void Awake() { PauseMenu = new PausedState(); PlayerAwake(); Application.targetFrameRate = 144; ThisAudioManager = new AudioManager(SFXEventNames, MusicEventNames, head); ThisAnim = GetComponent <Animator>(); }
private void Awake() { Debug.Log("Awake"); StateMachine = new StateMachine(); playing = new PlayingState(); paused = new PausedState(); shop = new ShopState(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { base.Initialize(); // TODO: Add your initialization logic here DemoState = new DemoState(); PausedState = new PausedState(); PlayingState = new PlayingState(); GameOverState = new GameOverState(); GameStateManager.PushState(DemoState); }
void Awake() { PauseMenu = new PausedState(); PV = GetComponent <PhotonView>(); UIElements.SetActive(false); PlayerAwake(); //PV.RPC("PlayerAwake", RpcTarget.AllBuffered); Application.targetFrameRate = 144; ThisAudioManager = new AudioManager(SFXEventNames, MusicEventNames, head); Debug.Log("CHARACTER CREATED"); }
public void Start() { // Add all posible states game = gameObject.AddComponent <GameState>(); paused = gameObject.AddComponent <PausedState>(); // Default state state = paused.State(); StartCoroutine(Run()); }
void Awake() { PauseMenu = new PausedState(); PV = GetComponent <PhotonView>(); UIElements.SetActive(false); PlayerAwake(); Application.targetFrameRate = 144; ThisAudioManager = new AudioManager(SFXEventNames, MusicEventNames, head); ThisPlayer.AddRenderer(Surfaces.GetComponent <SkinnedMeshRenderer>()); ThisPlayer.AddRenderer(Sheet.GetComponent <SkinnedMeshRenderer>()); ThisPlayer.SetTransparency(0.2f); }
public void Start() { fsm = gameObject.GetComponent <StateMachine>(); paused = gameObject.GetComponent <PausedState>(); // Make ground ground = (GameObject)GameObject.Instantiate(Resources.Load("Ground"), new Vector3(0, 0, 0), Quaternion.identity); // Make spheres for (int y = -5; y < 0; y++) { for (int x = -6; x <= 5; x++) { Vector3 vector = new Vector3((x * 3) + (Random.value * 2) - 1, (y * -3) + (Random.value * 2) - 1, (Random.value * 24) - 12); GameObject.Instantiate(Resources.Load("Sphere"), vector, Quaternion.identity); } } }
private PausedState CreatePausedState(ITAlertPhotonClient photonClient) { var pausedStateInput = new PausedStateInput(_director); var pausedState = new PausedState(pausedStateInput); var onFeedbackStateSyncTransition = new OnMessageTransition(photonClient, ITAlertChannel.GameState, typeof(FeedbackMessage), FeedbackState.StateName); var toPlayingStateTransition = new OnEventTransition(PlayingState.StateName); var toSettingsStateTransition = new OnEventTransition(SettingsState.StateName); var quitTransition = new OnEventTransition(MenuState.StateName); pausedStateInput.ContinueClickedEvent += toPlayingStateTransition.ChangeState; pausedStateInput.SettingsClickedEvent += toSettingsStateTransition.ChangeState; pausedStateInput.QuitClickedEvent += quitTransition.ChangeState; pausedState.AddTransitions(onFeedbackStateSyncTransition, toPlayingStateTransition, toSettingsStateTransition, quitTransition); return(pausedState); }
public IAnimationState Update(GameTime gameTime) { IAnimationState toReturn = this; if (animation.IsPlaying) { // Add to the time counter. - J Mor animation.timeSinceLastFrameChange += (float)gameTime.ElapsedGameTime.TotalSeconds; // If enough time has gone by to actually flip frames... - J Mor if (animation.timeSinceLastFrameChange >= animation.SecondsPerFrame) { // ...then update the frame, and... - J Mor animation.CurrentFrame++; // ...if the current frame is the last, ... - J Mor if (animation.CurrentFrame >= animation.Animation.NumFrames) { if (animation.IsLooped) // ...and the animation is set to wrap... - J Mor { // ...then update the frame # & the times looped. - J Mor animation.CurrentFrame = 0; animation.TimesLooped++; } else // if not, the animation is done, and should be removed soon. - J Mor { toReturn = new CompletedState(animation); animation.CurrentFrame--; // To avoid IndexOutOfBounds error. - J Mor } } //SpriteSheet.UpdateImgSourceRectangle(); // Remove one "frame" worth of time animation.timeSinceLastFrameChange -= animation.SecondsPerFrame; } } else { toReturn = new PausedState(animation); } return(toReturn); }
public Machine() { LocalTimeSource = new SlaveTimeSource(this); LocalTimeSource.TimePassed += HandleTimeProgress; collectionSync = new object(); pausingSync = new object(); disposedSync = new object(); clockSource = new BaseClockSource(); localNames = new Dictionary <IPeripheral, string>(); PeripheralsGroups = new PeripheralsGroupsManager(this); ownLifes = new HashSet <IHasOwnLife>(); pausedState = new PausedState(this); SystemBus = new SystemBus(this); registeredPeripherals = new MultiTree <IPeripheral, IRegistrationPoint>(SystemBus); userStateHook = delegate { }; userState = string.Empty; SetLocalName(SystemBus, SystemBusName); }
public void Draw(Graphics graphics) { // TODO GameManager.State에 따라 다른 형태의 화면 표시가 필요함 var world = _manager.GetWorld(); var entities = world.EntityManager.Entities; float width = _control.DisplayRectangle.Right - _control.DisplayRectangle.Left; float height = _control.DisplayRectangle.Bottom - _control.DisplayRectangle.Top; var factorWidth = width / world.Size.Width; var factorHeight = height / world.Size.Height; graphics.FillRectangle(Brushes.Black, 0, 0, world.Size.Width * factorWidth, world.Size.Height * factorHeight); graphics.DrawString($@"Game state: {_manager.State switch { PlayingState _ => "Playing", PausedState _ => "Paused", CompleteState _ => "Complete", CompleteAllState _ => "CompleteAll", IntermediateState _ => "Intermediate", GameOverState _ => "GameOver", _ => "Else" }}", new Font("Arial", 16), Brushes.White, 0, 0);
public VideoNodeState SetState(MediaElementState mediaState, IVideoNode context) { if (_states.ContainsKey(mediaState + "State")) { return(_states[mediaState + "State"]); } switch (mediaState) { case MediaElementState.Buffering: var bufferingState = new BufferingState(this, context); _states.Add(bufferingState.GetType().Name, bufferingState); return(bufferingState); case MediaElementState.Playing: var playingState = new PlayingState(this, context); _states.Add(playingState.GetType().Name, playingState); return(playingState); case MediaElementState.Stopped: var stoppedState = new StoppedState(this, context); _states.Add(stoppedState.GetType().Name, stoppedState); return(stoppedState); case MediaElementState.Opening: var openingState = new OpeningState(this, context); _states.Add(openingState.GetType().Name, openingState); return(openingState); case MediaElementState.Paused: var pausedState = new PausedState(this, context); _states.Add(pausedState.GetType().Name, pausedState); return(pausedState); default: return(null); } }
protected override void Initialize() { // TODO: Add your initialization logic here this.RegisterGlobalComponent(new AudioManager(this.Game, @"Content\Audio\RpgAudio.xgs", @"Content\Audio\Wave Bank.xwb", @"Content\Audio\Sound Bank.xsb")); _SceneManager = new SceneManager(); _MainMenuState = new MainMenuState(); _PausedState = new PausedState(); _OptionsState = new OptionsState(); //#if DEBUG // AudioManager.Instance.MusicEnabled = false; //#endif // Start off in game. //_SceneManager.ChangeScene("BasicLevel", false); //StateManager.PushState(_SceneManager); StateManager.PushState(_MainMenuState); AudioManager.PlayMusic("Title1"); AudioManager.SetMusicVolume(0.5f); CreateNewPlayer(); GraphicsManager.ApplyChanges(); //#if DEBUG _SceneManager.AddComponent(new DebugComponent(_SceneManager)); //#endif }
internal ActiveState(AnimationInstance animation) { //this.animation = animation; Update = (GameTime gameTime) => { IAnimationState toReturn = this; if (animation.IsPlaying) { // Add to the time counter. - J Mor animation.timeSinceLastFrameChange += (float)gameTime.ElapsedGameTime.TotalSeconds; // If enough time has gone by to actually change frames... while (animation.timeSinceLastFrameChange >= animation.SecondsPerFrame) { // ...then update the frame, and... animation.CurrentFrame++; // ...if the current frame is the last, ... if (animation.CurrentFrame >= animation.Animation.NumFrames) { if (animation.IsLooped) // ...and the animation is set to wrap... { // ...then update the frame # & the times looped. animation.CurrentFrame = 0; animation.TimesLooped++; } else // if not, the animation is done, and should be removed soon. { toReturn = new CompletedState(animation); animation.CurrentFrame--; // To avoid IndexOutOfBounds error in draw func. } } // Remove one "frame" worth of time animation.timeSinceLastFrameChange -= animation.SecondsPerFrame; // If the animation isn't allowed to skip animation frames, then break out of the loop. if (!animation.CanSkipFrames) { break; } } } else { toReturn = new PausedState(animation); } return(toReturn); }; Draw = (SpriteBatch batch) => { if (animation.Posit == null) { if (animation.Animation.UseEachFramesDrawEffects) { animation.AnimationFrames[animation.CurrentFrame].DrawSprite(batch); } else { animation.AnimationFrames[animation.CurrentFrame].DrawSprite(batch, animation.Animation.DrawEffects); } } else { if (animation.Animation.UseEachFramesDrawEffects) { animation.AnimationFrames[animation.CurrentFrame].DrawSprite(batch, null, animation.Posit.Value); } else { animation.AnimationFrames[animation.CurrentFrame].DrawSprite(batch, animation.Animation.DrawEffects, animation.Posit.Value); } } //throw new NotImplementedException(); }; }
public void Pause() { State = new PausedState(); // do the pause logic here }