Beispiel #1
0
        void HomeViewModel_OnDownloadRequestCompleted(object sender, System.Net.DownloadStringCompletedEventArgs e)
        {
            IsBusy = false;
            try
            {
                if (e.Error == null)
                {
                    NearestSpaceObject = JsonConvert.DeserializeObject<SpaceObject>(e.Result);

                    IsError = false;
                    Message = String.Empty;

                }
                else {
                    IsError = true;
                    Message = "We've failed to load your request";

                }
            }
            catch (Exception ex)
            {
                IsError = true;
                Message = "We've failed to load your request";
            }
            


        }
  public void DrawOrbit(SpaceObject spaceObject)
  {
    GameObject orbit = new GameObject(spaceObject.Name + "_OrbitPath");
    orbit.transform.SetParent(spaceObject.Orbit.OrbitCentre.UnityObject.transform);
    var orbitPath = orbit.AddComponent<LineRenderer>();
    orbitPath.SetWidth(0.5f, 0.5f);
    orbitPath.material.shader = Shader.Find("Standard");
    orbitPath.receiveShadows = false;
    orbitPath.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
    orbitPath.material.SetColor("_TintColor", new Color(0.5f, 0.5f, 0.5f));
    orbitPath.useWorldSpace = false;
    int segmentCount = Mathf.CeilToInt(spaceObject.Orbit.Period) * EarthYearInSeconds;
    if (segmentCount < 50)
    {
      segmentCount = 50;
    }
    if (segmentCount > 200)
    {
      segmentCount = 200;
    }
    orbitPath.SetVertexCount(segmentCount + 1);

    var step = spaceObject.Orbit.Period / segmentCount;
    for (int i = 0; i < (segmentCount + 1); i++)
    {
      var newPositionRadial = OrbitMechanics.CalculatePosition(step * i, spaceObject.Orbit);
      orbitPath.SetPosition(i, newPositionRadial.ToCartesian() * AUToWorldUnits + spaceObject.Orbit.OrbitCentre.UnityObject.transform.position);
    }
    foreach (SpaceObject orbitingObject in spaceObject.OrbitingObjects)
    {
      DrawOrbit(orbitingObject);
    }
  }
 public SpaceObjectComponent(SpaceObject obj)
 {
     Object = obj;
     if (obj.TextureId != null)
     {
         //Texture = ServiceLocator.Instance.GetService<ContentManager>().Load<Texture2D>(obj.TextureId);
     }
 }
 private void TransformPlanetsPosition(SpaceObject spaceObject)
 {
   var newPosition = spaceObject.CurrentPosition.ToCartesian() * AUToWorldUnits;
   Vector3 shift = new Vector3(0, 0, 0);
   if (spaceObject.Orbit != null)
   {
     shift = spaceObject.Orbit.OrbitCentre.UnityObject.transform.position;
   }
   spaceObject.UnityObject.transform.Translate(newPosition - spaceObject.UnityObject.transform.position + shift);
   foreach (SpaceObject orbitingObject in spaceObject.OrbitingObjects)
   {
     TransformPlanetsPosition(orbitingObject);
   }
 }
 public static void SetPositionAtTime(float time, SpaceObject spaceObject)
 {
   if (spaceObject.Orbit != null)
   {
     spaceObject.CurrentPosition = CalculatePosition(time, spaceObject.Orbit);
   }
   else
   {
     spaceObject.CurrentPosition = new SphericalCoordinates(0, 0, 0);
   }
   foreach (SpaceObject orbitingObject in spaceObject.OrbitingObjects)
   {
     SetPositionAtTime(time, orbitingObject);
   }
 }
 private void BuildSystemGameOjects(SpaceObject spaceObject, GameObject parentGameObject)
 {
   GameObject gameObject = GameObject.CreatePrimitive(PrimitiveType.Sphere);
   var planetMesh = gameObject.GetComponent<MeshRenderer>();
   planetMesh.material.shader = Shader.Find("Particles/Additive");
   planetMesh.material.SetColor("_TintColor", Color.blue);
   gameObject.name = spaceObject.Name;
   spaceObject.UnityObject = gameObject;
   var sizeScale = spaceObject.Size * EarthSizeToWorldUnits;
   gameObject.transform.SetParent(parentGameObject.transform);
   gameObject.transform.localScale = new Vector3(sizeScale, sizeScale, sizeScale);
   gameObject.transform.localPosition = spaceObject.CurrentPosition.ToCartesian() * AUToWorldUnits;
   foreach (SpaceObject orbitingObject in spaceObject.OrbitingObjects)
   {
     BuildSystemGameOjects(orbitingObject, gameObject);
   }
 }
  private void GenerateTestSystem()
  {
    Star = new Star() { Mass = 1, Size = 1, Rotation = 30, System = this, Name = "Sol" };
    var earth = new Planet() { Mass = 1, Size = 1, Rotation = 24, Name = "Earth", Orbit = new Orbit() { MeanDistance = 1, Period = 1, Eccentricity = 0.0167086f, Inclination = 7.155f, PeriapsisArgument= 114.207f, OrbitCentre = Star } };
    var moon = new Moon() { Mass = 0.0123f, Size = 0.273f, Rotation = 27, Name = "Moon", Orbit = new Orbit() { MeanDistance = 0.00257f * 40, Period = 0.0739f, Eccentricity = 0.0549f, Inclination = 5.145f, OrbitCentre = earth } };
    earth.OrbitingObjects.Add(moon);
    Star.OrbitingObjects.Add(earth);

    var jupiter = new Planet() { Mass = 317.8f, Size = 11.209f, Rotation = 9.925f, Name = "Jupiter", Orbit = new Orbit() { MeanDistance = 5.20260f, Period = 11.8618f, Eccentricity = 0.048498f, Inclination = 6.09f, PeriapsisArgument = 273.867f, OrbitCentre = Star } };
    var ganymede = new Planet() { Mass = 0.025f, Size = 0.413f, Rotation = 9.925f, Name = "Ganymede", Orbit = new Orbit() { MeanDistance = 0.00715f * 120, Period = 0.0195f, Eccentricity = 0.0013f, Inclination = 2.214f, OrbitCentre = jupiter } };
    var calisto = new Planet() { Mass = 0.018f, Size = 0.378f, Rotation = 9.925f, Name = "Calisto", Orbit = new Orbit() { MeanDistance = 0.0125f * 80, Period = 0.04569f, Eccentricity = 0.0074f, Inclination = 2.017f, OrbitCentre = jupiter } };
    var io = new Planet() { Mass = 0.015f, Size = 0.286f, Rotation = 9.925f, Name = "Io", Orbit = new Orbit() { MeanDistance = 0.002819f * 250, Period = 0.00484f, Eccentricity = 0.0041f, Inclination = 2.213f, OrbitCentre = jupiter } };
    Star.OrbitingObjects.Add(jupiter);
    jupiter.OrbitingObjects.Add(ganymede);
    jupiter.OrbitingObjects.Add(calisto);
    jupiter.OrbitingObjects.Add(io);

    var saturn = new Planet() { Mass = 95.159f, Size = 9.4492f, Rotation = 10.55f, Name = "Saturn", Orbit = new Orbit() { MeanDistance = 9.554909f, Period = 29.4571f, Eccentricity = 0.05555f, Inclination = 5.51f, PeriapsisArgument = 339.392f, OrbitCentre = Star } };
    var titan = new Planet() { Mass = 0.0225f, Size = 0.404f, Rotation = 10.55f, Name = "Titan", Orbit = new Orbit() { MeanDistance = 0.00816f * 80, Period = 0.043f, Eccentricity = 0.0288f, Inclination = 8.348f, OrbitCentre = saturn } };
    Star.OrbitingObjects.Add(saturn);
    saturn.OrbitingObjects.Add(titan);

    var uranus = new Planet() { Mass = 14.536f, Size = 4.007f, Rotation = 17.1f, Name = "Uranus", Orbit = new Orbit() { MeanDistance = 19.2184f, Period = 84.0205f, Eccentricity = 0.046381f, Inclination = 6.48f, PeriapsisArgument = 96.998f, OrbitCentre = Star } };
    Star.OrbitingObjects.Add(uranus);

    var neptune = new Planet() { Mass = 17.147f, Size = 3.883f, Rotation = 16.02f, Name = "Neptune", Orbit = new Orbit() { MeanDistance = 30.110387f, Period = 164.8f, Eccentricity = 0.009456f, Inclination = 6.43f, PeriapsisArgument = 276.336f, OrbitCentre = Star } };
    Star.OrbitingObjects.Add(neptune);

    var venus = new Planet() { Mass = 0.815f, Size = 0.9499f, Rotation = -5832.6f, Name = "Venus", Orbit = new Orbit() { MeanDistance = 0.723f, Period = 0.615f, Eccentricity = 0.006772f, Inclination = 3.86f, PeriapsisArgument = 54.884f, OrbitCentre = Star } };
    Star.OrbitingObjects.Add(venus);

    var mars = new Planet() { Mass = 0.107f, Size = 0.533f, Rotation = 24.2f, Name = "Mars", Orbit = new Orbit() { MeanDistance = 1.523f, Period = 1.88f, Eccentricity = 0.0934f, Inclination = 5.65f, PeriapsisArgument = 286.502f, OrbitCentre = Star } };
    Star.OrbitingObjects.Add(mars);

    var mercury = new Planet() { Mass = 0.055f, Size = 0.3829f, Rotation = 1407.5f, Name = "Mercury", Orbit = new Orbit() { MeanDistance = 0.387f, Period = 0.240f, Eccentricity = 0.205f, Inclination = 3.38f, PeriapsisArgument = 29.124f, OrbitCentre = Star } };
    Star.OrbitingObjects.Add(mercury);


    //var mercury = new Planet() { Mass = f, Size = f, Rotation = f, Name = "Mercury", Orbit = new Orbit() { MeanDistance = f * 40, Period = f, Eccentricity = f, Inclination = f, PeriapsisArgument = f, OrbitCentre = Star } };
    // var mercury = new Planet() { Mass = f, Size = f, Rotation = f, Name = "Mercury", Orbit = new Orbit() { MeanDistance = f  * 40, Period = f, Eccentricity = f, Inclination = f, PeriapsisArgument = f, OrbitCentre = Star } };
    // var mercury = new Planet() { Mass = f, Size = f, Rotation = f, Name = "Mercury", Orbit = new Orbit() { MeanDistance = f  * 40, Period = f, Eccentricity = f, Inclination = f, PeriapsisArgument = f, OrbitCentre = Star } };
    // var mercury = new Planet() { Mass = f, Size = f, Rotation = f, Name = "Mercury", Orbit = new Orbit() { MeanDistance = f  * 40, Period = f, Eccentricity = f, Inclination = f, PeriapsisArgument = f, OrbitCentre = Star } };
    // var mercury = new Planet() { Mass = f, Size = f, Rotation = f, Name = "Mercury", Orbit = new Orbit() { MeanDistance = f  * 40, Period = f, Eccentricity = f, Inclination = f, PeriapsisArgument = f, OrbitCentre = Star } };
  }
Beispiel #8
0
        protected override void OnNavigatedTo(NavigationEventArgs e)
        {
            base.OnNavigatedTo(e);
            SpaceObject obj = null;
            
            if (PhoneApplicationService.Current.State["CurrentSpaceObject"] != null)
            {
                obj = PhoneApplicationService.Current.State["CurrentSpaceObject"] as SpaceObject;
            }
            else
            {

                obj = new SpaceObject() { id_object = 1 };
            }
            vm.InitCamera(viewfinderBrush, obj);
            if (NavigationContext.QueryString.TryGetValue("action", out action))
            {
                if (action == "delete")
                    NavigationService.RemoveBackEntry();
            }
            
        }
    // All space objects have health
    public SwordsmanAttackingState(SpaceObject _enemyObject, GameObject _currentGameObject, float _nextEnemyRange)
    {
        enemyObject = _enemyObject;
        currentGameObject = _currentGameObject;
        nextEnemyRange = _nextEnemyRange;

        // Begin attack approach
        isAttacking = true;

        //since queries cost so much, save some time and do one here.
        //offSet = DelegateAttackPosition(currentGameObject, enemyObject);
    }
Beispiel #10
0
 public void DeleteObject(SpaceObject spaceObject)
 {
     this.SpaceObjects[Array.IndexOf(this.SpaceObjects, spaceObject)] = null;
 }
Beispiel #11
0
 public void RotateObject(SpaceObject spaceObject, double angle)
 {
     ObjectAnimated?.Invoke(this, new AnimationEventArgs(this.CaptureGameState(spaceObject), angle));
     spaceObject.Rotate(angle);
 }
Beispiel #12
0
    // Use this for initialization
    void Start()
    {
        planets = new List <Planet>();
        objects = new List <SpaceObject>();
        ships   = new List <Spaceship>();

        // Znajdz wszystkie planety aktualnie w grze
        // ...i ustaw poczatkowe szybkosci planet
        var ps = GameObject.FindObjectsOfType <Planet>();

        print("Planets: " + ps.Length);

        foreach (var p in ps)
        {
            planets.Add(p);

            // Znajdz 'rodzica'
            if (p.parent || p.children.Count < 1)
            {
                continue;
            }

            List <Planet> stack = new List <Planet>();

            foreach (var c in p.children)
            {
                stack.Add(c);
            }

            print("Liczba dzieci: " + stack.Count);

            while (stack.Count > 0)
            {
                Planet child = stack[0];
                stack.RemoveAt(0);

                Vector3     dir = child.transform.position - p.transform.position;
                Vector3     f   = p.GetForceAt(child.transform.position);
                Matrix4x4   m   = Matrix4x4.TRS(new Vector3(), Quaternion.Euler(0, 90, 0), new Vector3(1, 1, 1));
                SpaceObject so  = child.GetComponent <SpaceObject>();

                float v = Mathf.Sqrt(f.magnitude * dir.magnitude / p.mass) * 20;

                print("Spd: " + v);

                so.spd += m.MultiplyPoint3x4(dir.normalized) * v + child.parent.GetComponent <SpaceObject>().spd;

                foreach (var c in child.children)
                {
                    stack.Add(c);
                }
            }
        }

        // Znajdz wszystkie obiekty aktualnie w grze
        var os = GameObject.FindObjectsOfType <SpaceObject>();

        print("Objects: " + os.Length);

        foreach (var o in os)
        {
            o.universe = this;

            objects.Add(o);
        }

        // Ustaw poczatkowa szybkosc graczy
        var ss = GameObject.FindObjectsOfType <Spaceship>();

        print("Players: " + ss.Length);

        foreach (var s in ss)
        {
            Planet closest = GetClosest(s.transform.position);

            Vector3     dir = s.transform.position - closest.transform.position;
            Vector3     f   = closest.GetForceAt(s.transform.position);
            Matrix4x4   m   = Matrix4x4.TRS(new Vector3(), Quaternion.Euler(0, 90, 0), new Vector3(1, 1, 1));
            SpaceObject so  = s.GetComponent <SpaceObject>();

            float v = Mathf.Sqrt(f.magnitude * dir.magnitude / closest.mass);

            so.spd += m.MultiplyPoint3x4(dir.normalized) * v + closest.GetComponent <SpaceObject>().spd;
            so.transform.LookAt(closest.transform.position);

            ships.Add(s);
        }

        if (asteroids > 0 && asteroid)
        {
            //print("Tworzenie asteroid...");

            CreateAsteridField(asteroids, fieldradius, asteroid);
        }
    }
Beispiel #13
0
 public virtual void SOCollided(SpaceObject collidedObject)
 {
     Selfdestruct (DamageSource.Unknown);
 }
Beispiel #14
0
 public override void Collide(SpaceObject collider)
 {
     collider.TakeDamage(20, this);
     isdead = true;
 }
        //Used when the user clicks in the painting area while using the insert tool.
        // This will create a new object when the user left-clicks, and delete the object
        // it is currently on when it is right clicked.
        private void painting_clicked_insert(MouseEventArgs e)
        {
            DrawPoint mouse = pb_Level.PointToClient(MousePosition);

            // Remove the object under the cursor.
            if (e.Button == MouseButtons.Right)
            {
                foreach (SpaceObject obj in currentlySelectedRoom.Objects.Reverse<SpaceObject>())
                {

                    XnaRectangle bb = obj.getBBRelativeToWorld();

                    /*texture = Image.FromFile(currdir + "\\" + obj.TextureName + ".png");
                    if (mouse.X > obj.Position.X && mouse.X < (obj.Position.X + texture.Width) &&
                        mouse.Y > obj.Position.Y && mouse.Y < (obj.Position.Y + texture.Height))*/
                    if (bb.Contains(Conversion.PointToPoint(mouse)))
                    {
                        currentlySelectedRoom.Objects.Remove(obj);

                        if (obj == currentlySelectedObject)
                        {
                            currentlySelectedObject = null;
                        }
                        break;
                    }
                }
            }

            // Add an object.
            if (e.Button == MouseButtons.Left)
            {
                if (rb_Doors.Checked)
                {
                    makeDoor(mouse);
                }
                else
                {
                    object textureName = lb_TextureList.SelectedItem;

                    if (textureName != null)
                    {
                        texture = Image.FromFile(currdir + "\\" + textureDir + textureName.ToString());

                        MakeSpaceObject(textureDir + textureName.ToString(), texture, mouse);
                    }
                }
            }
        }
Beispiel #16
0
        /// <summary>
        ///    Internal method used by SpaceObject.LocationID. It shouldn't be used from anywhere else.
        /// </summary>
        internal void AddSpaceObject(SpaceObject spaceObject)
        {
            _spaceObjects.Add(spaceObject.ID, spaceObject);

            SpaceObjectAdded?.Invoke(this, spaceObject);
        }
Beispiel #17
0
 public void Update(SpaceObject space)
 {
     _cacheService.Update(space);
     SetCache(GenerateKey(space.Id.ToString()), space);
 }
 /// <summary>
 /// Двигает отдельный космический объект
 /// </summary>
 /// <param name="obj">Объект</param>
 /// <param name="time">Время галактики</param>
 public static void Process(SpaceObject obj, double time)
 {
     obj.Move(time);
 }
Beispiel #19
0
        /// <summary>
        ///    Internal method used by SpaceObject.LocationID. It shouldn't be used from anywhere else.
        /// </summary>
        public void RemoveSpaceObject(SpaceObject spaceObject)
        {
            _spaceObjects.Remove(spaceObject.ID);

            SpaceObjectRemoved?.Invoke(this, spaceObject);
        }
Beispiel #20
0
 public void AddSpaceObject(SpaceObject spaceObject)
 {
     if (spaceObject.GetFaction() == "Player")
     {
         m_PlayerShips.Add(spaceObject);
         if (spaceObject.GetSize() == "Small")
         {
             m_PlayerSmallShips.Add(spaceObject);
             if (spaceObject.GetClass() == "Interceptor")
             {
                 m_PlayerInterceptors.Add(spaceObject);
             }
             else if (spaceObject.GetClass() == "HeavyAssault")
             {
                 m_PlayerHeavyAssault.Add(spaceObject);
             }
             else if (spaceObject.GetClass() == "Lancer")
             {
                 m_PlayerLancer.Add(spaceObject);
             }
             else if (spaceObject.GetClass() == "Support")
             {
                 m_PlayerSupport.Add(spaceObject);
             }
             else if (spaceObject.GetClass() == "Bomber")
             {
                 m_PlayerBomber.Add(spaceObject);
             }
             else
             {
                 Debug.LogError("invalid class : " + spaceObject.GetClass() + " for space object : " + spaceObject.gameObject.name);
             }
         }
         else if (spaceObject.GetSize() == "Large")
         {
             m_PlayerLargeShips.Add(spaceObject);
             if (spaceObject.GetClass() == "AssaultFregate")
             {
                 m_PlayerAssaultFregate.Add(spaceObject);
             }
             else if (spaceObject.GetClass() == "ArtilleryFregate")
             {
                 m_PlayerArtilleryFregate.Add(spaceObject);
             }
             else if (spaceObject.GetClass() == "SupportFregate")
             {
                 m_PlayerSupportFregate.Add(spaceObject);
             }
             else if (spaceObject.GetClass() == "AntiFighterFregate")
             {
                 m_PlayerAntiFighterFregate.Add(spaceObject);
             }
             else
             {
                 Debug.LogError("invalid class : " + spaceObject.GetClass() + " for space object : " + spaceObject.gameObject.name);
             }
         }
         else
         {
             Debug.LogError("invalid size : " + spaceObject.GetSize() + " for space object : " + spaceObject.gameObject.name);
         }
     }
     else if (spaceObject.GetFaction() == "Enemy")
     {
         m_EnemyShips.Add(spaceObject);
         if (spaceObject.GetSize() == "Small")
         {
             m_EnemySmallShips.Add(spaceObject);
             if (spaceObject.GetClass() == "Interceptor")
             {
                 m_EnemyInterceptors.Add(spaceObject);
             }
             else if (spaceObject.GetClass() == "HeavyAssault")
             {
                 m_EnemyHeavyAssault.Add(spaceObject);
             }
             else if (spaceObject.GetClass() == "Lancer")
             {
                 m_EnemyLancer.Add(spaceObject);
             }
             else if (spaceObject.GetClass() == "Support")
             {
                 m_EnemySupport.Add(spaceObject);
             }
             else if (spaceObject.GetClass() == "Bomber")
             {
                 m_EnemyBomber.Add(spaceObject);
             }
             else
             {
                 Debug.LogError("invalid class : " + spaceObject.GetClass() + " for space object : " + spaceObject.gameObject.name);
             }
         }
         else if (spaceObject.GetSize() == "Large")
         {
             m_EnemyLargeShips.Add(spaceObject);
             m_EnemyLargeShips.Add(spaceObject);
             if (spaceObject.GetClass() == "AssaultFregate")
             {
                 m_EnemyAssaultFregate.Add(spaceObject);
             }
             else if (spaceObject.GetClass() == "ArtilleryFregate")
             {
                 m_EnemyArtilleryFregate.Add(spaceObject);
             }
             else if (spaceObject.GetClass() == "SupportFregate")
             {
                 m_EnemySupportFregate.Add(spaceObject);
             }
             else if (spaceObject.GetClass() == "AntiFighterFregate")
             {
                 m_EnemyAntiFighterFregate.Add(spaceObject);
             }
             else
             {
                 Debug.LogError("invalid class : " + spaceObject.GetClass() + " for space object : " + spaceObject.gameObject.name);
             }
         }
         else
         {
             Debug.LogError("invalid size : " + spaceObject.GetSize() + " for space object : " + spaceObject.gameObject.name);
         }
     }
     else
     {
         Debug.LogError("invalid faction : " + spaceObject.GetFaction() + " for space object : " + spaceObject.gameObject.name);
     }
 }
    /// <summary>
    /// This method is designed to set the worker to various tasks. More to be done soon.
    /// </summary>
    private void SetWorkerTask(SpaceObject o, Worker unitWorker, Ray ray, RaycastHit hit, int unitsCount, int i )
    {
        RaycastHit checkBuildingHit;

        if (Physics.Raycast(ray, out checkBuildingHit))
        {
            if (checkBuildingHit.transform.GetComponent<ChristmasTree>() != null)
            {
                unitWorker.SetTask(checkBuildingHit.transform.gameObject);
            }
            else if (checkBuildingHit.transform.GetComponent<Warehouse>() != null)
            {
                unitWorker.SetTask(checkBuildingHit.transform.gameObject);
            }
            else
            {
                unitWorker.SetTask(ray.GetPoint(hit.distance), unitsCount, i);
            }
        }
    }
    private void SetSwordsmanTask(SpaceObject o, Swordsman unitSwordsman, Ray ray, RaycastHit hit, int unitsCount, int i)
    {
        RaycastHit checkObjectHit;

        if (Physics.Raycast(ray, out checkObjectHit))
        {
            SpaceObject so = checkObjectHit.transform.GetComponent<SpaceObject>();

            if (so != null)
            {
                if (so.Transponder == TransponderType.Enemy)
                {
                    unitSwordsman.SetTask(so.gameObject);
                }
            }
            else
            {

                unitSwordsman.SetTask(ray.GetPoint(hit.distance), unitsCount, i);
            }
        }
    }
    public void AttackingMelee()
    {
        if (!isAttacking)
        {
            return;
        }

        var animator = currentGameObject.GetComponent<Animator>();
        var navAgent = currentGameObject.GetComponent<NavMeshAgent>();
        var swordsman = currentGameObject.GetComponent<Swordsman>();

        if(enemyObject != null)
        {
            //Debug.Log("hit1");
            goToTarget = enemyObject.transform.position - offSet;

            if (attackRecharge < attackSpeed)
            {
                attackRecharge += Time.deltaTime;
                animator.SetBool("Crouch", false);

                // Rotate to face enemy.
                Vector3 projectedToDefaultPlane = Vector3.ProjectOnPlane((enemyObject.transform.position - currentGameObject.transform.position), Vector3.up).normalized;
                Quaternion rotation = Quaternion.LookRotation(projectedToDefaultPlane);

                navAgent.updateRotation = false;
                currentGameObject.transform.rotation = Quaternion.Slerp(currentGameObject.transform.rotation, rotation, Time.deltaTime * 2);

                //if (Vector3.Distance(goToTarget, currentGameObject.transform.position) < 3f)
                //{
                //	navAgent.updatePosition = false;
                //	currentGameObject.transform.position = Vector3.Lerp(currentGameObject.transform.position, goToTarget, Time.deltaTime);
                //}
                //else if(!navAgent.updatePosition)
                //{
                //	//Debug.Log("Lerp update position." + goToTarget);
                //	goToTarget = navAgent.nextPosition;
                //	currentGameObject.transform.position = Vector3.Lerp(currentGameObject.transform.position, goToTarget, Time.deltaTime * 5);

                //	// update the position if  we are close enough to the target.
                //	if (Vector3.Distance(goToTarget, currentGameObject.transform.position) < .5f)
                //	{
                //		//Debug.Log("Nav update position.");
                //		navAgent.updatePosition = true;
                //	}
                //}
            }
            else if (Vector3.Distance(goToTarget, currentGameObject.transform.position) < 3f)
            {
                attackRecharge = 0;
                navAgent.stoppingDistance = 2f;
                animator.SetBool("Crouch", true);
                navAgent.updateRotation = true;
                enemyObject.TakeHealth(2);

                // needs to return to normal spot before updating the position.
                if(enemyObject.Health <= 0)
                {
                    //Debug.Log("Lerp back to nav mesh Position: " + navAgent.nextPosition);
                    goToTarget = navAgent.nextPosition;
                }
            }
        }
        else
        {
            //if (!navAgent.updatePosition)
            //{
            //	//Debug.Log("Lerp update position." + goToTarget);
            //	goToTarget = navAgent.nextPosition;
            //	currentGameObject.transform.position = Vector3.Lerp(currentGameObject.transform.position, goToTarget, Time.deltaTime * 5);

            //	// update the position if  we are close enough to the target.
            //	if (Vector3.Distance(goToTarget, currentGameObject.transform.position) < .5f)
            //	{
            //		//Debug.Log("Nav update position.");
            //		navAgent.updatePosition = true;
            //	}
            //}
        }

        if(enemyObject == null)
        {
            // Set isAttacking to false if enemy is out of range.
            // That is the end of this script in that case.
            var nearestEnemy = RTSUnitQueryCollection.FindNearestIdentifiedType<SpaceObject>(currentGameObject, TransponderType.Enemy, 100);

            //make sure the agent will update position before moving to a new thing. This also includes decide whether to attack or not.
            //if (navAgent.updatePosition)
            //{
                if (nearestEnemy != null)
                {
                    enemyObject = nearestEnemy;
                    //offSet = DelegateAttackPosition(currentGameObject, enemyObject);
                }
                else
                {
                    isAttacking = false;
                }
            //}
        }

        //approach the designated target.
        if (isAttacking)
        {
            swordsman.SetTask(goToTarget, 1, 0, MillitarTask.Attack);
        }
        else
        {
            // Set this to its default state.
            navAgent.updateRotation = true;
            navAgent.updatePosition = true;
            animator.SetBool("Crouch", false);

            swordsman.SetTask(goToTarget, 1, 0);
            goToTarget = currentGameObject.transform.position;
        }
    }
Beispiel #24
0
 public SpaceObject GetOrAdd(string id, SpaceObject document)
 {
     return(base.GetOrAdd(GenerateKey(id), document));
 }
 /// <summary>
 /// This is the default movement state. Used for testing, other units will inherit this behavior.
 /// </summary>
 private void SetSimpleTask(SpaceObject o, Ray ray, RaycastHit hit, int unitsCount, int i )
 {
     var scm = o.transform.GetComponent<SimpleCharacterMove>();
     if (scm != null)
     {
         if (Physics.Raycast(ray, out hit, float.PositiveInfinity, 1 << 8))
         {
             //Debug.Log ("Move with SCM!");
             //scm.Move (ray2.GetPoint (hit2.distance));
             //move with SCM + AI
             scm.Move(ray.GetPoint(hit.distance), unitsCount, i);
         }
     }
 }
 /// <summary>
 /// Predict the Location of a SpaceObject in number of turns
 /// </summary>
 /// <param name="obj"></param>
 /// <param name="turns"></param>
 /// <returns></returns>
 public Location PredictLocation(SpaceObject obj, int turns)
 {
     return(calculator.PredictLocationByMovement(obj, turns));
 }
Beispiel #27
0
    public static void Main()
    {
        //TODO: legge inn tall på måner
        Star sun = new Star("Sun", "Yellow", 1390000, 0, 0, (27 * 24));

        sun.position[0] = 0;
        sun.position[1] = 0;

        List <SpaceObject> solarSystem = new List <SpaceObject>
        {
            //new Star("Sun", "Yellow", 1390000, 0, 0, (27 * 24)),
            sun,
            new Planet("Mercury", "Darkgrey", 2439, 57910, 88 * 24, 1416, 47, null),
            new Planet("Venus", "Beige", 6051, 108200, 225 * 24, 243, 35, null),
            new Planet("Earth", "Blue", 6371, 149600, 365 * 24, 24, 30,
                       new List <Moon>()
            {
                new Moon("Moon", "White", 3475 / 2, 384400 / 1000, 30 * 24, 27 * 24, 1, null)
            }),
            new Planet("Mars", "Red", 3389, 227940, 687 * 24, 25, 24,
                       new List <Moon>()
            {
                new Moon("Phobos", "Grey", 22 / 2, 9378 / 1000, 8, (int)(0.3 * 24), 2),
                new Moon("Deimos", "Off-white", 23 / 2, 9376 / 1000, 30, (int)(1.2 * 24), 1)
            }),
            new Planet("Jupiter", "Beige Red", 69911, 778330, 4333, 10, 13,
                       new List <Moon>()
            {
                new Moon("Metris", "Grey", 22, 127969 / 1000, (int)(0.29 * 24), 0, 32),
                new Moon("Callisto", "Grey", 2400, 01883000 / 1000, (int)(16.7 * 24), (int)(16.7 * 24), 8),
            }),
            new Planet("Saturn", "Eggshell", 58232, 1429400, 10760, 11, 10,
                       new List <Moon>()
            {
                new Moon("Pan", "Grey", 9655, 133583 / 1000, (int)(0.57 * 24), 0, 17)
            }),
            new Planet("Uranus", "Pale blue", 25362, 2870990, 30685, 17, 7,
                       new List <Moon>()
            {
                new Moon("Ophelia", "Grey", 16, 53760 / 1000, (int)(0.376 * 24), 0, 10)
            }),
            new Planet("Neptune", "Blue", 24622, 4504300, 60190, 16, 5,
                       new List <Moon>()
            {
                new Moon("Naiad", "Grey", 29, 48000 / 1000, (int)(0.29 * 24), 0, 12)
            }),
            new DwarfPlanet("Pluto", "Steel Red", 1188, 5913520, 90550, 6387 * 24, 4743, null),
            new AsteroidBelt("The asteroid belt", "Grey Rock", 69420),
            new Asteroid("243 Ida", "Grey", 16, 4280, 1767, 5, 420, null)
        };

        Console.Write("Please enter time: ");
        String string_time = Console.ReadLine();

        Console.Write("Please enter planet name: ");
        String planet_name = Console.ReadLine();
        int    time        = convert_time(string_time);


        bool        found        = false;
        SpaceObject space_object = sun;

        foreach (SpaceObject obj in solarSystem)
        {
            if (obj.name == planet_name)
            {
                space_object = obj;
                found        = true;
            }
        }
        if (!found)
        {
            Console.WriteLine(space_object.toString());
            space_object.updatePosition(time, solarSystem[0]);
            Console.WriteLine(String.Format("x: {0}, y: {1}", space_object.position[0], space_object.position[1]));
        }

        Console.ReadLine();
    }
Beispiel #28
0
 private void OnMissileHit(SpaceObject spaceObject)
 {
     m_MissilesFired--;
     spaceObject.OnReset -= OnMissileHit;
 }
 public BaseObject(SpaceObject parent)
 {
     SpaceObject = parent;
     GUID        = parent.GUID;
 }
Beispiel #30
0
 private void OnSpaceObjectDeactivated(SpaceObject spaceObject)
 {
     Despawn(spaceObject);
 }
Beispiel #31
0
 public void AddObject(SpaceObject o)
 {
     objects.Add(o);
 }
Beispiel #32
0
 public SystemMapScene(SpaceObject spaceObject)
 {
     CurrentSpaceObject = spaceObject;
 }
Beispiel #33
0
 public void AddObject(SpaceObject spaceObject)
 {
     this.SpaceObjects[this.OffsetCoordinatesToIndex(spaceObject.ObjectCoordinates)] = spaceObject;
 }
Beispiel #34
0
    protected override void UpdateDestructableObject()
    {
        input = Controls.Get().players[playerNum];

        Vector2 move = new Vector2();

        //find which direction to move this Player
        move.y += input.forward;
        move.y -= input.backward;
        move.x -= input.straifL;
        move.x += input.straifR;
        move.Normalize();

        //find out how much to more this Player in the direction
        move *= accelerationPerSec * level.secsPerUpdate;

        //move this Player relative to its current angle
        if (input.relativeMovement)
        {
            ModifyVelocityRelative(move);
        }

        //move this Player relative to the screen
        else
        {
            ModifyVelocityAbsolute(move);
        }

        //turn this Player left or right
        if (input.turns)
        {
            angularVelocity += turnSpeed * input.turnL;
            angularVelocity -= turnSpeed * input.turnR;
        }
        //point this Player in a direction on the screen
        else
        {
            double toTurn = new Vector2(input.turnL - input.turnR, input.turnUp - input.turnDown).GetAngle();

            if (!double.IsNaN(toTurn))
            {
                angle = (float)toTurn;
            }
        }

        if (shootTimer > 0)
        {
            shootTimer--;
        }
        else if (input.shoot)
        {
            //reset shootTimer
            shootTimer = shootTimeSecs * level.updatesPerSec;

            //create a new lazerShot infront of this Player
            SpaceObject shot = level.CreateObject("LazerShotPF", new Vector2(0, 2).Rotate(angle) + position, angle);
            shot.velocity = velocity;
            shot.MoveForward(shotSpeed);
            shot.color = color;
            shot.team  = team;

            level.score += SHOT_POINTS;
        }

        //update Items held by this Player and check to see if any were dropped
        for (int i = 0; i < theItems.Length; i++)
        {
            if (theItems[i] != null)
            {
                theItems[i].Holding(input.items(i));
                if (input.pickupDrop && input.items(i))
                {
                    theItems[i].Drop();
                }
            }
        }
    }
Beispiel #35
0
 public int GetDistance(SpaceObject firstObject, SpaceObject secondObject)
 {
     return(this.CombatMap.GetDistance(firstObject.ObjectCoordinates, secondObject.ObjectCoordinates));
 }
Beispiel #36
0
 public override void SOCollided(SpaceObject collidedObject)
 {
 }
Beispiel #37
0
 public bool CanMoveObjectTo(SpaceObject spaceObject, Hex.OffsetCoordinates destination)
 {
     return(this.PerformBFS(spaceObject.ObjectCoordinates, spaceObject.ActionsLeft).Keys.Contains(destination));
 }
Beispiel #38
0
 public override void TakeDamage(float damage, SpaceObject source)
 {
     isdead = true;
 }
    /// <summary>
    ///  Angles are at unit 1, multiply accordingly.
    /// </summary>
    /// <param name="self"></param>
    /// <param name="enemy"></param>
    /// <returns>A round Robin if there is 1 or more attackers already attacking.</returns>
    public static Vector3 DelegateAttackPosition(GameObject self, SpaceObject enemy)
    {
        Swordsman[] nearbyAttackers = RTSUnitQueryCollection.FindAndOrganizeAttackVectorForSwordsman(enemy, TransponderType.Friendly);

        //defalt case
        Vector3 attackAngle = Vector3.ProjectOnPlane((enemy.transform.position - self.transform.position), Vector3.up).normalized;

        if(nearbyAttackers.Length == 0)
        {
            //attack at the closest angle.
            return attackAngle;
        }
        else if(nearbyAttackers.Length >= 0)
        {
            // move clock wise by 1/8 * 360
            Quaternion rotationOfAttack = Quaternion.Euler(0, nearbyAttackers.Length / 8 * 360, 0);
            return rotationOfAttack * attackAngle;
        }

        // shouldn't get here.
        return enemy.transform.position;
    }
    void OnPlayerCollision(SpaceObject so)
    {
        var dmg = so.Size.magnitude;
        Player.HP -= dmg;
        _camEffects.HITIntensity = Mathf.Clamp(dmg,0,4);

        if (Player.HP <= 0)
        {
            GameOver();
        }
    }
 public void ComputeAttackRange(SpaceObject objectSelected)
 {
     m_AttackRangeTiles.Clear();
     m_AttackRangeTiles = ActionManager.Instance.GetWeaponSelected().ComputeAttackRange(objectSelected);
     ComputeTargetInRange();
 }
 public PageViewModel(SpaceObject SO)
 {
     CurrentName = SO.CurrentName;
     Velocity    = SO.Velocity;
     Size        = SO.Size;
 }
Beispiel #43
0
        public void InitCamera(VideoBrush currentVideoBrush,SpaceObject currentSpaceObject)
        {
            this.CurrentSpaceObject = currentSpaceObject;
            this.CurrentSpaceObject.OnChannelCreationCompleted += CurrentSpaceObject_OnChannelCreationCompleted;

            this.Camera = new PhotoCamera(CameraType.Primary);

            this.Camera.Initialized += Camera_Initialized;
            this.Camera.CaptureCompleted += Camera_CaptureCompleted;
            this.Camera.CaptureImageAvailable += Camera_CaptureImageAvailable;
            //Set the VideoBrush source to the camera.
            currentVideoBrush.SetSource(Camera);

            //create channel
            this.CurrentSpaceObject.CreateChannel();
        }
Beispiel #44
0
        private static void CheckColumn(SpaceObject cell, int i, int j)
        {
            var unstableList        = new List <Coordinate>();
            var asteroidsColumnList = new List <Coordinate>();

            asteroidsColumnList.Add(cell.GridPosition);
            var unstableIsAdded = false;

            while (j < Map.GetLength(1) - 1 && Map[i, j + 1] != null && Map[i, j + 1].TypeOfObject == cell.TypeOfObject)
            {
                j++;
                asteroidsColumnList.Add(Map[i, j].GridPosition);
            }
            if (asteroidsColumnList.Count < 3)
            {
                return;
            }
            var listToDestroy = new List <Coordinate>();

            foreach (var coordinate in asteroidsColumnList)
            {
                listToDestroy.Add(coordinate);
            }
            if (asteroidsColumnList.Count >= 5)
            {
                var coord = asteroidsColumnList.ElementAt(asteroidsColumnList.Count / 2);
                Map[coord.X, coord.Y].DestroyAsteroid();
                listToDestroy.Remove(coord);
                unstableList.Add(coord);
                unstableIsAdded = true;
            }

            var bufRowList = new List <Coordinate>();

            foreach (var asteroid in asteroidsColumnList)
            {
                j = asteroid.Y;
                i = asteroid.X;
                while (i < Map.GetLength(0) - 1 &&
                       Map[i + 1, j] != null && Map[i + 1, j].TypeOfObject == cell.TypeOfObject)
                {
                    i++;
                    bufRowList.Add(Map[i, j].GridPosition);
                }
                i = asteroid.X;
                while (i > 0 &&
                       Map[i - 1, j] != null && Map[i - 1, j].TypeOfObject == cell.TypeOfObject)
                {
                    i--;
                    bufRowList.Add(Map[i, j].GridPosition);
                }
                if (bufRowList.Count >= 5)
                {
                    var coord = bufRowList.ElementAt(asteroidsColumnList.Count / 2);
                    Map[coord.X, coord.Y].DestroyAsteroid();
                    listToDestroy.Remove(coord);
                    unstableList.Add(coord);
                    unstableIsAdded = true;
                }
                if (bufRowList.Count >= 2)
                {
                    foreach (var coordinate in bufRowList)
                    {
                        listToDestroy.Add(coordinate);
                    }
                    if (!unstableIsAdded)
                    {
                        Map[asteroid.X, asteroid.Y].DestroyAsteroid();
                        listToDestroy.Remove(asteroid);
                        unstableList.Add(asteroid);
                        unstableIsAdded = true;
                    }
                }
                bufRowList.Clear();
            }
            HandleUnstableAsteroids(listToDestroy);
            foreach (var coordinate in listToDestroy
                     .Where(x => Map[x.X, x.Y] != null && Map[x.X, x.Y].IsAsteroid()))
            {
                Map[coordinate.X, coordinate.Y].DestroyAsteroid();
            }
            foreach (var coord in unstableList)
            {
                Game.SpaceObjectCreate(coord.X, coord.Y, SpaceObject.CharsToObjectTypes
                                       .First(x => x.Value == cell.TypeOfObject).Key, 0, true);
            }
        }
 public void InitCurrentSpaceObject(SpaceObject obj)
 {
     CurrentSpaceObject = obj;
 }
 void OnPlayerCollision(SpaceObject so)
 {
     HPBar.SetHP(_player.HP / _player.HP_MAX);
 }
Beispiel #47
0
 public void CreateEvent(SpaceObject spaceObject,string access_token=null)
 {
     CreateEvent(spaceObject.id_object,access_token);
 }
        //Switches the current room to the room toSwitchTo. This involves repainting the paint screen,
        //changing the title of the editor, making sure our currentlySelectedObject is null so we don't get
        //null pointers, and update the room being edited.
        private void switchRooms(Room toSwitchTo)
        {
            currentlySelectedObject = null;
            menu_door.Enabled = false;

            currentlySelectedRoom = toSwitchTo;
            updateTitle();
            pb_Level.Refresh();
        }
Beispiel #49
0
 public void setTarget(SpaceObject newTarget)
 {
     this.target = newTarget;
 }
Beispiel #50
0
        public Tuple <double, double> pos(SpaceObject planet, double tid, int skala)
        {
            var temp = planet.getPosition(tid);

            return(temp);
        }
Beispiel #51
0
        public void AddObject(SpaceObject source)
        {
            SpaceCraft creature = null;

            switch (source)
            {
            case SpaceObject.None:
                break;

            case SpaceObject.LightShip:
                creature = new LightShip(this, _initialX, _initialY,
                                         _active, _shipSpeed, _counter, _hitpoints, _lifes);
                break;

            case SpaceObject.HeavyShip:
                creature = new HeavyShip(this, _initialX, _initialY,
                                         _active, _shipSpeed, _counter, _hitpoints, _lifes);
                break;

            case SpaceObject.EnemyShip:
                creature = AddEnemy();
                break;

            case SpaceObject.ShotLeft:
                creature = AddShot(_leftShift);
                break;

            case SpaceObject.ShotRight:
                creature = AddShot(_rightShift);
                break;

            case SpaceObject.ShotEnemy:
                creature = AddEnemyShot(_shotEnemyShift);
                break;

            default:
                break;
            }

            if (_amountOfObjects >= _gameObjects.Length - 1)
            {
                Array.Resize(ref _gameObjects, _gameObjects.Length * 2);
            }

            for (int i = 0; i <= _amountOfObjects; i++)
            {
                if (_gameObjects[i] is null)
                {
                    _gameObjects[i] = creature;
                    ++_amountOfObjects;

                    break;
                }

                if (!_gameObjects[i].Active)
                {
                    _gameObjects[i] = creature;
                    break;
                }
            }
        }
Beispiel #52
0
 void Start()
 {
     rb          = GetComponent <Rigidbody>();
     spaceObject = GetComponent <SpaceObject>();
     boxCollider = GetComponent <BoxCollider>();
 }
Beispiel #53
0
 public override void SOCollided(SpaceObject collidedObject)
 {
     if (this == gm.playerShip) {
         DamageShip (maxHP * 0.1f, DamageSource.Enviroment, true);
     } else if (collidedObject == gm.playerShip) {
         Selfdestruct (DamageSource.Player);
     }
 }
Beispiel #54
0
 public string CollideWith(SpaceObject other) =>
 this.EnsureThreadSafe(ref doubleDispatchObject)
 .Via(nameof(CollideWith), other, () => default(string) ?? throw new NotImplementedException());
        //Draws an arbitrary space object to the drawing pane.
        // Note: Won't work for doors.
        private void drawSpaceObject(SpaceObject obj, PaintEventArgs e)
        {
            Image img = Image.FromFile(currdir + "\\" + obj.TextureName + ".png");

            //In order to do rotations and scaling in windows forms, we need to determine where
            // the upper right, upper left, and lower left corners map to. We determine these, and
            // tell the graphics to draw the image.

            //Find the new point for the upper-left corner
            DrawPoint upper_left = Conversion.Vector2ToDrawPoint(obj.mapPointOnImage(0, 0));

            //Find the new point for the upper-right corner
            float x_ur = obj.getOriginalWidth();
            float y_ur = 0;

            DrawPoint upper_right = Conversion.Vector2ToDrawPoint(
                obj.mapPointOnImage(x_ur, y_ur));

            //Find the new point for the lower-left corner
            float x_ll = 0;
            float y_ll = obj.getOriginalHeight();

            DrawPoint lower_left = Conversion.Vector2ToDrawPoint(obj.mapPointOnImage(x_ll, y_ll));

            //Define the point mapping.
            DrawPoint[] destmapping = {upper_left, upper_right, lower_left};
            DrawRect srcrect = new DrawRect(0,0,img.Width / obj.NumberOfFrames,img.Height);

            //Draw the image with the specified position and scaling.
            e.Graphics.DrawImage(img, destmapping, srcrect, GraphicsUnit.Pixel);
        }
 protected void CreateEvent(SpaceObject obj)
 {
     App.CurrentUser.CreateEvent(obj, SettingHelper.GetKeyValue<SocialAccount>("SocialAccount").access_token);
 }
        //End of the callbacks, beginning of the helper fuctions
        //Used when the user clicks in the painting area while using the select tool.
        // This will select the object who's center is closest to the mouse.
        private void painting_clicked_select(MouseEventArgs e)
        {
            XnaPoint mousePosition = Conversion.PointToPoint(pb_Level.PointToClient(MousePosition));
            currentlySelectedObject = null;

            //Find all possible objects that we might be selecting.
            List<SpaceObject> candidates = new List<SpaceObject>();

            foreach (SpaceObject obj in currentlySelectedRoom.Objects)
            {
                if (obj.getBBRelativeToWorld().Contains(mousePosition))
                {
                    candidates.Add(obj);
                }
            }

            //If the room is the currently selected room, the player is not null, and the click is close enough
            // to the player's location, add the player to the list of possible candidates.
            if(currentState == State.EDITING_WORLD &&
                currentlySelectedRoom == world.CurrentRoom &&
                world.player != null &&
                world.player.getBBRelativeToWorld().Contains(mousePosition))
            {
                candidates.Add(world.player);
            }

            //Find the object whose center is closest to the current mouse position. If there is no
            // possible selection, then the currentlySelectedObject continues to be null.
            foreach (SpaceObject cand in candidates)
            {
                if (currentlySelectedObject == null ||
                        dist(mousePosition, cand.getCenterPoint()) < dist(mousePosition, currentlySelectedObject.getCenterPoint()))
                {

                    currentlySelectedObject = cand;

                    refreshResizeObjectBox();
                }
            }

            //If the currently selected item is a door, enable the door menu item. Otherwise, disable it.
            if (currentlySelectedObject != null &&
                currentlySelectedObject is Door)
            {

                menu_door.Enabled = true;
            }
            else
            {
                menu_door.Enabled = false;
            }

            // Set fields in Object Properties panel
            if (currentlySelectedObject != null)
            {
                tb_Damage.Enabled = false; // Only true if this is a hazard (below)
                tb_Rotation.Enabled = true;
                b_ApplyProperties.Enabled = true;
                b_Front.Enabled = true;
                tb_SLevel.Enabled = false;
                tb_Rotation.Text = (currentlySelectedObject.Rotation * 180.0f / MathHelper.Pi).ToString();

                if (currentlySelectedObject is HazardStatic)
                {
                    tb_Damage.Text = ((HazardStatic)currentlySelectedObject).Damage.ToString();
                    tb_Damage.Enabled = true;
                }
                else if (currentlySelectedObject is HazardDynamic)
                {
                    // Other
                    tb_Damage.Text = ((HazardDynamic)currentlySelectedObject).Damage.ToString();
                    tb_Damage.Enabled = true;
                }
                else if (currentlySelectedObject is Survivor || currentlySelectedObject is VanishWall)
                {
                    tb_SLevel.Enabled = true;
                }

                SetScriptingFields();
            }
            else
            {
                // Clear all the properties fields
                tb_Damage.Text = "";
                tb_Rotation.Text = "";
                tb_SLevel.Text = "";
                b_ApplyProperties.Enabled = false;
                b_Front.Enabled = false;
                tb_Damage.Enabled = false;
                tb_Rotation.Enabled = false;
                tb_SLevel.Enabled = false;

                tb_Script.Text = "";
                tb_Script.Enabled = false;
                cbox_Scripted.Checked = false;
                cbox_Scripted.Enabled = false;
            }
        }
Beispiel #58
0
 public void Init(SpaceObject thisSO, GameObject sM)
 {
     thisServerObject = new SpaceObject(thisSO);
     spaceManager     = sM;
 }