spinningcube/Assets/Asset Packs/Ultimate GUI Kit/Script/Main.cs

410 lines
19 KiB
C#

using UnityEngine;
using System.Collections;
using Holoville.HOTween;
/// <summary>
/// This class is the main entry point of the game it should be attached to a gameobject and be instanciate in the scene
/// Author : Pondomaniac Games
/// </summary>
public class Main : MonoBehaviour
{
public GameObject _Tutorial;//Tutorial GameObject
public int _scoreIncrement;//The amount of point to increment each time we score
private int _scoreTotal = 0;//The score
float progress = 0;//The progress bar progress
public float _timerCoef ;//The progress bar speed
public GameObject _Time;//The timer
public GameObject _PauseButton;//The pause button we use in the scene
private bool isPaused = false ;//A flag indicating if the game is paused
private bool isEnded = false ;//A flag indicating if the game has ended
private bool isCountingDown = true ;//A flag indicating if the game is counting down
public GameObject _ReloadButton;//The reload button we use in the scene
public GameObject _PlayButton;//The play button we use in the scene
public GameObject _MenuButton;//The menu button we use in the scene
public GameObject _PausedBackground;//The pause background
float timing = 0;//The local timer
public GameObject _TimeIsUp;//The object indicating if the time is up
public GameObject _MessageEffectWhenShown;//A particul effect we can use when a message is shown
bool _BestScoreReached = false ;//A flag indicating if the bestscore has been reached
bool _BestLevelReached = false ;//A flag indicating if the bestlevel has been reached
public GameObject _CurrentScore;//The current score in the scene
public GameObject _BestScore;//The best score in the scene
public GameObject _CurrentLevel;//The current level in the scene
public GameObject _BestLevel;//The best level in the scene
public GameObject _ScoreBoard;//The score board when the game has ended or when the time is up
public GameObject _FaceBookButton;//The facebook button to share the score with friends
public GameObject _Level;//Level reached
public GameObject _LevelTextValue;//Level reached text value
public GameObject _CountDown;//The CountDown object that is not used directly that we use to replicate the style when displaying countdown
public GameObject _TestScore;//The testscore button used to test the score and level increment
public GameObject _TestLevelEnd;//The testscore button used to test the rnd of the level
public AudioClip PowerSound;//The sound heared when we level up
public AudioClip MenuSound;//The sound heared when we click on a button
int level = 0;
float maxProgress = 0;
float ScoreByLevel = 0;
public AudioClip LevelUpSound;
public AudioClip TimeUpSound;
public AudioClip BestScoreSound;
public AudioClip EndSound;
public AudioClip CountDownSound;
// Use this for initialization
void Start ()
{
UpdateLevel (0);
progress = (float)(timing * _timerCoef);
//_Timer new Rect(pos.x, pos.y, size.x, size.y), progressBarEmpty);
_Time.transform.localScale = new Vector3 (Mathf.Clamp01 (progress), _Time.transform.localScale.y, 0);
StartCoroutine (Init ());
}
// Update is called once per frame
void Update ()
{
if (Input.GetKeyDown (KeyCode.Escape)) {
Application.Quit ();
}
//Detecting if the player clicked on the left mouse button and also if there is no animation playing
if (Input.GetButtonDown ("Fire1")) {
//The 3 following lines is to get the clicked GameObject and getting the RaycastHit2D that will help us know the clicked object
RaycastHit2D hit = Physics2D.Raycast (Camera.main.ScreenToWorldPoint (Input.mousePosition), Vector2.zero);
if (hit.transform != null) {
if (hit.transform.gameObject.name == _MenuButton.name) {
GetComponent<AudioSource>().PlayOneShot (MenuSound);
hit.transform.localScale = new Vector3 (1.1f, 1.1f, 0);
Application.LoadLevel ("MainMenu");
}
if (hit.transform.gameObject.name == _FaceBookButton.name) {
hit.transform.localScale = new Vector3 (1.5f, 1.5f, 0);
onBragClicked ();
}
if (hit.transform.gameObject.name == _ReloadButton.name) {
GetComponent<AudioSource>().PlayOneShot (MenuSound);
Time.timeScale = 1;
isPaused = false;
HOTween.Play ();
hit.transform.localScale = new Vector3 (1.1f, 1.1f, 0);
Application.LoadLevel (Application.loadedLevelName);
}
if (hit.transform.gameObject.name == _PauseButton.name && !isPaused && !isCountingDown && !isEnded && HOTween.GetTweenersByTarget (_PlayButton.transform, false).Count == 0 && HOTween.GetTweenersByTarget (_MenuButton.transform, false).Count == 0) {
GetComponent<AudioSource>().PlayOneShot (MenuSound);
StartCoroutine (ShowMenu ());
hit.transform.localScale = new Vector3 (1.1f, 1.1f, 0);
} else if ((hit.transform.gameObject.name == _PauseButton.name || hit.transform.gameObject.name == _PlayButton.name) && !isEnded && !isCountingDown && isPaused && HOTween.GetTweenersByTarget (_PlayButton.transform, false).Count == 0 && HOTween.GetTweenersByTarget (_MenuButton.transform, false).Count == 0) {
GetComponent<AudioSource>().PlayOneShot (MenuSound);
StartCoroutine (HideMenu ());
hit.transform.localScale = new Vector3 (1f, 1f, 0);
} else if ((hit.transform.gameObject.name == _TestScore.name) && !isEnded && !isCountingDown && !isPaused) {
GetComponent<AudioSource>().PlayOneShot (MenuSound);
_scoreTotal += _scoreIncrement;
UpdateLevel (20 * _scoreIncrement);
Util.ButtonPressAnimation (hit.transform.gameObject);
} else if ((hit.transform.gameObject.name == _TestLevelEnd.name) && !isEnded && !isCountingDown && !isPaused) {
isEnded = true;
isPaused = true;
StartCoroutine (ShowBoardScore ());
Util.ButtonPressAnimation (hit.transform.gameObject);
//Update the Level
UpdateReachedLevel ();
}
}
}
if (isPaused)
return;
if (! isPaused) {
timing += 0.001f;
progress = (float)(timing * _timerCoef);
_Time.transform.localScale = new Vector3 (Mathf.Clamp01 (progress), _Time.transform.localScale.y, 0);
}
if (Mathf.Clamp01 (progress) >= 1) {
isEnded = true;
isPaused = true;
TweenParms parms = new TweenParms ().Prop ("position", new Vector3 (_TimeIsUp.transform.position.x, -0.85f, -6)).Ease (EaseType.EaseOutQuart);
HOTween.To (_TimeIsUp.transform, 0.5f, parms).WaitForCompletion ();
StartCoroutine (ShowBoardScore ());
}
//Update the score
(GetComponent (typeof(TextMesh))as TextMesh).text = _scoreTotal.ToString ();
if (PlayerPrefs.GetInt ("HighScore") < _scoreTotal && !_BestScoreReached) {
_BestScoreReached = true;
}
if (PlayerPrefs.GetInt ("HighLevel") < level && !_BestLevelReached) {
_BestLevelReached = true;
}
}
//Update the Level
void UpdateLevel (int score)
{
ScoreByLevel += score;
maxProgress = (float)Mathf.Floor (250 * (level + 1));
_Level.transform.localScale = new Vector3 ((float)(ScoreByLevel / maxProgress), _Level.transform.localScale.y, 0);
if (Mathf.Clamp01 (_Level.transform.localScale.x) >= 1) {
//_Level.transform.localScale= new Vector3 (0, _Level.transform.localScale.y, 0) ;
//Order is important for calculus
level += 1;
ScoreByLevel = 0;
timing = 0;
GetComponent<AudioSource>().PlayOneShot (PowerSound);
TweenParms parms = new TweenParms ().Prop ("localScale", new Vector3 (0, _Level.transform.localScale.y, -6)).Ease (EaseType.EaseOutQuart);
HOTween.To (_Level.transform, 0.5f, parms).WaitForCompletion ();
parms = new TweenParms ().Prop ("localScale", new Vector3 (0, _Time.transform.localScale.y, -6)).Ease (EaseType.EaseOutQuart);
HOTween.To (_Time.transform, 0.5f, parms).WaitForCompletion ();
(_LevelTextValue.GetComponent (typeof(TextMesh))as TextMesh).text = level.ToString ();
var destroyingParticle = GameObject.Instantiate (_LevelTextValue as GameObject, new Vector3 (_LevelTextValue.transform.position.x, _LevelTextValue.transform.position.y, _LevelTextValue.transform.position.z - 1), transform.rotation) as GameObject;
Color oldColor = destroyingParticle.GetComponent<Renderer>().material.color;
parms = new TweenParms ().Prop ("color", new Color (oldColor.r, oldColor.b, oldColor.g, 0f)).Ease (EaseType.EaseOutQuart);
HOTween.To ((destroyingParticle.GetComponent (typeof(TextMesh))as TextMesh), 4f, parms);
parms = new TweenParms ().Prop ("fontSize", 150).Ease (EaseType.EaseOutQuart);
HOTween.To ((destroyingParticle.GetComponent (typeof(TextMesh))as TextMesh), 2f, parms);
Destroy (destroyingParticle, 5);
} else {
(_LevelTextValue.GetComponent (typeof(TextMesh))as TextMesh).text = level.ToString ();
}
}
//Show the bestscore board
IEnumerator ShowBoardScore ()
{
GetComponent<AudioSource>().Stop ();
GetComponent<AudioSource>().PlayOneShot (TimeUpSound);
yield return new WaitForSeconds (0.5f);
GetComponent<AudioSource>().PlayOneShot (EndSound);
(_BestScore.GetComponent (typeof(TextMesh))as TextMesh).text = "" + PlayerPrefs.GetInt ("HighScore");
(_BestLevel.GetComponent (typeof(TextMesh))as TextMesh).text = "" + PlayerPrefs.GetInt ("HighLevel");
(_CurrentScore.GetComponent (typeof(TextMesh))as TextMesh).text = "" + _scoreTotal;
(_CurrentLevel.GetComponent (typeof(TextMesh))as TextMesh).text = "" + (_LevelTextValue.GetComponent (typeof(TextMesh))as TextMesh).text;
SetScore (_scoreTotal);
yield return new WaitForSeconds (1);
TweenParms parms = new TweenParms ().Prop ("position", new Vector3 (_ScoreBoard.transform.position.x, 5f, _ScoreBoard.transform.position.z)).Ease (EaseType.EaseOutQuart);
HOTween.To (_ScoreBoard.transform, 0.5f, parms);
//_MenuButton.transform.position = new Vector3 (4, _MenuButton.transform.position.y, _MenuButton.transform.position.z);
parms = new TweenParms ().Prop ("position", new Vector3 (_MenuButton.transform.position.x, 1.7f, -8)).Ease (EaseType.EaseOutQuart);
HOTween.To (_MenuButton.transform, 0.7f, parms).WaitForCompletion ();
parms = new TweenParms ().Prop ("position", new Vector3 (_ReloadButton.transform.position.x, 1.7f, -8)).Ease (EaseType.EaseOutQuart);
HOTween.To (_ReloadButton.transform, 0.9f, parms).WaitForCompletion ();
}
//Update the pause menu
IEnumerator ShowMenu ()
{
isPaused = true;
HOTween.Pause ();
GetComponent<AudioSource>().Pause ();
TweenParms parms = new TweenParms ().Prop ("position", new Vector3 (_PausedBackground.transform.position.x, 4, -5)).Ease (EaseType.EaseOutQuart);
HOTween.To (_PausedBackground.transform, 0.2f, parms).WaitForCompletion ();
parms = new TweenParms ().Prop ("position", new Vector3 (_PlayButton.transform.position.x, 3.5f, -6)).Ease (EaseType.EaseOutQuart);
HOTween.To (_PlayButton.transform, 0.4f, parms).WaitForCompletion ();
parms = new TweenParms ().Prop ("position", new Vector3 (_ReloadButton.transform.position.x, 3.5f, -6)).Ease (EaseType.EaseOutQuart);
HOTween.To (_ReloadButton.transform, 0.5f, parms).WaitForCompletion ();
parms = new TweenParms ().Prop ("position", new Vector3 (_MenuButton.transform.position.x, 3.5f, -6)).Ease (EaseType.EaseOutQuart);
yield return StartCoroutine (HOTween.To (_MenuButton.transform, 0.6f, parms).WaitForCompletion ());
Time.timeScale = 0;
}
//Hide the pause menu
IEnumerator HideMenu ()
{
Time.timeScale = 1;
isPaused = false;
HOTween.Play ();
TweenParms parms = new TweenParms ().Prop ("position", new Vector3 (_PausedBackground.transform.position.x, 16, -5)).Ease (EaseType.EaseOutQuart);
HOTween.To (_PausedBackground.transform, 0.6f, parms).WaitForCompletion ();
parms = new TweenParms ().Prop ("position", new Vector3 (_PlayButton.transform.position.x, 16, -6)).Ease (EaseType.EaseOutQuart);
HOTween.To (_PlayButton.transform, 0.4f, parms).WaitForCompletion ();
GetComponent<AudioSource>().Play ();
parms = new TweenParms ().Prop ("position", new Vector3 (_ReloadButton.transform.position.x, 16, -6)).Ease (EaseType.EaseOutQuart);
HOTween.To (_ReloadButton.transform, 0.5f, parms).WaitForCompletion ();
parms = new TweenParms ().Prop ("position", new Vector3 (_MenuButton.transform.position.x, 16, -6)).Ease (EaseType.EaseOutQuart);
yield return StartCoroutine (HOTween.To (_MenuButton.transform, 0.2f, parms).WaitForCompletion ());
}
//Where facebook button is clicked
private void onBragClicked ()
{
if (!FB.IsLoggedIn) {
// Initialize FB SDK
enabled = false;
FB.Init (SetInit, OnHideUnity);
FB.Login ("email,publish_actions", LoginCallback);
}
FbDebug.Log ("onBragClicked");
FB.Feed (
linkCaption: "I just scored " + _scoreTotal + " ! Can you beat it?",
picture: "http://static.wix.com/media/13f8cb_48245b5b162848f493d15a0f40e05b6b.png?dn=Icone_300.png",
linkName: "Checkout my MatchMania greatness! Can you beat me?",
link: "http://apps.facebook.com/" + FB.AppId + "/?challenge_brag=" + (FB.IsLoggedIn ? FB.UserId : "guest")
);
}
void LoginCallback (FBResult result)
{
FbDebug.Log ("LoginCallback");
if (FB.IsLoggedIn) {
OnLoggedIn ();
}
}
void OnLoggedIn ()
{
FbDebug.Log ("Logged in. ID: " + FB.UserId);
// Request player info and profile picture
onBragClicked ();
}
private void SetInit ()
{
FbDebug.Log ("SetInit");
enabled = true; // "enabled" is a property inherited from MonoBehaviour
if (FB.IsLoggedIn) {
FbDebug.Log ("Already logged in");
OnLoggedIn ();
}
}
private void OnHideUnity (bool isGameShown)
{
FbDebug.Log ("OnHideUnity");
if (!isGameShown) {
// pause the game - we will need to hide
Time.timeScale = 0;
} else {
// start the game back up - we're getting focus again
Time.timeScale = 1;
}
}
//Setting the score in the player preferences
void SetScore (int _scoreTotal)
{
PlayerPrefs.SetInt ("LastScore", _scoreTotal);
if (PlayerPrefs.GetInt ("HighScore") < _scoreTotal) {
PlayerPrefs.SetInt ("HighScore", _scoreTotal);
GetComponent<AudioSource>().PlayOneShot (BestScoreSound);
}
if (PlayerPrefs.GetInt ("HighLevel") < _scoreTotal) {
//PlayerPrefs.SetInt ("OldHighLevel",PlayerPrefs.GetInt ("HighLevel"));
PlayerPrefs.SetInt ("HighLevel", int.Parse ((_LevelTextValue.GetComponent (typeof(TextMesh))as TextMesh).text));
}
}
//Show a message in the screen
IEnumerator Init ()
{
isPaused = true;
Vector3 center = Camera.main.ScreenToWorldPoint (new Vector3 (Screen.width / 2, Screen.height / 2, Camera.main.nearClipPlane));
//PlayerPrefs.SetInt ("Tutorial", 0);
if (PlayerPrefs.GetInt ("Tutorial") != 1) {
var isOkay = false;
while (isOkay==false) {
if (Input.GetButtonDown ("Fire1")) {
isOkay = true;
TweenParms parms = new TweenParms ().Prop ("localPosition", new Vector3 (100, 0, -10)).Ease (EaseType.EaseOutQuart);
HOTween.To (_Tutorial.transform, 3f, parms);
PlayerPrefs.SetInt ("Tutorial", 1);
}
yield return 0;
}
} else {
_Tutorial.transform.localPosition = new Vector3 (100, 0, -10);
}
//Count down from 3,2,1 Go!
AnimateBigSmall (_CountDown, new Vector3 (center.x, center.y, -5), "3");
GetComponent<AudioSource>().PlayOneShot (CountDownSound);
yield return new WaitForSeconds (0.7f);
AnimateBigSmall (_CountDown, new Vector3 (center.x, center.y, -5), "2");
GetComponent<AudioSource>().PlayOneShot (CountDownSound);
yield return new WaitForSeconds (0.7f);
AnimateBigSmall (_CountDown, new Vector3 (center.x, center.y, -5), "1");
GetComponent<AudioSource>().PlayOneShot (CountDownSound);
yield return new WaitForSeconds (0.7f);
AnimateBigSmall (_CountDown, new Vector3 (center.x, center.y, -5), "Go!");
GetComponent<AudioSource>().PlayOneShot (CountDownSound);
yield return new WaitForSeconds (0.5f);
isPaused = false;
isCountingDown = false;
}
//Gameobject animation from big to small when showing a message
void AnimateBigSmall (GameObject go, Vector3 position, string s)
{
var destroyingParticle = GameObject.Instantiate (go as GameObject, position, transform.rotation) as GameObject;
(destroyingParticle.GetComponent (typeof(TextMesh))as TextMesh).text = s;
Color oldColor2 = destroyingParticle.GetComponent<Renderer>().material.color;
TweenParms parms2 = new TweenParms ().Prop ("color", new Color (oldColor2.r, oldColor2.b, oldColor2.g, 0f)).Ease (EaseType.EaseOutQuart);
HOTween.To ((destroyingParticle.GetComponent (typeof(TextMesh))as TextMesh), 4f, parms2);
parms2 = new TweenParms ().Prop ("fontSize", 200).Ease (EaseType.EaseOutQuart);
HOTween.To ((destroyingParticle.GetComponent (typeof(TextMesh))as TextMesh), 3f, parms2);
Destroy (destroyingParticle, 4);
}
//Update the reached level in the player preferences
void UpdateReachedLevel ()
{
int LoadedSceneIndexInSettings = -1;
int ReachedLevelIndexIndexInSettings = -1;
for (int i=0; i<=ButtonRedirect.scenes.Length-1; i++) {
if (Application.loadedLevelName == ButtonRedirect.scenes [i])
LoadedSceneIndexInSettings = i;
if (PlayerPrefs.GetString ("ReachedLevel") == ButtonRedirect.scenes [i])
ReachedLevelIndexIndexInSettings = i;
}
if (LoadedSceneIndexInSettings >= ReachedLevelIndexIndexInSettings && (ButtonRedirect.scenes.Length - 1 >= LoadedSceneIndexInSettings + 1)) {
PlayerPrefs.SetString ("ReachedLevel", ButtonRedirect.scenes [LoadedSceneIndexInSettings + 1]);
Debug.Log (ButtonRedirect.scenes [LoadedSceneIndexInSettings + 1]);
}
}
}