Пример #1
0
    public void SetStage(stages newStage)
    {
        switch (newStage)
        {
        case stages.floorplan:
            _stage = stages.floorplan;
            break;

        case stages.building:
            _stage = stages.building;
            break;

        case stages.textures:
            _stage = stages.textures;
            break;

        case stages.roofs:
            _stage = stages.roofs;
            break;

        case stages.export:
            _stage = stages.export;
            break;
        }
    }
Пример #2
0
    // Start is called before the first frame update
    void Start()
    {
        //Get starting variables
        spriteController = GetComponent <SpriteRenderer>();
        maxStages        = vegetableStages.Count;

        //Set vegetable and vegetable parameters to first vegetable
        currentStage            = vegetableStages[currentStageIndex];
        spriteController.sprite = currentStage.image;
    }
Пример #3
0
    //void Update()
    //{

    //    switch ((int)switch_on)
    //    {

    //        case 1:
    //            {
    //                OnFade();
    //            }
    //            break;
    //        case 2:
    //            {
    //                OffFade();
    //            }
    //            break;
    //        case 3:
    //            {
    //                StartCoroutine(Cycle());
    //            }
    //            break;

    //        default:
    //            break;
    //    }

    //}

    void OffFade()
    {
        _image.color = Color.Lerp(_image.color, Color.clear, fadeOffSpeed * Time.deltaTime);

        if (_image.color.a <= 0.01f)
        {
            _image.color   = Color.clear;
            _image.enabled = false;
            switch_on      = stages.Wait;
        }
    }
Пример #4
0
    void OnFade()
    {
        _image.enabled = true;
        _image.color   = Color.Lerp(_image.color, fadeColor, fadeOnSpeed * Time.deltaTime);

        if (_image.color.a >= 0.98f)
        {
            _image.color = fadeColor;
            switch_on    = stages.Wait;
        }
    }
Пример #5
0
    public IEnumerator Cycle()
    {
        if (!cycleWork)
        {
            cycleWork = true;
            bool t = true;
            gr.enabled = true;
            float time = delayOnCycle;
            print("one");

            while (t)
            {
                _image.enabled = true;
                _image.color   = Color.Lerp(_image.color, fadeColor, fadeOnSpeed * Time.deltaTime);

                if (_image.color.a >= 0.99f)
                {
                    _image.color = fadeColor;
                    t            = false;
                }
                yield return(null);
            }
            print("two");
            t = true;

            yield return(new WaitForSeconds(time));



            while (t)
            {
                _image.color = Color.Lerp(_image.color, Color.clear, fadeOffSpeed * Time.deltaTime);

                if (_image.color.a <= 0.01f)
                {
                    _image.color   = Color.clear;
                    _image.enabled = false;
                    switch_on      = stages.Wait;
                    t = false;
                }
                yield return(null);
            }
            print("four");
            cycleWork  = false;
            gr.enabled = false;
        }

        else
        {
            yield return(null);
        }
    }
Пример #6
0
    // Update is called once per frame
    void Update()
    {
        timer += Time.deltaTime;

        switch (stage)
        {
        case stages.breakBetweenWaves:

            if (timer > midWaveBreakTime)
            {
                enemiesSpawned = 0;

                stage = stages.startOfWave;
                timer = 0;
                getText(stage);
            }
            break;

        case stages.startOfWave:

            // DO SOME STARTOFWAVE STUFF
            if (timer > startOFWaveBreakTime)
            {
                stage = stages.spawningEnemies;
                timer = 0;
            }
            break;

        case stages.spawningEnemies:

            startSpawning();
            break;

        case stages.awaitEndOfWave:

            if (enemiesAlive <= 0)
            {
                stage = stages.breakBetweenWaves;
                timer = 0;
                getText(stage);
            }
            break;

        default:
            Debug.Log("SpawnManager failed to update.");
            break;
        }
    }
Пример #7
0
    private IEnumerator VegetableTimer()
    {
        //While there are more vegetable stages....
        while (currentStageIndex < maxStages - 1)
        {
            //Wait for stage timer
            yield return(new WaitForSeconds(growTimer));

            //Advance to next vegetable
            currentStageIndex += 1;
            currentStage       = vegetableStages[currentStageIndex];

            spriteController.sprite = currentStage.image;
            growTimer = currentStage.growTime;
        }
    }
Пример #8
0
    public void changeStage(stages newStage)
    {
        switch (newStage)
        {
        case stages.FOREST:
            stage[0].SetActive(true);
            break;

        case stages.CAVE:
            stage[1].SetActive(true);
            break;

        case stages.SKY:
            stage[2].SetActive(true);
            break;

        case stages.END:
            stage[3].SetActive(true);
            break;
        }

        switch (stageSelected)
        {
        case stages.FOREST:
            stage[0].SetActive(false);
            break;

        case stages.CAVE:
            stage[1].SetActive(false);
            break;

        case stages.SKY:
            stage[2].SetActive(false);
            break;

        case stages.END:
            stage[3].SetActive(false);
            break;
        }

        stageSelected = newStage;
    }
Пример #9
0
    private void getText(stages stage)
    {
        switch (stage)
        {
        case stages.breakBetweenWaves:
            if (waves[currentWave].endOfWaveText == "")
            {
                GameObject.Find("TextController").GetComponent <TextController>().generateText("", "Good job");
            }
            else
            {
                int text = currentWave;
                if (text <= 0)
                {
                    text = 1;
                }
                GameObject.Find("TextController").GetComponent <TextController>().generateText("", waves[text - 1].endOfWaveText, 60, 40);
            }

            break;

        case stages.startOfWave:
            if (waves[currentWave].startOfWaveText == "")
            {
                GameObject.Find("TextController").GetComponent <TextController>().generateText("Wave " + (currentWave + 1));
            }
            else
            {
                GameObject.Find("TextController").GetComponent <TextController>().generateText("Wave " + (currentWave + 1), waves[currentWave].startOfWaveText, 60, 40);
            }
            break;

        case stages.spawningEnemies:
            break;

        case stages.awaitEndOfWave:
            break;

        default:
            break;
        }
    }
Пример #10
0
    void Update()
    {
        if (Time.time > startTime + fadeInTime + stayTime + fadeOutTime)
        {
            state = stages.disappear;
        }
        else if (Time.time > startTime + fadeInTime + stayTime)
        {
            state = stages.fadeOut;
        }
        else if (Time.time > startTime + fadeInTime)
        {
            state = stages.stay;
        }
        else if (Time.time > startTime)
        {
            state = stages.fadeIn;
        }

        switch (state)
        {
        case stages.fadeIn:
            opacity = (Time.time - startTime) / fadeInTime;
            break;

        case stages.stay:
            opacity = 1;
            break;

        case stages.fadeOut:
            opacity = 1 - (Time.time - startTime - fadeInTime - stayTime) / fadeOutTime;
            break;

        case stages.disappear:
            Destroy(gameObject);
            break;
        }
        this.GetComponent <SpriteRenderer>().color = new Color(1, 1, 1, opacity);
        Debug.Log(state + "\n" + opacity);
    }
Пример #11
0
    void Update()
    {
        if (canGrow && Time.time >= growTimer && (currentStageIndex < maxStages - 1))
        {
            //Advance to next vegetable
            currentStageIndex += 1;
            currentStage       = vegetableStages[currentStageIndex];

            spriteController.sprite = currentStage.image;
            growTimer = Time.time + currentStage.growTime * growthModifier;
        }
        else if (canGrow && currentStageIndex >= maxStages - 1)
        {
            //Plant is fully grown! Spawn a pickup and delete self. Make sure pickup shares ID
            GameObject newPickup = Instantiate(fullyGrownItem, this.transform.position, this.transform.localRotation);
            newPickup.GetComponent <plantID>().ID = ID;

            CmdSpawnPickup(fullyGrownItem, this.transform.position, this.transform.localRotation);

            Destroy(this.gameObject);
        }
    }
Пример #12
0
 void startSpawning()
 {
     if (enemiesSpawned == 0)
     {
         spawnAnEnemy();
         timer = 0;
     }
     else if ((timer > waves[currentWave].spawnRate) && (enemiesSpawned < waves[currentWave].enemies))
     {
         spawnAnEnemy();
         timer = 0;
     }
     else if (enemiesSpawned >= waves[currentWave].enemies)
     {
         stage        = stages.awaitEndOfWave;
         timer        = 0;
         currentWave += 1;
         if (currentWave >= waves.Count)
         {
             currentWave = waves.Count - 1;
         }
     }
 }
Пример #13
0
        private async void Process(CancellationToken token)
        {
            try
            {
                await Task.Run(() =>
                {
                    byte msg = 0x01, anwser = 0x0;

                    bool abort = false;

                    stages Stage = stages.Get_Bottles;

                    Console.WriteLine("Next step");

                    for (;;)
                    {
                        Property.Device.Send_Data(msg, msg);
                        anwser = Property.Device.recived_data;

                        switch (anwser)
                        {
                        case 0x08:
                        case 0x18:
                        case 0x28:
                        case 0x38:
                            Application.Current.Dispatcher.BeginInvoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(() => { b_Start.Background = Brushes.Red; }));
                            abort = true;
                            break;

                        case 0x01:
                            Application.Current.Dispatcher.BeginInvoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(() => B_Second()));
                            Stage = stages.Continues;
                            msg   = 0x31;
                            break;

                        case 0x06:
                            if (Stage == stages.Fill_Bottles1)
                            {
                                Application.Current.Dispatcher.BeginInvoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(() => A_First()));
                                Stage = stages.Next_Bottle1;
                                msg   = 0x11;
                            }
                            else if (Stage == stages.Fill_Bottles2)
                            {
                                Application.Current.Dispatcher.BeginInvoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(() => A_Second()));
                                Stage = stages.Next_Bottle2;
                                msg   = 0x11;
                            }
                            else
                            {
                                Application.Current.Dispatcher.BeginInvoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(() => A_Final()));
                                msg = 0x11;
                            }
                            break;

                        case 0x05:
                            if (Stage == stages.Get_Bottles)
                            {
                                Application.Current.Dispatcher.BeginInvoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(() => Ani_Init()));
                                Stage = stages.Fill_Bottles1;
                                msg   = 0x01;
                            }
                            else if (Stage == stages.Next_Bottle1)
                            {
                                Application.Current.Dispatcher.BeginInvoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(() => B_First()));
                                Stage = stages.Fill_Bottles2;
                                msg   = 0x31;
                            }
                            else
                            {
                                Application.Current.Dispatcher.BeginInvoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(() => B_Final()));
                                msg = 0x31;
                            }
                            break;
                        }

                        if (abort || tok)
                        {
                            break;
                        }
                    }
                });
            }
            catch (Exception ex)
            {
                MessageBox.Show(ex.Message);
            }
        }
Пример #14
0
    IEnumerator EndRound()
    {
        System.DateTime d = System.DateTime.Now;
        if (Round < 1) {
            RoundEnding = 0;
            StartCoroutine (DisplayMessage ("Round over", 4000));
            MoveTokenToCenter ();
            RoundEnding = 1;
            d = System.DateTime.Now;
            while (System.DateTime.Now < d.AddMilliseconds(4000)) {
                yield return null;
            }

            while (RoundEnding == 1) {
                yield return null;
            }

            if (Home == false) {
                FlipToken ();
            }

            PlayerHasBall = true;
            Discarded = false;
            Passing = 0;
            Intercepting = 0;
            GoalShotting = 0;
            GoalBlocking = 0;
            DeckPos = 0;
            PlayerHandSize = 6;
            AIHandSize = 6;

            FreeKickCardsLeft = 4;
            Skipped = 0;
            Round++;

            Shuffle ();
            AIShuffle ();
            StartCoroutine (DisplayMessage ("Tap to Roll Off!", 3000));
            RollButton.SetActive (true);
            diceRollComplete = false;

            stage = stages.RollOff;
        }
        else
        {
            StartCoroutine (DisplayMessage ("Game over", 2000));
            d = System.DateTime.Now;
            while (System.DateTime.Now < d.AddMilliseconds(2000)) {
                yield return null;
            }

            if (PlayerScore > AIScore)
            {
                StartCoroutine (DisplayMessage ("You win!", 2000));
                d = System.DateTime.Now;
                while (System.DateTime.Now < d.AddMilliseconds(2000)) {
                    yield return null;
                }
            }
            else if (PlayerScore < AIScore)
            {
                StartCoroutine (DisplayMessage ("AI wins", 2000));
                d = System.DateTime.Now;
                while (System.DateTime.Now < d.AddMilliseconds(2000)) {
                    yield return null;
                }
            }
            else
            {
                StartCoroutine (DisplayMessage ("It's a draw", 2000));
                d = System.DateTime.Now;
                while (System.DateTime.Now < d.AddMilliseconds(2000)) {
                    yield return null;
                }
            }

            StartCoroutine (DisplayMessage ("Restarting game ...", 2000));
            d = System.DateTime.Now;
            while (System.DateTime.Now < d.AddMilliseconds(2000)) {
                yield return null;
            }

            Application.LoadLevel(Application.loadedLevel);
        }
    }
Пример #15
0
 // sets the stage
 public void SetStage(stages newMap)
 {
     map = newMap;
 }
Пример #16
0
 // sets the stage
 public void SetStage(int newMap)
 {
     map = (stages)newMap;
 }
Пример #17
0
    // Use this for initialization
    void Start()
    {
        Hand = new string[10];
        Deck = new string[1000];
        AIHand = new string[10];
        AIDeck = new string[1000];
        Home = true;
        PlayerHasBall = true;
        Discarded = false;
        Passing = 0;
        Intercepting = 0;
        GoalShotting = 0;
        GoalBlocking = 0;
        DeckPos = 0;
        PlayerHandSize = 6;
        AIHandSize = 6;
        FreeKickCardsLeft = 4;
        DeckSize = PassNum + InterceptNum + GoalShotLeftNum + GoalShotRightNum + BlockLeftNum + BlockRightNum - 6;
        Skipped = 0;
        Round = 0;

        Shuffle();
        AIShuffle();
        CardText.text = "";
        StartCoroutine (DisplayMessage ("Tap to Roll Off!", 3000));
        RollButton.SetActive(true);
        stage = stages.RollOff;
    }
Пример #18
0
    // Update is called once per frame
    void Update()
    {
        if (Dice1.GetComponent<Rigidbody> ().velocity == Vector3.zero && Dice2.GetComponent<Rigidbody> ().velocity == Vector3.zero && rolling == true)
        {
            ResolveDiceRoll();
            HideDiceTime = Time.time + DisplayTime;
        }

        if (rolling == false && DiceShown == true & Time.time > HideDiceTime)
        {
            HideDice();
        }

        //my tessa's stuff
        if (diceRollComplete && stage == stages.RollOff) { // if roll off stage
            diceRollComplete = false;
            stage = stages.CardSelect;
            RollButton.SetActive(false);
            if (Dice1Val > Dice2Val) {
                StartCoroutine (DisplayMessage ("You go first", 2000));
                print("You go first");
                playerTurn = true;
                StartCoroutine(CardPrompt());
            } else {
                StartCoroutine (DisplayMessage ("Computer goes first!", 2000));
                print ("Computer goes first!");
                playerTurn = false;
                StartCoroutine(AITurn());
            }

        }
        if(playerTurn && stage == stages.CardSelect) { // if player turn and stage card selection
            // need a delay in the message changes
            stage = stages.etc;

        }
    }
Пример #19
0
    public void SetStage(stages newStage)
    {
        switch (newStage)
        {
            case stages.floorplan:
                _stage = stages.floorplan;
                break;

            case stages.building:
                _stage = stages.building;
                break;

            case stages.textures:
                _stage = stages.textures;
                break;

            case stages.roofs:
                _stage = stages.roofs;
                break;

            case stages.export:
                _stage = stages.export;
                break;
        }
    }