public void Init(SquadData squadData) { _squadData = squadData; _childrenList = GetComponentsInChildren <Transform>(true); squadData.SquadFiller = _childrenList[1].gameObject; squadData.ZoneAttack = _childrenList[2].gameObject; squadData.Highlighting = _childrenList[7].gameObject; _effectSmoke = _childrenList[8].gameObject.GetComponent <ParticleSystem>(); _squadControlPanelUI = squadData.SquadUI; _clickHandler = squadData.ClickHandler; _squadMovement = gameObject.AddComponent <SquadMovementPlayer>(); _squadSelected = gameObject.AddComponent <SquadSelectedPlayer>(); _squadControlPanel = gameObject.AddComponent <SquadControlPanel>(); _squadWeapon = gameObject.AddComponent <SquadWeapon>(); _damageDisplay = GetComponent <DamageDisplay>(); squadData.SquadFiller.GetComponent <SquadFiller>().Init(Color.blue); _squadMovement.Init(squadData); _squadSelected.Init(squadData); _squadControlPanel.Init(squadData); _squadWeapon.Init(squadData); }
void Awake() { mRichAI = GetComponent <RichAI>(); mSquadData = new SquadData(); mUnitTransformList = new List <Transform>(); mEnemySquadDic = new Dictionary <int, SquadController>(); InitAwake(); mIdleState.mdGetInState += SquadIdleGetInFunc; mIdleState.mdGetOutState += SquadIdleGetOutFunc; mIdleState.mdExcuteState += SquadIdleExcuteFunc; mWalkState.mdGetInState += SquadWalkGetInFunc; mWalkState.mdExcuteState += SquadWalkExcuteFunc; mWalkState.mdGetOutState += SquadWalkGetOutFunc; mAttackState.mdGetInState += SquadAttackGetInFunc; mAttackState.mdExcuteState += SquadAttackExcuteFunc; mAttackState.mdGetOutState += SquadAttackGetOutFunc; mPrepareState.mdGetInState += SquadPrepareGetInFunc; mPrepareState.mdExcuteState += SquadPrepareExcuteFunc; mPrepareState.mdGetOutState += SquadPrepareGetOutFunc; mDieState.mdGetInState += SquadDieGetInFunc; mDieState.mdExcuteState += SquadDieExcuteFunc; mDieState.mdGetOutState += SquadDieGetOutFunc; mStateMachine.StartWorking(); EventManager.GetInstance().AddEventListener(EventId.SomeSquadDie, SomeSquadDie); EventManager.GetInstance().AddEventListener(EventId.ReSetPosition, ReSetPosition); }
private void FillSquads(object fillCardObj, object waitingCardObj, object buttonIndex) { SquadData filledSquad = (SquadData)fillCardObj; SquadData waitingSquad = (SquadData)waitingCardObj; _view.FillSquad(filledSquad, waitingSquad, (int)buttonIndex); }
public void Init(SquadData squadData) { _squadData = squadData; _animatorHammer = squadData.SquadUI.GetComponent <HammerMovement>(); _animatorTrigger = squadData.SquadUI.GetComponent <TriggerMovement>(); ChangeAttackZone(_squadData.ActiveAttackZone); }
public void Init(SquadData squadData, GameObject zoneAtack, GameObject highlighting) { _zoneAtack = zoneAtack; _squadData = squadData; _zoneAttakList = zoneAtack.GetComponentsInChildren <SpriteRenderer>(); _highlighting = highlighting; }
public async Task <(SquadData?, string?)> GetSquadAsync(ClaimsPrincipal claim) { var scope = _services.CreateScope(); var manager = scope.ServiceProvider.GetRequiredService <UserManager <Trooper> >(); var user = await manager.GetUserAsync(claim); if (user.Slot < Slot.Mynock && (int)user.Slot % 10 != 0) { var db = scope.ServiceProvider.GetRequiredService <ApplicationDbContext>(); var users = new HashSet <Trooper>(); await db.Users.AsNoTracking().ForEachAsync(x => { if (x.Slot == user.Slot) { users.Add(x); } }); var data = new SquadData(); foreach (var t in users) { data.AssignTrooper(t); } return(data, user.Slot.ToString()); } return(null, null); }
protected override void Start() { AssertHelper.Assert(SquadData != null, "Squad controller has no squad", this); AssertHelper.Assert(UpkeepFunction != null, "Squad has no resource manager", this); squadAverageMovement = SquadData.AverageMovement(); name = string.Format("Squad ({0})", SquadData.Name); base.Start(); }
public void Init(SquadData squadData) { _zoneAtack = squadData.ZoneAttack; _sizeSquad = squadData.Size; _factor = squadData.Factor; _zoneAtackList = _zoneAtack.GetComponentsInChildren <Transform>(); }
public virtual void Start() { currentStructureCount = 1; audioManager = AudioManager.instance; defenderSpawner = DefenderSpawner.instance; squadData = GameManager.instance.squadData; }
public void ResetUI() { //--TODO unitId = 0; data = null; bigHpImage.fillAmount = hpImage.fillAmount = 0; Seleceted(false); bigRoot.gameObject.SetActive(false); headImage.sprite = bgHeadImage; }
/* public void SetActive( bool active ) * { * this.active = active; * gameObject.SetActive( active ); * }*/ public void SetValues(SquadData data) { squadName = data.protoData.Name; this.metaId = data.protoData.ID; icon = data.protoData.Icon; cost = data.protoData.DeploymentCost; this.data = data; RefreshItemInfo(); }
private void ReceiveSquads(object cardsObj, object waitingCardObj) { List <SquadData> currentCards = (List <SquadData>)cardsObj; SquadData waitingCard = (SquadData)waitingCardObj; mark = DataManager.GetInstance().GetForceMark(); _view.SetInitialSquads(currentCards, waitingCard); _view.InitSpecialCard(); }
public void Write(SquadData value, bool includeID = true) { if (includeID) { Write(value.ID); } //Write(value.Base.ID); may do for checking Write(value.UnitName); Write(value.Amount); }
IEnumerator LoadUnitAssets(CBattleInfor tBattleInfor) { yield return(AssetLoadManager.LoadFromResource <Object>("SquadPrefab/Cylinder", (Object tObject) => { mSquadAsset = tObject; })); yield return(AssetLoadManager.LoadFromResource <Object>("AimPrefab/AimObj", (Object tObject) => { mAimAsset = tObject; })); for (int i = 0; i < tBattleInfor.objList.Count; i++) { SquadData tSquadData = new SquadData(); tSquadData.SetSquadInfor(tBattleInfor.objList[i]); Tab_UnitTemplate tUnitTpData = TableManager.GetUnitTemplateByID(tSquadData.GetUnitTemplateID())[0]; Tab_SkillTemplate tSkillTemplate = TableManager.GetSkillTemplateByID(tSquadData.SkillTemplateID)[0]; yield return(AssetLoadManager.LoadFromResource <Object>(tUnitTpData.UnitPath, (Object tObject) => { tSquadData.UnitAsset = tObject; })); yield return(AssetLoadManager.LoadFromResource <Object>(tSkillTemplate.UnitPath, (Object tObjcet) => { tSquadData.SkillAsset = tObjcet; })); yield return(AssetLoadManager.LoadFromResource <Object>(tUnitTpData.UnitSkillPath, (Object tObjcet) => { tSquadData.UnitSkillAsset = tObjcet; })); yield return(AssetLoadManager.LoadFromResource <Object>(tUnitTpData.UnitArrowPath, (Object tObjcet) => { tSquadData.UnitArrowAsset = tObjcet; })); mSquadDataList.Add(tSquadData); } PrepareForBattle(mSquadGameObjDict, mSquadDataList); switch (mBattleState) { case BattleState.prepare: AddEmbateBornList(); StartCoroutine(BattleStart()); break; case BattleState.Start: break; } SetSquadEnemy(); }
void Start() { audioManager = AudioManager.instance; squadData = GameManager.instance.squadData; upgradeManager = UpgradeManager.instance; upgradeNameText = GameObject.Find("Upgrade Name Text").GetComponent <Text>(); upgradeDescriptionText = GameObject.Find("Upgrade Description Text").GetComponent <Text>(); if (upgradeUnlocked) { SetIconColor(Color.green); } }
public void SetValues(SquadData data, long unitId) { this.unitId = unitId; this.data = data; //gameObject.name = unitId.ToString(); AdjustHealth(unitMaxHp, unitMaxHp); Resource.GameResourceLoadManager.GetInstance().LoadAtlasSprite(data.protoData.Icon_box, delegate(string name, AtlasSprite atlasSprite, System.Object param) { itemImage.SetSprite(atlasSprite); }, true); unitNameText.text = data.protoData.Name; }
private GameObject CreateDirectionNavigator(SquadData squadData) { GameObject squadDirectionNavigator = new GameObject("SquadDirectionNavigator"); squadDirectionNavigator.transform.SetParent(squadData.Squad.transform, false); squadDirectionNavigator.AddComponent <SpriteRenderer>(); squadDirectionNavigator.GetComponent <SpriteRenderer>().sprite = squadData.Squad.GetComponent <SpriteRenderer>().sprite; squadDirectionNavigator.GetComponent <SpriteRenderer>().color = new Color(0, 0, 1, 0.3f); squadDirectionNavigator.GetComponent <SpriteRenderer>().sortingOrder = 3; squadDirectionNavigator.AddComponent <SquadDirectionNavigator>(); squadDirectionNavigator.GetComponent <SquadDirectionNavigator>().Init(squadData); return(squadDirectionNavigator); }
public GameObject CreateSquad(GameObject squadUI, string name, Vector3 currentPosition, TypeArmy typeArmy) { GameObject squad = _creatorSquad.GetConcreteSquad(currentPosition, typeArmy); squad.name = name; squad.AddComponent <SquadAI>(); SquadData squadData = SquadData.CreateSquadData(name, Side.AI, _clickHandler, squadUI); squadData.Squad = squad; squadData.DirectionNavigator = CreateDirectionNavigator(squadData); squad.GetComponent <Squad>().Init(squadData); return(squad); }
public void Depacketize(IReadablePacket packet) { for (var i = 0; i < _squadIds.Count; i++) { var id = packet.ReadInt32(); var data = _squads[id] = new SquadData(); data.Formation = packet.ReadPacketizableWithTypeInfo <AbstractFormation>(); data.Cache = new FormationCache(data.Formation); data.Spacing = packet.ReadSingle(); var count = packet.ReadInt32(); for (var j = 0; j < count; j++) { data.Members.Add(packet.ReadInt32()); } } }
public void SetSquadEnemy() { foreach (var item in mSquadGameObjDict) { SquadController itemController = item.Value.GetComponent <SquadController>(); SquadData itemData = item.Value.GetComponent <SquadController>().GetSquadData(); foreach (var item2 in mSquadGameObjDict) { SquadController item2Controller = item2.Value.GetComponent <SquadController>(); SquadData item2Data = item2.Value.GetComponent <SquadController>().GetSquadData(); if (itemData.GetSquadCamp() != item2Data.GetSquadCamp()) { itemController.AddEnemy(item2Data.GetID(), item2Controller); } } } }
void Start() { abilityIconController = AbilityIconController.instance; squadData = GameManager.instance.squadData; tooltipBackground = transform.GetChild(0).GetComponent <RectTransform>(); tooltipText = transform.GetChild(1).GetComponent <TextMeshProUGUI>(); if (tooltipBackground.gameObject.activeSelf) { tooltipBackground.gameObject.SetActive(false); } if (tooltipText.gameObject.activeSelf) { tooltipText.gameObject.SetActive(false); } }
public static SquadTagSharedComponentData ToComponentData(SquadData squadData, int squadId, Vector3 formationCenter) { var res = new SquadTagSharedComponentData() { data = squadData.Data, id = new SquadTagSharedComponentData.RefInt() { value = squadId }, unitCount = new SquadTagSharedComponentData.RefInt() { value = 0 } }; res.data.formationCenter = new float2(formationCenter.x, formationCenter.y); return(res); }
public void UpdateData(long unitId, SquadData squadData) { this.unitId = unitId; data = squadData; if (unitMaxHp == 0) { AdjustHealth(1, 1); } else { AdjustHealth(unitMaxHp, unitMaxHp); } SetIconImage(headImage, data.protoData.Icon); RereshBigHeadUIInfo(); }
/// <summary>Creates a new squad, only containing the entity of the specified squad component.</summary> /// <param name="squad">The squad.</param> private void MakeIdentitySquad(Squad squad) { // Get id and data slot, reset the data slot. var identitySquad = _squadIds.GetId(); if (_squads[identitySquad] == null) { _squads[identitySquad] = new SquadData(); } _squads[identitySquad].Members.Clear(); _squads[identitySquad].Formation = Formations.None; _squads[identitySquad].Spacing = DefaultFormationSpacing; _squads[identitySquad].Cache = new FormationCache(Formations.None); // Add member to squad and let it know it's in it. _squads[identitySquad].Members.Add(squad.Entity); squad.SquadId = identitySquad; }
void Start() { levelLost = false; winCanvas.SetActive(false); loseCanvas.SetActive(false); audioManager = AudioManager.instance; squadData = GameManager.instance.squadData; ApplyUnlock(); attackerSpawners = FindObjectsOfType <AttackerSpawner>(); foreach (AttackerSpawner spawner in attackerSpawners) { // Tally up the total number of attackers that will be in this level...once it reaches 0, we will know that the level is complete numberOfAttackers += spawner.totalAttackerCount; } }
public void AddUnit(int baseID, string name) { var _base = Get(baseID); var squad = _base.Squads.Where(s => s.InArmyOfBase != null && s.UnitName == name).FirstOrDefault(); if (squad == null) { squad = new SquadData() { InArmyOfBase = _base, UnitName = name, Amount = 1 }; _unitOfWork.SquadDataRepository.Add(squad); } else { squad.Amount++; } }
void Awake() { #region Singleton if (instance != null) { if (instance != this) { Debug.LogWarning("More than one instance of GameManager. Fix me!"); Destroy(gameObject); } } else { instance = this; } #endregion squadData = GetComponent <SquadData>(); LoadCurrentGame(); }
void Start() { audioManager = AudioManager.instance; defenderSpawner = DefenderSpawner.instance; gm = GameManager.instance; resourceDisplay = ResourceDisplay.instance; squadData = GameManager.instance.squadData; squadHighlighter = SquadHighlighter.instance; tooltip = GameObject.Find("Tooltip").GetComponent <Tooltip>(); deadCharactersParent = GameObject.Find("Dead Characters").transform; squadMask = LayerMask.GetMask("Squads"); for (int i = 0; i < transform.childCount; i++) { abilityIconButtons.Add(transform.GetChild(i).GetComponentInChildren <Button>()); abilityIconImages.Add(abilityIconButtons[i].GetComponent <Image>()); abilityIcons.Add(abilityIconButtons[i].GetComponent <AbilityIcon>()); if (abilityIconButtons[i].gameObject.activeSelf) { abilityIconButtons[i].transform.parent.gameObject.SetActive(false); } } }
public void UseSkill(object parm) { int tindex = (int)parm; CG_SKILL_USE useSkillPacket = (CG_SKILL_USE)PacketDistributed.CreatePacket(MessageID.PACKET_CG_SKILL_USE); useSkillPacket.SetSenderId(mSquadDataList[0].GetID()); int tSkillid = mSquadGameObjDict[tindex].GetComponent <SquadController>().GetSquadData().mSkillIDList[0]; useSkillPacket.SetSkillId(tSkillid); SquadData tSquadData = mSquadDataList[mSquadDataList.Count - 1]; for (int i = 1; i < mSquadDataList.Count; i++) { if (mSquadDataList[i].GetSquadCamp() != mSquadDataList[0].GetSquadCamp()) { tSquadData = mSquadDataList[i]; break; } } useSkillPacket.SetTargetId(tSquadData.GetID()); useSkillPacket.SetSceneId(mSceneID); useSkillPacket.SendPacket(); }
public void Init(SquadData squadData) { _squadData = squadData; _directionNavigator = squadData.DirectionNavigator; }