public GameController(string levelName, string levelString, string namesFileContent) : this() { this.levelName = levelName; level = LevelLoader.LoadLevel(levelString); CharName.BuildCache(namesFileContent); }
// Process Text and Text related commands public void ReadLine(Line line) { Debug.Log("Storytext is " + line.StoryText); if (line.StoryText == null) { SpeakerNameTextBox.text = " "; StoryTextBox.text = " "; return; } CurrentSpeaker = line.Speaker; if (CurrentSpeaker == null || CurrentSpeaker == none) { CurrentSpeaker = LastSpeaker; SpeakerName = CurrentSpeaker.ToString("g"); } else { LastSpeaker = CurrentSpeaker; SpeakerName = CurrentSpeaker.ToString("g"); } SpeakerNameTextBox.text = SpeakerName; StoryTextBox.text = line.StoryText; }
public Line(Command commands, CharName speaker = none, string storyText = null) { List <Command> _commands = new List <Command>() { commands }; BuildLine(_commands, speaker, storyText); }
public static void ParseCharacter(CharName name, DataSection data, VoidPtr address) { OffsetHolder o = ExtraDataOffsets.GetOffsets(name); if (o != null) { o.Parse(data, address); } }
public override int GetHashCode() { unchecked { var hashCode = (CharName != null ? CharName.GetHashCode() : 0); hashCode = (hashCode * 397) ^ FaceUpFrames; hashCode = (hashCode * 397) ^ FaceDownFrames; return(hashCode); } }
private void BuildLine(List <Command> commands = null, CharName speaker = none, string storyText = null) { if (commands == null) { commands = new List <Command>(); } this.Speaker = speaker; this.StoryText = storyText; this.Commands = commands; }
void Update() { if (Input.GetKeyDown(KeyCode.Space)) { if (Index >= CurrentChapter.Text.Count) { Index = 0; } // TEMP // Resets the index at the end for testing purposes. // Text Handling CurrentSpeaker = CurrentChapter.Text[Index].Speaker; if (CurrentSpeaker == null || CurrentSpeaker == CharName.none) { SpeakerName = LastSpeaker.ToString("g"); } else { LastSpeaker = CurrentSpeaker; SpeakerName = CurrentSpeaker.ToString("g"); } StoryText = CurrentChapter.Text[Index].StoryText; SpeakerNameTextBox.text = (StoryText != null) ? SpeakerName : " "; StoryTextBox.text = (StoryText != null) ? StoryText : " "; // Command Handling Commands = CurrentChapter.Text[Index].Commands; if (Commands != null) { CommandString = ""; foreach (Command command in Commands) { CommandString += command.ToString(); if (command.CommandName == CommandName.enter) { } } } print( $"Index:{Index} {SpeakerName}: {StoryText} {(CommandString!=""?"("+CommandString+")":"")}" // TEMP ); Index++; } if (Input.GetKeyDown(KeyCode.I)) { print(Backgrounds[0].FilePath); } }
private void Start() { try{ charName = this.transform.parent.GetComponent <CharIconPanel>().MyName; }catch (Exception e) { DebugLogger.LogError(e + "MyParent isnt CharIconPanel "); throw; } WorldImg = transform.parent.parent.parent.parent.GetComponentInChildren <WorldImg>(); img = this.GetComponent <Image>(); txt = GetComponentInChildren <Text>(); }
public void Launch(CharName char1, CharName char2) { var p1 = Instantiate(chars.Find(n => n.GetCharName == char1).gameObject, transform.position, transform.rotation); p1.transform.parent = transform.parent; p1.transform.position = p1Position; var p2 = Instantiate(chars.Find(n => n.GetCharName == char2).gameObject, transform.position, transform.rotation); p2.transform.parent = transform.parent; p2.transform.position = p2Position; GetComponent <PlayerDIContainer>().Launch(p1, p2); }
//How to parse the articles for a character: //Using Brawlbox v0.68b, you can view a character's extra data offsets (header data specific to that character) //by opening the character's moveset file and going to MoveDef_FitChar->Sections->data //Go the properties and view the ExtraOffsets collection. //Use this to set up the struct for the character accordingly (find their struct by name below). //You can view the int offset of each article in the Articles list under data, //So just match those offsets to the list, get the index and use it to parse them. //Articles and parameter lists names must start with _article or _params public static OffsetHolder GetOffsets(CharName character) { Type[] types = Assembly.GetExecutingAssembly().GetTypes().Where( t => String.Equals(t.FullName, "Ikarus.MovesetFile.ExtraDataOffsets+" + character.ToString(), StringComparison.Ordinal)).ToArray(); if (types.Length != 0) { return(Activator.CreateInstance(types[0]) as OffsetHolder); } return(null); }
public override void Write() { _worldPacket.WritePackedGuid(CharGUID); _worldPacket.WriteUInt8(SexID); _worldPacket.WriteUInt8(SkinID); _worldPacket.WriteUInt8(HairColorID); _worldPacket.WriteUInt8(HairStyleID); _worldPacket.WriteUInt8(FacialHairStyleID); _worldPacket.WriteUInt8(FaceID); CustomDisplay.ForEach(id => _worldPacket.WriteUInt8(id)); _worldPacket.WriteBits(CharName.GetByteCount(), 6); _worldPacket.FlushBits(); _worldPacket.WriteString(CharName); }
public override void Write() { _worldPacket.WritePackedGuid(CharGUID); _worldPacket.WriteUInt8(SexID); _worldPacket.WriteInt32(Customizations.Count); foreach (ChrCustomizationChoice customization in Customizations) { _worldPacket.WriteUInt32(customization.ChrCustomizationOptionID); _worldPacket.WriteUInt32(customization.ChrCustomizationChoiceID); } _worldPacket.WriteBits(CharName.GetByteCount(), 6); _worldPacket.FlushBits(); _worldPacket.WriteString(CharName); }
void Awake() { SpeakerNameTextBox = GameObject.Find("SpeakerNameText").GetComponent <TextMeshProUGUI>(); StoryTextBox = GameObject.Find("StoryText").GetComponent <TextMeshProUGUI>(); Backgrounds = new List <BackgroundImage>(); BackgroundPanel = GameObject.Find("BackgroundPanel").transform.Find("Image").gameObject; BPImageHook = BackgroundPanel.GetComponent <Image>(); LastSpeaker = CharName.none; CommandString = ""; Mover = new Mover((float)Screen.width); Debug.Log("screen width: " + Screen.width); }
public Character(CharName charName, GameObject prefab, Sprite thumbnail) { // Initialize Name this.Name = charName; this.Prefab = prefab; this.RT = this.Prefab.GetComponent <RectTransform>(); this.Thumbnail = thumbnail; Image[] imageComps = Prefab.GetComponentsInChildren <Image>(); this.Body = imageComps[0]; this.Face = imageComps[1]; // Component[] components = temp.GetComponents(typeof(Component)); // foreach(Component component in components) // { // Debug.Log("Components on BodyImage: " + component.ToString()); // } ChangeExpression(starting); }
public CharacterInfo(CharName character) { Name = character; _usableModels = new BindingList <int>(); GetModelIndices(); LoadParameters(); if (MotionEtcArc != null && MotionEtcArc.Children.Count >= 2) { LoadArcFiles(MotionEtcArc.Children[0] as ARCNode, ref _characterEtcFiles); } MainForm.Instance._mainControl.comboMdl.DataSource = _usableModels; if (_usableModels.Count > 0 && ModelArcExists(_usableModels[0], true, true)) { MainForm.Instance._mainControl.comboMdl.SelectedIndex = _usableModels[0]; } }
public CharName GetChars() { List <string> charactersList = new List <string>(); CharName character = new CharName(); using (StarwarsDBContext dbContext = new StarwarsDBContext()) { List <person> Characters = dbContext.people.ToList(); foreach (person p in Characters) { foreach (film f in p.films) { charactersList.Add(p.name); } } var characters = charactersList.GroupBy(i => i).OrderByDescending(g => g.Count()).Take(1).Select(g => g.Key); foreach (string charName in characters) { character.charName = charName; } return(character); } }
public void Remove(CharName name, int player) { switch (name) { case CharName.AmericanHero: ameimg[player].enabled = false; break; case CharName.MJ: egyimg[player].enabled = false; break; case CharName.Moaian: chilimg[player].enabled = false; break; case CharName.Osushi: japimg[player].enabled = false; break; default: throw new ArgumentOutOfRangeException(nameof(name), name, null); } }
public MovesetNode(CharName character) { _character = character; }
public TextManager(TextMeshProUGUI speakerNameTextBox, TextMeshProUGUI storyTextBox) { SpeakerNameTextBox = speakerNameTextBox; StoryTextBox = storyTextBox; LastSpeaker = none; // TODO is this necessary? }
//This virtual method compares the name of the current card to a given string. public virtual bool CompareNames(string name) { return(CharName.Equals(name)); }
// Constructor for stage directions public Command(CommandName name, CharName character, StagePosition position) { CommandName = name; Character = character; Position = position; }
// Constructor for expression changes, end chapter etc. public Command(CommandName name, CharName character, Expression expression) { CommandName = name; Character = character; Expression = expression; }
public MovesetFile(CharName character) { _character = character; }
//How to parse the articles for a character: //Copy and paste one of the classes below (ex, Link) //Then rename it to the character and uncomment the character in the function below //Then using Brawlbox v0.68b, you can view the data offsets //by opening the character's moveset file and going to MoveDef_FitChar->Sections->data //Go the properties and view the ExtraOffsets collection. //Use this to set up the struct for the character accordingly. //You can view the int offset of each article in the Articles list under data, //So just match those offsets to the list, get the index and use it to parse them. public static OffsetHolder GetOffsets(CharName character) { switch (character) { //case CharName.CaptainFalcon: // return new CaptainFalcon(); //case CharName.KingDedede: // return new KingDedede(); //case CharName.DiddyKong: // return new DiddyKong(); //case CharName.DonkeyKong: // return new DonkeyKong(); //case CharName.Falco: // return new Falco(); //case CharName.Fox: // return new Fox(); //case CharName.MrGameNWatch: // return new MrGameNWatch(); //case CharName.Ganondorf: // return new Ganondorf(); //case CharName.GigaBowser: // return new GigaBowser(); //case CharName.Ike: // return new Ike(); //case CharName.Kirby: // return new Kirby(); //case CharName.Bowser: // return new Bowser(); case CharName.Link: return new Link(); //case CharName.Lucario: // return new Lucario(); //case CharName.Lucas: // return new Lucas(); //case CharName.Luigi: // return new Luigi(); case CharName.Mario: return new Mario(); //case CharName.Marth: // return new Marth(); //case CharName.Metaknight: // return new Metaknight(); //case CharName.Ness: // return new Ness(); case CharName.Peach: return new Peach(); //case CharName.Pikachu: // return new Pikachu(); //case CharName.Pikmin: // return new Pikmin(); case CharName.Pit: return new Pit(); //case CharName.Ivysaur: // return new Ivysaur(); //case CharName.Charizard: // return new Charizard(); //case CharName.PokemonTrainer: // return new PokemonTrainer(); //case CharName.Squirtle: // return new Squirtle(); //case CharName.Popo: // return new Popo(); //case CharName.Jigglypuff: // return new Jigglypuff(); //case CharName.ROB: // return new ROB(); //case CharName.Samus: // return new Samus(); //case CharName.Sheik: // return new Sheik(); //case CharName.Snake: // return new Snake(); //case CharName.Sonic: // return new Sonic(); case CharName.ZeroSuitSamus: return new ZeroSuitSamus(); //case CharName.ToonLink: // return new ToonLink(); //case CharName.Wario: // return new Wario(); //case CharName.WarioMan: // return new WarioMan(); //case CharName.Wolf: // return new Wolf(); //case CharName.Yoshi: // return new Yoshi(); //case CharName.GreenAlloy: // return new GreenAlloy(); //case CharName.RedAlloy: // return new RedAlloy(); //case CharName.YellowAlloy: // return new YellowAlloy(); //case CharName.BlueAlloy: // return new BlueAlloy(); //case CharName.Zelda: // return new Zelda(); } return null; }
public void SetUp(CharName char_name, Sprite sprite) { myName = char_name; Img.sprite = sprite; }
//How to parse the articles for a character: //Copy and paste one of the classes below (ex, Link) //Then rename it to the character and uncomment the character in the function below //Then using Brawlbox v0.68b, you can view the data offsets //by opening the character's moveset file and going to MoveDef_FitChar->Sections->data //Go the properties and view the ExtraOffsets collection. //Use this to set up the struct for the character accordingly. //You can view the int offset of each article in the Articles list under data, //So just match those offsets to the list, get the index and use it to parse them. public static OffsetHolder GetOffsets(CharName character) { switch (character) { //case CharName.CaptainFalcon: // return new CaptainFalcon(); //case CharName.KingDedede: // return new KingDedede(); //case CharName.DiddyKong: // return new DiddyKong(); //case CharName.DonkeyKong: // return new DonkeyKong(); //case CharName.Falco: // return new Falco(); //case CharName.Fox: // return new Fox(); //case CharName.MrGameNWatch: // return new MrGameNWatch(); //case CharName.Ganondorf: // return new Ganondorf(); //case CharName.GigaBowser: // return new GigaBowser(); //case CharName.Ike: // return new Ike(); //case CharName.Kirby: // return new Kirby(); //case CharName.Bowser: // return new Bowser(); case CharName.Link: return(new Link()); //case CharName.Lucario: // return new Lucario(); //case CharName.Lucas: // return new Lucas(); //case CharName.Luigi: // return new Luigi(); case CharName.Mario: return(new Mario()); //case CharName.Marth: // return new Marth(); //case CharName.Metaknight: // return new Metaknight(); //case CharName.Ness: // return new Ness(); case CharName.Peach: return(new Peach()); //case CharName.Pikachu: // return new Pikachu(); //case CharName.Pikmin: // return new Pikmin(); case CharName.Pit: return(new Pit()); //case CharName.Ivysaur: // return new Ivysaur(); //case CharName.Charizard: // return new Charizard(); //case CharName.PokemonTrainer: // return new PokemonTrainer(); //case CharName.Squirtle: // return new Squirtle(); //case CharName.Popo: // return new Popo(); //case CharName.Jigglypuff: // return new Jigglypuff(); //case CharName.ROB: // return new ROB(); //case CharName.Samus: // return new Samus(); //case CharName.Sheik: // return new Sheik(); //case CharName.Snake: // return new Snake(); //case CharName.Sonic: // return new Sonic(); case CharName.ZeroSuitSamus: return(new ZeroSuitSamus()); //case CharName.ToonLink: // return new ToonLink(); //case CharName.Wario: // return new Wario(); //case CharName.WarioMan: // return new WarioMan(); //case CharName.Wolf: // return new Wolf(); //case CharName.Yoshi: // return new Yoshi(); //case CharName.GreenAlloy: // return new GreenAlloy(); //case CharName.RedAlloy: // return new RedAlloy(); //case CharName.YellowAlloy: // return new YellowAlloy(); //case CharName.BlueAlloy: // return new BlueAlloy(); case CharName.Zelda: return(new Zelda()); } return(null); }
private static Player CreateCharacter() { var character = new Player(true) { UniqueId = UniqueIdGenerator.GetNext(EntityType.Player), Name = CharName.Size16(), Partner = "None", Level = 1, Money = 1000, Look = Model, Class = Job, MapId = 1010, Profs = new Dictionary <int, Prof> { [134] = new Prof(134, 0, 0), [133] = new Prof(133, 0, 0), [130] = new Prof(130, 0, 0), [131] = new Prof(131, 0, 0), [117] = new Prof(117, 0, 0), [114] = new Prof(114, 0, 0), [113] = new Prof(113, 0, 0), [118] = new Prof(118, 0, 0), [111] = new Prof(111, 0, 0), [121] = new Prof(121, 0, 0), [120] = new Prof(120, 0, 0), [150] = new Prof(150, 0, 0), [151] = new Prof(151, 0, 0), [152] = new Prof(152, 0, 0), [160] = new Prof(160, 0, 0), [900] = new Prof(900, 0, 0), [400] = new Prof(400, 0, 0), [410] = new Prof(410, 0, 0), [420] = new Prof(420, 0, 0), [421] = new Prof(421, 0, 0), [430] = new Prof(430, 0, 0), [440] = new Prof(440, 0, 0), [450] = new Prof(450, 0, 0), [460] = new Prof(460, 0, 0), [480] = new Prof(480, 0, 0), [481] = new Prof(481, 0, 0), [490] = new Prof(490, 0, 0), [500] = new Prof(500, 0, 0), [510] = new Prof(510, 0, 0), [530] = new Prof(530, 0, 0), [540] = new Prof(540, 0, 0), [560] = new Prof(560, 0, 0), [561] = new Prof(561, 0, 0), [562] = new Prof(562, 0, 0), [580] = new Prof(580, 0, 0) } }; GiveStarterItems(character); EntityLogic.Recalculate(character); character.CurrentHp = character.MaximumHp; character.CurrentMp = character.MaximumMp; character.Money = 1000; character.Location = new Vector2(61, 109); return(character); }
public CharacterInfo(CharName character) { Name = character; _usableModels = new BindingList<int>(); GetModelIndices(); LoadParameters(); if (MotionEtcArc != null && MotionEtcArc.Children.Count >= 2) LoadEtcFiles(MotionEtcArc.Children[0] as ARCNode, ref _characterEtcFiles); MainForm.Instance._mainControl.comboMdl.DataSource = _usableModels; if (_usableModels.Count > 0 && ModelArcExists(_usableModels[0], true, true)) MainForm.Instance._mainControl.comboMdl.SelectedIndex = _usableModels[0]; }
public Line(List <Command> commands = null, CharName speaker = none, string storyText = null) { BuildLine(commands, speaker, storyText); }
// Constructor for characters public Command(CommandName name, CharName character, List <string> args = null) { CommandName = name; Character = character; Args = args; }
private int FindCharIndex(CharName char_name) { return(ParameterTable.Instance.CharIconInformations.FindIndex(n => n.charName == char_name)); }