public override StateEngine <Encounter> .State Run(Encounter owner) { Debug.LogFormat("Winner: {0}", owner.winner); EncounterManager.EndEncounter(); //if (!owner.animationQueue.Blocking) owner.finished = true; return(null); }
protected float lineDrawSpeed = 600f; // Time it takes the line to go from origin to destination protected virtual void Start() { /* Other Objects */ Player = GameObject.FindGameObjectWithTag("Player"); Handler = GameObject.FindGameObjectWithTag("EncounterManager").GetComponent <EncounterManager>(); hitSpark = GameObject.FindGameObjectWithTag("HitSpark"); // Particle system /* Movement and Health */ health = MAX_HEALTH; stunState = 0; // Unstunned hitRecently = false; trackPlayer = true; /* Bullets and Firing */ /* Line Renderer */ currFlashTime = FLASH_TIME; redFlashTime = .2f; origin = transform.position; destination = Player.transform.position; lineRendererComponent = GetComponent <LineRenderer>(); lineRendererComponent.SetPosition(0, origin); //lineRendererComponent.SetColors(Color.red, Color.red); lineRendererComponent.SetWidth(.15f, .15f); lineRendererComponent.enabled = false; dist = Vector3.Distance(origin, destination); }
// Use this for initialization public void Start() { manager = MonoBehaviour.FindObjectOfType <CharacterManager>(); posAnterior = manager.transform.position; gerenteDeEncontro = new EncounterManager(); proxEncontro = SorteiaPassosParaEncontro(); }
//called by the enemy that is firing to make a new bullet public void Initialize(Vector3 pos, Transform pPlayer) { handler = GameObject.FindGameObjectWithTag("EncounterManager").GetComponent <EncounterManager>(); this.transform.position = pos; Player = pPlayer; hitRecently = false; }
void Awake() { if (GameObject.Find("EncounterManager") != null) { encounterManager = GameObject.Find("EncounterManager").GetComponent <EncounterManager>(); } if (GameObject.Find("PlayerData" + "(Clone)") != null) { rosta = GameObject.Find("PlayerData" + "(Clone)").GetComponent <RostaInfo>(); } else { rosta = Instantiate(playerData).GetComponent <RostaInfo>(); //assign the rest of the rosta after. for (int n = (numberOfStartingUnits); n > 0; n--) { UnitInfo unit = new UnitInfo(); AssignStats(unit); rosta.castle.Add(unit); } //Build the intial inventory inventory = playerData.GetComponent <Inventory>(); InitializeInventory(); } }
// MonoBehaviour Methods private void Awake() { if (instance == null) { instance = this; } }
//This function should be called to switch a Scene public void SceneSwitch() { Scene _currentScene = SceneManager.GetActiveScene(); //this part of the script knows what scene to switch to switch (_currentScene.buildIndex) { case 0: //go to map SceneManager.LoadScene(_currentScene.buildIndex + 1); _selectButton = null; break; case 1: //go to battle SceneManager.LoadScene(_currentScene.buildIndex + 1); _em = null; break; case 2: //go to end screen SceneManager.LoadScene(_currentScene.buildIndex + 1); break; case 3: //back to map SceneManager.LoadScene(_currentScene.buildIndex - 2); break; default: break; } GC.Collect(); }
static void ShuffleBlocks(List <GameObject> _originList) { for (int count = 0; count < _originList.Count; count++) { sortingArray[count] = _originList[count]; } sortingArray = EncounterManager.ShuffleArray(sortingArray); }
public static void AddInvokerForRoverMoveEvent(EncounterManager invoker) { invokersForRoverMoveEvent.Add(invoker); foreach (UnityAction <GameObject> listener in listenersForRoverMoveEvent) { invoker.RoverMoveEventAddedEventListener(listener); } }
public void OnFleeButtonPressed() { EncounterManager encounterManager = FindObjectOfType <EncounterManager>(); if (encounterManager != null) { encounterManager.ExitEncounter(); } }
private void Start() { availableTiles = new List <GameObject>(); playerControlsManager = FindObjectOfType <PlayerControlsManager>(); encounterManager = FindObjectOfType <EncounterManager>(); overWorldCanvas = FindObjectOfType <OverworldCanvas>().gameObject; testTrigger = FindObjectOfType <InFrontOfPlayerTrigger>(); playerController = FindObjectOfType <PlayerController>(); }
static void Main(string[] args) { var application = new CuitApplication(); DialogueManager.Instanciate(application); EncounterManager.Instanciate(application); application.Run <MenuForm>(); }
// Use this for initialization void Start() { nav = GetComponent <NavMeshAgent> (); rb = GetComponent <Rigidbody> (); anim = GetComponent <Animator> (); sR = GetComponent <SpriteRenderer> (); wAI = GetComponent <WanderingAI> (); eM = GameObject.FindObjectOfType <EncounterManager> (); anim.SetBool("IntroPlaying", true); Physics.IgnoreLayerCollision(11, 8); }
static void LoadEncounters() { EncounterManager encounterManager = new EncounterManager(); foreach (var encounterGeneric in Resources.LoadAll(ENCOUNTERS_RESOURCE_PATH, typeof(Encounter))) { Encounter encounter = encounterGeneric as Encounter; encounterManager.AddEncounter(encounter); } DI.Set <EncounterManager>(encounterManager); Debug.Log("=== Finished LoadCardDecks"); }
public void OnClick() { EncounterManager encountermanager = GameObject.FindGameObjectWithTag("EncounterManager").GetComponent <EncounterManager>(); if (gameObject.name == "Option 1") { encountermanager.dialogOption = 1; } if (gameObject.name == "Option 2") { encountermanager.dialogOption = 2; } }
//called by the enemy that is firing to make a new bullet public void Initialize(Vector3 pos, Vector3 vectorToPlayer) { handler = GameObject.FindGameObjectWithTag("EncounterManager").GetComponent <EncounterManager>(); transform.position = pos; CanHurtEnemies = false; player = GameObject.FindGameObjectWithTag("Player"); //calculate desired path desiredVelocity = vectorToPlayer; desiredVelocity.Normalize(); desiredVelocity *= bulletSpeed; float angle = Mathf.Atan2(desiredVelocity.y, desiredVelocity.x) * Mathf.Rad2Deg; transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward); }
private void Awake() { Debug.Log("Initiating GameManager"); //Singleton pattern if (INSTANCE != null && INSTANCE != this) { Destroy(gameObject); } else { INSTANCE = this; } //(example) Enemy constructor: vit, str, dex, weight //ICombatant enemy1 = new Enemy(2, 2, 2, 30); //Instantiate objects _im = new InputManager(); //Check the current scene _currentScene = SceneManager.GetActiveScene(); _currentSceneID = _currentScene.buildIndex; //This happens here because it's the best way to detect if it's the start of the game, and this needs to happen then if (_currentScene.buildIndex == 0) { _selectButton = new SelectButton(Resources.Load <Sprite>("Sprites/PlayerSelect"), Resources.Load <Sprite>("Sprites/PlayerDeselect"), Resources.Load <GameObject>("Prefabs/Button")); _im.OnLeftButtonPressed += _selectButton.SelectedActionLeft; _im.OnRightButtonPressed += _selectButton.SelectedActionRight; _im.OnSelectButtonPressed += _selectButton.Use; } if (_currentScene.buildIndex == 1) { //instantiate a new encountermanager script which handles the map logic _em = new EncounterManager(); _im.OnLeftButtonPressed += _em.SelectedEncounterLeft; _im.OnRightButtonPressed += _em.SelectedEncounterRight; _im.OnSelectButtonPressed += _em.Use; } }
// Start is called before the first frame update void Start() { EncounterManager encounterManager = SpawnPoint.player.GetComponent <EncounterManager>(); encounterManager.onEnterEncounter.AddListener(OnEncounterEnterHandler); encounterManager.onExitEncounter.AddListener(OnEncounterExitHandler); MusicManager[] musicManagers = FindObjectsOfType <MusicManager>(); foreach (MusicManager mgr in musicManagers) { if (mgr != Instance) { Destroy(mgr.gameObject); } } DontDestroyOnLoad(transform.root); }
// Use this for initialization public override void Start() { base.Start(); if (EncounterSaveObject.data.BattleVictory) { X = EncounterSaveObject.data.PlayerX; Y = EncounterSaveObject.data.PlayerY; } else { X = EncounterSaveObject.data.PlayerOldX; Y = EncounterSaveObject.data.PlayerOldY; } rb2D.position = new Vector3(X, Y, 0); encounterManagerScript = encounterManager.GetComponent <EncounterManager>(); }
//called by the enemy that is firing to make a new bullet public void Initialize(Vector3 pos, Transform Player) { handler = GameObject.FindGameObjectWithTag("EncounterManager").GetComponent <EncounterManager>(); this.transform.position = pos; CanHurtEnemies = false; //calculate desired path desiredVelocity = (Player.position - this.transform.position); desiredVelocity.Normalize(); desiredVelocity *= bulletSpeed; float angle = Mathf.Atan2(desiredVelocity.y, desiredVelocity.x) * Mathf.Rad2Deg; this.transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward); explosion = (GameObject)Instantiate(ExplosionPrefab); explosion.transform.position = Player.position; explosion.gameObject.SetActive(true); explosion.transform.GetChild(0).gameObject.SetActive(false); }
public static void RemoveUnit(Unit unit) { order = new Queue <TacticsMovement>(order.Where(x => x != unit)); //ensure the unit is removed from the relevant faction lists. if (unit.unitInfo.faction == Factions.players) { players.Remove(unit); } if (unit.unitInfo.faction == Factions.enemies) { enemies.Remove(unit); } //should bag this up and put it on the unit script Destroy(unit.GetComponent <TacticsMovement>().dolly.gameObject); Destroy(unit.GetComponent <TacticsMovement>().vcam.gameObject); Destroy(unit.gameObject); // EncounterManager.CheckForFactionDeath(); EndAction(); }
private void Awake() { if (RostaInfo.encounter == true || encounterSettings == EncounterSettings.Test) { RostaInfo.encounter = true; rosta = GameObject.Find("PlayerData" + "(Clone)").GetComponent <RostaInfo>(); encounterManager = this; staticEncounterPanel = encounterEndPanel; staticEncounterEndtext = encounterEndtext; StartCoroutine(PositioningUnits()); } if (RostaInfo.currentEncounter == null) { Encounter encounter = new Reclaim(); encounter.permanent = true; //encounter.GetReferences(); //Will need to change this formula if I want to get 3 by 3 arenas, but for now we're just making arenasizes 4 (2 b 2) and 6 (2 b 3). encounter.arenaSize = (((int)UnityEngine.Random.Range(1, 3)) * 2) + 2; encounter.difficulty = UnityEngine.Random.Range(0, 2); encounter.enemyCompany = EncounterTable.CreateEnemyCompany(encounter); RostaInfo.currentEncounter = encounter; } }
public void Start() { encounter = gameObject.GetComponent <EncounterManager>(); }
private void Awake() { encounterManager = this; shmupManager = GameObject.Find("ShmupMaster").GetComponent<ShmupManager>(); battleManager = GameObject.Find("BattleMaster").GetComponent<BattleManager>(); }
// Start is called before the first frame update void Start() { manager = GameObject.FindObjectOfType <EncounterManager>(); }
public void StartTestFight() { EncounterManager.StartEncounter(encounterData); }
public void displayCombatResults(EncounterManager.EncounterResult encounterResult) { combatResultsGuiDisplay = true; combatResultsGui.encounterResult = encounterResult; }
protected virtual void OnEnable() { mgr = GameObject.Find("EncounterPanel").GetComponent <EncounterManager>(); }
void Awake() { eM = GetComponentInParent <EncounterManager> (); }
// Use this for initialization void Start() { encManager = this.GetComponent<EncounterManager>(); }
public void Start() { encounter = GameObject.Find("EventSystem ").GetComponent <EncounterManager>(); }
internal void CECaptorContinue(MenuCallbackArgs args) { CEPersistence.animationPlayEvent = false; try { if (PlayerCaptivity.CaptorParty != null) { string waitingList = new WaitingList().CEWaitingList(); if (waitingList != null) { GameMenu.ActivateGameMenu(waitingList); } else { new CESubModule().LoadTexture("default"); GameMenu.SwitchToMenu(PlayerCaptivity.CaptorParty.IsSettlement ? "settlement_wait" : "prisoner_wait"); } } else { if (CECampaignBehavior.ExtraProps.menuToSwitchBackTo != null) { if (CECampaignBehavior.ExtraProps.menuToSwitchBackTo != "prisoner_wait") { GameMenu.SwitchToMenu(CECampaignBehavior.ExtraProps.menuToSwitchBackTo); } else { CECustomHandler.ForceLogToFile("General Error: CECaptorContinue : menuToSwitchBackTo : prisoner_wait"); if (Settlement.CurrentSettlement != null) { #if BETA EncounterManager.StartSettlementEncounter(MobileParty.MainParty, Settlement.CurrentSettlement); #else Campaign.Current.HandleSettlementEncounter(MobileParty.MainParty, Settlement.CurrentSettlement); #endif } else { GameMenu.ExitToLast(); } Campaign.Current.TimeControlMode = Campaign.Current.LastTimeControlMode; new CESubModule().LoadTexture("default"); return; } CECampaignBehavior.ExtraProps.menuToSwitchBackTo = null; if (CECampaignBehavior.ExtraProps.currentBackgroundMeshNameToSwitchBackTo != null) { args.MenuContext.SetBackgroundMeshName(CECampaignBehavior.ExtraProps.currentBackgroundMeshNameToSwitchBackTo); CECampaignBehavior.ExtraProps.currentBackgroundMeshNameToSwitchBackTo = null; } } else { if (Settlement.CurrentSettlement != null) { #if BETA EncounterManager.StartSettlementEncounter(MobileParty.MainParty, Settlement.CurrentSettlement); #else Campaign.Current.HandleSettlementEncounter(MobileParty.MainParty, Settlement.CurrentSettlement); #endif } else { GameMenu.ExitToLast(); } } Campaign.Current.TimeControlMode = Campaign.Current.LastTimeControlMode; new CESubModule().LoadTexture("default"); } } catch (Exception e) { CECampaignBehavior.ExtraProps.menuToSwitchBackTo = null; CECampaignBehavior.ExtraProps.currentBackgroundMeshNameToSwitchBackTo = null; CECustomHandler.ForceLogToFile("Critical Error: CECaptorContinue : " + e); } }