private PlayerKey playerInventory; // Reference to the PlayerInventory script. #endregion Fields #region Methods void Awake() { // Setting up the references. anim = GetComponent<Animator>(); player = GameObject.Find("N40"); playerInventory = player.GetComponent<PlayerKey>(); }
public PlayCardCommandData( PlayerKey sender, ICardInstance cardInstance, Vector2Int targetTile) { this._sender = sender; this.cardInstance = cardInstance; this.targetTile = targetTile; }
public byte GetFlagKey(PlayerKey k) { byte flag = (byte)(this[k] ? 1 << 7 : 0); byte value = (byte)k; byte fullFlag = (byte)(flag | value); return(fullFlag); }
public bool IsKeyPressed(PlayerKey key) { if (_keyStates.ContainsKey(key)) { return(_keyStates[key] == KeyPressState.Down); } return(false); }
void Awake() { // Setting up references. player = GameObject.Find("N40"); playerAnim = player.GetComponent<Animator>(); playerKey = player.GetComponent<PlayerKey>(); camMovement = Camera.main.gameObject.GetComponent<CameraMovement>(); sf = GameObject.Find("ScreenFader").GetComponent<ScreenFader>(); endMenu = GameObject.Find("EndScreen").GetComponent<EndMenuScreen>(); }
/// <summary> /// Allows the containing window to tell the engine about key press events. /// </summary> /// <param name="key"></param> /// <param name="state"></param> public void KeyStateChanged(PlayerKey key, KeyPressState state, Keys?other = null) { if (_keyStates.ContainsKey(key)) { _keyStates[key] = state; } else { _keyStates.Add(key, state); } }
private void HandlePlayerKeyInput(PlayerIndex index, PlayerKey key, bool released = false) { if (released) { pressedKeys[index].Remove(key); } else { pressedKeys[index].Add(key); } }
public bool this[PlayerKey k] { get { return(inputData[(int)k]); } set { inputData[(int)k] = value; } }
void CompareWithPPInProgress(Player player, string key, object val) { var pk = new PlayerKey(player, key); Debug.Log(pk.ToString()); if (ppInProgress.TryGetValue(pk, out KeyValResultPair desiredKVRPair) && ((desiredKVRPair.value == null && val == null) || val.Equals(desiredKVRPair.value))) { // successfully set to RoomProperties Debug.Log(pk.ToString() + " ok"); desiredKVRPair.setPropResult?.TrySetResult(true); } }
void OnTriggerEnter2D(Collider2D collider) { PlayerKey key = collider.GetComponent <PlayerKey>(); if (key) { _door.Open(); if (_soundPrefab != null) { Instantiate(_soundPrefab, transform.position, Quaternion.identity); } Destroy(gameObject); } }
public async Task <bool> SetPlayerProperty(Player player, KeyValExpPair kvePair) { var pk = new PlayerKey(player, kvePair.key); while (ppInProgress.ContainsKey(pk)) { Debug.Log($"SetPlayerProperty {pk.ToString()} InProgress"); await Task.Delay(1500); } Debug.Log($"SetPlayerProperty {kvePair.ToString()} for " + player.ToStringFull()); //TrySet Room Properties toChange.Clear(); exptected.Clear(); kvePair.InsertInto(ref toChange, ref exptected); var kvrp = new KeyValResultPair(kvePair.key, kvePair.value, kvePair.exp); ppInProgress.Add(pk, kvrp); if (player.SetCustomProperties(toChange, exptected)) { await Task.WhenAny(Task.Delay(10000), kvrp.setPropResult.Task); if (!kvrp.setPropResult.Task.IsCompleted) { kvrp.setPropResult?.TrySetResult(false); } } else { Debug.LogWarning($"{scriptName} SetPlayerProperty Immedidate fail"); kvrp.setPropResult?.TrySetResult(false); } // var result = kvrp.setPropResult.Task.Result; Debug.Log($"{result}] {kvrp.ToString()}"); ppInProgress.Remove(pk); return(result); }
private bool AddKey(PlayerKey playkey) { if (PlayerKeyList.Count == 0) { PlayerKeyList.Add(playkey); } else { if (PlayerKeyList[PlayerKeyList.Count - 1].ClickType == playkey.ClickType && PlayerKeyList[PlayerKeyList.Count - 1].Key == playkey.Key) { return(false); } else { PlayerKeyList.Add(playkey); } } return(true); }
protected bool Equals(PlayerKey other) { return(string.Equals(Service, other.Service) && string.Equals(Username, other.Username)); }
public static bool IsDirectionInput(this PlayerKey key) => key switch {
private void Awake() { PlayerKey.Init(); player = GetComponent <PlayerScript> (); moveFunc = GetComponent <moveFunctions> (); }
// Use this for initialization void Start() { player = GameObject.Find("Player"); pause = player.GetComponent <PauseMenu>(); playerKey = player.GetComponent <PlayerKey>(); }
public bool HasKey(PlayerKey key) { return((keyBits & (1 << (int)key)) != 0); }
public void AddKey(PlayerKey key) { keyBits |= 1 << (int)key; afterCollectKey.Invoke(); }
// Use this for initialization void Awake() { player = GameObject.Find("N40"); playerKey = player.GetComponent<PlayerKey>(); }
// Use this for initialization void Start() { player = GameObject.Find("Player"); //playerMovement = player.GetComponent<PlayerMovement>(); playerKey = player.GetComponent <PlayerKey>(); }
public DrawCardCommandData( PlayerKey sender) { this._sender = sender; }