Inheritance: MonoBehaviour
Beispiel #1
0
 public void RemoveHypeOnEvent(Hype hype)
 {
     if (hype == null || !this.context.Hypes.Where(h => h == hype).Any())
     {
         throw new ArgumentNullException(nameof(hype));
     }
     context.Hypes.Remove(hype);
 }
Beispiel #2
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 public void AddHypeOnEvent(Hype hype)
 {
     if (hype == null)
     {
         throw new ArgumentNullException(nameof(hype));
     }
     context.Hypes.Add(hype);
 }
Beispiel #3
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        void INetworkObserver.OnHypeInstanceFound(Instance instance)
        {
            Debug.WriteLine(String.Format("Hype found instance: {0}", instance.GetStringIdentifier()));

            if (ShouldResolveInstance(instance))
            {
                Hype.Resolve(instance);
            }
        }
    public override void Effect()
    {
        hypeCards[0] = new Hype(); //add two hype cards
        hypeCards[1] = new Hype();
        Encounter.playerDiscard.Add(hypeCards[0]);
        Encounter.playerDiscard.Add(hypeCards[1]);

        Encounter.BeginningOfTurn.whatHappensAtBeginningOfTurn = RemoveTwoHype;

        //set to destroy cards after opponent's turn
    }
Beispiel #5
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        public void RequestHypeToStart()
        {
            // Add this as an Hype observer
            Hype.AddStateObserver(this);
            Hype.AddNetworkObserver(this);
            Hype.AddMessageObserver(this);

            // Generate an app identifier in the HypeLabs dashboard (https://hypelabs.io/apps/),
            // by creating a new app. Copy the given identifier here.
            Hype.SetAppIdentifier("{{app_identifier}}");

            Hype.Start();
        }
        private Message SendMessage(String text, Instance instance)
        {
            // When sending content there must be some sort of protocol that both parties
            // understand. In this case, we simply send the text encoded in UTF-8. The data
            // must be decoded when received, using the same encoding.
            byte[] data = Encoding.UTF8.GetBytes(text);

            // Sends the data and returns the message that has been generated for it. Messages have
            // identifiers that are useful for keeping track of the message's deliverability state.
            // In order to track message delivery set the last parameter to true. Notice that this
            // is not recommend, as it incurs extra overhead on the network. Use this feature only
            // if progress tracking is really necessary.
            return(Hype.Send(data.AsBuffer(), instance, true));
        }
Beispiel #7
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        public void Give_HypeSquad(string _HypeSquad, string _id)
        {
            string tokensu = token.Text;

            ClientInfos.GetInfos(tokensu);
            string nick = ClientInfos._Name;

            if (nick == null)
            {
                notifier.ShowError("Invalid Token");
            }
            else
            {
                Hype.GiveHypeSquad(tokensu, _id);
                notifier.ShowSuccess("Success, Given " + _HypeSquad + " To " + nick);
            }
        }
Beispiel #8
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 void IStateObserver.OnHypeStateChange()
 {
     Debug.WriteLine(String.Format("Hype changed state to [{0}] (Idle=0, Starting=1, Running=2, Stopping=3)", (int)Hype.GetState()));
 }
Beispiel #9
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 public void RequestHypeToStop()
 {
     Hype.Stop();
 }