private Fight SetupNewFight(out CharacterTracker charTracker) { var charResolver = new CharacterResolver(); charTracker = new CharacterTracker(YouAre, charResolver); return(new Fight(YouAre, charResolver)); }
void HandleCharacterSubscribe(SessionId agent, CharacterTracker tracker, bool isJoin = true) { bool visible = false; int activeCount = tracker.ActiveQuestCount; int availableCount = tracker.AvailableQuestCount; int turnInCount = tracker.CanTurnInQuestCount; int totalCount = activeCount + availableCount + turnInCount; if (ShowOnAny) { visible |= VisibleOnActive & activeCount > 0; visible |= VisibleOnAvailable & availableCount > 0; visible |= VisibleOnCanTurnIn & turnInCount > 0; } else if (ShowOnAll) { visible |= VisibleOnActive & activeCount == totalCount; visible |= VisibleOnAvailable & availableCount == totalCount; visible |= VisibleOnCanTurnIn & turnInCount == totalCount; } else { visible |= VisibleOnActive & activeCount == 0; visible |= VisibleOnAvailable & availableCount == 0; visible |= VisibleOnCanTurnIn & turnInCount == 0; } visible |= VisibleOnNone && totalCount == 0; SetVisibility(agent, visible, isJoin); }
void HandleCharacterSubscribe(CharacterTrackerData data, CharacterTracker tracker) { if (data.SessionId != SessionId.Invalid && tracker.IsValid) { HandleCharacterSubscribe(data.SessionId, tracker, false); } }
//public LevelGenerator lvlGen; //public GameObject symbolCross, symbolSword; private void Awake() { instance = this; playerSelfDMG = PlayerController.instance.shootSelfDmg; playerDMG = PlayerController.instance.dmgToGive; //maxHealth = PlayerHealthController.instance.maxHealth; playerMoveSpeed = PlayerController.instance.moveSpeed; //playerHealthRegen = PlayerHealthController.instance.regenAmount; }
void HandleCharacterUpdate(OperationCompleteEvent data, CharacterTracker tracker) { if (data.Success) { tracker.Subscribe((subdata) => HandleCharacterSubscribe(subdata, tracker)); } else { Log.Write(LogLevel.Warning, "Error updating quest tracker for user."); } }
private void Awake() { if (instance == null) { instance = this; DontDestroyOnLoad(gameObject); } else if (instance != this) { Destroy(gameObject); } }
/// <summary> /// Gets all <see cref="Character"/>s in the specified range /// </summary> /// <param name="characterTracker"></param> /// <param name="origin">The point to calculate the distance from</param> /// <param name="radius">The radius to get all <see cref="Character"/>s within</param> /// <returns></returns> public static List <Character> GetAllCharactersInRange(this CharacterTracker characterTracker, Vector3 origin, float radius) { List <Character> characters = CharacterTracker.Instance.GetAllLivingCharacters(); List <Character> charactersInRange = new List <Character>(); for (int i = 0; i < characters.Count; i++) { if (Vector3.Distance(origin, characters[i].transform.position) <= radius) { charactersInRange.Add(characters[i]); } } return(charactersInRange); }
// Start is called before the first frame update void Start() { player = PlayerController.playerInstance; charTracker = CharacterTracker.instance; if (player != null) { currentCoins = charTracker.currentCoins; player.transform.position = startPoint.position; player.canMove = true; UIController.instance.coinText.text = currentCoins.ToString(); } Time.timeScale = 1f; }
void HandleCharacterSubscribe(SessionId session, CharacterTracker tracker) { int activeCount = tracker.ActiveQuestCount; int availableCount = tracker.AvailableQuestCount; int turnInCount = tracker.CanTurnInQuestCount; int totalCount = activeCount + availableCount + turnInCount; State newState = State.All; if (totalCount == 0) { newState = State.None; } else if (activeCount == totalCount) { newState = State.OnlyActive; } else if (availableCount == totalCount) { newState = State.OnlyAvailable; } else if (turnInCount == totalCount) { newState = State.OnlyCanTurnIn; } else if (turnInCount == 0) { newState = State.ActiveAndAvailable; } else if (availableCount == 0) { newState = State.ActiveAndCanTurnIn; } else if (activeCount == 0) { newState = State.AvailableAndCanTurnIn; } StartCoroutine(Update, session, newState); }
private void Awake() { instance = this; }
void Awake() { Instance = this; }
public int currentCoins; // REF current currency amount // Before Start() public void Awake() { instance = this; }