static void Postfix(VRUI.VRUIViewController.DeactivationType deactivationType) { if (deactivationType == VRUI.VRUIViewController.DeactivationType.RemovedFromHierarchy) { Gamemode.ResetGameMode(); } }
protected override void Init() { base.Init(); switch (Gamemode) { case Type.Rush: MaxTimer = 10; PointsToAdd = 5; break; case Type.Rush_Crazy: MaxTimer = 6; PointsToAdd = 10; break; case Type.Rush_Insane: MaxTimer = 3; PointsToAdd = 20; break; default: Debug.LogError("Gamemode: " + Gamemode.ToString() + " is NOT handled in rush script!"); break; } SetUp(); }
// Fills the list view component with the leaderboard data for the passed game mode private async void FillListView(Gamemode currentGameMode) { // Creates the leaderboard manager for the passed gamemode this.leaderboardManager = new LeaderboardController(currentGameMode); // Clear the leaderboard view of any items this.leaderboardListView.Items.Clear(); // Get the leaderboard data from the database List <LeaderboardData> leaderboardData = await this.leaderboardManager.GetLeaderboard(); // Goes through each record of the database ordered by score in descending order int counter = 1; foreach (var record in leaderboardData.OrderByDescending(l => l.Score)) { // Form the rank of each score - if it's below 10 add a zero ifront of the digit string rank = counter < 10 ? "0" + counter : counter.ToString(); // Form the rank row string result = $@" {rank}. {record.Username} - {record.Score} pt."; // Create list view item with the formated result ListViewItem listViewItem = new ListViewItem(result); listViewItem.IndentCount = 4; // Add the list view item inside the listview this.leaderboardListView.Items.Add(listViewItem); // Increase the counter counter++; } }
void StartLevel() { //Get rid of the old castle if one exists if (castle != null) { Destroy(castle); } //Destroy old projectiles if they exist GameObject[] gos = GameObject.FindGameObjectsWithTag("Projectile"); foreach (GameObject pTemp in gos) { Destroy(pTemp); } //Instantiate the new castle castle = Instantiate(castles[level]) as GameObject; castle.transform.position = castlePos; shotsTaken = 0; //Reset the camera SwitchView("Booth"); ProjectileLine.S.Clear(); //Reset the goal Goal.goalMet = false; ShowGT(); mode = Gamemode.playing; }
/// <summary> /// update gamemode /// </summary> public SP32PlayerInfo(MinecraftClient client, UUID uuid, Gamemode gamemode) : base(client) { Action = Data.WriteVarInt(1); Data.WriteVarInt(1); Uuid = Data.WriteUuid(uuid); Gamemode = (Gamemode)Data.WriteVarInt((int)gamemode); }
public void Add(Gamemode gamemode, string player, TimeSpan time, DateTimeOffset date) { var achievements = _liteDatabase.GetCollection <AchievementRow>(_settings.AchievementsTable); var gamemodes = _liteDatabase.GetCollection <GamemodeRow>(_settings.GamemodesTable); var gamemodeId = gamemodes.Query() .Where(gm => gamemode.Name == gm.Name && gamemode.Width == gm.Width && gamemode.Height == gm.Height && gamemode.Bombs == gm.Bombs) .Select(gm => gm.GamemodeId) .FirstOrDefault(); if (gamemodeId == 0) { gamemodeId = gamemodes.Insert(_mapper.Map <GamemodeRow>(gamemode)); } var achivmentEntity = new AchievementRow { Date = date, GamemodeId = gamemodeId, Player = player, Time = time }; achievements.Insert(achivmentEntity); _logger.LogInformation("Player {0} won gamemode {1} in {2}", player, gamemode.Name, time); }
public static async Task <IActionResult> StartGame( [HttpTrigger(AuthorizationLevel.Anonymous, "post", Route = "game/start")] HttpRequest req, ILogger log) { try { // User wants to start the game // Which gamemode did he choose? string requestBody = await new StreamReader(req.Body).ReadToEndAsync(); Gamemode selectedGamemode = JsonConvert.DeserializeObject <Gamemode>(requestBody); // Start this gamemode Game startedGame = await GameHelper.StartGame(selectedGamemode); return(new OkObjectResult(startedGame)); } catch (Exception ex) { if (ex.Message.Equals("GAME_BUSY")) { return(new BadRequestObjectResult("There is already a game.")); } throw ex; } }
#pragma warning restore CS1591 #endregion private Map(Gamemode gamemode, string mapName, OWEvent gameEvent) { GameEvent = gameEvent; GameMode = gamemode; MapName = mapName; ShortName = mapName.Substring(mapName.IndexOf('_') + 1); }
/// <summary> /// Begins the game, letting it start its update loop /// </summary> /// <param name="shouldDoWorldSetup">Whether to create tanks and map objects</param> public void BeginGame(bool shouldDoWorldSetup = true) { if (HasStarted) { return; } if (!HasEnoughPlayersToStart) { return; } EventEngine.UnsafeDisableEvents(); HasStarted = true; Status = CurrentGameStatus.GameRunning; if (shouldDoWorldSetup) { //Create the player objects (server only) SetupGamePlayers(); //And load the map / create the map objects CreateMapObjects(); } Gamemode.StartGame(); EventEngine.UnsafeEnableEvents(); //And raise events EventEngine.RaiseGameStarted(); }
/// <summary> /// Gets the modes enabled in the Overwatch custom game. /// </summary> /// <param name="currentOverwatchEvent">The current Overwatch event.</param> /// <returns></returns> public Gamemode GetModesEnabled(OWEvent currentOverwatchEvent) { using (LockHandler.Interactive) { NavigateToModesMenu(); ResetMouse(); Thread.Sleep(100); UpdateScreen(); Gamemode modesEnabled = new Gamemode(); foreach (Gamemode gamemode in Enum.GetValues(typeof(Gamemode))) { Point gamemodeIconLocation = GetModeLocation(gamemode, currentOverwatchEvent); if (gamemodeIconLocation != Point.Empty && Capture.CompareColor(gamemodeIconLocation, Colors.SETTINGS_MODES_ENABLED, Fades.SETTINGS_MODES_ENABLED)) { modesEnabled |= gamemode; } } GoBack(2); return(modesEnabled); } }
public void ProcessLobby() { WriteLine("직업을 선택하세요!"); WriteLine("[1]기사"); WriteLine("[2]궁수"); WriteLine("[3]마법사"); string input = ReadLine(); switch (input) { case "1": player = new Knight(); mode = Gamemode.Town; break; case "2": player = new Archer(); mode = Gamemode.Town; break; case "3": player = new Mage(); mode = Gamemode.Town; break; } }
void Start() { if (testing) { currentGamemode = defaultGamemode; currentDifficulty = defaultDifficulty; } #if (UNITY_IOS || UNITY_ANDROID) && !UNITY_EDITOR Player1DriveUI.SetActive(true); #endif if (currentGamemode == Gamemode.singleplayer) { Player1.transform.GetComponent <Visualizacion>().UpgradeToFullscreen(); Player2.transform.GetComponent <Visualizacion>().Deactivate(); Player2.gameObject.SetActive(false); } else { #if (UNITY_IOS || UNITY_ANDROID) && !UNITY_EDITOR Player2DriveUI.SetActive(true); #endif } IniciarCalibracion(); //para testing //PosCamionesCarrera[0].x+=100; //PosCamionesCarrera[1].x+=100; }
public ActionResult Create([Bind(Include = "GameId,Player1Id,Player2Id,GamemodeId,Moves,Winner")] GameCreateViewModel gameCreateViewModel) { if (ModelState.IsValid) { var player1 = db.Users.Find(gameCreateViewModel.Player1Id); var player2 = db.Users.Find(gameCreateViewModel.Player2Id); var gamemode = db.Gamemodes.Find(gameCreateViewModel.GamemodeId); if (gamemode == null) { gamemode = new Gamemode(1, 0); } Game game = new Game(gamemode) { GameId = gameCreateViewModel.GameId, Player1 = player1, Player2 = player2, Moves = gameCreateViewModel.Moves, Winner = gameCreateViewModel.Winner, //Timer1=gameCreateViewModel.Timer1, //Timer2= gameCreateViewModel.Timer2, }; db.Games.Add(game); db.SaveChanges(); return(RedirectToAction("Index")); } return(View(gameCreateViewModel)); }
//Returns bool specifying whether or not to continue with the process public async Task <bool> Update(DirectoryInfo Destination, Gamemode Gamemode, ReleaseAsset Asset) { if (Destination == null || !Destination.Exists) { Dispatcher.Invoke(() => { MessageBox.Show("Selected osu!lazer installation path is invalid.", Title, MessageBoxButton.OK, MessageBoxImage.Error); }, DispatcherPriority.Normal); MainWindow.UpdateLazerInstallationPath(false); return(false); } Debug.WriteLine("Will Update " + Gamemode.RulesetFilename + " from " + Asset.BrowserDownloadUrl); FileInfo DestinationFile = Destination.TryGetRelativeFile(Gamemode.RulesetFilename, out FileInfo File) ? File : null; Debug.WriteLine("\tDestination: " + DestinationFile?.FullName); if (DestinationFile.Exists()) { RecycleFile(DestinationFile); } await DownloadFileAsync(new Uri(Asset.BrowserDownloadUrl), DestinationFile); return(true); }
public override void Execute(InRoomChat irc, string[] args) { if (args.Length > 0) { Gamemode oldMode = Mod.Gamemodes.CurrentMode; Gamemode newMode = Mod.Gamemodes.Find(args[0]); if (newMode == null) { return; } GameHelper.Broadcast($"Gamemode Switch ({oldMode.Name} -> {newMode.Name})!"); newMode.OnReset(); Mod.Gamemodes.CurrentMode = newMode; oldMode.CleanUp(); } else { irc.AddLine("Available Gamemodes:".AsColor("AAFF00")); foreach (Gamemode mode in Mod.Gamemodes.Elements) { irc.AddLine("> ".AsColor("00FF00").AsBold() + mode.Name); } } }
public void OnJoinedRoom() { Room currentRoom = PhotonNetwork.room; string mapName = currentRoom.GetMap(); m_roomMap = m_mapDatabase.GetMapWithMapName(mapName); int gamemodeIndex = currentRoom.GetGamemode(); m_currenGameMode = (Mode)gamemodeIndex; Debug.Log("Gamemode : " + m_currenGameMode); //Instantiate MasterCLients Player if (PhotonNetwork.isMasterClient) { Gamemode.AddPlayerToTeam(m_currenGameMode, PhotonNetwork.masterClient); NetworkEventHandler.SyncSpawnNode(PhotonNetwork.player.GetPlayerTeam(), PhotonNetwork.masterClient); m_pingroutine = StartCoroutine(SetPing()); } SetPlayerCount(); IsRoomFull(); m_startInternalTimer = true; }
public static async Task <Gamemode> AddGamemodeAsync(Gamemode gm) { try { // Make Entity of it GamemodeEntity gamemodeEntity = new GamemodeEntity(gm.Id, gm.Name, gm.Description, gm.Duration, gm.Released); CloudTable gamemodeTable = await StorageHelper.GetCloudTable("gamemodes"); TableOperation insertOperation = TableOperation.Insert(gamemodeEntity); TableResult result = await gamemodeTable.ExecuteAsync(insertOperation); GamemodeEntity resultEntity = result.Result as GamemodeEntity; Gamemode resultGamemode = new Gamemode() { Id = resultEntity.Id, Name = resultEntity.Name, Description = resultEntity.Description, Duration = resultEntity.Duration, Released = resultEntity.Released }; return(resultGamemode); } catch (Exception ex) { throw ex; } }
void Update() { /// INITIALIZE /// if (gm == null || !initialized) { GameObject gg = GameObject.Find("Gamemode"); if (gg == null) return; gm = gg.GetComponent<Gamemode>(); if (gm.currentState == Gamemode.State.RACING) initialized = true; else return; for (int i = 0; i < gm.GetPlayers().Count; i++) { tempIcon = Instantiate(defaultIcon); // Create a minimap marker for a player tempIcon.transform.parent = transform; // Set its parent to be minimap GameObject tempIcon.GetComponent<Image>().sprite = gm.GetPlayers()[i].gameObject.transform.Find("Kart").GetComponent<KartInformation>().miniMapIcon; // Set the icon sprite to be sprite from KartInformation gm.GetPlayers()[i].gameObject.GetComponent<Placement>().miniMapObject = tempIcon; // Set the created icon to be this players personal minimap icon } } /// UPDATE /// for (int i = 0; i < gm.GetPlayers().Count; i++) { pX = GetMapPos(gm.GetPlayers()[i].gameObject.transform.position.x - offSetX, mapWidth, sceneWidth); pZ = GetMapPos(gm.GetPlayers()[i].gameObject.transform.position.z - offSetZ, mapHeight, sceneHeight); gm.GetPlayers()[i].gameObject.GetComponent<Placement>().miniMapObject.GetComponent<RectTransform>().localPosition = new Vector3(pX, pZ, 0); } }
// Update is called once per frame void Update() { if (gamemode == null) { var dump = GameObject.Find("Gamemode"); if (dump != null) { gamemode = dump.GetComponent <Gamemode>(); } return; } if (PlayerNetwork.localPlayer == null) { updateWeaponTexture(InventoryScript.WEAPON.noWeapon); return; } InventoryScript.WEAPON currentWeapon = PlayerNetwork.localPlayer.GetComponent <InventoryScript>().currentWeapon; if (currentWeapon != uiweapon) { updateWeaponTexture(currentWeapon); } lapText.GetComponent <Text>().text = "Lap:" + PlayerNetwork.localPlayer.GetComponent <Placement>().currentLap; int placement = gamemode.getPlacement(PlayerNetwork.localPlayer); placementText.GetComponent <Text>().text = placement + getPlacementString(placement); gamemode.checkGameFinish(); }
public void SetMode(Gamemode game) { switch (game) { case Gamemode.classic: Game = (IGame) new ClassicGame(); break; case Gamemode.advanced: Game = (IGame) new AdvancedGame(); break; case Gamemode.challenge: Game = (IGame) new ChallengeGame(); break; case Gamemode.evils: Game = (IGame) new EvilsGame(); break; case Gamemode.custom: Game = (IGame) new CustomGame(); break; case Gamemode.allany: Game = (IGame) new AllAnyGame(); break; } SelectedMode = game; }
internal static string DeriveGamemodeFlags(Gamemode gamemode) { var gamemodes = new List <string>(); if (gamemode.HasFlag(Gamemode.Casual)) { gamemodes.Add(Constant.GamemodeToString(Gamemode.Casual)); } if (gamemode.HasFlag(Gamemode.Unranked)) { gamemodes.Add(Constant.GamemodeToString(Gamemode.Unranked)); } if (gamemode.HasFlag(Gamemode.Ranked)) { gamemodes.Add(Constant.GamemodeToString(Gamemode.Ranked)); } if (gamemode.HasFlag(Gamemode.All)) { gamemodes.Add(Constant.GamemodeToString(Gamemode.All)); } return(string.Join(',', gamemodes)); }
void InitializeBasics() { Debug.Log("Initializing!"); InitializeDirectories(); InitializeResources(); state = State.Started; Datastream.healthAmount = Datastream.STARTING_HEALTH; if (currentScene != Scene.BattlefieldEditor) { ResearchMenu.cur = researchMenu; purchaseMenu.Initialize(); } if (currentScene == Scene.Play) { researchMenu.SaveBackup(); researchMenu.gameObject.SetActive(true); researchMenu.Initialize(); enemyInformationPanel.Initialize(); } if (currentScene == Scene.Play || currentScene == Scene.Menu) { SettingsMenu.cur = settingsMenu; SettingsMenu.LoadSettings(); } if (Application.platform == RuntimePlatform.Android) { gamemode = Gamemode.TitaniumEnemies; } Debug.Log("Done initializing!"); }
public EventData(int seed, int checkpoints, Gamemode gmode, SpecialEvent spEvent = SpecialEvent.None, string customName = "", string customDesc = "") { m_new = true; m_special = spEvent; m_gameMode = gmode; m_eventSeed = seed; m_checkPoints = checkpoints; m_customEventName = customName; m_customEventDesc = customDesc; m_seasonalEvent = true; m_canBeRestarted = true; m_eventLeague = 16; m_rewardType = 0; SetEventRules(); SetEventObjectives(); UnityEngine.Random.InitState(m_eventSeed); int curveChance = UnityEngine.Random.Range(10, 71); int minStraight = UnityEngine.Random.Range(0, 3); int maxStraight = UnityEngine.Random.Range(minStraight, 8); m_startingHour = UnityEngine.Random.Range(0f, 24f); // Difficulty bonus setting. m_roadDifficulty = ((curveChance - 10f) / 70f) * 3f; m_roadDifficulty += 1 - (minStraight / 3f); m_roadDifficulty += 1 - (maxStraight / 8f); m_rewardValue = 0; }
public async Task Update(int SelectedIndex) { Gamemode Gamemode = DisplayGamemodes[SelectedIndex]; int CallerIndex = MainWindow?.Gamemodes.IndexOf(Gamemode) ?? -1; Release Release = GamemodeReleases[Gamemode]; ReleaseAsset FoundAsset = null; foreach (ReleaseAsset Asset in Release.Assets.Where(Asset => Asset.Name.EndsWith(".dll"))) { FoundAsset = Asset; } if (FoundAsset == null) { return; } if (!await Update(MainWindow.GetCurrentLazerPath(), Gamemode, FoundAsset)) { return; } GamemodeReleases.Remove(Gamemode); DisplayGamemodes.RemoveAt(SelectedIndex); Title = OriginalTitle.Replace("%%COUNT%%", GamemodeReleases.Count.ToString("N0")).Replace("%%S%%", GamemodeReleases.Count != 1 ? "s" : string.Empty); if (CallerIndex >= 0) { Gamemode GamemodeClone = (Gamemode)Gamemode.Clone(); GamemodeClone.UpdateStatus = UpdateStatus.UpToDate; GamemodeClone.GitHubTagVersion = Release.TagName ?? GamemodeClone.GitHubTagVersion; MainWindow.UpdateGamemode(CallerIndex, GamemodeClone, true); } }
public void Awake() { SetVisible(false); uiTypes = Gamemode.GetUiSettings(); EmitterSelect = gameObject.AddComponent <StudioEventEmitter>(); EmitterSelect.Event = FModStrings.ChoiceHover; EmitterSubmit = gameObject.AddComponent <StudioEventEmitter>(); EmitterSubmit.Event = FModStrings.ChoiceClick; EmitterAppear = gameObject.AddComponent <StudioEventEmitter>(); EmitterAppear.Event = FModStrings.ListAppear; button.onClick.AddListener(delegate { if (currentChoice == null) { Debug.LogError("Button shouldn't have beenn interactable"); return; } currentChoice.Select(); }); uiTypes = Gamemode.GetUiSettings(); }
private static Gamemode ReadGamemode(string Rule, Gamemode Default) { try { var gm = ReadString(Rule); switch (gm) { case "1": case "creative": return(Gamemode.Creative); case "0": case "survival": return(Gamemode.Surival); case "2": case "adventure": return(Gamemode.Adventure); default: return(Default); } } catch { return(Default); } }
private void InstantiateMatch(Player playerWhite, Player playerBlack) { Gamemode gamemode = CreateGamemode(gamemodeType, playerWhite, playerBlack); BoardDisplay board = new BoardDisplay(gamemode, white == PlayerType.Local, black == PlayerType.Local || black == PlayerType.LichessPlayer); board.Show(); }
public override void Decode(MinecraftStream stream) { Dimension = stream.ReadInt(); Difficulty = (byte)stream.ReadByte(); Gamemode = (Gamemode)stream.ReadByte(); LevelType = stream.ReadString(); }
// Start is called before the first frame update void Start() { gm = FindObjectOfType <Gamemode>(); rb = GetComponent <Rigidbody2D>(); player = GameObject.Find("Player"); playerScript = GameObject.Find("Player").GetComponent <Player>(); enemy = GameObject.Find("Enemy 1"); animator = GetComponentInChildren <Animator>(); //forward = playerScript.gunHolder.transform.localEulerAngles; //Debug.Log(forward); playerPos = player.transform.position; sr = GetComponentInChildren <SpriteRenderer>(); //Set correct element visually. SetElement(); // If enemy could see target, allow it to pass through obstacles if (gm.p_CanSeeTarget && gm.nearestEnemy) { passThrough = true; } else { passThrough = false; } }
public Entities WithGamemode(Gamemode gamemode) { var entities = Copy(this); entities.gamemode = gamemode; return(entities); }
public static async Task <Gamemode> GetGamemodeEditor(Gamemode CurrentGamemode = default) { Debug.WriteLine("Update Status: " + CurrentGamemode.UpdateStatus); GamemodeEditor Window = new GamemodeEditor(); Window.Show(); return(await Window.GetGamemode(CurrentGamemode)); }
public void SetModeSelection( Gamemode mode, bool value ) { if( m_ModeSelection.ContainsKey( mode ) == false ) { return; } m_ModeSelection[ mode ] = value; }
public bool IsModeSelected( Gamemode mode ) { if( m_ModeSelection.ContainsKey( mode ) == false ) { return false; } return m_ModeSelection[ mode ]; }
void AddMapToQueue(string map, Gamemode mode) { MapQueueEntry newEntry = new MapQueueEntry { Name = map, Mode = mode, }; m_MapQueue.Add( newEntry ); UpdateGamesList(); }
string GetGamemodeShortform( Gamemode mode ) { switch( mode ) { case Gamemode.Deathmatch: return "DM"; case Gamemode.CaptureTheFlag: return "CTF"; case Gamemode.TeamDeathmatch: return "TDM"; } return "N/A"; }
/// <summary> /// This function checks the current room for it's custom properties to see which game mode /// is currently being played /// </summary> void FindCurrentMapMode() { //Check if we are actually connected to a room if( PhotonNetwork.room == null ) { return; } MapQueueEntry map = MapQueue.GetCurrentMap(); if( map.Equals( MapQueueEntry.None ) == false ) { SelectedGamemode = map.Mode; } }
void Update () { if (block != null) { //Call Reset if(previousGamemode != GamemodeManager.instance.Gamemode) { block.Reset(); } previousGamemode = GamemodeManager.instance.Gamemode; //Call Update and InactiveUpdate if (GamemodeManager.instance.Gamemode == Gamemode.Design) { block.InactiveUpdate(); } else { block.Update(); } //Set rotation transform.parent.rotation = Quaternion.Euler(0, 90 * block.GetRotation(), 0); } }
// Update is called once per frame void Update () { if (gamemode == null) { var dump = GameObject.Find("Gamemode"); if(dump != null) gamemode = dump.GetComponent<Gamemode>(); return; } if (PlayerNetwork.localPlayer == null) { updateWeaponTexture(InventoryScript.WEAPON.noWeapon); return; } InventoryScript.WEAPON currentWeapon = PlayerNetwork.localPlayer.GetComponent<InventoryScript>().currentWeapon; if(currentWeapon != uiweapon) updateWeaponTexture(currentWeapon); lapText.GetComponent<Text>().text = "Lap:" + PlayerNetwork.localPlayer.GetComponent<Placement>().currentLap; int placement = gamemode.getPlacement(PlayerNetwork.localPlayer); placementText.GetComponent<Text>().text = placement + getPlacementString(placement); gamemode.checkGameFinish(); }
public void SetGamemodeFFA() { m_gameMode = Gamemode.FFA; }
public void SetGamemodeTeams() { m_gameMode = Gamemode.TEAMS; }
/// <summary> /// Set the gamemode /// </summary> /// <param name="gamemode">The gamemode to set</param> public void SetGamemode(Gamemode gamemode) { if (Gamemode != gamemode) { Gamemode = gamemode; //StartTransition(); } else { Gamemode = gamemode; } }
public static Gamemode GetProperty(string property, Gamemode defaultValue) { return ReadGamemode(property, defaultValue); }
/// <summary> /// Retrieve any of the game mode components /// </summary> public GamemodeBase GetGamemode( Gamemode mode ) { return m_Gamemodes[ (int)mode ]; }
void DrawSelectModeArea() { GUILayout.Space( 5 ); GUILayout.Label( "Selected Gamemode: " + m_SelectedMode, Styles.LabelSmall ); for( int i = 0; i < ServerOptions.AvailableModes.Length; ++i ) { bool isSelected = m_SelectedMode == ServerOptions.AvailableModes[ i ]; bool newValue = GUILayout.Toggle( isSelected, ServerOptions.AvailableModes[ i ].ToString(), Styles.Toggle ); if( newValue != isSelected ) { m_SelectedMode = ServerOptions.AvailableModes[ i ]; } } }
protected void SendData(byte[] data, Gamemode.Signature signature, bool direct = false) { var memory = new MemoryStream(); var writer = new BinaryWriter(memory); writer.Write((byte) signature); writer.Write(data); Server.SendGameData(memory.ToArray(), direct); memory.Close(); writer.Close(); }
public void SetGamemode(Gamemode target) { SetGamemode(target, false); }
public void SetGamemode(Gamemode target, bool silent) { Gamemode = target; new PlayerListItem(Wrapper) { Action = 1, Gamemode = Gamemode, Uuid = Uuid }.Broadcast(Level); new ChangeGameState(Wrapper) { Reason = GameStateReason.ChangeGameMode, Value = (float) target }.Write(); if (!silent) { ConsoleFunctions.WriteInfoLine(Username + "'s gamemode was changed to " + target.ToString("D")); SendChat("Your gamemode was changed to " + target.ToString(), ChatColor.Yellow); } }
private static Gamemode ReadGamemode(string rule, Gamemode Default) { try { var gm = ReadString(rule); switch (gm) { case "1": case "creative": return Gamemode.Creative; case "0": case "survival": return Gamemode.Survival; case "2": case "adventure": return Gamemode.Adventure; default: return Default; } } catch { return Default; } }
/// <summary> /// Chages what map will be played for the round will be /// </summary> /// <param name="b"></param> public void ChangeGametype(bool gametypeBool) { if (gametypeBool) { if (m_ModeCount < ServerOptions.AvailableModes.Length) { m_ModeCount++; if (m_ModeCount > (ServerOptions.AvailableModes.Length - 1)) { m_ModeCount = 0; } } } else { if (m_ModeCount < ServerOptions.AvailableModes.Length) { m_ModeCount--; if (m_ModeCount < 0) { m_ModeCount = ServerOptions.AvailableModes.Length - 1; } } } m_SelectedMode = ServerOptions.AvailableModes[m_ModeCount]; MapNameText.text = "Mode: "+ m_SelectedMode.ToString(); }