public static Game CreateGame(int teams = 2, int playerPerTeam = 1, Enums.GameType type = GameType.Fun) { var mapTemplate = new MapTemplate("blah"); var game = new Game( CreateUser("Test"), type, "NewGame", mapTemplate.Name, 60 * 10, teams, playerPerTeam, new[] { VictoryConditionType.Survival }, new[] { VisibilityModifierType.None }); return(game); }
/// <summary> /// Default settings /// </summary> public GameSettings() { type = Enums.GameType.Stock; timeLimit = Mathf.Infinity; killLimit = Mathf.Infinity; stockLimit = DEFAULT_STOCK; arrowLimit = Mathf.Infinity; damageModifier = 1f; gravityModifier = 1f; speedModifier = 1f; tokenSpawnFreq = 5f; playerSpawnFreq = 3f; targetsInLevel = 0; timeLimitEnabled = false; enabledTokens = new Dictionary <Enums.Tokens, Enums.Frequency>(); for (int i = 0; i < (int)Enums.Tokens.NumTypes; i++) { enabledTokens.Add((Enums.Tokens)i, Enums.Frequency.Infrequent); } defaultTokens = new List <Enums.Tokens>(); }
/// <summary> /// Default settings /// </summary> public GameSettings() { type = Enums.GameType.Stock; timeLimit = Mathf.Infinity; killLimit = Mathf.Infinity; stockLimit = DEFAULT_STOCK; arrowLimit = Mathf.Infinity; damageModifier = 1f; gravityModifier = 1f; speedModifier = 1f; tokenSpawnFreq = 5f; playerSpawnFreq = 3f; targetsInLevel = 0; timeLimitEnabled = false; enabledTokens = new Dictionary<Enums.Tokens, Enums.Frequency>(); for(int i = 0; i < (int)Enums.Tokens.NumTypes; i++) { enabledTokens.Add((Enums.Tokens)i, Enums.Frequency.Abundant); } defaultTokens = new List<Enums.Tokens>(); }
/// <summary> /// Game is set to the stock game type /// </summary> public void UpdateStockSettings() { type = Enums.GameType.Stock; killLimit = Mathf.Infinity; stockLimit = DEFAULT_STOCK; }
/// <summary> /// Game is set to the kill game type /// </summary> public void UpdateKillSettings() { type = Enums.GameType.Deathmatch; killLimit = DEFAULT_KILLS; stockLimit = Mathf.Infinity; }
/// <summary> /// Game is set to the kill game type /// </summary> public void UpdateKillSettings() { type = Enums.GameType.Kills; killLimit = DEFAULT_KILLS; stockLimit = Mathf.Infinity; }