Beispiel #1
0
    // data this model uses
    //private ProtoCharacterData m_data;
    //public ProtoCharacterData GetData() {
    //    return m_data;
    //}

    //////////////////////////////////////////
    /// Awake()
    //////////////////////////////////////////
    void Awake()
    {
        // init data asap
        if (Name == "Goblin")
        {
            ProtoCharacterData data = IDL_ProtoCharacters.GetCharacter(Name);

            // set various things
            SetProperty("HP", data.HP);
            SetProperty("Abilities", data.Abilities);
            SetProperty("Name", data.Name);
        }
        else
        {
            // load the player's data
            PlayerData data = PlayerLoader.LoadPlayer();

            SetProperty("HP", data.GetMaxHP());
            SetProperty("Name", data.Name);
            SetProperty("Abilities", data.GetAbilities());
        }

        SetProperty("Effects", new Dictionary <string, Effect>());

        // listen for messages
        ListenForMessages(true);
    }
Beispiel #2
0
        public void CorrectPlayerLoadingTest()
        {
            var res = PlayerLoader.LoadFromDLL(TestingDLLs + "ExistingPlayersDLL");

            Assert.NotNull(res);
            Assert.AreEqual(3, res.Length);
        }
Beispiel #3
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 public void Spawn(double x, double y)//cria o Player na tela
 {
     box           = new PlayableSolid(x, y, Matriz.scale, Matriz.scale * 2, Run);
     _PlayerLoader = new PlayerLoader(box, Id);
     _PlayerLoader.Load(parts, sides);
     box.MyEnt = this;
 }
Beispiel #4
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        public static int Main(string[] argv)
        {
            ConsoleMessages.SendGreetings();

            if (argv.Length != 1)
            {
                return(ConsoleMessages.SendError(1, "unexcpected amount of arguments; please pass only one path"));
            }

            var players = PlayerLoader.LoadFromDLL(argv[0]);

            if (players == null)
            {
                return(ConsoleMessages.SendError(-1, $"could not load .dll from the given path: {argv[0]}"));
            }

            StandartDealer dealer = new();

            int initialStack  = 40000;
            int roundsPerGame = 40;
            int gameCycles    = 1000;

            foreach (var player in players)
            {
                StatCollector.RunBlackjackGame(dealer, player, player.GetType().ToString(),
                                               initialStack, roundsPerGame, gameCycles).PrintMainData(Console.OpenStandardOutput());

                Console.WriteLine();
            }

            return(0);
        }
    private void Init(UITexture ui_tex, float fov, LOADER_TYPE loader_type = LOADER_TYPE.ITEM)
    {
        //IL_0071: Unknown result type (might be due to invalid IL or missing references)
        //IL_008c: Unknown result type (might be due to invalid IL or missing references)
        //IL_00a7: Unknown result type (might be due to invalid IL or missing references)
        //IL_00c2: Unknown result type (might be due to invalid IL or missing references)
        if (model == null)
        {
            uiTexture       = ui_tex;
            uiRenderTexture = UIRenderTexture.Get(ui_tex, fov, false, -1);
            model           = Utility.CreateGameObject("UIModel", uiRenderTexture.modelTransform, uiRenderTexture.renderLayer);
            switch (loader_type)
            {
            case LOADER_TYPE.PLAYER:
                playerLoader = model.get_gameObject().AddComponent <PlayerLoader>();
                break;

            case LOADER_TYPE.NPC:
                npcLoader = model.get_gameObject().AddComponent <NPCLoader>();
                break;

            case LOADER_TYPE.ITEM:
                itemLoader = model.get_gameObject().AddComponent <ItemLoader>();
                break;

            case LOADER_TYPE.ENEMY:
                enemyLoader = model.get_gameObject().AddComponent <EnemyLoader>();
                break;
            }
            modelLayer = uiRenderTexture.renderLayer;
        }
    }
Beispiel #6
0
        public void TestModReinstantiation()
        {
            TestPlayer player     = null;
            TestMod    gameMod    = null;
            TestMod    playerMod1 = null;
            TestMod    playerMod2 = null;

            AddStep("load player", () =>
            {
                Mods.Value        = new[] { gameMod = new TestMod() };
                stack.Push(loader = new PlayerLoader(() => player = new TestPlayer()));
            });

            AddUntilStep("wait for loader to become current", () => loader.IsCurrentScreen());
            AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
            AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
            AddStep("retrieve mods", () => playerMod1 = (TestMod)player.Mods.Value.Single());
            AddAssert("game mods not applied", () => gameMod.Applied == false);
            AddAssert("player mods applied", () => playerMod1.Applied);

            AddStep("restart player", () =>
            {
                var lastPlayer = player;
                player         = null;
                lastPlayer.Restart();
            });

            AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
            AddStep("retrieve mods", () => playerMod2 = (TestMod)player.Mods.Value.Single());
            AddAssert("game mods not applied", () => gameMod.Applied == false);
            AddAssert("player has different mods", () => playerMod1 != playerMod2);
            AddAssert("player mods applied", () => playerMod2.Applied);
        }
Beispiel #7
0
    private IEnumerator DoLoadHelm(EquipItemTable.EquipItemData data)
    {
        EquipModelTable.Data model_data = data.GetModelData(sexID);
        LoadObject           lo_head    = loadingQueue.LoadAndInstantiate(RESOURCE_CATEGORY.PLAYER_HEAD, ResourceName.GetPlayerHead(data.GetModelID(sexID)));
        LoadObject           lo_face    = null;

        if (model_data.needFace)
        {
            lo_face = loadingQueue.LoadAndInstantiate(RESOURCE_CATEGORY.PLAYER_FACE, ResourceName.GetPlayerFace(faceModelID));
        }
        yield return((object)loadingQueue.Wait());

        Transform head = lo_head.Realizes(_transform, _transform.get_gameObject().get_layer());

        head.set_localPosition(Vector3.get_zero());
        head.set_localRotation(Quaternion.get_identity());
        PlayerLoader.SetEquipColor(head, NGUIMath.IntToColor(data.modelColor0));
        nodeMain = head;
        yield return((object)this.StartCoroutine(InitRoopEffect(loadingQueue, head, SHADER_TYPE.NORMAL)));

        if (lo_face != null)
        {
            Transform face = lo_face.Realizes(head, _transform.get_gameObject().get_layer());
            _SetMannequinMaterial(face);
        }
        displayInfo = MonoBehaviourSingleton <GlobalSettingsManager> .I.uiModelRendering.helmDisplayInfo;
        OnLoadFinished();
    }
Beispiel #8
0
        public PlayerView()
        {
            this.Players = new ObservableCollection <PlayerViewModel>();

            this.InitializeComponent();
            this.DataContext = this;

            this.Loaded += delegate
            {
                if (!this.registered)
                {
                    for (DependencyObject obj = this; obj != null; obj = LogicalTreeHelper.GetParent(obj))
                    {
                        MainWindow window = obj as MainWindow;
                        if (window != null)
                        {
                            window.RegisterForSeasonChanges(
                                delegate(FanastySeason season)
                            {
                                var players = new PlayerLoader(season);

                                this.Dispatcher.BeginInvoke(
                                    new Action <IEnumerable <PlayerViewModel> >(this.Refresh),
                                    players.GetViewModels());
                            });
                            this.registered = true;
                            break;
                        }
                    }
                }
            };
        }
Beispiel #9
0
 private void PlayerController_PlayerLoading(object sender, PlayerLoader e)
 {
     e.Loader = e.Loader
                .Include(p => p.Units).ThenInclude(u => u.Equips)
                .Include(p => p.Teams)
                .Include(p => p.Formations);
 }
Beispiel #10
0
        private void load(OsuGameBase game)
        {
            Beatmap.Value = new DummyWorkingBeatmap(game);

            AddStep("load dummy beatmap", () => Add(loader = new PlayerLoader(() => new Player
            {
                AllowPause   = false,
                AllowLeadIn  = false,
                AllowResults = false,
            })));

            AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));

            AddUntilStep(() => !loader.IsCurrentScreen, "wait for no longer current");

            AddStep("load slow dummy beatmap", () =>
            {
                SlowLoadPlayer slow = null;

                Add(loader = new PlayerLoader(() => slow = new SlowLoadPlayer
                {
                    AllowPause   = false,
                    AllowLeadIn  = false,
                    AllowResults = false,
                }));

                Scheduler.AddDelayed(() => slow.Ready = true, 5000);
            });

            AddUntilStep(() => !loader.IsCurrentScreen, "wait for no longer current");
        }
        public ModelLoaderBase LoadModel(GameObject go, bool need_shadow, bool enable_light_probe, Action <Animator> on_complete, bool useSpecialModel)
        {
            if (IsUsePlayerModel())
            {
                PlayerLoader   loader           = go.AddComponent <PlayerLoader>();
                PlayerLoadInfo player_load_info = CreatePlayerLoadInfo();
                loader.StartLoad(player_load_info, go.get_layer(), 99, false, false, need_shadow, enable_light_probe, false, false, FieldManager.IsValidInField(), true, (!enable_light_probe) ? SHADER_TYPE.UI : ShaderGlobal.GetCharacterShaderType(), delegate
                {
                    if (on_complete != null)
                    {
                        on_complete(loader.animator);
                    }
                }, true, -1);
                return(loader);
            }
            NPCLoader loader2 = go.AddComponent <NPCLoader>();

            HomeThemeTable.HomeThemeData homeThemeData = Singleton <HomeThemeTable> .I.GetHomeThemeData(TimeManager.GetNow());

            int num = Singleton <HomeThemeTable> .I.GetNpcModelID(homeThemeData, id);

            int num2         = (num <= 0) ? specialModelID : num;
            int npc_model_id = (!useSpecialModel || num2 <= 0) ? npcModelID : num2;

            loader2.Load(npc_model_id, go.get_layer(), need_shadow, enable_light_probe, (!enable_light_probe) ? SHADER_TYPE.UI : ShaderGlobal.GetCharacterShaderType(), delegate
            {
                if (on_complete != null)
                {
                    on_complete(loader2.animator);
                }
            });
            return(loader2);
        }
Beispiel #12
0
        public void NoPlayersLoadingTest()
        {
            var res = PlayerLoader.LoadFromDLL(TestingDLLs + "NoPlayersDLL");

            Assert.NotNull(res);
            Assert.AreEqual(0, res.Length);
        }
Beispiel #13
0
        private void load(OsuGameBase game)
        {
            Beatmap.Value = new DummyWorkingBeatmap(game);

            AddStep("load dummy beatmap", () => stack.Push(loader = new PlayerLoader(() => new Player(false, false))));

            AddUntilStep("wait for current", () => loader.IsCurrentScreen());

            AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));

            AddUntilStep("wait for no longer current", () => !loader.IsCurrentScreen());

            AddStep("exit loader", () => loader.Exit());

            AddUntilStep("wait for no longer alive", () => !loader.IsAlive);

            AddStep("load slow dummy beatmap", () =>
            {
                SlowLoadPlayer slow = null;

                stack.Push(loader = new PlayerLoader(() => slow = new SlowLoadPlayer(false, false)));

                Scheduler.AddDelayed(() => slow.Ready = true, 5000);
            });

            AddUntilStep("wait for no longer current", () => !loader.IsCurrentScreen());
        }
Beispiel #14
0
 private void PlayerController_PlayerLoading(object sender, PlayerLoader e)
 {
     e.Loader = e.Loader
                .Include(x => x.FriendList)
                .ThenInclude(fl => fl.Friends)
                .Include(x => x.FriendList)
                .ThenInclude(fl => fl.FriendApplications);
 }
Beispiel #15
0
 public void Run()
 {
     //Load Scene
     //Put character in it
     PlayerLoader.LoadMain(0, 0);
     SceneManager.LoadScene(SceneName);
     SceneManager.sceneLoaded += SceneLoaded;
 }
Beispiel #16
0
    private IEnumerator DoLoad(int npc_model_id, int layer, bool need_shadow, bool enable_light_probes, SHADER_TYPE shader_type, Action callback)
    {
        loadingQueue = new LoadingQueue(this);
        string     model_name = ResourceName.GetNPCModel(npc_model_id);
        LoadObject lo_model   = loadingQueue.LoadAndInstantiate(RESOURCE_CATEGORY.NPC_MODEL, model_name);
        string     anim_name  = ResourceName.GetNPCAnim(npc_model_id);
        LoadObject lo_anim    = loadingQueue.Load(RESOURCE_CATEGORY.NPC_ANIM, anim_name, new string[1]
        {
            anim_name + "Ctrl"
        }, false);

        if (loadingQueue.IsLoading())
        {
            yield return((object)loadingQueue.Wait());
        }
        model = lo_model.Realizes(this.get_transform(), layer);
        if (model != null)
        {
            head   = Utility.Find(model, "Head");
            facial = model.GetComponentInChildren <NPCFacial>();
            if (facial != null)
            {
                facial.animNode = Utility.Find(model, "Face");
            }
            animator = model.GetComponentInChildren <Animator>();
            if (lo_anim != null && animator != null)
            {
                animator.set_runtimeAnimatorController(lo_anim.loadedObjects[0].obj as RuntimeAnimatorController);
            }
        }
        PlayerLoader.SetLightProbes(model, enable_light_probes);
        renderers = model.GetComponentsInChildren <Renderer>();
        int j = 0;

        for (int i = renderers.Length; j < i; j++)
        {
            if (renderers[j] is SkinnedMeshRenderer)
            {
                (renderers[j] as SkinnedMeshRenderer).set_localBounds(BOUNDS);
            }
        }
        switch (shader_type)
        {
        case SHADER_TYPE.LIGHTWEIGHT:
            ShaderGlobal.ChangeWantLightweightShader(renderers);
            break;

        case SHADER_TYPE.UI:
            ShaderGlobal.ChangeWantUIShader(renderers);
            break;
        }
        if (need_shadow)
        {
            shadow = PlayerLoader.CreateShadow(this.get_transform(), true, -1, shader_type == SHADER_TYPE.LIGHTWEIGHT);
        }
        coroutine = null;
        callback?.Invoke();
    }
Beispiel #17
0
    private IEnumerator DoLoadWeapon(EquipItemTable.EquipItemData data)
    {
        int    modelID = data.GetModelID(sexID);
        string name    = ResourceName.GetPlayerWeapon(modelID);
        byte   highTex = 0;

        if (MonoBehaviourSingleton <GlobalSettingsManager> .IsValid())
        {
            EquipModelHQTable hqTable = MonoBehaviourSingleton <GlobalSettingsManager> .I.equipModelHQTable;
            highTex = hqTable.GetWeaponFlag(modelID);
        }
        LoadObject lo = loadingQueue.LoadAndInstantiate(RESOURCE_CATEGORY.PLAYER_WEAPON, name);
        LoadObject lo_high_reso_tex = PlayerLoader.LoadHighResoTexs(loadingQueue, name, highTex);

        yield return((object)loadingQueue.Wait());

        Transform weapon = lo.Realizes(_transform, _transform.get_gameObject().get_layer());

        weapon.set_localPosition(Vector3.get_zero());
        weapon.set_localRotation(Quaternion.get_identity());
        Renderer[] renderers = weapon.GetComponentsInChildren <Renderer>();
        PlayerLoader.SetEquipColor3(renderers, NGUIMath.IntToColor(data.modelColor0), NGUIMath.IntToColor(data.modelColor1), NGUIMath.IntToColor(data.modelColor2));
        Material materialR = null;
        Material materialL = null;
        int      j         = 0;

        for (int i = renderers.Length; j < i; j++)
        {
            Renderer r = renderers[j];
            if (r.get_name().EndsWith("_L"))
            {
                materialL = r.get_material();
                nodeSub   = r.get_transform();
            }
            else
            {
                materialR = r.get_material();
                nodeMain  = r.get_transform();
            }
        }
        yield return((object)this.StartCoroutine(InitRoopEffect(loadingQueue, weapon, SHADER_TYPE.NORMAL)));

        PlayerLoader.ApplyWeaponHighResoTexs(lo_high_reso_tex, highTex, materialR, materialL);
        displayInfo = new GlobalSettingsManager.UIModelRenderingParam.DisplayInfo(MonoBehaviourSingleton <GlobalSettingsManager> .I.uiModelRendering.WeaponDisplayInfos[(int)data.type]);
        if (data.id == 50020201 || data.id == 50020200)
        {
            displayInfo.mainPos    = new Vector3(0f, 0f, -0.21f);
            displayInfo.mainRot.x += 180f;
            displayInfo.subRot.x  += 180f;
        }
        if (data.id == 60020200 || data.id == 60020201 || data.id == 60020202)
        {
            displayInfo.mainPos = new Vector3(0f, 0f, 0f);
            displayInfo.mainRot = new Vector3(-64.50903f, 93.68915f, -118.1268f);
        }
        OnLoadFinished();
    }
Beispiel #18
0
 private void InitializePlayer()
 {
     _player = PlayerLoader.GetPlayer() ?? _player;
     _player.OnMoneyChanged        += OnMoneyChanged;
     _player.OnAchievementUnlocked += OnAchievementUnlocked;
     OnMoneyChanged(this, EventArgs.Empty);
     InitializeSkinToolStrip();
     InitializeSkillsToolStrip();
     StartNewGame();
 }
Beispiel #19
0
    protected override ModelLoaderBase LoadModel()
    {
        //IL_001d: Unknown result type (might be due to invalid IL or missing references)
        lastTargetNPCID = -1;
        sexType         = MonoBehaviourSingleton <UserInfoManager> .I.userStatus.sex;
        PlayerLoader playerLoader = this.get_gameObject().AddComponent <PlayerLoader>();

        playerLoader.StartLoad(PlayerLoadInfo.FromUserStatus(false, true, -1), 8, 99, false, false, true, true, false, false, false, false, SHADER_TYPE.NORMAL, null, true, -1);
        return(playerLoader);
    }
Beispiel #20
0
    // This does the saving a loading of player data - the current level.

    public static void SavePlayer(PlayerLoader player)
    {
        BinaryFormatter formatter = new BinaryFormatter();
        string          path      = Application.persistentDataPath + "/player.savefile"; //where the save file is

        FileStream stream   = new FileStream(path, FileMode.Create);
        PlayerData saveData = new PlayerData(player);

        // Insert data into the player.savefile
        formatter.Serialize(stream, saveData);
        stream.Close();
    }
 protected virtual void LoadModel()
 {
     //IL_0041: Unknown result type (might be due to invalid IL or missing references)
     //IL_0055: Unknown result type (might be due to invalid IL or missing references)
     SetRenderPlayerModel(transRoot, UI.TEX_MODEL, PlayerLoadInfo.FromCharaInfo(data, true, true, true, isVisualMode), PLAYER_ANIM_TYPE.GetStatus(data.sex), new Vector3(0f, -0.75f, 14f), new Vector3(0f, 180f, 0f), isVisualMode, delegate(PlayerLoader player_loader)
     {
         if (player_loader != null)
         {
             loader = player_loader;
         }
     });
 }
Beispiel #22
0
 private void DeleteModel()
 {
     //IL_0030: Unknown result type (might be due to invalid IL or missing references)
     DeleteRenderTexture((Enum)UI.TEX_ENEMY);
     SetVisibleWidgetEffect(UI.TEX_ENEMY, null);
     if (model != null)
     {
         Object.DestroyImmediate(model.get_gameObject());
         model  = null;
         loader = null;
     }
 }
Beispiel #23
0
 public void LoadPlayer(PlayerLoadInfo load_info)
 {
     //IL_002f: Unknown result type (might be due to invalid IL or missing references)
     //IL_003a: Unknown result type (might be due to invalid IL or missing references)
     //IL_004e: Unknown result type (might be due to invalid IL or missing references)
     //IL_0053: Unknown result type (might be due to invalid IL or missing references)
     //IL_0122: Unknown result type (might be due to invalid IL or missing references)
     if (playerShadow == null)
     {
         playerShadow = PlayerLoader.CreateShadow(MonoBehaviourSingleton <StageManager> .I.stageObject, false, -1, false);
         playerShadow.get_transform().set_position(parameter.playerPos + new Vector3(0f, 0.005f, 0f));
     }
     ShaderGlobal.lightProbe = false;
     if (!(playerLoader != null) || !playerLoader.loadInfo.Equals(load_info))
     {
         if (renderTexture != null)
         {
             Object.DestroyImmediate(renderTexture);
         }
         renderTexture = UIRenderTexture.Get(uiTexture, -1f, true, -1);
         renderTexture.Disable();
         renderTexture.nearClipPlane = parameter.renderTextureNearClip;
         int num = -1;
         if (MonoBehaviourSingleton <OutGameSettingsManager> .IsValid())
         {
             num = ((!MonoBehaviourSingleton <OutGameSettingsManager> .I.statusScene.isChangeHairShader) ? (-1) : MonoBehaviourSingleton <UserInfoManager> .I.userStatus.hairColorId);
         }
         playerLoader = renderTexture.modelTransform.get_gameObject().AddComponent <PlayerLoader>();
         PlayerLoader obj = playerLoader;
         int          use_hair_overlay = num;
         obj.StartLoad(load_info, renderTexture.renderLayer, PLAYER_ANIM_TYPE.GetStatus(MonoBehaviourSingleton <UserInfoManager> .I.userStatus.sex), false, false, false, false, false, true, true, true, SHADER_TYPE.NORMAL, delegate
         {
             //IL_0006: Unknown result type (might be due to invalid IL or missing references)
             //IL_0011: Unknown result type (might be due to invalid IL or missing references)
             //IL_0021: Unknown result type (might be due to invalid IL or missing references)
             //IL_0056: Unknown result type (might be due to invalid IL or missing references)
             //IL_00a2: Unknown result type (might be due to invalid IL or missing references)
             //IL_00ad: Unknown result type (might be due to invalid IL or missing references)
             //IL_00b2: Unknown result type (might be due to invalid IL or missing references)
             //IL_00ba: Unknown result type (might be due to invalid IL or missing references)
             //IL_00bf: Unknown result type (might be due to invalid IL or missing references)
             playerLoader.get_transform().set_position(parameter.playerPos);
             playerLoader.get_transform().set_eulerAngles(new Vector3(0f, (viewMode != 0) ? parameter.avatarPlayerRot : parameter.playerRot, 0f));
             if (MonoBehaviourSingleton <UserInfoManager> .IsValid())
             {
                 UserStatus userStatus = MonoBehaviourSingleton <UserInfoManager> .I.userStatus;
                 float num2            = (userStatus.sex != 0) ? parameter.playerScaleFemale : parameter.playerScaleMale;
                 playerLoader.get_transform().set_localScale(playerLoader.get_transform().get_localScale().Mul(new Vector3(num2, num2, num2)));
             }
             renderTexture.Enable(0.25f);
         }, true, use_hair_overlay);
     }
 }
    private static PlayerLoader Load(HomePlayerCharacter chara, GameObject go, FriendCharaInfo chara_info, PlayerLoader.OnCompleteLoad callback)
    {
        PlayerLoader   playerLoader   = go.AddComponent <PlayerLoader>();
        PlayerLoadInfo playerLoadInfo = new PlayerLoadInfo();

        if (chara_info != null)
        {
            playerLoadInfo.Apply(chara_info, false, true, true, true);
            chara.sexType = chara_info.sex;
        }
        else
        {
            int num = Random.Range(0, 2);
            int face_type_id;
            int hair_style_id;
            if (num == 0)
            {
                int[] defaultHasManFaceIndexes = Singleton <AvatarTable> .I.defaultHasManFaceIndexes;
                face_type_id = defaultHasManFaceIndexes[Random.Range(0, defaultHasManFaceIndexes.Length)];
                int[] defaultHasManHeadIndexes = Singleton <AvatarTable> .I.defaultHasManHeadIndexes;
                hair_style_id = defaultHasManHeadIndexes[Random.Range(0, defaultHasManHeadIndexes.Length)];
            }
            else
            {
                int[] defaultHasWomanFaceIndexes = Singleton <AvatarTable> .I.defaultHasWomanFaceIndexes;
                face_type_id = defaultHasWomanFaceIndexes[Random.Range(0, defaultHasWomanFaceIndexes.Length)];
                int[] defaultHasWomanHeadIndexes = Singleton <AvatarTable> .I.defaultHasWomanHeadIndexes;
                hair_style_id = defaultHasWomanHeadIndexes[Random.Range(0, defaultHasWomanHeadIndexes.Length)];
            }
            int[] defaultHasSkinColorIndexes = Singleton <AvatarTable> .I.defaultHasSkinColorIndexes;
            int   skin_color_id = defaultHasSkinColorIndexes[Random.Range(0, defaultHasSkinColorIndexes.Length)];
            int[] defaultHasHairColorIndexes = Singleton <AvatarTable> .I.defaultHasHairColorIndexes;
            int   hair_color_id = defaultHasHairColorIndexes[Random.Range(0, defaultHasHairColorIndexes.Length)];
            playerLoadInfo.SetFace(num, face_type_id, skin_color_id);
            playerLoadInfo.SetHair(num, hair_style_id, hair_color_id);
            OutGameSettingsManager.HomeScene.RandomEquip randomEquip = MonoBehaviourSingleton <OutGameSettingsManager> .I.homeScene.randomEquip;
            uint equip_body_item_id = (uint)Utility.Lot(randomEquip.bodys);
            uint equip_head_item_id = (uint)Utility.Lot(randomEquip.helms);
            uint equip_arm_item_id  = (uint)Utility.Lot(randomEquip.arms);
            uint equip_leg_item_id  = (uint)Utility.Lot(randomEquip.legs);
            playerLoadInfo.SetEquipBody(num, equip_body_item_id);
            if (Random.Range(0, 4) != 0)
            {
                playerLoadInfo.SetEquipHead(num, equip_head_item_id);
            }
            playerLoadInfo.SetEquipArm(num, equip_arm_item_id);
            playerLoadInfo.SetEquipLeg(num, equip_leg_item_id);
            chara.sexType = num;
        }
        playerLoader.StartLoad(playerLoadInfo, 0, 99, false, false, true, true, false, false, true, true, SHADER_TYPE.NORMAL, callback, true, -1);
        return(playerLoader);
    }
Beispiel #25
0
        public void LoadPlayersFrom_PlayerNotClass_SetsValidationError()
        {
            // arrange
            var loader = new PlayerLoader();

            // act
            loader.LoadPlayersFrom(new List <Type> {
                typeof(InterfacePlayer)
            });

            // assert
            Assert.That(loader.ValidationErrors, Has.Exactly(1).EqualTo("BoardBots.Tests.InterfacePlayer is not a class"));
        }
Beispiel #26
0
        public void LoadPlayersFrom_NoParameterlessConstructor_SetsValidationError()
        {
            // arrange
            var loader = new PlayerLoader();

            // act
            loader.LoadPlayersFrom(new List <Type> {
                typeof(ComplexConstructorPlayer)
            });

            // assert
            Assert.That(loader.ValidationErrors, Has.Exactly(1).EqualTo("BoardBots.Tests.ComplexConstructorPlayer does not have a parameterless constructor"));
        }
Beispiel #27
0
        public void LoadPlayersFrom_ConstructorThrowsException_SetsValidationError()
        {
            // arrange
            var loader = new PlayerLoader();

            // act
            loader.LoadPlayersFrom(new List <Type> {
                typeof(ExceptionalPlayer)
            });

            // assert
            Assert.That(loader.ValidationErrors, Has.Exactly(1).EqualTo("BoardBots.Tests.ExceptionalPlayer threw an exception while loading: Can't load me, sucka!"));
        }
Beispiel #28
0
        public void LoadPlayersFrom_SingleTypeWithValidPlayer_ReturnsPlayer()
        {
            // arrange

            // act
            var players = new PlayerLoader().LoadPlayersFrom(new List <Type> {
                typeof(Fakeplayer)
            });

            // assert
            Assert.That(players.Count, Is.EqualTo(1));
            Assert.That(players[0].GetType(), Is.EqualTo(typeof(Fakeplayer)));
        }
    // Start is called before the first frame update
    void Awake()
    {
        if (_instance != null && _instance != this)
        {
            Destroy(this.gameObject);
            return;
        }

        _instance = this;

        DontDestroyOnLoad(gameObject);
        SceneManager.sceneLoaded += SceneManager_sceneLoaded;
    }
Beispiel #30
0
    private void init()
    {
        initialized=true;
        playerLoader=GameObject.Find("GameController").GetComponent<PlayerLoader>();
        level=playerLoader.getLevel();
        experience=playerLoader.getExp();
        maxExperience=playerLoader.getMaxExperience();

        float scalar=experience/(float)maxExperience;
        transform.localScale=new Vector3(normalScale.x*scalar, normalScale.y, normalScale.z);

        levelNumber.text=""+level;
    }
    private PlayerLoader Load(LoungePlayer chara, GameObject go, CharaInfo chara_info, PlayerLoader.OnCompleteLoad callback)
    {
        PlayerLoader   playerLoader   = go.AddComponent <PlayerLoader>();
        PlayerLoadInfo playerLoadInfo = new PlayerLoadInfo();

        if (chara_info != null)
        {
            playerLoadInfo.Apply(chara_info, false, true, true, true);
            chara.sexType = chara_info.sex;
        }
        playerLoader.StartLoad(playerLoadInfo, 8, 99, false, false, true, true, false, false, true, true, SHADER_TYPE.NORMAL, callback, true, -1);
        return(playerLoader);
    }
Beispiel #32
0
 public void init()
 {
     loader=GameObject.Find("GameController").GetComponent<PlayerLoader>();
     setButtonSprites();
 }