Exemplo n.º 1
0
 //Initialize Method of this class
 private void Init()
 {
     currentState   = GameManagement.GameState.INIT;
     previousState  = GameManagement.GameState.NULL;
     gameManagement = GameManagement.GetInstance();
     StartCoroutine(CheckState());
 }
Exemplo n.º 2
0
 //Initialize Method of Class
 private void Init()
 {
     prefab_player  = Resources.Load("Prefabs/Player") as GameObject;
     uiRoot         = GameObject.Find("UI Root").transform;
     gameManagement = GameManagement.GetInstance();
     currentState   = GameManagement.GameState.INIT;
     previousState  = GameManagement.GameState.NULL;
     StartCoroutine(CheckState());
 }
Exemplo n.º 3
0
 private void Init()
 {
     prefab_item_eraser = Resources.Load("Prefabs/Item_Eraser") as GameObject;
     currentState       = GameManagement.GameState.INIT;
     previousState      = GameManagement.GameState.NULL;
     uiRoot             = GameObject.Find("UI Root").transform;
     uiRootScale        = uiRoot.lossyScale.x;
     StartCoroutine(CheckState());
 }
Exemplo n.º 4
0
 private void Init()
 {
     audioSource      = gameObject.AddComponent <AudioSource>();
     bgm_audio        = Resources.Load("Raw/BGM_Audio") as AudioClip;
     false_audio      = Resources.Load("Raw/False_Audio") as AudioClip;
     currentState     = GameManagement.GameState.INIT;
     previousState    = GameManagement.GameState.NULL;
     audioSource.loop = true;
     StartCoroutine(CheckState());
 }
Exemplo n.º 5
0
    //Coroutines
    private IEnumerator CheckState()
    {
        do
        {
            if (previousState != currentState)
            {
                previousState = currentState;
                switch (currentState)
                {
                case GameManagement.GameState.NULL:
                    break;

                case GameManagement.GameState.INIT:
                    break;

                case GameManagement.GameState.TITLE:
                    break;

                case GameManagement.GameState.OPTION_TITLE:
                    break;

                case GameManagement.GameState.INIT_PLAY:
                    SpawnPlayer();
                    break;

                case GameManagement.GameState.PLAY:
                    break;

                case GameManagement.GameState.PAUSE:
                    break;

                case GameManagement.GameState.OPTION_PAUSE:
                    break;

                case GameManagement.GameState.RESUME:
                    break;

                case GameManagement.GameState.GAMEOVER:
                    break;

                case GameManagement.GameState.BACK_TO_TITLE:
                    DestroyPlayer();
                    break;

                default:
                    break;
                }
                if (player != null)
                {
                    player.GetComponent <PlayerMove>().SetCurrentGameState(currentState);
                }
            }
            yield return(null);
        } while(currentState != GameManagement.GameState.FINALIZE);
    }
Exemplo n.º 6
0
    //Coroutines
    private IEnumerator CheckState()
    {
        do
        {
            if (previousState != currentState)
            {
                previousState = currentState;
                switch (currentState)
                {
                case GameManagement.GameState.INIT:
                    break;

                case GameManagement.GameState.TITLE:
                    enemyCountOfStage = 0;
                    break;

                case GameManagement.GameState.OPTION_TITLE:
                    break;

                case GameManagement.GameState.INIT_PLAY:
                    StartCoroutine(CheckStage());
                    break;

                case GameManagement.GameState.PLAY:
                    break;

                case GameManagement.GameState.PAUSE:
                    break;

                case GameManagement.GameState.OPTION_PAUSE:
                    break;

                case GameManagement.GameState.RESUME:
                    break;

                case GameManagement.GameState.GAMEOVER:
                    break;

                case GameManagement.GameState.BACK_TO_TITLE:
                    OnFinalize();
                    break;

                case GameManagement.GameState.FINALIZE:
                    break;

                default:
                    break;
                }
            }
            yield return(null);
        } while (true);
    }
Exemplo n.º 7
0
 //Initialize Method of this class
 private void Init()
 {
     prefab_pencil      = Resources.Load("Prefabs/Pencil") as GameObject;
     prefab_ballPen     = Resources.Load("Prefabs/BallPen") as GameObject;
     prefab_fountainPen = Resources.Load("Prefabs/FountainPen") as GameObject;
     uiRoot             = GameObject.Find("UI Root").transform;
     uiRootScale        = uiRoot.lossyScale.x;
     stageManagement    = StageManagement.GetInstance();
     currentState       = GameManagement.GameState.INIT;
     previousState      = GameManagement.GameState.NULL;
     StartCoroutine(CheckState());
     StartCoroutine(CheckBehaviourState());
 }
Exemplo n.º 8
0
    //Coroutines
    private IEnumerator CheckState()
    {
        do
        {
            if (previousState != currentState)
            {
                previousState = currentState;
                switch (currentState)
                {
                case GameManagement.GameState.INIT:
                    break;

                case GameManagement.GameState.TITLE:
                    break;

                case GameManagement.GameState.OPTION_TITLE:
                    break;

                case GameManagement.GameState.INIT_PLAY:
                    EraserInit();
                    break;

                case GameManagement.GameState.PLAY:
                    break;

                case GameManagement.GameState.PAUSE:
                    break;

                case GameManagement.GameState.OPTION_PAUSE:
                    break;

                case GameManagement.GameState.RESUME:
                    break;

                case GameManagement.GameState.GAMEOVER:
                    break;

                case GameManagement.GameState.BACK_TO_TITLE:
                    RemoveEraser();
                    break;

                default:
                    break;
                }
            }
            yield return(null);
        } while (true);
    }
Exemplo n.º 9
0
    private IEnumerator CheckState()
    {
        do
        {
            if (previousState != currentState)
            {
                previousState = currentState;
                switch (currentState)
                {
                case GameManagement.GameState.TITLE:
                    OnTitle();
                    break;

                case GameManagement.GameState.INIT_PLAY:
                    OnInitPlay();
                    break;

                case GameManagement.GameState.PLAY:
                    OnPlay();
                    break;

                case GameManagement.GameState.GAMEOVER:
                    OnGameOver();
                    break;

                case GameManagement.GameState.BACK_TO_TITLE:
                    OnBackToTitle();
                    break;

                default:
                    break;
                }
            }
            yield return(null);
        } while (true);
    }
Exemplo n.º 10
0
 public void SetCurrentState(GameManagement.GameState state)
 {
     this.currentState = state;
 }
Exemplo n.º 11
0
    private void Init()
    {
        currentState          = GameManagement.GameState.INIT;
        previousState         = GameManagement.GameState.NULL;
        prefab_beginBG        = Resources.Load("Prefabs/UI/BeginBG") as GameObject;
        prefab_exitBG         = Resources.Load("Prefabs/UI/ExitBG") as GameObject;
        prefab_gameOverBG     = Resources.Load("Prefabs/UI/GameOverBG") as GameObject;
        prefab_gameSceneBG    = Resources.Load("Prefabs/UI/GameSceneBG") as GameObject;
        prefab_startSceneBG   = Resources.Load("Prefabs/UI/StartSceneBG") as GameObject;
        prefab_optionBG       = Resources.Load("Prefabs/UI/OptionBG") as GameObject;
        prefab_inGameOptionBG = Resources.Load("Prefabs/UI/InGameOptionBG") as GameObject;

        uiTransform      = GameObject.Find("UI").transform;
        gameManagement   = GameManagement.GetInstance();
        scoreManagement  = ScoreManagement.GetInstance();
        stageManagement  = StageManagement.GetInstance();
        playerManagement = PlayerManagement.GetInstance();

        beginBG        = Instantiate <GameObject>(prefab_beginBG, uiTransform);
        exitBG         = Instantiate <GameObject>(prefab_exitBG, uiTransform);
        gameOverBG     = Instantiate <GameObject>(prefab_gameOverBG, uiTransform);
        startSceneBG   = Instantiate <GameObject>(prefab_startSceneBG, uiTransform);
        gameSceneBG    = Instantiate <GameObject>(prefab_gameSceneBG, uiTransform);
        optionBG       = Instantiate <GameObject>(prefab_optionBG, uiTransform);
        inGameOptionBG = Instantiate <GameObject>(prefab_inGameOptionBG, uiTransform);

        startSceneBG_play   = startSceneBG.transform.GetChild(1).gameObject;
        startSceneBG_option = startSceneBG.transform.GetChild(2).gameObject;
        startSceneBG_exit   = startSceneBG.transform.GetChild(3).gameObject;

        optionBG_back = optionBG.transform.GetChild(3).gameObject;

        exitBG_yes = exitBG.transform.GetChild(1).gameObject;
        exitBG_no  = exitBG.transform.GetChild(2).gameObject;

        gameOverBG_killTheEnemyText = gameOverBG.transform.GetChild(5).GetComponent <UILabel>();
        gameOverBG_scoreText        = gameOverBG.transform.GetChild(7).GetComponent <UILabel>();
        gameOverBG_timeText         = gameOverBG.transform.GetChild(6).GetComponent <UILabel>();
        gameOverBG_back             = gameOverBG.transform.GetChild(4).gameObject;

        gameSceneBG_score     = gameSceneBG.transform.GetChild(0).gameObject;
        gameSceneBG_time      = gameSceneBG.transform.GetChild(1).gameObject;
        gameSceneBG_white     = gameSceneBG.transform.GetChild(2).gameObject;
        gameSceneBG_option    = gameSceneBG.transform.GetChild(6).gameObject;
        gameSceneBG_hp        = gameSceneBG.transform.GetChild(9).gameObject;
        gameSceneBG_scoreText = gameSceneBG.transform.GetChild(7).GetComponent <UILabel>();
        gameSceneBG_timeText  = gameSceneBG.transform.GetChild(8).GetComponent <UILabel>();
        gameSceneBG_hpText    = gameSceneBG.transform.GetChild(10).GetComponent <UILabel>();

        inGameOptionBG_back  = inGameOptionBG.transform.GetChild(5).gameObject;
        inGameOptionBG_title = inGameOptionBG.transform.GetChild(4).gameObject;

        AddOnClick(startSceneBG_play, "OnPressedPlayInTitle");
        AddOnClick(startSceneBG_option, "OnPressedOptionInTitle");
        AddOnClick(startSceneBG_exit, "OnPressedExitInTitle");
        AddOnClick(optionBG_back, "OnPressedBackInOption");
        AddOnClick(exitBG_yes, "OnPressedYesInExit");
        AddOnClick(exitBG_no, "OnPressedNoInExit");
        AddOnClick(gameOverBG_back, "OnPressedBackInResult");
        AddOnClick(gameSceneBG_white, "OnPressedWhiteInGame");
        AddOnClick(inGameOptionBG_back, "OnPressedBackInGameOption");
        AddOnClick(inGameOptionBG_title, "OnPressedTitleInGameOption");
        AddOnClick(gameSceneBG_option, "OnPressedOptionInGame");

        beginBG.SetActive(false);
        exitBG.SetActive(false);
        gameOverBG.SetActive(false);
        optionBG.SetActive(false);
        startSceneBG.SetActive(false);
        gameSceneBG.SetActive(false);
        inGameOptionBG.SetActive(false);

        StartCoroutine(CheckState());
    }
Exemplo n.º 12
0
    //Coroutines
    private IEnumerator CheckState()
    {
        do
        {
            if (previousState != currentState)
            {
                previousState = currentState;
                switch (currentState)
                {
                case GameManagement.GameState.INIT:
                    OnInit();
                    break;

                case GameManagement.GameState.TITLE:
                    OnTitle();
                    break;

                case GameManagement.GameState.OPTION_TITLE:
                    OnOptionTitle();
                    break;

                case GameManagement.GameState.EXIT_TITLE:
                    OnExitTitle();
                    break;

                case GameManagement.GameState.INIT_PLAY:
                    OnInitPlay();
                    break;

                case GameManagement.GameState.PLAY:
                    OnPlay();
                    break;

                case GameManagement.GameState.PAUSE:
                    OnPause();
                    break;

                case GameManagement.GameState.OPTION_PAUSE:
                    OnOptionPause();
                    break;

                case GameManagement.GameState.RESUME:
                    OnResume();
                    break;

                case GameManagement.GameState.GAMEOVER:
                    OnGameOver();
                    break;

                case GameManagement.GameState.BACK_TO_TITLE:
                    OnBackToTitle();
                    break;

                case GameManagement.GameState.FINALIZE:
                    OnFinalize();
                    break;

                default:
                    break;
                }
            }
            yield return(null);
        } while (true);
    }