Пример #1
0
    public void set_text(string[] aText, Color[] aColors)
    {
        if (mDummyObject != null)
        {
            GameObject.Destroy(mDummyObject);
        }
        mDummyObject = null;

        destroy();

        GUIStyle style = new GUIStyle();

        style.font     = ManagerManager.Manager.mNewRef.genericFont;
        style.fontSize = 100;

        float totalWidth = style.CalcSize(new GUIContent(aText.Aggregate((e, f) => e + f))).x;

        float accum = 0;

        for (int i = 0; i < aText.Length; i++)
        {
            float wordWidth = style.CalcSize(new GUIContent(aText[i])).x;
            var   addMe     = new FlatElementText(ManagerManager.Manager.mNewRef.genericFont, 100, aText[i], Depth);
            addMe.HardColor = aColors[i];
            mElements.Add(new FlatElementMultiBase.ElementOffset(addMe, new Vector3(totalWidth / 2f - accum - wordWidth / 2f, 0, 0)));
            accum += wordWidth;
        }

        PrimaryGameObject = create_primary_from_elements();

        //more hack nonsense
        HardPosition = SoftPosition;
        update(1);
    }
Пример #2
0
 public void set_name(string aName)
 {
     //TODO complete hack, fix this..
     if (mText != null)
     {
         mElements.Remove(mText);
         mText.Element.destroy();
         mText = null;
     }
     if (aName != "")
     {
         aName = aName.ToUpper();
         mText = new ElementOffset(new FlatElementText(ManagerManager.Manager.mNewRef.genericFont, 30, "", Depth + 1), new Vector3(mBodyOffset, -90, 0));
         (mText.Element as FlatElementText).HardColor = new Color(0, 0, 0, 1);
         if (aName.Length > 9 && aName.Contains(" "))
         {
             (mText.Element as FlatElementText).Text = FlatElementText.convert_to_multiline(2, aName);
             mText.Position = mText.Position + new Vector3(0, 15, 0);
         }
         else
         {
             (mText.Element as FlatElementText).Text = aName;
         }
         mElements.Add(mText);
     }
 }
Пример #3
0
    //called by NewGameManager
    public void setup_bb()
    {
        var nameFrame  = mManager.mCharacterBundleManager.get_image("TEXTBOX");
        var scoreFrame = mManager.mCharacterBundleManager.get_image("SCORE");


        //BB small nonsense
        mBBNameText        = new FlatElementText(mManager.mNewRef.genericFont, 50, "", 11);
        mBBNameTextFrame   = new FlatElementImage(nameFrame.Image, nameFrame.Data.Size, 10);
        mBBScoreText       = new FlatElementText(mManager.mNewRef.genericFont, 60, "0", 11);
        mBBScoreFrame      = new FlatElementImage(scoreFrame.Image, scoreFrame.Data.Size, 10);
        mBBMultiplierImage = new FlatElementImage(null, 15);

        //mBBWarningText = new FlatElementText(mManager.mNewRef.genericFont,150,"WARNING",12);
        mBBWarningText              = new FlatElementText(mManager.mNewRef.genericFont, 400, "WARNING", 20);
        mBBWarningText.HardColor    = new Color(0.5f, 0.5f, 0.5f, 0);
        mBBWarningText.HardPosition = mFlatCamera.get_point(Vector3.zero);


        mBBNameText.HardColor  = GameConstants.UiWhite;
        mBBNameText.Alignment  = TextAlignment.Right;
        mBBNameText.Anchor     = TextAnchor.MiddleRight;
        mBBScoreText.HardColor = GameConstants.UiWhite;
        mBBScoreText.Alignment = TextAlignment.Right;
        mBBScoreText.Anchor    = TextAnchor.MiddleRight;

        mBBMultiplierImage.HardPosition = mFlatCamera.get_point(-1, 1) + new Vector3(200, -270, 0)
                                          + new Vector3(mBBMultiplierImage.BoundingBox.width, mBBMultiplierImage.BoundingBox.height, 0) / 2f;

        //this is just to position the text, it's done again in begin_new_character
        Vector3 textOffset = new Vector3(70, 115, 0) / 2;

        mBBNameTextFrame.HardPosition = mBBMultiplierImage.HardPosition + new Vector3(mBBNameTextFrame.BoundingBox.width, 140, 0) / 2 + textOffset;
        mBBNameText.HardPosition      = mBBMultiplierImage.HardPosition + new Vector3(320, 140, 0) / 2 + textOffset;
        mBBScoreFrame.HardPosition    = mBBMultiplierImage.HardPosition + new Vector3(mBBScoreFrame.BoundingBox.width, -140, 0) / 2 + textOffset;
        mBBScoreText.HardPosition     = mBBScoreFrame.HardPosition + new Vector3(-mBBScoreFrame.BoundingBox.width / 2 + 180, 0, 0);


        var warningImage = mManager.mNewRef.redWarning;         //mManager.mCharacterBundleManager.get_image("WARNING");

        mWarningOverlay = new FlatElementImage(warningImage, mFlatCamera.Size, 100);
        mWarningOverlay.HardPosition = mFlatCamera.get_point(Vector3.zero);


        mElement.Add(mBBNameText);
        mElement.Add(mBBNameTextFrame);
        mElement.Add(mBBScoreFrame);
        mElement.Add(mBBScoreText);
        mElement.Add(mBBWarningText);
        mElement.Add(mBBMultiplierImage);
        mElement.Add(mWarningOverlay);
    }
Пример #4
0
    public void start_screen_loaded_callback(AssetBundle aBundle, string aBundleName)
    {
        mBundle = aBundle;

        CharacterLoader loader = new CharacterLoader();

        loader.complete_load_character(aBundle, aBundleName);
        mLoader = loader;


        //create background
        mElement.Add(construct_flat_image("BACKGROUND", 0));
        mElement.Add(construct_flat_image("FG-1", 30));
        for (int i = 2; i < 30; i++)
        {
            var img = construct_flat_image("BG-" + i, 30 - i);
            mElement.Add(img);
        }
        set_start_screen_character_transparency();


        NewMenuReferenceBehaviour refs = mManager.mNewRef;

        //kinect required image
        if (!GameConstants.ALLOW_NO_KINECT && mManager.mZigManager.is_reader_connected() == 0)
        {
            //TODO put up a KINECT REQUIRED message
            mKinectRequiredImage = construct_flat_image("FG-1", 1000);
            mKinectRequiredImage.SoftPosition += new Vector3(0, -400, 0);
            mElement.Add(mKinectRequiredImage);
        }


        //mMenuBackground;
        //mMenuSelector;
        //mResume;
        //mRestart;



        //????
        mMessageText = new FlatElementText(refs.genericFont, 60, "", 1);
        mMessageText.HardPosition = mRTCamera.get_point(Vector3.zero) + new Vector3(0, 400, 0);
        mElement.Add(mMessageText);

        start_configuration_display();

        IsInitialized = true;
    }
Пример #5
0
    public void you_are_playing_as(string aName, float displayTime = 5)
    {
        ManagerManager.Log("you are " + aName);
        if (aName == "") //hard fix for bug. XboneAll will call this function a bunch of times with empty string for some reason
        {
            return;
        }

        if (mPlayingText != null && !mPlayingText.Destroyed)
        {
            mPlayingText.HardColor = GameConstants.UiWhiteTransparent;
        }

        aName = System.Text.RegularExpressions.Regex.Replace(aName, @"[^\u0020-\u007E]", "[]");
        if (aName.Length > 70)
        {
            aName = aName.Substring(0, 70) + "...";
        }
        NewMenuReferenceBehaviour refs = mManager.mNewRef;
        var title    = construct_flat_image("START_PLAYER", 100);
        int fontSize = aName.Length > 22 ? 21 : 50; Mathf.Clamp(65 - aName.Length, 22, 50);

        mPlayingText              = new FlatElementText(refs.genericFont, fontSize, aName, 101);
        title.HardPosition        = mFlatCamera.get_point(.73f, -.80f);
        mPlayingText.HardPosition = title.HardPosition - new Vector3(0, 44, 0);
        title.HardColor           = GameConstants.UiWhiteTransparent;
        mPlayingText.HardColor    = GameConstants.UiBlueTransparent;
        title.SoftColor           = GameConstants.UiWhite;
        mPlayingText.SoftColor    = GameConstants.UiBlue;
        mElement.Add(title);
        mElement.Add(mPlayingText);
        var iamreallystupid = mPlayingText;

        TED.add_one_shot_event(
            delegate()
        {
            title.SoftColor = iamreallystupid.SoftColor = GameConstants.UiWhiteTransparent;
        },
            displayTime).then_one_shot(
            delegate()
        {
            title.destroy();
            iamreallystupid.destroy();
            mElement.Remove(title);
            mElement.Remove(iamreallystupid);
        },
            displayTime);
    }
Пример #6
0
    public FlatUnlockIcon(CharacterIndex aChar, bool big, int aDepth)
    {
        var bgImage  = ManagerManager.Manager.mCharacterBundleManager.get_image(big?"UNLOCKABLES_BOX_BIG" : "UNLOCKABLES_BOX_SMALL");
        var charIcon = ManagerManager.Manager.mCharacterBundleManager.get_image("ICON_" + aChar.StringIdentifier);

        background = new FlatElementImage(bgImage.Image, bgImage.Data.Size, aDepth);
        icon       = new FlatElementImage(charIcon.Image, charIcon.Data.Size, aDepth + 1);
        name       = new FlatElementText(ManagerManager.Manager.mNewRef.genericFont, 50, FlatElementText.convert_to_multiline(1, aChar.ShortName.ToUpper()), aDepth + 1);

        mElements.Add(new FlatElementMultiBase.ElementOffset(background, new Vector3(0, 0, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(icon, new Vector3(0, 20, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(name, new Vector3(0, -200, 0)));

        PrimaryGameObject = create_primary_from_elements();
        Depth             = aDepth;
    }
Пример #7
0
    public void initialize_depth_warning()
    {
        mDepthImage           = new FlatElementImage(null, new Vector2(160, 120), 100);
        mDepthImage.HardScale = Vector3.one * 2;
        //mDepthImage.HardPosition = mFlatCamera.get_point(1, -1) + new Vector3(-10 - mDepthImage.BoundingBox.width / 4, 10 + mDepthImage.BoundingBox.height / 4, 0) * mFlatCamera.screen_pixel_to_camera_pixel_ratio();
        mDepthImage.HardPosition       = mFlatCamera.get_point(1.5f, -1) + new Vector3(-10 - mDepthImage.BoundingBox.width / 4, 10 + mDepthImage.BoundingBox.height / 4, 0) * mFlatCamera.screen_pixel_to_camera_pixel_ratio();
        mDepthImage.HardShader         = mManager.mReferences.mXB1DepthImageShader;
        mDepthWarningText              = new FlatElementText(mManager.mNewRef.genericFont, 40, GameStrings.GetString("TCMkinect1"), 100);
        mDepthWarningText.HardColor    = new Color(1, 1, 1, 0);
        mDepthWarningText.Alignment    = TextAlignment.Left;
        mDepthWarningText.Anchor       = TextAnchor.MiddleLeft;
        mDepthWarningText.HardPosition = mFlatCamera.get_point(1, -1) + new Vector3(-280, 110, 0) * mFlatCamera.screen_pixel_to_camera_pixel_ratio();
        mDepthWarningText.ColorInterpolationMaxLimit = 10f;
        mDepthWarningText.ColorInterpolationMinLimit = 2f;
        //mDepthWarningText.Alignment = TextAlignment.Left;
        EnableDepthWarning = false;

        mElement.Add(mDepthImage);
        mElement.Add(mDepthWarningText);
    }
Пример #8
0
    //TODO need custom split setting function...
    public PopupTextObject(string aText, int aDepth, Texture2D aBubble = null, System.Nullable <Vector2> aBubbleSize = null)
    {
        mBackground     = new FlatElementImage(aBubble == null ? random_bubble(0) : aBubble, aBubbleSize, aDepth);
        mText           = new FlatElementText(ManagerManager.Manager.mNewRef.genericFont, 80, "", aDepth + 1);
        mText.HardColor = new Color(0, 0, 0);
        mElements.Add(new FlatElementMultiBase.ElementOffset(mBackground, new Vector3(0, 0, 0)));
        mTextOffset = new FlatElementMultiBase.ElementOffset(mText, new Vector3(0, 0, 0));
        mElements.Add(mTextOffset);
        Text = aText;
        PrimaryGameObject      = create_primary_from_elements();
        PrimaryGameObject.name = "genPOPUPTEXT";

        //make sure it gets applied to text as well...
        ColorInterpolationMaxLimit = 3f;
        ColorInterpolationMinLimit = 1.5f;
        SoftInterpolation          = .18f;
        //PositionInterpolationMinLimit = 500;


        Depth = aDepth;
    }
Пример #9
0
    public FlatUnlockBadge(CharacterIndex aChar, UnlockRequirements.UnlockData aData, int aDepth)
    {
        var unlockfont = ManagerManager.Manager.mNewRef.serifFont;
        var bgImage    = ManagerManager.Manager.mCharacterBundleManager.get_image("UNLOCKABLES_PLATE");

        background = new FlatElementImage(bgImage.Image, bgImage.Data.Size, aDepth);
        text1      = new FlatElementText(unlockfont, 120, "new lifestyle", aDepth + 1);
        text2      = new FlatElementText(unlockfont, 200, "UNLOCKED", aDepth + 1);
        mainIcon   = new FlatUnlockIcon(aChar, true, aDepth + 1);

        if (aData.Related.Length == 0)
        {
            text3 = new FlatElementText(unlockfont, 200, FlatElementText.convert_to_multiline_max(35, aData.Sentence), aDepth + 1);
        }
        else
        {
            text3 = new FlatElementText(unlockfont, 70, FlatElementText.convert_to_multiline_max(35, aData.Sentence), aDepth + 1);
        }

        mElements.Add(new FlatElementMultiBase.ElementOffset(background, new Vector3(0, 0, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(text1, new Vector3(0, 600, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(text2, new Vector3(0, 450, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(mainIcon, new Vector3(0, 125, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(text3, new Vector3(0, -200, 0)));

        contributors = new FlatUnlockIcon[aData.Related.Length];
        Vector3 step  = new Vector3(-400, 0, 0);
        Vector3 start = (contributors.Length - 1) * (-step) / 2f + new Vector3(0, -700, 0);

        for (int i = 0; i < contributors.Length; i++)
        {
            contributors[i] = new FlatUnlockIcon(aData.Related[i], false, aDepth + 1);
            FlatUnlockIcon e = contributors[i];
            mElements.Add(new FlatElementMultiBase.ElementOffset(e, start + step * i));
        }

        PrimaryGameObject = create_primary_from_elements();
        Depth             = aDepth;
    }
Пример #10
0
    //void initialize(CharacterLoader aActualChar, int aDepth)
    void initialize(CharacterIndex?aIndex, int aDepth)
    {
        var meterImage = ManagerManager.Manager.mCharacterBundleManager.get_image("SELECTION_BOX");

        var newRef = ManagerManager.Manager.mNewRef;

        //mSquare = new FlatElementImage(newRef.bbChoiceBox, aDepth);
        mSquare              = new FlatElementImage(meterImage.Image, meterImage.Data.Size, aDepth);
        mSquare.HardColor    = GameConstants.UiRed;
        mText                = new FlatElementText(newRef.fatFont, 48, "", aDepth + 2);
        mDiffImage           = new FlatElementImage(null, aDepth + 3);
        mDiffImage.HardScale = 1.33f * Vector3.one;
        //mPerfect = new DifficultyObject(ManagerManager.Manager.mNewRef.uiPerfectStar, aDepth);
        mIcon           = new FlatElementImage(null, aDepth + 2);
        mIcon.HardScale = 1.25f * Vector3.one;
        //mMeter = new MeterImageObject(newRef.bbChoiceBox, null,MeterImageObject.FillStyle.DU, aDepth + 1);
        mMeter            = new MeterImageObject(meterImage.Image, meterImage.Data.Size, MeterImageObject.FillStyle.DU, aDepth + 1);
        mMeter.Percentage = 0.0f;
        set_perfectness(3);

        //mBody.set_target_pose(aPose);
        mElements.Add(new FlatElementMultiBase.ElementOffset(mSquare, new Vector3(0, 0, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(mDiffImage, new Vector3(-mSquare.BoundingBox.width / 2f + 80, -mSquare.BoundingBox.height / 2f + 80, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(mText, new Vector3(0, 0, 0)));
        //mElements.Add(new FlatElementMultiBase.ElementOffset(mPerfect, new Vector3(-122,65,0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(mMeter, new Vector3(0, 0, 0)));

        mElements.Add(new FlatElementMultiBase.ElementOffset(mIcon, new Vector3(0, 275, 0)));

        mText.HardColor = GameConstants.uiWhite;
        if (aIndex != null)
        {
            set_actual_character(aIndex.Value);
        }

        PrimaryGameObject = create_primary_from_elements();
        Depth             = aDepth;
    }
Пример #11
0
    public void set_for_GRAVE(List <PerformanceStats> aStats)
    {
        //timing vars
        float gIntroText      = 4.5f;
        float gPreScoreCount  = 0.03f;
        float gScoreCount     = 0.2f;
        float gPostScoreCount = 0.07f;
        float gRestart        = 29;

        //disable the depth warning
        mManager.mZigManager.ForceShow = 2;

        //add the gravestone to the scene
        add_character(CharacterIndex.sGrave, true, false);

        //remove the grave
        if (aStats.Last().Character.Age == 999)
        {
            aStats.RemoveAt(aStats.Count - 1);
        }

        //add in fetus in case we skipped it in debug mode
        if (aStats.First().Character.Age != 0)
        {
            aStats.Insert(0, new PerformanceStats(new CharacterIndex(0, 0)));
        }

        //fake it for testing...

        /* TODO DELETE move this into ModeNormalPlay on force kill
         * mCharacters.Last().destroy(); //remove the grave
         * mElement.Remove(mCharacters.Last());
         * mCharacters.RemoveAt(mCharacters.Count -1);
         * Random.seed = 123;
         * for(int i = 0; i < 8; i++)
         * {
         *      if(aStats.Last().Character.Age < (new CharacterIndex(i,0)).Age)
         *      {
         *              PerformanceStats stat = new PerformanceStats(new CharacterIndex(i,Random.Range(0,4)));
         *              stat.update_score(0,Random.value);
         *              stat.update_score(1,Random.value);
         *              stat.Stats = mManager.mGameManager.CharacterHelper.Characters[stat.Character];
         *              aStats.Add(stat);
         *
         *              add_character(stat.Character,false);
         *      }
         * }
         * add_character(CharacterIndex.sGrave,false); //add the grave back in
         */


        //this is all a hack to get the score to show up right...
        float           scoreIncrementor = 0;
        FlatElementText finalScoreText   = new FlatElementText(mManager.mNewRef.serifFont, 70, "0", 21);

        finalScoreText.HardColor = (GameConstants.UiGraveText);
        FlatElementText finalAgeText   = new FlatElementText(mManager.mNewRef.serifFont, 50, "0", 21);
        float           ageIncrementer = 0;

        finalAgeText.HardColor = (GameConstants.UiGraveText);
        //perfectPercent.Text = ((int)(100*aStats.Sum(e=>e.Stats.Perfect+1)/(float)(aStats.Count*3))).ToString() + "%";
        //TODO why this no work??
        finalAgeText.Text = "0";        //aStats.Last().Character.Age.ToString();

        //hack to put things into bg camera
        foreach (Renderer f in finalScoreText.PrimaryGameObject.GetComponentsInChildren <Renderer>())
        {
            f.gameObject.layer = 4;
        }
        foreach (Renderer f in finalAgeText.PrimaryGameObject.GetComponentsInChildren <Renderer>())
        {
            f.gameObject.layer = 4;
        }
        //foreach (Renderer f in perfectEngraving.PrimaryGameObject.GetComponentsInChildren<Renderer>()) f.gameObject.layer = 4;

        Vector3 graveCenter = mCharacters[mCharacters.Count - 1].HardPosition + new Vector3(0, 50, 0);

        finalScoreText.HardPosition = graveCenter + new Vector3(30, -180, 0);
        finalAgeText.HardPosition   = graveCenter + new Vector3(25, 0, 0);
        mElement.Add(finalScoreText);
        //mElement.Add(perfectEngraving);
        mElement.Add(finalAgeText);

        graveCleanup.Add(finalScoreText);
        graveCleanup.Add(finalAgeText);


        TimedEventDistributor.TimedEventChain chain = TED.empty_chain();

        chain = chain.then_one_shot(
            delegate {
            set_sun();
        }
            , 0);
        chain = chain.then(
            low_skippable_text_bubble_event(GameStrings.GetString("SM1"), gIntroText), 3);

        /*.then( //wait a little bit to let the fading finish
         *      low_skippable_text_bubble_event("HERE IS YOUR LIFE STORY",gIntroText)
         *  );*/

        for (int i = 1; i < aStats.Count; i++)
        {
            PerformanceStats ps = aStats[i];


            chain = chain.then_one_shot(
                delegate() {
                if (ps.Character != CharacterIndex.sOneHundred)
                {
                    show_score(ps.Character, (int)ps.AdjustedScore, gPreScoreCount + gScoreCount + gPostScoreCount + 1.5f);
                }
            }
                , gPreScoreCount).then(
                delegate(float aTime)
            {
                if (aTime < gScoreCount)
                {
                    float displayScore  = scoreIncrementor + (aTime / gScoreCount) * ps.AdjustedScore;
                    float displayAge    = ageIncrementer + (aTime / gScoreCount) * (ps.Character.Age - ageIncrementer);
                    finalScoreText.Text = "" + (int)displayScore;
                    finalAgeText.Text   = "" + (int)displayAge;
                }
                if (aTime > gScoreCount + gPostScoreCount)
                {
                    scoreIncrementor   += ps.AdjustedScore;
                    ageIncrementer      = ps.Character.Age;
                    finalScoreText.Text = "" + (int)scoreIncrementor;
                    finalAgeText.Text   = "" + (int)ageIncrementer;
                    return(true);
                }
                return(false);
            },
                0);
        }

        chain = chain.wait(2.5f);

        //CONNECTIONS
        for (int i = 1; i < aStats.Count; i++)
        {
            PerformanceStats ps = aStats[i];



            float gFirstConnectionText = 5f;
            float gConnectionText      = 5f;
            float gPreParticle         = 2f;


            //TODO grave connections
            CharIndexContainerString connections;

            //TODO
            bool wasHard = ps.Stats.Difficulty > 1;
            if (wasHard)
            {
                connections = mManager.mCharacterBundleManager.get_character_stat(ps.Character).CharacterInfo.HardConnections;
            }
            else
            {
                connections = mManager.mCharacterBundleManager.get_character_stat(ps.Character).CharacterInfo.EasyConnections;
            }


            //for each connection, check if it is relevent to the currently looping character
            for (int j = 1; j < aStats.Count; j++)
            {
                var targetCharacter  = aStats[j].Character;                             //charcter we are connecting to
                var targetConnection = connections[targetCharacter];                    //message
                if (targetConnection != null && targetConnection != "")
                {
                    int accumChange = 0;                     //accum change is targetCharacters effect on the current character
                    accumChange = aStats[j].CutsceneChangeSet.accumulative_changes()[ps.Character];

                    if ((wasHard && accumChange > 0) ||                   //if was hard and effect was positive (i.e. hard)
                        (!wasHard && accumChange < 0))                    //if was easy and effect was negative (i.e. easy)
                    {
                        string []       conText = targetConnection.Replace("<S>", "@").Split('@');
                        PopupTextObject npo     = null;
                        chain = chain.then(
                            delegate(float aTime)
                        {
                            if (npo == null)
                            {
                                npo = add_timed_text_bubble(conText[0], gFirstConnectionText + gConnectionText, -0.6f, 1);
                                set_popup_color_for_cutscene_particles(npo, wasHard);
                                create_shine_over_character(targetCharacter, !wasHard, gFirstConnectionText + gConnectionText);
                                TED.add_one_shot_event(
                                    delegate() {
                                    create_shine_over_character(ps.Character, !wasHard, gFirstConnectionText + gConnectionText - 0.3f);
                                }
                                    , 0.3f);
                            }
                            if (npo.IsDestroyed || aTime > gPreParticle)
                            {
                                return(true);
                            }
                            return(false);
                        }
                            , 0);

                        System.Func <FlatElementBase, float, bool> jiggleDelegate =
                            delegate(FlatElementBase aBase, float aTime2)
                        {
                            aBase.mLocalRotation = Quaternion.AngleAxis(Mathf.Sin(aTime2 * Mathf.PI * 2 * 8) * 10f, Vector3.forward);
                            if (aTime2 >= (gFirstConnectionText - gPreParticle) / 4f)
                            {
                                aBase.mLocalRotation = Quaternion.identity;
                                return(true);
                            }
                            return(false);
                        };

                        chain = chain.then_one_shot(
                            delegate()
                        {
                            if (npo != null)
                            {
                                mCharacters[char_to_list_index(targetCharacter)].Events.add_event(jiggleDelegate, 0);
                                ManagerManager.Manager.mMusicManager.play_sound_effect("graveShine");
                            }
                            //create the shine
                        }
                            ).then_one_shot(
                            delegate()
                        {
                            if (npo != null && !npo.IsDestroyed)                                    //if we used softskip, npo could be destroyed at this point
                            {
                                npo.Text = conText.Last();
                                mCharacters[char_to_list_index(ps.Character)].Events.add_event(jiggleDelegate, 0);
                                ManagerManager.Manager.mMusicManager.play_sound_effect("graveShine");
                            }
                        },
                            gFirstConnectionText - gPreParticle).then(
                            delegate(float aTime){
                            if (npo.IsDestroyed || aTime > gConnectionText)
                            {
                                npo = null;
                                return(true);
                            }
                            return(false);
                        }
                            );
                    }
                }
            }
        }

        string deathSentence = "";

        if (aStats[aStats.Count - 1].DeathTime != -1)
        {
            deathSentence += GameStrings.GetString("SM2");
        }
        else
        {
            deathSentence += GameStrings.GetString("SM3");
        }
        if (!aStats [aStats.Count - 1].Character.IsDescriptionAdjective)
        {
            if ("aeiouAEIOU".IndexOf(aStats[aStats.Count - 1].Character.Description[0]) >= 0)
            {
                deathSentence += GameStrings.GetString("SM4");
            }
            else
            {
                deathSentence += GameStrings.GetString("SM5");
            }
        }
        deathSentence += aStats[aStats.Count - 1].Character.Description;

        chain = chain.then(
            low_skippable_text_bubble_event(deathSentence, gIntroText)
            , 1);


        foreach (CharacterIndex e in CharacterIndex.sAllCharacters)
        {
            UnlockRequirements.UnlockData unlockData;
            if (mManager.mMetaManager.UnlockManager.unlockedThisGame.TryGetValue(new UnlockRequirements.FakeCharIndex(e), out unlockData))
            {
                if (unlockData != null)
                {
                    ManagerManager.Log("announcing unlock " + e.StringIdentifier);
                    CharacterIndex ce = new CharacterIndex(e);
                    chain = chain.then_one_shot(
                        delegate(){
                        mUnlockAnnouncer.announce_unlock(ce, unlockData);
                    }
                        , 0).then(
                        delegate(float aTime){
                        return(!mUnlockAnnouncer.IsAnnouncing);
                    }
                        , 0);
                }
            }
        }

        //so we don't announce unlock again when we restart
        mManager.mMetaManager.UnlockManager.unlockedThisGame.Clear();



        if (GameConstants.showReward && aStats[aStats.Count - 1].Character.LevelIndex >= 7)
        {
            FlatElementImage rewardImage = null;
            FlatElementImage rewardFrame = null;
            mModeNormalPlay.mGiftManager.set_background_for_render();
            chain = chain.then_one_shot(
                delegate()  {
                var frameImg = mManager.mCharacterBundleManager.get_image("GIFT_frame");
                rewardFrame  = new FlatElementImage(frameImg.Image, frameImg.Data.Size, 24);
                rewardImage  = new FlatElementImage(mModeNormalPlay.mGiftManager.render_gift(0), new Vector2(2001, 1128), 23);

                //TODO play sound effect
                rewardImage.HardPosition = mFlatCamera.get_point(0, 3);
                rewardFrame.HardPosition = rewardImage.HardPosition;
                rewardImage.SoftPosition = mFlatCamera.get_point(Vector3.zero) + new Vector3(0, 150, 0);
                rewardFrame.SoftPosition = rewardImage.SoftPosition + new Vector3(0, 70, 0);
                mElement.Add(rewardImage);
                mElement.Add(rewardFrame);
                graveCleanup.Add(rewardImage);
                graveCleanup.Add(rewardFrame);

                var subChain = TED.empty_chain().wait(4);
                if (mModeNormalPlay.mGiftManager.gift_count() > 0)
                {
                    for (int i = 1; i < 100; i++)
                    {
                        int localIndex = i % mModeNormalPlay.mGiftManager.gift_count();
                        subChain       = subChain.then_one_shot(
                            delegate(){
                            //TODO sound effect
                            mModeNormalPlay.mGiftManager.render_gift(localIndex);
                        }
                            , 1f);
                    }
                }
            }
                , 2);
            //chain = chain.wait(6);
            //chain = chain.then(skippable_text_bubble_event("YOU ARE THE PERFECT WOMAN!",5,-0.8f,2),0);
        }



        //variables for credits animation..
        float lastTime = 0;

        FlatElementImage[] logos = null;
        //PopupTextObject gameOver = null;
        List <FlatElementText> creditsText = new List <FlatElementText>();
        float scrollSpeed = 820;

        mGraveCompleteCb = delegate()
        {
            Vector3 barYPosition = mFlatCamera.get_point(Vector3.zero) + new Vector3(0, -700, 0);
            TED.add_one_shot_event(
                delegate()
            {
                mManager.mMusicManager.fade_in_extra_music("creditsMusic");
                mManager.mMusicManager.fade_out();
                var imgData         = mManager.mCharacterBundleManager.get_image("BAR");
                var barImg          = new FlatElementImage(imgData.Image, imgData.Data.Size, 24);
                barImg.HardPosition = barYPosition + new Vector3(0, -1000, 0);
                barImg.SoftPosition = barYPosition;
                mElement.Add(barImg);
                graveCleanup.Add(barImg);
            }
                , 0).then_one_shot(
                delegate()
            {
                float lastXPosition = mFlatCamera.get_point(Vector3.zero).x - mFlatCamera.Width / 2 - 100;
                int counter         = 0;
                foreach (string e in GameConstants.credits)
                {
                    string val = e;
                    if (System.Text.RegularExpressions.Regex.IsMatch(e, @"^\d+$"))
                    {
                        val = GameStrings.GetString("GCcredits" + e);
                    }

                    var text          = new FlatElementText(mManager.mNewRef.genericFont, 70, val, 25);
                    float textWidth   = text.BoundingBox.width;
                    text.HardColor    = new Color(1, 1, 1, 1);
                    text.HardPosition = new Vector3(lastXPosition - textWidth / 2f, barYPosition.y, 0);
                    lastXPosition    += -textWidth - 75;
                    creditsText.Add(text);
                    mElement.Add(text);
                    graveCleanup.Add(text);
                    counter++;
                }

                if (GameConstants.SHOW_LOGOS)
                {
                    logos               = new FlatElementImage[3];
                    lastXPosition      += -200;
                    string[] imageNames = new string[] { "LOGO_FA", "LOGO_AI", "LOGO_GL" };
                    for (int i = 0; i < imageNames.Length; i++)
                    {
                        var imgData      = mManager.mCharacterBundleManager.get_image(imageNames[i]);
                        var img          = new FlatElementImage(imgData.Image, imgData.Data.Size, 25);
                        float imgWidth   = img.BoundingBox.width;
                        img.HardPosition = new Vector3(lastXPosition - imgWidth / 2, barYPosition.y, 0);
                        lastXPosition   += -img.BoundingBox.width / 2f - 500;
                        logos[i]         = img;
                        mElement.Add(img);
                        graveCleanup.Add(img);
                    }
                }
            }
                , 1).then_one_shot(
                delegate()
            {
                /* this will fade everything out super slowly
                 * List<FlatElementBase> graveItems = new List<FlatElementBase>(){finalScoreText,perfectPercent};
                 * foreach(FlatElementBase e in
                 *  mCharacters.Cast<FlatElementBase>()
                 *  .Concat(mDiffLabels.Cast<FlatElementBase>())
                 *  .Concat(mScoreLabels.Cast<FlatElementBase>())
                 *  .Concat(mScoreTexts.Cast<FlatElementBase>())
                 *  .Concat(graveItems.Cast<FlatElementBase>()))
                 * {
                 *  e.ColorInterpolationLimit = 0.05f;
                 *  e.SoftColor = GameConstants.UiWhiteTransparent;
                 * }*/
            }
                , 0).then(
                delegate(float aTime)
            {
                //scroll contents down
                Vector3 scroll = new Vector3(scrollSpeed * (aTime - lastTime), 0, 0);
                foreach (FlatElementText e in creditsText)
                {
                    e.SoftPosition = e.SoftPosition + scroll;
                }

                if (logos != null)
                {
                    foreach (FlatElementImage e in logos)
                    {
                        e.SoftPosition = e.SoftPosition + scroll;
                    }
                }

                lastTime = aTime;
                if (Input.GetKeyDown(KeyCode.Alpha0))
                {
                    return(true);
                }

                if (aTime > gRestart)
                {
                    return(true);
                }
                return(false);
            }
                , 0).then_one_shot(
                delegate(){
                mManager.mMusicManager.fade_out_extra_music();
                mManager.restart_game();
            }
                , 0);
            mGraveCompleteChain = TED.LastEventKeyAdded;
        };

        chain = chain.then_one_shot(
            delegate()
        {
            mGraveCompleteCb();
            mGraveCompleteCb = null;
            mGraveChain      = null;
        }
            , 1);

        mGraveChain = TED.LastEventKeyAdded;
    }
Пример #12
0
    //this needs to be called in order of characters created....
    public void show_score(CharacterIndex aIndex, int aScore, float showTime, float jiggleDelayTime = 0)
    {
        int              ind          = char_to_list_index(aIndex);
        FlatElementText  scoreText    = new FlatElementText(mManager.mNewRef.fatFont, 40, aScore.ToString(), 21);
        var              scoreBgImage = mManager.mCharacterBundleManager.get_image("SCORELABEL");
        FlatElementImage scoreBg      = new FlatElementImage(scoreBgImage.Image, scoreBgImage.Data.Size, 20);

        scoreBg.HardPosition = mFlatCamera.get_point(0, 1.5f);

        //SLOPPY, restart will clear out all characters but the TED will still be running and calling this function which will crash here
        if (mCharacters.Count > ind)
        {
            scoreBg.HardPosition = mCharacters[ind].SoftPosition + new Vector3(0, 400, 0);
        }

        scoreText.HardPosition = scoreBg.HardPosition;
        scoreText.SoftPosition = scoreBg.SoftPosition;
        scoreText.Text         = "" + aScore;
        scoreText.PositionInterpolationMinLimit = 200f;
        scoreBg.PositionInterpolationMinLimit   = 200f;
        scoreText.ColorInterpolationMinLimit    = 2f;
        scoreBg.ColorInterpolationMinLimit      = 2f;

        mScoreLabels.Add(scoreBg);
        mScoreTexts.Add(scoreText);
        mElement.Add(scoreBg);
        mElement.Add(scoreText);

        System.Func <FlatElementBase, float, bool> scoreJiggleDelegate =
            delegate(FlatElementBase aBase, float aTime2)
        {
            aTime2 -= jiggleDelayTime;
            if (aTime2 > 0)
            {
                aBase.mLocalRotation = Quaternion.AngleAxis(Mathf.Sin(aTime2 * Mathf.PI * 2 * 4) * 15f, Vector3.forward);
                if (aTime2 >= 0.7f)
                {
                    aBase.mLocalRotation = Quaternion.identity;
                    return(true);
                }
            }
            return(false);
        };
        scoreBg.Events.add_event(scoreJiggleDelegate, 0.03f);
        scoreText.Events.add_event(scoreJiggleDelegate, 0.03f);

        //play the counting sound
        TED.add_one_shot_event(delegate(){ mManager.mMusicManager.play_sound_effect("counting"); }, jiggleDelayTime);



        TED.add_event(
            delegate(float aTime) {
            if (aTime > showTime)
            {
                scoreBg.SoftColor   = GameConstants.UiWhiteTransparent;
                scoreText.SoftColor = GameConstants.UiWhiteTransparent;
                return(true);
            }
            return(false);
        }
            , 0).then_one_shot(
            delegate(){
            mScoreLabels.Remove(scoreBg);
            mScoreTexts.Remove(scoreText);
            mElement.Remove(scoreBg);
            mElement.Remove(scoreText);
            scoreBg.destroy();
            scoreText.destroy();
        }
            , 3);
    }
    public void popup_character(CharacterIndex[] aChars, int[] aDiffs, int[] aOldDiffs, bool isGreen)
    {
        int   count             = aChars.Length;
        float gTimeBeforeBadges = .7f;
        float scaleTime         = Mathf.Sqrt(Mathf.Sqrt(1 / (float)count));
        float gBadgeTime        = scaleTime * .3f;
        float gTimeAfterBadges  = 1.0f;



        FlatElementImage[] mCharacters  = null;
        FlatElementImage[] mBadges      = null;
        FlatElementImage[] mBackgrounds = null;
        FlatElementText[]  mNames       = null;
        mCharacters  = new FlatElementImage[count];
        mBadges      = new FlatElementImage[count];
        mBackgrounds = new FlatElementImage[count];
        mNames       = new FlatElementText[count];

        //var sizeImg = ManagerManager.Manager.mCharacterBundleManager.get_image("ICON_05-1");
        //TODO read from sizeImg
        float gIconHeight = 343;
        //float gIconWidth = 266;

        Vector3 step        = new Vector3(-500, 0, 0);
        Vector3 start       = NIM.mFlatCamera.get_point(0, -1) - new Vector3(0, gIconHeight / 2, 0);
        Vector3 offset      = (count - 1) * (-step) / 2f;
        Vector3 badgeOffset = new Vector3(-150, 165, 0);
        Vector3 nameOffset  = new Vector3(0, -180, 0);

        CharacterBundleManager.ImageSizePair[] badgeImages = new CharacterBundleManager.ImageSizePair[] {
            ManagerManager.Manager.mCharacterBundleManager.get_image("label_easy"),
            ManagerManager.Manager.mCharacterBundleManager.get_image("label_normal"),
            ManagerManager.Manager.mCharacterBundleManager.get_image("label_hard"),
            ManagerManager.Manager.mCharacterBundleManager.get_image("label_extreme")
        };



        var chain = TED.add_event(
            delegate(float aTime) {
            for (int i = 0; i < count; i++)
            {
                //TODO delete all the fallback stuff
                CharacterBundleManager.ImageSizePair img = null;
                img = ManagerManager.Manager.mCharacterBundleManager.get_image("ICON_" + aChars[i].StringIdentifier);
                if (img == null || img.Data == null || img.Image == null)
                {
                    img = ManagerManager.Manager.mCharacterBundleManager.get_image("ANGELS_" + aChars[i].StringIdentifier);
                }
                if (img == null || img.Data == null || img.Image == null)
                {
                    mCharacters[i] = new FlatElementImage(null, 10);
                }
                else
                {
                    mCharacters[i] = new FlatElementImage(img.Image, img.Data.Size, 10);
                }

                mCharacters[i].HardPosition = start + offset + step * i;
                mCharacters[i].SoftPosition = mCharacters[i].SoftPosition + new Vector3(0, gIconHeight + 43, 0);
                mCharacters[i].HardScale    = Vector3.one * 0.8f;

                mBadges[i] = new FlatElementImage(badgeImages[aOldDiffs[i]].Image, badgeImages[aOldDiffs[i]].Data.Size, 11);
                //mBadges[i].HardColor = GameConstants.UiWhiteTransparent;
                mBadges[i].HardColor    = GameConstants.UiWhite;
                mBadges[i].HardPosition = mCharacters[i].HardPosition + badgeOffset;
                mBadges[i].SoftPosition = mCharacters[i].SoftPosition + badgeOffset;
                mBadges[i].HardScale    = Vector3.one * 0.9f;

                var boxImage         = ManagerManager.Manager.mCharacterBundleManager.get_image("CUTSCENE_BOX");
                FlatElementImage box = new FlatElementImage(boxImage.Image, boxImage.Data.Size, 3);
                box.HardPosition     = mCharacters[i].HardPosition;
                box.SoftPosition     = mCharacters[i].SoftPosition;
                box.HardColor        = isGreen ? GameConstants.UiYellowTransparent : GameConstants.UiRedTransparent;
                box.HardColor        = isGreen ? GameConstants.UiYellow : GameConstants.UiRed;
                mBackgrounds[i]      = box;

                var text  = ManagerManager.Manager.mGameManager.CharacterHelper.Characters[aChars[i]].CharacterInfo.ShortName.ToUpper();
                mNames[i] = new FlatElementText(
                    ManagerManager.Manager.mNewRef.genericFont,
                    text.Length > 10 ? 42 : 57,
                    text,
                    11);
                mNames[i].HardPosition = mCharacters[i].HardPosition + nameOffset;
                mNames[i].SoftPosition = mCharacters[i].SoftPosition + nameOffset;
                mNames[i].HardColor    = (!isGreen) ? GameConstants.UiWhite : GameConstants.UiRed;

                //set speeds..
                mCharacters[i].PositionInterpolationMinLimit = 250;
                mCharacters[i].SoftInterpolation             = 0.15f;
                mBadges[i].PositionInterpolationMinLimit     = 250;
                mBadges[i].SoftInterpolation                  = 0.15f;
                mNames[i].PositionInterpolationMinLimit       = 250;
                mNames[i].SoftInterpolation                   = 0.15f;
                mBackgrounds[i].PositionInterpolationMinLimit = 250;
                mBackgrounds[i].SoftInterpolation             = 0.15f;

                mElement.Add(mCharacters[i]);
                mElement.Add(mBadges[i]);
                mElement.Add(mBackgrounds[i]);
                mElement.Add(mNames[i]);

                create_shine_over_character(mCharacters[i], isGreen, gBadgeTime * (count) + gTimeAfterBadges + 0.5f);
            }


            return(true);
        },
            gTimeBeforeBadges);


        chain = chain.wait(0.5f);

        for (int j = 0; j < count; j++)
        {
            int workingIndex = j;
            chain = chain.then_one_shot(
                delegate() {
                //TODO DELETE
                //mBadges[workingIndex].destroy();
                //Vector3 pos = mBadges[workingIndex].HardPosition;
                //mBadges[workingIndex] = new FlatElementImage(badgeImages[aDiffs[workingIndex]].Image,badgeImages[aDiffs[workingIndex]].Data.Size,11);
                //mBadges[workingIndex].HardPosition = pos;
                //mElement.Add(mBadges[workingIndex]);
                mBadges[workingIndex].set_new_texture(badgeImages[aDiffs[workingIndex]].Image, badgeImages[aDiffs[workingIndex]].Data.Size);

                //pulsating scale animation
                mBadges[workingIndex].Events.add_event(
                    delegate(FlatElementBase aBase, float aTime)
                {
                    aBase.mLocalScale = Vector3.one * (1 + Mathf.Sin(aTime * 12) * 0.3f);
                    if (aTime > 0.225f)
                    {
                        return(true);
                    }
                    return(false);
                },
                    0);

                /*
                 * mCharacters[workingIndex].Events.add_event(
                 *      delegate(FlatElementBase aBase, float aTime)
                 *      {
                 *              aBase.mLocalScale = Vector3.one * (1+Mathf.Sin(aTime*6)*0.1f);
                 *              if(aTime > 0.3f)
                 *                      return true;
                 *              return false;
                 *      },
                 * 0);*/

                //play a sound
                if (isGreen)
                {
                    ManagerManager.Manager.mMusicManager.play_sound_effect("headPopupGood");
                }
                else
                {
                    ManagerManager.Manager.mMusicManager.play_sound_effect("headPopupBad");
                }
            },
                gBadgeTime);
        }


        chain = chain.then_one_shot(
            delegate() {
            for (int i = 0; i < count; i++)
            {
                int index = i;
                //mBadges[i].SoftColor = GameConstants.UiWhiteTransparent;
                mCharacters[i].SoftPosition  = start + offset + step * i + new Vector3(0, -200, 0);                    //move down a little more to compensate for scale change
                mNames[i].SoftPosition       = mCharacters[i].SoftPosition + nameOffset;
                mBackgrounds[i].SoftPosition = mCharacters[i].SoftPosition;
                mBadges[i].SoftPosition      = mCharacters[i].SoftPosition + badgeOffset;
                mBadges[i].SoftColor         = GameConstants.UiWhiteTransparent;

                //destroy them eventually.
                TED.add_one_shot_event(
                    delegate()
                {
                    mElement.Remove(mCharacters[index]);
                    mElement.Remove(mBadges[index]);
                    mElement.Remove(mBackgrounds[index]);
                    mElement.Remove(mNames[index]);
                    mBadges[index].destroy();
                    mCharacters[index].destroy();
                    mBackgrounds[index].destroy();
                    mNames[index].destroy();
                },
                    3);
            }
        },
            gTimeAfterBadges);
    }
Пример #14
0
    //CharacterIndex[] mChoices = null;


    public void initialize()
    {
        mFlatCamera = new FlatCameraManager(new Vector3(24200, -3500, 0), 10);
        mFlatCamera.fit_camera_to_game();
        //mFlatCamera = mModeNormalPlay.mSunsetManager.mFlatCamera;


        var refs   = mManager.mReferences;
        var newRef = mManager.mNewRef;
        //BB choice nonsense
        var miniMan = ((GameObject)GameObject.Instantiate(refs.mMiniChar)).GetComponent <CharacterTextureBehaviour>();
        //mMiniMan = //TODO something like this: mManager.mCharacterBundleManager.get_mini_character(new CharacterIndex(0,1));
        Vector3 miniManScale = (new Vector3(1, 1, 1)) * 1.5f;

        for (int i = 0; i < BB_NUM_CHOICES; i++)
        {
            mBBChoices.Add(new NewChoiceObject(11));
            mBBChoiceBodies.Add(new FlatBodyObject(miniMan, 12));
            mBBChoiceBodies[i].HardShader = refs.mMiniCharacterShader;
            mBBChoiceBodies[i].HardScale  = miniManScale;
            mElement.Add(mBBChoices[i]);
            mElement.Add(mBBChoiceBodies[i]);
        }

        mBBChoosingBackground              = new FlatElementImage(null, mFlatCamera.Size, 0);
        mBBChoosingBackground.Enabled      = false;
        mBBChoosingBackground.HardPosition = mFlatCamera.get_point(Vector3.zero);
        mBBQuestionText       = new ColorTextObject(10);
        mBBQuestionTextPrefix = new FlatElementText(newRef.genericFont, 100, "", 10);
        //mBBQuestionText.HardPosition = mFlatCamera.get_point(0,0.6f) + new Vector3(0,-75,0);
        mBBQuestionText.HardPosition            = mFlatCamera.get_point(0, 0.72f);
        mBBQuestionTextPrefix.HardPosition      = mFlatCamera.get_point(0, 0.72f) + new Vector3(0, 75, 0);
        mBBQuestionText.SoftInterpolation       = 1;
        mBBQuestionTextPrefix.SoftInterpolation = 1;
        var bubbleImage = mManager.mCharacterBundleManager.get_image("SELECTION_BUBBLE");

        mBBQuestionBubble = new FlatElementImage(bubbleImage.Image, bubbleImage.Data.Size, 1);
        mBBQuestionBubble.HardPosition = mFlatCamera.get_point(0, 0.75f);
        mBBQuestionBubble.HardScale    = new Vector3(1.3f, 1.1f, 1);
        mBBQuestionBubble.HardColor    = GameConstants.UiPopupBubble;

        mBBMiniMans = new FlatBodyObject[BB_NUM_CHOICES];
        for (int i = 0; i < BB_NUM_CHOICES; i++)
        {
            mBBMiniMans[i]                   = new FlatBodyObject(miniMan, 20);
            mBBMiniMans[i].HardScale         = miniManScale;
            mBBMiniMans[i].HardColor         = GameConstants.UiPurpleTransparent;
            mBBMiniMans[i].SoftInterpolation = .13f;
            mElement.Add(mBBMiniMans[i]);
        }



        mElement.Add(mBBChoosingBackground);

        mElement.Add(mBBQuestionText);
        mElement.Add(mBBQuestionTextPrefix);
        mElement.Add(mBBQuestionBubble);

        GameObject.Destroy(miniMan.gameObject);

        set_for_choosing();
    }