public void LoadResources() { //Load some landscaping static resources groundLeft = Object.Instantiate(Resources.Load("Prefabs/Solid"), new Vector3(-3.75f, -0.4f, -5.5f), Quaternion.identity) as GameObject; groundLeft.name = "GroundLeft"; groundRight = Object.Instantiate(Resources.Load("Prefabs/Solid"), new Vector3(3.75f, -0.4f, -5.5f), Quaternion.identity) as GameObject; groundRight.name = "GroundRight"; river = Object.Instantiate(Resources.Load("Prefabs/River"), new Vector3(0, -0.81f, -5.5f), Quaternion.identity) as GameObject; river.name = "River"; //Load important game objects boat = new Boat(1); Vector3[] priestLandPos = new Vector3[3] { new Vector3(-2.9f, 1.1f, -5.5f), new Vector3(-3.4f, 1.1f, -5.5f), new Vector3(-3.9f, 1.1f, -5.5f) }; for (int i = 0; i < 3; i++) { objPriest[i] = new Priest(i, priestLandPos[i]); } Vector3[] devilLandPos = new Vector3[3] { new Vector3(-4.4f, 1.0f, -5.5f), new Vector3(-4.9f, 1.0f, -5.5f), new Vector3(-5.4f, 1.0f, -5.5f) }; for (int i = 0; i < 3; i++) { objDevil[i] = new Devil(i, devilLandPos[i]); } judgement.startTimer(); //StartCoroutine(waitForOneSecond()); }
static void Main(string[] args) { Angel angel = new Angel(); Devil devil = new Devil(); Arbalester arbalester = new Arbalester(); Lich lich = new Lich(); UnitsStack stack1 = new UnitsStack(angel, 3); UnitsStack stack2 = new UnitsStack(devil, 3); UnitsStack stack3 = new UnitsStack(arbalester, 3); UnitsStack stack4 = new UnitsStack(lich, 3); List <UnitsStack> unitsStacks = new List <UnitsStack>() { stack1, stack2, stack3, stack4 }; Army usArmy = new Army(unitsStacks); List <BattleUnitsStack> battleUnitsStacks = new List <BattleUnitsStack>(); foreach (var stack in usArmy.StacksList) { battleUnitsStacks.Add(new BattleUnitsStack(stack)); } BattleArmy fbusArmy = new BattleArmy(battleUnitsStacks, "first"); BattleArmy sbusArmy = new BattleArmy(battleUnitsStacks, "second"); Battle game = new Battle(fbusArmy, sbusArmy); }
public override void OnCast() { if (CheckSequence()) { double time = DamagingSkill(Caster) * 2; if (time > 480) { time = 480.0; } if (time < 120) { time = 120.0; } TimeSpan duration = TimeSpan.FromSeconds(time); BaseCreature m_Devil = new Devil(); m_Devil.ControlSlots = 5; SpellHelper.Summon(m_Devil, Caster, 0x216, duration, false, false); m_Devil.FixedParticles(0x3728, 8, 20, 5042, Server.Items.CharacterDatabase.GetMySpellHue(Caster, 0), 0, EffectLayer.Head); Server.Misc.Research.ConsumeScroll(Caster, true, spellIndex, false); KarmaMod(Caster, ((int)RequiredSkill + RequiredMana)); } FinishSequence(); }
public void GenGameObjects() { for (int i = 0; i < 6; i++) { On_Shore_l [i] = i; On_Shore_r [i] = 6; } for (int i = 0; i < 2; i++) { On_Boat [i] = 6; } movetheboat = false; Shore_l = GameObject.CreatePrimitive(PrimitiveType.Cube); Shore_l.name = "Shore_l"; Shore_l.transform.position = new Vector3(-20f, 0, 0); Shore_l.transform.localScale = new Vector3(12f, 4.5f, 0); Shore_r = GameObject.CreatePrimitive(PrimitiveType.Cube); Shore_r.name = "Shore_r"; Shore_r.transform.position = new Vector3(20f, 0, 0); Shore_r.transform.localScale = new Vector3(12f, 4.5f, 0); Boat = GameObject.CreatePrimitive(PrimitiveType.Cube); Boat.name = "Boat"; Boat.transform.position = new Vector3(-10f, -2.25f, 0); Boat.transform.localScale = new Vector3(8f, 0.5f, 4); GameObject Priest; float Priest_position_x = -25f; for (int i = 0; i < 3; i++) { Priest = GameObject.CreatePrimitive(PrimitiveType.Sphere); Priest.transform.localScale = new Vector3(1, 1, 1); Priest.transform.position = new Vector3(Priest_position_x, 3f, 0); Priest_position_x += 2; Priest.AddComponent <On_Off> (); Priest.name = i.ToString(); dp [i] = Priest; } GameObject Devil; float Devil_position_x = -19f; for (int i = 3; i < 6; i++) { Devil = GameObject.CreatePrimitive(PrimitiveType.Cube); Devil.transform.localScale = new Vector3(1, 1, 1); Devil.transform.position = new Vector3(Devil_position_x, 3f, 0); Devil_position_x += 2; Devil.AddComponent <On_Off> (); Devil.name = i.ToString(); dp [i] = Devil; } }
public ReadManager(Variables var, Game1 g) // Placement of created instances of object. { pClass = PlayerClass.Mage; List <string> strings = new List <string>(); StreamReader sr = new StreamReader("map.txt"); while (!sr.EndOfStream) { strings.Add(sr.ReadLine()); } sr.Close(); tiles = new Tile[strings[0].Length, strings.Count]; for (int i = 0; i < tiles.GetLength(0); i++) { for (int j = 0; j < tiles.GetLength(1); j++) { if (strings[j][i] == 'f') { tiles[i, j] = new Tile(var.floor, new Vector2(32 * i, 32 * j), true, var.floorRec); tileList.Add(tiles[i, j]); gameObjects.Add(tiles[i, j]); } else if (strings[j][i] == '-') { } else if (strings[j][i] == 'h') { if (pClass == PlayerClass.Warrior) { warrior = new Warrior(var.hero, new Vector2(32 * i, 32 * j), false, var.heroRec, this, g.Content); heroes.Add(warrior); } else if (pClass == PlayerClass.Mage) { mage = new Mage(var.hero, new Vector2(32 * i, 32 * j), false, var.heroRec, this, g.Content); heroes.Add(mage); } } else if (strings[j][i] == 'g') { green = new Goblin(var.greenMonster, new Vector2(32 * i, 32 * j), false, var.greenMonsterRec, this); monsters.Add(green); } else if (strings[j][i] == 'd') { devil = new Devil(var.greenMonster, new Vector2(32 * i, 32 * j), false, var.greenMonsterRec, this); monsters.Add(devil); } } } }
static void Main() { try { Angel angel = new Angel(); Devil devil = new Devil(); Arbalester arbalester = new Arbalester(); Lich lich = new Lich(); UnitsStack stack1 = new UnitsStack(angel, 3); UnitsStack stack2 = new UnitsStack(devil, 3); UnitsStack stack3 = new UnitsStack(arbalester, 3); UnitsStack stack4 = new UnitsStack(lich, 3); List <UnitsStack> unitsStacks = new List <UnitsStack>() { stack1, stack2, stack3, stack4 }; Console.WriteLine("list before editing:"); foreach (var stack in unitsStacks) { Console.WriteLine(stack); } Console.WriteLine("\n\n"); Army gg = new Army(unitsStacks); Console.WriteLine(gg); Console.WriteLine("\n\n"); unitsStacks.Add(new UnitsStack(angel, 9)); Console.WriteLine("list after editing:"); foreach (var stack in unitsStacks) { Console.WriteLine(stack); } Console.WriteLine("\n\n"); Console.WriteLine("army after editing list:"); Console.WriteLine(gg); var ex = gg.StacksList; ex.Add(new UnitsStack(angel, 3)); Console.WriteLine("army after editing got list:"); Console.WriteLine(gg); } catch (Exception e) { Console.WriteLine(e.Message); } }
private Mob createMob(Vector2 position, MonsterType typeOfMob) { Mob mob = null; if (typeOfMob == MonsterType.Devil) { mob = new Devil(content, position, this.ghostsInRange, this.mobDeathFinish, this.collisionCheck); } else if (typeOfMob == MonsterType.Yeti) { mob = new Yeti(content, position, this.ghostsInRange, this.mobDeathFinish, this.collisionCheck); } return(mob); }
public void LoadResources() { //Load Priests and Devils for (int i = 0; i < 3; i++) { Priest p = new Priest(new Vector3(13.5f + i * 1.2f, 3.5f, 0)); priestsList.Add(p); Devil d = new Devil(new Vector3(17.6f + 2f * i, 3.5f, 0)); devilsList.Add(d); } // Load river, boat, bank river = new River(River.riverPos); boat = new Boat(Boat.rightBoatPos); leftBank = new Bank(Bank.rightBankPos); rightBank = new Bank(Bank.leftBankPos); }
public Room(TheGame game) : base(game) { _bullet = new Bullet(Game, this); _hero = new Hero(Game, this, _bullet); _hero.OnChestHappened += OnHeroChestHappened; _hero.OnLifeFired += OnHeroLifeFired; _hero.OnRoomFinished += OnHeroRoomFinished; _biomass = new Biomass(Game, this); _wall = new Wall(Game, this); _devil1 = new Devil(Game, this, _hero, DevilNumberEnum.First); _devil2 = new Devil(Game, this, _hero, DevilNumberEnum.Second); _devil1.OnLifeFired += OnHeroLifeFired; _devil2.OnLifeFired += OnHeroLifeFired; _hero.OnReportPostion += OnCheckCollision; Reset(); }
private void SpawnEnemy() { if (enemiesCreated != 0 && enemiesCreated % devilSpawnRatio == 0) { var devil = PoolManager.Instance.GetPool("Devil").GetItem(); if (devil != null) { Devil createdDevil = devil.gameObject.GetComponent <Devil>(); createdDevil.startPosition = ChangeDevilSpawnPosition(); createdDevil.topLeft = topLeft; createdDevil.downRight = downRight; devil.gameObject.SetActive(true); } } else if (enemiesCreated != 0 && enemiesCreated % juggernautSpawnRatio == 0) { var juggernaut = PoolManager.Instance.GetPool("Juggernaut").GetItem(); if (juggernaut != null) { Juggernaut createdJuggernaut = juggernaut.gameObject.GetComponent <Juggernaut>(); createdJuggernaut.startPosition = ChangeJuggernautSpawnPosition(); createdJuggernaut.topLeft = topLeft; createdJuggernaut.downRight = downRight; juggernaut.gameObject.SetActive(true); } } else { var zombie = PoolManager.Instance.GetPool("Zombie").GetItem(); if (zombie != null) { Zombie createdZombie = zombie.gameObject.GetComponent <Zombie>(); createdZombie.startPosition = ChangeZombieSpawnPosition(); createdZombie.topLeft = topLeft; createdZombie.downRight = downRight; zombie.gameObject.SetActive(true); } } }
public void MoveDevil(Devil devil) { Vector3 destination = devil.getDestination(); GameObject gameObject = devil.devil; Vector3 startPos = gameObject.transform.position; Vector3 middlePos = destination; if (startPos.y > destination.y) { middlePos.y = startPos.y; } else { middlePos.x = startPos.x; } SSAction action1 = CCMoveToAction.GetSSAction(gameObject, middlePos, AnimateSpeed, null); SSAction action2 = CCMoveToAction.GetSSAction(gameObject, destination, AnimateSpeed, null); CCSequenceAction action = CCSequenceAction.GetSSAction(1, 0, new List <SSAction> { action1, action2 }, this); addAction(action); }
void Awake() { devilAI = GetComponentInParent <Devil> (); }
private void Awake() { inst = this; }
public ReadManager(Variables var, Game1 g, Enums enums) // Placement of created instances of object. { this.enums = enums; enums.pClass = PlayerClass.Mage; im = new InventoryManager(this); List <string> strings = new List <string>(); StreamReader sr = new StreamReader("map.txt"); while (!sr.EndOfStream) { strings.Add(sr.ReadLine()); } sr.Close(); tiles = new Tile[strings[0].Length, strings.Count]; for (int i = 0; i < tiles.GetLength(0); i++) { for (int j = 0; j < tiles.GetLength(1); j++) { if (strings[j][i] == 'f') { tiles[i, j] = new Tile(var.floor, new Vector2(32 * i, 32 * j), true, var.floorRec); tileList.Add(tiles[i, j]); gameObjects.Add(tiles[i, j]); } else if (strings[j][i] == '-') { } else if (strings[j][i] == 'h') { if (enums.pClass == PlayerClass.Warrior) { warrior = new Warrior(var.hero, new Vector2(32 * i, 32 * j), false, var.heroRec, this, g.Content, var.fakeTextureHero); heroes.Add(warrior); } else if (enums.pClass == PlayerClass.Mage) { mage = new Mage(var.hero, new Vector2(32 * i, 32 * j), false, var.heroRec, this, g.Content, var.fakeTextureHero); heroes.Add(mage); } } else if (strings[j][i] == 'g') { green = new Goblin(var.greenMonster, new Vector2(32 * i, 32 * j), false, var.greenMonsterRec, this); monsters.Add(green); } else if (strings[j][i] == 'd') { devil = new Devil(var.greenMonster, new Vector2(32 * i, 32 * j), false, var.greenMonsterRec, this); monsters.Add(devil); } else if (strings[j][i] == 'c') { chest = new Chests(var.chestClosed, new Vector2(32 * i, 32 * j), false, var.chestRec, im, false, false, var.chestOpen, g); chestList.Add(chest); } else if (strings[j][i] == 'i') { tiles[i, j] = new Tile(var.floor, new Vector2(32 * i, 32 * j), false, var.floorRec); invisibleTiles.Add(tiles[i, j]); } else if (strings[j][i] == 's') { dSpikeTrap = new DynamicSpikeTrap(var.spikeTrapSS, new Vector2(32 * i, (32 * j) + 15), false, var.spikeRec, var.fakeTextureSpike, this); spikeList.Add(dSpikeTrap); dGameObjects.Add(dSpikeTrap); } else if (strings[j][i] == 'r') { rBlock = new RestorationBlock(var.restoFloor, new Vector2(32 * i, 32 * j), true, var.floorRec, this); restoList.Add(rBlock); gameObjects.Add(rBlock); } else if (strings[j][i] == 'l') { lever = new Lever(var.leverTex, new Vector2(32 * i, (32 * j) + 15), false, var.leverRec); leverList.Add(lever); gameObjects.Add(lever); } } } }