예제 #1
0
        public InGame(EInGameState _inGameState, List<PlayerStuff.Player> _playerList)
        {
            currentInGameState = _inGameState;

            Console.WriteLine(_playerList.Count);
            playerList = _playerList;

            handleInGameState();
        }
예제 #2
0
        public EGameState update(Microsoft.Xna.Framework.GameTime gameTime)
        {
            currentInGameState = inGameState.update(gameTime);

            if (currentInGameState == EInGameState.ExitInGame)
                return EGameState.MainMenu;
            if (currentInGameState == EInGameState.ExitInGame)
                return EGameState.Exit;
            return EGameState.InGame;
        }
예제 #3
0
    // Start is called before the first frame update
    void Start()
    {
        //
        // Context
        eInGameState = EInGameState.countdown;

        //
        // Time-related
        if (EInGameEndRules.stock_and_time == Rules || EInGameEndRules.time == Rules)
        {
            RoundDurationMinute  = (uint)(Mathf.Min(99, RoundDurationMinute));
            RoundDurationSeconds = (uint)(Mathf.Min(59, RoundDurationSeconds));
            fTotalTime           = RoundDurationMinute * 60.0f + RoundDurationSeconds;
            fRemainingTime       = fTotalTime;

            UiTime.gameObject.SetActive(true);
        }

        //
        // Player-related
        {
            int iPlayerCount = System.Enum.GetValues(typeof(EPlayerEnum)).Length;
            PlayerArray = new PlayerUI[iPlayerCount];
            for (int iPlayerUIIndex = 0; iPlayerUIIndex < iPlayerCount; ++iPlayerUIIndex)
            {
                PlayerArray[iPlayerUIIndex].Player = null;
            }

            if (null != Player1)
            {
                PlayerArray[(int)(EPlayerEnum.p1)].Player        = Player1;
                PlayerArray[(int)(EPlayerEnum.p1)].UiPercentage  = UiP1Percentage;
                PlayerArray[(int)(EPlayerEnum.p1)].UiPanelStock  = UiPanelStockP1;
                PlayerArray[(int)(EPlayerEnum.p1)].UiPanelStock1 = UiPanelStockP1Stock1;
                PlayerArray[(int)(EPlayerEnum.p1)].UiPanelStock2 = UiPanelStockP1Stock2;
                PlayerArray[(int)(EPlayerEnum.p1)].UiPanelStock3 = UiPanelStockP1Stock3;
                PlayerArray[(int)(EPlayerEnum.p1)].UiPanelStockX = UiPanelStockP1StockX;
                PlayerArray[(int)(EPlayerEnum.p1)].UiImageStockX = UiImageStockP1StockX;
                PlayerArray[(int)(EPlayerEnum.p1)].UiTextStockX  = UiTextStockP1StockX;
            }
            if (null != Player2)
            {
                PlayerArray[(int)(EPlayerEnum.p2)].Player        = Player2;
                PlayerArray[(int)(EPlayerEnum.p2)].UiPercentage  = UiP2Percentage;
                PlayerArray[(int)(EPlayerEnum.p2)].UiPanelStock  = UiPanelStockP2;
                PlayerArray[(int)(EPlayerEnum.p2)].UiPanelStock1 = UiPanelStockP2Stock1;
                PlayerArray[(int)(EPlayerEnum.p2)].UiPanelStock2 = UiPanelStockP2Stock2;
                PlayerArray[(int)(EPlayerEnum.p2)].UiPanelStock3 = UiPanelStockP2Stock3;
                PlayerArray[(int)(EPlayerEnum.p2)].UiPanelStockX = UiPanelStockP2StockX;
                PlayerArray[(int)(EPlayerEnum.p2)].UiImageStockX = UiImageStockP2StockX;
                PlayerArray[(int)(EPlayerEnum.p2)].UiTextStockX  = UiTextStockP2StockX;
            }
            foreach (PlayerUI playerUI in PlayerArray)
            {
                if (null != playerUI.Player)
                {
                    playerUI.Player.SetUiManager(this);
                    playerUI.Player.SetStocks(iRoundStocksCount);

                    playerUI.UiPercentage.text = 0.ToString("D3") + "%";
                }
            }
        }

        //
        // Stock related
        if (EInGameEndRules.stock_and_time == Rules || EInGameEndRules.stock_and_time == Rules)
        {
            iRoundStocksCount = RoundStocksCount;

            foreach (PlayerUI playerUI in PlayerArray)
            {
                if (null != playerUI.Player)
                {
                    playerUI.UiPanelStock.SetActive(true);

                    playerUI.UiImageStockX.GetComponent <RawImage>().material        = playerUI.Player.GetComponent <PlayerGameplay>().Head.material;
                    playerUI.UiImageStockX.GetComponent <RawImage>().material.shader = Shader.Find("UI/Unlit/Detail");

                    RawImage[] images1 = playerUI.UiPanelStock1.GetComponentsInChildren <RawImage>();
                    foreach (RawImage image in images1)
                    {
                        image.material        = playerUI.Player.GetComponent <PlayerGameplay>().Head.material;
                        image.material.shader = Shader.Find("UI/Unlit/Detail");
                    }

                    RawImage[] images2 = playerUI.UiPanelStock2.GetComponentsInChildren <RawImage>();
                    foreach (RawImage image in images2)
                    {
                        image.material        = playerUI.Player.GetComponent <PlayerGameplay>().Head.material;
                        image.material.shader = Shader.Find("UI/Unlit/Detail");
                    }

                    RawImage[] images3 = playerUI.UiPanelStock3.GetComponentsInChildren <RawImage>();
                    foreach (RawImage image in images3)
                    {
                        image.material        = playerUI.Player.GetComponent <PlayerGameplay>().Head.material;
                        image.material.shader = Shader.Find("UI/Unlit/Detail");
                    }

                    if (iRoundStocksCount < 2)
                    {
                        playerUI.UiPanelStock1.SetActive(true);
                    }
                    else if (iRoundStocksCount < 3)
                    {
                        playerUI.UiPanelStock2.SetActive(true);
                    }
                    else if (iRoundStocksCount < 4)
                    {
                        playerUI.UiPanelStock3.SetActive(true);
                    }
                    else
                    {
                        playerUI.UiPanelStockX.SetActive(true);

                        playerUI.UiTextStockX.text = ((int)iRoundStocksCount).ToString("D2");
                    }
                }
            }
        }
        else
        {
            iRoundStocksCount = null;
        }
    }
예제 #4
0
    // Update is called once per frame
    void Update()
    {
        //
        // Inputs
        if (Input.GetKeyUp(KeyCode.Escape))
        {
            if (EInGameState.paused == eInGameState)
            {
                eInGameState = EInGameState.playing;
            }
            else
            {
                eInGameState = EInGameState.paused;
            }
        }

        switch (eInGameState)
        {
        case EInGameState.countdown:
        {
            eInGameState = EInGameState.playing;
            break;
        }

        case EInGameState.playing:
        {
            //
            // Check time
            if (EInGameEndRules.time == Rules || EInGameEndRules.stock_and_time == Rules)
            {
                fRemainingTime = Mathf.Max(fRemainingTime - Time.deltaTime, 0.0f);

                int iMinutesNb = (int)(fRemainingTime / 60);
                int iSecondsNb = (int)(fRemainingTime - iMinutesNb * 60.0f);
                UiTime.text = iMinutesNb.ToString("D2") + ":" + iSecondsNb.ToString("D2");

                if (fRemainingTime == 0.0f)
                {
                    bFinished |= true;
                }
            }

            if (bFinished)
            {
                eInGameState = EInGameState.finished;
            }
            break;
        }

        case EInGameState.paused:
        {
            break;
        }

        case EInGameState.finished:
        {
            UiPanelVictory.SetActive(true);
            if (0 == Player1.GetRemainingStocks())
            {
                UiTextWinner.text = "P2";
            }
            else if (0 == Player2.GetRemainingStocks())
            {
                UiTextWinner.text = "P1";
            }
            else
            {
                if (Player1.GetRemainingStocks() == Player2.GetRemainingStocks())
                {
                    if (Player1.GetPercentage() > Player2.GetPercentage())
                    {
                        UiTextWinner.text = "P2";
                    }
                    else
                    {
                        UiTextWinner.text = "P1";
                    }
                }
                else
                {
                    if (Player1.GetRemainingStocks() > Player2.GetRemainingStocks())
                    {
                        UiTextWinner.text = "P1";
                    }
                    else
                    {
                        UiTextWinner.text = "P2";
                    }
                }
            }
            break;
        }
        }
    }
예제 #5
0
    // Update is called once per frame
    void Update()
    {
        //
        // Inputs
        if (Input.GetKeyUp(KeyCode.Escape))
        {
            if (EInGameState.paused == eInGameState)
            {
                eInGameState = EInGameState.playing;
            }
            else
            {
                eInGameState = EInGameState.paused;

                //
                // Disable spawning
                spawnerManager.DisableSpawning();
            }
        }

        if (Debug.isDebugBuild)
        {
            if (Input.GetKey(KeyCode.R))
            { // Go on victory screen
                eInGameState   = EInGameState.finished;
                fRemainingTime = 0.0f;
            }
        }

        switch (eInGameState)
        {
        case EInGameState.countdown:
        {
            eInGameState = EInGameState.playing;

            //
            // Enable spawning
            spawnerManager.EnableSpawning();

            break;
        }

        case EInGameState.playing:
        {
            //
            // Check time
            if (EInGameEndRules.time == Rules || EInGameEndRules.stock_and_time == Rules)
            {
                fRemainingTime = Mathf.Max(fRemainingTime - Time.deltaTime, 0.0f);

                int iMinutesNb = (int)(fRemainingTime / 60);
                int iSecondsNb = (int)(fRemainingTime - iMinutesNb * 60.0f);
                UiTime.text = iMinutesNb.ToString("D2") + ":" + iSecondsNb.ToString("D2");

                if (fRemainingTime == 0.0f)
                {
                    bFinished |= true;
                }
            }

            if (bFinished)
            {
                eInGameState   = EInGameState.finished;
                fRemainingTime = 0.0f;

                //
                // Disable spawning
                spawnerManager.DisableSpawning();
            }
            break;
        }

        case EInGameState.paused:
        {
            break;
        }

        case EInGameState.finished:
        {
            if (fRemainingTime == 0.0f)
            {
                UiPanelVictory.SetActive(true);
                if (0 == Player1.GetRemainingStocks())
                {
                    UiTextWinner.text = "P2";
                }
                else if (0 == Player2.GetRemainingStocks())
                {
                    UiTextWinner.text = "P1";
                }
                else
                {
                    if (Player1.GetRemainingStocks() == Player2.GetRemainingStocks())
                    {
                        if (Player1.GetPercentage() > Player2.GetPercentage())
                        {
                            UiTextWinner.text = "P2";
                        }
                        else
                        {
                            UiTextWinner.text = "P1";
                        }
                    }
                    else
                    {
                        if (Player1.GetRemainingStocks() > Player2.GetRemainingStocks())
                        {
                            UiTextWinner.text = "P1";
                        }
                        else
                        {
                            UiTextWinner.text = "P2";
                        }
                    }
                }
            }

            fRemainingTime += Time.deltaTime;

            if (fRemainingTime >= 2.0f && (Input.GetKeyUp(KeyCode.Keypad0) || Input.GetKeyUp(KeyCode.Space)))
            {     // Return to champ select
                SceneManager.LoadScene("ChampSelect", LoadSceneMode.Single);
            }
            break;
        }
        }
    }
예제 #6
0
    // Start is called before the first frame update
    void OnEnable()
    {
        //
        // Context
        spawnerManager.Initialize();
        eInGameState = EInGameState.countdown;

        //
        // Time-related
        if (EInGameEndRules.stock_and_time == Rules || EInGameEndRules.time == Rules)
        {
            RoundDurationMinute  = (uint)(Mathf.Min(99, RoundDurationMinute));
            RoundDurationSeconds = (uint)(Mathf.Min(59, RoundDurationSeconds));
            fTotalTime           = RoundDurationMinute * 60.0f + RoundDurationSeconds;
            fRemainingTime       = fTotalTime;

            UiTime.gameObject.SetActive(true);
        }

        //
        // Player-related
        {
            int iPlayerCount = System.Enum.GetValues(typeof(EPlayerEnum)).Length;
            PlayerArray = new PlayerUI[iPlayerCount];
            for (int iPlayerUIIndex = 0; iPlayerUIIndex < iPlayerCount; ++iPlayerUIIndex)
            {
                PlayerArray[iPlayerUIIndex].Player = null;
            }

            if (null != Player1)
            {
                PlayerArray[(int)(EPlayerEnum.p1)].Player        = Player1;
                PlayerArray[(int)(EPlayerEnum.p1)].UiPercentage  = UiP1Percentage;
                PlayerArray[(int)(EPlayerEnum.p1)].UiPanelStock  = UiPanelStockP1;
                PlayerArray[(int)(EPlayerEnum.p1)].UiPanelStock1 = UiPanelStockP1Stock1;
                PlayerArray[(int)(EPlayerEnum.p1)].UiPanelStock2 = UiPanelStockP1Stock2;
                PlayerArray[(int)(EPlayerEnum.p1)].UiPanelStock3 = UiPanelStockP1Stock3;
                PlayerArray[(int)(EPlayerEnum.p1)].UiPanelStockX = UiPanelStockP1StockX;
                PlayerArray[(int)(EPlayerEnum.p1)].UiImageStockX = UiImageStockP1StockX;
                PlayerArray[(int)(EPlayerEnum.p1)].UiTextStockX  = UiTextStockP1StockX;
            }
            if (null != Player2)
            {
                PlayerArray[(int)(EPlayerEnum.p2)].Player        = Player2;
                PlayerArray[(int)(EPlayerEnum.p2)].UiPercentage  = UiP2Percentage;
                PlayerArray[(int)(EPlayerEnum.p2)].UiPanelStock  = UiPanelStockP2;
                PlayerArray[(int)(EPlayerEnum.p2)].UiPanelStock1 = UiPanelStockP2Stock1;
                PlayerArray[(int)(EPlayerEnum.p2)].UiPanelStock2 = UiPanelStockP2Stock2;
                PlayerArray[(int)(EPlayerEnum.p2)].UiPanelStock3 = UiPanelStockP2Stock3;
                PlayerArray[(int)(EPlayerEnum.p2)].UiPanelStockX = UiPanelStockP2StockX;
                PlayerArray[(int)(EPlayerEnum.p2)].UiImageStockX = UiImageStockP2StockX;
                PlayerArray[(int)(EPlayerEnum.p2)].UiTextStockX  = UiTextStockP2StockX;
            }

            ArrayList aSpawnLocations = new ArrayList();
            foreach (PlayerUI playerUI in PlayerArray)
            {
                if (null != playerUI.Player)
                {
                    //
                    // Update properties
                    playerUI.Player.SetUiManager(this);
                    playerUI.Player.SetStocks(iRoundStocksCount);

                    //
                    // Update % text
                    playerUI.UiPercentage.text = 0.ToString("D3") + "%";

                    //
                    // Set CountdownSpawn
                    Transform newPose       = spawnerManager.playerSpawnerManager.GetSpawnLocation();
                    int       iMaxLoopCount = 5;
                    int       iLoopIndex    = 0;
                    while (aSpawnLocations.Contains(newPose))
                    {
                        if (iLoopIndex > iMaxLoopCount)
                        {
                            // Must at least have PlayerCount spawner locations
                            Assert.IsFalse(true);
                        }
                        ++iLoopIndex;
                        newPose = spawnerManager.playerSpawnerManager.GetSpawnLocation();
                    }
                    playerUI.Player.SetNextSpawnLocation(newPose);

                    //
                    // Hide character
                    playerUI.Player.HideMeshes();
                }
            }
        }

        //
        // Stock related
        if (EInGameEndRules.stock_and_time == Rules || EInGameEndRules.stock_and_time == Rules)
        {
            iRoundStocksCount = RoundStocksCount;

            foreach (PlayerUI playerUI in PlayerArray)
            {
                if (null != playerUI.Player)
                {
                    playerUI.UiPanelStock.SetActive(true);

                    playerUI.UiImageStockX.GetComponent <RawImage>().material        = playerUI.Player.GetComponent <PlayerGameplay>().Head.material;
                    playerUI.UiImageStockX.GetComponent <RawImage>().material.shader = Shader.Find("UI/Unlit/Detail");

                    RawImage[] images1 = playerUI.UiPanelStock1.GetComponentsInChildren <RawImage>();
                    foreach (RawImage image in images1)
                    {
                        image.enabled         = true;
                        image.material        = playerUI.Player.GetComponent <PlayerGameplay>().Head.material;
                        image.material.shader = Shader.Find("UI/Unlit/Detail");
                    }

                    RawImage[] images2 = playerUI.UiPanelStock2.GetComponentsInChildren <RawImage>();
                    foreach (RawImage image in images2)
                    {
                        image.enabled         = true;
                        image.material        = playerUI.Player.GetComponent <PlayerGameplay>().Head.material;
                        image.material.shader = Shader.Find("UI/Unlit/Detail");
                    }

                    RawImage[] images3 = playerUI.UiPanelStock3.GetComponentsInChildren <RawImage>();
                    foreach (RawImage image in images3)
                    {
                        image.enabled         = true;
                        image.material        = playerUI.Player.GetComponent <PlayerGameplay>().Head.material;
                        image.material.shader = Shader.Find("UI/Unlit/Detail");
                    }

                    if (iRoundStocksCount < 2)
                    {
                        playerUI.UiPanelStock1.SetActive(true);
                    }
                    else if (iRoundStocksCount < 3)
                    {
                        playerUI.UiPanelStock2.SetActive(true);
                    }
                    else if (iRoundStocksCount < 4)
                    {
                        playerUI.UiPanelStock3.SetActive(true);
                    }
                    else
                    {
                        playerUI.UiPanelStockX.SetActive(true);

                        playerUI.UiTextStockX.text = ((int)iRoundStocksCount).ToString("D2");
                    }
                }
            }
        }
        else
        {
            iRoundStocksCount = null;
        }
    }
예제 #7
0
        /// <summary>
        /// Handles the GameStateChange, pretty basic
        /// </summary>
        public void handleInGameState()
        {
            List<PlayerStuff.Player> newPlayerList = playerList;
            switch (currentInGameState)
            {
                case EInGameState.NeedForIngrediance:
                    inGameState = new InGameStates.NeedForIngrediance(newPlayerList);
                    break;
                case EInGameState.RushHour:
                    inGameState = new InGameStates.RushHour(newPlayerList);
                    break;
                case EInGameState.Rumble:
                    throw new NotImplementedException();
                    break;
                case EInGameState.Exit:
                    //handle winning
                    foreach (Player p in inGameState.getPlayerList())
                    {
                        if (p.hasWon)
                        {
                            isWon = true;
                            won = new Won(p.getViewportPosition(), true);
                            break;
                        }
                        if (!isWon)
                        {
                            won = new Won(Player.EPlayerViewportPosition.fullscreen, false);
                            isWon = true;
                        }

                    }
                        Game1.sounds.inGameSound.Stop();
                        Game1.sounds.menuSound.Play();
                    break;
            }

            prevInGameState = currentInGameState;
        }
예제 #8
0
        public override EGameState update(ownGameTime gameTime)
        {
            if (isWon)
            {
                bool w = won.update(gameTime);
                if (w)
                    return EGameState.MainMenu;
            }
            else
            {
                gamePad1 = GamePad.GetState(PlayerIndex.One);
                gamePad2 = GamePad.GetState(PlayerIndex.Two);
                gamePad3 = GamePad.GetState(PlayerIndex.Three);
                gamePad4 = GamePad.GetState(PlayerIndex.Four);

                keyboard = Keyboard.GetState();
                prevInGameState = currentInGameState;
                currentInGameState = inGameState.update(gameTime);
                if (currentInGameState != prevInGameState)
                    handleInGameState();

                if (isPaused)
                {
                    Pause.EPausState pauseState = Pause.update();
                    if (pauseState == Pause.EPausState.pause)
                        isPaused = true;
                    if (pauseState == Pause.EPausState.game)
                    {
                        isPaused = false;
                        gameTime.resume();
                    }

                    if (pauseState == Pause.EPausState.mainMenu)
                    {
                        gameTime.resume();
                        //wird sonst nicht vorher aufgerufen
                        Game1.sounds.inGameSound.Stop();
                        Game1.sounds.menuSound.Play();
                        //currentInGameState = EInGameState.Exit;
                        return EGameState.MainMenu;
                    }
                }

                //if (currentInGameState == EInGameState.Exit)
                //    return EGameState.CharacterSelection;

                //activate pause Keyboard
                if (keyboard.IsKeyDown(Keys.Escape) && !isPaused)
                {
                    isPaused = true;
                    gameTime.pause();
                    pause = new Pause(PlayerStuff.Player.EPlayerControlls.Keyboard1);
                }
                if (gamePad1.IsButtonDown(Buttons.Back) && !isPaused)
                {
                    isPaused = true;
                    gameTime.pause();
                    pause = new Pause(PlayerStuff.Player.EPlayerControlls.Gamepad1);
                }
                if (gamePad2.IsButtonDown(Buttons.Back) && !isPaused)
                {
                    isPaused = true;
                    gameTime.pause();
                    pause = new Pause(PlayerStuff.Player.EPlayerControlls.Gamepad2);
                }
                if (gamePad3.IsButtonDown(Buttons.Back) && !isPaused)
                {
                    isPaused = true;
                    gameTime.pause();
                    pause = new Pause(PlayerStuff.Player.EPlayerControlls.Gamepad3);
                }
                if (gamePad4.IsButtonDown(Buttons.Back) && !isPaused)
                {
                    isPaused = true;
                    gameTime.pause();
                    pause = new Pause(PlayerStuff.Player.EPlayerControlls.Gamepad4);
                }
            }

            return EGameState.InGame;
        }