void Awake() { // init text txt = GetComponentInChildren <Text> (); txt.text = string.Empty; // init controller pieceController = GetComponentInParent <PieceController> (); // initialize state state = PieceState.Empty; // init coord // (-150, -300) - (-250, -300) = (100, 0) // (100, 0) / 100 = (1,0) Vector3 coord3 = gameObject.GetComponent <RectTransform>().localPosition - PieceController.pieceZero; coord = new Vector2(coord3.x / pieceSize, coord3.y / pieceSize); // init ai profile aiProfile = new AIProfile(); // // make sure all coords are correct // Debug.Log (string.Format("{0}:{1}:{2}", index, coord, gameObject.GetComponent<RectTransform>().localPosition)); }
protected override void Start() { base.Start(); var prefab = m_AIProfiles.GetCurrent().Profiles.SelectRandom(); m_Profile = Instantiate(prefab, transform); }
public override void setupCustom() { type = Charm.CharmType.StatusEffect; className = CharmClass.PatrolStatus; patrolProfile = new AIProfile(Owner); patrolProfile.setPatrolValues(); }
public static void CreateMyAIProfile() { AIProfile asset = ScriptableObject.CreateInstance <AIProfile>(); AssetDatabase.CreateAsset(asset, "Assets/AIProfile.asset"); AssetDatabase.SaveAssets(); EditorUtility.FocusProjectWindow(); Selection.activeObject = asset; }
public CompCharacter(string name, char mapSymbol, int str, long money, PlayerLocation location, Weapon weapon, Stash stash, AIProfile ai) { Name = name; Symbol = mapSymbol; Location = location; BaseStrength = str; Weapon = weapon; Stash = stash; Money = money; AI = ai; }
public void setup(GameManager _gm, Board _board, Tile startTile) { gm = _gm; board = _board; curTile = startTile; if (board.isAISim) { useGO = false; } health = baseHealth; isDead = false; canPickUpLoot = false; curBehavior = BehaviorMode.Awake; if (!isPlayerControlled && !GameManagerTacticsInterface.instance.intoTheBreachMode) { curBehavior = BehaviorMode.Patrolling; addCharm("patrol_status"); } isPodLeader = false; //spawn deck deck = new Deck(); for (int i = 0; i < charmIDs.Count; i++) { addCharm(charmIDs [i]); } //set them up deck.setup(this, deckListPath); setHighlighted(false); //aiProfile might reference the charms, so we should make it after setting the charms aiProfile = new AIProfile(this, aiProfileName); //this should load from XML //create the game object shell if (useGO) { GameObjectManager.instance.getUnitGO().activate(this); } }
public void SetProfile(AIProfile profile) { if (!gameObject.activeInHierarchy && m_Profile == null) { // Defer it m_DefaultProfile = profile; } else { m_Profile = profile; m_DecisionTimer = 0.0f; CharacterMovement movement = GetComponent <CharacterMovement>(); Debug.Assert(movement != null, "Unable to fetch CharacterMovement"); movement.ApplySettings(profile); } }
public void StartGameVSIA(AIProfile aiProfile) { if (GameState != GameState.MainMenu && GameState != GameState.LookingForPlayer) { return; } gameMode = GameMode.AI; GridManager.Instance.InitForGameStart(); PlayerManager.Instance.CreateLocalPlayer(BallColor.White, PlayerID.Player1); PlayerManager.Instance.CreateAIPlayer(aiProfile, BallColor.Black, PlayerID.Player2); GridManager.Instance.SetPawnsStartPosition(BallColor.White, BallColor.White); GridManager.Instance.SetPawnsStartPosition(BallColor.Black, BallColor.Black); StartGame(); AudioManager.Instance.PlayAudio(SoundID.ClickUI); }
public void CreateAIPlayer(AIProfile aiProfile, BallColor color, PlayerID id) { AIPlayer player = new AIPlayer(aiProfile, color); UIManager.Instance.SetPlayer2Name(aiProfile.Name); UIManager.Instance.SetPlayer2Pic(aiProfile.Image); if (id == PlayerID.Player1) { player.OnTurnFinished += GridManager.Instance.PlayerTurnEnded; players[0] = player; UIManager.Instance.InitPlayer1(color); } else { player.OnTurnFinished += GridManager.Instance.PlayerTurnEnded; players[1] = player; UIManager.Instance.InitPlayer2(color); } }
public void ApplySettings(AIProfile profile) { m_MaxSpeedFactor = profile.m_MaxSpeedFactor; m_MoveSpeedFactor = profile.m_MoveSpeedFactor; }
public void SetAIProfile(AIProfile _aiProfile) { aiProfile = _aiProfile; }
public override void setFromParentCustom(Charm parent) { patrolProfile = ((Charm_PatrolStatus)parent).patrolProfile; }
public AIPlayer(AIProfile _aiProfile, BallColor color) : base(color) { aiProfile = _aiProfile; PlayerManager.Instance.AIBehaviour.SetAIProfile(_aiProfile); }
public void setAISimUnitFromParent(Unit parent, Board _board, Tile _curTile) { Profiler.BeginSample("Unit Creation"); gm = parent.gm; board = _board; curTile = _curTile; useGO = false; unitName = parent.unitName; idName = parent.idName; isActingAIUnit = parent.isActingAIUnit; aiProfile = parent.aiProfile; isAISimUnit = true; isPlayerControlled = parent.isPlayerControlled; curBehavior = parent.curBehavior; Profiler.BeginSample("making pod list"); podmates = new List <Unit>(); foreach (Unit mate in parent.podmates) { podmates.Add(mate); } isPodLeader = parent.isPodLeader; Profiler.EndSample(); sprite = null; baseHealth = parent.baseHealth; health = parent.health; isDead = parent.isDead; challengeLevel = parent.ChallengeLevel; canPickUpLoot = parent.canPickUpLoot; baseHandSize = parent.baseHandSize; Profiler.BeginSample("making that deck"); if (!isActingAIUnit) { Profiler.BeginSample("making null deck"); deck = null; aiHandSize = parent.aiHandSize; if (parent.deck != null) { aiHandSize = parent.deck.Hand.Count; } Profiler.EndSample(); } else { deck = new Deck(parent.deck, this); } Profiler.EndSample(); baseActions = parent.baseActions; actionsLeft = parent.actionsLeft; sightRange = parent.sightRange; Profiler.BeginSample("Set charms"); charms = new List <Charm> (); for (int i = 0; i < parent.charms.Count; i++) { charms.Add(CharmManager.instance.getCharmFromParent(parent.charms[i])); //Debug.Log ("test add: " + charms [i].idName + " to " + unitName); } Profiler.EndSample(); isHighlighted = parent.isHighlighted; highlightCol = parent.highlightCol; aiSimHasBeenAidedCount = parent.aiSimHasBeenAidedCount; aiSimHasBeenCursedCount = parent.aiSimHasBeenCursedCount; Profiler.EndSample(); }