/// <summary> /// Cancel a player event /// </summary> /// <param name="e">The event that you want to cancel</param> /// <param name="p">The Player that event is related to</param> public static void CancelPlayerEvent(PlayerEvents e, Player p) { //TODO //Add some more events to be canceled switch (e) { case PlayerEvents.BlockChange: p.cancelBlock = true; break; case PlayerEvents.PlayerChat: p.cancelchat = true; break; case PlayerEvents.PlayerCommand: p.cancelcommand = true; break; case PlayerEvents.PlayerMove: p.cancelmove = true; break; case PlayerEvents.MYSQLSave: p.cancelmysql = true; break; case PlayerEvents.PlayerRankChange: Group.cancelrank = true; break; case PlayerEvents.MessageRecieve: p.cancelmessage = true; break; } }
/// <summary> /// Constructor for handling warp events. /// </summary> /// <param name="Name">The name of the event.</param> /// <param name="Location">The game location that this event is located at.</param> /// <param name="Position">The x,y tile position of the event.</param> /// <param name="playerEvents">The events to occur when the player enters the warp tile before the warp.</param> /// <param name="WarpInfo">The information for warping the farmer.</param> public WarpEvent(string Name, GameLocation Location, Vector2 Position, PlayerEvents playerEvents, WarpInformation WarpInfo) : base(Name, Location, Position, playerEvents) { this.name = Name; this.location = Location; this.tilePosition = Position; this.playerEvents = playerEvents; this.warpInfo = WarpInfo; this.doesInteractionNeedToRun = true; }
/// <inheritdoc /> public override void OnDisabled() { MapEvents.UnsubscribeEvents(); PlayerEvents.UnsubscribeEvents(); ServerEvents.UnsubscribeEvents(); harmony.UnpatchAll(); base.OnDisabled(); }
public void CopyFrom(object rightComponent) { if (Events == null) { Events = new PlayerEvents(); } var right = (RemoteEventsComponent)rightComponent; Events.CopyFrom(right.Events); }
/// <inheritdoc /> public override void OnEnabled() { MapEvents.SubscribeEvents(); PlayerEvents.SubscribeEvents(); ServerEvents.SubscribeEvents(); harmony = new Harmony($"build.scp457.{DateTime.UtcNow.Ticks}"); harmony.PatchAll(); base.OnEnabled(); }
public ClientPlayer(string login, Guid id, Point position) { Size = 32; _login = login; _id = id; Position = position; ColorRect = GetRandomColor(); stats = new StatisticsPlayer(_login); PlayerEvents.GetInstance().Eat += EatFood; }
private void OnTriggerEnter(Collider other) { //if player collides obstacle, notify that game ended if (other.gameObject.tag == "Obstacle") { moving = false; //fire loose event PlayerEvents.FirePlayerDeath(); PlayerEvents.PlaySound(SoundType.Asteroid); } }
private void TakeDamage(int d) { health--; health = Mathf.Max(0, health); PlayerEvents.Instance().InvokeUpdateHealth(health, maxHealth); if (health == 0) { PlayerEvents.Instance().InvokeDeath(); } }
// Use this for initialization void Start() { if (!isLocalPlayer) { camera.enabled = false; return; } newposition = transform.position; networkIdentity = GetComponent <NetworkIdentity>(); playerEvents = GetComponent <PlayerEvents>(); }
private void Awake() { instance = this; playerEvents = new PlayerEvents(); evilPlayerEvents = new EvilPlayerEvents(); enemyEvents = new EnemyEvents(); levelEvents = new LevelEvents(); enviromentEvents = new EnviromentEvents(); weaponEvents = new WeaponEvents(); itemEvents = new ItemEvents(); }
private void UpdateLocomotion() { if (!PlayerEvents.HasEvent(PlayerEvents.InputEvents.MoveTo)) { return; } Vector2Int position = (Vector2Int)PlayerEvents.GetEvent(PlayerEvents.InputEvents.MoveTo); m_PlayerComponent.MoveTo(position); }
void Awake() { if (Instance != null && Instance != this) { Destroy(this); } else { Instance = this; } }
void TeardownCallbacks() { gameActions.UI.Navigate.performed -= HandleNavigation; gameActions.UI.Exit.performed -= (ctx) => PlayerEvents.NotifyInventoryClose(); gameActions.UI.Point.performed -= (ctx) => Cursor.visible = true; PlayerEvents.OnInventoryOpened -= ActivateInventory; PlayerEvents.OnInventoryClosed -= DeactivateInventory; InventoryEvents.OnSlotHighlight -= (slot) => SelectSlot(slot); InventoryEvents.OnSlotDehighlight -= (slot) => DeselectSlot(slot); InventoryEvents.OnDetailedViewOpen -= SuspendInventory; InventoryEvents.OnDetailedViewClose -= AwakeInventory; }
public void GameStopsOnGameOver() { var gameToTest = GenerateGame.GenerateAGame(8, 8, 5, 3, 0, 1); var dummyEvent = new PlayerEvents { GameOver = true }; gameToTest.HandlePlayerEvent(this, dummyEvent); Assert.AreEqual(true, gameToTest.GameOver); }
public void GameContinues() { var gameToTest = GenerateGame.GenerateAGame(8, 8, 5, 3, 0, 1); var dummyEvent = new PlayerEvents { GameOver = false }; gameToTest.HandlePlayerEvent(this, dummyEvent); Assert.AreEqual(false, gameToTest.GameOver); }
private void Update() { //update score if player pass obstacle if (transform.position.z < 0 && !obstaclePassed) { if (obstacle != null) { PlayerEvents.FireScoreUp(5, true); obstaclePassed = true; } } }
public BaseGameEvents() { Player = new PlayerEvents(); Time = new TimeEvents(); Monsters = new MonsterEvents(); Entities = new EntityEvents(); Flow = new FlowEvents(); Health = new HPEvents(); Battle = new BattleEvents(); Traps = new TrapEvents(); Blocks = new BlockingEvents(); }
private void DecreaseHealthCount() { _currentHealthCount--; if (_currentHealthCount >= 0) { HUDEvents.OnUpdateHealthHUD(_currentHealthCount); } else { PlayerEvents.OnPlayerDied(); } }
public void Death() { IsDead = true; playerController.PlayerAttackController.enabled = false; playerController.PlayerInputController.enabled = false; playerController.PlayerMovementController.enabled = false; playerController.PlayerAnimationController.SetIsDeadTrigger(); PlayerEvents.OnPlayerDiedFunction(); playerCollider.enabled = false; playerController.PlayerMovementController.Body.gravityScale = 0; //Do Death Things }
//IDamagable Function public void TakeDamage(int damageValue) { playerCurrentHealth -= damageValue; PlayerEvents.CallPlayerTookDamage(damageValue); PlayerEvents.CallPlayerRemainingHP(playerCurrentHealth); if (playerCurrentHealth <= 0) { PlayerDies(); } }
void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag(TagHelper.PLAYER_TAG)) { PlayerEvents.OnPlayerHitObstacleFunction(); } if (other.CompareTag(TagHelper.OBSTACLE_DESTROY_TAG)) { Obstacle parent = GetComponentInParent <Obstacle>(); Destroy(parent.gameObject); } }
// Use this for initialization void Start() { // Register listeners PlayerEvents.Instance().DespawnPlayer += SpawnPlayer; LevelEvents.Instance().SetCheckpoint += SetCheckpoint; LevelEvents.Instance().ReachGoal += WinLevel; // Level Manager logic currentCheckpoint = startPoint; player = Instantiate(PlayerPrefab); SpawnPlayer(); }
private void Initialize() { try { PlayerListener = new PlayerEvents(ActivityContext, ControlView); if (ActivityName != "FullScreen") { SimpleExoPlayerView = ActivityContext.FindViewById <PlayerView>(Resource.Id.player_view); SimpleExoPlayerView.SetControllerVisibilityListener(PlayerListener); SimpleExoPlayerView.RequestFocus(); //Player initialize ControlView = SimpleExoPlayerView.FindViewById <PlayerControlView>(Resource.Id.exo_controller); PlayerListener = new PlayerEvents(ActivityContext, ControlView); MFullScreenIcon = ControlView.FindViewById <ImageView>(Resource.Id.exo_fullscreen_icon); MFullScreenButton = ControlView.FindViewById <FrameLayout>(Resource.Id.exo_fullscreen_button); MainVideoFrameLayout = ActivityContext.FindViewById <FrameLayout>(Resource.Id.root); MainVideoFrameLayout.SetOnClickListener(this); switch (MFullScreenButton.HasOnClickListeners) { case false: MFullScreenButton.SetOnClickListener(this); break; } } else { FullscreenPlayerView = ActivityContext.FindViewById <PlayerView>(Resource.Id.player_view2); ControlView = FullscreenPlayerView.FindViewById <PlayerControlView>(Resource.Id.exo_controller); PlayerListener = new PlayerEvents(ActivityContext, ControlView); MFullScreenIcon = ControlView.FindViewById <ImageView>(Resource.Id.exo_fullscreen_icon); MFullScreenButton = ControlView.FindViewById <FrameLayout>(Resource.Id.exo_fullscreen_button); switch (MFullScreenButton.HasOnClickListeners) { case false: MFullScreenButton.SetOnClickListener(this); break; } } } catch (Exception exception) { Methods.DisplayReportResultTrack(exception); } }
public void Interpolate(object left, object right, IInterpolationInfo interpolationInfo) { if (Events == null) { Events = new PlayerEvents(); } if (Events.ServerTime != interpolationInfo.LeftServerTime) { var l = left as RemoteEventsComponent; Events.CopyFrom(l.Events); Events.HasHandler = false; Events.ServerTime = interpolationInfo.LeftServerTime; } }
private void UpdateScore(int pointValue, int scrapValue) { // add point value to HUD playerCurrentScore += pointValue; playerCurrentScrap += scrapValue; if (playerCurrentScrap >= playerMaxScrap) { playerCurrentScrap = playerMaxScrap; } //Invoking Update Score/Scrap events to update the HUD PlayerEvents.CallUpdatePlayerScore(playerCurrentScore); PlayerEvents.CallUpdatePlayerScrap(playerCurrentScrap); }
// Update is called once per frame void Update() { if (Input.GetButtonDown("Shoot")) { animator.SetBool("Shooting", true); Vector3 pos = shootPoint.position; Quaternion rot = shootPoint.rotation * Quaternion.Euler(0F, 0F, transform.localScale.x < 0F ? 180F : 0F); PlayerEvents.Instance().InvokeSpawnShot(pos, rot); } else { animator.SetBool("Shooting", false); } }
public void Connect(params Player[] players) { if (players != null) { foreach (var player in players) { if (player != null) { PlayerEvents.Add(new PlayerEvent() { Player = player }); } } } }
// Use this for initialization void Start() { PlayerEvents.Instance().SpawnShot += SpawnBullet; PlayerEvents.Instance().DespawnShot += DespawnBullet; instances = new List <GameObject>(); instances.Capacity = startSize; for (int i = 0; i < startSize; i++) { GameObject instance = Instantiate(Prefab); instance.SetActive(false); instances.Add(instance); } }
public void DealDamage(int dmg, AbstractGameObject from) { UpgradedStats.Hp -= dmg; GameSoundManager.PlayOnTakeDamage(PrefabIndex); UnitBar_HTML.UpdateInfo(this); if (UpgradedStats.Hp > 0) { return; } KillSelf(); QuestManager.OnKilling(from, this); UnitEvents.OnKilling(from, this); PlayerEvents.OnKilling(from, this); }
public void EnemyEatFood(FoodPoint foodPoint, int id, Guid id_player) { var food = FoodPoints.FirstOrDefault(i => i.ID == id); FoodPoints.Remove(food); FoodPoints.Add(foodPoint); var player = EnemyPlayers.FirstOrDefault(i => i.ID == id_player); if (player != null) { player.Size++; player.Score++; } PlayerEvents.GetInstance().EnemyEatFood(); }
// Start is called before the first frame update private void Start() { GameObject spawnedWeapon = Instantiate(Weapon, WeaponSocket.position, WeaponSocket.rotation); if (!spawnedWeapon) { return; } spawnedWeapon.transform.parent = WeaponSocket; EquippedWeapon = spawnedWeapon.GetComponent <WeaponComponent>(); GripLocation = EquippedWeapon.HandPosition; EquippedWeapon.Initialize(this, PlayerController.CrosshairComponent); PlayerEvents.Invoke_OnWeaponEquipped(EquippedWeapon); }
/// <summary> /// Check to see if a Player event is stopped /// </summary> /// <param name="e">The event to check</param> /// <param name="p">The Player that event is related to</param> /// <returns>This returns true or false, true means its stopped, false means its not</returns> public static bool IsPlayerEventCancled(PlayerEvents e, Player p) { switch (e) { case PlayerEvents.BlockChange: return p.cancelBlock; case PlayerEvents.PlayerChat: return p.cancelchat; case PlayerEvents.PlayerCommand: return p.cancelcommand; case PlayerEvents.PlayerMove: return p.cancelmove; case PlayerEvents.MYSQLSave: return p.cancelmysql; case PlayerEvents.PlayerRankChange: return Group.cancelrank; case PlayerEvents.MessageRecieve: return p.cancelmessage; default: return false; } }
/// <summary> /// Cancel a Player event /// </summary> /// <param name="e">The event that you want to cancel</param> /// <param name="p">The Player that event is related to (null if not dealing with player event)</param> public static void CancelEvent(PlayerEvents e, Player p) { //TODO //Add some more events to be canceled switch (e) { case PlayerEvents.PlayerBlockChange: p.cancelBlock = true; break; case PlayerEvents.PlayerChat: p.cancelchat = true; break; case PlayerEvents.PlayerCommand: p.cancelcommand = true; break; case PlayerEvents.PlayerMove: p.cancelmove = true; break; case PlayerEvents.PlayerDig: p.canceldig = true; break; } }
/// <summary> /// Check to see if a Player event is stopped /// </summary> /// <param name="e">The event to check</param> /// <param name="p">The Player that event is related to</param> /// <returns>This returns true or false, true means its stopped, false means its not</returns> public static bool IsPlayerEventCancled(PlayerEvents e, Player p)
/// <summary> /// Check to see if a Player event is stopped /// </summary> /// <param name="e">The event to check</param> /// <param name="p">The Player that event is related to</param> /// <returns>This returns true or false, true means its stopped, false means its not</returns> public static bool IsEventCancled(PlayerEvents e, Player p) { switch (e) { case PlayerEvents.PlayerChat: return p.cancelchat; case PlayerEvents.PlayerCommand: return p.cancelcommand; case PlayerEvents.PlayerMove: return p.cancelmove; case PlayerEvents.PlayerDig: return p.canceldig; case PlayerEvents.PlayerKick: return p.cancelkick; case PlayerEvents.WindowClose: return p.cancelclose; case PlayerEvents.EXPGain: return p.cancelgain; case PlayerEvents.EXPLost: return p.cancellost; case PlayerEvents.Respawn: return p.cancelrespawn; case PlayerEvents.EntityAttack: return p.cancelentityleft; case PlayerEvents.EntityRightClick: return p.cancelentityright; case PlayerEvents.BlockRightClick: return p.cancelblockright; case PlayerEvents.BlockLeftClick: return p.cancelblockleft; case PlayerEvents.BlockPlace: return p.cancelplace; case PlayerEvents.BlockBreak: return p.cancelbreak; case PlayerEvents.ItemUse: return p.cancelitemuse; default: return false; } }
/// <summary> /// Cancel a Player event /// </summary> /// <param name="e">The event that you want to cancel</param> /// <param name="p">The Player</param> public static void CancelEvent(PlayerEvents e, Player p) { //TODO //Add some more events to be canceled switch (e) { case PlayerEvents.PlayerChat: p.cancelchat = true; break; case PlayerEvents.PlayerCommand: p.cancelcommand = true; break; case PlayerEvents.PlayerMove: p.cancelmove = true; break; case PlayerEvents.PlayerDig: p.canceldig = true; break; case PlayerEvents.PlayerKick: p.cancelkick = true; break; case PlayerEvents.EXPGain: p.cancelgain = true; break; case PlayerEvents.EXPLost: p.cancellost = true; break; case PlayerEvents.WindowClose: p.cancelclose = true; break; case PlayerEvents.Respawn: p.cancelrespawn = true; break; case PlayerEvents.EntityAttack: p.cancelentityleft = true; break; case PlayerEvents.EntityRightClick: p.cancelentityright = true; break; case PlayerEvents.BlockRightClick: p.cancelblockright = true; break; case PlayerEvents.BlockLeftClick: p.cancelblockleft = true; break; case PlayerEvents.BlockPlace: p.cancelplace = true; break; case PlayerEvents.BlockBreak: p.cancelbreak = true; break; case PlayerEvents.ItemUse: p.cancelitemuse = true; break; } }
/// <summary> /// Check to see if a Player event is stopped /// </summary> /// <param name="e">The event to check</param> /// <param name="p">The Player that event is related to</param> /// <returns>This returns true or false, true means its stopped, false means its not</returns> public static bool IsEventCancled(PlayerEvents e, Player p) { switch (e) { case PlayerEvents.PlayerBlockChange: return p.cancelBlock; case PlayerEvents.PlayerChat: return p.cancelchat; case PlayerEvents.PlayerCommand: return p.cancelcommand; case PlayerEvents.PlayerMove: return p.cancelmove; case PlayerEvents.PlayerDig: return p.canceldig; default: return false; } }