private void OnLogWatcherOnOnNewLine(object sender, LogLineEventArgs args) { var lines = args.Lines.Select(x => x.Line).ToList(); var invokeEnd = false; foreach (var line in lines) { if (_gameState == GameState.InMenu && line.Contains("CREATE_GAME")) { _powerLog.Clear(); OnGameStart?.Invoke(this, new LogGameStartEventArgs()); _gameState = GameState.Playing; } else if (_gameState == GameState.Playing && line.Contains("tag=STATE value=COMPLETE")) { invokeEnd = true; _gameState = GameState.InMenu; } } _powerLog.AddRange(lines); if (invokeEnd) { OnGameEnd?.Invoke(this, new LogGameEndEventArgs(_powerLog)); } }
public void RestartGame() { if (!GameFinished) { FinishGame(); } Map.Generate(Random.Range(0, int.MaxValue)); Player = Instantiate(LawnMowerPrefab, Map.GetSpawnPoint(), quaternion.identity).GetComponent <LawnMower>(); AI = Instantiate(LawnMowerPrefab, Map.GetSpawnPoint(), quaternion.identity).GetComponent <LawnMower>(); Player.Color = Options.LawnMower1Color; Player.GetComponent <LawnMower>().Idle = PlayerSpriteIdle; Player.GetComponent <LawnMower>().GotPoints = PlayerGotPoints; AI.Color = Options.LawnMower2Color; Player.gameObject.AddComponent <Player>(); AI.gameObject.AddComponent <AI>(); GameStarted = true; GameFinished = false; OnGameStart?.Invoke(); startTime = Time.time; effectsSource.Stop(); warningPlayed = false; mainSourceIsFading = false; StartCoroutine(fadeOutMenuAudio()); Player.engineAudioSource.volume = Options.lawnMowerVolume; Player.engineAudioSource.Play(); AI.engineAudioSource.volume = Options.lawnMowerVolume; AI.engineAudioSource.Play(); StartCoroutine(playEnvironmentalSounds()); }
private void StartGame() { Spawner.StartGame(arenaArea); OnGameStart?.Invoke(); StartRound(); }
public void StartNewGame() { _spawner.StopSpawning(); _spawner.RemoveSpawnedEnemies(); _spawner.Reset(); _gameModel = new GameModel(); _gameModel.isGameOngoing = true; OnBulletsFiredCountChanged?.Invoke(0); OnBulletsHitCountChanged?.Invoke(0); OnLiveEnemyCountChanged?.Invoke(0); OnDeadEnemyCountChanged?.Invoke(0); _player.enabled = true; _player.Setup(); ShowCursor(false); _hud.ShowHUD(true); _spawner.StartSpawning(); OnGameStart?.Invoke(); Time.timeScale = 1f; }
void StartGame() { Map.Generate(Random.Range(0, int.MaxValue)); gameDuration = 40.0f; Player = Instantiate(LawnMowerPrefab, Map.GetSpawnPoint(), quaternion.identity).GetComponent <LawnMower>(); AI = Instantiate(LawnMowerPrefab, Map.GetSpawnPoint(), quaternion.identity).GetComponent <LawnMower>(); Player.Color = Options.LawnMower1Color; Player.GetComponent <LawnMower>().Idle = PlayerSpriteIdle; Player.GetComponent <LawnMower>().GotPoints = PlayerGotPoints; AI.Color = Options.LawnMower2Color; Player.gameObject.AddComponent <Player>(); AI.gameObject.AddComponent <AI>(); Instantiate(GameMenuPrefab); GameStarted = true; GameFinished = false; OnGameStart?.Invoke(); startTime = Time.time; Player.engineAudioSource.volume = Options.lawnMowerVolume; Player.engineAudioSource.Play(); AI.engineAudioSource.volume = Options.lawnMowerVolume; AI.engineAudioSource.Play(); StartCoroutine(playEnvironmentalSounds()); }
private void GameStart(GameStartResponse response) { _isOtherplayerDeclared = false; groupValidationRequestCount = 0; _isPlayingGame = true; _isPlayerDeclare = false; playerCards.Clear(); playerCards = response.playerCards; playerTurn = response.playerTurn; remainingTime = response.remainingTime; wildCard = response.wildCard; eventTime = response.eventTime; UiManager.GetInstance.EnableGameplayScreen(); OnGameStart?.Invoke(playerCards); discardedCard = response.discardPile; closedCard = response.closedDeck; UiManager.GetInstance.StartTimer(playerTurn, remainingTime, OnTimerComplete); isCardDrawn = false; UiManager.GetInstance.DisableRoomJoinWaitScreen(); CardGroupController.GetInstance.EnableDropButton(); UiManager.GetInstance.DisableResultScreen(); CardGroupController.GetInstance.EnableOpenPile(); //Once every one joins get the active player status RoomStatus(); }
public void StartMainGame(bool newGame = false) { OnGameStart?.Invoke(); AsyncOperation asop = SceneManager.LoadSceneAsync(MainGameName); asop.completed += _ => OnGameStarted?.Invoke(); }
private void Awake() { classeJogador = new Guerreiro(); classeJogador.InitialStats(); CriarSingleton(); OnGameStart.Invoke(); }
public void StartGame() { isGameStarted = true; DestroyMainElements(); mainMenuCanvas.SetActive(false); gameOverCanvas.SetActive(false); pauseUICanvas.SetActive(false); gameOverRaycaster.enabled = true; gameUICanvas.SetActive(true); cameraCtrlr.enabled = true; playerCtrlr.magnetCtrlr.StartMovingMagnetToFrog(); AdsController.instance.LoadInterstitial(); if (ApplicationController.ac.PlayerData.isTutorialDone) { playerCtrlr.isPlayingTutorial = false; playerCtrlr.enabled = true; bestScoreMarker.SetActive(true); // playerCtrlr.gameObject.SetActive(true); levelSettingsController.enabled = true; bubbleSpawner.enabled = true; coinSpawner.enabled = true; mineSpawner.enabled = true; rockSpawner.enabled = true; trashSpawner.enabled = true; tutorialManager.gameObject.SetActive(false); } else { StartTutorial(); } OnGameStart?.Invoke(); }
public async void Start() { if (_running) { return; } _running = true; _update = true; while (_update) { var boardState = GetBoardState(); var delta = (DateTime.Now - _currentBoardStateTime).TotalMilliseconds; var forceInvoke = delta > RepeatDelay && boardState != null && _currentBoardState != null; if (forceInvoke || (!boardState?.Equals(_currentBoardState) ?? false)) { if (!_invokedGameStart) { _invokedGameStart = true; OnGameStart?.Invoke(GetGameStart(boardState)); } OnNewBoardState?.Invoke(boardState); _currentBoardState = boardState; _currentBoardStateTime = DateTime.Now; } await Task.Delay(UpdateDelay); } _running = false; }
// Starts the game /// <summary> /// Starts the game. /// </summary> public void StartGame() { if (!themeMusic.isPlaying) { themeMusic.Play(); } OnGameStart?.Invoke(); }
private void StartGame() { _spawnManager.StartSpawning(1f); OnGameStart?.Invoke(); _currentState = GameState.RUNNING; }
public void StartTheGame() //MAKE THIS INTO AN EVENT LATER, SO THAT MANY DIFFERENT CLASSES CAN REACT TO IT! { OnGameStart?.Invoke(this, EventArgs.Empty); CurrentWave = 1; //Start the first wave CurrentWaveForUI = 1; startButton.SetActive(false); Debug.Log("The game has started"); }
private IEnumerator StartUpRoutine() { blocker.enabled = true; gameStateText.enabled = true; gameStateText.text = "Get Ready"; timeText.text = ""; OnGameStart?.Invoke(); yield return(_waitForStartUp); }
private IEnumerator WaitForCamTransition() { yield return(new WaitForSeconds(2f)); healthBar.SetActive(true); iceDrip.SetActive(true); Cursor.lockState = CursorLockMode.Locked; OnGameStart?.Invoke(); }
private IEnumerator StartGame() { yield return(new WaitForSeconds(1f)); HealthBlinker(3); yield return(new WaitForSeconds(1f)); OnGameStart?.Invoke(); }
public static void GameStart() { if (IsGameStart) { return; } IsGameStart = true; OnGameStart?.Invoke(); }
public override void OnJoinedRoom() { Debug.Log("<color=red>Player Joined Room </color>" + PhotonNetwork.CurrentRoom.Name); OnPlayerJoinedRoom.Invoke(PhotonNetwork.CurrentRoom.PlayerCount - 1, PhotonNetwork.NickName); if (PhotonNetwork.CurrentRoom.PlayerCount == 1) { OnGameStart.Invoke(); } }
public override void OnPlayerEnteredRoom(Player newPlayer) { Debug.Log("<color=red>On Remote PlayerJoined </color>" + newPlayer.NickName); if (PhotonNetwork.CurrentRoom.PlayerCount == 2) { OnGameStart.Invoke(); } // OnPlayerJoinedRoom.Invoke(PhotonNetwork.CurrentRoom.PlayerCount - 1, PhotonNetwork.NickName); }
private void ShowGameStart(int level) { _currentTurn = Turn.Wait; OnGameInit?.Invoke(this, new GameDayArgs(level)); DOTween.Sequence().Wait(_levelStartDelay, () => { _currentTurn = Turn.Player; OnGameStart?.Invoke(this, null); }); }
public void StartGame() { if (!IsPlaying) { SubscribeToPlayers(); ResetPlayers(); IsPlaying = true; OnGameStart?.Invoke(); } }
public void GameStart() { Debug.Log("GameStart!"); State = GameState.Playing; OnGameStart?.Invoke(this); CanPause = true; }
private void GameStart() { DataManager.Instance.Score = 0; OnGameStart?.Invoke(); platformSpawnManager.SpawnPlatform(); TapController.OnTap -= GameStart; Platform.OnPlatformStop -= CheckPlatformPosition; Platform.OnPlatformStop += CheckPlatformPosition; }
private void Update() { if (!_isReadyToPlay) { _isReadyToPlay = App.AssetManager.Ready; if (_isReadyToPlay) { Debug.Log("on game start"); OnGameStart?.Invoke(this, EventArgs.Empty); } } }
public void PlayGame() { Stage = new Stage(StartPlatform); Stage.OnStageEnd += Stage_OnStageEnd; Hero.transform.position = heroStartPosition; Hero.transform.rotation = Quaternion.identity; OnGameStart?.Invoke(); GameScreen.SetActive(true); }
public void Init(FieldSetup fieldSetup) { PurgeField(); _setup = fieldSetup; var fieldSize = fieldSetup.size; var mines = fieldSetup.mines; Vector2 offset = new Vector2(fieldSize.x / 2f - TileSize / 2f, fieldSize.y / 2f - TileSize / 2f); _cells = new Cell[fieldSize.x, fieldSize.y]; //TODO: Use some presets to define size/mines (easy, medium, expert) for (int i = 0; i < _setup.size.x; i++) { for (int j = 0; j < _setup.size.y; j++) { GameObject newGameObject = Instantiate(cellPrefab, cellHolder); Cell newCell = newGameObject.GetComponent <Cell>(); newGameObject.name = $"Cell {i},{j}"; newGameObject.transform.position = new Vector3(i - offset.x, j - offset.y, 0); newCell.Init(new Vector2Int(i, j), false, in cellTheme); _cells[i, j] = newCell; } } // Define random mines // TODO: we can improve this method by removing the already set places from the next batch _mineCells = new List <Cell>(); for (uint i = 0; i < mines; i++) { var randomPosition = new Vector2Int(Random.Range(0, _setup.size.x), Random.Range(0, _setup.size.y)); if (_cells[randomPosition.x, randomPosition.y].HasMine == false) { _cells[randomPosition.x, randomPosition.y].HasMine = true; _mineCells.Add(_cells[randomPosition.x, randomPosition.y]); } else { i--; } } // Determine all bomb counts foreach (Cell mineCell in _mineCells) { AddMineCountToNeighbors(mineCell.Coordinate); } OnUpdateFieldSetup?.Invoke(_setup); OnGameStart?.Invoke(); }
void CheckIfGameStart() { if (!hasGameStarted && DoesSceneHavePlayer()) { hasGameStarted = true; OnGameStart?.Invoke(); } else if (hasGameStarted && !DoesSceneHavePlayer()) { hasGameStarted = false; } }
public void StartGame(int gameDurationInSeconds, int slotCount) { playModel = new PlayModel(); currentGameModeSetting = new GameModeSetting(gameDurationInSeconds, slotCount); targetGenerator.GenerateTargets(slotCount); List <RoundDefinition> roundDefinitions = roundsGenerator.GenerateRounds(gameDurationInSeconds, slotCount); roundsController.StartRounds(roundsGenerator.TargetTypeCollection, roundDefinitions, playModel); roundsController.OnRoundsFinished += EndGame; platformLoader.SelectionManager.IsBlocked = false; OnGameStart?.Invoke(playModel, gameDurationInSeconds); }
private void CountDown() { if (gameStart || gameEnd) { return; } countDown -= Time.deltaTime; countDownText.text = ((int)countDown).ToString(); if (countDown <= 0f) { countDownCanvas.enabled = false; OnGameStart?.Invoke(); gameStart = true; } }
void Start() { DontDestroyOnLoad(gameObject); OnGameStart?.Invoke(); #if UNITY_EDITOR if (!EditorSetting.saveData) { foreach (SavableObject so in Setting.dataAutoSave) { so.ApplyData(); Log("All Savable applied."); } } else #endif LoadAll(); }