Example #1
0
    // Use this for initialization
    void Start()
    {
        BattleScene.AddGuiToTop(gameObject);

        // 每个副本按钮点击事件
        for (int i = 0; i < uiCopys.Length; ++i)
        {
            var index = i;
            UIEventListener.Get(uiCopys[i]).onClick = go =>
            {
                Debug.Log("copy" + index);
                foreach (var t in uiCopys)
                {
                    t.GetComponent <UIButton>().enabled = true;
                }
                uiCopys[index].GetComponent <UIButton>().enabled = false;
                selected = index;
            };
        }

        // 进入按钮
        UIEventListener.Get(uiEnter).onClick = go =>
        {
            var my = BattleScene.Instance.Gui <CopyEnter2>();
            my.gameObject.SetActive(true);
        };
    }
Example #2
0
    /// <summary>
    /// 初始化场景
    /// </summary>
    public override void Initialize()
    {
        isOnUpdate = false;

        sceneDic["MainScene"]   = new MainScene();
        sceneDic["BattleScene"] = new BattleScene();
    }
Example #3
0
 public void Initialize()
 {
     starScene   = new StartScene();
     loginScene  = new LoginScene();
     mainScene   = new MainScene();
     battleScene = new BattleScene();
 }
        public void SceneBFlipped_GetFrontRowTargetTest()
        {
            // Same as above, only flipped

            BattleScene scene = new BattleScene(0, 0, 0, true);

            scene.PopulateScene("B;Molbor-Molbor-Soldier-Soldier-Panther-Panther", null);

            string[] names = new string[] { "Soldier", "Panther" };
            for (int i = 0; i < 1000; i++)
            {
                Assert.IsTrue(names.Contains(scene.GetFrontRowTarget().Name));
            }

            scene.PopulateScene("B;Molbor-Molbor-Soldier-Soldier", null);
            names = new string[] { "Molbor", "Soldier" };
            for (int i = 0; i < 1000; i++)
            {
                Assert.IsTrue(names.Contains(scene.GetFrontRowTarget().Name));
            }

            scene.PopulateScene("B;Molbor-Molbor", null);
            for (int i = 0; i < 1000; i++)
            {
                Assert.IsTrue(String.Equals("Molbor", (scene.GetFrontRowTarget().Name)));
            }
        }
    void Start()
    {
        instance = this;

        sprRend = GetComponent <SpriteRenderer>();
        BulletPattern.PatternEnded += StartPlayersTurn;
        BattleState.BattleEnded    += ClearBattleScene;

        foreach (GameObject enemy in enemies)
        {
            enemy.SetActive(false);
            textStrings.Add(enemy.GetComponent <BattleText>());
            enemiesAnim.Add(enemy.GetComponent <Animator>());
        }

        foreach (SpriteRenderer button in buttons)
        {
            deactivatedSprites.Add(button.sprite);
        }

        if (playArea != null)
        {
            playAreaBounds = playArea.GetComponent <BoxCollider2D>().bounds;
        }
        else
        {
            Debug.LogWarning("PlayArea not set, some bullet patterns might not work as intended");
        }

        battleText = battleTextbox.GetComponentInChildren <Text>();
    }
        public void SceneAFlipped_GetFrontRowTargetTest()
        {
            // Same as above, only flipped
            BattleScene scene = new BattleScene(0, 0, 0);

            scene.PopulateScene("A;Balloon-Balloon-Mine-Mine-Bomb-Bomb-Grenade-Grenade", null);

            string[] names = new string[] { "Bomb", "Grenade" };
            for (int i = 0; i < 1000; i++)
            {
                Assert.IsTrue(names.Contains(scene.GetFrontRowTarget().Name));
            }

            scene.PopulateScene("A;Balloon-Balloon-Mine-Mine-Bomb-Bomb", null);
            names = new string[] { "Mine", "Bomb" };
            for (int i = 0; i < 1000; i++)
            {
                Assert.IsTrue(names.Contains(scene.GetFrontRowTarget().Name));
            }

            scene.PopulateScene("A;Balloon-Balloon-Mine-Mine", null);
            names = new string[] { "Balloon", "Mine" };
            for (int i = 0; i < 1000; i++)
            {
                Assert.IsTrue(names.Contains(scene.GetFrontRowTarget().Name));
            }

            scene.PopulateScene("A;Balloon-Balloon", null);
            for (int i = 0; i < 1000; i++)
            {
                Assert.IsTrue(String.Equals("Balloon", scene.GetFrontRowTarget().Name));
            }
        }
        public void SceneB_GetFrontRowTargetTest()
        {
            // Setup
            BattleScene scene = new BattleScene(0, 0, 0);

            scene.PopulateScene("B;Molbor-Molbor-Soldier-Soldier-Panther-Panther", null);

            // Ensure only valid, front row, names are returned
            string[] names = new string[] { "Soldier", "Panther" };
            for (int i = 0; i < 1000; i++)
            {
                Assert.IsTrue(names.Contains(scene.GetFrontRowTarget().Name));
            }

            scene.PopulateScene("B;Molbor-Molbor-Soldier-Soldier", null);
            names = new string[] { "Molbor", "Soldier" };
            for (int i = 0; i < 1000; i++)
            {
                Assert.IsTrue(names.Contains(scene.GetFrontRowTarget().Name));
            }

            scene.PopulateScene("B;Molbor-Molbor", null);
            for (int i = 0; i < 1000; i++)
            {
                Assert.IsTrue(String.Equals("Molbor", (scene.GetFrontRowTarget().Name)));
            }
        }
Example #8
0
 } = false;                                              // has the player won?
 public Battle(GameSession ses, BattleScene scene, Monster monster) : base(ses)
 {
     Monster              = monster;
     Name                 = "battle0001";
     battleScene          = scene;
     battleScene.ImgSetup = GetImage();
 }
Example #9
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            //ScreenPosition = new Vector2(200,200);

            graphics.PreferredBackBufferWidth  = 800;
            graphics.PreferredBackBufferHeight = 600;

            graphics.ApplyChanges();


            scene1 = new MainScene();
            bscene = new BattleScene();
            EndScene escene = new EndScene();

            bscene.game = this;
            scene1.Initialize();
            bscene.Initialize();
            sceneManager = new SceneManager();
            sceneManager.scenes.Add(scene1);
            sceneManager.scenes.Add(bscene);
            sceneManager.scenes.Add(escene);
            sceneManager.currentScene = scene1;
            renderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth,
                                              GraphicsDevice.PresentationParameters.BackBufferHeight, false, SurfaceFormat.Color, DepthFormat.None);
            renderTarget2 = new RenderTarget2D(graphics.GraphicsDevice, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);

            base.Initialize();
        }
            public void WhenActiveDialogIsNotClosing_ReturnsFalse()
            {
                var activeDialog = new MockDialog();
                var actual       = BattleScene.UpdateActiveDialog(new UpdateContext(), new UpdateContext(), 0, activeDialog);

                Assert.That(actual, Is.False);
            }
Example #11
0
    // Use this for initialization
    void Start()
    {
        BattleScene.AddGuiToTop(gameObject);

        // 每个副本按钮点击事件
        for (int i = 0; i < uiCopys.Length; ++i)
        {
            var index = i;
            UIEventListener.Get(uiCopys[i]).onClick = go =>
            {
                Debug.Log("copy" + index);
                foreach (var t in uiCopys)
                {
                    t.GetComponent <UIButton>().enabled = true;
                }
                uiCopys[index].GetComponent <UIButton>().enabled = false;
                selected = index;
            };
        }

        // 进入按钮
        UIEventListener.Get(uiEnter).onClick = go =>
        {
            Debug.Log("select copy:" + selected);
            WebSocketClient.Instance.Send(new RequestOpenStageQuestUserCmd_C()
            {
                stageid = (uint)selected
            });
        };
    }
Example #12
0
    // Use this for initialization
    void Start()
    {
        BattleScene.AddGuiToTop(gameObject);

        // 关闭按钮
        UIEventListener.Get(uiClose).onClick = OnGetPresent;
    }
Example #13
0
 private void RunBattleScene(BattleScene scene)
 {
     while (scene.IsSceneActive())
     {
         IAction action;
         Console.WriteLine(TagHandler.TranslateTag(scene.PlayerTeam[0].HealthTag));
         Console.WriteLine(TagHandler.TranslateTag(scene.EnemyTeam[0].HealthTag));
         if (YN("Do you want to attack?"))
         {
             action = new AttackAction(scene.PlayerTeam[0], scene.EnemyTeam[0]);
         }
         else
         {
             action = new NullAction();
         }
         List <IAction> resultingActions = scene.Update(action);
         foreach (IAction resultingAction in resultingActions)
         {
             if (resultingAction.HasResult())
             {
                 Console.WriteLine(TagHandler.TranslateTag(resultingAction.Result.Tag));
             }
         }
     }
 }
Example #14
0
        public void StartBattle(string battleName)
        {
            var battleScene = new BattleScene(this);

            battleScene.SetBattle(battleName);
            PushScene(battleScene);
        }
Example #15
0
    private void Start()
    {
        if (battleScene == null)
        {
            battleScene = this;
        }
        else if (battleScene != this)
        {
            Destroy(gameObject);
        }
        DontDestroyOnLoad(gameObject);
        cam = Camera.main;
//		aPosOne = allyPositionOne.transform.position;
//		aPosTwo = allyPositionTwo.transform.position;
//		aPostThree = allyPositionThree.transform.position;
//
//		aPosOneOfOne = allyPositionOneOfOne.transform.position;
//
//		ePosOne = enemyPositionOne.transform.position;
//		ePosTwo = enemyPositionTwo.transform.position;
//		ePosThree = enemyPositionThree.transform.position;
//		ePosFour = enemyPositionFour.transform.position;
//
//		ePosOneOfOne = enemyPositionOneOfOne.transform.position;
//		ePosOneOfTwo = enemyPositionOneOfTwo.transform.position;
//		ePosTwoOfTwo = enemyPositionTwoOfTwo.transform.position;
//		ePosThreeOfThree = enemyPositionThreeOfThree.transform.position;
    }
Example #16
0
 public void Init(IScene battleScene)
 {
     this._battleScene = battleScene as BattleScene;
     ListenEvents();
     UnityEngine.SceneManagement.SceneManager.LoadScene(_battleScene.Name);
     Main.SP.StartCoroutine(LoadScene());
 }
Example #17
0
        public void MyTrunAttack(City player, City target)
        {
            lastAttack  = player;
            lastDeffece = target;
            var scene = new BattleScene(player, target, BattleScene.Player.Attack);

            asd.Engine.ChangeScene(scene);
        }
Example #18
0
 public Unit(BattleScene battle, UnitCreateData data)
 {
     this.battle   = battle;
     this.baseInfo = data.info;
     this.baseProp = data.prop;
     this.extProp  = new ExtendProperty <int>();
     this.InitUnit();
 }
Example #19
0
 } = false;                                              // has the player won?
 public Battle(GameSession ses, BattleScene scene, Monster monster, bool rewards = true) : base(ses)
 {
     Monster              = monster;
     Name                 = "battle0001";
     this.rewards         = rewards;
     battleScene          = scene;
     battleScene.ImgSetup = GetImage();
 }
            public void WhenNoWeaponPods_ReturnsNull()
            {
                var enemyWave = Substitute.For <IEnemyWave>();

                var actual = BattleScene.UpdateWeaponPods(CreateUpdateContext(0), new IWeaponPod[0], enemyWave, canEntityClick: true);

                Assert.That(actual, Is.Null);
            }
            public void WhenActiveDialogIsClosing_ReturnsTrue()
            {
                var activeDialog = new MockDialog();

                activeDialog.Close();
                var actual = BattleScene.UpdateActiveDialog(CreateUpdateContext(0), new UpdateContext(), 0, activeDialog);

                Assert.That(actual, Is.True);
            }
Example #22
0
    private IEnumerator DestorySelfWnd(float delayTime)
    {
        yield return(new WaitForSeconds(delayTime));

        //LoginM.Init(null);
        //LoginM.ConnectLoginServer();
        SceneM.Load(BattleScene.GetSceneName());
        WndManager.DestoryWnd <StarupWnd>();
    }
Example #23
0
 private void Awake()
 {
     m_BattleScene = FindObjectOfType <BattleScene>();
     fightSettings = new FightSettings();
     EventMessenger.AddListener <HeroData>(SelectionEvents.HERO_FRAME_SELECTED, OnMenuHeroSelected);
     EventMessenger.AddListener <HeroData>(SelectionEvents.HERO_FRAME_DESELECTED, OnMenuHeroDeselected);
     EventMessenger.AddListener(SceneEvents.BATTLE_START_SIGNAL, OnBattleStart);
     EventMessenger.AddListener(SceneEvents.REWARDING_COMPLETE, LoadMenu);
 }
Example #24
0
    public StateManager state_manager;     // manages global state/scenes

    // start battle scene
    public void startBattle(BattleScene scene)
    {
        Debug.Log("Battle! (wait for transition)");
        Debug.Log("Enemies in battle:");
        foreach (string enemy in scene.enemies)
        {
            Debug.Log("  " + enemy);
        }
    }
Example #25
0
 public static void Start()
 {
     if (scene != null)
     {
         MapManager.RemoveScene(scene.ID);
         scene.Dispose();
     }
     scene = MapManager.CreateScene(1);
 }
            public void WhenViewIsNotOffsetAndPodIsOnRight_ReturnsPodTopLeftMinusDialogWidth()
            {
                var actual = BattleScene.GetDialogTopLeft(
                    new Rectangle(200 - 32, 0, 32, 32),
                    view: new Rectangle(0, 0, 200, 150),
                    dialogSize: new Point(50, 80)
                    );

                Assert.That(actual, Is.EqualTo(new Point(200 - 32 - 50, 0)));
            }
            public void WhenOffsetIsNotZeroAndPodIsOnRight_TakesIntoAccountOffset()
            {
                var actual = BattleScene.GetDialogTopLeft(
                    new Rectangle(200 - 32, 0, 32, 32),
                    view: new Rectangle(100, 0, 300, 150),
                    dialogSize: new Point(50, 80)
                    );

                Assert.That(actual, Is.EqualTo(new Point(200, 0)));
            }
Example #28
0
 public Overlay(MapScene mapScene)
 {
     previousOverlay = null;
     sprites         = new List <Sprite>();
     objects         = new List <Object2D>();
     input           = new InputHandler();
     SceneService.input.inputHandler = input.HandleInput;
     battleScene   = null;
     this.mapScene = mapScene;
     Initialise();
 }
Example #29
0
 public Overlay(Overlay previousOverlay)
 {
     this.previousOverlay = previousOverlay;
     sprites = new List <Sprite>();
     objects = new List <Object2D>();
     input   = new InputHandler();
     SceneService.input.inputHandler = input.HandleInput;
     battleScene = previousOverlay.battleScene;
     mapScene    = previousOverlay.mapScene;
     Initialise();
 }
Example #30
0
 public static void OpenBattleScene(ContentManager Content)
 {
     if (battleScene == null)
     {
         battleScene = new BattleScene(Content);
     }
     if (!IsBattle)
     {
         currentScene = battleScene;
     }
 }
Example #31
0
        public void startBattle(PartyUtils.Enemy enemy)
        {
            BattleBuilder battleBuilder = new BattleBuilder(enemy);

            // Check if this battle gets a conversation
            Conversation c = null;

            if (firstBattle && controller.getLevel() == 1)
            {
                // First fight
                c = DialogueUtils.makeConversation(ConversationType.BATTLE_FIRST);
                firstBattle = false;
            }

            if (battleBuilder.getFront()[1] == PartyUtils.Enemy.Boss)
            {
                // If this is the boss fight
                c = DialogueUtils.makeConversation(ConversationType.BATTLE_BOSS);
            }

            // Create and switch to the battle
            BattleScene battle = new BattleScene(battleBuilder.getFront(), battleBuilder.getBack(), c);
            SoundUtils.Play(SoundUtils.Sound.BattleStart);
            SceneManager.setScene(SceneState.battle, battle, true);
        }
 // Use this for initialization
 void Start()
 {
     scene = GameObject.Find("GameController").GetComponent<BattleScene>();
     character = this.GetComponent<Character>();
 }
		public override void beforeBattleStart(BattleScene battleScene, BattleRoundCountRecord record)
		{
			BattleArmy _army = battleScene.CurAttacker;
			foreach (BattleTeam _team in _army.ActorList)
			{
				_team.addProp(BattleKeyConstants.BATTLE_KEY_HERO_TEAM_TARGET, 0);
				initSkill(_team, record);
			}

		}
    void Start()
    {
        gameObject.EnsureComponent<AudioSource>();
        currentScene = gameObject.EnsureComponent<BattleScene>();
        currentScene.victoryCondition = this;
        winTexture = Resources.Load("Textures/Victory") as Texture2D;
        loseTexture = Resources.Load("Textures/Loss") as Texture2D;
        tieTexture = Resources.Load("Textures/Tie") as Texture2D;

        matchEndAudioSource = this.gameObject.AddComponent<AudioSource>();
        matchInProgressAudioSource = this.gameObject.AddComponent<AudioSource>();

        matchInProgressAudioSource.clip = battleSong;

        this.FadeVolume(matchInProgressAudioSource, 3.6f, 0, .85f);
    }
Example #35
0
 public void menuBattle()
 {
     BattleScene battle = new BattleScene(
             new List<PartyUtils.Enemy>() { PartyUtils.Enemy.Spider, PartyUtils.Enemy.Spider },
             new List<PartyUtils.Enemy>() { PartyUtils.Enemy.Spider, PartyUtils.Enemy.Spider },
             null
             );
     SceneManager.setScene(SceneState.battle, battle, true);
 }
		public override void onBattleSceneFinish(BattleScene battleScene)
		{
			Battle _battle = Battle;
			_battle.StoreHandler.handleSceneEnd(_battle.CurSceneIndex, attackerTeam());
		}