private void Start()
 {
     mySH            = GameObject.FindGameObjectWithTag("StatHandler").GetComponent <StatHandler>();
     myMS            = GameObject.FindGameObjectWithTag("Player").GetComponent <MovementStats>();
     myDisplayChoice = Random.Range(0, 5);
     myDisplay.color = new Color(myDisplay.color.r, myDisplay.color.g, myDisplay.color.b, 0f);
 }
Esempio n. 2
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 public virtual void SetExecutingMovementHandler(MovementStats movement_Handler)
 {
     if (movement_Handler != null)
     {
         _movementStats = movement_Handler;
     }
 }
Esempio n. 3
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 public ArmorMovementModifier(ComponentContainer components) : base(StatNames.ArmorMovementPenalty, "Armor Training")
 {
     this.inventory     = components.Get <Inventory>();
     this.training      = components.Get <ArmorTraining>();
     this.movementStats = components.Get <MovementStats>();
     this.Calculation   = CounterArmorMovePenalty;
 }
Esempio n. 4
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        public void CalculatesSquaresBasedOnMovementValue()
        {
            var move = new MovementStats(30);

            Assert.AreEqual(6, move.BaseSquares);
            move = new MovementStats(20);
            Assert.AreEqual(4, move.BaseSquares);
        }
 private void Start()
 {
     mySR           = GetComponent <SpriteRenderer>();
     myPlayer       = GameObject.FindGameObjectWithTag("Player");
     playerRB       = myPlayer.GetComponent <Rigidbody2D>();
     myMS           = myPlayer.GetComponent <MovementStats>();
     myAnim         = GetComponent <Animator>();
     myRB           = GetComponent <Rigidbody2D>();
     myMaxMoveSpeed = myMS.myMoveSpeed;
 }
Esempio n. 6
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 void GrabStats()
 {
     //player = GameObject.FindGameObjectWithTag("Player");
     myMS        = player.GetComponent <MovementStats>();
     myRB        = player.GetComponent <Rigidbody2D>();
     myPM        = myMS.myPhysMaterial;
     friction    = myPM.friction;
     myMoveSpeed = myMS.myMoveSpeed;
     playerCol   = player.GetComponent <Collider2D>();
     canGoLeft   = myMS.canGoLeft;
     canGoRight  = myMS.canGoRight;
 }
    public void Start()
    {
        if (!IsLocalPlayer())
        {
            return;
        }

        level_numKeysRequired = 2;

        Transform gameCharacters = GameObject.Find("GameCharacters").transform;

        transform.SetParent(gameCharacters);

        gameGrid       = GameObject.Find("Grid").GetComponent <GameGrid>();
        tileRefManager = gameGrid.GetComponent <TileRefManager>();
        dpad           = GameObject.Find("JoystickBackground").GetComponent <VirtualJoystick>();
        if (exitRequirements == null)
        {
            exitRequirements = GameObject.Find("LevelExitRequirements");
        }
        exitRequirements.SetActive(false);
        if (levelCleared == null)
        {
            levelCleared = GameObject.Find("LevelCleared");
        }
        levelCleared.SetActive(false);

        pawn_sprite = this.gameObject;
        pawn        = pawn_sprite.AddComponent <DefaultCharacter>();

        // Set the player at the starting cell
        //Vector2 startingPos = gameGrid.GetCellToWorld(new Vector3Int(-3, 0, 0));

        originalTile = new Tile();

        moveStat          = new MovementStats(5f);
        body              = pawn_sprite.GetComponent <Rigidbody2D>();
        body.gravityScale = 0.0f;
        e_playstate       = PlayState.E_NONCOMBAT;
        isOver            = false;
        p_animator        = pawn_sprite.transform.GetChild(1).GetChild(0).GetComponent <Animator>();
        prevCellPos       = gameGrid.GetWorldFlToCellPos(pawn_sprite.transform.position);
        inventory         = GetComponent <Inventory>();
        bombText2d        = GameObject.FindGameObjectWithTag("2DCanvas").transform.GetChild(4).GetChild(0).GetChild(0).gameObject;
        rangeText2d       = GameObject.FindGameObjectWithTag("2DCanvas").transform.GetChild(5).GetChild(0).GetChild(0).gameObject;
        //tileRefManager.SetTile(TileRefManager.TILEMAP_TYPE.TILEMAP_PLAYER, prevCellPos, TileRefManager.instance.GetTileRef(TileRefManager.TILE_TYPE.TILE_WARNING));
        MyNetwork.instance.b_foundLocalPlayer = false;
        MyNetwork.instance.localPlayer        = null;
    }
Esempio n. 8
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    // Use this for initialization
    void Start()
    {
        if (FloatStats == null)
        {
            InitFloatStats();
        }

        StatMutators            = new Dictionary <ActorStatsDeclaration, StatMutatorBus>();
        FloatStatsForThisUpdate = new ActorStatsToFloatDictionary();  //new Dictionary<ActorStatsDeclaration, float>();

        Movement   = new MovementStats(StatMutators, FloatStatsForThisUpdate);
        Health     = new HealthStats(StatMutators, FloatStatsForThisUpdate);
        Combat     = new CombatStats(FloatStats, StatMutators, FloatStatsForThisUpdate);
        Experience = new ExperienceStats(StatMutators, FloatStatsForThisUpdate);
    }
Esempio n. 9
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 private void Start()
 {
     maxTexts          = Mathf.RoundToInt(intensity * 10);
     originalIntensity = intensity;
     if (inGame)
     {
         myMS    = GameObject.FindGameObjectWithTag("Player").GetComponent <MovementStats>();
         mySH    = GameObject.FindGameObjectWithTag("StatHandler").GetComponent <StatHandler>();
         maxTime = myMS.maxTime;
     }
     else
     {
         maxTime = 10f;
     }
     timeLeft = 0;
 }
Esempio n. 10
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        public MovementStatsTests()
        {
            var bag30 = new ComponentContainer();

            inventory = new Inventory();
            bag30.Add(inventory);
            move30 = new MovementStats();
            bag30.Add(move30);
            move30.SetBaseSpeed(30);

            var bag20 = new ComponentContainer();

            bag20.Add(inventory);
            move20 = new MovementStats();
            bag20.Add(move20);
            move20.SetBaseSpeed(20);
        }
Esempio n. 11
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 void GrabStats()
 {
     //player = GameObject.FindGameObjectWithTag("Player");
     myMS         = player.GetComponent <MovementStats>();
     myJE         = myMS.myJE;
     whatIsGround = myMS.whatIsGround;
     jumpForce    = myMS.jumpForce;
     jumpTime     = myMS.jumpTime;
     myMoveSpeed  = myMS.myMoveSpeed;
     myPM         = myMS.myPhysMaterial;
     origFriction = myPM.friction;
     playerCol    = player.GetComponent <Collider2D>();
     canJump      = myMS.canJump;
     gCheck       = groundChecker.GetComponent <CapsuleCollider2D>();
     //sets the jumpCounter to whatever we set our jumptime to in the editor
     jumpTimeCounter = jumpTime;
     myRB            = player.GetComponent <Rigidbody2D>();
     myPM            = myMS.myPhysMaterial;
 }
Esempio n. 12
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 public virtual void  InitializeState(Animator anim, Abstract_Input_Handler input_Handler, Movement_Handler fsm, MovementStats movement_Handler, Rigidbody rigidbody)
 {
     SetInputHandler(input_Handler);
     SetExecutingAnim(anim);
     SetExecutingFSM(fsm);
     SetExecutingMovementHandler(movement_Handler);
     SetExecutingRigidbody(rigidbody);
 }
Esempio n. 13
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        protected override void OnUpdate()
        {
            Entities.WithNone <SpawnEntityState>().ForEach((Entity entity, ref SpawnFleet spawnFleet, ref WeaponStats weaponStats) =>
            {
                SharedFleetGrouping sharedFleetGrouping;
                if (!m_SharedFleetGroupingMap.TryGetValue(spawnFleet.FleetID, out sharedFleetGrouping))
                {
                    sharedFleetGrouping = new SharedFleetGrouping()
                    {
                        ID = spawnFleet.FleetID
                    };
                    m_SharedFleetGroupingMap.Add(spawnFleet.FleetID, sharedFleetGrouping);
                }

                var ship = new Ship()
                {
                    ID = spawnFleet.ShipID, FleetID = spawnFleet.FleetID
                };
                var deploy = new InitialDeploy()
                {
                    FleetID = spawnFleet.FleetID
                };
                var translation = new Translation()
                {
                    Value = new float3(100, 0, 100)
                };
                var rotation = new Rotation()
                {
                    Value = quaternion.identity
                };
                var moveSpeed    = default(Velocity);
                var rotateSpeed  = default(AngularVelocity);
                var localToWorld = new LocalToWorld();
                var findTarget   = new FindTarget()
                {
                    FoundEntity = Entity.Null
                };
                var movementStats = new MovementStats()
                {
                    TopSpeed        = spawnFleet.TopSpeed,
                    Acceleration    = spawnFleet.Acceleration,
                    Deceleration    = spawnFleet.Deceleration,
                    RotationSpeed   = spawnFleet.RotationSpeed,
                    ThrustTolerance = spawnFleet.ThrustTolerance,
                    MaxSpeedToTurn  = spawnFleet.MaxSpeedToTurn,
                    DoesSwarm       = spawnFleet.DoesSwarm
                };

                var newWeaponStats = weaponStats;                 // This might not be needed, can maybe add component directly if added by value.

                //var swarmCombatMovement = default(SwarmMovement);
                //var rangedCombatMovement = new RangedMovement()
                //{
                //    // Grab stats from weapon data and square them for later calculations.
                //    MinRangeSq = weaponStats.MinRange * weaponStats.MinRange,
                //    MaxRangeSq = weaponStats.MaxRange * weaponStats.MaxRange,
                //    OptimalRangeSq = weaponStats.OptimalRange * weaponStats.OptimalRange

                //};

                if (spawnFleet.ShipCount > 0)
                {
                    var shipEntities = new NativeArray <Entity>(spawnFleet.ShipCount * spawnFleet.SquadSize, Allocator.Temp);

                    var ent = EntityManager.CreateEntity();
                    {
                        // do this once only.
                        EntityManager.AddComponent <Ship>(ent);
                        EntityManager.AddComponent <MovementStats>(ent);
                        EntityManager.AddComponent <LocalToWorld>(ent);
                        EntityManager.AddComponent <Translation>(ent);
                        EntityManager.AddComponent <Rotation>(ent);
                        EntityManager.AddComponent <Velocity>(ent);
                        EntityManager.AddComponent <AngularVelocity>(ent);
                        EntityManager.AddComponent <FindTarget>(ent);
                        EntityManager.AddComponent <InitialDeploy>(ent);
                        EntityManager.AddComponent <WeaponStats>(ent);

                        EntityManager.AddSharedComponentData(ent, sharedFleetGrouping);

                        EntityManager.SetComponentData(ent, ship);
                        EntityManager.SetComponentData(ent, movementStats);
                        EntityManager.SetComponentData(ent, localToWorld);
                        EntityManager.SetComponentData(ent, translation);
                        EntityManager.SetComponentData(ent, rotation);
                        EntityManager.SetComponentData(ent, moveSpeed);
                        EntityManager.SetComponentData(ent, rotateSpeed);
                        EntityManager.SetComponentData(ent, deploy);
                        EntityManager.SetComponentData(ent, findTarget);
                        EntityManager.SetComponentData(ent, weaponStats);
                    }

                    // apply the above to all spawned entities.
                    EntityManager.Instantiate(ent, shipEntities);

                    EntityManager.DestroyEntity(ent);

                    var index = 0;
                    for (var i = 0; i < spawnFleet.ShipCount; i++)
                    {
                        SharedSquadGrouping sharedSquadGrouping = new SharedSquadGrouping();
                        if (spawnFleet.SquadSize > 1)
                        {
                            sharedSquadGrouping.ID = GetHashCode();
                        }

                        for (var j = 0; j < spawnFleet.SquadSize; j++)
                        {
                            ship.InstanceID = index;

                            //if (spawnFleet.DoesSwarm)
                            //{
                            //	PostUpdateCommands.AddComponent(shipEntities[index], swarmCombatMovement);
                            //}
                            //else
                            //{
                            //	PostUpdateCommands.AddComponent(shipEntities[index], rangedCombatMovement);
                            //}

                            if (spawnFleet.SquadSize > 1)
                            {
                                PostUpdateCommands.AddSharedComponent(shipEntities[index], sharedSquadGrouping);
                            }

                            index++;
                        }
                    }

                    shipEntities.Dispose();
                }

                PostUpdateCommands.AddComponent(entity, default(SpawnEntityState));
                PostUpdateCommands.DestroyEntity(entity);
            });
        }