void setupScenario() { GameObject agent; Vector3 pos; for (int i = 0; i < 5; ++i) { for (int j = 0; j < 5; ++j) { pos = new Vector3(55.0f + i * 10.0f, 0, 55.0f + j * 10.0f); agent = (GameObject)GameObject.Instantiate(agentPrefab, pos, Quaternion.identity); AgentComponent agentComponent = agent.GetComponent <AgentComponent>(); agentComponent.target = new Vector3(-75.0f, 0, -75.0f); pos = new Vector3(-55.0f - i * 10.0f, 0, 55.0f + j * 10.0f); agent = (GameObject)GameObject.Instantiate(agentPrefab, pos, Quaternion.identity); agentComponent = agent.GetComponent <AgentComponent>(); agentComponent.target = new Vector3(75.0f, 0, -75.0f); pos = new Vector3(55.0f + i * 10.0f, 0, -55.0f - j * 10.0f); agent = (GameObject)GameObject.Instantiate(agentPrefab, pos, Quaternion.identity); agentComponent = agent.GetComponent <AgentComponent>(); agentComponent.target = new Vector3(-75.0f, 0, 75.0f); pos = new Vector3(-55.0f - i * 10.0f, 0, -55.0f - j * 10.0f); agent = (GameObject)GameObject.Instantiate(agentPrefab, pos, Quaternion.identity); agentComponent = agent.GetComponent <AgentComponent>(); agentComponent.target = new Vector3(75.0f, 0, 75.0f); agentComponent.isKinematic = true; } } }
private void SetupConversionTasksForAgentService(AgentComponent agentComponent, DatabaseComponent databaseComponent) { XmlDocument conversionConfig = agentComponent.TargetFileSystem.XmlHelper.OpenDocument(agentComponent.PathToConversionConfig); foreach (XmlNode cycleNode in conversionConfig.SelectNodes("/configuration/Innovator/Conversion/ProcessingCycles/cycle")) { XmlNode dbAttribute = cycleNode.SelectSingleNode("@DB"); XmlNode userAttribute = cycleNode.SelectSingleNode("@User"); XmlNode passwordAttribute = cycleNode.SelectSingleNode("@Password"); Logger.Instance.Log(LogLevel.Info, "\tSetting the '{0}' value for @DB attribute for cycle element.", databaseComponent.DatabaseName); dbAttribute.InnerText = databaseComponent.DatabaseName; if (string.Equals(userAttribute.InnerText, "{user}", StringComparison.OrdinalIgnoreCase)) { Logger.Instance.Log(LogLevel.Info, "\tSetting the '{0}' value for @User attribute for cycle element.", agentComponent.ConversionManagerUser); userAttribute.InnerText = agentComponent.ConversionManagerUser; } if (passwordAttribute != null && string.Equals(passwordAttribute.InnerText, "{password}", StringComparison.OrdinalIgnoreCase)) { Logger.Instance.Log(LogLevel.Info, "\tSetting the '{0}' value for @Password attribute for cycle element.", agentComponent.ConversionManagerPassword); passwordAttribute.InnerText = agentComponent.ConversionManagerPassword; } } agentComponent.TargetFileSystem.XmlHelper.SaveXmlDocument(conversionConfig); }
public static void RemoveComponentIfNotNull(this Agent agent, AgentComponent component) { if (component != null) { agent.RemoveComponent(component); } }
public override void ApplyToAgentComponent(AgentComponent agentComponent) { if (HasSomethingToDeploy(agentComponent)) { RunArasUpdateCmdForComponent(agentComponent); } }
public override void Connect(IReadOnlyCollection <Component> instanceComponents) { Logger.Instance.Log(LogLevel.Info, "\nConfiguring component ({0}) to work with component({1}):\n", AgentComponentId, InnovatorComponentId); AgentComponent agentComponent = instanceComponents.Single(c => c.Id == AgentComponentId) as AgentComponent; InnovatorComponent innovatorComponent = instanceComponents.Single(c => c.Id == InnovatorComponentId) as InnovatorComponent; innovatorComponent.TargetFileSystem.XmlHelper.XmlPoke(innovatorComponent.PathToConfig, "/Innovator/AgentService/@InnovatorToServiceAddress", agentComponent.Url); }
void Start() { shield = (GameObject)Instantiate(UnityEngine.Resources.Load("shield")); nightStick = (GameObject)Instantiate(UnityEngine.Resources.Load("nightStick")); agentComponent = GetComponent <AgentComponent>(); post = transform.position; protestCenter = GameObject.Find("ProtestCenter"); }
void Start() { shield = (GameObject)Instantiate(UnityEngine.Resources.Load("shield")); nightStick = (GameObject)Instantiate(UnityEngine.Resources.Load("nightStick")); agentComponent = GetComponent<AgentComponent>(); post = transform.position; protestCenter = GameObject.Find("ProtestCenter"); }
public override void Connect(IReadOnlyCollection <Component> instanceComponents) { Logger.Instance.Log(LogLevel.Info, "\nConfiguring component ({0}) to work with component({1}):\n", DatabaseComponentId, AgentComponentId); DatabaseComponent databaseComponent = instanceComponents.Single(c => c.Id == DatabaseComponentId) as DatabaseComponent; AgentComponent agentComponent = instanceComponents.Single(c => c.Id == AgentComponentId) as AgentComponent; SetupConversionTasksForAgentService(agentComponent, databaseComponent); agentComponent.TargetFileSystem.XmlHelper.XmlPoke(agentComponent.PathToConfig, "/configuration/appSettings/add[@key='InnovatorServer']/@value", databaseComponent.InnovatorServerAspxUrl); }
protected override void Awake() { base.Awake(); m_skillType = SkillTypes.Hold; m_canCancel = true; m_multiJump = AgentComponent.GetComponent <MultiJump> (); m_defaultJump = m_multiJump.JumpPower; m_audioSource = GetComponent <AudioSource> (); m_animator = GetComponent <Animator> (); }
public override bool Activate() { if (AgentComponent.ActivateAgentSkill(this)) { AgentComponent.AttackerComponent.AttackDamage = AttackDamage; m_isActive = true; AgentComponent.SetVelocity(0, -Speed); return(true); } return(false); }
public override bool Activate() { if (AgentComponent.ActivateAgentSkill(this)) { AgentComponent.SetVelocityY(JumpPower); AgentComponent.DeactivateAgentSkill(this); return(true); } return(false); }
/// <summary> /// Activate the skill and begin any sort of animations or movements. /// </summary> public override bool Activate() { Debug.Log("transform Titan"); if (AgentComponent.ActivateAgentSkill(this)) { StartCoroutine(growCoroutine()); return(true); } return(false); }
public void Init(GameObject o) { appraisal = GetComponent<Appraisal>(); agentComponent = GetComponent<AgentComponent>(); beginTime = Time.time; InitAppraisalStatus(); opponent = o; oAgentComponent = opponent.GetComponent<AgentComponent>(); GetComponent<SteeringController>().orientationBehavior = OrientationBehavior.LookAtTarget; //rotation is updated according to opponent's direction }
public void Init(GameObject o) { appraisal = GetComponent <Appraisal>(); agentComponent = GetComponent <AgentComponent>(); beginTime = Time.time; InitAppraisalStatus(); opponent = o; oAgentComponent = opponent.GetComponent <AgentComponent>(); GetComponent <SteeringController>().orientationBehavior = OrientationBehavior.LookAtTarget; //rotation is updated according to opponent's direction }
// Use this for initialization void Start() { appraisal = GetComponent<Appraisal>(); agentComponent = GetComponent<AgentComponent>(); InitAppraisalStatus(); if (explosion) { escapePos = transform.position * 2f - explosion.transform.position; escapePos.y = transform.position.y; } else Debug.Log("No Explosion gameobject"); }
private void giveVampireComponentsToAgent(Agent agent) { // Remove default retreat component AgentComponent defaultRetreatComponent = agent.GetComponent <RetreatAgentComponent>(); agent.RemoveComponentIfNotNull(defaultRetreatComponent); // Replace default morale component with vamp component AgentComponent moraleComponent = agent.GetComponent <MoraleAgentComponent>(); agent.RemoveComponentIfNotNull(moraleComponent); agent.AddComponent(new VampireMoraleAgentComponent(agent)); }
public override bool ActivateAxis(float axis) { if (AgentComponent.ActiveSkill == null || AgentComponent.ActiveSkill.AllowMovement == true) { if ((axis > 0 && AgentComponent.SurfaceDetectorComponent.IsOnSurface(Surface.RightWall) == false) || (axis < 0 && AgentComponent.SurfaceDetectorComponent.IsOnSurface(Surface.LeftWall) == false)) { AgentComponent.SetVelocityX(axis * Speed); return(true); } } return(false); }
public Agent(Agent agentToCopy) { componentsList = new ArrayList(); for(int i = 0; i < numOfComponets; i++) { AgentComponent agentComponent = new AgentComponent( agentToCopy.GetComponet(i)); componentsList.Add(agentComponent); population = agentToCopy.population; generation = agentToCopy.generation; } }
/// <summary> /// Activate the skill and begin any sort of animations or movements. /// </summary> public override bool Activate() { if (m_colliedWall && AgentComponent.ActivateAgentSkill(this)) { m_rigidbody2D.drag = 1f; AgentComponent.SetVelocityY(JumpPower); AgentComponent.DeactivateAgentSkill(this); m_colliedWall = false; return(true); } return(base.Activate()); }
/// <summary> /// The grow coroutine in which transform the sphere /// into titan form. /// </summary> /// /// <returns>The coroutine.</returns> private IEnumerator growCoroutine() { // Get the offset of y in the titan form float yOffset = (Size / 4f) - 0.25f; Vector2 titanFormPosition = transform.position + new Vector3(0f, yOffset, 0f); // Create a circle to detect if the are any object that would prevent the sphere from transforming // If the colliders array is NOT empty, it means the sphere might not be able to transform Collider2D[] colliders = Physics2D.OverlapCircleAll(titanFormPosition, Size / 4f, Layers); if (colliders.Length > 0) { // Get the "ground" object by raycasting directly down RaycastHit2D raycast = Physics2D.Raycast(titanFormPosition, Vector2.down, Mathf.Infinity, Layers); foreach (Collider2D collider in colliders) { // Do not transform if the collider is not a "ground" collider or if the normal // vector is not pointing up if (collider != raycast.collider || raycast.normal != Vector2.up) { if (!m_errorCoroutineRunning) { StartCoroutine(displayErrorCoroutine()); } AgentComponent.DeactivateAgentSkill(this); yield break; } } } AgentComponent.Invicible = true; m_isActive = true; AgentComponent.AttackerComponent.AttackDamage = AttackDamage; m_particleSystem.Emit(ParticleCount); transform.localScale *= Size; transform.position = titanFormPosition; m_rigidbody2D.mass = Mass; // Play the titan form audio clip m_audioSource.clip = TitanAudioClip; m_audioSource.Play(); yield return(new WaitForSeconds(2.0f)); Cancel(); }
// Use this for initialization void Start() { appraisal = GetComponent <Appraisal>(); agentComponent = GetComponent <AgentComponent>(); InitAppraisalStatus(); if (explosion) { escapePos = transform.position * 2f - explosion.transform.position; escapePos.y = transform.position.y; } else { Debug.Log("No Explosion gameobject"); } }
public override bool Cancel() { Debug.Log("Attempt to cancel Rocket Drill"); bool result = AgentComponent.DeactivateAgentSkill(this); if (result == true) { m_isActive = false; AgentComponent.AttackerComponent.AttackDamage = AgentComponent.AttackerComponent.DefaultAttackDamage; // Return to the idle animation m_animator.SetInteger("RocketDrill", 0); } return(result); }
/// <summary> /// Deactivate the skill and stop the player during the skill executation /// or when the skill is done executing. /// </summary> public override bool Cancel() { // Prevent accidental shrinking beyond the original size if (m_originalScale != transform.localScale) { AgentComponent.Invicible = false; m_isActive = false; AgentComponent.SetVelocity(0f, 0f); AgentComponent.AttackerComponent.AttackDamage = AgentComponent.AttackerComponent.DefaultAttackDamage; transform.localScale /= Size; m_rigidbody2D.mass = m_originalMass; } return(AgentComponent.DeactivateAgentSkill(this)); }
// Use this for initialization void Start() { appraisal = GetComponent <Appraisal>(); agentComponent = GetComponent <AgentComponent>(); affectComponent = GetComponent <AffectComponent>(); InitAppraisalStatus(); Leader = this.transform.parent.GetComponent <LeaderComponent>().leader; UpdateAttractor(); if (agentComponent.id % 4 == 0) { bannerCarrier = true; banner = (GameObject)Instantiate(UnityEngine.Resources.Load("banner")); } }
/// <summary> /// Update physic movement in the titan form. /// </summary> private void FixedUpdate() { if (m_isActive) { switch (AgentComponent.Facing) { case Direction.Left: AgentComponent.SetVelocity(-Speed, m_rigidbody2D.velocity.y); break; case Direction.Right: AgentComponent.SetVelocity(Speed, m_rigidbody2D.velocity.y); break; default: break; } } }
// Use this for initialization void Start() { appraisal = GetComponent <Appraisal>(); agentComponent = GetComponent <AgentComponent>(); affectComponent = GetComponent <AffectComponent>(); steering = GetComponent <SteeringController>(); // navmeshAgent.radius -= 0.1f; //smaller than regular size //navmeshAgent.speed += 0.6f; //faster than regular speed agentComponent.walkingSpeed = steering.maxSpeed; counterPos = GameObject.Find("counter").transform.position; cashier = GameObject.Find("cashier"); storeEntrance = GameObject.Find("storeEntrance"); acquiredObjCnt = 0; desiredObjCnt = (int)(5f * affectComponent.personality[(int)OCEAN.E] + 6f); //correlated to extroversion [1 11] InitAppraisalStatus(); }
public override bool Activate() { if (AgentComponent.ActivateAgentSkill(this)) { Debug.Log("GLIDE START"); m_isActive = true; AgentComponent.SetVelocityY(0); // Apply the gravity scale and linear drag m_rigidbody2D.gravityScale = GravityScale; m_rigidbody2D.drag = LinearDrag; // Play the glide audio and animation m_audioSource.clip = GlideAudio; m_audioSource.loop = true; m_audioSource.Play(); m_animator.SetInteger("Glide", 1); return(true); } return(false); }
public override bool Cancel() { if (m_isActive) { Debug.Log("GLIDE STOP"); bool result = AgentComponent.DeactivateAgentSkill(this); if (result == true) { m_isActive = false; // Revert the gravity scale and linear drag to default values m_rigidbody2D.gravityScale = 1f; m_rigidbody2D.drag = 0f; } // Stop playing the Glide animation and stop the audio from looping m_animator.SetInteger("Glide", 0); m_audioSource.loop = false; return(result); } return(false); }
public Atom CreatePlayer(string name, GamePosition position) { var player = new Atom("Player", '@', position); var damagerComponent = new DamagerComponent(player, _eventBus); player.AddComponent(damagerComponent); var interactionComponent = new PlayerInteractionComponent(player, _levelController, damagerComponent, _random); player.AddComponent(interactionComponent); var inputActionController = new PlayerInputActionController(player, interactionComponent, _scheduleController); player.AddComponent(inputActionController); var uniqueComponent = new UniqueAtomComponent(player, name); player.AddComponent(uniqueComponent); var inventoryComponent = new InventoryComponent(player, _levelController, _eventBus); player.AddComponent(inventoryComponent); var agentComponent = new AgentComponent(player); player.AddComponent(agentComponent); return(player); }
public override bool Cancel() { if (m_isActive) { bool result = AgentComponent.DeactivateAgentSkill(this); if (result == true) { m_isActive = false; AgentComponent.AttackerComponent.AttackDamage = AgentComponent.AttackerComponent.DefaultAttackDamage; // Set velocity to 0 to reduce the chances of cube // falling through the ground or platforms AgentComponent.SetVelocity(0f, 0f); // Play the stomp audio m_audioSource.clip = StompAudio; m_audioSource.Play(); } return(result); } return(false); }
public override bool Activate() { m_multiJump.JumpPower = JumpPower; bool result = m_multiJump.Activate(); if (result == true) { result = AgentComponent.ActivateAgentSkill(this); if (result == true) { AgentComponent.SetVelocityX(0f); AgentComponent.AttackerComponent.AttackDamage = AttackDamage; m_isActive = true; // Play the drill audio and animation m_audioSource.clip = RocketDrillAudio; m_audioSource.Play(); m_animator.SetInteger("RocketDrill", 1); } } m_multiJump.JumpPower = m_defaultJump; return(result); }
public abstract void ApplyToAgentComponent(AgentComponent agentComponent);
// Use this for initialization void Start() { appraisal = GetComponent<Appraisal>(); agentComponent = GetComponent<AgentComponent>(); affectComponent = GetComponent<AffectComponent>(); InitAppraisalStatus(); Leader = this.transform.parent.GetComponent<LeaderComponent>().leader; UpdateAttractor(); if(agentComponent.id % 4 == 0) { bannerCarrier = true; banner = (GameObject)Instantiate(UnityEngine.Resources.Load("banner")); } }
// Use this for initialization void Start() { appraisal = GetComponent<Appraisal>(); agentComponent = GetComponent<AgentComponent>(); affectComponent = GetComponent<AffectComponent>(); steering = GetComponent<SteeringController>(); // navmeshAgent.radius -= 0.1f; //smaller than regular size //navmeshAgent.speed += 0.6f; //faster than regular speed agentComponent.walkingSpeed = steering.maxSpeed; counterPos = GameObject.Find("counter").transform.position; cashier = GameObject.Find("cashier"); storeEntrance = GameObject.Find("storeEntrance"); acquiredObjCnt = 0; desiredObjCnt = (int)(5f * affectComponent.personality[(int)OCEAN.E] + 6f); //correlated to extroversion [1 11] InitAppraisalStatus(); }
public override void ApplyToAgentComponent(AgentComponent agentComponent) { ApplyToWindowsServiceComponent(agentComponent); }
void CreateRandomComponents() { UnityEngine.Random.seed = UnityEngine.Random.Range(1, 1000); for (int i = 0; i < numOfComponets; i++) { AgentComponent agentComponent = new AgentComponent(); componentsList.Add(agentComponent); } }