예제 #1
0
    public void LoadMiniGame(MiniGameType miniGameType)
    {
        int             gameType = 0;
        List <MiniGame> games    = null;

        switch (miniGameType)
        {
        case MiniGameType.freeForAll:
            gameType = 0;
            games    = getRandomElements(GameList.FREE_FOR_ALL_LIST);
            break;

        case MiniGameType.singleVsTeam:
            gameType = 1;
            games    = getRandomElements(GameList.SINGLE_VS_TEAM_LIST);
            break;

        case MiniGameType.teamVsTeam:
            gameType = 2;
            games    = getRandomElements(GameList.TEAM_VS_TEAM_LIST);
            break;
        }

        int selectedGame = Random.Range(0, games.Count);

        this.nextScene = games[selectedGame].getSceneName();

        this.showPicker(gameType, games, selectedGame);
    }
예제 #2
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 public Sickness(Sickness sickness)
 {
     this.name         = sickness.name;
     this.cure         = sickness.cure;
     this.gameType     = sickness.gameType;
     this.gameArgument = sickness.gameArgument;
     this.Urgente      = sickness.Urgente;
     OnCure            = new UnityEvent();
 }
예제 #3
0
 public void EndMiniGame(MiniGameType miniGameType)
 {
     foreach (var game in miniGames)
     {
         if (game.miniGameType == miniGameType)
         {
             game.miniGame.GetComponentInChildren <IMinigame>().ResetMiniGame();
         }
     }
     gameStarted = false;
 }
예제 #4
0
    public void StartMiniGame(MiniGameType miniGame, OverclockRoom room)
    {
        if (miniGame == MiniGameType.None)
        {
            return;                                // check for implemented mini-game
        }
        overclocking = true;
        activeRoom   = room;
        AudioManager.instance.PlaySFX("Overclock");
        additiveSceneManager.LoadSceneMerged(miniGame.ToString());

        AnalyticsManager.OnMiniGameStarted(miniGame);
    }
예제 #5
0
    public void LoadMiniGameTest(MiniGameType miniGameType)
    {
        int             gameType = 0;
        List <MiniGame> games    = null;

        games = getRandomElements(GameList.TESTING_LIST);

        int selectedGame = Random.Range(0, games.Count);

        this.nextScene = games[selectedGame].getSceneName();

        this.showPicker(gameType, games, selectedGame);
    }
예제 #6
0
 public bool SetChosenAccountAt(int index, byte pointsLeft, MiniGameType gameType, MGBRewardArray gameLvlPoints)
 {
     if (index >= 0 && index < this._chosenAccountList.Count)
     {
         this._chosenAccountList[index].SetAllGames(gameType, gameLvlPoints);
         this._chosenAccountList[index].AccountBase.SetPointsLeft(pointsLeft);
         return(true);
     }
     else
     {
         OnErrorOcured(this, new ErrorEventArgs(ErrorMessages.IndexOutOfBounds, ErrorSources.ModelChosenAccountList));
         return(false);
     }
 }
예제 #7
0
    /// <summary>
    /// Collects and Sends data when the player starts a minigame.
    /// </summary>
    /// <param name="miniGame">The mini game that the player started playing.</param>
    public static void OnMiniGameStarted(MiniGameType miniGame)
    {
        Dictionary <string, object> data = new Dictionary <string, object>
        {
            { "minigameName", miniGame },                 // tracks minigame name
        };

        Analytics.CustomEvent("minigameStarted", data);

        #if UNITY_EDITOR
        Debug.LogWarning("Analytics: On MiniGame Started Sent");
        #endif

        minigameStartTime = Time.time;
    }
예제 #8
0
 public void StartMiniGame(MiniGameType miniGameType, QI_ItemData item, GameObject gameObject)
 {
     if (!gameStarted)
     {
         foreach (var game in miniGames)
         {
             if (game.miniGameType == miniGameType)
             {
                 game.miniGame.transform.position = PlayerInformation.instance.player.position + new Vector3(1, 0, 100);
                 game.miniGame.GetComponentInChildren <IMinigame>().SetupMiniGame(item, gameObject, item.GameDificulty);
                 game.miniGame.SetActive(true);
             }
         }
         gameStarted = true;
     }
 }
예제 #9
0
    public void IncreaseTriesPaid(MiniGameType type)
    {
        switch (type)
        {
        case MiniGameType.PrizeWheel: PrizeWheelContentView.IncreaseTriesPaid();
            break;

        case MiniGameType.BreakLiner: BreakLinerContentView.IncreaseTriesPaid();
            break;

        case MiniGameType.TreasureHunt: TreasureHuntContentView.IncreaseTriesPaid();
            break;

        default:
            throw new ArgumentOutOfRangeException(nameof(type), type, null);
        }
    }
예제 #10
0
    public void SetMiniGame(UnityEvent onFinished, MiniGameType miniGame, float value)
    {
        OnFinished = onFinished;
        nameTween.Kill();
        nameTween = DOTween.Sequence();

        currentMinigame = miniGame;
        enabled         = true;
        gameObject.SetActive(true);

        duration           = value;
        completionPerInput = 1.0f / duration;
        completion         = 0;

        switch (currentMinigame)
        {
        case MiniGameType.Hold:
            name.text = "HOLD";
            nameTween.Append(name.transform.DOPunchScale(Vector3.one * 0.4f, 5f, 0, 0)).SetLoops(-1);
            break;

        case MiniGameType.Rythm:
            name.text = "RYTHM";
            nameTween.Append(name.transform.DOPunchScale(Vector3.one * 0.3f, 0.2f));
            nameTween.PrependInterval(0.4f).SetLoops(-1);
            rythmTimer = 0;
            break;

        case MiniGameType.Mash:
            name.text = "MASH";
            nameTween.Append(name.transform.DOPunchScale(Vector3.one * 0.3f, 0.125f)).SetLoops(-1);
            break;

        case MiniGameType.None:
            OnFinished.Invoke();
            enabled = false;
            break;
        }

        nameTween.Play();
    }
예제 #11
0
    /// <summary>
    /// Collects and Sends data when the player finishes a minigame.
    /// </summary>
    /// <param name="miniGame">The minigame that the player finished.</param>
    /// <param name="didSucceed">Did the player succeed at the minigame?</param>
    /// <param name="statModification">The base stat output for the minigame when finished.</param>
    public static void OnMiniGameFinished(MiniGameType miniGame, bool didSucceed, float statModification = 0)
    {
        float timeSpent = Time.time - minigameStartTime;
        Dictionary <string, object> data = new Dictionary <string, object>
        {
            { "minigameName", miniGame },                 // tracks minigame name
            { "didSucceed", didSucceed },                 // tracks if player beat minigame
            { "timeSpentPlaying", timeSpent }             // tracks time spent playing the minigame
        };

        if (miniGame == MiniGameType.SlotMachine)
        {
            data.Add("slotsOutput", statModification);  // tracks the output for slots
        }

        Analytics.CustomEvent("minigameFinished", data);

        #if UNITY_EDITOR
        Debug.LogWarning("Analytics: On MiniGame Finished Sent");
        #endif
    }
예제 #12
0
 //false if values out of range
 //if gametype = None -> values set to default
 public bool SetGame(int gameLvl, MiniGameType gameType, byte gamePoints)
 {
     if (gameLvl > 0 && gameLvl <= Settings.MGB_MAX_GAME_LVL &&
         gamePoints >= 0 && gamePoints <= Settings.MGB_MAX_GAME_POINTS)
     {
         if (gameType != MiniGameType.None)
         {
             this._gameType = gameType;
             this._gamesLeft.SetValueAt(gameLvl - 1, gamePoints);
         }
         else
         {
             this._gamesLeft.ResetAt(gameLvl - 1);
             this._gameType = MiniGameType.None;
         }
         return(true);
     }
     else
     {
         return(false);
     }
 }
예제 #13
0
    public void OnClick(ItemType type, int data1 = -1, int data2 = -1, string data3 = null)
    {
        switch (type)
        {
        case ItemType.MAP_NODE_BUTTON:
        {
            NodeType     nodeType = (NodeType)data1;
            MiniGameType gameType = (MiniGameType)data2;

            switch (nodeType)
            {
            case NodeType.START:
            {
                GameController.instance.RunCutScene("Data/CutScenes/CutSceneTest", data3);
            }
            break;

            case NodeType.CUT_SCENE:
            {
                GameController.instance.RunCutScene(mapData.GetNode(data3).cutScene, data3);
            }
            break;

            case NodeType.GAME:
            {
                GameController.instance.GoToMiniGame(gameType, data3);
            }
            break;

            case NodeType.END:
            {
                GameController.instance.RunCutScene("Data/CutScenes/FinalScene", data3);
            }
            break;
            }
        }
        break;
        }
    }
예제 #14
0
    public void GoToMiniGame(MiniGameType gameType, string nodeID)
    {
        if (currentMiniGame != null)
        {
            Debug.LogError("A minigame is currently in progress");
        }

        currentNodeID = nodeID;

        switch (gameType)
        {
        case MiniGameType.PLATFORMER:
        {
            SceneManager.LoadScene("PlatformMinigame", LoadSceneMode.Additive);
        }
        break;

        case MiniGameType.COLLECT:
        {
            SceneManager.LoadScene("CollectMiniGame", LoadSceneMode.Additive);
        }
        break;
        }
    }
	public void SetMiniGameType(MiniGameManager.MiniGameType newGameType, MiniGameSettingsBase gameSettings) {  // Change game type and re-instantiate miniGameInstance
		DebugBot.DebugFunctionCall("Trial; SetMiniGameType(); " + gameType.ToString(), debugFunctionCalls);
		miniGameInstance = null;
		gameType = newGameType;  // Update GameType to new Type!
		
		// CREATE mini-game instance!  !!!!!!!!!!!!! Come back to this for Improvement Later!!!!!!!
		if(newGameType == MiniGameType.None) {
			miniGameInstance = new MiniGameBase();
			//miniGameInstance = newGameInstance as MiniGame;
		}
		/*else if(newGameType == MiniGameType.MoveToTarget3D) {
			MiniGameMoveToTarget3D newGameInstance = new MiniGameMoveToTarget3D();
			miniGameInstance = newGameInstance;
		}
		else if(newGameType == MiniGameType.CreatureSwimBasic) {
            // SHOULD the input/output Lists depend on the Agent's full Genome, or should the minigame have control over hookups?
            // ... Maybe eventually the Agent's genome should dictate, but for now, to avoid a complete re-write, will leave the ability
            // ... of miniGame's to choose which input/output neurons to hook up. Save that change for the big NEAT update where creature
            // ... topologies can morph and differ within a population.
            Debug.Log("BROKEN!! MiniGameManager public void SetMiniGameType(MiniGameManager.MiniGameType newGameType)");
			CritterGenome templateBody = playerRef.masterPopulation.templateGenome;
			//MiniGameCreatureSwimBasic newGameInstance = new MiniGameCreatureSwimBasic(templateBody);
			//miniGameInstance = newGameInstance;
		}*/
		else if(newGameType == MiniGameType.CritterWalkBasic) {
            CritterGenome templateBody = playerRef.masterPopulation.templateGenome;
            //Debug.Log("playerRef.masterPopulation.templateBodyGenome: " + playerRef.masterPopulation.templateBodyGenome.creatureBodySegmentGenomeList[0].addOn1.ToString());
            //Debug.Log("templateBody: " + templateBody.creatureBodySegmentGenomeList[0].addOn1.ToString());
			MiniGameCritterWalkBasic newGameInstance = new MiniGameCritterWalkBasic(templateBody);
            newGameInstance.UseSettings((MiniGameCritterWalkBasicSettings)gameSettings);
            newGameInstance.InitializeGame();
			miniGameInstance = newGameInstance;
            Debug.Log("miniGameInstance.inputChannelsList.Count: " + miniGameInstance.inputChannelsList.Count.ToString() + "miniGameInstance.outputChannelsList.Count: " + miniGameInstance.outputChannelsList.Count.ToString());
		}
		/*else if(newGameType == MiniGameType.RobotArmSimple) {
			MiniGameRobotArm newGameInstance = new MiniGameRobotArm();
			miniGameInstance = newGameInstance;
		}
		else if(newGameType == MiniGameType.PhysXWorm) {
			MiniGamePhysXWorm newGameInstance = new MiniGamePhysXWorm();
			miniGameInstance = newGameInstance;
		}
		else if(newGameType == MiniGameType.BallCatch) {
			MiniGameBallCatch newGameInstance = new MiniGameBallCatch();
			miniGameInstance = newGameInstance;
		}
		else if(newGameType == MiniGameType.ObstacleNavigation) {
			MiniGameObstacleNavigation newGameInstance = new MiniGameObstacleNavigation();
			miniGameInstance = newGameInstance;
		}
		else if(newGameType == MiniGameType.PoleBalancing2D) {
			MiniGamePoleBalancing2D newGameInstance = new MiniGamePoleBalancing2D();
			miniGameInstance = newGameInstance;
		}
		else if(newGameType == MiniGameType.SpaceshipShooter) {
			MiniGameSpaceshipShooter newGameInstance = new MiniGameSpaceshipShooter();
			miniGameInstance = newGameInstance;
		}*/

		SetInputOutputArrays(); // Haven't set input/output lists for the minigame yet....
	}
예제 #16
0
 public void SetAllGames(MiniGameType gameType, MGBRewardArray gamesLeft)
 {
     this._gamesLeft = gamesLeft;
     this._gameType  = gameType;
 }
예제 #17
0
    public void MakeCalculationNumbers(Formula f, MiniGameType mgt, Difficulty d)
    {
        //Select the Minigame Type.
        switch (mgt)
        {
        case MiniGameType.Furnace:
            //Select the Forumula.
            switch (f)
            {
            case Formula.Optellen:
                int s0;
                int s1;
                int r0;
                int r1;
                switch (d)
                {
                case Difficulty.Easy:
                    scoreAmount = Random.Range(1, 51);
                    r0          = 1;
                    r1          = 51;
                    while (s0 + s1 != scoreAmount)
                    {
                        s0 = Random.Range(r0, r1);
                        s1 = Random.Range(r0, r1);
                    }
                    SetNumbersFurnace(s0, s1, r0, r1);
                    break;

                case Difficulty.Normal:
                    scoreAmount = Random.Range(50, 101);
                    r0          = 50;
                    r1          = 101;
                    while (s0 + s1 != scoreAmount)
                    {
                        s0 = Random.Range(r0, r1);
                        s1 = Random.Range(r0, r1);
                    }
                    SetNumbersFurnace(s0, s1, r0, r1);
                    break;

                case Difficulty.Hard:
                    scoreAmount = Random.Range(100, 501);
                    r0          = 100;
                    r1          = 501;
                    while (s0 + s1 != scoreAmount)
                    {
                        s0 = Random.Range(r0, r1);
                        s1 = Random.Range(r0, r1);
                    }
                    SetNumbersFurnace(s0, s1, r0, r1);
                    break;
                }
                break;

            case Formula.Aftrekken:

                break;

            case Formula.Keer:

                break;

            case Formula.Delen:

                break;
            }
            break;
        }
    }
예제 #18
0
    public void SetMiniGameType(MiniGameManager.MiniGameType newGameType)
    {
        // Change game type and re-instantiate miniGameInstance
        DebugBot.DebugFunctionCall("Trial; SetMiniGameType(); " + gameType.ToString(), debugFunctionCalls);
        miniGameInstance = null;
        gameType = newGameType;  // Update GameType to new Type!

        // CREATE mini-game instance!  !!!!!!!!!!!!! Come back to this for Improvement Later!!!!!!!
        if(newGameType == MiniGameType.None) {
            miniGameInstance = new MiniGameBase();
            //miniGameInstance = newGameInstance as MiniGame;
        }
        else if(newGameType == MiniGameType.MoveToTarget1D) {
            MiniGameMoveToTarget1D newGameInstance = new MiniGameMoveToTarget1D();
            miniGameInstance = newGameInstance as MiniGameMoveToTarget1D;
        }
        else if(newGameType == MiniGameType.MoveToTarget2D) {
            MiniGameMoveToTarget2D newGameInstance = new MiniGameMoveToTarget2D();
            miniGameInstance = newGameInstance;
        }
        else if(newGameType == MiniGameType.MoveToTarget3D) {
            MiniGameMoveToTarget3D newGameInstance = new MiniGameMoveToTarget3D();
            miniGameInstance = newGameInstance;
        }
        else if(newGameType == MiniGameType.RobotArmFantasy) {
            MiniGameRobotArm newGameInstance = new MiniGameRobotArm();
            miniGameInstance = newGameInstance;
        }
        else if(newGameType == MiniGameType.PhysXTests) {
            MiniGamePhysXTests newGameInstance = new MiniGamePhysXTests();
            miniGameInstance = newGameInstance;
        }
        else if(newGameType == MiniGameType.PhysXWorm) {
            MiniGamePhysXWorm newGameInstance = new MiniGamePhysXWorm();
            miniGameInstance = newGameInstance;
        }

        SetInputOutputArrays();
    }
예제 #19
0
 /// <summary>
 /// Unloads this current minigame scene
 /// </summary>
 /// <param name="miniGame"></param>
 public void UnloadScene(MiniGameType miniGame)
 {
     overclocking = false;
     additiveSceneManager.UnloadScene(miniGame.ToString());
 }
    public void SetMiniGameType(MiniGameManager.MiniGameType newGameType, MiniGameSettingsBase gameSettings)        // Change game type and re-instantiate miniGameInstance
    {
        DebugBot.DebugFunctionCall("Trial; SetMiniGameType(); " + gameType.ToString(), debugFunctionCalls);
        miniGameInstance = null;
        gameType         = newGameType;  // Update GameType to new Type!

        // CREATE mini-game instance!  !!!!!!!!!!!!! Come back to this for Improvement Later!!!!!!!
        if (newGameType == MiniGameType.None)
        {
            miniGameInstance = new MiniGameBase();
            //miniGameInstance = newGameInstance as MiniGame;
        }

        /*else if(newGameType == MiniGameType.MoveToTarget3D) {
         *      MiniGameMoveToTarget3D newGameInstance = new MiniGameMoveToTarget3D();
         *      miniGameInstance = newGameInstance;
         * }
         * else if(newGameType == MiniGameType.CreatureSwimBasic) {
         * // SHOULD the input/output Lists depend on the Agent's full Genome, or should the minigame have control over hookups?
         * // ... Maybe eventually the Agent's genome should dictate, but for now, to avoid a complete re-write, will leave the ability
         * // ... of miniGame's to choose which input/output neurons to hook up. Save that change for the big NEAT update where creature
         * // ... topologies can morph and differ within a population.
         * Debug.Log("BROKEN!! MiniGameManager public void SetMiniGameType(MiniGameManager.MiniGameType newGameType)");
         *      CritterGenome templateBody = playerRef.masterPopulation.templateGenome;
         *      //MiniGameCreatureSwimBasic newGameInstance = new MiniGameCreatureSwimBasic(templateBody);
         *      //miniGameInstance = newGameInstance;
         * }*/
        else if (newGameType == MiniGameType.CritterWalkBasic)
        {
            CritterGenome templateBody = playerRef.masterPopulation.templateGenome;
            //Debug.Log("playerRef.masterPopulation.templateBodyGenome: " + playerRef.masterPopulation.templateBodyGenome.creatureBodySegmentGenomeList[0].addOn1.ToString());
            //Debug.Log("templateBody: " + templateBody.creatureBodySegmentGenomeList[0].addOn1.ToString());
            MiniGameCritterWalkBasic newGameInstance = new MiniGameCritterWalkBasic(templateBody);
            newGameInstance.UseSettings((MiniGameCritterWalkBasicSettings)gameSettings);
            newGameInstance.InitializeGame();
            miniGameInstance = newGameInstance;
            Debug.Log("miniGameInstance.inputChannelsList.Count: " + miniGameInstance.inputChannelsList.Count.ToString() + "miniGameInstance.outputChannelsList.Count: " + miniGameInstance.outputChannelsList.Count.ToString());
        }

        /*else if(newGameType == MiniGameType.RobotArmSimple) {
         *      MiniGameRobotArm newGameInstance = new MiniGameRobotArm();
         *      miniGameInstance = newGameInstance;
         * }
         * else if(newGameType == MiniGameType.PhysXWorm) {
         *      MiniGamePhysXWorm newGameInstance = new MiniGamePhysXWorm();
         *      miniGameInstance = newGameInstance;
         * }
         * else if(newGameType == MiniGameType.BallCatch) {
         *      MiniGameBallCatch newGameInstance = new MiniGameBallCatch();
         *      miniGameInstance = newGameInstance;
         * }
         * else if(newGameType == MiniGameType.ObstacleNavigation) {
         *      MiniGameObstacleNavigation newGameInstance = new MiniGameObstacleNavigation();
         *      miniGameInstance = newGameInstance;
         * }
         * else if(newGameType == MiniGameType.PoleBalancing2D) {
         *      MiniGamePoleBalancing2D newGameInstance = new MiniGamePoleBalancing2D();
         *      miniGameInstance = newGameInstance;
         * }
         * else if(newGameType == MiniGameType.SpaceshipShooter) {
         *      MiniGameSpaceshipShooter newGameInstance = new MiniGameSpaceshipShooter();
         *      miniGameInstance = newGameInstance;
         * }*/

        SetInputOutputArrays();         // Haven't set input/output lists for the minigame yet....
    }
예제 #21
0
    public void EndMiniGame(MiniGameType miniGame, bool success, float statModification = 0)
    {
        int roomLevel = activeRoom.GetComponent <RoomStats>().GetRoomLevel() - 1;

        if (success)
        {
            float moraleModifier = MoraleManager.instance.GetMoraleModifier();

            switch (miniGame)
            {
            case MiniGameType.Security:
                shipStats.Security += Mathf.RoundToInt(securityBaseAdjustments[roomLevel] * statModification * moraleModifier);
                SpawnStatChangeText(Mathf.RoundToInt(securityBaseAdjustments[roomLevel] * statModification * moraleModifier), GameManager.instance.GetResourceData((int)ResourceDataTypes._Security).resourceIcon);
                EventSystem.instance.chanceOfEvent += securityPercentIncrease;
                break;

            case MiniGameType.Asteroids:
                shipStats.ShipWeapons += Mathf.RoundToInt(shipWeaponsBaseAdjustments[roomLevel] * statModification * moraleModifier);
                SpawnStatChangeText(Mathf.RoundToInt(shipWeaponsBaseAdjustments[roomLevel] * statModification * moraleModifier), GameManager.instance.GetResourceData((int)ResourceDataTypes._ShipWeapons).resourceIcon);
                EventSystem.instance.chanceOfEvent += asteroidPercentIncrease;
                break;

            case MiniGameType.CropHarvest:
                shipStats.Food += Mathf.RoundToInt(foodBaseAdjustments[roomLevel] * statModification * moraleModifier);
                SpawnStatChangeText(Mathf.RoundToInt(foodBaseAdjustments[roomLevel] * statModification * moraleModifier), GameManager.instance.GetResourceData((int)ResourceDataTypes._Food).resourceIcon);
                EventSystem.instance.chanceOfEvent += cropPercentIncrease;
                break;

            case MiniGameType.StabilizeEnergyLevels:
                shipStats.Energy += new Vector3(Mathf.RoundToInt(energyBaseAdjustments[roomLevel] * statModification * moraleModifier), 0, 0);
                SpawnStatChangeText(Mathf.RoundToInt(energyBaseAdjustments[roomLevel] * statModification * moraleModifier), GameManager.instance.GetResourceData((int)ResourceDataTypes._Energy).resourceIcon);
                EventSystem.instance.chanceOfEvent += energyPercentIncrease;
                break;

            case MiniGameType.SlotMachine:
                shipStats.Credits += Mathf.RoundToInt(statModification * moraleModifier);     // slots doesn't have a room level scaler?
                SpawnStatChangeText(Mathf.RoundToInt(statModification * moraleModifier), GameManager.instance.GetResourceData((int)ResourceDataTypes._Credits).resourceIcon);
                EventSystem.instance.chanceOfEvent += slotPercentIncrease;
                break;

            case MiniGameType.HullRepair:
                shipStats.ShipHealthCurrent += new Vector2(Mathf.RoundToInt(hullRepairBaseAdjustments[roomLevel] * statModification * moraleModifier), 0);
                SpawnStatChangeText(Mathf.RoundToInt(hullRepairBaseAdjustments[roomLevel] * statModification * moraleModifier), GameManager.instance.GetResourceData((int)ResourceDataTypes._HullDurability).resourceIcon);
                EventSystem.instance.chanceOfEvent += hullRepairPercentIncrease;
                break;
            }
        }
        else
        {
            if (miniGame == MiniGameType.Asteroids)
            {
                shipStats.ShipHealthCurrent += new Vector2(Mathf.RoundToInt(failHullDurabilityBaseAdjustments[roomLevel] * statModification), 0);
                SpawnStatChangeText(Mathf.RoundToInt(failHullDurabilityBaseAdjustments[roomLevel] * statModification), GameManager.instance.GetResourceData((int)ResourceDataTypes._HullDurability).resourceIcon);
            }
        }
        if (success && activeRoom)
        {
            activeRoom.StartMinigameCooldown();
            if (winSound == false)
            {
                AudioManager.instance.PlaySFX("De-Overclock");
                winSound = true;
            }
        }
        activeRoom = null;
        //FindObjectOfType<CrewManagement>().crewManagementText.SetActive(true);

        AnalyticsManager.OnMiniGameFinished(miniGame, success, statModification);
        EndingStats.instance.AddToStat(1, EndingStatTypes.MinigamesPlayed);
    }
예제 #22
0
 private void OnDisable()
 {
     currentMinigame = MiniGameType.None;
     gameObject.SetActive(false);
     nameTween.Kill();
 }
예제 #23
0
 //probably shouldn't exist empty object
 private MGBAccount()
 {
     this._accountBase = new MGBAccountBase();
     this._gamesLeft   = new MGBRewardArray();
     this._gameType    = MiniGameType.None;
 }