private void initControllers()
    {
        _playerMediator = gameObject.AddComponent<PlayerMediator>();
        _playerMediator.init();

        _playerProxy = new PlayerProxy();
        _playerProxy.init();
    }
        private void SetProxy(GC_LOGIN_RET packet)
        {
            PlayerProxy proxy = GameFacade.GetProxy <PlayerProxy>();

            proxy.userid      = packet.Userid;
            proxy.oid         = packet.Oid;
            proxy.accesstoken = packet.Accesstoken;
            proxy.playername  = packet.Playername;
            proxy.level       = packet.Level;

            //城市数据
            proxy.city.cityId   = packet.City.CityId;
            proxy.city.tileId   = packet.City.TileId;
            proxy.city.level    = packet.City.Level;
            proxy.city.food     = packet.City.Food;
            proxy.city.stone    = packet.City.Stone;
            proxy.city.iron     = packet.City.Iron;
            proxy.city.WorldPos = new Coord(packet.City.Posx, packet.City.Posz);

            proxy.city.buildList.Clear();
            for (int i = 0; i < packet.City.buildlistCount; i++)
            {
                GC_BuildingData data = packet.City.GetBuildlist(i);
                BuildingVo      vo   = new BuildingVo();
                PlayerProxy.SetBuildVo(data, vo);
                proxy.city.buildList.Add(vo);
            }

            proxy.city.trainList.Clear();
            for (int i = 0; i < packet.City.trainListCount; i++)
            {
                GC_TrainData data = packet.City.GetTrainList(i);
                TrainVo      vo   = new TrainVo();
                PlayerProxy.SetTrainVo(data, vo);
                proxy.city.trainList.Add(vo);
            }

            //英雄数据
            proxy.heroList.Clear();
            for (int i = 0; i < packet.HeroList.heroListCount; i++)
            {
                GC_HeroData data = packet.HeroList.GetHeroList(i);
                HeroVo      vo   = new HeroVo();
                PlayerProxy.SetHeroVo(data, vo);
                proxy.heroList.Add(vo);
            }

            //队伍数据
            proxy.marchList.Clear();
            for (int i = 0; i < packet.Marchlist.marchlistCount; i++)
            {
                GC_MarchData data = packet.Marchlist.GetMarchlist(i);
                MarchVo      vo   = new MarchVo();
                PlayerProxy.SetMarchVo(data, vo);
                proxy.marchList.Add(vo);
            }
        }
        public void PlayerProxyConstructorAndPropertriesGetterAndSetterWorksProper()
        {
            string expectedNickName = "Pesho";
            int    expectedScore    = 15;

            PlayerProxy proxy = new PlayerProxy(expectedNickName, expectedScore);

            Assert.AreEqual(expectedNickName, proxy.Nickname, "Expected and actual PlayerProxy Nickname are not equal");
            Assert.AreEqual(expectedScore, proxy.Score, "Expected and actual PlayerProxy Score are not equal");
        }
    public void ReceiveUpdateMarchMsg(object para)
    {
        GC_Update_March packet = (GC_Update_March)para;

        var marchs = MyMarchList.Concat(OtherMarchList).Where(item => item.MarchData.marchId == packet.Data.Marchid).ToList();

        if (marchs.Any())
        {
            PlayerProxy.SetMarchVo(packet.Data, marchs.First().MarchData);
        }
    }
Esempio n. 5
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 public override void Execute(PureMVC.Interfaces.INotification notification)
 {
     switch (notification.Name)
     {
     case NotificationConstant.playerCommand.PlayerMove:
     {
         PlayerProxy proxy = (PlayerProxy)Facade.RetrieveProxy("PlayerProxy");            //通过名字获取Proxy
         proxy.Move();
     } break;
     }
 }
Esempio n. 6
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    public void Init()
    {
        Player = new PlayerProxy();
        Player.Init();

        Login = new LoginProxy();
        Login.Init();

        Room = new RoomProxy();
        Room.Init();

        Battle = new BattleProxy();
        Battle.Init();
    }
Esempio n. 7
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 public TicTacToeGame(IEnumerable <PlayerProxy> players) : base(players)
 {
     // Default values for a new game
     _Grid = new string[3][];
     for (int i = 0; i < 3; i++)
     {
         _Grid[i] = new string[3];
         for (int j = 0; j < 3; j++)
         {
             _Grid[i][j] = string.Empty;
         }
     }
     _CurrentPlayer = Players[0];
 }
Esempio n. 8
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        public uint Execute(PacketDistributed ipacket)
        {
            GC_TroopTrain_Over packet = (GC_TroopTrain_Over )ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            if (packet.Ret == 0)
            {
                int         queueIndex = -1;
                PlayerProxy proxy      = GameFacade.GetProxy <PlayerProxy> ();
                for (int i = 0; i < proxy.city.trainList.Count; i++)
                {
                    if (proxy.city.trainList[i].queueid == packet.Queueid)
                    {
                        queueIndex = proxy.city.trainList [i].queueIndex;
                        proxy.city.trainList.RemoveAt(i);
                    }
                }
                //设置队伍中的单位信息
                for (int i = 0; i < proxy.marchList.Count; i++)
                {
                    if (proxy.marchList[i].buildId == packet.Buildid)
                    {
                        List <TroopVo> list = proxy.marchList [i].troopList;
                        for (int j = 0; j < list.Count; j++)
                        {
                            if (list[j].queueIndex == queueIndex)
                            {
                                list [j].health = packet.Hp;
                            }
                        }
                    }
                }
                EventManager.GetInstance().SendEvent(EventId.TroopTrainOver, null);
            }
            else
            {
                UnityEngine.Debug.Log("数据包报错了!!!");
            }


            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
Esempio n. 9
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        public override IGameStatus ProcessGameStep()
        {
            // Get the next placement for the current player
            var request  = new GetPlacementRequest(_CurrentPlayer.Name, _Grid);
            var response = _CurrentPlayer.ProcessRequest <GetPlacementResponse>(request) as GetPlacementResponse;

            // Is it a valid placement?
            if (IsValidPlacement(response.Placement))
            {
                // Place it
                _Grid[response.Placement.X][response.Placement.Y] = _CurrentPlayer.Name;

                // Switch the current player to the next one
                _CurrentPlayer = _CurrentPlayer == Players[0] ? Players[1] : Players[0];
            }

            return(GetGameStatus());
        }
Esempio n. 10
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        static void Main(string[] args)
        {
            int    i                = 0;
            string playerId1        = args[i++];
            string playerPath1      = args[i++];
            string playerId2        = args[i++];
            string playerPath2      = args[i++];
            string resultsPath      = args[i++];
            string finalResultsPath = Path.Combine(resultsPath, "results.json");

            var player1 = new PlayerProxy <Move>(playerId1, resultsPath, playerPath1);
            var player2 = new PlayerProxy <Move>(playerId2, resultsPath, playerPath2);

            var game = new CodeCompete.DotNet.GameName.GameName(new GamePlayer <Move>[] { player1, player2 });

            var result = game.PlayGame();

            File.WriteAllText(Path.Combine(resultsPath, "results.json"), JsonConvert.SerializeObject(result));
        }
Esempio n. 11
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        public override void Open()
        {
            if (!(pc is WCFPlayerPC))
            {
                return;
            }

            try
            {
                NetTcpBinding binding = new NetTcpBinding(SecurityMode.None)
                {
                    ReceiveTimeout = new TimeSpan(0, 5, 0)
                };
                WCFPlayerPC wcfComputer = pc as WCFPlayerPC;
                player = new PlayerProxy(binding, wcfComputer.Endpoint);
                player.Open();
            }
            catch
            {
            }
        }//Feito
        public uint Execute(PacketDistributed ipacket)
        {
            GC_Update_March packet = (GC_Update_March)ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            PlayerProxy proxy = GameFacade.GetProxy <PlayerProxy>();

            for (int i = 0; i < proxy.marchList.Count; i++)
            {
                if (proxy.marchList[i].marchId == packet.Data.Marchid)
                {
                    PlayerProxy.SetMarchVo(packet.Data, proxy.marchList[i]);
                }
            }
            EventManager.GetInstance().SendEvent(EventId.ReceiveUpdateMarchMsg, packet);
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
Esempio n. 13
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        /// <summary>
        /// Method to add you score to the highscore table
        /// </summary>
        private void EnterScoreRecordHandler()
        {
            Console.Write("Enter your nickname: ");

            var nickname = Console.ReadLine();

            try
            {
                var playerProxy   = new PlayerProxy(nickname, this.Player.Score);
                var scoresHandler = new ScoresHandler();
                scoresHandler.LoadFromFile(GlobalErrorMessages.SaveRecordstFileName);
                scoresHandler.AddReccord(playerProxy);
                scoresHandler.SaveToFile(GlobalErrorMessages.SaveRecordstFileName);
                Console.WriteLine("Press any key to continiue..");
                Console.ReadKey();
                MainMenu.PrintMenu(this.engine);
            }
            catch (ArgumentOutOfRangeException)
            {
                Console.WriteLine("The name should be between 2 and 10 characters");
                this.EnterScoreRecordHandler();
            }
        }
        public uint Execute(PacketDistributed ipacket)
        {
            GC_ASSIGN_HERO packet = (GC_ASSIGN_HERO )ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            long marchID = 0;

            if (packet.Ret == 0)
            {
                PlayerProxy playerProxy = GameFacade.GetProxy <PlayerProxy> ();
                for (int i = 0; i < playerProxy.heroList.Count; i++)
                {
                    var data = playerProxy.heroList [i];
                    if (data.guid == packet.HeroId)
                    {
                        marchID      = packet.Marchid;
                        data.marchId = packet.Marchid;
                    }
                    else if (data.marchId == packet.Marchid)
                    {
                        data.marchId = 0;
                    }
                }

                EventManager.GetInstance().SendEvent(EventId.AssignHero, marchID);
            }
            else
            {
                UnityEngine.Debug.Log("数据包报错了!!!");
            }
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
Esempio n. 15
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 private void Awake()
 {
     _rigidbody = GetComponent <Rigidbody2D>();
     _player    = GetComponent <PlayerProxy>();
 }
Esempio n. 16
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    public override void Execute(PureMVC.Interfaces.INotification notification)
    {
        proxy = (PlayerProxy)Facade.RetrieveProxy("PlayerProxy");//通过名字获取Proxy

        PastSingle recive = notification.Body as PastSingle;

        switch (notification.Name)
        {
        case NotificationConstant.playerCommand.PlayerMove:
        {
            proxy.Move();
        }
        break;

        case NotificationConstant.playerCommand.JumpCommond:
        {
            proxy.Jump();
        }
        break;

        case NotificationConstant.playerCommand.CollisionBaseCommond:
        {
            proxy.CollisionBase();
        }
        break;

        case NotificationConstant.playerCommand.DiedCommond:
        {
            proxy.Died();
        }
        break;

        case NotificationConstant.playerCommand.CollisionStay:
        {
            proxy.CollisionStay();
        }
        break;

        case NotificationConstant.playerCommand.MouseLeftDown:
        {
            proxy.MouseDown();
        }
        break;

        case NotificationConstant.playerCommand.MouseLeftUP:
        {
            proxy.MouseUp();
        }
        break;


        case NotificationConstant.playerCommand.AtkMonsterArea:
        {
            proxy.inAtkArea(recive);
        }
        break;

        case NotificationConstant.playerCommand.JuageMonsterDistance:
        {
            proxy.JuageMonsterDis(recive);
        }
        break;

        case NotificationConstant.playerCommand.AtkMonster:
        {
            proxy.atkMonster(recive);
        }
        break;

        case NotificationConstant.playerCommand.ChangeHp:
        {
            proxy.ChangeHp(recive);
        }
        break;

        case NotificationConstant.playerCommand.ChangeCoin:
        {
            proxy.ChangeCoin(recive);
        }
        break;

        case NotificationConstant.playerCommand.ChainStateToFallState:
        {
            proxy.ChainStateToFallState();
        } break;

        case NotificationConstant.playerCommand.ResetJumpData:
        {
            proxy.ResetJumpData();
        } break;
        }
    }
        public uint Execute(PacketDistributed ipacket)
        {
            GC_Troop_Train packet = (GC_Troop_Train )ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            if (packet.Ret == 0)
            {
                PlayerProxy playerProxy = GameFacade.GetProxy <PlayerProxy> ();

                bool find = false;
                for (int i = 0; i < playerProxy.city.trainList.Count; i++)
                {
                    if (playerProxy.city.trainList[i].queueid == packet.Data.Queueid)
                    {
                        find = true;
                        PlayerProxy.SetTrainVo(packet.Data, playerProxy.city.trainList [i]);
                    }
                }

                if (!find)
                {
                    TrainVo train = new TrainVo();
                    PlayerProxy.SetTrainVo(packet.Data, train);
                    playerProxy.city.trainList.Add(train);
                }

                find = false;
                MarchVo march = null;
                for (int i = 0; i < playerProxy.marchList.Count; i++)
                {
                    if (playerProxy.marchList [i].buildId == packet.Data.Buildid)
                    {
                        march = playerProxy.marchList [i];
                        for (int j = 0; j < playerProxy.marchList [i].troopList.Count; j++)
                        {
                            TroopVo vo = playerProxy.marchList [i].troopList [j];
                            if (vo.queueIndex == packet.Data.Queueindex)
                            {
                                find = true;
                            }
                        }
                    }
                }
                if (!find)
                {
                    TroopVo troop = new TroopVo();
                    troop.type       = packet.Data.Trooptype;
                    troop.health     = 0;
                    troop.level      = 1;
                    troop.queueIndex = packet.Data.Queueindex;
                    march.troopList.Add(troop);
                }

                EventManager.GetInstance().SendEvent(EventId.TroopTrain, null);
            }
            else
            {
                UnityEngine.Debug.Log("数据包报错了!!!");
            }

            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
Esempio n. 18
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 public override void create_instance()
 {
     //instance = GameObject.CreatePrimitive (PrimitiveType.Cube);
     instance = fashion.getInstance ().get_sprite ("character/xiaowanzi");
     cell = new PlayerProxy (this);
     instance.AddComponent<Move>();
     instance.AddComponent<SynPlayerProperty> ();
     instance.name = "hello";
 }
Esempio n. 19
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 public override void create_instance()
 {
     instance = GameObject.CreatePrimitive (PrimitiveType.Cube);
     instance.transform.localScale = new Vector3 (10, 10, 1);
     cell = new PlayerProxy (this);
     instance.AddComponent<Move>();
     instance.AddComponent<SynPlayerProperty> ();
     instance.name = "hello";
 }