public CurrentMoves(Gameplay.MoveState[] moves) { this.moves = new int[moves.Length]; for (int i = 0; i < moves.Length; i++) { this.moves[i] = moves[i].MoveNum; } }
public bool CanSetItem(Gameplay.EquipmentSlotType Slot, GameplayItem Item) { //Check if this slot is locked by other item if (Slot < Gameplay.EquipmentSlotType._COUNT) { if (Slots[(int)Slot].LockedByOtherSlot) { return false; } } //Check generics if (Item.Slot == Gameplay.EquipmentSlotType.HAND || Item.Slot == Gameplay.EquipmentSlotType.LEFT_RIGHT_HAND) { if (Slot == Gameplay.EquipmentSlotType.LEFT_HAND) return true; if (Slot == Gameplay.EquipmentSlotType.RIGHT_HAND) return true; } else if (Item.Slot == Gameplay.EquipmentSlotType.FINGER || Item.Slot == Gameplay.EquipmentSlotType.LEFT_RIGHT_FINGER) { if (Slot == Gameplay.EquipmentSlotType.LEFT_FINGER) return true; if (Slot == Gameplay.EquipmentSlotType.RIGHT_FINGER) return true; } return Slot == Item.Slot; }
/// <summary> /// Disables certain functionalities and sets card identity based on whether it is a server or a client /// </summary> void Start () { //Disable Card button functionality for client if (!transform.GetComponent<NetworkIdentity>().isServer) { this.transform.GetChild(0).GetChild(0).GetComponent<Button>().interactable = false; } //grab references gameplay = GameObject.Find("BoardGenerator").GetComponent<Gameplay>(); //set renderer color for master spy if (!transform.GetComponent<NetworkIdentity>().isServer) { switch (CardType) { case 0: break; case 1: GetComponent<Renderer>().material.color = new Color(1, 0, 0); break; case 2: GetComponent<Renderer>().material.color = new Color(0, 0, 1); break; case 4: GetComponent<Renderer>().material.color = new Color(0, 0, 0); break; } } //set text transform.GetChild(0).GetChild(0).GetComponentInChildren<Text>().text = Word; }
void Start() { Game = (Gameplay)GameObject.FindGameObjectWithTag("MainCamera").GetComponent("Gameplay"); //Game.GameChat.AddChatMessage("ADMIN2", "Setting Pos: " + pos); //gameObject.transform.position = Game.field.fieldInfo.GetPosition((int)pos); }
public EnemyField(Gameplay _Game) { CriticalLeft = GameObject.FindGameObjectWithTag("EnemyCriticalFrontLeft"); CriticalVanguard = GameObject.FindGameObjectWithTag("EnemyCriticalVanguard"); CriticalRight = GameObject.FindGameObjectWithTag("EnemyCriticalFrontRight"); CallEffect = GameObject.FindGameObjectWithTag("CallEffect"); fieldInfo = new EnemyFieldInformation(); Soul = new List<Card>(); Vanguard = null; Left_Rear = null; Left_Front = null; Center_Rear = null; Right_Rear = null; Left_Rear = null; delta = new Vector3(0.0f, 0.01f, 0.0f); VanguardPower = (TextMesh)GameObject.FindGameObjectWithTag("VPEnemy").GetComponent("TextMesh"); FrontRightPower = (TextMesh)GameObject.FindGameObjectWithTag("FRPEnemy").GetComponent("TextMesh"); FrontLeftPower = (TextMesh)GameObject.FindGameObjectWithTag("FLPEnemy").GetComponent("TextMesh"); RearRightPower = (TextMesh)GameObject.FindGameObjectWithTag("RRPEnemy").GetComponent("TextMesh"); RearLeftPower = (TextMesh)GameObject.FindGameObjectWithTag("RLPEnemy").GetComponent("TextMesh"); RearCenterPower = (TextMesh)GameObject.FindGameObjectWithTag("RCPEnemy").GetComponent("TextMesh"); VC = (TextMesh)GameObject.FindGameObjectWithTag("VCE").GetComponent("TextMesh"); FRC = (TextMesh)GameObject.FindGameObjectWithTag("FRCE").GetComponent("TextMesh"); FLC = (TextMesh)GameObject.FindGameObjectWithTag("FLCE").GetComponent("TextMesh"); RRC = (TextMesh)GameObject.FindGameObjectWithTag("RRCE").GetComponent("TextMesh"); RLC = (TextMesh)GameObject.FindGameObjectWithTag("RLCE").GetComponent("TextMesh"); RCC = (TextMesh)GameObject.FindGameObjectWithTag("RCCE").GetComponent("TextMesh"); VanguardPower.text = ""; FrontRightPower.text = ""; FrontLeftPower.text = ""; RearRightPower.text = ""; RearLeftPower.text = ""; RearCenterPower.text = ""; DamageZone = new List<Card>(); DropZone = new List<Card>(); BindZone = new List<Card>(); VanguardPower.renderer.material.color = Color.yellow; FrontRightPower.renderer.material.color = Color.yellow; FrontLeftPower.renderer.material.color = Color.yellow; RearRightPower.renderer.material.color = Color.yellow; RearLeftPower.renderer.material.color = Color.yellow; RearCenterPower.renderer.material.color = Color.yellow; VC.text = ""; FRC.text = ""; FLC.text = ""; RRC.text = ""; RLC.text = ""; RCC.text = ""; Game = _Game; }
void Awake() { enemyAssociated = transform.GetComponent<Enemy>(); capteur = new Ray(Vector3.zero, Vector3.zero); if(!Application.loadedLevelName.Contains("Editor")) gameplay = GameObject.Find("Engine").GetComponent<Gameplay>(); PSDetection = transform.FindChild("PSDetection").gameObject; discoverHero = false; }
public PowerupManager(World world, Gameplay.GameplayScreen screen) { types = new[] { typeof(ScatterBomb) }; phyWorld = world; gameplay = screen; rand = new Random(); remaining = rand.NextDouble() * 10 + 10; }
// Use this for initialization void Start() { theCanon = transform.parent.GetComponent<Canon>(); pointLight = transform.FindChild("Light").light; lensFlare = transform.GetComponentInChildren<LensFlare>(); ps = transform.FindChild("PS").particleSystem; time = 0f; if(!Application.loadedLevelName.Contains("Editor") && !Application.loadedLevelName.Contains("MainMenu") ) gameplay = GameObject.Find("Engine").GetComponent<Gameplay>(); }
public CardMenu(Gameplay Game) { _Game = Game; OptionNormal = Resources.Load ("CardMenuNormal") as Texture2D; OptionSelected = Resources.Load("CardMenuSelected") as Texture2D; _w = 285.0f * 0.24f; _h = 43.0f * 0.45f; optionNames = new List<string>(); function = new List<ClickFunction>(); _Camera = (Camera)GameObject.FindGameObjectWithTag("MainCamera").GetComponent("Camera"); }
public override void DoReset(Gameplay.Abstracts.GameObject.ResetInformation resetInformation) { Inventory inventory = InventoryComp.Inventory; try { // Stops the case from deleting inventory content on reset InventoryComp.Inventory = null; base.DoReset(resetInformation); } finally { InventoryComp.Inventory = inventory; } }
/// <summary> /// Custom update function that can be turned on and off. Had to be done this way instead of a regular update due to unity player-spawning in networking. /// </summary> /// <returns></returns> public IEnumerator UiRefresh() { //grab reference and set max amounts of cards for both teams gameplay = GameObject.Find("BoardGenerator").GetComponent<Gameplay>(); int maxRed = gameplay.StartingTeam == 0 ? 9 : 8; int maxBlue = gameplay.StartingTeam == 1 ? 9 : 8; //Display which team starts + their current amount of cards while (true) { statusText.text = gameplay.StartingTeam == 0 ? "RED STARTS" : "BLUE STARTS"; redCounter.text = gameplay.ScoreRed+"/"+ maxRed; blueCounter.text = gameplay.ScoreBlue+"/"+maxBlue; yield return new WaitForEndOfFrame(); } }
public FieldWatcher(Gameplay _game) { game = _game; backgroundTexture = Resources.Load("ViewCardBackground") as Texture2D; exitBtnStyle.normal.background = Resources.Load("GUI/exit") as Texture2D; exitBtnStyle.hover.background = Resources.Load("GUI/exit_hover") as Texture2D; leftArrowBtnStyle.normal.background = Resources.Load("GUI/left_arrow") as Texture2D; leftArrowBtnStyle.hover.background = Resources.Load("GUI/left_arrow_hover") as Texture2D; rightArrowBtnStyle.normal.background = Resources.Load("GUI/right_arrow") as Texture2D; rightArrowBtnStyle.hover.background = Resources.Load("GUI/right_arrow_hover") as Texture2D; Reset(); }
// Use this for initialization void Start() { btnWidth = 80; btnHeight = 30; groupWidth = 100; groupHeight = 300; groupX = Screen.width - groupWidth; groupY = Screen.height/2 - groupHeight/2; menuBtnX = 10; menuBtnY = 40; groupWidth2 = 300; groupHeight2 = 75; groupX2 = Screen.width/3 - groupWidth2/2; groupY2 = Screen.height - groupHeight2; gameplay = Gameplay.instance; }
public Deck(Gameplay game) { cards = new List<Card>(); fieldInfo = new FieldInformation(); CardSelectedVector = new List<CardIdentifier>(); initialPositionShowDeck = new Vector3(-15.43038f, 3.943099f, -18.63872f); deltaPositionShowDeck = new Vector3(0.625f, 0.0f, 0.001f); Cursor = GameObject.FindGameObjectWithTag("Cursor"); bShowingDeck = false; currentCard = 0; ViewBackground = Resources.Load ("ViewCardBackground") as Texture2D; CardsWatching = new List<Game2DCard>(); TotalCards = new List<Game2DCard>(); _Game = game; }
public List<Gameplay.EquipmentSlotType> CheckItemSlots(Gameplay.EquipmentSlotType DstSlot, GameplayItem Item) { List<Gameplay.EquipmentSlotType> List = new List<Gameplay.EquipmentSlotType>(); //Check generics if (Item.Slot == Gameplay.EquipmentSlotType.LEFT_RIGHT_HAND) { List.Add(Gameplay.EquipmentSlotType.RIGHT_HAND); List.Add(Gameplay.EquipmentSlotType.LEFT_HAND); } else if (Item.Slot == Gameplay.EquipmentSlotType.LEFT_RIGHT_FINGER) { List.Add(Gameplay.EquipmentSlotType.LEFT_FINGER); List.Add(Gameplay.EquipmentSlotType.RIGHT_FINGER); } /*else if(Item.Slot == Gameplay.EquipmentSlotType.HAND) { if((DstSlot == Gameplay.EquipmentSlotType.LEFT_HAND || DstSlot == Gameplay.EquipmentSlotType.RIGHT_HAND) && !Slots[(int)DstSlot].LockedByOtherSlot) { List.Add(DstSlot); } } else if(Item.Slot == Gameplay.EquipmentSlotType.FINGER) { if((DstSlot == Gameplay.EquipmentSlotType.LEFT_FINGER || DstSlot == Gameplay.EquipmentSlotType.RIGHT_FINGER) && !Slots[(int)DstSlot].LockedByOtherSlot) { List.Add(DstSlot); } } else if(!Slots[(int)DstSlot].LockedByOtherSlot) { List.Add(DstSlot); }*/ return List; }
void Awake () { instance = this; gamePlayPhotonView = PhotonView.Get(this); spawnedList = new List<GameObject>(); //Finding GameObjects rightPlayerText = GameObject.Find("RightPlayerText").gameObject.GetComponent<Text>(); leftPlayerText = GameObject.Find("LeftPlayerText").gameObject.GetComponent<Text>(); pointsLeft = GameObject.Find("PointsLeft").gameObject.GetComponent<Text>(); pointsRight = GameObject.Find("PointsRight").gameObject.GetComponent<Text>(); pointsLeft.text = "Points: 0"; pointsRight.text = "Points: 0"; playersInRoom = false; gameStart = false; gameStarted = false; gameOver = false; timer = 3; currentPointsLeft = currentPointsRight = 0; maxPoints = 5; }
public GameplayStateStart(Gameplay gameplay) : base(gameplay) { }
public ScatterBomb(World world, Gameplay.GameplayScreen screen, Random rand) : base(world, screen, rand) { random = rand; }
private void Awake() { current = this; }
protected void _se_PlayerWon(Gameplay.Player p) { Dispatcher.Invoke(new playerUpdateHandler(updatePlayerWon), p, string.Empty); }
public void SetGame(Gameplay game) { this.Game = game; }
void CreateGrid(Gameplay.ItemType Type) { CreateEmptyGrid(); switch(Type) { case Gameplay.ItemType.WEAPON: CreateWeaponGrid(); break; } }
public void SetGame(Gameplay _Game) { CallFromDeckList = new List<Card>(); Game = _Game; }
public override void Leave() { Gameplay.SetStartScreenVisible(false); }
public GameplayStatePlay(Gameplay gameplay) : base(gameplay) { }
public void RZone(Gameplay gp) { Assert.IsTrue(gp.Replay(new Always(G => G.packs.TrueForAll(CorrectZone)))); }
public override void BackButtonPressed() { Gameplay.Pause(); }
void Awake() { GP = GameObject.Find("Gameplay").GetComponent <Gameplay>(); }
// Use this for initialization void Awake() { if(!Application.loadedLevelName.Contains("Editor")) gameplay = GameObject.Find("Engine").GetComponent<Gameplay>(); }
public void PlayerHpAbove0(Gameplay gp) { Assert.IsTrue(gp.Replay(new Always(G => G.player.HP >= 0))); }
public void SetGame(Gameplay _game) { game = _game; }
private void updatePlayerLeft(Gameplay.Player player, string msg = "") { if (getCurrentControl() == _intro) { _players--; _intro.Players = _players; } }
public CItemGrid(Gameplay.ItemType Type) { InitializeComponent(); CreateGrid(Type); }
protected void ClientHandler_PlayerLeft(Gameplay.Player player, string msg = "") { Dispatcher.Invoke(new playerUpdateHandler(updatePlayerLeft), player, msg); }
private void Start() { gameplay = FindObjectOfType <Gameplay>(); sd = gameplay.GetSaveData(); }
public static GameplayController Create(Gameplay gameplay) { return(new InfiniteGameplayController(gameplay)); }
// Start is called before the first frame update void Start() { m_GP = GameObject.Find("Gameplay").GetComponent <Gameplay>(); }
void Awake() { Gameplay.instance = this; }
// Do the actual updating private void updatePlayerJoined(Gameplay.Player p,string msg) { if (getCurrentControl() == _intro) { _players++; _intro.Players = _players; } }
// Use this for initialization void Start() { #region 处理其他UI _battleMapBlockAndUnits = GameObject.Find("MainPanel"); _roundStateText = GameObject.Find("phaseNameText"); _uiToHide = new List <GameObject>(); _uiToHide.Add(_battleMapBlockAndUnits); _uiToHide.Add(_roundStateText); #endregion #region 获取卡牌管理器上相应列表引用 handcardList = CardManager.Instance().cardsInHand; cardSetsList = CardManager.Instance().cardsSets; cooldownList = CardManager.Instance().cooldownCards; handcardInstanceList = CardManager.Instance().handcardsInstance; #endregion // 卡牌书界面内关闭按钮事件监听 _closeWindowButton.onClick.Add(ShowCardBook); // 回合结束按钮添加事件监听 _endRoundButton.onClick.Add(Gameplay.Instance().switchPhaseHandler); // 卡牌堆按钮添加事件监听 _cardSetsButton.onClick.Add(ShowCardBook); _handcardList.childrenRenderOrder = ChildrenRenderOrder.Arch; MsgDispatcher.RegisterMsg( this.GetMsgReceiver(), (int)MessageType.HandcardChange, () => { return(true); }, UpdateHandcards, "Hand cards observer" ); MsgDispatcher.RegisterMsg( this.GetMsgReceiver(), (int)MessageType.CardsetChange, () => { return(true); }, UpdateCardsSets, "Card sets observer" ); MsgDispatcher.RegisterMsg( this.GetMsgReceiver(), (int)MessageType.CooldownlistChange, () => { return(true); }, UpdateCooldownList, "Cooldown list observer" ); UpdateHandcards(); UpdateCardsSets(); UpdateCooldownList(); _handcardList.onClickItem.Add(OnClickHandCard); _cardsSetsList.onClickItem.Add(OnClickCardInCardSets); }
private void updatePlayerWon(Gameplay.Player player, string msg = "") { if (player != null) { initWinScreen(player.Image); _wintimer.Start(); } }
public NpcSprite(Loc2D charLoc, Direction8 charDir, Gameplay.FormData data) : base(charLoc, charDir) { CharData = data; }
public void Descend() { Gameplay.Instance().NextLevel(); hasFloorKey = false; }
/// <summary> /// 响应手牌点击事件的函数 /// </summary> public void OnClickHandCard(EventContext context) { // 如果不是玩家回合,则无法使用卡牌 if (!Gameplay.Instance().roundProcessController.IsPlayerRound()) { return; } // int index = _handcardList.GetChildIndex(context.data as GObject); // BaseCard baseCardReference = handcardInstanceList[index].GetComponent<BaseCard>(); // if (!Player.Instance().CanConsumeAp(baseCardReference.cost)) // { // Debug.Log("Ran out of AP, cant use this one"); // return; // } GObject item = context.data as GObject; // 确认当前点击的卡牌和上次点击的不同,此时表明用户想使用这张卡牌 if (item != lastClicked) { // 改变记录 lastClicked = item; // 动效 //DoSpecialEffect(item); // 设置当前选中的卡牌 CardManager.Instance().SetSelectingCard(_handcardList.GetChildIndex(item)); } else // 此时用户点击的牌和上次相同,表示用户想取消使用 { // 恢复原大小 foreach (GObject litem in _handcardList.GetChildren()) { StartCoroutine(FancyHandCardEffect(litem, 1)); } // 重置上次选择项 lastClicked = null; // 调用取消使用方法 CardManager.Instance().CancleUseCurrentCard(); // 结束函数执行,因为用户取消使用 return; } CardManager.Instance().OnUseCurrentCard(); // // 若是效果牌 // if (baseCardReference.type.Equals("Order")) // { //// // 判断使用结果 //// if (baseCardReference.Use()) //// { //// // 使用成功则移除手牌 //// CardManager.Instance().RemoveCardToCd(index); //// return; //// } // // baseCardReference.Use(); // // } // else // { // if (Gameplay.Instance().gamePlayInput.IsSelectingCard == false) // { // Gameplay.Instance().gamePlayInput. OnPointerDownUnitCard(handcardInstanceList[index]); // BattleMap.BattleMap.Instance().IsColor = true; // } // } }