private void Awake() { gameStageController = GameFacade.GetInstance().gameStageController; gameStageData = GameFacade.GetInstance().gameStageData; concentric = Instantiate(ConcentricPrefab, GameObject.FindGameObjectWithTag("UI").transform).GetComponent <Image>(); mainCamera = this; }
private void Initialize() { // playerController = GetComponent<PlayerController_New>(); gameStageController = GetComponent <GameStageController>(); objectPool = GetComponent <ObjectPool>(); gameStageData = new GameStageData(); }
private void Initialize() { playerController = GetComponent <PlayerController_New>(); gameStageController = GetComponent <GameStageController>(); gameStageData = new GameStageData(); }
void Awake() { nav = GetComponent <NavMeshAgent>(); gameStage = FindObjectOfType <GameStageController>(); gameStage.stageChangeToBattle.AddListener(OnBattleStart); gameStage.stageChangeToReady.AddListener(OnReadyStart); gameStage.stageChangeToRoundWin.AddListener(OnRoundWin); minionAnimator = GetComponent <Animator>(); }
// Use this for initialization void Start() { gsc = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameStageController>(); rb = GetComponent <Rigidbody>(); }
private void Awake() { gameStageController = GameFacade.GetInstance().gameStageController; gameStageData = GameFacade.GetInstance().gameStageData; }
//tutaj zczytujemy klawisz i dobieramy odpowiednie zachowaie do stanu gry public bool CheckButton(KeyboardState keyboardState) { // jak gramy to obslugą klawiatury zajmuje sie songPlayer if (state.gameState == GameState.PLAYING || state.gameState == GameState.EDITING) { songPlayer.Update(keyboardState); } if (keyboardState.IsKeyDown(Keys.Escape)) { switch (state.gameState) { case GameState.LOGO: break; case GameState.MENU: break; case GameState.PLAYING: break; case GameState.EDITING: break; case GameState.NAME: state.gameState = GameState.MENU; break; case GameState.CREDITS: state.gameState = GameState.MORE; break; case GameState.CONTROL: break; case GameState.MORE: state.gameState = GameState.MENU; break; default: break; } } if (state.gameState == GameState.NAME) { NameManager.CheckKey(keyboardState); } // dla klawisza ENTER if (keyboardState.IsKeyDown(Keys.Enter)) { switch (state.gameState) { case GameState.NAME: state.gameState = GameState.MENU; break; // jak wyswietlamy logo to przelaczamy się na wyswietlanie menu case GameState.LOGO: state.gameState = GameState.MENU; break; // jak wyswietlamy menu to w zaleznosci od tego co jest zaznaczone case GameState.MENU: switch (state.menuState) { //wyswietlamy liste piosenek case MenuState.PLAY: { // TUTAJ MAGIA DYSPUTA songPlayer = new GameStageController(songResources, true); state.gameState = GameState.PLAYING; } break; // wyswietlamy creditsy case MenuState.MORE: { state.gameState = GameState.MORE; } break; // wychodzimy z gry case MenuState.EXIT: return(true); // dys se wlacza editor case MenuState.EDITOR: { songPlayer = new GameStageController(songResources, false); state.gameState = GameState.EDITING; } break; default: break; } break; //Dodatkowe opcje case GameState.MORE: { switch (state.moreState) { case MoreState.NAME: state.gameState = GameState.NAME; break; case MoreState.CREDITS: state.gameState = GameState.CREDITS; break; case MoreState.CONTROL: Thread thread = new Thread(VirtualComPort.Connect); thread.Start(); break; default: break; } } break; // jak gramy piosenka (tu pewnie zostanie puste - nic nie robimy jak klikniemy enter grając w grę ) case GameState.PLAYING: break; default: break; } } // dla klawisza UP if (keyboardState.IsKeyDown(Keys.Up)) { switch (state.gameState) { case GameState.LOGO: break; case GameState.MENU: { int temp = (int)state.menuState - 1; if (temp < 0) { temp = 3; } state.menuState = (MenuState)temp; } break; case GameState.MORE: { int temp = (int)state.moreState - 1; if (temp < 0) { temp = 2; } state.moreState = (MoreState)temp; } break; case GameState.PLAYING: break; default: break; } } //Dla klawisza DOWN if (Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Down)) { switch (state.gameState) { case GameState.LOGO: break; case GameState.MENU: { int temp = (int)state.menuState + 1; if (temp > 3) { temp = 0; } state.menuState = (MenuState)temp; } break; case GameState.MORE: { int temp = (int)state.moreState + 1; if (temp > 2) { temp = 0; } state.moreState = (MoreState)temp; } break; case GameState.PLAYING: break; default: break; } } return(false); }