Пример #1
0
    /// <summary>
    /// Set Up all the enabled Mask parts on the UI
    /// </summary>
    private void setUpPool(MaskPool pool, Dictionary <Sprite, bool> spritesDict)
    {
        List <Sprite> unlockedMasks = MaskPartContainer.GetUnlockedMasks(spritesDict);

        ListUtils.Shuffle(unlockedMasks);
        pool.masksSprites.AddRange(unlockedMasks);
        pool.ShowMasks();
    }
Пример #2
0
    public void SetUpMasks()
    {
        MaskPartContainer container = gameMaster.GetComponent <MaskPartContainer>();

        setUpPool(eyesMaskPool, container.EyesParts);
        setUpPool(shapeMaskPool, container.ShapeParts);
        setUpPool(mouthMaskPool, container.MouthParts);
    }
Пример #3
0
    public void FillMaskParts()
    {
        unlockedMaskParts.Clear();
        MaskPartContainer container = DebugUtils.GetGameMaster().GetComponent <MaskPartContainer>();

        FillPartList(container.ShapeParts);
        FillPartList(container.EyesParts);
        FillPartList(container.MouthParts);
    }
Пример #4
0
 /// <summary>
 /// fill the unlockedMaskPart list with the unlocked part from the partList
 /// </summary>
 /// <param name="partList"></param>
 private void FillPartList(Dictionary <Sprite, bool> partList)
 {
     if (IsPurchase)
     {
         unlockedMaskParts.AddRange(MaskPartContainer.GetLockedMasks(partList));
     }
     else
     {
         unlockedMaskParts.AddRange(MaskPartContainer.GetUnlockedMasks(partList));
     }
 }
Пример #5
0
    /// <summary>
    /// Event fire when PlayerSettingsScene is fullyloaded
    /// </summary>
    /// <param name="arg0"></param>
    /// <param name="arg1"></param>
    private void PlayerSettingsScene_Loaded(Scene arg0, LoadSceneMode arg1)
    {
        SceneManager.sceneLoaded -= PlayerSettingsScene_Loaded;

        GameObject.Find("GoldCount").GetComponent <TextMeshProUGUI>().text = SaveManager.Instance.state.gold.ToString();
        GameObject.Find("DaysCount").GetComponent <TextMeshProUGUI>().text = SaveManager.Instance.state.completedDays.ToString();

        var master            = DebugUtils.GetGameMaster().GetComponent <MaskPartContainer>();
        var unlockedMaskParts = MaskPartContainer.GetUnlockedMasks(master.ShapeParts).Count;

        unlockedMaskParts += MaskPartContainer.GetUnlockedMasks(master.MouthParts).Count;
        unlockedMaskParts += MaskPartContainer.GetUnlockedMasks(master.EyesParts).Count;

        GameObject.Find("MaskCount").GetComponent <TextMeshProUGUI>().text = unlockedMaskParts.ToString();
    }
Пример #6
0
    public string GeneratedSentence(int clientNumber)
    {
        MaskPartContainer container = DebugUtils.GetGameMaster().GetComponent <MaskPartContainer>();
        MaskCompletePool  pool      = new MaskCompletePool(
            MaskPartContainer.GetUnlockedMasks(container.EyesParts),
            MaskPartContainer.GetUnlockedMasks(container.ShapeParts),
            MaskPartContainer.GetUnlockedMasks(container.MouthParts));

        victoriousPick.Clear();

        int numComponents = DifficultyScale(clientNumber);


        MaskComponents mask = RandomDemandGenerator.GenerateMask(pool, numComponents);

        //add non-empty parts to the victory list
        foreach (var elem in mask.toList().Where(n => n != ""))
        {
            victoriousPick.Add(elem);
        }
        return(RandomDemandDialogGen.GenerateSentence(mask, numComponents));
    }