public static void removeLevelGUI() { if (levelGUI) { GameObject.Destroy(levelGUI.gameObject); levelGUI = null; } }
public StatFlame(Mod mod, LevelGUI levelGUI, STAT id, Func <Vector2> position, Texture2D texture) { this.mod = mod; this.levelGUI = levelGUI; this.id = id; this.position = position; this.texture = texture; this.counter = (int)id * 8; }
public void checkForPlayer() { //The npc only does something if it doesn't ignore the player if (action != playerAction.Ignore) { PlayerController player; //It then attempts to spot a player given it's direction, sightlength and spotlength //It calls EnviromentMap functions for this switch (directionFacing) { case direction.posotiveX: { player = EnviromentMap.findPlayerLookingPosotiveX(transform.position.x, transform.position.y, transform.position.z, sightLength, soundLength); break; } case direction.negativeX: { player = EnviromentMap.findPlayerLookingNegativeX(transform.position.x, transform.position.y, transform.position.z, sightLength, soundLength); break; } case direction.posotiveZ: { player = EnviromentMap.findPlayerLookingPosotiveZ(transform.position.x, transform.position.y, transform.position.z, sightLength, soundLength); break; } default: { player = EnviromentMap.findPlayerLookingNegativeZ(transform.position.x, transform.position.y, transform.position.z, sightLength, soundLength); break; } } //If a player was found we can then act if (player != null) { //If the kill action is present then we reset the level if (action == playerAction.Kill) { Application.LoadLevel(Application.loadedLevelName); } //If the teleport ation is present we display a times message and teleport the player else { LevelGUI.displayTimedMessage(this.name + " spotted you and teleported you."); //player.triggerWalkAwayDueToTeleport (); EnviromentMap.moveTo(teleX, teleY, teleZ, player); } } } }
public static LevelGUI getLevelGUI() { if (!levelGUI) { //GameObject levelGUIGameObject = GameObject.Instantiate(Resources.Load("Prefabs/GUI/LevelGUI", typeof(GameObject))) as GameObject; GameObject levelGUIGameObject = GameObject.Find("LevelGUI"); levelGUIGameObject.name = "LevelGUI"; levelGUI = levelGUIGameObject.GetComponent <LevelGUI>(); } return(levelGUI); }
public static LevelGUI getLevelGUI() { if (!levelGUI) { //GameObject levelGUIGameObject = GameObject.Instantiate(Resources.Load("Prefabs/GUI/LevelGUI", typeof(GameObject))) as GameObject; GameObject levelGUIGameObject = GameObject.Find("LevelGUI"); levelGUIGameObject.name = "LevelGUI"; levelGUI = levelGUIGameObject.GetComponent<LevelGUI>(); } return levelGUI; }
//When the mouse if over the object and the user clicks then the Hack GUI is updated void OnMouseOver() { if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1)) { if (isHackLocked) { LevelGUI.displayTimedMessage(name + " is hack locked."); } else { LevelGUI.displayGUI(this); } } }
public virtual void Awake() { if (instance != null) { Debug.Log("Only one LevelGUI can exist at a time."); Destroy(this); } else { instance = this; setup = new Action[] { null, SetEndOfGame, null }; stateActions = new Action[Enum.GetNames(typeof(EState)).Length]; stateActions[(int)EState.Playing] = DrawPlaying; stateActions[(int)EState.Ended] = DrawEndOfGame; stateActions[(int)EState.HumanKilled] = DrawHumanKilled; } }
// Use this for initialization void Start() { this.GetComponent <UIRoot>().manualHeight = Screen.height; root = this.GetComponent <UIRoot>(); messages = new List <TextMessage>(); TextMessage fakeTextMessage = new TextMessage(); fakeTextMessage.duration = 0; messages.Add(fakeTextMessage); powerJoy = -1; _levelGUI = this; //Register for global vars and powers events GlobalManager.globalManager.onPopulationChanged += changePopulation; GlobalManager.globalManager.onScoreChanged += changeDeath; GlobalManager.globalManager.onSoulsChanged += changeSouls; PowersManager.powersManager.powerEnabled += changePowersEnabled; PowersManager.powersManager.powerDisabled += changePowersDisabled; }
// Update is called once per frame void Update() { //We first call super class function base.Update(); bool moved = false; //moved indicates that the user has attempted to move //We are only allowed to move if there are no holds on the player if (!isHeld()) { moved = true; //Here we check for the arrow keys inputs and WASD inputs for movement, the turn based controller is then prompted after the movement if ((Input.GetKeyDown(KeyCode.UpArrow)) || (Input.GetKeyDown(KeyCode.W))) { moveSightWise(1); TurnBasedController.advanceTurn(); } else if ((Input.GetKeyDown(KeyCode.DownArrow)) || (Input.GetKeyDown(KeyCode.S))) { moveSightWise(-1); TurnBasedController.advanceTurn(); } else if ((Input.GetKeyDown(KeyCode.LeftArrow)) || (Input.GetKeyDown(KeyCode.A))) { moveSideWays(1); TurnBasedController.advanceTurn(); } else if ((Input.GetKeyDown(KeyCode.RightArrow)) || (Input.GetKeyDown(KeyCode.D))) { moveSideWays(-1); TurnBasedController.advanceTurn(); } //If the user preses space it indicates that they are waiting and the enviroment will advance a turn else if (Input.GetKeyDown(KeyCode.Space)) { TurnBasedController.advanceTurn(); } //If no movement commands are issues then we mark it as false else { moved = false; } } //Q and E rotate the camera, Q by 90 degrees and E by 270 degrees (equal to -90 degrees) //The camera offset which is used to ensure the movement keys are relative also have to be changed here if (Input.GetKeyDown(KeyCode.Q)) { rotateClockwise(); if (++offSet > 7) { offSet -= 8; } } else if (Input.GetKeyDown(KeyCode.E)) { rotateAntiClockwise(); if (--offSet < 0) { offSet += 8; } } //Empty else-if statement for tab is used here so the disableGUI() function is called which is the only function needed for Tab else if (Input.GetKeyDown(KeyCode.Tab)) { ; } //Escape loads the main menu level else if (Input.GetKeyDown(KeyCode.Escape)) { Application.LoadLevel("MainMenu"); } //R loads the same level we're on else if (Input.GetKeyDown(KeyCode.R)) { Application.LoadLevel(Application.loadedLevelName); } //If we haven't moved we return to avoid calling disableGUI() else if (!moved) { return; } //If any control has been pressed the GUI is disabled to prevent positioning issues and inconsistency issues LevelGUI.disableGUI(); }
/// <summary> /// Displays the step limit message. /// </summary> private void displayStepLimitMessage() { //If we run out of steps we display a timed message LevelGUI.displayTimedMessage("Exceeded Step Limit"); }
void OnDestroy() { instance = null; }
// Use this for initialization void Start() { mainCam = Camera.main; roads = new ArrayList (); simObjects = new ArrayList (); gui = GameObject.Find (Constants.levelGUIGOName); lgui = gui.GetComponent<LevelGUI> (); }
// Sets the instance to null when the application quits public void OnApplicationQuit() { instance = null; }
void Start() { _movementController = GameObject.FindGameObjectWithTag("Player").GetComponent<MovementController>(); _gravityController = GameObject.FindGameObjectWithTag("Player").GetComponent<GravityController>(); _jumpingController = GameObject.FindGameObjectWithTag("Player").GetComponent<JumpingController>(); _player = GameObject.FindGameObjectWithTag("Player"); _levelGUI = GameObject.FindGameObjectWithTag("Level GUI").GetComponent<LevelGUI>(); _startPosition = new Vector3(_player.transform.position.x, _player.transform.position.y, _player.transform.position.z); _startScale = new Vector3(_player.transform.localScale.x, _player.transform.localScale.y, _player.transform.localScale.z); _player.transform.localScale = new Vector3(0,0,0); }
void Start() { instance = this; countdown = Instantiate(CountdownPrefab, Vector3.one, Quaternion.identity) as Countdown; }