// Start is called before the first frame update void Start() { //Rigidbody2dコンポーネントを取得 this.rigidbody = GetComponent <Rigidbody2D>(); // sound = GetComponent <AudioSource>(); //状態、大きさをセット GameMode = GAMEMODE.STAY_START; GameSpeed = 0; playerLevel = PLAYER_LEVEL.Lv1; //スプライトの幅を取得 spriteWidth = GetComponent <SpriteRenderer>().bounds.size.x; // collider2d = GetComponent <CircleCollider2D>(); // animator = GetComponent <Animator>(); spriteRenderer = GetComponent <SpriteRenderer>(); this.animator.SetInteger("Level", 1); this.animator.speed = 0; UnkoScore = 0; timeScore = 0; }
public void NextLevel() { AddLevelCount(); // easy difficulty if (levelCount <= maxEasyScenes) { int i = Random.Range(0, currentEasyScenes.Count); string level = currentEasyScenes[i]; currentEasyScenes.RemoveAt(i); SceneManager.LoadScene(level); } // medium difficulty else if (levelCount > maxEasyScenes && levelCount <= (totalScenes - maxHardScenes)) { int i = Random.Range(0, currentMediumScenes.Count); string level = currentMediumScenes[i]; currentMediumScenes.RemoveAt(i); SceneManager.LoadScene(level); } // hard difficulty else if (levelCount > (totalScenes - maxHardScenes) && levelCount <= totalScenes) { int i = Random.Range(0, currentHardScenes.Count); string level = currentHardScenes[i]; currentHardScenes.RemoveAt(i); SceneManager.LoadScene(level); } else { currentMode = GAMEMODE.Menu; SceneManager.LoadScene(0); } }
//ゴールしたときに呼び出す private void ChangeClear() { rigidbody.velocity = new Vector2(0, 0); GameSpeed = 0; sound.Stop(); GameMode = GAMEMODE.CLEAR; }
public int requireGrade; //1,2,3,4,5 = 秀,優,良,可,不可とする public Params(GAMEMODE g, int a, int r, int m, int f) { attendance = a; report = r; midExam = m; finalExam = f; int sum = a + r + m + f; switch (g) { case GAMEMODE.EASY: if (sum < 60) { requireGrade = 5; } else if (sum <= 100) { requireGrade = 1; } break; case GAMEMODE.NORMAL: if (sum < 60) { requireGrade = 5; } else if (sum < 80) { requireGrade = 3; } else if (sum <= 100) { requireGrade = 1; } break; case GAMEMODE.HARD: if (sum < 60) { requireGrade = 5; } else if (sum < 70) { requireGrade = 4; } else if (sum < 80) { requireGrade = 3; } else if (sum < 90) { requireGrade = 2; } else if (sum <= 100) { requireGrade = 1; } break; } }
public float GetFuelConsumpionByGameMode(GAMEMODE mode) { if (mode == GAMEMODE.Freestyle) { return(2f); } if (mode == GAMEMODE.Cursed) { return(0); } if (mode == GAMEMODE.ThreeMinutes) { return(1.2f); } if (mode == GAMEMODE.SixMinutes) { return(2f); } if (mode == GAMEMODE.TwelveMinutes) { return(2.25f); } return(2); }
private string GetModeName(GAMEMODE mode) { if (mode == GAMEMODE.Freestyle) { return("Freestyle"); } if (mode == GAMEMODE.Cursed) { return("Cursed"); } if (mode == GAMEMODE.ThreeMinutes) { return("Three Minutes"); } if (mode == GAMEMODE.SixMinutes) { return("Six Minutes"); } if (mode == GAMEMODE.TwelveMinutes) { return("Twelve Minutes"); } return(""); }
void ResetGame() { players = new Hashtable(); teamWinner = 0; PlayerHandler.iNumPlayers = 0; m_gameMode = GAMEMODE.DEATHMATCH; }
void GameOver() { GameOverBgSprite.SetActive(true); GameOverSprite.SetActive(true); MissObject.gameObject.SetActive(true); gMode = GAMEMODE.MISS; }
void Awake() { Instance.Init(); selectedGameMode = GAMEMODE.PVE; }
// Use this for initialization void Start() { // Set game mode to none game_mode = GAMEMODE.NONE; // Set num of enemies to 0 numOfEnemies = 0; // Set num or turns to 0 numOfTurns = 0; }
private void ChangeGameOver() { this.animator.SetInteger("Level", 0); GameSpeed = 0; sound.Stop(); BGM.StopBGM(); gameOver.SetActive(true); GameMode = GAMEMODE.GAMEOVER; }
// Update is called once per frame void Update() { switch (game_mode) { case GAMEMODE.NONE: // If in open world, don't do anything break; case GAMEMODE.KILL_ALL_ENEMIES: // Checks if enemy count is less than or equal to 0 if (numOfEnemies <= 0) { // Game Win // Set GameMode to None game_mode = GAMEMODE.NONE; // Set player's count to 0 PlayerManager.Instance.SetPlayerCount(0); // Set next quest PlayerManager.Instance.SetCurrQuest(PlayerManager.Instance.GetCurrQuest() + 1); // Set to scene cleared SceneManager.LoadScene("SceneCleared"); } // Set the text for BattleInfo GameObject.FindGameObjectWithTag("BattleInfo").GetComponentInChildren <Text> ().text = "Enemies Left: " + numOfEnemies; break; case GAMEMODE.PROTECT_THE_PRESIDENT: // Checks if num of turns is less than or equal to 0 if (numOfTurns <= 0) { // Game Win // Set GameMode to None game_mode = GAMEMODE.NONE; // Set player's count to 0 PlayerManager.Instance.SetPlayerCount(0); // Set next quest PlayerManager.Instance.SetCurrQuest(PlayerManager.Instance.GetCurrQuest() + 1); // Set to scene cleared SceneManager.LoadScene("SceneCleared"); } AI AIProtect = GameObject.FindGameObjectWithTag("aiProtect").GetComponent <AI>(); if (AIProtect && AIProtect.GetStats().HP <= 0) { // Gameover // Set GameMode to None BattleManager.Instance.SetGameMode(GAMEMODE.NONE); // Set player's count to 0 PlayerManager.Instance.SetPlayerCount(0); // Set to scene defeated SceneManager.LoadScene("SceneDefeated"); } // Set the text for BattleInfo GameObject.FindGameObjectWithTag("BattleInfo").GetComponentInChildren <Text> ().text = "Turns Left: " + numOfTurns; break; } }
public static void ResetGame() { for (int i = 0; i < 4; i++) { player_in [i] = false; } gameMode = GAMEMODE.NONE; SceneManager.LoadScene("iniScene"); }
// Use this for initialization void Start() { nowmode = GAMEMODE.TITLE; //初期状態のゲームモード(タイトル) titleimage.gameObject.SetActive(true); //タイトルイメージを表示する playerscript = player.GetComponent <PlayerController>(); //停止状態 player.IsStop = true; }
public string ChangeMode() { if (m_gameMode == GAMEMODE.DEATHMATCH) { m_gameMode = GAMEMODE.MASTERHILL; } else { m_gameMode = GAMEMODE.DEATHMATCH; } return(m_gameMode.ToString()); }
void Update() { //switch cace文で各モードの時に行う処理を条件分岐で行う switch (nowMode) { //タイトルモードの時にここのプログラムが処理される case GAMEMODE.TITLE: if (Input.GetButtonDown("Jump")) { nowMode = GAMEMODE.PLAY; //タイトルロゴなどを消す titleInfoGroup.gameObject.SetActive(false); //playerを動かす player.IsStop = false; } break; case GAMEMODE.PLAY: if (player.transform.position.x > goalMarker.transform.position.x) { player.IsStop = true; if (player.transform.position.y < goalMarker.transform.position.y) { nowMode = GAMEMODE.DEMO; endInfoGroup.gameObject.SetActive(true); player.DemoStart(); } } break; case GAMEMODE.DEMO: nowMode = GAMEMODE.END; break; case GAMEMODE.END: //gameをリスタートするときは、初期化しなければならない if (Input.GetButtonDown("Jump")) { nowMode = GAMEMODE.TITLE; //タイトルロゴなどを表示し直す titleInfoGroup.gameObject.SetActive(true); endInfoGroup.gameObject.SetActive(false); //childによりesaGroupの中身にアクセスすることができる for (int i = 0; i < esaGroup.childCount; ++i) //child { esaGroup.GetChild(i).gameObject.SetActive(true); //esaGroupの中に含まれているエサ一つずつアクセスしてtrueにしていく } player.Reset(); } break; } }
/// <summary>Ändert den aktuellen Spielmodus</summary> /// <param name="_newMode">In welchen Spielmodus soll gewechselt werden</param> /// <remarks>Ändert den aktuellen Spielmodus und sorgt dafür das dass zuständige Event für den Wechsel gestartet wird</remarks> public void ChangeGameMode(GAMEMODE _newMode) { //Überprüfen ob in einen anderen Modus gewechselt werden soll if (_newMode != m_CurrentGameMode) { m_CurrentGameMode = _newMode; //Neuen Modus setzen //Überprüfen ob das Event für den Wechsel abonniert wurde, wenn ja wird das Event gestartet if (OnChangeGameMode != null) { OnChangeGameMode(_newMode); } } }
// Start Kill All Game Mode public void StartKillAll() { // Set Game Mode game_mode = GAMEMODE.KILL_ALL_ENEMIES; // Set total num of enemies numOfEnemies = TOTAL_ENEMIES; // Set the text for BattleInfo GameObject.FindGameObjectWithTag("BattleInfo").GetComponentInChildren <Text> ().text = "Enemies Left: " + numOfEnemies; // Do spawning of AI Spawner spawner = GameObject.FindGameObjectWithTag("Spawner").GetComponent <Spawner>(); spawner.SpawnEnemies(); spawner.SpawnPlayers(); }
// Update is called once per frame void Update() { switch (nowMode) { case GAMEMODE.TITLE: // タイトルモードの時 if (Input.GetButtonDown("Jump")) { nowMode = GAMEMODE.PLAY; //タイトルロゴ消す titleInfoGroup.gameObject.SetActive(false); //player動かす player.isStop = false; } break; case GAMEMODE.PLAY: if (player.transform.position.x > goalMaker.position.x) { player.isStop = true; if (player.transform.position.y < goalMaker.position.y) { nowMode = GAMEMODE.DEMO; endInfoGroup.gameObject.SetActive(true); player.DemoStart(); } } break; case GAMEMODE.DEMO: nowMode = GAMEMODE.END; break; case GAMEMODE.END: // タイトルモードの時 if (Input.GetButtonDown("Jump")) { nowMode = GAMEMODE.TITLE; titleInfoGroup.gameObject.SetActive(true); endInfoGroup.gameObject.SetActive(false); for (int i = 0, l = esaGroup.childCount; i < l; i++) { esaGroup.GetChild(i).gameObject.SetActive(true); } player.Reset(); } break; } }
void Start() { this.hpGauge = GameObject.Find("hpGauge"); this.hpCount = GameObject.Find("hpCount"); this.time = GameObject.Find("time"); this.audio = GetComponent <AudioSource>(); this.generator = GameObject.Find("ArrowGenerator"); this.player = GameObject.Find("player"); this.threeCount = GameObject.Find("ReadyTime"); this.readyStart = GameObject.Find("ReadyStart"); this.readyStart.SetActive(false); nowMode = GAMEMODE.READYTIME; }
public void ChangeMode(GAMEMODE _mode) { iModeNext = _mode; switch (iModeNext) { case GAMEMODE.MODE_TITLE: InitGame(); break; case GAMEMODE.MODE_CLEAR: textClear.SetActive(true); break; } iMode = iModeNext; }
// Start Protect The President Game Mode public void StartProtect() { // Set Game Mode game_mode = GAMEMODE.PROTECT_THE_PRESIDENT; // Set total num of turns numOfTurns = TOTAL_TURNS; // Set total num of enemies numOfEnemies = TOTAL_ENEMIES; // Set the text for BattleInfo GameObject.FindGameObjectWithTag("BattleInfo").GetComponentInChildren <Text> ().text = "Turns Left: " + numOfTurns; // Do spawning of AI Spawner spawner = GameObject.FindGameObjectWithTag("Spawner").GetComponent <Spawner>(); spawner.SpawnEnemies(); spawner.SpawnPlayers(); }
public void SwitchGameMode(int i) { gameModeIndex += i; int enumCount = System.Enum.GetValues(typeof(GAMEMODE)).Length; if (gameModeIndex > enumCount) { gameModeIndex = 1; } else if (gameModeIndex < 1) { gameModeIndex = enumCount; } //Debug.Log(gameModeIndex); uiGameModesController.SwitchMode(gameModeIndex); switch (gameModeIndex) { case 1: mode = GAMEMODE.Freestyle; break; case 2: mode = GAMEMODE.Cursed; break; case 3: mode = GAMEMODE.ThreeMinutes; break; case 4: mode = GAMEMODE.SixMinutes; break; case 5: mode = GAMEMODE.TwelveMinutes; break; } }
private void OnMouseDown() { switch (GameMode) { case GAMEMODE.STAY_START: transform.localScale = new Vector3(1, 1, 1); sound.Play(); this.animator.speed = 1; var child = transform.Find("ClickHere").gameObject; child.SetActive(false); StartCoroutine(StartAnimation()); sound.PlayOneShot(startAudio); BGM.StartPlayBGM(); GameMode = GAMEMODE.PLAY; break; default: break; } }
// Use this for initialization void Start() { Player = GameObject.Find("Player").GetComponent <Character>(); Enemy = GameObject.Find("Enemy").GetComponent <Character>(); select_electric = -1; Player.life = 3; SetLife(Player.life); GameClearSprite.SetActive(false); GameOverSprite.SetActive(false); FadeManager.FadeReady(); gMode = GAMEMODE.STANDBY; isGameStart = false; ClearObject.gameObject.SetActive(false); MissObject.gameObject.SetActive(false); }
public void ShootingStart() { currentMode = GAMEMODE.SHOOTAEN; Time.timeScale = 1; humanSpawnCooldown = humanSpawnRate; for (int i = 0; i < initialHumanCount; i++) { SpawnHuman(RandomPos(80)); } for (int i = 0; i < initialZombieCount; i++) { SpawnZombie(RandomPos(80)); } InitZombies(); npcList.Add(player); }
static public void SetSceneMode(GAMEMODE setMode) { mode = setMode; //MAIN切替時に魔法陣を削除する if (setMode == GAMEMODE.MAIN) { { magicSquare[] objects = FindObjectsOfType <magicSquare>(); foreach (magicSquare obj in objects) { Destroy(obj.gameObject); } } { FireBird[] objects = FindObjectsOfType <FireBird>(); foreach (FireBird obj in objects) { Destroy(obj.gameObject); } } } }
// Update is called once per frame void Update() { if (FadeManager.GetGameStart() && gMode == GAMEMODE.STANDBY) { gMode = GAMEMODE.GAME; } //if (Input.GetKeyDown(KeyCode.UpArrow) &&Player.life<3)Player.life++; //if (Input.GetKeyDown(KeyCode.DownArrow) && Player.life>1) Player.life++; if (gMode == GAMEMODE.GAME) { SetLife(Player.life); //Playerが死んだら if (Player.life <= 0) { GameOver(); } //Enemyが死んだら if (Enemy.life <= 0) { GameClear(); } } }
IEnumerator EndGame(int pIndex, bool team) { if (pIndex == -1) { textTransitions.titleText.color = Color.white; if (gameMode == GAMEMODE.PVE) { textTransitions.titleText.text = "YOU SURVIVE!"; } else { textTransitions.titleText.text = "Draw"; } } else { if (!team) // send name { textTransitions.StartCoroutine(textTransitions.EndGame("")); //ChildQueueController.player_profiles [pIndex].name)); } else { string teamName = "Draw Game"; for (int i = 0; i < 4; i++) // if in a team, find the winners and leave. { if (players [i] == null) { continue; } if (players [i].GetComponent <Player_Health> ().Lives <= 0) { continue; } if (players [i].GetComponent <PlayerController> ().GetPlayerTag().Team == 0) { teamName = ""; //ChildQueueController.player_profiles [i].name; } else if (players [i].GetComponent <PlayerController> ().GetPlayerTag().Team == 1) { teamName = "Blue Team"; } else { teamName = "Red Team"; } if (teamName != "Draw Game") { break; // once we find the winner, leave. } } //TODO : Null reference bug -- someones gettin null?? Debug.Log(pIndex); string teamString = ""; switch (pIndex) { case 1: teamString = "BLUE"; break; case 2: teamString = "YELLOW"; break; case 3: teamString = "RED"; break; case 4: teamString = "PINK"; break; } textTransitions.StartCoroutine(textTransitions.EndGame(teamString)); } } //GameObject.FindGameObjectWithTag("QueueController").GetComponent<//ChildQueueController>().SaveChildren (); GlobalAudioManager.Instance.PlayRobotVoice(GlobalAudioManager.ROBOTCLIP.MATCH_WIN); yield return(new WaitForSeconds(6f)); RoomMenuController.players_ready = 0; RoomMenuController.players_total = 0; if (TeamSwitch.teamnum != null) { for (int i = 0; i < 4; i++) { TeamSwitch.teamnum [i] = 0; } } gameMode = GAMEMODE.NONE; SceneManager.LoadScene("menuScene"); }
public void SimulationStart() { currentMode = GAMEMODE.SIMULATAEN; Time.timeScale = 1; }
// Use this for initialization void Start() { currentMode = GAMEMODE.PAUSED; // ShootingStart(); }
public void startLevel(GAMEMODE gameMode) { resetLevel (); this.gameMode = gameMode; score = 0; updateScore(0); curCount = 0; if (gameMode == GAMEMODE.CLASSIC) { numColor = GameSettings.initColorNormal; textBoss.SetActive(false); genPreBalls (GameSettings.initBalls, 0); genBalls (GameSettings.initBallsEachRound); } else if (gameMode == GAMEMODE.STORY) { numColor = GameSettings.initColorNormal; genBoss(3, 3, 1, 10); genBarrier (3); damageBoss(0); genPreBalls (GameSettings.initBalls, 0); genBalls (GameSettings.initBallsEachRound); } else if (gameMode == GAMEMODE.ENDLESS) { numColor = GameSettings.initColorEndless; genBonus (2, 2, 10); genBonus (5, 5, 10); genBonus (2, 5, 10); genBonus (5, 2, 10); genPreBalls (GameSettings.initBalls, 0); genBalls (GameSettings.initBallsEachRound); curGenTurn = 0; curExplodeTurn = 0; endlessX = -1; endlessY = -1; updateEndlessNumColor(); } else if (gameMode == GAMEMODE.CHALLENGE) { numColor = GameSettings.initColorNormal; textBoss.SetActive(false); genPreBalls (GameSettings.initBalls, 0); genBalls (GameSettings.initBallsEachRound); //genBarrier (3); } }
// Update is called once per frame void Update() { switch (nowmode) { //スイッチ形式、○○だったら××せよ case GAMEMODE.TITLE: //タイトル画面で動くプログラム if (Input.GetButtonDown("Jump") || Input.GetMouseButtonDown(0)) { //ジャンプボタン押したら nowmode = GAMEMODE.PLAY; //本編へ移動する titleimage.gameObject.SetActive(false); //タイトルイメージを消す player.IsStop = false; player.gameObject.SetActive(true); if (first == true) { sousapanel.gameObject.SetActive(true); } Debug.Log("title"); } break; case GAMEMODE.PLAY: //ゲーム本編中で動くプログラム if (player.transform.position.x > paneldelete.position.x) { sousapanel.gameObject.SetActive(false); first = false; } if (player.transform.position.x > GoalLabel.position.x) { //プレイヤーのX座標がゴールラベルより大きくなったら nowmode = GAMEMODE.END; //エンド画面へ移動する //停止状態を player.IsStop = true; endimage.gameObject.SetActive(true); //エンドイメージを表示する resultscore.text = ("スコア:" + playerscript.count.ToString()); Debug.Log("play"); } break; case GAMEMODE.END: //エンド画面で動くプログラム if (Input.GetButtonDown("Jump") || Input.GetMouseButtonDown(0)) { //ジャンプボタン押したら nowmode = GAMEMODE.TITLE; //本編へ移動する titleimage.gameObject.SetActive(true); //タイトルイメージを表示 endimage.gameObject.SetActive(false); //エンドイメージを消す for (int i = 0; i < esa.childCount; ++i) { //for文(繰り返し)、esa内のアイテムをあるだけ取得 esa.GetChild(i).gameObject.SetActive(true); //取得したiのアイテムを表示する } Debug.Log("play"); //プレイヤーのスクリプトにあるリセットを呼び出す reset(); } break; } }
public void SetGameMode(GAMEMODE _mode) { game_mode = _mode; }
void GameClear() { GameClearSprite.SetActive(true); ClearObject.gameObject.SetActive(true); gMode = GAMEMODE.CLEAR; }