void Update() { transform.GetChild(0).gameObject.GetComponent <Text>().text = "" + ScoreboardManager.CurrentPoints; transform.GetChild(1).gameObject.GetComponent <Text>().text = "" + ScoreboardManager.CurrentPoints; transform.GetChild(0).gameObject.GetComponent <Text>().color = LevelManager.GetCurrentColorByCurrentLevelDifficulty(); if (lastLevelDifficulty != LevelManager.CurrentLevelDifficulty) { lastLevelDifficulty = LevelManager.CurrentLevelDifficulty; Destroy(transform.GetChild(0).gameObject.GetComponent <ColorFadeEffect>()); Destroy(transform.GetChild(1).gameObject.GetComponent <ColorFadeEffect>()); componentAdded = false; } if (!componentAdded) { ColorFadeEffect temp1 = transform.GetChild(0).gameObject.AddComponent <ColorFadeEffect>(); ColorFadeEffect temp2 = transform.GetChild(1).gameObject.AddComponent <ColorFadeEffect>(); temp1.speedTransition = 2; temp2.speedTransition = 2; componentAdded = true; } }
void Update() { if (IsScoreboard) { GetComponent <Text>().color = Color.black; } else { GetComponent <Text>().color = LevelManager.GetCurrentColorByCurrentLevelDifficulty(); } if (lastLevelDifficulty != LevelManager.CurrentLevelDifficulty || lastIsScoreboard != IsScoreboard) { lastLevelDifficulty = LevelManager.CurrentLevelDifficulty; lastIsScoreboard = IsScoreboard; Destroy(gameObject.GetComponent <ColorFadeEffect>()); componentAdded = false; } if (!componentAdded) { gameObject.AddComponent <ColorFadeEffect>(); componentAdded = true; } }
void Start() { levelClock = new Chronometer(timeLimit, this); timerToChangeScene = new Chronometer(timeToExit); IsPlayerAlive = true; if (firstRunScene) { if (languageSelected != CurrentLevelLanguage) { CurrentLevelLanguage = languageSelected; } if (difficultySelected != CurrentLevelDifficulty) { CurrentLevelDifficulty = difficultySelected; } } else { languageSelected = CurrentLevelLanguage; difficultySelected = CurrentLevelDifficulty; } }
void SwitchToDifficulty(LevelDifficulty difficulty) { InitializeIfNeeded(); tcScript.selectedDifficulty = difficulty; this.currentDisplayedDifficulty = difficulty; // Hide all checkmarks easyCheckboxOn.SetActive(false); mediumCheckboxOn.SetActive(false); hardCheckboxOn.SetActive(false); easyCheckboxOff.SetActive(true); mediumCheckboxOff.SetActive(true); hardCheckboxOff.SetActive(true); // Show appropriate checkmark switch (difficulty) { case LevelDifficulty.LEVEL_DIFFICULTY_EASY: easyCheckboxOn.SetActive(true); easyCheckboxOff.SetActive(false); break; case LevelDifficulty.LEVEL_DIFFICULTY_MEDIUM: mediumCheckboxOn.SetActive(true); mediumCheckboxOff.SetActive(false); break; case LevelDifficulty.LEVEL_DIFFICULTY_HARD: hardCheckboxOn.SetActive(true); hardCheckboxOff.SetActive(false); break; } }
private void LoadInLevelDifficulty(int i) { currentLevelDifficulty = levelDifficulties[i - 1]; bool toAdd = false; if (currentLevelDifficulty.specificOutfit != OutfitList.None) { if (currentOutfitsUnlocked.Count == 0) { toAdd = true; } else { foreach (OutfitList outfit in currentOutfitsUnlocked) { if (outfit == currentLevelDifficulty.specificOutfit) { toAdd = true; } } } if (toAdd) { currentOutfitsUnlocked.Add(currentLevelDifficulty.specificOutfit); } } currentTimeBetween = currentLevelDifficulty.timeBetween; }
public void Refresh(LevelDifficulty level_difficulty) { var datas = GameControl.Instance.game_data.GetLevelDatas(level_difficulty); grid_view.reloadData(datas.Values.ToList()); //int child_count = this._level_parent.transform.childCount; //if (child_count < datas.Count) //{ // for (int i = 0; i < datas.Count - child_count; i++) // { // UILevelItem item = UILevelItem.Create(this._level_parent); // this.level_items.Add(item); // } //} //for (int i = 0; i < this.level_items.Count; i++) //{ // this.level_items[i].gameObject.SetActive(false); //} //int index = 0; //foreach (var item in datas) //{ // this.level_items[index].Init(item.Value); // this.level_items[index].gameObject.SetActive(true); // index++; //} }
public static List <Level> ReadLevels() { List <Level> readLevels = new List <Level>(); TextAsset levelSettingsText = Resources.Load <TextAsset>("Levels/levels"); Level level; var levelSettingsTextArr = levelSettingsText.text.Split('\n'); int[] levelNumberArr = new int[Enum.GetNames(typeof(LevelMode)).Length + 1]; for (int j = 0; j < levelSettingsTextArr.Length; j++) { if (levelSettingsTextArr[j].Length == 0) { continue; } var levelSettings = levelSettingsTextArr[j].Split(','); LevelMode levelMode = (LevelMode)Enum.Parse(typeof(LevelMode), levelSettings[0]); LevelDifficulty levelDifficulty = (LevelDifficulty)Enum.Parse(typeof(LevelDifficulty), levelSettings[1]); level = new Level( levelMode, // LevelMode levelDifficulty, // Difficulty ++levelNumberArr[(int)levelMode], // LevelNumber 0.0f, // Multiplier Array.ConvertAll(levelSettings[2].Trim().Split('-'), int.Parse) // Design Array ); readLevels.Add(level); } return(readLevels); }
private GameObject SetDifficulty(LevelDifficulty levelDifficulty) { if (m_LastActived != null) { m_LastActived.SetActive(false); } GamePreferencesManager.m_Instance.ConfigDifficulty(levelDifficulty); switch (levelDifficulty) { case LevelDifficulty.EASY: m_EasySign.SetActive(true); return(m_EasySign); case LevelDifficulty.MEDIUM: m_MediumSign.SetActive(true); return(m_MediumSign); case LevelDifficulty.HARD: m_HardSign.SetActive(true); return(m_HardSign); default: return(null); } }
public int GetNoteCount(string characteristicId, LevelDifficulty difficulty) { var infoText = File.ReadAllText(GetPathForDifficulty(characteristicId, difficulty)); JSONNode node = JSON.Parse(infoText); return(node["_notes"].AsArray.Count); }
private void Start() { _canOpenCards = true; _timer.DisableTimer(); // FIXME: парсить список карт на уровне из EnvironmentDataStorage _availableCards = CardsDataStorage.Instance.GetData(); _cardTable.SetAvailableCards(_availableCards); for (int i = 0; i < _availableCards.Count; i++) { CardData availableCard = _availableCards[i]; _collectedCards.Add(availableCard.Id, 0); _cardsCounters[i].InitCounter(availableCard); } //FIXME: уровень должен определяться по состоянию профиля int gameLevelNumber = 12; LevelDifficulty levelDifficulty = GameLevelsConfig.Instance.GetLevelDifficulty(gameLevelNumber); var questsConfig = QuestsConfig.Instance; _minimumCardsRequired = questsConfig.GetMinimumCardsRequiredForQuest(levelDifficulty); _maximumCardsRequired = questsConfig.GetMaximumCardsRequiredForQuest(levelDifficulty); _maximumCardTypes = questsConfig.GetMaximumCardTypesRequiredForQuest(levelDifficulty); foreach (var questItem in _questItems) { questItem.ResetItem(); } StartCoroutine(QuestGenerationProcess()); }
public static int GetRecord(LevelDifficulty level_difficulty, int level) { string name = Enum.GetName(typeof(LevelDifficulty), level_difficulty) + level; int record = PlayerPrefs.GetInt(name); return(record); }
void Update() { y += INCREMENT * paralaxSpeed * LevelManager.GetMultiplierByCurrentLevelDifficulty(); MaterialPropertiesHandler.SetOffset(GetComponent <MeshRenderer>(), 0, y); if (lastLevelDifficulty != LevelManager.CurrentLevelDifficulty) { lastLevelDifficulty = LevelManager.CurrentLevelDifficulty; Destroy(gameObject.GetComponent <ColorFadeEffect>()); componentAdded = false; } if (!componentAdded) { ColorFadeEffect tempComponent = gameObject.AddComponent <ColorFadeEffect>(); if (enableChangeColor) { tempComponent.renderColor = LevelManager.GetCurrentColorByCurrentLevelDifficulty(); tempComponent.ResetComponent(); } else { tempComponent.renderColor = Color.white; } componentAdded = true; } gameObject.GetComponent <ColorFadeEffect>().speedTransition *= LevelManager.GetMultiplierByCurrentLevelDifficulty() / 4f; }
public LevelData GetLevelData(int level, LevelDifficulty level_difficult) { Dictionary <int, LevelData> datas = null; switch (level_difficult) { case LevelDifficulty.Simple: datas = simple_level_datas; break; case LevelDifficulty.Normal: datas = normal_level_datas; break; case LevelDifficulty.Hard: datas = hard_level_datas; break; case LevelDifficulty.Abnormal: datas = _abnormal_level_datas; break; } if (datas.ContainsKey(level)) { return(datas[level]); } return(null); }
IEnumerator LoadOneSoundLevel(LevelDifficulty levelDifficulty, HeartProblem heartProblem = null) { LevelSelectorPanel1.SetActive(false); LevelSelectorPanel2.SetActive(false); LevelDifficultyPanel.SetActive(false); AsyncOperation sceneLoading = SceneManager.LoadSceneAsync("Gameplay", LoadSceneMode.Additive); while (!sceneLoading.isDone) { yield return(new WaitForEndOfFrame()); } // Start game if (heartProblem != null) { Debug.Log("Starting Game for disease : " + heartProblem.formattedName); } yield return(new WaitForEndOfFrame()); if (FindObjectOfType <GameplayManager>() != null) { GameplayManager.instance.InitializeGame(levelDifficulty, heartProblem); } }
public void Refresh(LevelDifficulty level_difficulty) { var datas = GameControl.Instance.game_data.GetLevelDatas(level_difficulty); int child_count = this._level_parent.transform.childCount; if (child_count < datas.Count) { for (int i = 0; i < datas.Count - child_count; i++) { UILevelItem item = UILevelItem.Create(this._level_parent); this.level_items.Add(item); } } for (int i = 0; i < this.level_items.Count; i++) { this.level_items[i].gameObject.SetActive(false); } int index = 0; foreach (var item in datas) { this.level_items[index].Init(item.Value); this.level_items[index].gameObject.SetActive(true); index++; } }
private void determineLevelDifficulty() { if (Time.time >= 5f) { _levelDifficulty = LevelDifficulty.Medium; } if (Time.time >= 15f) { _levelDifficulty = LevelDifficulty.Hard; } switch (_levelDifficulty) { case LevelDifficulty.Easy: _currentLevelSpeed = 6f; SpawnLevelPart(Random.Range(0, 4), _easyLevelParts); break; case LevelDifficulty.Medium: _currentLevelSpeed = 8f; SpawnLevelPart(Random.Range(0, 4), _mediumLevelParts); break; case LevelDifficulty.Hard: _currentLevelSpeed = 11f; SpawnLevelPart(Random.Range(0, 4), _hardLevelParts); break; default: break; } }
private void Start() { levelDiff = LevelDifficulty.Instance; anim = GetComponent <Animator>(); bounceBoxTopY = bounceBoxCol.bounds.center.y + bounceBoxCol.bounds.size.y / 2; GeneratePool(); nextSpawnTime = UnityEngine.Random.Range(minTimeBetweenSpawns[levelDiff.Difficulty], maxTimeBetweenSpawns[levelDiff.Difficulty]); }
private void Start() { levelDiff = LevelDifficulty.Instance; configs = GetComponent <LevelConfigs>(); scoringZone.Score += RockScore; curentTime = configs.levelDuration[levelDiff.Difficulty]; StartCoinPool(); }
void Start() { lastDifficulty = LevelManager.CurrentLevelDifficulty; GetComponent <AudioSource>().clip = levelMusics[(int)LevelManager.CurrentLevelDifficulty]; GetComponent <AudioSource>().Play(); lastDifficulty = LevelManager.CurrentLevelDifficulty; }
public Level(LevelMode mode, LevelDifficulty difficulty, int levelNo, float difficultyMultiplier, int[] design) { this.mode = mode; this.difficulty = difficulty; this.levelNo = levelNo; this.difficultyMultiplier = difficultyMultiplier; this.design = new List <int>(design); this.totalCardCount = design.Length; }
public void CloseCard() { LevelController gameCont = LevelController.Instance; LevelDifficulty difficulty = gameCont.currLevel.difficulty; timeLeft = waitingTime; cardText.enabled = false; cardImage.sprite = gameCont.closeCardSprite; }
public void SetDifficultyForLevel(int level) { LevelDifficulty diff = diffManager.GetDifficulty(level); if (diff != null) { moveSpeed = diff.pacManSpeed; } }
public void ConfigDifficulty(LevelDifficulty levelDifficulty) { SetDifficultyPref(m_LevelDifficulty, 0); SetDifficultyPref(levelDifficulty, 1); m_LevelDifficulty = levelDifficulty; m_Highscore = GetHighscore(); m_Coin_Highscore = GetCoinHighscore(); m_Switched = true; }
void Update() { if (lastDifficulty != LevelManager.CurrentLevelDifficulty) { GetComponent <AudioSource>().clip = levelMusics[(int)LevelManager.CurrentLevelDifficulty]; GetComponent <AudioSource>().Play(); lastDifficulty = LevelManager.CurrentLevelDifficulty; } }
public async Task RemoveSongAsync(string songId, [Remainder] string paramString = null) { if (IsAdmin()) { //Parse the difficulty input, either as an int or a string LevelDifficulty parsedDifficulty = LevelDifficulty.ExpertPlus; string difficultyArg = ParseArgs(paramString, "difficulty"); if (difficultyArg != null) { //If the enum conversion doesn't succeed, try it as an int if (!Enum.TryParse(difficultyArg, true, out parsedDifficulty)) { await ReplyAsync("Could not parse difficulty parameter.\n" + "Usage: removeSong [songId] [difficulty]"); return; } } string characteristicArg = ParseArgs(paramString, "characteristic"); characteristicArg = characteristicArg ?? "Standard"; //Sanitize input if (songId.StartsWith("https://beatsaver.com/") || songId.StartsWith("https://bsaber.com/")) { //Strip off the trailing slash if there is one if (songId.EndsWith("/")) { songId = songId.Substring(0, songId.Length - 1); } //Strip off the beginning of the url to leave the id songId = songId.Substring(songId.LastIndexOf("/") + 1); } if (songId.Contains("&")) { songId = songId.Substring(0, songId.IndexOf("&")); } //Get the hash for the song var hash = BeatSaver.BeatSaverDownloader.GetHashFromID(songId); if (Song.Exists(hash, parsedDifficulty, characteristicArg, true)) { var song = new Song(hash, parsedDifficulty, characteristicArg); song.Old = true; await ReplyAsync($"Removed {song.SongName} ({song.Difficulty}) ({song.Characteristic}) from the song list"); } else { await ReplyAsync("Specified song does not exist with that difficulty and characteristic"); } } }
void Update() { switch (LevelManager.CurrentLevelLanguage) { case Language.English: transform.GetChild(0).gameObject.GetComponent <Text>().text = englishTitle; transform.GetChild(1).gameObject.GetComponent <Text>().text = englishTitle; break; case Language.BrazilianPortuguese: transform.GetChild(0).gameObject.GetComponent <Text>().text = portugueseTitle; transform.GetChild(1).gameObject.GetComponent <Text>().text = portugueseTitle; break; } if (enableChangeColor) { transform.GetChild(1).gameObject.GetComponent <Text>().color = LevelManager.GetCurrentColorByCurrentLevelDifficulty(); } else if (enablePreferedColors) { transform.GetChild(0).gameObject.GetComponent <Text>().color = backColor; transform.GetChild(1).gameObject.GetComponent <Text>().color = frontColor; } else { transform.GetChild(1).gameObject.GetComponent <Text>().color = Color.gray; } if (lastLevelDifficulty != LevelManager.CurrentLevelDifficulty || lastEnableHighlight != enableHighlightOnFrontText || lastEnableChangeColor != enableChangeColor) { componentAdded = false; lastLevelDifficulty = LevelManager.CurrentLevelDifficulty; lastEnableChangeColor = enableChangeColor; lastEnableHighlight = enableHighlightOnFrontText; Destroy(transform.GetChild(0).gameObject.GetComponent <ColorFadeEffect>()); Destroy(transform.GetChild(1).gameObject.GetComponent <ColorFadeEffect>()); } if (!componentAdded) { componentAdded = true; if (enableHighlightOnFrontText) { transform.GetChild(1).gameObject.AddComponent <ColorFadeEffect>(); } else { transform.GetChild(0).gameObject.AddComponent <ColorFadeEffect>(); } } }
private void buttonStart_Click(object sender, EventArgs e) { random = new Random(); this.name = textBoxPlayerName.Text; InitList(); if (radioButtonEasy.Checked) { level = LevelDifficulty.Easy; } else if (radioButtonNorm.Checked) { level = LevelDifficulty.Normal; } else { level = LevelDifficulty.Hard; } switch (level) { case LevelDifficulty.Easy: { questWord = easyList[random.Next(easyList.Count)].Word; break; } case LevelDifficulty.Normal: { questWord = normList[random.Next(normList.Count)].Word; break; } case LevelDifficulty.Hard: { questWord = hardList[random.Next(hardList.Count)].Word; break; } } if (Application.OpenForms.Count == 1) { GameFrame frm = new GameFrame(level, name, questWord); frm.Show(); this.Hide(); } else { Application.OpenForms[Application.OpenForms.Count - 1].Hide(); GameFrame frm = new GameFrame(level, name, questWord); this.Hide(); frm.Show(); Application.OpenForms[Application.OpenForms.Count - 2].Close(); } }
public void UseSecondLife() { secondLifeUsed = true; // savedDifficulty = LevelHandler.instance.levelDifficulty; savedDistanceTraveledByLayout = LevelHandler.instance.distanceTraveledByLayout; Object.DontDestroyOnLoad(this.gameObject); }
void FixDiffOrder() { if (maxDiff < minDiff) { var temp = minDiff; minDiff = maxDiff; maxDiff = temp; ModPrefs.SetInt(Plugin.PluginName, minDiffSetting, (int)minDiff); ModPrefs.SetInt(Plugin.PluginName, maxDiffSetting, (int)maxDiff); } }
public void SetGameStart(int currentLevel, LevelDifficulty level_difficulty = LevelDifficulty.Simple) { GameControl.Instance.game_data.currentGameLevel = currentLevel; GameControl.Instance.game_data.Current_Difficulty = level_difficulty; this.gameStartTime = Time.realtimeSinceStartup; GameControl.Instance.game_data.isGamePlay = true; var level_data = GameControl.Instance.game_data.GetLevelData(currentLevel, level_difficulty); this.CreateOperationalImage(level_data); this.CreateImageOnShiLiPan(level_data); }
/// <summary> /// Generates sudoku grid /// </summary> /// <param name="n">Number of sectors in row and column. for n = 9 means a 3x3 sudoku grid</param> /// <returns></returns> public SudokuGrid Generate(int n, LevelDifficulty levelDifficulty) { _rowSize = n; _sectorRowSize = Convert.ToInt32(Math.Sqrt(_rowSize)); _gridSize = _rowSize * _rowSize; InitSudokuCells(); Stopwatch time = Stopwatch.StartNew(); foreach (SudokuCell sudokuCell in _sudokuCellList) GenerateRandomValue(sudokuCell); ApplyLevelDifficulty(levelDifficulty); time.Stop(); ExecutionTime = time.ElapsedMilliseconds; return this; }
private void ApplyLevelDifficulty(LevelDifficulty levelDifficulty) { int refVal = 81; // Ref value for 3x3 grid. int valToHide = 0; // This amount of cell value will be hidden int lowerBoundForExtremelyEasy = (_gridSize * 50) / refVal; // Ref value for lower bound int lowerBoundForEasy = (_gridSize * 36) / refVal; // Ref value for lower bound int lowerBoundForMedium = (_gridSize * 32) / refVal; // Ref value for lower bound int lowerBoundForDifficult = (_gridSize * 28) / refVal; // Ref value for lower bound int lowerBoundForEvil = (_gridSize * 22) / refVal; // Ref value for lower bound switch (levelDifficulty) { case LevelDifficulty.ExtremelyEasy: valToHide = _gridSize - new Random().Next(lowerBoundForExtremelyEasy, _gridSize - 1); break; case LevelDifficulty.Easy: valToHide = _gridSize - new Random().Next(lowerBoundForEasy, lowerBoundForExtremelyEasy); break; case LevelDifficulty.Medium: valToHide = _gridSize - new Random().Next(lowerBoundForMedium, lowerBoundForEasy); break; case LevelDifficulty.Difficult: valToHide = _gridSize - new Random().Next(lowerBoundForDifficult, lowerBoundForMedium); break; case LevelDifficulty.Evil: valToHide = _gridSize - new Random().Next(lowerBoundForEvil, lowerBoundForDifficult); break; } int sector, index; SudokuCell sudokuCell; for (int i = 0; i < valToHide; i++) { sector = SelectSection(); index = GetRandomIndexInSector(sector); sudokuCell = _sudokuCellList.SingleOrDefault(x => x.Index == index); sudokuCell.Hidden = true; } }