public void OperatorEquals_BothNull_True() { GameUIState state1 = null; GameUIState state2 = null; Assert.IsTrue(state1 == state2); }
public void UnPause() { Time.timeScale = 1; AdjustAudioVolume(volumeSlider.value); UIState = GameUIState.INGAME; }
public void OperatorNotEquals_BothNull_False() { GameUIState state1 = null; GameUIState state2 = null; Assert.IsFalse(state1 != state2); }
public void StartGame() { // Reset status hasWon = false; SceneManager.LoadScene(gameSceneName); UIState = GameUIState.INGAME; }
public void UpdateState(GameUIState state) { Menu.Set(state == GameUIState.MainMenu); GameOver.Set(state == GameUIState.GameOver); Game.Set(state == GameUIState.Game); _lastState = state; }
public void GoToMenu() { UnPause(); panels.ShowGameOverPanel(false); SceneManager.LoadScene(0); UIState = GameUIState.MAINMENU; }
public void OperatorNotEquals_OneNull_True() { GameObject gameObject = new GameObject(); GameScreen screen = gameObject.AddComponent <GameScreen>(); GameUIState state1 = new MoveState(screen); GameUIState state2 = null; Assert.IsTrue(state1 != state2); }
public void OperatorNotEquals_SameReference_False() { GameObject gameObject = new GameObject(); GameScreen screen = gameObject.AddComponent <GameScreen>(); GameUIState state1 = new MoveState(screen); GameUIState state2 = state1; Assert.IsFalse(state1 != state2); }
public static void Display(GameUIState ui) { if (ui == GameUIState.Clear) title = Game1.content.Load<Texture2D>("Sprites/stage_clear"); else if (ui == GameUIState.Died) title = Game1.content.Load<Texture2D>("Sprites/died"); enabled = true; }
public static void Display(GameUIState ui) { if (ui == GameUIState.Clear) { title = Game1.content.Load <Texture2D>("Sprites/stage_clear"); } else if (ui == GameUIState.Died) { title = Game1.content.Load <Texture2D>("Sprites/died"); } enabled = true; }
public void ShowWithOption(GameUIState i) { base.Show(); if (i == GameUIState.InGame) { LeaveChannelBtn.gameObject.SetActive(true); LeaveRoomBtn.gameObject.SetActive(false); } else if (i == GameUIState.Lobby) { LeaveChannelBtn.gameObject.SetActive(false); LeaveRoomBtn.gameObject.SetActive(true); } }
void SetUIState(GameUIState uiState) { GameObject previousCurrentPage = currentPage; switch (uiState) { case GameUIState.Playing: gameState.state = GameState.State.playing; currentPage = null; break; case GameUIState.Start: gameState.state = GameState.State.notPlaying; currentPage = startPage; break; case GameUIState.GameOver: gameState.state = GameState.State.notPlaying; currentPage = gameOverPage; break; case GameUIState.Countdown: gameState.state = GameState.State.notPlaying; currentPage = countDownPage; break; case GameUIState.GamePaused: gameState.state = GameState.State.paused; currentPage = pausePage; break; } if (previousCurrentPage != currentPage) { previousCurrentPage?.SetActive(false); currentPage?.SetActive(true); } }
private void SetPanelActive(GameUIState newState, bool newActive) { switch (newState) { case GameUIState.EMPTY: break; case GameUIState.GAME_LOBBY: _startGameMenuPanel.SetActive(newActive); break; case GameUIState.INGAME: break; case GameUIState.COUNTDOWN: _countdownPanel.SetActive(newActive); break; case GameUIState.LOCAL_LOBBY: _connectionPanel.SetActive(newActive); break; } }
void Update() { switch (UIState) { case GameUIState.MAINMENU: if (Input.GetButtonDown("Cancel")) { ExitGame(); } break; case GameUIState.INGAME: if (Input.GetButtonDown("Cancel")) { panels.ShowPausePanel(true); //Call the DoPause function to pause the game DoPause(); } if (player) { if (player.IsDead()) { Timer timing = GameObject.FindObjectOfType <Timer> (); if (timing) { playerTime = string.Format("{0:00} : {1:00} AM", timing.minutes, timing.seconds); } UIState = GameUIState.GAMEOVER; } } break; case GameUIState.PAUSED: mixer.SetFloat("MasterVolume", -80); if (Input.GetButtonDown("Cancel")) { panels.ShowPausePanel(false); //Call the UnPause function to unpause the game UnPause(); } break; case GameUIState.GAMEOVER: if (hasWon) { mixer.SetFloat("MelodyVolume", 0); mixer.SetFloat("HorrorVolume", -80); } else { mixer.SetFloat("MelodyVolume", -80); mixer.SetFloat("HorrorVolume", 0); } mixer.SetFloat("NoiseVolume", -80); GamingOver(); panels.ShowGameOverPanel(true); if (Input.GetButtonDown("Cancel")) { panels.ShowPausePanel(true); //Call the DoPause function to pause the game DoPause(); } break; } }
private void setGameUIState(GameUIState newState) { gameUiState = newState; switch (newState) { case GameUIState.WaitingCalibration: addPlayerButton.Enabled = false; resetButton.Enabled = false; nextButton.Enabled = false; editButton.Enabled = false; newGameButton.Enabled = false; newGameButton.Text = "New"; statusLabel.Text = "Calibration required"; break; case GameUIState.NewGame: addPlayerButton.Enabled = true; resetButton.Enabled = false; nextButton.Enabled = false; editButton.Enabled = false; newGameButton.Enabled = true; newGameButton.Text = "Start"; statusLabel.Text = "Add players or press start"; break; case GameUIState.AddedPlayer: addPlayerButton.Enabled = true; resetButton.Enabled = false; nextButton.Enabled = false; editButton.Enabled = false; newGameButton.Enabled = true; newGameButton.Text = "Start"; statusLabel.Text = "Added '" + Controller.Game.Players[Controller.Game.Players.Count-1].Name + "' - Add more or start..."; break; case GameUIState.WaitingTurn: addPlayerButton.Enabled = false; resetButton.Enabled = true; nextButton.Enabled = true; editButton.Enabled = false; newGameButton.Enabled = true; newGameButton.Text = "New"; statusLabel.Text = Controller.Game.CurrentPlayer.Name + "'s turn to play..."; break; case GameUIState.Scoring: addPlayerButton.Enabled = false; resetButton.Enabled = true; nextButton.Enabled = true; editButton.Enabled = true; newGameButton.Enabled = true; newGameButton.Text = "New"; if (Controller.NewWords[0].Corrected) { statusLabel.Text = Controller.NewWords[0] + " scores " + Controller.NewWords[0].Points + "! (*)"; } else { statusLabel.Text = Controller.NewWords[0] + " scores " + Controller.NewWords[0].Points + "!"; } break; } updateGameTree(); try { Controller.Game.Board.Draw(Graphics.FromImage(gameView.Image), 0, 0, gameView.Image.Width, gameView.Image.Height); gameView.Invalidate(); } catch { } }
public void DoPause() { Time.timeScale = 0; UIState = GameUIState.PAUSED; }
public void ChangeUIState(GameUIState newState) { SetPanelActive(_currentState, false); SetPanelActive(newState, true); _currentState = newState; }
private void setGameUIState(GameUIState newState) { gameUiState = newState; switch (newState) { case GameUIState.WaitingCalibration: addPlayerButton.Enabled = false; resetButton.Enabled = false; nextButton.Enabled = false; editButton.Enabled = false; newGameButton.Enabled = false; newGameButton.Text = "New"; statusLabel.Text = "Calibration required"; break; case GameUIState.NewGame: addPlayerButton.Enabled = true; resetButton.Enabled = false; nextButton.Enabled = false; editButton.Enabled = false; newGameButton.Enabled = true; newGameButton.Text = "Start"; statusLabel.Text = "Add players or press start"; break; case GameUIState.AddedPlayer: addPlayerButton.Enabled = true; resetButton.Enabled = false; nextButton.Enabled = false; editButton.Enabled = false; newGameButton.Enabled = true; newGameButton.Text = "Start"; statusLabel.Text = "Added '" + Controller.Game.Players[Controller.Game.Players.Count - 1].Name + "' - Add more or start..."; break; case GameUIState.WaitingTurn: addPlayerButton.Enabled = false; resetButton.Enabled = true; nextButton.Enabled = true; editButton.Enabled = false; newGameButton.Enabled = true; newGameButton.Text = "New"; statusLabel.Text = Controller.Game.CurrentPlayer.Name + "'s turn to play..."; break; case GameUIState.Scoring: addPlayerButton.Enabled = false; resetButton.Enabled = true; nextButton.Enabled = true; editButton.Enabled = true; newGameButton.Enabled = true; newGameButton.Text = "New"; if (Controller.NewWords[0].Corrected) { statusLabel.Text = Controller.NewWords[0] + " scores " + Controller.NewWords[0].Points + "! (*)"; } else { statusLabel.Text = Controller.NewWords[0] + " scores " + Controller.NewWords[0].Points + "!"; } break; } updateGameTree(); try { Controller.Game.Board.Draw(Graphics.FromImage(gameView.Image), 0, 0, gameView.Image.Width, gameView.Image.Height); gameView.Invalidate(); } catch { } }