public void Initialize() { this.Mood = eMood.allright; this.Health = eHealth.ok; this.Social = eSocial.loner; this.Political = ePolitical.central; }
public void SetSegment(eMood selectedMood) { Texture2D segColour; switch (selectedMood) { case eMood.Optimisism: segColour = OptimismColour; break; case eMood.Pessismism: segColour = PessimismColour; break; case eMood.Anger: segColour = AngerColour; break; case eMood.Chilled: segColour = ChilledColour; break; case eMood.eMoodCount: throw new UnityException("Invalid card selected"); default: throw new UnityException("Invalid card selected"); } segments[currentLifeSeg].blockRender = segColour; ++currentLifeSeg; }
public void DealCard(eMood card) { if (CurrentHandSize >= HandSize) { throw new UnityException("Too many cards in the hand"); } ++currentHandSize; GameObject flipCard = (GameObject)Instantiate(FlipCardPrefab); FlippableCard flipper = flipCard.GetComponent <FlippableCard>(); flipper.startPosition = deckPosition.position; flipper.finishPosition = NextCardSpawnPoint; flipper.mood = card; GameObject newCard; switch (card) { case eMood.Optimisism: newCard = (GameObject)Instantiate(optimismCard, NextCardSpawnPoint, Quaternion.AngleAxis(90.0f, Vector3.left) * Quaternion.AngleAxis(180.0f, Vector3.up)); break; case eMood.Pessismism: newCard = (GameObject)Instantiate(pesimismCard, NextCardSpawnPoint, Quaternion.AngleAxis(90.0f, Vector3.left) * Quaternion.AngleAxis(180.0f, Vector3.up)); break; case eMood.Anger: newCard = (GameObject)Instantiate(angerCard, NextCardSpawnPoint, Quaternion.AngleAxis(90.0f, Vector3.left) * Quaternion.AngleAxis(180.0f, Vector3.up)); break; case eMood.Chilled: newCard = (GameObject)Instantiate(chillCard, NextCardSpawnPoint, Quaternion.AngleAxis(90.0f, Vector3.left) * Quaternion.AngleAxis(180.0f, Vector3.up)); break; case eMood.eMoodCount: throw new UnityException("Unknown mood type"); default: throw new UnityException("Unknown mood type"); } hand[NextHandSlot] = newCard; newCard.GetComponent <MoodCard>().mood = card; newCard.GetComponent <Draggable>().OnSpent += new System.EventHandler(Hand_OnSpent); newCard.transform.parent = transform; newCard.SetActive(false); flipper.OnArrive += (pos) => { newCard.SetActive(true); }; }
void ResetValues() { lastMood = (eMood)Random.Range(0, (int)eMood.eMoodCount); moodValues = new int[(int)eMood.eMoodCount]; for (int i = 0; i < moodValues.Length; ++i) { moodValues[i] = 0; } background.material.color = DefaultColour; }
public void SetOutcome(eMood mood) { switch (mood) { case eMood.Optimisism: ApplyOutcome(currentEvent.optimismOutcome); break; case eMood.Pessismism: ApplyOutcome(currentEvent.pessimismOutcome); break; case eMood.Anger: ApplyOutcome(currentEvent.angerOutcome); break; case eMood.Chilled: ApplyOutcome(currentEvent.chilledOutcome); break; } }
public eMood DrawCard() { eMood topCard = CurrentDeck[0]; CurrentDeck.RemoveAt(0); //transform.localScale.y -= cardHeight; newCardDrawn.Play(); return(topCard); }
public void PlayCard(eMood card) { if (gameState != GameState.WaitingOnCardChoose) { throw new UnityException("Invalid state to be playing a card"); } lastMood = card; shower.SetOutcome(card); lifeSegmentBar.SetSegment(card); switch (card) { case eMood.Optimisism: background.material.color = OptimismColour; break; case eMood.Pessismism: background.material.color = PessimismColour; break; case eMood.Anger: background.material.color = AngerColour; break; case eMood.Chilled: background.material.color = ChilledColour; break; case eMood.eMoodCount: throw new UnityException("Invalid card"); default: throw new UnityException("Invalid card"); } ++moodValues[(int)card]; button.Avaliable = true; gameState = GameState.WaitingOnConfirmation; }
void ComputeSounds(eMood mood, int level) { if (level >= 1) { level1Players[(int)mood].fader.FadeIn(); if (level >= 2) { level2Players[(int)mood].fader.FadeIn(); } else { level2Players[(int)mood].fader.FadeOut(); } } else { level1Players[(int)mood].fader.FadeOut(); } }
// Update is called once per frame void Update() { for (int i = 0; i < (int)eMood.eMoodCount; ++i) { eMood mood = (eMood)i; ComputeSounds(mood, manager.moodValues[i]); } eMood mostUsedMood = manager.MostUsedMood; int value = manager.moodValues[(int)mostUsedMood]; if (value >= 3) { bassPlayers[(int)mostUsedMood].player.clip = bassTracks[(int)mostUsedMood]; bassPlayers[(int)mostUsedMood].fader.FadeIn(); } if (oldBass != value && oldBass != -1) { bassPlayers[oldBass].fader.FadeOut(); } }
public void SetOutcome(eMood mood) { currentEventShower.SetOutcome(mood); outcomeArrivalSound.Play(); }