public QuestionGenerator(IRandomNumberGenerator rng, IGameSetting gameConfig) { _rng = rng; _gameConfig = gameConfig; Reset(); }
/// <summary> /// ゲーム開始時に呼ばれる /// </summary> /// <param name="gameInfo">最新のゲーム情報</param> /// <param name="gameSetting">ゲーム設定</param> #else /// <summary> /// Called when the game started. /// </summary> /// <param name="gameInfo">The current information of this game.</param> /// <param name="gameSetting">The setting of this game.</param> #endif public void Initialize(IGameInfo gameInfo, IGameSetting gameSetting) { switch (gameInfo.Role) { case Role.VILLAGER: player = VillagerPlayer ?? dummyPlayer; break; case Role.SEER: player = SeerPlayer ?? dummyPlayer; break; case Role.MEDIUM: player = MediumPlayer ?? dummyPlayer; break; case Role.BODYGUARD: player = BodyguardPlayer ?? dummyPlayer; break; case Role.POSSESSED: player = PossessedPlayer ?? dummyPlayer; break; case Role.WEREWOLF: player = WerewolfPlayer ?? dummyPlayer; break; default: player = dummyPlayer; break; } player.Initialize(gameInfo, gameSetting); }
public GameProcessSystem(IGameSetting gameSetting, ISceneSystem sceneSystem, IUISystem uiSystem) { this.gameSetting = gameSetting; this.sceneSystem = sceneSystem; this.uiSystem = uiSystem; context = new GameProcessContext(); }
public async Task SetGameSetting(Lobby lobby, IGameSetting setting, object value) { using (var l = await lobby.Mutex.Lock()) { Data.SetSetting(setting, value); await UpdateLobbyConnections(lobby); } }
public TimingViewModel(IEventAggregator ea, IGameSetting gameConfig) { _gameConfig = gameConfig; SecondsRemaining = (int)_gameConfig.GameDuration.TotalSeconds; _ea = ea; _ea.GetEvent <GameControlEvent>().Subscribe(HandleGameControlEvent); }
public static void Init() { if (null == playerInfo) { playerInfo = new PlayerInfo(); } // end if if (null == gameSetting) { gameSetting = new GameSetting(); } // end if } // end Init
public GameSettingViewModel(IGameSetting gameConfig) { _gameConfig = gameConfig; IncludeZero = _gameConfig.MinValueInQuestion == 0; Operators = _gameConfig.Operators; SelectedOp = Operators[2]; }
public GameProcessSystem(IGameSetting gameSetting, ISceneSystem sceneSystem, IUIController uiController, LoginAdapter loginAdapter) { this.gameSetting = gameSetting; this.sceneSystem = sceneSystem; this.uiController = uiController; this.loginAdapter = loginAdapter; context = new GameProcessContext(); }
public virtual void DeepCopyIn( IGameSetting item, IGameSettingGetter rhs, ErrorMaskBuilder?errorMask, TranslationCrystal?copyMask, bool deepCopy) { base.DeepCopyIn( (IOblivionMajorRecord)item, (IOblivionMajorRecordGetter)rhs, errorMask, copyMask, deepCopy: deepCopy); }
public ISettingsBuilder AddSetting(string name, IGameSetting setting) { if (_currentMode == null) { throw new InvalidOperationException("You must add a game mode first!"); } if (_currentMode.Settings.ContainsKey(name)) { throw new ArgumentException("Setting with this name is already specified!"); } setting.Value = setting.DefaultValue; _currentMode.Settings.Add(name, setting); return(this); }
public void RemapLinks(IGameSetting obj, IReadOnlyDictionary <FormKey, FormKey> mapping) { base.RemapLinks(obj, mapping); }
/// <summary> /// Create a new instance (in memory and database) of <see cref="T:Business.Contest" /> with specified param /// </summary> /// <param name="datePlanned">Date planned for contest.</param> /// <param name="physicalSetting">Specify type of physical setting.</param> /// <param name="gameSetting">Specify type of game setting.</param> /// <returns>Tournament's instance</returns> public static IContest Create(DateTime datePlanned, IPhysicalSetting physicalSetting, IGameSetting gameSetting) { var result = new Contest { DatePlanned = datePlanned, PhysicalSetting = physicalSetting, GameSetting = gameSetting, EliminationSetting = new EliminationStepSetting(new MatchSetting(), EliminationType.QuarterFinal), TeamList = new List <ITeam>(), PhaseList = new List <IPhase>() }; return(result); }
/// <summary> /// ゲーム開始時に呼ばれる /// </summary> /// <param name="gameInfo">最新のゲーム情報</param> /// <param name="gameSetting">ゲーム設定</param> #else /// <summary> /// Called when the game started. /// </summary> /// <param name="gameInfo">The current information of this game.</param> /// <param name="gameSetting">The setting of this game.</param> #endif public void Initialize(IGameInfo gameInfo, IGameSetting gameSetting) { }
internal void SetSetting(IGameSetting setting, object value) { setting.Value = value; log.Debug("set setting (" + setting.Name + ", " + value + ")"); }