Пример #1
0
    public void Initialize(int difficulty)
    {
        timer            = FindObjectOfType <TimeProgress>();
        cityDisplayers   = FindObjectsOfType <InformationDisplayer>();
        europeAdjuster   = FindObjectOfType <EuropeScreenAdjuster>();
        spriteManager    = GameObject.Find("Finland").GetComponent <SpriteManager>();
        cameraController = Camera.main.GetComponent <CameraMotionController>();
        gamePane         = GameObject.FindGameObjectWithTag("GamePane");
        random           = new System.Random();

        TuneLocations(difficulty);
        TuneTime(difficulty);
        TuneSprite(difficulty);
        TuneFlipping(difficulty);

        // Tuning the positions of the cities is unfinished(?)
        // TuneFinlandRotation(difficulty);

        if (difficulty > 8)
        {
            gyroInstructions = GameObject.Find("GyroInstructionsPane");
            gyroInstructions.GetComponent <Canvas>().enabled = true;
            gyroInstructions.GetComponentsInChildren <SpriteRenderer>().ToList().ForEach(sr => sr.enabled = true);
            PlaceCityManager mgr = FindObjectOfType <PlaceCityManager>();
            gyroInstructions.GetComponent <FadingInstructor>().Fade(1f, 2f, mgr.initialInstructionDuration + mgr.initialInstructionFadeDuration);
            if (random.Next(0, 2) == 0)
            {
                TunePaneRotationInXYPlane(difficulty);
            }
            else
            {
                TunePanePanning(difficulty);
            }
        }
    }
Пример #2
0
    public async void ConfigureForNewMinigame()
    {
        inMinigame    = true;
        minigameEnded = false;
        while (!timer || (minigameManager == null))
        {
            await Task.Delay(33);

            MonoBehaviour[] list     = FindObjectsOfType <MonoBehaviour>();
            IMinigameEnder  suitable = null;
            for (int i = 0; i < list.Length; i++)
            {
                if (list[i] is IMinigameEnder)
                {
                    suitable = (IMinigameEnder)list[i];
                }
            }

            if (suitable != null)
            {
                minigameManager = suitable;
                timer           = FindObjectOfType <TimeProgress>();
            }
        }
    }
Пример #3
0
    protected virtual void Start()
    {
        timebar = FindObjectOfType <TimeProgress>();
        timebar.TimerReadyMethods.RemoveAllListeners();
        timebar.TimerReadyMethods.AddListener(OnTimerEnd);

        ConfigureDifficulty(DataController.GetDifficulty());
    }
Пример #4
0
 public override void ProcessArrayList(ArrayList sentArrayList)
 {
     for (int i = 0; i < sentArrayList.Count; i++)
     {
         if (sentArrayList[i] is TimeProgress)
         {
             TimeProgress progress = (TimeProgress)sentArrayList[i];
             gameTime = progress.GameTime;
         }
     }
 }
Пример #5
0
    private void SetupTimer(int difficulty)
    {
        TimeProgress timer = FindObjectOfType <TimeProgress>();
        float        time;

        //input the number of seconds you want to have per level
        switch (difficulty)
        {
        case 1:
            time = 10f;
            break;

        case 2:
            time = 8.5f;
            break;

        case 3:
            time = 10f;
            break;

        case 4:
            time = 8.5f;
            break;

        case 5:
            time = 10f;
            break;

        case 6:
            time = 10f;
            break;

        case 7:
            time = 10f;
            break;

        case 8:
            time = 8.5f;
            break;

        case 9:
            time = 7.5f;
            break;

        case 10:
            time = 6f;
            break;

        default:
            time = 5f;
            break;
        }
        timer.SetTime(time);
    }
Пример #6
0
    private async void DisplayInstructionsBeforeGame()
    {
        TimeProgress timer = FindObjectOfType <TimeProgress>();

        timer.TogglePause();
        FadingInstructor fade = FindObjectsOfType <FadingInstructor>().First(fi => fi.name.Equals("Instructions"));

        Time.timeScale = 0f;
        fade.Fade(initialInstructionDuration, initialInstructionFadeDuration);
        await new WaitForSecondsRealtime(initialInstructionDuration + initialInstructionFadeDuration);
        Time.timeScale = 1f;
        timer.TogglePause();
    }
Пример #7
0
    void Start()
    {
        endedGame = false;
        damage    = 0;

        miniGameLogic = GameObject.FindObjectOfType <MinigameLogic>();
        borders       = GameObject.FindGameObjectsWithTag("Border");
        jumpmanList   = GameObject.FindGameObjectsWithTag("Jumpman");
        supportRope   = GameObject.Find("SupportRope");
        infoText      = GameObject.Find("InfoText");

        brokenRope = GameObject.Find("BrokenSupportRopes");
        brokenRope.SetActive(false);

        timer = FindObjectOfType <TimeProgress>();
        timer.SetTime(15);
    }
Пример #8
0
        public override void AddDataToArrayList(ArrayList sentArrayList)
        {
            TimeProgress progress = new TimeProgress(gameTime);

            sentArrayList.Add(progress);
        }
Пример #9
0
 public void Start()
 {
     bar = GetComponent <TimeProgress>();
 }
Пример #10
0
 void Start()
 {
     timer = FindObjectOfType <TimeProgress>();
     InitializeGame();
 }
Пример #11
0
 private void Initialize()
 {
     initialized = true;
     timer       = FindObjectOfType <TimeProgress>();
 }