private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == GameManagerScript.Tags.SafeHaven.ToString()) { ScenarioManager.GetInstance().SaveVictim(currentTarget, gameObject); } }
public override void ConstantUpdate() { if (ScenarioManager.Get().IsDreamOrPreDream()) { return; } int i = 0; while (i < this.m_AIs.Count) { if (this.m_AIs[i] == null) { this.m_AIs.RemoveAt(i); } else { if (!this.m_AIs[i].gameObject.activeSelf && base.gameObject.activeSelf) { this.m_AIs[i].gameObject.SetActive(true); } i++; } } this.TryCatch(); }
/// <summary> /// Executes the actions related to OnFiltered event. /// </summary> /// <param name="sender">Sender.</param> /// <param name="eventArgs">FilterEventArgs.</param> private void HandleFilterExecute(object sender, ExecuteFilterEventArgs executeFilterEventArgs) { // Checking pending changes if (!CheckPendingChanges(true, true)) { return; } try { // Set in the beginning. Context.LastOids.Clear(); DisplaySet.FirstVisibleRow = 0; // Change Selected filter. if (executeFilterEventArgs.Arguments != null) { InternalFilters.ExecutedFilterName = executeFilterEventArgs.Arguments.Name; } // Update data. UpdateData(true); } catch (Exception e) { ScenarioManager.LaunchErrorScenario(e); } }
public static void SetupObjects() { SaveGame.m_Objects.Clear(); SaveGame.m_Objects.Add(DifficultySettings.Get()); SaveGame.m_Objects.Add(DialogsManager.Get()); SaveGame.m_Objects.Add(AIManager.Get()); SaveGame.m_Objects.Add(EnemyAISpawnManager.Get()); SaveGame.m_Objects.Add(TriggersManager.Get()); SaveGame.m_Objects.Add(ItemsManager.Get()); SaveGame.m_Objects.Add(SensorManager.Get()); SaveGame.m_Objects.Add(ConstructionGhostManager.Get()); SaveGame.m_Objects.Add(StaticObjectsManager.Get()); SaveGame.m_Objects.Add(Player.Get()); SaveGame.m_Objects.Add(PlayerConditionModule.Get()); SaveGame.m_Objects.Add(PlayerInjuryModule.Get()); SaveGame.m_Objects.Add(PlayerDiseasesModule.Get()); SaveGame.m_Objects.Add(StatsManager.Get()); SaveGame.m_Objects.Add(HintsManager.Get()); SaveGame.m_Objects.Add(ObjectivesManager.Get()); SaveGame.m_Objects.Add(StoryObjectivesManager.Get()); SaveGame.m_Objects.Add(HUDObjectives.Get()); SaveGame.m_Objects.Add(MenuNotepad.Get()); SaveGame.m_Objects.Add(MapTab.Get()); SaveGame.m_Objects.Add(Music.Get()); SaveGame.m_Objects.Add(RainManager.Get()); SaveGame.m_Objects.Add(SleepController.Get()); SaveGame.m_Objects.Add(MainLevel.Instance); SaveGame.m_Objects.Add(ScenarioManager.Get()); SaveGame.m_Objects.Add(InventoryBackpack.Get()); SaveGame.m_Objects.Add(ReplicatedSessionState.Get()); }
void OnGUI() { //Don't draw anything if the enum type has not been specified if (this.enumType == null) { return; } //Retrieve the list of enum values as ints int[] enumValues = EnumUtil.ArrayFromEnum(this.enumType); //Build the output text string debugText = ""; foreach (int val in enumValues) { //Retrieve the enum value's name string valName = System.Enum.Parse(this.enumType, val.ToString()).ToString(); //Determine whether or not the flag is set bool flagSet = ScenarioManager.GetCurrentScenario().GetFlag(val).value; //Append the line to the output debugText += valName + ": " + (flagSet ? "Set" : "Unset") + "\n"; } GUI.color = Color.black; GUI.backgroundColor = new Color(0, 0, 0, 0); GUI.Label(new Rect(0, 0, 999999, 999999), debugText); }
private void Update() { if (!DifficultySettings.ActivePreset.m_Tribes) { return; } if (ScenarioManager.Get().IsDreamOrPreDream()) { return; } if (DifficultySettings.ActivePreset.m_Tribes) { this.UpdateCampGroups(); } if (this.m_ScenarioBlock) { return; } if (this.m_ActiveGroup && this.m_ActiveGroup.IsWave()) { FirecampGroupsManager.Get().ResetBurningFactors(); } if (DifficultySettings.ActivePreset.m_Tribes) { this.UpdateGroupMembersCount(); this.UpdateGroups(this.m_PatrolGroups); this.UpdateGroups(this.m_Groups); this.UpdateWaves(); } if (DifficultySettings.ActivePreset.m_Predators) { this.UpdatePredators(); } }
/// <summary> /// Preferences Trigger Handler /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void HandlePreferencesTriggered(object sender, TriggerEventArgs e) { IUQueryController queryController = Parent as IUQueryController; if (queryController == null) { return; } if (!queryController.CheckPendingChanges(true, true)) { return; } bool lRefresh = false; lRefresh = ScenarioManager.LaunchPreferencesScenario(queryController); if (!lRefresh) { return; } // Refresh all data OnExecuteCommand(new ExecuteCommandEventArgs(ExecuteCommandType.ExecuteRefresh)); }
public void UpdateWTActivity() { if (!this.IsActive() && !CutscenesManager.Get().IsCutscenePlaying() && !ScenarioManager.Get().IsDreamOrPreDream() && this.m_WalkieTalkieObject && this.m_WalkieTalkieObject.activeSelf) { this.m_WalkieTalkieObject.SetActive(false); } }
private void OnCollisionEnter(Collision collision) { Weapons hitBy = Weapon.GetWeaponType(collision.gameObject); if (this.isOpened && hitBy == Weapons.Bottle && collision.transform != this.transform.parent) { Weapon weapon = collision.gameObject.GetComponentInChildren <Weapon>(); if (weapon != null && this.babyFood != null) { this.babyFood.AttachedTo = weapon.transform; this.babyFood.IsAttached = true; this.babyFood.AttachedToWeapon = weapon; } } else if (!this.isOpened && hitBy == Weapons.Chainsaw) { this.isOpened = true; if (this.anim != null && this.animClip != null) { this.anim.clip = this.animClip; this.anim.Play(this.animClip.name); this.anim[this.animClip.name].wrapMode = WrapMode.Once; } } else if (hitBy != Weapons.Bottle && hitBy != Weapons.Chainsaw && hitBy != Weapons.None) { ScenarioManager.GetCurrentScenario().SetFlag <Weapons, BabyScenario.Flags>(hitBy, BabyScenario.Flags.FoodDestroyed, true); } }
private void OnCollisionEnter(Collision collision) { Weapons hitBy = Weapon.GetWeaponType(collision.gameObject); if (hitBy == Weapons.Knife) { this.audio.Stop(); ScenarioManager.GetCurrentScenario().SetFlag <Weapons, BabyScenario.Flags>(Weapons.Knife, BabyScenario.Flags.BabyChanged, true); if (this.anim != null && this.animClip != null) { this.anim.clip = this.animClip; this.anim.Play(this.animClip.name); this.anim[this.animClip.name].wrapMode = WrapMode.Once; if (this.idleAnimClip != null) { this.anim.PlayQueued(this.idleAnimClip.name); this.anim[this.idleAnimClip.name].wrapMode = WrapMode.Once; } Collider[] colliders = this.GetComponentsInChildren <Collider>(); for (int i = 0; i < colliders.Length; ++i) { colliders[i].enabled = false; } } } else if (hitBy != Weapons.None) { ScenarioManager.GetCurrentScenario().SetFlag <Weapons, BabyScenario.Flags>(hitBy, BabyScenario.Flags.BabyPopped, true); } }
public IEnumerator PenaltyRoutine(int playerShotsFired) { // It's fine if a few penalty points take a "long" time to process, but it needs to be fast when there's a lot of them float penaltyCycleInterval = m_penaltyPointInterval; if (playerShotsFired * m_penaltyPointInterval > m_penaltySpeedUpTimeLimit) { penaltyCycleInterval = Mathf.Clamp(m_penaltySpeedUpTimeLimit / playerShotsFired, m_penaltyPointIntervalMin, m_penaltyPointInterval); } //Debug.Log(DebugUtilities.AddTimestampPrefix("Shots penalty being applied! Cycle interval: " + penaltyCycleInterval)); int penaltyAmount = 0; while (playerShotsFired > 0) { playerShotsFired--; ScenarioManager.SetShotsFired(playerShotsFired); ScenarioManager.ModifyScore(-5); penaltyAmount += 5; SetPenaltyAmount(-penaltyAmount); if (m_penaltyPointSFX != null) { Debug.Log(DebugUtilities.AddTimestampPrefix("Chuck!")); m_penaltyPointSFX.PlayOnSource(m_uiAudio); } yield return(new WaitForSecondsRealtime(penaltyCycleInterval)); } }
/// <summary> /// Showes the data of the instance. /// </summary> /// <param name="lOids">The instance Oid list</param> private void ShowData(List <Oid> lOids) { // Query by instance DataTable lData = null; if (lOids != null && lOids.Count > 0) { try { // Logic API call. lData = Logic.ExecuteQueryInstance(Logic.Agent, OidSelector.Domain, lOids[0], this.BuildDisplaySetAttributes()); } catch (Exception logicException) { ScenarioManager.LaunchErrorScenario(logicException); } } // Clear Oid Selector value. if (lData != null && lData.Rows.Count == 0) { mOidSelector.Value = null; } // Show Population. SetPopulation(lData, true, lOids); }
//This method needs to be called in the Awake() or Start() method of every concrete subclass protected void InitialiseScenario() { //Initialise the list of queued flag changes this.queuedFlagChanges = new Queue <KeyValuePair <int, FlagValue> >(); //Initialise the list of flags this.flags = new Dictionary <int, FlagValue>(); int[] flagKeys = EnumUtil.ArrayFromEnum(this.GetEnumType()); foreach (int key in flagKeys) { this.flags[key] = new FlagValue(0, false); } //Initialise the list of flag triggers this.flagTriggers = new List <FlagTriggerDetails>(); //When the scenario first becomes active, set it as the current scenario ScenarioManager.SetCurrentScenario(this); //If there is a flags debug instance present, set our enum type for it FlagsDebugDisplay flagDebug = this.gameObject.GetComponent <FlagsDebugDisplay>(); if (flagDebug != null) { flagDebug.enumType = this.GetEnumType(); } }
/// <summary> /// Initialize the form /// </summary> public void Initialize(List <Oid> selectedOids) { mSelectedOids = selectedOids; // If no instances selected, inform and exit if (mSelectedOids == null || mSelectedOids.Count == 0) { string lMessageError = CultureManager.TranslateString(LanguageConstantKeys.L_NO_SELECTION, LanguageConstantValues.L_NO_SELECTION); Exception lException = new Exception(lMessageError, null); ScenarioManager.LaunchErrorScenario(lException); return; } cmbBoxSelectTemplate.SelectedIndexChanged += new EventHandler(HandlecmbBoxSelectTemplate_SelectedIndexChanged); // Load the templates from configuration file and fill the Combo LoadReportTemplates(); // Show the number of selected instances in the Title. Text = CultureManager.TranslateStringWithParams(LanguageConstantKeys.L_ELEMENTSELECTED, LanguageConstantValues.L_ELEMENTSELECTED, mSelectedOids.Count); // Set the default printer lblNameOfPrint.Text = printDlg.PrinterSettings.PrinterName; ShowDialog(); }
protected override void Awake() { base.Awake(); this.m_Animator = base.gameObject.GetComponent <Animator>(); this.m_BloodTrigger.SetOwner(this); this.m_ItemSlot.gameObject.SetActive(false); this.m_ItemSlot.m_ActivityUpdate = false; this.m_CureSlot.gameObject.SetActive(false); this.m_CureSlot.m_ActivityUpdate = false; this.m_AudioSource = new GameObject("audio") { transform = { parent = base.transform, position = Vector3.zero } }.AddComponent <AudioSource>(); this.m_AudioSource.outputAudioMixerGroup = GreenHellGame.Instance.GetAudioMixerGroup(AudioMixerGroupGame.AI); this.m_AudioSource.spatialBlend = 1f; this.m_AudioSource.rolloffMode = AudioRolloffMode.Linear; this.m_AudioSource.minDistance = 2f; this.m_AudioSource.maxDistance = 30f; this.m_AudioSource.spatialize = true; this.m_AudioSource.loop = true; this.m_AudioSource.clip = Resources.Load <AudioClip>("Sounds/Story/kjurmachine_sfx_processing_result_succes_loop"); ScenarioManager.Get().CreateIntVariable("CureMachineState", (int)this.m_State); }
/// <summary> /// Initializes the input fields properties. /// </summary> public override void Initialize() { #region Initialize Arguments Controller InternalInputFields.Initialize(); #endregion Initialize Arguments Controller #region Initial Context Arguments Configuration // Initial Context Arguments Configuration ConfigureInitialContext(); #endregion Initial Context Arguments Configuration try { #region Exectute Logic Default Values // Load default values. // Call Logic API ExecuteDefaultValues(). ExecuteDefaultValues(Context); #endregion Exectute Logic Default Values #region Execue Load From Context // Load valued from context. ExecuteLoadFromContext(Context); #endregion xecue Load From Context } catch (Exception logicException) { ScenarioManager.LaunchErrorScenario(logicException); } base.Initialize(); }
public void Command(Dictionary <string, string> command) { //var scenario = ScenarioManager.Instance; var fileName = command["fileName"]; ScenarioManager.UpdateLines(fileName); }
private void OpenScenarionManager(object sender, RoutedEventArgs e) { var scenarioManagerDialog = new ScenarioManager(); scenarioManagerDialog.Owner = Window.GetWindow(this); scenarioManagerDialog.Show(); }
public void SetStateInternal(GameState state) { if (m_state == state) { return; } Debug.Log(DebugUtilities.AddTimestampPrefix("Game state changing from " + m_state + " to " + state)); m_state = state; if (state == GameState.Demo) { SetVolume(-80f); ScenarioManager.InitializeScenario(m_scenario); ScenarioManager.StartRound(0); UserInterface.StartDemoRoutine(); } if (state == GameState.Game) { SetVolume(0f); ScenarioManager.InitializeScenario(m_scenario); ScenarioManager.StartRound(0); } }
// Update is called once per frame void Update() { if (path != null) { currentTarget = path.pathPoints[pathIndex].transform; if (Vector3.Distance(currentTarget.transform.position, transform.position) < 0.5f) { pathIndex++; if (pathIndex >= path.pathPoints.Count) { if (path == pathList[0]) { if (leftPath) { path = pathList[1]; } else { path = pathList[2]; } pathIndex = 0; } else { ScenarioManager.Instance().GoToNextScenario(); path = null; } } } } agent.SetDestination(currentTarget.position); }
// Update is called once per frame private void Start() { scenarioManager = this; victims = new List <GameObject>(); items = new List <Item>(); enemies = new List <GameObject>(); }
public static void TestCloud(string[] args) { Console.WriteLine("프로그램 시작"); var irs = new List <double> { 0.01 }; for (int i = 1; i < 14; i++) { irs.Add(0.01 + 0.001 * i); } var sp = new LiabilityCalc.ScenParams() { SourceCurve = irs, HW_a = 0.1, HW_sigma = 0.01, EqSigma = 0.27, BondSigma = 0.01 }; ScenarioManager sm = new ScenarioManager(sp, 1200); Tools.DBConnParams dbP = new Tools.DBConnParams(new string[] { args[1], args[2], args[3], args[4] }); int scenCnt = 100; sm.SetScenDataFromFile(scenCnt); Console.WriteLine("시나리오 생성 완료"); for (int i = 1; i <= scenCnt; i++) { sm.SetCurrentScen(i); InsertScenToDB(args[0], sm.CurrentScenNo, sm.CurrentScenData, dbP); Console.WriteLine($@"시나리오 {i}번 입력 완료"); } }
private void Awake() { if (_instance != null && _instance != this) { Destroy(gameObject); } else { _instance = this; } _miniWait = new WaitForSeconds(_miniDelayLength); _shortWait = new WaitForSeconds(_shortDelayLength); _mediumWait = new WaitForSeconds(_mediumDelayLength); _longWait = new WaitForSeconds(_longDelayLength); informationManager = GameObject.Find("InformationManager").GetComponent <InformationManager>(); scenarioManager = GameObject.Find("ScenarioManager").GetComponent <ScenarioManager>(); audioManager = GameObject.Find("AudioManager").GetComponent <AudioManager>(); characterHandler = GetComponent <CharacterHandler>(); itemHandler = GetComponent <ItemHandler>(); interfaceHandler = GetComponent <InterfaceHandler>(); eventHandler = GetComponent <EventHandler>(); pollHandler = GetComponent <PollHandler>(); arrowHandler = GetComponent <ArrowHandler>(); twitchManager = GameObject.Find("TwitchManager").GetComponent <TwitchManager>(); OnRessourceValueChange += VariableChangeRessourcesHandler; }
/****************************************** * * public void HitEnemy(GameObject player, GameObject enemy) * Signals the PBManager that the player hit the enemy, for statistical reference, * removes the enemy from the list, checks if a new scenario should be loaded, * and destryos the enemy GameObject; * * Parameters * int playerID - The number ID for the new player. * Return * * ***************************************/ public void HitEnemy(GameObject player, GameObject enemy) { PlayerBehaviourManager.GetInstance().HitEnemy(player, enemy); ScenarioManager.GetInstance().enemies.Remove(enemy); ScenarioManager.GetInstance().CheckNewScenario(); Destroy(enemy); }
private void UpdateActivity(bool force = false) { if (ScenarioManager.Get().IsDreamOrPreDream() || ScenarioManager.Get().IsBoolVariableTrue("PlayerMechGameEnding")) { foreach (AI ai in this.m_AllAIs) { if (ai.gameObject.activeSelf && !ai.IsKidRunner()) { ai.gameObject.SetActive(false); } } return; } if (!force && Time.time - this.m_LastUpdateActivity < this.m_UpdateActivityInterval) { return; } Vector3 position = Player.Get().transform.position; foreach (AI ai2 in this.m_AllAnimalAIs) { if (!ai2.m_Trap && ai2.CheckActivityByDistance()) { float num = Vector3.Distance(position, ai2.transform.position); if (ai2.m_BleedingDamage == 0f) { if (num > this.m_AIActivationRange) { UnityEngine.Object.Destroy(ai2.gameObject); } } else if (num > this.m_AIBleedingActivationRange) { UnityEngine.Object.Destroy(ai2.gameObject); } } } foreach (DeadBody deadBody in this.m_DeadBodies) { float num2 = Vector3.Distance(position, deadBody.transform.position); if (deadBody.gameObject.activeSelf) { if (num2 > this.m_AIActivationRange) { deadBody.gameObject.SetActive(false); deadBody.m_DeactivationTime = Time.time; } } else if (Time.time - deadBody.m_DeactivationTime > 60f) { UnityEngine.Object.Destroy(deadBody.gameObject); } else if (num2 <= this.m_AIActivationRange * 0.75f) { deadBody.gameObject.SetActive(true); } } this.m_LastUpdateActivity = Time.time; }
private void Start() { m_scenario = GetComponent <ScenarioManager>(); m_stats = GetComponent <StatsManager>(); m_scene = GetComponent <ScenesManager>(); m_audio = GameObject.Find("Audio Source").GetComponent <AudioInterface>(); state = State.Processing; }
/****************************************** * * private void OnCollisionEnter2D(Collision2D collision) * If the player collides with an Item, activates the powerUp * * Parameters * Collision2D collision - Unity default parameter * Return * * ***************************************/ private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Item") { ScenarioManager.GetInstance().GetItem(gameObject, collision.gameObject); ActivatePowerUp(); } }
void OnTriggerEnter(Collider other) { //If the table entered the target zone, set the flag accordingly if (other.gameObject.tag == "Table") { ScenarioManager.GetCurrentScenario().SetFlag(Weapons.None, CandleRoomScenario.Flags.TableInPosition, true); } }
void Awake() { if (scenarist != null) { Destroy(scenarist); } scenarist = this; }
public void Awake() { if (Instance != null) { Destroy(Instance.gameObject); } Instance = this; }
public override void Initialize() { controlscript = GetComponent<ControlScript> (); battlegooey = GetComponent<BattleGooey>(); scenariomanager = GetComponent<ScenarioManager> (); Debug.Log (scenariomanager); timer = battlegooey.SetTimerTime (totaltimetojump); scenariomanager.Initialize (); scenariomanager.InitializeScenario (); }
void Awake() { scenario_manager = this; }