//private void cmdOpen_Click(object sender, RoutedEventArgs e) //{ // CmdBar.IsOpen = true; //} private void BtnResetMP_Click(object sender, RoutedEventArgs e) { Player1.Reset(Gametypes.Current); Player2.Reset(Gametypes.Current); Player3.Reset(Gametypes.Current); Player4.Reset(Gametypes.Current); }
public MainPage() { this.InitializeComponent(); Player1.Init(_manager, _manager.Player1); Player2.Init(_manager, _manager.Player2); Player3.Init(_manager, _manager.Player3); Player4.Init(_manager, _manager.Player4); Player1.Flip(); Player2.Flip(); Player1.SetBackGround(BackGroundColors.Yellow); Player2.SetBackGround(BackGroundColors.Green); Player3.SetBackGround(BackGroundColors.Purple); Player4.SetBackGround(BackGroundColors.Blue); SettingsBar1.Init(_manager, this); SettingsBar1.ButtonClicked += btnSettings_Click; SettingsBar2.Init(_manager, this); SettingsBar2.ButtonClicked += btnSettings_Click; SettingsBar2.Visibility = SettingsBar1.Visibility = Visibility.Collapsed; }
/// <summary> /// Execute method for AddToQueueCommand /// </summary> private void ExecuteAddToQueueCommand() { ObservableCollection <Member> temp = new ObservableCollection <Member>(); //This condition indicates that a doubles games or singles game will occur if ((GetTeam1().Count == GetTeam2().Count) && GetTeam1().Count != 0) { ObservableCollection <ObservableCollection <Member> > group = new ObservableCollection <ObservableCollection <Member> >();//add both group.Add(GetTeam1()); group.Add(GetTeam2()); #region Clear the DragIn boxes in the GUI Player1.Clear(); Player2.Clear(); Player3.Clear(); Player4.Clear(); #endregion QueueList.Add(group); Xceed.Wpf.Toolkit.MessageBox.Show("Successfully added to queue!", "Success", MessageBoxButton.OK, MessageBoxImage.Asterisk); } else { Xceed.Wpf.Toolkit.MessageBox.Show("A game must consist of either 2 or 4 players.", "Incorrect Team Size Error", MessageBoxButton.OK, MessageBoxImage.Error); } }
private void Start() { player1 = FindObjectOfType <Player1>(); player2 = FindObjectOfType <Player2>(); player3 = FindObjectOfType <Player3>(); player4 = FindObjectOfType <Player4>(); }
private void BtnResetCommander_Click(object sender, RoutedEventArgs e) { Player1.Reset(Gametypes.Commander); Player2.Reset(Gametypes.Commander); Player3.Reset(Gametypes.Commander); Player4.Reset(Gametypes.Commander); }
void Reset() { int id = ActivePlayer.Index; Player1.ReInit(); Player2.ReInit(); Player3.ReInit(); Player4.ReInit(); SetPlayerActive(id); switch (PluginType) { case PluginType.Direct_Connection_Plugin: break; case PluginType.PlatForm_Connection_Plugin: try { PlatformSDK.LogOut(); }catch (Exception e) { Console.WriteLine(e.Message); } PlatformSDK = null; break; default: break; } isPlatLogin = false; loginType = -1; }
protected override void OnCantMove <T>(T component) { Player3 hitPlayer = component as Player3; animator.SetTrigger("enemyAttack"); hitPlayer.LoseFood(playerDamage); }
public void Initialize() { isEndFlag = false; StageState.sceneNumber = 1; gameObjectManager.Initialize(); map = new Map(GameDevice.Instance()); map.Load("Title.csv", "./csv/"); gameObjectManager.Add(map); //最初に回っている player3 = new Player3(new Vector2(128 * 6 + 15, 128 * 5 + 15), GameDevice.Instance(), gameObjectManager); gameObjectManager.Add(player3); //最初に止まっている player4 = new Player4(new Vector2(128 * 7 + 18, 128 * 5 + 18), GameDevice.Instance(), gameObjectManager); gameObjectManager.Add(player4); player3.SetPos(player4.GetPosition()); stop3 = player3.IsStop(); stop4 = player4.IsStop(); metoronome.Initialize(); metoronome.SetBpm(60); motion.Add(0, new Rectangle(64 * 0, 64 * 0, 64, 64)); motion.Add(1, new Rectangle(64 * 1, 64 * 0, 64, 64)); motion.Add(2, new Rectangle(64 * 0, 64 * 1, 64, 64)); motion.Add(3, new Rectangle(64 * 1, 64 * 1, 64, 64)); motion.Initialize(new Range(0, 3), new CountDownTimer(0.1f)); }
public void startClick_3() { _Manu.SetActive(false); _Player.SetActive(true); _GameLevel.SetActive(true); Player3.SetActive(true); }
//Sets X and O buttons to active and inactive with respct to who is playing void SetPlayerColors(Player3 newPlayer, Player3 oldPlayer) { newPlayer.panel.color = activePlayerColor.panelColor; newPlayer.text.color = activePlayerColor.textColor; oldPlayer.panel.color = inactivePlayerColor.panelColor; oldPlayer.text.color = inactivePlayerColor.textColor; }
void ReleaseDesignerOutlets() { if (Player1 != null) { Player1.Dispose(); Player1 = null; } if (Player2 != null) { Player2.Dispose(); Player2 = null; } if (Player3 != null) { Player3.Dispose(); Player3 = null; } if (Player4 != null) { Player4.Dispose(); Player4 = null; } if (PlayerCount != null) { PlayerCount.Dispose(); PlayerCount = null; } }
// Start is called before the first frame update void Start() { hp = 5; pa1 = FindObjectOfType <Player1>(); pa2 = FindObjectOfType <Player2>(); pa3 = FindObjectOfType <Player3>(); pa4 = FindObjectOfType <Player4>(); }
// Use this for initialization void Start() { raw = GetComponent <RawImage>(); player = FindObjectOfType <Player1>(); player2 = FindObjectOfType <Player2>(); player3 = FindObjectOfType <Player3>(); player4 = FindObjectOfType <Player4>(); }
static void Main(string[] args) { // this program will load by creating 3 players Player p1 = new Player1(); Player p2 = new Player2(); Player p3 = new Player3(); // display the players then make them walk and run p1.diplay(); p2.diplay(); p3.diplay(); p1.walk(); p2.walk(); p3.walk(); p1.run(); p2.run(); p3.run(); // in case of facing danger the players will select thier default defence behavior then default attack behavior Console.Write(" Player 1 say "); p1.doDefence(); Console.Write(" Player 2 say "); p2.doDefence(); Console.Write(" Player 3 say "); p3.doDefence(); Console.Write(" Player 1 say "); p1.doAttack(); Console.Write(" Player 2 say "); p2.doAttack(); Console.Write(" Player 3 say "); p3.doAttack(); Console.WriteLine("=================== Change player shield ==============="); // the players will change thier defence behavior and attack behavior p1.defenceBehavior = new DefenceWithIronShield(); p2.defenceBehavior = new DefenceWithWoodShield(); p3.defenceBehavior = new DefenceWithIronShield(); Console.Write(" Player 1 say "); p1.doDefence(); Console.Write(" Player 2 say "); p2.doDefence(); Console.Write(" Player 3 say "); p3.doDefence(); Console.WriteLine("=================== Change player weapon ==============="); p1.attackBehavior = new AttackWithGun(); p2.attackBehavior = new AttackWithGun(); p3.attackBehavior = new AttackWithGun(); Console.Write(" Player 1 say "); p1.doAttack(); Console.Write(" Player 2 say "); p2.doAttack(); Console.Write(" Player 3 say "); p3.doAttack(); Console.ReadLine(); }
public void Form1Test() { Player1 o1 = new Player1(); Player2 o2 = new Player2(); Player3 o3 = new Player3(); Player4 o4 = new Player4(); //Assert.Fail(); }
// Start is called before the first frame update void Start() { // //The click event for player reStartButton.gameObject.SetActive(false); title.gameObject.SetActive(false); player = GameObject.Find("idle").GetComponent <Player3>(); StartGame(); //player class }
private void ButtonCopyText_Click(object sender, EventArgs e) { List <string> playerLoots = new List <string>(); if (Player1.HasName) { playerLoots.Add(Player1.GetText()); } if (Player2.HasName) { playerLoots.Add(Player2.GetText()); } if (Player3.HasName) { playerLoots.Add(Player3.GetText()); } if (Player4.HasName) { playerLoots.Add(Player4.GetText()); } if (Player5.HasName) { playerLoots.Add(Player5.GetText()); } if (Player6.HasName) { playerLoots.Add(Player6.GetText()); } int totalBag = Player1.Bag + Player2.Bag + Player3.Bag + Player4.Bag + Player5.Bag + Player6.Bag; int totalYellow = Player1.Yellow + Player2.Yellow + Player3.Yellow + Player4.Yellow + Player5.Yellow + Player6.Yellow; int totalEternal = Player1.Eternal + Player2.Eternal + Player3.Eternal + Player4.Eternal + Player5.Eternal + Player6.Eternal; int totalMythic = Player1.Mythic + Player2.Mythic + Player3.Mythic + Player4.Mythic + Player5.Mythic + Player6.Mythic; string output = "Loots Bag/Yellow/Eternal"; if (CountMythic) { output += "/Mythic"; } output += ": " + string.Join(", ", playerLoots); output += string.Format(", All loots {0}/{1}/{2}", totalBag, totalYellow, totalEternal); if (CountMythic) { output += "/" + totalMythic; } while (output.Contains(" ")) { output = output.Replace(" ", " "); } Clipboard.Clear(); Clipboard.SetText(output.Trim()); }
public override XElement GenerateXElement() { // Game XElement rootEl = new XElement("Game"); // Current Player XElement currentPlayerEl = new XElement("CurrentPlayer", CurrentPlayer); rootEl.Add(currentPlayerEl); // RoundCounter XElement roundCounterEl = new XElement("RoundCounter", RoundCounter); rootEl.Add(roundCounterEl); // Phase XElement phaseEl = new XElement("Phase", Phase.ToString()); rootEl.Add(phaseEl); // Player1 XElement player1El = new XElement("Player1", Player1.GenerateXElement()); rootEl.Add(player1El); // Player2 XElement player2El = new XElement("Player2", Player2.GenerateXElement()); rootEl.Add(player2El); // Player3 XElement player3El = new XElement("Player3", Player3.GenerateXElement()); rootEl.Add(player3El); // Player4 XElement player4El = new XElement("Player4", Player4.GenerateXElement()); rootEl.Add(player4El); // CurrentTrick XElement currentTrickEl = new XElement("CurrentTrick", (from item in currentTrick select item.GenerateXElement()).ToList()); rootEl.Add(currentTrickEl); // TrickHistory XElement trickHistoryEl = new XElement("TrickHistory", (from trick in trickHistory select new XElement("Trick", from item in trick select item.GenerateXElement())).ToList()); rootEl.Add(trickHistoryEl); return(rootEl); }
public void Start() { FindObjectOfType <AdManager>().RequestVideo(); _Manu.SetActive(true); _Player.SetActive(false); _GameLevel.SetActive(false); Player1.SetActive(false); Player2.SetActive(false); Player3.SetActive(false); }
// Use this for initialization void Start() { Ps = transform.GetComponentInChildren <ParticleSystem>(); Delay = 180; Phase = 1; Gasheight = 10; p1 = FindObjectOfType <Player1>(); p2 = FindObjectOfType <Player2>(); p3 = FindObjectOfType <Player3>(); p4 = FindObjectOfType <Player4>(); }
private void Start() { Hp = 5; Wood = 100; Stone = 50; Bullet = 50; arrive = false; p1 = FindObjectOfType <Player1>(); p2 = FindObjectOfType <Player2>(); p3 = FindObjectOfType <Player3>(); p4 = FindObjectOfType <Player4>(); }
private void ButtonClear_Click(object sender, EventArgs e) { if (MessageBoxEx.Show(this, "Clear all values?", "", MessageBoxButtons.OKCancel) == DialogResult.OK) { Player1.Clear(); Player2.Clear(); Player3.Clear(); Player4.Clear(); Player5.Clear(); Player6.Clear(); } }
public void Start() { Stats.SetActive(false); Player2.SetActive(false); Player3.SetActive(false); TimerReset(); isRunning = false; sTime = Time.time; endLev.SetActive(false); endTimerText.text = sTime.ToString("f0"); highScore.text = "High Score : " + ((int)PlayerPrefs.GetInt("HighScore_Low")).ToString(); }
// Use this for initialization void Start() { Leader.enabled = false; currentPlayer = Player1; direccion = Vector3.left; CamDir = direccion; phase = 0; playerChanger = false; Player1.GetComponent <ExplosionBallScript> ().StartTurn(); Player1.GetComponent <AllBallsNeedThis> ().isWating = false; Player2.GetComponent <AllBallsNeedThis> ().isWating = true; Player3.GetComponent <AllBallsNeedThis> ().isWating = true; }
// Use this for initialization void Start() { audio = GetComponent <AudioSource>(); player = GameObject.Find("player"); p = player.GetComponent <Player>(); player1 = GameObject.Find("player1"); p1 = player1.GetComponent <Player1>(); player2 = GameObject.Find("player2"); p2 = player2.GetComponent <Player2>(); player3 = GameObject.Find("player3"); p3 = player3.GetComponent <Player3>(); }
public static void ObserverDemo() { IGameController GameController = new GameController(); Player1 Player1 = new Player1(); Player2 Player2 = new Player2(); Player3 Player3 = new Player3(); GameController.AddPlayer(Player1); GameController.AddPlayer(Player2); GameController.AddPlayer(Player3); GameController.NotifyPlayer(PlayerState.Moving, Player1); GameController.NotifyPlayer(PlayerState.Waiting, Player2); GameController.NotifyPlayer(PlayerState.Waiting, Player3); }
// Use this for initialization void Start() { player = GetComponent <Player3>(); BallSourceObj = GameObject.Find("BallSource"); ballForceScript = BallSourceObj.GetComponent <BallForce>(); ballStateObj = GameObject.Find("BallState"); ballState = ballStateObj.GetComponent <BallCollisions>(); PrefabManager = GameObject.Find("PrefabManager"); prefabManagerScript = PrefabManager.GetComponent <PrefabManager>(); ballPrefab = prefabManagerScript.Prefabs [0]; }
// Use this for initialization void Start() { Wood = 10; Stone = 5; survive = 1; Pa = FindObjectOfType <Player1>(); Pa2 = FindObjectOfType <Player2>(); Pa3 = FindObjectOfType <Player3>(); Pa4 = FindObjectOfType <Player4>(); if (this.transform.tag == "BulletBox") { hp = 5; } }
void OnDispose(object sender, EventArgs e) { Release(); try { Player1.Dispose(); Player2.Dispose(); Player3.Dispose(); Player4.Dispose(); } catch { } base.Dispose(); }
void Awake() { if (instance == null) { instance = this; } else { Destroy(transform.gameObject); } PlayerID = 3; tech = 0; design = 0; art = 0; money = 5; }
void Start() { turn = -1; socks = new Sockets(); takingTurn = false; moveCommands = 1; pawnObjects = new GameObject[4]; playerPositions = new int[4]; gui = GameObject.Find("Gui").GetComponent<Gui>(); p1 = GameObject.Find("Player1").GetComponent<Player1>(); p2 = GameObject.Find("Player2").GetComponent<Player2>(); p3 = GameObject.Find("Player3").GetComponent<Player3>(); p4 = GameObject.Find("Player4").GetComponent<Player4>(); winningMove = 0; pawnObjects[0] = GameObject.Find("Green1").GetComponent<Green1>().gameObject; pawnObjects[1] = GameObject.Find("Red1").GetComponent<Red1>().gameObject; pawnObjects[2] = GameObject.Find("Blue1").GetComponent<Blue1>().gameObject; pawnObjects[3] = GameObject.Find("Yellow1").GetComponent<Yellow1>().gameObject; }