private void OnGameModeChanged(Game.GameMode mode) { if (mode == Game.GameMode.Run) { if (isMoving) { Release(); } } }
public void DownloadHighscores(int topScoreCount, Game.GameMode mode) { switch (mode) { case Game.GameMode.TimeAttack: StartCoroutine(DownloadCoroutine(topScoreCount, TimeAttack.DomainApiUrl)); break; case Game.GameMode.ScoreAttack: StartCoroutine(DownloadCoroutine(topScoreCount, ScoreAttack.DomainApiUrl)); break; } }
public void UploadScore(string playerName, Game.GameMode mode) { var onlineScore = new OnlineScore() { PlayerName = playerName, Score = Score, Time = Mathf.RoundToInt(RealTimePassed) }; switch (mode) { case Game.GameMode.TimeAttack: StartCoroutine(UploadCoroutine(onlineScore, TimeAttack.DomainApiUrl)); break; case Game.GameMode.ScoreAttack: StartCoroutine(UploadCoroutine(onlineScore, ScoreAttack.DomainApiUrl)); break; } }
public void ChangeControlMode(Game.GameMode newGameMode) { if (!_dead) { switch (newGameMode) { case Game.GameMode.Fly: _myMovement.ChangeControlMode(ControlMode.Fly); ControlModeChanged("Fly"); break; case Game.GameMode.Tap: _myMovement.ChangeControlMode(ControlMode.Tap); ControlModeChanged("Tap"); break; default: break; } } }
// load game completed void _worker_LoadGameCompleted(object sender, RunWorkerCompletedEventArgs e) { _empire = GnomanEmpire.Instance; _dirty = false; //lblSaveGameTitle.Content = _empire.World.AIDirector.PlayerFaction.Name; Dictionary<uint, Faction> factions = _empire.World.AIDirector.Factions; foreach (KeyValuePair<uint,Faction> faction in factions) { if (faction.Value.ID == Game.Faction.PlayerFactionID) lblSaveGameTitle.Content = faction.Value.Name; } _savedDifficulty = (Game.GameMode)_empire.World.GameMode; cmbDifficulty.SelectedItem = _savedDifficulty; _worker.DoWork -= new DoWorkEventHandler(_worker_LoadGame); _worker.RunWorkerCompleted -= new RunWorkerCompletedEventHandler(_worker_LoadGameCompleted); EnableState(); }
public static void SetGameMode(Game.GameMode mode) { Instance.CurrentGameMode = mode; }
void SetModeFromGameMode(Game.GameMode gameMode) { SetMode(gameMode == Game.GameMode.Build ? Mode.Neutral : Mode.Inactive); }
public static void moveInventory(IInventory a, IInventory b, ComponentPlayer player, GameMode mode) { bool remo = false; for (int i = 0; i < a.SlotsCount; i++) { //遍历目标物品 if (a.GetSlotCount(i) > 0) { //该格有物品 for (int k = 0; k < b.SlotsCount; k++) { //遍历背包 if ((b.GetSlotCount(k) == 0 || b.GetSlotValue(k) == a.GetSlotValue(i))) { //背包该格为空或者物品相同 //能够转移的数量 int needmovecnt = b.GetSlotCapacity(i, a.GetSlotValue(i)) - b.GetSlotCount(k); //总共的转移数量 int allmovecnt = a.GetSlotCount(i); if (needmovecnt >= allmovecnt) { needmovecnt = allmovecnt; } if (needmovecnt == 0) { i -= 1; continue; } else { if (mode != GameMode.Creative) { b.AddSlotItems(k, a.GetSlotValue(i), needmovecnt); } a.RemoveSlotItems(i, needmovecnt); } } } } } if (remo) { player.ComponentGui.DisplaySmallMessage("一键转移成功", Color.Red, false, false); } else { player.ComponentGui.DisplaySmallMessage("没有需要转移的物品呢", Color.Red, false, false); } }