private void NextScene() { if (!IsLastScene()) { SceneHandler.NextScene(); } }
public void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { SceneHandler.RestartCurrentScene(); } }
// Update is called once per frame protected override void Update() { if (base.nextTest) { LoadNextTest(); } if (replayButtonDown && !GetComponent <AudioSource>().isPlaying) { GetComponent <AudioSource>().clip = null; replayButtonDown = false; } if (timer.ElapsedMilliseconds / 1000f >= timeInSeconds) { //if(currentTestNumber != testItemFrontEnd.Count) // OutputHandler.PrintScores(testAbbrev); //0 not taken //1 valid all items //2 valid ceiling 1 //3 valid ceiling 2 //4 valid timeout //5 valid failed teaching //6 invalid manual skipped test //7 exit care //8 started/invalid unknown //9 intended to take SQLHandler.UpdateTest(4); SceneHandler.GoToNextScene(); } }
/** * Because this is the pit, we want to take action whenever the ball falls in. For now, since there * is no concept of lives of health, we will just automatically go to the game over scene */ private void OnTriggerEnter2D(Collider2D _other) { print("triggered"); SceneHandler sceneHandler = FindObjectOfType <SceneHandler>(); sceneHandler.LoadGameOver(); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag.Equals("Player")) { SceneHandler.GetInstance().LoadScene("MainMenu"); } }
public void SwitchScene(string sceneName) { float fadeTime = GameObject.Find("Canvas").GetComponent <SceneFade>().BeginFade(1); Wait(fadeTime); SceneHandler.SwitchScene(sceneName); }
public void OnButtonPositionChanged(bool isRight) { if (isRight) { if (RightSide.isOn && !LeftSide.isOn) { SceneHandler.GetInstance().Settings.SetButtonPosition("right"); btnPosition = "right"; } else if (!RightSide.isOn && !LeftSide.isOn) { SceneHandler.GetInstance().Settings.SetButtonPosition("right"); btnPosition = "right"; } } else { if (!RightSide.isOn && LeftSide.isOn) { SceneHandler.GetInstance().Settings.SetButtonPosition("left"); btnPosition = "left"; } else if (!RightSide.isOn && !LeftSide.isOn) { SceneHandler.GetInstance().Settings.SetButtonPosition("right"); btnPosition = "right"; } } LevelManager.Instance.UpdateShipControl(); }
/// <summary> /// Static method that runs on start. /// </summary> /// <param name="args">Arguments.</param> public static void Main(string[] args) { Random random = new Random(); KeyReaderComponent keyReader = new KeyReaderComponent(); SceneHandler sceneHandler = new SceneHandler(); MenuCreation menuCreation = new MenuCreation( keyReader, sceneHandler, random); sceneHandler.AddScene(menuCreation.MenuScene, "MenuScene"); menuCreation.GenerateScene(); sceneHandler.CurrentScene = menuCreation.MenuScene; // Tries to run scene. If the window size is too small // it shows a message asking to expand the window size try { sceneHandler.RunScene(); } catch (ArgumentOutOfRangeException) { Console.WriteLine("Please expand your window size"); } }
//------- Game Controller private void FirstUpdateGameController() { btnPosition = SceneHandler.GetInstance().Settings.GetButtonPosition(); if (btnPosition == "right") { RightSide.isOn = true; LeftSide.isOn = false; } else { RightSide.isOn = false; LeftSide.isOn = true; } GameControl = SceneHandler.GetInstance().Settings.GetGameController(); // print("*************************** " + GameControl); if (GameControl.Equals("tap")) { TapOnScreen.isOn = true; PressButton.isOn = false; RightSide.interactable = false; LeftSide.interactable = false; } else if (GameControl.Equals("btn")) { TapOnScreen.isOn = false; PressButton.isOn = true; RightSide.interactable = true; LeftSide.interactable = true; } }
/// <summary> /// Tests for long-press and activates global platform menu when detected. /// as per the Unity integration doc, the back button responds to "mouse 1" button down/up/etc /// </summary> void Update() { #if UNITY_ANDROID eBackButtonAction action = HandleBackButtonState(); if (action == eBackButtonAction.DOUBLE_TAP) { ResetCursor(); } else if (action == eBackButtonAction.SHORT_PRESS) { ResetCursor(); //Show quit menu on first scene if (SceneManager.GetActiveScene().buildIndex == 0) { ShowConfirmQuitMenu(); } else // Else go to the previous scene { SceneHandler.GetInstance().LoadScene(LevelManager.PreviousSceneType); } } else if (action == eBackButtonAction.LONG_PRESS) { ShowGlobalMenu(); } #endif }
// Use this for initialization // void Awake(){ //finds the empty gameobject associated with sceneHandler SceneHandlerObj = GameObject.FindGameObjectWithTag("SceneHandlerM") as GameObject; //finds the script that is attached to the above gameobject sceneManagerScript = SceneHandlerObj.GetComponent<SceneHandler>(); audioManager = audioManager.GetComponent<audio29Script>(); }
private void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag == "Ship") { GameObject[] allGui = GameObject.FindGameObjectsWithTag("GUI"); foreach (GameObject Gui in allGui) { Gui.SetActive(false); } SetNextLevel(); if (SceneHandler.GetInstance().UseAnalytics) { Tracker.TriggerEvent(); } LevelManager.Instance.ResetTime(); if (ShipController.Instance != null) { ShipController.Instance.onLevelWin(); } else { print("SHIP INSTANCE IS NULL"); } EventHandler.LevelWin_TR(); StartCoroutine(createVortex()); // ObjectPooler.Instance.SpawnFromPool("FinalFX", transform.position, Quaternion.identity); Instantiate(FinalFX, transform.position, Quaternion.identity); } }
private void Awake() { image = GetComponent <Image>(); transform.Find("Text").GetComponent <TextMeshProUGUI>().text = level.ToString(); button = GetComponent <Button_UI>(); button.ClickFunc = () => { if (level + 1 < SceneManager.sceneCountInBuildSettings) { SceneManager.LoadScene(SceneHandler.GetSceneIndex(SceneHandler.Scenes.Game)); LevelLoader.i.LoadScene(level + 2); GameManager.currentLevel = level; } else { Debug.LogError("Level : " + level + " does not exist"); } }; if (!completed) { for (var i = 0; i < GameManager.i.completedLevels.Count; i++) { if (GameManager.i.completedLevels[i] == level) { image.sprite = altSprite; completed = true; return; } } } }
public void OnContinue() { SceneHandler.Pause(false); Hide(); OverlayMenu.Show(); PlayerEventHandler.CloseMenu(); }
void Awake() { // we are forming a Singleton that we can keep across multiple scenes if (instance == null) { instance = this; } else if (instance != this) { DontDestroyOnLoad(gameObject); Destroy(gameObject); DontDestroyOnLoad(gameObject); } cursorResources = GetComponent <MouseCursorResources>(); inventory = FindObjectOfType <Inventory>(); flowPlayer = GetComponent <ArticyFlowPlayer>(); // set the default method provider for script methods, so that we needn't pass it as a parameter when calling script methods manually. // look into region "script methods" at the end of this class for more information. ArticyDatabase.DefaultMethodProvider = this; // disable the dialog widget, just to be safe dialogWidget.SetActive(false); // normally the Localization Caretaker works with UnityEngine.UI.Text controls // but in this case we want it to update our custom animated text element. // in that case we have to give the caretaker a method that does the text assignment for him, while the caretaker still listenes wor language changes. dialogText.localizedTextAssignmentMethod.AddListener(AssignDialogueText); // and if we are loaded we trigger a transition effect. transition.TransitionIn(); }
private void SetNextLevel() { string currentLevel = SceneHandler.GetInstance().GetCurrentLevelName(); if (currentLevel != "Level01Stage07" && currentLevel != "Level02Stage07" && currentLevel != "Level03Stage07") { SceneHandler.GetInstance().Stages.StageComplete(currentLevel); //unlock the next stage } string nextLevel = ""; switch (currentLevel) { case "Level01Stage01": nextLevel = "Level01Stage02"; break; case "Level01Stage02": nextLevel = "Level01Stage03"; break; case "Level01Stage03": nextLevel = "Level01Stage04"; break; case "Level01Stage04": nextLevel = "LevelSelect"; break; //here we need to tell them you have to buy the Stage 5 and 6 case "Level01Stage05": nextLevel = "LevelSelect"; break; case "Level01Stage06": nextLevel = "LevelSelect"; break; case "Level01Stage07": nextLevel = "LevelSelect"; break; case "Level02Stage01": nextLevel = "Level02Stage02"; break; case "Level02Stage02": nextLevel = "Level02Stage03"; break; case "Level02Stage03": nextLevel = "Level02Stage04"; break; case "Level02Stage04": nextLevel = "LevelSelect"; break; //here we need to tell them you have to buy the Stage 5 and 6 case "Level02Stage05": nextLevel = "LevelSelect"; break; case "Level02Stage06": nextLevel = "LevelSelect"; break; case "Level02Stage07": nextLevel = "LevelSelect"; break; case "Level03Stage01": nextLevel = "Level03Stage02"; break; case "Level03Stage02": nextLevel = "Level03Stage03"; break; case "Level03Stage03": nextLevel = "Level03Stage04"; break; case "Level03Stage04": nextLevel = "LevelSelect"; break; //here we need to tell them you have to buy the Stage 5 and 6 case "Level03Stage05": nextLevel = "LevelSelect"; break; case "Level03Stage06": nextLevel = "LevelSelect"; break; case "Level03Stage07": nextLevel = "LevelSelect"; break; default: nextLevel = "LevelSelect"; break; } SceneHandler.GetInstance().SetNextLevelName(nextLevel); }
public void GoRepeatLevel() { Time.timeScale = 1; Time.fixedDeltaTime = 0.02f; SceneHandler.GetInstance().RemoveCheckPoint(); SceneHandler.GetInstance().ResetLevelCoins(); LoadingBarScript.Instance.LoadScene(SceneHandler.GetInstance().GetCurrentLevelName(), "level"); }
public void RewardVideoComplete() { EventHandler.onRewardVideoComplete -= RewardVideoComplete; EventHandler.onRewardVideoSkiped -= RewardVideoFailed; SceneHandler.GetInstance().AddToTotalCoins(50); AnimationGet50CoinsDone(); Close(); }
// Use this for initialization void Awake() { sceneHandler = FindObjectOfType <SceneHandler>(); resourcesHandler = sceneHandler.currentColony.GetComponent <ResourcesHandler>(); energyText = UIenergy.GetComponentInChildren <Text>(); oreText = UIore.GetComponentInChildren <Text>(); }
public void LevelHasBeenCompleted() { LevelCompletionInfo myLevelCompletionInfo = new LevelCompletionInfo(); myLevelCompletionInfo = myLevelCompletionInfo.Load(); myLevelCompletionInfo.AddLevelCompletionInfo(SceneHandler.GetActiveSceneEnum(), totalScore, Time.timeSinceLevelLoad); return; }
public void ResetTime() { Time.timeScale = 1f; Time.fixedDeltaTime = 0.02f; //reset Audio Pitch ShipController.Instance.SetTrailSpeedFX(false, 0); SceneHandler.GetInstance().Audio.SetMusicPitch(1f); }
void Awake() { uiHandler = GetComponent <UiHandler>(); sceneHandler = GetComponent <SceneHandler>(); audioSource = GetComponent <AudioSource>(); curentNode.SettingUp(firstNode); }
void Awake() { // set the id in cache Debug.Log("Setting id"); string id = SceneHandler.GetMyId(); Debug.Log("My id: " + id); }
private void onTaskComplete(string taskName) { completed++; if (completed == 2) { SceneHandler.LoadSceneByName("level_00_empty", null, false, true); } }
public void onClickReplay() { IsOpen = false; SceneHandler.GetInstance().ResetCounter++; SceneHandler.GetInstance().RemoveCheckPoint(); SceneHandler.GetInstance().ResetLevelCoins(); LevelManager.Instance.RestartLevel(); }
private void CheckedMe() { if (SceneHandler.GetInstance().UseAnalytics) { Tracker.TriggerEvent(); } myRenderer.sprite = atlas.GetSprite("CheckPointGreen"); }
private void Update() { if (GameVariables.Health == 0) { SceneHandler.StartScene(Scenes.End); GameVariables.Health = 1000; } }
public void GoMainMenu() { Time.timeScale = 1; Time.fixedDeltaTime = 0.02f; SceneHandler.GetInstance().RemoveCheckPoint(); SceneHandler.GetInstance().ResetLevelCoins(); LoadingBarScript.Instance.LoadScene("MainMenu", "mainMenu"); }
private void InitLevel03Stage07() { SceneHandler.GetInstance().SetCoinsInLevel(0); SceneHandler.GetInstance().Stages.Level01.SetTotalLevelCoins(0); SceneHandler.GetInstance().SetMaxFuel(); //get fuel tank from ShipData SceneHandler.GetInstance().InitOnStart(); //init Scene handler for new stage ProgressBarFuel.InitProgressBar(500); }
void Start() { masterScript = GameObject.FindObjectOfType (typeof(MasterScript)) as MasterScript; sceneHandlerScript = GameObject.FindObjectOfType (typeof(SceneHandler)) as SceneHandler; eventSystem = EventSystem.current; eventSystem.SetSelectedGameObject(firstSelectElement); }
IEnumerator Transition() { yield return(new WaitForSeconds(1f)); //save level coins and coins bonus SceneHandler.GetInstance().UpdateCoins(); //goto level win scene LoadingBarScript.Instance.LoadScene("LevelWin", "win"); }
// Start is called before the first frame update void Start() { sensitivity = FindObjectOfType <GameManager>().MouseScale * 10; SM = FindObjectOfType <SceneHandler>(); rb = GetComponent <Rigidbody>(); //playerScale = transform.localScale; Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; }
void Awake(){ if(SceneInstance != null){ GameObject.Destroy(gameObject); } else{ GameObject.DontDestroyOnLoad(gameObject); SceneInstance = this; } killerID = pickKiller.pickKillerRand(); }
private int i= 0; // a counter to iterater thru conversations, and set important convo indexes // Use this for initialization void Awake(){ //finds the empty gameobject associated with sceneHandler SceneHandlerObj = GameObject.FindGameObjectWithTag("SceneHandlerM") as GameObject; //finds the script that is attached to the above gameobject sceneManagerScript = SceneHandlerObj.GetComponent<SceneHandler>(); sceneManagerScript.fader = false; audioManager = audioManager.GetComponent<audio2Script>(); //bodyObject = GameObject.FindGameObject("Body").gameObject.GetComponent<GameObject> as GameObject; }
void Start() { masterScript = GameObject.FindObjectOfType (typeof(MasterScript)) as MasterScript; sceneHandlerScript = GameObject.FindObjectOfType (typeof(SceneHandler)) as SceneHandler; singleplayerScript = GameObject.FindObjectOfType (typeof(Singleplayer)) as Singleplayer; eventSystem = EventSystem.current; eventSystem.SetSelectedGameObject(firstSelectElement); singleplayerScript.SetWinner (masterScript.GetCharacter(2)); singleplayerScript.UpdateRound (); }
void Start() { masterScript = GameObject.FindObjectOfType (typeof(MasterScript)) as MasterScript; sceneHandlerScript = GameObject.FindObjectOfType (typeof(SceneHandler)) as SceneHandler; video = (MovieTexture)backgroundVideo.material.mainTexture; eightBall = startScreen.transform.FindChild("8Ball").GetComponent<Image>(); ga = startScreen.transform.FindChild("Game_Academy").GetComponent<Image>(); pressStart = startScreen.transform.FindChild("Press_Start").GetComponent<Image>(); StartCoroutine(this.StartUp ()); }
void Awake(){ //finds the empty gameobject associated with sceneHandler SceneHandlerObj = GameObject.FindGameObjectWithTag("SceneHandlerM") as GameObject; //finds the script that is attached to the above gameobject sceneManagerScript = SceneHandlerObj.GetComponent<SceneHandler>(); if(SceneManager.GetActiveScene().name == "2"){ scene2ManagerObj = scene2ManagerObj.GetComponent<scene2Manager>(); } else if(SceneManager.GetActiveScene().name == "7"){ scene7ManagerObj = scene7ManagerObj.GetComponent<scene7Manager>(); } }
void Start() { masterScript = GameObject.FindObjectOfType (typeof(MasterScript)) as MasterScript; sceneHandlerScript = GameObject.FindObjectOfType (typeof(SceneHandler)) as SceneHandler; eventSystem = EventSystem.current; eventSystem.SetSelectedGameObject(firstSelectElement); startPos = credits.position; startTime = Time.time; StartCoroutine (ScrollNames ()); }
void Awake() { masterScript = GameObject.FindObjectOfType (typeof(MasterScript)) as MasterScript; sceneHandlerScript = GameObject.FindObjectOfType (typeof(SceneHandler)) as SceneHandler; singleplayer = (masterScript.GetPlayerType (2) == "Ai") ? true : false; if (singleplayer) singleplayerScript = GameObject.FindObjectOfType (typeof(Singleplayer)) as Singleplayer; eventSystem = EventSystem.current; gameScript = GameObject.FindObjectOfType (typeof(Game)) as Game; healthBarP1 = matchUI.transform.FindChild ("Health_P1").FindChild ("healthbar").GetComponent<Image> (); healthBarP2 = matchUI.transform.FindChild ("Health_P2").FindChild ("healthbar").GetComponent<Image> (); energyBarP1 = matchUI.transform.FindChild ("Energy_P1").FindChild ("specialbar").GetComponent<Image> (); energyBarP2 = matchUI.transform.FindChild ("Energy_P2").FindChild ("specialbar").GetComponent<Image> (); }
public VentanaJuego() { InitializeComponent(); //this.Width = w; //this.Height = h; //pictureBox1.Width = w ; //pictureBox1.Height = h; //----------Manager--------------------// F_M = new FileManager(); R_M = new RenderManager(); S_M = new SceneManager(); PM = new PhisicManager(); //--------Delegados-------------------// S_H = new SceneHandler(S_M.PlayScene); R_H = new RenderHandler(R_M.AddData); F_H = new FileHandler(F_M.GetImg); //---------Inicializacion------------// R_M.AddHandlers(S_H, F_H); //mapa1.SetFileManager(F_H); mapa1 = F_M.CargarMapa("../../Mapas/mapa3.xml", this.Width, this.Height, 32); mapa1.IM.left = Keys.A; mapa1.IM.right = Keys.D; mapa1.IM.up = Keys.W; mapa1.IM.down = Keys.S; mapa1.Draw(R_H); R_M.Sorting(); //--------Timer--------------------// //Thread mov = new Thread(Caminar); //Thread col = new Thread(Colicion); //mov.Start(); timer1.Start(); //col.Start(); mapa1.FraccPantalla(pictureBox1.Width, pictureBox1.Height); mapa1.CentrarJugador(); //----------Sonido------------------// //mp = new MP3Player(); //mp.Open(F_M.GetAud_Path("Correr")); //mp.Play(); pictureBox1.Refresh(); }
public GameScene(SceneHandler handler, string name, IConnector connector, GraphicsDeviceManager graphicsDeviceManager) : base(handler, name, connector, graphicsDeviceManager) { Camera2D = new Camera2D(); MainSystem = new MainSystem(); }
void Start() { masterScript = GameObject.FindObjectOfType (typeof(MasterScript)) as MasterScript; sceneHandlerScript = GameObject.FindObjectOfType (typeof(SceneHandler)) as SceneHandler; eventSystem = EventSystem.current; eventSystem.SetSelectedGameObject(firstSelectElement); player1 = characterSelectionMenu.transform.FindChild ("Player1"); player2 = characterSelectionMenu.transform.FindChild ("Player2"); StartCoroutine (EnableStart ()); }
// Use this for initialization void Start() { exitObject = GameObject.Find("LevelEnd"); sceneHandler = GameObject.Find("Player").GetComponent<SceneHandler>(); }
public void AddHandlers(SceneHandler sh, FileHandler fh) { S_H = sh; F_H = fh; }
void Start() { masterScript = GameObject.FindObjectOfType (typeof(MasterScript)) as MasterScript; sceneHandlerScript = GameObject.FindObjectOfType (typeof(SceneHandler)) as SceneHandler; singleplayerScript = GameObject.FindObjectOfType (typeof(Singleplayer)) as Singleplayer; eventSystem = EventSystem.current; crystalUnlocked = singleplayerScript.GetCrystalUnlockStatus (); for (int i = 0; i < crystalCount.Count; ++i) { crystalCount [i].text = "" + singleplayerScript.GetStartCrystalCount (i + 1); if (int.Parse (crystalCount [i].text) <= 0) { crystalCount [i].text = "" + 0; crystalCount [i].color = new Color32 (169, 0, 0, 255); temple [i].transform.FindChild ("1").gameObject.SetActive (false); temple [i].transform.FindChild ("0").gameObject.SetActive (true); } } StartCoroutine (this.UnlockSpecial ()); }
// Use this for initialization void Start() { sceneHandler = this.GetComponent<SceneHandler>(); }
void Start() { masterScript = GameObject.FindObjectOfType (typeof(MasterScript)) as MasterScript; sceneHandlerScript = GameObject.FindObjectOfType (typeof(SceneHandler)) as SceneHandler; }
public MenueScene(SceneHandler handler, string name, IConnector connector, GraphicsDeviceManager graphicsDeviceManager) : base(handler, name, connector, graphicsDeviceManager) { }
void Awake() { masterScript = GameObject.FindObjectOfType (typeof(MasterScript)) as MasterScript; sceneHandlerScript = GameObject.FindObjectOfType (typeof(SceneHandler)) as SceneHandler; singleplayer = (masterScript.GetPlayerType (2) == "Ai") ? true : false; if (singleplayer) singleplayerScript = GameObject.FindObjectOfType (typeof(Singleplayer)) as Singleplayer; StartCoroutine (SpawnGameObjects ()); minBallSpeed = ballSpeedUpCurve.Evaluate (0.0f); maxBallSpeed = ballSpeedUpCurve.Evaluate (1.0f); ballSpeed = minBallSpeed; }
void Start() { masterScript = GameObject.FindObjectOfType (typeof(MasterScript)) as MasterScript; sceneHandlerScript = GameObject.FindObjectOfType (typeof(SceneHandler)) as SceneHandler; playerCrystalCount = playerStartCrystalCount; round = 1; match = 0; enemyCharacter = 1; for (int i = 0; i < aiCrystalCount.Count; ++i) { aiCrystalCount[i] = Random.Range (minStartAiCrystalCount, maxStartAiCrystalCount); aiStartCrystalCount[i] = aiCrystalCount [i]; this.SetAiDifficulty (i); } }
public MenueScene(SceneHandler handler, string name, IConnector connector, GraphicsDeviceManager graphicsDeviceManager, List<Scene> children) : base(handler, name, connector, graphicsDeviceManager, children) { }