public static void Main() { TurnQueue = new TurnQueue(); int seed = (int)DateTime.UtcNow.Ticks; Random = new DotNetRandom(seed); string bitmap = "terminal8x8.png"; string Title = $"RPG - Poziom {Facade._mapLevel}"; _mainConsole = new RLRootConsole(bitmap, _screenWidth, _screenHeight, 8, 8, 1f, Title); _mapConsole = new RLConsole(_mapWidth, _mapHeight); _logConsole = new RLConsole(_logWidth, _logHeight); _statConsole = new RLConsole(_statWidth, _statHeight); _lootConsole = new RLConsole(_lootWidth, _lootHeight); _mainConsole.Update += OnRootConsoleUpdate; _mainConsole.Render += OnRootConsoleRender; _mapConsole.SetBackColor(0, 0, _mapWidth, _mapHeight, Colors.FloorBG); _mapConsole.Print(1, 1, "Mapa", Colors.TextH); _statConsole.SetBackColor(0, 0, _statWidth, _statHeight, Palette.Red2); _statConsole.Print(1, 1, "Statystyki", Colors.TextH); _lootConsole.SetBackColor(0, 0, _lootWidth, _lootHeight, Palette.Wood); _lootConsole.Print(1, 1, "Ekwipunek", Colors.TextH); soundplayer.SoundLocation = AppDomain.CurrentDomain.BaseDirectory + "\\muzyka.wav"; soundplayer.PlayLooping(); facade.InitGame(); _mainConsole.Run(); }
public void Start() { if (BattleMode == BattleModes.Auto) { if (academy.HasTrainingBrain) { battleMode = BattleModes.Training; } else if (academy.HasTrainedBrain && !academy.HasPlayerBrain) { battleMode = BattleModes.DataCollection; } else { battleMode = BattleModes.SingleBattle; } } queue = new TurnQueue(this); nBattles = 0; foreach (DecisionLog log in decisionLogs) { log.ClearLog(); } if (BattleMode != BattleModes.Training) { StartBattle(); } }
private void Awake() { if (Instance == null) { Instance = this; } prefab = Resources.Load <QueueObject>("Prefabs/QueueObject"); queuedObjects = new List <QueueObject>(); }
private void Awake() { if (instance != null) { GameObject.DestroyImmediate(instance.gameObject); Debug.LogError("additional weatherqueue found. deleting the older one"); } instance = this; // Debug.Log("defined instance"); }
public async void AdvanceTurn() { //get the next player id var turn = TurnQueue.Find(CurrentPlayerTurn); if (turn.Next == null) { CurrentPlayerTurn = TurnQueue.First.Value; } else { CurrentPlayerTurn = turn.Next.Value; } //reset counts Roll = 0; RollAttempts = 0; //notify players await SendMessageAsync(new GameMessageUnity(RoomID, "NEXTTURN", CurrentPlayerTurn.ToString())) .ConfigureAwait(false); }
private void Awake() { if (main == null) { main = this; } else if (main != this) { Destroy(gameObject); } actors = new List <Actor>(); if (!isDebug) { Destroy(debugGrid); mapData = GameObject.FindGameObjectWithTag("Data").GetComponent <ScenarioData>(); mapData.map = Instantiate <GameObject>(mapData.map); isMulti = mapData.isMulti; team = mapData.myTeam; grid = mapData.map.GetComponent <Grid>(); for (int i = 0; i < Math.Min(mapData.levelData.spawnpointTeam1.Count, mapData.ActorRole1.Count); i++) { if (!isMulti || team == 1) { actors.Add(new Player(mapData.ActorRole1[i], mapData.levelData.spawnpointTeam1[i], 1)); } else { actors.Add(new MPlayer(mapData.ActorRole1[i], mapData.levelData.spawnpointTeam1[i], 1)); } } for (int i = 0; i < Math.Min(mapData.levelData.spawnpointTeam2.Count, mapData.ActorRole2.Count); i++) { if (!isMulti) { actors.Add(new AIPlayer(mapData.ActorRole2[i], mapData.levelData.spawnpointTeam2[i], 2)); } else if (isMulti && team == 2) { actors.Add(new Player(mapData.ActorRole2[i], mapData.levelData.spawnpointTeam2[i], 2)); } else { actors.Add(new MPlayer(mapData.ActorRole2[i], mapData.levelData.spawnpointTeam2[i], 2)); } } } else { debugGrid.SetActive(true); grid = debugGrid.GetComponent <Grid>(); actors.Add(new Player("Ninja", new Vector3Int(0, 0, 0), 1)); actors[0].MoveRadius = 35; actors[0].moveAnimationSpeed = 4f; team = 1; } GetWorldTiles(); for (int i = 0; i < actors.Count; i++) { actors[i].Idx = i; } if (team == 1) { turnQueue = new TurnQueue(actors); } if (isMulti) { teamName = new string[] { Client.Instance.players.Where(x => x.isHost).ToList()[0].name, Client.Instance.players.Where(x => !x.isHost).ToList()[0].name }; } waiting = null; }
public void StartNewTurn() { queue_ = new TurnQueue(this, allCharacters_.ToList()); turn_++; }
public TurnNotifier(TurnQueue queue) { queue_ = queue; wasWaitStage_ = queue.IsWaitStage; }