예제 #1
0
        public virtual void Move(MoveDirectionEnum direction, int value)
        {
            var level = GetLevel();

            level[PositionX, PositionY] = new EmptySpace(PositionX, PositionY);
            switch (direction)
            {
            case MoveDirectionEnum.Vertical:
                PositionY += value;
                if (!IsValid(level))
                {
                    PositionY -= value;
                }
                break;

            case MoveDirectionEnum.Horizontal:
                PositionX += value;
                if (!IsValid(level))
                {
                    PositionX -= value;
                }
                break;
            }
            level[PositionX, PositionY] = this;
        }
        private void UseDynamite()
        {
            _playSound(SoundFilesEnum.BombSound);
            Energy -= UseDynamiteCost;
            var    level = GetLevel();
            double dmg   = 0;

            for (var x = -1; x < 2; x++)
            {
                for (var y = -1; y < 2; y++)
                {
                    var posX = x + PositionX;
                    var posY = y + PositionY;
                    if (!IsLevelCellValid(posX, posY, level.Width, level.Height))
                    {
                        continue;
                    }
                    if (level[posX, posY] is Enemy enemy)
                    {
                        enemy.SubstractEnemyHp(Convert.ToInt32(dmg));
                    }
                    else if (level[posX, posY] is Player.Player player)
                    {
                        player.SubstractPlayerHp(Convert.ToInt32(dmg));
                    }
                    else
                    {
                        level[posX, posY] = new EmptySpace(posX, posY);
                    }
                    dmg += DynamiteTileDamage;
                }
            }
            Log("Bot decided use dynamite");
        }
        private void Teleport()
        {
            _playSound(SoundFilesEnum.TeleportSound);

            Energy -= TeleportCost;
            var level = GetLevel();
            int posX;
            int posY;

            do
            {
                posX = Randomizer.Random(level.Width);
                posY = Randomizer.Random(level.Height);
            } while (Math.Abs(PositionX - posX) + Math.Abs(PositionY - posY) > TeleportRange);

            level[PositionX, PositionY] = new EmptySpace(PositionX, PositionY);
            var pathfinder = new Pathfinder();
            var path       = pathfinder.FindPath(PositionX, PositionY, posX, posY, level, (l, p) => true);
            var task       = new Task(() => {
                foreach (var point in path)
                {
                    PositionX = point.X;
                    PositionY = point.Y;
                    var temp  = level[PositionX, PositionY];
                    level[PositionX, PositionY] = this;
                    Thread.Sleep(50);
                    level[PositionX, PositionY] = temp;
                }
                level[PositionX, PositionY] = this;
            });

            task.Start();
            Log("Bot decided to use teleport");
        }
예제 #4
0
    public void ItemRotate()
    {
        _space = transform.parent.GetComponent <EmptySpace>();
        Vector3 angle = _space.GetSideRotation();

        transform.rotation = Quaternion.Euler(angle);
    }
예제 #5
0
        public RadioToggle(string title, System.Func <bool> getValueCallback = null, System.Action <bool> setValueCallback = null)
        {
            var horizontal = new HorizontalLayout();

            _value  = new ValueComponent <bool>(getValueCallback, setValueCallback);
            _filled = new EmptySpace();
            _filled.Style.Set(Styles.Margin, Dim.right * 5);
            horizontal.Attach(_filled, new Label(title));
            AddChild(horizontal);
        }
 private void Move(Level level, Point dest)
 {
     if (!level[dest.X, dest.Y].CanMove)
     {
         return;
     }
     level[dest.X, dest.Y].BreakAction(this);
     level[dest.X, dest.Y]       = this;
     level[PositionX, PositionY] = new EmptySpace(PositionX, PositionY);
     PositionX = dest.X;
     PositionY = dest.Y;
 }
예제 #7
0
        public ToggleBase(string title) : base()
        {
            // var horizontal = new HorizontalLayout();
            _filled = new EmptySpace();
            _filled.Style.Set(Styles.Border, new Dim(2));
            _filled.Style.Set(Styles.Margin, Dim.right * 5);
            /* horizontal. */
            Attach(_filled, _label = new Label(title));
            // AddChild(horizontal);

            Theme.Current.Apply(this, typeof(ToggleBase));
        }
예제 #8
0
        private GameEntity FillOneTitle(int i, int j, Func <Level> getLevel,
                                        Action <int> changePlayerHp, GameEntitiesEnum entityType)
        {
            switch (entityType)
            {
            case GameEntitiesEnum.Rock:
                var rock = new Rock(i, j, getLevel, changePlayerHp);
                return(rock);

            default:
                var es = new EmptySpace(i, j);
                return(es);
            }
        }
예제 #9
0
        private void EnemyMovement()
        {
            var   level = GetLevel();
            Point dest;

            try {
                dest = GetNextPosition(level, GetPlayerPosX(), GetPlayerPosY());
            }
            catch (Exception) {
                return;
            }
            if (!(level[dest.X, dest.Y] is Player.Player))
            {
                level[dest.X, dest.Y]       = this;
                level[PositionX, PositionY] = new EmptySpace(PositionX, PositionY);
                PositionX = dest.X;
                PositionY = dest.Y;
            }
        }
        /// <summary>
        /// Executes behavior with given context
        /// </summary>
        /// <param name="context">The context.</param>
        /// <returns></returns>
        public override BehaviorReturnCode Behave(IBehaviorContext context)
        {
            UnitBehaviorContext unitContext = context as UnitBehaviorContext;

            if (unitContext == null)
            {
                returnCode = BehaviorReturnCode.Failure;
                return(returnCode);
            }

            EmptySpace space = unitContext.Unit.Environment as EmptySpace;

            if (space == null)
            {
                returnCode = BehaviorReturnCode.Failure;
                return(returnCode);
            }

            returnCode = BehaviorReturnCode.Failure;
            unitContext.EnvironmentTarget = null;

            foreach (var body in space.EnvironmentMap.Values)
            {
                Anomaly anomaly = body as Anomaly;
                if (anomaly == null)
                {
                    continue;
                }

                unitContext.EnvironmentTarget = body;
                break;
            }

            if (unitContext.EnvironmentTarget != null)
            {
                context.AddLogMessage("Anomaly found.");
                returnCode = BehaviorReturnCode.Success;
            }

            return(returnCode);
        }
예제 #11
0
        public Slider(string title, System.Func <float> getValueCallback = null, System.Action <float> setValueCallback = null, float min = 0, float max = 1, float width = 100f) : base(width)
        {
            _valueComponent = new ValueComponent <float>(getValueCallback, setValueCallback);
            _max            = max;
            _min            = min;

            _inactiveBar    = new HorizontalGrid();
            _activeBar      = new EmptySpace();
            _verticalLayout = new VerticalLayout();
            _valueLabel     = new ValueLabel(title, () => string.Format("{0:0.00}", Value));
            Value           = getValueCallback();

            _verticalLayout.Attach(
                _inactiveBar.Attach(
                    new HorizontalLayout().Attach(
                        _activeBar
                        )
                    )
                );
            BuildLayout();
        }
예제 #12
0
        public void UseDynamite()
        {
            if (Inventory.TntQuantity == 0)
            {
                return;
            }
            _playSound(SoundFilesEnum.BombSound);
            Inventory.TntQuantity--;
            AchievementsController.WasBombUsed = true;
            var    level = GetLevel();
            double dmg   = 0;

            for (var x = -2; x < 3; x++)
            {
                for (var y = -2; y < 3; y++)
                {
                    if (x == 0 && y == 0 || (x == -2 || x == 2) && (y == -2 || y == 2))
                    {
                        continue;
                    }
                    var posX = x + PositionX;
                    var posY = y + PositionY;
                    if (!IsLevelCellValid(posX, posY, level.Width, level.Height))
                    {
                        continue;
                    }
                    if (level[posX, posY] is Enemy enemy)
                    {
                        enemy.SubstractEnemyHp(Convert.ToInt32(dmg));
                    }
                    else
                    {
                        level[posX, posY] = new EmptySpace(posX, posY);
                    }
                    dmg += DynamiteTileDamage;
                }
            }
            Energy = Energy / 2;
            SubstractPlayerHp(Convert.ToInt32(dmg), PlayerAnimationsEnum.Explosion);
        }
예제 #13
0
        public void Teleport()
        {
            if (Energy < MaxEnergy)
            {
                return;
            }
            _playSound(SoundFilesEnum.TeleportSound);
            var level = GetLevel();

            Energy = 0;
            int posX;
            int posY;

            do
            {
                posX = Randomizer.Random(level.Width);
                posY = Randomizer.Random(level.Height);
            } while (Math.Abs(PositionX - posX) + Math.Abs(PositionY - posY) > _teleportRange);

            level[PositionX, PositionY] = new EmptySpace(PositionX, PositionY);
            var pathfinder = new Pathfinder();
            var path       = pathfinder.FindPath(PositionX, PositionY, posX, posY, level, (l, p) => true);
            var task       = new Task(() => {
                foreach (var point in path)
                {
                    SetAnimation(PlayerAnimationsEnum.Teleport);
                    PositionX = point.X;
                    PositionY = point.Y;
                    var temp  = level[PositionX, PositionY];
                    level[PositionX, PositionY] = this;
                    Thread.Sleep(50);
                    level[PositionX, PositionY] = temp;
                }
                level[PositionX, PositionY] = this;
            });

            task.Start();
        }
        public void GenerateMap()
        {
            //Make a list of tiles. When foreachly drawn they produce current map.
            try
            {
                //Reading text-file
                StreamReader streamReader      = new StreamReader("Content/Maps/map1.txt");
                String       wholeString       = streamReader.ReadToEnd();
                String[]     wholeStringSplits = wholeString.Split('.');

                //Finding dimensions
                String   wholeDimensions = wholeStringSplits[0];
                String[] dimensions      = wholeDimensions.Split(new char[] { '\r', '\n', ',' }, StringSplitOptions.RemoveEmptyEntries);
                boardSizeColumns = Int32.Parse(dimensions[0]);
                boardSizeRows    = Int32.Parse(dimensions[1]);

                //Generating map
                for (int count = 0; count < boardSizeColumns; count++)
                {
                    tiles[count] = new Dictionary <int, Tile>();
                }

                String   wholeMap    = wholeStringSplits[1];
                String[] singleTiles = wholeMap.Split(new char[] { '\r', '\n', ',' }, StringSplitOptions.RemoveEmptyEntries);

                int currentColumnTiles = 0;
                int currentRowTiles    = 0;

                foreach (String tileString in singleTiles)
                {
                    int  tileType = Int32.Parse(tileString);
                    Tile tile;
                    tile = new Tile(tileTextures[(TileType)tileType], currentColumnTiles, currentRowTiles);
                    tiles[currentColumnTiles][currentRowTiles] = tile;

                    currentColumnTiles++;
                    if (currentColumnTiles > boardSizeColumns - 1)
                    {
                        currentColumnTiles = 0;
                        currentRowTiles++;
                    }
                }

                //Generating objects
                for (int count = 0; count < boardSizeColumns; count++)
                {
                    boardObjects[count] = new Dictionary <int, BoardObject>();
                }

                String   wholeUnits  = wholeStringSplits[2];
                String[] singleUnits = wholeUnits.Split(new char[] { '\r', '\n', ',' }, StringSplitOptions.RemoveEmptyEntries);

                int currentColumnObjects = 0;
                int currentRowObjects    = 0;

                foreach (String unitString in singleUnits)
                {
                    String[] belongsToAndUnitNumberString = unitString.Split(new char[] { '_' }, StringSplitOptions.RemoveEmptyEntries);
                    String   belongsToString = belongsToAndUnitNumberString[0];
                    Player   belongsTo       = nobody;
                    if (belongsToString == "p1")
                    {
                        belongsTo = player1;
                    }
                    else if (belongsToString == "p2")
                    {
                        belongsTo = player2;
                    }

                    int         objectNumber = Int32.Parse(belongsToAndUnitNumberString[1]);
                    BoardObject boardObject;
                    if (objectNumber == 0)
                    {
                        boardObject = new EmptySpace(currentColumnObjects, currentRowObjects, belongsTo);
                    }
                    else
                    {
                        boardObject = new Unit(objectTextures[(ObjectType)objectNumber], dotTexture, (ObjectType)objectNumber, 2, currentColumnObjects, currentRowObjects, belongsTo);
                        belongsTo.AssignUnit((Unit)boardObject);
                    }

                    boardObjects[currentColumnObjects][currentRowObjects] = boardObject;

                    currentColumnObjects++;
                    if (currentColumnObjects > boardSizeColumns - 1)
                    {
                        currentColumnObjects = 0;
                        currentRowObjects++;
                    }
                }
            }
            catch
            {
                //Error while loading board
            }

            selectedUnit = currentPlayer.FirstUnit();
            //activeTile = tiles[selectedUnit.BoardColumnIndex][selectedUnit.BoardRowIndex];
            highlight.ChangePosition(selectedUnit.BoardColumnIndex, selectedUnit.BoardRowIndex);
            highlight.DrawHighlight = true;
        }
예제 #15
0
 private void MakePreviousPositionEmpty(Level level)
 {
     level[PositionX, PositionY] = new EmptySpace(PositionX, PositionY);
 }
예제 #16
0
 public void ChooseEmptySpaceTests()
 {
     var emptySpace = new EmptySpace();
 }
예제 #17
0
 public Room(int i)
 {
     if (i <= 13)
     {
         room = new Block[emptyRoomTemplate.GetLength(0), emptyRoomTemplate.GetLength(1)];
         for (int y = 0; y < emptyRoomTemplate.GetLength(0); y++)
         {
             for (int x = 0; x < emptyRoomTemplate.GetLength(1); x++)
             {
                 if (emptyRoomTemplate[y, x] == 0)
                 {
                     room[y, x] = new EmptySpace();
                 }
                 else if (emptyRoomTemplate[y, x] == 1)
                 {
                     room[y, x] = new Wall.Outer();
                 }
                 else if (emptyRoomTemplate[y, x] == 2)
                 {
                     Wall.Inner wall;
                     if (emptyRoomTemplate[y, x - 1] == 2 || emptyRoomTemplate[y, x - 1] == 1)
                     {
                         int min = Math.Min(emptyRoomTemplate[y - 1, x] - 2, emptyRoomTemplate[y + 1, x] - 2);
                         int max = Math.Max(emptyRoomTemplate[y - 1, x] - 2, emptyRoomTemplate[y + 1, x] - 2);
                         wall = new Wall.Inner(min, max, x, y);
                     }
                     else
                     {
                         int min = Math.Min(emptyRoomTemplate[y, x - 1] - 2, emptyRoomTemplate[y, x + 1] - 2);
                         int max = Math.Max(emptyRoomTemplate[y, x - 1] - 2, emptyRoomTemplate[y, x + 1] - 2);
                         wall = new Wall.Inner(min, max, x, y);
                     }
                     room[y, x] = wall;
                     mergeWall(wall);
                 }
                 else
                 {
                     room[y, x] = new Floor.Vanilla();
                 }
             }
         }
         createTree();
         shuffleList();
         explodeWalls();
     }
     else
     {
         room = new Block[treasureRoomTemplate.GetLength(0), treasureRoomTemplate.GetLength(1)];
         for (int y = 0; y < treasureRoomTemplate.GetLength(0); y++)
         {
             for (int x = 0; x < treasureRoomTemplate.GetLength(1); x++)
             {
                 if (treasureRoomTemplate[y, x] == 1)
                 {
                     room[y, x] = new Wall.Outer();
                 }
                 else
                 {
                     room[y, x] = new Floor.Vanilla();
                 }
             }
         }
     }
 }
예제 #18
0
    public void create()
    {
        PlayerPrefs.DeleteAll();
        PlayerPrefs.SetInt("Lives", 3);
        var mainLayout = MyGameObject.Instantiate <VerticalStack>();

        mainLayout.ActualDimentions = this.ActualDimentions;

        LabelMenu = MyGameObject.Instantiate <MyGameLabel>();
        LabelMenu.create("MENU", 5f, Color.white);
        LabelMenu.TextFontSize = 15;
        LabelMenu.AligmentMode = TextAnchor.MiddleCenter;
        mainLayout.AddChildren(LabelMenu);

        //------------Boton GovermentWorkOut----------
        EmptySpace GovermentWorkOut_Button = MyGameObject.Instantiate <EmptySpace>();

        GovermentWorkOut_Button.ActualDimentions   = new Vector3(0.6f, 0.2f, 1f);
        GovermentWorkOut_Button.MarginProperty.Top = 0.05f;
        GovermentWorkOut_Button.createColiderBackground();
        GovermentWorkOut_Button.setBackground("Textures/MenuGamesMain/yellowButton", true);
        LabelGovernmentWorkOut = MyGameObject.Instantiate <MyGameLabel>();
        LabelGovernmentWorkOut.create("Government work out", 2f, Color.white);
        LabelGovernmentWorkOut.TextFontSize = 3;
        LabelGovernmentWorkOut.AligmentMode = TextAnchor.MiddleCenter;
        GovermentWorkOut_Button.AddChildren(LabelGovernmentWorkOut);
        // -- Redirecciona a la Scene correspondiente
        GovermentWorkOut_Button.TapEvent += (MyGameObject sender, System.EventArgs e) => {
            SceneManager.LoadScene("GovermentWorkOut");
        };
        //------------------------------------------------

        //------------Boton BalanceTheWorld----------
        EmptySpace BalanceTheWorld_Button = MyGameObject.Instantiate <EmptySpace>();

        BalanceTheWorld_Button.ActualDimentions   = new Vector3(0.6f, 0.2f, 1f);
        BalanceTheWorld_Button.MarginProperty.Top = 0.05f;
        BalanceTheWorld_Button.createColiderBackground();
        BalanceTheWorld_Button.setBackground("Textures/MenuGamesMain/redButton", true);
        LabelBalanceTheWorld = MyGameObject.Instantiate <MyGameLabel>();
        LabelBalanceTheWorld.create("Balance The World", 2f, Color.white);
        LabelBalanceTheWorld.TextFontSize = 3;
        LabelBalanceTheWorld.AligmentMode = TextAnchor.MiddleCenter;
        BalanceTheWorld_Button.AddChildren(LabelBalanceTheWorld);
        // -- Redirecciona a la Scene correspondiente
        BalanceTheWorld_Button.TapEvent += (MyGameObject sender, System.EventArgs e) => {
            SceneManager.LoadScene("TheWorldBalance");
        };
        //------------------------------------------------

        //------------Boton TaxMan----------
        EmptySpace TaxMan_Button = MyGameObject.Instantiate <EmptySpace>();

        TaxMan_Button.ActualDimentions   = new Vector3(0.6f, 0.2f, 1f);
        TaxMan_Button.MarginProperty.Top = 0.05f;
        TaxMan_Button.createColiderBackground();
        TaxMan_Button.setBackground("Textures/MenuGamesMain/yellowButton", true);
        LabelTaxMan = MyGameObject.Instantiate <MyGameLabel>();
        LabelTaxMan.create("Avoid the TaxMan", 2f, Color.white);
        LabelTaxMan.TextFontSize = 3;
        LabelTaxMan.AligmentMode = TextAnchor.MiddleCenter;
        TaxMan_Button.AddChildren(LabelTaxMan);
        // -- Redirecciona a la Scene correspondiente
        TaxMan_Button.TapEvent += (MyGameObject sender, System.EventArgs e) =>
        {
            SceneManager.LoadScene("TaxMan");
        };
        //------------------------------------------------

        //------------Boton Investment----------
        EmptySpace Investment_Button = MyGameObject.Instantiate <EmptySpace>();

        Investment_Button.ActualDimentions   = new Vector3(0.6f, 0.2f, 1f);
        Investment_Button.MarginProperty.Top = 0.05f;
        Investment_Button.createColiderBackground();
        Investment_Button.setBackground("Textures/MenuGamesMain/redButton", true);
        LabelInvestment = MyGameObject.Instantiate <MyGameLabel>();
        LabelInvestment.create("Invest To Progress", 2f, Color.white);
        LabelInvestment.TextFontSize = 3;
        LabelInvestment.AligmentMode = TextAnchor.MiddleCenter;
        Investment_Button.AddChildren(LabelInvestment);
        // -- Redirecciona a la Scene correspondiente
        Investment_Button.TapEvent += (MyGameObject sender, System.EventArgs e) =>
        {
            SceneManager.LoadScene("InvestToProgress");
        };
        //------------------------------------------------


        //------------Boton Censorship----------
        EmptySpace Censorship_Button = MyGameObject.Instantiate <EmptySpace>();

        Censorship_Button.ActualDimentions   = new Vector3(0.6f, 0.2f, 1f);
        Censorship_Button.MarginProperty.Top = 0.05f;
        Censorship_Button.createColiderBackground();
        Censorship_Button.setBackground("Textures/MenuGamesMain/yellowButton", true);
        LabelCensorship = MyGameObject.Instantiate <MyGameLabel>();
        LabelCensorship.create("Censorship", 2f, Color.white);
        LabelCensorship.TextFontSize = 3;
        LabelCensorship.AligmentMode = TextAnchor.MiddleCenter;
        Censorship_Button.AddChildren(LabelCensorship);
        // -- Redirecciona a la Scene correspondiente
        Censorship_Button.TapEvent += (MyGameObject sender, System.EventArgs e) => {
            SceneManager.LoadScene("CensorShip");
        };
        //------------------------------------------------

        //------------Boton NetWorking----------
        EmptySpace NetWorking_Button = MyGameObject.Instantiate <EmptySpace>();

        NetWorking_Button.ActualDimentions   = new Vector3(0.6f, 0.2f, 1f);
        NetWorking_Button.MarginProperty.Top = 0.05f;
        NetWorking_Button.createColiderBackground();
        NetWorking_Button.setBackground("Textures/MenuGamesMain/redButton", true);
        LabelNetworking = MyGameObject.Instantiate <MyGameLabel>();
        LabelNetworking.create("Free Trade", 2f, Color.white);
        LabelNetworking.TextFontSize = 3;
        LabelNetworking.AligmentMode = TextAnchor.MiddleCenter;
        NetWorking_Button.AddChildren(LabelNetworking);
        // -- Redirecciona a la Scene correspondiente
        NetWorking_Button.TapEvent += (MyGameObject sender, System.EventArgs e) => {
            SceneManager.LoadScene("Networking");
        };
        //------------------------------------------------

        //------------Boton Bureaucracy_Button----------
        EmptySpace Bureaucracy_Button = MyGameObject.Instantiate <EmptySpace>();

        Bureaucracy_Button.ActualDimentions   = new Vector3(0.6f, 0.2f, 1f);
        Bureaucracy_Button.MarginProperty.Top = 0.05f;
        Bureaucracy_Button.createColiderBackground();
        Bureaucracy_Button.setBackground("Textures/MenuGamesMain/yellowButton", true);
        LabelB = MyGameObject.Instantiate <MyGameLabel>();
        LabelB.create("Bureaucracy", 2f, Color.white);
        LabelB.TextFontSize = 3;
        LabelB.AligmentMode = TextAnchor.MiddleCenter;
        Bureaucracy_Button.AddChildren(LabelB);
        // -- Redirecciona a la Scene correspondiente
        Bureaucracy_Button.TapEvent += (MyGameObject sender, System.EventArgs e) => {
            SceneManager.LoadScene("Bureaucracy");
        };
        //------------------------------------------------

        //------------Boton TradeBarriers_Button----------
        EmptySpace TradeBarriers_Button = MyGameObject.Instantiate <EmptySpace>();

        TradeBarriers_Button.ActualDimentions   = new Vector3(0.6f, 0.2f, 1f);
        TradeBarriers_Button.MarginProperty.Top = 0.05f;
        TradeBarriers_Button.createColiderBackground();
        TradeBarriers_Button.setBackground("Textures/MenuGamesMain/redButton", true);
        LabelTRadeBarriers = MyGameObject.Instantiate <MyGameLabel>();
        LabelTRadeBarriers.create("JumpTheTradeBarriers", 2f, Color.white);
        LabelTRadeBarriers.TextFontSize = 3;
        LabelTRadeBarriers.AligmentMode = TextAnchor.MiddleCenter;
        TradeBarriers_Button.AddChildren(LabelTRadeBarriers);
        // -- Redirecciona a la Scene correspondiente
        TradeBarriers_Button.TapEvent += (MyGameObject sender, System.EventArgs e) => {
            SceneManager.LoadScene("JumpTheTradeBarriers");
        };
        //------------------------------------------------


        //------------Boton Memory_button----------
        EmptySpace Memory_button = MyGameObject.Instantiate <EmptySpace>();

        Memory_button.ActualDimentions   = new Vector3(0.6f, 0.2f, 1f);
        Memory_button.MarginProperty.Top = 0.05f;
        Memory_button.createColiderBackground();
        Memory_button.setBackground("Textures/MenuGamesMain/yellowButton", true);
        LabelMemory = MyGameObject.Instantiate <MyGameLabel>();
        LabelMemory.create("Memory", 2f, Color.white);
        LabelMemory.TextFontSize = 3;
        LabelMemory.AligmentMode = TextAnchor.MiddleCenter;
        Memory_button.AddChildren(LabelMemory);
        // -- Redirecciona a la Scene correspondiente
        Memory_button.TapEvent += (MyGameObject sender, System.EventArgs e) => {
            SceneManager.LoadScene("Memory");
        };
        //------------------------------------------------

        // se hace el boton hijo de la Scene principal
        mainLayout.AddChildren(GovermentWorkOut_Button);
        mainLayout.AddChildren(BalanceTheWorld_Button);
        mainLayout.AddChildren(TaxMan_Button);
        mainLayout.AddChildren(Investment_Button);
        mainLayout.AddChildren(Censorship_Button);
        mainLayout.AddChildren(NetWorking_Button);
        mainLayout.AddChildren(Bureaucracy_Button);
        mainLayout.AddChildren(TradeBarriers_Button);
        mainLayout.AddChildren(Memory_button);



        this.AddChildren(mainLayout);
        this.setBackground("Textures/MenuGamesMain/blackButton", true);
        this.correctCenter(false);
    }
예제 #19
0
 public void ChooseEmptySpaceTests()
 {
     var emptySpace = new EmptySpace();
     
 }