protected override void Awake()
        {
            base.Awake();

            gameState = Engine.GetService <StateManager>();
            player    = Engine.GetService <ScriptPlayer>();
        }
Exemple #2
0
    public void OnTriggerEnter(Collider other)
    {
        ScriptPlayer player = other.GetComponent <ScriptPlayer>();

        if (player != null)
        {
            GameManager.Instance.GoalReached(player.currentPlayer);
        }
    }
Exemple #3
0
        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);
        }
Exemple #4
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        protected override void Awake ()
        {
            base.Awake();
            this.AssertRequiredObjects(content, continueInputTrigger);

            inputManager = Engine.GetService<InputManager>();
            scriptPlayer = Engine.GetService<ScriptPlayer>();

            CharacterManager = Engine.GetService<CharacterManager>();
        }
Exemple #5
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        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);
        }
Exemple #7
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 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;
 }
Exemple #11
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 public bool CheckValidBuild()
 {
     foreach (ScriptBoardEdge road in adjacentRoads)
     {
         if (road.owner == engine.players[0])
         {
             owner = engine.players[0];
             return(true);
         }
     }
     return(false);
 }
Exemple #12
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 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;
 }
Exemple #16
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 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;
 }
Exemple #17
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    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>();
    }
Exemple #18
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    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>();
    }
Exemple #21
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 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;
                        }
                    }
                }
            }
        }
    }
Exemple #24
0
 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));
     }
 }
Exemple #25
0
 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>();
 }
Exemple #27
0
 // 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);
 }
Exemple #30
0
        protected override void Awake()
        {
            base.Awake();

            player = Engine.GetService <ScriptPlayer>();
        }
Exemple #31
0
 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;
                        }
                    }
                }
            }
        }
    }