Exemplo n.º 1
0
    /**
     *  Initialization
     */
    protected override void Start()
    {
        base.Start();
        pauseMenu         = GameObject.Find("Canvas").transform.Find("PauseMenu").gameObject;
        emotionController = this.gameObject.AddComponent <PlayerEmotionController>();
        mode = PlayerPrefs.GetInt("TestMode");
        if (!PlayerPrefs.GetString("PlayerName").Equals("Default"))
        {
            CreateFile();
        }

        trail = player.GetComponentInChildren <ParticleSystem>();
        trail.Pause();

        startTime    = Time.time;
        spendingTime = delay;
        saveDelay    = 0.5f;

        if (mode == 1)
        {
            CoinLevel();
        }
        else if (mode == 2)
        {
            TrapLevel();
        }
    }
Exemplo n.º 2
0
    /**
     *  Initialization
     */
    protected override void Start()
    {
        base.Start();
        pauseMenu         = GameObject.Find("Canvas").transform.Find("PauseMenu").gameObject;
        emotionController = this.gameObject.AddComponent <PlayerEmotionController>();
        musicController   = FindObjectOfType <MusicController>();
        trail             = player.GetComponentInChildren <ParticleSystem>();
        trail.Pause();
        emotionName    = "null";
        playerRenderer = player.GetComponent <Renderer>();
        targetColor    = playerRenderer.material.color;
        initialColor   = playerRenderer.material.color;

        //Anger and Surprise increase the number of traps, Joy and Sadness increase the number of coins
        emotionFeedback = new Dictionary <string, Feedback>()
        {
            { "Anger", FeedbackTrap }, { "Surprise", FeedbackCoin }, { "Joy", FeedbackCoin }, { "Sadness", FeedbackTrap }
        };

        playerColors = new Dictionary <string, Color>()
        {
            { "Anger", new Color(1, 0, 0) }, { "Surprise", new Color(0, 1, 0) }, { "Joy", new Color(1, 1, 0) }, { "Sadness", new Color(0, 0, 1) }
        };
        SetPlayerColors();

        //  WARNING : OBSOLETE, USED FOR THE 4 TEST LEVELS SYSTEM

        /*
         * if (PlayerPrefs.GetInt("RandomMode") == 0)
         * {
         *  SetPlayerColors();
         *  ChangeEmotionFeedbak();
         * }
         * else if (PlayerPrefs.GetInt("RandomMode") == 1) ChangeEmotionFeedbakRandom();
         */
        // WARNING : END
    }