public void ChangeWeaponAndSetDefaultShooting() { var contexts = new Contexts(); var changeWeaponSystem = new ChangeWeaponSystem(contexts); var craftingElement = contexts.game.CreateEntity(); craftingElement.AddUsage(UsageType.Craft); craftingElement.isInsideInventory = true; craftingElement.AddIngredient(IngredientsType.Crystal); PlayerDescription playerDescription = new PlayerDescription() { ConstantPowerDescription = new ConstantPowerDescription() { ShowPower = 10 } }; var player = contexts.game.SetPlayer(playerDescription); player.ReplaceWeapon(WeaponType.ConstantPower); changeWeaponSystem.Execute(); Assert.IsTrue(player.hasWeapon); Assert.IsTrue(player.hasShotPower); Assert.IsTrue(player.hasCurrentProjectile); Assert.AreEqual(craftingElement, player.currentProjectile.value); }
// Use to process your families. protected override void onProcess(int familiesUpdateCount) { foreach (GameObject go in _players) { if (Input.GetKeyDown("s")) { Player playerComponent = go.GetComponent <Player>(); string filePath = Application.dataPath + levelsFolder + this.exportedFileName + ".json"; string json = JsonUtility.ToJson(new PlayerDescription(playerComponent)); Debug.Log(json); File.WriteAllText(filePath, json); } else if (Input.GetKeyDown("l")) { string path = Application.dataPath + levelsFolder + this.exportedFileName + ".json"; PlayerDescription playerDescription = JsonUtility.FromJson <PlayerDescription>(File.ReadAllText(path)); Player playerComponent = go.GetComponent <Player>(); foreach (GameObject gameObject in playerComponent.globalDeck) { GameObjectManager.unbind(gameObject); GameObject.Destroy(gameObject); } foreach (GameObject gameObject in playerComponent.levelDeck) { GameObjectManager.unbind(gameObject); GameObject.Destroy(gameObject); } playerComponent.globalDeck.Clear(); playerComponent.levelDeck.Clear(); playerComponent.globalDeck = CardDescription.getGameObjects(playerDescription.globalDeck, go); } } }
// Creates a number of player GameObjects from playerPrefabs public GameObject[] CreatePlayers(PlayerDescription[] playerDescriptions) { AyloDebug.Assert(playerDescriptions.Length <= 8); var numberOfPlayers = playerDescriptions.Length; players = new List<Player>(); var positions = new RowPositions(numberOfPlayers); var playerColors = PlayerColors.GetColors(); for(uint i = 0; i < numberOfPlayers; i++) { var playerGameObject = (GameObject)Instantiate(playerPrefabs[0]); var playerClass = playerDescriptions[i].playerClass; var playerColorIndex = playerDescriptions[i].playerColorIndex; var playerColor = playerColors[playerDescriptions[i].playerColorIndex]; var player = new Player(playerGameObject, i, playerClass); player.Color = playerColor; player.Position = positions.GetNextPosition(); players.Add(player); } // this is temporary var playerGameObjects = new List<GameObject>(); foreach(var player in players) playerGameObjects.Add(player.GameObject); return playerGameObjects.ToArray(); }
public override bool acceptMessageData(BinaryReader messageDataReader, TreeView outputTreeView) { bool handled = true; PacketOpcode opcode = Util.readOpcode(messageDataReader); switch (opcode) { case PacketOpcode.Evt_Login__CharacterSet_ID: { Login__CharacterSet message = Login__CharacterSet.read(messageDataReader); message.contributeToTreeView(outputTreeView); break; } case PacketOpcode.Evt_Login__WorldInfo_ID: { WorldInfo message = WorldInfo.read(messageDataReader); message.contributeToTreeView(outputTreeView); break; } case PacketOpcode.PLAYER_DESCRIPTION_EVENT: { PlayerDescription message = PlayerDescription.read(messageDataReader); message.contributeToTreeView(outputTreeView); break; } default: { handled = false; break; } } return(handled); }
public void ReplacePlayer(PlayerDescription newPlayerDescription) { var index = GameComponentsLookup.Player; var component = CreateComponent <PlayerComponent>(index); component.PlayerDescription = newPlayerDescription; ReplaceComponent(index, component); }
public override void Show() { base.Show(); if (StageData.MenuGroupList[StageData.MenuGroupList.Count - 1] != this) { return; } PlayerDescription.ForEach(x => x.Show()); }
public void InitializePlayerDescriptions(D2DSpriteBatch batch) { if (playerDescriptions != null) { return; } playerDescriptions = new PlayerDescription[charactorCount]; playerDescriptions[0] = new PlayerDescription(batch, "八頭身モナー", "たま", "なみ", "おこる", "..\\..\\..\\hattousin.gif"); playerDescriptions[1] = new PlayerDescription(batch, "初音ミク", "ネギビーム", "ネギカッター", "ネギバースト", "..\\..\\..\\miku.png"); }
void Awake() { //initializing values if(!playerFactory) getPlayers = GameObject.FindGameObjectsWithTag ("Player"); // So the scenes without a PlayerFactory won't break. else if(GameObject.Find("playerDescriptions")) { // This is the "real" one. The two other cases are only there to make things work during the transition. var playerDescriptions = GameObject.Find("playerDescriptions").GetComponent<PlayerDescriptions>().descriptions; getPlayers = playerFactory.CreatePlayers(playerDescriptions); } else { // So scenes with a PlayerFactory but with PlayerDescriptions (from the player selection screen) won't break. var playerDescriptions = new PlayerDescription[playerClasses.Length]; for(int i = 0; i < playerClasses.Length; i++) { var description = new PlayerDescription(); description.playerClass = playerClasses[i]; description.playerColorIndex = i; playerDescriptions[i] = description; } getPlayers = playerFactory.CreatePlayers(playerDescriptions); } walkers = GameObject.FindGameObjectsWithTag ("Walker"); playerTransforms = new Transform[getPlayers.Length]; //Create a reference to the transforms of the players playerHP = new int[getPlayers.Length]; playerMaxHP = new int[getPlayers.Length]; playerNames = new playerNum[getPlayers.Length]; getDamage = new damageControl[getPlayers.Length]; playerCount = getPlayers.Length; walkerCount = walkers.Length; killCount = new int[getPlayers.Length]; //playerIndexer = new int[getPlayers.Length]; if (MultiplayOn == true) {multiplayer = true;} else {multiplayer = false;} //hahah rewrite this foreach (GameObject walker in walkers) { walkerHealth += walker.GetComponent<damageControl>().myHP; } //Debug.Log ("Number of players = " + playerCount); //Debug.Log ("Walker Count = " + walkerCount + " & Together they have: " + walkerHealth + "hp"); //assign player transforms. for (int i = 0; i < getPlayers.Length; i++) { //store references to transforms playerTransforms[i] = getPlayers[i].GetComponent<Transform>(); //storeReferences to playerHP getDamage[i] = getPlayers[i].GetComponent<damageControl>(); playerHP[i] = getDamage[i].myHP; playerMaxHP[i] = getDamage[i].myMaxHp; playerNames[i] = getPlayers[i].GetComponent<playerMovement>().thisPlayer; Debug.Log(playerNames[i] + " P" + (i + 1) + " HP: " + playerHP[i] + "/" + playerMaxHP[i]); } }
private void SetPlayerDescription(PlayerDescription desc) { if (currentPlayerDescription != null) { currentPlayerDescription.gameObject.SetActive(false); } currentPlayerDescription = desc; desc.gameObject.SetActive(true); gravity = desc.gravity; speedX = runSpeed; }
public void RefreshPlayerDescription() { var wrapper = new ScriptWrapper(Settings.PlayerDescription); wrapper.Execute(); PlayerDescription.Clear(); foreach (var res in wrapper.TextResult) { PlayerDescription.Add(res); } }
private void Start() { playerType = PlayerType.empty; player = GameObject.FindWithTag("Player"); info = GameObject.FindObjectOfType <PlayerInfo>(); playerDescription = GameObject.FindObjectOfType <PlayerDescription>(); CloseDescription(); widthRatio = (float)Screen.width / 1024; heightRatio = (float)Screen.height / 768; rect = GetComponent <RectTransform>(); rect.localScale = new Vector2(widthRatio, heightRatio); }
public GameEntity SetPlayer(PlayerDescription newPlayerDescription) { if (hasPlayer) { throw new Entitas.EntitasException("Could not set Player!\n" + this + " already has an entity with PlayerComponent!", "You should check if the context already has a playerEntity before setting it or use context.ReplacePlayer()."); } var entity = CreateEntity(); entity.AddPlayer(newPlayerDescription); return(entity); }
public static PlayerDescription read(BinaryReader binaryReader) { PlayerDescription newObj = new PlayerDescription(); newObj.CACQualities = CACQualities.read(binaryReader); newObj.PlayerModule = CM_Character.PlayerModule.read(binaryReader); newObj.clist = PList <ContentProfile> .read(binaryReader); newObj.ilist = PList <InventoryPlacement> .read(binaryReader); return(newObj); }
private void InitForPlayer(int i, PlayerDescription playerDescription, bool aiControlled) { _pool.CreateEntity().AddPlayer(i); foreach (var gameObject in playerDescription.Buildings) { var playerInitable = gameObject.GetComponent <IPlayerInitable>(); if (playerInitable != null) { playerInitable.Init(_pool, i); playerInitable.Entity.isAiControlled = aiControlled; } } }
public void ReplacePlayer(PlayerDescription newPlayerDescription) { var entity = playerEntity; if (entity == null) { entity = SetPlayer(newPlayerDescription); } else { entity.ReplacePlayer(newPlayerDescription); } }
protected override void Execute(List <GameEntity> entities) { var player = entities.SingleEntity(); PlayerDescription playerDesc = player.player.PlayerDescription; switch (player.weapon.WeaponType) { case WeaponType.ConstantPower: { player.ReplaceShotPower(playerDesc.ConstantPowerDescription.ShowPower); var inventoryItem = _inventory.GetEntities().FirstOrDefault(x => x.usage.value == UsageType.Craft); if (inventoryItem != null) { player.ReplaceCurrentProjectile(inventoryItem); } else { if (player.hasCurrentProjectile) { player.RemoveCurrentProjectile(); } } } break; case WeaponType.Slingshot: { if (player.hasShotPower) { player.RemoveShotPower(); } var inventoryItem = _inventory.GetEntities().FirstOrDefault(x => x.usage.value == UsageType.Weapon); if (inventoryItem != null) { player.ReplaceCurrentProjectile(inventoryItem); } else { if (player.hasCurrentProjectile) { player.RemoveCurrentProjectile(); } } } break; } }
public MainWindowViewModel(IEventAggregator eventAggregator) { this.eventAggregator = eventAggregator; this.AddCompositeDisposable(); this.DiceRollCommand.Subscribe(() => this.ExecuteDiceRoll()); this.playerDescription = new PlayerDescription(this.playerSex, this.playerRace, this.playerPersonality, this.playerClass); this.SexesComboBox = this.playerSex.SexMap; this.SelectedPlayerSex.Subscribe(x => this.UpdateSex(x)); this.RacesComboBox = this.playerRace.RaceMap; this.SelectedPlayerRace.Subscribe(x => this.UpdateRace(x)); this.PersonalitiesComboBox = this.playerPersonality.PersonalityMap; this.SelectedPlayerPersonality.Subscribe(x => this.UpdatePersonality(x)); this.ClassesComboBox = this.playerClass.ClassMap; this.SelectedPlayerClass.Subscribe(x => this.UpdateClass(x)); this.FirstRealmsComboBox.Subscribe(_ => this.UpdateRealmsComboBoxFirst()); this.SecondRealmsComboBox.Subscribe(_ => this.UpdateRealmssComboBoxSecond()); this.SelectedPlayerRealmFirst.Subscribe(_ => this.UpdateRealmFirst()); this.SelectedPlayerRealmSecond.Subscribe(_ => this.UpdateRealmSecond()); }
public void ChangeWeaponType() { var contexts = new Contexts(); var changeWeaponSystem = new ChangeWeaponSystem(contexts); PlayerDescription playerDescription = new PlayerDescription() { ConstantPowerDescription = new ConstantPowerDescription() { ShowPower = 10 } }; var player = contexts.game.SetPlayer(playerDescription); player.ReplaceWeapon(WeaponType.ConstantPower); changeWeaponSystem.Execute(); Assert.IsTrue(player.hasWeapon); Assert.IsTrue(player.hasShotPower); Assert.IsFalse(player.hasCurrentProjectile); }
private void Start() { button = GetComponent <Button>(); playerDescription = GameObject.FindObjectOfType <PlayerDescription>(); }
void PreparePlayerDescriptions() { int nPlayers = NumberOfJoinedPlayers(); var descriptions = new PlayerDescription[nPlayers]; for(int i = 0; i < nPlayers; i++) { var player = players[i]; var description = new PlayerDescription(); description.playerColorIndex = player.ColorIndex; description.playerClass = (playerClass)player.PlayerClass; descriptions[i] = description; } var playerDescriptionsGameObject = GameObject.Find("playerDescriptions"); GameObject.DontDestroyOnLoad(playerDescriptionsGameObject); var playerDescriptions = playerDescriptionsGameObject.GetComponent<PlayerDescriptions>(); playerDescriptions.descriptions = descriptions; }