// Use this for initialization
 void Start()
 {
     player = GameObject.FindObjectOfType<Player>();
     canvas = GetComponent<Canvas>();
     canvas.enabled = false;
     state = GameObject.FindObjectOfType<LevelState>();
 }
Пример #2
0
 public MetaLevel(String title, String id, String thumbnail)
 {
     this.title = title;
     this.thumbnailResource = thumbnail;
     this.state = LevelState.LOCKED;
     this.id = id;
 }
Пример #3
0
    public static void addState(LevelState aState)
    {
        if (levelStates == null)
            levelStates = new List<LevelState>();

        levelStates.Add(aState);
    }
 // Use this for initialization
 void Start()
 {
     Cardboard.SDK.OnTrigger += PullTrigger;
     head = GameObject.FindObjectOfType<CardboardHead>();
     rb = GetComponent<Rigidbody>();
     state = GameObject.FindObjectOfType<LevelState>();
 }
        public void Update(LevelState state)
        {
            if (!init)
            {
                foreach (var faction in state.Factions)
                {
                    //Points.Add(faction.SlotIndex, faction.Points);
                    //if (OnNewEvent != null)
                    //    OnNewEvent(new FactionPointsEntry() {
                    //        Round = state.Round,
                    //        SlotIndex = faction.SlotIndex,
                    //        Points = faction.Points
                    //    });
                }
                init = true;
            }

            foreach (var faction in state.Factions)
            {
                //if (Points[faction.SlotIndex] != faction.Points)
                //{
                //    Points[faction.SlotIndex] = faction.Points;
                //    if (OnNewEvent != null)
                //        OnNewEvent(new FactionPointsEntry()
                //        {
                //            Round = state.Round,
                //            SlotIndex = faction.SlotIndex,
                //            Points = faction.Points
                //        });
                //}
            }
        }
 public Level()
 {
     Waves = new List<Wave>();
     _currentState = LevelState.BEGIN;
     _currentTime = TimeSpan.Zero;
     _currentWave = 0;
     ////Debug.WriteLine("LEVEL: Begin Wave");
 }
Пример #7
0
 public Level(int index, string name, int checkpoints, LevelState state,Vector3 position)
 {
     this.mLevelIndex = index;
     this.mLevelName = name;
     this.mCheckPoint = checkpoints;
     this.mState = state;
     this.mPlayerPosition = position;
 }
Пример #8
0
 public Level(int index, string name,int checkpoints)
 {
     this.mLevelIndex = index;
     this.mLevelName = name;
     this.mCheckPoint = checkpoints;
     this.mState = LevelState.UNLOADED;
     this.mPlayerPosition = Vector3.zero;
 }
Пример #9
0
 public Level()
 {
     this.mLevelIndex = 0;
     this.mLevelName = "";
     this.mCheckPoint = 0;
     this.mState = LevelState.UNLOADED;
     this.mPlayerPosition = Vector3.zero;
 }
Пример #10
0
    protected override void LoadData(MemoryStream ms)
    {
        IFormatter formatter = new BinaryFormatter();
        GameState gd = (GameState)formatter.Deserialize(ms);

        this.CultistState = gd.CultistState == null ? new CultistState() : gd.CultistState;
        this.LevelState = gd.LevelState == null ? new LevelState() : gd.LevelState;
    }
 public Level()
 {
     Waves = new List<Wave>();
     _currentState = LevelState.BEGINWAVING;
     _currentTime = TimeSpan.Zero;
     _currentWave = 0;
     IsFirstZombie = true;
     ////Debug.WriteLine("LEVEL: Begin Wave");
 }
Пример #12
0
 public void LoadLevel(int levelIndex)
 {
     if( thisLevelState != LevelState.OpeningCredits )
         SoundtrackManager.s_instance.PlayAudioSource (SoundtrackManager.s_instance.beep);
     loadingBarScreen.alpha = 1;
     StartCoroutine (LevelLoader (levelIndex));
     lastLevelState = thisLevelState;
     thisLevelState = (LevelState)levelIndex;
 }
Пример #13
0
 public Level(MainWindow window)
 {
     this.window = window;
     levelOne = new LevelOne(this);
     levelTwo = new LevelTwo(this);
     levelThree = new LevelThree(this);
     bossLevel = new BossLevel(this);
     setLevelState(levelOne);
     dispatcher = Dispatcher.CurrentDispatcher;
 }
Пример #14
0
    public void SetCurrentLevelState(LevelState state)
    {
        int curLevel = Main.instance.sceneManager.curLevel;
        SetLevelState(curLevel, state);

        //unlock next level
        if(state == LevelState.Complete && GetLevelState(curLevel+1) == LevelState.Locked) {
            SetLevelState(curLevel+1, LevelState.Unlocked);
        }
    }
Пример #15
0
 public Level(Game game, SpriteBatch spriteBatch, int levelNumber,
     int movesPerformed, Texture2D buttonsTexture)
     : base(game)
 {
     this.levelNumber = levelNumber;
     this.spriteBatch = spriteBatch;
     CurrentState = LevelState.NotReady;
     this.buttonsTexture = buttonsTexture;
     MovesPerformed = movesPerformed;
 }
Пример #16
0
        public virtual void StartLevel()
        {
            var enemiesLayer = LayerMask.NameToLayer( "Enemies" );
            var playerLayer = LayerMask.NameToLayer( "Player" );

            Physics.IgnoreLayerCollision( enemiesLayer, enemiesLayer );
            Physics.IgnoreLayerCollision( playerLayer, playerLayer );
            State = LevelState.Running;
            LevelRunningCoroutine = Locator.Coroutines.RunCoroutine( LevelRunning() );
        }
Пример #17
0
        public virtual void Pause()
        {
            if ( State == LevelState.Done )
                return;

            State = State == LevelState.Running ? LevelState.Paused : LevelState.Running;
            TimeProvider.Pause = State == LevelState.Paused;
            if ( State == LevelState.Paused )
                pauseMenu = Locator.UI.Show< PauseMenu >();
            else
                pauseMenu.Close();
        }
Пример #18
0
    public void Load()
    {
        levelState = LevelState.LOADING_SAVE;

        // load container data
        serializer.Load(container.saveSlot);

        // allow 3 frames to be skipped after save to fix ragdoll bug
        skipUpdateFrames = 3;
        Time.timeScale = 1;
        //GameManager.instance.gameState = GameState.RUNNING;
    }
Пример #19
0
        public Game1()
        {
            DEATH_COUNTER = 0;
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            curLevel = LevelState.Start;

            level1 = new Level1(this);
            level2 = new Level2(this);
            level3 = new Level3(this);
            level4 = new Level.Level4(this);
            level5 = new Level.Level5(this);
            level6 = new Level.Level6(this);
        }
Пример #20
0
        public static void SetState(LevelState state)
        {
            switch (state)
            {
                case LevelState.WAITING:
                    Timer = Utilities.Time + 5;
                    break;

                case LevelState.PLAYING:
                    break;
            }

            CurrentState = state;
            TimeSinceStart = Utilities.Time;
            if (OnStateChange != null)
                OnStateChange(CurrentState);
        }
Пример #21
0
    // Use this for initialization
    void Start()
    {
        audSource = this.GetComponent<AudioSource>();

        levelState = LevelState.Starting;

        //CountdownAmount = levelStartTime / CountdownSize;
        //audioSource = this.GetComponent<AudioSource>();
        //audioSource.loop = false;
        //CurrentAudioClip = CountdownSize;
        //audioSource.clip = levelStartNumberClips[CurrentAudioClip - 1];
        //audioSource.Play();

        //if (showStartTimer)
        //    levelText.text = "" + CurrentAudioClip;
        //else
        //    levelText.text = "";
    }
Пример #22
0
 public StateHandler()
 {
     _score = 0;
     _gamestate = GameState.Menu;
     _menustate = MenuState.MainMenu;
     _levelstate = LevelState.Level1;
     _transitionstate = TransitionState.LevelStart;
     _characterstate = CharacterState.Standing;
     _characterskin = Skins.Mario;
     _nextgamestate = GameState.Menu;
     _nextmenustate = MenuState.MainMenu;
     _nextlevelstate = LevelState.Level1;
     _nexttransitionstate = TransitionState.LevelStart;
     _nextcharacterstate = CharacterState.Standing;
     _nextcharacterskin = Skins.Mario;
     _cursor = MenuCursor.PlayGame;
     _keyscursor = 1;
     _skinscursor = 1;
 }
Пример #23
0
 public void SwitchToState(LevelState s)
 {
     this.state = s;
     Debug.Log("LevelController is switching to state: " + this.state);
     switch (this.state)
     {
         case LevelState.LOADIN:
             this.SwitchToLoadIn();
             break;
         case LevelState.IDLE:
             this.SwitchToIdle();
             break;
         case LevelState.WAITING:
             this.SwitchToWaiting();
             break;
         case LevelState.PAUSED:
             this.SwitchToPaused();
             break;
         case LevelState.LOADOUT:
             this.SwitchToLoadOut();
             break;
     }
 }
Пример #24
0
 public void setZTimeLevel(MenuObject.ZombieTime mytime,LevelState myLevel)
 {
     if (myLevel == LevelState.Level2) 
     {
         level2.setZTime(mytime);
     }
     else if (myLevel == LevelState.Level3)
     {
         level3.setZTime(mytime);
     }
     else if (myLevel == LevelState.Level4) 
     {
         level4.setZTime(mytime);
     }
     else if (myLevel == LevelState.Level5)
     {
         level5.setZTime(mytime);
     }
     else if (myLevel == LevelState.Level6)
     {
         level6.setZTime(mytime);
     }
 }
Пример #25
0
 protected void Awake()
 {
     LevelState = LevelState.Play;
     GetComponent <EventBus>().On(EventFailed, () => StartCoroutine(OnLevelFailed()));
     GetComponent <EventBus>().On(EventPass, () => StartCoroutine(OnLevelPass()));
 }
Пример #26
0
 private void HandleOnInfiniteGameOver()
 {
     state = LevelState.GAME_OVER;
     UpdateAndSaveLevelData(true);
 }
Пример #27
0
 /// <summary>
 /// Continua la partida
 /// </summary>
 private void ResumeGame()
 {
     Time.timeScale = lastTimeScale; //Constants.DEFAULT_TIME_SCALE;
     state          = isInitPause ? LevelState.INIT : LevelState.RUNNING;
     isInitPause    = false;
 }
Пример #28
0
 public BaseRoundDataVO(List <IRoundItem> items, List <IRoundItem> solutions, LevelState levelState, WarmUpState warmUpState, int timeout, int memorizeTimeout) : this(items, solutions, levelState, warmUpState, timeout)
 {
     MemorizeTimeout = memorizeTimeout;
 }
Пример #29
0
 // launched when idle time expires, waves attack
 public void Fight()
 {
     currentState = LevelState.Combat;
 }
Пример #30
0
 void OnLevelComplete()
 {
     Utilities.Log("State ==> StatsScreen");
     State = LevelState.StatsScreen;
     HideHUDUI();
 }
Пример #31
0
        private void LoadData()
        {
            // load level data. In this demo, we generate the level data with code. In real game, you
            // should load the level data.
            var levelDataDictionary = new Dictionary <int, LevelData>();

            for (int index = 1; index <= levelCount; index++)
            {
                var item = new LevelData();
                item.levelID = index;
                item.name    = string.Format("Level {0:D2}", index);

                levelDataDictionary.Add(item.levelID, item);
            }

            // load level state. In this demo, we generate the state with code. In real game, state
            // should be restored from persistent data. When the state is updated, you should save it
            // to persistent data.
            var levelStateDictionary = new Dictionary <int, LevelState>();

            for (int index = 1; index <= levelCount; index++)
            {
                var item = new LevelState();
                item.levelID = index;

                // set lock state
                item.locked = index > (levelCount / 2);

                if (item.locked)
                {
                    item.starNumber = LevelStarNumber.None;
                }
                else
                {
                    // set star number
                    item.starNumber = (LevelStarNumber)(index % 4);

                    // set score
                    item.score = index * 100;
                }

                // add it
                levelStateDictionary.Add(item.levelID, item);
            }

            // set last unlocked level
            int lastIndex         = levelCount / 2;
            var lastUnlockedLevel = levelStateDictionary[lastIndex];

            lastUnlockedLevel.score      = 0;
            lastUnlockedLevel.starNumber = LevelStarNumber.None;

            // create level info
            currentLevelInfo = new LevelInfo();

            // create level item list
            levelItemList = new ObservableList <LevelItem>();
            foreach (var kvp in levelStateDictionary)
            {
                var levelID    = kvp.Key;
                var levelState = kvp.Value;

                // get level data
                var levelData = levelDataDictionary[levelID];

                // create level item
                var newItem = new LevelItem(levelData, levelState);

                // set command
                newItem.SelectCommand = new DelegateCommand(() => SelectLevel(newItem));

                // add it to list
                levelItemList.Add(newItem);
            }

            // create level item dictionary
            levelItemDictionary = new Dictionary <int, LevelItem>();
            foreach (var item in levelItemList)
            {
                var key = item.LevelData.levelID;

                levelItemDictionary.Add(key, item);
            }
        }
Пример #32
0
        // start game method
        public void StartGame()
        {
            // resets players, initializes to level 1, sets levelstate to playing
            _player1.Reset();
            computer.Reset();
            if (myState == LevelState.Starting) _level = 1;
            myState = LevelState.Playing;

            // switches computers timedelay based on difficulty of game
            switch (myDiff)
            {
                case Difficulty.Baby:
                    ComputerPlayer.timeDelay = 2 - (.1f * _level);
                    if (ComputerPlayer.timeDelay <= 0) Winner();
                    break;
                case Difficulty.Easy:
                    ComputerPlayer.timeDelay = 1.2f - (.06f * _level);
                    if (ComputerPlayer.timeDelay <= 0) Winner();
                    break;
                case Difficulty.Medium:
                    ComputerPlayer.timeDelay = .6f - (.03f * _level);
                    if (ComputerPlayer.timeDelay <= 0) Winner();
                    break;
                case Difficulty.Hard:
                    ComputerPlayer.timeDelay = .44f - (.022f * _level);
                    if (ComputerPlayer.timeDelay <= 0) Winner();
                    break;
            }

            // makes new instance of speed between computer and player
            speed = new Speed(deck, _background, _selector, _font, _player1, computer, _particles, Speed.gameType.Levels, shuffling, playingCard, shuffleInstance, isSoundOn, isPowerUpOn, isVibrateOn, freeze);

            // sets level to level, turns speed on, makes player's state the playing state
            speed.level = _level;
            speed.TurnOn();
            myState = LevelState.Playing;
            // if player wins game, halts speed, increases level, and starts new game
            speed.YouWon += delegate() { speed.isHalted = true; timer = new Timer(1); timer.SetTimer(0, 2, delegate() { _level++; StartGame(); }); };
            // if player loses game, calls loser method, which prompts player to start new game or exit
            speed.YouLost += delegate() { speed.isHalted = true; timer = new Timer(1); timer.SetTimer(0, 2, delegate() { Loser(); }); };
            // if player ties computer, restarts game on the same level
            speed.YouTie += delegate() { speed.isHalted = true; timer = new Timer(1); timer.SetTimer(0, 2, delegate() { StartGame(); }); };
        }
Пример #33
0
 public Level(int Num)
 {
     num      = Num;
     state    = 0;   //bloqueado
     category = 'p'; //valor nulo por defecto
 }
Пример #34
0
 public Level(int Num, LevelState State)
 {
     num      = Num;
     state    = State;
     category = 'p'; //valor nulo por defecto
 }
Пример #35
0
    char category;    //Familiar, Académico o Social

    // -----Constructores----- //

    public Level(int Num, LevelState State, char c)
    {
        num      = Num;
        state    = State;
        category = c;
    }
Пример #36
0
 public IOAPI(LevelState state)
 {
     m_state = state;
 }
Пример #37
0
 /// <summary>
 /// Pausa la partida para el tutorial
 /// </summary>
 private void TutorialPauseFreeze()
 {
     lastTimeScale  = Time.timeScale;
     Time.timeScale = Constants.FREEZE_TIME_SCALE;
     state          = LevelState.TUTORIAL;
 }
Пример #38
0
 void Awake()
 {
     State     = LevelState.Stop;
     pointData = new PointerEventData(EventSystem.current);
 }
Пример #39
0
    //Changes the level state to the received state after time
    IEnumerator ChangeStateAfter(LevelState newState, float time)
    {
        yield return(new WaitForSeconds(time));

        levelState = newState;
    }
Пример #40
0
 private void HandleOnDeath()
 {
     state = LevelState.DEAD;
     GM.AudioM.Raise_PlayerDeath();
 }
Пример #41
0
 public LevelItem(LevelData levelData, LevelState levelState)
 {
     this.levelData  = levelData;
     this.levelState = levelState;
 }
Пример #42
0
 public async Task SendMove(LevelState state)
 {
     await _connection.InvokeAsync(SendState, state);
 }
Пример #43
0
 // launched when collision with next level
 public void Prepare()
 {
     currentState = LevelState.Preparation;
 }
 private void InitializeLevel()
 {
     _levelData = levelData[0];
     emitState  = EmitState.Regular;
     levelState = LevelState.L1;
 }
Пример #45
0
 // Create temp level state
 public static void SaveLevelState(int levelIndex, LevelState newLevelState)
 {
     TempLevelStates[levelIndex] = newLevelState;
 }
 public static BubbleQueue GetBubbleQueue(BubbleQueueType queueType,
                                          LevelState levelState,
                                          BubbleQueueDefinition definition)
 {
     return(typeMap[queueType](new QueueData(levelState, definition)));
 }
 public QueueData(LevelState state, BubbleQueueDefinition definition)
 {
     levelState            = state;
     bubbleQueueDefinition = definition;
 }
Пример #48
0
    private void HandleOnLevelStart()
    {
        state = LevelState.RUNNING;

        Raise_StartTextTrigger();
    }
Пример #49
0
 public void setCurLevel(LevelState myLevel)
 {
     curLevel = myLevel;
 }
Пример #50
0
        /// <summary>
        /// Pauses this <c>Level</c>.
        /// </summary>
        public void Pause()
        {
            if (State != LevelState.Running) {
                SoomlaUtils.LogError(TAG, "Can't pause a level that is not running. state=" + State);
                return;
            }

            long now = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
            long now_ST = Mathf.RoundToInt(Time.time * 1000);

            Elapsed += now - StartTime;
            StartTime = 0;
            Elapsed_ST += now_ST - StartTime_ST;
            StartTime_ST = 0;

            State = LevelState.Paused;
        }
Пример #51
0
        /// <summary>
        /// Starts this <c>Level</c>.
        /// </summary>
        public bool Start()
        {
            if (State == LevelState.Running) {
                SoomlaUtils.LogError(TAG, "Can't start a level that is already running. state=" + State);
                return false;
            }

            SoomlaUtils.LogDebug(TAG, "Starting level with world id: " + _id);

            if (!CanStart()) {
                return false;
            }

            if (State != LevelState.Paused) {
                Elapsed = 0;
                Elapsed_ST = 0;
                LevelStorage.IncTimesStarted(this);
            }

            StartTime = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
            StartTime_ST = Mathf.RoundToInt(Time.time * 1000);
            State = LevelState.Running;
            return true;
        }
Пример #52
0
 private void HandleOnGameOver()
 {
     state = LevelState.GAME_OVER;
     UpdateAndSaveLevelData(false);
 }
Пример #53
0
        /// <summary>
        /// Ends this <c>Level</c>.
        /// </summary>
        /// <param name="completed">If set to <c>true</c> completed.</param>
        public void End(bool completed)
        {
            // check end() called without matching start(),
            // i.e, the level is not running nor paused
            if(State != LevelState.Running && State != LevelState.Paused) {
                SoomlaUtils.LogError(TAG, "end() called without prior start()! ignoring.");
                return;
            }

            State = LevelState.Ended;

            // Count number of times this level was played
            LevelStorage.IncTimesPlayed(this);

            if (completed) {
                long duration = GetPlayDurationMillis();

                // Calculate the slowest \ fastest durations of level play

                if (duration > GetSlowestDurationMillis()) {
                    LevelStorage.SetSlowestDurationMillis(this, duration);
                }

                // We assume that levels' duration is never 0
                long fastest = GetFastestDurationMillis();
                if (fastest == 0 || duration < GetFastestDurationMillis()) {
                    LevelStorage.SetFastestDurationMillis(this, duration);
                }

                foreach (Score score in Scores.Values) {
                    score.Reset(true); // resetting scores
                }

                SetCompleted(true);
            }
        }
Пример #54
0
 public LevelProgress()
 {
     LevelData    = new LevelState[200];
     LevelTimes   = new float[200];
     LevelData[0] = LevelState.Unlocked;
 }
Пример #55
0
 /// <summary>
 /// Sets this <c>Level</c> as completed. 
 /// </summary>
 /// <param name="completed">If set to <c>true</c> completed.</param>
 public override void SetCompleted(bool completed)
 {
     if (completed) {
         State = LevelState.Completed;
         LevelStorage.IncTimesCompleted(this);
     } else {
         State = LevelState.Idle;
     }
     base.SetCompleted(completed);
 }
Пример #56
0
    private void CreateTree()
    {
        levelStates = new List <LevelState>();
        char[]     chars           = lString.ToCharArray();
        float      currentRotation = 0;
        float      currentLength   = startLength;
        float      currentWidth    = startWidth;
        Vector3    currentPosition = treeOrigin;
        int        levelIndex      = 0;
        LevelState levelState      = new LevelState();

        levelState.position      = currentPosition;
        levelState.levelIndex    = levelIndex;
        levelState.width         = currentWidth;
        levelState.length        = currentLength;
        levelState.rotation      = currentRotation;
        levelState.logicBranches = new List <LevelState.BranchState>();
        levelStates.Add(levelState);
        Vector3            tipPosition = new Vector3();
        Queue <LevelState> savedStates = new Queue <LevelState>();

        for (int i = 0; i < chars.Length; i++)
        {
            switch (chars[i])
            {
            case 'F':
                if (levelState.levelIndex != levelIndex)
                {
                    foreach (LevelState ls in levelStates)
                    {
                        if (ls.levelIndex == levelIndex)
                        {
                            levelState = ls;
                            break;
                        }
                    }
                }
                tipPosition.x = levelState.position.x + (currentLength * Mathf.Sin(Mathf.Deg2Rad * currentRotation));
                tipPosition.y = levelState.position.y + (currentLength * Mathf.Cos(Mathf.Deg2Rad * currentRotation));
                levelIndex++;
                LevelState.BranchState branchState = new LevelState.BranchState();
                branchState.rotation = currentRotation;
                branchState.length   = currentLength;
                levelState.logicBranches.Add(branchState);

                currentWidth *= widthDecreaseFactor;

                currentPosition          = tipPosition;
                levelState               = new LevelState();
                levelState.position      = currentPosition;
                levelState.levelIndex    = levelIndex;
                levelState.width         = currentWidth;
                levelState.length        = currentLength;
                levelState.rotation      = currentRotation;
                levelState.logicBranches = new List <LevelState.BranchState>();
                levelStates.Add(levelState);

                currentLength *= lengthDecreaseFactor;

                break;

            case '+':
                if (useRandomAngle)
                {
                    currentRotation += Random.Range(angle - 5, angle + 5);
                }
                else
                {
                    currentRotation += angle;
                }

                break;

            case '-':
                if (useRandomAngle)
                {
                    currentRotation -= Random.Range(angle - 5, angle + 5);
                }
                else
                {
                    currentRotation -= angle;
                }
                break;

            case '[':
                savedStates.Enqueue(levelState);
                break;

            case ']':
                levelState      = savedStates.Dequeue();
                currentPosition = levelState.position;
                currentRotation = levelState.rotation;
                currentLength   = levelState.length;
                currentWidth    = levelState.width;
                levelIndex      = levelState.levelIndex;
                break;
            }
        }

        for (int i = 0; i < levelStates.Count; i++)
        {
            levelState = levelStates[i];
            int baseVertexPointer = vertices.Count;
            for (int j = 0; j < levelState.logicBranches.Count; j++)
            {
                LevelState.BranchState bs = levelState.logicBranches[j];
                Branch branch             = new Branch(Vector3.zero, bs.length, levelState.width, bs.rotation, levelState.position, widthDecreaseFactor);
                branches.Add(branch);
                if (i == 0 && j == 0)
                {
                    vertices.AddRange(branch.vertices);
                    faces.Add(baseVertexPointer);
                    faces.Add(baseVertexPointer + 1);
                    faces.Add(baseVertexPointer + 3);
                    faces.Add(baseVertexPointer + 3);
                    faces.Add(baseVertexPointer + 1);
                    faces.Add(baseVertexPointer + 2);
                    baseVertexPointer = vertices.Count;
                }
                else
                {
                    int vertexPointer = vertices.Count;
                    vertices.Add(branch.vertices[1]);
                    vertices.Add(branch.vertices[2]);
                    Vector2Int vertexPointerXX = GetClosestVextexIndices(branch.vertices[0], branch.vertices[3], vertices, i);
                    faces.Add(vertexPointerXX.x);
                    faces.Add(vertexPointer);
                    faces.Add(vertexPointerXX.y);
                    faces.Add(vertexPointerXX.y);
                    faces.Add(vertexPointer);
                    faces.Add(vertexPointer + 1);
                }
            }
        }

        lTree.vertices  = vertices.ToArray();
        lTree.triangles = faces.ToArray();
        lTree.RecalculateNormals();
        Debug.Log("Tree has " + vertices.Count.ToString() + " vertices");
    }
Пример #57
0
 // method that changes level state to play again state, for use when human loses
 public void Loser()
 {
     myState = LevelState.PlayAgain;
 }
Пример #58
0
 void Start()
 {
     levelState = LevelState.Begin;
 }
Пример #59
0
 public Level(int Num, char c)
 {
     num      = Num;
     state    = 0; //bloqueado
     category = c; //valor nulo por defecto
 }
Пример #60
0
 public void SetState(LevelState State)
 {
     state = State;
 }