Пример #1
0
        public Puzzle(START_TYPE type, MainWindow parent)
        {
            this.winParent = parent;
            buildManhattan();

            /*
             * for (int x = 0; x<16; ++x)
             * {
             *  for (int y = 0; y<16; ++y)
             *  {
             *      print(manhattanDistance[x,y] + " ");
             *  }
             *  print("\r");
             * }
             */

            //PUZZLE GENERATION TYPES
            switch (type)
            {
            case START_TYPE.NORMALIZED:
                startPos();
                break;

            case START_TYPE.RANDOM:
                randomize();
                break;
            }
        }
Пример #2
0
    public void GameStart(START_TYPE startType)
    {
        StopMainBGM();
        ContinueCount = CommonData.GAME_CONTINUE_MAX_COUNT;
        StartType     = startType;
        ResetGame();
        //InGameEffect_Start.SetActive(true);
        if (startType == START_TYPE.FIRST)
        {
            Animator ani = InGameEffect_Start.GetComponent <Animator>();
            ani.SetTrigger("Start");
        }
        else
        {
            Animator ani = InGameEffect_Start.GetComponent <Animator>();
            ani.Rebind();
            InGameEffect_Start.SetActive(false);
        }


        SkillManager.Instance.UseSkinSlotSkill();
        mGameUIPage.RefreshShieldItemUI();
        mGameUIPage.RefreshItemSkillUI();
        mNoteSystem.GameStart();
        mDoorSystem.GameStart();
        StartCoroutine(UpdateGamePlay());
    }
 public static extern IntPtr CreateService(IntPtr SC_HANDLE, string lpSvcName, string lpDisplayName,
                                           SERVICE_DESIRED_ACCESS dwDesiredAccess, SERVICE_TYPE dwServiceType, START_TYPE dwStartType, ERROR_CONTROL_TYPE dwErrorControl, string lpPathName,
                                           string lpLoadOrderGroup, int lpdwTagId, string lpDependencies, string lpServiceStartName, string lpPassword);
Пример #4
0
    IEnumerator UpdateGamePlay()
    {
        while (true)
        {
            if (StartType == START_TYPE.FIRST)
            {
                yield return(new WaitForSecondsRealtime(3.5f));

                StartType = START_TYPE.NONE;
            }
            else if (StartType == START_TYPE.RESTART)
            {
                InGameEffect_Start.SetActive(true);

                Animator ani = InGameEffect_Start.GetComponent <Animator>();
                ani.SetTrigger("Start");

                yield return(new WaitForSecondsRealtime(1.8f));

                StartType = START_TYPE.NONE;
            }

            if (IsGamePause)
            {
                yield return(null);

                continue;
            }

            var time = Time.deltaTime;

            if (Click)
            {
                var door   = mDoorSystem.DoorList[(int)ClickLine];
                var delete = mNoteSystem.NoteDeleteCheck(door);
                mPlayerChar.ActionDoorClose(door);
                SetDoorState(door.NoteLineType, Door.DOOR_STATE.CLOSE, delete);
                PlayDoorSound(door.NoteLineType);
            }

            Click = false;
            if (SkillManager.Instance.IsSkillEnable(SkillManager.SKILL_TYPE.SPEED_DOWN))
            {
                var skill = SkillManager.Instance.GetGameSkill(SkillManager.SKILL_TYPE.SPEED_DOWN) as GameSkill_SpeedDown;
                if (skill != null)
                {
                    mNoteSystem.NoteUpdate(time, skill.ConvertSpeed(time));
                }
            }
            else
            {
                mNoteSystem.NoteUpdate(time, time);
            }

            SkillManager.Instance.UpdateSkill(time);
            mGameUIPage.RefreshItemSkillUI();
            mGameUIPage.RefreshCharMsgUI(time);
            GetUserTouchEvent();
            ShowDDong(time);


            yield return(null);
        }
    }