public void StartGame() { OnGameStarted?.Invoke(); GameStarted = true; cameraSetup.PreventDoubleTrigger(); SpawnPlayer(); }
public override void OnServerAddPlayer(NetworkConnection conn) { Transform start = numPlayers == 0 ? startPos1.transform : startPos2.transform; GameObject player = Instantiate(playerPrefab, start.position, start.rotation); player.name = "Player" + count++; NetworkServer.AddPlayerForConnection(conn, player); foreach (var it in NetworkServer.connections) { if (it.Value != NetworkServer.localConnection) { cl = it.Value; } } if (numPlayers == 2) { GlobalVariables.local = false; OnGameStarted?.Invoke(); menuObject.SetActive(false); NetworkSceneCreator nsc = new NetworkSceneCreator(); nsc.createNetworkGameScene(cl); ngc.conn = conn; ngc.elements = nsc.game; ngc.start = true; FindObjectOfType <AudioManager>().Play("ingame_music"); } }
public void StartMainGame(bool newGame = false) { OnGameStart?.Invoke(); AsyncOperation asop = SceneManager.LoadSceneAsync(MainGameName); asop.completed += _ => OnGameStarted?.Invoke(); }
public void Start() { OnGameStarting?.Invoke(this, new GameStateEventArgs(_gameState)); _gameState.PlayerOne = new Player { Name = "Player 1", Marker = 'X', IsHuman = true }; _gameState.PlayerTwo = new Player { Name = "Player 2", Marker = 'O', IsHuman = true }; _gameState.CurrentPlayer = _gameState.PlayerOne; HandleAction(GameAction.CoinFlip); //get human player count //setup any AI OnGameStarted?.Invoke(this, new GameStateEventArgs(_gameState)); }
public void Start() { var data = Game.StartGame(Team.Blue); OnGameStarted?.Invoke(data); Console.WriteLine("Runner started the game!"); }
void OnCountdownFinished() { SetPageState(PageState.None); OnGameStarted?.Invoke(); _score = 0; _gameOver = false; }
public void StartGame() { gameState = GameStates.Play; enemySpawner.CurrentWave = 0; enemySpawner.StartNextWave(); OnLevelStarted?.Invoke(enemySpawner.CurrentWave, enemySpawner.MaxWave); OnGameStarted?.Invoke(); }
public void StartGame() { lives = PlayerDataHolder.GetLives(); OnGameStarted?.Invoke(); UIManager.Instance.UpdateLives(lives); }
void OnCountdownFinished() { SetUIState(GameUIState.Playing); scoreText.SetActive(true); OnGameStarted?.Invoke(); ; score_ = 0; potatoHorizontalPosition.Value = 0; }
public void StartGame() { foreach (var moving in _movingObjects) { moving.ToInitialState(); moving.Activate(); } OnGameStarted?.Invoke(); }
public void StartGame() { scoreText.gameObject.SetActive(true); multiplierText.gameObject.SetActive(true); startGamePanel.SetActive(false); endGamePanel.SetActive(false); OnGameStarted?.Invoke(); gameStarted = true; }
private void Awake() { // Make the game run as fast as possible. Avoids setting to default frame rate on device. Application.targetFrameRate = 300; gameMode = GetComponent <GameMode>(); PlayerData.Create(); GameInitialized += delegate { OnGameIntialized.Invoke(); }; GameStarted += delegate { OnGameStarted.Invoke(); }; GameOver += delegate { OnGameOver.Invoke(); }; }
/// <summary> /// Runs the current MAME game. /// </summary> public void RunGame() { // Don't attempt to start MAME process if we are exiting if (_cancellationTokenSource.IsCancellationRequested) { return; } var game = CurrentGame(); Log.Information("Running game {description} {year} {manufacturer} on display {display}", game.Description, game.Year, game.Manufacturer, _screen.DeviceName); // Create layout and run game var arguments = new List <string> { game.Name, _settings.CommandLineOptions, "-screen", $"\"{_screen.DeviceName}\"" }; // Enable in-game titles if required if (_settings.LayoutSettings.InGameTitles.Enabled) { var artPath = _layoutBuilder.EnsureLayout(game, _screen.Bounds.Width, _screen.Bounds.Height); arguments.Add("-artpath"); arguments.Add(artPath); } try { // Start MAME, verifying that we aren't in the process of shutting down if (_cancellationTokenSource.IsCancellationRequested) { return; } _mameProcess = _invoker.Run(false, arguments.ToArray()); _mameProcess.Exited += OnMameExited; _mameProcess.Start(); Log.Debug("MAME started; pid: {pid}", _mameProcess.Id); OnGameStarted?.Invoke(this, null); } catch (Exception ex) { Log.Error(ex, "Unable to start game"); _cancellationTokenSource.Cancel(); throw; } }
private void DisableCountdownText(OnGameStarted _) { _countdownText.text = "GO GO GO GO"; StartCoroutine(WaitForTwoSeconds()); IEnumerator WaitForTwoSeconds() { yield return(new WaitForSeconds(2.0f)); _countdownText.gameObject.SetActive(false); } }
private void Start(object sender, EventArgs e) { Map map = mapSettingsControl.GetMap(); IList <AiPlayer> aiPlayers = aiPlayerSettingsControl.GetPlayers(); IList <Player> players = new List <Player>(); foreach (AiPlayer aiPlayer in aiPlayers) { players.Add(aiPlayer); } players.Add(myHumanPlayerControl.GetPlayer()); foreach (Player player in humanPlayerSettingsControl.GetPlayers()) { players.Add(player); } Game game = null; using (UtilsDbContext db = new UtilsDbContext()) { IEnumerable <HotseatSavedGameInfo> savedGamesEnum = db.HotseatSavedGameInfos.ToList(); HotseatSavedGameInfo lastGame = savedGamesEnum.LastOrDefault(); int gameId = 1; if (lastGame != null) { gameId = lastGame.Id + 1; } var factory = new GameFactory(); game = factory.CreateGame(gameId, GameType.MultiplayerHotseat, map, players, fogOfWar: fogOfWarCheckBox.Checked); // TEST /*NetworkObjectWrapper wrapper = new NetworkObjectWrapper<Game>() {TypedValue = game}; * using (var ms = new MemoryStream()) * { * wrapper.Serialize(ms); * * ms.Position = 0; * * var obj = NetworkObjectWrapper.Deserialize(ms).Value; * }*/ // END TEST } OnGameStarted?.Invoke(game); }
private void SendInputDirection(InputDirection inputDirection) { print(inputDirection); if (!gameStarted) { gameStarted = true; OnGameStarted?.Invoke(); } else { OnInput?.Invoke(inputDirection); } }
public void StartGame() { Time.timeScale = 1f; Player = _player; PlayerShips = _startingPlayerShips; _currentLevel = 1; LoadNewLevel(_currentLevel, _startingAsteroids); SpawnUFOs(); OnGameStarted?.Invoke(); }
private void StartGame() { GameStarted = true; UnityMainThreadDispatcher.Instance().Enqueue(() => { Debug.Log("Starting Game!"); OnGameStarted?.Invoke(); while (inboundMessages.Count > 0) { IncommingMessageState inboundMessage = inboundMessages.Dequeue(); ReceiveMatchStateHandle(inboundMessage.opCode, inboundMessage.message); } }); }
private bool UpdateCooldown() { m_StartCountdownTimer -= Time.deltaTime; m_StartCountdownTimer = Mathf.Max(m_StartCountdownTimer, 0.0f); if (m_StartCountdownTimer == 0.0f) { OnGameStarted?.Invoke(); return(true); } else { return(false); } }
IEnumerator StartGameCoroutine() { float countDown = 3; while (countDown > 0) { countDown -= Time.deltaTime; countDownText.SetText(countDown.ToString("f0")); yield return(null); } countDown = Mathf.Clamp(countDown, 0, countDown); gameSceneCountDownCanvas.enabled = false; gameUICanvas.enabled = true; OnGameStarted?.Invoke(); }
private void OnStateUpdatedCallback(int state) { Logger.Debug($"OnStateUpdatedCallback - state={state}"); if (state == 1) { _changedLamps = new int[PinMameApi.PinmameGetMaxLamps() * 2]; _changedGIs = new int[PinMameApi.PinmameGetMaxGIs() * 2]; OnGameStarted?.Invoke(); } else { OnGameEnded?.Invoke(); RunningGame = null; } }
private void Start(object sender, EventArgs e) { try { Map map = mapSettingsControl.GetMap(); IList <AiPlayer> aiPlayers = aiPlayerSettingsControl.GetPlayers(); IList <Player> players = new List <Player>(); foreach (AiPlayer aiPlayer in aiPlayers) { players.Add(aiPlayer); } players.Add(myHumanPlayerControl.GetPlayer()); Game game = null; // generate id for the game using (UtilsDbContext db = new UtilsDbContext()) { IEnumerable <SingleplayerSavedGameInfo> savedGamesEnum = db.SingleplayerSavedGameInfos.AsEnumerable(); SingleplayerSavedGameInfo lastGame = savedGamesEnum.LastOrDefault(); int gameId = 1; if (lastGame != null) { gameId = lastGame.Id + 1; } var factory = new GameFactory(); game = factory.CreateGame(gameId, GameType.SinglePlayer, map, players, fogOfWar: fogOfWarCheckBox.Checked); } OnGameStarted?.Invoke(game); } catch (UnauthorizedAccessException) { MessageBox.Show( "One or more components required to start the game are missing! Please, reinstall the game!", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error); } }
public async Task RunAuto() { var data = Game.StartGame(Team.Blue); OnGameStarted?.Invoke(data); Console.WriteLine("Runner started an auto game!"); while (Game.State != GameState.GameEnded) { Point move; if (Game.PlayerTurn == Team.Blue) { move = PlayerBlue.ProposeMove(data); PlayerRed.UpdateState(data); } else { move = PlayerRed.ProposeMove(data); PlayerBlue.UpdateState(data); } data = Game.TryMakeMove(Game.PlayerTurn, move); if (data.Code == ResponseCode.OK) { await OnMoveCompleted?.Invoke(data); } if (Game.State == GameState.GameEnded) { await OnMoveCompleted?.Invoke(data); await OnGameEnded?.Invoke(data); return; } await Task.Delay(500); } //if (data.Code == ResponseCode.Draw) // Console.WriteLine("Draw!"); //else // Console.WriteLine("{0} Lost! (Point {1})", data.NextPlayer, data.Updated); }
public void Show(CharactersConfig characters, IList <string> primarySkills, IList <string> attackSkills) { base.Show(); offScreenController.gameObject.SetActive(true); startButton.onClick.RemoveAllListeners(); startButton.onClick.AddListener(() => OnGameStarted?.Invoke(skillsPanel.CurrentSkillId, skillPanel2.CurrentSkillId, characters[offScreenController.SelectedIndex])); nextCharacterButton.onClick.RemoveAllListeners(); nextCharacterButton.onClick.AddListener(() => offScreenController.Next()); prevCharacterButton.onClick.RemoveAllListeners(); prevCharacterButton.onClick.AddListener(() => offScreenController.Prev()); foreach (var character in characters) { charactersPanel.Add(character.Id); offScreenController.AddCharacter(character); } foreach (var skillId in primarySkills) { //var sprite = contentFactory.GetSpriteById(skillId); skillsPanel.Add(skillId, Sprite.Create(new Texture2D(1, 1), new Rect(0, 0, 1, 1), Vector2.one * 0.5f)); } skillsPanel.SetOn(0); foreach (var skillId in attackSkills) { //var sprite = contentFactory.GetSpriteById(skillId); skillPanel2.Add(skillId, Sprite.Create(new Texture2D(1, 1), new Rect(0, 0, 1, 1), Vector2.one * 0.5f), true); } skillPanel2.SetOn(0); }
private void StartGame() { if (GameStarted == true) { return; } if (_allPlayersAdded == false || _matchJoined == false) { return; } GameStarted = true; UnityMainThreadDispatcher.Instance().Enqueue(() => { Debug.Log("Starting game"); OnGameStarted?.Invoke(); while (_incommingMessages.Count > 0) { IncommingMessageState incommingMessage = _incommingMessages.Dequeue(); ReceiveMatchStateHandle(incommingMessage.opCode, incommingMessage.message); } }); }
IEnumerator SpawningCoroutine() { timeRemain = settings.playTime; Time.timeScale = 1; OnGameStarted?.Invoke(timeRemain); float spawnTime = 0; while (timeRemain > 0) { timeRemain -= Time.deltaTime; spawnTime += Time.deltaTime; if (spawnTime > settings.ballCreatingFrequency) { spawnTime = 0; CreateBall(); } yield return(null); } Time.timeScale = Mathf.Epsilon; OnGameEnded?.Invoke(); }
private void Init() { mapGenerator = new MapGenerator(tilePool, crystalPool, Vector3.zero, Vector3.one); IsGameOver = false; tilePassedCount = 0; if (player != null) { Destroy(player); } player = Instantiate(playerObj, new Vector3(0, 0.75f, 0), Quaternion.identity); mapGenerator.randomCrystals = RandomCrystals; mapGenerator.GenerateStartSector(); mapGenerator.GenerateNextSector(4); for (int i = 0; i < 4; i++) { mapGenerator.GenerateNextSector(CalculateSectorSize()); } player.SetActive(true); Points = 0; OnGameStarted?.Invoke(); }
private void StartSystem(OnGameStarted info) { this.enabled = true; }
/// <summary> /// Triggers when the game is started. /// </summary> private void TriggerGameStarted() { OnGameStarted?.Invoke(gameData); SetTimer(true); }
public void EventGameStarted() { OnGameStarted?.Invoke(); }