Ejemplo n.º 1
0
 protected override void OnModelCreating(DbModelBuilder modelBuilder)
 {
     BookMap.Map(modelBuilder.Entity <Book>());
     AuthorMap.Map(modelBuilder.Entity <Author>());
     GenreMap.Map(modelBuilder.Entity <Genre>());
     StatusMap.Map(modelBuilder.Entity <Status>());
 }
Ejemplo n.º 2
0
 protected override void OnModelCreating(DbModelBuilder modelBuilder)
 {
     AccountMap.Map(modelBuilder.Entity <Account>());
     PermissionMap.Map(modelBuilder.Entity <Permission>());
     ObjectiveMap.Map(modelBuilder.Entity <Objective>());
     StatusMap.Map(modelBuilder.Entity <Status>());
 }
Ejemplo n.º 3
0
 // LifeCycle Methods
 void Start()
 {
     status         = StatusMap.playing;
     score          = new GameSystem.Score(new GameSystem.Points.Distance(new Vector3(0, 0, 0), playerObject.transform));
     player         = new Player.Base(playerObject.transform, playerObject.GetComponent <Rigidbody>());
     failController = new Failing.Controller(player, -100f);
     GameSystem.Score.GetHighest5();
 }
Ejemplo n.º 4
0
    /*
     * Unity Events
     */

    void Awake()
    {
        nearbyUnits     = new Neighbours <Steering, Steering>(GetComponent <Steering>());
        nearbyBuildings = new Neighbours <Unit, Building>(this);
        statusMap       = new StatusMap(this);
        actionMap       = new ActionMap(this);
        actionMap.add(0, new Ability(fireAbility, 0.1f));
    }
Ejemplo n.º 5
0
 void Retry()
 {
     Destroy(gameOverCanvas.obj);
     GameSystem.Scene.BuildWithLoadScene(GameSystem.Scene.ScenesMap.Main);
     player         = new Player.Base(playerObject.transform, playerObject.GetComponent <Rigidbody>());
     score          = new GameSystem.Score(new GameSystem.Points.Distance(new Vector3(0, 0, 0), playerObject.transform));
     failController = new Failing.Controller(player, -100f);
     status         = StatusMap.playing;
 }
Ejemplo n.º 6
0
 void Awake()
 {
     statusMap = new StatusMap(this);
     actionMap = new ActionMap(this);
     actionMap.add(ECHO, new Ability(0.5f));
     actionMap.add(ATTACK, new Ability(0.2f));
     rb           = GetComponent <Rigidbody2D>();
     respawnPoint = transform.position;
     gun          = transform.FindChild("gun");
     playerAudio  = GetComponent <AudioSource>();
     gunAudio     = gun.GetComponent <AudioSource>();
 }
Ejemplo n.º 7
0
 private void Use()
 {
     _cooldown = _maxCooldown;
     if (_castTime == 0f)
     {
         AbilityEffect();
     }
     else
     {
         _animTime = _castTime;
         StatusMap statusMap = _owner.GetComponent <StatusMap>();
         if (statusMap != null)
         {
             statusMap.Add(new Status(State.ANIMATION), _castTime);
         }
     }
 }
Ejemplo n.º 8
0
 public void GameOver()
 {
     status = StatusMap.overed;
     score.SavaToHistories();
     gameOverCanvas = new GameOverCanvas(Instantiate(GameOverCanvas.GetPrefab()), Retry);
 }