void CleanUp() { try { VictoryScreen.Get().ContinueEvents(); } catch { } try { VictoryScreen.Get().m_hitbox.TriggerRelease(); } catch { } try { EndGameScreen.Get().ContinueEvents(); } catch { } try { EndGameScreen.Get().m_hitbox.TriggerRelease(); } catch { } try { WelcomeQuests.Get().m_clickCatcher.TriggerRelease(); } catch { } }
public void RestartGame() { Debug.Log("Starting game..."); Time.timeScale = 1; VictoryScreen.SetActive(false); GameOverScreen.SetActive(false); Money = GetComponent <ConfiguraionLoader>().DefaultMoney; Lives = GetComponent <ConfiguraionLoader>().DefaultLives; foreach (Transform child in EnemiesParent.transform) { GameObject.Destroy(child.gameObject); } foreach (Transform child in ProjectileParent.transform) { GameObject.Destroy(child.gameObject); } foreach (Transform child in TowersParent.transform) { GameObject.Destroy(child.gameObject); } GetComponent <WaveController>().ResetGame(); }
//---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- // CreateVictoryScreen() //---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- public void CreateVictoryScreen() { if (level1IsActive == true) { _level1.Destroy(); _level1.Remove(); } if (level2IsActive == true) { _level2.Destroy(); _level2.Remove(); } if (Globals.levelBossIsActive == true) { _levelBoss.Destroy(); _levelBoss.Remove(); } stopMusic(); _victoryscreen = new VictoryScreen(); AddChild(_victoryscreen); }
// Start is called before the first frame update void Start() { victoryComponent = GetComponent <VictoryScreen>(); dialogue = GetComponent <FungusDialogue>(); AccuseSFX = this.transform.Find("AccuseSFX").GetComponent <AudioSource>(); HintSFX = this.transform.Find("HintSFX").GetComponent <AudioSource>(); }
private void CheckIfWon() { if (player.Col == data.End.Col && player.Row == data.End.Row) { VictoryScreen SW = new VictoryScreen(); SW.ShowDialog(); } }
void Start() { hud = hudPanel.GetComponent <HUDScript>(); blackFadeScreen = blackScreenPanel.GetComponent <BlackFadeScreen>(); victoryScreen = victoryScreenPanel.GetComponent <VictoryScreen>(); gameOverScreen = gameOverPanel.GetComponent <GameOverScreen>(); pauseMenu = pausePanel.GetComponent <PauseMenu>(); }
private void Start() { victoryScreen = FindObjectOfType <VictoryScreen>(); #region Assertions Assert.IsNotNull(animator); Assert.IsNotNull(victoryScreen); #endregion }
public GamePlayState(Game game, Level level, CarAttributes carAttribs, VictoryScreen victoryScreen, GameOverScreen gameOverScreen) : base(game) { this.level = level; this.carAttributes = carAttribs; this.victoryScreen = victoryScreen; this.gameOverScreen = gameOverScreen; Initialize(); }
/* * Método: private void GameIsOver() * * Función: finalizar juego * * Descripción: Verifica si el juego ha terminado, ya sea con una victoria * o con una derrota. Si el juego ha terminado, guarda la puntuación final * del jugador y detiene el reloj de actualizaciones del juego. */ private void GameIsOver() { if (GameData.gameOver) { GameData.gameStart = false; //el jugador ha ganado if (GameData.victory) { /*Aplicar multiplier basado en el tiempo que tomo para completar * el juego y las vidas restantes del jugador.*/ score += (score * 10 / time) * hp; txtScore.Text = "SCORE: " + score; VictoryScreen.BackgroundImage = Resources.VictoryImg; VictoryScreen.BackgroundImageLayout = ImageLayout.Stretch; VictoryScreen.Height = (int)(Height * 0.65); VictoryScreen.Width = (int)(Width * 0.80); VictoryScreen.Top = (int)(Height * 0.20); VictoryScreen.Left = (int)(Width * 0.08); VictoryScreen.Show(); } //el jugador ha perdido else { GameOverScreen.BackgroundImage = Resources.GameOverImg; GameOverScreen.BackgroundImageLayout = ImageLayout.Stretch; GameOverScreen.Height = (int)(Height * 0.5); GameOverScreen.Width = (int)(Width * 0.8); GameOverScreen.Top = (int)(Height * 0.25); GameOverScreen.Left = (int)(Width * 0.08); GameOverScreen.Show(); } //detener relojes secondsTimer.Stop(); gameTimer.Stop(); //guardar puntuación Score s = new Score(score, playahata.username); ScoreDAO.AddScore(s); } }
public void GameOver(EndCondition endCondition) { Time.timeScale = 0f; if (endCondition == EndCondition.Victory) { Text[] info = VictoryScreen.GetComponentsInChildren <Text>(); info[0].text = string.Format("{0:00}:{1:00}", totalTime / 60, totalTime % 60); info[1].text = totalGameOvers.ToString(); totalTime = 0f; totalGameOvers = 0; VictoryScreen.SetActive(true); } else if (endCondition == EndCondition.Defeat) { DefeatScreen.SetActive(true); } }
void Start() { //load the player data if exists and passes it to the PlayerManager playerInfo = new PlayerInfo(); PlayerManager.SetPlayerInfo(playerInfo); splashScreen = FindObjectOfType <SplashScreenHandler>(); pauseScreen = FindObjectOfType <PauseScreen>(); victoryScreen = FindObjectOfType <VictoryScreen>(); musicHandler = FindObjectOfType <MusicHandler>(); if (pauseScreen) { pauseScreen.SetActive(false); } if (victoryScreen) { victoryScreen.gameObject.SetActive(false); } gameActive = true; debug = false; }
void OnTriggerEnter(Collider other) { if (other.tag == "firstCoin") { coinCounter++; Destroy(other.gameObject); } if (other.tag == "secondCoin") { coinCounter++; Destroy(other.gameObject); SceneManager.LoadScene("Level2", LoadSceneMode.Single); } // Om vi plockar upp vinnar-myntet... if (other.tag == "WinnerCoin") { coinCounter++; // Sätt igång vinn skärmen VictoryScreen.Show(); } }
private void Awake() { instance = this; }
public PlayerView(GameLogic game) { this.Game = game; this.EventManager = game.EventManager; menuClock = new GameClock(); menuClock.Start(); /** * Initialize Graphics Subsystem **/ RenderForm = new Form(); RenderForm.ClientSize = new Size(Game.World.Width, Game.World.Height); RenderForm.Text = "Alien Invasion v1.0"; RenderForm.BackColor = Color.Empty; RenderForm.KeyPreview = true; RenderForm.FormBorderStyle = FormBorderStyle.FixedSingle; // Disable resizing of window RenderForm.MaximizeBox = false; // Disable maximizing RenderForm.Leave += (s, e) => { this.RenderForm.Focus(); // When RenderForm loses focus player input won't be processed correctly }; extractor = new Extractor(game); Renderer = new Graphics.Renderer(RenderForm, extractor); Renderer.StartRender(); rendererLoaders.Add(new TextureLoader(Renderer)); rendererLoaders.Add(new MeshLoader(Renderer)); rendererLoaders.Add(new EffectLoader(Renderer)); foreach (var rendererLoader in rendererLoaders) { game.ResourceManager.AddLoader(rendererLoader); } game.ResourceManager.AddLoader(new MaterialLoader(game.ResourceManager)); /** * Initialize Input Subsystem **/ gameController = new GameController(EventManager, game); RenderForm.KeyDown += new KeyEventHandler(gameController.OnKeyDown); RenderForm.KeyUp += new KeyEventHandler(gameController.OnKeyUp); /** * Initialize Audio Subsystem **/ audioPlayer = new FmodAudioPlayer(@"./data/audio/"); audioPlayer.LoadFile("audio.fev"); audioPlayer.IsPaused = false; /** * Initialize GUI **/ mainMenuControl = new GameMainMenu(EventManager); mainMenuControl.Location = new Point( (RenderForm.ClientSize.Width - mainMenuControl.Width) / 2, (RenderForm.ClientSize.Height - mainMenuControl.Height) / 2); RenderForm.Controls.Add(mainMenuControl); highscoreControl = new HighscoreScreen(EventManager); highscoreControl.Location = new Point( (RenderForm.ClientSize.Width - highscoreControl.Width) / 2, (RenderForm.ClientSize.Height - highscoreControl.Height) / 2); RenderForm.Controls.Add(highscoreControl); creditsControl = new Credits(EventManager); creditsControl.Location = new Point( (RenderForm.ClientSize.Width - creditsControl.Width) / 2, (RenderForm.ClientSize.Height - creditsControl.Height) / 2); RenderForm.Controls.Add(creditsControl); pauseControl = new PauseScreen(); pauseControl.Location = new Point( (RenderForm.ClientSize.Width - pauseControl.Width) / 2, (RenderForm.ClientSize.Height / 2) - pauseControl.Height); RenderForm.Controls.Add(pauseControl); victoryControl = new VictoryScreen(EventManager); victoryControl.Location = new Point( (RenderForm.ClientSize.Width - victoryControl.Width) / 2, (RenderForm.ClientSize.Height / 2) - (victoryControl.Height / 2)); RenderForm.Controls.Add(victoryControl); gameOverControl = new DefeatScreen(EventManager); gameOverControl.Location = new Point( (RenderForm.ClientSize.Width - gameOverControl.Width) / 2, (RenderForm.ClientSize.Height / 2) - (gameOverControl.Height / 2)); RenderForm.Controls.Add(gameOverControl); hud = new Hud(EventManager); hud.Location = new Point(RenderForm.ClientSize.Width - hud.Width, 0); RenderForm.Controls.Add(hud); numOfGcCollectedObjects = new int[GC.MaxGeneration]; registerGameEventListeners(); }
void Awake() { instance = (VictoryScreen)Singleton.Setup(this, instance); }
void Update() { if (!EndGame && !GameWon) { Inputs(); CountSoldiers(); Collider2D HitCollider = Physics2D.OverlapCircle(transform.position, Radius, layerMask); if (!GameOver) { GameOver = GameObject.FindGameObjectWithTag("GameOverScreen"); } else if (GameOver) { GameOver.SetActive(false); } if (!VictoryScreen) { VictoryScreen = GameObject.FindGameObjectWithTag("VictoryScreen"); } else if (VictoryScreen) { VictoryScreen.SetActive(false); } if (!TooManySoldierScreen) { TooManySoldierScreen = GameObject.FindGameObjectWithTag("SoldierFull"); } else if (TooManySoldierScreen) { TooManySoldierScreen.SetActive(false); } if (!Dropoff) { Dropoff = GameObject.FindObjectOfType <DropoffSound>(); } if (!Pickup) { Pickup = GameObject.FindObjectOfType <PickupSound>(); } if (HitCollider != null && HitCollider?.tag == "Hospital" && GameManager.Instance.SoldierCounter > 0) { //Dropoff.Play(); if (!GameWon) { Dropoff.Dropoff.Play(); } GameManager.Instance.RescuedCounter += GameManager.Instance.SoldierCounter; GameManager.Instance.SoldierCounter = 0; } if (HitCollider?.tag == "InjuredSoldier" && GameManager.Instance.SoldierCounter < 3) { //Pickup.Play(); Pickup.Pickup.Play(); Destroy(HitCollider.gameObject); GameManager.Instance.SoldierCounter++; } else if (HitCollider?.tag == "InjuredSoldier" && GameManager.Instance.SoldierCounter >= 3) { TooManySoldierScreen.SetActive(true); } if (HitCollider?.tag != "InjuredSoldier" && GameManager.Instance.SoldierCounter >= 3) { TooManySoldierScreen.SetActive(false); } if (HitCollider?.tag == "Tree") { EndGame = true; HeliAnim.SetBool("Explosion", true); GameOver.SetActive(true); } if (GameManager.Instance.RescuedCounter == SM.TotalSoldiers && SM.Continued == false) { //Debug.Log("Game won"); GameWon = true; Dropoff.Dropoff.Stop(); VictoryScreen.SetActive(true); } if (EndGame || GameWon) { GameManager.Instance.Audio.Stop(); HeliSound.Stop(); } } }
public void Victory() { Debug.Log("Victory!"); Time.timeScale = 0; VictoryScreen.SetActive(true); }
public void turnManager() { if (turnIndex >= turnQueueLength) { turnIndex = 0; } ///////////////// // VICTORY !!! // ///////////////// if (state == BattleState.WON) { ////////////////////////////////////////// // Configure the victory screen here... // ////////////////////////////////////////// if (Input.GetKeyUp(KeyCode.Return)) { player_properties.updateStats(true); SceneManager.LoadScene("SampleScene"); } Debug.Log(victoryScreen.transform.position); } /// *** THIS BLOCK WILL DECIDE WHO WILL GO NEXT... *** /// *** THIS WILL CHANGE LATER ONCE OTHER PARTY MEMBERS ARE ADDED *** if (state == BattleState.DECIDETURN) { if (turnQueue[turnIndex].name == "Final_Jerry_Battle") { state = BattleState.PLAYERPARTYTURNSTART; } else { state = BattleState.ENEMYPARTYTURN; } if (enemy_properties.getSize() < 1) { state = BattleState.WON; Vector3 victoryScreenPos = new Vector3(player.transform.position.x + 13f, player.transform.position.y - 4f); victoryScreen = Instantiate(victoryScreen, victoryScreenPos, Quaternion.identity); victoryScreen_properties = victoryScreen.GetComponent <VictoryScreen>(); configureVictoryScreen(); } } /*************************************************** *******************#PLAYER TURN#******************** ****************************************************/ else if (state == BattleState.PLAYERPARTYTURNSTART) { Vector3 playerNamePos = new Vector3(playerName.transform.position.x + 3f, playerName.transform.position.y, 0f); cursor = UI_properties.insCursor(playerNamePos); state = BattleState.PLAYERPARTYTURN; } else if (state == BattleState.PLAYERPARTYTURN) { if (Input.GetKeyUp(KeyCode.Return)) { Vector3 abilityListPos = new Vector3(playerName.transform.position.x + 5.8f, playerName.transform.position.y - 1.38f, 0f); abilityList = UI_properties.insAbilityMenu(abilityListPos); cursor.transform.position = initButtons()[0]; state = BattleState.PARTYSELECTACTION; buttonArr = initButtons(); } } else if (state == BattleState.PARTYSELECTACTION) { changeActionSelection(cursor, buttonArr, initEnemyArray()[0]); } else if (state == BattleState.PARTYSELECTENEMY) { changeEnemySelection(cursor, initEnemyArray(), BattleState.PARTYATTACKSTART); player_initial_start_time = Time.time; player_travel_length = Vector3.Distance(player.transform.position, initEnemyArray()[buttonSelectIndex]); } else if (state == BattleState.PARTYATTACKSTART) { // ***PLAYER MOVES TOWARDS THE ENEMY*** move(player, player_original_position, travel_to, player_initial_start_time, player_travel_length); player_properties.setAllAnimFalseBut("walk_right"); if (player.transform.position == travel_to) { player_properties.setAllAnimFalseBut("attack"); state = BattleState.PARTYATTACKING; enemyChosen_properties.takeDamage(player_properties.getAttack()); } } else if (state == BattleState.PARTYATTACKING) { if (Math.Round(player_properties.getNormTime(), 2) > 0.55 && displayDamage) { floating_damage_number.insDam(enemyChosen, enemyChosen_properties.getDamageTaken()); displayDamage = false; if (enemyChosen_properties.getHealth() <= 0) { killEnemy(enemyChosen); } } if (!player_properties.getAnimState()) { state = BattleState.PARTYATTACKEND; player_initial_start_time = Time.time; player_properties.setAllAnimFalseBut("walk_left"); } } else if (state == BattleState.PARTYATTACKEND) { /////////////////////////////////////// // I HATE THAT I HAVE TO USE THIS... // /////////////////////////////////////// displayDamage = true; // ***PLAYER MOVES BACK TO ORIGINAL SPOT*** // move(player, travel_to, player_original_position, player_initial_start_time, player_travel_length); if (player.transform.position == player_original_position) { player_properties.setAllAnimFalseBut("idle"); state = BattleState.DECIDETURN; turnIndex++; } } else if (state == BattleState.PARTYSELECTITEM) { if (Input.GetKeyUp(KeyCode.Return)) { state = BattleState.DECIDETURN; Destroy(cursor); Destroy(abilityList); turnIndex++; } } /*************************************************** **************************************************** ****************************************************/ /*************************************************** *******************#ENEMY TURN#******************** ***************************************************/ else if (state == BattleState.ENEMYPARTYTURN) { currentEnemy = turnQueue[turnIndex]; currentEnemy_properties = currentEnemy.GetComponent <BattleEnemy>(); enemy_original_position = currentEnemy.transform.position; enemy_travel_length = Vector3.Distance(currentEnemy.transform.position, player.transform.position); state = BattleState.ENEMYSELECTACTION; } else if (state == BattleState.ENEMYSELECTACTION) { // **I'll put enemy abilites here later... but for now...** state = BattleState.ENEMYATTACKSTART; Vector3 modPlayerPos = player.transform.position; enemy_attack_pos = new Vector3(modPlayerPos.x + 0.2f, modPlayerPos.y - 2.8f); enemy_initial_start_time = Time.time; } else if (state == BattleState.ENEMYATTACKSTART) { move(currentEnemy, enemy_original_position, enemy_attack_pos, enemy_initial_start_time, enemy_travel_length); if (currentEnemy.transform.position == enemy_attack_pos) { player_properties.takeDamage(currentEnemy_properties.getAttack()); floating_damage_number.insDam(player, player_properties.getDamageTaken()); state = BattleState.ENEMYATTACKEND; enemy_initial_start_time = Time.time; } } else if (state == BattleState.ENEMYATTACKEND) { move(currentEnemy, enemy_attack_pos, enemy_original_position, enemy_initial_start_time, enemy_travel_length); if (currentEnemy.transform.position == enemy_original_position) { state = BattleState.DECIDETURN; turnIndex++; } } /*************************************************** **************************************************** ****************************************************/ }
public void SetVictoryScreenText(string text) { VictoryScreen.SetClearingTimeText(text); }
// Start is called before the first frame update void Start() { victoryComponent = GetComponent <VictoryScreen>(); }
public void Victory() { Cursor.visible = true; Time.timeScale = 0; VictoryScreen.SetActive(true); }