public void AddObjects() { levelDisplay = GameObject.Find ("Level").GetComponent<LevelDisplay> (); lifeDisplay = GameObject.Find ("Life_Bar").GetComponent<LifeDisplay> (); playerDisplay = GameObject.Find ("Ship").GetComponent<PlayerDisplay> (); scoreDisplay = GameObject.Find ("Score").GetComponent<ScoreDisplay> (); restartButton = GameObject.Find ("Restart_Button").GetComponent<RestartButton> (); }
public void Initialize(ScoreDisplay dest, int value) { Destination = dest; Value = value; _rect = GetComponent<RectTransform>(); _destRect = Destination.GetComponent<RectTransform>(); UIText.text = (value >= 0) ? "+" + value.ToString() : value.ToString(); UIText.DOFade(0, ScoreManager.Instance.ScoreTextFadeDuration); _initialized = true; }
public void CreateScoreText(ScoreDisplay display, Vector3 position, int value) { Debug.Log("Making score text"); Vector3 viewportPoint = Camera.main.WorldToViewportPoint(position); GameObject clone = Instantiate(ScoreTextPrefab, Vector3.zero, Quaternion.identity) as GameObject; ScoreText scoreText = clone.GetComponent<ScoreText>(); RectTransform rect = clone.GetComponent<RectTransform>(); rect.SetParent(ScoreTextParent); rect.anchorMin = new Vector2(viewportPoint.x, viewportPoint.y); rect.anchorMax = new Vector2(viewportPoint.x, viewportPoint.y); rect.anchoredPosition = Vector3.zero; rect.localScale = Vector3.one; scoreText.Initialize(display, value); }
void Update() { if (scoreDisplay == null) { GameObject canvas = GameObject.Find("ScoreCanvas"); scoreDisplay = canvas.GetComponent<ScoreDisplay>(); } else { for (int i = 0; i < names.Count; i++) { ScoreDisplay.Score score = new ScoreDisplay.Score(names[i], scores[i], i); scoreDisplay.AddScore(score); } scoreDisplay.DisplayScores(); Destroy(gameObject); } }
// Use this for initialization void Start() { pinSetter = GameObject.FindObjectOfType<PinSetter> (); ball = GameObject.FindObjectOfType<Ball> (); scoreDisplay = GameObject.FindObjectOfType<ScoreDisplay> (); }
void ShakeScoreDisplay(ScoreDisplay display, int scoreDiff) { display.Shake(ScoreShakeDuration, ScoreShakeStrength * (scoreDiff / 100f), (int) (ScoreShakeVibrato * (scoreDiff / 100f)), ScoreShakeRandomness * (scoreDiff / 100f)); }
// Use this for initialization void Start() { ps = GameObject.FindObjectOfType <PinSetter> (); bm = GameObject.FindObjectOfType <BallMove> (); sd = GameObject.FindObjectOfType <ScoreDisplay> (); }
// Use this for initialization void Start() { pinSetter = GameObject.FindObjectOfType <PinSetter>(); ball = GameObject.FindObjectOfType <Ball>(); scoreDisplay = GameObject.FindObjectOfType <ScoreDisplay>(); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } base.LoadContent(); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); //define and load fonts SpriteFont weaponDisplayFont = content.Load <SpriteFont>("Fonts\\WeaponsDisplayFont"); SpriteFont messageBoxDisplayFont = content.Load <SpriteFont>("Fonts\\ScoreMessageBoxFont"); SpriteFont scoreFont = content.Load <SpriteFont>("Fonts\\PhillySansFont"); //create a new gameboard to use for 1p GameBoard gameBoard = new GameBoard(new Vector2(480, 55), TileSet.LoadAndGetDefaultTileset(content, challenge.GetDifficulty()), challenge.GetDifficulty(), 400, 564, (int)playerIndex1); gameBoard.SetScaleTiles(true); gameBoard.GetStats().power = this.challenge.StartingPower(); this.addGameplayScreenObject(gameBoard); //check to see if this challenge wants the board to speed up or stay constant speed int speedUpTime = challenge.IsSpeedUpEnabled(); if (speedUpTime > 0) { gameBoard.SetSpeedUpEnabled(true); gameBoard.SetSpeedUpTimer(speedUpTime); } else { gameBoard.SetSpeedUpEnabled(false); } //load all the background imagery DetailedSpriteObject infoPanels = new DetailedSpriteObject(content.Load <Texture2D>("Sprites\\BoardComponents\\info_panels_challenges"), new Rectangle(90, 0, 350, 675)); this.addGameplayScreenObject(infoPanels); //define and load the displays LevelDisplay levelDisplay = new LevelDisplay(new Vector2(385, 75), scoreFont, gameBoard); ChallengeStatusDisplay challengeStatusDisplay = new ChallengeStatusDisplay(new Vector2(115, 180), scoreFont, gameBoard, this.challenge); ScoreDisplay scoreDisplay = new ScoreDisplay(new Vector2(200, 75), scoreFont, gameBoard); ComplexPowerMeterDisplay powerDisplay = new ComplexPowerMeterDisplay(new Vector2(920, 0), content, messageBoxDisplayFont, gameBoard, false); GameMessageBoxDisplay messageBoxDisplay = new GameMessageBoxDisplay(250, 300, new Vector2(105, 338), messageBoxDisplayFont, gameBoard, 12); this.addGameplayScreenObject(levelDisplay); this.addGameplayScreenObject(challengeStatusDisplay); this.addGameplayScreenObject(scoreDisplay); this.addGameplayScreenObject(powerDisplay); this.addGameplayScreenObject(messageBoxDisplay); }
// Use this for initialization void Start() { _pinSetter = FindObjectOfType <PinSetter>(); _ball = FindObjectOfType <Ball>(); _scoreDisplay = FindObjectOfType <ScoreDisplay>(); }
void Start() { game = FindObjectOfType <Game>(); scoreDisplay = game.scoreDisplay; }