private static float PositionUpdateDelaySeconds(Wave original) { var delay = original.PositionUpdateDelaySeconds - .01f; if (delay < .2f) delay = .2f; return delay; }
void Start() { if (StartSpawning) Spawning = true; CurrentWave = Waves[0]; }
void NextWave() { currentWaveNumber++; if(currentWaveNumber -1 < waves.Length){ currentWave = waves[currentWaveNumber-1]; } enemiesRemainingToSpawn = currentWave.enemyCount; enemiesRemainingAlive = enemiesRemainingToSpawn; if(OnNewWave != null) { OnNewWave( currentWaveNumber ); } ResetPlayerPosition(); if (!currentWave.infinite) { gameUI.waveText.text = "Wave #: " + currentWaveNumber; gameUI.enemiesLeftText.text = "Enemies left: " + enemiesRemainingAlive; } else { gameUI.waveText.text = "Wave #: Infinite"; gameUI.enemiesLeftText.text = "Enemies left: Infinite"; } }
//initilization void Start() { Wave SetWave = new Wave(maxAnimats, 0.5f); waves = new Wave[] { SetWave , SetWave , SetWave , SetWave , SetWave }; FirstWave(); FindObjectOfType<SunControls>().NightFall += RecallAnimats; FindObjectOfType<SunControls>().DayBreak += UnDock; }
void SpawnWave(Wave w) { for (int i = 0; i < w.waves.Length; i++) { SpawnEnnemy (w.waves [i].number, w.waves [i].health, w.waves [i].speed, w.waves [i].color, w.waves [i].size, (float)(i * 1.2f)); } waveSpawnEnd = true; }
//public Seq[] sequences; // Use this for initialization void Start() { var cz = GetComponent<CombatZone>(); var wCount = 0; foreach (Wav wav in waves) { var w = new Wave(); cz.spawnWaves.Add(w); cz.spawnWaves[wCount].delayNextSeq = wav.delaySeq; foreach (Seq seq in wav.sequences) { var sq = new Sequence (); cz.spawnWaves [wCount].spawnSeqs.Add (sq); sq.delayNextEvent = seq.delay; sq.pos = seq.pos; for (int i=0; i<seq.amount; i ++) { var e = new SpawnEvent ();//sq.spawnEvents[i]; e.enemyType = seq.eType; e.equipped = seq.equipped; e.paratrooper = seq.chute; Vector2 p = transform.position; e.offset = p + sq.pos + (seq.offset * i); sq.spawnEvents.Add (e); } } wCount++; } }
private void NextWave() { currentWaveNumber++; currentWave = waves[currentWaveNumber - 1]; enemyRemainingToSpawn = currentWave.enemyCount; }
void Start() { if (m_currentLevel.HasWavesRemaining) { m_currentWave = m_currentLevel.NextWave; } }
public Sheep(RenderContext rc, float3 position, float3 rotation, float3 scaleFactor, SceneRenderer sc, Game game) : base(rc, position, rotation, scaleFactor, sc) { _distance = position.Length; if (_distance > 60) { _score = 120; } if (_distance > 40) { _score = 80; } else { _score = 50; } Speed = (5 / _distance) * game.Level; Radius = 4f; _game = game; Pos = position; _alpha = (float)Math.Tan(Pos.z/Pos.x); Tag = "Sheep"; _level = 1; //zufällige Wellenbewegung if (position.x % 2 == 0) { TheWave = SinWave; } else { TheWave = CosWave; } }
private static float LaunchDelaySeconds(Wave original) { var delay = original.LaunchDelaySeconds - .05f; if (delay < .4f) delay = .4f; return delay; }
public Wave CreateWave(Round round) { // lookup pool by type Wave wave = new Wave(round.waves.Count); round.waves.Add(wave); return wave; }
private void LoadLevel(string levelName) { var doc = new XmlDocument(); doc.Load("Assets/Resources/Levels/{0}.xml".ToFormat(levelName)); var waves = doc.SelectSingleNode("Waves"); foreach (XmlNode wave in waves.SelectNodes("Wave")) { var w = new Wave { BeforeWaveDelay = float.Parse(wave.GetAttributeOrDefault("BeforeWaveDelay", "0")), EnemiesToSpawn = new List<GameObject>() }; foreach (XmlNode enemy in wave.SelectNodes("Enemy")) { var e = (GameObject) Instantiate( Resources.Load("Prefabs/Enemies/" + enemy.GetAttributeOrDefault("Type", "Popcorn"))); var ecom = e.GetComponent<Enemy>(); ecom.X = float.Parse(enemy.GetAttributeOrDefault("X", "0")); ecom.Spawn = float.Parse(enemy.GetAttributeOrDefault("Spawn", "0")); ecom.Speed = float.Parse(enemy.GetAttributeOrDefault("Speed", "5")); ecom.transform.Translate(0, 20, 0); e.gameObject.SetActive(false); w.EnemiesToSpawn.Add(e); } _waves.Add(w); } }
private void CheckForNewWave() { if (Waves.IndexOf(CurrentWave) != GameManager.CurrentStage) { CurrentWave = Waves[GameManager.CurrentStage - 1]; } }
void Spawn(Wave wave) { for(int i = 0; i < wave.numWaves; i++) { int spawnPointIndex = Random.Range (0, spawnPoints.Length); Instantiate (wave.getEnemy(i), spawnPoints [spawnPointIndex].position, spawnPoints [spawnPointIndex].rotation); } }
/// <summary> /// Spawns a wave of enemies /// </summary> /// <param name="wave">a Wave object containing enemies</param> /// <returns>A time in seconds to wait</returns> IEnumerator SpawnWave(Wave wave) { foreach (string enemy in wave.wave) { SpawnEnemy(enemy); yield return new WaitForSeconds(2); } }
public void DoWave(Wave wave) { wave.Done = true; foreach(AnimalSpec spec in wave.Animals) { SpawnAnimals(spec); } }
// ---- getters & setters ---- // ---- constructor ---- public Round() { this.OnIndexChange += delegate { SetEventHandlers(currentWave, false); currentWave = selectedItem as Wave; SetEventHandlers(currentWave, true); }; }
IEnumerator spawnCoroutine(Wave wave) { for(int i = 0; i < wave.numWaves; i++) { int spawnPointIndex = Random.Range (0, spawnPoints.Length); Instantiate (wave.getEnemy(i), spawnPoints [spawnPointIndex].position, spawnPoints [spawnPointIndex].rotation); yield return new WaitForSeconds(1); } }
Wave wave; //wav file wrapper #endregion Fields #region Constructors //constructor takes in a Wave object which is used to initialize the fields public MapMaker(Wave w) { wave = w; wavAudio = new Audio(wave, 1000000);//1000000 SBD = new StatBeatDetection(wave, 1000000); soundInformation = new SoundInfo[SBD.length() + 1]; }
public Visualizer(Wave song) { this.song = song; blank = new Texture2D(Globals.graphics.GraphicsDevice, 1, 1, false, SurfaceFormat.Color); blank.SetData(new[] { Color.White });//blank texture for (int i = 0; i < 30; i++) { points[i] = new Vector2(850, 645);//fill points with default values } }
void NextWave() { currentWaveNumber ++; print ("Wave: " + currentWaveNumber); if (currentWaveNumber - 1 < waves.Length) { currentWave = waves [currentWaveNumber - 1]; enemiesRemainingToSpawn = currentWave.enemyCount; enemiesRemainingAlive = enemiesRemainingToSpawn; } }
//Generates a new wave of animat void FirstWave() { aliveAnimats = 0; remaingAnimats = maxAnimats; currentWaveNumber ++; print("wave " + currentWaveNumber); if (currentWaveNumber - 1 < waves.Length) { currentWave = waves[currentWaveNumber - 1]; remaingAnimats = currentWave.animatCount; } }
private IEnumerator SpawnWave(Wave _wave) { state = SpawnState.Spawning; for (int i = 0; i < _wave.count; i++) { SpawnEnemy(_wave.enemy); yield return new WaitForSeconds(1f / _wave.rate); } state = SpawnState.Waiting; yield break; }
IEnumerator SpawnWave(Wave _wave) { Debug.Log("Spawning Wave: " + _wave.name); state = SpawnState.SPAWNING; if (NormalSpawnCount.GetComponent<WaveSpawner> ().totalwaves % 5 == 0) { SpawnEnemy (_wave.enemy); yield return new WaitForSeconds( 1f/_wave.rate); } state = SpawnState.WAITING; yield break; }
public void NextWave() { waveIndex++; if (waveIndex > Waves.Count) print("Not Enough Waves"); CurrentWave = Waves[waveIndex]; StartCoroutine(SpawnTimer()); Spawning = true; }
void NextWave() { currentWaveNumber++; if(currentWaveNumber - 1 < waves.Length) { currentWave = waves[currentWaveNumber - 1]; enemiesAlive = enemiesToSpawn = currentWave.EnemyCount; } }
public void addWave(Wave wave) { for (int i = 0; i < waveList.Length; i++) { if(waveList[i] == null) { waveList[i] = wave; break; } } }
public void TestWaveXmlData() { var wave = new Wave(0.1f, 1.0f, "Paper, Cloth", "Dummy"); var waveXml = wave.AsXmlData(); Assert.AreEqual("Dummy", waveXml.GetAttributeValue("ShortName")); Assert.AreEqual("0.1", waveXml.GetAttributeValue("WaitTime")); Assert.AreEqual("1", waveXml.GetAttributeValue("SpawnInterval")); Assert.AreEqual("Paper, Cloth", waveXml.GetAttributeValue("SpawnTypeList")); Assert.AreEqual("1", waveXml.GetAttributeValue("MaxSpawnItems")); Assert.AreEqual("0", waveXml.GetAttributeValue("MaxTime")); }
void Spawn(Wave.Entry entry) { for (int i=0; i<entry.Count; i++) { Vector3 randomPosition = _SpawnPoints [Random.Range (0, _SpawnPoints.Length)].position; randomPosition.y = 0; Vector3 screenPos = Camera.main.WorldToScreenPoint (randomPosition); GameObject enemy = Instantiate (entry.Enemy, randomPosition, Quaternion.identity) as GameObject; enemy.GetComponent<CharacterHealth> ().MaxHealth = (int)(enemy.GetComponent<CharacterHealth> ().MaxHealth * Difficulty); _enemiesAlive++; } }
void NextWave() { currentWaveNumber++; if (currentWaveNumber - 1 < waves.Length) { currentWave = waves[currentWaveNumber - 1]; enemiesRemainingToSpawn = currentWave.enemyCount; enemiesRemainingAlive = enemiesRemainingToSpawn; } else allEnemiesDefeated = true; }
// ---- event handlers ---- private void waveStartedHandler(Wave target) { Utils.trace("\t\t", target, "- waveStarted", waves.IndexOf(target)); liveWaves.Add(target); }
private void enemySpawnedHandler(Wave target, Enemy enemy) { liveEnemies.Add(enemy); }
// Use this for initialization public new IEnumerator Start() { Init(); //public WaveUnit(GameObject unit, float delay, float cooldown, int lane, int maxamount){ //waveManager = waves.GetComponentInChildren<WaveManager>(); GameObject wave1 = new GameObject("wave1"); wave1.transform.parent = waves.transform; wave1.AddComponent <Wave>(); Wave wave1Script = wave1.GetComponent <Wave>(); wave1Script.units = new WaveUnit[] { new WaveUnit(allEnemies[0], 0, 0, 0, 1), new WaveUnit(allEnemies[0], 0, 0, 1, 1), }; wave1Script.nextWaveDelay = 15f; waveManager.waves.Add(wave1Script); GameObject wave2 = new GameObject("wave2"); wave2.transform.parent = waves.transform; wave2.AddComponent <Wave>(); Wave wave2Script = wave2.GetComponent <Wave>(); wave2Script.units = new WaveUnit[] { new WaveUnit(allEnemies[0], 0, 0, 0, 1), new WaveUnit(allEnemies[0], 0, 0, 1, 1), new WaveUnit(allEnemies[1], 0, 0, 2, 1), }; wave2Script.nextWaveDelay = 20f; waveManager.waves.Add(wave2Script); GameObject wave3 = new GameObject("wave3"); wave3.transform.parent = waves.transform; wave3.AddComponent <Wave>(); Wave wave3Script = wave3.GetComponent <Wave>(); wave3Script.units = new WaveUnit[] { new WaveUnit(allEnemies[1], 0, 0, 0, 1), new WaveUnit(allEnemies[1], 0, 0, 1, 1), new WaveUnit(allEnemies[1], 0, 0, 2, 1), new WaveUnit(allEnemies[1], 0, 0, 3, 1), }; wave3Script.nextWaveDelay = 20f; waveManager.waves.Add(wave3Script); GameObject wave4 = new GameObject("wave4"); wave4.transform.parent = waves.transform; wave4.AddComponent <Wave>(); Wave wave4Script = wave4.GetComponent <Wave>(); wave4Script.units = new WaveUnit[] { new WaveUnit(allEnemies[2], 0, 0, 0, 1), new WaveUnit(allEnemies[1], 0, 0, 1, 1), new WaveUnit(allEnemies[2], 0, 0, 2, 1), new WaveUnit(allEnemies[1], 0, 0, 3, 1), }; wave4Script.nextWaveDelay = 25f; waveManager.waves.Add(wave4Script); GameObject wave5 = new GameObject("wave5"); wave5.transform.parent = waves.transform; wave5.AddComponent <Wave>(); Wave wave5Script = wave5.GetComponent <Wave>(); wave5Script.units = new WaveUnit[] { new WaveUnit(allEnemies[1], 0, 0, 0, 1), new WaveUnit(allEnemies[2], 0, 0, 1, 1), new WaveUnit(allEnemies[1], 0, 0, 2, 1), new WaveUnit(allEnemies[3], 0, 0, 3, 1), }; wave5Script.nextWaveDelay = 25f; waveManager.waves.Add(wave5Script); GameObject bossWave = new GameObject("bossWave"); bossWave.transform.parent = waves.transform; bossWave.AddComponent <Wave>(); Wave bossWaveScript = bossWave.GetComponent <Wave>(); bossWaveScript.units = new WaveUnit[] { new WaveUnit(allEnemies[0], 5, 0, 3, 2), new WaveUnit(allEnemies[1], 0, 0, 0, 1), new WaveUnit(allEnemies[2], 0, 0, 1, 1), new WaveUnit(allEnemies[3], 0, 0, 2, 1), }; bossWaveScript.nextWaveDelay = 30f; waveManager.waves.Add(bossWaveScript); yield return(new WaitForSeconds(1f)); waveManager.state = WavesState.Setup; }
public void AddWave(Wave _wave) { waveList.Add(_wave); }
public void SpawnWave() { Wave++; Region.SendRegionMessage(1152528, Wave.ToString()); int toSpawn = (int)Math.Ceiling(Math.Max(5, Math.Sqrt(Wave) * 2) * 1.5); List <BaseCreature> creatures = new List <BaseCreature>(); var gate1 = new VoidPoolGate(); gate1.MoveToWorld(StartPoint1, Map); Effects.PlaySound(StartPoint1, Map, 0x20E); var gate2 = new VoidPoolGate(); gate2.MoveToWorld(StartPoint2, Map); Effects.PlaySound(StartPoint2, Map, 0x20E); Timer.DelayCall(TimeSpan.FromSeconds(toSpawn * .80), () => { Effects.SendLocationParticles(EffectItem.Create(gate1.Location, gate1.Map, EffectItem.DefaultDuration), 0x376A, 9, 20, 5042); Effects.PlaySound(gate1.GetWorldLocation(), gate1.Map, 0x201); Effects.SendLocationParticles(EffectItem.Create(gate2.Location, gate2.Map, EffectItem.DefaultDuration), 0x376A, 9, 20, 5042); Effects.PlaySound(gate2.GetWorldLocation(), gate2.Map, 0x201); gate1.Delete(); gate2.Delete(); }); for (int i = 0; i < toSpawn; i++) { Point3D start = i % 2 == 0 ? StartPoint1 : StartPoint2; for (int j = 0; j < 25; j++) { int x = start.X + Utility.RandomMinMax(start.X - (StartPointVariance / 2), start.X + (StartPointVariance / 2)); int y = start.Y + Utility.RandomMinMax(start.Y - (StartPointVariance / 2), start.Y + (StartPointVariance / 2)); int z = this.Map.GetAverageZ(x, y); if (this.Map.CanSpawnMobile(x, y, z)) { start = new Point3D(x, y, z); break; } } int ran = Utility.RandomMinMax(0, Stage < 10 ? 12 : Stage < 15 ? 14 : 15); Type t; switch (ran) { default: case 0: case 1: case 3: case 4: t = SpawnTable[(int)VoidType][0]; break; case 5: case 6: case 7: case 8: t = SpawnTable[(int)VoidType][1]; break; case 9: case 10: case 11: t = SpawnTable[(int)VoidType][2]; break; case 12: case 13: t = SpawnTable[(int)VoidType][3]; break; case 14: case 15: t = SpawnTable[(int)VoidType][4]; break; } BaseCreature bc = Activator.CreateInstance(t, Wave, true) as BaseCreature; if (bc != null) { bc.NoLootOnDeath = true; Timer.DelayCall(TimeSpan.FromSeconds((double)i * .75), () => { if (OnGoing) { bc.MoveToWorld(start, this.Map); bc.Home = EndPoint; bc.RangeHome = 1; creatures.Add(bc); bc.CurrentWayPoint = GetNearestWaypoint(bc); } else { bc.Delete(); } }); } } Waves.Add(new WaveInfo(Wave, creatures)); NextWave = GetNextWaveTime(); }
public Wave Insert(Wave record) { return(this.repository.Insert(record)); }
public void StopWave() { currentWave = null; }
private void Form1_Load(object sender, EventArgs e) { waveOne = new Wave(Wave.Sine); sineWaveProvider = new SineWaveProvider32(); }
public ApproachTurn(Wave wave) : base(wave) { }
public void DrawMapInEditor() { if (processus == 2) { if (heightLinear == 0) { waterMap = new float[101, 101]; WaterBase.Params(); } } if (witch == 1) { if (processus == 2) { Rain.SetActive(true); Cloud.SetActive(true); Sun.intensity = .5f; RenderSettings.skybox = Rainning; } waterMap = RainSimulate(); } if (witch == 4) { if (processus == 2) { waterMap = Wave.initWave(waterMap, 0.5f, 8); } waterMap = WaterBase.waterMove(waterMap, processus, 0.5f); } if (witch == 2) { if (processus == 2) { heightLinear += .05f; if (heightLinear <= 1) { waterMap = Wave.initUniformWave(waterMap, heightLinear, 3); } } if (heightLinear <= 1) { waterMap = WaterBase.waterMove(waterMap, processus, heightLinear); } if (processus >= 102) { processus = 1; } } processus++; waterDisplay display = FindObjectOfType <waterDisplay>(); display.DrawMesh(MeshGenerator.GenerateTerrainMesh(waterMap, multiplier, waterCurve)); if ((waterMap[1, 1] >= 1 && witch == 1) || (processus >= 100 && witch == 4) || (heightLinear >= 1.05 && witch == 2)) { instance.CancelInvoke(); if (Rain.activeSelf) { Rain.SetActive(false); Cloud.SetActive(false); Sun.intensity = 1f; RenderSettings.skybox = Sunning; } infos.text = "PrevSimulation is finish, remove water in 20 s"; TextScenes.SetActive(true); remove = 1; InvokeRepeating("HideText", 5f, 10f); } }
public IEnumerator WaveDelay() { inWave = false; handle = true; yield return(new WaitForSeconds(3)); float timepassed = 0; timeLb.gameObject.SetActive(true); WavesSurvived++; waveLb.text = "" + WavesSurvived; if (currentWave != null) { currentWave.ResetWave(); } bool beeped = false; float beeptime = 0; countBeep.PlayOneShot(countBeep.clip); while (true) { timepassed += Time.deltaTime; beeptime += Time.deltaTime; if (beeptime > 1) { countBeep.PlayOneShot(countBeep.clip); beeptime = 0; } int t = (int)delay - (int)timepassed; timeLb.text = "" + t; if (timepassed >= delay) { timeLb.gameObject.SetActive(false); break; } //if (!beeped) //{ // countBeep.PlayOneShot(countBeep.clip); // beeped = true; // i = t; //} //else //{ //} yield return(new WaitForEndOfFrame()); } //yield return new WaitForSeconds(delay); currentWave = waves[wavIndex]; currentWave.StartWave(); inWave = true; //wavIndex++; //wavIndex = (wavIndex + 1) % waves.ToArray().Length; NextWave(); handle = false; }
public int Play(WaveType waveType, float freq, float amplitude, DutyCycle cycle = DutyCycle.Half) { int channel = -1; Wave wave = null; switch (waveType) { case WaveType.Square: for (int ch = 0; ch < SQUARE_CHANNELS; ch++) { if (usingSquare[ch]) { continue; } usingSquare[ch] = true; wave = square[ch]; channel = ch; square[ch].DutyCycle = ((int)cycle) * BaseDutyCycle; break; } break; case WaveType.Sawtooth: for (int ch = 0; ch < SAWTOOTH_CHANNELS; ch++) { if (usingSawtooth[ch]) { continue; } usingSawtooth[ch] = true; wave = sawtooth[ch]; channel = ch; break; } break; case WaveType.Triangle: for (int ch = 0; ch < TRIANGLE_CHANNELS; ch++) { if (usingTriangle[ch]) { continue; } usingTriangle[ch] = true; wave = triangle[ch]; channel = ch; break; } break; case WaveType.Noise: for (int ch = 0; ch < NOISE_CHANNELS; ch++) { if (usingNoise[ch]) { continue; } usingNoise[ch] = true; wave = noise[ch]; channel = ch; break; } break; default: break; } if (channel != -1) { wave.Amplitude = amplitude; wave.Frequency = freq; } return(channel); }
protected override void SolveInstance(IGH_DataAccess DA) { base.SolveInstance(DA); Message = Wave.ToString(); }
public Wave Update(Wave record) { return(this.repository.Update(record)); }
void StartNextWave() { Wave currentWave = waves[waveIndex]; StartCoroutine(SpawnEnemies(currentWave.enemyCount, currentWave.spawnRate)); }
public void Delete(Wave record) { this.repository.Delete(record); }
public void StartWave(Wave wave) { currentWave = wave; transform.position = wave.WaveData.startingPosition; }
// Constructor public SettingStrip(MilkForm m, TabPage t, int swT, ShapeTabs sTabs, WaveTabs wTabs, Shape s, Wave w, Point tL, string tt, int tMin, int tMax, int tVal, int indx) { mForm = m; tab = t; shape = s; tBarTxt = " " + tt; shapeTabs = sTabs; waveTabs = wTabs; shape = s; wave = w; stripIndx = indx; swType = swT; Font tblFont = new Font("Arial", 8, FontStyle.Bold); // Initialize TrackBar tBar = new TrackBar(); tBar.Parent = tab; tBar.Text = tt; tBar.Orientation = Orientation.Horizontal; tBar.Size = new Size(84, 16); tBar.TickStyle = TickStyle.None; tBar.BackColor = Color.Black; tBar.ForeColor = Color.Black; tBar.Padding = new Padding(2, 2, 2, 2); tBar.Margin = new Padding(0, 5, 0, 5); tBar.Left = 1; tBar.TickFrequency = 10; tBar.Minimum = tMin; tBar.Maximum = tMax; tBar.Value = tVal; tBar.ValueChanged += new EventHandler(tick); // Create TrackBar Setting Label tBarSetL = new Label(); tBarSetL.Text = tBarTxt; tBarSetL.Location = new Point(tL.X - 105, tL.Y + 2); tBarSetL.Size = new Size(100, 20); tBarSetL.Font = tblFont; tBarSetL.Parent = tab; // Create TrackBar Value Label tBarValL = new Label(); if (tBarTxt.Contains("Sides")) { tBarValL.Text = tVal.ToString(); } else { tBarValL.Text = ((float)tVal / (float)100.0).ToString(); } tBarValL.Location = new Point(tL.X + 103, tL.Y + 3); tBarValL.Parent = tab; tBarValL.Size = new Size(28, 17); tBarValL.BorderStyle = BorderStyle.Fixed3D; // Ceate UserControl uControl = new UserControl(); uControl.Size = new Size(93, 27); uControl.BackColor = Color.Black; uControl.Location = new Point(tL.X + 5, tL.Y); uControl.Parent = tab; uControl.BorderStyle = BorderStyle.Fixed3D; uControl.Controls.Add(tBar); // Set TrackBar Location Inside UserControl tBar.Location = new Point(3, 0); // Create Reaction Button react = new Button(); react.Image = new Bitmap("C:\\Users\\User\\Desktop\\Dev\\Milkdrop\\react.jpg"); react.ImageAlign = ContentAlignment.MiddleCenter; react.UseVisualStyleBackColor = true; react.Width = 65; react.Height = 12; react.Location = new Point(tL.X + 139, tL.Y + 5); react.Parent = tab; react.Font = tblFont; react.TabStop = false; react.FlatStyle = FlatStyle.Flat; react.FlatAppearance.BorderSize = 0; react.Click += reactClick; // Create Reaction Box rBox = new ReactBox(mForm, tab, sTabs, wTabs, shape, wave, stripIndx, tt); }
public void EndInvasion() { Region.SendRegionMessage(1152530); // Cora's forces have destroyed the Void Pool walls. The battle is lost! VoidPoolStats.OnInvasionEnd(this /*CurrentScore, Wave*/); NextStart = DateTime.UtcNow + TimeSpan.FromMinutes(RestartSpan); Region.SendRegionMessage(1152526, RestartSpan.ToString()); // The battle for the Void Pool will begin in ~1_VALUE~ minutes. List <Mobile> list = Region.GetPlayers(); foreach (Mobile m in list.Where(m => GetCurrentPoints(m) > 0)) { PointsSystem.VoidPool.AwardPoints(m, GetCurrentPoints(m)); } foreach (Mobile m in list.Where(m => CurrentScore.ContainsKey(m))) { m.SendLocalizedMessage(1152650, String.Format("{0}\t{1}\t{2}\t{3}", GetTotalWaves(m), Wave.ToString(), Wave.ToString(), CurrentScore[m])); // During the battle, you helped fight back ~1_COUNT~ out of ~2_TOTAL~ waves of enemy forces. Your final wave was ~3_MAX~. Your total score for the battle was ~4_SCORE~ points. if (m is PlayerMobile) { var quest = QuestHelper.GetQuest <AForcedSacraficeQuest>((PlayerMobile)m); if (quest != null) { quest.CompleteQuest(); } } } ColUtility.Free(list); ClearSpawn(true); }
public void Reclaim(Wave wave) { pool.Add(wave); wave.gameObject.SetActive(false); }
private void LoadProcessor(string path) { this._processor = StegoProcessorBase.GetProcessor(path, false); if (this._processor == null) { return; } this._processor.LoadHost(path, true); if (this._processor.MType != HostMediaType.Video) { this.cb_watermark.Enabled = false; } if (this._processor.MType == HostMediaType.Bitmap) { ///Show the bitmap summary control BitmapSummary summaryControl = new BitmapSummary(); this._currentControl = summaryControl; this.ShowNewSummaryControl(summaryControl); ///Display cover file size summaryControl.HostSize = this.ToSize(this._processor.HostSize); ///Save and display hiding capacity of cover object this._hidingCapacity = (int)this._processor.HidingCapacity / 2; summaryControl.HidingCapacity = this.ToSize(this._hidingCapacity); ///Setup the maximum length of message this.rtxt_message.MaxLength = this._hidingCapacity - (Stego.Message.MAX_KEY_LEN + 8); ///Let show the pic in preview box. Open the image by giving the path ///The size mode of this image is set to zoom. So if the image is bigger then the ///frame it will automatically adjust it to fit the frame. Same happens if it is smaller ///then the frame this.pic_coverPreview.Image = new System.Drawing.Bitmap(this.txt_coverFileName.Text); } else if (this._processor.MType == HostMediaType.Wave) { ///Show the bitmap summary control WaveSummary summaryControl = new WaveSummary(); this._currentControl = summaryControl; this.ShowNewSummaryControl(summaryControl); Wave host = (Wave)this._processor.HostObject; ///Display number of channels summaryControl.Channels = host.Format.nChannels.ToString(); ///Display samples/sec summaryControl.SamplesPerSec = host.Format.nSamplesPerSec.ToString(); ///Save and display hiding capacity of cover object this._hidingCapacity = (int)this._processor.HidingCapacity / 2; summaryControl.HidingCapacity = this.ToSize(this._hidingCapacity); ///Setup the maximum length of message this.rtxt_message.MaxLength = this._hidingCapacity - (Stego.Message.MAX_KEY_LEN + 8); ///Setup the Avi icon image in the preview box this.pic_coverPreview.Image = global::HideIt.Properties.Resources.wav; } else { if (this.cb_watermark.Checked) { this.LoadWatermarkingStegoProcessor(); } else { this.LoadAviStegoProcessor(); } } }
void OnGUI() { GameObject search = null; if (!spawner) { search = GameObject.Find("EnemyManager"); if (search) { spawner = search.GetComponent <EnemyManager> (); } else { return; } } if (windowStatus == WindowStatus.All) { if (GUILayout.Button("Difficulty graph")) { windowStatus = WindowStatus.Graph; } for (int i = 0; i < spawner.waves.Count; i++) { if (GUILayout.Button("Wave: " + (i + 1).ToString() + " - Difficulty: " + CalculateDifficulty(spawner.waves[i], i))) { windowStatus = WindowStatus.Wave; wave = spawner.waves[i]; waveIndex = i; } } if (GUILayout.Button("Remove wave")) { spawner.waves.RemoveAt(spawner.waves.Count - 1); } if (GUILayout.Button("Add wave")) { spawner.waves.Add(new Wave()); } } if (windowStatus == WindowStatus.Wave) { if (GUILayout.Button("Back")) { windowStatus = WindowStatus.Graph; } for (int i = 0; i < wave.subwaves.Count; i++) { GUILayout.Label("Subwave " + (i + 1).ToString()); for (int j = 0; j < wave.subwaves[i].enemies.Count; j++) { wave.subwaves[i].enemies[j].enemy = (GameObject)EditorGUILayout.ObjectField(wave.subwaves[i].enemies[j].enemy, typeof(GameObject), false); wave.subwaves[i].enemies[j].spawnAmount = EditorGUILayout.IntField("Spawn amount", wave.subwaves[i].enemies[j].spawnAmount); if (GUILayout.Button("Remove enemy")) { wave.subwaves[i].enemies.Remove(wave.subwaves[i].enemies[j]); } } if (GUILayout.Button("Add enemy")) { wave.subwaves[i].enemies.Add(new Wave.Enemy()); } wave.subwaves[i].spawnTime = EditorGUILayout.FloatField("Subwave length", wave.subwaves[i].spawnTime); if (GUILayout.Button("Remove subwave")) { wave.subwaves.Remove(wave.subwaves[i]); } } if (GUILayout.Button("Add subwave")) { wave.subwaves.Add(new Wave.Subwave()); } GUILayout.Label("Difficulty: " + CalculateDifficulty(wave, waveIndex) + " - Desired: " + CalculatePreferredDifficulty(waveIndex)); } if (windowStatus == WindowStatus.Graph) { if (GUILayout.Button("Back")) { windowStatus = WindowStatus.All; } if (GUILayout.Button("Reset Curve")) { highestDifficulty = 0; } graphOffset = GUILayout.HorizontalSlider(graphOffset, 0, spawner.waves.Count * 30); preferredCurveMultiplier = EditorGUILayout.FloatField("Curve Start", preferredCurveMultiplier); for (int i = 0; i < spawner.waves.Count; i++) { Rect baseRect = new Rect((-graphOffset + 10) + i * 30, position.height - 30, 25, 25); if (GUI.Button(baseRect, i.ToString())) { windowStatus = WindowStatus.Wave; wave = spawner.waves[i]; waveIndex = i; } int difficulty = CalculateDifficulty(spawner.waves[i], i); int height = Mathf.RoundToInt((float)difficulty / Mathf.Max(highestDifficulty, 1) * (position.height - 100)); int preferredHeight = Mathf.RoundToInt((float)CalculatePreferredDifficulty(i) / Mathf.Max(highestDifficulty, 1) * (position.height - 100)); GUI.Box(new Rect(baseRect.x + 5, baseRect.y - height, 15, height), ""); GUI.Box(new Rect(baseRect.x + 10, baseRect.y - preferredHeight, 5, preferredHeight), ""); if (difficulty > highestDifficulty) { highestDifficulty = difficulty; } } } }
private void Update() { if (!waveEnd) { switch (grouptype) { case WaveGroupTypes.Simultaneous: //Check every 5 seconds if this wave has ended transform.LookAt(planet, Vector3.forward); //if (!waveEnd) //{ if (!check) { checkelapsed += Time.deltaTime; if (checkelapsed >= 5) { check = true; checkelapsed = 0; } } else { bool f = true; foreach (Wave w in waves) { if (w.waveEnd == false) { f = false; } } if (f == true) { waveEnd = true; } check = false; } //} break; case WaveGroupTypes.Consecutive: if (waveStart) { if (currentIndex >= waves.Length - 1) { if (currentWave.waveEnd) { waveEnd = true; } } else { if (currentWave.waveEnd) { currentIndex = Mathf.Clamp(currentIndex + 1, 0, waves.Length - 1); currentWave = waves[currentIndex]; currentWave.StartWave(); } } } break; } } }
/** * Called when the manager is running */ private void OnManagerRunning() { bool blocking = false; for (int nHandle = currentWaves.Count - 1; nHandle >= 0; nHandle--) { // Check for ended waves if (currentWaves[nHandle].GetState() == WaveHandle.WaveState.WaveEnd) { UnityEngine.GameObject.Destroy(currentWaves[nHandle].gameObject); currentWaves.RemoveAt(nHandle); continue; } // There is a blocking wave if (currentWaves[nHandle].waveState == WaveHandle.WaveState.WaveBlocking) { blocking = true; } } if (blocking) { return; } timer += Time.deltaTime; List <int> firstWaves = GetFirstWaves(); if (firstWaves.Count == 0) { if (currentWaves.Count == 0) { managerState = ManagerState.ManagerDone; } return; } if (timer < currenteStage.StageWaves[firstWaves[0]].WaveTiming) { return; } GameObject oiginalHandle = Resources.Load("Prefabs/Actors/WaveHandle") as GameObject; // Creating handles for (int nWave = 0; nWave < firstWaves.Count; ++nWave) { GameObject go = UnityEngine.GameObject.Instantiate(oiginalHandle, parent); WaveHandle handle = go.GetComponent <WaveHandle>(); Wave wave = currenteStage.StageWaves[firstWaves[nWave]]; handle.Init(wave, firstWaves[nWave]); currentWaves.Add(handle); Debug.Log(" - " + wave.WaveName + " loaded."); waveIndexes.Remove(firstWaves[nWave]); } }
private void enemyDestroyedHandler(Wave target, Enemy enemy) { liveEnemies.Remove(enemy); }
public void BeginWave(int index) { currenWave = waves[index]; StartCoroutine("SpawnWave"); }
private void waveDepletedHandler(Wave target) { Utils.trace("\t\t", target, "- waveDepleted", waves.IndexOf(target)); }
public void WaveComplete(Wave w) { waveI++; NextWave(); }
internal static global::System.Runtime.InteropServices.HandleRef getCPtr(Wave obj) { return((obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr); }
IEnumerator WaitAndSpawn(Wave wave) { yield return(new WaitForSeconds(wave.startTime)); StartCoroutine(SpawnNextWave(wave)); }