public NetworkedDrone(float speed, float size, DroneColor color, DroneType droneType, DroneState state) : base(speed, size, color, droneType, null) { _position = new Vector3(state.PosX, 0.4f, state.PosZ); _state = state; MovementType = null; }
public RedDrone(float speed, float size, DroneColor color, float acceleration, Area area, float waitTime = 0.5f, bool synchronized = false, DroneType droneType = DroneType.FlyingOneWayDrone) : base(speed, size, color, droneType, null) { _area = area; MovementType = new PointToPointMovement(area, Size, acceleration, waitTime, synchronized); }
public RandomDrone(float speed, float size, DroneColor color, DroneType droneType = DroneType.BouncingDrone, float restrictedZone = 1, float coneRange = 360, float startDirection = 0, IDroneMovement movementType = null) : base(speed, size, color, droneType, movementType) { _restrictedZone = restrictedZone; _coneRange = coneRange; _startDirection = startDirection; }
public static string GetUniqueCharacteristic(DroneType type) { switch (type) { case DroneType.Mini: return("FREE CANNON.\n"); case DroneType.Worker: return("COLLECTS DIFFERENT OBJECTS.\n"); case DroneType.Strike: return("60% WEAPON ENERGY USAGE.\n"); case DroneType.Light: return("60% LIGHTER THAN USUAL.\n"); case DroneType.Gun: return("WEAPONS COOLDOWN 66% FASTER.\n"); case DroneType.Counter: return("75% MORE WEAPON DAMAGE AGAINST DRONES."); case DroneType.Torpedo: return("WEAPONS ATTACK ONLY GROUND ENTITIES."); case DroneType.Heavy: return("REGENERATES 20 CORE PER SECOND.\n"); default: return(""); } }
public static string GetAbilityNameByType(DroneType type) { switch (type) { case DroneType.Mini: return("Mini Drone"); case DroneType.Worker: return("Worker Drone"); case DroneType.Strike: return("Strike Drone"); case DroneType.Counter: return("Counter Drone"); case DroneType.Gun: return("Gun Drone"); case DroneType.Torpedo: return("Torpedo Drone"); case DroneType.Light: return("Light Drone"); case DroneType.Heavy: return("Heavy Drone"); default: return("Spawn Drone"); } }
public static string GetDescriptionByType(DroneType type) { switch (type) { case DroneType.Mini: return("Spawns a Mini Drone, which have free cannons."); case DroneType.Worker: return("Spawns a Worker Drone, which can collect various objects for you."); case DroneType.Strike: return("Spawns a Strike Drone, their weapons use less energy."); case DroneType.Counter: return("Spawns a Counter Drone, they deal much more damage against other drones."); case DroneType.Gun: return("Spawns a Gun Drone, their weapons cooldown faster."); case DroneType.Torpedo: return("Spawns a Torpedo Drone, all of their weapons attack only ground entities."); case DroneType.Light: return("Spawns a Light Drone, they are lighter than usual."); case DroneType.Heavy: return("Spawns a Heavy Drone, they regenerate their core."); default: return("Spawns a drone."); } }
/// <summary> /// Creates a new drone. /// </summary> public Drone(vec3 target, Player owner, DroneType type) { TargetPosition = target; Owner = owner; CurrentPosition = Owner.Position; Type = type; }
public void Deserialize(DeserializeEvent e) { State = e.Reader.ReadSerializable <DroneState>(); Speed = e.Reader.ReadSingle(); Size = e.Reader.ReadSingle(); Color = (DroneColor)e.Reader.ReadByte(); DroneType = (DroneType)e.Reader.ReadByte(); }
public SpawnDroneData(DroneState state, float speed, float size, DroneColor color, DroneType droneType) { State = state; Speed = speed; Size = size; Color = color; DroneType = droneType; }
public static DroneSpawnData GetDefaultData(DroneType type) { DroneSpawnData data; // pretty much the same thing repeated multiple times so that if one part ever becomes different it doesn't break switch (type) { case DroneType.Mini: data = ResourceManager.GetAsset <DroneSpawnData>("mini_drone_spawn"); data.drone = JsonUtility.ToJson(ResourceManager.GetAsset <EntityBlueprint>("mini_drone_blueprint")); break; case DroneType.Counter: data = ResourceManager.GetAsset <DroneSpawnData>("counter_drone_spawn"); data.drone = JsonUtility.ToJson(ResourceManager.GetAsset <EntityBlueprint>("counter_drone_blueprint")); break; case DroneType.Light: data = ResourceManager.GetAsset <DroneSpawnData>("light_drone_spawn"); data.drone = JsonUtility.ToJson(ResourceManager.GetAsset <EntityBlueprint>("light_drone_blueprint")); break; case DroneType.Strike: data = ResourceManager.GetAsset <DroneSpawnData>("strike_drone_spawn"); data.drone = JsonUtility.ToJson(ResourceManager.GetAsset <EntityBlueprint>("strike_drone_blueprint")); break; case DroneType.Worker: data = ResourceManager.GetAsset <DroneSpawnData>("worker_drone_spawn"); data.drone = JsonUtility.ToJson(ResourceManager.GetAsset <EntityBlueprint>("worker_drone_blueprint")); break; case DroneType.Gun: data = ResourceManager.GetAsset <DroneSpawnData>("gun_drone_spawn"); data.drone = JsonUtility.ToJson(ResourceManager.GetAsset <EntityBlueprint>("gun_drone_blueprint")); break; case DroneType.Torpedo: data = ResourceManager.GetAsset <DroneSpawnData>("torpedo_drone_spawn"); data.drone = JsonUtility.ToJson(ResourceManager.GetAsset <EntityBlueprint>("torpedo_drone_blueprint")); break; case DroneType.Heavy: data = ResourceManager.GetAsset <DroneSpawnData>("heavy_drone_spawn"); data.drone = JsonUtility.ToJson(ResourceManager.GetAsset <EntityBlueprint>("heavy_drone_blueprint")); break; default: return(null); } data.cooldown = GetCooldown(type); data.energyCost = GetEnergyCost(type); return(data); }
protected override void Start() { if (blueprint.useCustomDroneType) { type = blueprint.customDroneType; } if (!initialized) { Init(); } }
public Drone(int id, int accountId, DroneType droneType, Level level, int experience, int damage, int design1, int design2) { Id = id; AccountId = accountId; DroneType = droneType; Level = level; Experience = experience; Damage = damage; Design1 = design1; Design2 = design2; }
protected ADrone(float speed, float size, DroneColor color, DroneType droneType, IDroneMovement movementType, IPattern pattern = null, IDrone spawnedDrones = null) { Speed = speed; Size = size; Color = color; DroneType = droneType; MovementType = movementType ?? new StraightMovement(); Pattern = pattern; SpawnedDrones = spawnedDrones; }
public Drone(int id, Player player, DroneType droneType, Level level, int experience, int damage, int upgradeLevel) { Id = id; Player = player; DroneType = droneType; Level = level; Experience = experience; Damage = damage; UpgradeLevel = upgradeLevel; }
// Drone constructor public Drone(string droneId, DroneType droneType, int maxSpeed, double airborneAltitudeSet) { this.Droneid = droneId; this.Type = droneType; this.maxSpeedLimit = maxSpeed; this.airborneAltitude = airborneAltitudeSet; this.flightTimer = new Timer(1000); flightTimer.Stop(); // add event handler for timer tick of flight control flightTimer.Elapsed += FlightTimer_Elapsed; }
public App() { this.InitializeComponent(); this.Suspending += OnSuspending; NetworkInformation.NetworkStatusChanged += NetworkStatusChanged; isRPi = true; internetAccess = IsInternetAvailable(); HostName = "192.168.4.1"; // 192.168.4.1 for wemos - 192.168.137.1 for minwinpc Mode = Mode.Cellular; DroneName = "drone"; DroneType = DroneType.Custom; }
private void setCannonAndDrone(Scene scene, LoadSceneMode mode) { SecondaryCannonType chosenCannon = SecondaryCannonType.Angle0; DroneType chosenDrone = DroneType.Magnetic; if (scene.name == "Test") { switch (cannon) { case 0: chosenCannon = SecondaryCannonType.Angle0; break; case 1: chosenCannon = SecondaryCannonType.Angle30; break; case 2: chosenCannon = SecondaryCannonType.Angle75; break; case 3: chosenCannon = SecondaryCannonType.Angle120; break; } switch (drone) { case 0: chosenDrone = DroneType.Attack; break; case 1: chosenDrone = DroneType.Magnetic; break; case 2: chosenDrone = DroneType.Healer; break; case 3: chosenDrone = DroneType.Rocket; break; } FindObjectOfType <ShipController>().myDroneType = chosenDrone; FindObjectOfType <ShipController>().mySecondaryCannonType = chosenCannon; } }
public void SetCurrentDrone(DroneType currentType) { for (int i = 0; i < allDrones.Count; i++) { if (allDrones[i].thisDroneType == myDroneType) { allDrones[i].gameObject.SetActive(true); Meshs.Add(allDrones[i].gameObject); } else { allDrones[i].gameObject.SetActive(false); if (Meshs.Contains(allDrones[i].gameObject)) { Meshs.Remove(allDrones[i].gameObject); } } } }
public static int GetDelay(DroneType type) { switch (type) { case DroneType.Mini: case DroneType.Worker: return(2); case DroneType.Strike: case DroneType.Light: case DroneType.Counter: case DroneType.Gun: return(3); case DroneType.Torpedo: return(5); case DroneType.Heavy: return(8); default: return(0); } }
public static int GetCooldown(DroneType type) { switch (type) { case DroneType.Mini: case DroneType.Worker: return(10); case DroneType.Strike: case DroneType.Light: case DroneType.Counter: case DroneType.Gun: return(15); case DroneType.Torpedo: return(20); case DroneType.Heavy: return(30); default: return(0); } }
public static int GetEnergyCost(DroneType type) { switch (type) { case DroneType.Mini: case DroneType.Worker: return(100); case DroneType.Strike: case DroneType.Light: case DroneType.Counter: case DroneType.Gun: return(150); case DroneType.Torpedo: return(200); case DroneType.Heavy: return(400); default: return(0); } }
public MineDrone(float speed, float size, DroneColor color, IPattern pattern = null, IDrone spawnedDrones = null, DroneType droneType = DroneType.FlyingBouncingMine, IDroneMovement movementType = null) : base(speed, size, color, droneType, movementType, pattern, spawnedDrones) { }
public void SetDroneType(DroneType type) { this.type = type; droneCard.UpdateStaticText(); }
/// <summary> /// Create a Drone gameobject and attach DroneFlightSim, required ROSDroneConnnection and initialize the ROS connection. /// </summary> /// <param name="rosDroneConnectionInput"></param> private void InstantiateDrone(ROSDroneConnectionInput rosDroneConnectionInput) { // All the variables required to create the drone DroneType droneType = rosDroneConnectionInput.droneType; string droneIP = rosDroneConnectionInput.url; int dronePort = rosDroneConnectionInput.port; bool simFlight = rosDroneConnectionInput.simFlight; List <string> droneSubscribers = new List <string>(); foreach (DroneSubscribers subscriber in rosDroneConnectionInput.droneSubscribers) { droneSubscribers.Add(subscriber.ToString()); } // Create a new drone Drone droneInstance = new Drone(WorldProperties.worldObject.transform.position, uniqueID); Debug.Log("Drone that was just made " + droneInstance.gameObjectPointer.name); DroneProperties droneProperties = droneInstance.droneProperties; GameObject droneGameObject = droneInstance.gameObjectPointer; droneGameObject.name = rosDroneConnectionInput.droneName; ROSDroneConnectionInterface rosDroneConnection = null; // Add corresponding ros drone connection script switch (droneType) { case DroneType.M100: Debug.Log("M100 created"); M100_ROSDroneConnection M100_rosDroneConnection = droneGameObject.AddComponent <M100_ROSDroneConnection>(); M100_rosDroneConnection.InitilizeDrone(uniqueID, droneIP, dronePort, droneSubscribers, simFlight, droneProperties); rosDroneConnection = M100_rosDroneConnection; droneGameObject.GetComponent <DroneProperties>().droneROSConnection = M100_rosDroneConnection; ROSDroneConnections.Add(uniqueID, M100_rosDroneConnection); break; case DroneType.M210: Debug.Log("M210 created"); M210_ROSDroneConnection M210_rosDroneConnection = droneGameObject.AddComponent <M210_ROSDroneConnection>(); M210_rosDroneConnection.InitilizeDrone(uniqueID, droneIP, dronePort, droneSubscribers, simFlight, droneProperties); rosDroneConnection = M210_rosDroneConnection; droneGameObject.GetComponent <DroneProperties>().droneROSConnection = M210_rosDroneConnection; ROSDroneConnections.Add(uniqueID, M210_rosDroneConnection); break; case DroneType.M600: Debug.Log("M600 created"); M600_ROSDroneConnection M600_rosDroneConnection = droneGameObject.AddComponent <M600_ROSDroneConnection>(); M600_rosDroneConnection.InitilizeDrone(uniqueID, droneIP, dronePort, droneSubscribers, simFlight, droneProperties); rosDroneConnection = M600_rosDroneConnection; droneGameObject.GetComponent <DroneProperties>().droneROSConnection = M600_rosDroneConnection; ROSDroneConnections.Add(uniqueID, M600_rosDroneConnection); break; case DroneType.Sprite: Debug.Log("Sprite class not implemented created"); //Sprite_ROSDroneConnection drone_rosDroneConnection = drone.AddComponent<Sprite_ROSDroneConnection>(); break; default: Debug.Log("No drone type selected"); return; } // Create attached sensors foreach (ROSSensorConnectionInput rosSensorInput in rosDroneConnectionInput.attachedSensors) { ROSSensorConnectionInterface sensor = InstantiateSensor(rosSensorInput); droneInstance.AddSensor(sensor); } // Initilize drone sim manager script on the drone DroneSimulationManager droneSim = droneGameObject.GetComponent <DroneSimulationManager>(); droneSim.InitDroneSim(); droneProperties.droneSimulationManager = droneSim; // Get DroneMenu and instansiate. DroneMenu droneMenu = droneGameObject.GetComponent <DroneMenu>(); droneMenu.InitDroneMenu(rosDroneConnection, droneSubscribers); droneGameObject.GetComponent <DroneProperties>().droneMenu = droneMenu; uniqueID++; }
public DefaultDrone(float speed, float size, DroneColor color, Vector3?position = null, float direction = 0, DroneType droneType = DroneType.FlyingOneWayDrone, IDroneMovement movementType = null) : base(speed, size, color, droneType, movementType) { _position = position ?? new Vector3(0, 0.4f, 0); _direction = direction; }
private void Awake() { mySecondaryCannonType = (SecondaryCannonType)(PlayerPrefs.HasKey("selectedSecondaryCannonIndex") == true ? PlayerPrefs.GetInt("selectedSecondaryCannonIndex") : 0); myDroneType = (DroneType)(PlayerPrefs.HasKey("selectedDroneIndex") == true ? PlayerPrefs.GetInt("selectedDroneIndex") : 0); }