Example #1
0
 public void AddMission(MissionTypes type, int target, int start)
 {
     mission = new MissionHandler(this);
     mission.enemiesToKill = target;
     mission.enemiesKilled = start;
     OnMissionAdd.Invoke(mission);
 }
Example #2
0
        public Mission GenerateBaseMission(MissionTypes missionType, GameStage s)
        {
            var settings = missionSettings;
            var query    = settings.Scenarios.Where(mission => mission.MissionType == missionType);

            if (!query.Any())
            {
                Debug.LogErrorFormat("Incorrect MissionSettings.  No Scenarios for {0}", missionType);
                return(null);
            }

            var count = query.Count();
            var m     = query.ElementAt(Rand.Range(0, count));

            var newMission = new Mission()
            {
                StageInfo           = s,
                MissionType         = m.MissionType,
                TotalSeconds        = m.TotalSeconds,
                BaseRecoverySeconds = m.BaseRecoverySeconds,
                Rounds              = m.Rounds,
                Chances             = m.Chances,
                PrizePurse          = m.PrizePurse,
                Cost                = m.Cost,
                ComboReward         = m.ComboReward,
                RewardComboInterval = m.RewardComboInterval,
                BaseRecoveryFalloff = m.BaseRecoveryFalloff
            };

            return(newMission);
        }
Example #3
0
    public Mission()
    {
        GameReference      = GameObject.FindGameObjectWithTag("GameController").GetComponent <Game>();
        MissionName        = MissionStrings.GetMissionName();
        MissionDescription = MissionStrings.GetMissionDescription();
        MissionDificulty   = Random.Range(1, 10);

        MissionTime   = Random.Range(5, 10) * 0.5;
        RemainingTime = MissionTime;

        int tmp = StaticValues.NumberOfKingdoms;

        Kingdoms            = Random.Range(1, (1 << tmp) - 1);
        ParticipatingHeroes = new List <Hero>();

        ChaosReduction = MissionDificulty;
        GoldEarned     = 10 * Random.Range(1 << (MissionDificulty - 1), 1 << (MissionDificulty));
        ExpEarned      = 10 * Random.Range(1 << (MissionDificulty - 1), 1 << (MissionDificulty));
        FameEarned     = 10 * MissionDificulty;

        MissionType = Utils.generateRandomEnum <MissionTypes>(new System.Random());

        Debug.Log(string.Format("MissionTime {0}, Kingdoms {1}, ChaosReduction {2}, GoldEarned {3}, ExpEarned {4}, FameEarned {5}, MissionDificulty {6} MissionType {7}",
                                MissionTime, Kingdoms, ChaosReduction, GoldEarned, ExpEarned, FameEarned, MissionDificulty, MissionType));
    }
 public Mission(MissionTypes missionType, Droid agent, Func<Point, bool> target, Func<Point, bool> isWalkable, Func<Point, bool> attackAlongTheWay)
 {
     this.missionType = missionType;
     this.agent = agent;
     this.target = target;
     this.isWalkable = isWalkable;
     this.attackAlongTheWay = attackAlongTheWay;
 }
Example #5
0
 public ActionResult GetMissions(Player currentPlayer, MissionTypes missionType)
 {
     var missions = _targetRepository.Get.ValidTargetsFor(currentPlayer);
     var map = _mapGenerator.GenerateTargetMap(missions);
     var json = Json(map);
     json.JsonRequestBehavior = JsonRequestBehavior.AllowGet;
     return json;
 }
 private string GetMissionProgressString(MissionTypes missionType)
 {
     switch (missionType)
     {
     case MissionTypes.MTKILLRats:
     default:
         return("{0}/{1}");
     }
 }
        private string GetMissionDescriptionString(MissionTypes missionType)
        {
            switch (missionType)
            {
            case MissionTypes.MTKILLRats:
                return("Defeat {0} of units!");

            default:
                return("INVALID_MISSION_TYPE_{0}");
            }
        }
Example #8
0
    public void CreateMission()
    {
        MissionTypes type = (MissionTypes)Enum.Parse(typeof(MissionTypes), missionTypesDropdown.captionText.text);

        switch (type)
        {
        case MissionTypes.Travel:
            Travel mission = new Travel(vehicle);
            mission.SetDestination(colonyRef[destinationsDropdown.captionText.text].transform);
            mission.SetTravelTime(3);
            mission.Init();
            UIHandler.UpdateUI();
            break;

        default:
            break;
        }
    }
Example #9
0
    public Mission(string missionName, string missionDescription, double missionTime, int kingdoms, int chaosReduction, int goldEarned, int expEarned, int fameEarned, int missionDificulty, MissionTypes missionType)
    {
        GameReference       = GameObject.FindGameObjectWithTag("GameController").GetComponent <Game>();
        ParticipatingHeroes = new List <Hero>();

        MissionName        = missionName;
        MissionDescription = missionDescription;

        MissionTime   = missionTime;
        RemainingTime = MissionTime;
        Kingdoms      = kingdoms;

        ChaosReduction   = chaosReduction;
        GoldEarned       = goldEarned;
        ExpEarned        = expEarned;
        FameEarned       = fameEarned;
        MissionDificulty = missionDificulty;

        MissionType = missionType;
    }
Example #10
0
    void OnGUI()
    {
        GUILayout.Label("Mission Properties", EditorStyles.boldLabel);       //create editor window

        description = EditorGUILayout.TextField("Description", description); //add description field
        count       = EditorGUILayout.IntField("Count", count);              //add count field

        //add the achievement type drop down field based on the active scripting language
        if (isJavascriptEnabled)
        {
            missionTypeJS = (MissionTypes)EditorGUILayout.EnumPopup("Mission Type", missionTypeJS);
        }
        else
        {
            missionTypeCS = (MissionsControllerCS.MissionTypes)EditorGUILayout.EnumPopup("Mission Type", missionTypeCS);
        }

        if (GUILayout.Button("Add Mission"))
        {
            addButtonHandler();
        }
    }
Example #11
0
 /*
  *	FUNCTION:	Increment mission counter by required value.
  */
 public void incrementMissionCount(MissionTypes type, int iVal)
 {
     missionsProgress[(int)type] += iVal;
     checkCompletion();
 }
Example #12
0
 public ActionResult Index(Player currentPlayer, MissionTypes missionType)
 {
     //TODO: make sure player is valid for missionType
     return View(missionType);
 }