBonCtrl.bonusType + " >> +" + refBonCtrl.bonusValue + " units"); } // destroy bonus object Destroy(other.gameObject); } // else if (other.tag == "Weapon") { BonusController refBonCtrl = other.gameObject.GetComponent <BonusController>(); if (refBonCtrl != null) { bool anyChange = false; if (refBonCtrl.bonusType == "AmmoType") { bool ammoTypeOk = true; switch (refBonCtrl.bonusMode) { case "Advanced": // check, if `advanced` ammo type can be activated if (nesWeapSys.actualAmmoType == Weapon.eAmmoTypes.Better) { if (!nesWeapSys.Init(nesWeapSys.actualWeaponType, Weapon.eAmmoTypes.Advanced, false)) { ammoTypeOk = false; break; } anyChange = true; } break; case "Hardcore": // check, if `hardcore` ammo type can be activated if (nesWeapSys.actualAmmoType == Weapon.eAmmoTypes.Advanced) { if (!nesWeapSys.Init(nesWeapSys.actualWeaponType, Weapon.eAmmoTypes.Hardcore, false)) { ammoTypeOk = false; break; } anyChange = true; } break; case "Armagedon": // check, if `armagedon` ammo type can be activated if (nesWeapSys.actualAmmoType == Weapon.eAmmoTypes.Hardcore) { if (!nesWeapSys.Init(nesWeapSys.actualWeaponType, Weapon.eAmmoTypes.Armagedon, false)) { ammoTypeOk = false; break; } anyChange = true; } break; default: Debug.LogWarning("PLAYER >> Unknown Ammo Type"); break; } if (!ammoTypeOk) { // initialization of new ammo type failed... Debug.LogWarning("PLAYER >> Unable to initialize eAmmoTypes::" + refBonCtrl.bonusMode); } } else if (refBonCtrl.bonusType == "Weapon") { bool weaponSystemOk = true; switch (refBonCtrl.bonusMode) { case "ForwardBetter": // check, if `forward better` weapon type can be activated if (nesWeapSys.actualWeaponType == WeaponSystems.eWeaponTypes.ForwardBasic) { if (!nesWeapSys.Init(WeaponSystems.eWeaponTypes.ForwardBetter, Weapon.eAmmoTypes.Better, false)) { weaponSystemOk = false; break; } anyChange = true; } break; case "ForwardAdvanced": // check, if `forward advanced` weapon type can be activated if (nesWeapSys.actualWeaponType == WeaponSystems.eWeaponTypes.ForwardBetter) { if (!nesWeapSys.Init(WeaponSystems.eWeaponTypes.ForwardAdvanced, Weapon.eAmmoTypes.Better, false)) { weaponSystemOk = false; break; } anyChange = true; } break; case "DirectionalBasic": // check, if `directional basic` weapon type can be activated if (nesWeapSys.actualWeaponType == WeaponSystems.eWeaponTypes.ForwardAdvanced) { if (!nesWeapSys.Init(WeaponSystems.eWeaponTypes.DirectionalBasic, Weapon.eAmmoTypes.Better, false)) { weaponSystemOk = false; break; } anyChange = true; } break; default: Debug.LogWarning("PLAYER >> Unknown Weapon System"); break; } if (!weaponSystemOk) { // initialization of new weapon type failed... Debug.LogWarning("PLAYER >> Unable to initialize eWeaponTypes::" + refBonCtrl.bonusMode); } } if (anyChange) { if (!nesWeapSys.ActivateWeapons()) { Debug.LogError("PLAYER >> FAILED to activate weapon systems (!!)"); anyChange = false; } } if (anyChange) { // store current state of ship systems for next-time loading and bonus generation system RuntimeContext.GetInst().StorePlayerWeapon(nesWeapSys.actualWeaponType, nesWeapSys.actualAmmoType); } } else { Debug.LogError("PLAYER >> FAILED to obtain reference to `BonusController`"); } // destroy bonus object Destroy(other.gameObject); } // player ship is hit by ASTEROID or ENEMY SHIP else if (other.tag == "Asteroid" || other.tag == "Enemy") { bool isAlive = HitShip(GetCollisionDamageRate()); // show actualized gui texts RuntimeContext.GetInst().StorePlayerCore(nesCoreSys.nesLifes.GetLifes(), nesCoreSys.nesHealth.GetHealth(), nesCoreSys.nesShield.GetShield()); // store flags for bonus generation into global context container RuntimeContext.GetInst().StorePlayerCoreMax(nesCoreSys.nesHealth.IsMaxHealth(), nesCoreSys.nesShield.IsMaxShield()); if (!isAlive) { PlayerDestruction(); } } else { Debug.Log("PLAYER >> Something just hit the ship (!!) >> " + other.name); } }
void Awake() { bonus = GameObject.FindGameObjectWithTag("Player").GetComponent <BonusController>(); _camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Animator>(); //_col = GetComponent<MeshCollider>(); }
private void Awake() { mcHpBar = GameObject.FindGameObjectWithTag("mcHp"); mcHpText = GameObject.FindGameObjectWithTag("mcHpText"); bonus = GetComponent <BonusController>(); }
// Use this for initialization void Start() { shotCounter = UnityEngine.Random.Range(minTimeBetweenShots, maxTimeBetweenShots); gameSession = FindObjectOfType <GameSession>(); bonusController = FindObjectOfType <BonusController>(); }
/// <summary> /// Поиск комбинаций /// </summary> private void FindCombination() { for (int i = 0; i < sizeField; i++) { for (int j = 0; j < sizeField; j++) { planetsInCombination[i, j] = false; } } for (int i = 0; i < sizeField; i++) { for (int j = 0; j < sizeField; j++) { planetsAddInCombination[i, j] = false; } } //combination.Clear(); int minPlanetsMoveCount = 0; Slot bonusSlot = slots[0, 0]; for (int i = 0; i < sizeField; i++) { for (int j = 0; j < sizeField; j++) { List <Slot> combo = new List <Slot>(); combo = FindCombinationFromSlot(slots[i, j]); if (combo.Count >= 1) { switch (combo.Count) { case 1: { combination.Add(combo); break; } case 2: { combination.Add(combo); break; } case 3: { combination.Add(combo); break; } case 4: { minPlanetsMoveCount = 0; foreach (Slot slot in combo) { if (planetsMoveCounter[slot.x, slot.y] >= minPlanetsMoveCount) { minPlanetsMoveCount = planetsMoveCounter[slot.x, slot.y]; bonusSlot = slot; } } if (bonusSlot.planet.CountBonus() == 0) { combo.Remove(bonusSlot); } BonusController.AddLineBonus(bonusSlot); bonusSlot.DestroyEffectActivate(); combination.Add(combo); break; } case 5: { minPlanetsMoveCount = 0; boxBonus = false; if ((combo[0].x == combo[1].x)) { foreach (Slot slot in combo) { if (planetsMoveCounter[slot.x, slot.y] >= minPlanetsMoveCount) { minPlanetsMoveCount = planetsMoveCounter[slot.x, slot.y]; bonusSlot = slot; } if (combo[0].x != slot.x) { boxBonus = true; } } } else { foreach (Slot slot in combo) { if (planetsMoveCounter[slot.x, slot.y] >= minPlanetsMoveCount) { minPlanetsMoveCount = planetsMoveCounter[slot.x, slot.y]; bonusSlot = slot; } if (combo[0].y != slot.y) { boxBonus = true; } } } if (bonusSlot.planet.CountBonus() == 0) { combo.Remove(bonusSlot); } if (boxBonus) { BonusController.AddBoxFirstBonus(bonusSlot); } else { BonusController.AddStarBonus(bonusSlot); } bonusSlot.DestroyEffectActivate(); combination.Add(combo); break; } default: { minPlanetsMoveCount = 0; boxBonus = false; if ((combo[0].x == combo[1].x)) { foreach (Slot slot in combo) { if (planetsMoveCounter[slot.x, slot.y] >= minPlanetsMoveCount) { minPlanetsMoveCount = planetsMoveCounter[slot.x, slot.y]; bonusSlot = slot; } if (combo[0].x != slot.x) { boxBonus = true; } } } else { foreach (Slot slot in combo) { if (planetsMoveCounter[slot.x, slot.y] >= minPlanetsMoveCount) { minPlanetsMoveCount = planetsMoveCounter[slot.x, slot.y]; bonusSlot = slot; } if (combo[0].y != slot.y) { boxBonus = true; } } } if (bonusSlot.planet.CountBonus() == 0) { combo.Remove(bonusSlot); } if (boxBonus) { BonusController.AddBoxFirstBonus(bonusSlot); } else { BonusController.AddStarBonus(bonusSlot); } bonusSlot.DestroyEffectActivate(); combination.Add(combo); break; } } } } } DestroyCombination(); //CanPlanetMove = true; moveCounter = 0; for (int i = 0; i < sizeField; i++) { for (int j = 0; j < sizeField; j++) { planetsMoveCounter[i, j] = 0; } } }