void Start() { battlegenerator_CS = GetComponent <BattleGenerator>(); //podłączam battlegenerator.cs MapCanvas.enabled = true; BattleCanvas.enabled = false; BattleSetUp(); }
public override void Effect(BattleGenerator battlegenerator_CS) { battlegenerator_CS.enemyGenerator_CS.SetEnemies(3); battlegenerator_CS.hud_CS.UpdateHUD(); //pojedynczy }
public async Task <IActionResult> Index([FromServices] BattleGenerator battleGenerator) { var battle = await battleGenerator.GenerateBattleAsync(); if (battle == null) { _logger.LogWarning("No battle found"); return(View("Empty")); } _logger.LogInformation($"Requesting {battle.Dog.Name} vs {battle.Cat.Name}"); var model = new VoteViewModel { DogId = battle.Dog.Id, DogName = battle.Dog.Name, DogImagePath = battle.Dog.Image, CatId = battle.Cat.Id, CatName = battle.Cat.Name, CatImagePath = battle.Cat.Image }; return(View(model)); }
public void CardPlay(BattleGenerator battlegenerator_CS, int cardNumer) { if (!(cardOnSlot[cardNumer - 1].requiresTarget) || !(battlegenerator_CS.targetedEnemy is null)) { if (cardOnSlot[cardNumer - 1].cardCost <= battlegenerator_CS.hero_CS.energy) { cardOnSlot[cardNumer - 1].Effect(battlegenerator_CS); if (cardOnSlot[cardNumer - 1].isExhaust == true) { exhaustList.Add(cardOnSlot[cardNumer - 1]); } else { graveyardList.Add(cardOnSlot[cardNumer - 1]); } if (deckList.Count == 0) { cardOnSlot[cardNumer - 1] = new BlankCard(); cardOnSlot[cardNumer - 1].Replace(); battlegenerator_CS.hud_CS.CardUpdate(cardOnSlot[cardNumer - 1], cardNumer); battlegenerator_CS.hud_CS.DeckUpdate(deckList.Count, graveyardList.Count, exhaustList.Count); } else { CardDraw(cardNumer); } battlegenerator_CS.pointer_CS.HideThis(); } } }
void GenerateEnvironment(Vector3 center, SunSystem sunSystem) { List <SpaceBody> spaceBodies = new List <SpaceBody>(); BattleGenerator.GenerateGalaxy(center, sunSystem, navigation, spaceBodies, AP); otherObjects.Add(new SunSystemUpdater(spaceBodies)); sun = spaceBodies.First(b => b is SunBehaviour) as SunBehaviour; }
public Enemy copyIntoThis(Enemy copiedFrom) { this.intentText = copiedFrom.intentText; this.enemyHP = copiedFrom.enemyHP; this.enemyShield = copiedFrom.enemyShield; this.battlegenerator_CS = copiedFrom.battlegenerator_CS; return(this); }
// Use this for initialization void Start () { currentState = BattleState.START; battleGenerator = new BattleGenerator(); this.turnQueue = battleGenerator.generateBattle(); this.alliedCharacters = battleGenerator.alliedCharacters; this.enemies = battleGenerator.enemies; currentState = BattleState.START; }
void Respawn(List <ShipDriver> drivers) { int count = drivers.Count; Vector3 forward = (BattleBehaviour.current.battleCenter - point.position).normalized; Vector3 right = Vector3.Cross(point.up, forward); Quaternion rotation = Quaternion.LookRotation(forward); Vector3 position = forward * -distanceToCenter; DistributionCube cube = new DistributionCube(count * 40, count * 20, count * 20, 4, 2, 2); BattleGenerator.GenerateShips( drivers, position, rotation, point.up, right, forward, cube, shipContainer ); }
void Start() { battlegenerator_CS = GetComponent <BattleGenerator>(); battleSystem_CS = GetComponent <BattleSystem>(); }
void GenerateShips(Vector3 team1Pos, Vector3 team2Pos) { int playerTeam = Random.Range(0, 2); //Get ships from assets. Distribute them in arrays by classes var shipModels = GameResources.GetAllShips(); int shipAmount = config.shipsAmount.value; //Get ships distribution by classes { 1, 2, 3 } if (config.lightShipsWeight == 0 && config.averageShipsWeight == 0 && config.heavyShipsWeight == 0f) { config.lightShipsWeight.value = 1; config.averageShipsWeight.value = 1; config.heavyShipsWeight.value = 1; } BattleGenerator.ShipIndexPair[] playerShip; int playerPosition = Random.Range(0, shipAmount); switch (config.playerShip.type) { case PlayerShip.ShipType.Concrete: playerShip = new BattleGenerator.ShipIndexPair[] { new BattleGenerator.ShipIndexPair(shipModels.First(m => m.name == config.playerShip.shipName), playerPosition) }; break; case PlayerShip.ShipType.RandomOfClass: playerShip = new BattleGenerator.ShipIndexPair[] { new BattleGenerator.ShipIndexPair(config.playerShip.shipClass, playerPosition) }; break; default: playerShip = null; break; } DistributionCube cube = new DistributionCube(500, 500, 200, 5, 10, 2); BattleGenerator.GenerateShips( BattleGenerator.GenerateShipModels(shipModels, shipAmount, config.lightShipsWeight, config.averageShipsWeight, config.heavyShipsWeight, playerShip), BattleGenerator.GenerateDrivers(teams[0], shipAmount, playerTeam == 0 ? playerPosition : -1), team1Pos, Quaternion.LookRotation(-Vector3.forward, Vector3.up), Vector3.up, Vector3.right, -Vector3.forward, cube, this.ships ); BattleGenerator.GenerateShips( BattleGenerator.GenerateShipModels(shipModels, shipAmount, config.lightShipsWeight, config.averageShipsWeight, config.heavyShipsWeight, playerShip), BattleGenerator.GenerateDrivers(teams[1], shipAmount, playerTeam == 1 ? playerPosition : -1), team2Pos, Quaternion.LookRotation(Vector3.forward, Vector3.up), Vector3.up, -Vector3.right, Vector3.forward, cube, this.ships ); }
public override void GetModifiers(BattleGenerator battlegenerator_CS) { }
public override void Effect(BattleGenerator battlegenerator_CS) { }
public abstract void GetModifiers(BattleGenerator battlegenerator_CS);
public abstract void Effect(BattleGenerator tmp);
public override void Effect(BattleGenerator battlegenerator_CS) { battlegenerator_CS.enemyGenerator_CS.SetEnemies(1); battlegenerator_CS.hud_CS.UpdateHUD(); //wielu }