Пример #1
0
    IEnumerator PlayEmergeAnimation()
    {
        PersistentGameManager.EnterCutscene(head.position - (head.up * 20f));

        yield return(new WaitForSeconds(4.0f));

        Animator headAnimator = head.GetComponent <Animator>();

        headAnimator.speed  /= 3;
        headAnimator.enabled = true;

        while (headAnimator.GetCurrentAnimatorStateInfo(0).normalizedTime < 1)
        {
            yield return(null);
        }

        Destroy(headAnimator);

        //yield return new WaitForSeconds(2.0f);

        enabled = true;
        GetComponentInChildren <OsmiumHead>().enabled = true;

        PersistentGameManager.ExitCutscene();
    }
Пример #2
0
    public void LoadMazeLevel(List <string> arguments)
    {
        if (MazeLevelGameplayManager.Instance == null)
        {
            if (PersistentGameManager.CurrentSceneType == SceneType.Overworld)
            {
                Logger.Warning("We are currently in the overworld scene. Switching scenes.");
                PersistentGameManager.SetLastMazeLevelName("default");
                PersistentGameManager.SetCurrentSceneName("default");

                PhotonNetwork.LoadLevel("Maze"); // TODO this loads the default maze, should load specific maze
            }
            else
            {
                Logger.Error("Cannot find MazeLevelManager. Returning.");
            }
            return;
        }

        MazeLevelData mazeLevelData;

        if (arguments.Count < 2)
        {
            PersistentGameManager.SetLastMazeLevelName("default");
            PersistentGameManager.SetCurrentSceneName("default");

            mazeLevelData = MazeLevelLoader.LoadMazeLevelData(PersistentGameManager.CurrentSceneName);
            MazeLevelLoader.LoadMazeLevel(mazeLevelData);
            return;
            //string message = "The command '<color=" + ConsoleConfiguration.HighlightColour + ">load maze</color>' needs an additional argument with the name of the maze level";
            //Logger.Warning(message);

            //message += "\nThe Currently available levels are: \n";
            //message = MazeLevelLoader.GetAllMazeLevelNamesForPrint(message);
            //throw new NotEnoughArgumentsConsoleException(message);
        }

        string mazeName = arguments[1];

        mazeLevelData = MazeLevelLoader.LoadMazeLevelData(mazeName);

        if (mazeLevelData == null && Console.Instance.ConsoleState != ConsoleState.Closed)
        {
            string printLine = "<color=" + ConsoleConfiguration.HighlightColour + ">" + arguments[1] + "</color> is not a known maze level and cannot be loaded.\n\n";
            printLine += "The Currently available levels are: \n";
            printLine  = MazeLevelLoader.GetAllMazeLevelNamesForPrint(printLine);
            Console.Instance.PrintToReportText(printLine);
        }

        PersistentGameManager.SetLastMazeLevelName(mazeName);
        PersistentGameManager.SetCurrentSceneName(mazeName);

        mazeLevelData = MazeLevelLoader.LoadMazeLevelData(PersistentGameManager.CurrentSceneName);
        MazeLevelLoader.LoadMazeLevel(mazeLevelData);
    }
Пример #3
0
    public void LoadMazeEditor()
    {
        PersistentGameManager.SceneLoadOrigin = SceneLoadOrigin.Editor;

        string mazeName = "default";

        PersistentGameManager.SetLastMazeLevelName(mazeName);
        PersistentGameManager.SetCurrentSceneName(mazeName);

        PhotonNetwork.LoadLevel("Maze");
    }
Пример #4
0
    public void UpdateBarForHeal(int totalHealed)
    {
        PersistentGameManager PGMngr = FindObjectOfType <PersistentGameManager>();
        float HPRatio   = ((float)my.currentHP + totalHealed) / my.MaxHP;
        Color nextColor = (HPRatio > midRatio ? PGMngr.HighHealthColor : (HPRatio > lowRatio ? PGMngr.MidHealthColor : PGMngr.LowHealthColor));

        for (int i = my.currentHP + totalHealed - 1; i >= 0; --i)
        {
            healthPieces[i].Fill(nextColor);
        }
    }
Пример #5
0
    public void DeselectAllAndTerminate()
    {
        foreach (SelectionIndicator curr in AllInRange)
        {
            curr.transform.parent = null;
            curr.StartCoroutine(PersistentGameManager.FadeOutAndDestroy(curr.gameObject, 1));
        }

        AllInRange.Clear();

        StartCoroutine(PersistentGameManager.FadeOutAndDestroy(gameObject, 2));
    }
	// Use this for initialization
	void Start () {
        if (theGameManager == null)
        {
            theGameManager = this;
            DontDestroyOnLoad(theGameManager);
        }
        else
        {
            DestroyImmediate(this);
            return;
        }
	}
Пример #7
0
 private void Awake()
 {
     if (Instance == null)
     {
         Instance = this;
         DontDestroyOnLoad(gameObject);
     }
     else
     {
         Destroy(gameObject);
     }
 }
Пример #8
0
    public void LoadOverworldEditor()
    {
        PersistentGameManager.SceneLoadOrigin = SceneLoadOrigin.Editor;

        if (PersistentGameManager.OverworldName == "")
        {
            PersistentGameManager.SetOverworldName("overworld");
        }

        PersistentGameManager.SetLastMazeLevelName(PersistentGameManager.CurrentSceneName);
        PersistentGameManager.SetCurrentSceneName(PersistentGameManager.OverworldName);

        PhotonNetwork.LoadLevel("Overworld");
    }
Пример #9
0
 void Start()
 {
     PersistentGameManager = GameObject.FindWithTag("PersistentGameManager").GetComponent <PersistentGameManager>();
     Button = GetComponent <Button>();
     if (gameObject.name == "Options" || gameObject.name == "Rules" || gameObject.name == "BlockInfo")
     {
         Button.onClick.AddListener(delegate { ButtonHandler(gameObject.name); });
         //Button.onClick.AddListener(delegate { PersistentGameManager.Instance.SaveLevelState(gameObject.name); });
     }
     else if (gameObject.name == "Return")
     {
         Button.onClick.AddListener(PersistentGameManager.Instance.LoadLevelState);
     }
 }
    // Start is called before the first frame update
    void Start()
    {
        pgm   = GameObject.Find("PersistentGameManager").GetComponent <PersistentGameManager>();
        iMenu = GameObject.FindObjectOfType <InventoryMenu>();
        //Add onClick listener to each item
        name = "Index " + cardIndex + " button";
        GetComponent <Button>().onClick.AddListener(() =>
        {
            Debug.Log(name + ": Remove from Deck at index: " + (cardIndex) + " title: " + GetComponentInChildren <Text>().text);
            pgm.playerData.cardInventory.Add(pgm.playerData.currrentDeck[cardIndex]);
            pgm.playerData.currrentDeck.RemoveAt(cardIndex);

            iMenu.UpdateDeckListUI();
            iMenu.UpdateInventoryListUI();
        });
    }
Пример #11
0
    public void initialize()
    {
        if (instance == null)
        {
            instance = this;
        }
        else
        {
            Destroy(gameObject);
        }

        DontDestroyOnLoad(instance);
        DontDestroyOnLoad(loadingScreen);

        playerData            = new SaveData();
        playerData.playerData = new PlayerData();
        if (!SerializationManager.DoesFileExist("save"))
        {
            playerData.ResetPlayerData(false);
            SaveGame();
        }
        LoadSave();
        LoadClickerData();

        Advertisement.Initialize(AdConfig.monetizeProjectID, Debug.isDebugBuild);

        int minutes = (int)System.DateTime.UtcNow.Subtract(playerData.playerData.lastDate.date).TotalMinutes;

        for (int i = 0; i < minutes; i++)
        {
            UpdateStats();
        }
        InvokeRepeating("UpdateStats", 60f, 60f * 1f);
        InvokeRepeating("ClickerTick", 0.0f, 1.0f / GlobalConfig.incrementsPerSecond);
        InvokeRepeating("DepleteStardom", 15f, 15f * 1f);
        PersistentGameManager.instance.playerData.playerData.coinz += minutes * 60f * CoinzPerSecond(false);

        PersistentGameManager.instance.audioManager.ToggleMusicVolume(PlayerPrefs.GetInt("musicEnabled") == 1);
        PersistentGameManager.instance.audioManager.ToggleSoundFXVolume(PlayerPrefs.GetInt("soundEnabled") == 1);

        currentScene = (int)SceneManager.GetActiveScene().buildIndex;

        LoadButtonSounds();
        GetSceneMusic();

        SceneManager.sceneLoaded += OnSceneLoaded;
    }
    public void LoadOverworld(string overworldName = "default")
    {
        if (GameRules.GamePlayerType == GamePlayerType.SinglePlayer ||
            GameRules.GamePlayerType == GamePlayerType.SplitScreenMultiplayer)
        {
            PersistentGameManager.SetLastMazeLevelName(PersistentGameManager.CurrentSceneName);
            PersistentGameManager.SetCurrentSceneName(overworldName);

            IEnumerator loadLevelCoroutine = LoadOverworldCoroutine("Overworld");
            StartCoroutine(loadLevelCoroutine);
        }
        else
        {
            LoadOverworldEvent loadOverworldEvent = new LoadOverworldEvent();
            loadOverworldEvent.SendLoadOverworldEvent(overworldName);
        }
    }
Пример #13
0
    public void Launch()
    {
        if (GameRules.GameMode == GameMode.Campaign)
        {
            PersistentGameManager.SetOverworldName("overworld");
            PersistentGameManager.SetCurrentSceneName(PersistentGameManager.OverworldName);

            PhotonNetwork.LoadLevel("Overworld");
        }
        else
        {
            PersistentGameManager.SetLastMazeLevelName("default");
            PersistentGameManager.SetCurrentSceneName("default");

            PhotonNetwork.LoadLevel("Maze");
        }
    }
    void Awake()
    {
        //Debug.Log("scene count: " + SceneManager.sceneCountInBuildSettings);
        //Debug.Log(Application.persistentDataPath);

        if (manager == null)
        {
            DontDestroyOnLoad(this);
            manager = this;
        }
        else if (manager != this)
        {
            Destroy(gameObject);
        }

        levelLoaded_ = false;
        Load();
    }
Пример #15
0
    public void UpdateBarForDamage(int totalDamage)
    {
        PersistentGameManager PGMngr = FindObjectOfType <PersistentGameManager>();
        float HPRatio   = ((float)my.currentHP - totalDamage) / my.MaxHP;
        Color nextColor = (HPRatio > midRatio ? PGMngr.HighHealthColor : (HPRatio > lowRatio ? PGMngr.MidHealthColor : PGMngr.LowHealthColor));

        for (int i = my.currentHP - 1; i >= 0; --i)
        {
            if (totalDamage > 0)
            {
                healthPieces[i].Drain();
                --totalDamage;
            }
            else
            {
                healthPieces[i].Fill(nextColor);
            }
        }
    }
Пример #16
0
    // Start is called before the first frame update
    void Start()
    {
        pgm = GameObject.Find("PersistentGameManager").GetComponent <PersistentGameManager>();

        items = new List <GameObject>();
        for (int i = 0; i < pgm.playerData.currrentDeck.Count; i++)
        {
            int value = itemIndex + 1;
            // Create new item
            var item = Instantiate(itemTemplate);
            items.Add(item);
            item.transform.SetParent(content.transform);

            //Config list item position
            item.transform.localPosition = Vector3.zero;
            item.transform.localScale    = Vector3.one;

            //Add samle text to button's text
            item.GetComponentInChildren <Text>().text = pgm.playerData.currrentDeck[i].cardTitle;

            item.GetComponent <DeckListButton>().cardIndex = itemIndex;


            itemIndex++;
        }
        cardsInDeckText.text = "Cards in Deck: " + items.Count + "/20";


        for (int i = 0; i < 10; i++)
        {
            if (i + (currentCardPage * 10) < pgm.playerData.cardInventory.Count)
            {
                CardUIObjects[i].GetComponent <BasicCard>().gameObject.SetActive(true);
                CardUIObjects[i].GetComponent <BasicCard>().SetCardData(pgm.playerData.cardInventory[i + (currentCardPage * 10)]);
                CardUIObjects[i].GetComponent <BasicCard>().SetupUI();
            }
            else
            {
                CardUIObjects[i].GetComponent <BasicCard>().gameObject.SetActive(false);
            }
        }
    }
Пример #17
0
    public void CalculateScores()
    {
        Logger.Log(Logger.Score, "Finished counting score.");

        ICharacterManager characterManager = GameManager.Instance.CharacterManager;

        if (characterManager == null)
        {
            return;
        }

        if (characterManager.GetPlayers <MazePlayerCharacter>().Count == 1)
        {
            PlayerMazeScores.Add(PlayerNumber.Player1, new PlayerMazeScore());
        }
        else
        {
            PlayerMazeScores.Add(PlayerNumber.Player1, new PlayerMazeScore());
            PlayerMazeScores.Add(PlayerNumber.Player2, new PlayerMazeScore());
        }

        CountTileMarkerScores();
        CountEnemyEncountersScores();
        CountFirstFinishedBonus();

        Dictionary <PlayerNumber, PlayerMazeScore> tempPlayerScores = new Dictionary <PlayerNumber, PlayerMazeScore>();

        foreach (KeyValuePair <PlayerNumber, PlayerMazeScore> item in PlayerMazeScores)
        {
            int             mazeTotal       = item.Value.CountMazeTotal();
            PlayerMazeScore playerMazeScore = item.Value;
            playerMazeScore.MazeScore = mazeTotal;
            tempPlayerScores.Add(item.Key, playerMazeScore);

            PersistentGameManager.UpdatePlayerOveralScoresWithMazeScore(item.Key, playerMazeScore.MazeScore);
        }

        PlayerMazeScores = tempPlayerScores;
    }
Пример #18
0
    public void PerformMazeLevelEntryAction(string mazeName)
    {
        // Player does not meet entry requirements? Return;

        if (GameRules.GamePlayerType == GamePlayerType.SinglePlayer)
        {
            PersistentGameManager.SetCurrentSceneName(mazeName);
            OverworldGameplayManager.Instance.LoadMaze();
        }
        else if (GameRules.GamePlayerType == GamePlayerType.SplitScreenMultiplayer)
        {
            PersistentGameManager.SetCurrentSceneName(mazeName);
            OverworldGameplayManager.Instance.LoadMaze();
        }
        else
        {
            PersistentGameManager.SetCurrentSceneName(mazeName);

            PlayerSendsMazeLevelInvitationEvent playerSendsMazeLevelInvitationEvent = new PlayerSendsMazeLevelInvitationEvent();
            playerSendsMazeLevelInvitationEvent.SendPlayerSendsMazeLevelInvitationEvent(PhotonView.Owner.NickName, mazeName);

            string otherPlayerName = "";
            if (PlayerNumber == PlayerNumber.Player1)
            {
                otherPlayerName = GameManager.Instance.CharacterManager.GetPlayerCharacter <PlayerCharacter>(PlayerNumber.Player2).PhotonView.Owner.NickName;
            }
            else if (PlayerNumber == PlayerNumber.Player2)
            {
                otherPlayerName = GameManager.Instance.CharacterManager.GetPlayerCharacter <PlayerCharacter>(PlayerNumber.Player1).PhotonView.Owner.NickName;
            }
            else
            {
                Logger.Warning($"Unknown player number {PlayerNumber}");
            }

            OverworldMainScreenOverlayCanvas.Instance.ShowPlayerMessagePanel($"We are waiting for {otherPlayerName} to accept our invitation...");
            MazeLevelInvitation.PendingInvitation = true;
        }
    }
Пример #19
0
    public void OnEvent(EventData photonEvent)
    {
        byte eventCode = photonEvent.Code;

        if (eventCode == LoadNextMazeLevelEvent.LoadNextMazeLevelEventCode)
        {
            object[] data     = (object[])photonEvent.CustomData;
            string   mazeName = (string)data[0];

            PersistentGameManager.SetCurrentSceneName(mazeName);
            Logger.Log("received event to load maze");

            IEnumerator loadLevelCoroutine = LoadLevelCoroutine("Maze");
            StartCoroutine(loadLevelCoroutine);
        }
        else if (eventCode == PlayerSendsMazeLevelInvitationEvent.PlayerSendsMazeLevelInvitationEventCode)
        {
            object[] data        = (object[])photonEvent.CustomData;
            string   invitorName = (string)data[0];
            string   mazeName    = (string)data[1];

            Logger.Log($"received event for invitation from {invitorName}");

            MazeLevelInvitation.PendingInvitation = true;

            OverworldMainScreenOverlayCanvas.Instance.ShowMazeInvitation(invitorName, mazeName);
        }
        else if (eventCode == PlayerRejectsMazeLevelInvitationEvent.PlayerRejectsMazeLevelInvitationEventCode)
        {
            object[] data         = (object[])photonEvent.CustomData;
            string   rejectorName = (string)data[0];
            string   mazeName     = (string)data[1];
            Logger.Log($"received event that {rejectorName} rejected the invitation");
            OverworldMainScreenOverlayCanvas.Instance.ShowMazeInvitationRejection(rejectorName, mazeName);
        }
    }
Пример #20
0
    public void TakeDamage(int damageAmount, ElementType hitElement)
    {
        PersistentGameManager pgMngr = FindObjectOfType <PersistentGameManager>();

        // Modify damageAmount by resistance (via persistentgamemanager?)
        damageAmount = PersistentGameManager.CalculateDamage(Element, hitElement, damageAmount);

        EntityHUD myHud = GetComponentInChildren <EntityHUD>();

        if (damageAmount > 0)
        {
            if (currentHP <= 0)
            {
                return;
            }

            GetComponentInChildren <HPBar>().UpdateBarForDamage(Mathf.Clamp(damageAmount, 0, currentHP));

            if (shakeStrength <= 0)
            {
                StartCoroutine(ShowGotDamaged());
            }
            else
            {
                shakeStrength = startShakeStrength;
            }

            // Display damaged text
            DamageText dmgText =
                ((GameObject)Instantiate(pgMngr.DamagedText,
                                         myHud.transform.GetChild(0).position + Vector3.up,
                                         pgMngr.DamagedText.transform.rotation)).GetComponent <DamageText>();

            dmgText.elementType  = hitElement;
            dmgText.damageAmount = damageAmount;
        }
        else if (damageAmount < 0)
        {
            if (currentHP < MaxHP)
            {
                GetComponentInChildren <HPBar>().UpdateBarForHeal(Mathf.Clamp(-damageAmount, 0, MaxHP - currentHP));

                // Display healed text
                DamageText healText =
                    ((GameObject)Instantiate(pgMngr.HealedText,
                                             myHud.transform.GetChild(0).position + Vector3.up,
                                             pgMngr.HealedText.transform.rotation)).GetComponent <DamageText>();

                healText.elementType  = hitElement;
                healText.damageAmount = -damageAmount;
            }
        }
        else
        {
            // Do Blocked

            // Display blocked text
            DamageText blockText =
                ((GameObject)Instantiate(pgMngr.BlockedText,
                                         myHud.transform.GetChild(0).position + Vector3.up,
                                         pgMngr.BlockedText.transform.rotation)).GetComponent <DamageText>();

            blockText.elementType = hitElement;

            return;
        }

        currentHP = Mathf.Clamp(currentHP - damageAmount, 0, MaxHP);

        if (currentHP <= 0)
        {
            if (!hasDeathThrown && !InParty && Random.value < spareableChance)
            {
                ++currentHP;

                // DO THE DERP
                StartCoroutine(BecomeSpareable());

                hasDeathThrown = true;
            }
            else
            {
                Die();
            }
        }
    }
Пример #21
0
	void Start () {
		m_pPersistentGameManager = FindObjectOfType<PersistentGameManager>(); // Now we have all the information we need from other scenes.
		m_fGameTimeRemaining = m_fGameTime;
	}
Пример #22
0
    public void Start()
    {
        switch (PersistentGameManager.CurrentSceneType)
        {
        case SceneType.Overworld:
            Logger.Log("instantiate overworld sprites, tiles and characters");
            if (PersistentGameManager.SceneLoadOrigin == SceneLoadOrigin.Gameplay)
            {
                if (PersistentGameManager.OverworldName == "")
                {
                    PersistentGameManager.SetOverworldName("overworld");
                }

                string overworldName = PersistentGameManager.OverworldName;
                Logger.Log($"We will load the maze '{overworldName}'");
                OverworldData startUpOverworldData = OverworldLoader.LoadOverworldData(overworldName);

                if (startUpOverworldData == null)
                {
                    Logger.Error("Could not find the default overworld for startup");
                }

                OverworldLoader.LoadOverworld(startUpOverworldData);

                if (OverworldGameplayManager.Instance.Overworld == null)
                {
                    Logger.Log(Logger.Initialisation, "No overworld loaded on startup. Returning");
                    return;
                }
            }     // We loaded a overworld scene through the editor. Set up an empty grid for in the editor
            else
            {
                Logger.Log("create empty grid");
                EditorCanvasUI.Instance.OverworldModificationPanel.GenerateTiles();
            }
            break;

        case SceneType.Maze:
            // We loaded a maze scene through the game. Set up the maze level
            if (PersistentGameManager.SceneLoadOrigin == SceneLoadOrigin.Gameplay)
            {
                if (PersistentGameManager.CurrentSceneName == "")
                {
                    PersistentGameManager.SetCurrentSceneName("default");
                }

                string mazeName = PersistentGameManager.CurrentSceneName;

                PersistentGameManager.SetLastMazeLevelName(mazeName);
                Logger.Log($"We will load the maze '{mazeName}'");
                MazeLevelData startUpMazeLevelData = MazeLevelLoader.LoadMazeLevelData(mazeName);

                if (startUpMazeLevelData == null)
                {
                    Logger.Error($"Could not find the level {mazeName} for startup. Will load defult level instead.");
                    mazeName             = "default";
                    startUpMazeLevelData = MazeLevelLoader.LoadMazeLevelData(mazeName);
                }

                MazeLevelLoader.LoadMazeLevel(startUpMazeLevelData);

                if (CurrentGameLevel == null)
                {
                    Logger.Log(Logger.Initialisation, "No level loaded on startup. Returning");
                    return;
                }
                if (CurrentGameLevel.PlayerCharacterSpawnpoints.Count == 0)
                {
                    return;
                }

                PlayableLevelNames = MazeLevelLoader.GetAllPlayableLevelNames();
            }     // We loaded a maze scene through the editor. Set up an empty grid for in the editor
            else
            {
                Logger.Log("create empty grid");
                EditorCanvasUI.Instance.MazeModificationPanel.GenerateTiles();
            }
            break;

        default:
            Logger.Error($"Scenetype {PersistentGameManager.CurrentSceneType} is not implemented yet");
            break;
        }
    }
    public void OnEvent(EventData photonEvent)
    {
        byte eventCode = photonEvent.Code;

        if (eventCode == PlayerMarksTileEvent.PlayerMarksTileEventCode)
        {
            object[]     data         = (object[])photonEvent.CustomData;
            GridLocation tileLocation = new GridLocation((int)data[0], (int)data[1]);
            PlayerNumber playerNumber = (PlayerNumber)data[2];

            InGameMazeTile tile = Level.TilesByLocation[tileLocation] as InGameMazeTile;

            MazeTilePath mazeTilePath = (MazeTilePath)tile.GetBackgrounds().FirstOrDefault(background => background is MazeTilePath);
            if (mazeTilePath == null)
            {
                return;
            }

            PlayerMark playerMark = new PlayerMark(mazeTilePath.ConnectionScore);

            HandlePlayerMarkerSprite(tile, playerNumber, playerMark);
            HandlePlayerTileMarkerEnds(tile);
            HandleNumberOfUnmarkedTiles();

            tile.ResetPlayerMarkEndsRenderer();

            tile.TriggerTransformations();
        }
        else if (eventCode == LoadNextMazeLevelEvent.LoadNextMazeLevelEventCode)
        {
            object[] data        = (object[])photonEvent.CustomData;
            string   pickedLevel = (string)data[0];

            MazeLevelData mazeLevelData = MazeLevelLoader.LoadMazeLevelData(pickedLevel);

            if (mazeLevelData == null)
            {
                Logger.Error($"Could not load maze level data for the randomly picked maze level {pickedLevel}");
            }

            PersistentGameManager.SetCurrentSceneName(pickedLevel);

            IEnumerator loadLevelCoroutine = LoadOverworldCoroutine("Overworld");
            StartCoroutine(loadLevelCoroutine);
        }
        else if (eventCode == LoadOverworldEvent.LoadOverworldEventCode)
        {
            object[] data          = (object[])photonEvent.CustomData;
            string   overworldName = (string)data[0];

            PersistentGameManager.SetLastMazeLevelName(PersistentGameManager.CurrentSceneName);
            PersistentGameManager.SetCurrentSceneName(PersistentGameManager.OverworldName);

            IEnumerator loadLevelCoroutine = LoadOverworldCoroutine("Overworld");
            StartCoroutine(loadLevelCoroutine);
        }
        else if (eventCode == PlayerCollidesWithMusicInstrumentCaseEvent.PlayerCollidesWithMusicInstrumentCaseEventCode)
        {
            object[]     data         = (object[])photonEvent.CustomData;
            GridLocation tileLocation = new GridLocation((int)data[0], (int)data[1]);
            PlayerNumber playerNumber = (PlayerNumber)data[2];

            InGameMazeTile tile = Level.TilesByLocation[tileLocation] as InGameMazeTile;

            MusicInstrumentCase musicInstrumentCase = (MusicInstrumentCase)tile.GetAttributes().FirstOrDefault(attribute => attribute is MusicInstrumentCase);
            if (musicInstrumentCase == null)
            {
                Logger.Error("Could not find musicInstrumentCase");
            }

            MazePlayerCharacter player = GameManager.Instance.CharacterManager.GetPlayers <MazePlayerCharacter>()[playerNumber];
            musicInstrumentCase.PlayerCollisionOnTile(player);
        }
        else if (eventCode == EnemyCollidesWithMusicInstrumentCaseEvent.EnemyCollidesWithMusicInstrumentCaseEventCode)
        {
            object[]     data         = (object[])photonEvent.CustomData;
            GridLocation tileLocation = new GridLocation((int)data[0], (int)data[1]);
            int          enemyId      = (int)data[2];

            InGameMazeTile tile = Level.TilesByLocation[tileLocation] as InGameMazeTile;

            MusicInstrumentCase musicInstrumentCase = (MusicInstrumentCase)tile.GetAttributes().FirstOrDefault(attribute => attribute is MusicInstrumentCase);
            if (musicInstrumentCase == null)
            {
                Logger.Error("Could not find musicInstrumentCase");
            }

            MazeCharacterManager characterManager = GameManager.Instance.CharacterManager as MazeCharacterManager;

            EnemyCharacter enemyCharacter = characterManager.Enemies.FirstOrDefault(enemy => enemy.PhotonView.ViewID == enemyId);
            if (enemyCharacter == null)
            {
                Logger.Error("Could not find enemy character");
            }
            musicInstrumentCase.EnemyCollisinOnTile(enemyCharacter);
        }
    }