protected virtual void OnViewChanged(object sender, Viking.Common.ViewChangeEventArgs e) { if(this.GetType().ToString() == e.TypeString) { this.Visible = e.Visible; } }
public LinkStructureToParentCommand(Viking.UI.Controls.SectionViewerControl parent, Structure structure, Location_CanvasViewModel location) : base(parent) { this.putativeStruct = structure; this.putativeLoc = location; StructureType LocType = this.putativeStruct.Type; if (LocType != null) { linecolor = new Microsoft.Xna.Framework.Color(LocType.Color.R, LocType.Color.G, LocType.Color.B, 128); } else { linecolor = Microsoft.Xna.Framework.Color.Green; } //Transform the location position to the correct coordinates transformedPos = parent.SectionToVolume(new GridVector2(putativeLoc.X, putativeLoc.Y)); parent.Cursor = Cursors.Cross; }
public void _3_RandomTests() { for (int n = 0; n < 10; n++) { IUnit viking = new Viking(); int position = viking.Position; for (int i = 0; i < 10; i++) { if (random.NextDouble() <= 0.5) { viking.MoveBehavior = new Fly(); position += 10; } else { viking.MoveBehavior = new Walk(); position += 1; } viking.Move(); } Assert.AreEqual(position, viking.Position); } }
private static void Main(string[] args) { var vikings = new Viking[] { new Viking("Викинг 1"), new Viking("Викинг 2"), new Viking("Викинг 3") }; Carrier carrier = new BattleCruiser(vikings); carrier.Intercept(); carrier.Shoot(); var tieFighters = new TieFighter[] { new TieFighter("TIE fighter 1"), new TieFighter("TIE fighter 2"), new TieFighter("TIE fighter 3") }; carrier = new ImperialDestroyer(tieFighters); carrier.Intercept(); carrier.Shoot(); }
private void OnTriggerExit(Collider other) { if (other.attachedRigidbody == null) { return; } Viking viking = other.attachedRigidbody.GetComponent <Viking>(); if (viking == null) { return; } if (vikingsInRange.ContainsKey(viking)) { int value = --vikingsInRange[viking]; if (value <= 0) { vikingsInRange.Remove(viking); if (isPlaying) { viking.CancelAffect(usingPlayer, this); } } } else { Debug.LogWarning("Unbalanced enter/exits", this); } }
public void DrawLabels(Viking.UI.Controls.SectionViewerControl _Parent) { float Scale = (float)(1.0f / _Parent.StatusMagnification) * 10; _Parent.spriteBatch.Begin(); for (int i = 0; i < MapPoints.Length; i++ ) { GridVector2 ControlPositionScreen = _Parent.WorldToScreen(this.MapPoints[i].ControlPoint.X, this.MapPoints[i].ControlPoint.Y); GridVector2 MappedPositionScreen = _Parent.WorldToScreen(this.MapPoints[i].MappedPoint.X, this.MapPoints[i].MappedPoint.Y); Vector2 Offset = _Parent.GetLabelSize(_Parent.fontArial, i.ToString()); Offset.X /= 2f; Offset.Y /= 2f; _Parent.spriteBatch.DrawString(_Parent.fontArial, i.ToString(), new Vector2((float)ControlPositionScreen.X, (float)ControlPositionScreen.Y), ControlColor, 0, Offset, Scale, SpriteEffects.None, 0); _Parent.spriteBatch.DrawString(_Parent.fontArial, i.ToString(), new Vector2((float)MappedPositionScreen.X, (float)MappedPositionScreen.Y), MappedColor, 0, Offset, Scale, SpriteEffects.None, 0); } _Parent.spriteBatch.DrawString(_Parent.fontArial, "Control Points", new Vector2((float)15, (float)15), ControlColor, 0, new Vector2(), .2f, SpriteEffects.None, 0); Vector2 LegendSize = _Parent.GetLabelSize(_Parent.fontArial, "Control Points"); _Parent.spriteBatch.DrawString(_Parent.fontArial, "Mapped Points", new Vector2((float)15, (float) 3 + 15 + LegendSize.Y), MappedColor, 0, new Vector2(), .2f, SpriteEffects.None, 0); _Parent.spriteBatch.End(); }
public LocationLinksViewModel(Viking.UI.Controls.SectionViewerControl Parent) { this.parent = Parent; NotifyCollectionChangedEventManager.AddListener(Store.LocationLinks, this); NotifyCollectionChangedEventManager.AddListener(Store.Locations, this); }
private void AddEventListeners() { VikingController.Instance.VikingSpawned += vik => { viking = vik; viking.LeaveQueue += OnVikingLeaveQueue; viking.TakingSeat += OnVikingTakeSeat; viking.BecameSatisfied += OnVikingSatisfied; viking.SatisfiedEnd += OnVikingSatisfiedEnd; viking.Hit += OnVikingHit; viking.OrderTaken += OnVikingOrderTaken; }; tankard.OnPickedUp += OnTankardPickedUp; tankard.OnSpilled += OnTankardSpilled; beerTap.BeerPoured += OnBeerPoured; beerTap.TapRefilled += OnBeerTapRefilled; beerCellar.beerBarrelSpawn += barrel => barrel.OnPickedUp += OnBeerBarrelPickedUp; kitchen.CookingFinished += OnCookingFinished; GoblinController.Instance.GoblinSpawned += OnGoblinSpawned; table.Destroyed += OnTableDestroyed; table.Repaired += OnTableRepaired; instrument.OnPickedUp += OnInstrumentPickedUp; instrument.OnDropped += OnInstrumentDropped; weapon.OnPickedUp += OnWeaponPickedUp; tool.OnPickedUp += OnToolPickedUp; Tavern.Instance.OnMoneyChanges += OnMoneyChanged; }
public Command(Viking.UI.Controls.SectionViewerControl parent) { this.Parent = parent; MyMouseClick = new MouseEventHandler(this.OnMouseClick); MyMouseDoubleClick = new MouseEventHandler(this.OnMouseDoubleClick); MyMouseDown = new MouseEventHandler(this.OnMouseDown); MyMouseUp = new MouseEventHandler(this.OnMouseUp); MyMouseWheel = new MouseEventHandler(this.OnMouseWheel); MyMouseMove = new MouseEventHandler(this.OnMouseMove); MyMouseHover = new EventHandler(this.OnMouseHover); MyMouseLeave = new EventHandler(this.OnMouseLeave); MyMouseEnter = new EventHandler(this.OnMouseEnter); MyKeyPress = new KeyPressEventHandler(this.OnKeyPress); MyKeyDown = new KeyEventHandler(this.OnKeyDown); Parent.MouseClick += MyMouseClick; Parent.MouseDoubleClick += MyMouseDoubleClick; Parent.MouseDown += MyMouseDown; Parent.MouseUp += MyMouseUp; Parent.MouseWheel += MyMouseWheel; Parent.MouseMove += MyMouseMove; Parent.MouseHover += MyMouseHover; Parent.MouseLeave += MyMouseLeave; Parent.MouseEnter += MyMouseEnter; Parent.KeyPress += MyKeyPress; Parent.KeyDown += MyKeyDown; }
public CreateNewStructureCommand(Viking.UI.Controls.SectionViewerControl parent, Structure structure, Location_CanvasViewModel location) : base(parent) { this.newStruct = structure; this.newLoc = location; }
private void HealthCheck(Viking viking, int currentHealth, int maxHealth) { if (viking == currentViking && currentHealth <= 0) { Debug.Log("Current health is " + currentHealth + ", so calling game over"); StartCoroutine(GameOver()); } }
// called by viking button public void SwitchVikings(int i) { currentViking.enabled = false; currentViking = vikingManager.GetViking(i).GetComponent <Viking>(); currentViking.GetComponent <Rigidbody2D>().simulated = true; currentViking.enabled = true; backgrounds[backgrounds.Count - 1].GetComponentInChildren <Cinemachine.CinemachineVirtualCamera>().Follow = currentViking.transform; }
public CreateNewLinkedLocationCommand(Viking.UI.Controls.SectionViewerControl parent, Location_CanvasViewModel existingLoc, Location_CanvasViewModel newLoc) : base(parent) { this.NewLoc = newLoc; this.ExistingLoc = existingLoc; }
// GET: Viking/Create public ActionResult Create() { ViewBag.ListeTypesViking = getListeTypesViking(string.Empty); Viking viking = new Viking(); FillSelect(viking); return(View(viking)); }
public override void Update(ref Viking entity) { base.Update(ref entity); //Mise à jour du core SolR VikingsIndexer vikingIndexer = new VikingsIndexer(this.dbContext); vikingIndexer.Add(entity); }
public void OnVikingTakeChair(Viking viking) { if (SittingViking != null) { Debug.LogError("A viking is attempting to take an already taken chair", this); } SittingViking = viking; }
public override void Delete(ref Viking entity) { //Mise à jour du core SolR VikingsIndexer vikingIndexer = new VikingsIndexer(this.dbContext); vikingIndexer.delete(entity); base.Delete(ref entity); }
public void _0_WalkMove() { IUnit viking = new Viking(); viking.Move(); Assert.AreEqual(1, viking.Position); viking.Move(); Assert.AreEqual(2, viking.Position); }
// Constructor public People() { slaves = new Slaves(); shieldMaidens = new ShieldMaiden(); vikings = new Viking(); nbrOfSlave = 5; nbrOfVikings = 20; nbrOfShieldMaidens = 10; }
// Constructor public People() { slaves = new Slaves(); shieldMaidens = new ShieldMaiden(); vikings = new Viking(); nbrOfSlave = 5; nbrOfVikings = 20; nbrOfShieldMaidens = 10; nbrTotalOfWarriors = nbrOfVikings + nbrOfShieldMaidens; }
public void OnVikingLeaveChair(Viking viking) { if (viking != SittingViking) { Debug.LogError("The viking leaving a chair is not the same as the one sitting", this); return; } SittingViking = null; }
public void BeginSeatingViking(Viking viking) { if (Follower != null) { Debug.Assert(false, "Player does not have a follower"); return; } Follower = viking; }
public async Task <IHttpActionResult> GetVikingByID(int id) { Viking viking = await _ctx.Vikings.FindAsync(id); if (viking != null) { return(Ok(viking)); } return(NotFound()); }
public void EndSeatingViking(Viking viking) { if (viking != Follower) { Debug.Assert(false, "Viking is the follower"); return; } Follower = null; }
private void ChangeHealth(Viking viking, int currentHealth, int maxHealth) { if (viking == GameManager.Instance.CurrentViking) { healthSlider.maxValue = maxHealth; healthSlider.value = currentHealth; } //healthText.text = $"{currentHealth}/{maxHealth}"; }
public virtual VikingState HandleOnHit(Axe axe, Viking viking) { viking.Stats.TakeMoodDamage(axe.WeaponData.moodDamage); if (viking.Stats.Mood <= viking.Data.brawlMoodThreshold) { return(new BrawlingVikingState(viking, axe.GetComponentInParent <Player.PlayerComponent>())); } return(this); }
private void ChangeStamina(Viking viking, int currentStamina, int maxStamina) { if (viking == GameManager.Instance.CurrentViking) { staminaSlider.maxValue = maxStamina; staminaSlider.value = currentStamina; } //staminaText.text = $"{currentStamina}/{maxStamina}"; }
public void _2_MixMove() { IUnit viking = new Viking(); viking.Move(); Assert.AreEqual(1, viking.Position); viking.MoveBehavior = new Fly(); viking.Move(); Assert.AreEqual(11, viking.Position); }
public async Task <IHttpActionResult> PostViking(Viking model) { if (ModelState.IsValid) { _ctx.Vikings.Add(model); await _ctx.SaveChangesAsync(); return(Ok()); } return(BadRequest(ModelState)); }
public void MixMove() { IUnit viking = new Viking(); viking.StartMoving(); Assert.AreEqual(1, viking.Position); viking.SetMoveBehavior(new Fly()); viking.StartMoving(); Assert.AreEqual(11, viking.Position); }
public CreateBookmarkCommand(Viking.UI.Controls.SectionViewerControl parent, FolderUIObj parentFolder) : base(parent) { //Make the cursor something distinct and appropriate for measuring parent.Cursor = Cursors.Cross; //Cursor.Hide(); ParentFolder = parentFolder; this.CommandActive = true; }
public SectionAnnotationViewModel(SectionViewModel section, Viking.UI.Controls.SectionViewerControl Parent) { this.parent = Parent; this.Section = section; Store.Locations.OnAddUpdateRemoveKey += new AddUpdateRemoveKeyEventHandler(OnStoreAddRemoveKey); Store.Locations.OnAllUpdatesCompleted += new OnAllUpdatesCompletedEventHandler(OnAllUpdatesCompleted); LocationLinkDeletedEventHandler = new EventHandler(OnLocationLinkDeleted); StructureLinkDeletedEventHandler = new EventHandler(OnStructureLinkDeleted); }
private void FillSelect(Viking viking) { TypeVikingFactory typeVikingFactory = new TypeVikingFactory(db); ViewBag.ID_TYPE = new SelectList(typeVikingFactory.GetAll(), "Id", "TypeVikingId", viking.TypeViking); //Chargement d'une liste vide à la création TypeVikingFactory sousTypeFactory = new TypeVikingFactory(db); ViewBag.ID_SOUS_TYPE = new SelectList(sousTypeFactory.getManyBy(viking.TypeVikingId).OrderBy(i => i.Value), "Key", "Value", viking.TypeViking); }
public void _1_FlyMove() { IUnit viking = new Viking(); viking.MoveBehavior = new Fly(); viking.Move(); Assert.AreEqual(10, viking.Position); viking.Move(); Assert.AreEqual(20, viking.Position); }
public void SwordsmanVsViking() { Warrior swordsman = new Swordsman(); Viking viking = new Viking(); swordsman.Engage(viking); Assert.AreEqual(0, swordsman.HitPoints()); Assert.AreEqual(35, viking.HitPoints()); }
public ActionResult DeleteConfirmed(int id) { VikingFactory vikingsFactory = new VikingFactory(db); Viking viking = vikingsFactory.GetById(id); vikingsFactory.Delete(ref viking); // Ajout d'un message flash this.Success("Viking supprimé avec succès."); return(RedirectToAction("Index")); }
public void SwordsmanWithBucklerVsVikingWithBuckler() { Swordsman swordsman = new Swordsman() .Equip("buckler"); Viking viking = new Viking() .Equip("buckler"); swordsman.Engage(viking); Assert.AreEqual(0, swordsman.HitPoints()); Assert.AreEqual(70, viking.HitPoints()); }
public void Initialise(string axeID, Viking player, IController controller) { name = axeID; this.player = player; rb2d = GetComponent <Rigidbody2D>(); float projectileX = player.GetChief().GetComponent <Chief>().GetPrevious().x; float projectileY = player.GetChief().GetComponent <Chief>().GetPrevious().y; Vector2 projectileThrow = new Vector2(projectileX, projectileY); projectileThrow += new Vector2(controller.MoveHorizontal(), controller.MoveVertical()) / 3 * 2; projectileThrow += new Vector2(randomSpread * 2 * (Random.value - 0.5f), randomSpread * 2 * (Random.value - 0.5f)); rb2d.AddForce(projectileThrow * 1000); }
private void Attack() { animator.SetTrigger("Melee"); Collider2D[] hits = Physics2D.OverlapCircleAll(attackPoint.position, 0.4f); foreach (Collider2D hit in hits) { Viking viking = hit.GetComponent <Viking>(); // if (viking != null) if (viking == GameManager.Instance.CurrentViking) { viking.TakeDamage(stats.damage, stats.element); Instantiate(impactEffect, attackPoint.position, Quaternion.identity); } } }
public ResizeLocationCommand(Viking.UI.Controls.SectionViewerControl parent) : base(parent) { selected = Viking.UI.State.SelectedObject as Location_CanvasViewModel; Debug.Assert(selected != null); LocType = selected.Parent.Type; SectionLocationsViewModel sectionAnnotations = AnnotationOverlay.GetAnnotationsForSection(Parent.Section.Number); if (sectionAnnotations == null) return; Origin = sectionAnnotations.GetPositionForLocation(selected); parent.Cursor = Cursors.SizeAll; SaveToDB = true; }
public ResizeLocationCommand(Viking.UI.Controls.SectionViewerControl parent, StructureType type, Location_CanvasViewModel loc) : base(parent) { selected = loc; LocType = type; this.SaveToDB = false; SectionLocationsViewModel sectionAnnotations = AnnotationOverlay.GetAnnotationsForSection(Parent.Section.Number); if (sectionAnnotations == null) return; //Origin = sectionAnnotations.GetPositionForLocation(selected); Origin = selected.VolumePosition; parent.Cursor = Cursors.SizeAll; // CreationTime = DateTime.Now; }
public SectionLocationsViewModel(SectionViewModel section, Viking.UI.Controls.SectionViewerControl Parent) { this.parent = Parent; Trace.WriteLine("Create SectionLocationsViewModel for " + section.Number.ToString()); this.Section = section; GridRectangle bounds = AnnotationOverlay.SectionBounds(parent, parent.Section.Number); if (Locations == null) Locations = new QuadTree<Location_CanvasViewModel>(bounds); LocationsForStructure = new ConcurrentDictionary<long, ConcurrentDictionary<long, Location_CanvasViewModel>>(); StructureLinksSearch = new LineSearchGrid<StructureLink>(bounds, 10000); CollectionChangedEventManager.AddListener(Store.Structures, this); CollectionChangedEventManager.AddListener(Store.StructureLinks, this); }
public LocationObjCommand(Viking.UI.Controls.SectionViewerControl parent) : base(parent) { selected = Viking.UI.State.SelectedObject as Location_CanvasViewModel; Debug.Assert(selected != null); if (selected.Parent != null) { LocType = selected.Parent.Type; } //Figure out if we've selected a location on the same section or different if (selected.Section != this.Parent.Section.Number) { parent.Cursor = Cursors.Cross; } else { parent.Cursor = Cursors.Hand; } }
public ScreenCaptureCommand(Viking.UI.Controls.SectionViewerControl parent) : base(parent) { parent.Cursor = Cursors.Cross; }
public void SetParent(Viking.UI.Controls.SectionViewerControl parent) { //I'm only expecting this to be set once Debug.Assert(_Parent == null, "Not expecting parent to be set twice, OK to ignore, but annotation display may be incorrect"); this._Parent = parent; //Load the locations for the current sections this._Parent.OnSectionChanged += new SectionChangedEventHandler(this.OnSectionChanged); this._Parent.OnSectionTransformChanged += new TransformChangedEventHandler(this.OnSectionTransformChanged); this._Parent.OnVolumeTransformChanged += new TransformChangedEventHandler(this.OnVolumeTransformChanged); this._Parent.OnReferenceSectionChanged += new EventHandler(this.OnReferenceSectionChanged); this._Parent.MouseDown += new MouseEventHandler(this.OnMouseDown); this._Parent.MouseMove += new MouseEventHandler(this.OnMouseMove); this._Parent.MouseUp += new MouseEventHandler(this.OnMouseUp); this._Parent.KeyDown += new KeyEventHandler(this.OnKeyDown); this._Parent.KeyUp += new KeyEventHandler(this.OnKeyUp); // AnnotationCache.parent = parent; GlobalPrimitives.CircleTexture = parent.LoadTextureWithAlpha("Circle", "CircleMask"); //parent.Content.Load<Texture2D>("Circle"); GlobalPrimitives.UpArrowTexture = parent.LoadTextureWithAlpha("UpArrowV2", "UpArrowMask"); //parent.Content.Load<Texture2D>("Circle"); linksView = new LocationLinksViewModel(parent); LoadSectionAnnotations(); }
/// <summary> /// Allocates a new quad tree based on the current section parameters /// </summary> public static GridRectangle SectionBounds(Viking.UI.Controls.SectionViewerControl Parent, int SectionNumber) { GridRectangle bounds = new GridRectangle(); //Figure out the new boundaries for our quad-tree if(!Parent.Section.VolumeViewModel.SectionViewModels.ContainsKey(SectionNumber)) return new GridRectangle(); SectionViewModel SectionView = Parent.Section.VolumeViewModel.SectionViewModels[SectionNumber]; bounds = Parent.SectionBounds(SectionView.section); if (SectionView.ReferenceSectionAbove != null) { bounds = GridRectangle.Union(bounds, Parent.SectionBounds(SectionView.ReferenceSectionAbove)); } if (SectionView.ReferenceSectionBelow != null) { bounds = GridRectangle.Union(bounds, Parent.SectionBounds(SectionView.ReferenceSectionBelow)); } return bounds; }
public DefaultCommand(Viking.UI.Controls.SectionViewerControl parent) : base(parent) { }
public PlaceStructureCommand(Viking.UI.Controls.SectionViewerControl parent, StructureType type) : base(parent) { this.Type = type; parent.Cursor = Cursors.Cross; }
public void RemoveObject(Viking.Common.IUIObject Object) { Debug.Assert(Object != null); if(Object == null) return; ListViewItem Item = ItemForObject(Object); if(Item == null) { Debug.Write("Calling DataObjectListView::RemoveObject for object not in list"); return; } IUIObject Obj = Item.Tag as IUIObject; RemoveObjectEvents(Obj); Item.Remove(); Item.Tag = null; return; }
void Viking.Common.ISectionOverlayExtension.SetParent(Viking.UI.Controls.SectionViewerControl parent) { _parent = parent; StarTexture = parent.Content.Load<Texture2D>("Star"); }
public CreateStructureCommand(Viking.UI.Controls.SectionViewerControl parent) : base(parent) { parent.Cursor = Cursors.Cross; }
public void DrawLabels(Viking.UI.Controls.SectionViewerControl _Parent) { float Scale = (float)(1.0f / _Parent.StatusMagnification); Vector2 Offset; _Parent.spriteBatch.Begin(); for (int i = 0; i < this.Tile.Verticies.Length; i++) { GridVector2 ControlPositionScreen = _Parent.WorldToScreen(this.Tile.Verticies[i].Position.X, this.Tile.Verticies[i].Position.Y); Offset = _Parent.GetLabelSize(_Parent.fontArial, i.ToString()); Offset.X /= 2f; Offset.Y /= 2f; _Parent.spriteBatch.DrawString(_Parent.fontArial, i.ToString(), new Vector2((float)ControlPositionScreen.X, (float)ControlPositionScreen.Y), this.TileColor, 0, Offset, Scale, SpriteEffects.None, 0); } if (this.Tile.Verticies.Length > 0) { double TileNameX = this.Tile.Bounds.Left + (this.Tile.Bounds.Width / 2); double TileNameY = this.Tile.Bounds.Bottom + (this.Tile.Bounds.Height / 2); GridVector2 NamePositionScreen = _Parent.WorldToScreen(TileNameX, TileNameY); Offset = _Parent.GetLabelSize(_Parent.fontArial, this.Tile.TextureFullPath); Offset.X /= 2f; Offset.Y /= 2f; _Parent.spriteBatch.DrawString(_Parent.fontArial, this.Tile.TextureFullPath.ToString(), new Vector2((float)NamePositionScreen.X, (float)NamePositionScreen.Y), this.TileColor, 0, Offset, Scale, SpriteEffects.None, 0); } _Parent.spriteBatch.End(); }
/// <summary> /// OK, the normal state of the UI is that the default command is active. When the current command dies we /// check for two things /// 1) Are there any commands queued to become active when the current command is dead /// 2) Are there any commands registered to handle the current selected object /// 3) If not, we activate the default command /// </summary> /// <param name="Parent"></param> /// <param name="Obj"></param> /// <returns></returns> public static Command CreateFor(Viking.UI.Controls.SectionViewerControl Parent, object Obj) { Command newCommand = null; //Check if there is a command in the queue if (_CommandQueue.Count != 0) { CommandQueueEntry nextCommand = _CommandQueue.Dequeue(); //Some commands execute in thier constructor, so check if we should return this command or the default newCommand = Activator.CreateInstance(nextCommand.Command, nextCommand.Args) as Command; //if (true == newCommand.Deactivated) // newCommand = new DefaultCommand(Parent); //else // return newCommand; } if (Obj != null && newCommand == null) { System.Type[] Commands = Viking.Common.ExtensionManager.GetCommandsForType(Obj.GetType()); //TODO: Figure out how to handle multiple commands if (Commands.Length > 0) { newCommand = Activator.CreateInstance(Commands[0], new object[] { Parent }) as Command; } } if (newCommand == null) { newCommand = new DefaultCommand(Parent); } //TODO: Make these consistent with the extension commands. if(newCommand != null) newCommand.OnActivate(); return newCommand; }
public Character SpawnCharacter(CharacterData.CharacterClassType classType, int charModeType, int camp, int level, Vector3 pos, Vector3 dir, CharacterStatus.Pose pose){ this.START_METHOD("SpawnCharacter"); Character tempChar = null; //create the enemies if (classType == CharacterData.CharacterClassType.CHARACTER) { //create the enemy if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.BOWMAN){ Bowman chara = new Bowman(); chara.SetPos(pos); chara.SetDir(dir); chara.SetPose(pose); chara.SetCamp(camp); chara.SetSpeed(0.01f); //set bowman max life chara.SetLife(200); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.GIANT){ Gaint chara = new Gaint(); chara.SetPos(pos); chara.SetDir(dir); chara.SetPose(pose); chara.SetCamp(camp); chara.SetSpeed(0.01f); //set giant max life chara.SetLife(400); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.VIKING){ Viking chara = new Viking(); chara.SetPos(pos); chara.SetDir(dir); chara.SetPose(pose); chara.SetCamp(camp); chara.SetSpeed(0.01f); //set viking max life chara.SetLife(300); tempChar = chara; } if(tempChar != null){ chars.Add(tempChar); } else { throw new UnityException("no current char type to spawn!"); } } //create the building else if (classType == CharacterData.CharacterClassType.BUILDING) { //create the barrack to gather resources if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.BARRACK){ TowerBarrack character = new TowerBarrack(); character.SetPos(pos); character.SetDir(dir); character.SetCamp(camp); tempChar = character; } else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.CANNON){ Cannon character = new Cannon(); character.SetPos(pos); character.SetDir(dir); character.SetPose (pose); character.SetCamp(camp); //set attack power character.SetAttackPower(50); tempChar = character; } //Tower01 else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.TOWER1){ Tower1 character = new Tower1(); character.SetAttackRange(3); character.SetLevel(1); character.SetPos(pos); character.SetDir(dir); character.SetPose (pose); character.SetCamp(camp); character.SetAttackRate(1f); //set attack power character.SetAttackPower(1); tempChar = character; } //Tower02 else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.TOWER2){ Tower2 character = new Tower2(); character.SetAttackRange(3); character.SetLevel(1); character.SetPos(pos); character.SetDir(dir); character.SetPose (pose); character.SetCamp(camp); character.SetAttackRate(1f); //set attack power character.SetAttackPower(1); tempChar = character; } //Tower4 else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.TOWER4){ Tower4 character = new Tower4(); character.SetAttackRange(2); character.SetLevel(1); character.SetPos(pos); character.SetDir(dir); character.SetPose(pose); character.SetCamp(camp); tempChar = character; } //Tower7 else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.TOWER7){ Tower7 character = new Tower7(); character.SetAttackRange(2); character.SetLevel(1); character.SetPos(pos); character.SetDir(dir); character.SetPose(pose); character.SetCamp(camp); character.SetAttackPower(1); character.SetAttackRate(1f); tempChar = character; } //Tower10 else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.TOWER10){ Tower10 character = new Tower10(); character.SetAttackRange(4); character.SetLevel(1); character.SetPos(pos); character.SetDir(dir); character.SetPose(pose); character.SetCamp(camp); character.SetAttackPower(1); character.SetAttackRate(2f); tempChar = character; } //created the barrack, add to the building list if(tempChar != null){ building.Add(tempChar); } else { throw new UnityException("no current building type to spawn!"); } } //add to the all character list allCharacter.Add (tempChar); this.END_METHOD("SpawnCharacter"); return tempChar; }
public Character SpawnCharacter(CharacterData.CharacterClassType classType, int charModeType, int camp, int level, Vector3 pos, Vector3 dir, CharacterStatus.Pose pose){ this.START_METHOD("SpawnCharacter"); Character tempChar = null; //create the enemies if (classType == CharacterData.CharacterClassType.CHARACTER) { //create the enemy if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.BOWMAN){ Bowman chara = new Bowman(); chara.SetArmor(armorList[0]); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } // } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.GIANT){ // Gaint chara = new Gaint("giant"); // SetEnemy(chara,pos,dir,camp,pose,0.02f,20); // tempChar = chara; // } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.VIKING){ Viking chara = new Viking(); chara.SetArmor(armorList[1]); SetEnemy(chara,pos,dir,camp,pose,0.02f,30); tempChar = chara; } //create enemy2 else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY2){ Gaint chara = new Gaint("enemy2"); chara.SetArmor(armorList[2]); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } //enemy3 else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY3){ Gaint chara = new Gaint("enemy3"); chara.SetArmor(armorList[3]); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } //enemy4 else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY4){ Gaint chara = new Gaint("enemy4"); chara.SetArmor(armorList[4]); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY5){ Gaint chara = new Gaint("enemy5"); chara.SetArmor(armorList[5]); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY6){ Gaint chara = new Gaint("enemy6"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY7){ Gaint chara = new Gaint("enemy7"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY8){ Gaint chara = new Gaint("enemy8"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY9){ Gaint chara = new Gaint("enemy9"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY10){ Gaint chara = new Gaint("enemy10"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY11){ Gaint chara = new Gaint("enemy11"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY12){ Gaint chara = new Gaint("enemy12"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY13){ Gaint chara = new Gaint("enemy13"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY14){ Gaint chara = new Gaint("enemy14"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY15){ Gaint chara = new Gaint("enemy15"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY16){ Gaint chara = new Gaint("enemy16"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY17){ Gaint chara = new Gaint("enemy17"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY19){ Gaint chara = new Gaint("enemy19"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY20){ Gaint chara = new Gaint("enemy20"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY21){ Gaint chara = new Gaint("enemy21"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY22){ Gaint chara = new Gaint("enemy22"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY24){ Gaint chara = new Gaint("enemy24"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY25){ Gaint chara = new Gaint("enemy25"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY27){ Gaint chara = new Gaint("enemy27"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY28){ Gaint chara = new Gaint("enemy28"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY30){ Gaint chara = new Gaint("enemy30"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY31){ Gaint chara = new Gaint("enemy31"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY32){ Gaint chara = new Gaint("enemy32"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY33){ Gaint chara = new Gaint("enemy33"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY34){ Gaint chara = new Gaint("enemy34"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY35){ Gaint chara = new Gaint("enemy35"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY36){ Gaint chara = new Gaint("enemy36"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY37){ Gaint chara = new Gaint("enemy37"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY38){ Gaint chara = new Gaint("enemy38"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY39){ Gaint chara = new Gaint("enemy39"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY41){ Gaint chara = new Gaint("enemy41"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY43){ Gaint chara = new Gaint("enemy43"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY44){ Gaint chara = new Gaint("enemy44"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY45){ Gaint chara = new Gaint("enemy45"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY46){ Gaint chara = new Gaint("enemy46"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.BOSS1){ Gaint chara = new Gaint("boss1"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.BOSS2){ Gaint chara = new Gaint("boss2"); SetEnemy(chara,pos,dir,camp,pose,0.02f,10); tempChar = chara; } //used enemies model else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY18){ Gaint chara = new Gaint("enemy18"); chara.SetArmor(armorList[0]); chara.SetIsPonsion(false); SetEnemy(chara,pos,dir,camp,pose,0.02f,hpList[0]); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY23){ Gaint chara = new Gaint("enemy23"); chara.SetArmor(armorList[1]); chara.SetIsPonsion(false); SetEnemy(chara,pos,dir,camp,pose,0.02f,hpList[1]); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY26){ Gaint chara = new Gaint("enemy26"); chara.SetArmor(armorList[2]); chara.SetIsPonsion(false); SetEnemy(chara,pos,dir,camp,pose,0.02f,hpList[2]); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY29){ Gaint chara = new Gaint("enemy29"); chara.SetArmor(armorList[3]); chara.SetIsPonsion(false); SetEnemy(chara,pos,dir,camp,pose,0.02f,hpList[3]); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY40){ Gaint chara = new Gaint("enemy40"); chara.SetArmor(armorList[4]); chara.SetIsPonsion(false); SetEnemy(chara,pos,dir,camp,pose,0.02f,hpList[4]); tempChar = chara; } else if((CharacterData.CharacterModel)charModeType == CharacterData.CharacterModel.ENEMY42){ Gaint chara = new Gaint("enemy42"); chara.SetArmor(armorList[5]); chara.SetIsPonsion(false); SetEnemy(chara,pos,dir,camp,pose,0.02f,hpList[5]); tempChar = chara; } if(tempChar != null){ chars.Add(tempChar); } else { throw new UnityException("no current char type to spawn!"); } } //create the building else if (classType == CharacterData.CharacterClassType.BUILDING) { //create the barrack to gather resources if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.BARRACK){ TowerBarrack character = new TowerBarrack(); character.SetPos(pos); character.SetDir(dir); character.SetCamp(camp); tempChar = character; } else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.CANNON){ Cannon character = new Cannon(); character.SetPos(pos); character.SetDir(dir); character.SetPose (pose); character.SetCamp(camp); //set attack power character.SetAttackPower(50); tempChar = character; } //Tower01 else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.TOWER1){ Tower1 character = new Tower1(); character.SetAttackRange(2.25f); character.SetLevel(1); character.SetPos(pos); character.SetDir(dir); character.SetPose (pose); character.SetCamp(camp); character.SetAttackRate(1f); character.SetNeedPower(towerPowerList[0]); //set attack power character.SetAttackPower(tower1AttackNumber); tempChar = character; } //Tower02 else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.TOWER2){ Tower2 character = new Tower2(); character.SetAttackRange(2); character.SetLevel(1); character.SetPos(pos); character.SetDir(dir); character.SetPose (pose); character.SetCamp(camp); character.SetAttackRate(1f); character.SetNeedPower(towerPowerList[1]); //set attack power character.SetAttackPower(tower2AttackNumber); tempChar = character; } //Tower4 else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.TOWER4){ Tower4 character = new Tower4(); character.SetAttackRange(2); character.SetLevel(1); character.SetPos(pos); character.SetDir(dir); character.SetPose(pose); character.SetCamp(camp); character.SetNeedPower(towerPowerList[2]); tempChar = character; } //Tower7 else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.TOWER7){ Tower7 character = new Tower7(); character.SetAttackRange(2.5f); character.SetLevel(1); character.SetPos(pos); character.SetDir(dir); character.SetPose(pose); character.SetCamp(camp); character.SetAttackPower(tower7AttackNumber); character.SetAttackRate(1f); character.SetNeedPower(towerPowerList[3]); tempChar = character; } //Tower10 else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.TOWER10){ Tower10 character = new Tower10(); character.SetAttackRange(2.5f); character.SetLevel(1); character.SetPos(pos); character.SetDir(dir); character.SetPose(pose); character.SetCamp(camp); character.SetAttackPower(tower10AttackNumber); character.SetAttackRate(1f); character.SetNeedPower(towerPowerList[4]); tempChar = character; } //Research else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.LAB){ Research character = new Research(); character.SetLevel(1); character.SetPos(pos); character.SetPose(pose); character.SetCamp(camp); tempChar = character; } //Diamond Resource else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.DIAMOND){ DiamondResource character = new DiamondResource(); character.SetPos(pos); character.SetPose(pose); character.SetCamp(camp); tempChar = character; } //Small Mine else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.MINE1){ SmallMine character = new SmallMine(); character.SetPos(pos); character.SetPose(pose); character.SetCamp(camp); tempChar = character; } //Large Mine else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.MINE2){ LargeMine character = new LargeMine(); character.SetPos(pos); character.SetPose(pose); character.SetCamp(camp); tempChar = character; } //Small Geneator else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.GENERATOR1){ SmallGeneator character = new SmallGeneator(); character.SetPos(pos); character.SetPose(pose); character.SetCamp(camp); tempChar = character; } //Large Geneator else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.GENERATOR2){ LargeGeneator character = new LargeGeneator(); character.SetPos(pos); character.SetPose(pose); character.SetCamp(camp); tempChar = character; } //Targeting Facility else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.TARGETING){ TargetingFacility character = new TargetingFacility(); character.SetPos(pos); character.SetPose(pose); character.SetCamp(camp); character.SetAttackRange(1); character.SetNeedPower(towerPowerList[5]); tempChar = character; } //Super Capacitor else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.CAPACITOR){ SuperCapacitor character = new SuperCapacitor(); character.SetPos(pos); character.SetPose(pose); character.SetCamp(camp); character.SetAttackRange(1); character.SetNeedPower(towerPowerList[6]); tempChar = character; } //Alien Recovery else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.ALIEN){ AlienRecovery character = new AlienRecovery(); character.SetPos(pos); character.SetPose(pose); character.SetCamp(camp); character.SetAttackRange(2); tempChar = character; } //Antenna else if((CharacterData.buildingMode)charModeType == CharacterData.buildingMode.ANTENNA){ Antenna character = new Antenna(); character.SetPos(pos); character.SetPose(pose); character.SetCamp(camp); character.SetAttackRange(antennaRange); tempChar = character; } //created the tower, add to the building list if(tempChar != null){ building.Add(tempChar); } else { throw new UnityException("no current building type to spawn!"); } } //add to the all character list allCharacter.Add (tempChar); this.END_METHOD("SpawnCharacter"); return tempChar; }
public RectangleCommand(Viking.UI.Controls.SectionViewerControl parent) : base(parent) { }
public PlaceStructureCommand(Viking.UI.Controls.SectionViewerControl parent) : base(parent) { this.Type = Viking.UI.State.SelectedObject as StructureType; parent.Cursor = Cursors.Cross; }
public AnnotationCommandBase(Viking.UI.Controls.SectionViewerControl parent) : base(parent) { //I hate this, but I have to live with it until Jotunn this.Overlay = AnnotationOverlay.CurrentOverlay; }
/// <summary> /// Returns annotations for section if they exist or creates new SectionLocationsViewModel if they do not /// </summary> /// <param name="SectionNumber"></param> public static SectionLocationsViewModel GetOrCreateAnnotationsForSection(int SectionNumber, Viking.UI.Controls.SectionViewerControl parent, EventHandler AnnotationChangedEventHandler) { if (parent.Section.VolumeViewModel.SectionViewModels.ContainsKey(SectionNumber)) { SectionLocationsViewModel SectionAnnotations = cacheSectionAnnotations.Fetch(SectionNumber); if (SectionAnnotations != null) return SectionAnnotations; SectionAnnotations = new SectionLocationsViewModel(parent.Section.VolumeViewModel.SectionViewModels[SectionNumber], parent); SectionLocationsViewModel retVal = cacheSectionAnnotations.GetOrAdd(SectionNumber, SectionAnnotations); //If we did add a new view model to the cache, then subscribe to events and reduce cache footprint if needed if (object.ReferenceEquals(retVal, SectionAnnotations)) { cacheSectionAnnotations.ReduceCacheFootprint(null); } else { //Otherwise make the duplicate SectionLocationsViewModel go away SectionAnnotations.Dispose(); SectionAnnotations = null; } return retVal; } return null; }
public ROIRectCommand(Viking.UI.Controls.SectionViewerControl ctrl) : base(ctrl) { }