상속: MonoBehaviour
예제 #1
0
 public void ShowInGame()
 {
     InGameUI.SetActive(true);
     ScoreTxt.transform.DOScale(Vector3.one, 0.2f).OnComplete(() => {
         coinTxt.transform.parent.DOMoveY(gemPivot.transform.position.y, 0.2f);
     });
 }
예제 #2
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 public void UnPused()
 {
     Time.timeScale = 1f;
     InGameUI.SetActive(true);
     PauseScreen.SetActive(false);
     IsPaused = false;
 }
예제 #3
0
    // UI codes which should not be here
    //   public GameObject Enemy_info_HUD;
    //public GameObject Char_detailed_info_hud;
    //   Text _enemy_name;
    //Text _char_detail_info;

    // Use this for initialization
    void Start()
    {
        _fire_cd = fire_cd;
        map_ctr  = map_tiles.GetComponent <Map_Control>();
        turn_ctr = turn_control.GetComponent <Turn_Control>();

        KeyValuePair <float, float> XYpos = new KeyValuePair <float, float>(currentPos % map_ctr.map_size,
                                                                            currentPos / map_ctr.map_size);

        transform.position = new Vector3(-5f + XYpos.Key * 0.5f + XYpos.Value * 0.5f,
                                         0 + XYpos.Key * (0.25f) + XYpos.Value * (-0.25f),
                                         0 + XYpos.Key * (0.01f) + XYpos.Value * (-0.01f));

        //GameObject IngameUI = turn_ctr.UI.gameObject;

        //GameObject MoveOver_Char_info = IngameUI.gameObject.transform.FindChild


        //      GameObject selected_Enemy_name = Enemy_info_HUD.transform.Find("Enemy_avatar_back/Text").gameObject;
        //      _enemy_name = selected_Enemy_name.GetComponent<Text>();
        //      Enemy_info_HUD.SetActive(false);

        //GameObject Mouse_over_Char_name = Char_detailed_info_hud.transform.Find("Char_avatar_back/Text").gameObject;
        //_char_detail_info = Mouse_over_Char_name.GetComponent<Text>();
        //Char_detailed_info_hud.SetActive(false);

        UI_ctr = turn_control.GetComponent <Turn_Control>().UI.GetComponent <InGameUI>();
    }
예제 #4
0
    // Use this for initialization
    void Start()
    {
        audio_manager = GameObject.FindGameObjectWithTag("Audio_Manager").GetComponent <AudioManager>();
        turret_marker = GameObject.FindGameObjectWithTag("Pos_Turret");
        cannon        = GameObject.FindGameObjectWithTag("Cannon");
        ground_marker = GameObject.FindGameObjectWithTag("Terrain");

        game_phase = GAME_PHASES.MENU;

        timer = 0.0f;
        time_between_items  = Random.Range(min_time_items, max_time_items);
        time_between_spawns = Random.Range(min_time_spawns, max_time_spawns);

        score = 0;

        list_of_enemies           = new List <GameObject>();
        list_of_enemies_to_remove = new List <GameObject>();

        list_of_items           = new List <GameObject>();
        list_of_items_to_remove = new List <GameObject>();

        ui_manager = GameObject.Find("UIManager").GetComponent <InGameUI>();

        //Set ui score
        ui_manager.SetCurrentScore(score);
    }
예제 #5
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 public void OnClickedResume()
 {
     gameManager.fsm.next = StateType.Resume;
     InGameMenu.transform.Find("Options").gameObject.SetActive(false);
     InGameMenu.transform.Find("MenuButton").gameObject.SetActive(true);
     InGameUI.SetActive(true);
 }
예제 #6
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 private static void Postfix(InGameUI __instance, OptionsMenu.Page page)
 {
     if (page == OptionsMenu.Page.Main && MissingSongsUI.lookingAtMissingSongs)
     {
         MissingSongsUI.GoToMissingSongsPage();
     }
 }
예제 #7
0
 private void Awake()
 {
     _coinsModel               = FindObjectOfType <Coins>();
     _inGameUi                 = FindObjectOfType <InGameUI>();
     _coinsModel.CoinsText     = _inGameUi.GetCoinsText();
     _coinsModel.DarkCoinsText = _inGameUi.GetDarkCoinsText();
 }
예제 #8
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 private static void Postfix(InGameUI __instance)
 {
     if (!KataConfig.I.practiceMode)
     {
         AudicaMod.ResetState();
     }
 }
예제 #9
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 void Start()
 {
     m_balloonPool = GetComponent <Balloon_Object_Pool>();
     m_statChange  = GameObject.Find("Game_Start_Menu").GetComponent <StatChange_Sliders>();
     m_scorer      = GameObject.Find("In_Game_UI").GetComponent <PlayerScoring> ();
     m_gameUI      = GameObject.Find("In_Game_UI").GetComponent <InGameUI> ();
 }
예제 #10
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    public void Start()
    {
        gm     = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>();
        gameUI = GameObject.FindGameObjectWithTag("GameManager").GetComponent <InGameUI>();
        string adUnitId;

        #if UNITY_ANDROID
        adUnitId = "ca-app-pub-6106764200620531/1562060151";
        #elif UNITY_IPHONE
        adUnitId = "ca-app-pub-3940256099942544/1712485313";
        #else
        adUnitId = "unexpected_platform";
        #endif

        this.rewardedAd = new RewardedAd(adUnitId);

        // Called when an ad request has successfully loaded.
        this.rewardedAd.OnAdLoaded += HandleRewardedAdLoaded;
        // Called when an ad request failed to load.
        this.rewardedAd.OnAdFailedToLoad += HandleRewardedAdFailedToLoad;
        // Called when an ad is shown.
        this.rewardedAd.OnAdOpening += HandleRewardedAdOpening;
        // Called when an ad request failed to show.
        this.rewardedAd.OnAdFailedToShow += HandleRewardedAdFailedToShow;
        // Called when the user should be rewarded for interacting with the ad.
        this.rewardedAd.OnUserEarnedReward += HandleUserEarnedReward;
        // Called when the ad is closed.
        this.rewardedAd.OnAdClosed += HandleRewardedAdClosed;
        // Create an empty ad request.
        AdRequest request = new AdRequest.Builder().Build();
        // Load the rewarded ad with the request.
        this.rewardedAd.LoadAd(request);
    }
 private void InitializeVariables()
 {
     inGameShop = transform.GetChild(1).GetComponent <Shop>();
     inGameUI   = transform.parent.parent.GetChild(0).GetComponent <InGameUI>();
     board      = transform.parent.GetComponent <Board>();
     events     = transform.parent.parent.GetComponent <EventTest>();
 }
    // Use this for initialization
    void Start()
    {
        VRSettings.enabled = true;
        Input.gyro.enabled = true;

        settingDataOj = GameObject.Find("SettingData");
        sds           = settingDataOj.GetComponent <SettingDataScript> ();

        canvasOj = GameObject.Find("Canvas");
        gui      = canvasOj.GetComponent <InGameUI> ();

        cc             = GetComponent <CharacterController> ();
        forwardDir     = new Vector3(0, 0, 0);
        tempForwardDir = new Vector3(0, 0, 0);
        moveOj         = GameObject.FindGameObjectsWithTag("moveOj");

        tempCurrent = Input.gyro.attitude.eulerAngles.y;
        DownDelay   = sds.upDownDelayValue;
        UpDelay     = sds.upDownDelayValue;

        Calibrate();

        tempGyroX = Input.gyro.attitude.eulerAngles.x;
        tempGyroY = Input.gyro.attitude.eulerAngles.y;

        //InvokeRepeating ("Calibrate",0.0f, 1.0f);

        inputDir = AdjustedAccelerometer(Input.acceleration);
    }
예제 #13
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 private static void Postfix(InGameUI __instance)
 {
     if (!KataConfig.I.practiceMode)
     {
         AudicaMod.SetFOV(AudicaMod.fovSetting);
     }
 }
예제 #14
0
    public void LevelButtonClicked()
    {
        InGameUI test = FindObjectOfType(typeof(InGameUI)) as InGameUI;

        test.LoadLevelByName(LevelName);
        Time.timeScale = 1;
    }
예제 #15
0
 public void Paused()
 {
     Time.timeScale = 0f;
     InGameUI.SetActive(false);
     PauseScreen.SetActive(true);
     IsPaused = true;
 }
예제 #16
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 private static void Postfix(InGameUI __instance, InGameUI.State state, bool instant)
 {
     if (state == InGameUI.State.FailedPage)
     {
         DeleteButton.CreateDeleteButton(ButtonUtils.ButtonLocation.Failed);
         FavoriteButton.CreateFavoriteButton(ButtonUtils.ButtonLocation.Failed);
         AddPlaylistButton.CreatePlaylistButton(ButtonUtils.ButtonLocation.Failed);
         PlaylistEndlessSkipButton.CreateSkipButton(ButtonUtils.ButtonLocation.Failed);
     }
     else if (state == InGameUI.State.PausePage)
     {
         DeleteButton.CreateDeleteButton(ButtonUtils.ButtonLocation.Pause);
         FavoriteButton.CreateFavoriteButton(ButtonUtils.ButtonLocation.Pause);
         AddPlaylistButton.CreatePlaylistButton(ButtonUtils.ButtonLocation.Pause);
         PlaylistEndlessSkipButton.CreateSkipButton(ButtonUtils.ButtonLocation.Pause);
     }
     else if (state == InGameUI.State.EndGameContinuePage)
     {
         DeleteButton.CreateDeleteButton(ButtonUtils.ButtonLocation.EndGame);
         FavoriteButton.CreateFavoriteButton(ButtonUtils.ButtonLocation.EndGame);
         AddPlaylistButton.CreatePlaylistButton(ButtonUtils.ButtonLocation.EndGame);
     }
     else if (state == InGameUI.State.PracticeModeOverPage)
     {
         DeleteButton.CreateDeleteButton(ButtonUtils.ButtonLocation.PracticeModeOver);
         FavoriteButton.CreateFavoriteButton(ButtonUtils.ButtonLocation.PracticeModeOver);
         AddPlaylistButton.CreatePlaylistButton(ButtonUtils.ButtonLocation.PracticeModeOver);
     }
 }
예제 #17
0
 // Start is called before the first frame update
 void Start()
 {
     _inGameUi = FindObjectOfType <InGameUI>();
     _player   = GetComponent <Player>();
     _animator = GetComponent <Animator>();
     totalPath = TobogganGenerator.TotalPath;
 }
예제 #18
0
 private static void Postfix(InGameUI __instance, OptionsMenu.Page page)
 {
     if (page == OptionsMenu.Page.Main)
     {
         if (SongSearch.searchInProgress)
         {
             SongSearchScreen.GoToSearch();
         }
         else if (PlaylistManager.state == PlaylistManager.PlaylistState.Selecting || PlaylistManager.state == PlaylistManager.PlaylistState.Adding)
         {
             PlaylistSelectPanel.GoToPanel();
         }
         else if (PlaylistManager.state == PlaylistManager.PlaylistState.Endless)
         {
             PlaylistEndlessPanel.GoToPanel();
         }
     }
     if (page == OptionsMenu.Page.Misc)
     {
         if (PlaylistManager.state == PlaylistManager.PlaylistState.Creating)
         {
             PlaylistCreatePanel.GoToPanel();
         }
         else if (PlaylistManager.state == PlaylistManager.PlaylistState.Editing)
         {
             PlaylistEditPanel.GoToPanel();
         }
     }
 }
예제 #19
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 private void Start()
 {
     Instance = this;
     AddO2(100);
     AddPropellant(100);
     StartCoroutine(FadeIn());
 }
예제 #20
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 public static InGameUI GetInstanse()
 {
     if (instance == null)
     {
         instance = new InGameUI();
     }
     return(instance);
 }
예제 #21
0
 // Start is called before the first frame update
 void Start()
 {
     currentAmmo    = ammoCapacity;
     ingameui       = GameObject.FindGameObjectWithTag("InGameUI").GetComponent <InGameUI>();
     myanim         = gameObject.GetComponent <Animator>();
     castPointStart = CastPoint.transform;
     ingameui.SetAmmo(currentAmmo);
 }
    void Start()
    {
        gameController     = gC.GetComponent <GameController>();
        inGameUIController = inGameUI.GetComponent <InGameUI>();
        source             = this.GetComponent <AudioSource>();

        currHealth = maxHealth;
    }
예제 #23
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 private void OnCollisionEnter2D(Collision2D collision)
 {
     if (collision.gameObject.CompareTag("DeathZone"))
     {
         InGameUI menuSystem = FindObjectOfType <InGameUI>();
         menuSystem.ShowDefeatMenu();
     }
 }
예제 #24
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 private static void Prefix(InGameUI __instance)
 {
     Hide();
     if (SettingsManager.needSaving)
     {
         SettingsManager.SaveSettings();
     }
 }
예제 #25
0
 private static void Postfix(InGameUI __instance)
 {
     if (KataConfig.I.practiceMode)
     {
         return;
     }
     AutoLightshowMod.Reset();
 }
예제 #26
0
    public void Initialize()
    {
        GameObject playerPrefab = GameObject.Instantiate(Resources.Load <GameObject>("Prefabs/Player"));

        ui     = GameObject.FindObjectOfType <InGameUI>();
        player = playerPrefab.GetComponent <Player>();
        player.Initialize();
    }
예제 #27
0
 private void Start()
 {
     if (Instance == null)
     {
         Instance = this;
     }
     healthSlider = GetComponent <Slider>();
     SetMaxHealth();
 }
예제 #28
0
    private void Awake()
    {
        if (!instance)
        {
            instance = this;
        }

        anim = GetComponent <Animator>();
    }
예제 #29
0
 // Start is called before the first frame update
 void Start()
 {
     iam      = this.GetComponent <PhotonView>();
     ingameui = GameObject.FindGameObjectWithTag("InGameUI").GetComponent <InGameUI>();
     if (iam.IsMine)
     {
         ingameui.SetHp(count_live);
     }
 }
예제 #30
0
    // Start is called before the first frame update
    void Start()
    {
        economyManager  = this.GetComponent <EconomyManager>();
        buildingManager = this.GetComponent <BuildingManager>();

        inGameUI = UIManager.getInstance().getInGameUI();

        ActivateCombatState();
    }
예제 #31
0
    protected void Awake()
    {
        if (Instance == null)
        {
            Instance = this;
        }
        else if (Instance != this)
        {
            Destroy(gameObject);
        }

        DontDestroyOnLoad(gameObject);
        gameObject.SetActive(false);
    }
예제 #32
0
    void Awake()
    {
        instance = this;
//        CinematicView(false);
        pauseUI.SetActive(false);
    }
예제 #33
0
    // Use this for initialization
    public void _initUI()
    {
        //Debug.Log("Init uimanager" + Global.gameUI.gameObject.transform.GetChild(0).gameObject.name);

        foreach (Transform child in Global.gameUI.gameObject.transform.GetChild(0))
        {
            if (child.gameObject.name == "InGameUI")
            {
                inGameUI = child.gameObject.GetComponent<InGameUI>();
            }

            else if (child.gameObject.name == "PauseMenu")
            {
                pauseUI = child.gameObject.GetComponent<UIHandler>();
            }

            else if (child.gameObject.name == "GameEndMenu" && gameEndMenu == null)
            {
                gameEndMenu = child.gameObject.GetComponent<GameEndMenu>();

            }
            else if (child.gameObject.name == "InGameInstruction")
            {
                inGameInstructions = child.gameObject.GetComponent<InGameInstruction>();
            }
        }

        foreach (Transform child in gameEndMenu.gameObject.transform)
        {
            if (child.name == "NextLevel_Button")
            {
                child.gameObject.GetComponent<Button>().onClick.AddListener(delegate { Global.levelSystem.nextLevel(true); });
            }
            else if (child.name == "BackToMenu_Button")
            {
                child.gameObject.GetComponent<Button>().onClick.AddListener(delegate { Global.sceneManager._changeSceneWithName("MainMenu"); });
            }
            else if (child.name == "Retry_Button")
            {
                child.gameObject.GetComponent<Button>().onClick.AddListener(delegate { Global.levelSystem.resetLevel(true); });
            }
        }

        gameEndMenu.gameObject.SetActive(false);

        foreach (Transform child in pauseUI.gameObject.transform)
        {
            if (child.name == "NextLevel_Button")
            {
                child.gameObject.GetComponent<Button>().onClick.AddListener(delegate { Global.levelSystem.nextLevel(); });
            }
            else if (child.name == "BackToMenu_Button")
            {
                child.gameObject.GetComponent<Button>().onClick.AddListener(delegate { Global.sceneManager._changeSceneWithName("MainMenu"); });
            }
            else if (child.name == "Retry_Button")
            {
                child.gameObject.GetComponent<Button>().onClick.AddListener(delegate { Global.levelSystem.resetLevel(); });
            }

        }
        pauseUI.gameObject.SetActive(false);
    }