public void register(EventBehaviour child)
 {
     if (children == null)
     {
         children = new List <EventBehaviour>();
     }
     children.Add(child);
 }
Beispiel #2
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    /* // Use this for initialization
     * void Start()
     * {
     *   weatherEvent = GameObject.Find("EventSolver").GetComponent<EventBehaviour>();
     *   state = BuildingState.closed;
     *   started = true;
     *   destroy = false;
     *   scaleWheat = new Vector3(1, 0, 1);
     *   scaleWheatBack = this.transform.GetChild(7).localScale;
     *   scaleWheatFront = this.transform.GetChild(6).localScale;
     * }*/

    void MyStart()
    {
        weatherEvent    = GameObject.Find("EventSolver").GetComponent <EventBehaviour>();
        info            = GameObject.Find("InformationButton").GetComponent <UiTrigger>();
        resource        = GameObject.FindGameObjectWithTag("Player").GetComponent <ResourceManager>();
        player          = GameObject.Find("LevelManager").GetComponent <AudioPlayer>();
        scaleWheat      = new Vector3(1, 0, 1);
        scaleWheatBack  = this.transform.GetChild(7).localScale;
        scaleWheatFront = this.transform.GetChild(6).localScale;
        started         = false;
    }
Beispiel #3
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	// MODE METHODS //
	// ------------ //

	// Setup non-AI modes.
	public void genericModeSetup(string storyDeckType){
		logger.info("Setting up game...");

		// Hide menu.
		Menu.SetActive(false);

		// Clear hand.
		foreach (Transform child in Hand.transform) {
			GameObject.Destroy(child.gameObject);
		}

		// Create the game behvaiours.
		_questBehaviour = new QuestBehaviour();
		_tournamentBehaviour = new TournamentBehaviour();
		_eventBehaviour = new EventBehaviour();

		// Setup players.
		_players = new List<Player>();

		for(int i = 0 ; i < playerChoice.Count; i++){
			if (playerChoice[i].GetComponent<Dropdown> ().value == 0) { //huMAN
				logger.info("Creating Player " + (i) + " as a human player.");
				_players.Add(new Player(i));
			}
			else if (playerChoice [i].GetComponent<Dropdown> ().value == 1) { //AI
				logger.info("Creating Player " + (i) + " as an AI player.");
						_players.Add(new AIPlayer(i, 1));
			}
		}

		// Setup decks.
		_adventureDeck = new Deck("Adventure");
		logger.info("Created adventure deck with " + _adventureDeck.GetSize() + " cards.");

		_storyDeck = new Deck(storyDeckType);
		logger.info("Created story deck with " + _storyDeck.GetSize() + " cards.");

		// Make discard piles.
		_discardPileAdventure = new Deck ("");
		_discardPileStory = new Deck ("");

		// Populate the players hands.
		logger.info("Dealing 12 cards from adventure deck to each player.");
		for(int i = 0; i < _players.Count ; i++){
			for(int x = 0 ; x < 12 ; x++){
				_players[i].addCard((_adventureDeck.Draw()));
			}
		}

		// Load up the first player.
		nextCardAndPlayer();
	}
Beispiel #4
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	//Rig Hands and story deck
	public void rigged(string storyDeckType, string adventureDeckType){
		// Hide menu.
		Menu.SetActive(false);

		// Clear hand.
		foreach (Transform child in Hand.transform) {
			GameObject.Destroy(child.gameObject);
		}

		// Create the game behvaiours.
		_questBehaviour = new QuestBehaviour();
		_tournamentBehaviour = new TournamentBehaviour();
		_eventBehaviour = new EventBehaviour();

		// Setup players.
		_players = new List<Player>();

		for(int i = 0 ; i < playerChoice.Count; i++){
			Debug.Log(playerChoice[i].GetComponent<Dropdown>().value);
			if (playerChoice[i].GetComponent<Dropdown>().value == 0) { //huMAN
				Debug.Log ("Normal Player ID: "+ (i+1));
				_players.Add(new Player(i+1));
			}
			else if (playerChoice [i].GetComponent<Dropdown> ().value == 1) { //AI Strattegy 1
				Debug.Log ("AI Player1 ID: "+ (i+1));
				_players.Add(new AIPlayer(i+1,1));
			}
			else if (playerChoice [i].GetComponent<Dropdown> ().value == 2) { //AI Strattegy 2
				Debug.Log ("AI Player2 ID: "+ (i+1));
				_players.Add(new AIPlayer(i+1,2));
			}
		}

		// Setup decks.
		_adventureDeck = new Deck(adventureDeckType);
		_storyDeck = new Deck(storyDeckType);
		_discardPileAdventure = new Deck ("");
		_discardPileStory = new Deck ("");

		// Populate the players hands.
		for(int i = 0; i < _players.Count ; i++){
			for(int x = 0 ; x < 12 ; x++){
				_players[i].addCard((_adventureDeck.Draw()));
			}
		}

		// Load up the first player.
		nextCardAndPlayer();
	}
Beispiel #5
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    public bool Analyze(Event response)
    {
        if (map.ContainsKey(response.Type))
        {
            EventBehaviour system = map[response.Type];
            system.AddEvent(response);
        }
        else
        {
            Debug.Log("Unknown Type Of Response\n" + response.Type);
            return(false);
        }

        return(true);
    }
Beispiel #6
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        public void CreateNewLine(Event firstEvent, Event secondEvent)
        {
            var newLineBehaviour = Instantiate(LineBehaviourPrefab, WorkflowHolderPanel.transform);

            var eventsArray = new EventBehaviour[2];

            eventsArray[0] = firstEvent.EventBehaviour;
            eventsArray[1] = secondEvent.EventBehaviour;

            newLineBehaviour.Initiate(eventsArray, Guid.NewGuid().ToString());

            firstEvent.ConnectWithEvent(secondEvent.Id);
            secondEvent.ConnectWithEvent(firstEvent.Id);

            LineBehaviours.Add(newLineBehaviour);
        }
 public void unregister(EventBehaviour child)
 {
     children.Remove(child);
 }
Beispiel #8
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 public Event(EventBehaviour eventBehaviour)
 {
     Id = Guid.NewGuid().ToString();
     ConnectedEventIds = new List <string>();
     EventBehaviour    = eventBehaviour;
 }