Ejemplo n.º 1
0
 public LogPlayData(int appSession, JourneyPosition journeyPosition, MiniGameCode miniGameCode, PlayEvent playEvent, PlaySkill playSkill, float score, string additionalData)
 {
     AppSession     = appSession;
     Stage          = journeyPosition.Stage;
     LearningBlock  = journeyPosition.LearningBlock;
     PlaySession    = journeyPosition.PlaySession;
     MiniGameCode   = miniGameCode;
     PlayEvent      = playEvent;
     PlaySkill      = playSkill;
     Score          = score;
     AdditionalData = additionalData;
     Timestamp      = GenericHelper.GetTimestampForNow();
 }
Ejemplo n.º 2
0
 /// <summary>
 /// Called when player perform a [gameplay skill action] action during gameplay. .
 /// </summary>
 /// <param name="_ability">The ability.</param>
 /// <param name="_score">The score.</param>
 public void OnGameplaySkillAction(PlaySkill _ability, float _score)
 {
     if (AppConstants.DebugLogInserts)
     {
         Debug.Log("pre-log OnGameplaySkillAction " + _ability + " " + _score);
     }
     bufferizeLogPlayData(new LogAI.PlayResultParameters()
     {
         playEvent = PlayEvent.Skill,
         skill     = _ability,
         score     = _score,
     });
 }
Ejemplo n.º 3
0
 public LogPlayData(int appSession, JourneyPosition journeyPosition, MiniGameCode miniGameCode, PlayEvent playEvent, PlaySkill playSkill, float score)
     : this(appSession, journeyPosition, miniGameCode, playEvent, playSkill, score, "")
 {
 }
Ejemplo n.º 4
0
 public WeightedPlaySkill(PlaySkill skill, float weight)
 {
     Skill  = skill;
     Weight = weight;
 }
Ejemplo n.º 5
0
    // Update is called once per frame
    void Update()
    {
        Player[] _p = new Player[2];
        _p[0] = PlayerManager.Instance.m_Players[0];
        _p[1] = PlayerManager.Instance.m_Players[1];
        if (m_GameState == GameState.GetP1InputSkill)
        {
            if (_p[0].m_Speed * _p[0].m_MP < _p[1].m_Speed * _p[1].m_MP)
            {
                UIManager.Instance.SetPriority(new Vector3(440, 270, 0));
            }
            else
            {
                UIManager.Instance.SetPriority(new Vector3(-440, 270, 0));
            }
        }
        if (Input.GetMouseButton(1))
        {
            if (m_GameState == GameState.GetP1InputOper)
            {
                UIManager.Instance.ClearRange();
                m_GameState = GameState.GetP1InputSkill;
            }
            if (m_GameState == GameState.GetP2InputOper)
            {
                UIManager.Instance.ClearRange();
                m_GameState = GameState.GetP2InputSkill;
            }
        }

        if (m_GameState == GameState.GetResult)
        {
            UIManager.Instance.ClearMessage();
            if (_p[0].m_Speed * _p[0].m_MP + _p[0].m_Skills[P1Skill].m_Skill.Speed * 10000 <
                _p[1].m_Speed * _p[1].m_MP + _p[1].m_Skills[P2Skill].m_Skill.Speed * 10000)
            {
                first  = P2Play;
                second = P1Play;
                //PlayerManager.Instance.m_Players[1].UseSkill(P2Skill, P2Oper);
                //PlayerManager.Instance.m_Players[0].UseSkill(P1Skill, P1Oper);
            }
            else
            {
                first  = P1Play;
                second = P2Play;
                //PlayerManager.Instance.m_Players[0].UseSkill(P1Skill, P1Oper);
                //PlayerManager.Instance.m_Players[1].UseSkill(P2Skill, P2Oper);
            }
            m_GameState = GameState.P1Playing;
        }

        if (m_GameState == GameState.P1Playing)
        {
            first();
            //debug_show();
        }

        if (m_GameState == GameState.P2Playing)
        {
            second();
            //debug_show();
        }

        if (m_GameState == GameState.Done)
        {
            for (int i = 0; i <= 1; i++)
            {
                for (int k = 0; k < _p[i].m_Buff.Count; k++)
                {
                    Debug.Log("P" + i + "buff " + _p[i].m_Buff[k].Type + "  " + _p[i].m_Buff[k].Time);
                    if (--_p[i].m_Buff[k].Time <= 0)
                    {
                        switch (_p[i].m_Buff[k].Type)
                        {
                        case Buff.DefendAndAttack:
                            _p[i].defend.GetComponent <ParticleSystem>().Stop();
                            break;

                        case Buff.CantDie:
                            _p[i].cantdie.GetComponent <ParticleSystem>().Stop();
                            break;

                        case Buff.DoubleHarm:
                            _p[i].doubleattack.GetComponent <ParticleSystem>().Stop();
                            break;
                        }
                        if (_p[i].m_Buff[k].Type == Buff.CantDie)
                        {
                            _p[i].m_HP = 0;
                        }
                        for (int j = 0; j < _p[i].m_Buff.Count; j++)
                        {
                            if (_p[i].m_Buff[j].Type == _p[i].m_Buff[k].Type)
                            {
                                _p[i].m_Buff.RemoveAt(j);
                            }
                        }
                        //_p[i].m_Buff.Remove(_p[i].m_Buff[k]);
                    }
                    //m_GameState = GameState.GetP1InputSkill;
                }
                for (int k = 0; k < _p[i].m_Debuff.Count; k++)
                {
                    Debug.Log("P" + i + "DEbuff " + _p[i].m_Debuff[k].Type + "  " + _p[i].m_Debuff[k].Time);
                    if (--_p[i].m_Debuff[k].Time <= 0)
                    {
                        switch (_p[i].m_Debuff[k].Type)
                        {
                        case DeBuff.Dizzy:
                            _p[i].dizzy.GetComponent <ParticleSystem>().Stop();
                            break;

                        case DeBuff.Blood:
                            _p[i].blood.GetComponent <ParticleSystem>().Stop();
                            break;

                        case DeBuff.PrePoison:
                            _p[i].poison.GetComponent <ParticleSystem>().Stop();
                            break;
                        }
                        for (int j = 0; j < _p[i].m_Debuff.Count; j++)
                        {
                            if (_p[i].m_Debuff[j].Type == _p[i].m_Debuff[k].Type)
                            {
                                _p[i].m_Debuff.RemoveAt(j);
                            }
                        }
                        //_p[i].m_Debuff.Remove(_p[i].m_Debuff[k]);
                    }
                }
                m_GameState = GameState.GetP1InputSkill;
                _p[i].m_MP += _p[i].m_MP_RE;
                if (_p[i].m_MP > _p[i].m_MP_MAX)
                {
                    _p[i].m_MP = _p[i].m_MP_MAX;
                }
                if (_p[i].m_HP > _p[i].m_HP_MAX)
                {
                    _p[i].m_MP = _p[i].m_HP_MAX;
                }
                if (_p[i].m_HP <= 0)
                {                //Debug.Log(_p[i].Opponent.m_ID + "Win");
                    UIManager.Instance.AddMessage("P" + (_p[i].Opponent.m_ID + 1) + "胜利!");
                    ChangeScene2.Instance.Winer = "P" + (_p[i].Opponent.m_ID + 1) + "Win";
                    SceneManager.LoadScene("begin");
                }
            }
            m_GameState = GameState.GetP1InputSkill;
            if (_p[0].m_Speed * _p[0].m_MP < _p[1].m_Speed * _p[1].m_MP)
            {
                UIManager.Instance.SetPriority(new Vector3(440, 270, 0));
            }
            else
            {
                UIManager.Instance.SetPriority(new Vector3(-440, 270, 0));
            }
        }

        debug_show();
    }
Ejemplo n.º 6
0
 public LogPlayData(string _Session, string _PlaySession, MiniGameCode _MiniGame, PlayEvent _PlayEvent, PlaySkill _PlaySkill, float _Score, string _RawData)
 {
     this.Session     = _Session;
     this.PlaySession = _PlaySession;
     this.MiniGame    = _MiniGame;
     this.PlayEvent   = _PlayEvent;
     this.PlaySkill   = _PlaySkill;
     this.Score       = _Score;
     this.RawData     = _RawData;
     this.Timestamp   = GenericUtilities.GetTimestampForNow();
 }
Ejemplo n.º 7
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 public LogPlayData(string _Session, string _PlaySession, MiniGameCode _MiniGame, PlayEvent _PlayEvent, PlaySkill _PlaySkill, float _Score)
     : this(_Session, _PlaySession, _MiniGame, _PlayEvent, _PlaySkill, _Score, "")
 {
 }
Ejemplo n.º 8
0
 public PlayResultParameters(PlayEvent playEvent, PlaySkill skill, float score)
 {
     this.playEvent = playEvent;
     this.skill     = skill;
     this.score     = score;
 }