void ConnectionService_onPlayerConnect(ConnectionService con) { //Create a player instance Player player = new Player(con); Players.Add(player); Connections.Add(con, player); //Try to find a room for the player. If no room is found, create one. Room room; if (SearchingRooms.Count > 0) { room = SearchingRooms.First(); } else { room = new Room(IDGen.GenerateRoomID()); AllRooms.Add(room.RoomID, room); SearchingRooms.Add(room); } if (room.AddPlayer(player)) { SearchingRooms.Remove(room); } }
public PathFinder_VisitAll(Mapper mapper, params Room[] roomId) : base() { map = mapper; foreach (Room u in roomId) { if (!AllRooms.Contains(u)) { AllRooms.Add(u); } } if (_grid[0] == null) { for (int i = 0; i < _grid.Length; i++) { _grid[i] = new List <uint[]>(512); } } for (int i = 0; i < _grid.Length; i++) { _grid[i].Clear(); } }
static void Main(string[] args) { ActorSystem system = ActorSystem.Create("MyChatServer"); IActorRef userManeger = system.ActorOf <UserManagerActor>(); CreateUsers(userManeger); var roomManager = system.ActorOf <RoomManagerActor>("RoomManager"); roomManager.Tell(new CreateRoom(Guid.NewGuid(), "Subject1")); //roomManager.Tell(new CreateRoom(Guid.NewGuid(), "Subject2")); Task <AllRooms> task = roomManager.Ask <AllRooms>(new ListAllRooms()); AllRooms taskResult = task.Result; Guid roomGuid = Guid.Empty; foreach (KeyValuePair <Guid, string> room in taskResult.Rooms) { Console.WriteLine("{0}:{1}", room.Key, room.Value); roomGuid = room.Key; } roomManager.Tell(new JoinRoom(Guid.NewGuid(), roomGuid)); roomManager.Tell(new JoinRoom(Guid.NewGuid(), roomGuid)); roomManager.Tell(new JoinRoom(Guid.NewGuid(), roomGuid)); roomManager.Tell(new JoinRoom(Guid.NewGuid(), roomGuid)); Console.WriteLine("press any key"); Console.ReadLine(); system.Terminate(); }
async Task ExecuteRefreshCommand() { if (IsBusy) { return; } IsBusy = true; try { await CloudService.SyncOfflineCacheAsync(); var table = await CloudService.GetTableAsync <Room>(); var list = await table.ReadAllRoomsAsync(); AllRooms.Clear(); DisplayedRooms.Clear(); foreach (var room in list) { AllRooms.Add(room); DisplayedRooms.Add(room); SortRooms(DisplayedRooms, room); } } catch (Exception ex) { Debug.WriteLine($"[RoomListViewModel] Error loading items: {ex.Message}"); } finally { IsBusy = false; } }
private async Task LoadRooms() { var rooms = (await _roomService.GetAll()).ToList(); AllRooms.Clear(); rooms.ForEach(room => AllRooms.Add(new RoomBindableViewModel(room))); CurrentlySelectedRoom = AllRooms.FirstOrDefault(); }
/// <summary> /// Creates a Room. /// </summary> /// <param name="no">The no of the room.</param> /// <param name="floor">The floor the room is on.</param> /// <param name="type">The type of the room.</param> /// <param name="furnitureList">The list of furniture in the room.</param> public Room(int no, short floor, string type, List <Furniture> furnitureList) { No = no; Floor = floor; Type = type; foreach (var f in furnitureList) { FurnitureList.Add(f); //Database.MakeRoomFurnitureTriple(this, f); } AllRooms.Add(this); }
void ConnectionService_onPlayerDisconnect(ConnectionService con) { //Remove player if it disconnects Player player = Connections[con]; if (player.MyRoomID != 0) { //Remove player from room; if room has no more players, remove the room Room room = AllRooms[player.MyRoomID]; if (room.RemovePlayer(player)) { AllRooms.Remove(room.RoomID); SearchingRooms.Remove(room); } } Connections.Remove(con); Players.Remove(player); }
public static void Postfix(CounterArea __instance) { if (!PlayerControl.LocalPlayer.Is(RoleEnum.Spy)) { return; } if (!AllRooms.ContainsKey(__instance.RoomType)) { return; } var list = AllRooms[__instance.RoomType]; for (int i = 0; i < __instance.myIcons.Count; i++) { var poolable = __instance.myIcons.ToArray()[i]; var rend = poolable.GetComponent <SpriteRenderer>(); if (rend != null && list.Count > i) { PlayerControl.SetPlayerMaterialColors(list[i], rend); } } }
private void RandomizePatrolPath() { Node spawnPoint = PathRequestManager.instance.grid.NodeFromWorldPoint(rb.position); spawnPoint = PathRequestManager.instance.grid.GetWalkableNeighbor(spawnPoint); rb.position = PathRequestManager.instance.grid.WorldPointFromNode(spawnPoint); AllRooms startRoom = References.rf.enemyManager.startRoom; Node pointOne = PathRequestManager.instance.grid.NodeFromWorldPoint(new Vector2(transform.position.x + UnityEngine.Random.Range(5f, 20f), transform.position.y)); Node pointTwo = PathRequestManager.instance.grid.NodeFromWorldPoint(new Vector2(transform.position.x, transform.position.y + UnityEngine.Random.Range(5f, 20f))); Node pointThree = PathRequestManager.instance.grid.NodeFromWorldPoint(new Vector2(transform.position.x + UnityEngine.Random.Range(-5f, -20f), transform.position.y)); pointOne = PathRequestManager.instance.grid.GetWalkableNeighbor(pointOne); pointTwo = PathRequestManager.instance.grid.GetWalkableNeighbor(pointTwo); pointThree = PathRequestManager.instance.grid.GetWalkableNeighbor(pointThree); patrolPoints[0] = PathRequestManager.instance.grid.WorldPointFromNode(pointOne); patrolPoints[1] = PathRequestManager.instance.grid.WorldPointFromNode(pointTwo); patrolPoints[2] = PathRequestManager.instance.grid.WorldPointFromNode(pointThree); state.ChangeState(patrolState); }
public void GenerateEnemies(List <AllRooms> rooms) { enemies = new List <BaseEnemy>(); foreach (var room in rooms) { if (room.roomType == RoomType.Start) { startRoom = room; continue; } int howManyEnemies = Random.Range(1, 3); for (int i = 0; i < howManyEnemies; i++) { int enemy = Random.Range(0, loadEnemies.Length); bool legitSpawn = false; Vector2Int spawnPoint = Vector2Int.zero; Vector2 playerPos = References.rf.playerEquipment.transform.position; while (!legitSpawn) { spawnPoint = new Vector2Int(Random.Range(2, References.rf.levelGenerator.worldSizeX - 2), Random.Range(2, References.rf.levelGenerator.worldSizeY - 2)); legitSpawn = PathRequestManager.instance.grid.NodeFromWorldPoint(spawnPoint).walkable == 2; Vector2 tooClose = new Vector2(Mathf.Abs(spawnPoint.x - playerPos.x), Mathf.Abs(spawnPoint.y - playerPos.y)); if (tooClose.x < 10 || tooClose.y < 10) { legitSpawn = false; } } Vector2 spawn = spawnPoint; var obj = Instantiate(loadEnemies[enemy], spawn, Quaternion.identity); BaseEnemy _enemy = obj.GetComponent <BaseEnemy>(); enemies.Add(_enemy); _enemy.gameObject.SetActive(false); } } enemyCount = enemies.Count; }
public _Internal_PathFinder_VisitAll(params Room[] roomId) { AllRooms.AddRange(roomId); }
public Game(Player player, Room room) { Player = player; CurrentRoom = room; AllRooms.Add(CurrentRoom); }
private void Rooms_Clicked(object sender, RoutedEventArgs e) { AllRooms wr = new AllRooms(); wr.Show(); }