public void _wm_selectAnswers() { string key = character + "SuperAnswer"; string lKey = character + "SuperAnswerLevel"; int lastAnswer = level.retrieveIntValue(key); int answerLevel = level.retrieveIntValue(lKey); List <bool> answerEnabled = new List <bool> (); dialogue.resetAnswers(); answerEnabled.Add(true); // we add an extra true so that indexes fall in [1 .. totalAnswers] for (int i = 0; i < totalAnswers; ++i) { answerEnabled.Add(true); } // disable all previously chosen answers disabledAnswers = 0; int answerChosen = level.retrieveIntValue(key + disabledAnswers); while (answerChosen != 0) { dialogue.disableAnswer(answerChosen); answerEnabled [answerChosen] = false; ++disabledAnswers; answerChosen = level.retrieveIntValue(key + disabledAnswers); } // disable the answer we have just chosed if (lastAnswer != 0) { dialogue.disableAnswer(lastAnswer); answerEnabled [lastAnswer] = false; level.storeIntValue(key + disabledAnswers, lastAnswer); ++disabledAnswers; } if ((totalAnswers - 1) == disabledAnswers) { level.storeBoolValue(key + "Depleted", true); } int k = totalAnswers; // keep disabling answers until at most two remain while ((totalAnswers - disabledAnswers) > 2) { if (answerEnabled [k]) { dialogue.disableAnswer(k); answerEnabled [k] = false; ++disabledAnswers; } --k; } }
public int calculatePercetage() { int percent = (int)(((float)level.retrieveIntValue("FerfufloCompleted") / 41.0f) * 100.0f); percent = percent > 100 ? 100 : percent; return(percent); }
public void OnTriggerEnter(Collider other) { if (state == WhirlpoolState.disabled) { return; } if (requireAlphabet && (!level.retrieveBoolValue("HasAlphabet"))) { return; } if (other.tag == "Player") { other.gameObject.GetComponent <PlayerScript> ().land(); other.gameObject.GetComponent <PlayerScript> ().spin(this); this.isWaitingForActionToComplete = true; state = WhirlpoolState.finishing; if (!heavenVariableName.Equals("")) { // reset reentry related global variables level.storeIntValue(heavenVariableName, level.retrieveIntValue(heavenVariableName) + 1); level.storeBoolValue("Droplets", false); level.storeIntValue("Droplets", 0); for (int i = 0; i <= 6; ++i) { level.storeBoolValue("PickedUpDroplet" + i, false); } level.storeBoolValue("HeaveSpeak", false); level.storeBoolValue("SignGameReentry", false); } } }
void Start() { level = GameObject.Find("LevelController").GetComponent <LevelControllerScript> (); if (reentrant) { curChannel = level.retrieveIntValue("TVChannel" + screenId); } _wm_switchChannel(curChannel); }
public bool _wm_allWavesDone() { string lvl = level.locationName.Substring(0, 6); int waveNumber = level.retrieveIntValue(lvl + "ShadowWaveNumber"); if (waveNumber > shadowSpawnController.waveType.Length) { return(true); } return(false); }
// Use this for initialization void Start() { level = GameObject.Find("LevelController").GetComponent <LevelControllerScript> (); currentAmount = level.retrieveIntValue("TVFerfuflosTimes" + id); if (currentAmount == amount) { tvChannelSwitch._wm_switchChannel(1); level.storeIntValue("TVFerfuflosClearFirstTime", 1); } _wm_storeTVid(); alert = GameObject.Find("AlertImage").GetComponent <alertImageController> (); }
void Start() { for (int i = 0; i < magos.Length; i++) { magos [i].SetActive(false); } lvl = GameObject.Find("LevelController").GetComponent <LevelControllerScript> (); numMago = lvl.retrieveIntValue("MagoElegido"); magos [numMago].SetActive(true); }
// Start is called before the first frame update void Start() { LevelControllerScript level = FindObjectOfType <LevelControllerScript>(); if (level != null) { int value = level.retrieveIntValue(VarName); if (value > 0) { Destroy(this.gameObject); } } }
void OnTriggerEnter(Collider other) { if (RecoilRemain > 0.0f) { return; } if (!enabled) { return; } if (other.tag == "Player") { int FootstepLevel = lvl.retrieveIntValue("FootstepTriggerLevel"); ++FootstepLevel; lvl.storeIntValue("FootstepTriggerLevel", FootstepLevel); Debug.Log("FSTLevel: " + FootstepLevel); if (!groundType.Equals("")) { Debug.Log("Setting sound: " + groundType); footsoundMgr.setGroundType(groundType); } } }
public void _wm_checkFerfufloAccess() { level.blockPlayerControls(); int correct = level.retrieveIntValue("FerfufloCorrect"); int completed = level.retrieveIntValue("FerfufloCompleted"); Debug.Log("Correct answers: " + correct); Debug.Log("Completed answers: " + completed); if (correct >= numberOfFerfufloTests) { level.playSound(openSound); level.player.blockControls(); level.storeBoolValue("FerfuflosDone", true); level._wm_alert("Puerta abierta"); state = 1; } else { if (completed >= numberOfFerfufloTests) { level.playSound(noOpenSound); level.player.blockControls(); level._wm_alert("El código configurado en las tarjetas no es válido. Como medida de seguridad, se han reiniciado las tarjetas."); state = 2; } else { percent = (int)(((float)level.retrieveIntValue("FerfufloCompleted") / 41.0f) * 100.0f); percent = percent > 100 ? 100 : percent; level.player.blockControls(); level.playSound(noOpenSound); state = 3; } } }
public void refresh() { //if (coco) { selected = level.retrieveIntValue(retrieveVariable); for (int i = 0; i < duendeCoco.Length; ++i) { if (duendeCoco [i] != null) { if ((selected - 1) == i) { duendeCoco [i].interactEnabled = false; } } } //} else { //} }
void Start() { if (level == null) { level = GameObject.Find("LevelController").GetComponent <LevelControllerScript> (); } usedPosition = new List <bool> (); for (int i = 0; i < position.Length; ++i) { usedPosition.Add(false); } int n = level.retrieveIntValue(heavenVariableName); //Random.seed = n; Random.InitState(n); distribute(); }
void Start() { level = GameObject.Find("LevelController").GetComponent <LevelControllerScript> (); nOfSlices = slice.Length; advanceSlice = 2; retreatSlice = 0; int sliceToMove; actualSlice = level.retrieveIntValue(SliceControllerName + "slice"); // take controller to previously stored state for (int i = 0; i < actualSlice; ++i) { sliceToMove = ((2 + i) + nOfSlices - 2) % nOfSlices; // equivalent to (advanceSlice - 1) % nOfSlices moveSlice(sliceToMove, true); advanceSlice = (advanceSlice + 1) % nOfSlices; retreatSlice = (retreatSlice + 1) % nOfSlices; } }
// Use this for initialization void Start() { level = GameObject.Find("LevelController").GetComponent <LevelControllerScript> (); foreach (ActivatorChannel c in channels) { int status = level.retrieveIntValue(c.theObject.name + "isActive"); if (status == 0) { c.theObject.SetActive(c.startActive); } else if (status == 1) { c.theObject.SetActive(true); } else { c.theObject.SetActive(false); } } }
const float timeOut = 5.0f; // 5 seconds max! new void Start() { shadowList = new List <Shadow> (); state = 0; waveIndexes = new int[waveType.Length]; master = GameObject.Find("MasterController").GetComponent <MasterControllerScript> (); ds = master.getStorage(); camera = GameObject.Find("CameraLerp").GetComponent <CameraManager> (); levelRef = GameObject.Find("LevelController").GetComponent <LevelControllerScript> (); level = levelRef.locationName.Substring(0, 6); string lvl = levelRef.locationName.Substring(0, 6); string key = lvl + "SpawnedShadows"; int nShadows = levelRef.retrieveIntValue(key); for (int i = 0; i < nShadows; ++i) { //spawn shadows here Debug.Log("<color=red>Should spawn " + nShadows + " shadows</color>"); } waveNumber = ds.retrieveIntValue(level + "ShadowWaveNumber"); if (waveNumber > waveType.Length) { // already cleared mirror.deplete(); } else if (waveNumber == 0) // first time here // randomize order of waves { List <int> selectedIntegers = new List <int> (); for (int i = 0; i < waveType.Length; ++i) { int rand = Random.Range(0, waveType.Length); while (selectedIntegers.Contains(rand)) { rand = Random.Range(0, waveType.Length); } selectedIntegers.Add(rand); waveIndexes [i] = rand; ds.storeIntValue(level + "ShadowWaveIndex" + i, rand); } waveNumber = 1; ds.storeIntValue(level + "ShadowWaveNumber", 1); } else { for (int i = 0; i < waveType.Length; ++i) { waveIndexes [i] = ds.retrieveIntValue(level + "ShadowWaveIndex" + i); } } ds.storeStringValue("WordFightRequiredWisdom", waveType[waveIndexes[waveNumber - 1]]); control = Random.Range(minControl, minControl + csRange); strength = Random.Range(minStrength, minStrength + csRange); /* * int reentryShadows = ds.retrieveIntValue ("ReentryShadows"); * for (int i = 0; i < reentryShadows; ++i) { * float x, y, z; * x = ds.retrieveFloatValue ("Shadow"+i+"Coords" + levelRef.locationName + "X"); * y = ds.retrieveFloatValue ("Shadow"+i+"Coords" + levelRef.locationName + "Y"); * z = ds.retrieveFloatValue ("Shadow"+i+"Coords" + levelRef.locationName + "Z"); * int orientation; * orientation = ds.retrieveIntValue ("Shadow"+i+"Orientation"); * //setOrientation (orientation); * if ((x != 0.0f) && (y != 0.0f) && (z != 0.0f)) { * Vector3 newPos = new Vector3 (x, y, z); * this.transform.position = newPos; * } * }*/ }
public void setEnableLevel0(bool en) { canvas1.enabled = en; bool b = levelRef.retrieveBoolValue("HasAlphabet"); alphabet.enabled = (en && b); powerCircle.enabled = en; backpack.enabled = en; back0.enabled = en; if (en && b) { bool alphabetInit = levelRef.retrieveBoolValue("AlphabetInitialized"); if (alphabetInit) { int gs = levelRef.retrieveIntValue("AlphabetGlobalStep"); alphabetLetter.texture = letter [gs / Letter.substeps]; alphabetLetter.enabled = true; } else { alphabetLetter.enabled = false; } } else { alphabetLetter.enabled = false; } }
/* methods */ // Use this for initialization void Start() { if (level == null) { level = GameObject.Find("LevelController").GetComponent <LevelControllerScript> (); } bool alphabetInitialized = level.retrieveBoolValue("AlphabetInitialized"); if (!alphabetInitialized) { letterNum = nLetters / 2; step = (substeps / 2) - 1; int gs = letterNum * substeps + step; level.storeIntValue("AlphabetGlobalStep", gs); level.storeBoolValue("AlphabetInitialized", true); } else { globalStep = level.retrieveIntValue("AlphabetGlobalStep"); letterNum = globalStep / substeps; step = globalStep % substeps; } targetGlobalOpacity = globalOpacity = 0.0f; idleElapsedTime = 0.0f; state = LetterState.idle; state2 = 0; slot1elapsedTime = 0.0f; if (letterToDisplay >= letter.Length) { letterToDisplay = 0; } letter1.color = new Color(1, 1, 1, 1); letter2.color = new Color(1, 1, 1, 0); letter1color = 1.0f; letter2opacity = 0.0f; letter1.texture = letter [letterToDisplay]; step = (substeps / 2) - 1; lettersToDec = 0; targetLetterNum = letterNum; globalStep = letterNum * substeps + (substeps / 2) - 1; globalTargetStep = globalStep; maxGlobalStep = nLetters * substeps - 1; letter1.texture = letter [letterNum]; letter2.texture = litLetter [letterNum]; // consume reward int reward = level.retrieveIntValue("AlphabetReward"); if (reward > 0) { addStep(reward); } else { subStep(-reward); } level.storeIntValue("AlphabetReward", 0); if (reward != 0) { level.storeIntValue("AlphabetGlobalStep", globalTargetStep); } }
new void Start() { if (level == null) { level = GameObject.Find("LevelController").GetComponent <LevelControllerScript> (); } dropletAlive = new List <bool> (); visitNumber = level.retrieveIntValue(variableName); visitNumber = (visitNumber % stringBanks.bank.Length); currentStringBank = stringBanks.bank [visitNumber]; actualNumberOfDroplets = currentStringBank.nItems(); for (int i = 0; i < actualNumberOfDroplets; ++i) { dropletAlive.Add(true); } for (int i = actualNumberOfDroplets; i < waterDroplets.Length; ++i) { dropletAlive.Add(false); } for (int i = actualNumberOfDroplets; i < waterDroplets.Length; ++i) { //Destroy (waterDroplets [i]); // get rid of unused droplets waterDroplets[i].SetActive(false); } currentStringBank.rosetta = level.rosetta; currentStringBank.reset(); for (int i = 0; i < waterDroplets.Length; ++i) { bool b = level.retrieveBoolValue("PickedUpDroplet" + (i + 1)); if (b) { dropletAlive [i] = false; } } int nFloaters; nFloaters = currentStringBank.nItems(); floater = new HeavyLevitatingFollower[nFloaters]; int pickedUpDroplets = level.retrieveIntValue("Droplets"); for (int i = 0; i < nFloaters; ++i) { Vector3 newPos = level.player.transform.position - Vector3.right * 100; newPos.x -= 5 * i; GameObject newFloater = (GameObject)Instantiate(floaterPrefab, newPos, Quaternion.Euler(0, 0, 0)); floater [i] = newFloater.GetComponent <HeavyLevitatingFollower> (); floater [i].player = level.player; floater [i].nearRadius = 2.0f + i * 2.0f; floater [i].initialize(); floater [i].yOffset = followerYOffset; if (i < pickedUpDroplets) { floater [i].immediateBreak(); } } usedQuestions = pickedUpDroplets; }
private void Start() { level = FindObjectOfType <LevelControllerScript>(); state = level.retrieveIntValue("Seq" + this.name + "State"); }
// Use this for initialization void Start() { level = GameObject.Find("LevelController").GetComponent <LevelControllerScript> (); solvedRods = level.retrieveIntValue(this.name + "SolvedRods"); _wm_reset(); }
void Update() { if (freezer.frozen) { return; } if (!frozen) { elapsedTime += Time.deltaTime; } /* busy: spawning whilwinds */ if (state == InterconNetworkState.busy) { // pursuing player elapsedVeeringTime += Time.deltaTime; if (elapsedVeeringTime > timeToVeer) { elapsedVeeringTime = 0.0f; //int r = Random.Range (0, 100); Vector3 pPos = player.transform.position; Vector3 tPos = this.transform.position; Vector3 delta = pPos - tPos; delta.Normalize(); targetAngle = Mathf.Acos(delta.x); if (delta.z < 0.0) { targetAngle = (2.0f * 3.1416f) - targetAngle; } linearSpeed = floatRandomRange(minLinearSpeed, maxLinearSpeed); Debug.Log("<color=orange>Target Angle updated: " + targetAngle + "</color>"); } if (elapsedTime > timeToWhirl) { elapsedTime = 0.0f; GameObject newWhirl = (GameObject)Instantiate(whirlwindPrefab, this.transform.position, Quaternion.Euler(0, 0, 0)); newWhirl.name = "Whirlwind"; newWhirl.GetComponent <Whirlwind> ().thoughtTextPrefab = thoughtTextPrefab; newWhirl.GetComponent <Whirlwind> ().parent = this; newWhirl.GetComponent <Whirlwind> ().shadowPrefab = shadowPrefab; newWhirl.GetComponent <Whirlwind> ().rosetta = rosetta; newWhirl.GetComponent <Whirlwind> ().FamilyIcon = FamilyIcon; newWhirl.GetComponent <Whirlwind> ().CoupleIcon = CoupleIcon; newWhirl.GetComponent <Whirlwind> ().FriendsIcon = FriendsIcon; //newWhirl.GetComponent<Whirlpool> ().Start (); newWhirl.GetComponent <Whirlwind> ().WorkIcon = WorkIcon; int wave = shadowSpawnController.getWaveIndex(); newWhirl.GetComponent <Whirlwind> ().shadowStringBanks = HeroShadows[wave]; newWhirl.GetComponent <Whirlwind> ().redEyesStringBanks = HeroRedeyes[wave]; newWhirl.GetComponent <Whirlwind> ().shadowSpawnController = shadowSpawnController; newWhirl.GetComponent <Whirlwind> ().placesStringBank = places; newWhirl.GetComponent <Whirlwind> ().datesStringBank = dates; timeToWhirl = floatRandomRange(minTimeToWhirl / whirlDifficulty, maxTimeToWhirl / whirlDifficulty); } if (level == null) { level = GameObject.Find("LevelController").GetComponent <LevelControllerScript> (); } string lvl = level.locationName.Substring(0, 6); int nShadows = level.retrieveIntValue(lvl + "SpawnedShadows"); if (nShadows >= ShadowSpawnController.maxShadows) { state = InterconNetworkState.driftingAway; } } if (state == InterconNetworkState.driftingAway) { // pursuing player if (!deletedWhirlwinds) { if (GameObject.Find("Whirlwind") != null) { Destroy(GameObject.Find("Whirlwind")); } else { deletedWhirlwinds = true; } } elapsedVeeringTime += Time.deltaTime; if (elapsedVeeringTime > timeToVeer) { elapsedVeeringTime = 0.0f; //int r = Random.Range (0, 100); Vector3 pPos = player.transform.position; Vector3 tPos = this.transform.position; Vector3 delta = -(pPos - tPos); // flee from player delta.Normalize(); targetAngle = Mathf.Acos(delta.x); if (delta.z < 0.0) { targetAngle = (2.0f * 3.1416f) - targetAngle; } linearSpeed = floatRandomRange(minLinearSpeed, maxLinearSpeed); } } if (state == InterconNetworkState.relaxed) { // just float by... elapsedVeeringTime += Time.deltaTime; if (elapsedVeeringTime > timeToVeer) { elapsedVeeringTime = 0.0f; //int r = Random.Range (0, 6.28f); float newAngle = FloatRandom.floatRandomRange(0, 6.28f); targetAngle = newAngle; linearSpeed = floatRandomRange(minLinearSpeed, maxLinearSpeed); } } if (angle < targetAngle) { angle += angleSpeed * Time.deltaTime; if (angle > targetAngle) { angle = targetAngle; } } if (angle > targetAngle) { angle -= angleSpeed * Time.deltaTime; if (angle < targetAngle) { angle = targetAngle; } } }