コード例 #1
0
ファイル: Timer.cs プロジェクト: moccy/Match3-Game
 void Start()
 {
     _gameEnded = false;
     TimeRemaining = LevelTime;
     // Using float cast to prevent loss of decimal accuracy.
     Slider.value = LevelTime / (float)LevelTime;
     am = GameObject.Find("GameManager").GetComponent<ActionsManager>();
     gm = GameObject.Find("GameManager").GetComponent<GameManager>();
 }
コード例 #2
0
	private void OnEnable ()
	{
		if (AdvGame.GetReferences () && AdvGame.GetReferences ().actionsManager)
		{
			actionsManager = AdvGame.GetReferences ().actionsManager;
		}
		
		if (_targetAsset != null)
		{
			UnmarkAll (true);
		}
		else
		{
			UnmarkAll (false);
		}
	}
コード例 #3
0
    public override void OnInspectorGUI()
    {
        InvActionList _target = (InvActionList)target;

        actionsManager = AdvGame.GetReferences().actionsManager;

        for (int i = 0; i < _target.actions.Count; i++)
        {
            EditorGUILayout.BeginVertical("Button");

            string actionLabel = " " + (i).ToString() + ": " + _target.actions[i].title + _target.actions[i].SetLabel();

            _target.actions[i].isDisplayed = EditorGUILayout.Foldout(_target.actions[i].isDisplayed, actionLabel);

            if (_target.actions[i].isDisplayed)
            {
                EditorGUILayout.Space();
                ShowActionGUI(_target.actions[i], i, _target.actions.Count);
                EditorGUILayout.BeginHorizontal();

                if (i > 0)
                {
                    if (GUILayout.Button("Move up"))
                    {
                        _target.actions = AdvGame.SwapActions(_target.actions, i, i - 1);
                    }
                }

                if (GUILayout.Button("Delete"))
                {
                    DeleteAction(_target.actions[i]);
                }

                if (i < _target.actions.Count - 1)
                {
                    if (GUILayout.Button("Move down"))
                    {
                        _target.actions = AdvGame.SwapActions(_target.actions, i, i + 1);
                    }
                }

                EditorGUILayout.EndHorizontal();
            }


            EditorGUILayout.EndVertical();
            EditorGUILayout.Space();
        }

        EditorGUILayout.BeginHorizontal();
        EditorGUILayout.LabelField("Type:", labelWidth);

        if (typeNumber == -1)
        {
            typeNumber = actionsManager.defaultClass;
        }

        typeNumber = EditorGUILayout.Popup(typeNumber, actionsManager.GetActionTitles());

        if (GUILayout.Button("Add new"))
        {
            AddAction(actionsManager.GetActionName(typeNumber));
        }
        EditorGUILayout.EndHorizontal();

        if (GUI.changed)
        {
            EditorUtility.SetDirty(_target);
        }
    }
コード例 #4
0
    public override void UseIt() // cuando aprieto atacar:
    {
        ActionsManager am = GetComponentInParent <ActionsManager>();

        am.Attack();
    }
コード例 #5
0
 private void EnablePower(ActionsManager actionsManager)
 {
     actionsManager.AuthorizeNewAction(actionToActivate);
 }
コード例 #6
0
 protected void Awake()
 {
     _actionsManager = ActionsManager.Instance;
 }
コード例 #7
0
	private void NodesGUI (bool isAsset)
	{
		if (AdvGame.GetReferences () && AdvGame.GetReferences ().actionsManager)
		{
			actionsManager = AdvGame.GetReferences ().actionsManager;
		}
		
		if (isAsset)
		{
			if (_targetAsset.actions.Count > 0 && (_targetAsset.actions[0].nodeRect.x == 0 || _targetAsset.actions[0].nodeRect.y == 0))
			{
				PositionAllNodes (isAsset);
			}
		}
		else
		{
			if (_target.actions.Count > 0 && (_target.actions[0].nodeRect.x == 0 || _target.actions[0].nodeRect.y == 0))
			{
				PositionAllNodes (isAsset);
			}
		}
		
		bool loseConnection = false;
		Event e = Event.current;
		if (e.isMouse && actionChanging != null && e.type == EventType.MouseUp)
		{
			loseConnection = true;
		}
		
		if (isAsset)
		{
			numActions = _targetAsset.actions.Count;
			if (numActions < 1)
			{
				numActions = 1;
				AC.Action newAction = ActionListEditor.GetDefaultAction ();
				newAction.hideFlags = HideFlags.HideInHierarchy;
				_targetAsset.actions.Add (newAction);
				AssetDatabase.AddObjectToAsset (newAction, _targetAsset);
				AssetDatabase.SaveAssets ();
			}
			numActions = _targetAsset.actions.Count;
		}
		else
		{
			numActions = _target.actions.Count;
			if (numActions < 1)
			{
				numActions = 1;
				AC.Action newAction = ActionListEditor.GetDefaultAction ();
				_target.actions.Add (newAction);
			}
			numActions = _target.actions.Count;
		}
		
		EditorZoomArea.Begin (zoom, new Rect (0, 0, position.width / zoom, position.height / zoom));
		scrollPosition = GUI.BeginScrollView (new Rect (0, 0, position.width / zoom, position.height / zoom), scrollPosition, new Rect (0, 0, maxScroll.x, maxScroll.y), false, false);
		BeginWindows ();
		
		canMarquee = true;
		Vector2 newMaxScroll = Vector2.zero;
		for (int i=0; i<numActions; i++)
		{
			FixConnections (i, isAsset);
			
			Action _action;
			if (isAsset)
			{
				_action = _targetAsset.actions[i];
			}
			else
			{
				_action = _target.actions[i];
			}
			
			if (_action.nodeRect.x == 0 && _action.nodeRect.y == 0)
			{
				PositionNode (_action, isAsset);
			}

			//_action.nodeRect.height = 10;
			Color tempColor = GUI.color;
			if (_action.isRunning && Application.isPlaying)
			{
				GUI.color = Color.cyan;
			}
			else if (_action.isMarked)
			{
				GUI.color = new Color (0.7f, 1f, 0.6f);
			}

			if (deleteSkips > 0)
			{
				deleteSkips --;
				Rect originalRect = _action.nodeRect;
				_action.nodeRect = GUILayout.Window (i, _action.nodeRect, NodeWindow, i + ": " + _action.title, GUILayout.Width (300));
				_action.nodeRect.x = originalRect.x;
				_action.nodeRect.y = originalRect.y;
			}
			else
			{
				if (_action.nodeRect.x < position.width / zoom + scrollPosition.x &&
				    (_action.nodeRect.x + 300) > scrollPosition.x)
				{
					_action.nodeRect = GUILayout.Window (i, _action.nodeRect, NodeWindow, i + ": " + _action.title, GUILayout.Width (300));
				}
			}

			GUI.color = tempColor;

			if (_action.nodeRect.x + _action.nodeRect.width + 20 > newMaxScroll.x)
			{
				newMaxScroll.x = _action.nodeRect.x + _action.nodeRect.width + 200;
			}
			if (_action.nodeRect.height != 10)
			{
				if (_action.nodeRect.y + _action.nodeRect.height + 20 > newMaxScroll.y)
				{
					newMaxScroll.y = _action.nodeRect.y + _action.nodeRect.height + 200;
				}
			}
			
			LimitWindow (_action);
			DrawSockets (_action, isAsset);
			
			if (isAsset)
			{
				_targetAsset.actions = ActionListAssetEditor.ResizeList (_targetAsset, numActions);
			}
			else
			{
				_target.actions = ActionListEditor.ResizeList (_target.actions, numActions);
			}
			
			if (actionChanging != null && loseConnection && (new Rect (_action.nodeRect.x - 20, _action.nodeRect.y, 20, 20).Contains(e.mousePosition) || _action.nodeRect.Contains(e.mousePosition)))
			{
				Reconnect (actionChanging, _action, isAsset);
			}
			
			if (!isMarquee && _action.nodeRect.Contains (e.mousePosition))
			{
				canMarquee = false;
			}
		}
		
		if (loseConnection && actionChanging != null)
		{
			EndConnect (actionChanging, e.mousePosition, isAsset);
		}
		
		if (actionChanging != null)
		{
			AdvGame.DrawNodeCurve (actionChanging.nodeRect, e.mousePosition, Color.cyan, offsetChanging);
		}
		
		if (e.type == EventType.ContextClick && actionChanging == null && !isMarquee)
		{
			menuPosition = e.mousePosition;
			CreateEmptyMenu (isAsset);
		}
		
		EndWindows ();
		GUI.EndScrollView ();
		EditorZoomArea.End();
		
		if (newMaxScroll.y != 0)
		{
			maxScroll = newMaxScroll;
		}
		
		/*for (int i=0; i<numActions; i++)
		{
			Action _action;
			if (isAsset)
			{
				_action = _targetAsset.actions[i];
			}
			else
			{
				_action = _target.actions[i];
			}
			if ((_action.isRunning && Application.isPlaying) || _action.isMarked)
			{
				Rect selectedRect = _action.nodeRect;
				selectedRect.x -= scrollPosition.x;
				selectedRect.y -= scrollPosition.y;
				selectedRect.x *= zoom;
				selectedRect.y *= zoom;
				selectedRect.width *= zoom;
				selectedRect.height *= zoom;
				
				if (_action.isRunning && !isAsset && Application.isPlaying)
				{
					DrawStraightLine.DrawBox (selectedRect, Color.cyan, 10f, false, 5);
				}
				else if (_action.isMarked)
				{
					DrawStraightLine.DrawBox (selectedRect, new Color (0.7f, 1f, 0.6f, 0.7f), 10f, false, 5);
				}
			}
		}*/
	}
コード例 #8
0
 public PeleaApi(Account _cuenta, ActionsManager _manejador_acciones)
 {
     cuenta             = _cuenta;
     manejador_acciones = _manejador_acciones;
 }
コード例 #9
0
ファイル: KickStarter.cs プロジェクト: lukesmith123/MFD
    private void Awake()
    {
        // Test for key imports
        References references = (References)Resources.Load(Resource.references);

        if (references)
        {
            SceneManager     sceneManager     = AdvGame.GetReferences().sceneManager;
            SettingsManager  settingsManager  = AdvGame.GetReferences().settingsManager;
            ActionsManager   actionsManager   = AdvGame.GetReferences().actionsManager;
            InventoryManager inventoryManager = AdvGame.GetReferences().inventoryManager;
            VariablesManager variablesManager = AdvGame.GetReferences().variablesManager;
            SpeechManager    speechManager    = AdvGame.GetReferences().speechManager;

            if (sceneManager == null)
            {
                Debug.LogError("No Scene Manager found - please set one using the Adventure Creator Kit wizard");
            }

            if (settingsManager == null)
            {
                Debug.LogError("No Settings Manager found - please set one using the Adventure Creator Kit wizard");
            }
            else
            {
                if (!GameObject.FindGameObjectWithTag(Tags.player))
                {
                    try
                    {
                        Player ref_player = AdvGame.GetReferences().settingsManager.player;
                        Player player     = (Player)Instantiate(ref_player);
                        player.name = ref_player.name;
                    }
                    catch {}
                }
            }

            if (actionsManager == null)
            {
                Debug.LogError("No Actions Manager found - please set one using the Adventure Creator Kit wizard");
            }

            if (inventoryManager == null)
            {
                Debug.LogError("No Inventory Manager found - please set one using the Adventure Creator Kit wizard");
            }

            if (variablesManager == null)
            {
                Debug.LogError("No Variables Manager found - please set one using the Adventure Creator Kit wizard");
            }

            if (speechManager == null)
            {
                Debug.LogError("No Speech Manager found - please set one using the Adventure Creator Kit wizard");
            }

            if (GameObject.FindWithTag(Tags.player) == null)
            {
                Debug.LogError("No Player found - please set one using the Settings Manager, tagging it as Player");
            }
        }
        else
        {
            Debug.LogError("No References object found. Please set one using the Adventure Creator Kit wizard.");
        }

        if (!GameObject.FindGameObjectWithTag(Tags.persistentEngine))
        {
            try
            {
                GameObject persistentEngine = (GameObject)Instantiate(Resources.Load(Resource.persistentEngine));
                persistentEngine.name = AdvGame.GetName(Resource.persistentEngine);
            }
            catch {}
        }

        if (GameObject.FindWithTag(Tags.persistentEngine) == null)
        {
            Debug.LogError("No PersistentEngine prefab found - please place one in the Resources directory, and tag it as PersistentEngine");
        }
        else
        {
            GameObject persistentEngine = GameObject.FindWithTag(Tags.persistentEngine);

            if (persistentEngine.GetComponent <Options>() == null)
            {
                Debug.LogError(persistentEngine.name + " has no Options component attached.");
            }
            if (persistentEngine.GetComponent <RuntimeInventory>() == null)
            {
                Debug.LogError(persistentEngine.name + " has no RuntimeInventory component attached.");
            }
            if (persistentEngine.GetComponent <RuntimeVariables>() == null)
            {
                Debug.LogError(persistentEngine.name + " has no RuntimeVariables component attached.");
            }
            if (persistentEngine.GetComponent <StateHandler>() == null)
            {
                Debug.LogError(persistentEngine.name + " has no StateHandler component attached.");
            }
            if (persistentEngine.GetComponent <SceneChanger>() == null)
            {
                Debug.LogError(persistentEngine.name + " has no SceneChanger component attached.");
            }
            if (persistentEngine.GetComponent <SaveSystem>() == null)
            {
                Debug.LogError(persistentEngine.name + " has no SaveSystem component attached.");
            }
            if (persistentEngine.GetComponent <LevelStorage>() == null)
            {
                Debug.LogError(persistentEngine.name + " has no LevelStorage component attached.");
            }
        }

        if (GameObject.FindWithTag(Tags.mainCamera) == null)
        {
            Debug.LogError("No MainCamera found - please click 'Organise room objects' in the Scene Manager to create one.");
        }
        else
        {
            if (GameObject.FindWithTag(Tags.mainCamera).GetComponent <MainCamera>() == null)
            {
                Debug.LogError("MainCamera has no MainCamera component.");
            }
        }

        if (this.tag == Tags.gameEngine)
        {
            if (this.GetComponent <MenuSystem>() == null)
            {
                Debug.LogError(this.name + " has no MenuSystem component attached.");
            }

            if (this.GetComponent <Dialog>() == null)
            {
                Debug.LogError(this.name + " has no Dialog component attached.");
            }

            if (this.GetComponent <PlayerInput>() == null)
            {
                Debug.LogError(this.name + " has no PlayerInput component attached.");
            }

            if (this.GetComponent <PlayerInteraction>() == null)
            {
                Debug.LogError(this.name + " has no PlayerInteraction component attached.");
            }

            if (this.GetComponent <PlayerMenus>() == null)
            {
                Debug.LogError(this.name + " has no PlayerMenus component attached.");
            }

            if (this.GetComponent <PlayerMovement>() == null)
            {
                Debug.LogError(this.name + " has no PlayerMovement component attached.");
            }
            if
            (this.GetComponent <PlayerCursor>() == null)
            {
                Debug.LogError(this.name + " has no PlayerCursor component attached.");
            }

            if (this.GetComponent <SceneSettings>() == null)
            {
                Debug.LogError(this.name + " has no SceneSettings component attached.");
            }
            else
            {
                if (this.GetComponent <SceneSettings>().navMesh == null)
                {
                    Debug.LogWarning("No NavMesh set.  Characters will not be able to PathFind until one is defined - please choose one using the Scene Manager.");
                }

                if (this.GetComponent <SceneSettings>().defaultPlayerStart == null)
                {
                    Debug.LogWarning("No default PlayerStart set.  The game may not be able to begin if one is not defined - please choose one using the Scene Manager.");
                }
            }

            if (this.GetComponent <RuntimeActionList>() == null)
            {
                Debug.LogError(this.name + " has no RuntimeActionList component attached.");
            }
        }
    }
コード例 #10
0
ファイル: ActionListEditor.cs プロジェクト: lukesmith123/MFD
    protected void DrawSharedElements()
    {
        if (AdvGame.GetReferences() == null)
        {
            Debug.LogError("A References file is required - please use the Adventure Creator window to create one.");
            EditorGUILayout.LabelField("No References file found!");
        }
        else
        {
            actionsManager = AdvGame.GetReferences().actionsManager;

            ActionList _target = (ActionList)target;

            if (actionsManager)
            {
                int numActions = _target.actions.Count;
                if (numActions < 1)
                {
                    numActions = 1;

                    string defaultAction = actionsManager.GetDefaultAction();

                    _target.actions.Add((Action)CreateInstance(defaultAction));
                }

                EditorGUILayout.BeginHorizontal();

                if (GUILayout.Button("Expand all"))
                {
                    Undo.RegisterUndo(_target, "Expand actions");

                    foreach (Action action in _target.actions)
                    {
                        action.isDisplayed = true;
                    }
                }

                if (GUILayout.Button("Collapse all"))
                {
                    Undo.RegisterUndo(_target, "Collapse actions");

                    foreach (Action action in _target.actions)
                    {
                        action.isDisplayed = false;
                    }
                }

                EditorGUILayout.EndHorizontal();

                for (int i = 0; i < _target.actions.Count; i++)
                {
                    EditorGUILayout.BeginVertical("Button");
                    typeNumber = GetTypeNumber(i);

                    string actionLabel = " " + (i).ToString() + ": " + _target.actions[i].title + _target.actions[i].SetLabel();

                    _target.actions[i].isDisplayed = EditorGUILayout.Foldout(_target.actions[i].isDisplayed, actionLabel);

                    if (_target.actions[i].isDisplayed)
                    {
                        typeNumber = EditorGUILayout.Popup("Action type:", typeNumber, actionsManager.GetActionTitles());
                        EditorGUILayout.Space();

                        // Rebuild constructor if Subclass and type string do not match
                        if (_target.actions[i].GetType().ToString() != actionsManager.GetActionName(typeNumber))
                        {
                            _target.actions[i] = RebuildAction(_target.actions[i], typeNumber);
                        }

                        ShowActionGUI(_target.actions[i], _target.gameObject, i, _target.actions.Count);

                        EditorGUILayout.BeginHorizontal();

                        if (i > 0)
                        {
                            if (GUILayout.Button("Move up"))
                            {
                                Undo.RegisterUndo(_target, "Move action up");
                                _target.actions = AdvGame.SwapActions(_target.actions, i, i - 1);
                            }
                        }

                        if (i < _target.actions.Count - 1)
                        {
                            if (GUILayout.Button("Insert new"))
                            {
                                Undo.RegisterUndo(_target, "Create action");

                                numActions += 1;

                                _target.actions = ResizeList(_target.actions, numActions);
                                // Swap all elements up one
                                for (int k = numActions - 1; k > i + 1; k--)
                                {
                                    _target.actions = AdvGame.SwapActions(_target.actions, k, k - 1);
                                }
                            }
                        }

                        if (_target.actions.Count > 1)
                        {
                            if (GUILayout.Button("Delete"))
                            {
                                Undo.RegisterUndo(_target, "Delete action");

                                _target.actions.RemoveAt(i);
                                numActions -= 1;
                            }
                        }

                        if (i < _target.actions.Count - 1)
                        {
                            if (GUILayout.Button("Move down"))
                            {
                                Undo.RegisterUndo(_target, "Move action down");
                                _target.actions = AdvGame.SwapActions(_target.actions, i, i + 1);
                            }
                        }

                        EditorGUILayout.EndHorizontal();
                    }

                    EditorGUILayout.EndVertical();
                    EditorGUILayout.Space();
                }

                if (GUILayout.Button("Add new action"))
                {
                    Undo.RegisterUndo(_target, "Create action");
                    numActions += 1;
                }

                _target.actions = ResizeList(_target.actions, numActions);
            }
        }
    }
コード例 #11
0
 public void UpdateManageActions(ActionsManager actionsManager, bool authorization)
 {
     actionsManager.UpdateAuthorizedActions(authorization);
 }
コード例 #12
0
	public override void OnInspectorGUI ()
	{
		ActionListAsset _target = (ActionListAsset) target;
		actionsManager = AdvGame.GetReferences ().actionsManager;

		EditorGUILayout.BeginVertical ("Button");
		EditorGUILayout.LabelField ("Asset properties", EditorStyles.boldLabel);
		_target.actionListType = (ActionListType) EditorGUILayout.EnumPopup ("When running:", _target.actionListType);
		if (_target.actionListType == ActionListType.PauseGameplay)
		{
			_target.isSkippable = EditorGUILayout.Toggle ("Is skippable?", _target.isSkippable);
			_target.unfreezePauseMenus = EditorGUILayout.Toggle ("Unfreeze 'pause' Menus?", _target.unfreezePauseMenus);
		}
		_target.useParameters = EditorGUILayout.Toggle ("Use parameters?", _target.useParameters);
		EditorGUILayout.EndVertical ();

		if (_target.useParameters)
		{
			ShowParametersGUI (_target);
		}
		EditorGUILayout.Space ();

		EditorGUILayout.BeginHorizontal ();
		if (GUILayout.Button ("Expand all", EditorStyles.miniButtonLeft))
		{
			Undo.RecordObject (_target, "Expand actions");
			foreach (AC.Action action in _target.actions)
			{
				action.isDisplayed = true;
			}
		}
		if (GUILayout.Button ("Collapse all", EditorStyles.miniButtonMid))
		{
			Undo.RecordObject (_target, "Collapse actions");
			foreach (AC.Action action in _target.actions)
			{
				action.isDisplayed = false;
			}
		}
		if (GUILayout.Button ("Action List Editor", EditorStyles.miniButtonMid))
		{
			ActionListEditorWindow window = (ActionListEditorWindow) EditorWindow.GetWindow (typeof (ActionListEditorWindow));
			window.Repaint ();
		}
		if (!Application.isPlaying)
		{
			GUI.enabled = false;
		}
		if (GUILayout.Button ("Run now", EditorStyles.miniButtonRight))
		{
			AdvGame.RunActionListAsset (_target);
		}
		GUI.enabled = true;
		EditorGUILayout.EndHorizontal ();
		EditorGUILayout.Space ();

		for (int i=0; i<_target.actions.Count; i++)
		{
			typeNumber = ActionListEditor.GetTypeNumber (_target.actions[i]);

			if (_target.actions[i] == null)
			{
				_target.actions.Insert (i, ActionListAssetEditor.RebuildAction (_target.actions[i], typeNumber, _target));
			}
			
			categoryNumber = ActionListEditor.GetCategoryNumber (typeNumber);
			subCategoryNumber = ActionListEditor.GetSubCategoryNumber (_target.actions[i].title, categoryNumber);

			_target.actions[i].isAssetFile = true;
			
			EditorGUILayout.BeginVertical("Button");
			
			string actionLabel = " " + (i).ToString() + ": " + _target.actions[i].title + _target.actions[i].SetLabel ();
			
			EditorGUILayout.BeginHorizontal ();
			_target.actions[i].isDisplayed = EditorGUILayout.Foldout (_target.actions[i].isDisplayed, actionLabel);
			if (!_target.actions[i].isEnabled)
			{
				EditorGUILayout.LabelField ("DISABLED", EditorStyles.boldLabel, GUILayout.Width (100f));
			}

			Texture2D icon = (Texture2D) AssetDatabase.LoadAssetAtPath ("Assets/AdventureCreator/Graphics/Textures/inspector-use.png", typeof (Texture2D));
			if (GUILayout.Button (icon, GUILayout.Width (20f), GUILayout.Height (15f)))
			{
				ActionSideMenu (_target.actions[i]);
			}
			EditorGUILayout.EndHorizontal ();
			
			if (_target.actions[i].isDisplayed)
			{
				if (!actionsManager.DoesActionExist (_target.actions[i].GetType ().ToString ()))
				{
					EditorGUILayout.HelpBox ("This Action type has been disabled in the Actions Manager", MessageType.Warning);
				}
				else
				{
					EditorGUILayout.BeginHorizontal ();
					EditorGUILayout.LabelField ("Action type:", GUILayout.Width (150));
					categoryNumber = EditorGUILayout.Popup(categoryNumber, actionsManager.GetActionCategories ());
					subCategoryNumber = EditorGUILayout.Popup(subCategoryNumber, actionsManager.GetActionSubCategories (categoryNumber));
					EditorGUILayout.EndVertical ();

					typeNumber = actionsManager.GetTypeNumber (categoryNumber, subCategoryNumber);

					// Rebuild constructor if Subclass and type string do not match
					if (_target.actions[i].GetType ().ToString () != actionsManager.GetActionName (typeNumber) && _target.actions[i].GetType ().ToString () != ("AC." + actionsManager.GetActionName (typeNumber)))
					{
						ActionEnd _end = new ActionEnd ();
						_end.resultAction = _target.actions[i].endAction;
						_end.skipAction = _target.actions[i].skipAction;
						_end.linkedAsset = _target.actions[i].linkedAsset;
						_end.linkedCutscene = _target.actions[i].linkedCutscene;

						Undo.RecordObject (_target, "Change Action type");

						_target.actions.Insert (i, ActionListAssetEditor.RebuildAction (_target.actions[i], typeNumber, _target, _end.resultAction, _end.skipAction, _end.linkedAsset, _end.linkedCutscene));
					}

					EditorGUILayout.Space ();
					GUI.enabled = _target.actions[i].isEnabled;

					if (_target.useParameters)
					{
						_target.actions[i].ShowGUI (_target.parameters);
					}
					else
					{
						_target.actions[i].ShowGUI (null);
					}
				}
				GUI.enabled = true;
			}
			
			if (_target.actions[i].endAction == AC.ResultAction.Skip || _target.actions[i] is ActionCheck || _target.actions[i] is ActionCheckMultiple)
			{
				_target.actions[i].SkipActionGUI (_target.actions, _target.actions[i].isDisplayed);
			}
			
			EditorGUILayout.EndVertical();
			EditorGUILayout.Space ();
		}
		
		if (GUILayout.Button("Add new Action"))
		{
			AddAction (actionsManager.GetActionName (actionsManager.defaultClass), _target.actions.Count, _target);
		}

		if (GUI.changed)
		{
			EditorUtility.SetDirty (_target);
		}
	}
コード例 #13
0
 public NpcAPI(Account _cuenta, ActionsManager _manejador_acciones)
 {
     cuenta             = _cuenta;
     manejador_acciones = _manejador_acciones;
 }
コード例 #14
0
ファイル: AddModelCommand.cs プロジェクト: adya/ModsTracker
 public AddModelCommand(ObservableCollection <T> collection, T model = default(T), ActionsManager manager = null) : base(model)
 {
     this.collection = collection;
     this.manager    = manager;
 }
コード例 #15
0
ファイル: AddModelCommand.cs プロジェクト: adya/ModsTracker
 public AddModelCommand(ObservableCollection <T> collection, ActionsManager manager = null) : this(collection, default(T), manager)
 {
 }
コード例 #16
0
    public static void ModifyAction(ActionListAsset _target, AC.Action _action, string callback)
    {
        ActionsManager actionsManager = AdvGame.GetReferences().actionsManager;

        if (actionsManager == null)
        {
            return;
        }

        int i = -1;

        if (_action != null && _target.actions.IndexOf(_action) > -1)
        {
            i = _target.actions.IndexOf(_action);
        }

        switch (callback)
        {
        case "Enable":
            Undo.RecordObject(_target, "Enable action");
            _target.actions [i].isEnabled = true;
            break;

        case "Disable":
            Undo.RecordObject(_target, "Disable action");
            _target.actions [i].isEnabled = false;
            break;

        case "Cut":
            Undo.RecordObject(_target, "Cut action");
            List <AC.Action> cutList   = new List <AC.Action>();
            AC.Action        cutAction = Object.Instantiate(_action) as AC.Action;
            cutList.Add(cutAction);
            AdvGame.copiedActions = cutList;
            _target.actions.Remove(_action);
            UnityEngine.Object.DestroyImmediate(_action, true);
            AssetDatabase.SaveAssets();
            break;

        case "Copy":
            List <AC.Action> copyList   = new List <AC.Action>();
            AC.Action        copyAction = Object.Instantiate(_action) as AC.Action;
            copyAction.name = copyAction.name.Replace("(Clone)", "");
            copyList.Add(copyAction);
            AdvGame.copiedActions = copyList;
            break;

        case "Paste after":
            Undo.RecordObject(_target, "Paste actions");
            List <AC.Action> pasteList = AdvGame.copiedActions;
            int j = i + 1;
            foreach (AC.Action action in pasteList)
            {
                AC.Action pastedAction = Object.Instantiate(action) as AC.Action;
                pastedAction.name      = pastedAction.name.Replace("(Clone)", "");
                pastedAction.hideFlags = HideFlags.HideInHierarchy;
                _target.actions.Insert(j, pastedAction);
                j++;
                AssetDatabase.AddObjectToAsset(pastedAction, _target);
                AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(pastedAction));
            }
            AssetDatabase.SaveAssets();
            break;

        case "Insert after":
            Undo.RecordObject(_target, "Create action");
            ActionListAssetEditor.AddAction(actionsManager.GetDefaultAction(), i + 1, _target);
            break;

        case "Delete":
            Undo.RecordObject(_target, "Delete action");
            _target.actions.Remove(_action);
            UnityEngine.Object.DestroyImmediate(_action, true);
            AssetDatabase.SaveAssets();
            break;

        case "Move to top":
            Undo.RecordObject(_target, "Move action to top");
            _target.actions.Remove(_action);
            _target.actions.Insert(0, _action);
            break;

        case "Move up":
            Undo.RecordObject(_target, "Move action up");
            _target.actions.Remove(_action);
            _target.actions.Insert(i - 1, _action);
            break;

        case "Move to bottom":
            Undo.RecordObject(_target, "Move action to bottom");
            _target.actions.Remove(_action);
            _target.actions.Insert(_target.actions.Count, _action);
            break;

        case "Move down":
            Undo.RecordObject(_target, "Move action down");
            _target.actions.Remove(_action);
            _target.actions.Insert(i + 1, _action);
            break;
        }
    }
コード例 #17
0
        public IEnumerator InitializeGame()
        {
            // ACA DEBERIA RECIBIR LA CONFIGURATION DATA DE CADA UNO
            // UNA VEZ QUE MIRROR ME DIGA "OK HERMANO", LOS DOS JUGADORES MANDARON SU CONFIGURATION DATA
            // ENTONCES AHI PUEDO VENIR A INITIALIZE GAME Y COMPROBAR LA PARTE DE FIREBASE Y SUS CONEXIONES

            // 0d- CHEQUEAR QUE LA BASE DE DATOS ESTE INITIALIZED
            //yield return WaitForDatabaseToLoad(); // REACTIVAR CUANDO FUNCIONE BIEN LA DB
            // 0- CHEQUEAR QUE LOS DOS JUGADORES ESTEN EN LINEA Y LISTOS PARA JUGAR.
            // 0b- CHEQUEAR QUE LOS DOS JUGADORES EXISTAN

            // 4- CARGAR EL DECK SELECCIONADO DE CADA JUGADOR
            // 4b- CHEQUEAR QUE SEA UN DECK VALIDO
            // 4c- SI ES INVALIDO SACAMOS TODO A LA MIERDA, SI ES VALID CREAMOS LOS DECKS DE CADA PLAYER


            // CREATE PLAYERS STATE
            // 1 - CREAR PLAYERS Y USERS
            // 0c- SEGUN EL JUGADOR QUE HAYA CREADO LA PARTIDA ESE SERA EL PLAYER ONE, NO SIGNIFICA QUE VA A EMPEZAR PRIMERO
            playerManager = new PlayerManager();
            playerManager.CreatePlayers();
            playerManager.CreateNewUser(null);


            // CREATE BOARD STATE
            // 3- IR CREANDO EL BOARD
            board2DManager = new Board2DManager(board2DManagerUI, 5, 7);
            //Motion motion = board2DManager.CreateBoard(playerManager.GetPlayer(), OnBoardComplete);
            //InvokerMotion.AddNewMotion(motion);
            //InvokerMotion.StartExecution(this);

            Animotion motion = board2DManager.CreateBoardAnimotion(playerManager.GetPlayer(), OnBoardComplete);

            InvokerAnimotion.AddNewMotion(motion);
            InvokerAnimotion.StartExecution(this);



            // CREATE TURNS STATE => ESTO LO DEBERIA HACER EL SERVER PARA QUE NO LO HAGA CADA JUGADOR Y SE PUEDE HACKEAR
            // 2- ASIGNAR LOS PLAYER AL TURN MANAGER
            turnController = new TurnController(playerManager.GetPlayer());
            // 2b - DECIDIR QUE PLAYER COMIENZA PRIMERO
            turnController.DecideStarterPlayer();


            // CREATE MANAGER STATE
            // 3b - Inicializar los managers generales  ESTOS LOS VA A TENER EL GAME... ASI QUE SEGURO LO HAGAMOS DESDE AHI
            spawnManager    = new SpawnManager(spawnManagerUI, this);
            combineManager  = new CombineManager(this, combineManagerUI);
            movementManager = new MovementManager(this, moveManagerUI);
            actionsManager  = new ActionsManager();
            yield return(null);


            // LOADCOLLECTIONSTATE  => LAS COLLECTION LAS DEBERIA TENER EL SERVER Y PASARSELAS A CADA JUGADOR
            // 3- CARGAR LA GAME COLLECTION
            InGameCardCollectionManager inGameCardCollectionManager = new InGameCardCollectionManager(this, OnCardCollectionLoadComplete);

            //inGameCardCollectionManager.LoadAllCollection(users);// REACTIVAR CUANDO FUNCIONE BIEN LA DB
            inGameCardCollectionManager.LoadAllCollectionJson(playerManager.GetUsers().ToArray());
            while (isCardCollectionLoaded == false)
            {
                if (logOn)
                {
                    Debug.Log("WAITING FOR CARD COLLECTION TO LOAD");
                }
                yield return(null);
            }
            if (logOn)
            {
                Debug.Log("GAME CARD COLLECTION LOADED");
            }


            // CREATEDECKSTATE
            cardManager = new CardController(inGameCardCollectionManager, cardManagerUI, this);
            // VOLVER A ACTIVAR QUE ESTA ES LA FORMA DE CARGAR EL DECK SEGUN LA INFO DE LOS PLAYERS
            //cardManager.LoadDeckFromConfigurationData(playerManager.GetPlayer()[0], playerManager.playerConfigurationData);
            //cardManager.LoadDeckFromConfigurationData(playerManager.GetPlayer()[1], playerManager.playerConfigurationData);
            cardManager.LoadDeckTest(playerManager.GetPlayer()[0]);
            cardManager.LoadDeckTest(playerManager.GetPlayer()[1]);


            // WAIT FOR BOARD TO LOAD STATE
            while (isBoardLoaded == false)
            {
                if (logOn)
                {
                    Debug.Log("WAITING FOR BOARD TO LOAD");
                }
                yield return(null);
            }



            // INITIALIZECONTROLLERSTATE
            // 5 - INICIALIZAMOS LOS CONTROLES
            mouseController    = new MouseController(0, board2DManager, Camera.main);
            keyBoardController = new KeyBoardController(0, board2DManager, Camera.main);
            tileSelectionManagerUI.SetController(board2DManager, mouseController, keyBoardController);


            // STARTGAMESTATE => ACA DEBERIA MANDAR CADA JUGADOR QUE ESTA READY, Y AHI EL SERVER EMITIRIA EL NUEVO STATE PARA CADA UNO
            // CREAMOS EL STATE INICIAL
            AdministrationState AdminState = new AdministrationState(10, this, 1);
            TurnState           turnState  = new TurnState(50, this);

            InitialAdministrationStateA initialAdminStateA = new InitialAdministrationStateA(40, this, 4);
            //Motion bannerMotion = informationUIManager.SetAndShowBanner(initialAdminStateA.stateName, 0.5f);
            //InvokerMotion.AddNewMotion(bannerMotion);
            //InvokerMotion.StartExecution(this);
            //Debug.Log("CREATING BANNER");
            Animotion bannerMotion = informationUIManager.SetAndShowBannerAnimotion(initialAdminStateA.stateName, 0.5f);

            InvokerAnimotion.AddNewMotion(bannerMotion);
            InvokerAnimotion.StartExecution(this);

            IState changePhaseState = new ChangePhaseState(this, initialAdminStateA);

            baseStateMachine = new BaseStateMachine(this);
            baseStateMachine.PushState(changePhaseState, true);
            baseStateMachine.Initialize();



            // DEBERIA DIVIR PLAYER == BASE NEXUS Y GAME PLAYER == JUGADOR EN SI QUE VA A ENVIAR LOS COMANDOS...
            // PODRIAMOS TENER UN GAME PLAYER QUE LO UNICA QUE VA A TENER ES UNA ID
            // ENTONCES CUANDO
            // game.actionsManager.IncrementPlayerActions(game.turnController.CurrentPlayerTurn, managmentPoints);
            // ESTO DEBARA CAMBIARSE game.turnController.CurrentPlayerTurn
            // SI UN JUGADOR APRETA UNA UNIDAD... COMO SABEMOS SI MOSTRAR O NO LA UI DE LOS BOTONES
            // POR QUE SOLO PODEMOS MOSTRARLA EN TURN STATE, OK, Y SOLO CON UNIDADES NUESTRAS OK
            // Y SI ACTIVAMOS EL BOTON ENTONCES IGUAL SIEMPRE VAMOS A SER NOSOTROS TECNICAMENTE...
            // POR QUE EL BOTON SE CREA CON EL OCUPIER O CON EL PLAYER EN ESTE CASO...
            //
            //
            // YA QUE ESTOY ENTRANDO A UN NUEVO STATE game.actionsManager.IncrementPlayerActions LO DEBARIA REALIZAR EL SERVER
            //

            // REALIZA SI O SI JUGADOR
            //// 1 - SUSCRIBIRSE AL EVENTO DE SELECCION ESTO SI LO TIENE QUE HACER EL JUGADOR
            //gmMachine.tileSelectionManagerUI.onTileSelected += ExecuteAction;
            //ExecuteAction(Tile action)
            //if (action == null)
            //{
            //    gmMachine.abilityButtonCreationUI.SetUnit(game.turnController.CurrentPlayerTurn);
            //}
            // ESTO LO HACE EL SERVER, VUELVE A REAHBILITAR LOS BOTONES DEL JUGADOR PARA SPAWN O TAKE CARD

            // SOLO JUGADOR YA QUE ES PARA LA UI
            //// NOS SUSCRIBIMOS AL EVENTO DE CAMBIAR EL TIEMPO
            //gameTimer.OnTimePass += gmMachine.uiGeneralManagerInGame.UpdateTime;



            // DEBE REALIZARLO SERVER
            //// 2 - TENGO QUE SETEAR LOS ACTIONS POINTS PARA ESTE JUGADOR
            //game.actionsManager.IncrementPlayerActions(game.turnController.CurrentPlayerTurn, managmentPoints);

            // DEBE REALIZARLO SERVER Y ENVIAR EL END STATE EN TODO CASO
            //// COMENZAMOS EL CONTADOR DE TIEMPO
            //base.OnEnter();

            // DEBE REALIZARLO SERVER ????
            //gmMachine.abilityButtonCreationUI.SetUnit(game.turnController.CurrentPlayerTurn);
        }
コード例 #18
0
ファイル: StroopMainForm.cs プロジェクト: Fuyukai/STROOP
        private void StroopMainForm_Load(object sender, EventArgs e)
        {
            // Temp: Remove "Other" tab
#if RELEASE
            tabControlMain.TabPages.Remove(tabPageExpressions);
#endif

            // Create new manager context
            var currentContext = new ManagerContext();
            ManagerContext.Current = currentContext;

            Config.Stream                  = new ProcessStream();
            Config.Stream.OnUpdate        += OnUpdate;
            Config.Stream.FpsUpdated      += _sm64Stream_FpsUpdated;
            Config.Stream.OnDisconnect    += _sm64Stream_OnDisconnect;
            Config.Stream.WarnReadonlyOff += _sm64Stream_WarnReadonlyOff;
            Config.Stream.OnClose         += _sm64Stream_OnClose;

            currentContext.DisassemblyManager = _disManager = new DisassemblyManager(tabPageDisassembly);
            currentContext.ScriptManager      = _scriptManager = new ScriptManager(_scriptParser, checkBoxUseRomHack);
            currentContext.HackManager        = _hackManager = new HackManager(_romHacks, Config.ObjectAssociations.SpawnHacks, tabPageHacks);

            // Create map manager
            MapGui mapGui = new MapGui();
            mapGui.GLControl                   = glControlMap;
            mapGui.MapIdLabel                  = labelMapId;
            mapGui.MapNameLabel                = labelMapName;
            mapGui.MapSubNameLabel             = labelMapSubName;
            mapGui.PuValueLabel                = labelMapPuValue;
            mapGui.QpuValueLabel               = labelMapQpuValue;
            mapGui.MapIconSizeTrackbar         = trackBarMapIconSize;
            mapGui.MapZoomTrackbar             = trackBarMapZoom;
            mapGui.MapShowInactiveObjects      = checkBoxMapShowInactive;
            mapGui.MapShowMario                = checkBoxMapShowMario;
            mapGui.MapShowHolp                 = checkBoxMapShowHolp;
            mapGui.MapShowIntendedNextPosition = checkBoxMapShowIntendedNextPosition;
            mapGui.MapShowCamera               = checkBoxMapShowCamera;
            mapGui.MapShowFloorTriangle        = checkBoxMapShowFloor;
            mapGui.MapShowCeilingTriangle      = checkBoxMapShowCeiling;
            currentContext.MapManager          = _mapManager = new MapManager(_mapAssoc, mapGui);
            currentContext.ModelManager        = _modelManager = new ModelManager(tabPageModel);

            currentContext.ActionsManager      = _actionsManager = new ActionsManager(_actionsData, noTearFlowLayoutPanelActions, tabPageActions);
            currentContext.WaterManager        = _waterManager = new WaterManager(_waterData, noTearFlowLayoutPanelWater);
            currentContext.InputManager        = _inputManager = new InputManager(_inputData, tabPageInput, NoTearFlowLayoutPanelInput, _inputImageGui);
            currentContext.MarioManager        = _marioManager = new MarioManager(_marioData, tabPageMario, NoTearFlowLayoutPanelMario, _mapManager);
            currentContext.HudManager          = _hudManager = new HudManager(_hudData, tabPageHud, NoTearFlowLayoutPanelHud);
            currentContext.MiscManager         = _miscManager = new MiscManager(_miscData, NoTearFlowLayoutPanelMisc, tabPageMisc);
            currentContext.CameraManager       = _cameraManager = new CameraManager(_cameraData, tabPageCamera, NoTearFlowLayoutPanelCamera);
            currentContext.TriangleManager     = _triangleManager = new TriangleManager(tabPageTriangles, _triangleData, NoTearFlowLayoutPanelTriangles);
            currentContext.DebugManager        = _debugManager = new DebugManager(_debugData, tabPageDebug, noTearFlowLayoutPanelDebug);
            currentContext.PuManager           = _puManager = new PuManager(groupBoxPuController);
            currentContext.FileManager         = _fileManager = new FileManager(_fileData, tabPageFile, noTearFlowLayoutPanelFile, _fileImageGui);
            currentContext.QuarterFrameManager = _quarterFrameManager = new DataManager(_quarterFrameData, noTearFlowLayoutPanelQuarterFrame);
            currentContext.CameraHackManager   = _cameraHackManager = new CamHackManager(_camHackData, tabPageCamHack, noTearFlowLayoutPanelCamHack);
            currentContext.ObjectManager       = _objectManager = new ObjectManager(_objectData, tabPageObjects, NoTearFlowLayoutPanelObject);
            currentContext.OptionsManager      = _optionsManager = new OptionsManager(tabPageOptions);
            currentContext.TestingManager      = _testingManager = new TestingManager(tabPageTesting);

            // Create Object Slots
            _slotManagerGui.TabControl          = tabControlMain;
            _slotManagerGui.LockLabelsCheckbox  = checkBoxObjLockLabels;
            _slotManagerGui.FlowLayoutContainer = NoTearFlowLayoutPanelObjects;
            _slotManagerGui.SortMethodComboBox  = comboBoxSortMethod;
            _slotManagerGui.LabelMethodComboBox = comboBoxLabelMethod;
            currentContext.ObjectSlotManager    = _objectSlotManager = new ObjectSlotsManager(_objectManager,
                                                                                              _slotManagerGui, _mapManager, _miscManager, _modelManager, tabControlMain);

            SetupViews();

            _resizing = false;
            labelVersionNumber.Text = _version;

            // Collect garbage, we are fully loaded now!
            GC.Collect();
            GC.WaitForPendingFinalizers();

            // Load process
            buttonRefresh_Click(this, new EventArgs());
            panelConnect.Location = new Point();
            panelConnect.Size     = this.Size;
        }
コード例 #19
0
 public ActionsManager()
 {
     Current = this;
 }
コード例 #20
0
ファイル: ActionsManager.cs プロジェクト: tuanzi88/Unity
    // Use this for initialization
    void Start()
    {
        mMonsterDog = new Creature("Monster Dog");
        mMonsterCat = new Creature("Monster Cat");

        // objects
        InitMoveableObjects();

        // actions
        mActions = new ActionsManager(ref mObjects);
        InitActions();
    }
コード例 #21
0
 public void CallManageActions(ActionsManager actionsManager)
 {
     StartCoroutine(ManageActions(actionsManager));
 }
コード例 #22
0
 public void RemoveActionsManager()
 {
     actionsManager = null;
 }
コード例 #23
0
 void Start()
 {
     actionsManager = GetComponent <ActionsManager>();
 }
コード例 #24
0
ファイル: Agent.cs プロジェクト: Kopachelli/Indigo
        /// <summary>
        /// Calculate the best decision of action to satisfy need
        /// </summary>
        /// <param name="argNeed">need, that must be satisfied</param>
        protected virtual void MakeAction(Need argNeed)
        {
            Exception      worldResponseToAction = new Exception(); //World response if the action is accepted.
            ActionAbstract newAction             = null;            //New action to create

            if (argNeed.SatisfyingActions.Count == 0)
            {
                logger.Error("Number of Action to satisfy need {0} is 0", argNeed);
                return;
            }

            foreach (Type act in argNeed.SatisfyingActions)
            {
                Attribute actionInfo = Attribute.GetCustomAttribute(act, typeof(ActionInfoAttribute));                  // getting attributes for this class
                if (actionInfo == null)
                {
                    logger.Error("Failed to get action info attribute for {0}", act.GetType());
                    return;
                }
                ActionInfoAttribute currentInfo = actionInfo as ActionInfoAttribute;                 //Converting attribute to ActionInfo

                if (currentInfo.RequiresObject)
                {
                    foreach (Agent ag in Inventory.ItemList.Concat(CurrentVision.CurrentViewAgents))
                    {
                        if (!currentInfo.AcceptedObjects.Contains(ag.GetType()))
                        {
                            continue;
                        }
                        if (Distance(this, ag) > Math.Sqrt(2))
                        {
                            actionInfo = Attribute.GetCustomAttribute(typeof(ActionGo), typeof(ActionInfoAttribute));                              // getting attributes for this class
                            if (actionInfo == null)
                            {
                                logger.Error("Failed to get action info attribute for ActionGo");
                                return;
                            }
                            currentInfo           = actionInfo as ActionInfoAttribute;
                            newAction             = ActionsManager.GetActionForCurrentParticipants(typeof(ActionGo), currentInfo, this, null, ag.CurrentLocation.Coords);
                            worldResponseToAction = HomeWorld.AskWorldForAction(newAction);
                            if (worldResponseToAction == null)
                            {
                                break;
                            }
                        }
                        newAction             = ActionsManager.GetActionForCurrentParticipants(act, currentInfo, this, ag);
                        worldResponseToAction = HomeWorld.AskWorldForAction(newAction);
                        if (worldResponseToAction == null)
                        {
                            break;
                        }
                    }
                }
                else
                {
                    newAction             = ActionsManager.GetActionForCurrentParticipants(act, currentInfo, this, null);
                    worldResponseToAction = HomeWorld.AskWorldForAction(newAction);
                }

                if (worldResponseToAction == null)
                {
                    logger.Debug("Made action for {0}: {1}", this.Name, newAction.Name);
                    break;
                }
            }
        }
コード例 #25
0
ファイル: GameManager.cs プロジェクト: moccy/Match3-Game
    // Use this for initialization
    void Start()
    {
        if(!PlayerPrefs.HasKey("Terror Nights Slept"))
        {
            PlayerPrefs.SetInt("Terror Nights Slept", 0);
        }

        _nightTerrorNightsSlept = PlayerPrefs.GetInt("Terror Nights Slept");

        _am = transform.GetComponent<ActionsManager>();
        _character = GameObject.Find("Character").GetComponent<Character>();

        FirstPlay = CheckFirstPlay();
        if(FirstPlay)
        {
            Debug.Log("Setting hint wait time to 2.");
            _am.SetHintWaitTime(2);
        }

        if(PlayerPrefs.GetInt("Games Played") == 3)
        {
            NightTerrorState = true;
        }

        // During a night terror.
        if (NightTerrorState)
        {
            Debug.Log("Terror Night Event Active!");
            // Saves current emotional state temporarily.
            if (_savedState == false)
            {
                _tempEmotionalStateValue = _character.GetEmotionalStateValue();
                _savedState = true;
            }

            switch (_nightTerrorNightsSlept)
            {
                // First Night
                // Set hint time to 5 and character state to terror if it's the first night terror event night.
                case 0:
                    Debug.Log("First night of terror!");
                    if (_am.HintWaitTime != 5)
                    {
                        _am.SetHintWaitTime(5);
                    }
                    _character.SetEmotionalStateValue(10);
                    break;
                // Second Night
                case 1:
                    Debug.Log("Second night of terror!");
                    if (_am.HintWaitTime != 5)
                    {
                        _am.SetHintWaitTime(5);
                    }
                    break;
                // Third Night
                case 2:
                    Debug.Log("Third night of terror!");
                    if (_am.HintWaitTime != 5)
                    {
                        _am.SetHintWaitTime(5);
                    }
                    break;
                // End the night terror event here.
                case 3:
                    Debug.Log("Ending night of terror!");
                    if (_am.HintWaitTime != 5)
                    {
                        _am.SetHintWaitTime(5);
                    }
                    SetNightTerrorState(false);
                    ResetNightTerrorSlept();
                    _character.SetEmotionalStateValue(120f);
                    break;
                default:
                    if (_am.HintWaitTime != 5)
                    {
                        Debug.Log("DEFAULT CASE:");
                        Debug.Log("Nights slept: " + _nightTerrorNightsSlept + ". Setting Hint timer to: 5.");
                        _am.SetHintWaitTime(5);
                    }
                    _character.SetEmotionalStateValue(_tempEmotionalStateValue);
                    NightTerrorState = false;
                    break;
             }
        } else
        {
            if(!FirstPlay)
            {
                _am.SetHintWaitTime(5);
            }
            SetNightTerrorSlept(0);
            CheckForRandomNightTerrorEvent();
        }
    }
コード例 #26
0
 public InventarioApi(Account _cuenta, ActionsManager _manejar_acciones)
 {
     cuenta           = _cuenta;
     manejar_acciones = _manejar_acciones;
 }