public static TimeAttack Load() { if (PlayerPrefs.HasKey($"challenge.id")) { var stats = new TimeAttack(); stats.id = PlayerPrefs.GetInt($"challenge.id"); stats.time = PlayerPrefs.GetInt($"challenge.time"); stats.difficulty = PlayerPrefs.GetInt($"challenge.difficulty"); stats.clearedCount = PlayerPrefs.GetInt($"challenge.cleared"); stats.seed = PlayerPrefs.GetInt($"challenge.seed"); stats.totalTime = PlayerPrefs.GetFloat($"challenge.totalTime"); stats.totalCoin = PlayerPrefs.GetInt($"challenge.totalCoin"); stats.totalMiss = PlayerPrefs.GetInt($"challenge.totalMiss"); if (PlayerPrefs.HasKey($"challenge.stage.id")) { var id = PlayerPrefs.GetInt($"challenge.stage.id"); var seed = PlayerPrefs.GetInt($"challenge.seed"); var size = new Vector2Int(PlayerPrefs.GetInt($"challenge.stage.size.x"), PlayerPrefs.GetInt($"challenge.stage.size.y")); stats.currentStage = new FloorSettings(id, seed, size) { spawn = new Vector2Int(PlayerPrefs.GetInt($"challenge.spawn.x"), PlayerPrefs.GetInt($"challenge.spawn.y")) }; } return(stats); } else { return(null); } }
public void ContinuePause() { TimeAttack.currentState = TimeAttack.Load(); FloorBehaviour.nextSettings = TimeAttack.currentState.currentStage; SceneController.lastSelect = "TitleScene"; controller.Scene("GameScene"); }
public static void Save(TimeAttack stats) { if (stats != null) { PlayerPrefs.SetInt($"challenge.id", stats.id); PlayerPrefs.SetInt($"challenge.time", stats.time); PlayerPrefs.SetInt($"challenge.difficulty", stats.difficulty); PlayerPrefs.SetInt($"challenge.cleared", stats.clearedCount); PlayerPrefs.SetInt($"challenge.seed", stats.seed); PlayerPrefs.SetFloat($"challenge.totalTime", stats.totalTime); PlayerPrefs.SetInt($"challenge.totalCoin", stats.totalCoin); PlayerPrefs.SetInt($"challenge.totalMiss", stats.totalMiss); if (stats.currentStage != null) { PlayerPrefs.SetInt($"challenge.stage.id", stats.currentStage.Value.id); PlayerPrefs.SetInt($"challenge.stage.size.x", stats.currentStage.Value.size.x); PlayerPrefs.SetInt($"challenge.stage.size.y", stats.currentStage.Value.size.y); PlayerPrefs.SetInt($"challenge.seed", stats.currentStage.Value.seed); PlayerPrefs.SetInt($"challenge.spawn.x", stats.currentStage.Value.spawn.x); PlayerPrefs.SetInt($"challenge.spawn.y", stats.currentStage.Value.spawn.y); } else { PlayerPrefs.DeleteKey($"challenge.stage.id"); } } else { PlayerPrefs.DeleteKey($"challenge.id"); } PlayerPrefs.Save(); }
// Update is called once per frame void Update() { if (coinsOnMap == 0) { TimeAttack script = (TimeAttack)gameObject.GetComponent(typeof(TimeAttack)); script.Finish(); } }
public void SetTime(int time) { if (TimeAttack.currentState == null) { TimeAttack.currentState = new TimeAttack(); } TimeAttack.currentState.time = time; TimeAttack.Save(TimeAttack.currentState); }
public void SetDifficulty(int difficulty) { if (TimeAttack.currentState == null) { TimeAttack.currentState = new TimeAttack(); } TimeAttack.currentState.difficulty = difficulty; TimeAttack.Save(TimeAttack.currentState); }
public void ApplyChallenge() { var rnd = new System.Random(TimeAttack.currentState.seed); int sizebase = 4; int sizeex = TimeAttack.currentState.difficulty * 8 + TimeAttack.currentState.clearedCount; TimeAttack.currentState.currentStage = new FloorSettings(TimeAttack.currentState.id, TimeAttack.currentState.seed, new Vector2Int(sizebase + rnd.Next(0, sizeex), sizebase + rnd.Next(0, sizeex))); TimeAttack.Save(TimeAttack.currentState); ContinuePause(); }
// Use this for initialization void Start() { //Tag PlaneのGameObjectにdairotationスクリプトをコンポーネント var dia = GameObject.FindGameObjectWithTag("Plane"); dia1 = dia.GetComponent <dairotation1>(); var Taobj = GameObject.Find("TimeAttack"); TAtext = Taobj.GetComponent <TimeAttack>(); rig = GetComponent <Rigidbody>(); }
public TimeAttack(TimeAttack stats) { this.id = stats.id; this.time = stats.time; this.difficulty = stats.difficulty; this.clearedCount = stats.clearedCount; this.seed = stats.seed; this.totalTime = stats.totalTime; this.totalCoin = stats.totalCoin; this.totalMiss = stats.totalMiss; this.currentStage = stats.currentStage; }
public void StartGame0(int id) { TimeAttack.Reset(); TimeAttack.Save(TimeAttack.currentState); System.Random rnd = new System.Random(id); int sizebase = 4; int sizeex = (id % 8) * (id / 8) / 2; FloorBehaviour.nextSettings = new FloorSettings(id, id, new Vector2Int(sizebase + rnd.Next(0, sizeex), sizebase + rnd.Next(0, sizeex))); Scene("GameScene"); }
public void SetUp() { time = new GameObject().AddComponent <TimeAttack>(); life = new GameObject().AddComponent <LifeGauge>(); var text = new GameObject().AddComponent <Text>(); text.text = "Time Attack: {0:F2}"; life.life = 100; life.lifebar = new GameObject().AddComponent <Slider>(); life.loose = new GameObject().AddComponent <Text>(); time.lifeGauge = life; time.text = text; }
// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0)) { GameObject bullet = Instantiate(prefab) as GameObject; bullet.transform.position = transform.position + Camera.main.transform.forward * 2; Rigidbody rb = bullet.GetComponent <Rigidbody>(); rb.velocity = Camera.main.transform.forward * 40; Destroy(bullet, 5); } if (enemyOnMap == 0) { TimeAttack script = (TimeAttack)gameObject.GetComponent(typeof(TimeAttack)); script.Finish(); } }
public void Next() { if (TimeAttack.currentState == null) { return; } { TimeAttack.currentState.totalCoin += GameStats.currentStats.coin; TimeAttack.currentState.totalTime += GameStats.currentStats.time; TimeAttack.currentState.totalMiss += GameStats.currentStats.miss; TimeAttack.currentState.clearedCount++; TimeAttack.currentState.seed++; TimeAttack.Save(TimeAttack.currentState); } GameStats.Reset(); ApplyChallenge(); }
public void StartChallenge() { if (TimeAttack.currentState == null) { TimeAttack.currentState = new TimeAttack(); } { TimeAttack.currentState.id = TimeAttack.currentState.difficulty * 1000 + TimeAttack.currentState.time + 100000; TimeAttack.currentState.totalTime = 0; TimeAttack.currentState.totalCoin = 0; TimeAttack.currentState.totalMiss = 0; TimeAttack.currentState.clearedCount = 0; TimeAttack.currentState.seed = new System.Random().Next(); TimeAttack.Save(TimeAttack.currentState); } SceneController.lastSelect = "TitleScene"; GameStats.Reset(); ApplyChallenge(); }
private void Start() { TimeAttack.currentState = TimeAttack.Load(); }
public static void Reset() { currentState = null; }
//----- Time attack public GameProperties GetTimeAttackProperties() { TimeAttack tm = GameManager.Instance.GameMode as TimeAttack; int size = tm.CurrentStage + 2; Density onePointers = new Density(); Density twoPointers = new Density(); Density blackHoles = new Density(); Count multipliers2X = new Count(); Count multipliers3X = new Count(); switch (tm.Dificulty) { case Dificulty.VeryEasy: #region VeryEasy blackHoles = Density.High; onePointers = Density.Low; twoPointers = Density.None; if (size == 3) { multipliers2X = Count.None; multipliers3X = Count.None; } else if (size < 5) { multipliers2X = Count.None; multipliers3X = Count.None; } else if (size < 7) { multipliers2X = Count.None; multipliers3X = Count.None; } else { multipliers2X = Count.None; multipliers3X = Count.None; } #endregion break; case Dificulty.Easy: #region Easy blackHoles = Density.High; onePointers = Density.Medium; twoPointers = Density.Low; if (size == 3) { multipliers2X = Count.None; multipliers3X = Count.None; } else if (size < 5) { multipliers2X = Count.None; multipliers3X = Count.None; } else if (size < 7) { multipliers2X = Count.None; multipliers3X = Count.None; } else { multipliers2X = Count.One; multipliers3X = Count.None; } #endregion break; case Dificulty.Medium: #region Medium blackHoles = Density.Medium; onePointers = Density.Medium; twoPointers = Density.Medium; if (size == 3) { multipliers2X = Count.None; multipliers3X = Count.None; } else if (size < 5) { multipliers2X = Count.None; multipliers3X = Count.None; } else if (size < 7) { multipliers2X = Count.One; multipliers3X = Count.None; } else { multipliers2X = Count.One; multipliers3X = Count.One; } #endregion break; case Dificulty.Hard: #region Hard blackHoles = Density.Low; onePointers = Density.High; twoPointers = Density.Medium; if (size == 3) { multipliers2X = Count.None; multipliers3X = Count.None; } else if (size < 5) { multipliers2X = Count.One; multipliers3X = Count.One; } else if (size < 7) { multipliers2X = Count.Two; multipliers3X = Count.Two; } else { multipliers2X = Count.Two; multipliers3X = Count.Two; } #endregion break; case Dificulty.VeryHard: #region VeryHard blackHoles = Density.None; onePointers = Density.High; twoPointers = Density.High; if (size == 3) { multipliers2X = Count.One; multipliers3X = Count.None; } else if (size < 5) { multipliers2X = Count.Two; multipliers3X = Count.Two; } else if (size < 7) { multipliers2X = Count.Three; multipliers3X = Count.Three; } else { multipliers2X = Count.Four; multipliers3X = Count.Four; } #endregion break; default: break; } GameProperties go = new GameProperties { SizeX = size, SizeY = size, OnePointers = onePointers, TwoPointers = twoPointers, BlackHoles = blackHoles, Multipliers2X = multipliers2X, Multipliers3X = multipliers3X }; return(go); }
// Use this for initialization void Start() { timeAttack = GetComponent <TimeAttack>(); Manager = StageManager.Instance; }