public void SetMob(Mob mob) { _mob = mob; _scene = new CombatScene(Game, "Combat Scene", new List <SceneOption>()); SceneOption option = new SceneOption("Attack", "Attack", new SceneAction()); _scene.Options.Add(option); if (GamePlayScreen.Player.Character.Entity.Mana.MaximumValue > 0) { option = new SceneOption("Spell", "Spell", new SceneAction()); } else { option = new SceneOption("Talent", "Talent", new SceneAction()); } _scene.Options.Add(option); option = new SceneOption("Run for your life!", "Run for your life!", new SceneAction()); _scene.Options.Add(option); ((CombatScene)_scene).SetCaption($"You face death itself in the form of a {_mob.Entity.EntityName.ToLower()}."); }
/// <summary> /// シーンの表示オプションを取得 /// void MQStationPlugin::GetSceneOption(MQScene scene, SCENE_OPTION& option) /// </summary> /// <param name="scene">シーン</param> /// <returns>表示オプション</returns> public unsafe SceneOption GetSceneOption(Scene scene) { fixed(byte *sceneString = GetASCII("scene"), showVertexString = GetASCII("show_vertex"), showLineString = GetASCII("show_line"), showFaceString = GetASCII("show_face"), frontOnlyString = GetASCII("front_only"), showBkImgString = GetASCII("show_bkimg")) { var rt = new SceneOption(); var array = new void *[] { sceneString, (void *)scene.Handle, showVertexString, &rt.ShowVertex, showLineString, &rt.ShowLine, showFaceString, &rt.ShowFace, frontOnlyString, &rt.FrontOnly, showBkImgString, &rt.ShowBackgroundImage, null }; fixed(void **option = array) SendMessage(Message.GetSceneOption, (IntPtr)option); return(rt); } }
public static void LoadScene(string name, SceneOption option) { SceneOptionTransporter transporter = Instantiate(Resources.Load("SceneOptionTransporter") as GameObject).GetComponent <SceneOptionTransporter>(); transporter.sceneOption = option; LoadSceneWithFadeStatic(name); }
public static void LoadScene(string name, SceneOption option) { Time.timeScale = 0; SceneOptionTransporter transporter = Instantiate(Resources.Load("SceneOptionTransporter") as GameObject).GetComponent <SceneOptionTransporter>(); transporter.sceneOption = option; SceneManager.LoadScene(name); }
public void CreateBattleScene(SceneOption option) { for (int i = 0; i < option.objectList.Count; i++) { GameManager.instance.monsterOption.CreateMonster(option.objectList[i]); } GameManager.instance.monsterOption.SetMonsterPosition(); }
public D3DScene(Presenter presenter) { RenderOption = SceneOption.TextOver3D; m_presenter = presenter; m_layer = presenter.Factory.CreateDrawingLayer(m_presenter.Width, m_presenter.Height); m_layerText = presenter.Factory.CreateDrawingLayer(m_presenter.Width, m_presenter.Height); }
protected override void LoadContent() { base.LoadContent(); scene = new GameScene(Game, "basic_scene", "", new List <SceneOption>()); SceneOption option = new SceneOption("Buy", "Buy", new SceneAction()); scene.Options.Add(option); option = new SceneOption("Sell", "Sell", new SceneAction()); scene.Options.Add(option); option = new SceneOption("Leave", "Leave", new SceneAction()); scene.Options.Add(option); }
void Awake() { SceneOptionTransporter transporter = GameObject.FindObjectOfType <SceneOptionTransporter>(); if (transporter == null) { SceneOption option = new SceneOption(SceneOption.Type.Battle); option.objectList.Add(Resources.Load("Skeleton") as GameObject); Debug.Log("SceneOptionTransporter를 찾을 수 없습니다.\n테스트를 위하여 Skeleton을 소환합니다."); CreateBattleScene(option); } else { CreateBattleScene(transporter.sceneOption); } }
public void SetAvatars(Avatar player, Avatar enemy) { this.player = player; this.enemy = enemy; player.StartCombat(); enemy.StartCombat(); List <SceneOption> moves = new List <SceneOption>(); if (combatScene == null) { LoadContent(); } foreach (string s in player.KnownMoves.Keys) { SceneOption option = new SceneOption(s, s, new SceneAction()); moves.Add(option); } combatScene.Options = moves; }
private void CreateConversation() { Conversation c = new Conversation("eliza1", "welcome"); GameScene scene = new GameScene( GameRef, "basic_scene", "The unthinkable has happened. A thief has stolen the eyes of the village guardian." + " With out his eyes the dragon will not animated if the village is attacked.", new List <SceneOption>()); SceneAction action = new SceneAction { Action = ActionType.Talk, Parameter = "none" }; SceneOption option = new SceneOption("Continue", "welcome2", action); scene.Options.Add(option); c.AddScene("welcome", scene); scene = new GameScene( GameRef, "basic_scene", "Will you retrieve the eyes of the dragon for us?", new List <SceneOption>()); action = new SceneAction { Action = ActionType.Change, Parameter = "none" }; option = new SceneOption("Yes", "eliza2", action); scene.Options.Add(option); action = new SceneAction { Action = ActionType.Talk, Parameter = "none" }; option = new SceneOption("No", "pleasehelp", action); scene.Options.Add(option); c.AddScene("welcome2", scene); scene = new GameScene( GameRef, "basic_scene", "Please, you are the only one that can help us. If you change your mind " + "come back and see me.", new List <SceneOption>()); action = new SceneAction { Action = ActionType.End, Parameter = "none" }; option = new SceneOption("Bye", "welcome2", action); scene.Options.Add(option); c.AddScene("pleasehelp", scene); ConversationManager.Instance.AddConversation("eliza1", c); c = new Conversation("eliza2", "thankyou"); scene = new GameScene( GameRef, "basic_scene", "Thank you for agreeing to help us! Please find Faulke in the inn and ask " + "him what he knows about this thief.", new List <SceneOption>()); action = new SceneAction { Action = ActionType.Quest, Parameter = "Faulke" }; option = new SceneOption("Continue", "thankyou2", action); scene.Options.Add(option); c.AddScene("thankyou", scene); scene = new GameScene( GameRef, "basic_scene", "Return to me once you've spoken with Faulke.", new List <SceneOption>()); action = new SceneAction { Action = ActionType.End, Parameter = "none" }; option = new SceneOption("Good Bye", "thankyou2", action); scene.Options.Add(option); c.AddScene("thankyou2", scene); ConversationManager.Instance.AddConversation("eliza2", c); }
public scene.Scene CreateScene(SceneType type, PitchPitch parent, object arg = null) { if (_scenes == null) { _scenes = new Dictionary <SceneType, Scene>(); } Scene scene = null; if (_scenes.ContainsKey(type)) { scene = _scenes[type]; switch (type) { case SceneType.GameStage: (scene as scene.SceneGameStage).Map = arg as map.Map; break; case SceneType.Error: (scene as scene.SceneError).ErrorMessages = (string[])arg; break; } } else { switch (type) { case SceneType.Error: scene = new SceneError(); (scene as scene.SceneError).ErrorMessages = (string[])arg; break; case SceneType.Title: scene = new SceneTitle(); break; case SceneType.MapSelect: scene = new SceneMapSelect(); break; case SceneType.Option: scene = new SceneOption(); break; case SceneType.GameStage: scene = new SceneGameStage(arg as map.Map); break; case SceneType.GameOver: scene = new SceneGameOver(); break; default: return(null); } _scenes.Add(type, scene); } if (scene != null) { scene.Init(parent); } return(scene); }
/// <summary> /// Sets the `images` and the `texts` to whatever the current /// `indexNumberToTrack` integer is set to. Will get that info /// from the `UICoreLogic`'s `_randomRoomList` variable. /// </summary> protected virtual void FixedUpdate() { option = logic.GetRandomSceneNumber(indexNumberToTrack); SetText(option.sceneName); SetSprite(option.sceneSprite); }
public void CreateBattleScene(SceneOption option) { }