// Use this for initialization void Start() { playerMvntSCR = GetComponent <PlayerMovement>(); globalMap = GameObject.FindGameObjectWithTag("Manager").GetComponent <ShipMap>(); if (isAlly) { engineMng = GameObject.FindGameObjectWithTag("MainShip").GetComponent <EnginesManager>(); } else { engineMng = GameObject.FindGameObjectWithTag("Enemy").GetComponent <EnginesManager>(); } medicEngine = engineMng.GetEngine(Engine.engineType.medic); if (medicEngine == null) { StartCoroutine(initCrt()); return; } Vector3 medicPos = globalMap.GetEnginePos(Engine.engineType.medic, isAlly); foreach (ShipCell cell in globalMap.GetRoomByPos(medicPos).cells) { medicsPos.Add(cell.position); } StartCoroutine(RepairCoroutine()); StartCoroutine(OperateCrt()); }
public ActionResult Index([FromBody] RegisterModel model) { Player player = null; try { player = _playerService.Find(model.Key); } catch (PlayerNotFoundException) { try { player = _playerService.Register(model.Name); model.Key = player.Key; } catch (EntityValidationException exception) { _addValidationErrors(exception); } } if (player == null) { return(View(model)); } if (ModelState.IsValid) { var cells = new List <Point>(); ShipMap.Iterate((x, y) => { if (model.ShipMap[x][y]) { cells.Add(new Point { X = x, Y = y }); } }); try { _playerService.UpdateMap(player.Key, cells); } catch (EntityValidationException exception) { _addValidationErrors(exception); } catch (MapValidationException exception) { ModelState.AddModelError(string.Empty, exception.Message); } catch (ShipsCollisionException exception) { ModelState.AddModelError(string.Empty, exception.Message); } } return(View(model)); }
// Use this for initialization void Start() { shipMap = GameObject.FindGameObjectWithTag("Manager").GetComponent <ShipMap>(); enginesManager = GetComponent <EnginesManager>(); Initialize(); lastPosition = transform.position; shipMap.shipMap = map; }
// Use this for initialization void Start() { mapSCR = GameObject.FindGameObjectWithTag("Manager").GetComponent <ShipMap>(); aiLerp = gameObject.GetComponent <AILerp>(); charMng = gameObject.GetComponent <CharacterManager>(); isAlly = charMng.isAlly; StartCoroutine(Initialization()); }
public int fleeOperateModifier = 5; // bonus en flat par level d'opérate // Use this for initialization void Start() { iAMng = GetComponent <EnemyIA>(); statsSCR = GetComponent <EnemyStats>(); shipMap = GameObject.FindGameObjectWithTag("Manager").GetComponent <ShipMap>(); eventsMng = GameObject.FindGameObjectWithTag("Manager").GetComponentInChildren <EventsMainManager>(); weaponsMng = GameObject.FindGameObjectWithTag("Manager").GetComponent <WeaponManager>(); weaponsMng.enemy = gameObject; StartCoroutine(RepairHullCrt()); StartCoroutine(InitCrew()); }
// Use this for initialization void Start() { globalMap = GameObject.FindGameObjectWithTag("Manager").GetComponent<ShipMap>(); weapons[0] = new Weapon(GameObject.FindGameObjectWithTag("Manager").GetComponent<ItemDatabase>().GetItem(2)); weapons[1] = new Weapon(); weapons[2] = new Weapon(); weapons[3] = new Weapon(); displayMng.weapon0 = weapons[0].weaponItem; StartCoroutine(UseWeaponCRT(0,0)); displayMng.RefreshWeapons(); }
// Use this for initialization void Start() { globalMap = GameObject.FindGameObjectWithTag("Manager").GetComponent <ShipMap>(); weapons[0] = new Weapon(GameObject.FindGameObjectWithTag("Manager").GetComponent <ItemDatabase>().GetItem(2)); weapons[1] = new Weapon(); weapons[2] = new Weapon(); weapons[3] = new Weapon(); displayMng.weapon0 = weapons[0].weaponItem; StartCoroutine(UseWeaponCRT(0, 0)); displayMng.RefreshWeapons(); }
void Start() { body = GetComponent <Rigidbody2D> (); map = GetComponent <ShipMap>(); map.Rebuild(this); CreateArmor(1, 0); CreateArmor(0, 1); CreateArmor(1, 1); CreateArmor(-1, 1); CreateArmor(-1, 0); CreateArmor(-1, -1); CreateArmor(1, -1); CreateGun(0, 2); }
/// <summary> /// Verifies and stores the map in the database /// </summary> /// <param name="key">Player secret key</param> /// <param name="cells">Selected ship cells on the map</param> public void UpdateMap(string key, List <Point> cells) { var player = _entities.Players.Include(t => t.Cells).FirstOrDefault(t => t.Key == key); if (player == null) { throw new KeyNotFoundException("Player with key " + key + " not found."); } if (player.MapValidated) { throw new EntityValidationException("Map changes are not allowed."); } var shipMap = new ShipMap(); shipMap.ParseShips(cells); shipMap.Validate(); player.MapValidated = true; var newCells = cells.Select(t => new ShipCell(t.X, t.Y) { PlayerId = player.Id }); _entities.ShipCells.RemoveRange(player.Cells); _entities.ShipCells.AddRange(newCells); using (var transaction = _entities.Database.BeginTransaction()) { try { _entities.SaveChanges(); transaction.Commit(); } catch (DbEntityValidationException exception) { transaction.Rollback(); throw new EntityValidationException(exception); } } }
// Use this for initialization void Start() { shipMap = GameObject.FindGameObjectWithTag("Manager").GetComponent<ShipMap>(); enginesManager = GetComponent<EnginesManager>(); Initialize(); lastPosition = transform.position; shipMap.shipMap = map; }
public (bool isValid, string Message) PlaceShip(string str, Ship ship) { return(ShipMap.PlaceShip(str, ship)); }
// Use this for initialization void Start() { shipMap = GameObject.FindGameObjectWithTag("Manager").GetComponent<ShipMap>(); Initialize(); shipMap.enemyShipMap = map; }
//int maxEnergy; // Use this for initialization void Start() { InitEngines(); mapScr = GameObject.FindGameObjectWithTag("Manager").GetComponent<ShipMap>(); StartCoroutine(CrewPositionManagement()); }
// Use this for initialization void Start() { playerMvntSCR = GetComponent<PlayerMovement>(); globalMap = GameObject.FindGameObjectWithTag("Manager").GetComponent<ShipMap>(); if (isAlly) { engineMng = GameObject.FindGameObjectWithTag("MainShip").GetComponent<EnginesManager>(); } else { engineMng = GameObject.FindGameObjectWithTag("Enemy").GetComponent<EnginesManager>(); } medicEngine = engineMng.GetEngine(Engine.engineType.medic); if (medicEngine == null) { StartCoroutine(initCrt()); return; } Vector3 medicPos = globalMap.GetEnginePos(Engine.engineType.medic, isAlly); foreach (ShipCell cell in globalMap.GetRoomByPos(medicPos).cells) { medicsPos.Add(cell.position); } StartCoroutine(RepairCoroutine()); StartCoroutine(OperateCrt()); }
//int maxEnergy; // Use this for initialization void Start() { InitEngines(); mapScr = GameObject.FindGameObjectWithTag("Manager").GetComponent <ShipMap>(); StartCoroutine(CrewPositionManagement()); }
void Start() { body = GetComponent<Rigidbody2D> (); map = GetComponent<ShipMap>(); map.Rebuild(this); CreateArmor(1, 0); CreateArmor(0, 1); CreateArmor(1, 1); CreateArmor(-1, 1); CreateArmor(-1, 0); CreateArmor(-1, -1); CreateArmor(1, -1); CreateGun(0, 2); }
// Use this for initialization void Start() { iAMng = GetComponent<EnemyIA>(); statsSCR = GetComponent<EnemyStats>(); shipMap = GameObject.FindGameObjectWithTag("Manager").GetComponent<ShipMap>(); eventsMng = GameObject.FindGameObjectWithTag("Manager").GetComponentInChildren<EventsMainManager>(); weaponsMng = GameObject.FindGameObjectWithTag("Manager").GetComponent<WeaponManager>(); weaponsMng.enemy = gameObject; StartCoroutine(RepairHullCrt()); StartCoroutine(InitCrew()); }
// Use this for initialization void Start() { shipMap = GameObject.FindGameObjectWithTag("Manager").GetComponent <ShipMap>(); Initialize(); shipMap.enemyShipMap = map; }
// Use this for initialization void Start() { mapSCR = GameObject.FindGameObjectWithTag("Manager").GetComponent<ShipMap>(); aiLerp = gameObject.GetComponent<AILerp>(); charMng = gameObject.GetComponent<CharacterManager>(); isAlly = charMng.isAlly; StartCoroutine(Initialization()); }