private void DoAddTroops() { Waves waves = wb.GetWaves(); troopMap.SpawnWave(waves.GetTroops(1)); OnTurnBegin(PlayerSide.Blue); }
public override void SetWave() { switch (Level) { case 1: // 12345678901234567890123456789012345678901234567890 Waves.Add(new WaveLine("Catcher ", "1111 111111 111111 111111 111111 111111 111111 111")); Waves.Add(new WaveLine("Faster ", " 1 1 1 1 1 1 1 ")); Waves.Add(new WaveLine("Dragonfly ", " 8 A C E ")); Waves.Add(new WaveLine("@Shrink ", " ++ ++ ++ ++ ++")); break; case 2: // 12345678901234567890123456789012345678901234567890 Waves.Add(new WaveLine("Frog ", "1111 111111 111111 111111 111111 111111 111111 111")); Waves.Add(new WaveLine("Faster ", " 1 1 1 1 1 1 1 ")); Waves.Add(new WaveLine("Dragonfly ", " 8 A C E ")); Waves.Add(new WaveLine("Arrow ", " 4 5 6 ")); Waves.Add(new WaveLine("@Dark ", " ++ ++ ")); break; case 3: // 12345678901234567890123456789012345678901234567890 Waves.Add(new WaveLine("Frog ", "1111 111111 111111 111111 111111 111111 111111 111")); Waves.Add(new WaveLine("Faster ", " 1 1 1 1 1 1 1 ")); Waves.Add(new WaveLine("Dragonfly ", " 8 9 ")); Waves.Add(new WaveLine("Arrow ", " 4 5 6 ")); Waves.Add(new WaveLine("WallA ", " 2 2 2 2 2 2 2 2 22222")); break; case 4: // 12345678901234567890123456789012345678901234567890 Waves.Add(new WaveLine("Frog ", "1111 111111 111111 111111 111111 111111 111111 111")); Waves.Add(new WaveLine("Faster ", " 1 1 1 1 1 1 1 ")); Waves.Add(new WaveLine("Dragonfly ", " 3 4 5 6 7 8 9 ")); Waves.Add(new WaveLine("Arrow ", " 2 3 4 5 6 7 8 ")); Waves.Add(new WaveLine("@Dark ", " ++ ++ ")); break; case 5: // 12345678901234567890123456789012345678901234567890 Waves.Add(new WaveLine("Frog ", "1111 111111 111111 111111 111111 111111 111111 111")); Waves.Add(new WaveLine("Faster ", " 1 1 1 1 1 1 1 ")); Waves.Add(new WaveLine("Dragonfly ", " 4 4 5 5 6 6 7 7 8 8 9 9555")); Waves.Add(new WaveLine("Arrow ", " 1 1 1 1 1 1 1 1 1 1 ")); break; case 6: // 12345678901234567890123456789012345678901234567890 Waves.Add(new WaveLine("Frog ", "1111 111111 111111 111111 111111 111111 111111 111")); Waves.Add(new WaveLine("Faster ", " 1 1 1 1 1 1 1 ")); Waves.Add(new WaveLine("Dragonfly ", "33333333333333333333333333333333333333333333333333")); Waves.Add(new WaveLine("Arrow ", "11111111111111111111111111111111111111111111111111")); Waves.Add(new WaveLine("Arrow ", " 111111111111111111111111111111111111111")); Waves.Add(new WaveLine("Arrow ", " 1111111111111111111111111111")); Waves.Add(new WaveLine("Arrow ", " 11111111111111111")); Waves.Add(new WaveLine("Arrow ", " 111111")); break; } }
IEnumerator SpawnWave(Waves _wave) { state = SpawnerState.spawning; int count; float rate; foreach (WaveBurst enemy in _wave.burst) { count = enemy.count; if (count == 0) { count = Random.Range(1, 10); } rate = enemy.rate; if (rate == 0) { rate = Random.Range(1, 5); } for (int i = 0; i < count; i++) { SpawnEnemy(enemy.enemyType); yield return(new WaitForSeconds(1f / rate)); } } state = SpawnerState.waiting; yield break; }
// Use this for initialization void Start() { announce("Press enter to begin"); mana = GetComponent <Mana>(); waves = GetComponent <Waves>(); }
/// <summary> /// Releases unmanaged and - optionally - managed resources. /// </summary> /// <param name="alsoManaged"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param> private void Dispose(bool alsoManaged) { lock (SyncLock) { if (_isDisposed) { return; } _isDisposed = true; if (!alsoManaged || WaveId < 0) { return; } // Wait for the wave to finish a cycle while (true) { var currentWaveId = Board.Waves.CurrentWaveId; if (currentWaveId >= 0 && currentWaveId == WaveId) { Board.Waves.StopCurrent(); Board.Timing.Sleep(15); } else { break; } } Waves.GpioWaveDelete(Convert.ToUInt32(WaveId)); WaveId = -1; } }
public override bool Init() { if (!base.Init()) { return(false); } _waves = new Waves(); _waves.Init(160, 160, 1.0f, 0.03f, 5.0f, 0.3f); Effects.InitAll(Device); InputLayouts.InitAll(Device); RenderStates.InitAll(Device); _grassMapSRV = ShaderResourceView.FromFile(Device, "Textures/grass.dds"); _wavesMapSRV = ShaderResourceView.FromFile(Device, "Textures/water2.dds"); _boxMapSRV = ShaderResourceView.FromFile(Device, "Textures/WireFence.dds"); BuildLandGeometryBuffers(); BuildWaveGeometryBuffers(); BuildCrateGeometryBuffers(); Window.KeyDown += SwitchRenderState; return(true); }
public void Update(GameTime gameTime) { if (!Paused) { currentTimeBetweenWaves += (float)gameTime.ElapsedGameTime.Milliseconds / 1000f; if (Waves.Count > 0) { if (currentTimeBetweenWaves >= Waves.Peek().WaveData.TimeUntilWave) { NewWave(); } } if (QueuedEnemies.Count > 0) { currentTimeBetweenEnemySpawns += (float)gameTime.ElapsedGameTime.Milliseconds / 1000f; if (currentTimeBetweenEnemySpawns >= CurrentWave.WaveData.TimeBetweenEnemySpawns) { currentEnemyInWave++; GameplayScreen.AddEnemyShip(QueuedEnemies.Dequeue(), "Wave " + CurrentWaveNumber + " Enemy " + currentEnemyInWave); currentTimeBetweenEnemySpawns = 0; } } } }
public SignalProcessingForm() { InitializeComponent(); chartWaves.ChartAreas.ElementAt(0).AxisX.Title = "Seconds"; chartFFTOutputs.ChartAreas.ElementAt(0).AxisX.Title = "Hz"; waveSettingsControl.Generate += (object sender, GenericEventArgs <WaveSetup> e) => { var wave = Waves.Generate(e.Parameter); if (maxFreq < e.Parameter.Frequency) { maxFreq = (int)e.Parameter.Frequency; } BindWaves(wave, e.Parameter); BindFFTOutput(wave, e.Parameter); }; waveSettingsControl.Clear += (object sender, EventArgs e) => { chartWaves.Series.Clear(); chartFFTOutputs.Series.Clear(); maxFreq = 0; }; }
public IEnumerator SpawnWave(Waves wave) { int longestWave = wave.numberOfEnemies[0]; float spawnRateOne = wave.queuedPatterns[0].spawnRate; float spawnRateTwo = 0.0f; float spawnRateThree = 0.0f; int spawnCounterOne = 0; int spawnCounterTwo = 0; int spawnCounterThree = 0; bool completedOne = false; bool completedTwo = false; bool completedThree = false; float nextSpawnOne = 0.0f; float nextSpawnTwo = 0.0f; float nextSpawnThree = 0.0f; if (wave.queuedPatterns.Length > 1) { longestWave = Mathf.Max(wave.numberOfEnemies[0], wave.numberOfEnemies[1]); spawnRateTwo = wave.queuedPatterns[1].spawnRate; } if (wave.queuedPatterns.Length > 2) { longestWave = Mathf.Max(longestWave, wave.numberOfEnemies[2]); spawnRateThree = wave.queuedPatterns[2].spawnRate; } while (!completedOne || !completedTwo || !completedThree) { if (spawnCounterOne >= wave.numberOfEnemies[0]) { completedOne = true; } if (Time.time > nextSpawnOne && !completedOne) { nextSpawnOne = Time.time + spawnRateOne; GameManager.Instance.poolManager.ReuseObject(enemies[((wave.enemiesToSpawn[0] / (int)Mathf.Pow(10, spawnCounterOne)) % 10) - 1], spawnpoints[0].position, Quaternion.identity, wave.queuedPatterns[0], spawnCounterOne); spawnCounterOne++; } if (wave.queuedPatterns.Length < 2 || spawnCounterTwo >= wave.numberOfEnemies[1]) { completedTwo = true; } if (Time.time > nextSpawnTwo && !completedTwo) { nextSpawnTwo = Time.time + spawnRateTwo; GameManager.Instance.poolManager.ReuseObject(enemies[((wave.enemiesToSpawn[1] / (int)Mathf.Pow(10, spawnCounterTwo)) % 10) - 1], spawnpoints[wave.spawnPoints[1] - 1].position, Quaternion.identity, wave.queuedPatterns[1], spawnCounterTwo); spawnCounterTwo++; } if (wave.queuedPatterns.Length < 3 || spawnCounterThree >= wave.numberOfEnemies[2]) { completedThree = true; } if (Time.time > nextSpawnThree && !completedThree) { nextSpawnThree = Time.time + spawnRateThree; GameManager.Instance.poolManager.ReuseObject(enemies[((wave.enemiesToSpawn[2] / (int)Mathf.Pow(10, spawnCounterThree)) % 10) - 1], spawnpoints[wave.spawnPoints[2] - 1].position, Quaternion.identity, wave.queuedPatterns[2], spawnCounterTwo); spawnCounterThree++; } yield return(null); } }
public float getHeight(Vector3 position) { Waves currentWaves = findWavesAtPoint(position); //get position in the current waves return(currentWaves.GetHeight(position)); }
public void StartWave() { if (player.CurrentTurret != null) { player.DeSelectTurret(); } if (AutoWaves) { waves[0].waveProgression(CurrentWave); } if (player.DroneBought) { player.DronePoints.SetActive(false); } wave = waves[WaveIndex]; RemainingEnemies = waves[WaveIndex].TotalEnemies(); UpdateREnemies(); WaveButton.interactable = false; WaveButton.GetComponent <Image>().sprite = player.GameSpeed2;//gamespeed just because it happens to be the image I want. Lvl1Spawned = false; Lvl2Spawned = false; Lvl3Spawned = false; Lvl4Spawned = false; Lvl5Spawned = false; Lvl6Spawned = false; Lvl7Spawned = false; Lvl8Spawned = false; WaveStarted = true; for (int i = 0; i < camoSpawnedAmount.Length; i++) { camoSpawnedAmount[i] = 0; } }
// Start is called before the first frame update void Start() { waves = FindObjectOfType <Waves>(); boatController = FindObjectOfType <WaterBoat>(); sunParticle.Play(); rainParticle.Stop(); }
public override bool Init() { if (!base.Init()) { return(false); } _waves = new Waves(); _waves.Init(160, 160, 1.0f, 0.03f, 5.0f, 0.3f); Effects.InitAll(Device); InputLayouts.InitAll(Device); RenderStates.InitAll(Device); _grassMapSRV = ShaderResourceView.FromFile(Device, "Textures/grass.dds"); _wavesMapSRV = ShaderResourceView.FromFile(Device, "Textures/water2.dds"); _boxMapSRV = ShaderResourceView.FromFile(Device, "Textures/WireFence.dds"); var filenames = new [] { "Textures/tree0.dds", "Textures/tree1.dds", "Textures/tree2.dds", "Textures/tree3.dds" }; _treeTextureMapArraySRV = Util.CreateTexture2DArraySRV(Device, ImmediateContext, filenames, Format.R8G8B8A8_UNorm); BuildLandGeometryBuffers(); BuildWaveGeometryBuffers(); BuildCrateGeometryBuffers(); BuildTreeSpritesBuffers(); Window.KeyDown += SwitchRenderState; return(true); }
public void nextTurn() { if (spawn.canStart() && !this.turnActive) { Debug.Log("chegou"); Waves w = waveList[this.actualTurn]; StartCoroutine(showTextFuntion(w.quantity, w.type)); this.actualTurn++; room.hideSpots(); this.turnActive = true; this.pause = false; } else if (this.turnActive && !this.pause) { gamePause.SetActive(true); playPause.GetComponent <Image>().sprite = playImage; Time.timeScale = 0; this.pause = true; } else if (this.turnActive && this.pause) { Debug.Log("Despausando"); Time.timeScale = 1; this.pause = false; gamePause.SetActive(false); } else if (!spawn.canStart()) { blocked.SetActive(true); } }
public void startWaveSequence(int seqID)//called from GameControl to determine what order waves should appear in { alertText = GameObject.FindGameObjectWithTag("alert").GetComponent <Text>(); wavesScript = gameObject.AddComponent <Waves>(); switch (seqID) { case 0: //Case 0 used for score attack, all else used for defined sequences of waves StartCoroutine(randomWaves()); break; case 1: sequence.Add(4); StartCoroutine(waveSequence(true)); break; case 2: for (int i = 1; i < wavesScript.wavesCount; i++) { sequence.Add(i); } sequence.Add(0); StartCoroutine(waveSequence(true)); break; default: print("Sequence not found"); break; } }
/// <summary>Moves onto the next stage, and deletes the old stage elements</summary> /// <param name="sender">The object that sent this request</param> public void UpdateStage(Waves sender) { // Remove the previous waves object so it cant spawn more waves. Destroy(sender); // Update the stage number: currentStage++; // Is the player currently playing normal(sequential) stages? if (inNormalStages) { // Ran out of normal stages? if (currentStage > normalStages.Count() - 1) { // Transition into endless mode. inNormalStages = false; // Start the first endless stage. Waves newWaves = endlessStages[0].AddComponent <Waves>(); } else { // Start the waves of the next normal stage. Waves newWaves = normalStages[currentStage].AddComponent <Waves>(); } } else { // Choose a random stage from the pool of endliss stages. int randomIndex = Random.Range(0, endlessStages.Count); // Load the waves of this endless stage. Waves newWaves = endlessStages[randomIndex].AddComponent <Waves>(); } }
private void UpdateLevelType() { levelType = LevelManager.levelToLoad; if (levelType == null) { levelType = LevelManager.GetLevelType(0); } hazardSpawnRateIncrease = levelType.hazardSpawnRateIncrease; spawnables = new SpawnInfo[levelType.spawnables.Length]; levelType.spawnables.CopyTo(spawnables, 0); RenderSettings.skybox = levelType.skyBoxMaterial; Waves ocean = FindObjectOfType <Waves>(); MeshRenderer oceanRenderer = ocean.GetComponent <MeshRenderer>(); if (oceanRenderer != null) { oceanRenderer.material = levelType.oceanMaterial; } for (int i = 0; i < spawnables.Length; i++) { spawnables[i].spawnTime = 1f / spawnables[i].spawnRate; } }
/// <summary> /// Writes the specified buffer to the transmit pin as a free-form wave. /// </summary> /// <param name="buffer">The buffer.</param> public void Write(byte[] buffer) { Waves.GpioWaveClear(); BoardException.ValidateResult( Waves.GpioWaveAddSerial( (UserGpio)_transmitPin.PinNumber, Convert.ToUInt32(BaudRate), Convert.ToUInt32(DataBits), Convert.ToUInt32(StopBits), 0, Convert.ToUInt32(buffer.Length), buffer)); var waveId = BoardException.ValidateResult( Waves.GpioWaveCreate()); Waves.GpioWaveTxSend(Convert.ToUInt32(waveId), WaveMode.OneShotSync); // Wait for the wave to finish sending while (Waves.GpioWaveTxBusy() > 0) { Board.Timing.Sleep(1); } Waves.GpioWaveDelete(Convert.ToUInt32(waveId)); }
/// <summary> /// 重設場景 /// </summary> public void Reset() { IsStart = false; IsEnding = false; PlayingInfo = new ScenePlayingInfo(SceneInfo.SceneID, Level, SceneInfo.GetPlayingTimeLimit(Level)); SceneSlow = 1F; GameObjects.Clear(); EffectObjects.Clear(); Waves.Clear(); SetWave(); int maxWave = 0; foreach (WaveLine wave in Waves) { maxWave = Math.Max(maxWave, wave.Length); } WaveNo.Limit = maxWave; WaveNo.Value = 0; WaveCounter.Value = 0; MenuCooldownCounter.Value = MenuCooldownCounter.Limit; Padding padding = Global.DefaultMainRectanglePadding; MainRectangle = new Rectangle(padding.Left, padding.Top, Width - padding.Horizontal, Height - padding.Vertical); }
public Database() { MYSQL = new MySQLHandler(); try { if (MYSQL.Connection.State != ConnectionState.Open) { MYSQL.Connection.Open(); } } catch (Exception ex) { Console.WriteLine("MSG_FATAL", "Can't connect to database. " + ex.ToString()); return; } Console.WriteLine("MSG_STARTUP", "Connected to MYSQL."); skills = new Skills(MYSQL); Console.WriteLine("MSG_LOAD", "Skill database loaded with [" + skills.SkillList.Count + "] skills"); ItemDatabase = new Items(MYSQL); Console.WriteLine("MSG_LOAD", "Item database loaded with [" + ItemDatabase.ItemList.Count + "] items"); monsters = new Monsters(MYSQL); Console.WriteLine("MSG_LOAD", "Monster database loaded with [" + monsters.MonsterListDB.Count + "] monsters"); waves = new Waves(MYSQL, new Monsters(MYSQL)); Console.WriteLine("MSG_LOAD", "Waves database loaded with [" + waves.WaveList.Count + "] waves"); NPCsDatabase = new NPCs(MYSQL, ItemDatabase); Console.WriteLine("MSG_LOAD", "NPC database loaded with [" + NPCsDatabase.NPCsList.Count + "] NPCs!"); Maps = new maps(); }
void Start() { // Settings reboot_time = 0f; controller = GetComponent <CharacterController>(); animator = GetComponent <Animator>(); wavescript = FindObjectOfType(typeof(Waves)) as Waves; }
// unity awake void Awake() { // create the components m_waves = gameObject.AddComponent <Waves>(); m_headache = gameObject.AddComponent <Headache>(); m_coloredRays = gameObject.AddComponent <ColoredRays>(); m_lowResolution = gameObject.AddComponent <LowResolution>(); }
// Use this for initialization void Start() { waves = GetComponent <Waves>(); mana = GetComponent <Mana>(); enemyCounter = GetComponent <EnemyCounter>(); StartCoroutine("tutorial"); }
void Start() { mana = GetComponent <Mana>(); waves = GetComponent <Waves>(); enemies = GetComponent <EnemyCounter>(); waves.StartCoroutine("spawnWaves"); }
private void CreateGameController(Waves waves, int xMax, int yMax) { IBattleResolver battles = new AlwaysDamageBattles(); Board board = new Board(xMax, yMax); gc = new GameController(battles, board, waves); gc.BeginGame(); }
public static void CreateWavesAssetFile() { Waves asset = CustomAssetUtility.CreateAsset <Waves>(); asset.SheetName = "gogtowerdefence"; asset.WorksheetName = "Waves"; EditorUtility.SetDirty(asset); }
public GameController(IBattleResolver battleResolver, Board board, Waves waves) { this.battleResolver = battleResolver; this.waves = waves; this.board = board; troopMap = new TroopMap(board); validator = new MoveValidator(troopMap, board, activePlayer); troopAi = new TroopAi(troopMap, board); }
public HuC6280PSG() { MaxVolume = short.MaxValue; Waves.InitWaves(); for (int i = 0; i < 8; i++) { Channels[i] = new PSGChannel(); } }
public void LoadContent() { foreach (string waveDataAsset in GameplayScreen.GameplayScreenData.WaveNames) { Wave <T> wave = new Wave <T>(waveDataAsset); wave.LoadContent(); Waves.Enqueue(wave); } }
public HuC6280PSG(int spf) { _spf = spf; Waves.InitWaves(); for (int i = 0; i < 8; i++) { Channels[i] = new PSGChannel(); } }
// Use this for initialization void Awake() { health = 1; wavesScript = GameObject.Find ("WorldBounds").GetComponent<Waves> (); summonTheCrowsScript = GameObject.Find ("WorldBounds").GetComponent<SummonTheCrows> (); gutSplosionParentString = "Prefabs/Birds/GutSplosionParent"; gutSplosions = new string[]{ "Prefabs/GutSplosions/GutSplosion1a", //small birds //0 "Prefabs/GutSplosions/GutSplosion2a", //medium birds //1 "Prefabs/GutSplosions/GutSplosion2b", //1 "Prefabs/GutSplosions/GutSplosion2c", //2 "Prefabs/GutSplosions/GutSplosion2d", //3 "Prefabs/GutSplosions/GutSplosion2e", //4 "Prefabs/GutSplosions/GutSplosion3a", //big birds //5 "Prefabs/GutSplosions/GutSplosion3b", //6 }; if (GetComponent<BabyCrow> ()) { birdType = 5; gutValue = 3; summonCrows = true; } if (GetComponent<Pigeon>()){ birdType = 0; gutValue = 3; } else if (GetComponent<Duck> ()) { birdType = 1; gutValue = 5; } else if (GetComponent<Crow>()){ birdType = 2; health = 1; gutValue = 7; } else if (GetComponent<Eagle>()){ birdType = 3; health = 2; gutValue = 9; } else if (GetComponent<Albatross>()){ birdType = 4; health = 7; gutValue = 11; } balloonBasketScript = GameObject.Find ("BalloonBasket").GetComponent<BalloonBasket> (); }
void Start() { // initiate timer isWaveEnded = true; waves = GetComponent<Waves>(); currentWaveCol = 0; updateCurrentWave(); }