// At the start of the game.. void Start() { // Assign the Rigidbody component to our private rb variable rb = GetComponent <Rigidbody>(); switch (Application.platform) { case RuntimePlatform.OSXEditor: case RuntimePlatform.WindowsEditor: case RuntimePlatform.LinuxEditor: case RuntimePlatform.OSXPlayer: case RuntimePlatform.WindowsPlayer: case RuntimePlatform.LinuxPlayer: MovementStrategy = new KeyboardStrategy(); break; case RuntimePlatform.Android: case RuntimePlatform.IPhonePlayer: MovementStrategy = new AccelerometerStrategy(); break; default: MovementStrategy = new KeyboardStrategy(); break; } }
public void SetStrategy(Func <MovementStrategy.Context, MovementStrategy> inst) { _currentStrategy?.OnFinish(); var newStrategy = inst(_ctx); Debug.Log("Changed strategy " + _currentStrategy?.GetType() + " -> " + newStrategy.GetType()); _currentStrategy = newStrategy; _currentStrategy.OnStart(); }
public Monster(MonsterState state, int i, int randomMonsterType, MovementStrategy[] movementStrategies) { this.TransitionTo(state); this.MonsterIndex = i; this.CurrentHealth = 100; this.Loot = 5; this.Position = i * 2 - 20; this.MonsterType = randomMonsterType; this.MovementMethod = movementStrategies[randomMonsterType - 1]; }
public IStrategy Get(MovementStrategy MOVEMENT_STRATEGY) { switch (MOVEMENT_STRATEGY) { case MovementStrategy.RANDOM: return(new RandomStrategy()); default: throw new Exception("Uknown strategy"); } }
public override void Tick() { base.Tick(); Debug.Log("Moving creature in tick...", "MOVEMENT"); MovementStrategy.Move(); CheckReproduction(); CheckFood(); CheckDeath(); }
public static List <Monster> GetMockedList() { Random rnd = new Random(); var movementStrategies = new MovementStrategy[] { new GroundMovement(), new UnderGroundMovement(), new AirMovement() }; var monsters = new List <Monster>(); for (int i = 1; i <= 10; i++) { int randomMonsterType = rnd.Next(1, 4); monsters.Add(new Monster(new Alive(), i, randomMonsterType, movementStrategies)); } return(monsters); }
public Entity(Vector2 position, int health, bool speed, GameSprite sprite, ContentManager content, MovementStrategy movement, ShootingStrategy shooting) { this.position = position; this.health = health; this.speed = speed; this.Texture = sprite.texture; this.sprite = sprite; this.content = content; //creating a new instance of the movements class so all the character classes inherits from this doesn't have a create a new instance every time characterMovements = movement; characterShooting = shooting; isAlive = true; }
void Start() { speed = Random.Range(minSpeed, maxSpeed); var myTrajectory = (Trajectories)Random.Range(0, 3); switch (myTrajectory) { case Trajectories.LINE: movementStrategy = MoveLinear; break; case Trajectories.SQUARE: movementStrategy = MoveSquare; break; case Trajectories.SIN: movementStrategy = MoveSin; break; default: throw new ArgumentOutOfRangeException(); } }
public Boss(Vector2 position, Vector2 end, int health, bool speed, GameSprite sprite, ContentManager content, MovementStrategy movement, ShootingStrategy shooting) : base(position, health, speed, sprite, content, movement, shooting) { position = new Vector2(0, 0); health = 25; speed = false; start.X = sprite.position.X; //setting up enemy start point start.Y = sprite.position.Y; //setting up enemy start point this.end.X = end.X; //setting up enemy start point this.end.Y = end.Y; //setting up enemy start point }
public Elevator(MovementStrategy movementStrategy) : base(movementStrategy) { }
protected Vehicle(MovementStrategy strategy) { this.movementStrategy = strategy; }
public Car(MovementStrategy movementStrategy) : base(movementStrategy) { }
public FinalBoss(Vector2 position, Vector2 end, int fHealth, bool speed, GameSprite sprite, Texture2D newBulletTexture, ContentManager content, MovementStrategy movement, ShootingStrategy shooting) : base(position, end, fHealth, speed, sprite, content, movement, shooting) { position = new Vector2(0, 0); health = fHealth; speed = false; start.X = sprite.position.X; //setting up enemy start point start.Y = sprite.position.Y; //setting up enemy start point this.end.X = end.X; //setting up enemy start point this.end.Y = end.Y; //setting up enemy start point bulletTexture = newBulletTexture; }
public Player(Vector2 position, int pHealth, bool speedMode, GameSprite sprite, Texture2D bulletTexture, ContentManager content, MovementStrategy movement, ShootingStrategy shooting) : base(position, pHealth, speedMode, sprite, content, movement, shooting) { if (speed) { speedRate = 5; } else { speedRate = 10; } health = pHealth; this.bulletTexture = bulletTexture; this.characterMovements = movement; this.characterShooting = shooting; }
public Player(Vector2 startPos, Vector2 endPos, int pHealth, bool speedMode, GameSprite sprite, Texture2D bulletTexture, ContentManager content, MovementStrategy movement, ShootingStrategy shooting) : base(startPos, pHealth, speedMode, sprite, content, movement, shooting) { powerUpActivated = false; if (speed) { speedRate = 5; } else { speedRate = 10; } health = pHealth; this.bulletTexture = bulletTexture; this.characterMovements = movement; this.characterShooting = shooting; inDanger = false; }