public UIProcessor(UISystem system, GameObject instance) : base(system, instance) { this.profile = new UIProfile(GameObject); SubProcessors.Add(new ScoreProcessor(system, this.profile)); SubProcessors.Add(new HealthProcessor(system, this.profile)); }
public ScoreProcessor(UISystem system, UIProfile profile) { this.system = system; this.profile = profile; foreach (ShooterProcessor shooterProcessor in this.system.WorldSystem.ShooterSystem.Instances) { shooterProcessor.Dead += OnShooterDead; } this.system.WorldSystem.ShooterSystem.InstanceDeployed += OnShooterDeployed; UpdateEnemyCount(); }
public UIProfile GetGridViewLayoutKey() { if (gridLayoutKey == null) { gridLayoutKey = XpoDefault.Session.FindObject <UIProfile>(CriteriaOperator.Parse("[UIMaster] = ? AND [UserId] = ?", gridDBKey, FormRecord.CurrentUserId)); if (gridLayoutKey == null) { gridLayoutKey = new UIProfile(XpoDefault.Session) { UIMaster = gridDBKey, UserId = FormRecord.CurrentUserId }; gridLayoutKey.Save(); } } return(gridLayoutKey); }
public void Start() { LoadData(); if (guiManager == null) { guiManager = FindObjectOfType <GuiManager>(); } if (controller == null) { controller = FindObjectOfType <GameController>(); } if (realTimeManager == null) { realTimeManager = FindObjectOfType <RealtimeManager>(); } if (buildingManager == null) { buildingManager = FindObjectOfType <BuildingsManager>(); } if (timerManager == null) { timerManager = FindObjectOfType <TimerManager>(); } if (achievmentManager == null) { achievmentManager = FindObjectOfType <AchievmentManager>(); } if (shop == null) { shop = FindObjectOfType <Shop>(); } if (skyboxSwitcher == null) { skyboxSwitcher = FindObjectOfType <SkyboxSwitcher>(); } if (uiProfile == null) { uiProfile = FindObjectOfType <UIProfile>(); } if (spawner == null) { spawner = FindObjectOfType <CarSpawner>(); } }
public HealthProcessor(UISystem system, UIProfile profile) { this.system = system; this.profile = profile; this.system.WorldSystem.LocalSystem.LocalInstance.Shooter.Profile.HealthChange += OnShooterHealthChange; }
// Use this for initialization void Start() { // Init character stats here charStats = new Stats[2]; for (int i = 0; i < 2; i++) { float[] defaultStats = { 5, 1000, 0, 0, 0, 1, 1 };//float[] defaultStats = { 1, 1, 0, 0, 0, 1, 1 }; charStats[i].maxCharStats = defaultStats; } GenerateSkillGroupDictionary(); equippedSkills = new SkillProperties[14]; equippedSkillsIndex = new int[14]; for (int i = 0; i < equippedSkillsIndex.Length; i++) { equippedSkillsIndex[i] = 0; } if (gameState == 0) { GameObject UIProfileObject = new GameObject(); ui = UIProfileObject.AddComponent <UIProfile>(); ui.Init(null, skillGroup, equippedSkillsIndex); // GameState = -99 //Testing } // Testing for (int i = 0; i < 14; i++) { equippedSkillsIndex[i] = 1; } if (gameState == 1) { // Revisit this section later // 3 block skills, 1 perk, 1 auto-skill, 2 active skills x 2 // Testing equippedSkills[0] = FindEquippedSkill(0, SkillAssigner.SkillNames.JUDGEMENT); equippedSkills[1] = FindEquippedSkill(1, SkillAssigner.SkillNames.FREASTORM); equippedSkills[2] = FindEquippedSkill(2, SkillAssigner.SkillNames.HEAL); equippedSkills[3] = FindEquippedSkill(3, SkillAssigner.SkillNames.ACTIVEHEALING); equippedSkills[4] = FindEquippedSkill(4, SkillAssigner.SkillNames.FIREBALL); equippedSkills[5] = FindEquippedSkill(4, SkillAssigner.SkillNames.FIREBALL); equippedSkills[6] = FindEquippedSkill(4, SkillAssigner.SkillNames.FIREBALL); equippedSkills[7] = FindEquippedSkill(0, SkillAssigner.SkillNames.HRAESBEAT); equippedSkills[8] = FindEquippedSkill(1, SkillAssigner.SkillNames.KNIFETHROW); equippedSkills[9] = FindEquippedSkill(2, SkillAssigner.SkillNames.REALLOCATE); equippedSkills[10] = FindEquippedSkill(3, SkillAssigner.SkillNames.AGILITY); equippedSkills[11] = FindEquippedSkill(4, SkillAssigner.SkillNames.TELEPORT); equippedSkills[12] = FindEquippedSkill(4, SkillAssigner.SkillNames.FIREBALL); equippedSkills[13] = FindEquippedSkill(4, SkillAssigner.SkillNames.FIREBALL); GameObject levelHandlerObject = new GameObject(); levelHandler = levelHandlerObject.AddComponent <LevelGenerator>(); levelHandler.LoadPlayers(equippedSkills, charStats); LevelGenerator.EnemyNames[] loadEnemies = { LevelGenerator.EnemyNames.GOBLIN, LevelGenerator.EnemyNames.GARGOYLE }; levelHandler.SetEnemies(loadEnemies); GameObject testBoss = new GameObject(); levelHandler.SetBoss(testBoss.AddComponent <BossSpawn>()); levelHandler.Init(); //gameState = -99; // Standby } }