int totalPressed; //Total score // Use this for initialization void Start() { //Initialize variables levelTimer = -1.0f; totalPressed = 0; waitTime = 0.0f; timeLeft = 15.0f; timeMultiplier = 1.0f; //Set colours colourList = new ButtonColour[9]; colourList[0] = new ButtonColour("red"); colourList[1] = new ButtonColour("yellow"); colourList[2] = new ButtonColour("green"); colourList[3] = new ButtonColour("lightblue"); colourList[4] = new ButtonColour("darkblue"); colourList[5] = new ButtonColour("white"); colourList[6] = new ButtonColour("purple"); colourList[7] = new ButtonColour("orange"); colourList[8] = new ButtonColour("black"); //Initialize variables gameWon = false; gameStarted = false; //Hide game over text gameOver.enabled = false; gameOver.GetComponentInChildren <Text>().enabled = false; }
void Awake() { armyMovement = this.GetComponent <ArmyMovement> (); countryManagement = this.GetComponent <CountryManagement> (); attack = this.GetComponent <Attack> (); phases = this.GetComponent <Phases> (); audioFadeOut = this.GetComponent <AudioFadeOut> (); GUI = GameObject.FindGameObjectWithTag("GUI"); buttonColour = GUI.GetComponent <ButtonColour> (); }
private void Awake() { territories = GameObject.FindGameObjectWithTag("Territories"); territoryRank = territories.GetComponent <TerritoryRank>(); territoryCount = territories.GetComponent <TerritoryCount>(); scriptHolder = GameObject.FindGameObjectWithTag("ScriptHolder"); playerTurn = scriptHolder.GetComponent <PlayerTurn>(); buttonColour = this.GetComponent <ButtonColour>(); }
//Shuffle a list of colours void shuffleColours(ButtonColour[] colourList) { //Loop through all colours and shuffle them for (int i = 0; i < colourList.Length; i++) { int rand = Random.Range(0, i); ButtonColour tempColour = colourList[i]; colourList[i] = colourList[rand]; colourList[rand] = tempColour; } }
void Awake() { GUI = GameObject.FindGameObjectWithTag("GUI"); displayEditor = GUI.GetComponent <DisplayEditor> (); buttonColour = GUI.GetComponent <ButtonColour> (); gameInstructions = GUI.GetComponent <GameInstructions> (); scriptHolder = GameObject.FindGameObjectWithTag("ScriptHolder"); teamChecker = scriptHolder.GetComponent <TeamChecker> (); attack = scriptHolder.GetComponent <Attack> (); countryManagement = scriptHolder.GetComponent <CountryManagement> (); }
void Awake() { territories = GameObject.FindGameObjectWithTag("Territories"); soldierBonus = territories.GetComponent <SoldierBonus> (); GUI = GameObject.FindGameObjectWithTag("GUI"); receiveBonus = GUI.GetComponent <ReceiveBonus> (); buttonColour = GUI.GetComponent <ButtonColour> (); phases = this.GetComponent <Phases> (); playerTurn = this.GetComponent <PlayerTurn> (); }
void Awake() { countryManagement = this.GetComponent <CountryManagement> (); armyManagement = this.GetComponent <ArmyManagement> (); soldierTransfer = this.GetComponent <SoldierTransfer> (); territories = GameObject.FindGameObjectWithTag("Territories"); territoryCount = territories.GetComponent <TerritoryCount> (); continentBonus = territories.GetComponent <ContinentBonus> (); GUI = GameObject.FindGameObjectWithTag("GUI"); buttonColour = GUI.GetComponent <ButtonColour> (); gameInstructions = GUI.GetComponent <GameInstructions> (); }
void Awake() { scriptHolder = GameObject.FindGameObjectWithTag("ScriptHolder"); allocateSoldiers = scriptHolder.GetComponent <AllocateSoldiers> (); targetCountry = scriptHolder.GetComponent <TargetCountry> (); phases = scriptHolder.GetComponent <Phases> (); armyMovement = scriptHolder.GetComponent <ArmyMovement> (); playerTurn = scriptHolder.GetComponent <PlayerTurn> (); audioFadeOut = scriptHolder.GetComponent <AudioFadeOut> (); teamChecker = scriptHolder.GetComponent <TeamChecker> (); GUI = GameObject.FindGameObjectWithTag("GUI"); displayEditor = GUI.GetComponent <DisplayEditor> (); buttonColour = GUI.GetComponent <ButtonColour> (); }
void Awake() { territories = GameObject.FindGameObjectWithTag("Territories"); troopCount = territories.GetComponent <TroopCount> (); GUI = GameObject.FindGameObjectWithTag("GUI"); gameInstructions = GUI.GetComponent <GameInstructions> (); buttonColour = GUI.GetComponent <ButtonColour> (); displayEditor = GUI.GetComponent <DisplayEditor> (); phases = this.GetComponent <Phases> (); countryManagement = this.GetComponent <CountryManagement> (); addSoldier = this.GetComponent <AddSoldier> (); linkedTerritories = this.GetComponent <LinkedTerritories> (); playerTurn = this.GetComponent <PlayerTurn> (); teamChecker = this.GetComponent <TeamChecker> (); }
void Awake() { GUI = GameObject.FindGameObjectWithTag("GUI"); receiveBonus = GUI.GetComponent <ReceiveBonus> (); gameInstructions = GUI.GetComponent <GameInstructions> (); buttonColour = GUI.GetComponent <ButtonColour> (); openingDeployment = GUI.GetComponent <OpeningDeployment> (); endGame = GUI.GetComponent <EndGame>(); displayEditor = GUI.GetComponent <DisplayEditor>(); territories = GameObject.FindGameObjectWithTag("Territories"); territoryCount = territories.GetComponent <TerritoryCount> (); playerTurn = this.GetComponent <PlayerTurn> (); deploySoldiers = this.GetComponent <DeploySoldiers> (); armyMovement = this.GetComponent <ArmyMovement> (); }
// Use this for initialization void Awake() { territories = GameObject.FindGameObjectWithTag("Territories"); troopCount = territories.GetComponent <TroopCount> (); boardSetUp = territories.GetComponent <BoardSetUp> (); changeCategory = territories.GetComponent <ChangeCatagory> (); GUI = GameObject.FindGameObjectWithTag("GUI"); openingDeployment = GUI.GetComponent <OpeningDeployment> (); displayEditor = GUI.GetComponent <DisplayEditor> (); buttonColour = GUI.GetComponent <ButtonColour> (); countryManagement = this.GetComponent <CountryManagement> (); playerTurn = this.GetComponent <PlayerTurn> (); teamChecker = this.GetComponent <TeamChecker> (); phases = this.GetComponent <Phases> (); globalFunctions = this.GetComponent <GlobalFunctions> (); }
void Awake() { countryManagement = this.GetComponent <CountryManagement> (); phases = this.GetComponent <Phases> (); teamChecker = this.GetComponent <TeamChecker> (); playerTurn = this.GetComponent <PlayerTurn> (); deploySoldiers = this.GetComponent <DeploySoldiers> (); attack = this.GetComponent <Attack> (); audioFadeOut = this.GetComponent <AudioFadeOut> (); territories = GameObject.FindGameObjectWithTag("Territories"); troopCount = territories.GetComponent <TroopCount> (); GUI = GameObject.FindGameObjectWithTag("GUI"); displayEditor = GUI.GetComponent <DisplayEditor> (); receiveBonus = GUI.GetComponent <ReceiveBonus> (); buttonColour = GUI.GetComponent <ButtonColour> (); }
//Update all button colours void updateColours() { //Shuffle colours shuffleColours(colourList); //Set colours setColours(); //Select random colour from shuffled list int randColour = Random.Range(0, 8); newColour = colourList[randColour]; //Set indicator to chosen colour indicator.GetComponent <Image>().color = newColour.colour; indicator.GetComponentInChildren <Text>().text = ""; //Button pressed is false buttonPressed = false; }
public bool Equals(PopupButton other) { return(ButtonColour.Equals(other.ButtonColour) && ButtonTextColour.Equals(other.ButtonTextColour) && ButtonText.Equals(ButtonText)); }
private void Awake() { buttonColour = this.GetComponent <ButtonColour>(); }
public override void Start() { base.Start(); string name = string.Format("{0} #{1}", Connector.KMBombModule.ModuleDisplayName, Connector.ModuleID); _gameInfo = GetComponent <KMGameInfo>(); _bombInfo = GetComponent <KMBombInfo>(); _translation = GetComponent <TranslatedTheButton> (); _translation.GenerateLanguage(name); LanguageTheButton language = _translation.Language; // Sets the appearance of the button Connector.SetColour(_color = (ButtonColour)Random.Range(0, 4)); _label = (ButtonLabel)Random.Range(0, 4); if (_translation.Language.DisplayMethod == LanguageTheButton.DisplayMethods.CustomTextMesh) { Connector.SetLabel(language.GetLabelFromEnglishName(_label.ToString()), language.Font, language.FontMaterial, language.GetSizeFromEnglishName(_label.ToString())); } else { Connector.SetLabel(language.GetLabelFromEnglishName(_label.ToString())); } LogFormat(language.RuleColorIs, language.GetLogFromEnglishName(_color.ToString())); LogFormat(language.RuleLabelIs, language.GetLogFromEnglishName(_label.ToString())); LogFormat(language.RuleButtonShouldBe, (ShouldBeHeld() ? language.RuleHeld : language.RulePressed)); // Register button hold and released events Connector.Held += Button_In; Connector.Released += Button_Out; // todo: this seems not needed anymore. Maybe for sprites. // Hide our custom text mesh/sprite in the dark. //if (_translation.Language.DisplayMethod != LanguageTheButton.DisplayMethods.Default) { // if (_color == ButtonColour.Blue || _color == ButtonColour.Red) { // _gameInfo.OnLightsChange += Connector.ToggleLabel; // Connector.ToggleLabel(false); // } //} TwitchHelpMessage = string.Format("{1}, {2} - !{0} tap | !{0} hold | !{0} release 7 (releases when there's a 7 in the timer)", "{0}", _translation.Language.NativeName, _translation.Language.Name); // Stuff regarding the cover var moduleSelectable = GetComponent <KMSelectable>(); _buttonSelectable = moduleSelectable.Children[0]; moduleSelectable.OnHighlight = () => { if (OpenCoverOnSelection) { Connector.OpenCover(); } }; _buttonSelectable.OnHighlight = () => { if (OpenCoverOnSelection) { Connector.OpenCover(); } }; moduleSelectable.OnHighlightEnded = () => { if (OpenCoverOnSelection) { Connector.CloseCover(); } }; _buttonSelectable.OnHighlightEnded = () => { if (OpenCoverOnSelection) { Connector.CloseCover(); } }; moduleSelectable.OnCancel = () => { Connector.CloseCover(); return(true); }; // Twitch Plays if (Application.isEditor) { // Things work a bit differently in the test harness from the actual game. // TODO: There is currently an issue whereby going from one module to another does not call any event. moduleSelectable.OnInteract = () => { if (!OpenCoverOnSelection) { Connector.OpenCover(); } return(true); }; } else { OpenCoverOnSelection = Connector.ShouldOpenCoverOnSelection; moduleSelectable.OnFocus = () => { if (!OpenCoverOnSelection) { Connector.OpenCover(); } }; moduleSelectable.OnDefocus = () => Connector.CloseCover(); } }