public ObjectManager(Game game) : base(game) { random = new Random((int)System.DateTime.Now.Ticks); tunnelManager = Costam.TunnelManager; //Obstacles = new List<MovableObject>(); Obstacles = new Dictionary <RigidBody, MovableObject>(); Sequences = new SortedList <float, Sequence>(); NonSortedSequences = new List <FastSequence>(); ToDispose = new List <MovableObject>(); respawnPoint = new CollectiblePoint(); respawnPoint.TunnelPosition = Costam.TunnelManager.tp.PathPoints[startingPointRespawnTunnelPathIndex]; respawnPointSentinel = new CollectiblePoint(); respawnPointSentinel.TunnelPosition = Costam.TunnelManager.tp.PathPoints[startingPointRespawnTunnelPathIndex]; respawnPointSentinel.Move(respawnPointSentinellDistance); VirusRadius = CalculateRadius(Costam.TUNNEL_RADIUS, Costam.VIRUS_SIZE); CollectiblePointRadius = CalculateRadius(Costam.TUNNEL_RADIUS, Costam.COLLECTIBLE_POINT_SIZE); RedBloodCellRadius = CalculateRadius(Costam.TUNNEL_RADIUS, Costam.RED_BLOOD_CELL_SIZE); DiamondRadius = CalculateRadius(Costam.TUNNEL_RADIUS, Costam.DIAMOND_SIZE); //InitBloodSequences(); InitDiamondSequences(); InitVirusesSequences(); //InitDiamondSequences(); //newSequenceIndex = random.Next(0, NonSortedSequences.Count); // TODO : zmieniæ kod przy zmianie na dictionary //newSequence = NonSortedSequences[newSequenceIndex]; #region Blood Stream BloodStreamGenerator = new ObstaclesGenerator <RedBloodCell>(); BloodStreamGenerator.TrackedObject = Costam.PlayerManager.players.Values.ElementAt(0); BloodStreamGenerator.Density = bloodCellDensity; BloodStreamGenerator.DistanceToTrackedObject = 1000; BloodStreamGenerator.PartLength = bloodCellStreamSize; BloodStreamGenerator.MinRadius = 0.1f; BloodStreamGenerator.MaxRadius = Costam.TUNNEL_RADIUS / 3; BloodStreamGenerator.MinAngle = 0; BloodStreamGenerator.MaxAngle = MathHelper.TwoPi; BloodStreamGenerator.ObjectBehaviours.Add(new BloodStream()); BloodStreamGenerator.Enabled = true; #endregion BloodStream #region Viruses VirusGenerator = new ObstaclesGenerator <Virus>() { TrackedObject = Costam.PlayerManager.players.Values.ElementAt(0), Density = virusDensity, DistanceToTrackedObject = 1500, PartLength = VirusStreamSize, MinRadius = PlayerManager.SmallRadius, MaxRadius = VirusRadius, MinAngle = 0, MaxAngle = MathHelper.TwoPi, }; VirusGenerator.Enabled = true; #endregion Viruses }
public void ReceiveMessageFromServiceBinding(IServiceBinding sender, KeyValuePair <string, int> remoteBinding, byte[] data) { var tunnelToUse = TunnelManager.GetTunnelByRemoteBinding(remoteBinding); if (tunnelToUse == null) { sender.ServiceDispatchFail(1, string.Format("An active tunnel does not exist for remote client {0}:{1}", remoteBinding.Key, remoteBinding.Value)); } else { tunnelToUse.EnqueueMessage(new Message(data, new Random(PwUtils.SecondsSinceEpoch()).NextLong(Int64.MaxValue))); } }
// Start is called before the first frame update void Start() { tunnelManager = TunnelManager.instance; anim = GetComponent <Animator>(); //stamina = GetComponent<PlayerStamina>(); playerStamina = GetComponent <PlayerStamina_2>(); //boxCol2D = GetComponent<BoxCollider2D>(); sprRender = GetComponent <SpriteRenderer>(); isDigging = false; }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(this); } tunnel = _tunnel; tunnelCirclePrefab = _tunnelCirclePrefab; tunnelSquarePrefab = _tunnelSquarePrefab; tunnelBackTracking = _StepBackOnTunnelHit; tunnelWidth = _tunnelWidth; }
void Awake() { gameManager = GameObject.Find("Managers").GetComponent <GameManager>(); inputDropdown = GameObject.Find("InputTypeDropdown").GetComponent <Dropdown>(); if (instance == null) { instance = this; } else if (instance != this) { Destroy(this); } tunnel = _tunnel; tunnelCirclePrefab = _tunnelCirclePrefab; tunnelSquarePrefab = _tunnelSquarePrefab; tunnelBackTracking = _StepBackOnTunnelHit; tunnelWidth = _tunnelWidth; }
public void ReceiveTunnelCreationRequestFromServiceBinding(IServiceBinding sender, string friendlyName, KeyValuePair <string, int> remoteBinding) { var tunnel = TunnelManager.GetTunnelByRemoteBinding(remoteBinding); if (tunnel == null) { try { var t = TunnelManager.CreateTunnel(friendlyName, remoteBinding); sender.TunnelCreationSucceed(t); } catch (Exception ex) { Logger.ErrorFormat("Failed to create tunnel. Error was: {0}", ex.Message); sender.TunnelCreationFail(2, ex.Message); } } else { var message = string.Format("Tunnel with remote binding {0}:{1} already exists.", remoteBinding.Key, remoteBinding.Value); Logger.Error(message); sender.TunnelCreationFail(2, message); } }
public MainService(bool daemon) { var settings = Properties.Settings.Default; if (settings.UpgradeRequired) { settings.Upgrade(); settings.UpgradeRequired = false; settings.Save(); } Natfrp.Token = settings.Token; // Prevent possible token lost Natfrp.BypassProxy = settings.BypassProxy; AutoLogin = Natfrp.Token != null && Natfrp.Token.Length > 0; Daemonize = daemon; if (!daemon) { TickThread = new Thread(new ThreadStart(TickRun)); } InitializeComponent(); Pipe = new PipeServer(Utils.InstallationPipeName); Pipe.DataReceived += Pipe_DataReceived; LogManager = new LogManager(this, 8192); NodeManager = new NodeManager(this); TunnelManager = new TunnelManager(this); UpdateManager = new UpdateManager(this); RemoteManager = new RemoteManager(this) { Enabled = settings.EnableRemote && settings.RemoteKey != null && settings.RemoteKey.Length > 0, EncryptKey = settings.RemoteKey }; }
// Use this for initialization void Start() { tunnelManager = TunnelManager.Instance; }
public Tunnel(TunnelManager manager) { Manager = manager; }
// Start is called before the first frame update void Awake() { SharedComponent = this; tunnelCounter = new Dictionary <string, int>(); }
void Awake() { instance = this; }
void Start() { tunnelManager = TunnelManager.instance; }
/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } gameFont = content.Load <SpriteFont>("gamefont"); // A real game would probably have more content than this sample, so // it would take longer to load. We simulate that by delaying for a // while, giving you a chance to admire the beautiful loading screen. #region Locals spriteBatch = new SpriteBatch(ScreenManager.GraphicsDevice); otherTexture = ScreenManager.Game.Content.Load <Texture2D>("vein256"); #endregion Locals #region Camera Manager cameraManager = new CameraManager(ScreenManager.Game); Costam.CameraManager = cameraManager; DebugCamera camera = new Core.DebugCamera(ScreenManager.Game, new Vector3(-15, 0, 0), Vector3.Zero, Vector3.Up); ChaseCamera chaseCamera = new ChaseCamera(ScreenManager.Game); cameraManager.AddCamera("DebugCamera", camera); cameraManager.AddCamera("ChaseCamera", chaseCamera); #endregion CameraManager #region Triggers triggerManager = new TriggerManager(ScreenManager.Game); Costam.TriggerManager = triggerManager; #endregion Triggers #region Tunnel Manager tunnelManager = new TunnelManager(ScreenManager.Game); Costam.TunnelManager = tunnelManager; #endregion TunnelManager #region Memory Managment objectsProvider = new SimpleMemoryPool(); Costam.MemoryPoolObjectProvider = objectsProvider; #endregion Memory Managment #region Player playerManager = new PlayerManager(ScreenManager.Game); Costam.PlayerManager = playerManager; chaseCamera.ChasedObject = Costam.PlayerManager.players.ElementAt(0).Value; #endregion PLayer #region HUD hud = new Hud(ScreenManager.Game, spriteBatch); Costam.HUD = hud; //ScreenManager.Game.Components.Add(hud); SpriteFont consoleFont = ScreenManager.Game.Content.Load <SpriteFont>("HudFont"); DebugTextWindow = new DebugConsole(new Rectangle(10, 10, 100, 50), consoleFont); hud.AddComponent(DebugDrawWindowName, DebugTextWindow); Vector2 windowDimensions = new Vector2(ScreenManager.Game.GraphicsDevice.Viewport.Width, ScreenManager.Game.GraphicsDevice.Viewport.Height); FPSCounter fpsCounter = new FPSCounter(new Rectangle((int)windowDimensions.X - 60, 5, 30, 20), consoleFont); hud.AddComponent("FPS", fpsCounter); if (playerManager.players.Count < 2) { PlayerHUD player1HUD = new PlayerHUD(new Rectangle((int)windowDimensions.X / 2, 0, 30, 20), consoleFont, playerManager.players.ElementAt(0).Value); hud.AddComponent("player1HUD", player1HUD); } else { PlayerHUD player1HUD = new PlayerHUD(new Rectangle(((int)windowDimensions.X / 2) - 70, 0, 30, 20), consoleFont, playerManager.players.ElementAt(0).Value); hud.AddComponent("player1HUD", player1HUD); PlayerHUD player2HUD = new PlayerHUD(new Rectangle((int)windowDimensions.X / 2, 0, 30, 20), consoleFont, playerManager.players.ElementAt(1).Value); hud.AddComponent("player2HUD", player2HUD); } #endregion HUD #region Object Manager objectManager = new ObjectManager(Costam.Game); Costam.ObjectManager = objectManager; #endregion Object Manager #region Colision Manager collisionManager = new CollisionManager(Costam.Game); Costam.ColisionManager = collisionManager; #endregion Colision Manager #region Debug debugDraw = new DebugDraw(); Costam.DebugDraw = debugDraw; Costam.Random = new Random((int)System.DateTime.Now.Ticks); #endregion Debug AfterLoadContent(); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); }
private void Awake() { tunnelManager = FindObjectOfType <TunnelManager>(); }
// Use this for initialization //IEnumerator Start () { void Start() { _tunnelManager = TunnelManager.Instance; transform.Rotate( new Vector3( 45, 0, 0 ) ); //rigidbody.isKinematic = true; //yield return new WaitForSeconds(2); //rigidbody.isKinematic = false; }
private void Awake() { instance = this; }