// Use this for initialization void Start() { if (keyCodes == null) { keyCodes = (KeyCode[])System.Enum.GetValues(typeof(KeyCode)); } var RH = (Equipment)Resources.Load("ProjectAssets/prefabs/RHand", typeof(Equipment)); var LH = (Equipment)Resources.Load("ProjectAssets/prefabs/LHand", typeof(Equipment)); //quickslots/equiptment equipmentHandler = gameObject.AddComponent <EquipmentHandler>(); equipmentHandler.RightHand = rightHand; equipmentHandler.LeftHand = leftHand; equipmentHandler.HandModelLeft = LH; equipmentHandler.HandModelRight = RH; waitingOnEquip = false; //hud hud = gameObject.AddComponent <HUD>(); hud.AddQuickItem(0, (Equipment)Resources.Load("ProjectAssets/prefabs/Flashlight", typeof(Equipment))); hud.AddQuickItem(1, (Equipment)Resources.Load("ProjectAssets/prefabs/SprayCan", typeof(Equipment))); hud.AddQuickItem(2, LH); hud.AddQuickItem(3, RH); hud.AddQuickItem(4, (Equipment)Resources.Load("ProjectAssets/prefabs/Aerosol_Can_2", typeof(Equipment))); //controllers _mouseLook = gameObject.AddComponent <MouseLook> (); _characterMotor = gameObject.AddComponent <CharacterMotor> (); _fpsController = gameObject.AddComponent <FPSInputController> (); }
// Use this for initialization void Start() { attackController = GetComponent <AttackController>(); equipmentHandler = GetComponent <EquipmentHandler>(); movementController = GetComponent <MovementController>(); uicontroller = GameObject.FindObjectOfType <UIController>() as UIController; health = maxHealth; }
public Titan(ActorParameters parameters) : base(parameters, Swatch.DbBlood, (char)0x1054) { Equipment = new EquipmentHandler(); Facing = Direction.SE; _attacks = new List <IAction>() { new DamageAction(50, new TargetZone(TargetShape.Range)), new DamageAction(50, new TargetZone(TargetShape.Range)), new DamageAction(100, new TargetZone(TargetShape.Self, 1, 2), 240, 240), }; _current = 0; }
protected override void Awake() { base.Awake(); Instance = this; _slots = GetComponentsInChildren <SlotHandler>(); foreach (SlotHandler slotHandler in _slots) { slotHandler.Refresh(null); } }
public override void OnStartLocalPlayer() { if (!isLocalPlayer) { return; } for (int i = 0; i < prefabsToRegister.Length; i++) { ClientScene.RegisterPrefab(prefabsToRegister [i]); } /* * ClientScene.RegisterPrefab((GameObject)Resources.Load("Prefabs/Enemy")); * ClientScene.RegisterPrefab((GameObject)Resources.Load("Particles/Hit")); * ClientScene.RegisterPrefab((GameObject)Resources.Load("Particles/ImpactOnGround")); * ClientScene.RegisterPrefab(skillPrefab); * ClientScene.RegisterPrefab(skillEffectPrefab);*/ UICanvas = GameObject.Find("UI"); this.movement = GetComponent <PlayerMovement>(); this.skillUi = GameObject.Find("Actionbar_UI").GetComponent <SkillUIManager>(); this.skillUi.init(this); this.skillManager = GetComponent <SkillManager>(); this.skillManager.init(this, getSkillUiManager()); //this.skillTreeUi = GameObject.Find(this.skillTreeUi.name) this.equip = Tools.getChild(UICanvas, "Equipment_UI").GetComponent <EquipmentHandler>(); this.skillTreeUi = Tools.getChild(UICanvas, this.skillTreeUi.name); chat = Tools.getChild(UICanvas, "Chat_UI").GetComponent <Chat>(); network = GetComponent <playerNetwork>(); network.initialize(this); chat.setPlayer(this); camera = Camera.main; this.inventory = this.GetComponent <Inventory> (); this.inventory.init(this); camera.GetComponent <MainCamera> ().player = this.gameObject; camera.GetComponent <MainCamera> ().setState((int)e_cameraStates.DEFAULT); }
public static void GetJson(EquipmentHandler equipRepo, OwnerHandler ownerRepo) { List <Mac> Macs = new List <Mac>(); List <Owner> Owners = new List <Owner>(); List <Equipment> Equip = new List <Equipment>(); string json = File.ReadAllText(@"C:\Users\peter\source\repos\MDMScrape\MDMScrape\bin\Debug\netcoreapp2.1\Macs.json"); Macs = JsonConvert.DeserializeObject <List <Mac> >(json); for (int i = 0; i < Macs.Count; i++) { Equip.Add(Macs[i]); Equip[Equip.Count - 1].EquipType = Equipment.EquipmentType.Mac; Owners.Add(Macs[i].Owner); } var eqpTasks = new List <Task>(); var ownerTasks = new List <Task>(); var owner = Owners.Distinct().ToList(); for (int i = 0; i < Equip.Count; i++) { equipRepo.Insert(Equip[i], false); if (i % 20 == 0) { equipRepo.Save(); } } for (int i = 0; i < owner.Count; i++) { ownerRepo.Insert(owner[i], false); if (i % 20 == 0) { ownerRepo.Save(); } } }
public void Start(Runtime runtime, PlayerControls playerControls) { var currentLocation = new Location(); var userInterface = new UI(); var map = new Map(); var wornEquipment = new Worn(); var equipmentHandler = new EquipmentHandler(); NewGameReset.ResetGame(currentLocation); userInterface.ShownUserInterface( map, runtime, userInterface, currentLocation, playerControls, myLists.Environment, wornEquipment, equipmentHandler ); }
public HomeController(ManagementContext ctx, IStringLocalizerFactory factory) : base(factory) { ctx.Database.EnsureCreated(); repo = new EquipmentHandler(ctx); }
private static Command WithSetCommands(this Command parent) { var extCmd = BuildCommand("set", true) .WithSubCommand("value", true, subCommand => { subCommand .WithHandler(CommandHandler.Create((long equipmentId, string url, string value) => EquipmentHandler.SetValue(equipmentId, url, value ?? string.Empty))) .WithOption <long>("--equipmentId", "equipment id", true) .WithOption <string>("--url", "varaible url", true) .WithOption <string>("--value", "value to set", false); }); parent.AddCommand(extCmd); return(parent); }
//TODO:Slot myConnectedSlot; public void setEquipmentHandler(EquipmentHandler aWatcher) { myEquipmentHandler = aWatcher; }
public static void GetRandomTest(EquipmentHandler equipRepo, OwnerHandler ownerRepo) { var usersToAdd = 500; var equipmentToAdd = 500; const string chars = "abcdefghijklmnopqrstuvxyzw"; const string numbers = "123456789"; var random = new Random(); var owners = new List <Owner>(); var equipment = new List <Equipment>(); for (int i = 0; i < usersToAdd; i++) { var owner = new Owner(); owner.FirstName = new string(Enumerable.Repeat(chars, 10) .Select(s => s[random.Next(s.Length)]).ToArray()); owner.LastName = new string(Enumerable.Repeat(chars, 10) .Select(s => s[random.Next(s.Length)]).ToArray()); owner.LastEdited = DateTime.Now; owners.Add(owner); } for (int i = 0; i < equipmentToAdd; i++) { var eqp = new Equipment(); eqp.Serial = new string(Enumerable.Repeat(numbers, 15) .Select(s => s[random.Next(s.Length)]).ToArray()); eqp.Model = new string(new string(Enumerable.Repeat(chars, 10) .Select(s => s[random.Next(s.Length)]).ToArray()) + new string(Enumerable.Repeat(numbers, 8) .Select(s => s[random.Next(s.Length)]).ToArray())); eqp.LastEdited = DateTime.Now; eqp.EquipType = Equipment.EquipmentType.Laptop; equipment.Add(eqp); } for (int i = 0; i < equipment.Count; i++) { equipRepo.Insert(equipment[i], false); if (i % 20 == 0) { equipRepo.Save(); } } for (int i = 0; i < owners.Count; i++) { ownerRepo.Insert(owners[i], false); if (i % 20 == 0) { ownerRepo.Save(); } } }
public void ShownUserInterface(Map map, Runtime runtime, UI userInterface, Location currentLocation, PlayerControls playerControls, List <IEnvironment> environments, Worn wornEquipment, EquipmentHandler equipmentHandler) { bool gameLoop = true; while (gameLoop) { runtime.ExitUpdater(currentLocation, runtime, currentLocation.CurrentRoomNumber); runtime.UpdateList(currentLocation.CurrentRoomNumber); map.ShowMap(currentLocation, environments); Console.WriteLine("━━━"); Console.WriteLine(runtime.RoomDescription(map, currentLocation, currentLocation.CurrentRoomX, currentLocation.CurrentRoomY, currentLocation.CurrentRoomNumber, runtime, userInterface)); Console.WriteLine("{0} HP - {1} Stamina. TNL: {2} Exits: {3}", Player.Health, Player.Moves, (Player.MaxExperience - Player.Experience), runtime.Exits); Console.WriteLine("X: {0} Y: {1}", currentLocation.CurrentRoomX, currentLocation.CurrentRoomY); Console.WriteLine("━━━"); Console.Write("Command: "); runtime.Exits = ""; playerControls.UserInput(userInterface, runtime, currentLocation, environments, wornEquipment, currentLocation.CurrentRoomNumber, equipmentHandler); Console.Clear(); } }
public CheckEquipmentAvailabilityCommand(Equipment equipment, List <Booking> bookings, ApplicationDbContext dbContext) { Equipment = equipment; Bookings = bookings; EquipmentHandler = new EquipmentHandler(dbContext); }
public EquipmentController(IUow uow, IEquipmentRepository repository, EquipmentHandler handler) : base(uow) { _uow = uow; _repository = repository; _handler = handler; }
public EquipmentsController(IEquipmentRepository repository) { _repository = repository; _handler = new EquipmentHandler(_repository); }
public void InitializeEquipmentHandler() { myEquipmentHandler = new EquipmentHandler(); myEquipmentHandler.SetItemHandler(this); }
public GetAllEquipmentCommand(ApplicationDbContext dbContext) { EquipmentHandler = new EquipmentHandler(dbContext); }
public override void OnStartLocalPlayer() { if (!isLocalPlayer) { return; } commandManager = new CommandManager(this); for (int i = 0; i < prefabsToRegister.Length; i++) { ClientScene.RegisterPrefab(prefabsToRegister [i]); } ResourceStructure.initilize(); /* * ClientScene.RegisterPrefab((GameObject)Resources.Load("Prefabs/Enemy")); * ClientScene.RegisterPrefab((GameObject)Resources.Load("Particles/Hit")); * ClientScene.RegisterPrefab((GameObject)Resources.Load("Particles/ImpactOnGround")); * ClientScene.RegisterPrefab(skillPrefab); * ClientScene.RegisterPrefab(skillEffectPrefab);*/ //UI UICanvas = GameObject.Find("UI"); login = Tools.findInactiveChild(UICanvas, "Login_UI").GetComponent <Login>(); this.movement = GetComponent <PlayerMovement>(); //skills this.skillUi = Tools.findInactiveChild(UICanvas, "Actionbar_UI").GetComponent <SkillUIManager>(); this.skillUi.init(this); this.skillManager = GetComponent <SkillManager>(); this.skillManager.init(this, getSkillUiManager()); //this.skillTreeUi = GameObject.Find(this.skillTreeUi.name) //network network = GetComponent <playerNetwork>(); network.initialize(this); this.skillTreeUi = Tools.getChild(UICanvas, this.skillTreeUi.name); //chat chat = Tools.getChild(UICanvas, "Chat_UI").GetComponent <Chat>(); chat.setPlayer(this); //inventory this.inventory = this.GetComponent <Inventory> (); this.inventory.init(this); //equip equip = Tools.getChild(UICanvas, "Equipment_UI").GetComponent <EquipmentHandler>(); equip.setEquipmentUI(Tools.getChild(UICanvas, "Equipment_UI")); equip.setPlayer(this); //camera camera = Camera.main; camera.GetComponent <MainCamera> ().player = this.gameObject; camera.GetComponent <MainCamera> ().setState((int)e_cameraStates.DEFAULT); //worlds worlds[0] = GameObject.Find("login_World"); worlds[1] = GameObject.Find("World"); //TempQuestUI GameObject tempQuestUI = Instantiate(this.quest_UI); this.questInformationData = tempQuestUI.GetComponentInChildren <QuestInformationData>(); tempQuestUI.transform.SetParent(this.getUI().transform); tempQuestUI.transform.SetAsLastSibling(); tempQuestUI.SetActive(false); questInformationObject = tempQuestUI; //QuestWrapper questWrapper = getUI().transform.GetChild(getUI().transform.childCount - 1).GetChild(1).GetChild(0).GetComponent <QuestWrapper>(); //UIPlayer this.UIPlayer = Tools.findInactiveChild(UICanvas, "Footer_UI").GetComponent <UIPlayerHandler>(); this.UIPlayer.setPlayer(this); this.UIPlayer.gameObject.SetActive(true); this.UIPlayer.updateInfo(); this.UIActionBar = Tools.findInactiveChild(UICanvas, "Actionbar_UI"); UIActionBar.SetActive(true); this.uiStats = Tools.findInactiveChild(UICanvas, "Stat_UI").GetComponent <UIStats>(); uiStats.gameObject.SetActive(false); Debug.Log("STATS: " + this.stats.s_str); this.UIDeath = Tools.findInactiveChild(this.getUI(), "Death_UI"); this.UIDeath.SetActive(true); this.UIDeath.GetComponent <GraveStone>().player = this; this.UIDeath.SetActive(false); //QuestManager this.npcController = GameObject.FindWithTag("NPCManager").GetComponent <NPCController>(); npcController.initilize(this); identity = this.GetComponent <NetworkIdentity>(); Debug.Log("INFO1!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"); }
public EquipmentHandlerTests() { _handler = new EquipmentHandler(new EquipmentRepositoryMock()); }