示例#1
0
    protected override void assignPlayerNameToUI()
    {
        currentStatus cs = saveController.loadStatus();

        scoreUI[2].text = cs.playerNames[0];
        scoreUI[0].text = (instedElements[1].GetComponent <scoreContaint>().getScore()).ToString();
    }
示例#2
0
    //////////////////////////////////////
    //  [ STEP 2 ]  PLACE TOKENS: We look for the spots where we need to add the token than than we generate the tokens at those positions
    void placeTokens(int[,] theCurrArray)
    {
        int theNumRows = (theCurrArray.Length / 8);

        //Check each Entry in the table and we print it out
        for (int theRow = 0; theRow < theNumRows; theRow++)
        {
            for (int incre = 0; incre < 8; incre++)
            {
                //print(theCurrArray[theRow,incre]);
                switch (theCurrArray[theRow, incre])
                {
                case 1:
                    //We place a white token
                    generateTokens(theRow, incre, theCurrArray[theRow, incre]);
                    break;

                case 2:
                    //We place a black token
                    generateTokens(theRow, incre, theCurrArray[theRow, incre]);
                    break;
                } //end Switch
            }     //End for loop
        }         //End Row For loop

        //We are done creating the map so we give the greenlight
        theCurrentStatus = currentStatus.taskComplete;
    }    //end FCT
    void inhubcorrutine()
    {
        if (lives == 0)
        {
            /// elimina escenario actual
            /// genera el lose
            Destroy(GameObject.FindGameObjectWithTag("game"));
            swIntTransition = true;
            Instantiate(transitionGameOver);
            actualCurrentStatus = currentStatus.inGameOver;
//			yield return new WaitForSeconds (1);
        }
        else
        {
            // generar el minijuego y elimina transicion actual

            verifyFase();
            miniGameStatus = true;
            Destroy(GameObject.FindGameObjectWithTag("transition"));
            int randomID = Random.Range(0, miniGameFactory.Length);
            previousMinigame = randomID;
            GameObject timer = GameObject.FindGameObjectWithTag("timer");
            timer.GetComponent <timeController> ().setMaxValue(timersMiniGame[randomID]);
            timer.GetComponent <timeController> ().clearTimer();
            Instantiate(miniGameFactory[randomID]);
            actualCurrentStatus = currentStatus.inMiniGame;

            endMiniGame = false;
//			yield return new WaitForSeconds (1);
        }
    }
    public void initGame()
    {
        Destroy(GameObject.FindGameObjectWithTag("game"));
        Destroy(GameObject.FindGameObjectWithTag("transition"));
        swControl           = true;
        score               = 0;
        highScore           = PlayerPrefs.GetInt("HighScore");
        lives               = 4;
        miniGameStatus      = true;
        subfase             = 0;
        faseActual          = 0;
        fases               = new fase[4];
        fases [0]           = new fase(1, 1, 1);
        fases [1]           = new fase(1, 1, 1);
        fases [2]           = new fase(1, 1, 1);
        fases [3]           = new fase(1, 1, 1);
        actualCurrentStatus = currentStatus.inStartGame;

        // Clean Strings
        setQuote();
        previousMinigame = -1;
        currentMinigame  = -1;

        Debug.Log("estart");
        swIntTransition = true;
        Instantiate(transitionStartGame);
    }
示例#5
0
    private void loadHelpScene()
    {
        currentStatus cs = new currentStatus();

        cs.sceneName = "help";
        saveController.saveStatus(cs);
        Application.LoadLevel("help");
    }
示例#6
0
    private void loadInputName2Player()
    {
        currentStatus cs = new currentStatus();

        cs.sceneName = "2player1device";
        saveController.saveStatus(cs);

        Application.LoadLevel("inputName2Player");
    }
示例#7
0
    protected override void updateScoreUI()
    {
        currentStatus cs = saveController.loadStatus();

        for (int i = 0; i < 2; i++)
        {
            scoreUI[i].text = (instedElements[i].GetComponent <scoreContaint>().getScore()).ToString();
        }
    }
示例#8
0
    public static void saveStatus(currentStatus cs)
    {
        BinaryFormatter formatter = new BinaryFormatter();
        string          path      = Application.persistentDataPath + "/save.pong";
        FileStream      stream    = new FileStream(path, FileMode.Create);

        formatter.Serialize(stream, cs);
        stream.Close();
    }
示例#9
0
    public static currentStatus loadStatus()
    {
        BinaryFormatter formatter = new BinaryFormatter();
        string          path      = Application.persistentDataPath + "/save.pong";
        FileStream      stream    = new FileStream(path, FileMode.Open);

        currentStatus cs = formatter.Deserialize(stream) as currentStatus;

        stream.Close();

        return(cs);
    }
    private void loadGame()
    {
        currentStatus cs = saveController.loadStatus();

        if (cs.sceneName == "1player1device")
        {
            Application.LoadLevel("1player1device");
        }
        else if (cs.sceneName == "2player1device")
        {
            Application.LoadLevel("2player1device");
        }
    }
示例#11
0
    public void loadInputName()
    {
        currentStatus cs = saveController.loadStatus();

        if (cs.sceneName == "1player1device")
        {
            Application.LoadLevel("inputName1Player");
        }
        else if (cs.sceneName == "2player1device")
        {
            Application.LoadLevel("inputName2Player");
        }
    }
示例#12
0
    void inTransitionLoseCorrutine()
    {
        if (!swIntTransition)
        {
            actualCurrentStatus = currentStatus.inHub;
        }
        else
        {
            Debug.Log("No termino la transicion del lose");
        }
        /// generar animacion lose
//		actualCurrentStatus = currentStatus.inHub;
//		yield return new WaitForSeconds (1);
    }
示例#13
0
    void startGameTransition()
    {
        //generar prefab animation start generar piso personas y inicia correr
        if (!swIntTransition)
        {
            actualCurrentStatus = currentStatus.inHub;
        }
        else
        {
            Debug.Log("En Animacion");
        }


//		yield return new WaitForSeconds (1);
    }
示例#14
0
    public void disableTutorial()
    {
        currentStatus cs = saveController.loadStatus();

        if (!(cs.help))
        {
            gameObject.SetActive(false);
        }
        else if (Input.touches.Length > 0 || Input.GetMouseButtonDown(0))
        {
            cs.help = false;
            saveController.saveStatus(cs);

            gameObject.SetActive(false);
        }
    }
    private void loadGameWithHelp()
    {
        currentStatus cs = saveController.loadStatus();

        cs.help = true;
        saveController.saveStatus(cs);

        if (cs.sceneName == "1player1device")
        {
            Application.LoadLevel("1player1device");
        }
        else if (cs.sceneName == "2player1device")
        {
            Application.LoadLevel("2player1device");
        }
    }
示例#16
0
    //-----------------------------------------------------------------------------------------------------------------------


    // Use this for initialization
    public void initMe()
    {
        //Resets the data in the table
        softReset();

        //Set the base Blocks Positions
        setDefaultBlocks();

        //Creates the field.
        makeField();

        //We generate the blocks
        //generateField();

        //We say that the task is complete .
        theCurrentStatus = currentStatus.taskComplete;
    }
    private void activeHelpUI()
    {
        currentStatus cs = new currentStatus();

        if (cs.sceneName == "1player1device")
        {
            leftPaddle = GameObject.Find("leftPaddle(Clone)");
            if (leftPaddle.transform.position.z <= 0)
            {
                leftRingForBottomPositionOfPaddle.SetActive(true);
            }
            else
            {
                leftRingForTopPositionOfPaddle.SetActive(true);
            }
            leftLose.SetActive(true);
            move.SetActive(true);
        }
        else if (cs.sceneName == "2player1device")
        {
            leftPaddle  = GameObject.Find("leftPaddle(Clone)");
            rightPaddle = GameObject.Find("rightPaddle(Clone)");

            if (leftPaddle.transform.position.z <= 0)
            {
                leftRingForBottomPositionOfPaddle.SetActive(true);
            }
            else
            {
                leftRingForTopPositionOfPaddle.SetActive(true);
            }

            if (rightPaddle.transform.position.z <= 0)
            {
                rightRingForBottomPositionOfPaddle.SetActive(true);
            }
            else
            {
                rightRingForTopPositionOfPaddle.SetActive(true);
            }
            leftLose.SetActive(true);
            rightLose.SetActive(true);
            move.SetActive(true);
        }
    }
示例#18
0
    protected override void loadLastStatus()
    {
        currentStatus cs = saveController.loadStatus();


        if (cs.inGame)
        {
            instedElements[2].transform.position    = new Vector3(cs.sphere[0], instedElements[2].transform.position.y, cs.sphere[1]);
            instedElements[2].transform.eulerAngles = new Vector3(0, 0, 0);
            instedElements[2].transform.Rotate(0, cs.sphere[2], 0);
            instedElements[1].transform.position = new Vector3(instedElements[1].transform.position.x, instedElements[1].transform.position.y, cs.paddles[1]);
            instedElements[1].GetComponent <scoreContaint>().setScore(cs.score[1]);
            base.startTime = cs.startTime + (Time.time - cs.pauseTime);

            updateScoreUI();
        }
        cs.inGame = false;
    }
示例#19
0
    //==========WHAT WILL U DO?===================\\
    //0. By default we will set the player to black  √
    //1. Scan the map and see where are the token   √
    //2. Get the location where we can put the tokens  √


    //> CHECK ON THE RIGHT   X _   √


    //> CHECK ON THE LEFT  _X  √


    //>                                         _
    //> CHECK ON TOP             X      √


    //> CHECK ON  BOTTOM     X    √
    //>                                         _

    //We return the positions available.


    //////////////////////////////////////
    //  [ STEP 1 ] CHECK FOR  AVAILABLE POSITIONS : checks if there is some available positions, then place token to the available places,
    public void startCheckingForPosition()
    {
        //ResetToken
        nbCheckedTokens = 0;

        //print ("CALLED ME player : " + playerSlctColor);
        //Get the number of rows
        int theNumRows = (theField.Length / 8);

        //We check the rows
        for (int theRow = 0; theRow < theNumRows; theRow++)
        {
            //We check each elm in that row
            for (int incre = 0; incre < 8; incre++)
            {
                //We look for a player Token, if there is one we start looking for  possible positions where to put your token.
                if (theField[theRow, incre] == playerSlctColor)
                {
                    int firstTkenLocation = theField[theRow, incre];

                    //print("Found Token at: " + theTileNames[theRow,incre] + "  " + theField[theRow,incre] );

                    //we are jsut looking on the right right now
                    lookForAvailable(lookDirection.right, theRow, incre, firstTkenLocation);
                    lookForAvailable(lookDirection.left, theRow, incre, firstTkenLocation);
                    lookForAvailable(lookDirection.up, theRow, incre, firstTkenLocation);
                    lookForAvailable(lookDirection.down, theRow, incre, firstTkenLocation);


                    lookForAvailable(lookDirection.diagUpRight, theRow, incre, firstTkenLocation);
                    lookForAvailable(lookDirection.diagUpLeft, theRow, incre, firstTkenLocation);
                    lookForAvailable(lookDirection.diagDownRight, theRow, incre, firstTkenLocation);
                    lookForAvailable(lookDirection.diagDownLeft, theRow, incre, firstTkenLocation);
                }        //End if find user's token
            }            //End For



            //##TASK IS COMPLETE ENDS THIS SCRIPT
            //We are done creating the map so we give the greenlight
            theCurrentStatus = currentStatus.taskComplete;
        } //End Generating
    }     //End StartChecking
示例#20
0
    private string getWinnerName()
    {
        int           leftPlayerScore  = base.instedElements[1].GetComponent <scoreContaint>().getScore();
        int           rightPlayerScore = base.instedElements[0].GetComponent <scoreContaint>().getScore();
        currentStatus cs = saveController.loadStatus();

        if (rightPlayerScore > leftPlayerScore)
        {
            return(cs.playerNames[1]);
        }

        else if (rightPlayerScore < leftPlayerScore)
        {
            return(cs.playerNames[0]);
        }

        else
        {
            return("equal");
        }
    }
示例#21
0
        //copy
        private void toolStripButton6_Click(object sender, EventArgs e)
        {
            if (listView1.Items.Count > 0)
            {
                //set current status
                currentSTT = currentStatus.copy;

                //reset sourceFile list
                //reset fileName list
                fileName.Clear();
                sourceFile.Clear();

                //init sourceFile
                //init fileName
                for (int i = 0; i < listView1.SelectedItems.Count; i++)
                {
                    fileName.Add(listView1.SelectedItems[i].Text);
                    sourceFile.Add(txtbox_path.Text + fileName[i]);
                }
            }
        }
示例#22
0
    void inMiniGameCorrutine()
    {
        Debug.Log("sGG");
        setQuote("", lolMySoul.getQuote(previousMinigame));
        //// hasta que responda el managaer basic
        if (endMiniGame)
        {
            Destroy(GameObject.FindGameObjectWithTag("game"));
            if (miniGameStatus)
            {
                swIntTransition = true;
                score          += 1;
                //Destroy(GameObject.FindGameObjectWithTag("game"));
                swIntTransition = true;
                Instantiate(transitionWinGame);
                setQuote();
                actualCurrentStatus = currentStatus.inTransitionWin;
            }
            else
            {
                swIntTransition = true;
                if (lives > 0)
                {
                    lives--;
                }

                //Destroy(GameObject.FindGameObjectWithTag("game"));
                setQuote(lolMySoul.getFrase(previousMinigame));
                swIntTransition = true;
                Instantiate(transitionLoseGame);
                actualCurrentStatus = currentStatus.inTransitionLose;
            }
//			yield return new WaitForSeconds (1);
        }
        else
        {
            Debug.Log("No termino el minijuego");
//			yield return new WaitForSeconds (1);
        }
    }
示例#23
0
    protected override void saveCurrentStatus()
    {
        currentStatus cs = saveController.loadStatus();

        cs.sphere[0] = instedElements[2].transform.position.x;
        cs.sphere[1] = instedElements[2].transform.position.z;
        cs.sphere[2] = instedElements[2].transform.eulerAngles.y;

        cs.paddles[1] = instedElements[1].transform.position.z;

        cs.score[1] = instedElements[1].GetComponent <scoreContaint>().getScore();

        cs.inGame = true;

        cs.pauseTime = Time.time;

        cs.pauseTime = Time.time;
        cs.startTime = base.startTime;

        saveController.saveStatus(cs);

        Application.LoadLevel("pauseMeniu");
    }
示例#24
0
    private void submitClicked()
    {
        currentStatus cs = saveController.loadStatus();

        cs.inGame = false;


        if (cs.sceneName == "1player1device")
        {
            cs.playerNames[0] = input1.text.ToString();
            saveController.saveStatus(cs);

            Application.LoadLevel("1player1device");
        }
        else if (cs.sceneName == "2player1device")
        {
            cs.playerNames[0] = input1.text.ToString();
            cs.playerNames[1] = input2.text.ToString();
            saveController.saveStatus(cs);

            Application.LoadLevel("2player1device");
        }
    }
示例#25
0
 private void Start()
 {
     submitNamesBtn.GetComponent <Button>().onClick.AddListener(() => submitClicked());
     currentStatus cs = saveController.loadStatus();
 }