void SelectGameMode(int numberModif) { //Si il y a des GameModes disponibles if (availableGameModes != null) { intSelectedGameMode += numberModif; if (intSelectedGameMode < 0) { intSelectedGameMode = availableGameModes.Length - 1; } if (intSelectedGameMode > availableGameModes.Length - 1) { intSelectedGameMode = 0; } selectedGameModeData = availableGameModes [intSelectedGameMode]; textGameModeName.text = selectedGameModeData.gameModeName; /* Remettre au debut si le gameMode actuel n'est pas jouable au nombre de joueurs selectionne * Exemple : Etre sur 3 joueurs, selectionner teamDeathmatch(joueurMin 3) * Mettre le nombe de joueurs sur 1. TDM n'est plus jouable */ if (selectedGameModeData.gameModeMinPlayer > intSelectedPlayerNumber) { selectedGameModeData = availableGameModes [0]; } RefreshSelectableLevel(); } }
void SetCurrentGameModeData(GameModeEnum gameMode, bool remember = true) { switch (gameMode) { case GameModeEnum.Nursery: CurrentGameModeData = GameModeDataNursery; break; case GameModeEnum.Earth: CurrentGameModeData = GameModeDataEarth; break; case GameModeEnum.Wind: CurrentGameModeData = GameModeDataWind; break; case GameModeEnum.Fire: CurrentGameModeData = GameModeDataFire; break; case GameModeEnum.Storm: CurrentGameModeData = GameModeDataStorm; break; case GameModeEnum.Harmony: CurrentGameModeData = GameModeDataHarmony; break; case GameModeEnum.Deed: CurrentGameModeData = GameModeDataDeed; break; default: CurrentGameModeData = GameModeDataNursery; break; } LatestGameModeData = CurrentGameModeData; SetGameModeText(GameMode); Floor.material.color = CurrentGameModeData.BackgroundTint; UpdateButtonStates(); }
void RefreshGameModeList() { string[] foundGUIDAssets; foundGUIDAssets = AssetDatabase.FindAssets("t:GameModeData"); gameModeListData.gameModeDatas = new GameModeData[foundGUIDAssets.Length]; gameModeListData.gameModeStringList = new string[foundGUIDAssets.Length]; foreach (string zzz in foundGUIDAssets) { Debug.Log("GameModeData" + AssetDatabase.GUIDToAssetPath(zzz)); } for (int i = 0; i < foundGUIDAssets.Length; i++) { GameModeData zzz = (GameModeData)AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(foundGUIDAssets[i]), typeof(GameModeData)); gameModeListData.gameModeDatas[i] = zzz; Debug.Log("Saved" + gameModeListData.gameModeDatas[i]); gameModeListData.gameModeStringList [i] = zzz.ToString(); } //string dataPath = "Assets/Resources/GameModeListData/Data/"; //dataPath += "GameModeList" + ".asset"; GameModeListData dataGameModeList = (GameModeListData)AssetDatabase.LoadAssetAtPath(UsefulPath.listGameModeData, typeof(GameModeListData)); dataGameModeList.gameModeDatas = gameModeListData.gameModeDatas; EditorUtility.SetDirty(dataGameModeList); }
IEnumerator LoadSceneAsync(GameModeData.GAMEMODE next) { // フェードアウトしてから GameFadeManager.Instance.StartFade(GameFadeManager.FadeType.FADE_OUT, 30); while (GameFadeManager.Instance.IsFade()) { yield return(null); } // シーンの非同期読み込み string sceneName = GameResourcePath.GetSceneName(next); AsyncOperation asyncOP = SceneManager.LoadSceneAsync(sceneName); while (!asyncOP.isDone) { yield return(null); } GameModeData.ChangeGameMode(next); // フェードイン GameFadeManager.Instance.StartFade(GameFadeManager.FadeType.FADE_IN, 30); while (GameFadeManager.Instance.IsFade()) { yield return(null); } m_bLoad = false; }
void OnStartDeed(DeedData deedData) { deedData.Reset(); CurrentDeedData = deedData; GameModeData.UpdateWithDeedData(GameModeDataDeed, CurrentDeedData); SetCurrentGameModeData(GameModeEnum.Deed, remember: false); StartGame(); }
void InitializeGameMode() { string gameModeName = gameManager.levelData.gameMode.name; string gameModeDataPath = UsefulPath.gameModeData + gameModeName + ".asset"; //Debug.Log (gameModeDataPath); GameModeData tempData = (GameModeData)AssetDatabase.LoadAssetAtPath(gameModeDataPath, typeof(GameModeData)); gameManager.currentGameMode = tempData.gameMode; gameManager.currentGameMode.Initialize(); gamemodeIsLoaded = true; }
public void OnEnable() { // This is annoying. OnEnable is called right after Awake (eg before Start) when the cache precreates the objects, if the prefab is enabled. // On the other hand, if the prefab is NOT enabled, the first OnEnable call is called AFTER Start. So we don't know which is which here. if (GameManager.Instance == null || GameManager.Instance.CurrentDeedData == null) { return; } GameMode = GameManager.Instance.CurrentGameModeData; PreEnable(); GameManager.Instance.RegisterEnemy(this); StartCoroutine(SpawnAnimCo()); PostEnable(); }
public void LoadGameModeData(GameModeData gameModeData) { gameModeName = gameModeData.gameModeName; gameModeDescription = gameModeData.gameModeDescription; timeLimit = gameModeData.timeLimit; scoreLimit = gameModeData.scoreLimit; roundBased = gameModeData.roundBased; numberOfRounds = gameModeData.numberOfRounds; zoneBased = gameModeData.zoneBased; pointsPerScondInZone = gameModeData.pointsPerScondInZone; zoneChangeInterval = gameModeData.zoneChangeInterval; preMatchRoundTimerDuration = gameModeData.preMatchRoundTimerDuration; pointsPerKill = gameModeData.pointsPerKill; resetBothPlayers = gameModeData.resetBothPlayers; gauntletStartsIncomplete = gameModeData.gauntletStartsIncomplete; respawnImmunity = gameModeData.respawnImmunity; AMRAuthorized = gameModeData.AMRAuthorized; }
/// <summary> /// Initializes a new battle. /// </summary> public static void InitBattle(Player[] Players, GameModeData GameMode) { if (Players.Length <= 0) { return; } ArenaData ArenaData = null; CommandStorage Storage = new CommandStorage(); CommandStorage Queue = new CommandStorage(); object Locker = new object(); for (int I = 0; I < Players.Length; I++) { if (ArenaData == null || Players[I].Arena.DemoteTrophyLimit > ArenaData.DemoteTrophyLimit) { ArenaData = Players[I].Arena; } } for (int I = 0; I < Players.Length; I++) { Player Player = Players[I]; Player.GameMode.LoadBattleState(); for (int J = 0; J < Players.Length; J++) { Player.GameMode.AddPlayer(Players[J], J); } Player.GameMode.Battle.SetArena(ArenaData); Player.GameMode.Battle.SetLocation(ArenaData.PvPLocationData); Player.GameMode.Battle.SetGameMode(GameMode); Player.GameMode.SectorManager.SetCommandStorage(Storage); Player.GameMode.SectorManager.SetCommandQueue(Queue); Player.GameMode.SectorManager.SetLocker(Locker); } BattleManager.InitBattleTimer(Players, Locker).Start(); }
void InitGameModeData() { gameModeData = (GameModeData)ScriptableObject.CreateInstance(typeof(GameModeData)); }
void Start() { playercontroller = player.GetComponent<PlayerController> (); monsterGenerator = this.GetComponent<MonsterGenerator> (); monsterGenerator.setSpawnPoints (spawnPoints); monsterGenerator.parentSector = this; treasureFound = false; // Construct and set goals switch (sectorChallenge) { case GameEngine.MonsterChallenges.KILL_TIME: gameData = new GameModeData.KillTimeModeData(); /******* SET THE GOALS HERE *******/ ((GameModeData.KillTimeModeData)gameData).setKills(new int[] { 5, 5, 0, 2, 0}); ((GameModeData.KillTimeModeData)gameData).setTime(60f); break; case GameEngine.MonsterChallenges.KILL_NO_DAMAGE: gameData = new GameModeData.KillNoDamageModeData(); /******* SET THE GOALS HERE *******/ ((GameModeData.KillNoDamageModeData)gameData).setKills(new int[] {4, 3, 2, 0, 0}); break; } // Set texts to blank timerText.text = ""; if (this.gameObject.name == "Sector1Engine") { puzzleText.text = "X"; puzzle_count = 3; } else { puzzleText.text = "X"; puzzle_count = 4; } for (int i = 0; i < enemyTexts.Length; ++i) enemyTexts [i].text = "X"; gameData.parentEngine = this; }
/// <summary> /// Sets the game mode. /// </summary> public void SetGameMode(GameModeData GameMode) { this.GameModeData = GameMode; }
public NPCStrengthHelper(GameModeData data, float strength) { this._strength = strength; this._gameModeData = data; }
/// <summary> /// Initializes a new instance of the <see cref="CsvFiles" /> class. /// </summary> public static void Initialize() { if (CsvFiles.Initialized) { return; } CsvFiles.Files = new Dictionary <int, CsvTable>(); CsvFiles.Paths = new Dictionary <int, string>(); CsvFiles.Tilemaps = new Dictionary <string, TilemapData>(32); CsvFiles.Spells = new List <SpellData>(72); CsvFiles.Characters = new List <CharacterData>(72); CsvFiles.Paths.Add(1, @"Gamefiles/csv_client/locales.csv"); CsvFiles.Paths.Add(2, @"Gamefiles/csv_client/billing_packages.csv"); CsvFiles.Paths.Add(3, @"Gamefiles/csv_logic/globals.csv"); CsvFiles.Paths.Add(4, @"Gamefiles/csv_client/sounds.csv"); CsvFiles.Paths.Add(5, @"Gamefiles/csv_logic/resources.csv"); CsvFiles.Paths.Add(9, @"Gamefiles/csv_logic/character_buffs.csv"); CsvFiles.Paths.Add(10, @"Gamefiles/csv_logic/projectiles.csv"); CsvFiles.Paths.Add(11, @"Gamefiles/csv_client/effects.csv"); CsvFiles.Paths.Add(12, @"Gamefiles/csv_logic/predefined_decks.csv"); CsvFiles.Paths.Add(14, @"Gamefiles/csv_logic/rarities.csv"); CsvFiles.Paths.Add(15, @"Gamefiles/csv_logic/locations.csv"); CsvFiles.Paths.Add(16, @"Gamefiles/csv_logic/alliance_badges.csv"); CsvFiles.Paths.Add(18, @"Gamefiles/csv_logic/npcs.csv"); CsvFiles.Paths.Add(19, @"Gamefiles/csv_logic/treasure_chests.csv"); CsvFiles.Paths.Add(20, @"Gamefiles/csv_client/client_globals.csv"); CsvFiles.Paths.Add(21, @"Gamefiles/csv_client/particle_emitters.csv"); CsvFiles.Paths.Add(22, @"Gamefiles/csv_logic/area_effect_objects.csv"); CsvFiles.Paths.Add(26, @"Gamefiles/csv_logic/spells_characters.csv"); CsvFiles.Paths.Add(27, @"Gamefiles/csv_logic/spells_buildings.csv"); CsvFiles.Paths.Add(28, @"Gamefiles/csv_logic/spells_other.csv"); CsvFiles.Paths.Add(29, @"Gamefiles/csv_logic/spells_heroes.csv"); CsvFiles.Paths.Add(34, @"Gamefiles/csv_logic/characters.csv"); CsvFiles.Paths.Add(35, @"Gamefiles/csv_logic/buildings.csv"); CsvFiles.Paths.Add(40, @"Gamefiles/csv_client/health_bars.csv"); CsvFiles.Paths.Add(41, @"Gamefiles/csv_client/music.csv"); CsvFiles.Paths.Add(42, @"Gamefiles/csv_logic/decos.csv"); CsvFiles.Paths.Add(43, @"Gamefiles/csv_logic/gamble_chests.csv"); CsvFiles.Paths.Add(45, @"Gamefiles/csv_logic/tutorials_home.csv"); CsvFiles.Paths.Add(46, @"Gamefiles/csv_logic/exp_levels.csv"); CsvFiles.Paths.Add(48, @"Gamefiles/csv_logic/tutorials_npc.csv"); CsvFiles.Paths.Add(50, @"Gamefiles/csv_client/background_decos.csv"); CsvFiles.Paths.Add(52, @"Gamefiles/csv_logic/chest_order.csv"); CsvFiles.Paths.Add(53, @"Gamefiles/csv_logic/taunts.csv"); CsvFiles.Paths.Add(54, @"Gamefiles/csv_logic/arenas.csv"); CsvFiles.Paths.Add(55, @"Gamefiles/csv_logic/resource_packs.csv"); CsvFiles.Paths.Add(56, @"Gamefiles/csv_client/credits.csv"); CsvFiles.Paths.Add(57, @"Gamefiles/csv_logic/regions.csv"); CsvFiles.Paths.Add(58, @"Gamefiles/csv_client/news.csv"); CsvFiles.Paths.Add(59, @"Gamefiles/csv_logic/alliance_roles.csv"); CsvFiles.Paths.Add(60, @"Gamefiles/csv_logic/achievements.csv"); CsvFiles.Paths.Add(61, @"Gamefiles/csv_client/hints.csv"); CsvFiles.Paths.Add(62, @"Gamefiles/csv_client/helpshift.csv"); CsvFiles.Paths.Add(63, @"Gamefiles/csv_logic/tournament_tiers.csv"); CsvFiles.Paths.Add(64, @"Gamefiles/csv_logic/content_tests.csv"); CsvFiles.Paths.Add(65, @"Gamefiles/csv_logic/survival_modes.csv"); CsvFiles.Paths.Add(66, @"Gamefiles/csv_logic/shop.csv"); CsvFiles.Paths.Add(67, @"Gamefiles/csv_logic/event_categories.csv"); CsvFiles.Paths.Add(68, @"Gamefiles/csv_logic/draft_deck.csv"); // Paths.Add(70, @"Gamefiles/csv_logic/abilities.csv"); CsvFiles.Paths.Add(72, @"Gamefiles/csv_logic/game_modes.csv"); CsvFiles.Paths.Add(74, @"Gamefiles/csv_logic/event_category_definitions.csv"); CsvFiles.Paths.Add(75, @"Gamefiles/csv_logic/event_category_object_definitions.csv"); CsvFiles.Paths.Add(76, @"Gamefiles/csv_logic/event_category_enums.csv"); CsvFiles.Paths.Add(77, @"Gamefiles/csv_logic/configuration_definitions.csv"); CsvFiles.Paths.Add(79, @"Gamefiles/csv_logic/pve_gamemodes.csv"); CsvFiles.Paths.Add(81, @"Gamefiles/csv_logic/tve_gamemodes.csv"); CsvFiles.Paths.Add(82, @"Gamefiles/csv_logic/tutorial_chest_order.csv"); CsvFiles.Paths.Add(83, @"Gamefiles/csv_logic/skins.csv"); CsvFiles.Paths.Add(84, @"Gamefiles/csv_logic/quest_order.csv"); CsvFiles.Paths.Add(85, @"Gamefiles/csv_logic/event_targeting_definitions.csv"); CsvFiles.Paths.Add(86, @"Gamefiles/csv_logic/shop_cycle.csv"); CsvFiles.Paths.Add(87, @"Gamefiles/csv_logic/skin_sets.csv"); foreach (KeyValuePair <int, string> Pair in CsvFiles.Paths) { if (!File.Exists(Pair.Value)) { Logging.Error(typeof(CsvFiles), "File.Exists(Path) != true at Initialize()."); } else { CsvFiles.Files.Add(Pair.Key, new CsvTable(Pair.Key, Pair.Value)); } } foreach (CsvTable CsvTable in CsvFiles.Files.Values) { foreach (CsvData CsvData in CsvTable.Datas) { CsvData.LoadingFinished(); } } CsvFiles.MaxExpLevel = CsvFiles.Get(Gamefile.ExpLevels).Datas.Count; CsvFiles.GoldData = CsvFiles.Get(Gamefile.Resources).GetData <ResourceData>("Gold"); CsvFiles.FreeGoldData = CsvFiles.Get(Gamefile.Resources).GetData <ResourceData>("FreeGold"); CsvFiles.StarCountData = CsvFiles.Get(Gamefile.Resources).GetData <ResourceData>("StarCount"); CsvFiles.CardCountData = CsvFiles.Get(Gamefile.Resources).GetData <ResourceData>("CardCount"); CsvFiles.ChestCountData = CsvFiles.Get(Gamefile.Resources).GetData <ResourceData>("ChestCount"); CsvFiles.SummonerData = CsvFiles.Get(Gamefile.Buildings).GetData <CharacterData>("KingTower"); CsvFiles.GameModeLadderData = CsvFiles.Get(Gamefile.GameModes).GetData <GameModeData>("Ladder"); foreach (ArenaData ArenaData in CsvFiles.Get(Gamefile.Arenas).Datas) { ArenaData.ConfigureSpells(); } foreach (string FilePath in Directory.GetFiles(@"Gamefiles/tilemaps/")) { CsvFiles.Tilemaps.Add(FilePath, new TilemapData(FilePath)); } Logging.Info(typeof(CsvFiles), "Loaded " + CsvFiles.Files.Count + " CSV files."); }