示例#1
0
    // Stop the maze timer
    void OnTriggerEnter2D(Collider2D other)
    {
        MazeTimer timer = transform.parent.gameObject.GetComponent <MazeTimer>();

        timer.TimerStop();
        timer.Finish();
    }
示例#2
0
    // Start the maze timer
    void OnTriggerEnter2D(Collider2D other)
    {
        // this.startTime = Time.time;

        MazeTimer timer = transform.parent.gameObject.GetComponent <MazeTimer>();

        timer.TimerStart();
    }
示例#3
0
        public LevelState(string name, int startLevel)
            : base(name)
        {
            Camera = new FirstPersonCamera();
            Camera.BoundingRadius = 2.0f;
            Camera.UpdateBoundingVolumes();

            YnG.ShowMouse = (GameConfiguration.EnabledMouse ? true : false);
            YnG.AudioManager.SoundEnabled = GameConfiguration.EnabledSound;
            YnG.AudioManager.MusicVolume  = GameConfiguration.MusicVolume;

            groundPlayerBoundingSphere = new BoundingSphere(Camera.Position, Camera.BoundingRadius);

            _mazeLevel = new MazeLevel(startLevel);
            Add(_mazeLevel);

            _gameHUD = new GameHUD();

            timeTimer = new MazeTimer();

            score = new Score(startLevel);

            gameState        = MazeGameState.Playing;
            elapsedPartyTime = 0;

            soundTimer = new YnTimer(1000, 0);

            if (YnG.AudioManager.SoundEnabled)
            {
                soundTimer.Completed += (s, e) => YnG.AudioManager.SoundEnabled = true;
            }
            else
            {
                soundTimer.Completed += (s, e) => { }
            };

            control = new MazeController(Camera);

            Scene.SceneLight.AmbientIntensity                      = 0.85f;
            Scene.SceneLight.DirectionalLights[0].Enabled          = true;
            Scene.SceneLight.DirectionalLights[0].Direction        = new Vector3(-1, 0.75f, -1);
            Scene.SceneLight.DirectionalLights[0].DiffuseColor     = Color.WhiteSmoke.ToVector3();
            Scene.SceneLight.DirectionalLights[0].DiffuseIntensity = 1.0f;
            Scene.SceneLight.DirectionalLights[0].SpecularColor    = new Vector3(233, 33, 33);
        }