private void playerVerification() { GameObject[] players = GameObject.FindGameObjectsWithTag("Player"); ArrayList alivePlayersList = new ArrayList(); alivePlayers = 0; foreach (GameObject player in players) { PlayerHealth playerHealth = player.GetComponent <PlayerHealth>(); if (!playerHealth.isDead) { alivePlayers++; alivePlayersList.Add(player); } } Debug.Log("alivePlayers = " + alivePlayers); if (LevelParam.Get("mode").Equals("coop") && alivePlayers == 0) { noPlayer(); } if (LevelParam.Get("mode").Equals("versus") && alivePlayers == 1) { onePlayerOnly((GameObject)alivePlayersList.ToArray()[0]); } }
public void reload(LevelParam param) { for (int i = 0; i < 2; i++) { player_state[i].life = param.lives; player_state[i].active_bounce_cd = param.bounce_cd_init; player_state[i].active_bounce_tr = 0; player_state[i].launch_cd = param.launch_cd_init; player_state[i].launch_tr = 0; player_state[i].launcher_angle = UnityEngine.Random.Range( param.launcher_min_angle, param.launcher_max_angle); player_state[i].bounce_value = 0; player_state[i].bounce_value_required = param.bounce_value_required; player_state[i].bounce_value_offset = 0; player_state[i].num_balls = 1; int champion = StatManager.get_state().champion[i]; if (champion == 1) { player_state[i].active_bounce_cd -= param.championA_bounce_cd_dec; } else if (champion == 2) { player_state[i].launch_cd -= param.championB_launch_cd_dec; } else if (champion == 3) { player_state[i].bounce_value_offset = param.bounce_value_required - param.championC_bounce_value_required; player_state[i].bounce_value = player_state[i].bounce_value_offset; } } }
public void goToNextScene() { if (cooperationMode.isOn) { LevelParam.Set("mode", "coop"); if (difficultyNormal.isOn) { LevelParam.Set("difficulty", "normal"); } else { LevelParam.Set("difficulty", "hard"); } } else { LevelParam.Set("mode", "versus"); } LevelParam.Set("levelNumber", indexLevel + 1.ToString()); int numberOfPlayer = 1 + GamepadManagement.GamepadConnectedNumber(); LevelParam.Set("numberOfPlayer", "" + numberOfPlayer); SceneManager.LoadScene("avatarSelection", LoadSceneMode.Additive); }
public Color getColorFromParam(int indexPlayer) { String avatar = "color" + indexPlayer; switch (LevelParam.Get(avatar)) { case "0": return(new Color(1, 1, 0)); case "1": return(new Color(1, 0, 1)); case "2": return(new Color(0, 1, 1)); case "3": return(new Color(1, 0.5f, 0)); case "4": return(new Color(0, 0, 1)); default: return(new Color(1, 1, 1)); } }
void Start() { //Getting String scoreP1 = "(Not found)"; String scoreP2 = "(Not found)"; String scoreP3 = "(Not found)"; String scoreP4 = "(Not found)"; if (LevelParam.Get("scoreP1") != null && LevelParam.Get("scoreP2") != null && LevelParam.Get("scoreP3") != null && LevelParam.Get("scoreP4") != null) { scoreP1 = LevelParam.Get("scoreP1"); scoreP2 = LevelParam.Get("scoreP2"); scoreP3 = LevelParam.Get("scoreP3"); scoreP4 = LevelParam.Get("scoreP4"); } String text = "Player 1 - " + scoreP1 + " points\n"; text = String.Concat(text, "Player 2 - " + scoreP2 + " points\n"); if (System.Int32.Parse(LevelParam.Get("numberOfPlayer")) > 2) { text = String.Concat(text, "Player 3 - " + scoreP3 + " points\n"); } if (System.Int32.Parse(LevelParam.Get("numberOfPlayer")) > 3) { text = String.Concat(text, "Player 4 - " + scoreP4 + " points"); } //Displaying Text textObject = this.gameObject.GetComponent <Text>(); textObject.text = text; }
//Can't find any enemy public void noEnemy() { if (LevelParam.Get("mode").Equals("coop")) { Debug.Log("[GameFlow.cs] Won Wave"); launchWave(); } }
public void set_param(LevelParam param, GameState.SinglePlayerState state, int player_id) { this.player_state = state; angle_max = param.launcher_max_angle; angle_min = param.launcher_min_angle; angular_speed = param.launcher_angular_speed * (2 * Random.Range(0, 2) - 1); //barrel_dr = player_id == 0 ? barrel_dr : -barrel_dr; }
private void launchRound() { switch (roundNum) { case 1: //First wave //Reset/Initialization of the score LevelParam.Set("scoreP1", "0"); LevelParam.Set("scoreP2", "0"); LevelParam.Set("scoreP3", "0"); LevelParam.Set("scoreP4", "0"); //Display the alert on the game DisplayAlert.Print("Manche " + roundNum); roundNum++; break; case 2: //Second wave resetHealth(); resetPosition(); //Display the alert on the game DisplayAlert.Print("Manche " + roundNum); roundNum++; break; case 3: //Third wave resetHealth(); resetPosition(); //Display the alert on the game DisplayAlert.Print("Manche " + roundNum); roundNum++; break; case 4: //Third wave resetHealth(); resetPosition(); //Display the alert on the game DisplayAlert.Print("Manche " + roundNum); roundNum++; break; case 5: //Third wave resetHealth(); resetPosition(); //Display the alert on the game DisplayAlert.Print("Manche " + roundNum); roundNum++; break; case 6: //Won SceneManager.LoadScene("versusLevelSuccess", LoadSceneMode.Single); break; } }
public void set_param(LevelParam param) { touch_dt = param.touch_dt; v_up = param.bounce_dy / param.bounce_dt; v_down = param.bounce_dy / param.bounce_dt2; dy = param.bounce_dy; dy2 = param.hit_dy; v2 = param.hit_dy / param.hit_dt; }
//Use this for initialization void Start() { //Getting all the necessary parameters try { if (LevelParam.Get("numberOfPlayer") != null) { numberOfPlayer = System.Int32.Parse(LevelParam.Get("numberOfPlayer")); } if (LevelParam.Get("levelNumber") != null) { levelNumber = System.Int32.Parse(LevelParam.Get("levelNumber")); } else { LevelParam.Set("levelNumber", "1"); } if (LevelParam.Get("mode") != null) //"coop" or "versus" { mode = LevelParam.Get("mode"); } else { LevelParam.Set("mode", "coop"); } } catch (Exception e) { //Problem with a parameter Debug.Log("[GameFlow.cs] Problem with a level parameter" + e); Debug.Log(e.Message); //Back to the menu SceneManager.LoadScene("mainMenu", LoadSceneMode.Single); } //Loading of the level GameObject level = Instantiate(Resources.Load("Level/Level" + levelNumber, typeof(GameObject))) as GameObject; //Loading of the players generatePlayers(numberOfPlayer); if (mode.Equals("coop")) { //Launching the first wave waveNum = 1; launchWave(); } else { //Launching the first round roundNum = 1; launchRound(); } }
public void reload(LevelParam param, int bot_level) { this.defence_buffer = param.defence_buffer; this.attack_buffer = param.attack_buffer; this.bounce_dy = param.bounce_dy * param.bounce_activate_range_rel; this.speed = param.bot_speed[bot_level]; this.prediction = param.bot_prediction[bot_level]; this.active_bounce = param.does_attack[bot_level]; bot.set_speed(speed); }
public void NextLevel() { if (LevelParam.Get("levelNumber") == null) { LevelParam.Set("levelNumber", "1"); } if (System.Int32.Parse(LevelParam.Get("levelNumber")) < 2) { LevelParam.Set("levelNumber", System.Int32.Parse(LevelParam.Get("levelNumber")) + 1 + ""); } SceneManager.LoadScene("sandbox", LoadSceneMode.Single); }
public void Revive() { if (LevelParam.Get("mode") == "coop") { userControl.Dead = isDead = false; animator.SetBool("IsDead", false); animator.Play("Idle"); currentHealth = (int)(maxHealth / 2); Debug.Log(this.gameObject.name + " revived !"); // Set the health bar's value to the current health. healthSlider.value = (float)currentHealth / maxHealth; GetComponent <PlayerInventory>().SetCurrentItem(0); } }
//Can find only one player (versus mode) public void onePlayerOnly(GameObject player) { int playerNumber = player.GetComponent <UserControl>().getNumber() + 1; Debug.Log("[GameFlow.cs] The player " + playerNumber + " won !"); Debug.Log("scoreP" + playerNumber + " = " + LevelParam.Get("scoreP" + playerNumber)); int actualScore = System.Int32.Parse(LevelParam.Get("scoreP" + playerNumber)); //We add a point to this player LevelParam.Set("scoreP" + playerNumber, actualScore + 1 + ""); launchRound(); }
public void createGame() { LevelParam.Set("color1", indexAvatar.ToString()); if (difficultyNormal.isOn) { LevelParam.Set("difficulty", "normal"); } else { LevelParam.Set("difficulty", "hard"); } LevelParam.Set("levelNumber", (indexLevel + 1).ToString()); LevelParam.Set("mode", "coop"); SceneManager.LoadScene("sandbox"); }
public void StartGame() { int nb_players = GamepadManagement.GamepadConnectedNumber() + 1; LevelParam.Set("color1", indexAvatar1.ToString()); LevelParam.Set("color2", indexAvatar2.ToString()); if (nb_players > 2) { LevelParam.Set("color3", indexAvatar3.ToString()); } if (nb_players > 3) { LevelParam.Set("color4", indexAvatar4.ToString()); } SceneManager.LoadScene("sandbox"); }
public void reload_level(int level) { Debug.Log(level); Debug.Log(StatManager.get_state().current_map); Debug.Log(StatManager.get_state().bot_level); game_terrian.preload_level(StatManager.get_state().current_map); game_terrian.instantiate_level(StatManager.get_state().current_map); level_param = game_param.level_params[level]; if (StatManager.get_state().game_mode == 0) { StatManager.get_state().champion[1] = UnityEngine.Random.Range(1, 4); } game_state.reload(level_param); brick_manager.reload(level_param); brick_manager.generate_map(game_terrian.get_grid()); for (int i = 0; i < 2; i++) { player_item[i].board.GetComponent <Board>().set_param(level_param); player_item[i].board.GetComponent <Board>().player_id = i; board_dragged(Vector2.zero, i); player_item[i].launcher.GetComponent <Launcher>().set_param(level_param, game_state.player_state[i], i); } ongame_ui_manager.reload(game_state); if (bot_manager != null) { bot_manager.reload(level_param, StatManager.get_state().bot_level); } if (bot_manager2 != null) { bot_manager2.reload(level_param, 2); } is_paused = false; is_finished = false; time_begin = Time.time; checkpoint_state = 0; }
public bool AddPlug2Configure(string id, string levels, string freeShippingMoney, string fullCarriage, int priority, string noFullCarriage) { JavaScriptSerializer jss = new JavaScriptSerializer(); var list = levels.Split(new char[] { ',', ',' }); LevelParam param = new LevelParam { Priority = priority, Levels = list.Select(x => int.Parse(x)).ToList(), FreeShippingMoney = int.Parse(freeShippingMoney), FullCarriage = int.Parse(fullCarriage), NoFullCarriage = int.Parse(noFullCarriage) }; var plug = AdminCarriageClient.Instance.GetPlugConfigure(2); var ret = jss.Deserialize <Myzj.OPC.UI.Model.AdminCarriage.Level>(plug); ret.LevelParams.Add(param); return(AdminCarriageClient.Instance.UpdatePlugConfigure(2, jss.Serialize(ret))); }
public ActionResult Detail2Operation(int rowindex = -1) { var plug = AdminCarriageClient.Instance.GetPlugConfigure(2); JavaScriptSerializer jss = new JavaScriptSerializer(); var ret = jss.Deserialize <Level>(plug); LevelParam param = new LevelParam(); if (rowindex >= 0) { param = ret.LevelParams[rowindex]; } else { param.Priority = 1; param.Levels = new List <int>(); } ViewBag.rowindex = rowindex; return(View(param)); }
public void reload(LevelParam param) { probabilites = param.brick_probabilities; durability_probs = param.brick_durability_probs; triangluar_iron_brick_probability = param.triangluar_iron_brick_probability; }
void Awake() { Application.targetFrameRate = 60; // static resources (does not change by changing level) var item_prefab_list = new List <string> { "Ball", "Board", "Launcher", "LaunchIndicator", "BallIndicator", "HP", "BounceValueIndicator" }; item_prefabs = new Dictionary <string, GameObject>(); foreach (var item_name in item_prefab_list) { item_prefabs.Add(item_name, ResManager.load_prefab(item_name)); } game_param = ParamManager.load_param(0); // game_param = new GameParam(); // ParamManager.save_param(0, game_param); game_state.initialize(game_param); #if UNITY_EDITOR game_state_display = game_state; level_param_display = game_param.level_params[0]; #endif for (int i = 0; i < 2; i++) { player_item[i].board = Instantiate(item_prefabs["Board"]); player_item[i].launcher = Instantiate(item_prefabs["Launcher"]); player_item[i].launch_indicator = Instantiate(item_prefabs["LaunchIndicator"]); player_item[i].ball_indicator = Instantiate(item_prefabs["BallIndicator"]); player_item[i].bouncevalue_indicator = Instantiate(item_prefabs["BounceValueIndicator"]); player_item[i].bouncevalue_indicator.GetComponent <BounceValueIndicator>().player_id = i; player_item[i].HPs = new GameObject[game_param.level_params[0].lives]; for (int j = 0; j < game_param.level_params[0].lives; j++) { player_item[i].HPs[j] = Instantiate(item_prefabs["HP"]); } } ongame_ui_manager.initialize(player_item, StatManager.get_state().game_mode == 0 ? 1 : 2); ball_manager.initialize(this, item_prefabs["Ball"], game_param); ui_manager.initialize(); animation_manager.initialize(); sound_manager.initialize(); if (StatManager.get_state().game_mode == 0) { bot_manager = new BotManager(); bot_manager.initialize(player_item[1].board, item_prefabs["Ball"], 1); } #if UNITY_EDITOR else if (StatManager.get_state().game_mode == 2) { bot_manager2.initialize(player_item[0].board, item_prefabs["Ball"], 0); } #endif // prepare level reload_level(StatManager.get_state().current_level); }