void Update() { if (Input.GetKeyDown(restartKey)) { GameSequence.Restart(); } }
private void LocalSetGameSequence(int intNewGameSequence) { GameSequence newGameSequence = (GameSequence)intNewGameSequence; _gameSequence = newGameSequence; OnChangeGameSequence?.Invoke(newGameSequence); }
void Awake() { ads = AdsSingleton.GetInstance; //ads = AdsSingleton.GetInstance; titlePanel = GameObject.FindWithTag(Tags.UITitlePanel).GetComponent <NGUIPanel>(); radyPanel = GameObject.FindWithTag(Tags.UIRadyPanel).GetComponent <NGUIPanel>(); playPanel = GameObject.FindWithTag(Tags.UIPlayPanel).GetComponent <NGUIPanel>(); gameOverPanel = GameObject.FindWithTag(Tags.UIGameOverPanel).GetComponent <NGUIPanel>(); screenFader = GameObject.FindWithTag(Tags.ScreenFader).GetComponent <ScreenFader>(); if (DebugManager.FunctionLog) { Debug.Log(this.ToString() + " Awake"); } gameData = GameDataSingleton.Instance; InitializeDelegateLists(); InitializeButtonDelegate(); screenFader.SetStateBlack(); sequence = gameData.StartSeq; if (isTutorial) { sequence = GameSequence.Restart; } }
void OnTouchStart() { if (!GameSequence.IsGameStarted()) { return; } isTouching_ = true; }
void OnTouchEnd() { if (!GameSequence.IsGameStarted()) { return; } isTouching_ = false; touchCount_ = 0; }
void Awake() { mainCamera = GameObject.Find("Main Camera"); gameList = gameList.GetComponent <gameList>(); User user = new User(); seq = new GameSequence(user, inputRoom, gameList); }
private void RestartSequence() { // Sequences sequence = new GameSequence(); // Restart helpers index = 0; currentStep = 0; SetEnergy(currentStep); // Warm and Start Warm(); }
void Update() { switch (gameSequence) { case GameSequence.Invalide: gameSequence = GameSequence.Init; break; case GameSequence.Init: playerCard.SetPlayerDeck(); cpuCard.SetCPUdeck(); gameSequence = GameSequence.Deal; break; case GameSequence.Start: gameSequence = GameSequence.Deal; break; case GameSequence.Deal: playerCard.SetPlayerCard(); cpuCard.SetCPUCard(); Debug.Log(playerCard.playerCard.Number); Debug.Log(cpuCard.cpuCard.Number); gameSequence = GameSequence.PlayerJudge; if (playerJudge.Judge) { gameSequence = GameSequence.Show; } break; case GameSequence.Show: if (playerJudge.High) { if (playerCard.playerCard.Number > cpuCard.cpuCard.Number) { Debug.Log("勝ち"); } else { Debug.Log("負け"); } } playerJudge.Judge = false; gameSequence = GameSequence.Start; break; } }
void Update() { if (!GameSequence.IsGameStarted()) { return; } if (isTouching_) { ++touchCount_; } if (touchCount_ == touchDuration) { StartCoroutine(Bomb()); } }
void SetSequence(GameSequence targetSeq) { switch (targetSeq) { case GameSequence.Rady: SetUp_Rady(); break; case GameSequence.Playing: SetUp_Play(); break; case GameSequence.GameOver: SetUp_GameOver(); break; } sequence = targetSeq; }
void Update() { while (GameSequence.IsGameStarted()) { return; } if (isTouching_) { ++touchCount_; } if (touchCount_ > touchDuration) { GameSequence.StartGame(); var obj = Instantiate(startEffect); obj.transform.position = transform.position; Destroy(this); } }
void ProcessLevel(CanvasAnimatedUpdateEventArgs args) { if (_gameState == GameState.LevelUp) { _currentLevel++; if (_currentLevel > _gameSequence.Length - 1) _currentLevel = _gameSequence.Length - 1; _currentBeatTime = 0; _currentSequence = _gameSequence[_currentLevel]; _currentElapsedTime = TimeSpan.Zero; _gameState = GameState.ThreeTwoOneGo; } if (_gameState != GameState.ThreeTwoOneGo && _gameState2 != GameState.GotPoints) return; if (!_tribal.IsPlaying) { _tribal.Play(); } if (_tapType == SpheroTapType.DoubleTap) { _tapType = SpheroTapType.None; } _previousElapsedTime = _elapsedTime; _elapsedTime = args.Timing.ElapsedTime; _currentElapsedTime += _elapsedTime; _rewardElapsedTime += _elapsedTime; if ((_gameState2 == GameState.GotPoints || _gameState2 == GameState.Failed) && _currentElapsedTime.TotalMilliseconds > 2000) { _gameState2 = GameState.None; _rewardElapsedTime = TimeSpan.Zero; } if (_gameState2 == GameState.CheckMovement && _rewardElapsedTime.TotalMilliseconds > 1000) { int beat = _currentBeatTime - 1; if (beat < 0) beat = 0; if (_currentMovType == _currentSequence.Movements[beat]) { _gameState2 = GameState.GotPoints; _currentIdxReward = RAND.Next(0, _rewardMessage.Length - 1); _points += (_currentIdxReward + 1) * _currentLevel * beat; } else { _currentMovType = SpheroMovementType.None; _gameState2 = GameState.Failed; _numFails++; } } if (_currentBeatTime < _currentSequence.Times) { _posSpheroSeq.X -= 1; // TODO syncronize the movement with the song and active color if (_currentElapsedTime.TotalMilliseconds > _currentSequence.Tempo || _currentElapsedTime.TotalMilliseconds > _currentSequence.Tempo + _currentSequence.TempoColorSwitch) { _currentColor = _currentSequence.Colors[_currentBeatTime]; if (_currentElapsedTime.TotalMilliseconds > _currentSequence.Tempo + _currentSequence.TempoColorSwitch) _currentElapsedTime = TimeSpan.Zero; _robot.SetRGBLED(_currentColor.R, _currentColor.G, _currentColor.B); _prevBeatTime = _currentBeatTime; _currentBeatTime++; _gameState2 = GameState.CheckMovement; if (_currentBeatTime == _currentSequence.Times) _gameState = GameState.LevelUp; } } if (_currentBeatTime >= _currentSequence.Times && _movType == SpheroMovementType.ShakeIt) { _movType = SpheroMovementType.None; _currentMovType = SpheroMovementType.None; _tribal.Stop(); _currentBeatTime = 0; _currentLevel = 0; _currentElapsedTime = TimeSpan.Zero; } if (_numFails > 6) { _gameState = GameState.GameOver; _movType = SpheroMovementType.None; _tribal.Stop(); _currentColor = Colors.Red; _currentBeatTime = 0; _currentBeatTime = 0; _currentLevel = 0; _currentElapsedTime = TimeSpan.Zero; } }
/// <summary> /// ゲームシーケンスを変更する。新しいシーケンスを返すイベントが発火する。 /// </summary> /// <param name="newGameSequence"></param> private void RpcSetGameSequence(GameSequence newGameSequence, PhotonTargets photonTargets = PhotonTargets.All) { int intNewGameSequence = (int)newGameSequence; this.photonView.RPC("LocalSetGameSequence", photonTargets, intNewGameSequence); }
void Update() { switch (gameSequence) { case GameSequence.Invalide: gameSequence = GameSequence.Init; break; case GameSequence.Init: playerCard.SetPlayerDeck(); cpuCard.SetCPUDeck(); gameSequence = GameSequence.Deal; break; case GameSequence.Start: gameJudge.GameJudgeTextInit(); gameSequence = GameSequence.Deal; break; case GameSequence.Deal: playerCard.SetPlayerCard(); cpuCard.SetCPUCard(); Debug.Log(playerCard.playerCard.Number); Debug.Log(cpuCard.cpuCard.Number); gameSequence = GameSequence.PlayerJudge; break; case GameSequence.PlayerJudge: if (playerJudge.Judge) { gameSequence = GameSequence.Show; } break; case GameSequence.Show: cpuCard.ShowCPUCard(); if (playerJudge.High) { if (playerCard.playerCard.Number > cpuCard.cpuCard.Number) { gameJudge.GameJudgeTextView(true); } else { gameJudge.GameJudgeTextView(false); } } else { if (playerCard.playerCard.Number < cpuCard.cpuCard.Number) { gameJudge.GameJudgeTextView(true); } else { gameJudge.GameJudgeTextView(false); } } waitTime -= Time.deltaTime; if (waitTime < 0f) { playerJudge.Judge = false; if (dealer.GameEnd(playerCard.GetPlayerDeck())) { gameSequence = GameSequence.Result; } else { gameSequence = GameSequence.Start; } gameSequence = GameSequence.Start; waitTime = 3f; } break; } }
void Update() { switch (gameSequence) { case GameSequence.Invalide: gameSequence = GameSequence.Init; break; case GameSequence.Init: // PlayerとCPUにデッキをディールする playerCard.SetPlayerDeck(); cpuCard.SetCPUDeck(); gameSequence = GameSequence.Deal; break; case GameSequence.Start: gameJudge.GameJudgeTextInit(); gameSequence = GameSequence.Deal; break; case GameSequence.Deal: // PlayerとCPUにカードをディールする playerCard.SetPlayerCard(); cpuCard.SetCPUCard(); gameSequence = GameSequence.PlayerJudge; break; case GameSequence.PlayerJudge: // 数を予想してボタンを押したらShowに進む if (playerJudge.Judge) { gameSequence = GameSequence.Show; } break; case GameSequence.Show: // プレイヤーが確認したらStartに戻って次のゲーム cpuCard.ShowCPUCard(); bool isWin = false; if (playerJudge.High) { if (playerCard.playerCard.Number > cpuCard.cpuCard.Number) { isWin = true; } } else { if (playerCard.playerCard.Number < cpuCard.cpuCard.Number) { isWin = true; } } gameJudge.GameJudgeTextView(isWin); waitTime -= Time.deltaTime; if (waitTime < 0f) { playerJudge.Judge = false; if (dealer.GameEnd(playerCard.GetPlayerDeck())) { gameSequence = GameSequence.Result; } else { gameSequence = GameSequence.Start; } scoreViewer.AddScoreViewer(isWin); waitTime = 1f; } break; case GameSequence.Result: bool isResultWin = false; if (scoreViewer.playerScore > scoreViewer.cpuScore) { isResultWin = true; } gameJudge.GameResultTextView(isResultWin); break; } }
// Update is called once per frame void Update() { //if(Input.GetKeyDown(KeyCode.F8)) { // game_mode = GameMode.Minigame; // game_sequence = GameSequence.Balcony; // cheers_game.SetActive(true); //} //if(Input.GetKeyDown(KeyCode.F9)) { // game_mode = GameMode.Talking; // game_sequence = GameSequence.Livingroom; // cheers_game.SetActive(false); //} if (Input.GetKeyDown(KeyCode.F6)) { AndroidStatus.happiness -= 0.1f; } if (Input.GetKeyDown(KeyCode.F7)) { AndroidStatus.happiness += 0.1f; } if (Input.GetKeyDown(KeyCode.F5)) { if (mood_debug != null) { mood_debug.gameObject.SetActive(true); } if (happiness_debug != null) { happiness_debug.gameObject.SetActive(true); } } if (Input.GetKeyDown(KeyCode.F4)) { if (mood_debug != null) { mood_debug.gameObject.SetActive(false); } if (happiness_debug != null) { happiness_debug.gameObject.SetActive(false); } } if (Input.GetKeyDown(KeyCode.Escape)) { if (game_mode == GameMode.Talking) { SetDialogue(new Question.StringEmotion { breadText = "Are you leaving me?", emotionState = FaceSystem.Emotion.sad }); game_mode = GameMode.Leave; } else { Application.Quit(); } } outputDia.text = readLine; readLine = ReadCurrentDialogue(); if (fullLine != readLine) { return; } if (happiness_debug != null) { happiness_debug.text = "" + AndroidStatus.happiness; } if (game_mode == GameMode.Leave) { PlayerAnswer pa = InputManager.yesAndNo.GetAnswer(); if (pa == PlayerAnswer.Yes) { Application.Quit(); } else if (pa == PlayerAnswer.No) { game_mode = GameMode.Talking; } } if (game_mode == GameMode.Talking) { if (AndroidStatus.happiness >= 1.0f) { if (game_sequence == GameSequence.Livingroom) { currentTalkingElement = null; SetDialogue(new Question.StringEmotion { breadText = "Let's head out to the balcony?", emotionState = FaceSystem.Emotion.happy }); game_mode = GameMode.Minigame; } if (game_sequence == GameSequence.Balcony) { currentTalkingElement = null; SetDialogue(new Question.StringEmotion { breadText = "A toast, to us!", emotionState = FaceSystem.Emotion.happy }); cheers_game.SetActive(true); game_mode = GameMode.Minigame; } if (game_sequence == GameSequence.Bedroom) { currentTalkingElement = null; SetDialogue(new Question.StringEmotion { breadText = "Let's take this all the way", emotionState = FaceSystem.Emotion.blush }); sex_game.SetActive(true); game_mode = GameMode.Minigame; } } else if (AndroidStatus.happiness <= -1.0f) { game_mode = GameMode.Failure; } } if (game_mode == GameMode.Minigame) { if (game_sequence == GameSequence.Livingroom) { PlayerAnswer pa = InputManager.yesAndNo.GetAnswer(); if (pa == PlayerAnswer.Yes) { SetDialogue(new Question.StringEmotion { breadText = "^^'", emotionState = FaceSystem.Emotion.blush }); game_mode = GameMode.BackToTalking; } else if (pa == PlayerAnswer.No) { game_mode = GameMode.Failure; } } else if (game_sequence == GameSequence.Balcony) { CheersGame cg = cheers_game.GetComponent <CheersGame>(); if (cg.won) { SetDialogue(new Question.StringEmotion { breadText = "Shall take this to the bedroom", emotionState = FaceSystem.Emotion.blush }); game_mode = GameMode.BackToTalking; } else if (cg.lost) { SetDialogue(new Question.StringEmotion { breadText = "Why do you have to ruin every special moment we have?", emotionState = FaceSystem.Emotion.sad }); game_mode = GameMode.Failure; } else if (cg.won == false && cg.lost == false && cg.attempts != prev_cheer_attempts) { SetDialogue(new Question.StringEmotion { breadText = "Can't you aim!?", emotionState = FaceSystem.Emotion.angry }); prev_cheer_attempts = cg.attempts; } } else if (game_sequence == GameSequence.Bedroom) { SexHandler sh = sex_game.GetComponent <SexHandler>(); if (sh.finalized) { SetDialogue(new Question.StringEmotion { breadText = "You do care!", emotionState = FaceSystem.Emotion.happy }); game_mode = GameMode.BackToTalking; } } } if (game_mode == GameMode.Failure) { if (fail_state.active == false) { fail_state.SetActive(true); SetDialogue(new Question.StringEmotion { breadText = "...", emotionState = FaceSystem.Emotion.serious }); } } if (game_mode == GameMode.BackToTalking) { if (InputManager.PushToTalk()) { if (game_sequence == GameSequence.Livingroom) { change_scene.NextScene(); game_sequence = GameSequence.Balcony; game_mode = GameMode.Talking; AndroidStatus.happiness = 0.0f; } else if (game_sequence == GameSequence.Balcony) { change_scene.NextScene(); cheers_game.SetActive(false); game_sequence = GameSequence.Bedroom; game_mode = GameMode.Talking; AndroidStatus.happiness = 0.0f; } else if (game_sequence == GameSequence.Bedroom) { AndroidStatus.happiness = 100000000.0f; } } } if (game_mode == GameMode.Talking) { if (!currentTalkingElement || currentTalkingElement.GoNext()) { //Debug.Log("HEREH: "); if (currentTalkingElement is Question) { TalkingElement nextElement = null; if (currentTalkingElement.correctlyAnswered) { if (currentTalkingElement.GetType() == typeof(Question)) { Question q = (Question)currentTalkingElement; AndroidStatus.happiness += q.correct_happiness_boost; } nextElement = currentTalkingElement.rightAnswerNode; } else { if (currentTalkingElement.GetType() == typeof(Question)) { Question q = (Question)currentTalkingElement; AndroidStatus.happiness += q.incorrect_happiness_loss; } nextElement = currentTalkingElement.wrongAnswerNode; } if (nextElement != null) { SetTalkingElement(nextElement); Debug.Log("Not nUll"); } else { SetTalkingElement(AndroidStatus.GetTalkingElement()); Debug.Log("Next Element"); } } else { SetTalkingElement(AndroidStatus.GetTalkingElement()); } } } androidState.Update(); if (game_mode == GameMode.Talking) { if (currentTalkingElement) { var next = currentTalkingElement.GetText(); if (next != null && next.breadText != originalFullLine) { SetDialogue(next); } } } }
void OnActivated() { GameSequence.FinishGame(); Destroy(gameObject); }
void Awake() { Instance = this; }