public ScriptContainer(TerminalScript script)
 {
     this.script = script;
     ImageIndex  = script.ScriptTarget == TerminalScript.TerminalScriptTarget.График
         ? 0 : script.ScriptTarget == TerminalScript.TerminalScriptTarget.Терминал ? 1
         : script.ScriptTarget == TerminalScript.TerminalScriptTarget.Тикер ? 2 : 0;
 }
Esempio n. 2
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        private void AddNewScript()
        {
            // выбрать тип скрипта
            var scriptTypes = TerminalScript.GetAllTerminalScripts();
            var dialog      = new ListSelectDialog();

            dialog.Initialize(scriptTypes.Keys.Cast <object>().ToList(), "", Localizer.GetString("TitleSelectScript"));
            if (dialog.ShowDialog() != DialogResult.OK)
            {
                return;
            }
            var selectedScript = (string)dialog.SelectedItem;

            // создать скрипт с параметрами по-умолчанию
            var script = TerminalScript.MakeScriptByScriptName(selectedScript);

            // добавить в таблицу
            var scripts = gridScripts.rows.Select(r => (TerminalScript)r.ValueObject).ToList();

            scripts.Add(script);
            gridScripts.DataBind(scripts);
            gridScripts.Invalidate();

            // сохранить настройки
            ScriptManager.Instance.UpdateScripts(GetScriptsFromTable());
        }
Esempio n. 3
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    // Update is called once per frame
    void Update()
    {
        Vector3 forward = transform.TransformDirection(Vector3.forward); //create the forward vector in direction the player is facing

        RaycastHit hit;

        /* only when e is pressed, cast a ray forward for 5 meters that only detects items on the interact layer, which are all terminals */
        if (!escMenu.enabled && !upgradeMenu.enabled && Input.GetKeyDown(KeyCode.E) && Physics.Raycast(transform.position, forward, out hit, interactDistance, layerMask))
        {
            buildMenu.enabled = true;                                                         //enable build menu
            control.lockPlayerInput(true);                                                    //lock player movement and looking
            Cursor.visible = true;
            TerminalScript hitTarget = hit.transform.GetComponentInParent <TerminalScript>(); //set which terminal was interacted with
            control.setBuildTarget(hitTarget);                                                //tell controller which terminal was hit
            buildMenu.GetComponent <BuildMenu>().updateMenu();                                //update build menu
        }
        else if (!escMenu.enabled && !buildMenu.enabled && Input.GetKeyDown(KeyCode.K))       //k press opens upgrade menu
        {
            upgradeMenu.enabled = true;                                                       //enable the menu
            control.lockPlayerInput(true);                                                    //lock player movement and looking
            Cursor.visible = true;
            upgradeMenu.GetComponent <UpgradeMenu>().updateMenu();                            //update upgrade menu
        }
        else if (Input.GetKeyDown(KeyCode.P) && !buildMenu.enabled && !upgradeMenu.enabled)
        {
            escMenu.enabled = true;
            control.lockPlayerInput(true);
            Cursor.visible = true;
        }
    }
Esempio n. 4
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 // Use this for initialization
 void Start()
 {
     coll      = GetComponent <Collider>();
     imageColl = transform.GetChild(0).GetComponent <Collider>();
     //terminal = GameObject.Find("Terminal");
     terminalScript      = GetComponentInParent <TerminalScript>(); //terminal.GetComponent<TerminalScript>();
     offPosition         = transform.localPosition;
     offPosition.z       = -0.7793f;
     onPosition          = transform.localPosition;
     onPosition.z        = -0.5742f;
     depressedPosition   = transform.localPosition;
     depressedPosition.z = -0.5195f;
     initSpeed           = speed;
     if (terminalScript.terminalOn)
     {
         transform.localPosition = onPosition;
         off = false;
     }
     else
     {
         transform.localPosition = offPosition;
         off = true;
     }
 }
Esempio n. 5
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 public void setBuildTarget(TerminalScript target)
 {
     buildTarget = target;
 }
Esempio n. 6
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    public void OnCompilePress()
    {
        PlaySound();
        m_Enemy      = hit.collider.GetComponent <EnemyMovement>();
        m_EnemyState = hit.collider.GetComponent <StatePatternEnemy>();

        if (m_Player.GetComponent <PlayerHealth>().CurrentBp >= m_CompileCost)
        {
            m_Player.GetComponent <PlayerHealth>().CurrentBp -= m_CompileCost;

            //Change string to bool
            if (m_Agressiveness.text == "True" || m_Agressiveness.text == "true")
            {
                isAgro = true;
            }
            else if (m_Agressiveness.text == "False" || m_Agressiveness.text == "false")
            {
                isAgro = false;
            }

            //Change Damage of the targeted enemy
            m_EnemyState.attackDamage = System.Int32.Parse(m_AttackInput.text);

            //checks if EnemyMovement reference is not null, if it is then use HiddenPathEnemy reference
            if (m_Enemy == null)
            {
                m_HiddenEnemy          = hit.collider.GetComponent <HiddenPathEnemy>();
                m_HiddenEnemy.m_Health = System.Int32.Parse(m_HealthInput.text);
            }
            else
            {
                m_Enemy.m_Health = System.Int32.Parse(m_HealthInput.text);
            }

            //Change enemy status
            if (isAgro == false)
            {
                m_EnemyState.currentState = m_EnemyState.passiveState;
            }

            if (m_DurationInput.text != "")
            {
                m_EnemyState.duration = float.Parse(m_DurationInput.text);
            }

            //Normalization of enemy via UI changing wcereb values and matching it with the original
            if (m_CerebText.text == m_CerebInput.text)
            {
                m_Terminal = FindObjectOfType(typeof(TerminalScript)) as TerminalScript;

                if (m_Terminal != null && m_Terminal.isActiveAndEnabled)
                {
                    m_Terminal.GetComponent <TerminalScript>().m_Saved++; //Only add if terminal is found
                    m_Terminal.GetComponent <TerminalScript>().m_TotalCount--;
                }


                hit.collider.GetComponent <CapsuleCollider>().enabled = false;
                m_EnemyState.currentState = m_EnemyState.neutralState;
            }

            //reset enemy and player scripts
            hit.collider.GetComponentInChildren <SphereCollider>().enabled = true;
            hit.collider.GetComponent <Animator>().enabled          = true;
            hit.collider.GetComponent <StatePatternEnemy>().enabled = true;
            m_Player.GetComponent <PlayerMovement>().DisableMove    = false;

            m_AttackText.text = m_EnemyState.attackDamage.ToString();

            //checks if EnemyMovement reference is not null, if it is then use HiddenPathEnemy reference
            if (m_Enemy == null)
            {
                m_HiddenEnemy = hit.collider.GetComponent <HiddenPathEnemy>();

                m_HPText.text       = m_HiddenEnemy.m_Health.ToString();
                m_AgroText.text     = m_HiddenEnemy.isAggressive.ToString();
                m_DurationText.text = m_HiddenEnemy.Duration.ToString();
                m_CerebText.text    = m_HiddenEnemy.m_Cereb.ToString();
            }
            else
            {
                m_HPText.text       = m_Enemy.m_Health.ToString();
                m_AgroText.text     = m_Enemy.isAggressive.ToString();
                m_DurationText.text = m_Enemy.Duration.ToString();
                m_CerebText.text    = m_Enemy.m_Cereb.ToString();
            }

            CloseDebugger();
            CloseOutput();
        }
    }