public void Init(GameObject gameObject) { cardMovementRef = gameObject.GetComponent <CardMovementReferences> (); gameRef = gameObject.GetComponent <GameReferences> (); shouldAllowCardDragging = true; tappedCardsDictionary = new Dictionary <int, GameObject> (); }
private void Awake() { refs = this; PlayerGameObject = GameObject.FindGameObjectWithTag("Player").transform.root.gameObject; agent = PlayerGameObject.GetComponent <NavMeshAgent>(); rb = PlayerGameObject.GetComponent <Rigidbody>(); }
public void Init(GameObject gameObject) { gameRef = gameObject.GetComponent <GameReferences> (); gorillaAnim = gameRef.gorilla.GetComponent <Animator> (); shouldAllowGorillaMovement = true; isKilled = false; }
public void Initialize(ScenarioObject a_ScenarioObject, GameReferences a_GameReferences) { m_GameReferences = a_GameReferences; gameObject.name = a_ScenarioObject.Template.Name; m_SpriteRenderer.sortingOrder = -32767 + a_ScenarioObject.SortOrder; uint _ColorIndex = a_ScenarioObject.DwellingOwner; // Seems neutral objects can represent multiple different values if (_ColorIndex > 8) { _ColorIndex = 8; } m_SpriteRenderer.material.SetColor("_PlayerColor", m_PlayerColors.Colors[_ColorIndex]); var _Operation = Addressables.LoadAssetAsync <MapObjectVisualData>($"MapObjects/{gameObject.name}.asset"); // Synchonously, because underground objects are initially disabled, which break their coroutines MapObjectVisualData _Data = _Operation.WaitForCompletion(); if (_Operation.Status == UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationStatus.Failed) { Debug.Log(gameObject.name); } else { m_Renderer.SetSprites(_Operation.Result.Sprites); m_ShadowRenderer.SetSprites(_Operation.Result.ShadowSprites); } }
public void Initialize(ScenarioObject a_ScenarioObject, GameReferences a_GameReferences) { m_GameReferences = a_GameReferences; gameObject.name = a_ScenarioObject.Template.Name; m_SpriteRenderer.sortingOrder = -32767 + a_ScenarioObject.SortOrder; if (a_ScenarioObject.Template.IsLowPrioritySortOrder) { m_SpriteRenderer.sortingLayerName = "MapLowPriorityObjects"; } var _Operation = Addressables.LoadAssetAsync <MapObjectVisualData>($"MapObjects/{gameObject.name}.asset"); // Synchonously, because underground objects are initially disabled, which break their coroutines MapObjectVisualData _Data = _Operation.WaitForCompletion(); if (_Operation.Status == UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationStatus.Failed) { Debug.Log(gameObject.name); } else { Renderer.SetSprites(_Operation.Result.Sprites); ShadowRenderer.SetSprites(_Operation.Result.ShadowSprites); } }
public void Initialize(Hero a_Hero, int a_PlayerIndex, int a_PosX, int a_PosY, bool a_IsUnderground, GameReferences a_GameReferences) { MouseCollision = new byte[6]; MouseCollision[0] = 0b00000000; MouseCollision[1] = 0b00000000; MouseCollision[2] = 0b00000000; MouseCollision[3] = 0b00000000; MouseCollision[4] = 0b00000000; MouseCollision[5] = 0b01000000; InteractionCollision = new byte[6]; InteractionCollision[0] = 0b00000000; InteractionCollision[1] = 0b00000000; InteractionCollision[2] = 0b00000000; InteractionCollision[3] = 0b00000000; InteractionCollision[4] = 0b00000000; InteractionCollision[5] = 0b01000000; Hero = a_Hero; PlayerIndex = a_PlayerIndex; IsUnderground = a_IsUnderground; m_GameReferences = a_GameReferences; transform.position = new Vector3(a_PosX + 0.5f, -a_PosY - 0.5f, 0); m_PathfindingPos = new Vector2Int(a_PosX - 1, a_PosY); m_DynamicObstacle.Initialize(m_GameReferences.Pathfinding, this); m_DynamicObstacle.AddInteractedNode(m_PathfindingPos.x, m_PathfindingPos.y, a_IsUnderground); Initialize(); }
//Loads the game public void LoadGame(GameObject gameObject) { gameContextObject = gameObject; IsUIOpened = false; gameRef = gameContextObject.GetComponent <GameReferences> (); LeaderboardManager.AuthenticateToGameCenter(); GameStartScreenController.Instance.ShowGameStartScreen(gameRef.gameStartScreenRef); }
public void LoadGame(GameObject gameObject) { gameContextObject = gameObject; gameRef = gameContextObject.GetComponent <GameReferences> (); GameModel.Instance.AreGameVariableReady = true; UpdatePlayersRevenueLabels(); GameStartScreenController.Instance.ShowGameStartMenu(gameRef.gameStartScreenRef); }
public void Init(GameReferences gameReferences) { gameRef = gameReferences; shouldStartGameMechanics = true; this.ShouldStartOscillatingLine = true; this.IsScreenTapped = false; this.IsValidTap = false; }
public void Awake() { // References GameReferences.SetSettingsReference(this); GameReferences.SetPlayerReference(player); player.maxDistance = resetDistance; road.maxDistance = resetDistance; }
public void LoadGame(GameObject gameObject) { gameContextObject = gameObject; gameRef = gameContextObject.GetComponent <GameReferences> (); gameRef.movingLine.GetComponent <RectTransform>().anchoredPosition = new Vector3(GameModel.Instance.LineMinPositionX, 0.0f, 0.0f); gameRef.scoreLabel.text = UpdateScoreLabel(); GameStartScreenController.Instance.ShowGameStartScreen(gameRef.gameStartScreenRef); // RequestInterstitial (); }
public void Initialize(ScenarioObject a_ScenarioObject, GameReferences a_GameReferences) { gameObject.name = a_ScenarioObject.Template.Name; m_SpriteRenderer.sortingOrder = -32767 + a_ScenarioObject.SortOrder; switch (a_ScenarioObject.Template.Name) { case "avtwood0": Resource = m_Resources.Resources[0]; break; case "avtmerc0": Resource = m_Resources.Resources[1]; break; case "avtore0": Resource = m_Resources.Resources[2]; break; case "avtsulf0": Resource = m_Resources.Resources[3]; break; case "avtcrys0": Resource = m_Resources.Resources[4]; break; case "avtgems0": Resource = m_Resources.Resources[5]; break; case "avtgold0": Resource = m_Resources.Resources[6]; break; default: Resource = m_Resources.Resources[Random.Range(0, m_Resources.Resources.Count)]; break; } m_Renderer.SetSprites(Resource.m_Sprites); m_ShadowRenderer.SetSprites(Resource.m_ShadowSprites); m_DynamicObstacle.Initialize(a_GameReferences.Pathfinding, this); }
public void LoadGame(GameObject gameObject) { gameContextObject = gameObject; gameRef = gameContextObject.GetComponent <GameReferences> (); GameStartScreenController.Instance.ShowGameStartMenu(gameRef.gameStartScreenRef); }
public void Initialize(ScenarioObject a_ScenarioObject, GameReferences a_GameReferences, Vector2Int a_ShipyardSpot) { m_GameReferences = a_GameReferences; m_SpriteRenderer.sortingOrder = -32767 + a_ScenarioObject.SortOrder; PlayerIndex = a_ScenarioObject.Town.Owner; IsUnderground = a_ScenarioObject.IsUnderground; ShipyardSpot = a_ShipyardSpot; CanBuildShipyard = a_ShipyardSpot != Vector2Int.zero; // Neutral objects are 255 if (PlayerIndex == 255) { PlayerIndex = 8; } switch (a_ScenarioObject.Template.Name) { case "avcranx0": case "avcranz0": case "avcrand0": if (PlayerIndex != 8) { Faction = m_GameSettings.Players.First(a_Player => a_Player.Index == PlayerIndex).Faction; } else { Faction = m_Factions.Factions[Random.Range(0, m_Factions.Factions.Count)]; } break; case "avccasx0": case "avccasz0": case "avccast0": Faction = m_Factions.Factions[0]; break; case "avcramx0": case "avcramz0": case "avcramp0": Faction = m_Factions.Factions[1]; break; case "avctowx0": case "avctowz0": case "avctowr0": Faction = m_Factions.Factions[2]; break; case "avcinfx0": case "avcinfz0": case "avcinft0": Faction = m_Factions.Factions[3]; break; case "avcnecx0": case "avcnecz0": case "avcnecr0": Faction = m_Factions.Factions[4]; break; case "avcdunx0": case "avcdunz0": case "avcdung0": Faction = m_Factions.Factions[5]; break; case "avcstrx0": case "avcstrz0": case "avcstro0": Faction = m_Factions.Factions[6]; break; case "avcftrx0": case "avcforz0": case "avcftrt0": Faction = m_Factions.Factions[7]; break; case "avchforx": case "avchforz": case "avchfor0": Faction = m_Factions.Factions[8]; break; } m_SpriteRenderer.material.SetColor("_PlayerColor", m_PlayerColors.Colors[PlayerIndex]); if (a_ScenarioObject.Town.HasCustomBuildings) { Buildings = a_ScenarioObject.Town.CustomBuildings; } else { Buildings = new BuiltBuildings(); Buildings.Tavern = true; if (a_ScenarioObject.Town.HasFort) { Buildings.Fort = true; Buildings.Dwelling1 = true; int _Random = Random.Range(0, 3); if (_Random == 0) { Buildings.Dwelling2 = true; } } } if (Buildings.Capitol) { m_Renderer.SetSprites(Faction.MapVisualDataCapitol.m_Sprites); m_ShadowRenderer.SetSprites(Faction.MapVisualDataCapitol.m_ShadowSprites); } else if (Buildings.Fort) { m_Renderer.SetSprites(Faction.MapVisualData.m_Sprites); m_ShadowRenderer.SetSprites(Faction.MapVisualData.m_ShadowSprites); } else { m_Renderer.SetSprites(Faction.MapVisualDataNoFort.m_Sprites); m_ShadowRenderer.SetSprites(Faction.MapVisualDataNoFort.m_ShadowSprites); } if (a_ScenarioObject.Town.Name != "") { gameObject.name = a_ScenarioObject.Town.Name; } else { gameObject.name = Faction.name; } if (PlayerIndex == m_GameSettings.LocalPlayerIndex) { m_GameReferences.LocalOwnership.AddTown(this); } }
private void Awake() { Instance = this; }
public void SetReference(GameReferences references) { this.References = references; }
public void Initialize(ScenarioObject a_ScenarioObject, GameReferences a_GameReferences) { m_GameReferences = a_GameReferences; m_SpriteRenderer.sortingOrder = -32767 + a_ScenarioObject.SortOrder; switch (a_ScenarioObject.Template.Name) { case "avwmon1": List <Monster> _Tier1Monsters = m_Monsters.Monsters.Where((a_Monster) => a_Monster.Tier == 0).ToList(); Monster = _Tier1Monsters[Random.Range(0, _Tier1Monsters.Count)]; gameObject.name = Monster.MapVisualData.name; break; case "avwmon2": List <Monster> _Tier2Monsters = m_Monsters.Monsters.Where((a_Monster) => a_Monster.Tier == 1).ToList(); Monster = _Tier2Monsters[Random.Range(0, _Tier2Monsters.Count)]; gameObject.name = Monster.MapVisualData.name; break; case "avwmon3": List <Monster> _Tier3Monsters = m_Monsters.Monsters.Where((a_Monster) => a_Monster.Tier == 2).ToList(); Monster = _Tier3Monsters[Random.Range(0, _Tier3Monsters.Count)]; gameObject.name = Monster.MapVisualData.name; break; case "avwmon4": List <Monster> _Tier4Monsters = m_Monsters.Monsters.Where((a_Monster) => a_Monster.Tier == 3).ToList(); Monster = _Tier4Monsters[Random.Range(0, _Tier4Monsters.Count)]; gameObject.name = Monster.MapVisualData.name; break; case "avwmon5": List <Monster> _Tier5Monsters = m_Monsters.Monsters.Where((a_Monster) => a_Monster.Tier == 4).ToList(); Monster = _Tier5Monsters[Random.Range(0, _Tier5Monsters.Count)]; gameObject.name = Monster.MapVisualData.name; break; case "avwmon6": List <Monster> _Tier6Monsters = m_Monsters.Monsters.Where((a_Monster) => a_Monster.Tier == 5).ToList(); Monster = _Tier6Monsters[Random.Range(0, _Tier6Monsters.Count)]; gameObject.name = Monster.MapVisualData.name; break; case "avwmon7": List <Monster> _Tier7Monsters = m_Monsters.Monsters.Where((a_Monster) => a_Monster.Tier == 6).ToList(); Monster = _Tier7Monsters[Random.Range(0, _Tier7Monsters.Count)]; gameObject.name = Monster.MapVisualData.name; break; case "avwmrnd0": Monster = m_Monsters.Monsters[Random.Range(0, m_Monsters.Monsters.Count)]; break; default: Monster = m_Monsters.Monsters.FirstOrDefault((a_Monster) => a_Monster.MapVisualData.name == a_ScenarioObject.Template.Name); break; } int _Offset = Random.Range(0, Monster.MapVisualData.m_Sprites.Length); m_Renderer.SetSprites(Monster.MapVisualData.m_Sprites); m_Renderer.SetOffset(_Offset); m_ShadowRenderer.SetSprites(Monster.MapVisualData.m_ShadowSprites); m_ShadowRenderer.SetOffset(_Offset); m_DynamicObstacle.Initialize(m_GameReferences.Pathfinding, this); gameObject.name = Monster.name; }
public void Initialize(ScenarioObject a_ScenarioObject, GameReferences a_GameReferences) { PlayerIndex = a_ScenarioObject.Hero.PlayerIndex; m_GameReferences = a_GameReferences; if (a_ScenarioObject.Template.Name == "avxprsn0") { IsPrison = true; } Hero _BaseHero; bool _ClaimedMainHero = false; if (a_ScenarioObject.Hero.ID != 255) { _BaseHero = m_Heroes.Heroes.First((a_Hero) => a_Hero.Hero.ID == a_ScenarioObject.Hero.ID).Hero; } else { GameSettings.Player _Player = m_GameSettings.Players.First((a_Player) => a_Player.Index == PlayerIndex); if (m_GameSettings.Scenario.PlayerInfo[PlayerIndex].IsMainHeroRandom && _Player.SetMapHero) { _BaseHero = _Player.Hero; _Player.SetMapHero = false; _ClaimedMainHero = true; } else { _BaseHero = HeroPool.GetRandomHero(PlayerIndex, m_GameSettings.Players.First((a_Player) => a_Player.Index == PlayerIndex).Faction, true); } } Hero = new Hero(); Hero.ID = _BaseHero.ID; Hero.Faction = _BaseHero.Faction; Hero.HeroVisualData = _BaseHero.HeroVisualData; if (a_ScenarioObject.Hero.Name != "") { Hero.Name = a_ScenarioObject.Hero.Name; } else { Hero.Name = _BaseHero.Name; } if (a_ScenarioObject.Hero.Portrait != 255) { Hero _Hero = m_Heroes.Heroes.First((a_Hero) => a_Hero.Hero.ID == a_ScenarioObject.Hero.Portrait).Hero; Hero.SmallPortrait = _Hero.SmallPortrait; Hero.LargePortrait = _Hero.LargePortrait; } else { Hero.SmallPortrait = _BaseHero.SmallPortrait; Hero.LargePortrait = _BaseHero.LargePortrait; } if (a_ScenarioObject.Hero.HasCustomPrimarySkills) { Hero.Attack = a_ScenarioObject.Hero.Attack; Hero.Defense = a_ScenarioObject.Hero.Defense; Hero.Spellpower = a_ScenarioObject.Hero.Spellpower; Hero.Knowledge = a_ScenarioObject.Hero.Knowledge; } else { Hero.Attack = _BaseHero.Attack; Hero.Defense = _BaseHero.Defense; Hero.Spellpower = _BaseHero.Spellpower; Hero.Knowledge = _BaseHero.Knowledge; } if (!_ClaimedMainHero) { HeroPool.ClaimHero(Hero); } m_DynamicObstacle.Initialize(m_GameReferences.Pathfinding, this); m_PathfindingPos = new Vector2Int(a_ScenarioObject.PosX - 1, a_ScenarioObject.PosY); Initialize(); }