private void SaveTimers() { List <string> list = new List <string>(); List <string> list2 = new List <string>(); foreach (string text in this.timers.Keys) { if (this.timers[text].Remove) { list.Add(text); } else { list2.Add(text); } } for (int i = 0; i < list.Count; i++) { this.timers.Remove(list[i]); GameProgress.RemoveTimerData(list[i], "date"); } GameProgress.SetTimerIds(list2.ToArray()); for (int j = 0; j < list2.Count; j++) { GameProgress.SetTimerData(list2[j], "date", TimeManager.ConvertDateTime2Seconds(this.timers[list2[j]].Date)); } }
private void GiveReward(DailyRewardBundle rewardBundle) { if (rewardBundle == null) { return; } List <DailyReward> list = rewardBundle.GetRewards(RewardSystem.CurrentRewardStatus.PendingRewardLevel); if (list == null) { return; } for (int i = 0; i < list.Count; i++) { DailyReward dailyReward = list[i]; string customTypeOfGain = "Odyssey daily reward"; switch (dailyReward.prize) { case PrizeType.SuperGlue: GameProgress.AddSuperGlue(dailyReward.prizeCount); if (Singleton <IapManager> .Instance != null) { Singleton <IapManager> .Instance.SendFlurryInventoryGainEvent(IapManager.InAppPurchaseItemType.SuperGlueSingle, dailyReward.prizeCount, customTypeOfGain); } break; case PrizeType.SuperMagnet: GameProgress.AddSuperMagnet(dailyReward.prizeCount); if (Singleton <IapManager> .Instance != null) { Singleton <IapManager> .Instance.SendFlurryInventoryGainEvent(IapManager.InAppPurchaseItemType.SuperMagnetSingle, dailyReward.prizeCount, customTypeOfGain); } break; case PrizeType.TurboCharge: GameProgress.AddTurboCharge(dailyReward.prizeCount); if (Singleton <IapManager> .Instance != null) { Singleton <IapManager> .Instance.SendFlurryInventoryGainEvent(IapManager.InAppPurchaseItemType.TurboChargeSingle, dailyReward.prizeCount, customTypeOfGain); } break; case PrizeType.SuperMechanic: GameProgress.AddBluePrints(dailyReward.prizeCount); if (Singleton <IapManager> .Instance != null) { Singleton <IapManager> .Instance.SendFlurryInventoryGainEvent(IapManager.InAppPurchaseItemType.BlueprintSingle, dailyReward.prizeCount, customTypeOfGain); } break; case PrizeType.NightVision: GameProgress.AddNightVision(dailyReward.prizeCount); if (Singleton <IapManager> .Instance != null) { Singleton <IapManager> .Instance.SendFlurryInventoryGainEvent(IapManager.InAppPurchaseItemType.NightVisionSingle, dailyReward.prizeCount, customTypeOfGain); } break; } } }
private bool IsSaleOn(string saleItemKey, out int saleLeft) { GameConfigurationManager instance = Singleton <GameConfigurationManager> .Instance; ConfigData config = instance.GetConfig("iap_sale_items"); if (!Singleton <IapManager> .Instance.HasProduct(this.saleItem)) { saleLeft = -1; return(false); } if (config != null) { for (int i = 0; i < config.Keys.Length; i++) { if (config.Keys[i].StartsWith(saleItemKey)) { string[] array = config[config.Keys[i]].Split(new char[] { '-' }); int saleTimeLeft = Shop.GetSaleTimeLeft(array[0], (array.Length <= 1) ? string.Empty : array[1]); if (saleTimeLeft > 0 && !GameProgress.GetBool(config.Keys[i] + "_used", false, GameProgress.Location.Local, null)) { saleLeft = saleTimeLeft; this.currentSaleKey = config.Keys[i]; return(true); } } } } saleLeft = -1; return(false); }
void Start() { var sceneName = LevelManagerSingleton.Instance.loadedScene; gameProgress = GameProgress.Load (); if (sceneName != "level_complete") { //Check that we are not loading level_complete as a standalone in the editor //Upper left panel var timeTaken = LevelManagerSingleton.Instance.ElapsedTime (); var medalThisTime = gameProgress.GetMedalAttained (sceneName, timeTaken); var personalBest = gameProgress.GetLevelBestTime (sceneName); var personalBestMedal = gameProgress.GetMedalAttained (sceneName); var difference = timeTaken - personalBest; var parityString = (difference > 0) ? "+" : "-"; differenceText.text = "(" + parityString + StopWatch.Format(difference) + ")"; thisTime.text = StopWatch.Format (timeTaken); fastestTime.text = StopWatch.Format (personalBest); AssignMedalSprite(fastestTimeImage, personalBestMedal); AssignMedalSprite(thisTimeImage, medalThisTime); AssignMedalSprite(medalAwarded, personalBestMedal); //Upper right panel goldTimeText.text = StopWatch.Format(gameProgress.GetGoldMedalTime(sceneName)); silverTimeText.text = StopWatch.Format(gameProgress.GetSilverMedalTime(sceneName)); bronzeTimeText.text = StopWatch.Format(gameProgress.GetBronzeMedalTime(sceneName)); } }
public void LoadData() { //Sound volume mainVolume = 1f; bgmVolume = PlayerPrefs.GetFloat(keyBgmVolume, 0.6f); efxVolume = PlayerPrefs.GetFloat(keyEfxVolume, 0.8f); SoundManager.instance.MainVolume = mainVolume; SoundManager.instance.BgmVolume = bgmVolume; SoundManager.instance.EfxVolume = efxVolume; //Mode options gameLevel = PlayerPrefs.GetInt("GameLevel", 1); screenGridOn = PlayerPrefs.GetInt("ScreenGridOn", 1); rgbChannelOn = PlayerPrefs.GetInt("RGBChannelOn", 1); fadeBorderOn = PlayerPrefs.GetInt("FadeBorderOn", 1); miscEffectLevel = PlayerPrefs.GetInt("MiscEffectLevel", 2); directionAdjustOn = PlayerPrefs.GetInt("DirectionAdjustOn", 1); //Game progress lastPlayProgress = GameProgresses[PlayerPrefs.GetInt("LastPlay", 0)]; unlockedProgress = GameProgresses[PlayerPrefs.GetInt("Unlocked", 0)]; }
private void LoadData() { this.PendingExperience = GameProgress.GetInt("player_pending_experience", -1, GameProgress.Location.Local, null); this.Experience = GameProgress.GetInt("player_experience", 0, GameProgress.Location.Local, null); this.Level = GameProgress.GetInt("player_level", 1, GameProgress.Location.Local, null); this.FirePlayerProgressEvent(); }
// // public void setPin() // // Player clicked on the pin sidebar // This method finds the first empty Pin slot and sets the color // public void setPin(int pinColor) { // find the actual row GameObject row = GameObject.Find("row-" + currentMove); megaMind.GameProgress.CurrentRow = currentMove; // find the first empty pin int col = 0; foreach (Transform child in row.transform) { col++; Image picture = child.GetComponent <Image>(); if (picture.sprite == pinImages[0]) { megaMind.GameProgress.CurrentCol = col; GameProgress.CurrentCol = col; GameProgress.Write(new EventRecord() { EventName = "PickColor", GameNumber = GameOfMatch, Color = pinColor.ToString() }); picture.sprite = pinImages[pinColor]; return; } } }
public static GameProgress FromString(string s) { GameProgress gp = new GameProgress(); string[] p = s.Split(new char[] { ':' }); if (!p[0].StartsWith("GPv")) { Debug.LogError("Failed to parse game progress from: " + s); return(gp); } gp.mPilotExp = System.Convert.ToInt32(p[1]); int i; for (i = 2; i < p.Length && i - 2 < LevelCount; i++) { gp.GetLevelProgress(i - 2).SetFromString(p[i]); } if (p[0].Equals("GPv3")) { double val = Double.Parse(p[p.Length - 1]); gp.mPlayingTime = TimeSpan.FromMilliseconds(val > 0f?val:0f); } else { gp.mPlayingTime = new TimeSpan(); } gp.mLoadedTime = DateTime.Now; return(gp); }
private void Awake() { if (Instance == null) { Instance = this; } }
protected void ChangePanelCallBack(UIPanelType otherType, string sceneName, GameProgress progrossname) { uIManager.UIPanelDict[currentUIPanel].Hide(); GameManager.Instance.AsyncLoadScene(sceneName, progrossname); uIManager.UIPanelDict[otherType].Show(); uIManager.UIPanelDict[otherType].EnterPanel(); }
public void RestoreFromGameProgress(GameProgress progress) { Reset(); Turn = progress.Turn; BlackPoints = progress.BlackPoints; WhitePoints = progress.WhitePoints; _gameOptions = progress.GameOptions; MoveNextDiscToCell(OthelloColor.White, GetCell(3, 3)); MoveNextDiscToCell(OthelloColor.Black, GetCell(3, 4)); MoveNextDiscToCell(OthelloColor.Black, GetCell(4, 3)); MoveNextDiscToCell(OthelloColor.White, GetCell(4, 4)); foreach (var progressCell in progress.Cells) { var cell = GetCell(progressCell.Column, progressCell.Row); Debug.WriteLine($"Restore cell R{progressCell.Row},C{progressCell.Column} {progressCell.DiscColor}"); if (cell.Disc == null) { MoveNextDiscToCell(progressCell.DiscColor, cell); } else if (cell.Disc.DiscColor != progressCell.DiscColor) { FlipCellDisc(cell); } } if (_gameOptions.IsSinglePlayer && Turn == OthelloColor.Black) { GameState = GameStateEnum.WaitingDevice; Device.StartTimer(TimeSpan.FromMilliseconds(1000), DevicePlayCallback); } else { GameState = GameStateEnum.WaitingPlayerPlay; } }
// Use this for initialization void Awake() { stage = GameObject.Find("Stage").gameObject; hero = stage.transform.Find("Hero").gameObject; goal = stage.transform.Find("Goal").gameObject; progress = GameProgress.Initial; menuPauseFlag = false; heroStopFlag = true; GameObject canvas = transform.Find("Canvas").gameObject; pauseButton = canvas.transform.Find("PauseButton").gameObject; modeTrigger = canvas.transform.Find("ModeTrigger").gameObject; pauseMenu = canvas.transform.Find("PauseMenu").gameObject; clearMenu = canvas.transform.Find("ClearMenu").gameObject; overMenu = canvas.transform.Find("OverMenu").gameObject; translucentPanel = canvas.transform.Find("TranslucentPanel").gameObject; drawMode = false; // サウンド追加 if (!soundDebug) { SoundManager.Instance.Play(); SoundManager.Instance.SetEndFlag(false); } }
// // public void newGame() // // Player chose to start a new game // public void newGame() { panelGameOver.gameObject.SetActive(false); panelGameWon.gameObject.SetActive(false); secret.gameObject.SetActive(true); GameOfMatch++; if (GameOfMatch > GamesPerMatch) { GameProgress.Write(new EventRecord() { EventName = "MatchComplete", GameNumber = GameOfMatch }); showMenu(); } else { GameProgress.Write(new EventRecord() { EventName = "NewGame", GameNumber = GameOfMatch }); initGame(); } }
private void Awake() { MainMenu.isGameHallExitOpened = false; this.shopButton = GameObject.Find("MainShopButton"); this.m_crossPromotionOverlay = UnityEngine.Object.Instantiate <GameObject>(this.m_crossPromotionOverlay); this.m_crossPromotionOverlay.SetActive(false); if (this.m_settingsPopup != null) { this.m_settingsPopup.SetActive(false); } if (Singleton <BuildCustomizationLoader> .Instance.IAPEnabled) { if (GameProgress.GetSandboxUnlocked("S-F")) { this.m_iapButton.SetActive(false); } } else { this.m_iapButton.SetActive(false); } AnimatedButton animatedButton = this.cakeRaceButton; animatedButton.OnOpenAnimationEvent = (Action <Spine.Event>)Delegate.Combine(animatedButton.OnOpenAnimationEvent, new Action <Spine.Event>(this.OnCakeRaceUnlockAnimationEvent)); HatchManager.onLoginSuccess = (Action)Delegate.Combine(HatchManager.onLoginSuccess, new Action(this.HideLockScreen)); HatchManager.onLoginFailed = (Action)Delegate.Combine(HatchManager.onLoginFailed, new Action(this.HideLockScreen)); HatchManager.onLogout = (Action)Delegate.Combine(HatchManager.onLogout, new Action(this.LoggedOut)); }
public static bool IsLevelUnlocked(int episodeIndex, int levelIndex) { bool flag = LevelInfo.IsStarLevel(episodeIndex, levelIndex); if (GameProgress.AllLevelsUnlocked() || levelIndex == 0) { return(true); } if (Singleton <BuildCustomizationLoader> .Instance.CheatsEnabled && GameProgress.AllFreeLevelsUnlocked() && !LevelInfo.IsContentLimited(episodeIndex, levelIndex)) { return(true); } int index = LevelInfo.PreviousNormalLevelIndex(episodeIndex, levelIndex); List <string> levelNames = LevelInfo.GetLevelNames(episodeIndex); bool result = GameProgress.IsLevelCompleted(levelNames[index]); if (!flag && !Singleton <BuildCustomizationLoader> .Instance.IsChina) { return(result); } if (!flag && Singleton <BuildCustomizationLoader> .Instance.IsChina) { return(true); } int num; int num2; LevelInfo.GetStarLevelStars(episodeIndex, levelIndex, out num, out num2); return(num >= num2); }
private void OnPurchaseSucceeded(IapManager.InAppPurchaseItemType type) { if (!string.IsNullOrEmpty(this.currentSaleKey) && type == this.saleItem) { GameProgress.SetBool(this.currentSaleKey + "_used", true, GameProgress.Location.Local); } }
public void Spin() { if (!this.initialized || this.spinner.IsSpinning) { return; } WheelSlot target = this.GetRewardSlot(0); if (target != null && GameProgress.UseSnoutCoins(this.currentPrice)) { if (this.currentPrice > 0) { Singleton <AudioManager> .Instance.Spawn2dOneShotEffect(WPFMonoBehaviour.gameData.commonAudioCollection.snoutCoinUse); } SnoutButton.Instance.UpdateAmount(false); this.popup.SpinButtonEnabled = false; this.popup.DoneButtonEnabled = false; this.spinner.Spin(target, this.initialSpinTime, this.spinVelocity, this.decelerationRate, this.tickSoundRate, delegate { this.OnSpinEnd(target); }); this.SendFlurryLootWheelSpinEvent(target, this.currentPrice); } else { Singleton <IapManager> .Instance.OpenShopPage(delegate { this.popup.gameObject.SetActive(true); }, "SnoutCoinShop"); this.popup.gameObject.SetActive(false); } }
private void RewardPowerup(LootCrateRewards.Powerup powerup) { switch (powerup) { case LootCrateRewards.Powerup.Magnet: GameProgress.AddSuperMagnet(1); break; case LootCrateRewards.Powerup.Superglue: GameProgress.AddSuperGlue(1); break; case LootCrateRewards.Powerup.Turbo: GameProgress.AddTurboCharge(1); break; case LootCrateRewards.Powerup.Supermechanic: GameProgress.AddBluePrints(1); break; case LootCrateRewards.Powerup.NightVision: GameProgress.AddNightVision(1); break; } }
private void Start() { this.ProgressInGame.IsPlayerDead = false; this.RegisterEvents(); this.player = GameObject.FindGameObjectWithTag(Resources.Tags.Player); this.shipEngine = GameObject.FindGameObjectWithTag(Resources.Tags.Ship).GetComponent <ShipEngineScript>(); this.tasks = GameObject.FindGameObjectWithTag(Resources.Tags.Tasks); this.infoText = GameObject.FindGameObjectWithTag(Resources.Tags.InfoText); this.pauseMenu = GameObject.FindGameObjectWithTag(Resources.Tags.PauseMenu); this.pauseMenu.SetActive(false); this.repairSlider = GameObject.FindGameObjectWithTag(Resources.Tags.RepairSlider).GetComponent <Slider>(); this.repairSlider.gameObject.SetActive(false); Transform[] baseCommandersSpawnPoints = Array.ConvertAll(GameObject.FindGameObjectsWithTag(Resources.Tags.BaseCommanderSpawnPoint), item => item.transform); Transform[] commandersSpawnPoints = Array.ConvertAll(GameObject.FindGameObjectsWithTag(Resources.Tags.CommanderSpawnPoint), item => item.transform); Transform[] soldiersSpawnPoints = Array.ConvertAll(GameObject.FindGameObjectsWithTag(Resources.Tags.SoldierSpawnPoint), item => item.transform); Transform[] workersSpawnPoints = Array.ConvertAll(GameObject.FindGameObjectsWithTag(Resources.Tags.WorkerSpawnPoint), item => item.transform); this.ManageEnemies.SetSpawnPoints(baseCommandersSpawnPoints, commandersSpawnPoints, soldiersSpawnPoints, workersSpawnPoints); // load saved game or start new... this.ProgressInGame = (GameSaveLoad.LoadSavedGame ? GameSaveLoad.Load() : new GameProgress()); this.ReadGameProgress(GameSaveLoad.LoadSavedGame); }
private IEnumerator UnlockSequence() { while (!this.episodeSelector.IsRotated) { yield return(null); } if (base.GetComponent <EpisodeButton>()) { this.episodeSelector.MoveToTarget(base.transform); } else { this.episodeSelector.MoveToTarget(base.transform.parent); } yield return(new WaitForSeconds(0.5f)); while (!this.episodeSelector.IsRotated) { yield return(null); } GameProgress.UnlockButton(this.buttonUnlockKey); if (this.buttonLock != null) { this.buttonLock.NotifyUnlocked(); } yield break; }
private void OnSceneWasLoaded(Scene scene, LoadSceneMode mode) { GameObject titleCanvasObj = GameObject.Find("TitleGroup"); if (titleCanvasObj) { CanvasGroup titleCanvas = titleCanvasObj.GetComponent <CanvasGroup>(); titleCanvas.alpha = 0; StartCoroutine(RevealCanvas(titleCanvas, 1.5f)); } GameObject startPromptCanvasObj = GameObject.Find("StartPromptGroup"); if (startPromptCanvasObj) { CanvasGroup startPromptCanvas = startPromptCanvasObj.GetComponent <CanvasGroup>(); startPromptCanvas.alpha = 0; StartCoroutine(RevealCanvas(startPromptCanvas, 5f)); } // Not the ideal way to do this, but it'll serve for now if (titleCanvasObj && startPromptCanvasObj) { GameProgress.Reset(); EventBus.PublishEvent(new TitleScreenLoadedEvent()); } }
public void LoadLevel(string levelIndex) { if (this.startedLevelLoading) { return; } this.startedLevelLoading = true; this.SendStandardFlurryEvent("Select Level", levelIndex); int num = int.Parse(levelIndex); if (num >= 0) { if (this.m_oneTimeCutscene.enabled && !GameProgress.GetBool(this.m_oneTimeCutscene.saveId, false, GameProgress.Location.Local, null)) { Singleton <GameManager> .Instance.LoadLevelAfterCutScene(this.m_levels[num], this.m_oneTimeCutscene.cutScene); GameProgress.SetBool(this.m_oneTimeCutscene.saveId, true, GameProgress.Location.Local); } else { Singleton <GameManager> .Instance.LoadLevel(num); } return; } this.startedLevelLoading = false; }
//加载场景时,有的场景需要Loading界面过渡时可以使用这个方法 public void LoadingToScene(string targetSceneName, GameProgress name) { needload = true; //loading的场景是哪一个 AsyncLoadScene(targetSceneName, name); currentUIManager.loadingUI(); }
private void Start() { this.maxCount = GameProgress.MaxSkullCount(); this.m_skull = base.transform.Find("Skull"); this.m_skull.localPosition = -Vector3.up * 17f; this.m_bgColor = base.transform.Find("BackgroundBox").GetComponent <Renderer>().material; int num = 0; CollectableType collectableType = this.type; if (collectableType != CollectableType.Skull) { if (collectableType == CollectableType.Statue) { num = GameProgress.SecretStatueCount(); } } else { num = GameProgress.SecretSkullCount(); } base.transform.Find("Skull/SkullText").GetComponent <TextMesh>().text = ((num >= 10) ? (num + "/" + this.maxCount) : string.Concat(new object[] { "0", num, "/", this.maxCount })); base.StartCoroutine(this.PlayAnimation()); }
private void Start() { Score = 0; Height = 0; pro = GameProgress.Start; Time.timeScale = 0; }
public void LoadNextLevel() { EndLevel(); if (m_currentMapIdx < MapList.Count - 1) { ++m_currentMapIdx; } else { DialogsController.GetInstance().ShowDialog(DialogType.MapSelectorMenu); return; } var mapPahs = MapList.GetMapPaths(m_currentMapIdx); if (mapPahs == null) { return; } ResetTempMapData(); MapInfo map_info = (mapPahs.GetMapPrefab()).GetComponent <MapInfo>(); map_info.m_mapName = mapPahs.Name; map_info.m_mapIcon = mapPahs.GetMapIcon(); GameProgress.SetMap(m_currentMapIdx, false); DialogsController.GetInstance().ShowMapDescriptionMenu(m_currentMapIdx); }
private void Start() { SetAllLists(); GameProgress.Load(); thisTransform = transform; Init(); }
private void Awake() { dorgAI = GetComponent <RobotDogAI>(); GameProgress.LogObjectivesPickedUp(); // EventBus.Subscribe<ObjectiveItemPickedUpEvent>(OnObjectiveItemHasBeenPickedUpEvent); }
private void AddSandboxUnlockDialog(Button button, SandboxUnlockDialog dialog, string levelIdentifier, int price, Func <bool> requirements) { button.MethodToCall.SetMethod(this, "OpenSandboxUnlockDialog"); this.onOpenUnlockDialog = delegate() { dialog.SandboxIdentifier = levelIdentifier; dialog.Cost = price; dialog.ShowConfirmEnabled = requirements; dialog.SetOnConfirm(delegate { if (!GameProgress.GetSandboxUnlocked(levelIdentifier) && requirements() && GameProgress.UseSnoutCoins(price)) { GameProgress.SetSandboxUnlocked(levelIdentifier, true); GameProgress.SetButtonUnlockState("SandboxLevelButton_" + levelIdentifier, GameProgress.ButtonUnlockState.Locked); Singleton <GameManager> .Instance.ReloadCurrentLevel(true); this.ReportUnlockSandbox(price, levelIdentifier); EventManager.Connect(new EventManager.OnEvent <LevelLoadedEvent>(this.DelayedPurchaseSound)); } else if (!requirements() && Singleton <IapManager> .IsInstantiated()) { dialog.Close(); Singleton <IapManager> .Instance.OpenShopPage(new Action(dialog.Open), "SnoutCoinShop"); } else { dialog.Close(); } }); }; }
private void Awake() { gameSuccessController = uiController.GetComponent <GameSuccessController>(); gameProgress = new GameProgress(); cubes = new List <GameObject>(); spawnObjectsOnPlane = GameObject.FindObjectOfType <SpawnObjectsOnPlane>(); }
private void Start() { if (GameProgress.GetBool("show_content_limit_popup", false, GameProgress.Location.Local, null)) { GameProgress.DeleteKey("show_content_limit_popup", GameProgress.Location.Local); LevelInfo.DisplayContentLimitNotification(); } Transform transform = base.transform.Find("RightButtons/SandboxToggle/SandBox_Toggle(Clone)"); if (transform != null) { this.m_buttonToggleAnimation = transform.GetComponent <Animation>(); } if (this.m_buttonToggleAnimation != null) { AnimationClip clip = this.m_buttonToggleAnimation.GetClip("Sandbox_Toggle"); if (clip != null) { this.m_buttonToggleAnimation.clip = clip; AnimationState animationState = this.m_buttonToggleAnimation["Sandbox_Toggle"]; animationState.enabled = true; animationState.speed = 0f; animationState.normalizedTime = ((!this.m_isRotated) ? 0.5f : 1f); this.m_buttonToggleAnimation.Play(); this.m_buttonToggleAnimation.Sample(); this.m_buttonToggleAnimation.Stop(); } } }
public ProgressScreen(GameProgress gameProgress) : base() { progress = gameProgress; components.Add(new Ui.Label(string.Format("Welcome back, {0}!", progress.Name), new Vector2(100, 100), Ui.FontManager.MenuFont, Color.White)); components.Add(new Ui.Label(string.Format("You are at day {0}.", progress.Day), new Vector2(120, 200), Ui.FontManager.MenuFont, Color.White)); }
private Player() { this.Name = "Player"; this.Progress = new GameProgress (); this.PurchasedItems = new List<BuyableItem> (); this.CurrentUsableItem = null; this.ProgressDictionary = new Dictionary<string, int> (); }
public static GameProgress LoadFromDisk() { GameProgress gp = new GameProgress(); gp.bestScore = PlayerPrefs.GetInt( "BestScore", 0 ); gp.synchronized = PlayerPrefs_GetBool( "Synchronized", true); return gp; }
public void SetPoint(GameProgress.Player player) { if (player == GameProgress.Player.Player1) { gameProgress.player1Score++; SetPlayers (GameProgress.Player.Player2); } if (player == GameProgress.Player.Player2) { gameProgress.player2Score++; SetPlayers (GameProgress.Player.Player1); } }
public void MergeWith(GameProgress other) { // int i; // for (i = 0; i < LevelCount; i++) { // if (mProgress[i].MergeWith(other.mProgress[i])) { // mDirty = true; // } // } // if (other.mPilotExp > mPilotExp) { // mPilotExp = other.mPilotExp; // mDirty = true; // } }
public void MergeWith(GameProgress other) { int i; for (i = 0; i < LevelCount; i++) { if (mProgress[i].MergeWith(other.mProgress[i])) { mDirty = true; } } if (other.mPilotExp > mPilotExp) { mPilotExp = other.mPilotExp; mDirty = true; } }
void Awake() { DontDestroyOnLoad(this.gameObject); if (Instance == null) { Instance = this; } else { Destroy(gameObject); } }
private GameManager() { mProgress = GameProgress.LoadFromDisk(); // Enable/disable logs on the PlayGamesPlatform PlayGamesPlatform.DebugLogEnabled = GameConsts.PlayGamesDebugLogsEnabled; // Activate the Play Games platform. This will make it the default // implementation of Social.Active PlayGamesPlatform.Activate(); // Set the default leaderboard for the leaderboards UI ((PlayGamesPlatform) Social.Active).SetDefaultLeaderboardForUI( GameIds.LeaderboardId ); }
public void SetPlayers(GameProgress.Player player) { switch (player) { case GameProgress.Player.Player1 : { ball.transform.position = ball2Start.transform.position; break; } case GameProgress.Player.Player2: { ball.transform.position = ball1Start.transform.position; break; } } player1.transform.position = player1Start.transform.position; player2.transform.position = player2Start.transform.position; ball.GetComponent<Rigidbody2D> ().velocity = new Vector3 (0,0,9); }
// Use this for initialization void Start() { gameProgress = GameProgress.Instance; }
public static GameProgress Load() { if (_gameProgress != null) { return _gameProgress; } #if UNITY_WEBPLAYER Debug.Log ("Not loading game progress as insode web player"); _gameProgress = new GameProgress (); #else _gameProgress = LoadFromFile(); #endif return _gameProgress; }
private GameManager() { mProgress = GameProgress.LoadFromDisk(); }
// void OnGUI() { switch (progress) { case GameProgress.Ready: // 필드와 기호를 그립니다. DrawFieldAndMarks(); break; case GameProgress.Turn: // 필드와 기호를 그립니다. DrawFieldAndMarks(); // 남은 시간을 그립니다. if (turn == localMark) { DrawTime(); } break; case GameProgress.Result: // 필드와 기호를 그립니다. DrawFieldAndMarks(); // 승자를 표시합니다. DrawWinner(); // 종료 버튼을 표시합니다. { GUISkin skin = GUI.skin; GUIStyle style = new GUIStyle(GUI.skin.GetStyle("button")); style.normal.textColor = Color.white; style.fontSize = 25; if (GUI.Button(new Rect(Screen.width/2-100, Screen.height/2, 200, 100), "끝", style)) { progress = GameProgress.GameOver; step_count = 0.0f; } } break; case GameProgress.GameOver: // 필드와 기호를 그립니다. DrawFieldAndMarks(); // 승자를 표시합니다. DrawWinner(); break; case GameProgress.Disconnect: // 필드와 기호를 그립니다. DrawFieldAndMarks(); // 연결 끊김을 통지합니다. NotifyDisconnection(); break; default: break; } }
public void MergeWith(GameProgress other) { if (other.mHighestScore > mHighestScore) { mHighestScore = other.mHighestScore; mDirty = true; } if (other.mLongestDistance > mLongestDistance) { mLongestDistance = other.mLongestDistance; mDirty = true; } if (other.mTotalScore > mTotalScore) { mTotalScore = other.mTotalScore; mDirty = true; } if (other.mIslanderExp > mIslanderExp) { mIslanderExp = other.mIslanderExp; mDirty = true; } }
// 게임 시작. public void GameStart() { // 게임 시작 상태로 합니다. progress = GameProgress.Ready; // 서버가 먼저 하게 설정합니다. turn = Mark.Circle; // 자신과 상대의 기호를 설정합니다. if (m_transport.IsServer() == true) { localMark = Mark.Circle; remoteMark = Mark.Cross; } else { localMark = Mark.Cross; remoteMark = Mark.Circle; } // 이전 설정을 클리어합니다. isGameOver = false; }
public static void ResetGameProgress() { Instance = new GameProgress(); }
// 이벤트 발생 시의 콜백 함수. public void EventCallback(NetEventState state) { switch (state.type) { case NetEventType.Disconnect: if (progress < GameProgress.Result && isGameOver == false) { progress = GameProgress.Disconnect; } break; } }
/////////////////////////////////////////////////////////////////////////////// // functions /////////////////////////////////////////////////////////////////////////////// // ------------------------------------------------------------------ // Desc: // ------------------------------------------------------------------ void Awake() { // ======================================================== // system setup // ======================================================== Application.targetFrameRate = 60; if ( dontDestroy ) DontDestroyOnLoad(gameObject); // ======================================================== // get cached components // ======================================================== hsController = GetComponent<HSController>(); // ======================================================== // load game progress and initialize // ======================================================== gameProgress = GetComponent<GameProgress>(); if ( gameProgress != null ) { gameProgress.LoadPlayerProfile(); // ApplyPlayerProfile(); } // ======================================================== // here we will create instance to get the default value and prevent NULL reference // ======================================================== if ( playerProfile == null ) { playerProfile = new PlayerProfile(); } }
// Use this for initialization void Start() { Time.timeScale = 1; //In case we arrived here from a paused state _gameProgress = GameProgress.Load (); selectText1.text = _gameProgress.GetLevelName ("level_" + world + "_1"); selectText2.text = _gameProgress.GetLevelName ("level_" + world + "_2"); selectText3.text = _gameProgress.GetLevelName ("level_" + world + "_3"); selectText4.text = _gameProgress.GetLevelName ("level_" + world + "_4"); selectText5.text = _gameProgress.GetLevelName ("level_" + world + "_5"); selectText6.text = _gameProgress.GetLevelName ("level_" + world + "_6"); selectText7.text = _gameProgress.GetLevelName ("level_" + world + "_7"); selectText7.text = _gameProgress.GetLevelName ("level_" + world + "_8"); selectText7.text = _gameProgress.GetLevelName ("level_" + world + "_9"); selectText7.text = _gameProgress.GetLevelName ("level_" + world + "_10"); AssignMedalSprite (selectMedal1, _gameProgress.GetMedalAttained ("level_" + world + "_1")); AssignMedalSprite (selectMedal2, _gameProgress.GetMedalAttained ("level_" + world + "_2")); AssignMedalSprite (selectMedal3, _gameProgress.GetMedalAttained ("level_" + world + "_3")); AssignMedalSprite (selectMedal4, _gameProgress.GetMedalAttained ("level_" + world + "_4")); AssignMedalSprite (selectMedal5, _gameProgress.GetMedalAttained ("level_" + world + "_5")); AssignMedalSprite (selectMedal6, _gameProgress.GetMedalAttained ("level_" + world + "_6")); AssignMedalSprite (selectMedal6, _gameProgress.GetMedalAttained ("level_" + world + "_7")); AssignMedalSprite (selectMedal6, _gameProgress.GetMedalAttained ("level_" + world + "_8")); AssignMedalSprite (selectMedal6, _gameProgress.GetMedalAttained ("level_" + world + "_9")); AssignMedalSprite (selectMedal6, _gameProgress.GetMedalAttained ("level_" + world + "_10")); padlock1.enabled = false; if (!_gameProgress.GetLevelComplete ("level_" + world + "_1")) { selectText2.text = ""; selectMedal2.enabled = false; var navigation = level1Button.navigation; navigation.selectOnRight = null; level1Button.navigation = navigation; level2Button.interactable = false; padlock2.enabled = true; } if (!_gameProgress.GetLevelComplete ("level_" + world + "_2")) { selectText3.text = ""; selectMedal3.enabled = false; var navigation = level2Button.navigation; navigation.selectOnRight = null; level2Button.navigation = navigation; level3Button.interactable = false; padlock3.enabled = true; } if (!_gameProgress.GetLevelComplete ("level_" + world + "_3")) { selectText4.text = ""; selectMedal4.enabled = false; var navigation = level3Button.navigation; navigation.selectOnRight = null; level3Button.navigation = navigation; level4Button.interactable = false; padlock4.enabled = true; } if (!_gameProgress.GetLevelComplete ("level_" + world + "_4")) { selectText5.text = ""; selectMedal5.enabled = false; var navigation = level4Button.navigation; navigation.selectOnDown = null; level4Button.navigation = navigation; level5Button.interactable = false; padlock5.enabled = true; } if (!_gameProgress.GetLevelComplete ("level_" + world + "_5")) { selectText6.text = ""; selectMedal6.enabled = false; var navigation = level5Button.navigation; navigation.selectOnLeft = null; level5Button.navigation = navigation; level6Button.interactable = false; padlock6.enabled = true; } if (!_gameProgress.GetLevelComplete ("level_" + world + "_6")) { selectText7.text = ""; selectMedal7.enabled = false; var navigation = level6Button.navigation; navigation.selectOnLeft = null; level6Button.navigation = navigation; level7Button.interactable = false; padlock7.enabled = true; } if (!_gameProgress.GetLevelComplete ("level_" + world + "_7")) { selectText8.text = ""; selectMedal8.enabled = false; var navigation = level7Button.navigation; navigation.selectOnLeft = null; level7Button.navigation = navigation; level8Button.interactable = false; padlock8.enabled = true; } if (!_gameProgress.GetLevelComplete ("level_" + world + "_8")) { selectText9.text = ""; selectMedal9.enabled = false; var navigation = level8Button.navigation; navigation.selectOnLeft = null; level8Button.navigation = navigation; level9Button.interactable = false; padlock9.enabled = true; } if (!_gameProgress.GetLevelComplete ("level_" + world + "_9")) { selectText10.text = ""; selectMedal10.enabled = false; var navigation = level9Button.navigation; navigation.selectOnLeft = null; level9Button.navigation = navigation; level10Button.interactable = false; padlock10.enabled = true; } }
public static GameProgress FromString(string s) { GameProgress gp = new GameProgress(); string[] p = s.Split(new char[] { ':' }); if (!p[0].Equals("GPv2")) { Debug.LogError("Failed to parse game progress from: " + s); return gp; } // gp.mPilotExp = System.Convert.ToInt32(p[1]); // int i; // for (i = 2; i < p.Length && i - 2 < LevelCount; i++) { // gp.GetLevelProgress(i - 2).SetFromString(p[i]); // } return gp; }
// 게임 리셋. void Reset() { //turn = Turn.Own; turn = Mark.Circle; progress = GameProgress.None; // 미선택으로 하고 초기화합니다. for (int i = 0; i < spaces.Length; ++i) { spaces[i] = -1; } }
public static GameProgress FromString(string s) { GameProgress gp = new GameProgress(); string[] p = s.Split(new char[] { ':' }); if (!p[0].Equals("GPv2")) { Debug.LogError("Failed to parse game progress from: " + s); return gp; } gp.mIslanderExp = System.Convert.ToInt32(p[1]); gp.mLongestDistance = System.Convert.ToInt64(p[2]); gp.mHighestScore = System.Convert.ToInt64(p[3]); gp.mTotalScore = System.Convert.ToInt64(p[4]); return gp; }
void UpdateTurn() { bool setMark = false; if (turn == localMark) { setMark = DoOwnTurn(); //둘 수 없는 장소를 누르면 클릭용 사운드효과를 냅니다. if (setMark == false && Input.GetMouseButtonDown(0)) { AudioSource audio = GetComponent<AudioSource>(); audio.clip = se_click; audio.Play(); } } else { setMark = DoOppnentTurn(); //둘 수 없을 때 누르면 클릭용 사운드 효과를 냅니다. if (Input.GetMouseButtonDown(0)) { AudioSource audio = GetComponent<AudioSource>(); audio.clip = se_click; audio.Play(); } } if (setMark == false) { // 놓을 곳을 검토 중입니다. return; } else { //기호가 놓이는 사운드 효과를 냅니다. AudioSource audio = GetComponent<AudioSource>(); audio.clip = se_setMark; audio.Play(); } // 기호의 나열을 체크합니다. winner = CheckInPlacingMarks(); if (winner != Winner.None) { //승리한 경우는 사운드효과를 냅니다. if ((winner == Winner.Circle && localMark == Mark.Circle) || (winner == Winner.Cross && localMark == Mark.Cross)) { AudioSource audio = GetComponent<AudioSource>(); audio.clip = se_win; audio.Play(); } //BGM재생종료. GameObject bgm = GameObject.Find("BGM"); bgm.GetComponent<AudioSource>().Stop(); // 게임 종료입니다. progress = GameProgress.Result; } // 턴을 갱신합니다. turn = (turn == Mark.Circle)? Mark.Cross : Mark.Circle; timer = turnTime; }
// Use this for initialization void Start() { gameProgress = GameProgress.Instance; SetPlayers (GameProgress.Player.Player1); }
void UpdateReady() { // 시합 시작 신호 표시를 기다립니다. currentTime += Time.deltaTime; if (currentTime > waitTime) { //BGM 재생 시작. GameObject bgm = GameObject.Find("BGM"); bgm.GetComponent<AudioSource>().Play(); // 표시가 끝나면 게임 시작입니다. progress = GameProgress.Turn; } }
private GameManager() { mProgress = GameProgress.LoadFromDisk(); mAutoSaveName = "Autosaved"; }
public static GameProgress FromString(string s) { GameProgress gp = new GameProgress(); string[] p = s.Split(new char[] { ':' }); if (!p[0].StartsWith("GPv")) { Debug.LogError("Failed to parse game progress from: " + s); return gp; } gp.mPilotExp = System.Convert.ToInt32(p[1]); int i; for (i = 2; i < p.Length && i - 2 < LevelCount; i++) { gp.GetLevelProgress(i - 2).SetFromString(p[i]); } if(p[0].Equals("GPv3")) { double val = Double.Parse(p[p.Length -1]); gp.mPlayingTime = TimeSpan.FromMilliseconds(val>0f?val:0f); } else { gp.mPlayingTime = new TimeSpan(); } gp.mLoadedTime = DateTime.Now; return gp; }