public void Proceed() { Close(); HUD.instance.HideAll(); //update score GameData.instance.currentScore = mNewScore; if (GameStart.isStarted) { GameFlowController.ProgressAndLoadNextScene(); } else { //this is for test in editor if we started the scene on the level int progressInd = GameData.instance.GetProgressFromCurrentScene(); if (progressInd == -1) { if (string.IsNullOrEmpty(GameData.instance.endScene.name)) { M8.SceneManager.instance.LoadRoot(); } else { M8.SceneManager.instance.LoadScene(GameData.instance.endScene.name); } } else { M8.SceneManager.instance.LoadScene(GameData.instance.scenes[progressInd].name); } } }
public static GameFlowController Instance() { if (_instance == null) { _instance = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameFlowController> (); } return(_instance); }
void Start() { player = LevelAccess.GetPlayerPos(); visibility = player.GetComponent <PlayerVisibility>(); //resetPlayerPosition = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerPos>(); //resetEnemiesPosition = GameObject.FindGameObjectsWithTag("Enemy"); gameFlowController = GameObject.FindGameObjectWithTag("GameFlowController").GetComponent <GameFlowController>(); }
void Start() { playerInRange = false; used = false; Init(); feedback = GameObject.FindGameObjectWithTag("Feedback").GetComponent <Text>(); gameFlowController = GameObject.FindGameObjectWithTag("GameFlowController").GetComponent <GameFlowController>(); }
private IEnumerator EndLevel() { yield return(new WaitForSeconds(.1f)); GameFlowController gfc = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameFlowController>(); gfc.OnLevelComplete(); }
protected void Start() { audioSource = GetComponent <AudioSource>(); animation = GetComponent <Animation>(); onGameEnd.Register(OnGameEnd); cachedGameFlow = GameFlowController.Instance; restartButton.SetActive(false); continueButton.SetActive(true); }
// Use this for initialization void Start() { targetRot = transform.rotation; bullets = maxBullets; health = maxHealth; inCover = false; audio = GetComponent <AudioSource>(); mCon = mController.GetComponent <MasterController>(); flowCon = mController.GetComponent <GameFlowController>(); }
// Start is called before the first frame update void Start() { slider = transform.parent.Find("EnemyAnimator/Canvas/Slider").gameObject.GetComponent <Slider>(); player = LevelAccess.GetPlayerPos(); patrol = GetComponent <EnemyPatrol>(); visibility = player.GetComponent <PlayerVisibility>(); catchAmount = 0f; caught = false; outside = true; slider.gameObject.SetActive(false); gfc = GameObject.FindGameObjectWithTag("GameFlowController").GetComponent <GameFlowController>(); }
public void ProgressBegin(string introScene) { if (LoLManager.instance.curProgress == 0) { M8.SceneManager.instance.LoadScene(introScene); } else { LoLMusicPlaylist.instance.PlayStartMusic(); GameFlowController.LoadCurrentProgressScene(); } }
public bool endless = false; // this bool is whether the game is in endless mode or not (set by `SetScoreGoal`). void Start() { main = this; buildIndex = SceneManager.GetActiveScene().buildIndex; score = ScorePackage.main.startingScore; // this gets the score from the previous scene ... ScoreText.text = "Score: " + score.ToString(); // ... and this updates the score text accordingly. SetScoreGoal(); playerLifeCounter = 3; }
// Use this for initialization void Start() { gc = GameObject.Find ("GameController").GetComponent<GameFlowController>(); player = GameObject.Find("Player").transform; playerRender = GameObject.Find("Player"); currLid = closeLid; worldJump = 0; isJumping = false; ParticleSystem[] systems = GameObject.Find("Player").GetComponentsInChildren<ParticleSystem>(); foreach (ParticleSystem ps in systems){ if (ps.tag == "Lightning"){ thunder = ps; } } thunder.enableEmission = false; }
public void Init(GameFlowController gameFlowController, Level level) { this.gameFlowController = gameFlowController; FindAndSetAllSubPanels(); AddListenerToPausePanelButtons(); this.activeLevel = level; if (this.activeLevel == null) { Debug.LogError("GuiManager activeLevel is null"); } this.currentLevelNumber = gameFlowController.getSceneLevelNumber(); if (this.currentLevelNumber == -1) { Debug.LogError("currentLevelNumber could not be loaded in GuiManager"); } // Show Introduction just in the first level else show the enemytypes if (this.currentLevelNumber == 1) { ShowIntroduction(); } if (this.currentLevelNumber == 2) { ShowEnemyVegan(); } if (this.currentLevelNumber == 3) { ShowEnemyFattie(); } if (this.currentLevelNumber == 4) { SetVisibilityAllPanels(false); SetVisibilityCursor(true); OnNextIntroductionSandwichButton(); } if (this.currentLevelNumber == 5) { SetVisibilityAllPanels(false); SetVisibilityCursor(true); OnNextIntroductionSandwichButton(); } }
// Use this for initialization IEnumerator Start() { //wait for scene to load while (M8.SceneManager.instance.isLoading) { yield return(null); } //determine which stars to activate if (GameData.isInstantiated) { float score = GameData.instance.currentScore; float maxScore = GameData.instance.scorePerLevel * 8.0f; //TODO: need actual level count int index = maxScore > 0f ? Mathf.RoundToInt((stars.Length - 1) * Mathf.Clamp01(score / maxScore)) : 0; if (index >= stars.Length) { index = stars.Length - 1; } stars[index].SetActive(true); } else { stars[Random.Range(0, stars.Length)].SetActive(true); } //play animator.Play(takePlay); do { yield return(null); } while(animator.isPlaying); //auto end if (autoEndDelay > 0f) { yield return(new WaitForSeconds(autoEndDelay)); completeButton.interactable = false; GameFlowController.Complete(); } }
// Start is called before the first frame update void Start() { timer = preCountDown; started = false; finished = false; score = 0; highScore = PlayerPrefs.GetInt("high_score"); if (!timerLabel) { Debug.LogError("No UI timer label!"); } timerLabel.color = Color.yellow; if (!scoreLabel) { Debug.LogError("No score label!"); } gameFlowController = EventSystem.current.gameObject.GetComponent <GameFlowController>(); }
IEnumerator Start() { if (!onlineMode) { using (WWW www = new WWW(url)) { yield return(www); dataAsJson = www.text; } //yield return GetWWWJson(); Debug.Log("get dataAsJson Over" + dataAsJson); } if (players.Count == 0) { PlayerInfo player = new PlayerInfo("本地主机", PlayerType.LOCAL); players.Add(player); players.Add(new PlayerInfo("电脑人", PlayerType.AI)); players.Add(new PlayerInfo("恶魔人", PlayerType.AI)); } GenerateChessBoards(players); InitShop(); if (!onlineMode) { LocalInitEveryShop(); } LocalPlayerController localPlayerCtrl = this.gameObject.GetComponent <LocalPlayerController> (); GameFlowController flowCtrl = GetComponent <GameFlowController> (); localPlayerCtrl.DataReady(this); flowCtrl.DataReady(this); Debug.Log("Data Controller Start over"); }
IEnumerator DoGoNextPage() { animator.Play(takeInteractExit); bool isLastPage = mCurPageInd == pages.Length - 1; if (mCurPageInd < pages.Length) { var page = pages[mCurPageInd]; if (page.animator) { page.animator.Play(page.takeExit); while (page.animator.isPlaying) { yield return(null); } } //only deactivate if it's the last page or the next page has a different root if (isLastPage || page.root != pages[mCurPageInd + 1].root) { page.root.SetActive(false); } } if (!isLastPage) { mCurPageInd++; ShowCurrentPage(); } else //proceed to gameplay { GameFlowController.LoadCurrentProgressScene(); } }
private void Awake() { Instance = this; }
void Start() { //get GameFlowController (GUI) tmpGFC = cubeGUI.GetComponent<GameFlowController>(); }
public void ProgressStart() { GameFlowController.LoadCurrentProgressScene(); }
IEnumerator DoLaunch() { var ctrl = GameRocketLaunchController.instance; var waitSecond = new WaitForSeconds(1f); LoLMusicPlaylist.instance.Stop(); AddConsoleText("launchSequence1"); //prep ctrl.StartPump(); while (ctrl.isPumping) { yield return(null); } AddConsoleText("launchSequence2"); //ignitions start ctrl.StartIgnition(); LoLManager.instance.PlaySound(soundRocketIgniteFirstPath, false, true); yield return(waitSecond); AddConsoleText("launchSequence3"); //start countdown yield return(waitSecond); //countdown LoLManager.instance.PlaySound(soundConsoleBeepPath, false, false); AddConsoleText("launchSequence4"); yield return(waitSecond); LoLManager.instance.PlaySound(soundConsoleBeepPath, false, false); AddConsoleText("launchSequence5"); yield return(waitSecond); LoLManager.instance.PlaySound(soundConsoleBeepPath, false, false); AddConsoleText("launchSequence6"); yield return(waitSecond); LoLManager.instance.PlaySound(soundConsoleBeepPath, false, false); AddConsoleText("launchSequence7"); yield return(waitSecond); LoLManager.instance.PlaySound(soundConsoleBeepPath, false, false); AddConsoleText("launchSequence8"); yield return(waitSecond); LoLManager.instance.PlaySound(soundConsoleBeepPath, false, false); AddConsoleText("launchSequence9"); yield return(waitSecond); AddConsoleText("launchSequence10"); //engines are go! ctrl.LiftOff(); LoLManager.instance.StopSound(soundRocketIgniteFirstPath); LoLManager.instance.PlaySound(soundRocketIgniteSecondPath, false, true); yield return(waitSecond); LoLMusicPlaylist.instance.PlayStartMusic(); AddConsoleText("launchSequence11"); //lift-off! we have a lift-off! //wait for launch to finish while (ctrl.isLiftingOff) { yield return(null); } LoLManager.instance.StopSound(soundRocketIgniteSecondPath); AddConsoleText("launchSequence12"); yield return(new WaitForSeconds(2.0f)); //go to ending if (GameStart.isStarted) { GameFlowController.ProgressAndLoadNextScene(); } else { var endScene = GameData.instance.endScene; endScene.Load(); } }
public void Complete() { GameFlowController.Complete(); }
public void Progress() { GameFlowController.ProgressAndLoadNextScene(); }
private void Awake() { flowController = FindObjectOfType <GameFlowController>(); playButton.onClick.AddListener(OnPlay); quitButton.onClick.AddListener(OnQuit); }
private void Awake() { flowController = FindObjectOfType <GameFlowController>(); }
protected void Start() { cachedGameFlow = GameFlowController.Instance; onBlowStatusChanged.Register(OnBlowStatusChange); Countdown.Instantiate(3, "GO!", 1.0f, () => { isGamePaused = false; Debug.Log("GO!!!"); }); }
bool BothReady() { return (GameFlowController.Instance().nameSelectorPlayer1.IsReady&& GameFlowController.Instance().nameSelectorPlayer2.IsReady); }
void Continue() { GameFlowController.Instance().PrepareGame(); }