public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId)
    {
        GameObject startingCity = GameObject.Find("Board/Cities/Atlanta");
        GameObject localPlayer  = Instantiate(this.playerObjectPrefab, Vector3.zero, Quaternion.identity);
        GameScript curGame      = game.GetComponent <GameScript>();
        RoleScript role         = curGame.getRole();

        localPlayer.GetComponent <PlayerScript>().init("AAAAA", startingCity, role);

        //localPlayer.GetComponent<Renderer>().material = roleMaterial;
        Color pawnColor = Color.black;

        switch (role.getRoleName())
        {
        case Role.ContingencyPlanner:
            pawnColor = Color.cyan;
            break;

        case Role.Dispatcher:
            pawnColor = Color.magenta;
            break;

        case Role.Medic:
            pawnColor = Color.yellow;
            break;

        case Role.OperationsExpert:
            pawnColor = Color.grey;
            break;

        case Role.QuarantineSpecialist:
            pawnColor = Color.green;
            break;

        case Role.Researcher:
            pawnColor = Color.red;
            break;

        case Role.Scientist:
            pawnColor = Color.white;
            break;

        default:
            break;
        }
        localPlayer.GetComponent <Renderer>().material.SetColor("_Color", pawnColor);

//        GameObject actionPanel = Instantiate(this.actionPanelPrefab);
//        actionPanel.GetComponent<CanvasScript>().init(localPlayer);
//        localPlayer.GetComponent<PlayerScript>().setActionPanel(actionPanel);
//
//        actionPanel.SetActive(false);


        // init event trigger controller and action panel
        this.board.GetComponent <EventTriggerController>().init();
        //this.actionPanel.GetComponent<ActionPanelScript>().init(localPlayer);

        NetworkServer.AddPlayerForConnection(conn, localPlayer, playerControllerId);
    }
Example #2
0
    // Use this for initialization
    void Start()
    {
        // Maybe should move this to another method for initialization
        cities = GameObject.FindGameObjectsWithTag("City");
        // Add every role in roleGame so we can choose from them when initializing a player
        foreach (Role role in PandemicEnum.Role.GetValues(typeof(Role)))
        {
            RoleScript newRole = new RoleScript();
            newRole.setRole(role);
            gameRole.Add(newRole);
        }


        // Add every cityCard in player deck
        playerDeck = new Deck();
        for (int i = 0; i < cities.Length; i++)
        {
            PlayerCityCardScript cityCard = new PlayerCityCardScript();
            int population = cities[i].GetComponent <CityScript>().getPopulation();
            cityCard.init(cities[i], population);
            playerDeck.insert(cityCard);
        }

        foreach (PhotonPlayer player in PhotonNetwork.otherPlayers)                     //fill in player list
        {
            playersInGame.Add(player.NickName);
        }
        roomname = PhotonNetwork.room.Name;                                                                     //get room name

        //setupBaseGame ();
    }
Example #3
0
    public RoleScript getRole()
    {
        int        randomIndex = Random.Range(0, this.gameRole.Count);
        RoleScript role        = gameRole[randomIndex];

        gameRole.RemoveAt(randomIndex);
        return(role);
    }
Example #4
0
        public void Configure(IApplicationBuilder app, IWebHostEnvironment env)
        {
            if (env.IsDevelopment())
            {
                app.UseDeveloperExceptionPage();
            }

            app.UseSwagger();

            app.UseSwaggerUI(c => {
                c.SwaggerEndpoint("/swagger/v1/swagger.json", "v1");
            });
            app.UseHttpsRedirection();

            app.UseRouting();

            app.UseAuthorization();
            app.UseAuthentication();

            app.UseEndpoints(endpoints =>
            {
                endpoints.MapControllers();
            });

            using var scope   = app.ApplicationServices.GetService <IServiceScopeFactory>().CreateScope();
            using var context = scope.ServiceProvider.GetRequiredService <ApplicationDbContext>();
            if (context.Database.EnsureCreated())
            {
                var roles        = RoleScript.Roles();
                var admin        = AdministratorScript.ApplicationUser();
                var adminUser    = UserRoleScript.UserRole(roles.FirstOrDefault(x => x.NormalizedName.Equals("ADMINISTRATOR")), admin);
                var types        = TypeScript.GetTypes();
                var company      = CompanyScript.GetCompany();
                var user         = UserScript.ApplicationUser();
                var userRole     = UserRoleScript.UserRole(roles.FirstOrDefault(x => x.NormalizedName.Equals("USER")), user);
                var vehiclesList = VehicleScript.GetVehicles();

                context.Roles.AddRangeAsync(roles).Wait();

                context.ApplicationUser.Add(admin);

                context.UserRoles.Add(adminUser);

                context.Type.AddRangeAsync(types).Wait();

                context.Company.Add(company);

                context.ApplicationUser.Add(user);

                context.UserRoles.Add(userRole);

                context.UserCompany.Add(new UserCompany {
                    CompanyID = company.ID, UserID = user.Id
                });

                context.SaveChangesAsync().Wait();
            }
        }
Example #5
0
    public void init(string name, GameObject startCity, RoleScript role)
    {
        this.playerName = name;
        this.role       = role;
        this.hand       = new List <PlayerCardScript> ();

        // TODO:: if role == generalist, set total actions to 5

        /*if (role.getRoleName() == Role.Generalist) {
         *      this.totalActions = 5;
         * }
         * else {
         *      this.totalActions = 4;
         * }*/
        this.totalActions = 4;
        this.actionsLeft  = this.totalActions;

        setCurrentCity(startCity);
    }