Наследование: MonoBehaviour
Пример #1
0
 // Use this for initialization
 void Start()
 {
     brickCount++;
     levelManager = GameObject.FindObjectOfType<LevelManager> ();
     hitCount = 0;
     print (brickCount);
 }
Пример #2
0
    public override void Awake()
    {
        base.Awake();

        level = LevelManager.Instance;
        stats = GameStatistics.Instance;
    }
 void Start()
 {
     LM = FindObjectOfType<LevelManager>();
     pauseUIOverlay.SetActive(false);
     isGamePaused = false;
     transitionScene = false;
 }
Пример #4
0
    void Start()
    {
        audio_source = GetComponent<AudioSource> ();

                if (new_level) {
                        SelectMusic ();
                        new_level = false;
                }

                levelManager = GameObject.Find ("LevelLogic").GetComponent<LevelManager> ();
                enemyManager = GameObject.Find ("LevelLogic").GetComponent<EnemyManager> ();
                playerManager = GameObject.Find ("LevelLogic").GetComponent<PlayerManager> ();

                //Form level
                levelManager.InitLevelMap ();
                //Update Each Tile in map - includeds asigning values through CA

                levelManager.UpdateGapsAndPlatforms ();
                levelManager.UpdateLevelMap ();
                //Draw level
                levelMap = levelManager.GetLevelMap ();
                levelManager.DrawLevelMap ();

                //Get level map tile array
                //levelMap = levelManager.GetLevelMap ();

                enemyManager.LoadMap (levelMap);
                playerManager.LoadMap (levelMap);

                //Player must be loaded after level for raycasting to work
                playerManager.LoadPlayerSpawn ();
                playerManager.LoadEndPoint ();
                enemyManager.LoadEnemySpawns ();
    }
Пример #5
0
	// Use this for initialization
	void Start () {
		Debug.Log("Player Spawned");
		SpawnPlayer();
		levelManager = FindObjectOfType<LevelManager>();
		lives = 3;
	
	}
Пример #6
0
	void Start () {	
		if (instance != null && instance != this) { Destroy (gameObject); } 
		else { instance = this; GameObject.DontDestroyOnLoad(gameObject); }

		if (!formation) formation = enemyFormation.GetComponent<FormationController>();
			if (!formation) Debug.Log ("formation 2 pickup error");
		frameboard = GameObject.FindWithTag("Frameboard").GetComponent<Text>();
			if (!frameboard) Debug.LogError("FAIL tag Frameboard");
		scoreboard = GameObject.FindWithTag("Scoreboard").GetComponent<Text>();
			if (!scoreboard) Debug.LogError("FAIL tag Scoreboard");
		waveboard = GameObject.FindWithTag("Waveboard").GetComponent<Text>();
			if (!waveboard) Debug.LogError("FAIL tag Waveboard");

		playerMaxHealth = 420f;
		playerHitPoints = playerMaxHealth;
		playerShipCount = playerMaxShips;
		bCredit = false;
		creditButton.gameObject.SetActive(true);
		creditMessage.gameObject.SetActive(false);
		enemyFormation.gameObject.SetActive(false);
		loseMessage.gameObject.SetActive(false);
		quitButton.gameObject.SetActive(true);
		startButton.gameObject.SetActive(true);
		startMessage.gameObject.SetActive(true);
		startOverButton.gameObject.SetActive(false);
		waveboard.gameObject.SetActive(false);
		winMessage.gameObject.SetActive(false);
		ShowMyShips();
		priorShipCount = playerShipCount;
		fps = 0.0f;
		showFramerate = true; // TODO turn off for relase
		totalFrames = 0;
		totalFrameTime = 0f;
		waveNumber = 1;
	}
Пример #7
0
    void Awake()
    {
        levelManager = LevelManager.levelManager;
        myTransform = transform;
        initialPosition = myTransform.localPosition;

        // Si on ne veut pas de la liste classique, on doit renseigner ceux que l'on veut ainsi que les poids associés
        if (specificPickup.Length > 0) {
            for (int i = 0; i < specificPickup.Length; i++) {
                // Si le pickup n'est pas activé, on passe au suivant
                if (!IsPickupActivated (specificPickup [i]))
                    continue;

                listeBonus.Add (specificPickup[i]);

                int currentWeight = 0;
                // Si l'on ne veut pas les poids standards, on doit les changer également (il doit aussi y en avoir 1 pour 1 pickup)
                if (specificPickup.Length == specificWeight.Length) {
                    currentWeight = specificWeight [i];
                } else {
                    currentWeight = specificPickup [i].weight;
                }
                weightBonus.Add (currentWeight);
            }
        } else {
            for (int i = 0; i < ListManager.current.powerups.Length; i++) {
                // Si le pickup n'est pas activé, on passe au suivant
                if (!IsPickupActivated (ListManager.current.powerups[i]))
                    continue;

                listeBonus.Add (ListManager.current.powerups[i]);
                weightBonus.Add (ListManager.current.powerups[i].weight);
            }
        }
    }
Пример #8
0
    // Use this for initialization
    void Start()
    {
        levelManager = GameObject.Find("LevelManager").GetComponent<LevelManager>();
        transform.position = transform.position.normalized*levelManager.worldRadius;

        nextSpawnRemainingTime = UnityEngine.Random.Range(2.0f, 5.0f);
    }
Пример #9
0
    void Start()
    {
        Screen.showCursor = false;
        manager = (GameObject.Find("LevelManager").GetComponent("LevelManager")) as LevelManager;
        player_sound_manager = (GameObject.Find("MainPlayer").GetComponent("PlayerSoundManager")) as PlayerSoundManager;
        current_level = Application.loadedLevel;
        player = GameObject.Find("MainPlayer");
        player.transform.position = start_pos.transform.position;
        fade_in.FadeIn();
        player.tag = "Player";
        CharacterMotor motor = LevelManager.player.GetComponent("CharacterMotor") as CharacterMotor;
        if(current_level == 3 && !boosted)
        {
            boosted = true;
            motor.movement.maxForwardSpeed += 0.5f;
            motor.movement.maxBackwardsSpeed += 0.5f;
            motor.movement.maxSidewaysSpeed += 0.5f;
            motor.jumping.baseHeight += 0.02f;
            motor.jumping.extraHeight += 0.02f;

            default_speed = motor.movement.maxForwardSpeed;
            default_jump = motor.jumping.baseHeight;
        }
        else if(current_level == 3)
        {
            motor.movement.maxForwardSpeed = default_speed;
            motor.movement.maxBackwardsSpeed = default_speed;
            motor.movement.maxSidewaysSpeed = default_speed;
            motor.jumping.baseHeight = default_jump;
            motor.jumping.extraHeight = default_jump;
        }
    }
Пример #10
0
	void Start () {	
		if (instance != null && instance != this) { Destroy (gameObject); } 
		else { instance = this; GameObject.DontDestroyOnLoad(gameObject); }
//		hintBoard = GameObject.Find ("HintBoard").GetComponent<Text>(); // remaining bricks counter in-scene
		scoreBoard = GameObject.Find ("ScoreBoard").GetComponent<Text>();
		ShowMyBalls ();
	}
Пример #11
0
    // Use this for initialization
    void Start()
    {
        player = GameObject.FindGameObjectWithTag("Player");
        LM = (LevelManager)FindObjectOfType(typeof(LevelManager));

        Debug.Log("Starting #" + nHumans);
        myTransform = transform;
        spriteObj = GetComponent<exSprite>();
        spriteAnimation = GetComponent<exSpriteAnimation>();
        // Determine if I should be an alien.
        if (nAliens < maxAliens) {
            float pAlien = 0;
            if (nHumans >= nHandlers - maxAliens) {
                pAlien = 1;
            }
            else {
                pAlien = Random.Range(0, nHandlers);
            }
            if (pAlien <= 1 || nHumans >= nHandlers ) {
                Debug.Log("Human "+ nHumans + " Is an ALIEN!");
                isAlien = true;
                nAliens++;
                nHumans++;
            }
            else {
                Debug.Log("Human "+ nHumans + " Is a HUMAN!");
                nHumans++;
            }
        }
        //EventManager.instance.AddListener(this, "Oso_clicked");
        if (isAlien) {
            audio.pitch = 1.75f;
        }
    }
Пример #12
0
    // Use this for initialization
    public void Setup(LevelManager _lm)
    {
        name = "UI";
        _levman = _lm;
        transform.position = new Vector3(Camera.main.transform.position.x, Camera.main.transform.position.y, -100f);

        GameEventManager.GameStart += GameStart;
        GameEventManager.GameOver += GameOver;
        GameEventManager.Respawn += Respawn;

        _IngameUI = FETool.findWithinChildren(this.gameObject, "Ingame").GetComponent<IngameUI>();
        _GameOverUI = FETool.findWithinChildren(this.gameObject, "GameOver").GetComponent<GameOverUI>();
        _EntryUI = FETool.findWithinChildren(this.gameObject, "EntryMenu").GetComponent<EntryUI>();
        _EndGameUI = FETool.findWithinChildren(this.gameObject, "EndGame").GetComponent<EndGameUI>();
        BottomPos = FETool.findWithinChildren(gameObject, "BottomPos").transform;
        TopPos = FETool.findWithinChildren(gameObject, "TopPos").transform;

        _IngameUI.SetupSub(this);
        _IngameUI.Setup();
        _GameOverUI.SetupSub(this);
        _GameOverUI.Setup();
        _EntryUI.SetupSub(this);
        _EntryUI.Setup();
        _EndGameUI.SetupSub(this);
        _EndGameUI.Setup();

        if (_lm._profile.SETUP.GameType == GameSetup.versionType.Demo)
        {
            _IngameUI.initPos = IngamePlaceDemo;
            _GameOverUI.lbInitpos = LeaderboardPlaceDemo;
            _EndGameUI.lbInitpos = LeaderboardPlaceDemo;
        }
    }
 void Start()
 {
     leftmost = (Camera.main.ViewportToWorldPoint(new Vector2(0,0)) + new Vector3(this.GetComponent<SpriteRenderer>().sprite.bounds.size.x / 2 + buffer, 0, 0));
     rightmost = (Camera.main.ViewportToWorldPoint(new Vector2(1,0)) - new Vector3(this.GetComponent<SpriteRenderer>().sprite.bounds.size.x / 2 + buffer, 0, 0));
     hpBar = GameObject.Find("HealthBar").GetComponent<Image>();
     levelManager = GameObject.FindObjectOfType<LevelManager>();
 }
Пример #14
0
 void Awake()
 {
     levelManager = FindObjectOfType<LevelManager>();
     scoreManager = FindObjectOfType<ScoreManager>();
     ballController = FindObjectOfType<BallController>();
     anim = GetComponent<Animator>();
 }
Пример #15
0
 // Use this for initialization
 void Start()
 {
     Config config = GetComponent<Config>();
     m_levelManager = GetComponent<LevelManager>();
     m_scoreTable = config.ScoreTable;
     m_scoreMultipliers = config.ScoreMultipliers;
 }
Пример #16
0
    /// <summary>
    /// Called at the start of the level
    /// </summary>
    void Start()
    {
        myInstance = this;

        // Play BGM
        SoundManager.Instance.PlayBGM(0);
    }
Пример #17
0
 // Use this for initialization
 void Start()
 {
     text = GetComponent<Text> ();
     playerHealth = maxPlayerHealth;
     levelManager = FindObjectOfType<LevelManager> ();
     isDead = false;
 }
Пример #18
0
	void Awake()
	{
		if (myInstance == null)
		{
			myInstance = this;
		}
		else
		{
			DestroyImmediate(gameObject);
			return;
		}
		
		levelToLoadString = PlayerPrefs.GetString(nextLevelStringPref, "");
		
		if (levelToLoadString != "")
		{
			LoadLevel(levelToLoadString);
			return;
		}
		
		levelToLoadInt = PlayerPrefs.GetInt(nextLevelIntPref, -1);
		
		if (levelToLoadInt != -1)
		{
			LoadLevel(levelToLoadInt);
		}
	}
Пример #19
0
    void OnDestroy()
    {
        myInstance = null;
		
		PlayerPrefs.DeleteKey(nextLevelStringPref);
		PlayerPrefs.DeleteKey(nextLevelIntPref);
    }
Пример #20
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 // Use this for initialization
 void Start()
 {
     currentTime = initTime;
     timeText = this.GetComponent<Text>();
     levelManager = GameObject.Find("LevelMan").GetComponent<LevelManager>();
     printTime((int)currentTime);
 }
Пример #21
0
    public void Setup(LevelManager _lev)
    {
        _spr = FETool.findWithinChildren(gameObject, "TheGate").GetComponentInChildren<OTSprite>();
        _levMan = _lev;
        GameEventManager.Respawn += Respawn;
        GameEventManager.GameOver += GameOver;

        firstStep = FETool.findWithinChildren(gameObject, "ExitLoc/1");
        secondStep = FETool.findWithinChildren(gameObject, "ExitLoc/2");
        thirdStep = FETool.findWithinChildren(gameObject, "ExitLoc/3");

        spriteFirstStep = firstStep.GetComponentsInChildren<OTSprite>();
        spriteSecondStep = secondStep.GetComponentsInChildren<OTSprite>();
        spriteThirdStep = thirdStep.GetComponentsInChildren<OTSprite>();

        fadeSprites(spriteFirstStep, 0f);
        fadeSprites(spriteSecondStep, 0f);
        fadeSprites(spriteThirdStep, 0f);

        for (int i = 0 ; i < 24 ; i++)
        {
            slotList.Add(FETool.findWithinChildren(gameObject, "Slots/" + (i+1).ToString()));
        }
        defaultSlot = FETool.findWithinChildren(gameObject, "Slots/Default");

        Vortex = FETool.findWithinChildren(gameObject, "Vortex").GetComponentInChildren<OTAnimatingSprite>();
    }
Пример #22
0
 void Start()
 {
     levelManager = FindObjectOfType<LevelManager>();
     animator = GetComponentInChildren<Animator>();
     transform = gameObject.transform;
     speed = Random.Range(levelManager.Speed + 2, maxSpeed);
 }
Пример #23
0
	// Use this for initialization
	void Start ()
	{
		isBreakable = (this.tag == "Breakable"); 
		if (isBreakable)
			numberOfBricks++;
		levelManager = GameObject.FindObjectOfType<LevelManager> ();
	}
Пример #24
0
 void Start()
 {
     manager = GameObject.FindObjectOfType<LevelManager>();
     Vector3 scale = gameObject.transform.localScale;
     scale.x = 0;
     gameObject.transform.localScale = scale;
 }
Пример #25
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 void Start()
 {
     timer = GetComponent<Slider> ();
     levelManager = GameObject.FindObjectOfType<LevelManager> ();
     winLabel = GameObject.Find ("Survived");
     winLabel.SetActive (false);
 }
Пример #26
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 void Start()
 {
     levelManager = GameObject.FindObjectOfType<LevelManager>();
     ball = GameObject.FindObjectOfType<Ball>();
     textLife = GameObject.FindObjectOfType<Text>();
     paddle = GameObject.FindObjectOfType<Paddle>();
 }
    public void Start()
    {
        manager = GameObject.Find("Manager").GetComponent<LevelManager>();
        player = GameObject.Find("Player").GetComponent<Player>();

        initialPosition = new Vector3(7.5f,0.73f,-8.9f);

        player.SetPosition(initialPosition);
        player.SetRotation(new Quaternion(0f,0f,0f,0));

        gameOver = false;

        xLimit1 = -10.8f;
        xLimit2 = 8f;
        yLimit1 = 0.3f;
        yLimit2 = 4f;
        zLimit1 = -9.5f;
        zLimit2 = 9.5f;

        radiusFood = 0.5f;
        counter = 0f;
        previousCounter = 0f;

        foodObjects = new string[]{"FoodApple","FoodBanana","FoodCandyCane"};

        timerLimit = 2.0f;
        timer = timerLimit;

        player.SetActive(true);

        CreateFoodObjects(foodQty);
    }
Пример #28
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 void MakeInstance()
 {
     if (instance == null )
     {
         instance = this;
     }
 }
Пример #29
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    // Use this for initialization
    void Start()
    {
        //Filter load private resources
        levelmanager = GameObject.FindObjectOfType<LevelManager> ();

        timesHit = 0;
    }
Пример #30
0
    void Awake()
    {
        if (Instance != null) Debug.LogError("Should be only one level manager!");
        Instance = this;

        for (var i = 0; i < dimx; i++)
            for (var j = 0; j < dimy; j++)
            {
                var x = (i - 9) * _gridStep;
                var y = (j - 9) * _gridStep;
                _positions[i, j] = new Vector2(x, y);
                _obstacles[i, j] = false;
            }

        var walls = GameObject.FindGameObjectsWithTag(WallsTag);
        if (walls == null) Debug.LogError("No walls found!");
        foreach (var wall in walls)
        {
            var x = wall.transform.position.x;
            var y = wall.transform.position.y;
            var i = Mathf.RoundToInt(x / _gridStep + ((dimx / 2f) - 1f));
            var j = Mathf.RoundToInt(y / _gridStep + ((dimy / 2f) - 1f));

            _obstacles[i, j] = true;
        }
        GameManager.Dead += Dead;
    }
Пример #31
0
 void Start()
 {
     lm = GetComponent <LevelManager>();
 }
Пример #32
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 // Start is called before the first frame update
 void Start()
 {
     theLevelManager = FindObjectOfType <LevelManager>();
 }
Пример #33
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 // TODO NEED A NEWLEVELLOADED FUNCTION THAT WILL UPDATE ALL THE UI ELEMENTS WITH VALUES FROM THE LEVELMANAGER
 public void NewLevelWasLoaded(LevelManager lm, int roundNumber)
 {
     this.LM = lm;
     SetRoundText(roundNumber);
     SetVis_LevelCanvasUI(true);
 }
Пример #34
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 private void Awake()
 {
     levelGoals = LevelInfoData.GetLevelGoals(LevelManager.GetLevelEnum(SceneManager.GetActiveScene().name));
 }
Пример #35
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 public LevelGoals GetLevelGoals()
 {
     return(LevelInfoData.GetLevelGoals(LevelManager.GetLevelEnum(SceneManager.GetActiveScene().name)));
 }
 public ArenaPhase2State(string nextState, LevelManager levelManager, GameObject mob1)
 {
     this.nextState    = nextState;
     this.levelManager = levelManager;
     this.mob1         = mob1;
 }
Пример #37
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    private void LevelCompleted(LevelManager level)
    {
        curentLevel.OnLevelCompleted -= LevelCompleted;

        Debug.Log("Level finished");
    }
Пример #38
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 private void Start()
 {
     levelManager = GameObject.Find("LevelManager").GetComponent <LevelManager>();
 }
Пример #39
0
 void Awake()
 {
     _inputActions = new InputActions();
     _levelManager = transform.GetComponent <LevelManager>();
 }
Пример #40
0
    /// <summary>
    /// Rescale all of the asteroids to be the size they should be for a grid
    /// with a specified tile size.
    /// </summary>
    /// <param name="unitsPerTile">Length of 1 grid tile</param>
    public static void RescaleAsteroids(float unitsPerTile)
    {
        // Reset scaling lists
        largeAsteroidScales.Clear();
        LargeRadii.Clear();
        smallAsteroidScales.Clear();
        SmallRadii.Clear();
        chaserAsteroidScales.Clear();
        ChaserRadii.Clear();

        Vector3 asteroidScale = new Vector3();

        for (int i = 0; i < normalAsteroids.Count; i++)
        {
            asteroidScale = LevelManager.GetScaleSpriteToTileSize(
                normalAsteroids[i].GetComponent <SpriteInfo>(),
                unitsPerTile);
            asteroidScale.x
                = (asteroidScale.x * GameManager.AsteroidToTileSizeRatio);
            asteroidScale.y
                = (asteroidScale.y * GameManager.AsteroidToTileSizeRatio);

            largeAsteroidScales.Add(asteroidScale);
            largeAsteroidRadii.Add(
                unitsPerTile * GameManager.AsteroidToTileSizeRatio);
        }


        // Reset small asteroid scales & radii
        for (int i = 0; i < smallAsteroids.Count; i++)
        {
            asteroidScale
                = LevelManager.GetScaleSpriteToTileSize(
                      smallAsteroids[i].GetComponent <SpriteInfo>(),
                      unitsPerTile);
            asteroidScale.x
                = (asteroidScale.x * GameManager.AsteroidToTileSizeRatio)
                  * GameManager.SmallToLargeAsteroidRatio;
            asteroidScale.y
                = (asteroidScale.y * GameManager.AsteroidToTileSizeRatio)
                  * GameManager.SmallToLargeAsteroidRatio;

            smallAsteroidScales.Add(asteroidScale);
            smallAsteroidRadii.Add(unitsPerTile
                                   * GameManager.AsteroidToTileSizeRatio
                                   * GameManager.SmallToLargeAsteroidRatio);
        }


        // Reset chaser asteroid scales & radii
        for (int i = 0; i < chaserAsteroids.Count; i++)
        {
            asteroidScale
                = LevelManager.GetScaleSpriteToTileSize(
                      chaserAsteroids[i].GetComponent <SpriteInfo>(),
                      unitsPerTile);
            asteroidScale.x
                = (asteroidScale.x * GameManager.AsteroidToTileSizeRatio)
                  * GameManager.SmallToLargeAsteroidRatio;
            asteroidScale.y
                = (asteroidScale.y * GameManager.AsteroidToTileSizeRatio)
                  * GameManager.SmallToLargeAsteroidRatio;

            chaserAsteroidScales.Add(asteroidScale);
            chaserAsteroidRadii.Add(unitsPerTile
                                    * GameManager.AsteroidToTileSizeRatio
                                    * GameManager.SmallToLargeAsteroidRatio);
        }
    }
Пример #41
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 public ASTAR(LevelManager level)
 {
     this.level = level;
 }
Пример #42
0
 void Awake()
 {
     levelManager = GameObject.FindObjectOfType <LevelManager>();
     powerManager = GameObject.FindObjectOfType <PowerManager>();
     scoreManager = GameObject.FindObjectOfType <ScoreManager>();
 }
Пример #43
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 public void SetUp()
 {
     // System under test.
     LevelManager = MyGame.Manager.LevelManager;
     LevelManager.Initialize(CONTENT_ROOT);
 }
Пример #44
0
 // Use this for initialization
 void Start()
 {
     m_Rigidbody  = GetComponent <Rigidbody>();
     levelManager = (LevelManager)FindObjectOfType(typeof(LevelManager));
     animator     = GetComponent <Animator>();
 }
Пример #45
0
 // Start is called before the first frame update
 void Start()
 {
     manager = FindObjectOfType <LevelManager>();
     manager.soundsource.PlayOneShot(manager.Powerappearsound);
 }
Пример #46
0
 // Use this for initialization
 void Start()
 {
     mario          = FindObjectOfType <Mario> ();
     t_LevelManager = FindObjectOfType <LevelManager> ();
 }
Пример #47
0
 // Use this for initialization
 void Start()
 {
     theLevelManager     = FindObjectOfType <LevelManager>();
     theCircleCollider2D = GetComponent <CircleCollider2D>();
 }
Пример #48
0
 void Start()
 {
     levelmanager = LevelManager.FindObjectOfType <LevelManager> ();
 }
Пример #49
0
 private void Awake()
 {
     instance = this;
 }
Пример #50
0
    // Update is called once per frame
    void Update()
    {
        timer -= Time.deltaTime;
        if (chaos >= numberOfStudents && timer >= 0)
        {
            state = GameState.Finished;
            perdeu.SetActive(true);
            // PERDER
        }
        else if (chaos < numberOfStudents && timer <= 0)
        {
            // Vencer
            LevelManager lm = LevelManager.sharedInstance;
            if (lm.level < lm.maxLevel)
            {
                state = GameState.ChangingLevel;
            }
            else
            {
                state = GameState.Finished;
                ganhou.SetActive(true);
            }
        }
        else   // Evita que o jogador continue ganhando pontos após o término do jogo
        {
            timeSinceLastTick += Time.deltaTime;
            if (timeSinceLastTick >= scoreTick)
            {
                IncrementScore();
            }
            if (childsToCorrupt > 0)
            {
                corruptTimer -= Time.deltaTime;
                if (corruptTimer <= 0)
                {
                    int selected = Random.Range(0, students.Length - 1);
                    int iterator = selected;
                    while (students[iterator].status != StudentStatus.Neutral)
                    {
                        iterator = (iterator + 1) % students.Length;
                        if (iterator == selected)
                        {
                            break;
                        }
                    }
                    if (students[iterator].status == StudentStatus.Neutral)
                    {
                        students[iterator].bagunca = students[iterator].threshold;
                    }
                    corruptTimer = timeToCorrupt;
                    childsToCorrupt--;
                }
            }
        }

        switch (state)
        {
        case GameState.Light:
            if (chaos >= enterMediumState)
            {
                bgAudioSource.ChangeMusic(mediumBGM, false);
                state = GameState.Medium;
            }
            break;

        case GameState.Medium:
            if (chaos >= enterHeavyState)
            {
                bgAudioSource.ChangeMusic(heavyBGM, false);
                //bgAudioSource.ChangeBGMVolume(0.5f);
                state = GameState.Heavy;
            }
            break;

        case GameState.Heavy:
            break;

        case GameState.ChangingLevel:
            if (students[0].enabled)
            {
                bgAudioSource.PlaySoundEffect(StartingSound, 0);
                foreach (Student s in students)
                {
                    s.myDesk.objectInPlace.gameObject.SetActive(false);
                    s.enabled = false;
                }
            }
            finishedLevel.SetActive(true);
            //LevelManager.sharedInstance.FinishLevel();
            break;

        case GameState.Finished:
            timer += Time.deltaTime;

            GameObject.FindObjectOfType <TimerBarComponent>().enabled = false;

            foreach (Student s in students)
            {
                s.myDesk.objectInPlace.gameObject.SetActive(false);
                s.enabled = false;
            }

            GameObject temp = (ganhou.activeSelf == true ? ganhou : perdeu);

            Text finalScoreText = temp.transform.Find("score final").gameObject.GetComponent <Text>();
            Text highScoreText  = temp.transform.Find("Highscore value").gameObject.GetComponent <Text>();
            Text recorde        = temp.transform.Find("Recorde").gameObject.GetComponent <Text>();

            finalScoreText.text = scoreText.text;
            int hs = PlayerPrefs.GetInt(Constants.HIGH_SCORE_KEY);

            if (score > hs)                  // Highscore
            {
                PlayerPrefs.SetInt(Constants.HIGH_SCORE_KEY, score);
                recorde.enabled = true;
                hs = score;
            }

            highScoreText.text = hs.ToString();
            break;
        }
    }
 // Use this for initialization
 void Start()
 {
     lm  = FindObjectOfType <LevelManager> ();
     cam = FindObjectOfType <Magnify> ();
     pm  = FindObjectOfType <PlayerManager> ();
 }
Пример #52
0
 void Start()
 {
     LEVEL = levelManager.GetComponent <LevelManager>();
     GAME  = this;
     SwitchState(State.INIT);
 }
 private void Start()
 {
     LevelManager.GetInstance().SetActiveDisplayPressE(false);
 }
Пример #54
0
 protected virtual void Start()
 {
     levelManager = FindObjectOfType <LevelManager>();
     CheckTeleportPositionAndId();
     didMyThing = false;
 }
Пример #55
0
    void LateUpdate()
    {
        int recSocketId;
        int recConnectionId; // Reconoce la ID del jugador
        int recChannelId;

        byte[]           recBuffer = new byte[NetworkConsts.bufferSize];
        int              dataSize;
        byte             error;
        NetworkEventType recNetworkEvent = NetworkTransport.Receive(out recSocketId, out recConnectionId, out recChannelId, recBuffer, NetworkConsts.bufferSize, out dataSize, out error);
        NetworkError     Error           = (NetworkError)error;

        if (Error == NetworkError.MessageToLong)
        {
            //Trata de capturar el mensaje denuevo, pero asumiendo buffer más grande.
            recBuffer       = new byte[NetworkConsts.bigBufferSize];
            recNetworkEvent = NetworkTransport.Receive(out recSocketId, out recConnectionId, out recChannelId, recBuffer, NetworkConsts.bigBufferSize, out dataSize, out error);
        }
        switch (recNetworkEvent)
        {
        case NetworkEventType.Nothing:
            break;

        case NetworkEventType.ConnectEvent:
            if (NotInClientScene())
            {
                if (GetLocalPlayer())
                {
                    LevelManager lm = FindObjectOfType <LevelManager>();
                    lm.ShowReconnectingMessage(false);
                    GetLocalPlayer().Connect(true);
                }
            }
            Debug.Log("Connection succesfull");
            break;

        case NetworkEventType.DataEvent:
            Stream          stream    = new MemoryStream(recBuffer);
            BinaryFormatter formatter = new BinaryFormatter();
            string          message   = formatter.Deserialize(stream) as string;

            if (recChannelId == unreliableChannelId || recChannelId == reliableLittleChannelId)
            {
                handler.HandleMessage(message);
            }

            if (recChannelId == reliableBigChannelId)
            {
                ReceiveMessageFromPlanner(message, recConnectionId);
            }

            if (debug)
            {
                Debug.Log(HoraMinuto() + " - " + message);
            }

            break;

        case NetworkEventType.DisconnectEvent:
            if (connectionId == recConnectionId)     // Detectamos que fuimos nosotros los que nos desconectamos
            {
                Reconnecting();
            }

            Debug.Log("Disconnected from server");
            break;
        }
    }
Пример #56
0
 void Awake()
 {
     levelManager = GameObject.FindObjectOfType <LevelManager>();
 }
Пример #57
0
    // Controls the pausing of the scene

    /*public void pauseControl()
     * {
     *  if (Time.timeScale == 1)
     *  {
     *      Time.timeScale = 0;
     *      showPaused();
     *  }
     *  else if (Time.timeScale == 0)
     *  {
     *      Time.timeScale = 1;
     *      hidePaused();
     *  }
     * }
     *
     * // Shows objects with ShowOnPause tag
     * public void showPaused()
     * {
     *  foreach (GameObject g in pauseObjects)
     *  {
     *      g.SetActive(true);
     *  }
     * }
     *
     * // Hides objects with ShowOnPause tag
     * public void hidePaused()
     * {
     *  foreach (GameObject g in pauseObjects)
     *  {
     *      g.SetActive(false);
     *  }
     * }*/

    // Loads inputted level
    public void LoadLevel(int level)
    {
        LevelManager.ReloadLevel(level);
    }
 void Awake()
 {
     LevelManager.GetInstance().RegisterCanPressELabel(m_label_can_press_e);
 }
Пример #59
0
    //GameObject[] pauseObjects;

    // Use this for initialization

    /*(void Start()
     * {
     *  Time.timeScale = 1;
     *  pauseObjects = GameObject.FindGameObjectsWithTag("ShowOnPause");
     *  hidePaused();
     * }
     *
     * // Update is called once per frame
     * void Update()
     * {
     *  // Uses p button to pause and unpause the game
     *  if (Input.GetKeyDown(KeyCode.P))
     *  {
     *      if (Time.timeScale == 1)
     *      {
     *          Time.timeScale = 0;
     *          showPaused();
     *      }
     *      else if (Time.timeScale == 0)
     *      {
     *          Time.timeScale = 1;
     *          hidePaused();
     *      }
     *  }
     * }*/

    // Reloads the level
    public void Reload()
    {
        LevelManager.ReloadLevel(2);
    }
Пример #60
0
 void Start()
 {
     lm = gameObject.GetComponentInParent <LevelManager>();
 }