private void ClearWave(Allegiance allegiance, int wave) { if (wave < 0) { return; } Dictionary <int, List <BaseCreature> > list; if (allegiance == Allegiance.Myrmidex) { list = MyrmidexTeam; } else { list = TribeTeam; } if (list.ContainsKey(wave)) { ColUtility.ForEach(list[wave].Where(bc => bc.Alive), bc => bc.Delete()); ColUtility.Free(list[wave]); list.Remove(wave); } }
public int GetFriendlyOnPad() { int result; if (this.OwnerIndex == -1 || !base.Level.Session.MatchSettings.TeamMode) { result = -1; } else { Allegiance allegiance = base.Level.Session.MatchSettings.Teams [this.OwnerIndex]; using (List <Entity> .Enumerator enumerator = base.Level.Players.GetEnumerator()) { while (enumerator.MoveNext()) { Player player = (Player)enumerator.Current; if (!player.Dead && player.Allegiance == allegiance && base.CollideCheck(player, this.Position - Vector2.UnitY)) { result = player.PlayerIndex; return(result); } } } result = -1; } return(result); }
/// <summary> /// Enables the allegiance's cities to perform an action. /// </summary> private void ResetCityActions(Allegiance allegiance) { foreach (City city in MapManager.instance.cities) { city.ResetAction(); } }
/// <summary> /// Initialize unit using selected alllegiance. /// </summary> /// <param name="allegiance">Allegiance.</param> public void Initialize(Allegiance allegiance) { Allegiance = allegiance; flagColorRenderer.color = allegiance == Allegiance.Player ? Color.green : Color.red; CurrentHealth = MaxHealth; MovementTilesInRange = new HashSet <Tile>(); }
public void Initialize(Creature template, Allegiance allegiance) { _template = template; _allegiance = allegiance; Health = _template.InitialHealth; }
/// <summary> /// Called when a player joins/exits an Allegiance /// </summary> public static void Rebuild(Allegiance allegiance) { if (allegiance == null) { return; } RemoveCache(allegiance); // rebuild allegiance allegiance = GetAllegiance(allegiance.Monarch.Player); // relink players foreach (var member in allegiance.Members.Keys) { var player = PlayerManager.FindByGuid(member); if (player == null) { continue; } LoadPlayer(player); } // update dynamic properties allegiance.UpdateProperties(); }
public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int v = reader.ReadInt(); _AllegianceType = (Allegiance)reader.ReadInt(); }
public override void Deserialize(GenericReader reader) { base.Deserialize(reader); reader.ReadInt(); Allegiance = (Allegiance)reader.ReadInt(); }
public IActionResult Deny([FromRoute] int AllegianceId) { Allegiance Model = Context.Allegiances.Where(a => a.Id == AllegianceId).Single(); Model.AlliedOrNot = FriendOrFo.ENEMY; Model.Accepted = false; Model.Pending = false; Context.Allegiances.Update(Model); Context.SaveChanges(); Clan RequestingClan = Context.Clans.Where(c => c.Id == Model.ClanId).Single(); Clan RequesteeClan = Context.Clans.Where(c => c.Id == Model.ClanId_2).Single(); User User = Context.Users.Where(u => u.ClanId == RequestingClan.Id && u.Role == Clan.Roles.Founder).Single(); if (User != null) { Notification NewNotification = new Notification() { CreatedAt = DateTime.Now, Text = $"{RequesteeClan.Name} has denied your alliance request!", Type = NotificationType.CLAN, UserId = User.Id, Unread = true, }; Context.Notifications.Add(NewNotification); Context.SaveChanges(); } return(Ok(Model)); }
/// <summary> /// Returns the full allegiance structure for any player /// </summary> /// <param name="player">A player at any level of an allegiance</param> public static Allegiance GetAllegiance(IPlayer player) { var monarch = GetMonarch(player); if (monarch == null) { return(null); } // is this allegiance already loaded / cached? if (Players.ContainsKey(monarch.Guid)) { return(Players[monarch.Guid].Allegiance); } var allegiance = new Allegiance(monarch.Guid); if (allegiance.TotalMembers == 1) { return(null); } AddPlayers(allegiance); return(allegiance); }
/// <summary> /// Removes an Allegiance from the Players lookup table cache /// </summary> public static void RemoveCache(Allegiance allegiance) { foreach (var member in allegiance.Members) { Players.Remove(member.Key); } }
public IActionResult New([FromBody] Allegiance Model) { Clan RequestingClan = Context.Clans.Where(c => c.Id == Model.ClanId).Single(); Clan RequesteeClan = Context.Clans.Where(c => c.Id == Model.ClanId_2).Single(); if (RequesteeClan != null && RequestingClan != null) { Context.Allegiances.Add(Model); Context.SaveChanges(); Notification NewNotification = new Notification() { CreatedAt = DateTime.Now, Text = $"{RequestingClan.Name} has requested and Alliance with you!", Type = NotificationType.CLAN, UserId = (int)HttpContext.Session.GetInt32("UserId"), Unread = true, }; Context.Notifications.Add(NewNotification); Context.SaveChanges(); return(Ok(Model)); } else { return(BadRequest("Missing or Invalid ClanId(s)")); } }
public MatchTeamsState(MatchTeams teams) { Player1Team = teams.player1Team; Player2Team = teams.player2Team; Player3Team = teams.player3Team; Player4Team = teams.player4Team; }
public CreatureData(BJCreature creature, int level, List <Skill> skills, Item soulstone, RankColor rankColor, bool isSummoned) { Creature = creature; Name = creature.Name; Allegiance = creature.Allegiance; Level = level; Creature.Level = Level; // MaxHP = creature.MaxHP; // HP = creature.MaxHP; Attack = creature.BaseDamage; Soulstone = soulstone; LevelCosts = Player.Instance.DataBase.LevelCosts; LevelGoldCosts = Player.Instance.DataBase.LevelGoldCosts; StatNames = new List <string> { "MaxHP", "Attack", "Armor", "Speed" }; RankColor = rankColor; if (skills != null) { Skills = new List <Skill> (skills); } else { Skills = new List <Skill> (); } IsSummoned = isSummoned; }
public RulerGivenSkillContainerSkill(IRulerGivenSkill InnerSkill, Allegiance al) { innerSkillType = InnerSkill.GetType(); Allegiance = al; masterList = new Dictionary<Player, IRulerGivenSkill>(); var trigger = new AutoNotifyPassiveSkillTrigger( this, DistributeSkills, TriggerCondition.OwnerIsSource ) { IsAutoNotify = false, AskForConfirmation = false }; var trigger2 = new AutoNotifyPassiveSkillTrigger( this, (p, e, a) => { if (a.Source.Allegiance == Allegiance && !masterList.ContainsKey(a.Source)) { DistributeSkills(Owner, null, null); } if (a.Source.Allegiance != Allegiance && masterList.ContainsKey(a.Source)) { ISkill skill = masterList[a.Source]; masterList.Remove(a.Source); Game.CurrentGame.PlayerLoseAdditionalSkill(a.Source, skill, true); } }, TriggerCondition.Global ) { IsAutoNotify = false, AskForConfirmation = false }; Triggers.Add(GameEvent.PlayerGameStartAction, trigger); Triggers.Add(GameEvent.PlayerChangedAllegiance, trigger2); IsAutoInvoked = null; IsRulerOnly = true; }
/// <summary> /// Returns the full allegiance structure for any player /// </summary> /// <param name="player">A player at any level of an allegiance</param> public static Allegiance GetAllegiance(IPlayer player) { if (player == null) { return(null); } var monarch = GetMonarch(player); if (monarch == null) { return(null); } // is this allegiance already loaded / cached? if (Players.ContainsKey(monarch.Guid)) { return(Players[monarch.Guid].Allegiance); } // try to load biota var allegianceID = DatabaseManager.Shard.BaseDatabase.GetAllegianceID(monarch.Guid.Full); var biota = allegianceID != null?DatabaseManager.Shard.BaseDatabase.GetBiota(allegianceID.Value) : null; Allegiance allegiance; if (biota != null) { var entityBiota = ACE.Database.Adapter.BiotaConverter.ConvertToEntityBiota(biota); allegiance = new Allegiance(entityBiota); } else { allegiance = new Allegiance(monarch.Guid); } if (allegiance.TotalMembers == 1) { return(null); } if (biota == null) { allegiance = WorldObjectFactory.CreateNewWorldObject("allegiance") as Allegiance; allegiance.MonarchId = monarch.Guid.Full; allegiance.Init(monarch.Guid); allegiance.SaveBiotaToDatabase(); } AddPlayers(allegiance); //if (!Allegiances.ContainsKey(allegiance.Guid)) //Allegiances.Add(allegiance.Guid, allegiance); Allegiances[allegiance.Guid] = allegiance; return(allegiance); }
public override void SetAllegiance(Allegiance allegiance) { base.SetAllegiance(allegiance); foreach (var attackComponent in AttackComponents) { attackComponent.SetAllegiance(allegiance); } }
public IActionResult RemoveAllegiance([FromRoute] int AllegianceId) { Allegiance allegiance = Context.Allegiances.Where(a => a.Id == AllegianceId).Single(); Context.Allegiances.Remove(allegiance); Context.SaveChanges(); return(Ok()); }
private void WriteAllegiance(Allegiance allegiance) { writer.Write("ally "); writer.Write(allegiance.T5Code); writer.Write(" "); writer.Write(allegiance.Name); writer.WriteLine(); }
public void GameOver(Allegiance winner) { mState = GameState.GameOver; // zu faul neue variablen einzuführen... // OptionsMenu = gewonnen // MainMenu = verloren mMenuState = winner == Allegiance.Player ? MenuState.OptionsMenu : MenuState.MainMenu; }
public Hero(string name, bool isMale, Allegiance a, int health, List<ISkill> skills) { Allegiance = a; Skills = skills; Name = name; MaxHealth = health; IsMale = isMale; }
public Hero(string name, bool isMale, Allegiance a, int health, params ISkill[] skills) { Allegiance = a; Skills = new List<ISkill>(skills); Name = name; MaxHealth = health; IsMale = isMale; }
public Emperor(string leaderName, Allegiance allegiance) { this.allegiance = allegiance; this.leaderName = leaderName; this.gold = 100; this.brain = new EmperorBrain(this); }
public override bool TeamCheckForRoundOver(out Allegiance surviving) { if (this.Session.CurrentLevel.LivingPlayers == 0) { surviving = Allegiance.Neutral; return(true); } bool[] array = new bool[2]; bool gottaBustGhosts = ((MyMatchVariants)(this.Session.MatchSettings.Variants)).GottaBustGhosts; List <Entity> players = this.Session.CurrentLevel[GameTags.Player]; for (int i = 0; i < players.Count; i++) { MyPlayer player = (MyPlayer)players[i]; if (!player.Dead || (gottaBustGhosts && player.spawningGhost)) { array[(int)player.Allegiance] = true; } } List <Entity> playerCorpses = this.Session.CurrentLevel[GameTags.Corpse]; for (int i = 0; i < playerCorpses.Count; i++) { MyPlayerCorpse playerCorpse = (MyPlayerCorpse)playerCorpses[i]; if (playerCorpse.Revived || (gottaBustGhosts && playerCorpse.spawningGhost)) { array[(int)playerCorpse.Allegiance] = true; } } if (gottaBustGhosts && players.Count >= 1) { List <Entity> playerGhosts = this.Session.CurrentLevel[GameTags.PlayerGhost]; for (int i = 0; i < playerGhosts.Count; i++) { PlayerGhost playerGhost = (PlayerGhost)playerGhosts[i]; if (playerGhost.State != 3) { // Ghost not dead array[(int)playerGhost.Allegiance] = true; } } } if (array[0] == array[1]) { surviving = Allegiance.Neutral; } else if (array[0]) { surviving = Allegiance.Blue; } else { surviving = Allegiance.Red; } return(!array[0] || !array[1]); }
public void AddUnits(UnitType type, Vector3 location, int count, Allegiance allegiance) { if (count == 0) { return; } if (mSquadMembers == null) { mSquadMembers = new List <Unit>(); } mAllegiance = allegiance; this.transform.position = location; GameObject unitPrefab = TextureResource.GetUnitPrefab(type, (allegiance == Allegiance.Rodelle)); List <Vector3> randomPositions = this.RandomSectionLocations(count, kSquadMemberWidth * 1.5f); for (int i = 0; i < count; ++i) { // instantiate the unit from the prefab GameObject o = (GameObject)Instantiate(unitPrefab); Unit u = (Unit)o.GetComponent <Unit>(); u.Squad = this; mSquadMembers.Add(u); u.Allegiance = mAllegiance; // offset from squad center Vector3 memberPosition = this.transform.position; memberPosition += randomPositions [i]; u.transform.position = memberPosition; } float squadSpeed = UnitStats.GetStat(SquadLeader.UnitType, UnitStat.MovementSpeed); // Sets the speed of the squad to the speed of the squad leader for (int i = 0; i < mSquadMembers.Count; ++i) { // TODO refactor this process. Remove the public access to MoveSpeed and implement a better method of // modifying a unit's base stats mSquadMembers[i].MoveSpeed = squadSpeed; } if (SquadLeader.Allegiance == Allegiance.AI) // Reduce the sight range of armed enemy peasants { SquadLeader.SightRange = UnitStats.GetStat(UnitType.Peasant, UnitStat.SightRange); } float sightRadius = SquadLeader.SightRange; this.GetComponent <CircleCollider2D> ().radius = 3; this.GetComponent <SpriteRenderer>().transform.localScale = new Vector3(sightRadius / 3, sightRadius / 3, 0f); this.SetDestination(this.RallyPoint); this.ShowSelector(false); }
/// <summary> /// Creates a minion which automatically has a starting planet and a target planet. /// </summary> /// <param name="initialContainer"></param> /// <param name="targetContainer"></param> /// <param name="allegiance"></param> /// <param name="count">The amount of minions that are covered by this game object</param> public Minion(IMinionContainer initialContainer, IMinionContainer targetContainer, Allegiance allegiance, int count) : base(initialContainer.Position, allegiance) { Count = count; mTargetReached = false; mTargetContainer = targetContainer; mMovement = new MinionMovement(initialContainer, targetContainer, this); mVisibility = new Visibility(this); }
public void OnTeamRevive(Player player) { Allegiance allegiance = default(Allegiance); if (!((MyRoundLogic)base.Session.RoundLogic).TeamCheckForRoundOver(out allegiance)) { base.Session.CurrentLevel.Ending = false; } }
public void SwapTurnIndicator(Allegiance newTeamTurn) { HideTurnIndicator(() => { m_TurnIndicator.UpdateTurnIndicator(newTeamTurn); m_TurnIndicatorImage.color = m_TurnIndicatorColors[(int)newTeamTurn]; ShowTurnIndicator(); }); }
private MyPlayerCorpse(string corpseSpriteID, Allegiance teamColor, Vector2 position, Facing facing, int playerIndex, int killerIndex) : base(corpseSpriteID, teamColor, position, facing, playerIndex, killerIndex) { // ADDED-- if (this.TeamColor != teamColor) { teamColor = this.TeamColor; } // --ADDED }
public Entity SetAllegiance(Allegiance allegiance) { Allegiance = allegiance; foreach (var component in Components) { component.Value.SetAllegiance(Allegiance); } return(this); }
public Hero(string name, bool isMale, Allegiance a, int health, params ISkill[] skills) { Allegiance = a; Skills = new List <ISkill>(skills); Name = name; MaxHealth = health; IsMale = isMale; HeroConvertFrom = string.Empty; }
public IEnumerable <PlayerMobile> GetPlayers(Allegiance allegiance) { if (BattleRegion == null) { return(null); } return(BattleRegion.GetEnumeratedMobiles().OfType <PlayerMobile>().Where(p => MyrmidexInvasionSystem.IsAlliedWith(p, allegiance))); }
public Predator(Vector2 initialPosition, Allegiance allegiance) : base(initialPosition, allegiance) { Health = GlobalValues.GetInstance().PredatorHealth; mMovement = new FreeMovement(this); mSpaceshipAttackBehaviour = new SpaceshipAttackBehaviour(this); mMinionAttackBehaviour = new MinionAttackBehaviour(this); mVisibility = new Visibility(this); }
public CardData(string name, Allegiance allegiance, int initiative, int hp, List <CardAbility> abilities, CardAbility[] slottedAbilities) { _name = name; _allegiance = allegiance; _baseInitiative = initiative; _baseHp = hp; _baseAbilities = abilities; _slottedAbilities = slottedAbilities; }
public Planet(Vector2 initialPosition, Allegiance allegiance, PlanetSize size, int numberOfMinions) : base(initialPosition, allegiance) { MinionIncrementPerSecond = Global.MinionIncrementPerSecond[size]; mSize = size; Shield = 0; MinionCount = numberOfMinions; mObstruction = new Obstruction(initialPosition, CollisionRadius); mVisibility = new Visibility(this); }
public static List <Group> ParseArmy(string armyDefinition, Allegiance allegiance) { var army = new List <Group>(); var lines = armyDefinition.Trim().Split("\n"); var i = 0; // First line contains the army's name - skip foreach (var line in lines.Skip(1)) { var regex = new Regex(@"(\d+) units each with (\d+) hit points (\((.*)\) )?with an attack that does (\d+) (\w+) damage at initiative (\d+)"); var match = regex.Match(line.Trim()); var unitCount = int.Parse(match.Groups[1].Value); var hitPoints = int.Parse(match.Groups[2].Value); var attackDamage = int.Parse(match.Groups[5].Value); var initiative = int.Parse(match.Groups[7].Value); var attackType = ParseAttackType(match.Groups[6].Value); var group = new Group { Allegiance = allegiance, Id = i, UnitCount = unitCount, HitPoints = hitPoints, AttackDamage = attackDamage, Initiative = initiative, AttackType = attackType }; // Immunities and weaknesses are hard to regex. // One, both or neither may be present, and the order is unpredictable. var immunitiesAndWeaknesses = match.Groups[4].Value; var parts = immunitiesAndWeaknesses.Split("; "); var immunityPart = parts.SingleOrDefault(p => p.Contains("immune to")); var weaknessPart = parts.SingleOrDefault(p => p.Contains("weak to")); if (immunityPart != null) { group.Immunities = immunityPart.Replace("immune to ", "").Split(", ").Select(ParseAttackType).Aggregate((at, at2) => at | at2); } if (weaknessPart != null) { group.Weaknesses = weaknessPart.Replace("weak to ", "").Split(", ").Select(ParseAttackType).Aggregate((at, at2) => at | at2); } army.Add(group); i++; } return(army); }
/* * //Needs to happen in GameSetup * void Start () { * resourceDictionary = new Dictionary<Allegiance, int>(); * resourceDictionary.Add(Allegiance.Team1, 0); * resourceDictionary.Add(Allegiance.Team2, 0); * Display = "Resources: "; * DisplayAlt = "Enemy: "; * countText = GameObject.Find("CountText").GetComponent<Text>(); * countTextAlt = GameObject.Find("EnemyCountText").GetComponent<Text>(); * SetResourceText(Allegiance.Team1); * SetResourceText(Allegiance.Team2); * } */ // Create a standalone function that can update the 'countText' UI and check if the required amount to win has been achieved public static void SetResourceText(Allegiance allegience) { if (allegience == Allegiance.Team1) { countText.text = Display + resourceDictionary[allegience].ToString(); } else { countTextAlt.text = DisplayAlt + resourceDictionary[allegience].ToString(); } }
public void GetAllSquads(Allegiance allegiance) { this.squads.Clear(); foreach (Squad s in GameObject.FindObjectsOfType<Squad>()) { if (s.squadAllegiance == allegiance) { this.squads.Add(s); } this.squads = squads.OrderBy(go => go.name).ToList(); } ///TODO Sort squads by numeric order in gameobjects names }
public DeathStar(Vector2 initialPosition, Allegiance allegiance, int minionCount) : base(initialPosition, allegiance) { MinionCount = minionCount; mMovementMode = false; Shield = 0; AttackTimer = 0; mSpaceshipAttackMode = false; mMovementMode = false; mPlanetAttackMode = false; mSpaceshipAttackBehaviour = new SpaceshipAttackBehaviour(this); mPlanetAttackBehaviour = new PlanetAttackBehaviour(this, AttackSpeedPlanet); mMovement = new FreeMovement(this); mVisibility = new Visibility(this); }
// Use this for initialization void Start () { this.energy = 100; this.allegiance = this.GetComponent<AllegianceDesignator>().Allegiance; this.energyConsum = new EnergyConsumtionMsg() { Allegiance = allegiance, EnergyConsumed = 0, Station = Stations.Pilot }; this.sendConsumtionAt = Time.time + CONSUMTION_SEND_RATE; CoreNetwork.Instance.Subscribe(this); }
public void ChangeAllegiance(IGameObject unit, Allegiance newAllegiance) { if (unit is IVisible) { IVisible visible = (IVisible) unit; Allegiance oldAllegiance = visible.Allegiance; if (oldAllegiance != Allegiance.Player) PlayerFogManager.UnregisterUnit(visible); if (oldAllegiance != Allegiance.Computer) PcFogManager.UnregisterUnit(visible); if (newAllegiance != Allegiance.Player) PlayerFogManager.RegisterUnit(visible); if (newAllegiance != Allegiance.Computer) PcFogManager.RegisterUnit(visible); } }
public void trigger(Allegiance allIn) { if (allIn == allegance) { intensity+=intensityIncrement; } else { intensity-=intensityIncrement; if (intensity < 0) { allegance = allIn; intensity = intensityIncrement; } } }
Allegiance? handleAllegiance(Allegiance allegianceIn) { List<Allegiance> allegianceKeys = new List<Allegiance>(allegiances.Keys); foreach(Allegiance allegiance in allegianceKeys ) { if (allegiance == allegianceIn) allegiances[allegiance] = allegiances[allegiance] + allegianceIncValue; else allegiances[allegiance] = allegiances[allegiance] - allegianceDecValue ; Mathf.Clamp(allegiances[allegiance], 0f, 100f); } if ( allegiances[allegianceIn] > allegianceThreshold ) return allegianceIn; else return null; }
// Use this for initialization void Start() { ui = this.GetComponent<UIController> (); if(GameObject.Find ("Settings") != null){ myAllegiance = GameObject.Find ("Settings").GetComponent<Settings> ().playerAllegiances [this.GetComponent<PlayerController> ().player-1]; //Debug.Log(string.Format("{0}_{1}", this.GetComponent<PlayerController> ().player,myAllegiance)); } this.GetComponent<SpriteRenderer> ().sprite = conf.Sprite [Array.IndexOf (conf.Allegiance, myAllegiance)]; this.BaseSpace.setAllegiance(this.myAllegiance); this.transform.position = this.BaseSpace.transform.position; try{ this.GetComponent<PlayerController> ().startAnimation (); }catch(Exception e){ } }
public override List<int> GetPlayersOfAllegiance(Allegiance allegiance) { List<int> list = new List<int>(); if ((this.player1Team == allegiance) && TFGame.Players[0]) { list.Add(0); } if ((this.player2Team == allegiance) && TFGame.Players[1]) { list.Add(1); } if ((this.player3Team == allegiance) && TFGame.Players[2]) { list.Add(2); } if ((this.player4Team == allegiance) && TFGame.Players[3]) { list.Add(3); } if ((this.player5Team == allegiance) && TFGame.Players[4]) { list.Add(4); } if ((this.player6Team == allegiance) && TFGame.Players[5]) { list.Add(5); } if ((this.player7Team == allegiance) && TFGame.Players[6]) { list.Add(6); } if ((this.player8Team == allegiance) && TFGame.Players[7]) { list.Add(7); } return list; }
protected Spaceship(Vector2 position, Allegiance allegiance) : base(position, allegiance) { Halt(); AttackTimer = 0; }
/// <summary>Called whenever a unit changes allegiance. Unit still has /// old allegiance at call.</summary> public void AllegianceChanged(IGameObject unit, Allegiance newAllegiance) { if (unit.Allegiance != Allegiance.Computer && newAllegiance == Allegiance.Computer) AddAiUnit(unit); else if (unit.Allegiance == Allegiance.Computer && newAllegiance != Allegiance.Computer) RemoveAiUnit(unit); }
public GameObject(Vector2 initialPosition, Allegiance allegiance) { Position = initialPosition; Allegiance = allegiance; Alive = true; }
public override Allegiance this[int index] { get { switch (index) { case -1: return Allegiance.Red; case 0: return this.player1Team; case 1: return this.player2Team; case 2: return this.player3Team; case 3: return this.player4Team; case 4: return this.player5Team; case 5: return this.player6Team; case 6: return this.player7Team; case 7: return this.player8Team; } throw new Exception("Index out of bounds!"); } set { switch (index) { case 0: this.player1Team = value; return; case 1: this.player2Team = value; return; case 2: this.player3Team = value; return; case 3: this.player4Team = value; return; case 4: this.player5Team = value; return; case 5: this.player6Team = value; return; case 6: this.player7Team = value; return; case 7: this.player8Team = value; return; } throw new Exception("Index out of bounds!"); } }
public override int GetAmountOfPlayersOfAllegiance(Allegiance allegiance) { int num = 0; if ((this.player1Team == allegiance) && TFGame.Players[0]) { num++; } if ((this.player2Team == allegiance) && TFGame.Players[1]) { num++; } if ((this.player3Team == allegiance) && TFGame.Players[2]) { num++; } if ((this.player4Team == allegiance) && TFGame.Players[3]) { num++; } if ((this.player5Team == allegiance) && TFGame.Players[4]) { num++; } if ((this.player6Team == allegiance) && TFGame.Players[5]) { num++; } if ((this.player7Team == allegiance) && TFGame.Players[6]) { num++; } if ((this.player8Team == allegiance) && TFGame.Players[7]) { num++; } return num; }
public void setAllegiance(Allegiance a) { this.Allegiance = a; this.GetComponentInChildren<BannerSelector> ().SetBanner (conf.CrestSprite[Array.IndexOf(conf.Allegiance, this.Allegiance)]); }
public MyMatchTeams(Allegiance start) : base(start) { this.player1Team = this.player2Team = this.player3Team = this.player4Team = this.player5Team = this.player6Team = this.player7Team = this.player8Team = start; }
// Use this for initialization void Start () { this.allegiance = this.GetComponent<AllegianceDesignator>().Allegiance; this.nextTargetsUpdate = Time.time + UPDATE_SEND_RATE; }
public MyPlayer(int playerIndex, Vector2 position, Allegiance allegiance, Allegiance teamColor, PlayerInventory inventory, Player.HatStates hatState, bool frozen, bool flash, bool indicator) : base(playerIndex, position, allegiance, teamColor, inventory, hatState, frozen, flash, indicator) { }
// Stats for conquered Planets public void PlanetAllegianceChange(Allegiance currentAllegiance, Allegiance newAllegiance) { // Debug.WriteLine("Planet Allegiance Changed"); // Player is attacking if (newAllegiance == Allegiance.Player) { if (currentAllegiance == Allegiance.Neutral) { // Debug.WriteLine("Player conquered natural planet"); mConqueredNeutralPlanetsPlayer++; } if (currentAllegiance == Allegiance.Computer) { // Debug.WriteLine("Player conquered enemy planet"); mConqueredEnemyPlanetsPlayer++; } if (currentAllegiance == Allegiance.Player) Debug.WriteLine("BUG: This should never happen."); } // Computer is attacking else if (newAllegiance == Allegiance.Computer) { if (currentAllegiance == Allegiance.Neutral) { // Debug.WriteLine("AI conquered neutral planet."); mConqueredNeutralPlanetsKi++; } if (currentAllegiance == Allegiance.Player) { // Debug.WriteLine("AI conquered player planet."); mConqueredEnemyPlanetsKi++; } } }
private void WriteBorder(Border border, Allegiance alleg) { if (border.ShowLabel && (border.Label != null || alleg != null)) { writer.Write("label "); writer.Write(border.LabelPositionHex); writer.Write(" "); writer.Write(border.Label ?? alleg.Name); writer.WriteLine(); } writer.Write("border "); writer.Write(border.PathString); SectorStylesheet.StyleResult ssr = sector.ApplyStylesheet("border", alleg?.T5Code); Color? color = border.Color ?? ssr.GetColor("color"); if (color.HasValue) { writer.Write(" "); writer.Write(ColorTranslator.ToHtml(color.Value).ToLowerInvariant()); } writer.WriteLine(); }
void Awake() { // Player not found if (!target1) { Debug.Log("Player 1 not found!"); } else if (!target2) { Debug.Log("Player 2 not found!"); } // Grab Animation component and keep a reference to it anim = GetComponent<Animator>(); // No Animator component found if (!anim) Debug.Log("Animator not found!"); // Grab NavMeshAgent component and keep a reference to it navAgent = GetComponent<NavMeshAgent>(); // No NavMeshAgent component found if (!navAgent) Debug.Log("NavMeshAgent not found!"); scoreScript = gameManager.GetComponent<GameManager>(); allegiance = Allegiance.Neutral; gameObject.transform.position = neutralSpawns[Random.Range(0, 6)].position; }
void OnTriggerEnter(Collider c) { if (c.gameObject.CompareTag("Projectile")) { string killer = c.gameObject.GetComponent<Projectile>().shooter; if ((killer == "Player" && allegiance == Allegiance.Red) || (killer == "Player2" && allegiance == Allegiance.Blue) || (allegiance == Allegiance.Neutral && (killer == "Player" || killer == "Player2"))) { health -= c.gameObject.GetComponent<Projectile>().projectileDamage; bulletHit.Play(); if (health <= 0 && !dead) { dead = true; if (allegiance == Allegiance.Neutral) { if (killer == "Player") { scoreScript.blueScore++; allegiance = Allegiance.Blue; } else if (killer == "Player2") { scoreScript.redScore++; allegiance = Allegiance.Red; } } else { allegiance = Allegiance.Neutral; if (killer == "Player") { scoreScript.blueScore += 2; } else if (killer == "Player2") { scoreScript.redScore += 2; } } } } } }
public void AllegianceChanged(IVisible unit, Allegiance newAllegiance) { Point sector = GetSector(unit.Position); UpdateCounters(unit, sector.X, sector.Y, -1); UpdateCounters(unit, newAllegiance, sector.X, sector.Y, +1); }