// 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); }; }
/// <summary> /// 初始化场景 /// </summary> public override void Initialize() { isOnUpdate = false; sceneDic["MainScene"] = new MainScene(); sceneDic["BattleScene"] = new BattleScene(); }
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))); } }
} = false; // has the player won? public Battle(GameSession ses, BattleScene scene, Monster monster) : base(ses) { Monster = monster; Name = "battle0001"; battleScene = scene; battleScene.ImgSetup = GetImage(); }
/// <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); }
// 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 }); }; }
// Use this for initialization void Start() { BattleScene.AddGuiToTop(gameObject); // 关闭按钮 UIEventListener.Get(uiClose).onClick = OnGetPresent; }
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)); } } } }
public void StartBattle(string battleName) { var battleScene = new BattleScene(this); battleScene.SetBattle(battleName); PushScene(battleScene); }
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; }
public void Init(IScene battleScene) { this._battleScene = battleScene as BattleScene; ListenEvents(); UnityEngine.SceneManagement.SceneManager.LoadScene(_battleScene.Name); Main.SP.StartCoroutine(LoadScene()); }
public void MyTrunAttack(City player, City target) { lastAttack = player; lastDeffece = target; var scene = new BattleScene(player, target, BattleScene.Player.Attack); asd.Engine.ChangeScene(scene); }
public Unit(BattleScene battle, UnitCreateData data) { this.battle = battle; this.baseInfo = data.info; this.baseProp = data.prop; this.extProp = new ExtendProperty <int>(); this.InitUnit(); }
} = 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); }
private IEnumerator DestorySelfWnd(float delayTime) { yield return(new WaitForSeconds(delayTime)); //LoginM.Init(null); //LoginM.ConnectLoginServer(); SceneM.Load(BattleScene.GetSceneName()); WndManager.DestoryWnd <StarupWnd>(); }
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); }
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); } }
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))); }
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(); }
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(); }
public static void OpenBattleScene(ContentManager Content) { if (battleScene == null) { battleScene = new BattleScene(Content); } if (!IsBattle) { currentScene = battleScene; } }
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); }
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()); }