Beispiel #1
0
 public static void Initialize()
 {
     WinConditions        = new WinConditionsRule();
     DistanceBonus        = new DistanceBonusRule();
     EndPhase             = new EndPhaseCleanupRule();
     Stress               = new StressRule();
     Strain               = new StrainRule();
     Deplete              = new DepleteRule();
     OffTheBoard          = new OffTheBoardRule();
     Collision            = new CollisionRules();
     Actions              = new ActionsRule();
     AsteroidLanded       = new AsteroidLandedRule();
     AsteroidHit          = new ObstaclesHitRule();
     MineHit              = new MineHitRule();
     AsteroidObstruction  = new AsteroidObstructionRule();
     Initiative           = new InitiativeRule();
     TargetIsLegalForShot = new TargetIsLegalForShotRule();
     Ionization           = new IonizationRule();
     Jam             = new JamRule();
     TargetLocks     = new TargetLocksRule();
     WeaponsDisabled = new WeaponsDisabledRule();
     BullseyeArc     = new BullseyeArcRule();
     Docking         = new DockingRule();
     TractorBeam     = new TractorBeamRule();
     Force           = new ForceRule();
     Charge          = new ChargeRule();
     Destruction     = new DestructionRule();
     Fuse            = new FuseRule();
     Remotes         = new RemotesRule();
     PurpleManeuvers = new PurpleManeuversRule();
 }
Beispiel #2
0
 static Rules()
 {
     WinConditions        = new WinConditionsRule();
     DistanceBonus        = new DistanceBonusRule();
     EndPhase             = new EndPhaseCleanupRule();
     Stress               = new StressRule();
     OffTheBoard          = new OffTheBoardRule();
     Collision            = new CollisionRules();
     DuplicatedActions    = new DuplicatedActionsRule();
     AsteroidLanded       = new AsteroidLandedRule();
     AsteroidHit          = new AsteroidHitRule();
     MineHit              = new MineHitRule();
     AsteroidObstruction  = new AsteroidObstructionRule();
     Initiative           = new InitiativeRule();
     TargetIsLegalForShot = new TargetIsLegalForShotRule();
     Ionization           = new IonizationRule();
     TargetLocks          = new TargetLocksRule();
     Cloak = new CloakRule();
 }
Beispiel #3
0
    static Rules()
    {
        Game = UnityEngine.GameObject.Find("GameManager").GetComponent <GameManagerScript>();

        WinConditions        = new WinConditionsRule(Game);
        DistanceBonus        = new DistanceBonusRule();
        EndPhase             = new EndPhaseCleanupRule();
        Stress               = new StressRule();
        OffTheBoard          = new OffTheBoardRule(Game);
        Collision            = new CollisionRules();
        FiringRange          = new FiringRangeLimit();
        FiringArc            = new FiringArcRule();
        DuplicatedActions    = new DuplicatedActionsRule();
        AsteroidLanded       = new AsteroidLandedRule();
        AsteroidHit          = new AsteroidHitRule();
        AsteroidObstruction  = new AsteroidObstructionRule();
        Initiative           = new InitiativeRule();
        TargetIsLegalForShot = new TargetIsLegalForShotRule();
    }
Beispiel #4
0
 static Rules()
 {
     WinConditions        = new WinConditionsRule();
     DistanceBonus        = new DistanceBonusRule();
     EndPhase             = new EndPhaseCleanupRule();
     Stress               = new StressRule();
     OffTheBoard          = new OffTheBoardRule();
     Collision            = new CollisionRules();
     DuplicatedActions    = new DuplicatedActionsRule();
     AsteroidLanded       = new AsteroidLandedRule();
     AsteroidHit          = new AsteroidHitRule();
     MineHit              = new MineHitRule();
     AsteroidObstruction  = new AsteroidObstructionRule();
     Initiative           = new InitiativeRule();
     TargetIsLegalForShot = new TargetIsLegalForShotRule();
     Ionization           = new IonizationRule();
     Jammed               = new JammedRule();
     TargetLocks          = new TargetLocksRule();
     WeaponsDisabled      = new WeaponsDisabledRule();
     BullseyeArc          = new BullseyeArcRule();
     Docking              = new DockingRule();
     TractorBeam          = new TractorBeamRule();
 }