public void Academy_Initialize() { print("Initializing Enemy System"); characterPlacement = GameObject.FindObjectOfType <GameSystem>(); levelData = Resources.Load("Level data") as LevelData; level = PlayerPrefs.GetInt("level"); inspector = new UnitInspect(characterPlacement); }
public void initRefer(dynamic obj) { Debug.Log("Greetings from refer"); GiveBrain(obj.AgnetBrain); lives = obj.lives; damage = obj.damage; attackTag = obj.attackTag; ragdoll = obj.ragdoll; Hitbox = obj.Hitbox; attackAudio = obj.attackAudio; runAudio = obj.runAudio; maxStopSeconds = obj.maxStopSeconds; VectorMagnitude = obj.VectorMagnitude; DeprecatedAttackRange = obj.DeprecatedAttackRange; DamagedParticle = obj.DamagedParticle; HealedParticle = obj.HealedParticle; float mag; VectorMagnitude = (obj.Param.TryGetValue("AngularMoveMagnitude", out mag))?mag:VectorMagnitude; Debug.Log("Set parameters passed"); initplus(obj); innerInitializeAgent(); sys = GameObject.FindObjectOfType <GameSystem>(); PlannedObs = sys.initKnightNumber + sys.initEnemyNumber; source = GetComponent <AudioSource>(); agent = this.GetComponent <NavMeshAgent>(); animator = this.GetComponent <Animator>(); /* * health = transform.Find("Health").gameObject; * healthbar = health.transform.Find("Healthbar").gameObject; * health.SetActive(false); * healthbar.GetComponent<Slider>().maxValue = lives; */ //get default stopping distance defaultStoppingDistance = agent.stoppingDistance; //if there's a dust effect, find and assign it if (transform.Find("dust")) { dustEffect = transform.Find("dust").gameObject.GetComponent <ParticleSystem>(); } //find the area so the character can walk around area = GameObject.FindObjectOfType <WalkArea>(); inspector = new UnitInspect(sys); lastLives = lives; startLives = lives; lastTime = -maxStopSeconds; inspector.cam = FindObjectOfType <CamController>(); DebugInner = new DebugInfo(inspector); isPassedInit = true; }
public override void InitializeAcademy() { //Monitor.SetActive(true); sys = FindObjectOfType <GameSystem>(); //enemysys=FindObjectOfType<EnemyArmy>(); inspector = new UnitInspect(sys); inspector.cam = FindObjectOfType <CamController>(); sys.Academy_Initialize(); //enemysys.Academy_Initialize(); }
//录入单位考察信息 public void Insert(UnitInspect unitInspect) { try { dbcontext.UnitInspectContext.Add(unitInspect); dbcontext.SaveChanges(); } catch (System.Data.SqlClient.SqlException e) { throw; } }
void Start() { //get start rotation Vector3 rot = transform.localRotation.eulerAngles; rotationY = rot.y; rotationX = rot.x; //find the character placer characterPlacer = GameObject.FindObjectOfType <GameSystem>(); inspector = new UnitInspect(characterPlacer); DebugInner = new DebugInfo(inspector); }
void Start() { //if this an archer or enemy, don't use the spread option if (GetComponent <Archer>() || this.tag == "Enemy") { spread = false; //spread the alley } Academy = GameObject.FindObjectOfType <GameSystem>(); //print(Academy); //get the audio source source = GetComponent <AudioSource>(); maxAlliesPerEnemy = 1; //find navmesh agent component agent = this.GetComponent <NavMeshAgent>(); animator = this.GetComponent <Animator>(); /* * //find objects attached to this character * health = transform.Find("Health").gameObject; * healthbar = health.transform.Find("Healthbar").gameObject; * health.SetActive(false); */ lastLives = lives; //set healtbar value //healthbar.GetComponent<Slider>().maxValue = lives; startLives = lives; Academy.AllInitLives += lives; //get default stopping distance defaultStoppingDistance = agent.stoppingDistance; //if there's a dust effect, find and assign it if (transform.Find("dust")) { dustEffect = transform.Find("dust").gameObject.GetComponent <ParticleSystem>(); } //find the area so the character can walk around area = GameObject.FindObjectOfType <WalkArea>(); inspector = new UnitInspect(Academy); inspector.cam = FindObjectOfType <CamController>(); rnd = new System.Random(); HitboxComponent = Hitbox.GetComponent <HitboxScript>(); isPassedInit = true; if (!Academy.showanim) { animator.enabled = false; } }
//根据UnitInspectID删除单位考察信息 public int Delete(int unitInspectID) { try { // Files file = dbcontext.FilesContext.Where(u => u.FilesID == filesID).FirstOrDefault(); UnitInspect unitInspect = dbcontext.UnitInspectContext.Where(u => u.UnitInspectID == unitInspectID).FirstOrDefault(); int attachid = Convert.ToInt32(unitInspect.AccessoryID); dbcontext.UnitInspectContext.Attach(unitInspect); dbcontext.UnitInspectContext.Remove(unitInspect); return(attachid); } catch { throw; } }
//改变审核状态 public bool ChangePass(int inspect, bool ispass) { try { UnitInspect ins = dbcontext.UnitInspectContext.Find(inspect); if (ins == null) { return(false); } ins.IsPass = ispass; dbcontext.SaveChanges(); return(true); } catch (System.Data.SqlClient.SqlException e) { throw e; } }
//更新 public void Update(UnitInspect unitInspect) { try { UnitInspect ins = dbcontext.UnitInspectContext.Find(unitInspect.UnitInspectID); ins.VisitContent = unitInspect.VisitContent; ins.WorkPlace = unitInspect.WorkPlace; ins.SecrecyLevel = unitInspect.SecrecyLevel; ins.IsPass = unitInspect.IsPass; ins.InspectTime = unitInspect.InspectTime; ins.InspectName = unitInspect.InspectName; ins.EntryPerson = unitInspect.EntryPerson; ins.Duty = unitInspect.Duty; ins.AgencyID = unitInspect.AgencyID; ins.AccessoryID = unitInspect.AccessoryID; dbcontext.SaveChanges(); } catch (System.Data.SqlClient.SqlException e) { throw e; } }
public override void RewardAtEpisodeEnds(UnitInspect inspector, GameSystem sys) { float AllDamaged = (inspector.getCurrentEnemys().Length <= 0)?0:inspector.AvgLives(inspector.getCurrentEnemys()); //Rewarding globally foreach (GameObject knight in inspector.getInstantiatedKnights()) { inspector.setScriptsFrom(knight); if (inspector.isScriptValid() && inspector.getScriptType() == "AgentScript") { BagReset(); AddReward((1 - ((AllDamaged) / sys.AllInitLives)) * 2f); Apply(inspector.AgentScript); } } /* * //Rewarding reamined units * foreach(GameObject knight in inspector.getCurrentKnights()) { * inspector.AgentAddRewardDircetly(1f); * } */ }
///<summary>Initializing system varables.</summary> public void Academy_Initialize() { print("Initializing Game System"); levelData = Resources.Load("Level data") as LevelData; //double the grid size so it's always even gridSize = levelData.gridSize * 2; gridCenter = GameObject.FindObjectOfType <EnemyArmy>().gameObject.transform.position; //get the grid center by taking the opposite of the the enemy army position gridCenter = new Vector3(-gridCenter.x, gridCenter.y, gridCenter.z); //if the level exists, show some level info, else load the end screen if (PlayerPrefs.GetInt("level") >= levelData.levels.Count) { Debug.LogError("Invalid level data, Load default level - " + PlayerPrefs.GetInt("level")); PlayerPrefs.SetInt("level", 0); } else { levelInfo.text = "Level " + (PlayerPrefs.GetInt("level") + 1) + " - " + levelData.levels[PlayerPrefs.GetInt("level")].scene; } characterStats = true; switchPanelContent(false); characterStatsPanel.SetActive(false); //enables minimap topDownMapPanel.SetActive(true); leftPanelAnimator.SetBool("hide instant", true); EmptyUnit = new GameObject(); EmptyUnit.transform.parent = this.gameObject.transform; inspector = new UnitInspect(this); cam = FindObjectOfType <CamController>(); inspector.cam = cam; DebugInner = new DebugInfo(inspector); AcademyInner = FindObjectOfType <MyAcademy>(); area = FindObjectOfType <WalkArea>(); }
public DebugInfo(UnitInspect inspector) { this.i = inspector; }
public virtual void RewardAtEpisodeEnds(UnitInspect inspector, GameSystem sys) { }