// Create from event public DialogWindow(EventManager.Event e) { eventData = e; heroList = new List <Quest.Hero>(); Game game = Game.Get(); // hero list can be populated from another event if (!eventData.qEvent.heroListName.Equals("")) { // Try to find the event if (!game.quest.heroSelection.ContainsKey(eventData.qEvent.heroListName)) { ValkyrieDebug.Log("Warning: Hero selection in event: " + eventData.qEvent.sectionName + " from event " + eventData.qEvent.heroListName + " with no data."); } else { // Get selection data from other event foreach (Quest.Hero h in game.quest.heroSelection[eventData.qEvent.heroListName]) { h.selected = true; } // Update selection status game.heroCanvas.UpdateStatus(); } } if (eventData.qEvent.quota > 0) { CreateQuotaWindow(); } else { CreateWindow(); } }
private void OnEvent(EventManager.Event ev) { switch (ev.Type()) { case EventManager.EventType.TILE_HIT: if (ev.tile_hit.tile == this) { if (BulletCanDestroyTile(ev.tile_hit.bullet.Type(), type)) { grid.RemoveGameObject(gameObject); collider.enabled = false; StartAnimation(GridTileAnimation.SCALE_ROTATE_DISAPPEAR); } else { EventManager.Event new_ev = new EventManager.Event(EventManager.EventType.TILE_HIT_NOT_DESTROYED); new_ev.tile_hit_not_destroyed.bullet = ev.tile_hit.bullet; new_ev.tile_hit_not_destroyed.sender = ev.tile_hit.sender; new_ev.tile_hit_not_destroyed.tile = ev.tile_hit.tile; EventManager.Instance.SendEvent(new_ev); } } break; } }
private void OnTriggerEnter2D(Collider2D collision) { GameEntity entity_hit = collision.gameObject.GetComponent <GameEntity>(); if (entity_hit != null) { if (sender != entity_hit) { EventManager.Event ev = new EventManager.Event(EventManager.EventType.ENTITY_HIT); ev.entity_hit.hit = entity_hit; ev.entity_hit.sender = sender; EventManager.Instance.SendEvent(ev); Destroy(gameObject); return; } } GridTileInstance tile_hit = collision.gameObject.GetComponent <GridTileInstance>(); if (tile_hit != null) { EventManager.Event ev = new EventManager.Event(EventManager.EventType.TILE_HIT); ev.tile_hit.tile = tile_hit; ev.tile_hit.bullet = this; ev.tile_hit.sender = sender; EventManager.Instance.SendEvent(ev); hits = true; Destroy(gameObject); return; } }
private void OnEvent(EventManager.Event ev) { switch (ev.Type()) { case EventManager.EventType.ENTITY_DIES: if (ev.entity_dies.entity == enemy) { enemy_dead = true; } break; case EventManager.EventType.ENTITY_SHOOT_FINISHED: if (ev.entity_shoot_finished.sender == player) { if (player.GetBulletsCount() <= 0) { lose = true; } } break; case EventManager.EventType.TILE_HIT_NOT_DESTROYED: { lose = true; } break; } }
private void OnDestroy() { EventManager.Event ev = new EventManager.Event(EventManager.EventType.ENTITY_SHOOT_FINISHED); ev.entity_shoot_finished.sender = sender; ev.entity_shoot_finished.hits = hits; EventManager.Instance.SendEvent(ev); }
public void SetKeyEvent(EventManager.Event keyEvent) { if (this.keyEvent == null) { this.keyEvent = keyEvent; } }
public bool Shoot() { bool ret = false; if (timer_before_new_shoot.ReadTime() > time_before_new_shoot) { if (path != null && GetBulletsCount() > 0) { EntityPathInstance.PathPoint point = path.GetPathPointFromEntityGo(gameObject); EntityBullet.EntityBulletType type = GetNextBullet(); GameObject bullet = InstantiateBulletGoFromBulletType(type); EntityBullet bullet_script = bullet.AddComponent <EntityBullet>(); bullet_script.Init(this, LevelCreatorEditor.Instance.GetBulletsSpeed(), type); RemoveNextBullet(); timer_before_new_shoot.Start(); EventManager.Event ev = new EventManager.Event(EventManager.EventType.ENTITY_SHOOTS); ev.entity_shoots.entity = this; EventManager.Instance.SendEvent(ev); ret = true; } } return(ret); }
void Update() { switch (state) { case LevelStartState.ALL_BACK_FADE_IN: { if (all_back_fade_in_timer.ReadTime() > all_back_fade_in_time) { background_image.transform.DOMoveX(canvas_group.gameObject.transform.position.x, fade_in_time); fade_in_timer.Start(); state = LevelStartState.FADING_IN; } break; } case LevelStartState.FADING_IN: { if (fade_in_timer.ReadTime() > fade_in_time) { wait_timer.Start(); state = LevelStartState.WAITING_TO_FADE_OUT; } break; } case LevelStartState.WAITING_TO_FADE_OUT: { if (wait_timer.ReadTime() > wait_time) { FadeOut(); } break; } case LevelStartState.FADING_OUT: { if (fade_out_timer.ReadTime() > fade_out_time) { EventManager.Event ev = new EventManager.Event(EventManager.EventType.LEVEL_BEGIN); ev.level_begin.level = level_to_load; EventManager.Instance.SendEvent(ev); state = LevelStartState.FINISHED; } break; } case LevelStartState.FINISHED: { gameObject.SetActive(false); break; } } }
public ActionResult Edit(string id) { var mode = Mode(id); ViewData["Mode"] = mode; var masterId = Request.QueryString["master"]; var row = new EventManager().Get(id) ?? new EventManager.Event(); var master = new EventManager().Get(masterId) ?? new EventManager.Event(); var e = new EventManager.Event(); RecurrenceRule _rule; switch (mode) { case EventMode.Master: _rule = RecurrenceRule.Decode(master.Recurrence); e.Start = master.Start; e.End = master.End; e.Text = master.Text; e.Resource = master.Resource; break; case EventMode.NewException: _rule = RecurrenceRule.Exception; DateTime start = Occurrence; TimeSpan duration = master.End - master.Start; DateTime end = start + duration; e.Start = start; e.End = end; e.Text = master.Text; e.Resource = master.Resource; break; case EventMode.Exception: _rule = RecurrenceRule.Exception; e.Start = row.Start; e.End = row.End; e.Text = row.Text; e.Resource = row.Resource; break; case EventMode.Regular: _rule = RecurrenceRule.NoRepeat; e.Start = row.Start; e.End = row.End; e.Text = row.Text; e.Resource = row.Resource; break; default: throw new ArgumentOutOfRangeException(); } ViewData["RecurrenceJson"] = new HtmlString(_rule.ToJson()); return(View(e)); }
private void OnEvent(EventManager.Event ev) { switch (ev.Type()) { case EventManager.EventType.LEVEL_LOAD: main_menu_ui.gameObject.SetActive(false); stage_selection_ui.gameObject.SetActive(false); break; } }
public PuzzleImageWindow(EventManager.Event e) { eventData = e; Game game = Game.Get(); game.cc.panDisable = true; questPuzzle = e.qEvent as QuestData.Puzzle; if (game.quest.puzzle.ContainsKey(questPuzzle.sectionName)) { puzzle = game.quest.puzzle[questPuzzle.sectionName] as PuzzleImage; previousMoves = puzzle.moves; } else { puzzle = new PuzzleImage(questPuzzle.puzzleLevel, questPuzzle.puzzleAltLevel); } height = 19f / questPuzzle.puzzleAltLevel; width = 19f / questPuzzle.puzzleLevel; Texture2D newTex = null; if (game.cd.puzzles.ContainsKey(questPuzzle.imageType)) { newTex = ContentData.FileToTexture(game.cd.puzzles[questPuzzle.imageType].image); } else { newTex = ContentData.FileToTexture(System.IO.Path.GetDirectoryName(game.quest.qd.questPath) + "/" + questPuzzle.imageType); } if (newTex.width > newTex.height) { height = height * newTex.height / newTex.width; } else { width = width * newTex.width / newTex.height; } imageSprite = new Sprite[questPuzzle.puzzleLevel][]; for (int i = 0; i < questPuzzle.puzzleLevel; i++) { imageSprite[i] = new Sprite[questPuzzle.puzzleAltLevel]; for (int j = 0; j < questPuzzle.puzzleAltLevel; j++) { imageSprite[i][j] = Sprite.Create(newTex, new Rect(i * newTex.width / questPuzzle.puzzleLevel, (questPuzzle.puzzleAltLevel - (j + 1)) * newTex.height / questPuzzle.puzzleAltLevel, newTex.width / questPuzzle.puzzleLevel, newTex.height / questPuzzle.puzzleAltLevel), Vector2.zero, 1); } } CreateWindow(); }
private void OnEvent(EventManager.Event ev) { OnEventCall(ev); switch (ev.Type()) { case EventManager.EventType.ENTITY_HIT: if (ev.entity_hit.hit == this) { SetLifeHit(1); } break; } }
public void CreateEvent(string name, string location, DateTime startDateTime, DateTime endDateTime) { using (var db = new EventsManagerEntities()) { EventManager.Event newEvent = new EventManager.Event() { Name = name, Location = location, StartDateTime = startDateTime, EndDateTime = endDateTime }; db.Events.Add(newEvent); db.SaveChanges(); } }
public void FadeOut() { EventManager.Event ev = new EventManager.Event(EventManager.EventType.LEVEL_LOAD); ev.level_load.level = level_to_load; EventManager.Instance.SendEvent(ev); Vector3 finish_pos = new Vector3(canvas_group.gameObject.transform.position.x - background_image.rectTransform.rect.size.x * 2, canvas_group.gameObject.gameObject.transform.position.y, canvas_group.gameObject.transform.position.z); background_image.transform.DOMoveX(finish_pos.x, fade_out_time); all_back_image.transform.DOMoveX(finish_pos.x, fade_out_time); state = LevelStartState.FADING_OUT; fade_out_timer.Start(); }
public void PrepareSend() { Type eventType = this.m_event.EventType; if (eventType != null) { MethodInfo method = typeof(EventManager).GetMethod("Send"); this.m_genericSendMethod = method.MakeGenericMethod(new Type[] { eventType }); EventManager.Event @event = (EventManager.Event)Activator.CreateInstance(eventType, this.CreateParameterObjects()); this.m_sendParameters = new object[] { @event }; } }
private void ActuallyStartLevel() { current_level = null; current_level = GetLevel(level_stage_to_start, level_to_start); if (current_level != null) { if (level_to_start_use_intro) { level_start_ui.UIBegin(current_level.GetLevelNumber()); current_level.OnAwake(); current_level.OnStart(); current_level.SetStarted(true); EventManager.Event new_ev = new EventManager.Event(EventManager.EventType.LEVEL_STARTED); new_ev.level_started.level = current_level.GetLevelNumber(); EventManager.Instance.SendEvent(new_ev); } else { current_level.OnAwake(); current_level.OnStart(); current_level.SetStarted(true); EventManager.Event new_ev = new EventManager.Event(EventManager.EventType.LEVEL_STARTED); new_ev.level_started.level = current_level.GetLevelNumber(); EventManager.Instance.SendEvent(new_ev); EventManager.Event ev = new EventManager.Event(EventManager.EventType.LEVEL_LOAD); ev.level_load.level = current_level.GetLevelNumber(); EventManager.Instance.SendEvent(ev); } } else { Debug.LogError("[Level] Level could not be started, number not found: " + level_to_start); } }
// Create from event public DialogWindow(EventManager.Event e) { eventData = e; heroList = new List <Quest.Hero>(); Game game = Game.Get(); text = eventData.GetText(); // hero list can be populated from another event if (!eventData.qEvent.heroListName.Equals("")) { // Try to find the event if (!game.quest.heroSelection.ContainsKey(eventData.qEvent.heroListName)) { ValkyrieDebug.Log("Warning: Hero selection in event: " + eventData.qEvent.sectionName + " from event " + eventData.qEvent.heroListName + " with no data."); game.quest.log.Add(new Quest.LogEntry("Warning: Hero selection in event: " + eventData.qEvent.sectionName + " from event " + eventData.qEvent.heroListName + " with no data.", true)); } else { // Get selection data from other event foreach (Quest.Hero h in game.quest.heroSelection[eventData.qEvent.heroListName]) { h.selected = true; } } } // Update selection status game.heroCanvas.UpdateStatus(); if (eventData.qEvent.quota > 0 || eventData.qEvent.quotaVar.Length > 0) { if (eventData.qEvent.quotaVar.Length > 0) { quota = Mathf.RoundToInt(game.quest.vars.GetValue(eventData.qEvent.quotaVar)); } CreateQuotaWindow(); } else { CreateWindow(); } DrawItem(); }
public PuzzleTowerWindow(EventManager.Event e) { eventData = e; Game game = Game.Get(); questPuzzle = e.qEvent as QuestData.Puzzle; if (game.quest.puzzle.ContainsKey(questPuzzle.sectionName)) { puzzle = game.quest.puzzle[questPuzzle.sectionName] as PuzzleTower; lastMoves = puzzle.moves; } else { puzzle = new PuzzleTower(questPuzzle.puzzleLevel); } CreateWindow(); }
public PuzzleCodeWindow(EventManager.Event e) { eventData = e; Game game = Game.Get(); guess = new List <int>(); questPuzzle = e.qEvent as QuestData.Puzzle; if (game.quest.puzzle.ContainsKey(questPuzzle.sectionName)) { puzzle = game.quest.puzzle[questPuzzle.sectionName] as PuzzleCode; previousMoves = puzzle.guess.Count; } else { puzzle = new PuzzleCode(questPuzzle.puzzleLevel, questPuzzle.puzzleAltLevel); } CreateWindow(); }
private void OnEvent(EventManager.Event ev) { switch (ev.Type()) { case EventManager.EventType.LEVEL_LOAD: LoadCurrentLevel(); break; case EventManager.EventType.LEVEL_BEGIN: BeginCurrentLevel(); break; case EventManager.EventType.LEVEL_UNLOAD: UnloadCurrentLevel(); break; } }
private void OnEvent(EventManager.Event ev) { switch (ev.Type()) { case EventManager.EventType.CONTROLS_SWIPE_DOWN: Move(MoveDirection.DOWN); break; case EventManager.EventType.CONTROLS_SWIPE_LEFT: Move(MoveDirection.LEFT); break; case EventManager.EventType.CONTROLS_SWIPE_RIGHT: Move(MoveDirection.RIGHT); break; case EventManager.EventType.CONTROLS_SWIPE_UP: Move(MoveDirection.UP); break; } }
public PuzzleSlideWindow(EventManager.Event e) { eventData = e; Game game = Game.Get(); questPuzzle = e.qEvent as QuestData.Puzzle; if (game.quest.puzzle.ContainsKey(questPuzzle.sectionName)) { puzzle = game.quest.puzzle[questPuzzle.sectionName] as PuzzleSlide; lastMoves = puzzle.moves; } else { // FIXME: dynamic generation too slow //puzzle = new PuzzleSlide(questPuzzle.puzzleLevel); puzzle = new PuzzleSlide(PuzzleSlide.HardCodedPuzzle()); } CreateWindow(); }
public void SetLifePoints(int set) { life_points = set; if (life_points < 0) { life_points = 0; } if (life_points == 0 && !dead) { dead = true; EventManager.Event ev = new EventManager.Event(EventManager.EventType.ENTITY_DIES); ev.entity_dies.entity = this; EventManager.Instance.SendEvent(ev); path.RemoveGameObject(gameObject); collider.enabled = false; StartAnimation(GameEntityAnimation.SCALE_ROTATE_DISAPPEAR); } }
public PuzzleTowerWindow(EventManager.Event e) { eventData = e; Game game = Game.Get(); game.AddUpdateListener(this as IUpdateListener); questPuzzle = e.qEvent as QuestData.Puzzle; if (game.quest.puzzle.ContainsKey(questPuzzle.sectionName)) { puzzle = game.quest.puzzle[questPuzzle.sectionName] as PuzzleTower; lastMoves = puzzle.moves; } else { puzzle = new PuzzleTower(questPuzzle.puzzleLevel); } puzzleDisplay = puzzle.CopyState(puzzle.puzzle); CreateWindow(); }
public PuzzleCodeWindow(EventManager.Event e) { eventData = e; Game game = Game.Get(); guess = new List <int>(); questPuzzle = e.qEvent as QuestData.Puzzle; buttons = GetButtons(); if (game.quest.puzzle.ContainsKey(questPuzzle.sectionName)) { // This puzzle was played before. Load up the previous moves. puzzle = game.quest.puzzle[questPuzzle.sectionName] as PuzzleCode; previousMoves = puzzle.guess.Count; } else { // Initialize a new puzzle puzzle = new PuzzleCode(questPuzzle.puzzleLevel, questPuzzle.puzzleAltLevel, questPuzzle.puzzleSolution); } CreateWindow(); }
public DialogWindow(EventManager.Event e) { eventData = e; heroList = new List <Quest.Hero>(); Game game = Game.Get(); if (!eventData.qEvent.heroListName.Equals("")) { if (!game.quest.heroSelection.ContainsKey(eventData.qEvent.heroListName)) { Debug.Log("Warning: Hero selection in event: " + eventData.qEvent.name + " from event " + eventData.qEvent.heroListName + " with no data."); } else { foreach (Quest.Hero h in game.quest.heroSelection[eventData.qEvent.heroListName]) { h.selected = true; } game.heroCanvas.UpdateStatus(); } } CreateWindow(); }
private void CheckCurrentLevelStates() { if (current_level != null && current_level.GetStarted()) { current_level.OnUpdate(); bool finished = false; bool win = false; if (current_level.OnCheckWin()) { // Win finished = true; win = true; current_level.SetCompleted(true); } else if (current_level.OnCheckLose()) { // Lose finished = true; } if (finished) { EventManager.Event ev = new EventManager.Event(EventManager.EventType.LEVEL_FINISHED); ev.level_finished.level = current_level.GetLevelNumber(); ev.level_finished.win = win; EventManager.Instance.SendEvent(ev); level_end_ui.EndLevel(win, current_level.GetLevelNumber()); EndCurrentLevel(); } } }
private void OnSwipeDown() { EventManager.Event ev = new EventManager.Event(EventManager.EventType.CONTROLS_SWIPE_DOWN); EventManager.Instance.SendEvent(ev); }
private void OnSwipeLeft() { EventManager.Event ev = new EventManager.Event(EventManager.EventType.CONTROLS_SWIPE_LEFT); EventManager.Instance.SendEvent(ev); }
void Update() { switch (state) { case LevelEndState.WATING_TO_FADE_IN: { if (wait_fade_in_timer.ReadTime() > wait_fade_in_time) { all_back_image.gameObject.SetActive(true); if (win) { object[] val = { level_ended }; level_status_text.text = LocManager.Instance.GetText("FinishLevelLevelCompleted", val); next_level_play_again_text.text = LocManager.Instance.GetText("FinishLevelNextLevel"); } else { object[] val = { level_ended }; level_status_text.text = LocManager.Instance.GetText("FinishLevelLevelFailed", val); next_level_play_again_text.text = LocManager.Instance.GetText("FinishLevelReestartLevel"); } all_back_image.DOFade(1.0f, all_back_fade_in_time); all_back_fade_in_timer.Start(); state = LevelEndState.ALL_BACK_FADE_IN; } break; } case LevelEndState.ALL_BACK_FADE_IN: { if (all_back_fade_in_timer.ReadTime() > all_back_fade_in_time) { background_image.transform.DOMoveX(canvas_group.gameObject.transform.position.x, fade_in_time); fade_in_timer.Start(); state = LevelEndState.FADING_IN; } break; } case LevelEndState.FADING_IN: { if (fade_in_timer.ReadTime() > fade_in_time) { button1.interactable = true; button2.interactable = true; EventManager.Event ev = new EventManager.Event(EventManager.EventType.LEVEL_UNLOAD); ev.level_unload.level = level_ended; EventManager.Instance.SendEvent(ev); state = LevelEndState.WAITING_TO_FADE_OUT; } break; } case LevelEndState.WAITING_TO_FADE_OUT: { break; } case LevelEndState.FADING_OUT: { if (fade_out_timer.ReadTime() > fade_out_time) { if (level_reestart) { EventManager.Event ev = new EventManager.Event(EventManager.EventType.LEVEL_BEGIN); ev.level_begin.level = level_ended; EventManager.Instance.SendEvent(ev); level_reestart = false; } state = LevelEndState.FINISHED; } break; } case LevelEndState.FINISHED: { gameObject.SetActive(false); break; } } }