public void SetupPlayer(BGameManager manager, DPlayerInfo playerInfo, List <int> endIndex) { // Cargamos los datos basicos del jugador rotateLeft = playerInfo.rotateLeft; rotateRight = playerInfo.rotateRight; move = playerInfo.move; rotationTime = playerInfo.rotationTime; moveTime = playerInfo.moveTime; recogerCable = playerInfo.recogerCable; // Cargamos el manager del nivel gameManager = manager; // Obtenemos el tablero board = gameManager.GetActiveBoard(); // Actualizamos los Ap que tenemos para el nivel Ap = maxAP = board.GetBoardAp(); // Colocamos al jugador en la casilla de salida y guardamos su indice tileIndex = board.PositionToIndex(transform.position); // Guardamos los indices finales this.endIndex = endIndex; // Inicializa el camino RestartPath(); // Temporal textAp = GameObject.Find("TextApPrueba").GetComponent <Text>(); textAp.text = "AP: " + Ap; }
public void SetupMuro(BGameManager manager) { active = true; boardScript = manager.GetActiveBoard(); gameManager = manager; }
public void SetupDoor(BGameManager manager) { active = true; gameManager = manager; boardScript = manager.GetActiveBoard(); setEdges(abierta); }
public void SetupBaliza(BGameManager manager) { boardScript = manager.GetActiveBoard(); gameManager = manager; pantalla1 = this.transform.Find("Pantalla").gameObject; testPantalla = this.transform.Find("CanvasPrueba2/Pantalla").gameObject; testPantalla.SetActive(false); }
//public BNode(BComposite parent, string name = "default") //{ // NodeName = name; // SetParent(parent); // m_Decorators = new List<BDecorator>(); //} public virtual void SetParent(BComposite parent) { m_BB = parent.m_BB; m_BT = parent.m_BT; foreach (var dec in m_Decorators) { dec.m_BT = parent.m_BT; dec.m_BB = m_BB; } m_ParentSuccess = parent.ChildSuccess; m_ParentFailure = parent.ChildFailure; }
private void Awake() { m_BossController = GetComponentInParent <Boss3_Controller>(); m_NavAgent = GetComponent <NavMeshAgent>(); m_Rb = GetComponent <Rigidbody>(); m_Anim = GetComponentInChildren <Animator>(); m_DamageComp = GetComponent <Damageable>(); m_DamageComp.Del_ReciveDamage = Damaged; m_BT = GetComponent <BehaviorTree>(); m_BB = GetComponent <BBoard>(); }
// Update is called once per frame void Update() { if (utilizable && (boardScript != null) && (boardScript == gameManager.GetActiveBoard())) { // Actualiza la posición de la pantalla en el canvas BBoard board = gameManager.GetActiveBoard(); Camera cam = board.GetCamera().GetComponent <Camera>(); Vector3 newPos = cam.WorldToScreenPoint(pantalla1.transform.position); testPantalla.transform.position = newPos; // Actualiza la escala de la pantalla para simular la perspectiva float dist = Vector3.Distance(cam.transform.position, this.transform.position); testPantalla.transform.localScale = Vector3.one / dist * 10f; } }
// Start is called before the first frame update void Start() { // Obtenemos el primer board activeBoard = debugArray[iter].GetComponent <BBoard>(); // Hacemos el Setup del Board y de todos sus componentes activeBoard.SetupBoard(this, false); // Actualizamos nuestras variables UpdateActive(false); // Llamamos a la corutina encargada de mostrar todos los objetos StartCoroutine(LoadObjects(false)); boardCompleted = false; }
public IEnumerator SwapActiveBoard(BBoard newBoard, bool playableLevel) { yield return(StartCoroutine(DisolveObjects())); // Terminamos el ultimo Board Activo activeBoard.EndBoard(); activeBoard = newBoard; activeBoard.SetupBoard(this, playableLevel); UpdateActive(playableLevel); StartCoroutine(LoadObjects(playableLevel)); yield return(null); }
// Update is called once per frame void Update() { active = (boardScript != null) && (boardScript == gameManager.GetActiveBoard()); if (active) { if (numInteracciones == Nivel && hackeable) { hackeable = false; AccionTrasHackear(); transform.Find("CanvasPrueba2/Pantalla/Boton").GetComponent <Button>().interactable = hackeable; //System.Array.Reverse(this.GetComponent<MeshRenderer>().materials); } // Actualiza la posición de la pantalla en el canvas BBoard board = gameManager.GetActiveBoard(); Camera cam = board.GetCamera().GetComponent <Camera>(); Vector3 newPos = cam.WorldToScreenPoint(pantalla1.transform.position); testPantalla.transform.position = newPos; // Actualiza la escala de la pantalla para simular la perspectiva float dist = Vector3.Distance(cam.transform.position, this.transform.position); testPantalla.transform.localScale = Vector3.one / dist * 10f; } else { pantalla1.SetActive(false); testPantalla.SetActive(false); hackeable = false; } if (!activada) { //TODO shader o color ¿gris? } else if (numInteracciones == Nivel) { //TODO shader o color rojo } else { //TODO shader o color verde } }
public void SetupTerminal(BGameManager manager) { active = true; boardScript = manager.GetActiveBoard(); gameManager = manager; pantalla1 = this.transform.Find("Pantalla").gameObject; mensaje1 = ("NIVEL TERMINAL " + Nivel); mensaje2 = ("Proceso " + numInteracciones / Nivel * 100 + "%"); hackeable = false; testPantalla = this.transform.Find("CanvasPrueba2/Pantalla").gameObject; testPantalla.SetActive(false); objetoHackeado = this.GetComponent <BTerminal>().objetoHackeado; hackAction = EAccionHack.Door; }
public void SetupEnemy(BGameManager gameManager) { // Guardamos el gameManager this.gameManager = gameManager; // Obtenemos el tablero board = gameManager.GetActiveBoard(); // Obtenemos el vector hacia arriba del tablero boardUP = board.GetBoardUp(); // Posicion inicial del jugador en el waypoint 0 transform.position = board.GetEnemySpawnPos(wayPoints[0].position, GetEnemyBounds().size); // Obtenemos el camino que tendra que recorrer el enemigo CreatePath(); // Rotacion inicial mirando hacia el waypoint 1 transform.rotation = Quaternion.LookRotation(path[1] - path[0], boardUP); // Activamos la colision GetComponent <CapsuleCollider>().enabled = true; // Obtenemos el indice del tablero en el que estamos boardIndex = board.PositionToIndex(transform.position); // Obtenemos el indice del array de waypoints en el que estamos pathIndex = 0; // Iniciamos la variable del pathDirection pathDirection = 1; // Definimos que el enemigo no se esta moviendo isMoving = false; // Definimos que la partida no se ha acabado todavia gameOver = false; }
public void SetupCamera(BGameManager manager, DCameraInfo cameraInfo) { // Inicializamos los valores en funcion de los datos rotateLeft = cameraInfo.rotateLeft; rotateRight = cameraInfo.rotateRight; moveUp = cameraInfo.moveUp; moveDown = cameraInfo.moveDown; moveLeft = cameraInfo.moveLeft; moveRight = cameraInfo.moveRight; cameraMoveSpeed = cameraInfo.cameraSpeed; cameraRotationTime = cameraInfo.rotationTime; cameraOrtoMax = cameraInfo.farZoomClamp; // Guardamos el target parentT = transform.parent; // Hacemos que la camara se centre en el target transform.LookAt(parentT); // Obtenemos el tablero BBoard board = manager.GetActiveBoard(); // Obtenemos los limites del tablero Vector4 aux = board.GetBoardLimits(); min1 = aux.x; max1 = aux.y; min2 = aux.z; max2 = aux.w; // Colocamos la camara con la posicion inicial parentT.position = board.GetPlayerSpawnPos(0f); parentT.rotation = board.GetPlayerSpawnRot(); // Obtenemos el sistema de coordenadas coordSys = board.GetCoordSys(); }
//ビヘイビアの設定 private void SetUpBT() { m_BB = GetComponent <BBoard>(); m_BT = GetComponent <BehaviorTree>(); m_BT.Init(); m_BT.SetBoard(m_BB); BParallel par_Look_Other = new BParallel(); //LookAtPlayer BT_LookTarget lookTarget = new BT_LookTarget("target", 5.0f); BSelector sl_Rocket_Other = new BSelector(); m_BT.SetRootNode(par_Look_Other); /*ロケットパンチ*/ BT_FireRocket BTT_Rocket = new BT_FireRocket(m_Battery); BDecorator dec_RocektRnage = new BD_CloserThen("target", m_RocketRange); BTT_Rocket.AddDecorator(dec_RocektRnage); BTT_Rocket.AddDecorator(new BD_CoolTime(m_RocketInterval)); //接近 BSequence seq = new BSequence(); BT_MoveTo moveToRange = new BT_MoveTo("target", m_Speed); moveToRange.m_StopDistance = m_RocketRange; moveToRange.m_IsCanCancelMove = false; //moveToRange.AddDecorator(new BD_CloserThen("target", m_NeedMoveDistance).Invert()); seq.AddNode(moveToRange); sl_Rocket_Other.AddNode(BTT_Rocket); sl_Rocket_Other.AddNode(seq); par_Look_Other.AddNode(lookTarget); par_Look_Other.AddNode(sl_Rocket_Other); }
// PUT: api/Board/5 public BBoard PutBoard(int id, BBoard value) { return(boardService.CreateOrUpdate(value)); }
// POST: api/Board public BBoard PostBoard(BBoard value) { return(boardService.CreateOrUpdate(value)); }
public void SetBoard(BBoard board) { m_BB = board; }