private void MinigameFinished(IMinigame minigame, bool win) { print("Destroyed"); minigame.DestroyMinigame(); Minigame minigameValues = GetMinigameOfType(minigame.minigame); float sanityAmount; if (win) { sanityAmount = minigameValues.sanityGain; } else { sanityAmount = minigameValues.sanityLoss; } currentInteractable.InMinigame = false; Cursor.SetCursor(null, Vector2.zero, CursorMode.Auto); GameManager.Instance.FreezeGame = false; GameManager.Instance.Sanity += sanityAmount; UIEvents.EndRequest(minigame.minigame); UIEvents.SanityUpdate(GameManager.Instance.Sanity); }
//Updates the UI with the minigame information public void UpdateMinigameUI(Minigame minigame) { nameText.text = minigame.name; descriptionText.text = minigame.description; demoAnimator.SetTrigger(minigame.sceneName); //demoImage.sprite = minigame.demo; }
static void Prefix(Minigame __instance) { if (__instance is SecurityLogGame) { UseCameraTime(); } }
void Start() { //getting all children minigames in list GetComponentsInChildren <Minigame>(true, minigames); currentMinigame = minigames[0]; currentMinigameScreen = minigameScreens[0]; }
void Start() { //checks if minigame is already completed camPos = minigameCam.gameObject.transform.position; Minigame temp = quests.minigames.FirstOrDefault(q => q.name == minigameName); if (temp != null) { if (temp.completed) { print("already completed"); } else { quests.minigames.Add(new Minigame() { name = minigameName, completed = false }); } } minigameCam.enabled = false; maincam = GameObject.Find("Main Camera").GetComponent <Camera>(); Positions(); }
public void onMinigameStart(Minigame minigame) { TimerManager.Instance.StartTimer(minigame.gameTime); var waitTime = minigame.gameTime == Minigame.GameTime.Short ? ShortTime : LongTime; StartCoroutine(WaitForMinigameEnd(minigame, waitTime)); }
public void StartGame(Minigame game) { gameTimer = 0f; gameActive = true; currentGame = game; scoreBoard.SetActive(false); switch (game) { case Minigame.Nails: nailGame.SetActive(true); eggGame.SetActive(false); callGame.SetActive(false); break; case Minigame.Eggs: nailGame.SetActive(false); eggGame.SetActive(true); callGame.SetActive(false); break; case Minigame.Calls: nailGame.SetActive(false); eggGame.SetActive(false); callGame.SetActive(true); break; default: break; } }
public void UpdateScoreBoard(Minigame game, int score) { switch (game) { case Minigame.Nails: if (score > nailsScore) { nailsScore = score; } nailsText.text = string.Format("Nails: {0} in 60sec", nailsScore); break; case Minigame.Eggs: if (score > eggsScore) { eggsScore = score; } eggsText.text = string.Format("Eggs: {0} in 60sec", eggsScore); break; case Minigame.Calls: if (score > callsScore) { callsScore = score; } callsText.text = string.Format("Calls: {0} in 60sec", callsScore); break; default: break; } }
private void Start() { minigameManager = FindObjectOfType <MinigameManager>(); minigame = minigameManager.minigame; minigame.gameWin = true; }
public void RequestMinigame() { Minigame minigame = RollMinigame(); var interactables = GetAllAvailableInteractablesForMinigame(minigame.MinigameType); // second roll if (interactables.Count == 0) { minigame = RollMinigame(); interactables = GetAllAvailableInteractablesForMinigame(minigame.MinigameType); if (interactables.Count == 0) { return; } } int randomInteractible = Random.Range(0, interactables.Count); Interactable interactable = interactables[randomInteractible]; interactable.SetInteractable(true); print("Dispalying minigame" + minigame.MinigameType); UIEvents.DisplayRequest(minigame.MinigameType); StartCoroutine(TimeToStartMinigame(interactable, minigame.timeToStart, randomInteractible)); }
// Start is called before the first frame update void Start() { mini = GetComponent <Minigame>(); stickUpDown = false; pickCount = 0; sparkle.enabled = false; }
static void Prefix(Minigame __instance) { if (__instance is VitalsMinigame) { UseVitalsTime(); } }
public IEnumerator MG1MinigameScoreIncreases() { yield return(Setup()); SceneChanger sceneChanger = GameObject.Find("SceneChanger").GetComponent <SceneChanger> (); sceneChanger.loadLevel("MiniGame", new Vector2(10000, 10000)); float time = 0f; while (time < 1f) { yield return(null); time += Time.deltaTime; } GameObject.Find("StartButton").GetComponent <UnityEngine.UI.Button> ().onClick.Invoke(); GameObject button = null; while (button == null) { yield return(null); try{ button = GameObject.Find("GooseButton(Clone)"); }catch (NullReferenceException) { } } Minigame m = GameObject.Find("MiniGameCanvas").GetComponent <Minigame> (); Assert.Zero(m.score); button.GetComponent <UnityEngine.UI.Button> ().onClick.Invoke(); Assert.AreEqual(1, m.score); }
public static void Prefix(Minigame __instance) { if (__instance is SecurityLogGame) { cameraTimer = 0f; } }
public void StartMinigame() { animatorTransition.SetTrigger("Start"); animatorTransition.SetInteger("Random", Random.Range(0, 2)); currentMinigame = Instantiate(minigamesList[0], this.transform); currentMinigame.SetEndMinigame(EndMinigame); }
// MonoBehaviour Methods private void Awake() { if (minigameMasterList == null) { LoadMinigameMasterList(); } if (playerSettings == null) { LoadPlayerSettings(); } if (run == null) { //Adds ONLY current scene game to list -- for testing Minigame m = IsInMinigame(); if (m != null) { //creates run with only this game CreateNewRun(new MinigameList(m)); } } debug_playerSettings = playerSettings; debug_minigameMasterList = minigameMasterList; }
public void SetMini(Minigame m) { minigame = m; minigame.xAxis = control.xAxis; minigame.yAxis = control.yAxis; minigame.button = control.button; }
private void Start() { switch (index) { case 0: minigame = new QTEMinigame(); break; case 1: minigame = new GuitarHeroMinigame(); break; case 2: minigame = new SpamMinigame(); break; case 3: minigame = new YouSpinMeRightRoundMinigame(); break; default: Debug.Log("This should not be called"); minigame = new QTEMinigame(); break; } }
private void Start() { MinigameInput minigameInput; //Neutral MinigameInput minigameInput = new MinigameInput(0, 0, 0, this); //Hard MinigameInput //minigameInput = new MinigameInput(1, 1, 1, this); //Easy MinigameInput //minigameInput = new MinigameInput(-1, -1, -1, this); //Spawn Game on this Canvas, its inactive by default to allow setting MinigameInput GameObject spawned = GameObject.Instantiate(minigameToSpawn, this.transform); game = spawned.GetComponent <Minigame>(); game.Input = minigameInput; spawned.SetActive(true); //Positions of relevant Gameobjects for each Answer GameObject[] answerA = GameObject.FindGameObjectsWithTag("AnswerA"); GameObject[] answerB = GameObject.FindGameObjectsWithTag("AnswerB"); Invoke("go", 1.0f); }
protected void Page_Load(object sender, EventArgs e) { if (!IsPostBack) { SetPageRibbon(StandardModuleRibbons.SetupRibbon()); } //MasterPage.RequiredPermission = PERMISSIONID; MasterPage.IsSecure = true; MasterPage.PageTitle = string.Format("{0}", "Code Breaker Key Setup"); if (!IsPostBack) { if (Request["MGID"] != null) { lblMGID.Text = Request["MGID"]; lblCBID.Text = Request["CBID"]; var o = Minigame.FetchObject(int.Parse(lblMGID.Text)); AdminName.Text = o.AdminName; } else { Response.Redirect("~/ControlRoom/"); } rptr.DataSource = GetKeyCharacters(); rptr.DataBind(); } }
protected void GvRowCommand(object sender, GridViewCommandEventArgs e) { string editpage = "~/ControlRoom/Modules/Setup/MinigameAddEdit.aspx"; if (e.CommandName.ToLower() == "addrecord") { Session["MGID"] = ""; Response.Redirect(editpage); } if (e.CommandName.ToLower() == "editrecord") { int key = Convert.ToInt32(e.CommandArgument); var obj = Minigame.FetchObject(key); //Response.Redirect(Minigame.GetEditPage(obj.MiniGameType) + "?PK=" + obj.MGID.ToString()); Session["MGID"] = obj.MGID; Response.Redirect(Minigame.GetEditPage(obj.MiniGameType)); } if (e.CommandName.ToLower() == "deleterecord") { var key = Convert.ToInt32(e.CommandArgument); try { var obj = new Minigame(); if (obj.IsValid(BusinessRulesValidationMode.DELETE)) { Minigame.FetchObject(key).Delete(); LoadData(); var masterPage = (IControlRoomMaster)Master; if (masterPage != null) { masterPage.PageMessage = SRPResources.DeleteOK; } } else { var masterPage = (IControlRoomMaster)Master; string message = String.Format(SRPResources.ApplicationError1, "<ul>"); foreach (BusinessRulesValidationMessage m in obj.ErrorCodes) { message = string.Format(String.Format("{0}<li>{{0}}</li>", message), m.ErrorMessage); } message = string.Format("{0}</ul>", message); if (masterPage != null) { masterPage.PageError = message; } } } catch (Exception ex) { var masterPage = (IControlRoomMaster)Master; if (masterPage != null) { masterPage.PageError = String.Format(SRPResources.ApplicationError1, ex.Message); } } } }
/// <summary> /// Subscribes a Minigame.Controller to this controller event handler. /// </summary> /// <param name="controller">Minigame.Controller which is subscribing</param> public void Subscribe(Minigame.Controller controller) { // Create event handler if not created yet if (m_eventHandler == null) m_eventHandler = new Utils.Observable(); m_eventHandler.Subscribe(controller); }
public void OnMinigameStart(Minigame game) { if (player == null) { return; } player.playerInteraction.OnMinigameStart(game); }
// Start is called before the first frame update void Start() { mini = GetComponent <Minigame>(); swordGuy.transform.localPosition = new Vector3(1.25f, 0.25f, 0.0f); _guy = swordGuy.GetComponent <SpriteRenderer>(); _enemy = Enemy.GetComponent <SpriteRenderer>(); swingTiming = Random.Range(2f, 3f); }
public void InsertGame(Minigame game) { _command.Parameters.Clear(); _command.CommandText = "INSERT INTO Games(name) VALUES (@name);"; _AddCommandParameter("name", game.name); _ExecuteCommand(); }
public void OnMinigameAborted(Minigame game) { if (player == null) { return; } player.playerInteraction.OnMinigameAborted(game); }
public void ResetPizza() { m_pizza.Reset(); if (Order.MysteryPizza) { Minigame.PlaySFX("mg_pt_sfx_mystery_pizza_start"); } }
public async Task CreateStatRecord(Player player) { List <Skill> skills = new List <Skill>(); List <Minigame> minigames = new List <Minigame>(); var apiData = await OfficialApiCall(_address + player.Username); if (apiData == null) { return; } string[] lines = apiData.Split('\n'); // adding a StatRecord object StatRecord newStatRecord = new StatRecord() { DateCreated = DateTime.Now, UserId = player.Id, Player = player }; // looping through the skills and adding them for (var i = 0; i < _totalSkills; i++) { String[] stat = lines[i].Split(','); Skill skill = new Skill() { SkillId = i, Xp = Int64.Parse(stat[2]), Level = Int32.Parse(stat[1]), Rank = Int32.Parse(stat[0]), StatRecordId = newStatRecord.Id }; skill.Xp = skill.Xp < 0 ? 0 : skill.Xp; skill.Rank = skill.Rank < 0 ? 0 : skill.Rank; skills.Add(skill); } // looping through the minigames and adding them for (var i = _totalSkills; i < lines.Length - 1; i++) { String[] stat = lines[i].Split(','); Minigame minigame = new Minigame() { MinigameId = i, Score = Int32.Parse(stat[1]), Rank = Int32.Parse(stat[0]), StatRecordId = newStatRecord.Id }; minigame.Score = minigame.Score < 0 ? 0 : minigame.Score; minigame.Rank = minigame.Rank < 0 ? 0 : minigame.Rank; minigames.Add(minigame); } newStatRecord.Skills = skills; newStatRecord.Minigames = minigames; player.StatRecords.Add(newStatRecord); }
public MainForm(Minigame game) { Misc.closeGameWindow = () => { level.initGame(minigamePanel, minigameClockT); }; level = game; InitializeComponent(); minigameClockT.Interval = level.gameClock; Text = level.name; Misc.closeGameWindow.Invoke(); }
public void LoadGame() { int nextGame = rnd.Next(0, minigames.Count); currentMinigameScreen = minigameScreens[nextGame]; currentMinigameScreen.SetActive(true); currentMinigame = minigames[nextGame]; currentMinigame.StartGame(); }
public MinigameButton(GameObject toggle, GameObject selectedButton, Minigame minigame) { _toggle = toggle.GetComponent <Toggle>(); _selectedButton = selectedButton.GetComponent <Button>(); _minigame = minigame; SetProperties(); }
private GameObject[] pool_of_things = null; // misc.get_children_of(GameObject.Find("ThingsPool")); #endregion Fields #region Constructors //public Vector3 ScreenspacePointToGamePlane(Vector3 screenspace_position) //{ // return misc.ScreenspacePointToPlane(gamePlane, screenspace_position); //} // Things for the helper's internals public MinigameHelper( Minigame minigame, Interface inface, GameObject[] pool_of_things ) { this.pool_of_things = pool_of_things; this.minigame = minigame; minigame.helper = this; minigame.init_text(); name = minigame.name; instructions = minigame.instructions; this.inface = inface; inface.init(); //gamePlane = new Plane( new Vector3( 0,0,1 ), 0.3f ); // add more event monitoring onButton += () => { Ray ray = Camera.main.ScreenPointToRay(inface.get_ScreenspacePosition()); selected = misc.Raycast_Select_Object(ray); //Debug.Log("Raycast: " + selected); if (selected != null) { onSelect(selected); } }; onMove += () => { //Debug.Log("Drag? " + action_held + " : " + selected); if (selected != null && action_held) { onDrag(selected); } }; }
void Start() { Instance = this; //changing these to the background sprite to attempt to access their color directly, if it doesn't work, //change it back to "MoveRightHandButton" etc. userButtons [(int)eType.RIGHT] = new PlayerSprite ("MoveRightHandButton"); userButtons [(int)eType.LEFT] = new PlayerSprite ("MoveLeftHandButton"); userButtons [(int)eType.CLAP] = new PlayerSprite ("MoveClapHandButton"); UpdatePlayerTextures(); tutorialHand = GameObject.Find("TutorialHand"); tutorialHand.SetActive(false); Sherlock.Instance.SetBubblePosition (Sherlock.side.DOWN); // Find assocciated minigame minigame = GetComponent<Minigame> (); Sherlock.Instance.HideDialogue(); if(!minigame.isStandalone()) //if the minigame is part of the story, not free play mode { Destroy(tutorialOptions); showTutorial = true; // Show the instructions of the minigame if (minigame != null && minigame.StartConversation () == false) { Debug.Log (minigame.conversationTree.root); } Invoke("continueDialogue", minigame.GetCurrentDialogueDuration()); leftLabelOffset = instructionLabelOffset; rightLabelOffset = instructionLabelOffset; rightLabelOffset.x = -rightLabelOffset.x; SetHandColliders(false); } //noTutorial(); }
public void end() { OnUpdate.unregister(this.update); // cleanup this.minigame.destroy(); ScreenspaceCursor.hide(); //current_interface.disable(); foreach ( GameObject obj in created ) { obj.SetActive(false); GameObject.Destroy(obj); } inface.off(); // show success / failure animation // TODO: if ( success) Debug.Log("SUCCESS"); else Debug.Log("FAILURE"); //kill circular reference this.minigame = null; // cue next scene has_ended = true; }
// Use this for initialization void Start() { //phase = 0; //Debug.Log("Phase: " + phase); Instance = this; //notepad.SetActive(false); Sherlock.Instance.SetBubblePosition (Sherlock.side.DOWN); //set cont to true if you want to use the WaitforInput coroutine cont = true; turnOffPanels = false; sherTapObj = 0; newPanels = false; correctCountRef = 0; turnOnBlameRef = false; hitSlot = false; finishedSequence = false; column1 = false; column2 = false; column3 = false; column4 = false; column5 = false; reset = false; colorsWhiteRef = false; lightsOn = false; jRef = 0; numSlotsCor = 0; playSeqRef = 0; redDotted1.SetActive(false); redDotted2.SetActive(false); redDotted3.SetActive(false); redDotted4.SetActive(false); blameSequence.SetActive(false); highlights.SetActive(false); /*myLevels = new GameObject[numLevels]; //find first level, or MaxLevel0 //myLevels[0] = GameObject.Find("MaxLevel0"); //fill up myLevels with remaining //int i = 1; for (int i = 0 ; i < numLevels ; i++)//(GameObject.Find("MaxLevel" + i.ToString()) !=null) { myLevels[i] = GameObject.Find("MaxLevel" + i.ToString()); myLevels[i].SetActive(false); }*/ // Find assocciated minigame minigame = GetComponent<Minigame>(); // Show the instructions of the minigame if (minigame != null && minigame.StartConversation() == false) { Debug.Log("S: Let's help Max make new choices based on what he already likes. Max will give you a description for each category, you choose something similar."); } //StartCoroutine(WaitForInput("nextLevel")); //turnOffPanels = true; playSeqRef = options.GetComponent<BlakeTurnOnOptions>().playSeq; nextLevel(); }
// Use this for initialization void Start() { // Find assocciated minigame minigame = GetComponent<Minigame>(); Sherlock.Instance.SetBubblePosition (Sherlock.side.DOWN); IncreaseMinigameSpeed(verticalSpeedIncrease); //gameState = GameState.MINIGAME; //gameState = GameState.STORY; //minigame.difficulty = MinigameDifficulty.Difficulty.MEDIUM; //EndMinigame(); //if (true) if(GameObject.FindGameObjectWithTag("Player") != null){ gameState = GameState.STORY; } else{ gameState = GameState.MINIGAME; } //gameState = GameState.STORY; barGlow.gameObject.SetActive(false); if(gameState == GameState.STORY) { Destroy(tutorialOptions); scoreLabel.gameObject.SetActive(false); scoreTitleLabel.gameObject.SetActive(false); healthBar.transform.parent.gameObject.SetActive(false); if (gameState == GameState.STORY && ShowDialogue(DialogueType.BEGIN) == true) { Debug.Log("Starting!!"); } // if (gameState == GameState.STORY && ShowDialogue(DialogueType.NEXTROUND) == true) // { // Debug.Log("Starting!!"); // } // } else { treasureBar.transform.parent.gameObject.SetActive(false); enemyBar.transform.parent.gameObject.SetActive(false); timeBar.transform.parent.gameObject.SetActive(false); updateScore(0); if(minigame.difficulty == MinigameDifficulty.Difficulty.EASY) round = 1; else if(minigame.difficulty == MinigameDifficulty.Difficulty.MEDIUM){ round = 2; } else if(minigame.difficulty == MinigameDifficulty.Difficulty.HARD){ IncreaseMinigameSpeed(0.2f); round = 3; } } }
/// <summary> /// Handle Event: BeginMinigame /// </summary> /// <param name='minigame'> /// Minigame /// </param> public void BeginMinigame(Minigame minigame) { // Set mnigame owner to interacting NPC minigame.owner = interactingNPC; // Set scene minigame to give minigame GameManager.Instance.minigame = minigame; // Set interaction state to in event interactionState = InteractionState.IN_EVENT; }
// Use this for initialization void Start() { // Find assocciated minigame minigame = GetComponent<Minigame>(); tutorialHand = GameObject.Find ("TutorialHand"); tutorialHand.SetActive(false); currLevel = 0; foreach(DifficultySession ds in difficultySessions) { if(ds.difficulty == minigame.difficulty) { currentDifficultySession = ds; break; } } setupGame(); if(!minigame.isStandalone()) //if the minigame is part of the story, not free play mode { Destroy(tutorialOptions); if(!showTutorial) { setupLevel(); disableAllKeys(); } // Show the instructions of the minigame if (minigame != null && minigame.StartConversation() == false) { Debug.Log("S: Let's get this lock open!"); } Invoke("continueDialogue", minigame.GetCurrentDialogueDuration()); } if (minigame.minigameEndEvent != null) minigame.minigameEndEvent.location = null; }
// Use this for initialization void Start() { Random.seed = (int) (System.DateTime.UtcNow.Ticks % int.MaxValue); // Find assocciated minigame minigame = GetComponent<Minigame>(); Sherlock.Instance.SetBubblePosition(Sherlock.side.DOWN); interestOptionsRoot.SetActive(false); hiddenObjectsRoot.SetActive(false); tutorialHand = GameObject.Find ("TutorialHand").GetComponent<TutorialHand>(); currentLevel = -1; ShuffleCharacters(); ResetDisplayObjects(); Sherlock.Instance.HideDialogue(); if(!minigame.isStandalone()) //if the minigame is part of the story, not free play mode { Destroy(tutorialOptions); if(showTutorial) { // Show the instructions of the minigame if (minigame != null && minigame.StartConversation() == false) { Debug.Log("To learn other peoples’ interests, use your eyes to find clues about them."); } StartCoroutine("startTutorial"); } else { // Show the instructions of the minigame if (minigame != null && minigame.StartConversation() == false) { Debug.Log("To learn other peoples’ interests, use your eyes to find clues about them."); } Invoke ("InitializeFirstLevel", minigame.GetCurrentDialogueDuration()); } } }
// Use this for initialization void Start() { // Find assocciated minigame minigame = GetComponent<Minigame>(); MinigameDifficulty.Difficulty difficulty = minigame.difficulty; // Initialize levels array myLevels = new GameObject[numLevels]; // Easy or medium assets if(minigame.difficulty != MinigameDifficulty.Difficulty.HARD) { foodsAtlas = (UIAtlas) Resources.Load ("NPCs/Amy/AmyLargeFoodBuffetAtlas", typeof(UIAtlas)); // Gets all large foods foreach(string s in foodsAtlas.GetListOfSprites()) { if(s.Contains("dess")) { dessertItems.Add (s); } else if(s.Contains("app")) { appetizerItems.Add (s); } else if(s.Contains("main")) { mainItems.Add (s); } } // Randomizes the possible appetizer foods for(int appRandomizer = 0; appRandomizer < appetizerItems.Count; appRandomizer++) { int randomindex = Random.Range(appRandomizer, appetizerItems.Count - 1); string swap = (string)appetizerItems[randomindex]; appetizerItems[randomindex] = appetizerItems[appRandomizer]; appetizerItems[appRandomizer] = swap; } // Randomizes the possible main foods for(int mainRandomizer = 0; mainRandomizer < mainItems.Count; mainRandomizer++) { int randomindex = Random.Range(mainRandomizer, mainItems.Count - 1); string swap = (string)mainItems[randomindex]; mainItems[randomindex] = mainItems[mainRandomizer]; mainItems[mainRandomizer] = swap; } // Randomizes the possible dessert foods for(int dessertRandomizer = 0; dessertRandomizer < dessertItems.Count; dessertRandomizer++) { int randomindex = Random.Range(dessertRandomizer, dessertItems.Count - 1); string swap = (string)dessertItems[randomindex]; dessertItems[randomindex] = dessertItems[dessertRandomizer]; dessertItems[dessertRandomizer] = swap; } } // Hard assets if(minigame.difficulty == MinigameDifficulty.Difficulty.HARD) { foodsAtlas = (UIAtlas) Resources.Load ("NPCs/Amy/AmySmallFoodBuffetAtlas", typeof(UIAtlas)); // Gets all large foods foreach(string s in foodsAtlas.GetListOfSprites()) { if(s.Contains("dess")) { dessertItems.Add (s); } else if(s.Contains("app")) { appetizerItems.Add (s); } else if(s.Contains("main")) { mainItems.Add (s); } } // Randomizes the possible appetizer foods for(int appRandomizer = 0; appRandomizer < appetizerItems.Count; appRandomizer++) { int randomindex = Random.Range(appRandomizer, appetizerItems.Count - 1); string swap = (string)appetizerItems[randomindex]; appetizerItems[randomindex] = appetizerItems[appRandomizer]; appetizerItems[appRandomizer] = swap; } // Randomizes the possible main foods for(int mainRandomizer = 0; mainRandomizer < mainItems.Count; mainRandomizer++) { int randomindex = Random.Range(mainRandomizer, mainItems.Count - 1); string swap = (string)mainItems[randomindex]; mainItems[randomindex] = mainItems[mainRandomizer]; mainItems[mainRandomizer] = swap; } // Randomizes the possible dessert foods for(int dessertRandomizer = 0; dessertRandomizer < dessertItems.Count; dessertRandomizer++) { int randomindex = Random.Range(dessertRandomizer, dessertItems.Count - 1); string swap = (string)dessertItems[randomindex]; dessertItems[randomindex] = dessertItems[dessertRandomizer]; dessertItems[dessertRandomizer] = swap; } } // Get all the foods in the target trays ArrayList targetFoodsSmall = new ArrayList(); foreach(Transform targetFood in smallTargetTray.transform) { if(!targetFood.gameObject.name.Contains("Tray")) { targetFoodsSmall.Add (targetFood.gameObject); } } ArrayList targetFoodsLarge = new ArrayList(); foreach(Transform targetFood in largeTargetTray.transform) { if(!targetFood.gameObject.name.Contains("Tray")) { targetFoodsLarge.Add (targetFood.gameObject); } } // Remove two plates from the target trays for(int randomInt = 0; randomInt < 2; randomInt++) { int randomIndex = Random.Range(0, targetFoodsSmall.Count - 1); GameObject targetFoodToRemove = ((GameObject)targetFoodsSmall[randomIndex]).gameObject; targetFoodToRemove.SetActive(false); targetFoodsSmall.Remove(targetFoodToRemove); GameObject targetFoodToRemoveLarge = largeTargetTray.transform.FindChild(targetFoodToRemove.name).gameObject; targetFoodToRemoveLarge.SetActive(false); targetFoodsLarge.Remove(targetFoodToRemoveLarge); } // Get dropspots from player tray GameObject[] dropspots = new GameObject[5]; for(int dropspotsCounterOne = 0; dropspotsCounterOne < 5; dropspotsCounterOne++) dropspots[dropspotsCounterOne] = playerTray.transform.FindChild("Slot" + (dropspotsCounterOne + 1).ToString()).gameObject; // Get all levels in the scene int i = 0; moveDistace.x = buffetTexture.transform.localScale.x; while(i < myLevels.Length) { Transform t = buffet.transform.FindChild("BuffetLevel" + i.ToString()); if (t != null) { myLevels[i] = t.gameObject; // Get all food items in the current level ArrayList foods = new ArrayList(); // Easy difficulty, 4 items if(difficulty == MinigameDifficulty.Difficulty.EASY) { for(int easyCounter = 0; easyCounter < 4; easyCounter++) { GameObject newFood = (GameObject) Instantiate(buffetItem); newFood.transform.parent = myLevels[i].transform; newFood.transform.localPosition = new Vector3(-250 + easyCounter * 90, 290 - easyCounter % 2 * 200, 10); newFood.transform.localScale = new Vector3(2, 2, 2); newFood.transform.FindChild("Buffet_ItemHard1").gameObject.SetActive(false); newFood.transform.FindChild("Buffet_ItemHard2").gameObject.SetActive(false); GameObject newFoodItem = newFood.transform.FindChild("Buffet_ItemEasy").gameObject; newFoodItem.GetComponent<UISprite>().atlas = foodsAtlas; for(int dropspotsCounter = 0; dropspotsCounter < 5; dropspotsCounter++) newFood.GetComponent<DraggableObjectBuffet>().dropspots[dropspotsCounter] = dropspots[dropspotsCounter]; switch(i) { case 0: newFoodItem.GetComponent<UISprite>().spriteName = (string)appetizerItems[easyCounter]; break; case 1: newFoodItem.GetComponent<UISprite>().spriteName = (string)mainItems[easyCounter]; break; case 2: newFoodItem.GetComponent<UISprite>().spriteName = (string)dessertItems[easyCounter]; break; default: newFood.GetComponent<UISprite>().spriteName = (string)appetizerItems[easyCounter]; break; } foods.Add(newFood); } } // Medium difficulty, 8 items if(difficulty == MinigameDifficulty.Difficulty.MEDIUM) { for(int mediumCounter = 0; mediumCounter < 8; mediumCounter++) { GameObject newFood = (GameObject) Instantiate(buffetItem); newFood.transform.parent = myLevels[i].transform; newFood.transform.localPosition = new Vector3(-370 + mediumCounter * 77 - (mediumCounter % 2)*30, 260 - mediumCounter % 2 * 180, 10); newFood.transform.localScale = new Vector3(2, 2, 2); newFood.transform.FindChild("Buffet_ItemHard1").gameObject.SetActive(false); newFood.transform.FindChild("Buffet_ItemHard2").gameObject.SetActive(false); GameObject newFoodItem = newFood.transform.FindChild("Buffet_ItemEasy").gameObject; newFoodItem.GetComponent<UISprite>().atlas = foodsAtlas; for(int dropspotsCounter = 0; dropspotsCounter < 5; dropspotsCounter++) newFood.GetComponent<DraggableObjectBuffet>().dropspots[dropspotsCounter] = dropspots[dropspotsCounter]; switch(i) { case 0: newFoodItem.GetComponent<UISprite>().spriteName = (string)appetizerItems[mediumCounter]; break; case 1: newFoodItem.GetComponent<UISprite>().spriteName = (string)mainItems[mediumCounter]; break; case 2: newFoodItem.GetComponent<UISprite>().spriteName = (string)dessertItems[mediumCounter]; break; default: newFood.GetComponent<UISprite>().spriteName = (string)appetizerItems[mediumCounter]; break; } foods.Add(newFood); } } // Hard difficulty, 8 items split if(difficulty == MinigameDifficulty.Difficulty.HARD) { for(int hardCounter = 0; hardCounter < 8; hardCounter++) { GameObject newFood = (GameObject) Instantiate(buffetItem); newFood.transform.parent = myLevels[i].transform; newFood.transform.localPosition = new Vector3(-370 + hardCounter * 77 - (hardCounter % 2)*30, 260 - hardCounter % 2 * 180, 10); newFood.transform.localScale = new Vector3(2, 2, 2); newFood.transform.localEulerAngles = new Vector3(0, 0, 30); newFood.transform.FindChild("Buffet_ItemEasy").gameObject.SetActive(false); GameObject newFoodItem1 = newFood.transform.FindChild("Buffet_ItemHard1").gameObject; newFoodItem1.GetComponent<UISprite>().atlas = foodsAtlas; GameObject newFoodItem2 = newFood.transform.FindChild("Buffet_ItemHard2").gameObject; newFoodItem2.GetComponent<UISprite>().atlas = foodsAtlas; for(int dropspotsCounter = 0; dropspotsCounter < 5; dropspotsCounter++) newFood.GetComponent<DraggableObjectBuffet>().dropspots[dropspotsCounter] = dropspots[dropspotsCounter]; int nextHardCounter = hardCounter + 1; if(nextHardCounter >= 8) nextHardCounter = 0; switch(i) { case 0: newFoodItem1.GetComponent<UISprite>().spriteName = (string)appetizerItems[hardCounter]; newFoodItem2.GetComponent<UISprite>().spriteName = (string)appetizerItems[nextHardCounter]; break; case 1: newFoodItem1.GetComponent<UISprite>().spriteName = (string)mainItems[hardCounter]; newFoodItem2.GetComponent<UISprite>().spriteName = (string)mainItems[nextHardCounter]; break; case 2: newFoodItem1.GetComponent<UISprite>().spriteName = (string)dessertItems[hardCounter]; newFoodItem2.GetComponent<UISprite>().spriteName = (string)dessertItems[nextHardCounter]; break; default: newFood.GetComponent<UISprite>().spriteName = (string)appetizerItems[hardCounter]; newFoodItem2.GetComponent<UISprite>().spriteName = (string)appetizerItems[nextHardCounter]; break; } foods.Add(newFood); } } // Randomize the order of items in the buffet for(int foodsCounter = 0; foodsCounter < foods.Count; foodsCounter++) { int randomindex = Random.Range(foodsCounter, foods.Count - 1); // Swap positions float x = ((GameObject)foods[randomindex]).transform.position.x; float y = ((GameObject)foods[randomindex]).transform.position.y; ((GameObject)foods[randomindex]).transform.position = new Vector3( ((GameObject)foods[foodsCounter]).transform.position.x, ((GameObject)foods[foodsCounter]).transform.position.y, ((GameObject)foods[foodsCounter]).transform.position.z); ((GameObject)foods[foodsCounter]).transform.position = new Vector3(x, y, ((GameObject)foods[foodsCounter]).transform.position.z); } // Make one item the target food GameObject correctFood = (GameObject)foods[Random.Range(0, foods.Count - 1)]; GameObject correctFoodEasy = correctFood.transform.FindChild("Buffet_ItemEasy").gameObject; GameObject correctFoodHard1 = correctFood.transform.FindChild("Buffet_ItemHard1").gameObject; GameObject correctFoodHard2 = correctFood.transform.FindChild("Buffet_ItemHard2").gameObject; // Update the small and large food tray's plate for easy and medium if(difficulty != MinigameDifficulty.Difficulty.HARD) { ((GameObject)targetFoodsSmall[i]).transform.FindChild("Buffet_ItemHard1").gameObject.SetActive(false); ((GameObject)targetFoodsSmall[i]).transform.FindChild("Buffet_ItemHard2").gameObject.SetActive(false); ((GameObject)targetFoodsSmall[i]).transform.FindChild("Buffet_ItemEasy").gameObject.GetComponent<UISprite>().atlas = foodsAtlas; ((GameObject)targetFoodsSmall[i]).transform.FindChild("Buffet_ItemEasy").gameObject.GetComponent<UISprite>().spriteName = correctFoodEasy.GetComponent<UISprite>().spriteName; // Find and update the large food tray's plate foreach(GameObject g in targetFoodsLarge) { if(g.name == ((GameObject)targetFoodsSmall[i]).gameObject.name) { g.transform.FindChild("Buffet_ItemHard1").gameObject.SetActive(false); g.transform.FindChild("Buffet_ItemHard2").gameObject.SetActive(false); g.transform.FindChild("Buffet_ItemEasy").gameObject.GetComponent<UISprite>().atlas = foodsAtlas; g.transform.FindChild("Buffet_ItemEasy").GetComponent<UISprite>().spriteName = correctFoodEasy.GetComponent<UISprite>().spriteName; break; } } } else if(difficulty == MinigameDifficulty.Difficulty.HARD) { ((GameObject)targetFoodsSmall[i]).transform.localEulerAngles = new Vector3(0, 0, 30); ((GameObject)targetFoodsSmall[i]).transform.FindChild("Buffet_ItemEasy").gameObject.SetActive(false); ((GameObject)targetFoodsSmall[i]).transform.FindChild("Buffet_ItemHard1").gameObject.GetComponent<UISprite>().atlas = foodsAtlas; ((GameObject)targetFoodsSmall[i]).transform.FindChild("Buffet_ItemHard1").gameObject.GetComponent<UISprite>().spriteName = correctFoodHard1.GetComponent<UISprite>().spriteName; ((GameObject)targetFoodsSmall[i]).transform.FindChild("Buffet_ItemHard2").gameObject.GetComponent<UISprite>().atlas = foodsAtlas; ((GameObject)targetFoodsSmall[i]).transform.FindChild("Buffet_ItemHard2").gameObject.GetComponent<UISprite>().spriteName = correctFoodHard2.GetComponent<UISprite>().spriteName; // Find and update the large food tray's plate foreach(GameObject g in targetFoodsLarge) { if(g.name == ((GameObject)targetFoodsSmall[i]).gameObject.name) { g.transform.localEulerAngles = new Vector3(0, 0, 30); g.transform.FindChild("Buffet_ItemEasy").gameObject.SetActive(false); g.transform.FindChild("Buffet_ItemHard1").GetComponent<UISprite>().atlas = foodsAtlas; g.transform.FindChild("Buffet_ItemHard1").GetComponent<UISprite>().spriteName = correctFoodHard1.GetComponent<UISprite>().spriteName; g.transform.FindChild("Buffet_ItemHard2").GetComponent<UISprite>().atlas = foodsAtlas; g.transform.FindChild("Buffet_ItemHard2").GetComponent<UISprite>().spriteName = correctFoodHard2.GetComponent<UISprite>().spriteName; break; } } } correctFood.GetComponent<DraggableObjectBuffet>().isSolution = true; correctFood.GetComponent<DraggableObjectBuffet>().correctSlot = ((GameObject)targetFoodsSmall[i]).name.Replace("Spot", ""); myLevels[i].transform.localPosition = moveDistace * i; } else break; i++; } // Find all game objects related the minigame largeSample = GameObject.Find("SampleTrayLarge"); smallSample = GameObject.Find("SampleTraySmall"); smallSample.SetActive(false); smallSampleBubble = GameObject.Find("SampleTrayBubble"); smallSampleBubble.SetActive(false); myTray = GameObject.Find ("PlayerTray"); myTray.SetActive(false); endGame = GameObject.Find ("EndBackground"); endGame.SetActive(false); buffet.SetActive(false); tutorialHand = GameObject.Find("TutorialHand"); tutorialHand.SetActive(false); tutorialBuffet = GameObject.Find ("TutorialBuffet"); tutorialObject = GameObject.Find ("TutorialObject"); tutorialBuffet.SetActive(false); tutorialObject.SetActive(false); if(!minigame.isStandalone()) //if the minigame is part of the story, not free play mode { Destroy(tutorialOptions); if(showTutorial) { largeSample.SetActive(false); myTray.SetActive(true); tutorialBuffet.SetActive(true); StartCoroutine("startTutorial"); } else { // Show the instructions of the minigame if (minigame != null && minigame.StartConversation() == false) { Debug.Log("S: This is Amy's original order. She had a garden salad, burger and strawberries. We must remake Amy's lunch exactly as it appears, so choose the RIGHT item, and place it in the RIGHT location."); } Invoke ("LayBuffet", minigame.GetCurrentDialogueDuration()); } } }
// Use this for initialization void Start() { phase = 0; //Debug.Log("Phase: " + phase); notepad.SetActive(false); cont = true; myLevels = new GameObject[numLevels]; myAnswers = new GameObject[numLevels]; //find first level, or MaxLevel0 //myLevels[0] = GameObject.Find("MaxLevel0"); //fill up myLevels with remaining //int i = 1; for (int i = 0 ; i < numLevels ; i++)//(GameObject.Find("MaxLevel" + i.ToString()) !=null) { myLevels[i] = GameObject.Find("MaxLevel" + i.ToString()); foreach(Transform child in myLevels[i].transform) { child.gameObject.SetActive(false); } myAnswers[i] = GameObject.Find("Answer" + i.ToString()); myAnswers[i].SetActive(false); } for(int i = 0; i<3; i++) { crosses[i].SetActive(false); } // Find assocciated minigame minigame = GetComponent<Minigame>(); tutorialHand = GameObject.Find ("TutorialHand"); tutorialHand.SetActive(false); tutorialObject = GameObject.Find("TutorialObject"); tutorialObject.SetActive(false); notepad.SetActive(true); checkmark.SetActive(false); phase = 1; currLevel = 0; PlayAnimation (NPCAnimations.AnimationIndex.NEUTRAL); if(!minigame.isStandalone()) //if the minigame is part of the story, not free play mode { Destroy(tutorialOptions); // Show the instructions of the minigame if (minigame != null && minigame.StartConversation() == false) { Debug.Log("S: Let's help Max make new choices based on what he already likes. Max will give you a description for each category, you choose something similar."); } Invoke("continueDialogue", minigame.GetCurrentDialogueDuration()); //StartCoroutine(WaitForInput("startGame")); //Invoke ("startGame", minigame.conversationTree.root.GetCommulativeDuration() + 1.5f); } }
// Use this for initialization void Start() { answersList = new List<string>(); topicSelectorList = new List <int>(); Sherlock.Instance.SetBubblePosition (Sherlock.side.DOWN); tutorialHand.SetActive(false); // Find assocciated minigame minigame = GetComponent<Minigame>(); //minigame.difficulty = MinigameDifficulty.Difficulty.EASY; switch (minigame.difficulty) { //total = 4 case MinigameDifficulty.Difficulty.EASY: correctTopics = 1; maxNumberIncorrectTopics = 3; break; //total = 6 case MinigameDifficulty.Difficulty.MEDIUM: correctTopics = 2; maxNumberIncorrectTopics = 4; break; //total = 8 case MinigameDifficulty.Difficulty.HARD: correctTopics = 3; maxNumberIncorrectTopics = 5; break; } completeList = new List<List<Texture>>(); completeList.Add(foodTextureList); completeList.Add(feetTextureList); completeList.Add(readTextureList); completeList.Add(sportsTextureList); completeList.Add(vehiclesTextureList); completeList.Add(weatherTextureList); for(int i = 0; i < 6; i++) topicSelectorList.Add(i); //SelectTopicsOfConversation(); int counter = 0; foreach(UITexture friend in friends) { setFriendAnimation(NPCAnimations.AnimationIndex.IDLE,friendsAnims[counter]); friend.transform.parent.gameObject.SetActive(false); counter++; } setFriendAnimation(NPCAnimations.AnimationIndex.IDLE, gabyAnim); wheel.transform.parent.FindChild("ThoughtBubble").gameObject.SetActive(false); Sherlock.Instance.HideDialogue(); if(!minigame.isStandalone()) //if the minigame is part of the story, not free play mode { Destroy(tutorialOptions); showTutorial = !ApplicationState.Instance.presentationBuild; if (ShowDialogue(DialogueType.START) == false) { Debug.Log("Starting!!"); } } }
// Use this for initialization void Start() { wrongTries = 0; Instance = this; Sherlock.Instance.SetBubblePosition (Sherlock.side.DOWN); correctSlotRef = -1; phase = 0; cont = false; puzzleComplete = false; hintGiven = false; hintAsked = false; //shuffle the puzzles System.Random rng = new System.Random(); int n = myPuzzles.Length; while (n > 1) { n--; int k = rng.Next(n + 1); GameObject value = myPuzzles[k]; PuzzleImageType sol = mySolutions[k]; myPuzzles[k] = myPuzzles[n]; mySolutions[k] = mySolutions[n]; myPuzzles[n] = value; mySolutions[n] = sol; } mySolutions[0].SetActive(false); // Find assocciated minigame minigame = GetComponent<Minigame>(); switch (minigame.difficulty) { case MinigameDifficulty.Difficulty.EASY: myPuzzles[0].GetComponent<UITexture>().mainTexture = easyOutline; myPuzzles[0].GetComponent<PuzzlePieceTextureMod>().puzzleOutline = easyColored; totalPieces = 6; break; case MinigameDifficulty.Difficulty.MEDIUM: myPuzzles[0].GetComponent<UITexture>().mainTexture = medOutline; myPuzzles[0].GetComponent<PuzzlePieceTextureMod>().puzzleOutline = medColored; totalPieces = 12; break; case MinigameDifficulty.Difficulty.HARD: myPuzzles[0].GetComponent<UITexture>().mainTexture = hardOutline; myPuzzles[0].GetComponent<PuzzlePieceTextureMod>().puzzleOutline = hardColored; totalPieces = 20; break; } for(int j = 1; j<myPuzzles.Length; j++) { myPuzzles[j].SetActive(false); mySolutions[j].SetActive(false); switch (minigame.difficulty) { case MinigameDifficulty.Difficulty.EASY: myPuzzles[j].GetComponent<UITexture>().mainTexture = easyOutline; myPuzzles[j].GetComponent<PuzzlePieceTextureMod>().puzzleOutline = easyColored; break; case MinigameDifficulty.Difficulty.MEDIUM: myPuzzles[j].GetComponent<UITexture>().mainTexture = medOutline; myPuzzles[j].GetComponent<PuzzlePieceTextureMod>().puzzleOutline = medColored; break; case MinigameDifficulty.Difficulty.HARD: myPuzzles[j].GetComponent<UITexture>().mainTexture = hardOutline; myPuzzles[j].GetComponent<PuzzlePieceTextureMod>().puzzleOutline = hardColored; break; } } buttons.SetActive(false); hintButton.SetActive(false); tutorialHand = GameObject.Find("TutorialHand"); tutorialHand.SetActive(false); tutorialObject = GameObject.Find("PuzzlePiece"); tutorialObject.SetActive(false); tutorialSlot = GameObject.Find("PuzzleSlot"); tutorialSlot.SetActive(false); // Show the instructions of the minigame /*if (minigame != null && minigame.StartConversation() == false) { Debug.Log("S: Knowing when to laugh is puzzling. Complete each puzzle and choose whether you should laugh, or you should help, the people in the image."); } */ //minigame.StartConversation(); if(!minigame.isStandalone()) //if the minigame is part of the story, not free play mode { Destroy(tutorialOptions); Sherlock.Instance.PlaySequenceInstructions(minigame.conversationTree.root, null); if(showTutorial) StartCoroutine("startTutorial"); else Invoke ("startGame", minigame.conversationTree.root.GetCommulativeDuration() + 1.5f); } }
public virtual void AddMinigame( Minigame game, Interface inface = null ) { if (inface == null) inface = interface_mouse_screenspace; minigames.Add(new MinigameHelper( game, inface, pool_of_things )); }