public static void updateHealth(ListState entities, string team) { if (team == "Players") { for (int i = 0; i < playerClones.Count; ++i) { characters attr = playerClones [i].GetComponent <characters> (); attr.pos = new position(entities.players [i].pos); attr.health = entities.players [i].health; attr.damage = entities.players [i].damage; } } else if (team == "Enemies") { for (int i = 0; i < enemyClones.Count; ++i) { characters attr = enemyClones [i].GetComponent <characters> (); attr.pos = new position(entities.enemies [i].pos); attr.health = entities.enemies [i].health; attr.damage = entities.enemies [i].damage; } } else { Debug.Log(team + ": Does not exist!"); } }
public void HighlightPlayerTwoCharacter(int fighterNumber) { characters character = (characters)fighterNumber; fighterTwoText.text = "" + character; fighterTwoDisplay.color = colors[fighterNumber]; }
// Use this for initialization void Start (){ instruction = GetComponent<Text>(); parent = GetComponentInParent<characters> (); numAttack = parent.numAttack; type = parent.entityType.ToUpper().Substring(0, 1) + parent.range; //Debug.Log (parent.entityType [0]); }
public void InstantiateCharacter(characters character) { prefab = (GameObject)Resources.Load("Prefabs/CharacterModels/" + character, typeof(GameObject)); GameObject c = Instantiate(prefab, new Vector3(0, 2f, 0f), Quaternion.identity); c.transform.parent = gameObject.transform; }
private void debuff(GameObject debuffee) { characters debuffeeAtr = debuffee.GetComponent <characters>(); debuffeeAtr.debuffed = this.debuffTime; debuffeeAtr.damage = (int)(debuffeeAtr.maxDamage * (1 - this.debuffPercentage)); //Debug.Log (debuffee.name + "'s damage: " + debuffeeAtr.damage); }
public ActionResult DeleteConfirmed(int id) { characters characters = db.characters.Find(id); db.characters.Remove(characters); db.SaveChanges(); return(RedirectToAction("Index")); }
// Use this for initialization void Start() { instruction = GetComponent <Text>(); parent = GetComponentInParent <characters> (); numAttack = parent.numAttack; type = parent.entityType.ToUpper().Substring(0, 1) + parent.range; //Debug.Log (parent.entityType [0]); }
private static void _SecondryUpdate(GameObject orig, GameObject clone) { characters cloneAttr = clone.GetComponent <characters> (); characters origAttr = orig.GetComponent <characters> (); cloneAttr.health = origAttr.health; cloneAttr.damage = origAttr.damage; cloneAttr.pos = origAttr.pos; }
public ActionResult Edit([Bind(Include = "character_id,character_name,race_id")] characters characters) { if (ModelState.IsValid) { db.Entry(characters).State = EntityState.Modified; db.SaveChanges(); return(RedirectToAction("Index")); } return(View(characters)); }
public void unlockFightable(characters arg) { foreach (Preset p in presets) { if (p.character == arg) { p.fightable = true; } } }
public override bool canAttack(GameObject attackee) { characters a = attackee.GetComponent <characters> (); if (DistUtility.isInRange(this.pos, a.pos, this.range)) { return(true); } return(false); }
public ActionResult Create([Bind(Include = "character_id,character_name,race_id")] characters characters) { if (ModelState.IsValid) { db.characters.Add(characters); db.SaveChanges(); return(RedirectToAction("Index")); } return(View(characters)); }
public playerStateNode(GameObject obj) { characters attr = obj.GetComponent <characters> (); //index = 0; //name = obj.name; health = attr.health; damage = attr.damage; //type = attr.entityType; //range = attr.range; pos = new position(attr.pos.x, attr.pos.y); }
private void heal(GameObject healee) { characters healeeAtr = healee.GetComponent <characters> (); healeeAtr.health += this.healAmount; if (healeeAtr.health > healeeAtr.maxHealth) { healeeAtr.health = healeeAtr.maxHealth; } //else // Debug.Log (healee.name + ": +" + this.healAmount); }
public Preset presetById(characters arg) { Preset rtrn = new Preset(); foreach (Preset p in presets) { if (p.character == arg) { rtrn = p; } } return(rtrn); }
// GET: characters/Delete/5 public ActionResult Delete(int?id) { if (id == null) { return(new HttpStatusCodeResult(HttpStatusCode.BadRequest)); } characters characters = db.characters.Find(id); if (characters == null) { return(HttpNotFound()); } return(View(characters)); }
public void copyGenericAttr(GameObject original, GameObject clone) { characters cloneAttr = clone.GetComponent <characters> (); characters originalAttr = original.GetComponent <characters> (); clone.name = original.name + " (Clone)"; cloneAttr.entityType = originalAttr.entityType; cloneAttr.damage = originalAttr.damage; cloneAttr.maxDamage = originalAttr.maxDamage; cloneAttr.health = originalAttr.health; cloneAttr.maxHealth = originalAttr.maxHealth; cloneAttr.pos = originalAttr.pos; cloneAttr.numAttack = originalAttr.numAttack; cloneAttr.counterPercentage = 0; }
Guild LoadGuild(string guildName) { Guild guild = new Guild(); // set name guild.name = guildName; // load guild info guild_info info = connection.FindWithQuery <guild_info>("SELECT * FROM guild_info WHERE name=?", guildName); if (info != null) { guild.notice = info.notice; } // load members list List <character_guild> rows = connection.Query <character_guild>("SELECT * FROM character_guild WHERE guild=?", guildName); GuildMember[] members = new GuildMember[rows.Count]; // avoid .ToList(). use array directly. for (int i = 0; i < rows.Count; ++i) { character_guild row = rows[i]; GuildMember member = new GuildMember(); member.name = row.character; member.rank = (GuildRank)row.rank; // is this player online right now? then use runtime data if (Player.onlinePlayers.TryGetValue(member.name, out Player player)) { member.online = true; member.level = player.level.current; } else { member.online = false; // note: FindWithQuery<characters> is easier than ExecuteScalar<int> because we need the null check characters character = connection.FindWithQuery <characters>("SELECT * FROM characters WHERE name=?", member.name); member.level = character != null ? character.level : 1; } members[i] = member; } guild.members = members; return(guild); }
public void SelectCharacter(int fighterNumber) { characters character = (characters)fighterNumber; if (playerCount == 1) { if (!fighterOneSelected) { fighterOneSelected = true; playerOneCharacterPosition = fighterNumber; GameData.SetFighterOneCharacter(character); } else if (!fighterTwoSelected) { fighterTwoSelected = true; playerTwoCharacterPosition = fighterNumber; GameData.SetFighterTwoCharacter(character); } menuNavigation.SwapSelector(); } else if (playerCount == 2) { if (GameData.GetPressedButtonPlayerOne()) { fighterOneSelected = true; playerOneCharacterPosition = fighterNumber; GameData.SetFighterOneCharacter(character); menuNavigation.LockPlayerOneSelection(); menuNavigation.SwapSelectedSprite(); } else { fighterTwoSelected = true; playerTwoCharacterPosition = fighterNumber; GameData.SetFighterTwoCharacter(character); menuNavigation.LockPlayerTwoSelection(); menuNavigation.SwapSelectedSpritePlayerTwo(); } } if (fighterOneSelected && fighterTwoSelected) { PromptConfirmation(); } }
/* * returns true if this entity gets countered by the * entity that it is attacking. */ public bool countered(GameObject attackee) { characters attackeeAtr = attackee.GetComponent <characters>(); if (attackee.activeSelf == true) { if (Random.value <= attackeeAtr.counterPercentage) { //Debug.Log (attackee.name + " countered " + this.name); if (attackeeAtr.canAttack(this.gameObject)) { attackeeAtr.attack(this.gameObject); } return(true); } } return(false); }
private void OverlayIcon(characters playerCharacter, int index) { overlays[index].color = new Color(255, 255, 255, 1); //set the alpha value to 1 switch (playerCharacter) { case characters.aaron: overlays[index].sprite = AaronIcon; break; case characters.jen: overlays[index].sprite = JennaIcon; break; case characters.pdanny: overlays[index].sprite = PDannyIcon; break; } }
private GameObject DecideFighter(characters character) { switch (character) { case characters.WillNeff: return(willNeffFighter); case characters.HasanAbi: return(hasanAbiFighter); case characters.Nesua: return(nesuaFighter); case characters.red: return(redFighter); default: return(null); } }
public bool IsCharacterOnlineAnywhere(string characterName) { // a character is online on any of the servers if the online string is not // empty and if the time difference is less than the save interval * 2 // (* 2 to have some tolerance) characters character = connection.FindWithQuery <characters>("SELECT * FROM characters WHERE name=?", characterName); if (character == null || !character.online) { return(false); } var lastsaved = character.lastsaved; double elapsedSeconds = (DateTime.UtcNow - lastsaved).TotalSeconds; float saveInterval = ((NetworkManagerMMO)NetworkManager.singleton).saveInterval; // online if 1 and last saved recently (it's possible that online is // still 1 after a server crash, hence last saved detection) return(elapsedSeconds < saveInterval * 2); }
public void Load(string fileName, characters _char) { StringReader theReader = new StringReader(fileName); string line; do { line = theReader.ReadLine(); if (line != null) { switch (_char) { case characters.tinker: tinkerDialogue.Add(line); break; case characters.monk: monkDialogue.Add(line); break; case characters.badger: badgerDialogue.Add(line); break; case characters.npc: npcDialogue.Add(line); break; case characters.narrator: narration.Add(line); break; } } }while (line != null); isDone = true; }
public GameObject CharacterLoad(string characterName, List <GameObject> prefabs, bool isPreview) { characters row = connection.FindWithQuery <characters>("SELECT * FROM characters WHERE name=? AND deleted=0", characterName); if (row != null) { GameObject prefab = prefabs.Find(p => p.name == row.classname); if (prefab != null) { GameObject go = Instantiate(prefab.gameObject); Player player = go.GetComponent <Player>(); player.name = row.name; player.account = row.account; player.className = row.classname; player.transform.position = new Vector3(row.x, row.y, row.z); player.transform.rotation = Quaternion.Euler(0, row.yrotation, 0); LoadInventory(player.inventory); LoadEquipment(player.equipment); LoadHotbar(player.hotbar); LoadHotbarSelection(player.hotbar); player.health.current = row.health; if (!isPreview) { connection.Execute("UPDATE characters SET online=1, lastsaved=? WHERE name=?", characterName, DateTime.UtcNow); } onCharacterLoad.Invoke(player); return(go); } else { Debug.LogError("no prefab found for class: " + row.classname); } } return(null); }
private Task init() { _perks_ = new perks(); _config_ = new configuration(); _char_ = new characters(); _killers_ = 0; _survivors_ = 0; if (survivors_combo.Items.Count > 0) { survivors_combo.Items.Clear(); } if (killers_combo.Items.Count > 0) { killers_combo.Items.Clear(); } data = _save_.characterData.Length; player().Wait(); survivors().Wait(); killers().Wait(); return(Task.CompletedTask); }
public static void SetFighterTwoCharacter(characters character) { fighterTwoCharacter = character; }
public void Start() { playerOneChoice = GameManager.Instance.playerOneCharacter; playerTwoChoice = GameManager.Instance.playerTwoCharacter; SpawnPlayers(); }
public void setContentHandler(DefaultHandler handler) { startElementHandler += handler.StartElement; charactersHandler += handler.Characters; endElementHandler += handler.EndElement; }
public void InstantiateCharacter(characters character) { var prefab = (GameObject)Resources.Load("Prefabs/CharacterModels/" + character, typeof(GameObject)); Instantiate(prefab, gameObject.transform); }
public GameObject CharacterLoad(string characterName, List <Player> prefabs, bool isPreview) { characters row = connection.FindWithQuery <characters>("SELECT * FROM characters WHERE name=? AND deleted=0", characterName); if (row != null) { // instantiate based on the class name Player prefab = prefabs.Find(p => p.name == row.classname); if (prefab != null) { GameObject go = Instantiate(prefab.gameObject); Player player = go.GetComponent <Player>(); player.name = row.name; player.account = row.account; player.className = row.classname; Vector3 position = new Vector3(row.x, row.y, row.z); player.level.current = Mathf.Min(row.level, player.level.max); // limit to max level in case we changed it player.strength.value = row.strength; player.intelligence.value = row.intelligence; player.experience.current = row.experience; ((PlayerSkills)player.skills).skillExperience = row.skillExperience; player.gold = row.gold; player.isGameMaster = row.gamemaster; player.itemMall.coins = row.coins; // can the player's movement type spawn on the saved position? // it might not be if we changed the terrain, or if the player // logged out in an instanced dungeon that doesn't exist anymore // * NavMesh movement need to check if on NavMesh // * CharacterController movement need to check if on a Mesh if (player.movement.IsValidSpawnPoint(position)) { // agent.warp is recommended over transform.position and // avoids all kinds of weird bugs player.movement.Warp(position); } // otherwise warp to start position else { Transform start = NetworkManagerMMO.GetNearestStartPosition(position); player.movement.Warp(start.position); // no need to show the message all the time. it would spam // the server logs too much. //Debug.Log(player.name + " spawn position reset because it's not on a NavMesh anymore. This can happen if the player previously logged out in an instance or if the Terrain was changed."); } LoadInventory(player.inventory); LoadEquipment((PlayerEquipment)player.equipment); LoadItemCooldowns(player); LoadSkills((PlayerSkills)player.skills); LoadBuffs((PlayerSkills)player.skills); LoadQuests(player.quests); LoadGuildOnDemand(player.guild); // assign health / mana after max values were fully loaded // (they depend on equipment, buffs, etc.) player.health.current = row.health; player.mana.current = row.mana; // set 'online' directly. otherwise it would only be set during // the next CharacterSave() call, which might take 5-10 minutes. // => don't set it when loading previews though. only when // really joining the world (hence setOnline flag) if (!isPreview) { connection.Execute("UPDATE characters SET online=1, lastsaved=? WHERE name=?", DateTime.UtcNow, characterName); } // addon system hooks onCharacterLoad.Invoke(player); return(go); } else { Debug.LogError("no prefab found for class: " + row.classname); } } return(null); }