public void StartLevel(LevelInput _levelInput) { //Call this immediately after loading the scene. Pass the LevelInput, and the level will start with those values. m_levelInput = _levelInput; FQ_FoodLineupHandler.inst.PopulateFoodList(); //ND_RobotHandler.inst.SetWantedFoods(); //ND_LevelTimer.inst.SetupTimer(); //Start the intro dialogue if it exists and isn't set to be skipped, else start the drop game. if ((FindSceneInfo() == null) || (!FindSceneInfo()[0].GetComponent <SceneInfo>().m_skipIntro)) { if (FindDialogue(DIALOGUETYPE.FQ_INTRO, -1, false) != null) { DialogueManager.inst.ToggleSpeechBubble(SpeechBubble.SPEECHBUBBLETYPE.ROBOT, false); DialogueManager.inst.StartConversation(FindDialogue(DIALOGUETYPE.FQ_INTRO), SpeechBubble.SPEECHBUBBLETYPE.ASSISTANT); } else { StartGame(); } } else { StartGame(); } }
void ReleaseDesignerOutlets() { if (Calc != null) { Calc.Dispose(); Calc = null; } if (Calc != null) { Calc.Dispose(); Calc = null; } if (ItemUsed != null) { ItemUsed.Dispose(); ItemUsed = null; } if (LevelInput != null) { LevelInput.Dispose(); LevelInput = null; } if (ResultsLabel != null) { ResultsLabel.Dispose(); ResultsLabel = null; } }
private void InitListener() { GameObject inputgo = new GameObject("InputListener"); levelInput = inputgo.AddComponent<LevelInput>(); levelInput.AddEventListener(LevelInputEvent.TouchStart, TouchStartHandler); levelInput.AddEventListener(LevelInputEvent.TouchEnd, TouchEndHandler); levelInput.AddEventListener(LevelInputEvent.TouchClick, TouchClickHandler); levelInput.AddEventListener(LevelInputEvent.Key, KeyHandler); }
public void Copy(LevelInput _base) { //Copy over level input settings. m_levelType = _base.m_levelType; m_foodDropLevelInput = _base.m_foodDropLevelInput; m_foodQuizLevelInput = _base.m_foodQuizLevelInput; m_levelStatus = _base.m_levelStatus; m_levelRating = _base.m_levelRating; m_levelName = _base.m_levelName; }
private void InitListener() { GameObject inputgo = new GameObject("InputListener"); levelInput = inputgo.AddComponent <LevelInput>(); levelInput.AddEventListener(LevelInputEvent.TouchStart, TouchStartHandler); levelInput.AddEventListener(LevelInputEvent.TouchEnd, TouchEndHandler); levelInput.AddEventListener(LevelInputEvent.TouchClick, TouchClickHandler); levelInput.AddEventListener(LevelInputEvent.Key, KeyHandler); }
public void StartLevel(LevelInput _levelInput) { //Call this immediately after loading the scene. Pass the LevelInput, and the level will start with those values. m_levelInput = _levelInput; NutrientBucket.inst.Pause(); NutrientSpawner.inst.Pause(); NutrientSpawner.inst.SetSpawnerInfo(m_levelInput.m_foodDropLevelInput.m_spawnerInfo); ND_RobotHandler.inst.SetWantedFoods(); ND_LevelTimer.inst.SetupTimer(); m_pauseMenu.RequestPause(); //Tell the food database which tab it should open to. switch (m_levelInput.m_levelName) { case "Grains": LogManager.activeTab = LogManager.TabType.Grain; break; case "Drinks": LogManager.activeTab = LogManager.TabType.Drink; break; case "MeatAlternatives": LogManager.activeTab = LogManager.TabType.MeatAlts; break; default: LogManager.activeTab = LogManager.TabType.Grain; break; } LogDatabase.ClearItemsCollected(); //Start the intro dialogue if it exists and isn't set to be skipped, else start the drop game. if ((FindSceneInfo() == null) || (!FindSceneInfo()[0].GetComponent <SceneInfo>().m_skipIntro)) { if (FindDialogue(DIALOGUETYPE.FD_INTRO, false) != null) { DialogueManager.inst.StartConversation(FindDialogue(DIALOGUETYPE.FD_INTRO), SpeechBubble.SPEECHBUBBLETYPE.ASSISTANT); m_animDialogue.SetTrigger("Go_BottomIn"); } else { StartDropGame(); } } else { StartDropGame(); } }
public void UpdateLevel(LevelInput _levelInput) { //Update an existing level's information based on PassedLevelInput from a previous scene. //Debug.Log("LS_Levels.UpdateLevel for level with name \""+_levelInput.m_levelName+"\"."); for (int i = 0; i < m_levels.Count; i++) { if (m_levels[i].m_levelName == _levelInput.m_levelName) { m_levels[i].m_levelRating = _levelInput.m_levelRating; m_levels[i].m_levelStatus = _levelInput.m_levelStatus; } } //Destroy the PassedLevelInfo. DestroyImmediate(_levelInput.gameObject); }
public void StartLevel(LevelInput _levelInput) { //Move on to the Food Drop game with the _levelInput. m_levelInputObject.AddComponent <LevelInput>(); m_levelInputObject.GetComponent <LevelInput>().Copy(_levelInput); LEVELTYPE _levelType = m_levelInputObject.GetComponent <LevelInput>().m_levelType; if ((_levelType == LEVELTYPE.FOODDROP) || (_levelType == LEVELTYPE.BOTH)) { LevelLoading.Instance.LoadScene("FoodDrop_RS"); } else if (_levelType == LEVELTYPE.FOODQUIZ) { LevelLoading.Instance.LoadScene("FoodQuiz"); } }
public void SetButton(GameObject _button, LevelInput _info) { //Set a button's name, image, and star rating. //Button's name. _button.transform.GetChild(0).gameObject.GetComponent <Text>().text = _info.m_levelName; //Button's image. if (_info.m_levelStatus == LEVELSTATUS.UNAVAILABLE) { _button.GetComponent <Image>().sprite = m_levelBoxes[0]; } else if (_info.m_levelStatus == LEVELSTATUS.AVAILABLE) { _button.GetComponent <Image>().sprite = m_levelBoxes[1]; } else if (_info.m_levelStatus == LEVELSTATUS.COMPLETE) { _button.GetComponent <Image>().sprite = m_levelBoxes[2]; } //Stars. if (_info.m_levelRating == LEVELRATING.NONE) { _button.transform.GetChild(1).gameObject.GetComponent <Image>().sprite = m_levelStars[0]; } else if (_info.m_levelRating == LEVELRATING.STAR1) { _button.transform.GetChild(1).gameObject.GetComponent <Image>().sprite = m_levelStars[1]; } else if (_info.m_levelRating == LEVELRATING.STAR2) { _button.transform.GetChild(1).gameObject.GetComponent <Image>().sprite = m_levelStars[2]; } else if (_info.m_levelRating == LEVELRATING.STAR3) { _button.transform.GetChild(1).gameObject.GetComponent <Image>().sprite = m_levelStars[3]; } }