Exemple #1
0
        private void ListenPCInput(PlayerInputEventArgs e)
        {
            if (e.GameMode != GameModeTag.NormalMode)
            {
                return;
            }

            switch (e.Command)
            {
            case CommandTag.ForceReload:
                SceneManager.LoadSceneAsync(0);
                break;

            case CommandTag.PrintSchedule:
                GetComponent <Schedule>().Print();
                break;

            case CommandTag.ChangeHP:
                TestHP();
                break;

            case CommandTag.PrintSkill:
                //PrintSkill();
                AddStatus();
                break;

            default:
                break;
            }
        }
Exemple #2
0
        private void PCMove_PlayerInputting(object sender,
                                            PlayerInputEventArgs e)
        {
            if (!IsValidGameMode(e.GameMode) ||
                !IsValidCommand(e.Command))
            {
                return;
            }

            int[] source = GetComponent <MetaInfo>().Position;
            int[] target = GetNewPosition(source, e.Command);

            if (!GetComponent <LocalManager>().IsPassable(target))
            {
                GameCore.AxeManCore.GetComponent <PublishPosition>()
                .BlockPCMovement(new BlockPCMovementEventArgs(target));
                return;
            }

            ActionTag action = ActionTag.Move;

            GetComponent <LocalManager>().SetPosition(target);
            GetComponent <LocalManager>().TakenAction(action);

            GameCore.AxeManCore.GetComponent <TileOverlay>().TryHideTile(source);
            GameCore.AxeManCore.GetComponent <TileOverlay>().TryHideTile(target);

            GetComponent <LocalManager>().CheckingSchedule(action);
        }
Exemple #3
0
 private void DeadMode_PlayerInputting(object sender,
                                       PlayerInputEventArgs e)
 {
     if ((e.GameMode != GameModeTag.DeadMode) ||
         (e.Command != CommandTag.Reload))
     {
         return;
     }
     SceneManager.LoadSceneAsync(0);
 }
Exemple #4
0
 private void BuildSkillMode_PlayerInputting(object sender,
                                             PlayerInputEventArgs e)
 {
     if (e.GameMode != GameModeTag.BuildSkillMode)
     {
         return;
     }
     if (e.Command == CommandTag.Cancel)
     {
         GetComponent <GameModeManager>().SwitchGameMode(leaveBuild);
     }
     else
     {
         GetComponent <BuildSkillDataBind>().TryMoveUIFocus(e.Command);
     }
 }
Exemple #5
0
 private void ExamineMode_PlayerInputting(object sender,
                                          PlayerInputEventArgs e)
 {
     if (EnterMode(e))
     {
         GetComponent <GameModeManager>().SwitchGameMode(
             new SwitchGameModeEventArgs(
                 GameModeTag.NormalMode, GameModeTag.ExamineMode));
     }
     else if (LeaveMode(e))
     {
         GetComponent <GameModeManager>().SwitchGameMode(
             new SwitchGameModeEventArgs(
                 GameModeTag.ExamineMode, GameModeTag.NormalMode));
     }
 }
Exemple #6
0
 private void StartScreen_PlayerInputting(object sender,
                                          PlayerInputEventArgs e)
 {
     if (e.GameMode != GameModeTag.StartMode)
     {
         return;
     }
     if (LeaveStartScreen(e))
     {
         GetComponent <InitializeMainGame>().enabled = true;
         GetComponent <GameModeManager>().SwitchGameMode(enterNormal);
     }
     else if (EnterBuildSkill(e))
     {
         GetComponent <GameModeManager>().SwitchGameMode(enterBuildSkill);
     }
 }
Exemple #7
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        private void LogMode_PlayerInputting(object sender,
                                             PlayerInputEventArgs e)
        {
            SwitchGameModeEventArgs sgme;

            if (EnterLogMode(e))
            {
                sgme = new SwitchGameModeEventArgs(
                    GameModeTag.NormalMode, GameModeTag.LogMode);
                GetComponent <GameModeManager>().SwitchGameMode(sgme);
            }
            else if (LeaveLogMode(e))
            {
                sgme = new SwitchGameModeEventArgs(
                    GameModeTag.LogMode, GameModeTag.NormalMode);
                GetComponent <GameModeManager>().SwitchGameMode(sgme);
            }
        }
Exemple #8
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        private bool LeaveMode(PlayerInputEventArgs e)
        {
            if (e.GameMode != GameModeTag.AimMode)
            {
                return(false);
            }
            switch (e.Command)
            {
            case CommandTag.Confirm:
                return(IsValidSkill(pcUseSkill));

            case CommandTag.Cancel:
                pcUseSkill = CommandTag.INVALID;
                return(true);

            default:
                return(false);
            }
        }
Exemple #9
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        private bool EnterMode(PlayerInputEventArgs e)
        {
            if ((e.GameMode != GameModeTag.NormalMode) &&
                (e.GameMode != GameModeTag.AimMode))
            {
                return(false);
            }
            switch (e.Command)
            {
            case CommandTag.SkillQ:
            case CommandTag.SkillW:
            case CommandTag.SkillE:
            case CommandTag.SkillR:
                pcUseSkill = e.Command;
                return(true);

            default:
                return(false);
            }
        }
Exemple #10
0
        private void AimMode_PlayerInputting(object sender,
                                             PlayerInputEventArgs e)
        {
            if (EnterMode(e))
            {
                GetComponent <GameModeManager>().SwitchGameMode(
                    new SwitchGameModeEventArgs(
                        GetComponent <GameModeManager>().CurrentGameMode,
                        GameModeTag.AimMode,
                        e.Command));
            }
            else if (LeaveMode(e))
            {
                GetComponent <GameModeManager>().SwitchGameMode(
                    new SwitchGameModeEventArgs(
                        GameModeTag.AimMode, GameModeTag.NormalMode));

                if (pcUseSkill != CommandTag.INVALID)
                {
                    OnVerifiedSkill(new VerifiedSkillEventArgs(pcUseSkill));
                }
            }
        }
Exemple #11
0
 // TODO: Rewrite condition check.
 private bool LeaveStartScreen(PlayerInputEventArgs e)
 {
     return(e.Command == CommandTag.Confirm);
 }
Exemple #12
0
 private bool EnterMode(PlayerInputEventArgs e)
 {
     return((e.GameMode == GameModeTag.NormalMode) &&
            (e.Command == CommandTag.ExamineMode));
 }
        /// <summary>
        /// Event handler for typing this into the host address.
        /// </summary>
        void HostAddressMenuEntryTyped(object sender, PlayerInputEventArgs e)
        {
            bool resetText = false;
            if (e.KeysTyped != string.Empty && hostAddress.Length < MAX_ADDRESS_LENGTH) // Add a character
            {
                typingSoundEffect.Play();
                hostAddress.Append(e.KeysTyped);
                resetText = true;
            }
            if (e.TypingBackspace && hostAddress.Length > 0) // Remove a character
            {
                typingSoundEffect.Play();
                hostAddress.Remove(hostAddress.Length - 1, 1);
                resetText = true;
            }
            if (e.TypingAccepted) // User has entered a value
            {
                menuSelectSoundEffect.Play();
                lastAddress = hostAddress.ToString();
            }
            else if (e.TypingCancelled) // User has cancelled their input
            {
                menuCancelSoundEffect.Play();
                hostAddress.Clear();
                hostAddress.Append(lastAddress);
                resetText = true;
            }

            if (resetText) // Update the on-screen text
            {
                SetMenuEntryText();
            }
            return;
        }
 /// <summary>
 /// Event handler for when the Play Game menu entry is selected.
 /// </summary>
 void HostPortMenuEntrySelected(object sender, PlayerInputEventArgs e)
 {
     TypingInput = true;
     return;
 }
Exemple #15
0
 private bool LeaveMode(PlayerInputEventArgs e)
 {
     return((e.GameMode == GameModeTag.ExamineMode) &&
            (e.Command == CommandTag.Cancel));
 }
 /// <summary>
 /// Event handler for typing this into the host address.
 /// </summary>
 void HostPortMenuEntryTyped(object sender, PlayerInputEventArgs e)
 {
     bool resetText = false;
     if (e.KeysTyped != string.Empty && hostPort.Length < MAX_PORT_LENGTH) // Add a character
     {
         for (int i = 0; i < e.KeysTyped.Length; i += 1)
         {
             if (char.IsDigit(e.KeysTyped[i]))
             {
                 hostPort.Append(e.KeysTyped[i]);
                 resetText = true;
             }
         }
         if (resetText) // If at least a key was found, type it
         {
             typingSoundEffect.Play();
         }
     }
     if (e.TypingBackspace && hostPort.Length > 0) // Remove a character
     {
         typingSoundEffect.Play();
         hostPort.Remove(hostPort.Length - 1, 1);
         resetText = true;
     }
     if (e.TypingAccepted) // User has entered a value
     {
         menuSelectSoundEffect.Play();
         lastPort = hostPort.ToString();
     }
     else if (e.TypingCancelled) // User has cancelled their input
     {
         menuCancelSoundEffect.Play();
         hostPort.Clear();
         hostPort.Append(lastPort);
         resetText = true;
     }
     if (resetText) // Update the on-screen text
     {
         SetMenuEntryText();
     }
     return;
 }
Exemple #17
0
        /// <summary>
        /// Event handler for when the Play Game menu entry is selected.
        /// </summary>
        void StartGameMenuEntrySelected(object sender, PlayerInputEventArgs e)
        {
            //send game start packet
            lc.SendLaunchPacket();

            return;
        }
Exemple #18
0
 private void Wizard_PlayerInputting(object sender,
                                     PlayerInputEventArgs e)
 {
     ListenPCInput(e);
 }
        /// <summary>
        /// Event handler for when the Play Game menu entry is selected.
        /// </summary>
        void ContinueMenuEntrySelected(object sender, PlayerInputEventArgs e)
        {
            int port;
            if (!int.TryParse(hostPort.ToString(), out port) || port <= MIN_PORT || port >= MAX_PORT)
            {
                return;
            }

            string hostAddressString = hostAddress.ToString().Trim();
            if (string.IsNullOrWhiteSpace(hostAddressString)) // Sanity
            {
                return;
            }

            GameClient gc = new GameClient();
            gc.ConnectToGame(hostAddressString, port);
            ScreenManager.AddScreen(new LobbyScreen(gc.Lobby));
            return;
        }
Exemple #20
0
 private bool EnterBuildSkill(PlayerInputEventArgs e)
 {
     return(e.Command == CommandTag.PrintSkill);
 }