Esempio n. 1
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 public static void updateHealth(ListState entities, string team)
 {
     if (team == "Players")
     {
         for (int i = 0; i < playerClones.Count; ++i)
         {
             characters attr = playerClones [i].GetComponent <characters> ();
             attr.pos    = new position(entities.players [i].pos);
             attr.health = entities.players [i].health;
             attr.damage = entities.players [i].damage;
         }
     }
     else if (team == "Enemies")
     {
         for (int i = 0; i < enemyClones.Count; ++i)
         {
             characters attr = enemyClones [i].GetComponent <characters> ();
             attr.pos    = new position(entities.enemies [i].pos);
             attr.health = entities.enemies [i].health;
             attr.damage = entities.enemies [i].damage;
         }
     }
     else
     {
         Debug.Log(team + ": Does not exist!");
     }
 }
    public void HighlightPlayerTwoCharacter(int fighterNumber)
    {
        characters character = (characters)fighterNumber;

        fighterTwoText.text     = "" + character;
        fighterTwoDisplay.color = colors[fighterNumber];
    }
Esempio n. 3
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	// Use this for initialization
	void Start (){
		instruction = GetComponent<Text>();
		parent = GetComponentInParent<characters> ();
		numAttack = parent.numAttack;
		type = parent.entityType.ToUpper().Substring(0, 1) + parent.range;
		//Debug.Log (parent.entityType [0]);
	}
Esempio n. 4
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    public void InstantiateCharacter(characters character)
    {
        prefab = (GameObject)Resources.Load("Prefabs/CharacterModels/" + character, typeof(GameObject));
        GameObject c = Instantiate(prefab, new Vector3(0, 2f, 0f), Quaternion.identity);

        c.transform.parent = gameObject.transform;
    }
Esempio n. 5
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    private void debuff(GameObject debuffee)
    {
        characters debuffeeAtr = debuffee.GetComponent <characters>();

        debuffeeAtr.debuffed = this.debuffTime;
        debuffeeAtr.damage   = (int)(debuffeeAtr.maxDamage * (1 - this.debuffPercentage));
        //Debug.Log (debuffee.name + "'s damage: " + debuffeeAtr.damage);
    }
        public ActionResult DeleteConfirmed(int id)
        {
            characters characters = db.characters.Find(id);

            db.characters.Remove(characters);
            db.SaveChanges();
            return(RedirectToAction("Index"));
        }
Esempio n. 7
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 // Use this for initialization
 void Start()
 {
     instruction = GetComponent <Text>();
     parent      = GetComponentInParent <characters> ();
     numAttack   = parent.numAttack;
     type        = parent.entityType.ToUpper().Substring(0, 1) + parent.range;
     //Debug.Log (parent.entityType [0]);
 }
Esempio n. 8
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    private static void _SecondryUpdate(GameObject orig, GameObject clone)
    {
        characters cloneAttr = clone.GetComponent <characters> ();
        characters origAttr  = orig.GetComponent <characters> ();

        cloneAttr.health = origAttr.health;
        cloneAttr.damage = origAttr.damage;
        cloneAttr.pos    = origAttr.pos;
    }
 public ActionResult Edit([Bind(Include = "character_id,character_name,race_id")] characters characters)
 {
     if (ModelState.IsValid)
     {
         db.Entry(characters).State = EntityState.Modified;
         db.SaveChanges();
         return(RedirectToAction("Index"));
     }
     return(View(characters));
 }
Esempio n. 10
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 public void unlockFightable(characters arg)
 {
     foreach (Preset p in presets)
     {
         if (p.character == arg)
         {
             p.fightable = true;
         }
     }
 }
Esempio n. 11
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    public override bool canAttack(GameObject attackee)
    {
        characters a = attackee.GetComponent <characters> ();

        if (DistUtility.isInRange(this.pos, a.pos, this.range))
        {
            return(true);
        }
        return(false);
    }
        public ActionResult Create([Bind(Include = "character_id,character_name,race_id")] characters characters)
        {
            if (ModelState.IsValid)
            {
                db.characters.Add(characters);
                db.SaveChanges();
                return(RedirectToAction("Index"));
            }

            return(View(characters));
        }
Esempio n. 13
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    public playerStateNode(GameObject obj)
    {
        characters attr = obj.GetComponent <characters> ();

        //index = 0;
        //name = obj.name;
        health = attr.health;
        damage = attr.damage;
        //type = attr.entityType;
        //range = attr.range;
        pos = new position(attr.pos.x, attr.pos.y);
    }
Esempio n. 14
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    private void heal(GameObject healee)
    {
        characters healeeAtr = healee.GetComponent <characters> ();

        healeeAtr.health += this.healAmount;
        if (healeeAtr.health > healeeAtr.maxHealth)
        {
            healeeAtr.health = healeeAtr.maxHealth;
        }
        //else
        //	Debug.Log (healee.name + ": +" + this.healAmount);
    }
Esempio n. 15
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        public Preset presetById(characters arg)
        {
            Preset rtrn = new Preset();

            foreach (Preset p in presets)
            {
                if (p.character == arg)
                {
                    rtrn = p;
                }
            }

            return(rtrn);
        }
        // GET: characters/Delete/5
        public ActionResult Delete(int?id)
        {
            if (id == null)
            {
                return(new HttpStatusCodeResult(HttpStatusCode.BadRequest));
            }
            characters characters = db.characters.Find(id);

            if (characters == null)
            {
                return(HttpNotFound());
            }
            return(View(characters));
        }
Esempio n. 17
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    public void copyGenericAttr(GameObject original, GameObject clone)
    {
        characters cloneAttr    = clone.GetComponent <characters> ();
        characters originalAttr = original.GetComponent <characters> ();

        clone.name                  = original.name + " (Clone)";
        cloneAttr.entityType        = originalAttr.entityType;
        cloneAttr.damage            = originalAttr.damage;
        cloneAttr.maxDamage         = originalAttr.maxDamage;
        cloneAttr.health            = originalAttr.health;
        cloneAttr.maxHealth         = originalAttr.maxHealth;
        cloneAttr.pos               = originalAttr.pos;
        cloneAttr.numAttack         = originalAttr.numAttack;
        cloneAttr.counterPercentage = 0;
    }
Esempio n. 18
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    Guild LoadGuild(string guildName)
    {
        Guild guild = new Guild();

        // set name
        guild.name = guildName;

        // load guild info
        guild_info info = connection.FindWithQuery <guild_info>("SELECT * FROM guild_info WHERE name=?", guildName);

        if (info != null)
        {
            guild.notice = info.notice;
        }

        // load members list
        List <character_guild> rows = connection.Query <character_guild>("SELECT * FROM character_guild WHERE guild=?", guildName);

        GuildMember[] members = new GuildMember[rows.Count]; // avoid .ToList(). use array directly.
        for (int i = 0; i < rows.Count; ++i)
        {
            character_guild row = rows[i];

            GuildMember member = new GuildMember();
            member.name = row.character;
            member.rank = (GuildRank)row.rank;

            // is this player online right now? then use runtime data
            if (Player.onlinePlayers.TryGetValue(member.name, out Player player))
            {
                member.online = true;
                member.level  = player.level.current;
            }
            else
            {
                member.online = false;
                // note: FindWithQuery<characters> is easier than ExecuteScalar<int> because we need the null check
                characters character = connection.FindWithQuery <characters>("SELECT * FROM characters WHERE name=?", member.name);
                member.level = character != null ? character.level : 1;
            }

            members[i] = member;
        }
        guild.members = members;
        return(guild);
    }
    public void SelectCharacter(int fighterNumber)
    {
        characters character = (characters)fighterNumber;

        if (playerCount == 1)
        {
            if (!fighterOneSelected)
            {
                fighterOneSelected         = true;
                playerOneCharacterPosition = fighterNumber;
                GameData.SetFighterOneCharacter(character);
            }
            else if (!fighterTwoSelected)
            {
                fighterTwoSelected         = true;
                playerTwoCharacterPosition = fighterNumber;
                GameData.SetFighterTwoCharacter(character);
            }
            menuNavigation.SwapSelector();
        }
        else if (playerCount == 2)
        {
            if (GameData.GetPressedButtonPlayerOne())
            {
                fighterOneSelected         = true;
                playerOneCharacterPosition = fighterNumber;
                GameData.SetFighterOneCharacter(character);
                menuNavigation.LockPlayerOneSelection();
                menuNavigation.SwapSelectedSprite();
            }
            else
            {
                fighterTwoSelected         = true;
                playerTwoCharacterPosition = fighterNumber;
                GameData.SetFighterTwoCharacter(character);
                menuNavigation.LockPlayerTwoSelection();
                menuNavigation.SwapSelectedSpritePlayerTwo();
            }
        }

        if (fighterOneSelected && fighterTwoSelected)
        {
            PromptConfirmation();
        }
    }
Esempio n. 20
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    /*
     * returns true if this entity gets countered by the
     * entity that it is attacking.
     */
    public bool countered(GameObject attackee)
    {
        characters attackeeAtr = attackee.GetComponent <characters>();

        if (attackee.activeSelf == true)
        {
            if (Random.value <= attackeeAtr.counterPercentage)
            {
                //Debug.Log (attackee.name + " countered " + this.name);
                if (attackeeAtr.canAttack(this.gameObject))
                {
                    attackeeAtr.attack(this.gameObject);
                }
                return(true);
            }
        }
        return(false);
    }
    private void OverlayIcon(characters playerCharacter, int index)
    {
        overlays[index].color = new Color(255, 255, 255, 1); //set the alpha value to 1

        switch (playerCharacter)
        {
        case characters.aaron:
            overlays[index].sprite = AaronIcon;
            break;

        case characters.jen:
            overlays[index].sprite = JennaIcon;
            break;

        case characters.pdanny:
            overlays[index].sprite = PDannyIcon;
            break;
        }
    }
Esempio n. 22
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    private GameObject DecideFighter(characters character)
    {
        switch (character)
        {
        case characters.WillNeff:
            return(willNeffFighter);

        case characters.HasanAbi:
            return(hasanAbiFighter);

        case characters.Nesua:
            return(nesuaFighter);

        case characters.red:
            return(redFighter);

        default:
            return(null);
        }
    }
    public bool IsCharacterOnlineAnywhere(string characterName)
    {
        // a character is online on any of the servers if the online string is not
        // empty and if the time difference is less than the save interval * 2
        // (* 2 to have some tolerance)

        characters character = connection.FindWithQuery <characters>("SELECT * FROM characters WHERE name=?", characterName);

        if (character == null || !character.online)
        {
            return(false);
        }

        var    lastsaved      = character.lastsaved;
        double elapsedSeconds = (DateTime.UtcNow - lastsaved).TotalSeconds;
        float  saveInterval   = ((NetworkManagerMMO)NetworkManager.singleton).saveInterval;

        // online if 1 and last saved recently (it's possible that online is
        // still 1 after a server crash, hence last saved detection)
        return(elapsedSeconds < saveInterval * 2);
    }
Esempio n. 24
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    public void Load(string fileName, characters _char)
    {
        StringReader theReader = new StringReader(fileName);
        string       line;

        do
        {
            line = theReader.ReadLine();
            if (line != null)
            {
                switch (_char)
                {
                case characters.tinker:
                    tinkerDialogue.Add(line);
                    break;

                case characters.monk:
                    monkDialogue.Add(line);
                    break;

                case characters.badger:
                    badgerDialogue.Add(line);
                    break;

                case characters.npc:
                    npcDialogue.Add(line);
                    break;

                case characters.narrator:
                    narration.Add(line);
                    break;
                }
            }
        }while (line != null);
        isDone = true;
    }
Esempio n. 25
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    public GameObject CharacterLoad(string characterName, List <GameObject> prefabs, bool isPreview)
    {
        characters row = connection.FindWithQuery <characters>("SELECT * FROM characters WHERE name=? AND deleted=0", characterName);

        if (row != null)
        {
            GameObject prefab = prefabs.Find(p => p.name == row.classname);
            if (prefab != null)
            {
                GameObject go     = Instantiate(prefab.gameObject);
                Player     player = go.GetComponent <Player>();
                player.name               = row.name;
                player.account            = row.account;
                player.className          = row.classname;
                player.transform.position = new Vector3(row.x, row.y, row.z);
                player.transform.rotation = Quaternion.Euler(0, row.yrotation, 0);
                LoadInventory(player.inventory);
                LoadEquipment(player.equipment);
                LoadHotbar(player.hotbar);
                LoadHotbarSelection(player.hotbar);
                player.health.current = row.health;

                if (!isPreview)
                {
                    connection.Execute("UPDATE characters SET online=1, lastsaved=? WHERE name=?", characterName, DateTime.UtcNow);
                }
                onCharacterLoad.Invoke(player);
                return(go);
            }
            else
            {
                Debug.LogError("no prefab found for class: " + row.classname);
            }
        }
        return(null);
    }
Esempio n. 26
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        private Task init()
        {
            _perks_  = new perks();
            _config_ = new configuration();
            _char_   = new characters();

            _killers_   = 0;
            _survivors_ = 0;

            if (survivors_combo.Items.Count > 0)
            {
                survivors_combo.Items.Clear();
            }
            if (killers_combo.Items.Count > 0)
            {
                killers_combo.Items.Clear();
            }
            data = _save_.characterData.Length;
            player().Wait();
            survivors().Wait();
            killers().Wait();

            return(Task.CompletedTask);
        }
Esempio n. 27
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 public static void SetFighterTwoCharacter(characters character)
 {
     fighterTwoCharacter = character;
 }
Esempio n. 28
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 public void Start()
 {
     playerOneChoice = GameManager.Instance.playerOneCharacter;
     playerTwoChoice = GameManager.Instance.playerTwoCharacter;
     SpawnPlayers();
 }
Esempio n. 29
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 public void setContentHandler(DefaultHandler handler)
 {
     startElementHandler += handler.StartElement;
     charactersHandler   += handler.Characters;
     endElementHandler   += handler.EndElement;
 }
Esempio n. 30
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    public void InstantiateCharacter(characters character)
    {
        var prefab = (GameObject)Resources.Load("Prefabs/CharacterModels/" + character, typeof(GameObject));

        Instantiate(prefab, gameObject.transform);
    }
Esempio n. 31
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    public GameObject CharacterLoad(string characterName, List <Player> prefabs, bool isPreview)
    {
        characters row = connection.FindWithQuery <characters>("SELECT * FROM characters WHERE name=? AND deleted=0", characterName);

        if (row != null)
        {
            // instantiate based on the class name
            Player prefab = prefabs.Find(p => p.name == row.classname);
            if (prefab != null)
            {
                GameObject go     = Instantiate(prefab.gameObject);
                Player     player = go.GetComponent <Player>();

                player.name      = row.name;
                player.account   = row.account;
                player.className = row.classname;
                Vector3 position = new Vector3(row.x, row.y, row.z);
                player.level.current      = Mathf.Min(row.level, player.level.max);                     // limit to max level in case we changed it
                player.strength.value     = row.strength;
                player.intelligence.value = row.intelligence;
                player.experience.current = row.experience;
                ((PlayerSkills)player.skills).skillExperience = row.skillExperience;
                player.gold           = row.gold;
                player.isGameMaster   = row.gamemaster;
                player.itemMall.coins = row.coins;

                // can the player's movement type spawn on the saved position?
                // it might not be if we changed the terrain, or if the player
                // logged out in an instanced dungeon that doesn't exist anymore
                //   * NavMesh movement need to check if on NavMesh
                //   * CharacterController movement need to check if on a Mesh
                if (player.movement.IsValidSpawnPoint(position))
                {
                    // agent.warp is recommended over transform.position and
                    // avoids all kinds of weird bugs
                    player.movement.Warp(position);
                }
                // otherwise warp to start position
                else
                {
                    Transform start = NetworkManagerMMO.GetNearestStartPosition(position);
                    player.movement.Warp(start.position);
                    // no need to show the message all the time. it would spam
                    // the server logs too much.
                    //Debug.Log(player.name + " spawn position reset because it's not on a NavMesh anymore. This can happen if the player previously logged out in an instance or if the Terrain was changed.");
                }

                LoadInventory(player.inventory);
                LoadEquipment((PlayerEquipment)player.equipment);
                LoadItemCooldowns(player);
                LoadSkills((PlayerSkills)player.skills);
                LoadBuffs((PlayerSkills)player.skills);
                LoadQuests(player.quests);
                LoadGuildOnDemand(player.guild);

                // assign health / mana after max values were fully loaded
                // (they depend on equipment, buffs, etc.)
                player.health.current = row.health;
                player.mana.current   = row.mana;

                // set 'online' directly. otherwise it would only be set during
                // the next CharacterSave() call, which might take 5-10 minutes.
                // => don't set it when loading previews though. only when
                //    really joining the world (hence setOnline flag)
                if (!isPreview)
                {
                    connection.Execute("UPDATE characters SET online=1, lastsaved=? WHERE name=?", DateTime.UtcNow, characterName);
                }

                // addon system hooks
                onCharacterLoad.Invoke(player);

                return(go);
            }
            else
            {
                Debug.LogError("no prefab found for class: " + row.classname);
            }
        }
        return(null);
    }