예제 #1
0
 ///////////////////////////
 // Deprecated
 public void StartGrazScene()
 {
     // load a new scene
     SceneManager.LoadScene(1);
     asdf = m_TextComponent.GetComponent <TMP_Text>().text;
     Debug.Log(asdf);
 }
 private void Start()
 {
     gameController = FindObjectOfType <GameController>();
     interactionText.GetComponent <TextMeshProUGUI>().enabled = false;
     roundHasNotStarted = false;
     inRange            = false;
 }
예제 #3
0
    public void Search()
    {
        //gets inputted name
        string searcher = SearchPlayerInputField.GetComponent <TMP_InputField>().text.ToLower();
        int    index;

        //finds the searcher's index

        index = list.FindIndex(x => x.ToLower().Equals(searcher));
        //if name doesn't exist
        if (index == -1)
        {
            TargetTxt.GetComponent <TMP_Text>().text = "Searched name doesn't exist, try again.";
        }
        else
        {
            //gives the player below them on the list as their target
            int targetIndex = index + 1;
            //checks if searcher is at the bottom of the list, if so make the target the player at the top of the list
            if (targetIndex == list.Count)
            {
                targetIndex = 0;
            }
            //shows target and clears name from search bar
            TargetTxt.GetComponent <TMP_Text>().text = "Target Player: " + list[targetIndex];
            SearchPlayerInputField.GetComponent <TMP_InputField>().text = "";
        }
    }
예제 #4
0
 public void ArriveIntoGame()
 {
     title.GetComponent <Animator>().SetTrigger("TitleArrive");
     startTapButton.GetComponent <Animator>().SetTrigger("TapButtonArrive");
     startBestScore.text = "Best Score : " + GameManager.instance.GetBestScore();
     startBestScore.GetComponent <Animator>().SetTrigger("StartBestArrive");
 }
예제 #5
0
 private void OnTriggerEnter(Collider other)
 {
     inRange = true;
     interactText.GetComponent <TextMeshProUGUI>().enabled    = inRange && !hasAlreadyInteracted;
     dialogueTextBox.GetComponent <TextMeshProUGUI>().enabled = true;
     npcShout.GetComponent <TextMeshProUGUI>().enabled        = false;
 }
예제 #6
0
    // Start is called before the first frame update
    void Start()
    {
        SpawnPresents(roundCount);
        RoundManager();

        presentReturnText.GetComponent <TextMeshProUGUI>().enabled = false;
    }
예제 #7
0
 // Update is called once per frame
 void Update()
 {
     if (GameManager.gameScene == 19)
     {
         if (phase == 0)
         {
             one.gameObject.SetActive(true);
         }
         if (Input.GetKeyDown(KeyCode.Space) && phase == 0 && one.GetComponent <ScrollText>().isTyping)
         {
             one.GetComponent <ScrollText>().cancelTyping = true;
         }
         if (Input.GetKeyDown(KeyCode.Space) && phase == 0 && !one.GetComponent <ScrollText>().isTyping)
         {
             GameManager.gameScene = 22;
             SceneManager.LoadScene("Scene12");
         }
     }
     if (GameManager.gameScene == 20)
     {
         if (phase == 0)
         {
             two.gameObject.SetActive(true);
         }
         if (phase == 1)
         {
             three.gameObject.SetActive(true);
         }
         if (Input.GetKeyDown(KeyCode.Space) && phase == 0 && two.GetComponent <ScrollText>().isTyping)
         {
             two.GetComponent <ScrollText>().cancelTyping = true;
         }
         if (phase == 1 && Input.GetKeyDown(KeyCode.Space))
         {
             GameManager.gameScene = 22;
             SceneManager.LoadScene("Scene12");
         }
         if (Input.GetKeyDown(KeyCode.Space) && phase == 0 && !two.GetComponent <ScrollText>().isTyping)
         {
             phase = 1;
         }
     }
     if (GameManager.gameScene == 21)
     {
         if (phase == 0)
         {
             four.gameObject.SetActive(true);
         }
         if (Input.GetKeyDown(KeyCode.Space) && phase == 0 && four.GetComponent <ScrollText>().isTyping)
         {
             four.GetComponent <ScrollText>().cancelTyping = true;
         }
         if (Input.GetKeyDown(KeyCode.Space) && phase == 0 && !four.GetComponent <ScrollText>().isTyping)
         {
             GameManager.gameScene = 22;
             SceneManager.LoadScene("Scene12");
         }
     }
 }
예제 #8
0
    public void StartTheGame()
    {
        //Enable the GUI
        scoreDisplayText.GetComponent<TextMeshProUGUI>().enabled = true;
        timeRemainingDisplayText.GetComponent<TextMeshProUGUI>().enabled = true;
        questionDisplay.SetActive(true);

        //Reset the score and its text
        playerScore = 0;
        scoreDisplayText.text = "Questions Correctly Answered: " + playerScore.ToString();

        //Reset the question index so we start from the start again
        questionIndex = 0;
        allRoundData = dataController.GetCurrentRoundData();
        questionPool = allRoundData.questions;
        ShowQuestion();

        //reset the time remaining and start the counter.
        timeRemaining = allRoundData.timeLimitInSeconds;
        UpdateTimeRemainingDisplay();
        isRoundActive = true;
    }
예제 #9
0
 private IEnumerator TextJiggling(TMP_Text text)
 {
     while (true)
     {
         Vector2 pos = text.GetComponent <RectTransform>().anchoredPosition;
         text.GetComponent <RectTransform>().anchoredPosition = pos + UnityEngine.Random.insideUnitCircle * jiggleAmount;
         yield return(new WaitForFixedUpdate());
     }
 }
예제 #10
0
    private void Start()
    {
        playerMovement = FindObjectOfType <PlayerMovement>();
        scoreDisplayText.GetComponent <TextMeshProUGUI>().enabled         = false;
        timeRemainingDisplayText.GetComponent <TextMeshProUGUI>().enabled = false;
        dataController = FindObjectOfType <DataController>();

        //timeRemaining = currentRoundData.timeLimitInSeconds;
    }
예제 #11
0
    private IEnumerator JiggleText(TMP_Text text)
    {
        IEnumerator coroutine = TextJiggling(text);

        StartCoroutine(coroutine);
        yield return(new WaitForSeconds(jiggleTime));

        StopCoroutine(coroutine);
        text.GetComponent <RectTransform>().anchoredPosition = text.GetComponent <StartPositionTracker>().GetPos();
    }
예제 #12
0
 void changeColor(bool state)
 {
     if (state)
     {
         lightParticle.GetComponent <Image>().color = new Color32(180, 255, 0, 255);
     }
     else
     {
         lightParticle.GetComponent <Image>().color = new Color32(255, 0, 10, 0);
     }
 }
예제 #13
0
 public void TapButtonClick()
 {
     if (GameManager.instance.gameOver && GameManager.instance.freezeTiles)
     {
         scoreBoard.GetComponent <Animator>().SetTrigger("ScoreFadeIn");
         startTapButton.GetComponent <Animator>().SetTrigger("TapButtonFade");
         title.GetComponent <Animator>().SetTrigger("TitleFade");
         startBestScore.GetComponent <Animator>().SetTrigger("StartBestFade");
         StartCoroutine(FadeOutToGame());
     }
 }
 public void Open()
 {
     Time.timeScale            = 1f;
     background.interactable   = true;
     background.blocksRaycasts = true;
     background.DOFade(1, 0.25f);
     replayButton.GetComponent <RectTransform>().DOAnchorPosY(-500, 0.6f);
     exitButton.GetComponent <RectTransform>().DOAnchorPosY(-635, 0.4f);
     player1.GetComponent <RectTransform>().DOAnchorPosX(216, 0.5f);
     player2.GetComponent <RectTransform>().DOAnchorPosX(-216, 0.5f);
     victoryText.GetComponent <RectTransform>().DOAnchorPosY(-139, 0.5f);
 }
예제 #15
0
    private void OnTriggerEnter(Collider other)
    {
        if (GetComponent <Renderer>().material.color == Color.white)
        {
            GetComponent <Renderer>().material.color = other.GetComponent <Renderer>().material.color;
            Debug.Log("Changed Color!");
        }

        if (GetComponent <Renderer>().material.color == other.GetComponent <Renderer>().material.color)
        {
            Debug.Log("Nice! Get Points!");
            Destroy(other.gameObject);
        }

        if (GetComponent <Renderer>().material.color != other.GetComponent <Renderer>().material.color)
        {
            Debug.Log("You Lose!");
            StartCoroutine("YouDied");
        }


        if (other.gameObject.tag == "Gem")
        {
            gameObject.GetComponent <AudioSource>().PlayOneShot(gemSound, .4f);
            itemScore = itemScore + 300;


            itemScoreUI.GetComponent <TextMeshProUGUI>().text = "+300";
            itemScoreUI.gameObject.SetActive(true);
            StartCoroutine("WaitForSec");
        }

        if (other.gameObject.tag == "Coin")
        {
            gameObject.GetComponent <AudioSource>().PlayOneShot(coinSound, 1f);
            itemScore = itemScore + 100;

            itemScoreUI.GetComponent <TextMeshProUGUI>().text = "+100";
            itemScoreUI.gameObject.SetActive(true);
            StartCoroutine("WaitForSec");
        }

        if (other.gameObject.tag == "Wall")
        {
            gameObject.GetComponent <AudioSource>().PlayOneShot(WallSound, 1f);
            itemScore = itemScore + 50;

            itemScoreUI.GetComponent <TextMeshProUGUI>().text = "+50";
            itemScoreUI.gameObject.SetActive(true);
            StartCoroutine("WaitForSec");
        }
    }
예제 #16
0
    IEnumerator CountDownToStart()
    {
        if (finalScore != null)
        {
            finalScore.gameObject.SetActive(false);
        }
        getReady.gameObject.SetActive(true);
        getReady.GetComponent <Animator>().SetBool("GetReady", true);
        yield return(new WaitForSeconds(3));

        getReady.GetComponent <Animator>().SetBool("GetReady", false);
        SceneChanger.ChangeLevel(1);
    }
예제 #17
0
    void FormatTimer(float secondsRemaining)
    {
        string minutes = Mathf.Floor(secondsRemaining / 60).ToString("00");
        string seconds = (secondsRemaining % 60).ToString("00");

        //txtTimeRemaining.text = "Time Remaining: " + string.Format("{0}:{1}", minutes, seconds);
        txtTimeRemaining.text = string.Format("{0}:{1}", minutes, seconds);

        if (secondsRemaining < 10)
        {
            txtTimeRemaining.GetComponent <Animator>().SetBool("Hurry", true);
        }
    }
예제 #18
0
 public void AnimAddBlocks(int amount)
 {
     blocks.text     = (int.Parse(blocks.text) + amount).ToString();
     blocksAnim.text = amount.ToString();
     if (amount >= 0)
     {
         blocksAnim.GetComponent <Animation>().Play("AddResourceAnim");
     }
     else
     {
         blocksAnim.GetComponent <Animation>().Play("MinResourceAnim");
     }
 }
예제 #19
0
 public void AnimAddCoins(int amount)
 {
     coins.text     = (int.Parse(coins.text) + amount).ToString();
     coinsAnim.text = amount.ToString();
     if (amount >= 0)
     {
         coinsAnim.GetComponent <Animation>().Play("AddResourceAnim");
     }
     else
     {
         coinsAnim.GetComponent <Animation>().Play("MinResourceAnim");
     }
 }
예제 #20
0
 public void AnimAddDiamonds(int amount)
 {
     diamonds.text     = (int.Parse(diamonds.text) + amount).ToString();
     diamondsAnim.text = amount.ToString();
     if (amount >= 0)
     {
         diamondsAnim.GetComponent <Animation>().Play("AddResourceAnim");
     }
     else
     {
         diamondsAnim.GetComponent <Animation>().Play("MinResourceAnim");
     }
 }
예제 #21
0
 // Update is called once per frame
 void Update()
 {
     if (weapScr.Primary == 0)
     {
         weapEq1.GetComponent <TMP_Text>().text = "Single Shot";
     }
     if (weapScr.Primary == 1)
     {
         weapEq1.GetComponent <TMP_Text>().text = "Triple Shot";
     }
     if (weapScr.Primary == 2)
     {
         weapEq1.GetComponent <TMP_Text>().text = "Pulse Wave";
     }
 }
    public void InsertMessage(int index)
    {
        if (index == 1)
        {
            MessageStorage.GetComponent <TMP_Text>().text =
                "В режиме редактора (по умолчанию) вы можете расставлять шары, задавать им необходимые физические величины. Также вы можете сохранять сцены и загружать ранее созданные.\nЕсли наверху написано [Editor Mode] - значит это режим редактора.";
        }
        else if (index == 2)
        {
            MessageStorage.GetComponent <TMP_Text>().text =
                "V - добавить шар\nP - сохранить сцену\nO - открыть сцену\nY - остановить физический процесс\nC - войти/выйти из режима редактора\nSPACE - начать следить за шаром / окончить слежение\nESC - выйти в главное меню";
        }

        curindex = index - 1;
    }
예제 #23
0
    public void SetMoneyCount()
    {
        int startMoney = (int)moneySlider.value;

        Settings.SET.startMoney = startMoney;
        moneyCountText.GetComponent <TMP_Text>().text = $"Start Money: {startMoney.ToString()} %";
    }
예제 #24
0
 public void StartDrawing(string wordToDisplay)
 {
     waitingPanel.SetActive(false);
     playerPanel.SetActive(true);
     drawingWordsDisplay.GetComponent <TMP_Text>().text += wordToDisplay;
     //start and sync timer
 }
예제 #25
0
    public void SetAttackProbability()
    {
        int attackProbability = (int)probabilitySlider.value;

        Settings.SET.attackProbability = attackProbability;
        probabilityText.GetComponent <TMP_Text>().text = $"AI Attack Probability: {attackProbability.ToString()} %";
    }
예제 #26
0
    public void SetUnitsCount()
    {
        int maxUnits = (int)unitsSlider.value;

        Settings.SET.unitsCount = maxUnits;
        unitsCountText.GetComponent <TMP_Text>().text = $"Max Faction Units: {maxUnits.ToString()}";
    }
예제 #27
0
        public void OnHitBySkill(Player targetPlayer, Hashtable changedProps)
        {
            if (changedProps.ContainsKey(PunPlayerProps.PlayerCharacterHPProp))
            {
                Debug.Log("Has HP");
                object HP;
                if (targetPlayer.CustomProperties.TryGetValue(PunPlayerProps.PlayerCharacterHPProp, out HP))
                {
                    Health = (int)HP;
                    Debug.Log(Health);
                    HpText.GetComponent <TMP_Text>().text = Health.ToString();
                    if (Health <= 0)
                    {
                        object lives;
                        if (view.Owner.CustomProperties.TryGetValue(PunPlayerProps.PlayerCharacterLivesProp, out lives))
                        {
                            lives = (int)lives - 1;

                            Hashtable props = new Hashtable
                            {
                                { PunPlayerProps.PlayerCharacterLivesProp, lives }
                            };
                            PhotonNetwork.LocalPlayer.SetCustomProperties(props);
                        }
                    }
                }
            }
        }
예제 #28
0
    void Start()
    {
        rt       = this.GetComponent <RectTransform>();
        maxWidth = rt.sizeDelta.x * 0.9f;

        minutesSecondsRT = minutesSeconds.GetComponent <RectTransform>();
        //millisecondsRT = milliseconds.GetComponent<RectTransform>();
        LevelName.text = this.gameObject.scene.name;

        showTimer = GameManager.Instance.SaveData.ShowTimer;
        if (showTimer)
        {
            SetTimer(0);
            minutesSeconds.ForceMeshUpdate();

            // milliseconds.ForceMeshUpdate();
            // SetMillisecondsEnabled(showMilliseconds);
        }
        else
        {
            minutesSeconds.gameObject.SetActive(false);
            milliseconds.gameObject.SetActive(false);

            // Position/Size Level Name
            //LevelName.fontSize = 200;
            //LevelName.alignment = TextAlignmentOptions.Center;
            //LevelName.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, -9);
        }
    }
예제 #29
0
        public void Awake()
        {
            if (Instance != null && Instance != this)
            {
                GameObject.Destroy(this);
            }
            else
            {
                Instance = this;
            }

            mainCamera = Camera.main.transform;

            currentMessageBoxSize = messageBox.GetComponent <RectTransform>().sizeDelta;
            UpdateChatSettingInputs();
        }
예제 #30
0
        public static TMP_Text Label(
            TMP_Text textObj,
            TMP_Text prototype,
            string name,
            string content,
            Transform parent,
            Vector2 pos,
            TextStyle style = null)
        {
            textObj = textObj ?? UnityEngine.Object.Instantiate(prototype);

            textObj.name = name;
            textObj.transform.SetParent(parent, false);
            var rt = textObj.GetComponent <RectTransform>();

            rt.anchorMin        = Vector2.zero;
            rt.anchorMax        = Vector2.zero;
            rt.pivot            = Vector2.zero;
            rt.sizeDelta        = Vector2.zero;
            rt.anchoredPosition = pos;

            if (style != null)
            {
                textObj.color    = style.color;
                textObj.fontSize = style.size;
            }

            textObj.text = content;

            return(textObj);
        }