//private IList<Trait> _traits; //public IList<Trait> Traits { get { return _traits; } } // return an unmodifialbe list - ArrayList.ReadOnly? /// <summary> /// Initializes a new instance of the <see cref="Race"/> class for testing. /// </summary> /// <param name="raceType">Type of the race.</param> public Race(Races raceType) { RaceType = raceType; LeaderName = raceType.GetName() + " Leader"; Description = new StringBuilder(raceType.GetDescription()); Color = RandomExtended<GameColor>.Choice(Enums<GameColor>.GetValues() .Except(default(GameColor), GameColor.Black, GameColor.Clear).ToArray()); }
public Race(RaceStat stats) { RaceType = stats.Race; LeaderName = stats.LeaderName; Description = stats.Description; Color = stats.Color; //Traits = stats.Traits; }
void SetColor(GameColor gc) { switch (gc) { case GameColor.green: fader.color = green; faderFollower.color = green; break; case GameColor.yellow: fader.color = yellow; faderFollower.color = yellow; break; case GameColor.red: fader.color = red; faderFollower.color = red; break; default: fader.color = Color.white; faderFollower.color = Color.white; break; } }
public void Given_4PiecesAtDifferentPositions_DiceIs3_Excpect_ListWith2Pieces() { //Arrange var gamePieces = new List <GamePiece>() { new GamePiece() { Color = 0, Number = 1, TrackPosition = 1 }, new GamePiece() { Color = 0, Number = 2, TrackPosition = 5 }, new GamePiece() { Color = 0, Number = 3, TrackPosition = 7 }, new GamePiece() { Color = 0, Number = 4, TrackPosition = 8 } }; GameColor color = 0; var diceResult = 3; //Act var movableGamePieces = Tools.GetMovableGamePieces(gamePieces, color, diceResult); //Assert Assert.Equal(2, movableGamePieces.Count()); Assert.Equal(gamePieces[0], movableGamePieces[0]); Assert.Equal(gamePieces[3], movableGamePieces[1]); }
/// <summary> /// Initializes a new instance of the <see cref="Race"/> class. /// </summary> /// <param name="stat">The stat.</param> public Race(RaceStat stat) { Species = stat.Species; LeaderName = stat.LeaderName; ImageFilename = stat.ImageFilename; Description = stat.Description; Color = stat.Color; }
void FireBullet() { if (cooldown) { return; } GameObject bulletInstance_1 = Instantiate(bullet, transform.position, GetRotation(splitterFace1)); GameObject bulletInstance_2 = Instantiate(bullet, transform.position, GetRotation(splitterFace2)); Bullet bulletComp_1 = bulletInstance_1.GetComponent <Bullet>(); bulletComp_1.SetColor(splitterColor); bulletComp_1.SetShooter(gameObject); Bullet bulletComp_2 = bulletInstance_2.GetComponent <Bullet>(); bulletComp_2.SetColor(splitterColor); bulletComp_2.SetShooter(gameObject); cooldown = true; isCharged = false; splitterColor = GameColor.COLOR_WHITE; SetEmitterColor(Color.grey); }
public void DrawLine(GameColor color, int x0, int y0, int x1, int y1) { float dx = x1 - x0; float dy = y1 - y0; if (Math.Abs(dx) > Math.Abs(dy)) { dx /= Math.Abs(dx); dy /= Math.Abs(dx); } else { dx /= Math.Abs(dy); dy /= Math.Abs(dy); } float x = x0; float y = y0; blocks[x0, y0] = color; while (x != x1 || y != y1) { x += dx; y += dy; blocks[( int )Math.Round(x), ( int )Math.Round(y)] = color; } }
Brush GetColor(GameColor c) { switch (c) { // hard code all game colors case GameColor.BlackBackground: return(new SolidColorBrush(Color.FromArgb(255, 0, 0, 0))); case GameColor.NormalCell: return(new SolidColorBrush(Color.FromArgb(100, 100, 100, 100))); case GameColor.AvailableBoardGlow: return(new SolidColorBrush(Color.FromArgb(255, 255, 255, 255))); case GameColor.BoardWonX: return(new SolidColorBrush(Color.FromArgb(255, 200, 255, 200))); case GameColor.BoardWonO: return(new SolidColorBrush(Color.FromArgb(255, 255, 200, 200))); case GameColor.BoardDraw: return(new SolidColorBrush(Color.FromArgb(255, 255, 255, 200))); case GameColor.Border: return(new SolidColorBrush(Color.FromArgb(255, 255, 255, 255))); } return(new SolidColorBrush(Color.FromArgb(0, 0, 0, 0))); }
protected Chess(ChessFactory factory, GameColor color, ChessType type) { Factory = factory; Color = color; Type = type; Sprite = Factory.Skin[color, type].Clone(); }
public void DrawText(Vector2 pos, string text, float size, GameColor color) { _ds.DrawText(text, pos, GetWin2DColor(color), new CanvasTextFormat { FontSize = size }); }
public static Color GetColor(GameColor color) { switch (color) { case (GameColor.COLOR_BLUE): return(Color.blue); case (GameColor.COLOR_RED): return(Color.red); case (GameColor.COLOR_MAGENTA): return(Color.magenta); case (GameColor.COLOR_GREEN): return(Color.green); case (GameColor.COLOR_CYAN): return(Color.cyan); case (GameColor.COLOR_YELLOW): return(Color.yellow); default: return(Color.white); } }
/// <summary> /// Ajout des mouvements dans une direction autorisés par la pièce, après vérification. /// </summary> /// <param name="board">Le plateau de jeu.</param> /// <param name="neighbor">Enumeration d'une case voisine.</param> /// <param name="legalMoves">Une liste de coordonnees</param> public virtual void CheckNeighborIsLegalRepeat(Neighbor neighbor, List <Coordinates> legalMoves, Board board) { bool ok = true; GameColor ownerColor = owner.color; Box b; Coordinates c = box.coord; while (ok) { c = c.getNeighbor(neighbor, ownerColor); if (c.isInsideBorders()) { b = board.boxes[c.getIndex()]; if (b.token == null) { legalMoves.Add(c); } else if (b.token.owner.color != owner.color) { legalMoves.Add(c); ok = false; } else { ok = false; } } else { ok = false; } } }
public Player(int id, string playerName, GameColor clr) { this.name = playerName; this.playerID = id; this.color = clr; CreateTokens(clr); }
public Chess CreateChess(ChessType type, GameColor color, PointF position = new PointF()) { Chess chess; switch (type) { case ChessType.Bishop: chess = new ChessBishop(this, color); break; case ChessType.King: chess = new ChessKing(this, color); break; case ChessType.Knight: chess = new ChessKnight(this, color); break; case ChessType.Pawn: chess = new ChessPawn(this, color); break; case ChessType.Queen: chess = new ChessQueen(this, color); break; case ChessType.Rook: chess = new ChessRook(this, color); break; default: return(null); } ActiveChess.Add(chess); chess.Sprite.Size = chessSize; chess.Sprite.Position = position; return(chess); }
public void initObject(GameColor color, int num) { gColor = color; string redPrefix = "01_red_segments"; string bluePrefix = "02_blue_segments"; string greenPrefix = "03_green_segments"; string spriteName = ""; switch (color) { case GameColor.RED: spriteName = redPrefix; break; case GameColor.GREEN: spriteName = greenPrefix; break; case GameColor.BLUE: spriteName = bluePrefix; break; } //spriteName += num.ToString (); Debug.Log(spriteName); Sprite[] sprites = Resources.LoadAll <Sprite>(spriteName); this.GetComponent <SpriteRenderer> ().sprite = sprites [num]; }
private void ButtonUp(GameColor color) { if (touchedColors.Contains(color)) { touchedColors.Remove(color); } }
protected ConcreteObject(ObjectType objectType, ConcreteObjectBuilder builder) : base(objectType, builder) { m_name = builder.Name; m_color = builder.Color; m_materialID = builder.MaterialID; }
// Use this for initialization public void Init() { GameColor parent = transform.parent.GetComponent <GameColor>(); //if parent is a color part, follow it's color if (parent) { gameColor = parent.gameColor; } switch (gameColor) { case GameColorEnum.none: gameObject.SetActive(false); break; default: if (sr == null) { return; } // Debug.Log("index " + index); sr.sprite = ResourceManager.Instance.circleSprite[(int)gameColor]; if (!hasFinishedStart) { transform.Rotate(new Vector3(0, 0, (-index) * 90)); } hasFinishedStart = true; //CSUtil.ERROR("game color is an invalid value"); break; } }
public Field(int id, GameColor clr, int Finished) { this.fieldId = id; this.color = clr; InnerOccupants = new List <Token>(); this.GetFinishedTkn = Finished; }
public void Given_4PiecesAtBase_DiceIs2_Excpect_ListWith0Pieces() { //Arrange var gamePieces = new List <GamePiece>() { new GamePiece() { Color = 0, Number = 1, TrackPosition = null }, new GamePiece() { Color = 0, Number = 2, TrackPosition = null }, new GamePiece() { Color = 0, Number = 3, TrackPosition = null }, new GamePiece() { Color = 0, Number = 4, TrackPosition = null } }; GameColor color = 0; var diceResult = 2; //Act var movableGamePieces = Tools.GetMovableGamePieces(gamePieces, color, diceResult); //Assert Assert.Empty(movableGamePieces); }
public void Refresh(GameColor color, bool animate = true) { Color newCurrentColor = _colorsManager.GetColor(color); Color newNextColor = _colorsManager.GetColor(_colorsManager.GetNextColor(color)); if (animate) { iTween.ValueTo(gameObject, iTween.Hash( "from", _currentColorImage.color, "to", newCurrentColor, "onupdate", "SetCurrentColorImageColor", "time", 1.0f, "easetype", iTween.EaseType.easeOutCubic )); iTween.ValueTo(gameObject, iTween.Hash( "from", _nextColorImage.color, "to", newNextColor, "onupdate", "SetNextColorImageColor", "time", 1.0f, "easetype", iTween.EaseType.easeOutCubic )); } else { _currentColorImage.color = newCurrentColor; _nextColorImage.color = newNextColor; } }
/// <summary> /// Checks if the user's input matches this sequence's input. /// </summary> /// <param name="chosenColor"></param> /// <returns></returns> public GameStatus CheckUserInput(GameColor chosenColor) { try { GameColor colorToTestAgainst = CurrentSequence.Dequeue(); // If the user chooses the wrong color the game will be over. if (chosenColor != colorToTestAgainst) { return(GameStatus.GAME_OVER); } // If the user has not lost the game and the count of the colors is 0, they have won the round if (CurrentSequence.Count == 0) { return(GameStatus.WON_ROUND); } // Otherwise, the user is still winning else { return(GameStatus.WINNING); } } catch (NullReferenceException e) { Console.WriteLine(e.StackTrace.ToString()); Console.WriteLine("Error. Sequence Generation may be broken!"); return(GameStatus.GAME_OVER); } }
/// <summary> return comination of colors apart from color /// /// /// </summary> /// <param name="color"></param> color to subtract from black from /// <returns></returns> all color combination expect selected color private GameColor subtractFromBlack(GameColor color) { if (color.getColorName() == "red") { return(new GameColor("green")); } else if (color.getColorName() == "blue") { return(new GameColor("orange")); } else if (color.getColorName() == "yellow") { return(new GameColor("purple")); } else if (color.getColorName() == "orange") { return(new GameColor("blue")); } else if (color.getColorName() == "purple") { return(new GameColor("yellow")); } else if (color.getColorName() == "green") { return(new GameColor("red")); } else if (color.getColorName() == "clear") { return(new GameColor("black")); } else { return(new GameColor("white")); } }
public BlockAtrributes(int health, GameColor color, PowerUpType favoredPowerUp, PowerUpType secondaryFavoredPowerUp = PowerUpType.Nothing) { Health = health; Color = color; FavoredPowerUp = favoredPowerUp; SecondaryFavorePowerUp = secondaryFavoredPowerUp; }
/// <summary> return the addition of two colors /// Precondition: input must be on of the basic colors /// Invalid colors default to black /// </summary> /// <param name="color2"></param> second color to be added /// <returns></returns> color of the combination public GameColor add(GameColor otherColor) { if (this.Equals(otherColor)) { return(this); } else if (getColorName() == "clear" || getColorName() == "white") { return(otherColor); } else if (otherColor.getColorName() == "clear" || otherColor.getColorName() == "white") { return(this); } else if (colorsPresent(otherColor, "red", "blue")) { return(new GameColor("purple")); } else if (colorsPresent(otherColor, "red", "yellow")) { return(new GameColor("orange")); } else if (colorsPresent(otherColor, "blue", "yellow")) { return(new GameColor("green")); } else { return(new GameColor("black")); } }
public StartGameData(string loginQuery, string loginReply, GameColor colorQuery, ChessDirection directionQuery) { LoginQuery = loginQuery; LoginReply = loginReply; ColorQuery = colorQuery; DirectionQuery = directionQuery; }
public void Given_4PiecesAtFinalTrack_DiceIs1_Excpect_ListWith1Pieces() { //Arrange var gamePieces = new List <GamePiece>() { new GamePiece() { Color = 0, Number = 1, TrackPosition = 43 }, new GamePiece() { Color = 0, Number = 2, TrackPosition = 42 }, new GamePiece() { Color = 0, Number = 3, TrackPosition = 41 }, new GamePiece() { Color = 0, Number = 4, TrackPosition = 40 } }; GameColor color = 0; var diceResult = 1; //Act var movableGamePieces = Tools.GetMovableGamePieces(gamePieces, color, diceResult); //Assert Assert.Single(movableGamePieces); }
// Load game textures private void LoadGameTextures() { if (gameData != null) { if (gameData.characters != null) { for (int c = 0; c < gameData.characters.Length; c++) { GameCharacter character = gameData.characters[c]; if (!string.IsNullOrEmpty(character.characterIconPath) && character.characterIconTexture == null) { LoadTexture(character.characterIconPath, delegate(Texture2D texture) { character.characterIconTexture = texture; }); } } } if (gameData.colors != null) { for (int c = 0; c < gameData.colors.Length; c++) { GameColor color = gameData.colors[c]; if (color.colorBorderTexture == null) { LoadTexture(color.colorName + ".png", delegate(Texture2D texture) { color.colorBorderTexture = texture; }); } } } } }
void ProcessBullet(Bullet lastBullet) { splitterColor = lastBullet.GetColor(); isCharged = (splitterColor != GameColor.COLOR_WHITE); SetEmitterColor(ColorDefs.GetColor(splitterColor)); Destroy(lastBullet.gameObject); }
public void SetColor(GameColor newColor) { if (sprite == null) { sprite = GetComponent <SpriteRenderer>(); } if (trail == null) { trail = GetComponent <TrailRenderer>(); } if (particle == null) { particle = GetComponent <ParticleSystem>(); } bulletColor = newColor; Color color = ColorDefs.GetColor(bulletColor); sprite.color = color; trail.startColor = color; trail.endColor = new Color(color.r, color.g, color.b, 0.0f); ParticleSystem.MainModule settings = particle.main; settings.startColor = new ParticleSystem.MinMaxGradient(color); }
public static GamePiece GetGamePieceToMove(List <GamePiece> gamePieceSetup, GameColor color, int diceResult) { GamePiece gamePieceToMove = null; List <GamePiece> movablePieces = Tools.GetMovableGamePieces(gamePieceSetup, color, diceResult); if (movablePieces.Count != 0) { Console.WriteLine("Choose your game piece:"); for (int i = 0; i < movablePieces.Count; i++) { string trackPosition = (movablePieces[i].TrackPosition == null) ? "base" : "position " + (movablePieces[i].TrackPosition + 1).ToString(); Console.WriteLine( $"{i + 1}) Piece number: {movablePieces[i].Number} at {trackPosition}"); } var chosenPieceIndex = (int.TryParse(Console.ReadLine(), out var result)) ? result - 1 : 0; if (chosenPieceIndex < 0 || chosenPieceIndex > movablePieces.Count - 1) { chosenPieceIndex = 0; } gamePieceToMove = movablePieces[chosenPieceIndex]; } else { Console.WriteLine($"You don't have available moves based on dice result"); Console.ReadKey(); } return(gamePieceToMove); }
internal Player(GameColor color, bool isHuman) { IsHuman = isHuman; PlayerColor = color; PlayerName = color + " Player"; }
public HumanPlayer(GameColor pawnColor, CheckboardDisplay checkboardDisplay) { camera = Camera.main; this.checkboardDisplay = checkboardDisplay; this.pawnColor = pawnColor; selectedFields = new List <FieldDisplay>(); }
public int GetCombinedLayerMask(GameColor color) { if (_staticLayerMask == 0) { foreach (KeyValuePair <GameColor, GameColorConfig> pair in _configurations) { if (pair.Value.isStatic) { if (_staticLayerMask == 0) { _staticLayerMask = GetLayerMask(pair.Key); } else { _staticLayerMask = _staticLayerMask | GetLayerMask(pair.Key); } } } } /*if (color == GameColor.WHITE) * { * return GetLayerMask(GameColor.WHITE); * }*/ return(_staticLayerMask | GetLayerMask(color)); }
public void SetByPosition(int index, GameColor color) { if (index < GameManager.ANSWER_COUNT) { colors[index] = color; } }
/// <summary> /// Copy constructor. /// </summary> /// <param name="race">The race to copy.</param> public Race(Race race) { Species = race.Species; LeaderName = race.LeaderName; ImageFilename = race.ImageFilename; Description = race.Description; Color = race.Color; }
/// <summary> /// Initializes a new instance of the <see cref="A3DVectrosityBase" /> class. /// </summary> /// <param name="name">The name.</param> /// <param name="points">The points.</param> /// <param name="target">The transform that this line follows in the scene.</param> /// <param name="parent">The parent to attach the VectorObject too.</param> /// <param name="width">The width.</param> /// <param name="color">The color.</param> public A3DVectrosityBase(string name, Vector3[] points, Transform target, Transform parent = null, float width = 1F, GameColor color = GameColor.White) : base(name, parent) { _points = points; _target = target; _lineWidth = width; _color = color; }
/// <summary> /// Initializes a new instance of the <see cref="Race" /> class for testing. /// </summary> /// <param name="species">Species of the race.</param> /// <param name="color">Color.</param> public Race(Species species, GameColor color) { Species = species; LeaderName = species.GetDefaultLeaderName(); ImageFilename = species.GetImageFilename(); Description = species.GetEnumAttributeText(); Color = color; }
public GridWireframe_Alt(string name, Transform target, IList<Vector3> points, Visibility visibility = Visibility.Always, float width = 1F, GameColor color = GameColor.Gray) { _lineName = name; _target = target; _points = points; _visibility = visibility; _lineWidth = width; _color = color; }
/// <summary> /// Initializes a new instance of the <see cref="RaceStat"/> struct. /// </summary> /// <param name="species">The species.</param> /// <param name="leaderName">Name of the race leader.</param> /// <param name="imageFilename">The filename used to find the image texture in an atlas for this race.</param> /// <param name="description">The race description.</param> /// <param name="color">The race color.</param> public RaceStat(Species species, string leaderName, string imageFilename, string description, GameColor color) : this() { Species = species; LeaderName = leaderName; ImageFilename = imageFilename; Description = description; Color = color; }
/// <summary> /// Copy constructor. /// </summary> /// <param name="race">The race to copy.</param> public Race(Race race) { RaceType = race.RaceType; LeaderName = race.LeaderName; Description = race.Description; Color = race.Color; // _traits = new List<Trait>(); // race.Traits.ForAll<Trait>(t => _traits.Add(t)); }
private void EnsureGemActive(GameColor color) { if (!gemActive[color]) { gemActive[color] = true; gemMap[color].StartAnim(); gemMap[color].SetColor(color.GemColor()); } }
public CubeWireframe_Alt(string name, Transform target, Vector3 boxSize, Visibility visibility = Visibility.Static, float width = 1F, GameColor color = GameColor.White) { _lineName = name; _target = target; _size = boxSize; _visibility = visibility; _lineWidth = width; _color = color; }
private LineBehaviour CreateFaintLine(GameColor color) { Vector3 start = gemMap[color].transform.position; Vector3 end = templeMap[color].GetGemPosition(); LineBehaviour line = (LineBehaviour) Instantiate(faintLinePrefab, start, Quaternion.identity); line.Configure(start, end, new Color(1f, 1f, 1f, 0.3f), 20f, 2f, 2f); return line; }
// Use this for initialization void Start() { charged = false; color = GameColor.FromName(colorName); gem.renderer.material.color = color.DullColor(); lines = new LineBehaviour[monuments.Length]; }
protected override void Start() { base.Start(); //RefreshColorsInUse(); // GuiPlayerColorPopupList selection initialization takes place in Awake so defer capture until Start _currentUserPlayerColor = _userPlayerColorPopupList.SelectedColor; RefreshAIPlayerColorsInUse(); //RefreshColorChoicesAvailableToAIPlayers(colorToRemove: _currentUserPlayerColor, refreshSelection: false); RefreshColorChoicesAvailableToAIPlayers(colorToRemove: _currentUserPlayerColor); Subscribe(); // subscribe to color selection changes AFTER removing the current userPlayer color so we don't hear about any change events that result }
private LineBehaviour CreateBoldLine(GameColor color) { Vector3 end = gemMap[color].transform.position; Vector3 start = templeMap[color].GetGemPosition(); LineBehaviour line = (LineBehaviour) Instantiate(boldLinePrefab, start, Quaternion.identity); Color lineColor = color.GemColor(); lineColor.a = 0.25f; line.Configure(start, end, lineColor, 30f, 1f, 0.5f); return line; }
public ColoredText(string text, GameColor color) { if (color != GameColor.White) { string colorHex = MyNguiUtilities.ColorToHex(color); string colorNgui = MyNguiConstants.NguiEmbeddedColorFormat.Inject(colorHex); TextWithEmbeddedColor = colorNgui + text + MyNguiConstants.NguiEmbeddedColorTerminator; } else { TextWithEmbeddedColor = text; } }
private IEnumerator SwitchColorRoutine(GameColor color) { Color startColor = renderer.material.color; for (float timer = 0f; timer < 2f; timer += Time.deltaTime) { SetRendererColors(Color.Lerp(startColor, color.DullColor(), timer / 1f)); yield return null; } SetRendererColors(color.DullColor()); }
// Use this for initialization void Start() { if (color == null) { color = GameColor.FromName(colorName); } renderer.material.color = color.GemColor(); ParticleSystemRenderer pr = particles.GetComponent<ParticleSystemRenderer>(); pr.material.SetColor("_TintColor", color.GemColor()); StartCoroutine(CreateRoutine()); }
internal void UpdateBar(GameColor color, bool isEaten) { if (isEaten) { AddChecker(color); return; } RemoveChecker(color); }
/// <summary> /// Initializes a new instance of the <see cref="HighlightCircle"/> class. /// </summary> /// <param name="name">The name.</param> /// <param name="target">The target.</param> /// <param name="normalizedRadius">The normalized radius.</param> /// <param name="isRadiusDynamic">if set to <c>true</c> [is radius dynamic].</param> /// <param name="maxCircles">The maximum circles.</param> /// <param name="width">The width.</param> /// <param name="color">The color.</param> public HighlightCircle(string name, Transform target, float normalizedRadius, bool isRadiusDynamic = true, int maxCircles = 1, float width = 1F, GameColor color = GameColor.White) : base(name) { Target = target; NormalizedRadius = normalizedRadius; IsRadiusDynamic = isRadiusDynamic; MaxCircles = maxCircles; Widths = new List<float>(maxCircles); Widths.Fill<float>(width); Colors = new List<GameColor>(maxCircles); Colors.Fill<GameColor>(color); //InitializeCamera(); }
public Drawing GetDetailedDrawing(SymbolID symbolID, GameColor color) { int key = ((int)symbolID << 16) | (int)color; Drawing drawing; if (m_drawingCache.TryGetValue(key, out drawing)) return drawing; drawing = m_tileSet.GetDetailedDrawing(symbolID, color); m_drawingCache[key] = drawing; return drawing; }
private void InitializeColorChangeSystem(GameColor color) { Color32 primaryMeshColor = color.ToUnityColor(_primaryMeshAlpha); _primaryMeshMPB = new MaterialPropertyBlock(); // default color is black _primaryMeshRenderer.GetPropertyBlock(_primaryMeshMPB); // renderer's existing MaterialPropertyBlock color is also black, implying that the existing property block is the default, at least wrt color _primaryMeshMPB.SetColor(UnityConstants.StdShader_Property_AlbedoColor, primaryMeshColor); //D.Log("{0}.PrimaryMeshMPB color after initialization = {1}.", DebugName, _primaryMeshMPB.GetVector(UnityConstants.StdShader_Property_AlbedoColor)); if (_hiddenMeshMPB == null) { _hiddenMeshMPB = new MaterialPropertyBlock(); _primaryMeshRenderer.GetPropertyBlock(_hiddenMeshMPB); _hiddenMeshMPB.SetColor(UnityConstants.StdShader_Property_AlbedoColor, HiddenMeshColor); } }
public override void HandleColor(GameColor color, float amount) { audio.PlayOneShot(gotColor); if (!tanks.ContainsKey(color)) { tanks[color] = Mathf.Min(amount, tankSize); } else { tanks[color] = Mathf.Min(tanks[color] + amount, tankSize); } if (currentColor == null) { currentColor = color; } }
private void RemoveChecker(GameColor color) { if (color == GameColor.White) { _whiteBar.RemoveChecker(); if (_whiteBar.CheckersAmount == 0) _whiteBar = null; return; } _redBar.RemoveChecker(); if (_redBar.CheckersAmount == 0) _redBar = null; }
public void changeColor(GameColor newColor) { if (Time.timeScale != 0) { if (newColor == curUsingColor) { curUsingColor = GameColor.White; levelManager.SlowDown(); } else { curUsingColor = newColor; levelManager.SlowDown(); } OnColorChange((int)curUsingColor); } }
private void InitializeColorPopupListValues() { // initialize user player color values _userPlayerColorPopupList.AssignColorSelectionChoices(_allPlayerColors); _userPlayerColorPopupList.RefreshSelectionFromPreference(); // no default value needed as its preference will be used _userPlayerColorSelected = _userPlayerColorPopupList.SelectedColor; // initialize AIPlayer color values var aiColorChoices = _allPlayerColors.Except(_userPlayerColorSelected); _aiPlayerColorPopupLists.ForAll(aiCpl => { aiCpl.AssignColorSelectionChoices(aiColorChoices); aiCpl.RefreshSelectionFromPreference(); // no default value needed as its preference will be used UpdateAIPlayerCollections(aiCpl); }); RefreshAIPlayerColorsInUse(); }
protected override void RecordPopupListState(string popupListName, string selectionName) { base.RecordPopupListState(popupListName, selectionName); UniverseSize universeSize; if (Enums<UniverseSize>.TryParse(selectionName, true, out universeSize)) { //D.Log("UniverseSize recorded as {0}.".Inject(selectionName)); _universeSize = universeSize; } Races playerRace; if (Enums<Races>.TryParse(selectionName, true, out playerRace)) { //D.Log("Player recorded as {0}.".Inject(selectionName)); _playerRace = playerRace; } GameColor playerColor; if (Enums<GameColor>.TryParse(selectionName, true, out playerColor)) { _playerColor = playerColor; } }
public override void HandleColor(GameColor color, float amount) { if (!active) { audio.PlayOneShot(colorGot); if (color == this.color) { colorAmount += amount; } else { this.color = color; colorAmount = amount; StopAllCoroutines(); StartCoroutine(SwitchColorRoutine(color)); } Debug.Log("Crystal Received Color: " + colorAmount + " / " + colorRequired); } }