public SNS_Action(string name, string subject, string type) { count++; if (name.Contains("SCOM") || subject.Contains("SCOM")) { cName = className.RAISE_SCOM_ALERT; typeNameId = "SCOM" + count; } else if (name.Contains("TICKET") || subject.Contains("TICKET")) { cName = className.TICKET; typeNameId = "TICKET" + count; } else if (name.Contains("EMAIL") || subject.Contains("EMAIL")) { cName = className.EMAIL; typeNameId = "EMAIL" + count; } else { cName = className.NONE; typeNameId = "NONE" + count; } }
public UnitClass Lookup(string n, UnitClass unitLookup) { switch (n) { case "attacker": cName = className.className1; type = classType.classType1; attack = 2; defense = 1; cost = 50; texture = textures[cName]; unitLookup.unitSetup(cName, type, attack, defense, StateMachine.currentTurn(), cost, texture); return(unitLookup); case "defender": cName = className.className2; type = classType.classType2; attack = 1; defense = 2; cost = 25; texture = textures[cName]; unitLookup.unitSetup(cName, type, attack, defense, StateMachine.currentTurn(), cost, texture); return(unitLookup); default: return(null); } }
public static bool checkDeadCubes(int playerNum, className check) { if (playerNum == 1) { foreach (className uC in gameDriver.cubesDeadP1) { if (uC == check) { return(true); } } return(false); } else if (playerNum == 2) { foreach (className uC in gameDriver.cubesDeadP2) { if (uC == check) { return(true); } } return(false); } print("Something broke, tried to check for a dead cube that didn't belong to a player?"); return(false); }
public SNS_Action(string t, string a, className c) { count++; typeNameId = t; assemblyName = a; cName = c; }
public UnitClass() { uC = className.className1; uT = classType.classType1; att = 0; def = 0; owningPlayer = 0; pointCost = 0; unitTexture = null; }
public void unitSetup(UnitClass copy) { uC = copy.unitClass; uT = copy.unitType; att = copy.attack; def = copy.defense; owningPlayer = copy.owner; pointCost = copy.cost; texture = copy.texture; TextureManager.applyTexture(this.gameObject, texture); }
public void unitSetup(className cn, classType ct, float a, float d, int pl, int p, Texture tex) { uC = cn; uT = ct; att = a; def = d; owningPlayer = pl; pointCost = p; texture = tex; TextureManager.applyTexture(this.gameObject, texture); }
public void unitSetup(UnitClass copy) { unitTexture = new Texture[2]; uC = copy.unitClass; uT = copy.unitType; att = copy.attack; def = copy.defense; owningPlayer = copy.owner; pointCost = copy.cost; texture[0] = copy.texture[0]; texture[1] = copy.texture[1]; if (owningPlayer == 1) { TextureManager.applyTexture(this.gameObject, texture[0]); } if (owningPlayer == 2) { TextureManager.applyTexture(this.gameObject, texture[1]); } }
public void unitSetup(className cn, classType ct, float a, float d, int pl, int p, Texture[] tex) { unitTexture = new Texture[2]; uC = cn; uT = ct; att = a; def = d; owningPlayer = pl; pointCost = p; texture[0] = tex[0]; texture[1] = tex[1]; if (owningPlayer == 1) { TextureManager.applyTexture(this.gameObject, texture[0]); } if (owningPlayer == 2) { TextureManager.applyTexture(this.gameObject, texture[1]); } }
public void Lookup(string n) { switch (n) { case "King": cName = className.King; type = classType.classType1; attack = 2; defense = 20; cost = 0; description = ""; //If it is knocked off of the board or defeated, it's owner loses the game. Limit: 1 per player per round. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Brawler": cName = className.Brawler; type = classType.classType1; attack = 3; defense = 1; cost = 4; description = ""; //If it lands on your side of the field after the initial flick, it can be flicked a second time in the same turn. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Sentinel": cName = className.Sentinel; type = classType.classType1; attack = 2; defense = 3; cost = 4; description = ""; // No ability. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Shadow": cName = className.Shadow; type = classType.classType1; attack = 1; defense = 2; cost = 3; description = ""; //If it lands on opponent's side of the field at the end of your turn, you may remove from play. Use your flick action to place on board on a later turn. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Grunt": cName = className.Grunt; type = classType.classType1; attack = 1; defense = 1; cost = 2; description = ""; //No ability. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Peasant": cName = className.Peasant; type = classType.classType1; attack = 0; defense = 1; cost = 1; description = ""; //May be flicked twice in the same turn. Limit: 3 per player per round. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Healer": cName = className.Healer; type = classType.classType1; attack = 0; defense = 6; cost = 4; description = ""; //Can not be flicked. Can be sacrificed to return up to 6 cost worth of troops from the dead to your side of the field (depends on coin toss per attempted piece). Limit: 1 per player per round. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Paralyze": cName = className.Paralyze; type = classType.classType1; attack = 0; defense = 1; cost = 2; description = ""; //Can only be placed on top of an opponent's cube instead of using a flicking action. Stops that cube from being used. Must be flicked off to remove effect. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Titan": cName = className.Titan; type = classType.classType1; attack = 3; defense = 4; cost = 7; description = ""; //No ability. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; default: cName = className.Null; break; } }
public void Lookup(string n) { switch (n) { case "King": cName = className.King; type = classType.classType1; attack = 2; defense = 20; cost = 0; description = "The Leaders of their respective forces; Kings are to be protected at all costs. When your King dies, you lose."; //If it is knocked off of the board or defeated, it's owner loses the game. Limit: 1 per player per round. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Brawler": cName = className.Brawler; type = classType.classType1; attack = 3; defense = 2; cost = 3; description = "Your basic attacking unit. Good for throwing at your opponent repeatedly."; //If it lands on your side of the field after the initial flick, it can be flicked a second time in the same turn. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Sentinel": cName = className.Sentinel; type = classType.classType1; attack = 2; defense = 4; cost = 4; description = "An excellent defender. Holds the line and can clear your side of the field."; // No ability. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Shadow": cName = className.Shadow; type = classType.classType1; attack = 4; defense = 1; cost = 3; description = "An espionage expert. This piece can disappear if it lands on your opponent's side, and reappear later!"; //If it lands on opponent's side of the field at the end of your turn, you may remove from play. Use your flick action to place on board on a later turn. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Grunt": cName = className.Grunt; type = classType.classType1; attack = 2; defense = 2; cost = 3; description = "A basic utility unit that is cheap and effective."; //No ability. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Peasant": cName = className.Peasant; type = classType.classType1; attack = 1; defense = 1; cost = 1; description = "Not intended for combat, but very expendable. These units are best used as a wall from enemy attacks."; //May be flicked twice in the same turn. Limit: 3 per player per round. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Healer": cName = className.Healer; type = classType.classType1; attack = 0; defense = 6; cost = 4; description = "This piece can be sacrificed in order too return destroyed pieces to your side of the field."; //Can not be flicked. Can be sacrificed to return up to 6 cost worth of troops from the dead to your side of the field (depends on coin toss per attempted piece). Limit: 1 per player per round. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Paralyze": cName = className.Paralyze; type = classType.classType1; attack = 0; defense = 1; cost = 2; description = "A spell to stop your opponent from utilizing any unit it is in combat with."; //Can only be placed on top of an opponent's cube instead of using a flicking action. Stops that cube from being used. Must be flicked off to remove effect. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Titan": cName = className.Titan; type = classType.classType1; attack = 6; defense = 4; cost = 7; description = "A colossal offensive unit. This expensive piece is to be feared."; //No ability. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Bomb": cName = className.Bomb; type = classType.classType1; attack = 0; defense = 2; cost = 4; description = "KABOOOOOOOOOOOOOOOOOOOOOOOOOOM!!!"; //Use flicking action to detonate, creating an area of effect collision. Limit: 1 per player per round. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; default: cName = className.Null; break; } }