public void Init(float maxPossiblePosition, float minPossiblePosition, GameOverHandler handler) { _maxScreenPosition = maxPossiblePosition; _minScreenPosition = minPossiblePosition; _handler = handler; _handler.OnGameOver += OnGameOver; }
public override void OnServerSceneChanged(string sceneName) { if (SceneManager.GetActiveScene().name.StartsWith("Scene_Map")) { GameOverHandler gameOverHandlerInstance = Instantiate(gameOverHandlerPrefab); NetworkServer.Spawn(gameOverHandlerInstance.gameObject); foreach (RTSPlayer player in Players) { Vector2 pos = GetStartPosition().position; //Debug.Log($"OnServerSceneChanged pos {GetStartPosition().position} "); GameObject baseInstance = Instantiate( unitBasePrefab, pos, Quaternion.identity); NetworkServer.Spawn(baseInstance, player.connectionToClient); GameObject mainCharInstance = Instantiate( mainPrefab.gameObject, pos, Quaternion.identity); NetworkServer.Spawn(mainCharInstance, player.connectionToClient); } } }
public static void CheckGameOver(this Grid board, GameOverHandler onGameOver) { if (board.IsOver()) { onGameOver(board.GetCountFilled()); } }
//TODO: refactor CheckForEnemiesAlive to be less dumb IEnumerator CheckForWaveEnd() { Debug.Log("WaveManager: Check for wave end"); while (CheckForEnemiesAlive()) //Can impl this better { yield return(new WaitForSeconds(.5f)); } if (cur_wave_index < wave_list.Count) { Debug.Log("Wave manager: wave complete!"); cur_wave_index++; if (cur_wave_index >= wave_list.Count) { Debug.Log("Wave manager: all waves completed successfully!"); AllWavesCompletedEvent?.Invoke(this, System.EventArgs.Empty); GameOverHandler.DoGameWin(); } } WaveEndEvent?.Invoke(this, System.EventArgs.Empty); flag_wave_in_progress = false; }
void Awake() { GameObject master = GameObject.FindGameObjectWithTag("Master"); starter = master.GetComponent <RoundStarter>(); scores = master.GetComponent <ScoreManager>(); gameOver = GameObject.Find("GameOver").GetComponent <GameOverHandler>(); }
public override void OnServerSceneChanged(string sceneName) //when server changes scene { if (SceneManager.GetActiveScene().name.StartsWith("Scene_Map")) //if scene name sart with { GameOverHandler gameOverHandlerInstance = Instantiate(gameOverHandlerPrefab); //spawn GameOverHandler NetworkServer.Spawn(gameOverHandlerInstance.gameObject); } }
public override void OnServerSceneChanged(string sceneName) { if (SceneManager.GetActiveScene().name.StartsWith("Scene_Map")) { GameOverHandler gameOverHandlerInstance = Instantiate(gameOverHandlerPrefab); NetworkServer.Spawn(gameOverHandlerInstance.gameObject); } }
public override void OnServerSceneChanged(string sceneName) { if (SceneManager.GetActiveScene().name.StartsWith("Main")) { GameOverHandler gameOverHandler = Instantiate(gameoverScript); NetworkServer.Spawn(gameOverHandler.gameObject); } }
public void OnGameOverEvent(GameOverArgs e) { GameOverHandler gameOverEvent = GameOverEvent; if (gameOverEvent != null) { gameOverEvent(e); } }
// Use this for initialization void Start() { gameOverHandler = GameObject.FindGameObjectWithTag("MapManager").GetComponent <GameOverHandler>(); var workers = GameObject.FindGameObjectsWithTag("Worker"); foreach (GameObject worker in workers) { AddPop(worker); } }
void Awake() { if (snapsToCamera) { transform.parent = Camera.main.transform; transform.localPosition = Vector3.zero; } StartCoroutine (Options ()); global = GameObject.FindGameObjectWithTag ("Global"); go = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameOverHandler>(); }
public override void OnServerSceneChanged(string sceneName) { Debug.Log($"SCENE NAME: {sceneName}"); if (!SceneManager.GetActiveScene().name.StartsWith("Scene_Map")) { return; } GameOverHandler gameOverHandlerInstance = Instantiate(gameOverHandler); NetworkServer.Spawn(gameOverHandlerInstance.gameObject); }
void Start() { instance = this; if (Random.Range(0, 100) == 0) { leftSecret.SetActive(true); } if (Random.Range(0, 100) == 0) { rightSecret.SetActive(true); } }
public void Start() { gameOverHandler = GameObject.FindGameObjectWithTag("MapManager").GetComponent <GameOverHandler>(); foreach (ResourceTypes e in Enum.GetValues(typeof(ResourceTypes))) { resources.Add(e, 0); } AddResource(ResourceTypes.FOOD, 200); AddResource(ResourceTypes.WOOD, 125); AddResource(ResourceTypes.STONE, 25); }
}//Play /// <summary> /// Rise event according to a game state /// </summary> /// <param name="state">Game current state</param> private void OnBoardCheck(State state) { _state = state; if (_state == State.CONTINUE) { GameContinueHalder?.Invoke(_board.GameBoard, EventArgs.Empty); } if (_state == State.WIN || _state == State.LOSE || _state == State.DRAW) { string str = (_state == State.DRAW) ? "DRAW" : _currentPlayer.Name; GameOverHandler?.Invoke(str, EventArgs.Empty); } } //OnBoardCheck
// Update is called once per frame void Update() { if (!is_alive) { if (!GetComponent <ParticleSystem>().isPlaying) { Destroy(gameObject); GameOverHandler.OnGameOver(); } return; } //position rb.velocity = Vector3.right * Input.GetAxis("Horizontal") * speed + Vector3.up * Input.GetAxis("Vertical") * speed; //rotation /*Vector2 mv = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")); * if (mv.magnitude > 0.1) * { * float angle = Vector2.SignedAngle(Vector2.up, mv); * Vector3 desiredAngle = new Vector3(0f, 0f, angle); * * transform.localEulerAngles = desiredAngle; * }*/ Camera cam = Camera.current; if (cam != null) { Vector2 mousepos = Input.mousePosition; Vector2 playerpos = cam.WorldToScreenPoint(transform.position); float angle = Vector2.SignedAngle(Vector2.up, mousepos - playerpos); Vector3 desiredAngle = new Vector3(0f, 0f, angle); transform.localEulerAngles = desiredAngle; } //shoot if (Input.GetButton("Fire1") && shootingTimeout <= 0f) { shootingTimeout = 1f / shootingRate; GameObject go = Instantiate(projectile); Rigidbody2D rb = go.GetComponent <Rigidbody2D>(); go.transform.position = transform.position + transform.up * 0.6f; rb.velocity = transform.up * projectileSpeed; } shootingTimeout -= Time.deltaTime; }
//Spawn Game Over Handler Only If We Are In Level Not Menu Scene public override void OnServerSceneChanged(string sceneName) { if (SceneManager.GetActiveScene().name.StartsWith("Level")) { GameOverHandler gameOverHandlerInstance = Instantiate(gameOverHandlerPrefab); NetworkServer.Spawn(gameOverHandlerInstance.gameObject); foreach (RTSPlayer player in Players) { GameObject baseInstance = Instantiate(unitBasePrefab, GetStartPosition().position, Quaternion.identity); NetworkServer.Spawn(baseInstance, player.connectionToClient); } } }
//Called when the scene is changed public override void OnServerSceneChanged(string sceneName) { //Checks the name to see if its a map, menu etc if (SceneManager.GetActiveScene().name.StartsWith("Scene_Menu")) { GameOverHandler gameOverHandlerInstance = Instantiate(gameOverHandlerPrefab); NetworkServer.Spawn(gameOverHandlerInstance.gameObject); } ////Spawns the deck on the network //if (SceneManager.GetActiveScene().name.StartsWith("Scene_Map")) //{ // Deck deck = Instantiate(deckPrefab, new Vector3(0f, 0.55f, 0f), Quaternion.identity); // NetworkServer.Spawn(deck.gameObject); //} }
public override void OnServerSceneChanged(string sceneName) { if (!SceneManager.GetActiveScene().name.Contains("Map")) { return; } GameOverHandler gameOverHandlerInstance = Instantiate(gameOverHandlerPrefab); NetworkServer.Spawn(gameOverHandlerInstance.gameObject); foreach (MyPlayer player in Players) { GameObject baseInstance = Instantiate(basePrefab, GetStartPosition().position, Quaternion.identity); NetworkServer.Spawn(baseInstance, player.connectionToClient); } }
public static void RemoveLives(int lives) { if (lives <= 0) { return; //someone is trying to goof my system!!! I ain't gonna have it... } Resource_Attributes cur_lives_attribute = FindResourceAttribute(Resource_V2.ResourceType.lives); if (cur_lives_attribute.resource_amount > lives) { cur_lives_attribute.resource_amount -= lives; } else { cur_lives_attribute.resource_amount = 0; GameOverHandler.DoGameOver(); } }
public override void OnServerSceneChanged(string sceneName) { //Whenever the server changes the scene. We check if its an online game map. If so we spawn in our GameOverHandler //Then for each player in our Players lobby List<RTSPlayer> we spawn in their base instance @ network start positions. //We make sure to give authority to the players connection. if (SceneManager.GetActiveScene().name.StartsWith("Scene_Map")) { //Spawns this in on server GameOverHandler gameOverHandlerInstance = Instantiate(gameOverHandlerPrefab); NetworkServer.Spawn(gameOverHandlerInstance.gameObject); foreach (RTSPlayer player in Players) { //For each player in lobby spawn in base instance. GameObject baseInstance = Instantiate(unitBasePrefab, GetStartPosition().position, Quaternion.identity); NetworkServer.Spawn(baseInstance, player.connectionToClient); } } }
public override void OnServerSceneChanged(string sceneName) //whenever server changes the scene { if (SceneManager.GetActiveScene().name.StartsWith("Scene_Map")) { GameOverHandler gameOverHandlerInstance = Instantiate(gameOverHandlerPrefab); NetworkServer.Spawn(gameOverHandlerInstance.gameObject); foreach (RTSPlayer player in Players) { GameObject baseInstance = Instantiate( // spawn a unitSpawner on the server. unitBasePrefab, GetStartPosition().position, Quaternion.identity); NetworkServer.Spawn(baseInstance, player.connectionToClient); // spawn a unitSpawnerInstance on all the clients, and then give ownership to the player who was added. } } }
public override void OnServerSceneChanged(string newSceneName) { base.OnServerChangeScene(newSceneName); if (SceneManager.GetActiveScene().name.StartsWith("NewWorldScene")) { GameOverHandler gameOverInstance = Instantiate(gameOverPrefab); NetworkServer.Spawn(gameOverInstance.gameObject); foreach (WaterFieldPlayer player in Players) { GameObject playerInstance = Instantiate( theActualPlayer, GetStartPosition().position, Quaternion.identity); NetworkServer.Spawn(playerInstance, player.connectionToClient); } } }
//Called when the scene is changed public override void OnServerSceneChanged(string sceneName) { //Checks the name to see if its a map, menu etc if (SceneManager.GetActiveScene().name.StartsWith("Scene_Map")) { //Spawns the game over handler GameOverHandler gameOverHandlerInstance = Instantiate(gameOverHandlerPrefab); //Spawns handler on network for everyone NetworkServer.Spawn(gameOverHandlerInstance.gameObject); foreach (RTSPlayer player in Players) { GameObject baseInstance = Instantiate( unitBasePrefab, GetStartPosition().position, Quaternion.identity); NetworkServer.Spawn(baseInstance, player.connectionToClient); } } }
/// <summary> /// Controller's constructor sets the objects passed as parameters /// </summary> /// <param name="blackjackgame">The game object</param> /// <param name="gamevisualizer">The visualizer object</param> /// <param name="handler">The GameOver event handler (caller's function - in our case it's in the MainForm)</param> public CardTableController( BlackjackGame blackjackgame, CardTableVisualizer gamevisualizer, GameOverHandler handler ) { game = blackjackgame; cardtable = gamevisualizer; GameOver += handler; }
void initialize() { //player = GameObject.FindGameObjectWithTag("PlayerSwapper").transform; numberAlive = enemies.Length; music = GameObject.FindGameObjectWithTag("Music").GetComponent<MusicManager>(); //gates = GameObject.FindGameObjectsWithTag ("Gate"); setUpGates(); looker = GameObject.FindGameObjectWithTag("CamFollow").GetComponent<CamLooker>(); GameObject c = GameObject.FindGameObjectWithTag ("GameController"); data = c.GetComponent<GameData>(); gameOverHandler = c.GetComponent<GameOverHandler>(); flags = c.GetComponent<Flags>(); transition = GameObject.FindGameObjectWithTag("Fader").GetComponent<SceneTransition>(); flags.AddTrapFlag(); trapCleared = flags.CheckTrapFlag(); canvas = GameObject.Find ("HUD").gameObject; if(type == trapType.STEALTH) stealthPrep(); initialized = true; }
/// <summary> /// Controller's constructor sets the objects passed as parameters /// </summary> /// <param name="blackjackgame">The game object</param> /// <param name="gamevisualizer">The visualizer object</param> /// <param name="handler">The GameOver event handler (caller's function - in our case it's in the MainForm)</param> public CardTableController(BlackjackGame blackjackgame, CardTableVisualizer gamevisualizer, GameOverHandler handler) { game = blackjackgame; cardtable = gamevisualizer; GameOver += handler; }
void Awake() { self = this; }