示例#1
0
    void Awake()
    {
        if (singletonInstance)
        {
            Debug.LogError("GameSystem.singletonInstance");
        }
        singletonInstance = this;

        renderMaterialResources = new RenderMaterialResource[renderMaterialInfoList.Length];

        for(int i=0;i<renderMaterialInfoList.Length;++i)
        {
            var lResource = new RenderMaterialResource();
            lResource.resourceType = ResourceType.builtin;
            lResource.materialName = renderMaterialInfoList[i].name;
            lResource.material = renderMaterialInfoList[i].material;
            renderMaterialResources[i] = lResource;

            nameToRenderMaterial[lResource.materialName] = lResource;
        }

        //默认材质
        nameToRenderMaterial[""] = renderMaterialResources[0];
        //_defaultMaterial = renderMaterialResources[0].material;
        if (!_defaultMaterial)
            _defaultMaterial = new Material(Shader.Find("Transparent/Diffuse"));

        //foreach (var lPrefabInfo in PrefabInfoList)
        //{
        //    nameToPrefab[lPrefabInfo.name] = lPrefabInfo.prefab;
        //}
        creatNameToPrefab(prefabInfoTree);
        //nameToPrefab["paintingObject"] = paintingObjectPrefab;
    }
    void Start()
    {
        // Imageコンポ取得
        image = this.GetComponent<Image>();

        // ゲームシステムコンポ取得
        gameSystem = GameObject.FindWithTag("Canvas").GetComponent<GameSystem>();
    }
 public static GameSystem GetInstance()
 {
     if (instance == null)
     {
         return instance = new GameSystem();
     }
     return instance;
 }
示例#4
0
    void Move()
    {
        if (bm.IsBallStopped())
        {
            var x = MoveVector.x;
            var z = MoveVector.z;

            if (Math.Abs(x) > Math.Abs(z))
            {
                if (x > 0)
                {
                    if (bm.FreePosOnRight())
                    {
                        bm.goal += GameSystem.RoundToIntVector(Vector3.right);
                    }
                }
                else if (x < 0)
                {
                    if (bm.FreePosOnLeft())
                    {
                        bm.goal += GameSystem.RoundToIntVector(Vector3.left);
                    }
                }
            }
            else
            {
                if (z > 0)
                {
                    if (bm.FreePosOnUp())
                    {
                        bm.goal += GameSystem.RoundToIntVector(Vector3.forward);
                    }
                }
                else if (z < 0)
                {
                    if (bm.FreePosOnDown())
                    {
                        bm.goal += GameSystem.RoundToIntVector(Vector3.back);
                    }
                }
            }
        }
    }
示例#5
0
 public void NextTargetInMap(string target)
 {
     if (target == "Lysosome")
     {
         GameSystem.SetSquareControlSize(picBoxTargetInMap, picBoxMap.Size, 0.832, 0.16, 0.26);
     }
     else if (target == "ER")
     {
         GameSystem.SetSquareControlSize(picBoxTargetInMap, picBoxMap.Size, 0.832, 0.82, 0.26);
     }
     else if (target == "Centromere")
     {
         GameSystem.SetSquareControlSize(picBoxTargetInMap, picBoxMap.Size, 0.165, 0.82, 0.26);
     }
     else if (target == "Mito")
     {
         GameSystem.SetSquareControlSize(picBoxTargetInMap, picBoxMap.Size, 0.165, 0.16, 0.26);
     }
 }
示例#6
0
    // public void AddActionTo(Player p , Action a) {
    //     //put the action into the players list of actions
    //     // gameSystem.AddCharacterAction();
    // }

    //get rid of this
    public void RandomlyPlace()
    {
        HexTileController htc = GameObject.Find("TileController").GetComponent <HexTileController>();

        Debug.Log(htc.Head.Position);
        // hexTileController.FindHex(mousePos, hexTile);

        int totalcharactercount = GameSystem.CurrentGame().PlayerCount() * classes.Length;

        HashSet <HexTile> tiles = new HashSet <HexTile>();

        while (tiles.Count < totalcharactercount)
        {
            try{
                tiles.Add(
                    htc.FindHex(new Vector3(
                                    UnityEngine.Random.Range(-10f, 10f),
                                    UnityEngine.Random.Range(-10f, 10), 0f)
                                )
                    );
            } catch (Exception e) {}
        }

        HexTile[] tilearray = new HexTile[totalcharactercount];
        tiles.CopyTo(tilearray);

        int cc = 0;

        foreach (Player p in GameSystem.CurrentGame().Players())
        {
            foreach (Character c in p.characters.Values)
            {
                Agent a = c.gameCharacter.GetComponent <Agent>();
                // c.gameCharacter.position
                //update character ref
                a.currentlyOn        = tilearray[cc];
                a.transform.position = tilearray[cc].transform.position;
                //update tile ref
                tilearray[cc].SetObject(c.gameCharacter.gameObject, false);
                cc++;
            }
        }
    }
    protected virtual void OnTrackingFound()
    {
        if (mTrackableBehaviour)
        {
            var rendererComponents = mTrackableBehaviour.GetComponentsInChildren <Renderer>(true);
            var colliderComponents = mTrackableBehaviour.GetComponentsInChildren <Collider>(true);
            var canvasComponents   = mTrackableBehaviour.GetComponentsInChildren <Canvas>(true);

            GameObject gameSystem       = GameObject.Find("Gamesystem");
            GameSystem systemController = gameSystem.GetComponent <GameSystem>();


            if (mTrackableBehaviour.TrackableName == "Pagina_1" && systemController.estado != 1)
            {
                trackerTeste.SetActive(true);
                mTrackableBehaviour.gameObject.SetActive(false);
                gameSystem.GetComponent <AudioSource>().Stop();
            }
            else
            {
                mTrackableBehaviour.gameObject.SetActive(true);
                gameSystem.GetComponent <AudioSource>().Play();
            }
            // Enable rendering:
            foreach (var component in rendererComponents)
            {
                component.enabled = true;
            }

            // Enable colliders:
            foreach (var component in colliderComponents)
            {
                component.enabled = true;
            }

            // Enable canvas':
            foreach (var component in canvasComponents)
            {
                component.enabled = true;
            }
        }
    }
示例#8
0
    private void RecommendConfirmCallback(bool result)
    {
        CloseOtherOpenedMode(modeItems[(int)GameSystem.GetInstance().RecommendMode]);
        if (result)
        {
            int price = Constant.MODE_UNLOCK_COIN[(int)GameSystem.GetInstance().RecommendMode];
            if (GameSystem.GetInstance().Coin >= price)
            {
                GameSystem.GetInstance().IsTrial = false;
                GameSystem.GetInstance().UnlockMode(GameSystem.GetInstance().RecommendMode);
                modeItems[(int)GameSystem.GetInstance().RecommendMode].CheckUnlock();
                modeItems[(int)GameSystem.GetInstance().RecommendMode].EnterGame();
            }
            else
            {
#if UNITY_IOS
                string title = TextManager.GetText("not_enough_coin_title");
                string content = string.Format(TextManager.GetText("not_enough_coin_for_unlock_recommend"), price - GameSystem.GetInstance().Coin);
                GameSystem.GetInstance().gameUI.confirmMenu.SetConfirmCallback((param) => {
                    GameSystem.GetInstance().gameUI.shopMenu.Show(true);
                });
                GameSystem.GetInstance().gameUI.confirmMenu.SetContent(title, content, ConfirmStyle.OnlyYes);
                GameSystem.GetInstance().gameUI.confirmMenu.Show(true);
#else
                for (int i = 0; i < ShopData.gameShopData.Length - 1; i++)
                {
                    ShopData shopData = ShopData.gameShopData[i];
                    if (shopData.number >= price)
                    {
                        GameSystem.GetInstance().UnlockRecommendMode = true;
                        IAPManager.GetInstance().Pay(shopData.product);
                        break;
                    }
                }
#endif
            }
        }
        else
        {
            modeItems[(int)GameSystem.GetInstance().RecommendMode].TrialPlay();
        }
    }
示例#9
0
        public UIPlayerInfoPanel(GameSystem gs, GameWorldSystem gw, Point position)
        {
            gameSystem = gs;
            gameWorld  = gw;

            var g = gs.gameGraphic;

            background = new SpriteRectangle()
            {
                position = position,
                color    = Color.FromArgb(64, Color.Black),
                size     = new Size(450, 36),
                isFill   = true
            };

            stName = new SpriteText()
            {
                position = new Point(position.X + 16, position.Y + 8),
                color    = Color.White,
                font     = g.getDefaultFont(),
                fontSize = g.defaultFontSize,
                text     = nameof(stName)
            };

            stForce = new SpriteText()
            {
                position = new Point(position.X + 144, position.Y + 8),
                color    = Color.White,
                font     = g.getDefaultFont(),
                fontSize = g.defaultFontSize,
                text     = nameof(stForce)
            };

            stHp = new SpriteText()
            {
                position = new Point(position.X + 272, position.Y + 8),
                color    = Color.White,
                font     = g.getDefaultFont(),
                fontSize = g.defaultFontSize,
                text     = nameof(stHp)
            };
        }
示例#10
0
    void Start()
    {
        LightningBulletPrefab = Resources.Load <GameObject>("Prefabs/Ammo/Player/Lightning/LightningBullet");
        FireBulletPrefab      = Resources.Load <GameObject>("Prefabs/Ammo/Player/Fire/Fire");
        FireBombPrefab        = Resources.Load <GameObject>("Prefabs/Ammo/Player/Fire/FireBomb");
        WaterBulletPrefab     = Resources.Load <GameObject>("Prefabs/Ammo/Player/Water/Bullet");
        WaterBombPrefab       = Resources.Load <GameObject>("Prefabs/Ammo/Player/Water/Bomb");
        IceBulletPrefab       = Resources.Load <GameObject>("Prefabs/Ammo/Player/Ice/Bullet");
        IceBombPrefab         = Resources.Load <GameObject>("Prefabs/Ammo/Player/Ice/IceBomb");
        PersimmonFlashPrefab  = Resources.Load <GameObject>("Prefabs/Ammo/Player/StunFlash");
        JujubeFlashPrefab     = Resources.Load <GameObject>("Prefabs/Ammo/Player/JujubeFlash");
        DragonfruitBeamPrefab = Resources.Load <GameObject>("Prefabs/Ammo/Player/DragonfruitBeam");
        TurretPrefab          = Resources.Load <GameObject>("Prefabs/Ammo/Player/Turret");
        BarrierPrefab         = Resources.Load <GameObject>("Prefabs/Ammo/Player/Barrier");
        GS = FindObjectOfType <GameSystem>();
        pl = GetComponent <Player>();

        RightClickCD = GameObject.Find("RightClickCD");
        LeftClickCD  = GameObject.Find("LeftClickCD");
    }
示例#11
0
 private void Update()
 {
     if (isThis_Mini_gameFinish)
     {
         if (isPlayerReallyWin)
         {
             Destroy(this.gameObject);
             GameSystem.IWin();
         }
         else
         {
             Destroy(this.gameObject);
             GameSystem.IEnded();
         }
     }
     else
     {
         RoundManager();
     }
 }
示例#12
0
    // Use this for initialization
    void Start()
    {
        DifficultyLevel diff = DifficultyLevel.GetDifficultyLevelInstance();

        if (diff.getDifficulty() == DifficultyType.EasyMode)
        {
            difficultyType = DifficultyType.EasyMode;
        }
        else
        {
            difficultyType = DifficultyType.HardMode;
        }

        HandleDifficultyType();
        iHealth.Health = iHealth.Health / 2;
        GameObject go = GameObject.FindGameObjectWithTag("GameController");
        GameSystem gs = go.GetComponent <GameSystem>();

        gs.SetRoute(this.gameObject);
    }
示例#13
0
        public SceneGame(GameSystem gs, GameWorldSystem gw) : base(gs)
        {
            gameWorld = gw;

            tileMapStatus = new DefaultStatus(this);

            mapSpritesInfo = new TileMapSprites.MapSpritesInfo(gameWorld);

            zoomableTileMapSprites = new ZoomableTileMapSprites <TileMapSprites>();

            addChild(zoomableTileMapSprites);

            uiPlayerInfoPanel = new UIPlayerInfoPanel(gameSystem, gameWorld, new Point(formMain.Width - 540, 30));
            uiTileInfoPanel   = new UITileInfoPanel(gameSystem, new Point(30, formMain.Height - 108));

            addChild(uiPlayerInfoPanel);
            addChild(uiTileInfoPanel);

            loadMap();
        }
示例#14
0
    public bool FreePosOnUp()
    {
        var        originUp = GameSystem.GetPosition(gameObject);
        RaycastHit upHit;
        var        upRay = new Ray(originUp, Vector3.forward);

        Physics.Raycast(upRay, out upHit);


        /* FIND BOMBS */
        if (upHit.collider.CompareTag("BLACK") ||
            upHit.collider.CompareTag("GREEN") ||
            upHit.collider.CompareTag("BALL") ||
            upHit.collider.CompareTag("BOMB"))
        {
            return(GameSystem.GetDistBetween(gameObject, upHit.transform.gameObject) >= 2);
        }

        return(true);
    }
示例#15
0
    public void SpawnBullet(HitParam hit)
    {
        MyDebug.Log("Calling Spawn Bullet");
        GameObject bullet = GameSystem.LoadPool(weaponStat.bulletName, hit.startPos);

        bullet.GetComponent <Bullet>().hitParam = hit;
        bullet.GetComponent <TrailRenderer>().Clear();
        float scale = bullet.transform.localScale.x;

        if (hit.direction == "right")
        {
            hit.owner.GetComponent <Rigidbody2D>().AddForce(new Vector2(-weaponStat.forceBack, 0));
            bullet.transform.localScale = new Vector3(scale, scale);
        }
        else if (hit.direction == "left")
        {
            hit.owner.GetComponent <Rigidbody2D>().AddForce(new Vector2(weaponStat.forceBack, 0));
            bullet.transform.localScale = new Vector3(-scale, scale);
        }
    }
    public override void OnInspectorGUI()
    {
        GameSystem gameSystem = (GameSystem)target;

        DrawDefaultInspector();

        serializedObject.Update();

        // EditorGUILayout.PropertyField(serializedObject.FindProperty("m_LV"), true);

        for (int i = 0; i < gameSystem.m_MaxLV; i++)
        {
            if (GUILayout.Button("Level " + i.ToString()))
            {
                gameSystem.Fn_NextLevelEvent(i);
            }
        }

        serializedObject.ApplyModifiedProperties();
    }
示例#17
0
        public int GetClosestFood()
        {
            int    index;
            double min;
            double distance;

            index = 0;
            min   = GameSystem.getDistance(
                GameSystem.foods[0].GetCenter(), GetCenter());
            for (int i = 1; i < GameSystem.foods.Count; i++)
            {
                distance = GameSystem.getDistance(
                    GameSystem.foods[i].GetCenter(), GetCenter());
                if (distance < min)
                {
                    index = i;
                }
            }
            return(index);
        }
示例#18
0
    public override void FlipCell(Cell cell, bool isRight)
    {
        if (isRight)
        {
            selectedCardNames.Add(cell.TextureName);
            if (OnSelectCardChanged != null)
            {
                OnSelectCardChanged();
            }

            string cardNumberString = cell.TextureName.Substring(cell.TextureName.Length - 2, 2);
            int    cardNumber       = Convert.ToInt32(cardNumberString);
            int    cardValue        = PokerNumber2Value(cardNumber);
            selectedCardValues.Add(cardValue);

            result = GetSelectedCardResult();
            if (result == Result.Win)
            {
                GameSystem.GetInstance().Score++;
                GameSystem.GetInstance().gameCore.IsLevelWavePassed = true;
                GameSystem.GetInstance().ChangeState(GameSystem.States.WaveComplete);
            }
            else if (result == Result.Lose)
            {
                GameSoundSystem.GetInstance().StopFlipRightSound();
                GameSoundSystem.GetInstance().PlayFlipWrongSound();
                GameSystem.GetInstance().gameCore.IsLevelWavePassed = false;
                GameSystem.GetInstance().ChangeState(GameSystem.States.WaveComplete);
            }
            else
            {
                GameSystem.GetInstance().Score++;
            }
        }
        else
        {
            cell.Type        = Cell.CellType.Block;
            cell.Text        = string.Empty;
            cell.TextureName = string.Empty;
        }
    }
示例#19
0
        public UITileInfoPanel(GameSystem gs, Point position)
        {
            gameSystem = gs;

            var g = gs.gameGraphic;

            background = new SpriteRectangle()
            {
                position = position,
                color    = Color.FromArgb(64, Color.Black),
                size     = new Size(450, 36),
                isFill   = true
            };

            tileName1 = new SpriteText()
            {
                position = new Point(position.X + 16, position.Y + 8),
                color    = Color.White,
                font     = g.getDefaultFont(),
                fontSize = g.defaultFontSize,
                text     = nameof(tileName1)
            };

            tileName2 = new SpriteText()
            {
                position = new Point(position.X + 144, position.Y + 8),
                color    = Color.White,
                font     = g.getDefaultFont(),
                fontSize = g.defaultFontSize,
                text     = nameof(tileName2)
            };

            tileName3 = new SpriteText()
            {
                position = new Point(position.X + 272, position.Y + 8),
                color    = Color.White,
                font     = g.getDefaultFont(),
                fontSize = g.defaultFontSize,
                text     = nameof(tileName3)
            };
        }
示例#20
0
    public override void Show(bool active)
    {
        base.Show(active);
        if (active)
        {
            GameSystem.GetInstance().gameUI.mainMenu.Show(false);
            modeNameLabel.text     = TextManager.GetText(string.Format("mode_name_{0}", (int)GameSystem.GetInstance().CurrentMode));
            modeTypeNameLabel.text = string.Format("({0})", TextManager.GetText(string.Format("mode_type_name_{0}", (int)GameSystem.GetInstance().CurrentModeType)));

            topRankToggle.value = true;
            ResetTopRankPanelClipOffset();

#if UNITY_EDITOR
            loading.SetActive(false);
            loginButton.SetActive(false);
            RecycleAllTopRankItem();
            RecycleAllMyRankItem();
            for (int i = 0; i < Constant.TOP_RANK_COUNT; ++i)
            {
                RankItem rankItem = GetRankItem(topRankTable.gameObject);
                rankItem.name = string.Format("RankItem{0}", i);
                rankItem.Data = new RankData("username" + i, i + 1, (100 * (Constant.TOP_RANK_COUNT - i - 1)).ToString());
                topRankItems.Add(rankItem);

                rankItem      = GetRankItem(myRankTable.gameObject);
                rankItem.name = string.Format("RankItem{0}", i);
                rankItem.Data = new RankData("username" + i, i + 1, (100 * (Constant.TOP_RANK_COUNT - i - 1)).ToString());
                myRankItems.Add(rankItem);
            }
            topRankTable.repositionNow = true;
            myRankTable.repositionNow  = true;
#else
            if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.Android)
            {
                Debug.Log("Start Load Global Rank");
                loading.SetActive(true);
                LeaderboardManager.RequestGameLeaderboard(GameSystem.GetInstance().CurrentMode, GameSystem.GetInstance().CurrentModeType, this, RequestGameLeaderboardFinish);
            }
#endif
        }
    }
示例#21
0
    public void UnlockButtonOnClick()
    {
        if (GameSystem.GetInstance().CheckIsActivated())
        {
            GameSoundSystem.GetInstance().PlayRandomSound();

            if (mode == GameSystem.Mode.Inverse)
            {
                string tipText = string.Format(TextManager.GetText("unlock_inverse"), Constant.MODE_UNLOCK_COIN[(int)mode]);
                GameSystem.GetInstance().gameUI.confirmMenu.SetConfirmCallback(CannotUnlockModeCallback);
                GameSystem.GetInstance().gameUI.confirmMenu.DisableNextYesSound();
                GameSystem.GetInstance().gameUI.confirmMenu.SetContent(tipText, null, ConfirmStyle.YesClose);
                GameSystem.GetInstance().gameUI.confirmMenu.SetYesButtonText(TextManager.GetText("trial"));
                GameSystem.GetInstance().gameUI.confirmMenu.Show(true);
            }
            else
            {
                if (canUnlock)
                {
                    string tipText = string.Format(TextManager.GetText("cost_coin"), Constant.MODE_UNLOCK_COIN[(int)mode]);
                    GameSystem.GetInstance().gameUI.blockConfirmMenu.CloseButtonVisible = true;
                    GameSystem.GetInstance().gameUI.blockConfirmMenu.DisableNextNoSound();
                    GameSystem.GetInstance().gameUI.blockConfirmMenu.SetConfirmCallback(ConfirmUnlockModeWithCoinCallback);
                    GameSystem.GetInstance().gameUI.blockConfirmMenu.SetContent(TextManager.GetText("confirm_unlock_mode_title"), tipText, ConfirmStyle.YesNoClose);
                    GameSystem.GetInstance().gameUI.blockConfirmMenu.SetYesButtonText(TextManager.GetText("unlock"));
                    GameSystem.GetInstance().gameUI.blockConfirmMenu.SetNoButtonText(TextManager.GetText("trial"));
                    GameSystem.GetInstance().gameUI.blockConfirmMenu.Show(true);
                }
                else
                {
                    string tipText = string.Format(TextManager.GetText("need_coin"), Constant.MODE_UNLOCK_COIN[(int)mode]);
                    GameSystem.GetInstance().gameUI.blockConfirmMenu.CloseButtonVisible = false;
                    GameSystem.GetInstance().gameUI.blockConfirmMenu.DisableNextYesSound();
                    GameSystem.GetInstance().gameUI.blockConfirmMenu.SetConfirmCallback(CannotUnlockModeCallback);
                    GameSystem.GetInstance().gameUI.blockConfirmMenu.SetContent(TextManager.GetText("not_enough_coin"), tipText, ConfirmStyle.YesClose);
                    GameSystem.GetInstance().gameUI.blockConfirmMenu.SetYesButtonText(TextManager.GetText("trial"));
                    GameSystem.GetInstance().gameUI.blockConfirmMenu.Show(true);
                }
            }
        }
    }
示例#22
0
    private void GoToPos()
    {
        var actual = GameSystem.GetPosition(gameObject);



        if (GameSystem.AlmostEqualPositions(actual, goal))
        {
            return;
        }


        if (IsBallStopped())
        {
            var deltaX = goal.x - actual.x;
            var deltaZ = goal.z - actual.z;

            if (Math.Abs(deltaX) > Math.Abs(deltaZ))
            {
                if (deltaX > 0)
                {
                    Move("right");
                }
                else
                {
                    Move("left");
                }
            }
            else
            {
                if (deltaZ > 0)
                {
                    Move("up");
                }
                else
                {
                    Move("down");
                }
            }
        }
    }
示例#23
0
        public UIPlayerDetailDialog(GameSystem gs) : base(gs)
        {
            this.setCommandWindow(w.detail);

            var p = new TableLayoutPanel()
            {
                ColumnCount = 2
            }.setAutoSizeP().addTo(panel);

            new Label()
            {
                Text = w.name
            }.setRightCenter().setAutoSize().addTo(p);

            tbName = new TextBox()
            {
                Text = "player"
            }.addTo(p);

            addConfirmButtons();
        }
示例#24
0
 private void Start()
 {
     scene1       = Scene1.GetComponent <Scene>();
     scene2       = Scene2.GetComponent <Scene>();
     scene1.Depth = 1f;
     scene2.Depth = 0f;
     scene2.gameObject.SetActive(value: false);
     gameSystem  = GameSystem.Instance;
     activeScene = 0;
     scene1.BackgroundLayer.transform.localPosition = defaultOffset;
     scene2.BackgroundLayer.transform.localPosition = defaultOffset;
     Panel.transform.localPosition     = defaultOffset;
     FacePanel.transform.localPosition = defaultOffset;
     faceLayer = LayerPool.ActivateLayer();
     faceLayer.transform.parent = FacePanel.transform;
     faceLayer.gameObject.name  = "Face Layer";
     faceLayer.gameObject.layer = LayerMask.NameToLayer("Face");
     faceLayer.IsStatic         = true;
     faceLayer.gameObject.SetActive(value: false);
     gameSystem.CheckinSystem();
 }
示例#25
0
 public void newInfo(Sprite sprite, bool auto = false)
 {
     if (!auto)
     {
         GameSystem.AddAlert(GameSystem.settings.方式的警戒影响基数.微信朋友圈);
         GameSystem.AddChaos(GameSystem.settings.方式的混乱影响基数.微信朋友圈, GameSystem.GetTopic());
         热度 += Random.Range(20, 40);
         GameSystem.ShowMessageBox("微信朋友圈浏览量" + 热度 + "人次", Random.Range(3.0f, 6.0f));
     }
     if (pos2 != null)
     {
         Destroy(pos2);
     }
     pos2 = pos1;
     pos1 = Instantiate(GameSystem.settings.wechatPrefab, InfoParent);
     pos1.GetComponent <SpriteRenderer>().sprite = sprite;
     if (pos2 != null)
     {
         GameSystem.MoveTo(pos2, pos2.transform.position - pos2.transform.up * 1.5f, pos2.transform.rotation);
     }
 }
示例#26
0
 // Use this for initialization
 void Start()
 {
     modeDetailObj.SetActive(false);
     pressDownObj.SetActive(false);
     modeNameLabel.text            = TextManager.GetText(string.Format("mode_name_{0}", (int)mode));
     unlockWithCoinValueLabel.text = string.Format("x{0}", Constant.MODE_UNLOCK_COIN[(int)mode]);
     modeDetailBlockBg.enabled     = false;
     if (mode == GameSystem.Mode.Inverse)
     {
         unlockWithScoreValueLabel.text = string.Format(TextManager.GetText("unlock_inverse"), Constant.MODE_UNLOCK_COIN[(int)mode]);
     }
     else
     {
         unlockWithCoinValueLabel.text = string.Format("x{0}", Constant.MODE_UNLOCK_COIN[(int)mode]);
     }
     GameSystem.GetInstance().OnCoinChanged       += HandleOnCoinChanged;
     GameSystem.GetInstance().OnBestRecordChanged += HandleOnBestRecordChanged;
     RefreshBestRecordLabel();
     CheckUnlock();
     RefreshRankButton();
 }
示例#27
0
    void Timer()
    {
        time--;
        text.text = "Time: " + time;

        mazeChangeTime--;
        mazeChangeText.text = "" + mazeChangeTime;

        if (mazeChangeTime == 0)
        {
            mazeChangeTime = GameSystem.data.changeMazeSec;
        }
        if (time == 0)
        {
            GameSystem.data.bluePlayer.SetActive(false);
            GameSystem.data.redPlayer.SetActive(false);
            GameSystem.data.time.gameObject.SetActive(false);
            GameSystem.data.gameOver.gameObject.SetActive(true);

            GameSystem.CancelInvokes();
        }
    }
 public override void Tick()
 {
     base.Tick();
     if (this.timer > timer2)
     {
         float quickStepForward = GameSystem.GetGameData <Settings>("Settings").GetSetting("quickStepForward");
         this.gameObject.transform.Translate(new Vector3(quickStepForward * (float)GameSystem.GetDeltaTime(GameSystem.GAMEPLAY, Time.deltaTime) * this.player.GetDirection(), 0.0f, 0.0f));
     }
     else if (this.timer <= timer2)
     {
         if (!this.spriteChanged)
         {
             new TypedGameEvent <bool>(this.GetListenerId() + GameSpriteStateMachine.SPRITE_LISTENER_SUFFIX, "stop", true);
             this.spriteChanged = true;
         }
         if (this.timer <= 0)
         {
             new TypedGameEvent <bool>(this.GetListenerId(), "stop", true);
         }
     }
     this.timer -= GameSystem.GetDeltaTime(GameSystem.GAMEPLAY, Time.deltaTime);
 }
示例#29
0
    public void OnMouseDown()
    {
        if (!gameSystem.currentGameState.Equals(GameState.READY))
        {
            return;
        }

        if (ItemSystem.paintPrefab == null)
        {
            restX = Input.mousePosition.x % 32;
            restY = Input.mousePosition.y % 32;
            modX  = (int)(Input.mousePosition.x / 32);
            modY  = (int)(Input.mousePosition.y / 32);

            if (restX < 32)
            {
                if (restY < 32)
                {
                    GameSystem.TileObject(modX - 1, modY - 1, true);
                }
                else if (restY >= 32)
                {
                    GameSystem.TileObject(modX - 1, modY, true);
                }
            }
            else if (restX >= 32)
            {
                if (restY < 32)
                {
                    GameSystem.TileObject(modX, modY - 1, true);
                }
                else if (restY >= 32)
                {
                    GameSystem.TileObject(modX, modY, true);
                }
            }
            return;
        }
    }
示例#30
0
    private void Start()
    {
        player_number = LobbyPlayerlist.Instance.current_player_number;
        player_name   = PhotonNetwork.player.NickName;
        gamesystem    = GameSystem.Instance;
        agent         = GetComponent <NavMeshAgent>();
        cardSystem    = UI_CardSystem.Instance;
        agent.enabled = false;
        child         = GetComponentInChildren <Chracter>().gameObject;

        player_chracter = child.GetComponent <Chracter>();
        playerdata      = player_chracter.data;

        currentLocation    = player_chracter.Find_start_location();
        transform.position = currentLocation.transform.position;
        agent.enabled      = true;
        //이름과 번호 동기화
        if (photonView.isMine)
        {
            photonView.RPC("SyncPlayerNameNumber", PhotonTargets.All, player_number, player_name);
        }
    }
示例#31
0
 public override void Tick()
 {
     base.Tick();
     if (this.timer > 0)
     {
         this.timer -= GameSystem.GetDeltaTime(GameSystem.GAMEPLAY, Time.deltaTime);
     }
     else if (this.timer2 > 0)
     {
         this.timer2 -= GameSystem.GetDeltaTime(GameSystem.GAMEPLAY, Time.deltaTime);
         float collisionLoss = GameSystem.GetGameData <Settings>("Settings").GetSetting("collisionLoss");
         this.gameObject.transform.Translate(new Vector3(collisionLoss * (float)GameSystem.GetDeltaTime(GameSystem.GAMEPLAY, Time.deltaTime) * this.player.GetDirection(), 0.0f, 0.0f));
     }
     else if (this.timer3 > 0)
     {
         this.timer3 -= GameSystem.GetDeltaTime(GameSystem.GAMEPLAY, Time.deltaTime);
     }
     else
     {
         new TypedGameEvent <bool>(this.GetListenerId(), "recover", true);
     }
 }
示例#32
0
    // singleton
    public void Awake()
    {
        Debug.Log("GameSystem.Awake()");

        //Check if instance already exists
        if (instance == null)
        {
            //if not, set instance to this
            Debug.Log("GameSystem instance create");
            instance = this;
        }
        //If instance already exists and it's not this:
        else if (instance != this)
        {
            //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager.
            Debug.Log("GameSystem: destroy this game object when duplicate");
            Destroy(gameObject);
        }

        Debug.LogFormat("GameSystem: DontDestroyOnLoad({0})", gameObject);
        DontDestroyOnLoad(gameObject);
    }
示例#33
0
    private void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.tag == "Blue" && GameSystem.data.goalSet == 1)
        {
            GameSystem.data.bluePlayer.SetActive(false);
            GameSystem.data.redPlayer.SetActive(false);
            GameSystem.data.time.gameObject.SetActive(false);
            GameSystem.data.blueWin.gameObject.SetActive(true);

            GameSystem.CancelInvokes();
        }
        if (collision.gameObject.tag == "Red" && GameSystem.data.goalSet == 2)
        {
            GameSystem.data.bluePlayer.SetActive(false);
            GameSystem.data.redPlayer.SetActive(false);
            GameSystem.data.time.gameObject.SetActive(false);
            GameSystem.data.redWin.gameObject.SetActive(true);

            GameSystem.CancelInvokes();
        }
        if (collision.gameObject.tag == "Blue" && GameSystem.data.goalSet == 3)
        {
            GameSystem.data.bluePlayer.SetActive(false);
            GameSystem.data.redPlayer.SetActive(false);
            GameSystem.data.time.gameObject.SetActive(false);
            GameSystem.data.blueWin.gameObject.SetActive(true);

            GameSystem.CancelInvokes();
        }
        if (collision.gameObject.tag == "Red" && GameSystem.data.goalSet == 3)
        {
            GameSystem.data.bluePlayer.SetActive(false);
            GameSystem.data.redPlayer.SetActive(false);
            GameSystem.data.time.gameObject.SetActive(false);
            GameSystem.data.redWin.gameObject.SetActive(true);

            GameSystem.CancelInvokes();
        }
    }
示例#34
0
 // Use this for initialization
 void Start()
 {
     _gamesystem = GameObject.Find("_System").GetComponent<GameSystem>();
 }
示例#35
0
文件: Chat.cs 项目: micha224/Jan_1GAM
 void Awake()
 {
     _gameSystem = GameObject.Find("_System").GetComponent<GameSystem>();
     _end = GameObject.Find("EndOfGame").GetComponent<EndOfGame>();
     SP = this;
 }
 private static Character _ShouldNeverBeCalled(GameSystem gameSystem, string s)
 {
     Assert.Fail("This should never be called.");
     throw new NotImplementedException();
 }
示例#37
0
 public void Setup()
 {
     _readOnlyGameSystem = new _ReadOnlyGameSystem();
     _anyGameSystem = new _ReadOnlyGameSystem();
     _writableGameSystem = new _WritableGameSystem();
 }
示例#38
0
 // Use this for initialization
 void Start()
 {
     End = GameObject.Find("EndOfGame");
         _End = End.GetComponent<PhotonView>();
         _gamesystem = GameObject.Find("_System").GetComponent<GameSystem>();
 }
示例#39
0
    void Awake()
    {
        if (_instance != null && _instance != this) {
            Destroy(this.gameObject);
            return;
        } else {
            _instance = this;
        }

        _defaultBlue = BlueMat.color;
        _defaultRed = RedMat.color;
        _defaultGreen = GreenMat.color;
        _defaultYellow = YellowMat.color;

        Screen.showCursor = false;
    }
 private static Character _HaveGameSystemLoadChar(GameSystem gameSystem, string fileName)
 {
     return gameSystem.LoadCharacter(fileName);
 }
示例#41
0
文件: Hive.cs 项目: rdg7739/BeeKeeper
using UnityEngine;
示例#42
0
 private void OnDestroy()
 {
     m_Instance = null;
 }
示例#43
0
 void Awake()
 {
     if (gameSystem == null)
     {
         DontDestroyOnLoad(gameObject);
         gameSystem = this;
     }
     else if (gameSystem != this)
     {
         Destroy(gameObject);
     }
 }
        public async Task<IHttpActionResult> Delete(GameSystem system, string id)
        {
            await _characterService.DeleteCharacter(id, User.Identity.Name);

            return Ok();
        }
 private Character _LoaderMethod(GameSystem system, string fileName)
 {
     system.Should().BeSameAs(_gameSystemThatKnowsLoadedFileType);
     _loadedFiles.Add(fileName);
     return new _SillyCharacter(Data.Anything(), system);
 }
示例#46
0
 void OnDestroy()
 {
     singletonInstance = null;
 }
 public MortalCoilMoveList(GameSystem system, int sizeY)
 {
     moves = new List<MortalCoilMove>();
     lines = new List<Line>(1);
     this.system = system;
     this.sizeY = sizeY;
 }
示例#48
0
 private void Awake()
 {
     m_Instance = this;
 }
示例#49
0
 protected void Awake()
 {
     _gameSystem = FindObjectOfType<GameSystem>();
     _animator = GetComponentInChildren<Animator>();
 }
示例#50
0
using UnityEngine;
示例#51
0
 public void OnApplicationQuit()
 {
     _instance = null;
 }