public override void Attached() { PlayerManager = GameObject.Find("PlayerManager"); GuiManager = GetComponent <GUImanager>(); state.Health = 100; if (!entity.IsOwner) { DisableRemoteBehaviour(); gameObject.layer = LayerMask.NameToLayer(REMOTE_PLAYER_LAYER); transform.GetChild(0).gameObject.layer = LayerMask.NameToLayer(REMOTE_PLAYER_LAYER); for (int i = 0; i < 2; i++) { transform.GetChild(0).GetChild(i).gameObject.layer = LayerMask.NameToLayer(REMOTE_PLAYER_LAYER); } } else { state.Username = PlayerManager.GetComponent <PlayerAuth>().Name; state.XP = PlayerManager.GetComponent <PlayerAuth>().XP; state.Kills = 0; state.Deaths = 0; state.Score = 0; var Event = PlayerRegistered.Create(); Event.Name = PlayerManager.GetComponent <PlayerAuth>().Name; Event.Entity = entity; Event.Send(); } }
/* * Function will be called after a player arrives to his destination. * Set this player's PlayerMovement to disabled, and as described in the usage section * of that script. */ private void OnPlayerArrived(EventInfo eventInfo) { AbstractTile currentTile = currentPlayer.GetCurrentTile(); // convert tile to interface, to use each tile's type's specific functions ITile currentTileInterface = currentTile as ITile; currentPlayer.playerMovement.enabled = false; if (!currentTile.tileHasOwner()) { // prompt player to pay if (currentTile.GetTILE_TYPE() != TILE_TYPE.EMPTY) { currentTileInterface.prompyBuyLocation(); GUImanager.EnableButton(BUTTON_TYPE.BUY); } } else { if (currentTile.tileHasItem()) { currentTile.buyItem(currentPlayer); } // if tile has an item, player is forced to buy item if he has enough money // GUImanager.promptTileBuy(currentPlayer.GetCurrentTile().getTileCard()); } GUImanager.EnableButton(BUTTON_TYPE.END_TURN); }
public void buyCurrentTile() { if (currentPlayer.GetCurrentTile().buyLocation(currentPlayer)) { GUImanager.DisableButton(BUTTON_TYPE.BUY); } }
public void initSetting(Vector3 initPos) { time_atk_distancia = 0; time_atk_explosive = 0; attack = new Attack(Dash); health = 1; guimanager = GUI.GetComponent <GUImanager>(); guimanager.UpdateVida(health); transform.position = initPos; }
public void enableInitialGUIandStart() { GUImanager.EnableButton(BUTTON_TYPE.END_TURN); GUImanager.EnableButton(BUTTON_TYPE.THROW_DICE); GUImanager.setPlayerListGUI(true); for (int i = 0; i < GameInfo.playersNo; i++) { players[i].calculateIncome(); } startTurn(); }
void Start() { mainC = Camera.main; rb = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); sprite = GetComponent <SpriteRenderer>(); audio = GetComponent <AudioSource>(); audio.clip = walkAudio; audio.Play(); min = LanzarMin.position; max = LanzarMax.position; guimanager = GUI.GetComponent <GUImanager>(); }
/* * called by a button for player */ public void endTurn() { // current player will become next player // dice will be enabled GUImanager.disableGlowofPlayer(currentPlayerIndex); GUImanager.DisableButton(BUTTON_TYPE.BUY); currentPlayerIndex += 1; currentPlayerIndex %= (short)players.Length; currentPlayer = players[currentPlayerIndex]; DiceManager.resetDices(); GUImanager.EnableButton(BUTTON_TYPE.THROW_DICE); GUImanager.removeImage(); // temprory startTurn(); // Also, throw button should be enabled, and made interacable }
/* * called by manager */ public void startTurn() { // allow the current player to throw a dice, or do any possible action at this time // ex. trade, mortgage, charity, etc. // STATUS: WAITING FOR DICE THROW GUImanager.enableGlowofPlayer(currentPlayerIndex); GUImanager.DisableButton(BUTTON_TYPE.END_TURN); GUImanager.EnableButton(BUTTON_TYPE.THROW_DICE); // after Dice throw: // STATUS: AFTER DICE THROW // here, disable dice throw, unless double // events should be fired. Buy land, pull card, etc. // also, all options before the hrow should be open. // enable the button to end the turn }
void Start() { for (short i = 0; i < GameInfo.playersNo; i++) { players[i].playerIndex = i; players[i].playerColor = GameInfo.playersColors[i]; players[i].transform.position = boardTiles[0].PlayersLocations[i]; } currentPlayer = players[0]; DiceManager.resetDices(); // Register the function player arrived in the eventSystem, for playerArrived. CustomEventSystem.RegisterListener(EVENT_TYPE.PLAYER_ARRIVED, OnPlayerArrived); // Register the function give income in the eventSystem. CustomEventSystem.RegisterListener(EVENT_TYPE.GIVE_INCOME, givePlayerIncome); removeInitialGUI(); GUImanager.setJobSelectionStatus(true); }
void Start() { probability = new float[config.Enemies.Length]; for (int i = 0; i < config.Enemies.Length; i++) { probability[i] = config.InitProbability[i]; } enemyNum = config.InitEnemyNum; round = 1; enemiesDead = 0; enemiesSpawned = 0; initSetting(); player.InitPlayer(this); //GUI gui = GUI.GetComponent <GUImanager>(); gui.UpdateRonda(round); StartCoroutine("Spawn"); }
public void initialize() { //plane = this.transform.Find("Quad").transform; //mc movement if (selector == null) { selector = (selector)GameObject.Find("Selector").GetComponent(typeof(selector)); } if (guimanager == null) { guimanager = (GUImanager)GameObject.Find("GUImanager").GetComponent(typeof(GUImanager)); } if (stageResult == null) { stageResult = (menuStageResult)GameObject.Find("stageResult").GetComponent(typeof(menuStageResult)); } stageResult.gridMaster = this; stageResult.initialize(); stageResult.gameObject.SetActive(false); if (menuTutorial == null) { menuTutorial = (tutorialScreen)GameObject.Find("tutorialScreen").GetComponent(typeof(tutorialScreen)); } menuTutorial.initialize(); menuTutorial.gameObject.SetActive(false); minesprites2 = Resources.LoadAll <Sprite>("mine_sprites2"); readFile(); updateActors(); playersturn = true; turnCount = 1; selector.actionLocked = false; selector.initialize(); showTutorial(); }
public void prompyBuyLocation() { print("residential arrived!"); GUImanager.showImage(TILE_TYPE.RESIDENCE, this.tileImageInfo); }
public void prompyBuyLocation() { GUImanager.showImage(TILE_TYPE.FACTORY, this.tileImageInfo); }
public void prompyBuyLocation() { print("free arrived!"); GUImanager.showImage(TILE_TYPE.FREE, this.tileImageInfo); }
private void Start() { GameManager = GameObject.Find("GameManager"); GuiManager = GameManager.GetComponent <GUImanager>(); }
public void prompyBuyLocation() { print("Other arrived!"); GUImanager.showImage(TILE_TYPE.OTHER, this.tileImageInfo); }
private void removeInitialGUI() { GUImanager.DisableButton(BUTTON_TYPE.END_TURN); GUImanager.DisableButton(BUTTON_TYPE.THROW_DICE); GUImanager.setPlayerListGUI(false); }
void Start() { playerOwner = GetComponent<BuildingBlock>().playerOwner; CM = GameObject.Find("Player" + playerOwner + "(Clone)").GetComponentInChildren<GUImanager>(); }
public void prompyBuyLocation() { print("business arrived!"); GUImanager.showImage(TILE_TYPE.BUSSINESS, this.tileImageInfo); }
public void prompyBuyLocation() { print("empty arrived!"); GUImanager.showImage(TILE_TYPE.EMPTY, this.tileImageInfo); // GUImanager.showImage(TILE_TYPE.BUSSINESS); }
public void prompyBuyLocation() { print("Innovative arrived!"); GUImanager.showImage(TILE_TYPE.INNOVATIVE, this.tileImageInfo); }