Exemplo n.º 1
0
 void Awake()
 {
     if (scenesInfos == null)
     {
         DontDestroyOnLoad(gameObject);
         scenesInfos = this;
     }
     else if (scenesInfos != this)
     {
         Destroy(gameObject);
     }
 }
Exemplo n.º 2
0
    void Start()
    {
        // MoveIn m_Title1 and m_Title2
        StartCoroutine(MoveMainButtonObjects());

        gameObjectOnScene = GameObject.Find("SceneInfos");
        scenesInfos       = gameObjectOnScene.GetComponent <ScenesInfos> ();

        check_save();

        // Disable all scene switch buttons
        //GUIAnimSystemFREE.Instance.SetGraphicRaycasterEnable(m_Canvas, false);

        scenesInfos.actualChapter = 1;
    }
Exemplo n.º 3
0
    public void LoadVictory()
    {
        isFinish           = true;
        isPaused           = true;
        EndMessage.text    = "Victory !" + Environment.NewLine + "(you will come back to menu)";
        EndMessage.enabled = true;
        GameObject scGO = GameObject.Find("SceneInfos");

        if (scGO)
        {
            ScenesInfos sc = scGO.GetComponent <ScenesInfos>();

            if (sc.actualLevel >= PersistantData.instance.data.Story)
            {
                PersistantData.instance.data.Story = sc.actualLevel + 1;
            }
        }

        PersistantData.instance.Save();

        StartCoroutine("GoMenu");
    }
Exemplo n.º 4
0
    IEnumerator GoMenu()
    {
        yield return(new WaitForSeconds(5f));

        /*#if UNITY_EDITOR
         *      SceneManager.LoadScene("SelectionMenuChapterOne");
         #else*/

        GameObject scGO = GameObject.Find("SceneInfos");

        if (scGO)
        {
            ScenesInfos sc = scGO.GetComponent <ScenesInfos> ();

            if (sc.actualChapter == 1)
            {
                SceneManager.LoadScene("SelectionMenuChapterOne");
            }
            else if (sc.actualChapter == 2)
            {
                SceneManager.LoadScene("SelectionMenuChapterTwo");
            }
            else if (sc.actualChapter == 3)
            {
                SceneManager.LoadScene("SelectionMenuChapterThree");
            }
            else
            {
                SceneManager.LoadScene("MainMenu");
            }
        }
        else
        {
            SceneManager.LoadScene("MainMenu");
        }

        //#endif
    }
Exemplo n.º 5
0
    void Start()
    {
        config  = gameObject.GetComponent <ConfigurationFile>();
        dialogs = config.cutscenesDialog;
        sprites = config.cutscenesSprite;

        SoundManager.instance.PlayerMusic("Cutscene");
        gameObjectOnScene = GameObject.Find("SceneInfos");
        scenesInfos       = gameObjectOnScene.GetComponent <ScenesInfos>();

        while (dialogs [i, 0] != scenesInfos.currentScene)
        {
            i++;
        }
        i++;
        FinnColor        = new Color(51.0f / 255.0f, 0.0f / 255.0f, 255.0f / 255.0f);
        WhitePawnColor   = new Color(1.0f, 1.0f, 1.0f);
        BlackPawnColor   = new Color(0.0f, 0.0f, 0.0f);
        BlackBishopColor = new Color(0.0f, 0.0f, 0.0f);
        BlackRookColor   = new Color(0.0f, 0.0f, 0.0f);
        BlackKnightColor = new Color(0.0f, 0.0f, 0.0f);
        if (dialogs [i, 0] == "Finn")
        {
            textName.color = FinnColor;
        }
        else if (dialogs [i, 0] == "WhitePawn")
        {
            textName.color = WhitePawnColor;
        }
        else if (dialogs[i, 0] == "BlackPawn")
        {
            textName.color = BlackPawnColor;
        }
        else if (dialogs[i, 0] == "BlackBishop")
        {
            textName.color = BlackBishopColor;
        }
        else if (dialogs[i, 0] == "BlackRook")
        {
            textName.color = BlackRookColor;
        }
        else if (dialogs[i, 0] == "BlackKnight")
        {
            textName.color = BlackKnightColor;
        }
        if (dialogs [i, 0] == "")
        {
            textDialog.color = new Color(1.0f, 1.0f, 1.0f);
        }
        textName.text   = dialogs[i, 0];
        textDialog.text = dialogs[i, 1];

        while (sprites [j, 0] != scenesInfos.currentScene)
        {
            j++;
        }
        if (scenesInfos.currentScene == "Intro" || scenesInfos.currentScene == "Intro_2")
        {
            bubble         = gameObject.GetComponent <Image> ();
            bubble.enabled = false;
        }
        sprite            = Resources.Load <Sprite> ("Backgrounds/" + sprites[j, 3]);
        background.sprite = sprite;
        sprite            = Resources.Load <Sprite> ("Sprites/CutScenes/" + sprites[j, 1]);
        leftSprite.sprite = sprite;
        if (sprites [j, 1] == "Finn")
        {
            leftSpriteSize.sizeDelta        = new Vector2(294, 634);
            leftSpriteSize.anchoredPosition = new Vector3(115, -99, 0);
        }
        else if (sprites [j, 1] == "WhitePawn")
        {
            leftSpriteSize.sizeDelta        = new Vector2(168, 274);
            leftSpriteSize.anchoredPosition = new Vector3(115, 150, 0);
        }
        else if (sprites [j, 1] == "BlackPawn")
        {
            leftSpriteSize.sizeDelta        = new Vector2(347, 347);
            leftSpriteSize.anchoredPosition = new Vector3(115, 100, 0);
        }
        else if (sprites [j, 1] == "BlackBishop")
        {
            leftSpriteSize.sizeDelta        = new Vector2(234, 369);
            leftSpriteSize.anchoredPosition = new Vector3(115, 100, 0);
        }
        else if (sprites [j, 1] == "BlackRook")
        {
            leftSpriteSize.sizeDelta        = new Vector2(319, 404);
            leftSpriteSize.anchoredPosition = new Vector3(115, 100, 0);
        }
        else if (sprites [j, 1] == "BlackKnight")
        {
            leftSpriteSize.sizeDelta        = new Vector2(498, 369);
            leftSpriteSize.anchoredPosition = new Vector3(115, 100, 0);
        }
        sprite             = Resources.Load <Sprite>("Sprites/CutScenes/" + sprites[j, 2]);
        rightSprite.sprite = sprite;
        if (sprites [j, 2] == "Finn")
        {
            rightSpriteSize.sizeDelta        = new Vector2(294, 634);
            rightSpriteSize.anchoredPosition = new Vector3(-115, -99, 0);
        }
        else if (sprites [j, 2] == "WhitePawn")
        {
            rightSpriteSize.sizeDelta        = new Vector2(168, 274);
            rightSpriteSize.anchoredPosition = new Vector3(-115, 150, 0);
        }
        else if (sprites [j, 2] == "BlackPawn")
        {
            rightSpriteSize.sizeDelta        = new Vector2(347, 347);
            rightSpriteSize.anchoredPosition = new Vector3(-115, 100, 0);
        }
        else if (sprites [j, 2] == "BlackBishop")
        {
            rightSpriteSize.sizeDelta        = new Vector2(234, 369);
            rightSpriteSize.anchoredPosition = new Vector3(-115, 100, 0);
        }
        else if (sprites [j, 2] == "BlackRook")
        {
            rightSpriteSize.sizeDelta        = new Vector2(319, 404);
            rightSpriteSize.anchoredPosition = new Vector3(-115, 100, 0);
        }
        else if (sprites [j, 2] == "BlackKnight")
        {
            rightSpriteSize.sizeDelta        = new Vector2(498, 369);
            rightSpriteSize.anchoredPosition = new Vector3(-115, 100, 0);
        }
    }
Exemplo n.º 6
0
    // Use this for initialization
    void Start()
    {
        //Instanciate config gameobject

                #if UNITY_EDITOR
        GameObject configGO = Resources.Load("Prefabs/Waves/ConfigurationWave1-6") as GameObject;

        config = Instantiate(configGO, new Vector3(), Quaternion.identity).GetComponent <ConfigurationGame>();
        config.gameObject.name = "ConfigurationWaveForTesting";
                #else
        GameObject  scGO = GameObject.Find("SceneInfos");
        ScenesInfos sc   = scGO.GetComponent <ScenesInfos> ();

        GameObject configGO = Resources.Load("Prefabs/Waves/ConfigurationWave" + sc.actualChapter + "-" + sc.actualLevel) as GameObject;

        config = Instantiate(configGO, new Vector3(), Quaternion.identity).GetComponent <ConfigurationGame>();                 //ConfigurationGame.instance;
        config.gameObject.name = "ConfigurationWave" + sc.actualChapter + "-" + sc.actualLevel;
                #endif

        // Generate random waves
        if (RandomWave)
        {
            GenerateRandomWave();              // Not implement yet
        }
        // Use config to instanciate wave
        else
        {
            int                   count   = 0;
            GameObject            waveTMP = null;
            List <BasicWaveClass> t       = config.GenerateWaves();

            foreach (BasicWaveClass waveComponent in t)
            {
                waveTMP = new GameObject("Wave" + count);
                waveTMP.AddComponent <BasicWave> ();
                waveTMP.GetComponent <BasicWave> ().data = waveComponent;
                count++;
                Waves.Add(waveTMP);
            }

            foreach (GameObject waveObj in Waves)
            {
                BasicWave wave = waveObj.GetComponent <BasicWave> ();

                List <ConfigurationEnemy> tmpEnemyList = new List <ConfigurationEnemy> ();

                foreach (ConfigurationEnemy enemy in wave.data.entities)
                {
                    if (enemy.prefab.gameObject.GetComponent <BasicEnnemy> ())
                    {
                        tmpEnemyList.Add(enemy);
                    }
                }

                TransitionLeft.Add(wave.data.TextDisplay);
                TimeTransitionLeft.Add(wave.data.TimeBetweenWave);
                WaveLeft.Add(tmpEnemyList);
            }

            // INIT settings for first wave
            EnemiesForCurrentWave = WaveLeft [0];

            wc.changeWave(TimeTransitionLeft [0], TransitionLeft [0]);
            TransitionLeft.RemoveAt(0);

            TimeLeft = TimeTransitionLeft [0];
            TimeTransitionLeft.RemoveAt(0);

            WaveLeft.RemoveAt(0);
        }
    }