Esempio n. 1
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    void Update()
    {
        if (Input.GetKeyDown(KeyCode.K))
        {
            switch (mode)
            {
            case (Mode.none):
                break;

            case (Mode.server):
            {
                Vector3 pos = Vector3.left * 3f + Vector3.forward * 2f * count;
                CEventSystem.Broadcast(ServerEventChannel.channel, ServerEventChannel.subchannel, new SpawnBox(pos));
                count++;
                break;
            }

            case (Mode.client):
            {
                Vector3 pos = Vector3.right * 3f + Vector3.forward * 2f * count;
                CEventSystem.Broadcast(ServerEventChannel.channel, ServerEventChannel.subchannel, new SpawnBox(pos));
                count++;
                break;
            }
            }
        }

        if (Input.GetKeyDown(KeyCode.J))
        {
            GameObject local = GameObject.CreatePrimitive(PrimitiveType.Sphere);
            local.name = "local";
            local.transform.position = Random.insideUnitSphere * 5f;
            local.AddNetComponent <TestGUIDObjectLocal>();
        }
    }
Esempio n. 2
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 private void UpdateDebug()
 {
     if(Input.GetKeyDown(KeyCode.K))
     {
         CEventSystem.BroadcastEvent(EventChannel.gameState, EventSubChannel.none, new GrowEvent(10));
     }
 }
Esempio n. 3
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 private void OnGridCollision(GridTransform other)
 {
     if (other.GetComponent <Player>() != null)
     {
         CEventSystem.BroadcastEvent(EventChannel.gameState, EventSubChannel.none, new GameOverEvent());
     }
 }
Esempio n. 4
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 private void OnGridCollision(GridTransform other)
 {
     if (other.GetComponent <Player>() != null)
     {
         Destroy(gameObject);
         CEventSystem.BroadcastEvent(EventChannel.gameState, EventSubChannel.none, new GameState.WinLevelEvent());
     }
 }
Esempio n. 5
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    private void OnDestroy()
    {
        CEventSystem.RemoveEventHandler(EventChannel.input, EventSubChannel.player1, this);
        CEventSystem.RemoveEventHandler(EventChannel.gameState, EventSubChannel.none, this);

        SnakeDestroyer.Create(gameObject, tailPieces.Select(x => x.gameObject));
        instance = null;
    }
Esempio n. 6
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        /// <summary>
        /// Process a network event broadcast, and push it into the event system
        /// </summary>
        /// <param name="netEvent"></param>
        private static void ProcessNetworkEventBroadcast(NetworkEventBroadcast netEvent)
        {
            Enum            channel = netEvent.channel, subchannel = netEvent.subchannel;
            NetworkedCEvent e = netEvent.e;

            e.sendToServer = false;
            CEventSystem.Broadcast(channel, subchannel, e);
        }
        public void Fire(WeaponFireEvent fireEvent)
        {
            RaycastHit hit;

            if (Physics.Raycast(fireEvent.ray, out hit, Mathf.Infinity, layerMask))
            {
                CEventSystem.Broadcast(Ship.ShipChannel.shipChannel, Ship.ShipChannel.shipSubchannel, new Ship.TargetEvent(hit.point));
            }
        }
Esempio n. 8
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        private void Start()
        {
            gameObject.AddComponent <NetworkServer>();
            NetworkClient.Create(gameObject, IP);

            gameObject.AddComponent <ServerDebugListener>();

            CEventSystem.Broadcast(ServerEventChannel.channel, ServerEventChannel.subchannel, new ServerDebugListener.ServerDebugEvent("This is a server debug event"));
            CEventSystem.Broadcast(ServerEventChannel.channel, ServerEventChannel.subchannel, new ServerDebugListener.ClientDebugEvent("This is a client debug event"));
        }
Esempio n. 9
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        void Update()
        {
            //if (Input.GetKeyDown(KeyCode.Escape))
            //{
            //    SceneManager.LoadScene(SceneManager.GetActiveScene().name);
            //}

            Vector2 input = Vector2.zero;

            if (Input.GetKey(KeyCode.W))
            {
                input.y += 1f;
            }
            if (Input.GetKey(KeyCode.S))
            {
                input.y -= 1f;
            }
            if (Input.GetKey(KeyCode.A))
            {
                input.x -= 1f;
            }
            if (Input.GetKey(KeyCode.D))
            {
                input.x += 1f;
            }

            if (input.sqrMagnitude > 1f)
            {
                input = input.normalized;
            }

            //Sets the target input for the movement controller that receive this event.
            CEventSystem.Broadcast(EventChannel.input, playerNumber, new SetTargetInputEvent(input));

            //Adds an inpulse event to the movement controller that receives this event.
            if (Input.GetKeyDown(KeyCode.Space))
            {
                CEventSystem.Broadcast(EventChannel.input, playerNumber, new InpulseEvent(Vector3.up * 10f));
            }

            Vector2 viewInput = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));

            CEventSystem.Broadcast(EventChannel.input, playerNumber, new LookInputEvent(viewInput));

            if (Input.GetKeyDown(KeyCode.LeftShift))
            {
                CEventSystem.Broadcast(EventChannel.input, playerNumber, new CrouchToggleEvent());
            }
        }
Esempio n. 10
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    private void Start()
    {
        childRight = MakeChild("childRight", Vector2.right);
        childUp    = MakeChild("childUp", Vector2.up);
        childOne   = MakeChild("childOne", Vector2.one);

        gridTransform = gameObject.GetComponent <GridTransform>();
        gridRight     = childRight.AddComponent <GridTransform>();
        gridUp        = childUp.AddComponent <GridTransform>();
        gridOne       = childOne.AddComponent <GridTransform>();

        gridTransforms = new GridTransform[] { gridTransform, gridRight, gridUp, gridOne };

        foreach (var gTransform in gridTransforms)
        {
            gTransform.Events = new GridEventHandlers(OnCollision: (x) => OnGridCollision(x));
        }

        tweener            = gameObject.AddComponent <LinearTweener>();
        tweener.speed      = 10f;
        tweener.autoTarget = () => gridTransform.Target;

        //gridTransform.Warp(GridSystem.GetNode((int)transform.position.x, (int)transform.position.y));

        CEventSystem.BroadcastEvent(EventChannel.gameState, EventSubChannel.none, new GameState.EnemySpawnEvent());

        animationParent = new GameObject("animationParent");
        animationParent.transform.SetParent(transform, false);
        animationParent.transform.localPosition = new Vector3(0.5f, -0.5f, 0f);

        animationChild      = GameObject.CreatePrimitive(PrimitiveType.Quad);
        animationChild.name = "AnimationChild";
        animationChild.transform.SetParent(animationParent.transform, false);
        animationChild.transform.localPosition = Vector2.up;
        animationChild.transform.localScale    = new Vector3(2f, 2f, 1f);

        Sprite[] sheet = Resources.LoadAll <Sprite>("Sprites/slime-sprite-sheet-FINAL-PNG");

        front = textureFromSprite(sheet[8]);
        right = textureFromSprite(sheet[5]);
        left  = textureFromSprite(sheet[2]);
        back  = textureFromSprite(sheet[11]);

        mat = new Material(Shader.Find("Unlit/Transparent"));
        mat.SetTexture("_MainTex", front);
        animationChild.GetComponent <MeshRenderer>().material = mat;
    }
Esempio n. 11
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        private void PrivateInit(int owner)
        {
            init = false;

            this.owner = owner;

            isOwner = owner == NetworkClient.ClientNumber;

            if (owner == NetworkClient.ClientNumber)
            {
                NetBehaviourTracker.AddNetBehaviour(this);
                var spawn = GetSpawn();
                if (spawn != null)
                {
                    CEventSystem.Broadcast(NetBehaviourSpawner.Channel.channel, NetBehaviourSpawner.Channel.subchannel, spawn);
                }
            }
        }
Esempio n. 12
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    private void OnGridCollision(GridTransform other)
    {
        GreenSlime slime = other.GetComponentInParent <GreenSlime>();

        if (slime == this)
        {
            return;
        }

        Player player = other.GetComponent <Player>();

        if (player != null)
        {
            Destroy(gameObject);
            CEventSystem.BroadcastEvent(EventChannel.gameState, EventSubChannel.none, new GrowEvent(GameState.SnakeGrowCount));
            CEventSystem.BroadcastEvent(EventChannel.gameState, EventSubChannel.none, new GameState.EnemyDestroyedEvent());
        }
    }
Esempio n. 13
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        void Start()
        {
            movementController = GetComponent <MovementController>();
            movementController.OnCoordinateSpaceDelta += OnCoordinateSpaceDelta;
            movementController.OnNewCoordinateSpace   += OnNewCoordinateSpace;

            var springObject = new GameObject("Axial");

            springObject.transform.parent        = transform;
            springObject.transform.localPosition = Vector3.zero;
            springObject.transform.localRotation = Quaternion.identity;

            var spring = springObject.AddComponent <AxialSpring>();

            spring.axis            = Vector3.up;
            spring.dynamicStrength = 0.00000001f;

            var gyroObject = new GameObject("Gyro");

            gyroObject.transform.parent        = springObject.transform;
            gyroObject.transform.localPosition = Vector3.zero;
            gyroObject.transform.localRotation = Quaternion.identity;

            var gyro = gyroObject.AddComponent <GyroSpring>();

            gyro.staticStrength = 10f;

            var camera = GetComponentInChildren <Camera>();

            camera.transform.parent        = gyroObject.transform;
            camera.transform.localPosition = Vector3.zero;
            camera.transform.localRotation = Quaternion.identity;

            root = SpringComponent.AutoLink(springObject);

            CEventSystem.AddEventListener(EventChannel.input, EventPlayerNumberChannel.player1, this);
        }
    public void EventSystemBaseTestSimplePasses()
    {
        //Check that the event system is empty
        Assert.True(CEventSystem.Count == 0);

        //create an event, add it to the system, and check the count
        TestEventObject testEvent = new TestEventObject();

        CEventSystem.AddEventHandler(category.category, category.subcategory, testEvent);
        Assert.True(CEventSystem.Count == 1);

        //Check the state of the test class after broadcasting a set true, set false, and foo event
        Assert.True(!testEvent.State);
        CEventSystem.BroadcastEvent(category.category, category.subcategory, new SetTrueEvent());
        Assert.True(testEvent.State);
        CEventSystem.BroadcastEvent(category.category, category.subcategory, new SetFalseEvent());
        Assert.True(!testEvent.State);
        CEventSystem.BroadcastEvent(category.category, category.subcategory, new FooEvent());
        Assert.True(!testEvent.State);

        //remove the event, check the count of the system.
        CEventSystem.RemoveEventHandler(category.category, category.subcategory, testEvent);
        Assert.True(CEventSystem.Count == 0);
    }
Esempio n. 15
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 void Awake()
 {
     CEventSystem.AddEventHandler(EventChannel.gameState, EventSubChannel.none, this);
 }
Esempio n. 16
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 void Awake()
 {
     CEventSystem.AddEventHandler(EventChannel.gameState, EventSubChannel.none, this);
     //tween = gameObject.AddComponent<AsymtoticTweener>();
 }
Esempio n. 17
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 private void OnDestroy()
 {
     CEventSystem.RemoveEventHandler(EventChannel.gameState, EventSubChannel.none, this);
 }
Esempio n. 18
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    void Awake()
    {
        statusLabel = gameObject.transform.Find("Status").GetComponentInChildren <UnityEngine.UI.Text>();

        CEventSystem.AddEventListener(ServerEventChannel.channel, ServerEventChannel.subchannel, this);
    }
Esempio n. 19
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 private void OnDestroy()
 {
     CEventSystem.RemoveEventListener(EventChannel.input, playerNumber, movementController);
 }
Esempio n. 20
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 private void BroadcastDirectionEvent(Direction direction)
 {
     CEventSystem.BroadcastEvent(EventChannel.input, EventSubChannel.player1, new DirectionEvent(direction));
 }
Esempio n. 21
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        public void Start()
        {
            CEventSystem.AddEventListener(ShipChannel.channel, ShipChannel.subchannel, this);

            var plat = gameObject.AddComponent <Platform>();
        }
Esempio n. 22
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 private void OnGridCollision(GridTransform other)
 {
     CEventSystem.BroadcastEvent(EventChannel.gameState, EventSubChannel.none, new GameOverEvent());
     Destroy(gameObject);
     //CEventSystem.BroadcastEvent(EventChannel.gameState, EventSubChannel.none, new GrowEvent(1));
 }
Esempio n. 23
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 void OnDestroy()
 {
     CEventSystem.RemoveEventListener(EventChannel.input, EventPlayerNumberChannel.player1, this);
 }
Esempio n. 24
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 void OnDestroy()
 {
     CEventSystem.RemoveEventListener(ServerEventChannel.channel, ServerEventChannel.subchannel, this);
 }
Esempio n. 25
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 private void Awake()
 {
     movementController = GetComponent <MovementController>();
     CEventSystem.AddEventListener(EventChannel.input, playerNumber, movementController);
 }
Esempio n. 26
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    private void CreateEventSystem()
    {
        var eventSystem = new CEventSystem();

        eventSystem.CreateEventSystem();
    }
Esempio n. 27
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 private void Awake()
 {
     CEventSystem.AddEventHandler(EventChannel.input, EventSubChannel.player1, this);
     CEventSystem.AddEventHandler(EventChannel.gameState, EventSubChannel.none, this);
     instance = this;
 }
Esempio n. 28
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 public void Start()
 {
     CEventSystem.AddEventListener(Channel.channel, Channel.subchannel, this);
 }
Esempio n. 29
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 void Start()
 {
     CEventSystem.AddEventListener(ServerEventChannel.channel, ServerEventChannel.subchannel, this);
 }
Esempio n. 30
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 protected override void _OnDestroy()
 {
     CEventSystem.RemoveEventListener(ShipChannel.shipChannel, ShipChannel.shipSubchannel, this);
 }