//void MediumUnlock() //{ // EliseLock.enabled = false; // CanonLock.enabled = false; //} //void HardUnlock() //{ // EntertainLock.enabled = false; //} /// <summary> /// Updates the player's current difficulty state to /newDifficulty/. /// </summary> /// <param name="newDifficulty"></param> public void UnlockDifficulty( DifficultyState newDifficulty ) { Debug.Log( "SongProgressionManagerScript.UnlockDifficulty(): Unlocked difficulty: " + newDifficulty.ToString() ); CurrentDifficultyUnlocked = newDifficulty; //MediumUnlock(); //HardUnlock(); }
//void MediumUnlock() //{ // EliseLock.enabled = false; // CanonLock.enabled = false; //} //void HardUnlock() //{ // EntertainLock.enabled = false; //} /// <summary> /// Updates the player's current difficulty state to /newDifficulty/. /// </summary> /// <param name="newDifficulty"></param> public void UnlockDifficulty(DifficultyState newDifficulty) { Debug.Log("SongProgressionManagerScript.UnlockDifficulty(): Unlocked difficulty: " + newDifficulty.ToString()); CurrentDifficultyUnlocked = newDifficulty; //MediumUnlock(); //HardUnlock(); }
// Use this for initialization void Awake() { plr = GetComponentInChildren<Player>(); plr.Setup(this); TUNING = Resources.Load("Scripts/Tuning") as DTTuning; Hours = gameObject.AddComponent<HoursManager>(); Hours.Setup(this); remainingDay = TUNING.DaysComingBeforeSaveDay; pathDirector = GetComponentInChildren<WaypointDirector>(); pathDirector.Setup(this); Dracu = GetComponentInChildren<Dracula>(); Dracu.Setup(this); Diff = DifficultyState.BeforeLetter; PaperSpots = new List<GameObject>(); GameObject pSpot = FETool.findWithinChildren(gameObject, "Spots/PaperSpot"); Spot[] papSpot = pSpot.GetComponentsInChildren<Spot>(); foreach (Spot obj in papSpot) { obj.spotType = Spot.spotList.Paper; PaperSpots.Add(obj.gameObject); } FoodSpots = new List<GameObject>(); GameObject fSpot = FETool.findWithinChildren(gameObject, "Spots/FoodSpot"); Spot[] fooSpot = fSpot.GetComponentsInChildren<Spot>(); foreach (Spot obj in fooSpot) { obj.spotType = Spot.spotList.Food; FoodSpots.Add(obj.gameObject); } // respawnPaper(PaperSpots); spawnFood(FoodSpots); saveDay = 1000; MailmanState = MailManStateList.Away; currCam = FETool.findWithinChildren(gameObject, "Camera").GetComponent<Camera>(); GameUI = currCam.GetComponentInChildren<UI>(); GameUI.Setup(this); GetComponentInChildren<MailManPlace>().Setup(this); bedList = GetComponentsInChildren<Bed>(); Door[] Doors = GetComponentsInChildren<Door>(); foreach (Door _dr in Doors) { _dr.Setup(this); } Waypoint[] Waypo = GetComponentsInChildren<Waypoint>(); foreach (Waypoint _wp in Waypo) { wpList.Add(_wp); } GameEventManager.GameOver += GameOver; GameEventManager.Respawn += Respawn; GameEventManager.GameStart += GameStart; GameEventManager.EndGame += EndGame; MasterAudio.PlaySound("ambiance"); // GAMESTATE = GameEventManager.GameState.MainMenu; // GameEventManager.TriggerRespawn("Rsp"); GAMESTATE = GameEventManager.GameState.Live; GameEventManager.TriggerGameStart("First Init"); }
public void triggerDayEvent(HoursManager.DayEventList _evt) { if (LevelManager.GAMESTATE == GameEventManager.GameState.Live) { switch (_evt) { case HoursManager.DayEventList.DraculaEntering : { GameUI.WillBackTxt.makeFadeOut(); GameUI.discoverCharacter(PopUp.CharList.Dracula); MasterAudio.PlaySound("dracula_back"); GameUI.NotifPop.giveInfos("Dracula is back\n from hunting"); GameUI.dialogPop.giveInfos("Your blood look so tasty,\n come to me Johnathan.", PopUp.CharList.Dracula); new OTTween(GameUI.dialogPop.OutPic, 1f).Tween("alpha", 0f); break; } case HoursManager.DayEventList.DraculaLeaving : { GameUI.discoverCharacter(PopUp.CharList.Dracula); InvokeRepeating("laughPlz", 20f, 60f); GameUI.WillBackTxt.makeFadeIn(); MasterAudio.PlaySound("dacrula_out"); GameUI.NotifPop.giveInfos("Dracula has left \n the house"); GameUI.dialogPop.giveInfos("I need some fresh blood...\n but I will be back. !", PopUp.CharList.Dracula); new OTTween(GameUI.dialogPop.OutPic, 1f).Tween("alpha", 1f); break; } case HoursManager.DayEventList.FoodMan : { resplenishFoods(); GameUI.discoverCharacter(PopUp.CharList.Dracula); MasterAudio.PlaySound("eating_bell"); GameUI.NotifPop.giveInfos("The Carrier has\n resplenished \nfood stocks"); GameUI.dialogPop.giveInfos("I can now eat in the house's kitchens.\n If I don't eat, I'll die.", PopUp.CharList.Johnathan); break; } case HoursManager.DayEventList.MailManIn : { plr.displayBubbleInfo("think_post"); MailmanState = MailManStateList.HasArrived; MasterAudio.PlaySound("door_bell"); GameUI.discoverCharacter(PopUp.CharList.MailMan); GameUI.dialogPop.giveInfos("*Knock Knock*\n Hey it's the mail man.\n Is anybody here ?", PopUp.CharList.MailMan); GameUI.NotifPop.giveInfos("The mail man\n has arrived"); break; } case HoursManager.DayEventList.MailManOut : { MailmanState = MailManStateList.Away; GameUI.discoverCharacter(PopUp.CharList.Dracula); GameUI.dialogPop.giveInfos("The mail man is gone now.\n I need to wait the next day for him.", PopUp.CharList.Johnathan); GameUI.NotifPop.giveInfos("The mail man\n is leaving"); break; } case HoursManager.DayEventList.LetterSent : { Diff = DifficultyState.WaitingSave; saveDay = currD + TUNING.DaysComingBeforeSaveDay; GameUI.discoverCharacter(PopUp.CharList.Dracula); GameUI.Paper.frameName = "paper_sent"; MailmanState = MailManStateList.Away; plr.haveLetter = Player.letterList.Sent; GameUI.dialogPop.giveInfos("I've asked Mina for some rescue \n against Dracula. I think they'll\n arrive within" + (saveDay - currD) + " days.", PopUp.CharList.Johnathan); GameUI.NotifPop.giveInfos("The mail man\n is leaving\n with the letter"); InvokeRepeating("recallObjective", 30f, 30f); break; } } } }
void Start() { CurDifficultyState = DifficultyState.Easy; DontDestroyOnLoad(gameObject); }
public void SetDifficulty(int difficulty) { CurDifficultyState = (DifficultyState)difficulty; SceneManager.LoadScene("NormalMode"); }