public override void update(ShipLogic ship) { if (!m_enabled) { return; } m_delayToNextProjectile -= Time.deltaTime; if (ship.fire && m_delayToNextProjectile <= 0) { if (m_bulletCount >= m_weaponCount) { m_delayToNextProjectile = m_longFireRate; m_bulletCount = 0; } else { m_delayToNextProjectile = m_fireRate; } SoundSystem.instance.play(new BernoulliDistribution().Next(new StaticRandomGenerator <DefaultRandomGenerator>()) ? m_shootClip : m_shootClip2, 0.1f); float startOffset = -m_offset * (m_projectileCount - 1) / 2; for (int i = 0; i < m_projectileCount; i++) { fire(m_projectile, ship.gameObject, new Vector3(0, startOffset + m_offset * i, 1), 0, (int)m_power, m_baseSpeed + m_rateSpeed * ship.fireRate, m_life, m_color); } m_bulletCount++; } }
// Populate scene with game-specific objects void Begin() { //Create UI controller object GameObject objUI = Instantiate(UIObject); UIDocument UIDoc = objUI.GetComponent <UIDocument>(); //Create ScoreController, and bind to logic script GameObject scoreController = Instantiate(ScoreObject); ScoreLogic sLogic = scoreController.GetComponent <ScoreLogic>(); //Give ScoreLogic a reference to my own logic script sLogic.gLogic = GetComponent <GameLogic>(); sLogic.UIRef = UIDoc; //Ship creation GameObject PlayerShip = Instantiate(ShipObject, new Vector3(7, 3, 1), Quaternion.Euler(0, -90, -90)); ShipLogic Logic = PlayerShip.GetComponent <ShipLogic>(); Logic.Player = (1); AllShips.Insert(0, Logic); PlayerShip = Instantiate(ShipObject, new Vector3(-7, -3, 1), Quaternion.Euler(0, 90, 90)); Logic = PlayerShip.GetComponent <ShipLogic>(); Logic.Player = (2); AllShips.Insert(1, Logic); }
private void Awake() { m_ship = GetComponent <ShipLogic>(); m_lifebar = GetComponentInChildren <LifebarLogic>(); onAwake(); EnemyList.add(this); }
public override void updateStats(ShipLogic ship) { m_fireRate = 1 / (m_baseFireRate * ship.fireRate); m_power = ship.power * m_powerMultiplier; int count = countItemOfType <WeaponSimple>(ship.modifiers); m_rotation = count * m_rotationPerLevel; m_delayToNextProjectile = 0; }
private void Awake() { m_ship = GetComponent <ShipLogic>(); m_particleSystem = GetComponentInChildren <ParticleSystem>(); m_particleSystem.Stop(); m_renderer = GetComponent <SpriteRenderer>(); m_cursor = transform.Find("Cursor"); m_timeFromLastCursorMove = m_cursorHideDelay; Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; }
public override void updateStats(ShipLogic ship) { m_fireRate = 1 / (m_baseFireRate * ship.fireRate); m_power = ship.power * m_powerMultiplier; int index = indexOfTypeOf(this, ship.modifiers); int count = countItemOfType <WeaponTriple>(ship.modifiers); m_offset = (-(count - 1) / 2.0f + index) * m_offsetPerLevel; m_delayToNextProjectile = 0; }
public override void updateStats(ShipLogic ship) { int count = countItemOfType <WeaponStraight>(ship.modifiers); m_fireRate = 1 / (m_baseFireRate * ship.fireRate * count); m_power = ship.power * m_powerMultiplier; int index = indexOfTypeOf(this, ship.modifiers); m_enabled = index == 0; m_delayToNextProjectile = 0; }
public override void updateStats(ShipLogic ship) { m_fireRate = 1 / (m_baseFireRate * ship.fireRate); m_fireRateSlow = 1 / (m_baseFireRateSlow * ship.fireRate); m_power = ship.power * m_powerMultiplier; int index = indexOfTypeOf(this, ship.modifiers); int count = countItemOfType <WeaponEnemySimpleShape>(ship.modifiers); m_rotation = index * 360 / count + 90; m_delayToNextProjectile = 0; }
public override void update(ShipLogic ship) { m_delayToNextProjectile -= Time.deltaTime; if (ship.fire && m_delayToNextProjectile <= 0) { m_delayToNextProjectile = m_fireRate; SoundSystem.instance.play(new BernoulliDistribution().Next(new StaticRandomGenerator <DefaultRandomGenerator>()) ? m_shootClip : m_shootClip2, 0.1f); fire(m_projectile, ship.gameObject, new Vector3(0, m_offset, 1), 0, (int)m_power, m_baseSpeed + m_rateSpeed * ship.fireRate, m_life, m_color); fire(m_projectile, ship.gameObject, new Vector3(0, m_offset, 1), -m_rotation, (int)m_power, m_baseSpeed + m_rateSpeed * ship.fireRate, m_life, m_color); fire(m_projectile, ship.gameObject, new Vector3(0, m_offset, 1), m_rotation, (int)m_power, m_baseSpeed + m_rateSpeed * ship.fireRate, m_life, m_color); } }
private void BtnSetShip_Click(object sender, EventArgs e) { var length = (int)nudLength.Value; var width = (int)nudWidth.Value; InfoShip.Visible = true; ConfigShip.Visible = false; lblContainersWeight.Text = "0"; btnAddContainer.Enabled = true; ShipLogic = new ShipLogic(width, length); lblLength.Text = length.ToString(); lblWidth.Text = width.ToString(); lblShipWeight.Text = ShipLogic.Ship.MaxWeight.ToString(); //FillTestData(); //lblCountUnsorted.Text = lbUnsortedContainers.Items.Count.ToString(); }
public override void update(ShipLogic ship) { m_delayToNextProjectile -= Time.deltaTime; if (ship.fire && m_delayToNextProjectile <= 0) { m_projectileCount++; if (m_projectileCount >= m_weaponLevel) { m_delayToNextProjectile = m_fireRateSlow; m_projectileCount = 0; } else { m_delayToNextProjectile = m_fireRate; } Vector3 offset = Quaternion.Euler(0, 0, m_rotation) * new Vector3(0.6f, 0, 1); fire(m_projectile, ship.gameObject, offset, m_rotation, (int)m_power, m_baseSpeed + m_rateSpeed * ship.fireRate, m_life, m_color); } }
void onCrush(CrushEvent e) { foreach (var o in m_objects) { Destroy(o.transform.gameObject); } m_objects.Clear(); m_modifier = e.modifier; m_ship = e.ship; setInfos(m_crusher, e.modifier); foreach (var m in e.ship.modifiers) { var obj = Instantiate(m_modifierPrefab); ObjectInfo infos = new ObjectInfo(); infos.transform = obj.transform; infos.sprite = obj.GetComponent <SpriteRenderer>(); infos.line1 = obj.transform.Find("Line1").GetComponent <SpriteTextLogic>(); infos.line2 = obj.transform.Find("Line2").GetComponent <SpriteTextLogic>(); infos.line3 = obj.transform.Find("Line3").GetComponent <SpriteTextLogic>(); setInfos(infos, m); infos.transform.parent = m_objectsBase; infos.transform.localPosition = new Vector3(m_objects.Count * m_itemSpacing - (e.ship.modifiers.Count - 1) * m_itemSpacing / 2, 0, 0); m_objects.Add(infos); } setCruherIndex(m_objects.Count / 2 - 1); m_background.size = new Vector2((m_objects.Count + 1) * m_itemSpacing, m_background.size.y); gameObject.SetActive(true); m_active = true; }
public void OnPost() { IsStatus = true; ActiveGame.Players = new List <Player>(); // Reset last game state ActiveGame.Init(); // Loop through each form param foreach (var key in Request.Form.Keys) { // Only check names if (!key.Contains("name-")) { continue; } // Get name Request.Form.TryGetValue(key, out var names); var name = names.ToString(); // Check input validity if (!InputValidator.CheckValidPlayerName(name)) { IsError = true; StatusMsg = "Invalid player name!"; return; } ActiveGame.Players.Add(new Player(name, ShipLogic.GenGameShipList())); } // Set pointers ActiveGame.InitPlayerPointers(); StatusMsg = "Players created!"; }
private static void InitializePlayers() { var playerCount = ActiveGame.GetRuleVal(RuleType.PlayerCount); ActiveGame.Players = new List <Player>(); for (var i = 0; i < playerCount; i++) { string name; while (true) { name = NameMenu("Creating players", $"Input a name for player {i + 1}/{playerCount}"); // User chose to quit the menu if (name == null) { return; } // Check input validity if (!InputValidator.CheckValidPlayerName(name)) { Console.WriteLine("Invalid name!"); Console.ReadKey(true); continue; } break; } // Generate ships for the player based on current rules var ships = ShipLogic.GenGameShipList(); ActiveGame.Players.Add(new Player(name, ships)); } }
// Start is called before the first frame update void Start() { hostLogic = hostShip.GetComponent <ShipLogic>(); }
public void IntegrationTest() { //Arrange Ship expected = new Ship(1, 3); Container container1 = new Container(4000, false, true); Container container2 = new Container(4000, false, false); Container container3 = new Container(4000, false, false); Container container4 = new Container(4000, true, false); List <Container> containers = new List <Container>(); containers.Add(container1); containers.Add(container2); containers.Add(container3); containers.Add(container4); List <Container> stack1 = new List <Container>(); stack1.Add(container1); List <Container> stack2 = new List <Container>(); stack2.Add(container2); stack2.Add(container4); List <Container> stack3 = new List <Container>(); stack3.Add(container3); expected.Stack[0, 0].Containers = stack1; expected.Stack[0, 1].Containers = stack2; expected.Stack[0, 2].Containers = stack3; expected.Weight = 16000; Ship actual = new Ship(1, 3); ShipLogic logic = new ShipLogic(1, 3); //Act actual = logic.SortContainers(containers); //Assert Assert.AreEqual(expected.Weight, actual.Weight); Assert.AreEqual(expected.Stack[0, 0].Containers.Count, actual.Stack[0, 0].Containers.Count); Assert.AreEqual(expected.Stack[0, 1].Containers.Count, actual.Stack[0, 1].Containers.Count); Assert.AreNotEqual(expected.Stack[0, 0].Containers.Count, actual.Stack[0, 1].Containers.Count); for (int i = 0; i < expected.Stack[0, 0].Containers.Count; i++) { Assert.AreEqual(expected.Stack[0, 1].Containers[i], actual.Stack[0, 1].Containers[i]); } for (int i = 0; i < expected.Stack[0, 1].Containers.Count; i++) { Assert.AreEqual(expected.Stack[0, 1].Containers[i], actual.Stack[0, 1].Containers[i]); } for (int i = 0; i < expected.Stack[0, 1].Containers.Count; i++) { Assert.AreEqual(expected.Stack[0, 1].Containers[i].TopWeight, actual.Stack[0, 1].Containers[i].TopWeight); } }
public CrushEvent(ModifierBase _modifier, ShipLogic _ship) { modifier = _modifier; ship = _ship; }
private void Start() { m_ship = m_player.GetComponent <ShipLogic>(); m_exitPosition = GameObject.Find("Exit").transform; }
public virtual void update(ShipLogic ship) { }
public override void Start() { sl = logicobj.GetPart <ShipLogic>(); }
public UpdateUIEvent(ShipLogic _ship) { ship = _ship; }
public virtual void updateStats(ShipLogic ship) { }