Esempio n. 1
0
    // Use this for initialization
    void Start()
    {
        // 8 is CustomLight, because CustomLight collision is used to probe lighting.
        Physics.IgnoreLayerCollision(0, 8);
        // 9 is Power.
        Physics.IgnoreLayerCollision(0, 9);
        Camera.main.cullingMask = Camera.main.cullingMask - (1 << 7);

        root = gameObject;

        atlas = Resources.Load <SpriteAtlas>("sprites/atlas");


        var instance = BuildingManager.instance;

        var cam = Camera.main;

        cam.gameObject.AddComponent <CameraController>();

        square = GameObject.CreatePrimitive(PrimitiveType.Quad);
        square.transform.position = new Vector3(0, 0, 0);

        g = Ground.Create();
        //ga = GenericAgent.Create(new Vector3(5, 1, 5));

        o = Obstacle.Create(new Vector3(3, 0, 3));
        o.AddComponent <SmoothLightProbe>();
        Obstacle.Create(new Vector3(2, 0, 2));

        slm = SmoothLightingManager.Create();

        var baseGo = new GameObject("Base");

        baseGo.transform.position             = new Vector3(0, Layers.Environment, 0);
        BuildingManager.instance.baseBuilding = baseGo.AddComponent <BaseBuilding>();

        var relayGo = new GameObject("Relay");

        relayGo.transform.position = new Vector3(-3, Layers.Environment, 0);
        relayGo.AddComponent <RelayBuilding>();

        VisualLightIndicator.Create(new Vector3(7, 0.2f, 7));
        var lightGo = new GameObject("Light");

        lightGo.transform.position = new Vector3(7, Layers.Environment, -7);
        lightGo.AddComponent <LightBuilding>();

        var turretGo = new GameObject("Turret");

        turretGo.transform.position = new Vector3(3, Layers.Environment, 0);
        turretGo.AddComponent <LaserTurretBuilding>();
    }
Esempio n. 2
0
    //A. this is registering the services
    //meaning all I is resolved

    //Q. can we pass params to services?

    //B.
    //the initialization issue, this should be after injection, means after awake
    private async UniTask Initialize(ActiveRoomState activeRoomState)
    {
        // Controller.I.OnAppPause += DestroyModuleGroup;

        var containerRoot = new GameObject("Room").transform;

        new RoomReferences();
        RoomReferences.I.Canvas = (await Addressables.InstantiateAsync("canvas", containerRoot))
                                  .GetComponent <Transform>();
        RoomReferences.I.Root = containerRoot;

        PrizeView.Create();

        await ChatSystem.Create();

        await Ground.Create();

        new CoreGameplay();

        new RoomUserView.Manager();

        //dependent on RoomSettings
        //this will make registering requires order, so no circular dependencies possible

        RoomUserView.Manager.I.Init();

        await CoreGameplay.I.CreatePlayers();

        Repository.I.PersonalFullInfo.Money -= RoomSettings.I.BetMoneyToPay();

        Background.I.SetForRoom(RoomSettings.I.UserInfos);

        // AssignRpcs();

        if (activeRoomState == null)
        {
            Controller.I.SendAsync("Ready").Forget(e => throw e);
        }
        else
        {
            //todo why this
            // await UniTask.DelayFrame(1);

            CoreGameplay.I.ResumeGame(activeRoomState.MyHand, activeRoomState.Ground,
                                      activeRoomState.HandCounts,
                                      activeRoomState.CurrentTurn);
        }
    }
Esempio n. 3
0
        public IEnumerator AutoThrow() => UniTask.ToCoroutine(async() =>
        {
            await LoadEss();

            RoomReferences.I = new RoomReferences
            {
                Canvas = canvas, Root = new GameObject().transform
            };
            RoomSettings.I = new RoomSettings(0, 0, fullUserInfos.ToList(), 0);

            new RoomUserView.Manager();
            RoomUserView.Manager.I.Init();

            Controller.I   = new Mock <IController>().Object;
            CoreGameplay.I = new Mock <ICoreGameplay>().Object;
            await Ground.Create();

            var oppo = await PlayerBase.Create(0, 1, 0) as IOppo;
            await oppo.Distribute();

            Ground.I.Distribute(new List <int> {
                1, 2, 3, 4
            });

            oppo.Throw(new ThrowResult {
                ThrownCard = 5, EatenCardsIds = new List <int>()
            });
            await UniTask.Delay(2000);
            oppo.Throw(new ThrowResult {
                ThrownCard = 5, EatenCardsIds = new List <int>()
            });
            await UniTask.Delay(2000);
            oppo.Throw(new ThrowResult {
                ThrownCard = 5, EatenCardsIds = new List <int>()
            });
            await UniTask.Delay(2000);
            oppo.Throw(new ThrowResult {
                ThrownCard = 5, EatenCardsIds = new List <int>()
            });
            await UniTask.Delay(2000);
        });