Exemplo n.º 1
0
    void Update()
    {
        #region MODE_CHANGING
        if (Input.GetKeyDown(KeyCode.T))
        {
            if (currentState == ModeState.KINEMATIC)
            {
                currentState  = ModeState.STEERING;
                modeText.text = "Steering";
            }
            else
            {
                currentState  = ModeState.KINEMATIC;
                modeText.text = "Kinematic";
            }
        }
        #endregion

        // Tag changing and unfreezing to allow the game to continue when no more freezable characters exist
        #region UNFREEZING_FOR_CONTINUED_GAME
        if (numNotFrozenExceptTagged == 0 && lastFrozenCharacter)
        {
            lastFrozenCharacter.tag = "Tagged Player";
            lastFrozenCharacter.transform.position = new Vector3(0.0f, lastFrozenCharacter.transform.position.y, 5.0f);
            lastTaggedCharacter.transform.position = new Vector3(0.0f, lastTaggedCharacter.transform.position.y, -5.0f);
            lastFrozenCharacter.GetComponent <Rigidbody>().constraints = RigidbodyConstraints.None;
            lastTaggedCharacter.tag = "Not Frozen";
            lastTaggedCharacter.GetComponent <Seek>().target         = null;
            lastTaggedCharacter.GetComponent <SteeringSeek>().target = null;
            numNotFrozenExceptTagged = 1;
            lastFrozenCharacter      = null;
            lastTaggedCharacter      = null;
        }
        #endregion
    }
Exemplo n.º 2
0
 /// <summary> Установить заданный режим в качестве активного </summary>
 public void Set(ResourceDictionary dictionary)
 {
     Steps = new ModeStepList(dictionary, OnAnimationStop);
     State = new ModeState(Steps);
     SetAll(true);
     UpdateStepState();
 }
Exemplo n.º 3
0
        public MainModel()
        {
            mKinect = KinectDevice.Instance;
            mWindow = (MainWindow)System.Windows.Application.Current.MainWindow;

            //mVoiceControl = VoiceControl.Instance();
            speechRecognizer = SpeechRecognizer.Create();         //returns null if problem with speech prereqs or instantiation.
            if (speechRecognizer != null)
            {
                speechRecognizer.Start(new KinectAudioSource());  //KinectSDK TODO: expose Runtime.AudioSource to return correct audiosource.
                speechRecognizer.SaidSomething += new EventHandler <SpeechRecognizer.SaidSomethingEventArgs>(recognizer_SaidSomething);
            }

            mSkeleton         = mKinect.mSkeleton;
            mGraphPlot        = mWindow.theGraphPlot.vm;
            mCurrentModeState = ModeState.TrackingMode;
            mWindow.IndicatorPan.TrackingButton.IsChecked = true;
            UpdateMode((int)ModeState.TrackingMode);
            mSelectedJoint = "Head";
            ChangeCurrentJoint(mSelectedJoint);
            mLineGraphing      = new LineGraphing();
            mParabolaGraphing  = new ParabolaGraphing();
            mSineGraphing      = new SineGraphing();
            mAllowLineEdit     = false;
            mAllowParabolaEdit = false;
            mAllowSineEdit     = false;
            mRandom            = new Random();
        }
Exemplo n.º 4
0
    void Awake()
    {
        b = GameObject.Find("blinky").GetComponent <GhostMove>();
        p = GameObject.Find("pinky").GetComponent <GhostMove>();
        i = GameObject.Find("inky").GetComponent <GhostMove>();
        c = GameObject.Find("clyde").GetComponent <GhostMove>();

        resetMachine = false;
        blinder      = GameObject.Find("blackout");
        confuse      = GameObject.Find("confuse");
        MainCam      = GameObject.Find("Main Camera").GetComponent <Camera>();
        r            = MainCam.GetComponent <Rotate>();
        modeState    = ModeState.Norm;
        if (_instance == null)
        {
            _instance = this;
            DontDestroyOnLoad(this);
        }
        else
        {
            if (this != _instance)
            {
                Destroy(this.gameObject);
            }
        }
    }
Exemplo n.º 5
0
        public override void Loop(float frameSecs)
        {
            if (localPlayerJoined && !bikesCreated)
            {
                logger.Info($"{this.ModeName()}: Loop() Creating bikes!");
                string cameraTargetBikeId = CreateADemoBike();
                for (int i = 1; i < kSplashBikeCount; i++)
                {
                    CreateADemoBike();
                }

                // Note that the target bike is probably NOT created yet at this point.
                // This robably needs to happen differently
                game.frontend?.OnStartMode(BeamModeFactory.kSplash, new TargetIdParams {
                    targetId = cameraTargetBikeId
                });
                bikesCreated  = true;
                _CurrentState = ModeState.Playing;
            }

            if (bikesCreated)
            {
                _secsToNextRespawnCheck -= frameSecs;
                if (_secsToNextRespawnCheck <= 0)
                {
                    // TODO: respawn with prev names/teams?
                    if (game.CoreData.Bikes.Count() < kSplashBikeCount)
                    {
                        CreateADemoBike();
                    }
                    _secsToNextRespawnCheck = kRespawnCheckInterval;
                }
            }
        }
Exemplo n.º 6
0
 private void UpdateMode(ModeState modeState)
 {
     if (modeState == ModeState.BRIDGE)
     {
         this.bridgeBehavior.IsActive = true;
         this.stackBehavior.IsActive  = false;
         this.emiterBehavior.IsActive = false;
         this.stackBehavior.RemoveWall();
         this.emiterBehavior.ResetEmiter();
     }
     else if (modeState == ModeState.EMITER)
     {
         this.emiterBehavior.IsActive = true;
         this.bridgeBehavior.IsActive = false;
         this.stackBehavior.IsActive  = false;
         this.stackBehavior.RemoveWall();
         this.bridgeBehavior.Reset();
     }
     else if (modeState == ModeState.WALL)
     {
         this.stackBehavior.IsActive  = true;
         this.bridgeBehavior.IsActive = false;
         this.emiterBehavior.IsActive = false;
         this.emiterBehavior.ResetEmiter();
         this.bridgeBehavior.Reset();
     }
 }
Exemplo n.º 7
0
 // Use this for initialization
 void Start()
 {
     moveState = GetComponent<MoveState>();
     modeState = GetComponent<ModeState>();
     booster = GetComponent<Booster>();
     neutral = GetComponent<Neutral>();
     rigidbody = GetComponent<Rigidbody>();
     rigidbody.velocity = Vector3.forward * 1.0f;
 }
Exemplo n.º 8
0
    IEnumerator Blind()
    {
        blinder.SetActive(true);
        yield return(new WaitForSeconds(modeTime));

        modeState = ModeState.Norm;
        StartMode();
        yield break;
    }
Exemplo n.º 9
0
    public void PauseGame()
    {
        state          = ModeState.Pause;
        Time.timeScale = 0;

        Debug.Log("PauseGame ");

        //MusicPlayer.instance.StopFirstSound();
    }
Exemplo n.º 10
0
    IEnumerator Rotate()
    {
        r.rotate = true;
        yield return(new WaitForSeconds(modeTime));

        modeState = ModeState.Norm;
        StartMode();
        yield break;
    }
Exemplo n.º 11
0
        protected override void Update(TimeSpan gameTime)
        {
            inputService = WaveServices.Input;

            if (inputService.KeyboardState.IsConnected)
            {
                // Key F1
                if (inputService.KeyboardState.F1 == ButtonState.Pressed &&
                    beforeKeyboardState.F1 != ButtonState.Pressed)
                {
                    this.diagnostics = !this.diagnostics;
                    WaveServices.ScreenContextManager.SetDiagnosticsActive(this.diagnostics);
                    this.Owner.Scene.RenderManager.DebugLines = this.diagnostics;
                }
                // Key F5
                else if (this.modeState != ModeState.EMITER &&
                         inputService.KeyboardState.F5 == ButtonState.Pressed &&
                         beforeKeyboardState.F5 != ButtonState.Pressed)
                {
                    this.modeState = ModeState.EMITER;
                    this.UpdateMode(this.modeState);
                }
                // Key F6
                else if (this.modeState != ModeState.WALL &&
                         inputService.KeyboardState.F6 == ButtonState.Pressed &&
                         beforeKeyboardState.F6 != ButtonState.Pressed)
                {
                    this.modeState = ModeState.WALL;
                    this.UpdateMode(this.modeState);
                }
                // Key F7
                else if (this.modeState != ModeState.BRIDGE &&
                         inputService.KeyboardState.F7 == ButtonState.Pressed &&
                         beforeKeyboardState.F7 != ButtonState.Pressed)
                {
                    this.modeState = ModeState.BRIDGE;
                    this.UpdateMode(this.modeState);
                }
                // Key G
                else if (inputService.KeyboardState.G == ButtonState.Pressed &&
                         beforeKeyboardState.G != ButtonState.Pressed)
                {
                    gravityIndex++;
                    this.Owner.Scene.PhysicsManager.Gravity3D = gravities[gravityIndex % gravities.Length];
                }
                // Key H
                else if (inputService.KeyboardState.H == ButtonState.Pressed &&
                         beforeKeyboardState.H != ButtonState.Pressed)
                {
                    MyScene scene = this.Owner.Scene as MyScene;
                    scene.helpText.Entity.Enabled = !scene.helpText.Entity.Enabled;
                }
            }

            beforeKeyboardState = inputService.KeyboardState;
        }
Exemplo n.º 12
0
 // Update is called once per frame
 void Update()
 {
     if (resetMachine)
     {
         resetMachine = false;
         StopAllCoroutines();
         modeState = ModeState.Norm;
         StartMode();
     }
 }
Exemplo n.º 13
0
 protected override void DefaultValues()
 {
     base.DefaultValues();
     this.diagnostics = false;
     this.modeState = ModeState.EMITER;
     this.gravityIndex = 0;
     this.gravities = new Vector3[] { new Vector3(0,-120,0),
                                                 new Vector3(120,0,0),
                                                 new Vector3(-120,0,0),
                                                 new Vector3(0,120,0)};
 }
Exemplo n.º 14
0
    IEnumerator Normal()
    {
        yield return(ReturnToNormalState());

        yield return(new WaitForSeconds(5f));

        modeState = RandomEnumValue <ModeState>();
        Debug.Log(modeState);
        StartMode();
        yield break;
    }
Exemplo n.º 15
0
 protected override void DefaultValues()
 {
     base.DefaultValues();
     this.diagnostics  = false;
     this.modeState    = ModeState.EMITER;
     this.gravityIndex = 0;
     this.gravities    = new Vector3[] { new Vector3(0, -120, 0),
                                         new Vector3(120, 0, 0),
                                         new Vector3(-120, 0, 0),
                                         new Vector3(0, 120, 0) };
 }
Exemplo n.º 16
0
    public Mode GetMode(ModeState state)
    {
        foreach (Mode mode in modes)
        {
            if (mode.state == state)
            {
                return(mode);
            }
        }

        return(null);
    }
Exemplo n.º 17
0
    IEnumerator Reverse()
    {
        confuse.SetActive(true);
        yield return(new WaitForSeconds(0.5f));

        reverseMode = true;
        yield return(new WaitForSeconds(modeTime));

        modeState = ModeState.Norm;
        StartMode();
        yield break;
    }
Exemplo n.º 18
0
    IEnumerator Speedo()
    {
        b.speed = 0.16f;
        p.speed = 0.16f;
        i.speed = 0.16f;
        c.speed = 0.16f;
        yield return(new WaitForSeconds(modeTime));

        modeState = ModeState.Norm;
        StartMode();
        yield break;
    }
Exemplo n.º 19
0
    public void ContinueGame()
    {
        Debug.Log("ContinueGame ");

        state          = ModeState.Play;
        Time.timeScale = 1;
        //if (!SaveLoad.GetInstance().pData.musicMute)
        //{
        //    MusicPlayer.instance.StopFirstSound();
        //    MusicPlayer.instance.PlayFirstSound();
        //}
    }
Exemplo n.º 20
0
    // Initialize possible players
    void Awake()
    {
        int TaggedPlayer = Random.Range(1, players.Length);

        players[TaggedPlayer - 1].tag = "Tagged Player";
        if (!modeText)
        {
            modeText = GameObject.Find("CurrentMode").GetComponent <Text>();
        }
        // Default state is KINEMATIC movement
        currentState = ModeState.KINEMATIC;
    }
Exemplo n.º 21
0
    IEnumerator Close()
    {
        while (MainCam.orthographicSize > 6)
        {
            MainCam.orthographicSize -= 4f * Time.deltaTime;

            yield return(null);
        }
        yield return(new WaitForSeconds(modeTime));

        modeState = ModeState.Norm;
        StartMode();
        yield break;
    }
Exemplo n.º 22
0
        public override void Start(object param = null)
        {
            logger.Info("Starting Splash");
            base.Start();

            appl.PeerJoinedGameEvt += OnPeerJoinedGameEvt;
            appl.AddAppCore(null); // TODO: THis is beam only. Need better way. ClearGameInstances()? Init()?

            // Setup/connect fake network
            appl.ConnectToNetwork("p2ploopback");
            appl.JoinNetworkGame(GameName);
            _CurrentState = ModeState.JoiningGame;
            // Now wait for OnPeerJoinedGame()
        }
Exemplo n.º 23
0
    public void SetMode(ModeState state)
    {
        if (currentMode != null)
        {
            StartCoroutine(AnimateModeAlpha(currentMode, 0, animationOutTime, 0));
        }
        if (state == ModeState.None)
        {
            return;
        }

        currentMode = GetMode(state);
        StartCoroutine(AnimateModeAlpha(currentMode, 1, animationInTime, animationOutTime));
    }
Exemplo n.º 24
0
 private void Initialize()
 {
     // We are starting up for the first time.
     _modeState = new ModePowerUpState(this);
     _door      = new Door(this);
     // The initial configuration setting for the
     // device. This initial configuration can come
     // from an external configuration file, for
     // example.
     _configurationState = new ProductionState(this);
     // The door is initially closed
     _door.DoorState = new DoorClosedState(_door);
     // We are ready
     _modeState.SetModeToIdle();
 }
Exemplo n.º 25
0
        public Player(BuildingManager tM, GraphicsDevice graphics)
        {
            this.tM           = tM;
            Constants.Credits = 8980;
            Constants.cYardHp = 5;
            this.graphics     = graphics;
            modeState         = ModeState.None;

            tM.DrawBackgroundLayer();

            errorSnd = MediaHandler.ErrorSnd.CreateInstance();
            buildSnd = MediaHandler.Build.CreateInstance();
            sellSnd  = MediaHandler.Sell.CreateInstance();
            clickSnd = MediaHandler.Click.CreateInstance();
            cancel   = MediaHandler.Cancel.CreateInstance();
        }
Exemplo n.º 26
0
        public void UpdateMode(int incMode)
        {
            StopTracking();
            switch (incMode)
            {
            case 0:
                mCurrentModeState = ModeState.TrackingMode;
                mWindow.ControlPan.StartButton.IsEnabled = true;
                mWindow.ControlPan.StopButton.IsEnabled  = true;
                mWindow.ControlPan.AddLine.IsEnabled     = false;
                mWindow.ControlPan.AddParabola.IsEnabled = false;
                mWindow.ControlPan.AddSine.IsEnabled     = false;
                mGraphPlot.ChangeAxes(0, 10, -5, 5);
                break;

            case 1:
                mCurrentModeState = ModeState.EditingMode;
                mWindow.ControlPan.StartButton.IsEnabled = true;
                mWindow.ControlPan.StopButton.IsEnabled  = true;
                mWindow.ControlPan.AddLine.IsEnabled     = true;
                mWindow.ControlPan.AddParabola.IsEnabled = true;
                mWindow.ControlPan.AddSine.IsEnabled     = true;
                mGraphPlot.ChangeAxes(-10, 10, -10, 10);
                break;

            case 2:
                mCurrentModeState = ModeState.MatchingMode;
                mWindow.ControlPan.StartButton.IsEnabled = true;
                mWindow.ControlPan.StopButton.IsEnabled  = true;
                mWindow.ControlPan.AddLine.IsEnabled     = true;
                mWindow.ControlPan.AddParabola.IsEnabled = false;
                mWindow.ControlPan.AddSine.IsEnabled     = false;
                mGraphPlot.ChangeAxes(0, 10, 0, 5);
                break;

            default:
                mCurrentModeState = ModeState.TrackingMode;
                mWindow.ControlPan.StartButton.IsEnabled = true;
                mWindow.ControlPan.StopButton.IsEnabled  = true;
                mWindow.ControlPan.AddLine.IsEnabled     = false;
                mWindow.ControlPan.AddParabola.IsEnabled = false;
                mWindow.ControlPan.AddSine.IsEnabled     = false;
                mGraphPlot.ChangeAxes(0, 10, -5, 5);
                break;
            }
        }
Exemplo n.º 27
0
    // Use this for initialization
    void Start()
    {
        // 各種コントローラへ初期値を設定していく
        setPlayerController(); // プレイヤーコントローラ
        setCameraController(); // カメラコントローラ
        setItemController();   // アイテムコントローラ
        setUiController();     // UIコントローラ

        // 各種値の初期化
        setup();

        //現在のステートをゲーム開始前に設定
        nowState = ModeState.TITLE;

        // UI表示をタイトルのものにする
        uiController.setUiTitleActive();
    }
Exemplo n.º 28
0
        public void OnPeerJoinedGameEvt(object sender, PeerJoinedGameArgs ga)
        {
            bool isLocal = ga.peer.PeerId == appl.LocalPeer.PeerId;

            if (isLocal && _CurrentState == ModeState.JoiningGame)
            {
                logger.Info("Splash game joined");
                // Create gameInstance and associated Apian
                game = new BeamAppCore(appl.frontend);
                game.PlayerJoinedEvt += OnPlayerJoinedEvt;
                game.NewBikeEvt      += OnNewBikeEvt;
                BeamApian apian = new BeamApianSinglePeer(appl.gameNet, game); // This is the REAL one
                // BeamApian apian = new BeamApianCreatorServer(core.gameNet, game); // Just for quick tests of CreatorServer
                appl.AddAppCore(game);
                // Dont need to check for groups in splash
                apian.CreateNewGroup(ApianGroupId, ApianGroupName);
                BeamPlayer mb = new BeamPlayer(appl.LocalPeer.PeerId, appl.LocalPeer.Name);
                game.GroupJoinedEvt += OnGroupJoinedEvt;
                apian.JoinGroup(ApianGroupId, mb.ApianSerialized());
                _CurrentState = ModeState.JoiningGroup;
                // waiting for OnPlayerJoined(localplayer)
            }
        }
Exemplo n.º 29
0
    // Update is called once per frame
    void Update()
    {
        if (SawModeIsActive() && state == ModeState.Deactivated)
        {
            modeObject.GetComponent <SawMode>().SetAction();
            state = ModeState.Activated;
        }

        if (state == ModeState.Activated)
        {
            modeTimer += Time.deltaTime;

            if (modeTimer >= modeLength)
            {
                foreach (GameObject x in collumns)
                {
                    x.GetComponent <CollumnController>().Deactivate();
                    modeObject.GetComponent <SawMode>().SetAction();
                    state = ModeState.Deactivated;
                }
                modeTimer = 0.0f;
            }
        }
    }
Exemplo n.º 30
0
    // Update is called once per frame
    void Update()
    {
        // TODO: 今回は単純だからswitchによる管理のみでいいけど、いつかきちんとステートマシンで実装したいです
        // 状態遷移チェック(条件が一致すれば画面遷移ステートを変更し、新しい画面に対応した初期化や初期処理を行う)
        switch (nowState)
        {
        case ModeState.TITLE:
            if (Input.GetKeyDown(KeyCode.Space))
            {
                //スペースキーでスタート
                // STARTステートに変更
                nowState = ModeState.START;

                // プレイヤーコントローラにより移動のコンポーネントを有効化し、
                // プレイヤーの移動を無効化にする
                //playerController.EnableControl();
                //playerController.isNotMoveable();

                // カメラコントローラによりカメラの移動を無効化する
                cameraController.moveable = false;

                // アイテムコントローラから、アイテムの初期配置を行う
                itemController.setupItems();

                // UI表示をスタートステート用UIに切り替える
                uiController.setUiStartActive();

                // 取得目標アイテム数をUIに設定
                uiController.updateUiStart(targetItemCount);

                //Debug.Log("STARTステートに変更");
            }
            break;

        case ModeState.START:
            if ((int)startTime >= startMaxTime)
            {
                // COUNTDOWNステートに変更
                nowState = ModeState.COUNTDOWN;

                // カウントダウンの開始値を開始時間-1して設定
                countDownTime = (float)countDownMaxTime - 1;

                // UI表示をカウントダウンステート用UIに切り替える
                uiController.setUiCountdownActive();

                //Debug.Log("COUNTDOWNステートに変更");
            }
            break;

        case ModeState.COUNTDOWN:
            if (countDownTime < -0.0f)
            {
                // PLAYINGステートに変更
                nowState = ModeState.PLAYING;

                // プレイヤーコントローラにより移動のコンポーネントを有効化し、
                // プレイヤーの移動を有効化にする
                playerController.EnableControl();
                playerController.isMoveable();

                // カメラコントローラによりカメラの移動を有効化する
                cameraController.moveable = true;

                // UI表示をゲームステート用UIに切り替える
                uiController.setUiScoreActive();

                //Debug.Log("PLAYINGステートに変更");
            }
            break;

        case ModeState.PLAYING:
            if (gameTime >= gameMaxTime)
            {
                // RESULTステートに変更
                nowState = ModeState.RESULT;

                // プレイヤーコントローラによりプレイヤーの移動等を無効化する
                playerController.DisableControl();
                //playerController.isNotMoveable();

                // アイテムを無効化する
                itemController.stopGetItems();

                // カメラコントローラによりカメラの移動を無効化する
                cameraController.moveable = false;

                // UI表示を結果表示ステート用UIに切り替える
                uiController.setUiResultActive();

                // 結果計算処理を行う(オミット)

                // 集計結果をUIに設定
                uiController.updateUiResult(getItemCount, targetItemCount);

                //Debug.Log("RESULTステートに変更");
            }
            break;

        case ModeState.RESULT:
            if (restartTime < resultTime)
            {
                // 時間系パラメータやアイテム数の初期化
                setup();

                //playerController.EnableControl();
                playerController.isNotMoveable();

                // カメラ位置およびプレイヤー位置の初期化
                playerController.ResetPlayer();
                cameraController.ResetCamera();

                // TITLEステートに変更
                nowState = ModeState.TITLE;

                // UI表示をタイトルのものにする
                uiController.setUiTitleActive();
            }

            break;
        }

        // 画面遷移ステートごとの処理分岐
        switch (nowState)
        {
        case ModeState.START:
            // 表示時間を加算
            setStartTime();

            //Debug.Log("STARTステートです");
            break;

        case ModeState.COUNTDOWN:
            // 現在のカウントダウンの数値をUIに設定
            // TODO: 前の数値を格納しておき、数値が変わったタイミングでUI更新を行う
            uiController.updateUiCountdown(countDownTimeSeconds);

            // カウントダウンを減算
            setCountDownTime();

            //Debug.Log("COUNTDOWNステートです");
            break;

        case ModeState.PLAYING:
            // 現在の各種値をUIに設定
            // TODO: 前の数値を格納しておき、数値が変わったタイミングでUI更新を行う

            if (UIMaskTime <= gameTimeSeconds)
            {
                // TODO: 実際はUI側でモザイク処理を行う
                uiController.updateUiScore <string>(gameTimeSeconds, "***", "***");
            }
            else
            {
                uiController.updateUiScore <int>(gameTimeSeconds, getItemCount, targetItemCount);
            }

            // プレイ時間を加算
            setGameTime();

            // アイテム補てんを行う
            itemController.updateItems();

            //Debug.Log("PLAYINGステートです");
            //Debug.Log("gameTimeSeconds = " + gameTimeSeconds);
            break;

        case ModeState.RESULT:
            // 結果画面を加算
            setResultTime();

            //Debug.Log("RESULTステートです");
            break;
        }
    }
Exemplo n.º 31
0
 private void UpdateMode(ModeState modeState)
 {
     if (modeState == ModeState.BRIDGE)
     {
         this.bridgeBehavior.IsActive = true;
         this.stackBehavior.IsActive = false;
         this.emiterBehavior.IsActive = false;
         this.stackBehavior.RemoveWall();
         this.emiterBehavior.ResetEmiter();
     }
     else if (modeState == ModeState.EMITER)
     {
         this.emiterBehavior.IsActive = true;
         this.bridgeBehavior.IsActive = false;
         this.stackBehavior.IsActive = false;
         this.stackBehavior.RemoveWall();
         this.bridgeBehavior.Reset();
     }
     else if (modeState == ModeState.WALL)
     {
         this.stackBehavior.IsActive = true;
         this.bridgeBehavior.IsActive = false;
         this.emiterBehavior.IsActive = false;
         this.emiterBehavior.ResetEmiter();
         this.bridgeBehavior.Reset();
     }
 }
Exemplo n.º 32
0
    void Start()
    {
        m_mainState = MainState.START;        //スタートから開始
        // セリフUI設定
        CharacterWordsUI sayUI = GameObject.Find("SekkenSayUI").GetComponent <CharacterWordsUI>();

        m_sayUI = GameObject.Find("SekkenSayUI").GetComponent <PauseObject>();
        if (sayUI)
        {
            switch (SceneData.characterSelect)
            {
            case SceneData.CharacterSelect.SekkenKun:

                sayUI.ChangeSekken(CharacterWordsUI.ESekkenNo.SekkenKun);
                break;

            case SceneData.CharacterSelect.SekkenHero:

                sayUI.ChangeSekken(CharacterWordsUI.ESekkenNo.SekkenHero);
                break;

            case SceneData.CharacterSelect.SekkenChan:

                sayUI.ChangeSekken(CharacterWordsUI.ESekkenNo.SekkenChan);
                break;
            }
        }
        player = GameObject.Find("PlayerCharacter");
        m_dirtySystemObject         = GameObject.Find("DirtySystem");
        dirtySystem                 = m_dirtySystemObject.GetComponent <DirtySystem>();
        recoverySoapCreatersManager = GameObject.Find("RecoverySoapCreatersManager").GetComponent <RecoverySoapCreatersManager>();
        pushKey  = GameObject.Find("PushKey");
        poseMenu = GameObject.Find("PauseCur").GetComponent <PoseMenu>();

        m_playRecordAsPauseObject.pausing = true;
        m_endUI        = GameObject.Find("EndUI").GetComponent <PauseObject>();
        m_dirtys       = GameObject.Find("StartVisualizeSystems").GetComponent <PauseObject>();
        m_pauseSystems = GameObject.Find("StartStopSystems").GetComponent <PauseObject>();
        m_dirtySystem  = GameObject.Find("DirtySystem").GetComponent <PauseObject>();
        //ActionRecordManager.sActionRecord.Reset();

        //モード確認
        SelectingCharactor no = GameObject.Find("CharNo").GetComponent <SelectingCharactor>();

        //	if (no != null)
        {
            if (SceneData.modeSelect == PlayModeState.NORMAL)
            {
                m_modeState             = ModeState.NORMAL_PLAY;
                m_pauseSystems.pausing  = true;
                m_instructPuase.pausing = true;
            }
            else
            {
                m_modeState              = ModeState.FREE_PLAY;
                m_sizeCounterUI.pausing  = true;
                m_dirtyCounterUI.pausing = true;
                m_washChainUI.pausing    = true;
                m_pauseSystems.pausing   = true;
                //m_dirtys.gameObject.SetActive(false);
            }
        }
        no.loaded = true;

        m_pauseSystems.pausing = true;
        ExecuteStateEnterProcesss(m_mainState);
        BGMManager.Instance.PlayBGM("GameMain_BGM", 0);
    }
Exemplo n.º 33
0
 void Start()
 {
     state = ModeState.Deactivated;
 }
Exemplo n.º 34
0
        protected override void Update(TimeSpan gameTime)
        {
            inputService = WaveServices.Input;

            if (inputService.KeyboardState.IsConnected)
            {
                // Key F1
                if (inputService.KeyboardState.F1 == ButtonState.Pressed &&
                    beforeKeyboardState.F1 != ButtonState.Pressed)
                {
                    this.diagnostics = !this.diagnostics;
                    WaveServices.ScreenContextManager.SetDiagnosticsActive(this.diagnostics);
                    this.Owner.Scene.RenderManager.DebugLines = this.diagnostics;
                }
                // Key F5
                else if (this.modeState != ModeState.EMITER &&
                         inputService.KeyboardState.F5 == ButtonState.Pressed &&
                         beforeKeyboardState.F5 != ButtonState.Pressed)
                {
                    this.modeState = ModeState.EMITER;
                    this.UpdateMode(this.modeState);
                }
                // Key F6
                else if (this.modeState != ModeState.WALL &&
                         inputService.KeyboardState.F6 == ButtonState.Pressed &&
                         beforeKeyboardState.F6 != ButtonState.Pressed)
                {
                    this.modeState = ModeState.WALL;
                    this.UpdateMode(this.modeState);
                }
                // Key F7
                else if (this.modeState != ModeState.BRIDGE &&
                         inputService.KeyboardState.F7 == ButtonState.Pressed &&
                         beforeKeyboardState.F7 != ButtonState.Pressed)
                {
                    this.modeState = ModeState.BRIDGE;
                    this.UpdateMode(this.modeState);
                }
                // Key G
                else if (inputService.KeyboardState.G == ButtonState.Pressed &&
                         beforeKeyboardState.G != ButtonState.Pressed)
                {
                    gravityIndex++;
                    this.Owner.Scene.PhysicsManager.Gravity3D = gravities[gravityIndex % gravities.Length];
                }
                // Key H
                else if (inputService.KeyboardState.H == ButtonState.Pressed &&
                         beforeKeyboardState.H != ButtonState.Pressed)
                {
                    MyScene scene = this.Owner.Scene as MyScene;
                    scene.helpText.Entity.Enabled = !scene.helpText.Entity.Enabled;
                }
            }

            beforeKeyboardState = inputService.KeyboardState;
        }