void Start() { EventCenter.GetInstance().AddEventListener("TransitData", () => { List <string> tmpBehav = new List <string>(); foreach (var item in viewers) { if (item.toggleObject.isOn) { tmpBehav.Add(item.toggleSelection.text); } } _protagonist.UpdateBehaviourSelect(tmpBehav); }); EventCenter.GetInstance().AddEventListener("UpdateUI", UpdateBehavPanel); _protagonist = GameManager.instance.playerAgent.GetComponent <Protagonist>(); viewers = transform.GetComponentsInChildren <CustomToggle>(); foreach (var behav in _protagonist.behaviours._behaviourList) { if (!behavDic.ContainsKey(behav._availibleStage)) { behavDic.Add(behav._availibleStage, new List <string>()); } behavDic[behav._availibleStage].Add(behav._name); } UpdateBehavPanel(); }
public static void UpdateOrbDamage(GameSave save, Protagonist lunais) { var OrbManagerType = TimeSpinnerType.Get("Timespinner.GameObjects.Heroes.Orbs.LunaisOrbManager"); var RefreshDamage = OrbManagerType.GetMethod("RefreshDamage", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance); var orbManager = lunais.AsDynamic()._orbManager; var inventory = save.Inventory; var currentOrbAType = inventory.EquippedMeleeOrbA; var currentOrbBType = inventory.EquippedMeleeOrbB; var currentSpellType = inventory.EquippedSpellOrb; var currentRingType = inventory.EquippedPassiveOrb; var orbA = GetOrbFromType(inventory.OrbInventory, currentOrbAType); var orbB = GetOrbFromType(inventory.OrbInventory, currentOrbBType); var spell = GetOrbFromType(inventory.OrbInventory, currentSpellType); var ring = GetOrbFromType(inventory.OrbInventory, currentRingType); if (orbA != null) { SetOrbBaseDamage(orbA); } if (orbB != null) { SetOrbBaseDamage(orbB); } if (spell != null) { SetOrbBaseDamage(spell); } if (ring != null) { SetOrbBaseDamage(ring); } RefreshDamage.Invoke(orbManager, null); }
private IEnumerator StartDash(Protagonist battler) { CharacterController cc = battler.GetComponent <CharacterController>(); cc.detectCollisions = false; Vector3 direction = battler.movementInput; if (direction == Vector3.zero) { direction = battler.transform.forward; } battler.transform.forward = direction; while (startTime + Duration > Time.time) { cc.Move(direction.normalized * _speed * Time.deltaTime); cc.Move(new Vector3(0, -10f * Time.deltaTime, 0)); yield return(null); } cc.detectCollisions = true; battler.StartCoroutine(Done(battler)); }
private void Spawn(int spawnIndex) { Transform spawnLocation = GetSpawnLocation(spawnIndex, _spawnLocations); Protagonist playerInstance = InstantiatePlayer(_playerPrefab, spawnLocation, _cameraManager); SetupCameras(playerInstance); }
public void All(IList <IHostile> hostiles, Protagonist protagonist, IList <GameEvent> events) { Hostiles(hostiles); Agent(protagonist, Settings.Color.Protagonist); Events(events); }
private void Spawn(int spawnIndex) { Transform spawnLocation = GetSpawnLocation(spawnIndex, _spawnLocations); Protagonist playerInstance = InstantiatePlayer(_playerPrefab, spawnLocation); _playerInstantiatedChannel.RaiseEvent(playerInstance.transform); // The CameraSystem will pick this up to frame the player }
void Start() { animator = GetComponent <Animator>(); protagonist = GetComponent <Protagonist>(); tempStage = protagonist.GetStage(); EventCenter.GetInstance().AddEventListener("UpdateAnimation", UpdateAnimation); }
public void Protagonist_is_initialised_with_non_null_attributes() { var protagonist = new Protagonist(); Assert.That(protagonist.Skill, Is.Not.Null); Assert.That(protagonist.Stamina, Is.Not.Null); Assert.That(protagonist.Luck, Is.Not.Null); }
void Spawn(Protagonist player, Vector3 pos, Quaternion rot) { player.characterController.enabled = false; //Disable the controller due to it interfering with changing the position directly player.transform.position = pos; player.characterController.enabled = true; player.transform.rotation = rot; }
public Navigation(Protagonist protagonist, List <PointBox> events, List <Hostile> hostiles, Game game) { this.currentScore = 0; this.protagonist = protagonist; this.events = events; this.hostiles = hostiles; this.game = game; }
private void Spawn(int spawnIndex) { Transform spawnLocation = GetSpawnLocation(spawnIndex, _spawnLocations); Protagonist playerInstance = InstantiatePlayer(_playerPrefab, spawnLocation); Debug.Log(spawnLocation); Debug.Log(playerInstance); _cameraManager.Follow = playerInstance.transform; }
// ---------------------------------------------- // INIT/DESTROY // ---------------------------------------------- // ------------------------------------------- /* * Start */ void Start () { // SET THE PROTAGONIST GOAL GameObject protagonistModel = GameObject.FindGameObjectWithTag(Global.PLAYER_TAG); if (protagonistModel!=null) { m_protagonist = protagonistModel.GetComponent<Protagonist>(); } }
void Start() { _protagonist = GameManager.instance.playerAgent.GetComponent <Protagonist>(); _moneyOnUI.text = _protagonist.GetMoney().ToString(); _ageOnUI.text = _protagonist.GetAge().ToString(); EventCenter.GetInstance().AddEventListener("UpdateUI", () => { _moneyOnUI.text = _protagonist.GetMoney().ToString(); _ageOnUI.text = _protagonist.GetAge().ToString(); }); }
private void SpawnPlayer() { Protagonist playerInstance = InstantiatePlayer(_playerPrefab, GetSpawnLocation()); _playerInstantiatedChannel.RaiseEvent(playerInstance.transform); // The CameraSystem will pick this up to frame the player _playerTransformAnchor.Transform = playerInstance.transform; //TODO: Probably move this to the GameManager once it's up and running _inputReader.EnableGameplayInput(); }
public void Launch(Protagonist shooter, Direction direction, float speed = 7.5f) { this.cmp_rigidbody.velocity = Vector2.zero; // Reset the velocity this.shooter = shooter; this.transform.position = this.shooter.ShootPoint; // Reset the position of the bullet this.gameObject.SetActive(true); // Show the weapon this.cmp_collider.enabled = true; // Activates collider this.cmp_rigidbody.velocity = DirectionGuide.getDirection(direction).ToVector2() * speed; }
public void ProcessHostilesAndGetScores(Protagonist protagonist, Game game) { int points = 0; foreach (var hostile in this.hostiles) { if (protagonist.X < hostile.X) { hostile.Move(-1, 0); } if (protagonist.X > hostile.X) { hostile.Move(1, 0); } if (protagonist.Y < hostile.Y) { hostile.Move(0, -1); } if (protagonist.Y > hostile.Y) { hostile.Move(0, 1); } var overlapCount = 0; foreach (var h in this.hostiles) { if (hostile.Y == h.Y && hostile.X == h.X) { overlapCount++; } } if (overlapCount > 1) { ++this.counter; Overlap(); } if (protagonist.Y == hostile.Y && protagonist.X == hostile.X) { if (game.Lives > 0) { game.DecreaseLive(); game.AddScore(Settings.Game.LoseLifePenalty); points -= Settings.Game.LoseLifePenalty; hostile.RandomReset(); } else { game.End(); } } } }
private void SpawnPlayer() { Transform spawnLocation = GetSpawnLocation(); Protagonist playerInstance = Instantiate(_playerPrefab, spawnLocation.position, spawnLocation.rotation); _playerInstantiatedChannel.RaiseEvent(playerInstance.transform); _playerTransformAnchor.Provide(playerInstance.transform); //the CameraSystem will pick this up to frame the player //TODO: Probably move this to the GameManager once it's up and running _inputReader.EnableGameplayInput(); }
private Protagonist InstantiatePlayer(Protagonist playerPrefab, Transform spawnLocation) { if (playerPrefab == null) { throw new Exception("Player Prefab can't be null."); } Protagonist playerInstance = Instantiate(playerPrefab, spawnLocation.position, spawnLocation.rotation); return(playerInstance); }
void Awake() { level = GameObject.FindGameObjectWithTag("Level"); levelScript = level.GetComponent <Level> (); protagonist = GameObject.Find("Protagonist"); protagonistScript = protagonist.GetComponent <Protagonist> (); backgroundScript = GameObject.Find("Background").GetComponent <ParallaxBackground> (); symbolScript = GameObject.Find("Symbol").GetComponent <Symbol>(); }
public GameStateSystem(Protagonist protagonist, WeaponSystem weaponSystem, GameInputSystem gameInputSystem, SignalBus signalBus, SettingsSystem settingsSystem, StartScreenView startScreenView, SettingsView settingsView) { _protagonist = protagonist; _weaponSystem = weaponSystem; _settingsSystem = settingsSystem; _gameInputSystem = gameInputSystem; _signalBus = signalBus; _startScreenView = startScreenView; _settingsView = settingsView; }
public Engine(Protagonist protagonist, List <GameEvent> events, List <IHostile> hostiles, Game game, MovementHandler movementHandler, EventsProcessor eventsProcessor, HostilesProcessor hostilesProcessor, Board board, Information information, Menu menu) { this.protagonist = protagonist; this.events = events; this.hostiles = hostiles; this.game = game; this.movementHandler = movementHandler; this.eventsProcessor = eventsProcessor; this.hostilesProcessor = hostilesProcessor; this.board = board; this.information = information; this.menu = menu; }
public override void Use(Protagonist trigger) { if (!this.isWrapped) // If it's unwrapped, then the protagonist can take the exposed item { // Consume trigger.Profit(this.health, this.fill, 0); // The moving objects can consider this cell as walkable trigger.GameManager.CaveGenerator.MarkCellAsWalkable(this.cell); // Consume and dispsoe trigger.GameManager.Dispose(this); // Dispose of this object right away } }
void Start() { _protagonist = GameManager.instance.playerAgent.GetComponent <Protagonist>(); foreach (var name in _protagonist.GetTraitsList().Keys) { GameObject traitContent = ResourceManager.GetInstance().Load <GameObject>("UI/traitUI"); traitContent.transform.SetParent(this.transform); traitContent.transform.localScale = Vector3.one; traitContent.GetComponentInChildren <TextMeshProUGUI>().text = name; traitContent.GetComponent <Button>().onClick.AddListener(() => { EventCenter.GetInstance().EventTrigger <(string, string)>("TIPS", (name, _protagonist.GetTraitsList()[name])); }); } }
private void InstantiateProtagonist() { //avoid double instantiate if (_protagonist.isActiveAndEnabled) { return; } Protagonist temp = Instantiate <Protagonist>(_protagonist); temp.Init(_cameraController, StaticData.DefaultRebirthVector); _protagonist = temp; SetScale(); }
public void StrikeEnded(Battler user, Vector3 swordDefaultPos, Vector3 swordDefaultRot, Transform swordHand) { Animator[] animators = user.GetComponentsInChildren <Animator>(); animators.PlayAll((int id) => { animators[id].speed = 1; }); ShowBody(true, user); Protagonist protagonist = user as Protagonist; protagonist.GetComponentInChildren <DamageDealerTrigger>().Enable(Damage); GameObject sword = GameObject.FindGameObjectWithTag("PlayerSword"); sword.transform.parent = swordHand; sword.transform.localPosition = swordDefaultPos; sword.transform.localEulerAngles = swordDefaultRot; sword.GetComponentInChildren <TrailRenderer>().emitting = false; }
void Start() { EventCenter.GetInstance().AddEventListener("UpdateUI", UpdateOnUI); _protagonist = GameManager.instance.playerAgent.GetComponent <Protagonist>(); _progressBar = new Dictionary <string, ProgressBar>(); ProgressBar[] viewers = transform.Find("Content").GetComponentsInChildren <ProgressBar>(); foreach (var item in viewers) { item.speed = 3; _progressBar.Add(item.name, item); } // 初始化健康、精神和模块最大值 _progressBar["PB - Health"].maxValue = _protagonist.maxHealth; _progressBar["PB - Sans"].maxValue = _protagonist.maxSans; _progressBar["PB - Motor"].maxValue = _protagonist.maxMoudle; _progressBar["PB - Nerve"].maxValue = _protagonist.maxMoudle; _progressBar["PB - Endoc"].maxValue = _protagonist.maxMoudle; _progressBar["PB - Circul"].maxValue = _protagonist.maxMoudle; _progressBar["PB - Breath"].maxValue = _protagonist.maxMoudle; _progressBar["PB - Digest"].maxValue = _protagonist.maxMoudle; _progressBar["PB - Urinary"].maxValue = _protagonist.maxMoudle; _progressBar["PB - Reprod"].maxValue = _protagonist.maxMoudle; // 初始化当前显示数据 module = _protagonist.GetModule(); _progressBar["PB - Health"].currentPercent = _protagonist.GetHealth(); _progressBar["PB - Sans"].currentPercent = _protagonist.GetSans(); _progressBar["PB - Motor"].currentPercent = module[0]; _progressBar["PB - Nerve"].currentPercent = module[1]; _progressBar["PB - Endoc"].currentPercent = module[2]; _progressBar["PB - Circul"].currentPercent = module[3]; _progressBar["PB - Breath"].currentPercent = module[4]; _progressBar["PB - Digest"].currentPercent = module[5]; _progressBar["PB - Urinary"].currentPercent = module[6]; _progressBar["PB - Reprod"].currentPercent = module[7]; UpdateOnUI(); }
public int ProcessEventsAndGetScores(Protagonist protagonist, Game game) { int points = 0; for (int i = 0; i < events.Count; i++) { var currentEvent = this.events[i]; if (currentEvent.Y == protagonist.Y && currentEvent.X == protagonist.X) { points += currentEvent.Activate(); game.AddScore(points); this.MakeSound(FileSoundPath.Event); } currentEvent.TimeTrigger(); if (!currentEvent.IsActive) { this.events.RemoveAt(i); } } return(points); }
void Start() { EventCenter.GetInstance().AddEventListener("TransitData", () => { _protagonist.UpdateHabbitSelect(_eatSelection.text, _sleepSelection.text, _sportSelection.text, _workSelection.text); }); _protagonist = GameManager.instance.playerAgent.GetComponent <Protagonist>(); _selector = new Dictionary <string, HorizontalSelector>(); HorizontalSelector[] viewers = transform.Find("Content").GetComponentsInChildren <HorizontalSelector>(); foreach (var item in viewers) { _selector.Add(item.name, item); } for (int i = 0; i < 3; i++) { _selector["EatSelector"].itemList[i].itemTitle = _protagonist.habbits.habbitDic["Eat"][i]._name; _selector["WorkSelector"].itemList[i].itemTitle = _protagonist.habbits.habbitDic["Work"][i]._name; _selector["SleepSelector"].itemList[i].itemTitle = _protagonist.habbits.habbitDic["Sleep"][i]._name; _selector["SportSelector"].itemList[i].itemTitle = _protagonist.habbits.habbitDic["Sport"][i]._name; } }
/// <summary> /// Imports the protagonist /// </summary> private static Protagonist ImportProtagonist(XmlDocument xml) { XmlNodeList xmlnode; Protagonist output = new Protagonist(); xmlnode = xml.GetElementsByTagName(Tags.PROTAGONIST); XmlNode readProtagonist = xmlnode[0]; output.Name = readProtagonist[Tags.PROTAGONIST_NAME].InnerText.Trim(); output.Lore = readProtagonist[Tags.PROTAGONIST_LORE].InnerText.Trim(); output.OwnRoom = Convert.ToInt64(readProtagonist[Tags.PROTAGONIST_OWNROOM].InnerText.Trim()); output.CurrentRoom = Convert.ToInt64(readProtagonist[Tags.PROTAGONIST_OWNROOM].InnerText.Trim()); if (readProtagonist[Tags.PROTAGONIST_GENDER].InnerText.Trim() == "male") { output.Gender = Gender.Male; } else { output.Gender = Gender.Female; } return(output); }
public StartGame(string playerName) { while (true) { InitializeEnvironment(); Random randomGenerator = new Random(); Game game = new Game(Settings.Game.Lifes); game.PlayersName = playerName; Menu menu = new Menu(); Protagonist protagonist = new Protagonist(); List <GameEvent> events = new List <GameEvent>(); List <IHostile> hostiles = new List <IHostile>(); hostiles.Add(new Hostile(4, 4)); MovementHandler movementHandler = new MovementHandler(); EventsProcessor eventsProcessor = new EventsProcessor(events, randomGenerator); HostilesProcessor hostilesProcessor = new HostilesProcessor(hostiles, game); Display.Board board = new Board(); Display.Information information = new Information(); Engine engine = new Engine(protagonist, events, hostiles, game, movementHandler, eventsProcessor, hostilesProcessor, board, information, menu); ConsoleKeyInfo cki = new ConsoleKeyInfo(); Stopwatch stopwatch = new Stopwatch(); engine.Start(cki, stopwatch); } }
void Start() { DontDestroyOnLoad (this.gameObject); antagonist = FindObjectOfType<Antagonist> (); protagonist = FindObjectOfType<Protagonist> (); }
private PocketMonster getPlayerPokemon(Protagonist player) { return(player.Pokemons.Find(x => x.CurrentHP != 0)); }
void Awake() { if (go == null) go = this; }