Пример #1
0
    private void UpdateWavePhase()
    {
        // Not the best way to detect no enemies, but it works ok
        GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy");

        if (!spawnManager.SpawningEnemies && enemies.Length == 0)
        {
            if (currentWave == maxWaves)
            {
                Phase = LevelPhase.EndPhase;
            }
            else
            {
                Phase = LevelPhase.BuildPhase;
            }
        }

        // If the nexus gets destroyed go to the endphase
        if (nexus.IsDestroyed)
        {
            lost  = true;
            Phase = LevelPhase.EndPhase;
        }
    }
Пример #2
0
 public static void SetLevelPhase(LevelPhase phase)
 {
     GameEvent_PD2.level_phase = phase;
 }
Пример #3
0
    void Update()
    {
        switch (levelPhase)
        {
        case (LevelPhase.PHASE1):
            BoundsUpdate(-35.3f, -24.25f);

            smoothCamera.following = false;
            spawnManager.phase1    = true;

            if (enemiesKilledInPhase >= 1)
            {     /*
                   * spawnManager.phase1 = false;
                   * if (EnemiesInGame.Count == 0)
                   * {
                   *    enemiesKilledInPhase = 0;
                   *    levelPhase = LevelPhase.CONTINUE;
                   * }
                   * }
                   * break;
                   *
                   * case (LevelPhase.PHASE2):
                   * BoundsUpdate(-16f, -4f);
                   *
                   * smoothCamera.following = false;
                   *
                   * spawnManager.phase2 = true;
                   *
                   * if (enemiesKilledInPhase >= 1)
                   * {
                   * spawnManager.phase2 = false;
                   * if (EnemiesInGame.Count == 0)
                   * {
                   *    enemiesKilledInPhase = 0;
                   *    levelPhase = LevelPhase.CONTINUE;
                   * }
                   */
                  /* ****Player locked in Phase 1 for Demo!!!***  */
            }
            break;

        case (LevelPhase.PHASE3):
            BoundsUpdate(13f, 25f);

            smoothCamera.following = false;

            spawnManager.phase3 = true;

            if (enemiesKilledInPhase >= 1)
            {
                spawnManager.phase3 = false;
                if (EnemiesInGame.Count == 0)
                {
                    enemiesKilledInPhase = 0;
                    levelPhase           = LevelPhase.CONTINUE;
                }
            }
            break;


        case (LevelPhase.CONTINUE):
            smoothCamera.following = true;

            //Phase1 Cont to Phase2
            if (playerObject.transform.position.x >= -10 && phaseCounter == 1 ||
                player2Object.transform.position.x >= -10 && phaseCounter == 1)
            {
                phaseCounter++;
                levelPhase = LevelPhase.PHASE2;
            }
            else if (playerObject.transform.position.x < -10 && phaseCounter == 1 ||
                     player2Object.transform.position.x < -10 && phaseCounter == 1)
            {
                playerController.xMax    = -9;
                playerTwoController.xMax = -9;
            }

            //Phase2 Cont to Phase3
            else if (playerObject.transform.position.x >= 20 && phaseCounter == 2 ||
                     player2Object.transform.position.x >= 20 && phaseCounter == 2)
            {
                phaseCounter++;
                levelPhase = LevelPhase.PHASE3;
            }
            else if (playerObject.transform.position.x < 20 ||
                     player2Object.transform.position.x < 20 && phaseCounter == 2)
            {
                playerController.xMax    = 21;
                playerTwoController.xMax = 21;
            }


            break;
        }
    }
Пример #4
0
        public override void CharacterInteraction(CharacterController character, Interactable interactable)
        {
            if (interactable != null && character != null)
            {
                Debug.Log("INTERACTING!");

                if (interactable.identifier == "apple")
                {
                    if (Vector2.Distance(character.transform.position, interactable.transform.position) <= interactable.interactDistance &&
                        currentPhase == LevelPhase.FIRST)
                    {
                        ApplePicked(character);
                        Destroy(interactable.gameObject, 0.1f);
                        SetText(textApplePicked);
                    }
                    else
                    {
                        var shaker = interactable.GetComponent <ShakerEffect>();
                        if (shaker != null)
                        {
                            shaker.Shake();
                        }
                    }
                }
                else if (interactable.identifier == "bucket")
                {
                    if (Vector2.Distance(character.transform.position, interactable.transform.position) <= interactable.interactDistance &&
                        currentPhase == LevelPhase.SECOND_HORSE_FED_APPLE)
                    {
                        BucketPicked();
                        Destroy(interactable.gameObject, 0.1f);
                    }
                    else
                    {
                        var shaker = interactable.GetComponent <ShakerEffect>();
                        if (shaker != null)
                        {
                            shaker.Shake();
                        }
                    }
                }
                else if (interactable.identifier == "horse")
                {
                    if (Vector2.Distance(character.transform.position, interactable.transform.position) <= interactable.interactDistance)
                    {
                        if (currentPhase == LevelPhase.FIRST && applePicked)
                        {
                            SetText(textHorseFed);
                            AppleItemImage.SetActive(false);
                            currentPhase = LevelPhase.SECOND_HORSE_FED_APPLE;
                        }
                        else if (currentPhase == LevelPhase.SECOND_HORSE_FED_APPLE && bucketPicked)
                        {
                            SetText("El balde esta vacio. Debes llenarlo con agua antes de darselo a la yegua");
                        }
                        else if (currentPhase == LevelPhase.SECOND_HORSE_FED_APPLE && waterBucketPicked && !bucketPicked)
                        {
                            SetText("¡Buen trabajo! Has alimentado a la yegua. Ahora está lista para sus actividades diarias");
                            Invoke("OpenMenu", 1.5f);
                        }
                    }
                }
                else if (interactable.identifier == "water")
                {
                    if (Vector2.Distance(character.transform.position, interactable.transform.position) <= interactable.interactDistance)
                    {
                        if (currentPhase == LevelPhase.SECOND_HORSE_FED_APPLE && bucketPicked)
                        {
                            SetText("Has llenado el balde de agua. El agua de los pozos artificiales proviene del subsuelo y es naturalmente filtrada por rocas de diversos tamaños. Esta puede ser consumida sin problemas por personas y animales.");
                            waterBucketPicked = true;
                            bucketPicked      = false;
                            BucketItemImage.SetActive(false);
                            BucketItemFilledImage.SetActive(true);
                        }
                    }
                }
            }
        }
Пример #5
0
    public void Scored(int points, bool added = false) // total points of the level
    {
        if (points < 0)
        {
            points = 0;
        }
        if (points > 10)
        {
            points = 10;
        }


        if (!added && actualPhase == LevelPhase.SECOND_SHOT)
        {
            points -= levelScore[levelIndex()].firstScore;
        }

        else if (!added && actualPhase == LevelPhase.SECOND_SHOT)
        {
            points -= levelScore[levelIndex()].firstScore + levelScore[levelIndex()].secondScore;
        }


        switch (actualPhase)
        {
        case LevelPhase.FIRST_SHOT:

            // add previous bonuses
            if (!isFirstLevel())
            {
                if (levelScore[levelBefore()].state == LevelScore.ScoreDisplay.WAITING_NEXT_FIRST)
                {
                    levelScore[levelBefore()].state = LevelScore.ScoreDisplay.DISPLAY_SPARE;
                    computeTotalScore(levelBefore());
                }
            }

            if (points < 10)
            {
                levelScore[levelIndex()].firstScore = points;
                levelScore[levelIndex()].state      = LevelScore.ScoreDisplay.FIRST_DISPLAY;
                actualPhase = LevelPhase.SECOND_SHOT;
            }
            else
            {
                if (isLastLevel())     // strike in the last level
                {
                    levelScore[levelIndex()].firstScore = points;
                    levelScore[levelIndex()].state      = LevelScore.ScoreDisplay.STRIKE_WAITING_TWO;
                    actualPhase = LevelPhase.SECOND_SHOT;
                }
                else     // just a normal strike in the game
                {
                    levelScore[levelIndex()].firstScore = points;
                    levelScore[levelIndex()].state      = LevelScore.ScoreDisplay.WAITING_NEXT_SECOND;
                    actualPhase = LevelPhase.FIRST_SHOT;
                    incrementLevel();
                }
            }
            break;

        case LevelPhase.SECOND_SHOT:

            // add previous bonus
            if (!isFirstLevel())
            {
                if (levelScore[levelBefore()].state == LevelScore.ScoreDisplay.WAITING_NEXT_SECOND)
                {
                    levelScore[levelBefore()].state = LevelScore.ScoreDisplay.DISPLAY_STRIKE;
                    computeTotalScore(levelBefore());
                }
            }


            int firstPlusSecond = levelScore[levelIndex()].firstScore + levelScore[levelIndex()].secondScore;

            if (firstPlusSecond < 10)     // no spare
            {
                levelScore[levelIndex()].secondScore = points;
                levelScore[levelIndex()].state       = LevelScore.ScoreDisplay.SECOND_DISPLAY;

                if (isLastLevel())
                {
                    actualPhase = LevelPhase.GAME_FINISHED;
                }
                else
                {
                    incrementLevel();
                    actualPhase = LevelPhase.FIRST_SHOT;
                }
            }
            else     // spare !
            {
                if (isLastLevel())
                {
                    levelScore[levelIndex()].secondScore = points;
                    levelScore[levelIndex()].state       = LevelScore.ScoreDisplay.SPARE_WAITING_THIRD;
                    actualPhase = LevelPhase.THIRD_SHOT;
                }
                else
                {
                    levelScore[levelIndex()].secondScore = points;
                    levelScore[levelIndex()].state       = LevelScore.ScoreDisplay.WAITING_NEXT_FIRST;
                    actualPhase = LevelPhase.FIRST_SHOT;
                }
            }

            break;

        case LevelPhase.THIRD_SHOT:
            levelScore[levelIndex()].thirdScore = points;

            switch (levelScore[levelIndex()].state)
            {
            case LevelScore.ScoreDisplay.SPARE_WAITING_THIRD:
                if (points == 10)
                {
                    levelScore[levelIndex()].state = LevelScore.ScoreDisplay.SPARE_STRIKE;
                }
                else
                {
                    levelScore[levelIndex()].state = LevelScore.ScoreDisplay.DISPLAY_SPARE_THIRD;
                }
                break;

            case LevelScore.ScoreDisplay.STRIKE_WAITING_ONE:
                if (points == 10)
                {
                    levelScore[levelIndex()].state = LevelScore.ScoreDisplay.STRIKE_SPARE;
                }
                else
                {
                    levelScore[levelIndex()].state = LevelScore.ScoreDisplay.STRIKE_THIRD;
                }
                break;

            case LevelScore.ScoreDisplay.STRIKE_TWICE:
                if (points == 10)
                {
                    levelScore[levelIndex()].state = LevelScore.ScoreDisplay.STRIKE_XXX;
                }
                else
                {
                    levelScore[levelIndex()].state = LevelScore.ScoreDisplay.STRIKE_TWICE_THIRD;
                }
                break;
            }

            actualPhase = LevelPhase.GAME_FINISHED;
            break;
        }

        if (!isFirstLevel())
        {
            computeTotalScore(levelBefore());
        }

        computeTotalScore();
        refreshTab();

        handleSwiper();
    }
Пример #6
0
    private void Start()
    {
        Phase = LevelPhase.BuildPhase;

        player = GameObject.FindGameObjectWithTag("Player");
    }
Пример #7
0
 public void ReportCityBuilt()
 {
     CurrentLevelPhase = LevelPhase.MAIN;
 }
Пример #8
0
 internal LevelNode(string JSON) : base(JSON)
 {
     LevelID      = GetString("level_id");
     Phase        = GetEnum <LevelPhase>("phase");
     NoReturnTime = (int)GetFloat("no_return_timer");
 }
Пример #9
0
 private void ChangePhase(LevelPhase levelPhase)
 {
     this.levelPhase.SetState(levelPhase);
     this.RpcSetPhase((byte)levelPhase);
 }