static Rule CreateRuleFromContext(DeltinScriptParser.Ow_ruleContext ruleContext) { string ruleName = ruleContext.STRINGLITERAL().GetText(); ruleName = ruleName.Substring(1, ruleName.Length - 2); RuleEvent ruleEvent = RuleEvent.Ongoing_Global; TeamSelector team = TeamSelector.All; PlayerSelector player = PlayerSelector.All; { var additionalArgs = ruleContext.expr(); foreach (var arg in additionalArgs) { string type = arg.GetText().Split('.').ElementAtOrDefault(0); string name = arg.GetText().Split('.').ElementAtOrDefault(1); if (type == "Event") { if (Enum.TryParse(name, out RuleEvent setEvent)) { ruleEvent = setEvent; } else { throw new SyntaxErrorException($"Unknown event type \"{arg.GetText()}\".", arg.start); } } else if (type == "Team") { if (Enum.TryParse(name, out TeamSelector setTeam)) { team = setTeam; } else { throw new SyntaxErrorException($"Unknown team type \"{arg.GetText()}\".", arg.start); } } else if (type == "Player") { if (Enum.TryParse(name, out PlayerSelector setPlayer)) { player = setPlayer; } else { throw new SyntaxErrorException($"Unknown player type \"{arg.GetText()}\".", arg.start); } } else { throw new SyntaxErrorException($"Unknown rule argument \"{arg.GetText()}\".", arg.start); } } } return(new Rule(ruleName, ruleEvent, team, player)); }
// Use this for initialization void Start() { GameObject manager = GameObject.Find("MovementManager"); playerSelector = manager.GetComponent <PlayerSelector>(); players = playerSelector.GetPlayers(); }
public Rule(string name, RuleEvent ruleEvent = RuleEvent.OngoingGlobal, Team team = Team.All, PlayerSelector player = PlayerSelector.All) // Creates a rule. { if (ruleEvent == RuleEvent.OngoingGlobal && (team != Team.All || player != PlayerSelector.All)) { ruleEvent = RuleEvent.OngoingPlayer; } Name = name; RuleEvent = ruleEvent; Team = team; Player = player; if (RuleEvent == RuleEvent.OngoingGlobal) { RuleType = RuleType.Global; } else if (RuleEvent == RuleEvent.Subroutine) { RuleType = RuleType.Subroutine; } else { RuleType = RuleType.PlayerBased; } }
string Achievement() { string cmd = "/achievement "; if (give.IsChecked == true) { cmd += "give "; } else { cmd += "take "; } if (achi.IsChecked == true) { cmd += "achievement."; if (ach.SelectedIndex == 0) { cmd = cmd.Substring(0, cmd.Length - 12) + "*"; } else { cmd += ((ComboBoxItem)ach.SelectedItem).Name + " " + PlayerSelector.GetPlayer(); } } else { cmd += "stat." + ((ComboBoxItem)Stat.SelectedItem).Name + " " + PlayerSelector.GetPlayer(); } return(cmd); }
void Start() { playerSelector = transform.GetComponentInParent<PlayerSelector>(); if (playerSelector == null) { Debug.LogError("Player Selector not found"); } }
void Start() { playerSelector = transform.GetComponentInParent <PlayerSelector>(); if (playerSelector == null) { Debug.LogError("Player Selector not found"); } }
public Rule(string name, RuleEvent ruleEvent = RuleEvent.OngoingGlobal, Team team = Team.All, PlayerSelector player = PlayerSelector.All) // Creates a rule. { Name = name; RuleEvent = ruleEvent; Team = team; Player = player; IsGlobal = ruleEvent == RuleEvent.OngoingGlobal; }
// Use this for initialization void Start() { currentState = stateMachine.playerLobby; _playerSelector = this.gameObject.GetComponent <PlayerSelector>(); _playerSelector.initPlayerSelector(); _gameEngine = this.gameObject.AddComponent <GameEngine>(); }
// Spawn a selector private PlayerSelector SpawnPlayerSelector(byte id) { PlayerSelector selector = Instantiate(selectorPrefab, selectorParent.GetChild(0)).GetComponent <PlayerSelector>(); selector.AssignId(id); selector.parent = selectorParent; selectorList?.Add(selector); return(selector); }
// Start is called before the first frame update void Start() { GameEvents.current.onMovementManagerEnter += () => { isMovementManagerActive = true; }; GameEvents.current.onMovementManagerExit += () => { isMovementManagerActive = false; }; frisbeeObject = GameObject.FindGameObjectWithTag("Frisbee"); playerSelector = GameObject.Find("Players").GetComponent <PlayerSelector>(); throwSide = ThrowSide.RIGHT; AttachToPlayer(GameObject.Find("Player"), throwSide); }
void InitInstance() { if (Instance == null) { Instance = this; } else { Destroy(gameObject); } }
public TranslateRule(DeltinScript deltinScript, string name, RuleEvent eventType, Team team, PlayerSelector player, bool disabled = false) { DeltinScript = deltinScript; IsGlobal = eventType == RuleEvent.OngoingGlobal; Name = name; EventType = eventType; Team = team; Player = player; Disabled = disabled; ActionSet = new ActionSet(this, null, Actions); }
private void Start() { deadPlayers = new List <GameObject>(); gameOverText.enabled = false; GameObject manager = GameObject.Find("MovementManager"); playerSelector = manager.GetComponent <PlayerSelector>(); maxDeadPlayers = playerSelector.GetPlayers().Length; turnManager = GameObject.Find("GameRoundManager").GetComponent <TurnManager>(); }
private void UpdateSelector(List <object> properties, float timeDiff) { PlayerSelector selector = GetSelectorFromID((byte)properties[0]); // If no selector is found spawn a new one if (selector == null) { selector = SpawnPlayerSelector((byte)properties[0]); } selector.SyncDataToObj(properties, timeDiff); }
public static IPlayer Create(PlayerSelector ps)//factory design, we have to keep going into this design everytime we need a new something from enum { switch (ps) { case PlayerSelector.Movie: return(new MoviePlayer(new MovieCA())); case PlayerSelector.Radio: ret default; } }
private void Awake() { if (!Instance) { Instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }
public RuleNode(string name, RuleEvent eventType, TeamSelector team, PlayerSelector player, IExpressionNode[] conditions, BlockNode block, Range eventRange, Range teamRange, Range playerRange, Range range) : base(range, eventRange, teamRange, playerRange) { Name = name; Event = eventType; Team = team; Player = player; Conditions = conditions; Block = block; }
private PlayerInfoFilename open() { using (PlayerSelector selector = new PlayerSelector()) { if (selector.ShowDialog(this) == DialogResult.OK) { return(selector.SelectedPlayer); } } return(null); }
void OnTriggerExit2D(Collider2D coll) { if (coll.gameObject.tag != "PlayerSelector") { return; } PlayerSelector player = coll.gameObject.transform.parent.gameObject.GetComponent <PlayerSelector>(); player.in_box = false; TitleScreen.S.stopHoverOverCharacter(player.player_num); }
// Use this for initialization void Start() { GameObject manager = GameObject.Find("MovementManager"); playerSelector = manager.GetComponent <PlayerSelector>(); playerSelector.SetSelectable(false); index = 0; turnManager = GetComponentInParent <TurnManager>(); StartCoroutine("FadeIn"); }
// Token: 0x060053AC RID: 21420 RVA: 0x001CDCA8 File Offset: 0x001CC0A8 public void ApplyBlock(bool blocked) { bool flag = !this.vrcPlayer.canSpeak; this.ApplyMute(blocked || flag); this.ApplyHide(blocked); PlayerSelector playerSelector = this.vrcPlayer.playerSelector; if (playerSelector != null) { playerSelector.NotifyPlayerIsBlocked(blocked); } }
public Rule(string name, RuleEvent ruleEvent, TeamSelector team, PlayerSelector player) // Creates a rule. { if (name.Length > Constants.RULE_NAME_MAX_LENGTH) { throw new ArgumentOutOfRangeException(nameof(name), name, $"Rule names cannot be longer than {Constants.RULE_NAME_MAX_LENGTH} characters."); } Name = name; RuleEvent = ruleEvent; Team = team; Player = player; IsGlobal = ruleEvent == RuleEvent.OngoingGlobal; }
public static void ShowMessageFromServer(string text, PlayerSelector playerSelector = null) { Logger.WriteLine("{0}: {1}", ServerNameInChat, text); if (!MyAPIGateway.Multiplayer.MultiplayerActive) { ShowMessageFromServerOnClient(text); } else if (MyAPIGateway.Multiplayer.IsServer) { SendMessageToPlayers(MessageIds.MessageFromServer, Encoding.Unicode.GetBytes(text), playerSelector); } }
// Token: 0x060062A8 RID: 25256 RVA: 0x0022FF6C File Offset: 0x0022E36C public VRCPlayer SelectHoveredPlayer() { VRCPlayer vrcplayer = this.hoveredPlayer; this.ClearPlayerSelection(); this.selectedPlayer = vrcplayer; if (this.selectedPlayer != null) { PlayerSelector playerSelector = this.selectedPlayer.playerSelector; playerSelector.Select(true); } return(this.selectedPlayer); }
public void Update() { if (GetComponent <PageTransition>().IsTransitioning()) { return; } for (int inputIndex = 0; inputIndex < InputManager.NumberOfInputs; ++inputIndex) { if (InputManager.Instance.GetKeyUp(InputAlias.Cancel, inputIndex) && GameManager.Instance.IsInputAvailable(inputIndex)) { DeselectAllPlayers(); GetComponent <PageTransition>().GoPrevious(); } if (InputManager.Instance.GetKeyUp(InputAlias.Submit, inputIndex) && !GameManager.Instance.IsInputAvailable(inputIndex) && GameManager.Instance.GetNextPlayerIndex() > 1) { GetComponent <PageTransition>().GoNext(); } } for (int playerIndex = 0; playerIndex < 5; ++playerIndex) { PlayerData player = GameManager.Instance.GetPlayer(playerIndex); PlayerSelector playerCard = PlayerCards[playerIndex]; if (player != null) { if (InputManager.Instance.GetKeyUp(InputAlias.Cancel, player.InputIndex)) { playerCard.DeselectPlayer(); } else if (InputManager.Instance.GetKeyUp(InputAlias.Alt, player.InputIndex)) { playerCard.ChangePlayerSkin(); } } else { if (GameManager.Instance.GetNextPlayerIndex() == playerIndex) { for (int inputIndex = 0; inputIndex < InputManager.NumberOfInputs; ++inputIndex) { if (InputManager.Instance.GetKeyUp(InputAlias.Submit, inputIndex) && GameManager.Instance.IsInputAvailable(inputIndex)) { playerCard.SelectPlayer(inputIndex); } } } } } }
// Use this for initialization void Start() { gameOver = false; GameObject manager = GameObject.Find("MovementManager"); playerSelector = manager.GetComponent <PlayerSelector>(); enemySelector = manager.GetComponent <EnemySelector>(); turnText.enabled = false; gameRound = 0; enemies = enemySelector.GetEnemies(); players = playerSelector.GetPlayers(); //StartCoroutine("PlayerTurn"); }
// Start is called before the first frame update void Start() { GameEvents.current.onMovementManagerEnter += () => { canPlanPath = true; }; GameEvents.current.onMovementManagerExit += () => { canPlanPath = false; }; // assign it only once in the beginning to save performance during game mainCamera = Camera.main; navMeshAgent = GetComponent <NavMeshAgent>(); playerSelector = gameObject.GetComponentInParent <PlayerSelector>(); waypointManager = gameObject.GetComponentInChildren <WaypointManager>(); animator = gameObject.GetComponentInChildren <Animator>(); canPlanPath = false; }
public ArrowButton(PlayerSelector owner, bool right, Vector2 pos) : base(owner.menu, owner, pos, new Vector2(arrowWidth, height)) { this.right = right; back = new RoundedRect(menu, this, new Vector2(), size, true); back.addSize = new Vector2(-2f, -2f); subObjects.Add(back); arrow = new FSprite("ShortcutArrow") { anchorX = 0.5f, anchorY = 0.5f }; arrow.rotation = right ? 90f : -90f; Futile.stage.AddChild(arrow); }
// Token: 0x060062A9 RID: 25257 RVA: 0x0022FFB8 File Offset: 0x0022E3B8 public void ClearPlayerSelection() { if (this.selectedPlayer != null) { PlayerSelector playerSelector = this.selectedPlayer.playerSelector; playerSelector.Select(false); this.selectedPlayer = null; } if (this.hoveredPlayer != null) { PlayerSelector playerSelector2 = this.hoveredPlayer.playerSelector; playerSelector2.Hover(false); this.hoveredPlayer = null; } }
public static IPlayer Create(PlayerSelector ps) { switch (ps) { case PlayerSelector.Movie: return(new MoviePlayer(new MovieCA())); case PlayerSelector.Radio: //return new RadioPlayer(); case PlayerSelector.TV: return(new TVPlayer()); default: return(null); } }
private static void SendMessageToPlayers(ushort id, byte[] bytes, PlayerSelector playerSelector = null) { var players = new List <IMyPlayer>(); MyAPIGateway.Players.GetPlayers(players, player => player != null); foreach (var player in players) { if (playerSelector != null && !playerSelector(player)) { continue; } MyAPIGateway.Multiplayer.SendMessageTo(id, bytes, player.SteamUserId); } }
//Function that creates the player and assigns a control scheme to it as detected by the input or if the player is already active it just assigns the control scheme detected void Create_Player() { //If some Players are already active it assigns a control scheme to them (works progressively from player 1 to 4) if (is_p1_active == true && player1move.ThisPlayerControl == MoveSelector.ControlTypesHere.NotAssigned /*&& !ps1.is_CPU*/) { newPlayer = player1move; ps = panel1.GetComponent<PlayerSelector>(); } else if (is_p2_active == true && player2move.ThisPlayerControl == MoveSelector.ControlTypesHere.NotAssigned && !ps2.is_CPU) { newPlayer = player2move; ps = panel2.GetComponent<PlayerSelector>(); } else if (is_p3_active == true && player3move.ThisPlayerControl == MoveSelector.ControlTypesHere.NotAssigned && !ps3.is_CPU) { newPlayer = player3move; ps = panel3.GetComponent<PlayerSelector>(); } else if (is_p4_active == true && player4move.ThisPlayerControl == MoveSelector.ControlTypesHere.NotAssigned && !ps4.is_CPU) { newPlayer = player4move; ps = panel4.GetComponent<PlayerSelector>(); } //If there are no active players it creates a new player and assigns the control scheme detected else { if (num_players <= 4) { num_players++; } switch (num_players) { case 1: player.SetActive(true); newPlayer = player1move; is_p1_active = true; ps = panel1.GetComponent<PlayerSelector>(); break; case 2: player2.SetActive(true); newPlayer = player2move; is_p2_active = true; ps = panel2.GetComponent<PlayerSelector>(); break; case 3: player3.SetActive(true); newPlayer = player3move; is_p3_active = true; ps = panel3.GetComponent<PlayerSelector>(); break; case 4: player4.SetActive(true); newPlayer = player4move; is_p4_active = true; ps = panel4.GetComponent<PlayerSelector>(); break; default: num_players = 4; break; } newPlayer.Hand.SetAsLastSibling(); if (newPlayer.playerID == 1) { newPlayer.GetComponent<Collider2D>().enabled = false; } newPlayer.is_this_active = true; ps.CPU_Controls = 1; ps.switch_case = 1; ps.HandObject.SetActive(true); ps.Token.sprite = ps.Player_Token; ps.Hand.sprite = ps.hand_closed; ps.carImage.sprite = ps.default_Empty; } setControlScheme(); }