public Splash(Patterns.FiniteStateMachine fsm, int id, SplashScreen menu) : base() { m_fsm = fsm; m_menu = menu; ID = id; Name = "Splash"; }
public void LoadMiniGame(int index) { // manually call exit because there are no other states. m_fsm.GetCurrentState().Exit(); m_fsm = null; string sceneName = "mini_" + index.ToString(); Source.Stop(); // for now we only have the 8 puzzle game. SceneManager.LoadScene(sceneName); }
void Awake() { Logo = LogoGameobject.GetComponent <Image>(); Color c = Logo.color; c.a = 0.0f; LogoGameobject.SetActive(false); Source = GetComponent <AudioSource>(); // create the FiniteStateMachine. m_fsm = new Patterns.FiniteStateMachine(); m_fsm.Add(new Splash_FADEIN(m_fsm, (int)Splash.StateTypes.FADEIN, this)); m_fsm.Add(new Splash_FADEOUT(m_fsm, (int)Splash.StateTypes.FADEOUT, this)); m_fsm.Add(new Splash_STAY(m_fsm, (int)Splash.StateTypes.STAY, this)); m_fsm.Add(new Splash_MAINBACKGROUND(m_fsm, (int)Splash.StateTypes.MAINBACKGROUND, this)); m_fsm.SetCurrentState((int)Splash.StateTypes.FADEIN); }
public GameState_WAIT(Patterns.FiniteStateMachine fsm, int id, PuzzleBoard puzzle) : base(fsm, id, puzzle) { }
public GameState_ASTAR_SOLUTION(Patterns.FiniteStateMachine fsm, int id, PuzzleBoard puzzle) : base(fsm, id, puzzle) { }
public GameState_SHOW_REWARD_AD(Patterns.FiniteStateMachine fsm, int id, PuzzleBoard puzzle) : base(fsm, id, puzzle) { }
public GameState_NEXT_PUZZLE_IMAGE(Patterns.FiniteStateMachine fsm, int id, PuzzleBoard puzzle) : base(fsm, id, puzzle) { }
public GameState(Patterns.FiniteStateMachine fsm, int id, PuzzleBoard puzzle) : base() { m_fsm = fsm; ID = id; _puzzle = puzzle; }
// Start is called before the first frame update void Awake() { _puzzleSet1 = new GameObject("PuzzleSet1"); _puzzleSet2 = new GameObject("PuzzleSet2"); Filler = FillerGameObject.GetComponent <Image>(); audioSource = GetComponent <AudioSource>(); _frame = PuzzleLayout.CreateFrame(FrameName1); _puzzleLayout = new PuzzleLayout(170.0f, 170.0f, PuzzleRowsOrCols); _frame.transform.SetParent(_puzzleSet1.transform); _puzzleLayout.gameObject.transform.SetParent(_puzzleSet1.transform); _frame2 = PuzzleLayout.CreateFrame(FrameName2); _frame2.transform.SetParent(_puzzleSet2.transform); _puzzleLayout2 = new PuzzleLayout(170.0f, 170.0f, PuzzleRowsOrCols); _puzzleLayout2.gameObject.transform.SetParent(_puzzleSet2.transform); _puzzleSet2.transform.position = new Vector3(0.0f, -600.0f, 0.0f); _puzzleSet2.SetActive(false); ID = Random.Range(0, MaxImageCount); LoadPuzzleImage(); Neighbours.Instance.CreateGraphForNPuzzle(PuzzleRowsOrCols); _fsm = new Patterns.FiniteStateMachine(); _fsm.Add(new GameState_FADEIN(_fsm, (int)GameState.StateID.FADEIN, this)); _fsm.Add(new GameState_WAIT(_fsm, (int)GameState.StateID.WAIT, this)); _fsm.Add(new GameState_PLAYING(_fsm, (int)GameState.StateID.PLAYING, this)); _fsm.Add(new GameState_WIN(_fsm, (int)GameState.StateID.WIN, this)); _fsm.Add(new GameState_SHOW_AD(_fsm, (int)GameState.StateID.SHOW_AD, this)); _fsm.Add(new GameState_COMPARE(_fsm, (int)GameState.StateID.COMPARE, this)); _fsm.Add(new GameState_RANDOMIZE(_fsm, (int)GameState.StateID.RANDOMIZE, this)); _fsm.Add(new GameState_NEXT_PUZZLE_IMAGE(_fsm, (int)GameState.StateID.NEXT_PUZZLE_IMAGE, this)); _fsm.Add(new GameState_SHOW_HINT(_fsm, (int)GameState.StateID.SHOW_HINT, this)); _fsm.Add(new GameState_CANCEL(_fsm, (int)GameState.StateID.CANCEL, this)); _fsm.Add(new GameState_SHOW_REWARD_AD(_fsm, (int)GameState.StateID.SHOW_REWARD_AD, this)); _fsm.Add(new GameState_ASTAR_SOLUTION(_fsm, (int)GameState.StateID.ASTAR_SOLUTION, this)); _fsm.SetCurrentState((int)GameState.StateID.FADEIN); audioSource.Play(); //mBottomMenu = GameApp.Instance.mBottomMenu; //mBottomMenu.SetActive(true); //mBottomMenu.btnNext.gameObject.SetActive(false); //mBottomMenu.btnPrev.onClick.AddListener(LoadMenu); mGameMenuHandler.SetActiveBtnHome(true); #if FARAMIRA_USE_ADS // initialize ADs #if UNITY_IPHONE Advertisement.AddListener(this); Advertisement.Initialize(GameID_iOS, testMode); #endif #if UNITY_ANDROID Advertisement.AddListener(this); Advertisement.Initialize(GameID_Android, testMode); #endif #endif }
public Splash_FADEIN(Patterns.FiniteStateMachine fsm, int id, SplashScreen menu) : base(fsm, id, menu) { Name = "Splash_FADEIN"; }
//private float m_duration1 = 4.0f; //private float m_duration2 = 5.0f; public Splash_MAINBACKGROUND(Patterns.FiniteStateMachine fsm, int id, SplashScreen menu) : base(fsm, id, menu) { Name = "Splash_MAINBACKGROUND"; }
public MainMenuState_FADEOUT(Patterns.FiniteStateMachine fsm, int id, SplashScreen menu) : base(fsm, id, menu) { Name = "MainMenuState_FADEOUT"; }