Example #1
0
        /// <summary>
        /// Создание инфы
        /// </summary>
        /// <param name="name">Имя</param>
        /// <param name="sex">Пол</param>
        /// <param name="style">Стиль игры</param>
        /// <param name="v1">Вероятность того, что игрок будет выбирать согласно номеру темы, а не вопроса</param>
        /// <param name="v2">Тема та же, что и была</param>
        /// <param name="v3">Тема согласно приоритету тем</param>
        /// <param name="p1">Приоритет тем (например "123456")</param>
        /// <param name="v4">Вопрос дешевле, чем был</param>
        /// <param name="v5">Вопрос дороже, чем был</param>
        /// <param name="v6">Вопрос той же цены</param>
        /// <param name="v7">Вопрос согласно приоритету</param>
        /// <param name="p2">Приоритет вопросов (например "12345")</param>
        /// <param name="f">Эрудиция</param>
        /// <param name="b0">Смелость по умолчанию</param>
        /// <param name="s">Скорость реакции</param>
        /// <param name="v">Вероятность отдать Вопрос с секретом тому, у кого меньше денег</param>
        /// <param name="n1">Вероятность сказать "Пас" на вопросе первой категории</param>
        /// <param name="n5">Вероятность сказать "Пас" на вопросе пятой категории</param>
        /// <param name="b1">Вероятность сказать "Ва-банк" на вопросе первой категории</param>
        /// <param name="b5">Вероятность сказать "Ва-банк" на вопросе пятой категории</param>
        /// <param name="nq">Максимальное число вопросов до конца третьего раунда, при котором ситуация может стать критической</param>
        /// <param name="part">Минимальная доля собственной суммы по отношению к сумме лидера, при которой ситуация может стать критической</param>
        public ComputerAccount(string name, bool sex, PlayerStyle style, int v1, int v2, int v3, string p1, int v4, int v5, int v6, int v7, string p2, int f, int b0, int s, int v, int n1, int n5, int b1, int b5, int nq, int part)
            : base(name, sex)
        {
            IsHuman = false;

            Style = style;
            V1    = v1;
            V2    = v2;
            V3    = v3;
            P1    = p1.ToCharArray();
            V4    = v4;
            V5    = v5;
            V6    = v6;
            V7    = v7;
            P2    = p2.ToCharArray();
            F     = f;
            B0    = b0;
            S     = s;
            V     = v;
            N1    = n1;
            N5    = n5;
            B1    = b1;
            B5    = b5;
            Nq    = nq;
            Part  = part;
        }
Example #2
0
 public void SetPlayerStyle(PlayerStyle style)
 {
     print("updateStyle");
     psm.UpdateStyle(style);
     SettingsManager.main.playerStyle = style;
     SettingsManager.main.SaveSettings();
 }
Example #3
0
    private static void EndScreenWin()
    {
        uiManager.UpdateScore(highestFloor);

        GameObject family = GameObject.FindGameObjectWithTag("DummyFamily");

        for (int i = 0; i < family.transform.childCount; i++)
        {
            PlayerStyle style = family.transform.GetChild(i).GetComponent <PlayerStyle>();

            if (i != 0)
            {
                if (lostPlayers.Count <= i - 1)
                {
                    style.gameObject.SetActive(false);
                }
                else
                {
                    style.From(lostPlayers[lostPlayers.Count - i].GetComponent <PlayerStyle>());
                }
            }
            else
            {
                style.From(runningPlayers[0].GetComponent <PlayerStyle>());
            }
        }

        switcher.secondaryCamera = winCamera;
        switcher.secondCamera    = true;
    }
Example #4
0
    private void OnTriggerEnter(Collider other)
    {
        PlayerStyle styler = other.GetComponent <PlayerStyle>();

        if (styler != null)
        {
            styler.SetHeadSprite(Heads[Random.Range(0, Heads.Length)]);
        }
    }
Example #5
0
 public virtual void Initialize(GameObject player)
 {
     style       = player.GetComponent <PlayerStyle>();
     this.player = player;
     if (immediateActivate)
     {
         Activate();
     }
 }
Example #6
0
    public void UpdateStyle(PlayerStyle style)
    {
        centralSR.sprite = style.centralSprite;
        centralSR.color  = style.centralColor;
        blinkSR.color    = style.centralColor;

        outlineSR.color = style.outlineColor;
        pupilSR.color   = style.pupilColor;
        blinkSR.enabled = false;
    }
Example #7
0
        public List <KeyCommand <TCmdType> > Update(bool isWindowActive, PlayerStyle allowedStyles)
        {
            activeCommands.Clear();

            // save last to previous state
            currentState.CopyTo(lastState);
            currentState.Update(); // get new state

            modifierKeys = ModifierKeys.None;
            if (currentState.Get(Key.LeftShift) || currentState.Get(Key.RightShift))
            {
                modifierKeys = ModifierKeys.Shift;
            }
            else
            {
                modifierKeys = ModifierKeys.None;
            }

            if (currentState.Get(Key.LeftAlt) || currentState.Get(Key.RightAlt))
            {
                modifierKeys |= ModifierKeys.Alt;
            }

            if (currentState.Get(Key.LeftCtrl) || currentState.Get(Key.RightCtrl))
            {
                modifierKeys |= ModifierKeys.Control;
            }

            foreach (var impCommand in commands)
            {
                if (!HasAnyFlagInCommon(impCommand.AllowedStyle, allowedStyles) ||
                    (!isWindowActive && !impCommand.Anywhere))
                {
                    continue;
                }

                if (IsNewKeyPressed(impCommand.Key) && impCommand.ModifierKeys == modifierKeys)
                {
                    activeCommands.Add(impCommand);
                }
                else if (!impCommand.NeedRelease && currentState.Get(impCommand.Key) &&
                         impCommand.ModifierKeys == modifierKeys)
                {
                    if (impCommand.TickPress())
                    {
                        activeCommands.Add(impCommand);
                    }
                }
            }

            return(activeCommands);
        }
Example #8
0
    // Use this for initialization
    IEnumerator Start()
    {
        FindObjectOfType <CameraPosition>().AddListener(this);
        movement       = GetComponent <Movement>();
        style          = GetComponent <PlayerStyle>();
        gameController = GameObject.FindObjectOfType <GameController>();
        Input          = InputManager.GetInput(playerID);

        yield return(new WaitForFixedUpdate());

        active = !active;
        Active(!active);
        style.UpdateSortingLayer(transform, playerID);
    }
Example #9
0
    public override void OnInspectorGUI()
    {
        DrawDefaultInspector();

        PlayerStyleController styleController = (PlayerStyleController)target;

        foreach (GameObject obj in styleController.styles)
        {
            PlayerStyle style = obj.GetComponent <PlayerStyle> ();

            if (GUILayout.Button(style.name))
            {
                styleController.setStyle(styleController.styles.IndexOf(obj));
            }
        }
    }
        public async Task <Player> UpdateStyle(PlayerStyle playerStyle)
        {
            using (var dbContext = new TtcDbContext())
            {
                var existingSpeler = await dbContext.Players.FirstOrDefaultAsync(x => x.Id == playerStyle.PlayerId);

                if (existingSpeler == null)
                {
                    return(null);
                }

                existingSpeler.Stijl     = playerStyle.Name;
                existingSpeler.BesteSlag = playerStyle.BestStroke;
                await dbContext.SaveChangesAsync();
            }
            var newMatch = await GetPlayer(playerStyle.PlayerId);

            return(newMatch);
        }
Example #11
0
    public void LoadSettings()
    {
        if (ES3.KeyExists("Settings"))
        {
            SettingsInfo loadData = ES3.Load <SettingsInfo>("Settings");
            soundVolume = loadData.soundVolume;
            musicVolume = loadData.musicVolume;
            playerStyle = loadData.playerStyle;

            SFXManager.main.UpdateVolume();
            MusicManager.main.UpdateMusicVolume();
            MenuManager.main.SetPlayerStyle(playerStyle);
        }
        else
        {
            SaveSettings();

            SFXManager.main.UpdateVolume();
            MusicManager.main.UpdateMusicVolume();
        }
    }
Example #12
0
        public static Player BuildPlayer(World world, PlayerStyle style, float layerDepthOffset)
        {
            Player player = new Player(world, (world != null ? world.CurrentCheckpoint : null));
            CharacterAppearance ca;

            switch (style) {
                case PlayerStyle.FriendlyNpc:
                    ca = CharacterAppearance.LoadFromFile("../../../../Characters/friendly_npc.xml");
                    break;

                case PlayerStyle.Npc:
                    ca = CharacterAppearance.LoadFromFile("../../../../Characters/enemy_npc.xml");
                    break;

                default:
                    ca = CharacterAppearance.LoadFromFile("../../../../Characters/main_character.xml");
                    break;
            }

            ca.GiveAppearanceTo(player, layerDepthOffset);

            return player;
        }
Example #13
0
 public static bool HasAnyFlagInCommon(PlayerStyle type, PlayerStyle value)
 {
     return((type & value) != 0);
 }
Example #14
0
 public void From(PlayerStyle style)
 {
     SetHeadSprite(style.GetHeadSprite());
     body.color = style.body.color;
 }
Example #15
0
 private void Start()
 {
     status    = GetComponent <PlayerStatus>();
     style     = GetComponent <PlayerStyle>();
     generator = GameObject.FindObjectOfType <PowerUpGenerator>();
 }
Example #16
0
        public async Task <Player> UpdateStyle([FromBody] PlayerStyle playerStyle)
        {
            var result = await _service.UpdateStyle(playerStyle);

            return(result);
        }