public void SetMob(Mob mob)
        {
            _mob = mob;

            _scene = new CombatScene(Game, "Combat Scene", new List <SceneOption>());

            SceneOption option = new SceneOption("Attack", "Attack", new SceneAction());

            _scene.Options.Add(option);

            if (GamePlayScreen.Player.Character.Entity.Mana.MaximumValue > 0)
            {
                option = new SceneOption("Spell", "Spell", new SceneAction());
            }
            else
            {
                option = new SceneOption("Talent", "Talent", new SceneAction());
            }
            _scene.Options.Add(option);

            option = new SceneOption("Run for your life!", "Run for your life!", new SceneAction());
            _scene.Options.Add(option);

            ((CombatScene)_scene).SetCaption($"You face death itself in the form of a {_mob.Entity.EntityName.ToLower()}.");
        }
Esempio n. 2
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        /// <summary>
        /// シーンの表示オプションを取得
        /// void MQStationPlugin::GetSceneOption(MQScene scene, SCENE_OPTION&amp; option)
        /// </summary>
        /// <param name="scene">シーン</param>
        /// <returns>表示オプション</returns>
        public unsafe SceneOption GetSceneOption(Scene scene)
        {
            fixed(byte *sceneString = GetASCII("scene"),
                  showVertexString  = GetASCII("show_vertex"),
                  showLineString    = GetASCII("show_line"),
                  showFaceString    = GetASCII("show_face"),
                  frontOnlyString   = GetASCII("front_only"),
                  showBkImgString   = GetASCII("show_bkimg"))
            {
                var rt    = new SceneOption();
                var array = new void *[]
                {
                    sceneString,
                    (void *)scene.Handle,
                    showVertexString,
                    &rt.ShowVertex,
                    showLineString,
                    &rt.ShowLine,
                    showFaceString,
                    &rt.ShowFace,
                    frontOnlyString,
                    &rt.FrontOnly,
                    showBkImgString,
                    &rt.ShowBackgroundImage,
                    null
                };

                fixed(void **option = array)
                SendMessage(Message.GetSceneOption, (IntPtr)option);

                return(rt);
            }
        }
Esempio n. 3
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    public static void LoadScene(string name, SceneOption option)
    {
        SceneOptionTransporter transporter = Instantiate(Resources.Load("SceneOptionTransporter") as GameObject).GetComponent <SceneOptionTransporter>();

        transporter.sceneOption = option;
        LoadSceneWithFadeStatic(name);
    }
Esempio n. 4
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    public static void LoadScene(string name, SceneOption option)
    {
        Time.timeScale = 0;
        SceneOptionTransporter transporter = Instantiate(Resources.Load("SceneOptionTransporter") as GameObject).GetComponent <SceneOptionTransporter>();

        transporter.sceneOption = option;
        SceneManager.LoadScene(name);
    }
Esempio n. 5
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 public void CreateBattleScene(SceneOption option)
 {
     for (int i = 0; i < option.objectList.Count; i++)
     {
         GameManager.instance.monsterOption.CreateMonster(option.objectList[i]);
     }
     GameManager.instance.monsterOption.SetMonsterPosition();
 }
Esempio n. 6
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        public D3DScene(Presenter presenter)
        {
            RenderOption = SceneOption.TextOver3D;
            m_presenter = presenter;

            m_layer = presenter.Factory.CreateDrawingLayer(m_presenter.Width, m_presenter.Height);
            m_layerText = presenter.Factory.CreateDrawingLayer(m_presenter.Width, m_presenter.Height);
        }
Esempio n. 7
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        protected override void LoadContent()
        {
            base.LoadContent();

            scene = new GameScene(Game, "basic_scene", "", new List <SceneOption>());
            SceneOption option = new SceneOption("Buy", "Buy", new SceneAction());

            scene.Options.Add(option);

            option = new SceneOption("Sell", "Sell", new SceneAction());
            scene.Options.Add(option);

            option = new SceneOption("Leave", "Leave", new SceneAction());
            scene.Options.Add(option);
        }
Esempio n. 8
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    void Awake()
    {
        SceneOptionTransporter transporter = GameObject.FindObjectOfType <SceneOptionTransporter>();

        if (transporter == null)
        {
            SceneOption option = new SceneOption(SceneOption.Type.Battle);
            option.objectList.Add(Resources.Load("Skeleton") as GameObject);

            Debug.Log("SceneOptionTransporter를 찾을 수 없습니다.\n테스트를 위하여 Skeleton을 소환합니다.");
            CreateBattleScene(option);
        }
        else
        {
            CreateBattleScene(transporter.sceneOption);
        }
    }
Esempio n. 9
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        public void SetAvatars(Avatar player, Avatar enemy)
        {
            this.player = player;
            this.enemy  = enemy;
            player.StartCombat();
            enemy.StartCombat();
            List <SceneOption> moves = new List <SceneOption>();

            if (combatScene == null)
            {
                LoadContent();
            }
            foreach (string s in player.KnownMoves.Keys)
            {
                SceneOption option = new SceneOption(s, s, new SceneAction());
                moves.Add(option);
            }
            combatScene.Options = moves;
        }
Esempio n. 10
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        private void CreateConversation()
        {
            Conversation c     = new Conversation("eliza1", "welcome");
            GameScene    scene = new GameScene(
                GameRef,
                "basic_scene",
                "The unthinkable has happened. A thief has stolen the eyes of the village guardian." +
                " With out his eyes the dragon will not animated if the village is attacked.",
                new List <SceneOption>());

            SceneAction action = new SceneAction
            {
                Action    = ActionType.Talk,
                Parameter = "none"
            };

            SceneOption option = new SceneOption("Continue", "welcome2", action);

            scene.Options.Add(option);
            c.AddScene("welcome", scene);

            scene = new GameScene(
                GameRef,
                "basic_scene",
                "Will you retrieve the eyes of the dragon for us?",
                new List <SceneOption>());

            action = new SceneAction
            {
                Action    = ActionType.Change,
                Parameter = "none"
            };

            option = new SceneOption("Yes", "eliza2", action);
            scene.Options.Add(option);

            action = new SceneAction
            {
                Action    = ActionType.Talk,
                Parameter = "none"
            };

            option = new SceneOption("No", "pleasehelp", action);
            scene.Options.Add(option);

            c.AddScene("welcome2", scene);

            scene = new GameScene(
                GameRef,
                "basic_scene",
                "Please, you are the only one that can help us. If you change your mind " +
                "come back and see me.",
                new List <SceneOption>());

            action = new SceneAction
            {
                Action    = ActionType.End,
                Parameter = "none"
            };

            option = new SceneOption("Bye", "welcome2", action);
            scene.Options.Add(option);

            c.AddScene("pleasehelp", scene);

            ConversationManager.Instance.AddConversation("eliza1", c);

            c = new Conversation("eliza2", "thankyou");

            scene = new GameScene(
                GameRef,
                "basic_scene",
                "Thank you for agreeing to help us! Please find Faulke in the inn and ask " +
                "him what he knows about this thief.",
                new List <SceneOption>());

            action = new SceneAction
            {
                Action    = ActionType.Quest,
                Parameter = "Faulke"
            };

            option = new SceneOption("Continue", "thankyou2", action);
            scene.Options.Add(option);

            c.AddScene("thankyou", scene);

            scene = new GameScene(
                GameRef,
                "basic_scene",
                "Return to me once you've spoken with Faulke.",
                new List <SceneOption>());
            action = new SceneAction
            {
                Action    = ActionType.End,
                Parameter = "none"
            };

            option = new SceneOption("Good Bye", "thankyou2", action);
            scene.Options.Add(option);

            c.AddScene("thankyou2", scene);

            ConversationManager.Instance.AddConversation("eliza2", c);
        }
Esempio n. 11
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        public scene.Scene CreateScene(SceneType type, PitchPitch parent, object arg = null)
        {
            if (_scenes == null)
            {
                _scenes = new Dictionary <SceneType, Scene>();
            }

            Scene scene = null;

            if (_scenes.ContainsKey(type))
            {
                scene = _scenes[type];
                switch (type)
                {
                case SceneType.GameStage:
                    (scene as scene.SceneGameStage).Map = arg as map.Map;
                    break;

                case SceneType.Error:
                    (scene as scene.SceneError).ErrorMessages = (string[])arg;
                    break;
                }
            }
            else
            {
                switch (type)
                {
                case SceneType.Error:
                    scene = new SceneError();
                    (scene as scene.SceneError).ErrorMessages = (string[])arg;
                    break;

                case SceneType.Title:
                    scene = new SceneTitle();
                    break;

                case SceneType.MapSelect:
                    scene = new SceneMapSelect();
                    break;

                case SceneType.Option:
                    scene = new SceneOption();
                    break;

                case SceneType.GameStage:
                    scene = new SceneGameStage(arg as map.Map);
                    break;

                case SceneType.GameOver:
                    scene = new SceneGameOver();
                    break;

                default:
                    return(null);
                }
                _scenes.Add(type, scene);
            }
            if (scene != null)
            {
                scene.Init(parent);
            }
            return(scene);
        }
Esempio n. 12
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 /// <summary>
 /// Sets the `images` and the `texts` to whatever the current
 /// `indexNumberToTrack` integer is set to. Will get that info
 /// from the `UICoreLogic`'s `_randomRoomList` variable.
 /// </summary>
 protected virtual void FixedUpdate()
 {
     option = logic.GetRandomSceneNumber(indexNumberToTrack);
     SetText(option.sceneName);
     SetSprite(option.sceneSprite);
 }
Esempio n. 13
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 public void CreateBattleScene(SceneOption option)
 {
 }