Ejemplo n.º 1
0
 public override StateEngine <Encounter> .State Run(Encounter owner)
 {
     Debug.LogFormat("Winner: {0}", owner.winner);
     EncounterManager.EndEncounter();
     //if (!owner.animationQueue.Blocking) owner.finished = true;
     return(null);
 }
Ejemplo n.º 2
0
    protected float lineDrawSpeed = 600f; // Time it takes the line to go from origin to destination

    protected virtual void Start()
    {
        /* Other Objects */
        Player   = GameObject.FindGameObjectWithTag("Player");
        Handler  = GameObject.FindGameObjectWithTag("EncounterManager").GetComponent <EncounterManager>();
        hitSpark = GameObject.FindGameObjectWithTag("HitSpark"); // Particle system

        /* Movement and Health */
        health      = MAX_HEALTH;
        stunState   = 0; // Unstunned
        hitRecently = false;
        trackPlayer = true;

        /* Bullets and Firing */

        /* Line Renderer */
        currFlashTime         = FLASH_TIME;
        redFlashTime          = .2f;
        origin                = transform.position;
        destination           = Player.transform.position;
        lineRendererComponent = GetComponent <LineRenderer>();
        lineRendererComponent.SetPosition(0, origin);
        //lineRendererComponent.SetColors(Color.red, Color.red);
        lineRendererComponent.SetWidth(.15f, .15f);
        lineRendererComponent.enabled = false;
        dist = Vector3.Distance(origin, destination);
    }
Ejemplo n.º 3
0
 // Use this for initialization
 public void Start()
 {
     manager           = MonoBehaviour.FindObjectOfType <CharacterManager>();
     posAnterior       = manager.transform.position;
     gerenteDeEncontro = new EncounterManager();
     proxEncontro      = SorteiaPassosParaEncontro();
 }
Ejemplo n.º 4
0
 //called by the enemy that is firing to make a new bullet
 public void Initialize(Vector3 pos, Transform pPlayer)
 {
     handler = GameObject.FindGameObjectWithTag("EncounterManager").GetComponent <EncounterManager>();
     this.transform.position = pos;
     Player      = pPlayer;
     hitRecently = false;
 }
Ejemplo n.º 5
0
    void Awake()
    {
        if (GameObject.Find("EncounterManager") != null)
        {
            encounterManager = GameObject.Find("EncounterManager").GetComponent <EncounterManager>();
        }

        if (GameObject.Find("PlayerData" + "(Clone)") != null)
        {
            rosta = GameObject.Find("PlayerData" + "(Clone)").GetComponent <RostaInfo>();
        }
        else
        {
            rosta = Instantiate(playerData).GetComponent <RostaInfo>();
            //assign the rest of the rosta after.
            for (int n = (numberOfStartingUnits); n > 0; n--)
            {
                UnitInfo unit = new UnitInfo();
                AssignStats(unit);
                rosta.castle.Add(unit);
            }
            //Build the intial inventory
            inventory = playerData.GetComponent <Inventory>();
            InitializeInventory();
        }
    }
Ejemplo n.º 6
0
 // MonoBehaviour Methods
 private void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
 }
Ejemplo n.º 7
0
    //This function should be called to switch a Scene
    public void SceneSwitch()
    {
        Scene _currentScene = SceneManager.GetActiveScene();

        //this part of the script knows what scene to switch to
        switch (_currentScene.buildIndex)
        {
        case 0:                 //go to map
            SceneManager.LoadScene(_currentScene.buildIndex + 1);
            _selectButton = null;
            break;

        case 1:                 //go to battle
            SceneManager.LoadScene(_currentScene.buildIndex + 1);
            _em = null;
            break;

        case 2:                 //go to end screen
            SceneManager.LoadScene(_currentScene.buildIndex + 1);
            break;

        case 3:                 //back to map
            SceneManager.LoadScene(_currentScene.buildIndex - 2);
            break;

        default:
            break;
        }

        GC.Collect();
    }
Ejemplo n.º 8
0
 static void ShuffleBlocks(List <GameObject> _originList)
 {
     for (int count = 0; count < _originList.Count; count++)
     {
         sortingArray[count] = _originList[count];
     }
     sortingArray = EncounterManager.ShuffleArray(sortingArray);
 }
Ejemplo n.º 9
0
 public static void AddInvokerForRoverMoveEvent(EncounterManager invoker)
 {
     invokersForRoverMoveEvent.Add(invoker);
     foreach (UnityAction <GameObject> listener in listenersForRoverMoveEvent)
     {
         invoker.RoverMoveEventAddedEventListener(listener);
     }
 }
    public void OnFleeButtonPressed()
    {
        EncounterManager encounterManager = FindObjectOfType <EncounterManager>();

        if (encounterManager != null)
        {
            encounterManager.ExitEncounter();
        }
    }
Ejemplo n.º 11
0
 private void Start()
 {
     availableTiles        = new List <GameObject>();
     playerControlsManager = FindObjectOfType <PlayerControlsManager>();
     encounterManager      = FindObjectOfType <EncounterManager>();
     overWorldCanvas       = FindObjectOfType <OverworldCanvas>().gameObject;
     testTrigger           = FindObjectOfType <InFrontOfPlayerTrigger>();
     playerController      = FindObjectOfType <PlayerController>();
 }
Ejemplo n.º 12
0
        static void Main(string[] args)
        {
            var application = new CuitApplication();

            DialogueManager.Instanciate(application);
            EncounterManager.Instanciate(application);

            application.Run <MenuForm>();
        }
Ejemplo n.º 13
0
 // Use this for initialization
 void Start()
 {
     nav  = GetComponent <NavMeshAgent> ();
     rb   = GetComponent <Rigidbody> ();
     anim = GetComponent <Animator> ();
     sR   = GetComponent <SpriteRenderer> ();
     wAI  = GetComponent <WanderingAI> ();
     eM   = GameObject.FindObjectOfType <EncounterManager> ();
     anim.SetBool("IntroPlaying", true);
     Physics.IgnoreLayerCollision(11, 8);
 }
Ejemplo n.º 14
0
    static void LoadEncounters()
    {
        EncounterManager encounterManager = new EncounterManager();

        foreach (var encounterGeneric in Resources.LoadAll(ENCOUNTERS_RESOURCE_PATH, typeof(Encounter)))
        {
            Encounter encounter = encounterGeneric as Encounter;
            encounterManager.AddEncounter(encounter);
        }
        DI.Set <EncounterManager>(encounterManager);
        Debug.Log("=== Finished LoadCardDecks");
    }
Ejemplo n.º 15
0
    public void OnClick()
    {
        EncounterManager encountermanager = GameObject.FindGameObjectWithTag("EncounterManager").GetComponent <EncounterManager>();

        if (gameObject.name == "Option 1")
        {
            encountermanager.dialogOption = 1;
        }
        if (gameObject.name == "Option 2")
        {
            encountermanager.dialogOption = 2;
        }
    }
Ejemplo n.º 16
0
    //called by the enemy that is firing to make a new bullet
    public void Initialize(Vector3 pos, Vector3 vectorToPlayer)
    {
        handler            = GameObject.FindGameObjectWithTag("EncounterManager").GetComponent <EncounterManager>();
        transform.position = pos;
        CanHurtEnemies     = false;
        player             = GameObject.FindGameObjectWithTag("Player");

        //calculate desired path
        desiredVelocity = vectorToPlayer;
        desiredVelocity.Normalize();
        desiredVelocity *= bulletSpeed;
        float angle = Mathf.Atan2(desiredVelocity.y, desiredVelocity.x) * Mathf.Rad2Deg;

        transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
    }
Ejemplo n.º 17
0
    private void Awake()
    {
        Debug.Log("Initiating GameManager");

        //Singleton pattern
        if (INSTANCE != null && INSTANCE != this)
        {
            Destroy(gameObject);
        }
        else
        {
            INSTANCE = this;
        }

        //(example) Enemy constructor: vit, str, dex, weight
        //ICombatant enemy1 = new Enemy(2, 2, 2, 30);

        //Instantiate objects
        _im = new InputManager();

        //Check the current scene
        _currentScene   = SceneManager.GetActiveScene();
        _currentSceneID = _currentScene.buildIndex;

        //This happens here because it's the best way to detect if it's the start of the game, and this needs to happen then
        if (_currentScene.buildIndex == 0)
        {
            _selectButton = new SelectButton(Resources.Load <Sprite>("Sprites/PlayerSelect"),
                                             Resources.Load <Sprite>("Sprites/PlayerDeselect"),
                                             Resources.Load <GameObject>("Prefabs/Button"));

            _im.OnLeftButtonPressed   += _selectButton.SelectedActionLeft;
            _im.OnRightButtonPressed  += _selectButton.SelectedActionRight;
            _im.OnSelectButtonPressed += _selectButton.Use;
        }
        if (_currentScene.buildIndex == 1)
        {
            //instantiate a new encountermanager script which handles the map logic
            _em = new EncounterManager();

            _im.OnLeftButtonPressed   += _em.SelectedEncounterLeft;
            _im.OnRightButtonPressed  += _em.SelectedEncounterRight;
            _im.OnSelectButtonPressed += _em.Use;
        }
    }
    // Start is called before the first frame update
    void Start()
    {
        EncounterManager encounterManager = SpawnPoint.player.GetComponent <EncounterManager>();

        encounterManager.onEnterEncounter.AddListener(OnEncounterEnterHandler);
        encounterManager.onExitEncounter.AddListener(OnEncounterExitHandler);

        MusicManager[] musicManagers = FindObjectsOfType <MusicManager>();
        foreach (MusicManager mgr in musicManagers)
        {
            if (mgr != Instance)
            {
                Destroy(mgr.gameObject);
            }
        }

        DontDestroyOnLoad(transform.root);
    }
Ejemplo n.º 19
0
    // Use this for initialization
    public override void Start()
    {
        base.Start();

        if (EncounterSaveObject.data.BattleVictory)
        {
            X = EncounterSaveObject.data.PlayerX;
            Y = EncounterSaveObject.data.PlayerY;
        }
        else
        {
            X = EncounterSaveObject.data.PlayerOldX;
            Y = EncounterSaveObject.data.PlayerOldY;
        }

        rb2D.position = new Vector3(X, Y, 0);

        encounterManagerScript = encounterManager.GetComponent <EncounterManager>();
    }
Ejemplo n.º 20
0
    //called by the enemy that is firing to make a new bullet
    public void Initialize(Vector3 pos, Transform Player)
    {
        handler = GameObject.FindGameObjectWithTag("EncounterManager").GetComponent <EncounterManager>();
        this.transform.position = pos;
        CanHurtEnemies          = false;


        //calculate desired path
        desiredVelocity = (Player.position - this.transform.position);
        desiredVelocity.Normalize();
        desiredVelocity *= bulletSpeed;
        float angle = Mathf.Atan2(desiredVelocity.y, desiredVelocity.x) * Mathf.Rad2Deg;

        this.transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);

        explosion = (GameObject)Instantiate(ExplosionPrefab);
        explosion.transform.position = Player.position;
        explosion.gameObject.SetActive(true);
        explosion.transform.GetChild(0).gameObject.SetActive(false);
    }
Ejemplo n.º 21
0
    public static void RemoveUnit(Unit unit)
    {
        order = new Queue <TacticsMovement>(order.Where(x => x != unit));

        //ensure the unit is removed from the relevant faction lists.
        if (unit.unitInfo.faction == Factions.players)
        {
            players.Remove(unit);
        }
        if (unit.unitInfo.faction == Factions.enemies)
        {
            enemies.Remove(unit);
        }

        //should bag this up and put it on the unit script
        Destroy(unit.GetComponent <TacticsMovement>().dolly.gameObject);
        Destroy(unit.GetComponent <TacticsMovement>().vcam.gameObject);
        Destroy(unit.gameObject);
        //

        EncounterManager.CheckForFactionDeath();
        EndAction();
    }
Ejemplo n.º 22
0
    private void Awake()
    {
        if (RostaInfo.encounter == true || encounterSettings == EncounterSettings.Test)
        {
            RostaInfo.encounter = true;
            rosta                  = GameObject.Find("PlayerData" + "(Clone)").GetComponent <RostaInfo>();
            encounterManager       = this;
            staticEncounterPanel   = encounterEndPanel;
            staticEncounterEndtext = encounterEndtext;
            StartCoroutine(PositioningUnits());
        }

        if (RostaInfo.currentEncounter == null)
        {
            Encounter encounter = new Reclaim();
            encounter.permanent = true;
            //encounter.GetReferences();
            //Will need to change this formula if I want to get 3 by 3 arenas, but for now we're just making arenasizes 4 (2 b 2) and 6 (2 b 3).
            encounter.arenaSize        = (((int)UnityEngine.Random.Range(1, 3)) * 2) + 2;
            encounter.difficulty       = UnityEngine.Random.Range(0, 2);
            encounter.enemyCompany     = EncounterTable.CreateEnemyCompany(encounter);
            RostaInfo.currentEncounter = encounter;
        }
    }
Ejemplo n.º 23
0
 public void Start()
 {
     encounter = gameObject.GetComponent <EncounterManager>();
 }
Ejemplo n.º 24
0
 private void Awake()
 {
     encounterManager = this;
     shmupManager = GameObject.Find("ShmupMaster").GetComponent<ShmupManager>();
     battleManager = GameObject.Find("BattleMaster").GetComponent<BattleManager>();
 }
Ejemplo n.º 25
0
 // Start is called before the first frame update
 void Start()
 {
     manager = GameObject.FindObjectOfType <EncounterManager>();
 }
Ejemplo n.º 26
0
 public void StartTestFight()
 {
     EncounterManager.StartEncounter(encounterData);
 }
Ejemplo n.º 27
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 public void displayCombatResults(EncounterManager.EncounterResult encounterResult)
 {
     combatResultsGuiDisplay = true;
     combatResultsGui.encounterResult = encounterResult;
 }
Ejemplo n.º 28
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 protected virtual void OnEnable()
 {
     mgr = GameObject.Find("EncounterPanel").GetComponent <EncounterManager>();
 }
Ejemplo n.º 29
0
 void Awake()
 {
     eM = GetComponentInParent <EncounterManager> ();
 }
 // Use this for initialization
 void Start()
 {
     encManager = this.GetComponent<EncounterManager>();
 }
 public void Start()
 {
     encounter = GameObject.Find("EventSystem ").GetComponent <EncounterManager>();
 }
Ejemplo n.º 32
0
        internal void CECaptorContinue(MenuCallbackArgs args)
        {
            CEPersistence.animationPlayEvent = false;

            try
            {
                if (PlayerCaptivity.CaptorParty != null)
                {
                    string waitingList = new WaitingList().CEWaitingList();

                    if (waitingList != null)
                    {
                        GameMenu.ActivateGameMenu(waitingList);
                    }
                    else
                    {
                        new CESubModule().LoadTexture("default");

                        GameMenu.SwitchToMenu(PlayerCaptivity.CaptorParty.IsSettlement
                                                  ? "settlement_wait"
                                                  : "prisoner_wait");
                    }
                }
                else
                {
                    if (CECampaignBehavior.ExtraProps.menuToSwitchBackTo != null)
                    {
                        if (CECampaignBehavior.ExtraProps.menuToSwitchBackTo != "prisoner_wait")
                        {
                            GameMenu.SwitchToMenu(CECampaignBehavior.ExtraProps.menuToSwitchBackTo);
                        }
                        else
                        {
                            CECustomHandler.ForceLogToFile("General Error: CECaptorContinue : menuToSwitchBackTo : prisoner_wait");
                            if (Settlement.CurrentSettlement != null)
                            {
#if BETA
                                EncounterManager.StartSettlementEncounter(MobileParty.MainParty, Settlement.CurrentSettlement);
#else
                                Campaign.Current.HandleSettlementEncounter(MobileParty.MainParty, Settlement.CurrentSettlement);
#endif
                            }
                            else
                            {
                                GameMenu.ExitToLast();
                            }
                            Campaign.Current.TimeControlMode = Campaign.Current.LastTimeControlMode;
                            new CESubModule().LoadTexture("default");
                            return;
                        }
                        CECampaignBehavior.ExtraProps.menuToSwitchBackTo = null;

                        if (CECampaignBehavior.ExtraProps.currentBackgroundMeshNameToSwitchBackTo != null)
                        {
                            args.MenuContext.SetBackgroundMeshName(CECampaignBehavior.ExtraProps.currentBackgroundMeshNameToSwitchBackTo);
                            CECampaignBehavior.ExtraProps.currentBackgroundMeshNameToSwitchBackTo = null;
                        }
                    }
                    else
                    {
                        if (Settlement.CurrentSettlement != null)
                        {
#if BETA
                            EncounterManager.StartSettlementEncounter(MobileParty.MainParty, Settlement.CurrentSettlement);
#else
                            Campaign.Current.HandleSettlementEncounter(MobileParty.MainParty, Settlement.CurrentSettlement);
#endif
                        }
                        else
                        {
                            GameMenu.ExitToLast();
                        }
                    }

                    Campaign.Current.TimeControlMode = Campaign.Current.LastTimeControlMode;
                    new CESubModule().LoadTexture("default");
                }
            }
            catch (Exception e)
            {
                CECampaignBehavior.ExtraProps.menuToSwitchBackTo = null;
                CECampaignBehavior.ExtraProps.currentBackgroundMeshNameToSwitchBackTo = null;
                CECustomHandler.ForceLogToFile("Critical Error: CECaptorContinue : " + e);
            }
        }