Esempio n. 1
0
        public bool ExecuteStep(ParsingArguments modifiedArguments, out ParsingArguments parsingArguments)
        {
            parsingArguments = null;

            if (modifiedArguments != null && modifiedArguments.ArgumentsChanged)
            {
                UpdateModifiedCounters(modifiedArguments);
            }

            if (CurrentIndex >= html.Length)
            {
                return(false);
            }

            char currentCharacter = html[CurrentIndex];

            CharacterTypes characterType = currentCharacter.ToCharacterType();

            UpdateCounters(characterType);

            transitionManager.Move(characterType, out AdditionalOperations[] additionalOperations);

            HandleState(transitionManager.CurrentState);
            HandleAdditionalOperations(additionalOperations, currentCharacter, buffer);

            parsingArguments = new ParsingArguments(CurrentIndexInLine, CurrentIndex, CurrentLine, stack);

            return(true);
        }
Esempio n. 2
0
        public static SpawnPoint GetFurthestPoint(CharacterTypes types, params Transform[] objects)
        {
            var        points      = instance.SpawnPoints.Where(p => p.IsVacant && p.SpawnType == types);
            float      maxDistance = float.MinValue;
            SpawnPoint candidate   = null;

            foreach (var point in points)
            {
                float distance = float.MaxValue;

                foreach (var obj in objects)
                {
                    float dist = (obj.position - point.transform.position).sqrMagnitude;
                    distance = Mathf.Min(dist, distance);
                }

                if (distance > maxDistance)
                {
                    maxDistance = distance;
                    candidate   = point;
                }
            }

            return(candidate);
        }
Esempio n. 3
0
            // Methods
            public void Read(BINAReader reader)
            {
                // Read the data
                uint lineType = reader.ReadUInt32();
                uint padding1 = reader.ReadUInt32();

                ulong nameOffset = reader.ReadUInt64();
                ulong padding2   = reader.ReadUInt64();

                UnknownFloat1 = reader.ReadSingle();
                byte firstCharacter  = reader.ReadByte();
                byte firstAnim       = reader.ReadByte();
                byte secondCharacter = reader.ReadByte();
                byte secondAnim      = reader.ReadByte();

                TalkingCharacter = reader.ReadUInt64();

                // Parse it
                if (nameOffset != 0)
                {
                    Name = reader.GetString((uint)nameOffset + reader.Offset);
                }

                LineType            = (LineTypes)lineType;
                FirstCharacter      = (CharacterTypes)firstCharacter;
                FirstCharAnimation  = (AnimationTypes)firstAnim;
                SecondCharacter     = (CharacterTypes)secondCharacter;
                SecondCharAnimation = (AnimationTypes)secondAnim;
            }
Esempio n. 4
0
    //////////////////////////////////////////
    /// OnMoveMade()
    /// Callback for when a character makes a
    /// move.
    //////////////////////////////////////////
    private void OnMoveMade()
    {
        // a move has been made, so decrement # of moves left
        m_nMovesLeft--;

        // if there are 0 moves left, we need to flip whose turn it is and update/reset counters
        if (m_nMovesLeft <= 0)
        {
            // if the non-starting character has taken the last turn in a round, increment round and reset the turn
            int nMaxTurns = Constants.GetConstant <int>("TurnsPerRound");
            if (m_nTurn == nMaxTurns && m_eStartingCharacter != m_eActiveCharacter)
            {
                m_nRound++;                             // new round!
                m_nTurn = 1;                            // next round starts at turn 1
                Messenger.Broadcast("RoundEnded");      // send out a message that a round has ended
            }
            else if (m_eStartingCharacter != m_eActiveCharacter)
            {
                // otherwise if the non-starting character took their turn, just increment the round
                m_nTurn++;
            }

            // reset the # of moves the active char can take
            ResetMovesLeft();

            // swap the active char
            CharacterTypes eNewChar = m_eActiveCharacter == CharacterTypes.Player ? CharacterTypes.AI : CharacterTypes.Player;
            SetActiveCharacter(eNewChar);
        }
        else
        {
            UpdateUI(); // update the UI if a move was taken but there are still moves left before a turn ends
        }
    }
Esempio n. 5
0
        public ActionResult <Warrior> Create(CharacterTypes character)
        {
            var warrior = new Warrior(character);

            WarriorCollection.Warriors.Add(warrior);
            return(Ok(warrior));
        }
Esempio n. 6
0
        public int GetLevels(StatsAtributte stat, CharacterTypes charTypes)
        {
            BuildLookup();

            int[] levels = lookupTable[charTypes][stat];
            return(levels.Length);
        }
    private void CmdTrySpawn(int characterType)
    {
        //Convert for readability.
        CharacterTypes characterEnum = (CharacterTypes)characterType;

        int index = _characterPrefabs.FindIndex(x => x.CharacterType == characterEnum);

        //If index isn't found then you likely forgot to setup the character type prefabs.
        if (index == -1)
        {
            return;
        }
        //No prefab set for index, you likely forgot to specify a prefab for the character type.
        if (_characterPrefabs[index].Prefab == null)
        {
            return;
        }

        //Choose a random position.
        Vector3    pos    = new Vector3(UnityEngine.Random.Range(-5, 5), 0, 0);
        GameObject result = Instantiate(_characterPrefabs[index].Prefab, pos, Quaternion.identity);

        //Spawn over server giving authority to the client calling this command.
        NetworkServer.Spawn(result, base.netIdentity.connectionToClient);

        //Tell player their character was spawned. Could pass in an object here.
        TargetCharacterSpawned();
    }
    // Use this for initialization
    void Start()
    {
        Enemies = GameObject.FindGameObjectsWithTag("Enemy");
        _enemyTypes = Camera.main.GetComponent<CharacterTypes>();

        //attempting to make a for loop build all of the enemies stats in an array.
        for(int i = 0; i < Enemies.Length; i++)
        {
            RandomClass = Random.Range(0,100);
            if(RandomClass >= 0 && RandomClass <= 19){
                Camera.main.SendMessage("TechnoMage");
            }
            if(RandomClass >= 20 && RandomClass <= 39){
                Camera.main.SendMessage("StimBot");
            }
            if(RandomClass >= 40 && RandomClass <= 59){
                Camera.main.SendMessage("WarpTheif");
            }
            if(RandomClass >= 60 && RandomClass <= 79){
                Camera.main.SendMessage("Cyborg");
            }
            if(RandomClass >= 80 && RandomClass <= 99){
                Camera.main.SendMessage("HyperElf");
            }
            Enemies[i].GetComponent<EnemyStats>().name = _enemyTypes.name;
            Enemies[i].GetComponent<EnemyStats>().stamina = _enemyTypes.stamina;
            Enemies[i].GetComponent<EnemyStats>().dexterity = _enemyTypes.dexterity;
            Enemies[i].GetComponent<EnemyStats>().strength = _enemyTypes.strength;
            Enemies[i].GetComponent<EnemyStats>().energy = _enemyTypes.energy;
            Enemies[i].GetComponent<EnemyStats>().healing = _enemyTypes.healing;
        }
    }
Esempio n. 9
0
        public static SpawnPoint GetRandomVacantPoint(CharacterTypes type)
        {
            var points = instance.SpawnPoints.Where(p => p.IsVacant && p.SpawnType == type);
            int count  = points.Count();

            return(points.ElementAt(Random.Range(0, count)));
        }
        public static List <int> GetOptionsForCharacterTypes(CharacterTypes characterTypes)
        {
            switch (characterTypes)
            {
            case CharacterTypes.AlphabeticalOnly:
                return(AlphabeticalOnlyCodes);

            case CharacterTypes.NumericOnly:
                return(NumericOnlyCodes);

            case CharacterTypes.Alphanumeric:
                var builder = new List <int>();
                builder.AddRange(AlphabeticalOnlyCodes);
                builder.AddRange(NumericOnlyCodes);
                return(builder);

            case CharacterTypes.AllAscii:
                var builder2 = new List <int>();
                builder2.AddRange(AlphabeticalOnlyCodes);
                builder2.AddRange(NumericOnlyCodes);
                builder2.AddRange(PunctuationCodes);
                return(builder2);

            default:
                throw new System.NotImplementedException();
            }
        }
 public async Task LoadAsync()
 {
     foreach (var characterType in (await CharacterChoices.GetAsync()).CharacterTypes)
     {
         CharacterTypes.Add(characterType);
     }
     PlayerNumbers = GetPlayerNumbers();
 }
Esempio n. 12
0
        public void GivenCreateANewOgre(CharacterTypes character)
        {
            var client   = new RestClient($"{_baseUri}/api/Warriors/create?character={character}");
            var request  = new RestRequest(Method.POST);
            var response = client.Execute(request);

            _warrior = JsonConvert.DeserializeObject <Warrior>(response.Content);
        }
 internal CharacterListItemModel(Character character)
 {
     name = character.Name;
     price = character.Price;
     created = character.Created;
     type = character.Type;
     active = character.Active;
     deleted = character.Deleted;
 }
Esempio n. 14
0
 public Person(CharacterTypes character, Vector2 position)
 {
     Type = character;
       TexturePath = "Planet/" + character.ToString() + "/player";
       Position = position;
       Velocity = Vector2.Zero;
       DrawBox = new Rectangle((int)position.X, (int)position.Y, 50, 100);
       HitboxSrc = new Rectangle(0, 0, 50, 100);
 }
Esempio n. 15
0
 internal CharacterListItemModel(Character character)
 {
     name    = character.Name;
     price   = character.Price;
     created = character.Created;
     type    = character.Type;
     active  = character.Active;
     deleted = character.Deleted;
 }
Esempio n. 16
0
 public Characters(string name, int health, int loot, ProductTypes products, WeaponTypes weapons, CharacterTypes charactertype)
 {
     Name          = name;
     Health        = health;
     Loot          = loot;
     Product       = products;
     Weapon        = weapons;
     CharacterType = charactertype;
 }
Esempio n. 17
0
    //////////////////////////////////////////
    /// OnTurnEnded()
    /// Callback for when the current turn
    /// has ended.
    //////////////////////////////////////////
    private void OnTurnEnded()
    {
        // send out a message that this character's turn is ending
        Messenger.Broadcast("TurnOver_" + m_dataActiveCharacter.Name);

        // set the active character -- right now it's either the AI or player's turn
        CharacterTypes eActiveCharacter = m_eActiveCharacter == CharacterTypes.AI ? CharacterTypes.Player : CharacterTypes.AI;

        SetActiveCharacter(eActiveCharacter);
    }
        private Stack <byte> GetPlayerNumbers()
        {
            var stack = new Stack <byte>();

            foreach (byte num in Enumerable.Range(1, CharacterTypes.SelectMany(ct => ct.Characters).Count()).Reverse())
            {
                stack.Push(num);
            }
            return(stack);
        }
        private static SecureString GeneratePassword(int passwordLength, CharacterTypes option)
        {
            if (passwordLength < 5)
                throw new InvalidPasswordLengthException();

            var passwordOptions = GetCharactersToIncludeInPassword(option);
            var securePassword = SelectPassword(passwordLength, passwordOptions);

            return securePassword;
        }
Esempio n. 20
0
        public void Select(object buttonObj)
        {
            UI.Button btn = (UI.Button)buttonObj;

              if (btn.State != UI.UIControlState.Disabled)
              {
            SelectedCharacter = (CharacterTypes)btn.Tag;
            DB.CurrentSave.Character = (int)SelectedCharacter;
              }
        }
Esempio n. 21
0
        public float GetStat(StatsAtributte stat, CharacterTypes charType, int level)
        {
            BuildLookup();
            int[] levels = lookupTable[charType][stat];

            if (levels.Length < level)
            {
                return(0);
            }
            return(levels[level - 1]);
        }
Esempio n. 22
0
    /// <summary>
    /// Allocates a new ViewID from Photon, and sends message to instantiate a new character.
    /// </summary>
    /// <param name="myCharacter">Character prefab to use.</param>
    public void AllocateViewIDAndCallInstantiate(CharacterTypes myCharacter, TeamTypes team)
    {
        if (!enteredGame)
        {
            enteredGame = true;

            int myID = PhotonNetwork.AllocateViewID();

            view.RPC("InstantiateObject", PhotonTargets.AllBuffered, myID, myCharacter.GetHashCode(), team.GetHashCode(), PlayFabManager.instance.GetMyPlayerID(), PlayFabManager.instance.playerDisplayName);
        }
    }
Esempio n. 23
0
 public CharacterView GetViewFromType(CharacterTypes i_eType)
 {
     if (i_eType == CharacterTypes.Player)
     {
         return(Characters[0]);
     }
     else
     {
         return(Characters[1]);
     }
 }
    /// <summary>
    /// Allocates a new ViewID from Photon, and sends message to instantiate a new character.
    /// </summary>
    /// <param name="myCharacter">Character prefab to use.</param>
    public void AllocateViewIDAndCallInstantiate(CharacterTypes myCharacter,TeamTypes team)
    {
        if (!enteredGame)
        {
            enteredGame = true;

            int myID = PhotonNetwork.AllocateViewID();

            view.RPC("InstantiateObject", PhotonTargets.AllBuffered, myID, myCharacter.GetHashCode(), team.GetHashCode(),PlayFabManager.instance.GetMyPlayerID(),PlayFabManager.instance.playerDisplayName);
        }
    }
Esempio n. 25
0
    void CheckMyPlayerProperties(string playerName, TeamTypes playerTeam, CharacterTypes playerChar)
    {
        if (selectedTeam != playerTeam)
        {
            this.ChangeTeam(false);
        }

        if (selectedCharacter != playerChar)
        {
            this.SelectChar(playerChar.ToString(), false);
        }
    }
        public void Draw(Character character, CharacterTypes type)
        {
            _renderer.Begin();

            var sprite = _textureLookup[(int)type];

            var position = character.Position;

            _renderer.Draw(sprite, new Vector2(position.X, position.Y));

            _renderer.End();
        }
Esempio n. 27
0
 private void UpdateCounters(CharacterTypes characterType)
 {
     CurrentIndex++;
     if (characterType == CharacterTypes.NewLine)
     {
         CurrentLine++;
         CurrentIndexInLine = 1;
     }
     else
     {
         CurrentIndexInLine++;
     }
 }
Esempio n. 28
0
    //////////////////////////////////////////
    /// SetActiveCharacter()
    /// Sets the active character to the
    /// incoming type.
    //////////////////////////////////////////
    private void SetActiveCharacter(CharacterTypes i_eType)
    {
        // make sure the active character isn't being set numerous times in a row
        if (m_eActiveCharacter == i_eType)
        {
            Debug.LogError("Warning, character getting set to current twice: " + i_eType);
            return;
        }

        // set the active char
        m_eActiveCharacter    = i_eType;
        m_dataActiveCharacter = GameBoard_Chain.Instance.GetDataFromType(i_eType);
    }
Esempio n. 29
0
    // Use this for initialization
    public void LoadCharacter(CharacterTypes CharacterName)
    {
        //playerController = new PlayerController();



        GameObject model = null;

        switch (CharacterName)
        {
        case CharacterTypes.MELLISA:
            model = Instantiate(CharacterModels[0], new Vector3(0, 1, 0), Quaternion.identity);

            model.AddComponent <PlayerController>();
            model.GetComponent <PlayerController>().BuildCharacter(6, .8f, "Mellisa", wand);
            print("ive built");

            break;

        case CharacterTypes.BRAD:
            model = Instantiate(CharacterModels[1], new Vector3(0, -1, 0), Quaternion.identity);
            //Instantiate(model, new Vector3(0, 0, 0), Quaternion.identity);
            model.AddComponent <PlayerController>();
            model.GetComponent <PlayerController>().BuildCharacter(4, .1f, "Brad", wand);

            break;

        case CharacterTypes.WYATT:
            model = Instantiate(CharacterModels[2], new Vector3(0, 0, 0), Quaternion.identity);
            Instantiate(model, new Vector3(0, 0, 0), Quaternion.identity);
            model.AddComponent <PlayerController>();
            model.GetComponent <PlayerController>().BuildCharacter(8, .06f, "Wyatt", wand);

            break;
        }
        // model.GetComponent<PlayerController>().AddNewWand(wand);
        // GameObject player = CharacterModels[0];
        //  PlayerController pc = player.AddComponent<PlayerController>();
        //  pc = playerController;
        // GameObject Player = InitializeCharacter();

        Destroy(canvas);

        GameManager.instance.SetPlayerObject();
        GameManager.instance.displayHUD();
        Camera.main.transform.Find("UICanvas").GetComponent <UIBehaviour>().SetCharacterPortrait(CharacterName);
        Camera.main.transform.Find("UICanvas").GetComponent <UIBehaviour>().setMaxHealth(2);
        Destroy(gameObject);
    }
        public ParsingStates Move(CharacterTypes characterType, out AdditionalOperations[] additionalOperations)
        {
            Transition         transition         = new Transition(CurrentState, characterType);
            ParsingStates      nextState          = ParsingRules.StatesTable[transition];
            ParsingStateChange parsingStateChange = new ParsingStateChange(CurrentState, nextState);

            additionalOperations = null;
            if (ParsingRules.AdditionalParsingOperations.ContainsKey(parsingStateChange))
            {
                additionalOperations = ParsingRules.AdditionalParsingOperations[parsingStateChange];
            }

            CurrentState = nextState;
            return(CurrentState);
        }
    /// <summary>
    /// Changes player avatar, to the one the player has chosen.
    /// </summary>
    /// <param name="myType">New character.</param>
    /// <param name="syncNetwork">If will send data to the network.</param>
    public void ChangePlayerAvatar(CharacterTypes myType, bool syncNetwork)
    {
        if (myCharacter != myType)
        {
            myCharacter = myType;

            ExitGames.Client.Photon.Hashtable properties = new ExitGames.Client.Photon.Hashtable();
            properties.Add("Character", myCharacter.GetHashCode());
            PhotonNetwork.player.SetCustomProperties(properties);

            if (syncNetwork)
            {
                networkLayer.OnPropertiesChanged();
            }
        }
    }
        public static string GenerateRandomCode(int length, CharacterTypes characterTypes)
        {
            var builder = new List <char>();

            var options = GetOptionsForCharacterTypes(characterTypes);

            var random = new Random();

            for (var i = 0; i < length; i++)
            {
                var nextIndex = random.Next(options.Count);
                var charCode  = options[nextIndex];
                builder.Add((char)charCode);
            }

            return(new string(builder.ToArray()));
        }
Esempio n. 33
0
        /// <summary>
        /// Initializes a new instance of the <see cref="Warrior"/> class.
        /// </summary>
        /// <param name="character">The character<see cref="CharacterTypes"/></param>
        public Warrior(CharacterTypes character)
        {
            Id            = Guid.NewGuid().ToString();
            CharacterType = character;

            switch (character)
            {
            case CharacterTypes.Elf:
                Health = 80;
                Magic  = 100;
                break;

            case CharacterTypes.Ogre:
                Health = 100;
                Magic  = 80;
                break;
            }
        }
 private static PasswordOptions GetCharactersToIncludeInPassword(CharacterTypes option)
 {
     var list = new PasswordOptions();
     switch (option)
     {
         case CharacterTypes.Alpha_Lower:
             list.Add(AlphaLC);
             break;
         case CharacterTypes.Alpha_Upper:
             list.Add(AlphaUC);
             break;
         case CharacterTypes.Digit:
             list.Add(Digits);
             break;
         case CharacterTypes.AlphaLowerNumeric:
             list.Add(AlphaLC);
             list.Add(Digits);
             break;
         case CharacterTypes.AlphaUpperNumeric:
             list.Add(AlphaUC);
             list.Add(Digits);
             break;
         case CharacterTypes.AlphaNumeric:
             list.Add(AlphaLC);
             list.Add(AlphaUC);
             list.Add(Digits);
             break;
         case CharacterTypes.Special:
             list.Add(Specials);
             break;
         case CharacterTypes.AlphaNumericSpecial:
             list.Add(AlphaLC);
             list.Add(AlphaUC);
             list.Add(Digits);
             list.Add(Specials);
             break;
         default:
             list.Add(AlphaLC);
             list.Add(AlphaUC);
             break;
     }
     return list;
 }
Esempio n. 35
0
        public NetworkPlayer()
        {
            CharacterType = (CharacterTypes)UnityEngine.Random.Range(1, 4);

            switch (CharacterType)
            {
            case CharacterTypes.Unassigned:
            case CharacterTypes.Cat:
                Name = NAMES_CATS.OrderBy(n => Guid.NewGuid()).First();
                break;

            case CharacterTypes.Dog:
                Name = NAMES_DOGS.OrderBy(n => Guid.NewGuid()).First();
                break;

            case CharacterTypes.Bird:
                Name = NAMES_BIRDS.OrderBy(n => Guid.NewGuid()).First();
                break;
            }
        }
Esempio n. 36
0
    public void PlayDieEffect(Transform parent, CharacterTypes characterType)
    {
        switch (characterType)
        {
        case CharacterTypes.Player:
            InstantiateEffect(dieEffect, parent);
            break;

        case CharacterTypes.Slime:
            InstantiateEffect(slimeDieEffect, parent);
            break;

        case CharacterTypes.Ghost:
            InstantiateEffect(ghostDieEffect, parent);
            break;

        default:
            InstantiateEffect(dieEffect, parent);
            break;
        }
    }
Esempio n. 37
0
    public void SelectChar(string characterName, bool syncNetwork)
    {
        if (ready)
        {
            return;
        }

        CharacterTypes newType = (CharacterTypes)System.Enum.Parse(typeof(CharacterTypes), characterName, true);

        if (newType != selectedCharacter)
        {
            charactersAvatars[selectedCharacter.GetHashCode()].SetActive(false);
            selectedCharacter = newType;
            charactersAvatars[selectedCharacter.GetHashCode()].SetActive(true);
            this.RebuildAvatarTextures();

            this.ChangeStatsValues();
        }

        MultiplayerRoomsManager.instance.ChangePlayerAvatar(selectedCharacter, syncNetwork);
    }
    void CheckMyPlayerProperties(string playerName, TeamTypes playerTeam, CharacterTypes playerChar)
    {
        
        if (selectedTeam != playerTeam)
        {
            this.ChangeTeam(false);
        }

        if (selectedCharacter != playerChar)
        {
            this.SelectChar(playerChar.ToString(), false);
        }
    }
 public SecureString Generate(int passwordLength, CharacterTypes option)
 {
     return GeneratePassword(passwordLength, option);
 }
    // Use this for initialization
    void Start()
    {
        _charTypes = Camera.main.GetComponent<CharacterTypes>();
        _charSelected = Camera.main.GetComponent<CharacterSelected>();

        Characters = GameObject.FindGameObjectsWithTag("Player");
    }
    /// <summary>
    /// Changes player avatar, to the one the player has chosen.
    /// </summary>
    /// <param name="myType">New character.</param>
    /// <param name="syncNetwork">If will send data to the network.</param>
    public void ChangePlayerAvatar(CharacterTypes myType, bool syncNetwork)
    {
        if (myCharacter != myType)
        {
            myCharacter = myType;

            ExitGames.Client.Photon.Hashtable properties = new ExitGames.Client.Photon.Hashtable();
            properties.Add("Character", myCharacter.GetHashCode());
            PhotonNetwork.player.SetCustomProperties(properties);

            if (syncNetwork)
            {
                networkLayer.OnPropertiesChanged();
            }
        }
    }
    public void SelectChar(string characterName, bool syncNetwork)
    {
        if (ready) return;

        CharacterTypes newType = (CharacterTypes)System.Enum.Parse(typeof(CharacterTypes), characterName, true);

        if (newType != selectedCharacter)
        {
            charactersAvatars[selectedCharacter.GetHashCode()].SetActive(false);
            selectedCharacter = newType;
            charactersAvatars[selectedCharacter.GetHashCode()].SetActive(true);
            this.RebuildAvatarTextures();

            this.ChangeStatsValues();
        }

        MultiplayerRoomsManager.instance.ChangePlayerAvatar(selectedCharacter,syncNetwork);
    }