protected bool shouldShoot; //Determines if the player should shoot. #endregion Fields #region Constructors //The initial direction of each player is down. protected Player(string name, GridPosition position, ObjectColor color) : base(position, 'V', color) { this.Name = name; this.Score = 0; this.Health = Player.PlayerMaxHealth; this.shouldShoot = false; this.lastMoveDirection = new GridPosition(1, 0); }
// Use this for initialization void Start () { selectedObject = null; objColor = this.GetComponent<ObjectColor>(); spriteRend = this.GetComponent<SpriteRenderer>(); orbitalScript = this.GetComponent<OrbitalsScript>(); initCol = spriteRend.color; if(objColor == null) { Debug.LogError("Goal must have an object color component."); } }
/// <summary> /// Returns a block created from the specified type, position and color. /// </summary> public static StaticObject CreateBlock(int blockType, GridPosition position, ObjectColor color) { switch (blockType) { case 0: return new Wall(position, color); case 1: return new GiftBlock(position, color, rand.Next(0, 10)); case 2: return new HealthBlock(position); //The health block is always red. case 3: return new Obstacle(position, color); default: return new Obstacle(position, color); } }
public GiftBlock(GridPosition position, ObjectColor color, int bonus) : base(position, '$', color) { if (bonus < 0 || bonus > 9) { throw new ArgumentOutOfRangeException(); } else { this.Bonus = bonus; } }
/// <summary> /// ビームをあてる /// </summary> public virtual void Irradiated(ObjectColor laserColor) { if (currentFrame == Time.frameCount) { IrradiationColor.state |= laserColor.state; } else { currentFrame = Time.frameCount; IrradiationColor.state = laserColor.state; } return; }
public Structure(ObjectType mStructureType, ContentManager content, SpriteState defaultState, Vector2 SpritePosition, ObjectColor mStructureColor, Vector2 ButtonPosition) : base(mStructureType, content, defaultState, SpritePosition, Hostility.STRUCTURE) { this.mStructureType = mStructureType; this.mStructureColor = mStructureColor; this.content = content; this.defaultState = defaultState; this.mSpritePosition = SpritePosition; this.mButtonPosition = ButtonPosition; mStructureAttribute = new StructureAttribute(content, this); SetAttributes(); SetUnitAnimation(); }
public HumanPlayer(string name, GridPosition position, ObjectColor color, IUserInterface userInterface) : base(name, position, color) { this.userInterface = userInterface; this.userInterface.OnLeftRequest += OnMoveLeft; this.userInterface.OnRightRequest += OnMoveRight; this.userInterface.OnDownRequest += OnMoveDown; this.userInterface.OnUpRequest += OnMoveUp; this.userInterface.OnActionRequest += OnShoot; }
public const int Damage = 25; //The damage done by a bullet. #endregion Fields #region Constructors public Bullet(GridPosition position, ObjectColor color, GridPosition direction) : base(position, '+', color, direction) { }
public static string Key(ObjectColor color) { return(AuctionFilterType.ColorFilter.ToString() + color.ToString()); }
public ScoreBlock(GridPosition position, ObjectColor color, int bonus) : base(position, (char)(bonus + '0'), color) { }
internal static void ListenForRallyPoint() { if (RallyTargetState == RallyFetchTarget.ACTIVE && GameController.PlayingField.Contains(mouseRectangle)) { switch (objectColor) { case ObjectColor.BLUE: GameObject.mPotentialTargetListList.Reset(); for (int i = 0; i < GameObject.mPotentialTargetListList.GetCount(); i++) { if (GameObject.mPotentialTargetListList.GetCurrent().gameObject.Hostility == Hostility.FRIENDLY && !(GameObject.mPotentialTargetListList.GetCurrent().gameObject is Hero)) { Friendly temp = (Friendly)GameObject.mPotentialTargetListList.GetCurrent().gameObject; if (temp.Color == ObjectColor.BLUE) { temp.DefaultTarget = new Vector2(mouseState.X, mouseState.Y); } } GameObject.mPotentialTargetListList.NextNode(); } if (GameController.InPlayStructures[0] != null) GameController.InPlayStructures[0].StructureAttribute.DefaultUnitTarget = new Vector2(mouseState.X, mouseState.Y); break; case ObjectColor.GREEN: GameObject.mPotentialTargetListList.Reset(); for (int i = 0; i < GameObject.mPotentialTargetListList.GetCount(); i++) { if (GameObject.mPotentialTargetListList.GetCurrent().gameObject.Hostility == Hostility.FRIENDLY && !(GameObject.mPotentialTargetListList.GetCurrent().gameObject is Hero)) { Friendly temp = (Friendly)GameObject.mPotentialTargetListList.GetCurrent().gameObject; if (temp.Color == ObjectColor.GREEN) { temp.DefaultTarget = new Vector2(mouseState.X, mouseState.Y); } } GameObject.mPotentialTargetListList.NextNode(); } if (GameController.InPlayStructures[3] != null) GameController.InPlayStructures[3].StructureAttribute.DefaultUnitTarget = new Vector2(mouseState.X, mouseState.Y); break; case ObjectColor.PURPLE: GameObject.mPotentialTargetListList.Reset(); for (int i = 0; i < GameObject.mPotentialTargetListList.GetCount(); i++) { if (GameObject.mPotentialTargetListList.GetCurrent().gameObject.Hostility == Hostility.FRIENDLY && !(GameObject.mPotentialTargetListList.GetCurrent().gameObject is Hero)) { Friendly temp = (Friendly)GameObject.mPotentialTargetListList.GetCurrent().gameObject; if (temp.Color == ObjectColor.PURPLE) { temp.DefaultTarget = new Vector2(mouseState.X, mouseState.Y); } } GameObject.mPotentialTargetListList.NextNode(); } if (GameController.InPlayStructures[4] != null) GameController.InPlayStructures[4].StructureAttribute.DefaultUnitTarget = new Vector2(mouseState.X, mouseState.Y); break; case ObjectColor.RED: GameObject.mPotentialTargetListList.Reset(); for (int i = 0; i < GameObject.mPotentialTargetListList.GetCount(); i++) { if (GameObject.mPotentialTargetListList.GetCurrent().gameObject.Hostility == Hostility.FRIENDLY && !(GameObject.mPotentialTargetListList.GetCurrent().gameObject is Hero)) { Friendly temp = (Friendly)GameObject.mPotentialTargetListList.GetCurrent().gameObject; if (temp.Color == ObjectColor.RED) { temp.DefaultTarget = new Vector2(mouseState.X, mouseState.Y); } } GameObject.mPotentialTargetListList.NextNode(); } if (GameController.InPlayStructures[1] != null) GameController.InPlayStructures[1].StructureAttribute.DefaultUnitTarget = new Vector2(mouseState.X, mouseState.Y); break; case ObjectColor.YELLOW: GameObject.mPotentialTargetListList.Reset(); for (int i = 0; i < GameObject.mPotentialTargetListList.GetCount(); i++) { if (GameObject.mPotentialTargetListList.GetCurrent().gameObject.Hostility == Hostility.FRIENDLY && !(GameObject.mPotentialTargetListList.GetCurrent().gameObject is Hero)) { Friendly temp = (Friendly)GameObject.mPotentialTargetListList.GetCurrent().gameObject; if (temp.Color == ObjectColor.YELLOW) { temp.DefaultTarget = new Vector2(mouseState.X, mouseState.Y); } } GameObject.mPotentialTargetListList.NextNode(); } if (GameController.InPlayStructures[2] != null) GameController.InPlayStructures[2].StructureAttribute.DefaultUnitTarget = new Vector2(mouseState.X, mouseState.Y); break; default: break; } RallyTargetState = RallyFetchTarget.INACTIVE; objectColor = ObjectColor.NULL; HeroActionGroupState = HeroActionButtonGroupState.HERO_ACTION; } }
public void SetCurrentColor(ObjectColor val) { currentColor = val; UpdateSkinnedMeshColor(); UpdateMeshColor(); }
public ContractSchemeDataReward(XElement element) : base(element) { color = (ObjectColor)Enum.Parse(typeof(ObjectColor), element.GetString("color")); }
public GameObject(char c, ObjectColor color) { Char = c; ForeColor = color; BackColor = new ObjectColor(Console.BackgroundColor); }
public StaticObject(GridPosition position, char image, ObjectColor color) : base(position, image, color) { }
internal static void BlueRallyButtonFunction() { AudioController.ButtonClick3SoundEffectInstance.Play(); RallyTargetState = RallyFetchTarget.ACTIVE; objectColor = ObjectColor.BLUE; }
public Obstacle(GridPosition position, ObjectColor color) : base(position, '#', color) { }
/// <summary> /// Checks if the two ObjectColor objects have the same color. /// </summary> public bool CheckSameColor(ObjectColor other) { return CheckSameColor(other.GetColor()); }
public SchemeInitData(string id, string name, int level, Workshop workshop, string templateModuleId, ObjectColor color, Dictionary <string, int> craftingMaterials, string inSetID) { this.Id = id; this.Name = name; this.Level = level; this.Workshop = workshop; this.TemplateModuleId = templateModuleId; this.Color = color; this.CraftingMaterials = craftingMaterials; setID = inSetID; }