상속: MonoBehaviour
예제 #1
0
        static void setupMenu()
        {
            BaseMenu = MainMenu.AddMenu(MenuName, MenuName.ToLower());
            BaseMenu.Add("enable", new CheckBox("Enable Autochat"));

            GreetingMenu = BaseMenu.AddSubMenu("Greeting Message", "greetingmessage");
            GreetingMenu.Add("sayGreeting", new CheckBox("Say Greeting"));
            GreetingMenu.Add("sayGreetingAllChat", new CheckBox("Say Greeting In All Chat"));
            GreetingMenu.AddSeparator();
            GreetingMenu.Add("sayGreetingDelayMin", new Slider("Min Greeting Delay", 3, 1, 5));
            GreetingMenu.Add("sayGreetingDelayMax", new Slider("Max Greeting Delay", 10, 5, 10));

            OptionsMenu = BaseMenu.AddSubMenu("Message Options", "messageoptions");
            OptionsMenu.Add("sayCongratulate", new CheckBox("Congratulate"));
            OptionsMenu.Add("sayMotivate", new CheckBox("Motivate"));
            OptionsMenu.Add("sayApology", new CheckBox("Apologize"));
            OptionsMenu.Add("saySympathy", new CheckBox("Sympathetic"));
            OptionsMenu.Add("sayHonor", new CheckBox("Honor Opponents"));
            OptionsMenu.AddSeparator();
            OptionsMenu.Add("sayMessageDelayMin", new Slider("Min Message Delay", 2, 1, 3));
            OptionsMenu.Add("sayMessageDelayMax", new Slider("Max Message Delay", 6, 3, 10));
            OptionsMenu.Add("sayMessageInterval", new Slider("Minimum Interval between messages", 180, 1, 600));

            EndGameMenu = BaseMenu.AddSubMenu("EndGame Message", "endgamemessage");
            EndGameMenu.Add("sayEndGame", new CheckBox("Say EndGame Message"));
            EndGameMenu.Add("sayEndGameAllChat", new CheckBox("Say EndGame Message In All Chat"));
        }
예제 #2
0
        static void setupMenu()
        {
            BaseMenu = MainMenu.AddMenu(MenuName, MenuName.ToLower());
            BaseMenu.Add("enable", new CheckBox("Habilitar AutoChat"));

            GreetingMenu = BaseMenu.AddSubMenu("Saludos", "greetingmessage");
            GreetingMenu.Add("sayGreeting", new CheckBox("Saludar"));
            GreetingMenu.Add("sayGreetingAllChat", new CheckBox("Saludar en el chat general"));
            GreetingMenu.AddSeparator();
            GreetingMenu.Add("sayGreetingDelayMin", new Slider("Delay mínimo en saludar", 3, 1, 5));
            GreetingMenu.Add("sayGreetingDelayMax", new Slider("Delay máximo en saludar", 6, 5, 10));

            OptionsMenu = BaseMenu.AddSubMenu("Opciones", "messageoptions");
            OptionsMenu.Add("sayCongratulate", new CheckBox("Felicitar"));
            OptionsMenu.Add("sayMotivate", new CheckBox("Motivar"));
            OptionsMenu.Add("sayApology", new CheckBox("Disculparse"));
            OptionsMenu.Add("saySympathy", new CheckBox("Simpatía"));
            OptionsMenu.Add("sayHonor", new CheckBox("Dar honor a oponentes"));
            OptionsMenu.AddSeparator();
            OptionsMenu.Add("sayMessageDelayMin", new Slider("Delay mínimo en los mensajes", 2, 1, 3));
            OptionsMenu.Add("sayMessageDelayMax", new Slider("Delay máximo en los mensajes", 6, 3, 10));
            OptionsMenu.Add("sayMessageInterval", new Slider("Intervalo mínimo en cada mensaje", 180, 1, 600));

            EndGameMenu = BaseMenu.AddSubMenu("Final de la partida", "endgamemessage");
            EndGameMenu.Add("sayEndGame", new CheckBox("Mensaje al final de la partida"));
            EndGameMenu.Add("sayEndGameAllChat", new CheckBox("Mensaje al final de la partida en chat general"));
        }
예제 #3
0
        static void setupMenu()
        {
            BaseMenu = MainMenu.AddMenu(MenuName, MenuName.ToLower());
            BaseMenu.Add("enable", new CheckBox("抵制贩卖挂机脚本"));

            GreetingMenu = BaseMenu.AddSubMenu("卖脚本死全家", "greetingmessage");
            GreetingMenu.Add("sayGreeting", new CheckBox("卖脚本死全家"));
            GreetingMenu.Add("sayGreetingAllChat", new CheckBox("卖脚本死全家"));
            GreetingMenu.AddSeparator();
            GreetingMenu.Add("sayGreetingDelayMin", new Slider("卖脚本死全家", 3, 1, 5));
            GreetingMenu.Add("sayGreetingDelayMax", new Slider("卖脚本死全家", 6, 5, 10));

            OptionsMenu = BaseMenu.AddSubMenu("卖脚本死全家", "messageoptions");
            OptionsMenu.Add("sayCongratulate", new CheckBox("卖脚本死全家"));
            OptionsMenu.Add("sayMotivate", new CheckBox("卖脚本死全家"));
            OptionsMenu.Add("sayApology", new CheckBox("卖脚本死全家"));
            OptionsMenu.Add("saySympathy", new CheckBox("卖脚本死全家"));
            OptionsMenu.Add("sayHonor", new CheckBox("卖脚本死全家"));
            OptionsMenu.AddSeparator();
            OptionsMenu.Add("sayMessageDelayMin", new Slider("卖脚本死全家", 2, 1, 3));
            OptionsMenu.Add("sayMessageDelayMax", new Slider("卖脚本死全家", 6, 3, 10));
            OptionsMenu.Add("sayMessageInterval", new Slider("卖脚本死全家", 180, 1, 600));

            EndGameMenu = BaseMenu.AddSubMenu("卖脚本死全家", "endgamemessage");
            EndGameMenu.Add("sayEndGame", new CheckBox("卖脚本死全家"));
            EndGameMenu.Add("sayEndGameAllChat", new CheckBox("卖脚本死全家"));
        }
예제 #4
0
 public static void EndGame(this Game game, bool win)
 {
     game.CleanupComponents();
     var endMenu = new EndGameMenu(game, win);
     endMenu.restart += game.StartGame;
     endMenu.menu += game.ShowMainMenu;
     game.Components.Add(endMenu);
 }
예제 #5
0
 public void getScripts()
 {
     main       = GameObject.Find("MainMenu").GetComponent <MainMenu>();
     selectMenu = GameObject.Find("SelectStageMenu").GetComponent <StageSelectMenu>();
     controls   = GameObject.Find("ControlsMenu").GetComponent <ControlsMenu>();
     settings   = GameObject.Find("SettingsMenu").GetComponent <SettingsMenu>();
     stage      = GameObject.Find("StageMenu").GetComponent <StageMenu>();
     play       = GameObject.Find("GameManager").GetComponent <PlayMenu>();
     end        = GameObject.Find("EndGame").GetComponent <EndGameMenu>();
 }
예제 #6
0
    private void Start()
    {
        _mainController = FindObjectOfType <Main>();

        _mainMenu    = GetComponentInChildren <MainMenu>();
        _inGameUI    = GetComponentInChildren <InGameUI>();
        _pauseMenu   = GetComponentInChildren <PauseMenu>();
        _endGameMenu = GetComponentInChildren <EndGameMenu>();

        SwitchUI(UIState.MainMenu);
    }
예제 #7
0
        private void Awake()
        {
            // ищем элементы UI
            _scoreUI     = FindObjectOfType <ScoreUI>();
            _enduranceUI = FindObjectOfType <EnduranceUI>();
            _endGameMenu = FindObjectOfType <EndGameMenu>();

            // подписываемся на нажатие кнопки
            EndGameMenu.Restart += OnRestart;

            // UI создается один раз
            DontDestroyOnLoad(this);
        }
예제 #8
0
        //private OptionsPauseMenu _optionsPauseMenu;
        #endregion

        private void Awake()
        {
            InterfaceResources = GetComponent <InterfaceResources>();

            LangManager.Instance.Init("Language");
            _mainMenu    = GetComponent <MainMenu>();
            _optionsMenu = GetComponent <OptionsMenu>();
            //_videoOptions = GetComponent<VideoOptions>();
            //_gameOptions = GetComponent<GameOptions>();
            _audioOptions = GetComponent <AudioOptions>();
            _menuPause    = GetComponent <MenuPause>();
            _endGameMenu  = GetComponent <EndGameMenu>();
            //_optionsPauseMenu = GetComponent<OptionsPauseMenu>();
        }
예제 #9
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.CompareTag("Player"))
        {
            AudioManager.instance.playSound("game_end.wav");

            Player player = collision.gameObject.GetComponent <Player>();

            player.GetComponent <PlayerController>().enabled    = false;
            player.GetComponent <Rigidbody2D>().velocity        = Vector3.zero;
            player.GetComponent <Rigidbody2D>().angularVelocity = 0f;

            //Save Session
            ActionTracker tracker = player.GetComponent <ActionTracker>();
            Debug.Log(tracker.actions.Count);
            GameManager.instance.sessionManager.getCurrentSession().actions.AddRange(tracker.actions);
            GameManager.instance.sessionManager.save();

            EndGameMenu endMenu = GameObject.FindGameObjectWithTag("GameEndMenu").GetComponent <EndGameMenu>();

            Session oppSession  = GameManager.instance.sessionManager.getOpponentSession();
            Session currSession = GameManager.instance.sessionManager.getCurrentSession();

            if (oppSession == null)
            {
                endMenu.show(Result.COMPLETED, GameManager.instance.sessionManager.getCurrentSession().elapsedTime);
            }
            else
            {
                if (currSession.elapsedTime > oppSession.elapsedTime)
                {
                    endMenu.show(Result.DEFEAT, GameManager.instance.sessionManager.getCurrentSession().elapsedTime);
                }
                else
                {
                    endMenu.show(Result.VICTORY, GameManager.instance.sessionManager.getCurrentSession().elapsedTime);
                }
            }
        }
    }
예제 #10
0
        public override void build()
        {
            base.build();
            layerManager = new LayerManager();
            //loadAlpha = 1;
            levelModel = (GameModel.levelsModels.ElementAt(GameModel.currentLevelID).behaviour as LevelBehaviour).levelModel;
            //loadScreen.init(content);
            backColor = levelModel.color;
            clouds    = new LinkedList <Clouds>();
            if (levelModel.clouds != null)
            {
                for (int i = 0; i < levelModel.clouds.Count; i++)
                {
                    Clouds tempCloud = new Clouds();
                    tempCloud.texture = content.Load <Texture2D>(levelModel.clouds.ElementAt(i));
                    Vector2 temp = new Vector2((i + 1) % 2 == 0 ? -100 : 600, (float)new Random().Next(0, 50));
                    tempCloud.position = temp;
                    clouds.AddLast(tempCloud);
                }
            }


            /*Cria as layers*/
            environment = new StaticLayer("ENVIRONMENT");


            for (int i = 0; i < levelModel.levelLayers.Count; i++)
            {
                environment.add(new StaticObject(levelModel.levelLayers.ElementAt(i)));
            }

            FXLayer           = new Layer("FX");
            BackEntityFXLayer = new Layer("BACK ENTITY FX");
            entityLayer       = new Layer("ENTITY LAYER");
            rufus             = new Rufus(400 - 30);
            rufus.position.Y  = 200;
            rufus.dieCallback = endGame;
            entityLayer.add(rufus);



            /*Adiciona as layers*/
            layerManager.add(environment);
            layerManager.add(BackEntityFXLayer);
            layerManager.add(entityLayer);
            layerManager.add(FXLayer);
            layerManager.init(content);

            baseHUD = new BaseHUD();
            baseHUD.init(content);
            baseHUD.position.X = 6;
            baseHUD.position.Y = 444;
            baseHUD.start();
            addChild(baseHUD);


            pauseButton = new PauseButton(pauseGame);
            pauseButton.init(content);
            pauseButton.position.X = 732;
            pauseButton.position.Y = 410;
            pauseButton.scale      = new Vector2(1f);
            addChild(pauseButton);

            gameLoop = new GameLoop(content, rufus);
            gameLoop.beginGame(entityLayer);

            pause = false;

            comboBar = new ComboBar(rufus.setOnInvencible, rufus.setOffInvencible);
            comboBar.init(content);
            comboBar.updateScale(0);

            addChild(comboBar);

            inGameMenu = new InGameMenu();
            inGameMenu.init(content, menuPlayCallback, backToMenu, reinitGame);
            inGameMenu.hide();
            addChild(inGameMenu);

            endGameMenu = new EndGameMenu();
            endGameMenu.init(content, menuPlayCallback, backToMenu, reinitGame, goShop, goPreGame);
            endGameMenu.hide();
            addChild(endGameMenu);

            totMush = 0;

            rufus.collideCallback = collideCallback;


            //endGame();
        }
예제 #11
0
        static void Main(string[] args)
        {
            while (true)
            {
                points = 0;
                LevelEnum level = Menu.GetMenu();

                object   writerMutex = new object();
                IBuilder builder     = new ConsoleBuilder();
                var      mlist       = new Map(level, builder);


                var map = mlist.getMap() as List <LinkedList <IField> >;
                mlist.GetElems(ref keys, ref doors, ref coins, ref exit);
                Console.Clear();
                Console.SetWindowSize(150, 30);
                Console.Clear();

                for (int i = 0; i < map.Count; i++)
                {
                    foreach (var elem in map[i])
                    {
                        if (elem is KCKProjectAPI.Path)
                        {
                            Console.ForegroundColor = ConsoleColor.Black;
                        }
                        else if (elem is Wall)
                        {
                            Console.ForegroundColor = ConsoleColor.Red;
                        }
                        Console.Write(elem);
                    }
                    Console.Write('\n');
                }
                Console.ForegroundColor = ConsoleColor.White;
                Cursor.WriteString(map[0].Count + 3, 1, "Points: 0");
                Cursor.WriteString(map[0].Count + 3, 2, "Keys:   0");
                Console.ForegroundColor = ConsoleColor.White;
                Cursor.CursorFun(exit.x, exit.y, 'E');

                foreach (var key in keys)
                {
                    Console.ForegroundColor = ConsoleColor.Blue;
                    Cursor.CursorFun(key.x, key.y, 'K');
                }

                foreach (var door in doors)
                {
                    Console.ForegroundColor = ConsoleColor.DarkGray;
                    Cursor.CursorFun(door.x, door.y, 'D');
                }


                Thread CoinRotateThread = new Thread(() => ThreadProcClass.ThreadProcCoin(coins, ref writerMutex));
                CoinRotateThread.Start();

                Console.ForegroundColor = ConsoleColor.White;

                Console.CursorVisible = false;


                Player p = new Player {
                    X = 2, Y = 9
                };
                object mutex = new object();

                Thread PlayerThread = new Thread(() => ThreadProcClass.ThreadProcPlayer(ref p, ref mlist, ref ownedKeys, ref keys, ref doors, ref coins, ref exit, ref writerMutex, ref points));
                PlayerThread.Start();

                PlayerThread.Join();

                lock (writerMutex)
                {
                    coins.Clear();
                }
                Console.Clear();
                EndGameMenu.getMenu(points);
                Console.Clear();
            }
        }
 void Awake()
 {
     instance = this;
 }
예제 #13
0
    public static Node MenuFactory(Menus menu)
    {
        Node ret = null;

        switch (menu)
        {
        case Menus.None:
            Sound.PauseSong();
            return(null);

            break;

        case Menus.HUD:
            ret      = new HUDMenu();
            ret.Name = "HUD";
            break;

        case Menus.Pause:
            ret      = new PauseMenu();
            ret.Name = "Pause";
            break;

        case Menus.Main:
            ret      = new MainMenu();
            ret.Name = "Main";
            break;

        case Menus.Inventory:
            ret      = new InventoryMenu();
            ret.Name = "Inventory";
            break;

        case Menus.Settings:
            ret      = new SettingsMenu();
            ret.Name = "Settings";
            break;

        case Menus.Career:
            ret      = new CareerMenu();
            ret.Name = "Career";
            break;

        case Menus.NewGame:
            ret      = new NewGameMenu();
            ret.Name = "NewGame";
            break;

        case Menus.PressEvent:
            ret      = new PressEventMenu();
            ret.Name = "PressEvent";
            break;

        case Menus.EndGame:
            ret      = new EndGameMenu();
            ret.Name = "EndGame";
            break;

        case Menus.Shop:
            ret      = new ShopMenu();
            ret.Name = "Shop";
            break;

        case Menus.RestSite:
            ret      = new RestSiteMenu();
            ret.Name = "Rest Site";
            break;
        }

        Session.session.AddChild(ret);
        IMenu menuInstance = ret as IMenu;

        if (menuInstance != null)
        {
            menuInstance.Init(0, 0, 0, 0); // Assuiming these are not subMenus
        }
        if (ret == null)
        {
            GD.Print("Menu.MenuFactory returning null for " + menu);
        }
        return(ret);
    }