protected override void Awake() { base.Awake(); gameState = Engine.GetService <StateManager>(); player = Engine.GetService <ScriptPlayer>(); }
public void OnTriggerEnter(Collider other) { ScriptPlayer player = other.GetComponent <ScriptPlayer>(); if (player != null) { GameManager.Instance.GoalReached(player.currentPlayer); } }
protected override void Awake() { base.Awake(); startScriptName = Engine.GetService <ScriptManager>()?.StartGameScriptName; titleMenu = GetComponentInParent <TitleMenu>(); player = Engine.GetService <ScriptPlayer>(); stateManager = Engine.GetService <StateManager>(); Debug.Assert(titleMenu && player != null); }
protected override void Awake () { base.Awake(); this.AssertRequiredObjects(content, continueInputTrigger); inputManager = Engine.GetService<InputManager>(); scriptPlayer = Engine.GetService<ScriptPlayer>(); CharacterManager = Engine.GetService<CharacterManager>(); }
protected override void Awake() { base.Awake(); this.AssertRequiredObjects(inputField, summaryText, submitButton); scriptPlayer = Engine.GetService <ScriptPlayer>(); variableManager = Engine.GetService <CustomVariableManager>(); inputManager = Engine.GetService <InputManager>(); submitButton.interactable = false; }
private CharacterContext(Character character) { // いもうとの定義 Character = character; // ルートディレクトリ BaseDirectory = character.Directory; // プロファイルを読み込む Profile = Profile.LoadFrom(Path.Combine(BaseDirectory, "profile.yml")) ?? new Profile { Age = Character.Age, TsundereLevel = Character.TsundereLevel }; // バルーン読み込み Balloon = BalloonManager.GetValueOrDefault(Profile.LastBalloon); // ルートからイメージ用ディレクトリを作る SurfaceLoader = new SurfaceLoader(Path.Combine(BaseDirectory, "images")); // ウィンドウを作成する BalloonWindow = new BalloonWindow { Context = this, Balloon = Balloon, LocationOffset = Profile.BalloonOffset }; CharacterWindow = new CharacterWindow { Context = this, BalloonWindow = BalloonWindow }; // メニューのコマンドを定義する var contextMenu = CharacterWindow.ContextMenu; contextMenu.CommandBindings.Add(new CommandBinding(Input.DefaultCommands.Character, CharacterCommand_Executed, CharacterCommand_CanExecute)); contextMenu.CommandBindings.Add(new CommandBinding(Input.DefaultCommands.Balloon, BalloonCommand_Executed, BalloonCommand_CanExecute)); contextMenu.CommandBindings.Add(new CommandBinding(Input.DefaultCommands.Option, OptionCommand_Executed)); contextMenu.CommandBindings.Add(new CommandBinding(Input.DefaultCommands.Version, VersionCommand_Executed)); contextMenu.CommandBindings.Add(new CommandBinding(ApplicationCommands.Close, CloseCommand_Executed)); // スクリプトエンジンを作成する ScriptEngine = new ScriptEngine(Path.Combine(BaseDirectory, "scripts")); InitializeScriptEngine(); // スクリプトプレイヤーを作成 ScriptPlayer = new ScriptPlayer(this); RemoteConnectionManager = new RemoteConnectionManager(); RemoteCommandManager = new RemoteCommandManager(Character, RemoteConnectionManager); }
public ScriptTrade(ScriptPlayer Trader, ScriptPlayer Tradie, int WantWool, int WantLumber, int WantGrain, int WantBrick) { offerWool = WantWool; offerLumber = WantLumber; offerGrain = WantGrain; offerBrick = WantBrick; wantWool = 0; wantLumber = 0; wantGrain = 0; wantBrick = 0; }
public bool CheckValidBuild(GameObject player) { foreach (ScriptBoardEdge road in adjacentRoads) { if (road.owner == player.GetComponent<ScriptPlayer>()) { owner = player.GetComponent<ScriptPlayer>(); return true; } } return false; }
public bool CheckStartRoad() { foreach (ScriptBoardCorner settlement in adjacentSettlements) { if (settlement.owner == engine.players[0]) { owner = engine.players[0]; return true; } } return false; }
public bool CheckValidBuild() { foreach (ScriptBoardEdge road in adjacentRoads) { if (road.owner == engine.players[0]) { owner = engine.players[0]; return true; } } return false; }
public bool CheckValidBuild() { foreach (ScriptBoardEdge road in adjacentRoads) { if (road.owner == engine.players[0]) { owner = engine.players[0]; return(true); } } return(false); }
public bool CheckStartRoad() { foreach (ScriptBoardCorner settlement in adjacentSettlements) { if (settlement.owner == engine.players[0]) { owner = engine.players[0]; return(true); } } return(false); }
public bool CheckStartRoad(GameObject player) { foreach (ScriptBoardCorner settlement in adjacentSettlements) { if (settlement.owner == player.GetComponent<ScriptPlayer>()) { owner = player.GetComponent<ScriptPlayer>(); return true; } } return false; }
/// <summary> /// Adds the game resources to a list of resources that we might display /// on the trade window. /// </summary> public void InitList() { foreach(ScriptPlayer player in manager.players) { if (player.GetComponent<ScriptPlayer>()) { playerData = player.GetComponent<ScriptPlayer>(); } } buttons = new List<Button>(); //PopulateListWithDefaultResources(); //PopulateButtonLists(); }
public void Initialize(ScriptNavigatorPanel navigator, Script script, ScriptPlayer player) { this.navigator = navigator; this.script = script; this.player = player; name = "PlayScript: " + script.Name; if (labelText) { labelText.text = script.Name; } isInitialized = true; UIComponent.interactable = true; }
public ScriptTrade(ScriptPlayer Trader, ScriptPlayer Tradie, int OfferWool, int OfferLumber, int OfferGrain, int OfferBrick, int WantWool, int WantLumber, int WantGrain, int WantBrick) { trader = Trader; tradie = Tradie; offerWool = OfferWool; offerLumber = OfferLumber; offerGrain = OfferGrain; offerBrick = OfferBrick; wantWool = WantWool; wantLumber = WantLumber; wantGrain = WantGrain; wantBrick = WantBrick; }
void Start() { /* * Get child game object from this game object variable * and take its Text component. */ child = gameObject.transform.Find("Text"); childText = child.gameObject.GetComponent <Text>(); //Assign all references. panelLog = GameObject.Find("PanelLog"); scriptPanelLog = panelLog.GetComponent <ScriptPanelLog>(); player = GameObject.Find("Player"); scriptPlayer = player.GetComponent <ScriptPlayer>(); }
void Start() { /* * Get the reference from the RectTransform component within this * game object. */ rectTransform = gameObject.GetComponent <RectTransform>(); //Get reference from a GridLayoutGroup from this game object. gridLayoutGroup = gameObject.GetComponent <GridLayoutGroup>(); //Assign value of border game object and its script. border = GameObject.Find("Border"); scriptBorder = border.GetComponent <ScriptBorder>(); //Assign value to the panelLog and scriptPanelLog. panelLog = GameObject.Find("PanelLog"); scriptPanelLog = panelLog.GetComponent <ScriptPanelLog>(); //Assign value to player and scriptPlayer,. player = GameObject.Find("Player"); scriptPlayer = player.GetComponent <ScriptPlayer>(); }
void Start() { /* Get child game object from this game object variable and take its Text component. */ child = gameObject.transform.Find("Text"); childText = child.gameObject.GetComponent<Text>(); //Assign all references. panelLog = GameObject.Find("PanelLog"); scriptPanelLog = panelLog.GetComponent<ScriptPanelLog>(); player = GameObject.Find("Player"); scriptPlayer = player.GetComponent<ScriptPlayer>(); }
void Start() { /* Get the reference from the RectTransform component within this game object. */ rectTransform = gameObject.GetComponent<RectTransform>(); //Get reference from a GridLayoutGroup from this game object. gridLayoutGroup = gameObject.GetComponent<GridLayoutGroup>(); //Assign value of border game object and its script. border = GameObject.Find("Border"); scriptBorder = border.GetComponent<ScriptBorder>(); //Assign value to the panelLog and scriptPanelLog. panelLog = GameObject.Find("PanelLog"); scriptPanelLog = panelLog.GetComponent<ScriptPanelLog>(); //Assign value to player and scriptPlayer,. player = GameObject.Find("Player"); scriptPlayer = player.GetComponent<ScriptPlayer>(); }
void Start() { button = gameObject.GetComponent <Button>(); player = GameObject.Find("Player"); scriptPlayer = player.GetComponent <ScriptPlayer>(); }
void Start() { button = gameObject.GetComponent<Button>(); player = GameObject.Find("Player"); scriptPlayer = player.GetComponent<ScriptPlayer>(); }
public void Load() { if (LoadLocation == null) { Debug.Log("No Load Location"); } else { using (System.IO.StreamReader reader = new System.IO.StreamReader(Application.dataPath + "/Save_Game/" + LoadLocation + "/gameInformation.text")) { switch (reader.ReadLine()) { case "PHASE1": engine.LoadTransition(GameState.PHASE1, "goto phase 1"); break; case "PHASE2": engine.LoadTransition(GameState.PHASE2, "goto phase 2"); break; case "PHASE3": engine.LoadTransition(GameState.PHASE3, "goto phase 3"); break; case "PHASE4": engine.LoadTransition(GameState.PHASE4, "goto phase 4"); break; } int numHexes = System.Convert.ToInt32(reader.ReadLine()); for (int i = 0; i < numHexes; i++) { string[] hexValues = reader.ReadLine().Split(' '); string[] hexCoords = reader.ReadLine().Split(','); float hexX = System.Convert.ToSingle(hexCoords[0]); float hexY = System.Convert.ToSingle(hexCoords[1]); float hexZ = System.Convert.ToSingle(hexCoords[2]); Vector3 hexPos = new Vector3(hexX, hexY, hexZ); Collider[] hexes = Physics.OverlapSphere(hexPos, .01f); foreach (Collider hex in hexes) { ScriptBoardHex hexScript = hex.GetComponent <ScriptBoardHex>(); switch (hexValues[0]) { case "WOOD": hexScript.resource = HexType.WOOD; break; case "WOOL": hexScript.resource = HexType.WOOL; break; case "BRICK": hexScript.resource = HexType.BRICK; break; case "GRAIN": hexScript.resource = HexType.GRAIN; break; } hexScript.hexDieValue = System.Convert.ToInt32(hexValues[1]); } } int numPlayers = System.Convert.ToInt32(reader.ReadLine()); for (int i = 0; i < numPlayers; i++) { //writer.Write(player.NumLumber + ","); //writer.Write(player.NumBrick + ","); //writer.Write(player.NumWheat + ","); //writer.Write(player.NumWool + ","); //writer.Write(player.NumSettlements + ","); //writer.Write(player.roads.Count + ","); //writer.WriteLine(player.PlayerName); string[] playerStats = reader.ReadLine().Split(','); ScriptPlayer tempPlayer = new ScriptPlayer(playerStats[6]); tempPlayer.AddLumber(System.Convert.ToInt32(playerStats[0])); tempPlayer.AddBricks(System.Convert.ToInt32(playerStats[1])); tempPlayer.AddWheat(System.Convert.ToInt32(playerStats[2])); tempPlayer.AddWool(System.Convert.ToInt32(playerStats[3])); tempPlayer.NumSettlements = System.Convert.ToInt32(playerStats[4]); int numRoads = System.Convert.ToInt32(playerStats[5]); //foreach (GameObject settlement in player.settlements) //{ // writer.WriteLine(settlement.transform.position.x // + "," + settlement.transform.position.y // + "," + settlement.transform.position.z); //} for (int j = 0; j < tempPlayer.NumSettlements; j++) { string[] cornerCoords = reader.ReadLine().Split(','); float cornerX = System.Convert.ToSingle(cornerCoords[0]); float cornerY = System.Convert.ToSingle(cornerCoords[1]); float cornerZ = System.Convert.ToSingle(cornerCoords[2]); Vector3 cornerPos = new Vector3(cornerX, cornerY, cornerZ); Collider[] corners = Physics.OverlapSphere(cornerPos, .01f); foreach (Collider corner in corners) { ScriptBoardCorner cornerScript = corner.GetComponent <ScriptBoardCorner>(); cornerScript.owner = tempPlayer; } } //foreach (GameObject road in player.roads) //{ // writer.WriteLine(road.transform.position.x // + "," + road.transform.position.y // + "," + road.transform.position.z); //} for (int j = 0; j < numRoads; j++) { string[] roadCoords = reader.ReadLine().Split(','); float roadX = System.Convert.ToSingle(roadCoords[0]); float roadY = System.Convert.ToSingle(roadCoords[1]); float roadZ = System.Convert.ToSingle(roadCoords[2]); Vector3 roadPos = new Vector3(roadX, roadY, roadZ); Collider[] roads = Physics.OverlapSphere(roadPos, .01f); foreach (Collider road in roads) { ScriptBoardEdge roadScript = road.GetComponent <ScriptBoardEdge>(); roadScript.owner = tempPlayer; } } } } } }
public void CreateTrade(ScriptPlayer Tradie, int WantWool, int WantLumber, int WantGrain, int WantBrick, int OfferWool, int OfferLumber, int OfferGrain, int OfferBrick) { if(wool >= OfferWool && wood >= OfferLumber && grain >= OfferGrain && brick >= OfferBrick) { ChangeWool(-OfferWool); ChangeWood(-OfferLumber); ChangeGrain(-OfferGrain); ChangeBrick(-OfferBrick); outboundTrade.Enqueue(new ScriptTrade(this, Tradie, OfferWool, OfferLumber, OfferGrain, OfferBrick, WantWool, WantLumber, WantGrain, WantBrick)); } }
void LoadValues() { this.NavMeshAgent = this.GetComponent <NavMeshAgent>(); this.ScriptPlayer = this.Target.GetComponent <ScriptPlayer>(); }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent<ScriptPlayer>(); }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <ScriptPlayer>(); }
// Craig // @author: Craig Broskow public bool LoadGame(string pLevelName) { char[] delimiterChars = { '#', '=' }; List<string>inputLines; ScriptGameManager gameManagerScript = GameObject.Find("Game Manager").GetComponent<ScriptGameManager>(); if ((pLevelName == null) || (pLevelName == "")) { pLevelName = levelName; } txtInfoLocation = Application.dataPath + "/save_data/" + pLevelName; if (!SavedGameExists()) { Debug.Log("The saved game file cannot be found!"); return false; } try { if (!sourceFile.Exists) { return false; } if (sourceFile != null && sourceFile.Exists) reader = sourceFile.OpenText(); if (reader == null) { Debug.Log ("Saved game stream reader is null!"); return false; } else { inputLines = new List<string>(); string inputLine; while((inputLine = reader.ReadLine()) != null) { inputLines.Add(inputLine); } reader.Close(); /* New SaveFile Looks like Starts with a Player line: PN=Craig#LN=CraigsGame#CP=GAMESTART#WD=0#WL=0#BR=0#GR=0# That's followed by one line for every Hex in the map: HN=Hex (4)#HP=(0.0, -1.0, 0.0)#DN=0#RT=3# Those are followed by Road lines in the map (probably owned by the Player): RN=Road#RP=(0.4, -1.2, 0.0)#RO=None# Those are followed by Settlement lines in the map (probably owned by the Player): SN=Settlement#SP=(-0.5, -0.3, 0.0)#SR=(0.7, 0.0, 0.0, 0.7)#SO=None# */ gameManagerScript.EmptyPlayerList(); foreach (string currentLine in inputLines) { // ScriptPlayer tempPlayer; string[] paramArray = currentLine.Split(delimiterChars); if (paramArray[0] == "PN") { // tempPlayer = new ScriptPlayer(); ScriptPlayer tempPlayer = new ScriptPlayer(); tempPlayer.playerName = paramArray[1].ToString(); for (int i = 2; i < paramArray.Length - 1; i = i + 2) { switch (paramArray[i]) { case "CP": switch (paramArray[i + 1].ToString()) { case "PHASE0": tempPlayer.SetCurrentState(GameState.PHASE0); break; case "PHASE1": tempPlayer.SetCurrentState(GameState.PHASE1); break; case "PHASE2": tempPlayer.SetCurrentState(GameState.PHASE2); break; case "PHASE3": tempPlayer.SetCurrentState(GameState.PHASE3); break; case "PHASE4": tempPlayer.SetCurrentState(GameState.PHASE4); break; case "PHASE5": tempPlayer.SetCurrentState(GameState.PHASE5); break; case "PHASE6": tempPlayer.SetCurrentState(GameState.PHASE6); break; default: tempPlayer.SetCurrentState(GameState.PHASE0); break; } break; case "WD": tempPlayer.wood = Convert.ToInt32(paramArray[i + 1]); break; case "WL": tempPlayer.wool = Convert.ToInt32(paramArray[i + 1]); break; case "BR": tempPlayer.brick = Convert.ToInt32(paramArray[i + 1]); break; case "GR": tempPlayer.grain = Convert.ToInt32(paramArray[i + 1]); break; default: Debug.Log ("The saved game file contains an invalid Player parameter: " + paramArray[i]); return false; break; } } gameManagerScript.AddSavedPlayer(tempPlayer); } } // end foreach (string currentLine in inputLines)... // dataNumbers = new int[lineCount]; // gridLocations = new Vector2[lineCount]; // resourceTypes = new ResourceTypes[lineCount]; // for (int i = 0; i < lineCount; i++) // { // string[] paramArray = inputLines[i].Split(delimiterChars); // for (int j = 0; j < paramArray.Length - 1; j = j + 2) // { // switch (paramArray[j]) // { // case "DN": // dataNumbers[i] = Convert.ToInt32(paramArray[j+1]); // break; // case "RT": // switch (Convert.ToInt32(paramArray[j+1])) // { // case 0: // resourceTypes[i] = ResourceTypes.GRAIN; // break; // case 1: // resourceTypes[i] = ResourceTypes.WOOD; // break; // case 2: // resourceTypes[i] = ResourceTypes.BRICK; // break; // default: // resourceTypes[i] = ResourceTypes.WOOL; // break; // } // break; // case "GL": // string[] GLArray = paramArray[j+1].Split(','); // gridLocations[i] = new Vector2(Convert.ToSingle(GLArray[0]), // Convert.ToSingle(GLArray[1])); // break; // default: // Debug.Log ("Map file contains an invalid parameter: " + paramArray[j]); // return false; // break; // } // } // } } return true; } catch (Exception e) { Debug.Log("InformationSave.LoadGame() threw an exception!"); Debug.Log("Exception Message: " + e.Message); return false; } }
// @author: Craig Broskow public void AddSavedPlayer(ScriptPlayer savedPlayer) { players.Add(savedPlayer); }
protected override void Awake() { base.Awake(); player = Engine.GetService <ScriptPlayer>(); }
private void Awake() { version = EngineVersion.LoadFromResources(); player = Engine.GetService <ScriptPlayer>(); audioManager = Engine.GetService <AudioManager>(); }
public void Load() { if (LoadLocation == null) { Debug.Log("No Load Location"); } else { using(System.IO.StreamReader reader = new System.IO.StreamReader(Application.dataPath + "/Save_Game/" + LoadLocation + "/gameInformation.text")) { switch (reader.ReadLine()) { case "PHASE1": engine.LoadTransition(GameState.PHASE1, "goto phase 1"); break; case "PHASE2": engine.LoadTransition(GameState.PHASE2, "goto phase 2"); break; case "PHASE3": engine.LoadTransition(GameState.PHASE3, "goto phase 3"); break; case "PHASE4": engine.LoadTransition(GameState.PHASE4, "goto phase 4"); break; } int numHexes = System.Convert.ToInt32(reader.ReadLine()); for (int i = 0; i < numHexes; i++) { string[] hexValues = reader.ReadLine().Split(' '); string[] hexCoords = reader.ReadLine().Split(','); float hexX = System.Convert.ToSingle(hexCoords[0]); float hexY = System.Convert.ToSingle(hexCoords[1]); float hexZ = System.Convert.ToSingle(hexCoords[2]); Vector3 hexPos = new Vector3(hexX, hexY, hexZ); Collider[] hexes = Physics.OverlapSphere(hexPos, .01f); foreach (Collider hex in hexes) { ScriptBoardHex hexScript = hex.GetComponent<ScriptBoardHex>(); switch (hexValues[0]) { case "WOOD": hexScript.resource = HexType.WOOD; break; case "WOOL": hexScript.resource = HexType.WOOL; break; case "BRICK": hexScript.resource = HexType.BRICK; break; case "GRAIN": hexScript.resource = HexType.GRAIN; break; } hexScript.hexDieValue = System.Convert.ToInt32(hexValues[1]); } } int numPlayers = System.Convert.ToInt32(reader.ReadLine()); for (int i = 0; i < numPlayers; i++) { //writer.Write(player.NumLumber + ","); //writer.Write(player.NumBrick + ","); //writer.Write(player.NumWheat + ","); //writer.Write(player.NumWool + ","); //writer.Write(player.NumSettlements + ","); //writer.Write(player.roads.Count + ","); //writer.WriteLine(player.PlayerName); string[] playerStats = reader.ReadLine().Split(','); ScriptPlayer tempPlayer = new ScriptPlayer(playerStats[6]); tempPlayer.AddLumber(System.Convert.ToInt32(playerStats[0])); tempPlayer.AddBricks(System.Convert.ToInt32(playerStats[1])); tempPlayer.AddWheat(System.Convert.ToInt32(playerStats[2])); tempPlayer.AddWool(System.Convert.ToInt32(playerStats[3])); tempPlayer.NumSettlements = System.Convert.ToInt32(playerStats[4]); int numRoads = System.Convert.ToInt32(playerStats[5]); //foreach (GameObject settlement in player.settlements) //{ // writer.WriteLine(settlement.transform.position.x // + "," + settlement.transform.position.y // + "," + settlement.transform.position.z); //} for (int j = 0; j < tempPlayer.NumSettlements; j++) { string[] cornerCoords = reader.ReadLine().Split(','); float cornerX = System.Convert.ToSingle(cornerCoords[0]); float cornerY = System.Convert.ToSingle(cornerCoords[1]); float cornerZ = System.Convert.ToSingle(cornerCoords[2]); Vector3 cornerPos = new Vector3(cornerX, cornerY, cornerZ); Collider[] corners = Physics.OverlapSphere(cornerPos, .01f); foreach (Collider corner in corners) { ScriptBoardCorner cornerScript = corner.GetComponent<ScriptBoardCorner>(); cornerScript.owner = tempPlayer; } } //foreach (GameObject road in player.roads) //{ // writer.WriteLine(road.transform.position.x // + "," + road.transform.position.y // + "," + road.transform.position.z); //} for (int j = 0; j < numRoads; j++) { string[] roadCoords = reader.ReadLine().Split(','); float roadX = System.Convert.ToSingle(roadCoords[0]); float roadY = System.Convert.ToSingle(roadCoords[1]); float roadZ = System.Convert.ToSingle(roadCoords[2]); Vector3 roadPos = new Vector3(roadX, roadY, roadZ); Collider[] roads = Physics.OverlapSphere(roadPos, .01f); foreach (Collider road in roads) { ScriptBoardEdge roadScript = road.GetComponent<ScriptBoardEdge>(); roadScript.owner = tempPlayer; } } } } } }