public static void LoadGame(SaveFile saveFile) { if (saveFile != null) { GalaxyController.ResetGalaxy(); MerchantController.CreateNewMerchant(); //Default (these should always load): saveFile.Load_PlanetarySystems(); saveFile.Load_Player(); switch (saveFile.GameState) { default: case SaveFile_GameState.Galaxy: GameUIController.CreateGalaxyScreen(); break; case SaveFile_GameState.PlanetarySystem: GameUIController.CreatePlanetarySystemScreen(); saveFile.Load_CurrentPlanetarySystem(); break; case SaveFile_GameState.Citadel: GameUIController.CreateCitadelScreen(); break; } } }
void Start() { // PhotonNetwork.connectionState = new ConnectionState(); //dbgDoConnect = false; roomOptions = new RoomOptions() { MaxPlayers = 10 }; roomOptions.CustomRoomPropertiesForLobby = new string[1] { "GPS" }; if (MainMenuUI == null) { MainMenuUI = FindObjectOfType <MainMenuUIController> (); } if (GameUI == null) { GameUI = FindObjectOfType <GameUIController> (); } if (GameSetup == null) { GameSetup = FindObjectOfType <GameSetupController> (); } PhotonNetwork.Disconnect(); IsHost = false; GPSThreshold = 0.01f; StartCoroutine(StartLocationService()); }
private void Awake() { playerData = GameFacade.GetInstance().playerData; levelData = GameFacade.GetInstance().levelData; gameUIController = GameFacade.GetInstance().GameUIController; gameStateData = GameFacade.GetInstance().gameStateData; }
// Use this for initialization void Start() { _roomPrefabs.AddRange(Resources.LoadAll <Room>("RoomPrefabs")); if (_roomPrefabs.Count == 0) { Debug.LogError("No room prefabs found - make sure they are placed in \"Resources/RoomPrefabs\" have a root Room component."); } if (StartingRoom == null) { StartingRoom = FindObjectsOfType <Room>()?.FirstOrDefault(d => d.IsInitialisingRoom); } if (StartingRoom == null) { Debug.LogError("Generator could not find starting room, and one was not set - did you forget to set IsInitialisingRoom? Disabling.", gameObject); gameObject.SetActive(false); return; } _activeRoom = StartingRoom; _gameUI = FindObjectOfType <GameUIController>(); InitialGeneration(); ShrinkRooms(); }
private void Start() { gameUIController = FindObjectOfType <GameUIController>(); dice = FindObjectOfType <DetectDiceCount>(); // player turn- get all tiles in game for (int i = 0; i < 247; i++) { allTilesInGame[i] = levelGameObj.transform.GetChild(i).gameObject; } selectedTileNum = 19; selectedTile = allTilesInGame[selectedTileNum]; // player sum 2 previousDiePanel = 0; selectedDiePanelIndexes[0] = 18; selectedDiePanelIndexes[1] = 19; selectedDiePanelIndexes[2] = 20; selectedDiePanelIndexes[3] = 32; selectedDiePanelIndexes[4] = 45; selectedDiePanelIndexes[5] = 58; canMove = true; spawnTileIndex = 3; ChangeGameState(0); }
// Use this for initialization void Start() { ratAnim = rat.GetComponent <Animator> (); guic = GameObject.Find("Canvas/GameUI").GetComponent <GameUIController> (); cat = GameObject.FindGameObjectWithTag("Player"); ratLocation = cat.transform.Find("Body/RatLocation"); }
public override void OnButtonClickEventHandler(string buttonName) { if (UIUtil.IsButtonClicked(buttonDisplayItemAdvance, buttonName)) { Advance(); } else if (UIUtil.IsButtonClicked(buttonOverviewAdvance, buttonName)) { Advance(); } else if (UIUtil.IsButtonClicked(buttonResultItemAdvance, buttonName)) { Advance(); } else if (UIUtil.IsButtonClicked(buttonResultsAdvance, buttonName)) { Advance(); } else if (UIUtil.IsButtonClicked(buttonResultsReplay, buttonName)) { Reset(); GameUIController.ShowGameModeTrainingModeChoiceQuiz(); } else if (UIUtil.IsButtonClicked(buttonResultsModes, buttonName)) { Reset(); GameUIController.ShowGameMode(); } }
private void Awake() { if (Instance == null) { Instance = this; } }
public NrcGameStageObserver(NrcSceneLoader nrcSceneLoader) { _nrcSceneLoader = nrcSceneLoader; _stageDataBase = nrcSceneLoader.StageDataBase; _playerController = nrcSceneLoader.PlayerController; _gameUIController = nrcSceneLoader.GameUIController; _nowStageId = 1; //スタート前カウントダウンが終了したときに呼ばれる _gameUIController.GameUIBeforeStarEffectService.GameUIBeforeStarEffectEndEvent += () => { CharacterStart(); _gameUIController.GameUICountDownService.StartAsync(_clearTime); }; //ステージタイムリミット終了時に呼ばれる _gameUIController.GameUICountDownService.GameUICountDownEndEvent += () => { CharacterPause(); _gameUIController.GameUIStageClearEffectService.StartAsync(); }; //ステージクリア表示終了時に呼ばれる _gameUIController.GameUIStageClearEffectService.GameUIStageClearEffectEndEvent += () => { CharacterPause(); int lastStageNum = _stageDataBase.GetSize(); if (lastStageNum == _nowStageId) { _gameUIController.GameUIGameClearEffectService.StartAsync(); } else { NextStage(); } }; //EnemyTargetが全滅したときに呼ばれる NrcGameManager.NrcGameEnemyTargetService.EnemyTargetAllDeadEvent += () => { CharacterPause(); _gameUIController.Stop(); _gameUIController.GameUIGameOverEffectService.StartAsync(); }; //ゲームオーバー表示終了時に呼ばれる _gameUIController.GameUIGameOverEffectService.GameUIGameOverEndEvent += () => { CharacterPause(); StageLoad(1); }; _gameUIController.GameUIGameClearEffectService.GameUIGameClearEndEvent += () => { //ステージシーンの読み込み。 { AsyncOperation ope = SceneManager.LoadSceneAsync("Title", LoadSceneMode.Single); } }; }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { GameController.Update(gameTime); GameUIController.Update(gameTime); base.Update(gameTime); }
private void OnChangeLevel(Scene origin, Scene current) { if (current.name == "Game") { this.isGameRunning = true; gameUIController = GameObject.FindObjectOfType <GameUIController>(); mapController = GameObject.FindObjectOfType <MapController>(); cameraBehavior = GameObject.FindObjectOfType <CameraBehavior>(); actionController = GameObject.FindObjectOfType <ActionController>(); gameUIController.SetMapName(this.mapName); actionController.SetSpells(spellsSelected); } else if (current.name == "Menu") { menuUIController = GameObject.FindObjectOfType <MenuUIController>(); menuUIController.UserStatusUpdate(usersInRoom); menuUIController.SetUserName(userName); if (userColor != null) { menuUIController.SetPlayerColor(userColor); } } }
void Start() { #if UNITY_EDITOR if (GlobalPlayerVariables.save == null) { print("Loading fake debug save.."); GlobalPlayerVariables.LoadFakeDebugSave(); } #endif Cursor.lockState = CursorLockMode.Locked; cameraController = transform.GetComponent <CameraController>(); healthController = transform.GetComponent <HealthController>(); movementController = transform.GetComponent <MovementController>(); // not a direct component of player due to it needing to be attached to MainCamera, but managed as though it were. inventoryController = transform.GetComponentInChildren <PlayerInventoryController>(); // ui components minus anything relating directly to the inventory (ammo, guns) uiController = transform.GetComponentInChildren <GameUIController>(); colorOverlay = transform.GetComponentInChildren <UIColorOverlayController>(); infoSection = transform.GetComponentInChildren <UIInfoSectionController>(); LoadPlayerState(); uiController.SetValue("UI_HealthPos", (int)Mathf.Clamp(healthController.health, 0f, 999f) + "%"); uiController.SetValue("UI_ArmorPos", (int)Mathf.Clamp(healthController.armor, 0f, 999f) + "%"); inventoryController.UpdateGUI(); //Application.targetFrameRate = 15; }
//================================================================================================================// private void Start() { levels = GetComponentsInChildren <Level>(true); #if !UNITY_EDITOR levelIndex = 0; #endif _instance = this; transform = gameObject.transform; _gameUiController = FindObjectOfType <GameUIController>(); _gameManager = FindObjectOfType <GameManager>(); activeGarbage = new List <Draggable>(); foreach (var level in levels) { level.gameObject.SetActive(false); } waiting = true; StartLevel(); }
//启动时调用 void Start() { UIController = GetComponent <GameUIController>(); gm = GetComponent <GameManager>(); //初始化GameManager静态实例gm mainCamera = Camera.main; //获取摄像机 stateMachineMap = new Dictionary <string, BaseGLStateMachine>(); gameStateQueue = new Queue <string>(); playerCustomProperties = new ExitGames.Client.Photon.Hashtable { { "Score", 0 }, { "Death", 0 } }; //初始化玩家得分 PhotonNetwork.player.SetCustomProperties(playerCustomProperties); //初始化队伍得分 currentScoreOfAttackerTeam = 0; currentScoreOfDefenderTeam = 0; //初始化状态机映射和队列 initStateMachineMapAndQueue(); //将队列首的状态机设置为当前状态机 curGLStatetMachine = stateMachineMap[gameStateQueue.Peek()]; curGLStatetMachine.Enter(); m_gameResult = GameResult.none; winTeam = null; #if (!UNITY_ANDROID) UIController.setCursorState(lockCursor); #endif }
protected virtual IEnumerator Start() { while (GameManager.Instance == null) { yield return(null); } gameManager = GameManager.Instance; while (GameUIController.Instance == null) { yield return(null); } uiManager = GameUIController.Instance; while (EmojiController.Instance == null) { yield return(null); } emojiController = EmojiController.Instance; while (ChatController.Instance == null) { yield return(null); } chatController = ChatController.Instance; //if (isClient) //{ gameManager.AddPlayer(this); //} }
public override void AnimateIn() { // base.AnimateIn(); GameController.ChangeGameStates(AppContentStateMeta.appContentStateGameTrainingChoiceQuiz); GameUIController.ShowGameModeTrainingModeChoiceQuiz(); }
public void Die() { //Finding objects mainCamera = GameObject.FindGameObjectWithTag("MainCamera"); eventHandler = GameObject.FindGameObjectWithTag("EventHandler"); //Get objects Components CameraFollow camFollow = mainCamera.GetComponent <CameraFollow>(); GameUIController gameUIControl = eventHandler.GetComponent <GameUIController>(); CoinSystem coinSystem = eventHandler.GetComponent <CoinSystem>(); CollectingSystem collectingSystem = GetComponent <CollectingSystem>(); GenerateTerrain generateTerrain = eventHandler.GetComponent <GenerateTerrain>(); //Set Variables camFollow.isGameStarted = false; //Save score and Collected Coins coinSystem.SaveCoins(collectingSystem.collectedCoins); switch (generateTerrain.gameMode) { case "DeathRun": gameUIControl.SaveDeathRunScore(); break; case "TimeTrial": gameUIControl.SaveTimeTrialScore(); break; } Destroy(this.gameObject); }
public override void OnButtonClickEventHandler(string buttonName) { //LogUtil.Log("OnButtonClickEventHandler: " + buttonName); if (UIUtil.IsButtonClicked(buttonSettingsAudio, buttonName)) { GameUIController.ShowSettingsAudio(); } else if (UIUtil.IsButtonClicked(buttonSettingsControls, buttonName)) { GameUIController.ShowSettingsControls(); } else if (UIUtil.IsButtonClicked(buttonSettingsProfile, buttonName)) { GameUIController.ShowSettingsProfile(); } else if (UIUtil.IsButtonClicked(buttonSettingsHelp, buttonName)) { GameUIController.ShowSettingsHelp(); } else if (UIUtil.IsButtonClicked(buttonSettingsCredits, buttonName)) { GameUIController.ShowSettingsCredits(); } }
void Awake() { if (instance == null) { instance = this; } }
public override void OnButtonClickEventHandler(string buttonName) { bool loadCharacter = false; /* * if (UIUtil.IsButtonClicked(buttonPlayerUCFObject, buttonName)) { * * GameProfileCustomItem customItem = GameProfileCharacters.currentCustom; * * // SET CUSTOM VALUES FOR THIS PLAYER * * customItem = GameCustomController.UpdateTexturePresetObject( * customItem, GameController.CurrentGamePlayerController.gameObject, * AppContentAssetTexturePresets.Instance.GetByCode("fiestabowl")); * * customItem = GameCustomController.UpdateColorPresetObject( * customItem, GameController.CurrentGamePlayerController.gameObject, * AppColorPresets.Instance.GetByCode("game-college-ucf-knights")); * * GameCustomController.SaveCustomItem(customItem); * * loadCharacter = true; * } * else if (UIUtil.IsButtonClicked(buttonPlayerBUObject, buttonName)) { * * GameProfileCustomItem customItem = GameProfileCharacters.currentCustom; * * // SET CUSTOM VALUES FOR THIS PLAYER * * customItem = GameCustomController.UpdateTexturePresetObject( * customItem, GameController.CurrentGamePlayerController.gameObject, * AppContentAssetTexturePresets.Instance.GetByCode("fiestabowl")); * * customItem = GameCustomController.UpdateColorPresetObject( * customItem, GameController.CurrentGamePlayerController.gameObject, * AppColorPresets.Instance.GetByCode("game-college-baylor-bears")); * * GameCustomController.SaveCustomItem(customItem); * * loadCharacter = true; * } * else */ if (UIUtil.IsButtonClicked(buttonPlayerDefaultObject, buttonName)) { loadCharacter = true; } if (loadCharacter) { LogUtil.Log("Player Clicked: " + buttonName); GameController.LoadCurrentProfileCharacter(); #if ENABLE_FEATURE_GAME_MODE GameUIController.ShowGameMode(); #endif } }
private void Awake() { Input.multiTouchEnabled = true; gameStateData = GameFacade.GetInstance().gameStateData; audioController = GameFacade.GetInstance().AudioController; enemyController = GameFacade.GetInstance().EnemyController; gameUIController = GameFacade.GetInstance().GameUIController; }
// Use this for initialization void Start() { rat = GameObject.FindGameObjectWithTag("Rat"); ratAnim = rat.GetComponent <Animator>(); guic = GameObject.Find("Canvas/GameUI").GetComponent <GameUIController>(); cat = GameObject.FindGameObjectWithTag("Player"); ventilGC = GameObject.Find("VentilationGame").GetComponent <VentilationGameController>(); }
public override void OnBeginScene() { mGameUIController = new GameUIController(FindObjectOfType <GameUIView>(), FindObjectOfType <GamePersistentData>()); IMenuContext menuContext = FindObjectOfType <MenuContext>(); menuContext.Hide(); }
public void Visit() { CreatePlanets(); GalaxyController.RemoveVisistable(this); //Remove this from visitable things. PlanetarySystemController.SetPlanetarySystem(this); //Set the current planetary system. GameUIController.CreatePlanetarySystemScreen(); //Create the UI. }
void Awake() { mapCtrl = GetComponent<MapController>(); wispCtrl = GetComponent<WispController>(); unitCtrl = GetComponent<UnitController>(); camCtrl = GetComponent<CameraController>(); gameUICtrl = GetComponent<GameUIController>(); spLib = GetComponent<SpriteLibrary>(); }
private void Start() { if (Instance != null) { return; } Instance = this; }
// Start is called before the first frame update void Start() { eraserCol = gameObject.GetComponent <CircleCollider2D>(); sR = gameObject.GetComponent <SpriteRenderer>(); uiController = GameObject.Find("SceneManager").GetComponent <GameUIController>(); sR.enabled = false; eraserCol.enabled = false; }
// Start is called before the first frame update void Start() { Cursor.visible = false; player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>(); uiController = GameObject.FindGameObjectWithTag("UIController").GetComponent <GameUIController>(); doors = FindObjectsOfType <Door>(); pushPullObjects = FindObjectsOfType <PushPullObject>(); kickObjects = FindObjectsOfType <KickObject>(); }
void InitInstance() { if (Instance != null) { Debug.Log("More than one GameUIController created!"); } Instance = this; }
private void Awake() { if (instance != null) { return; } instance = this; }
public void getScore() { GameObject myObject = GameObject.FindWithTag("GameUI"); GameUIController controller = myObject.GetComponent <GameUIController>(); score = controller.GetCurrentScore(); myObject.SetActive(false); Destroy(myObject); }
// Use this for initialization void Awake() { if (gameUIController != null && gameUIController != this) { Destroy (this.gameObject); return; } else { gameUIController = this; } DontDestroyOnLoad (this.gameObject); }