public void Attack(IAttack attack) { if (attack != null) { attack.Attack(_ID.ToString(), _ID, _Opponent); } }
public async void ProcessEvent_SelectJoke_RandomName() { // Given var jokeService = Substitute.For <IJokeService <CategoryQuery> >(); var nameService = Substitute.For <INameService>(); var prompt = Substitute.For <IPrompt>(); var printer = Substitute.For <IPrinter>(); prompt.InputKey(string.Empty).Returns('r'); prompt.Confirm("Want to use a random name? y/(n)").Returns(true); prompt.Confirm("Want to specify a category? y/(n)").Returns(false); prompt.Input("How many jokes do you want? (1-9)").Returns("1"); nameService.GetName().Returns(Task.FromResult(ReplacedCharacterName)); jokeService.GetRandomJoke(Arg.Any <CategoryQuery>()) .Returns(new Joke($"{DefaultCharacterName.ToString()} Joke", DefaultCharacterName.ToString())); var sut = new ConsoleJokeGenerator(jokeService, nameService, prompt, printer); // When var proceed = await sut.ProcessEvent(); // Then Assert.True(proceed); await nameService.Received(1).GetName(); printer.Received(0).WriteLine($"{DefaultCharacterName.ToString()} Joke"); printer.Received(1).WriteLine($"{ReplacedCharacterName.ToString()} Joke"); }
private void setAnimation(CharacterAnimationState charAnimState, CharacterName character) { Actor actor = actors[character]; String ch = "Characters/" + character.ToString().ToLower() + "/man/" + charAnimState + ".TVA"; actor.Actor.ImportAnimations("Characters/" + character.ToString().ToLower() + "/man/" + charAnimState + ".TVA"); actor.Actor.SetAnimationByName(charAnimState.ToString()); actor.Actor.PlayAnimation(1); actor.CharacterAnimState = charAnimState; }
/// <summary> /// Loads the associated assets from the defined sources and prevents further authoring of the asset /// </summary> public void LoadAssociatedAssets() { var charName = CharacterName.ToString(); EmotionalAppraisalAsset ea = Loader(m_emotionalAppraisalAssetSource, () => new EmotionalAppraisalAsset()); EmotionalDecisionMakingAsset edm = Loader(m_emotionalDecisionMakingAssetSource, () => new EmotionalDecisionMakingAsset()); SocialImportanceAsset si = Loader(m_socialImportanceAssetSource, () => new SocialImportanceAsset()); CommeillFautAsset cfa = Loader(m_commeillFautAssetSource, () => new CommeillFautAsset()); m_emotionalAppraisalAsset = ea; m_emotionalDecisionMakingAsset = edm; m_socialImportanceAsset = si; m_commeillFautAsset = cfa; MCTSAsset mcts = new MCTSAsset(); //Dynamic properties BindToRegistry(m_kb); edm.RegisterKnowledgeBase(m_kb); si.RegisterKnowledgeBase(m_kb); cfa.RegisterKnowledgeBase(m_kb); mcts.RegisterKnowledgeBase(m_kb); m_allowAuthoring = false; }
//UI callbacks public void OnPlay() { PlayerPrefs.SetString("DIFFICULTY", currentDifficulty.ToString()); PlayerPrefs.SetString("CHARACTER", playerCharacter.ToString()); StopAllCoroutines(); StartCoroutine(Play()); }
private void DividirEInserirFalas(GameObject professorGO) { var paragrafos = new string[4]; paragrafos[0] = introducaoAula; paragrafos[1] = "Momento 1: " + descricaoMomento1; paragrafos[2] = "Momento 2: " + descricaoMomento2; paragrafos[3] = "Momento 3: " + descricaoMomento3; // Adicionar falas ao diálogo do professor var npc = professorGO.GetComponent <NpcDialogo>(); var originalInteractOffset = npc.interactOffset; Destroy(npc); Destroy(professorGO.GetComponent <QuestGuest>()); professorGO.AddComponent <QuestGuest>(); npc = professorGO.AddComponent <NpcDialogo>(); npc.interactOffset = originalInteractOffset; npc.dialogoPrincipal = new GameComenius.Dialogo.Dialogo(); npc.dialogoPrincipal.nodulos = new GameComenius.Dialogo.DialogoNodulo[1]; npc.dialogoPrincipal.nodulos[0] = new GameComenius.Dialogo.DialogoNodulo(); npc.dialogoPrincipal.nodulos[0].falas = new GameComenius.Dialogo.Fala[1 + paragrafos.Length]; // Fala da Lurdinha, obrigatoriamente ela deve iniciar um diálogo npc.dialogoPrincipal.nodulos[0].falas[0] = new GameComenius.Dialogo.Fala { // Uma fala em branco da Lurdinha é suficiente para o jogo fazer // um "skip" da fala dela mesmo que precise aqui no código fala = "", personagem = GameComenius.Dialogo.Personagens.Lurdinha, emocao = GameComenius.Dialogo.Expressao.Sorrindo }; // Adicionar falas do professor for (int i = 0; i < paragrafos.Length; i++) { npc.dialogoPrincipal.nodulos[0].falas[i + 1] = new GameComenius.Dialogo.Fala(); npc.dialogoPrincipal.nodulos[0].falas[i + 1].fala = paragrafos[i]; var a = Enum.Parse(typeof(GameComenius.Dialogo.Personagens), professor.ToString(), true); npc.dialogoPrincipal.nodulos[0].falas[i + 1].personagem = (GameComenius.Dialogo.Personagens)a; npc.dialogoPrincipal.nodulos[0].falas[i + 1].emocao = GameComenius.Dialogo.Expressao.Sorrindo; } TrocarDialogoAposPlanejamento(professorGO); }
public CharacterCombatant(CharacterName characterName, int offense, int defense, int speed, int guts, int hitPoints) : base(characterName.ToString(), offense, defense, speed, guts, hitPoints) { this.characterName = characterName; // START TEST Weapon = new WeaponItem("Cracked Bat", ItemType.Weapon, offense: 4, guts: 0, accuracy: 15); // END TEST }
private string FormatJoke(CharacterName characterName, Joke joke) { if (characterName != null) { return(joke.ReplacedName(characterName.ToString())); } else { return(joke.Value); } }
public void PositionDialogue(DialogueGroup group, string c) { CharacterName character = ParseChar(c); characterUiDictionary[character].PositionDialogue(group); #if UNITY_EDITOR if (!characterUiDictionary.ContainsKey(character)) { Debug.LogError($"Asking to position dialogue above {character.ToString()} but they're not being shown in scene {gameObject.scene.name}"); return; } #endif }
public void LoadAssociatedAssets(AssetStorage storage) { var charName = CharacterName.ToString(); m_emotionalAppraisalAsset = EmotionalAppraisalAsset.CreateInstance(storage); m_emotionalDecisionMakingAsset = EmotionalDecisionMakingAsset.CreateInstance(storage); m_socialImportanceAsset = SocialImportanceAsset.CreateInstance(storage); m_commeillFautAsset = CommeillFautAsset.CreateInstance(storage); //Dynamic properties BindToRegistry(m_kb); m_emotionalDecisionMakingAsset.RegisterKnowledgeBase(m_kb); m_commeillFautAsset.RegisterKnowledgeBase(m_kb); m_socialImportanceAsset.RegisterKnowledgeBase(m_kb); }
private void Start() { // health bars HealthBar[] bars = gameObject.GetComponentsInChildren <HealthBar>(); healthBars = new Dictionary <FighterType, HealthBar> { { FighterType.Enemy, bars[0] }, { FighterType.Player, bars[1] } }; // name string preferenceKey = Game.Constants.PreferencesKeys[Preference.Character]; CharacterName characterName = (CharacterName)PlayerPrefs.GetInt(preferenceKey); bars[1].Text = characterName.ToString(); }
public Creature createCreature(CharacterName type, Statistics statistics) { String uniqueName = type.ToString() + id; Creature creature = new Creature(container.getObject<Game>("mainGame")); creature.UniqueName = uniqueName; creature.Statistics = statistics; creature.CreatureService = this; creature.CharacterName = type; creature.AnimationService = container.getObject<AnimationService>("animationService"); container.addComponent(creature, uniqueName); creatures.Add(uniqueName, creature); id++; return creature; }
public Player(string name, int hitChance, int evade, int life, int maxLife, Name charactername, Weapon weaponchoice) { maxLife = maxLife; Name = name; HitChance = hitChance; Evade = Evade; Life = life; CharacterName = CharacterName; WeaponChoice = WeaponChoice; switch (CharacterName.ToString()) { case "PawKC": HitChance += 5; break; case "Robuck": HitChance += 5; break; case Name.CaptainPrice: HitChance += 15; break; case Name.AlexMason: HitChance += 10; break; case Name.Ghost: HitChance += 5; break; case Name.GeneralShepherd: HitChance += 10; break; case Name.CaptainWoods: HitChance += 10; break; default: break; } }
protected virtual void OnTryMeleeAttackDelay() { RaycastHit _hit; var _target = enemyTarget; bool _validShot = ChestTransform != null && _target != null; if (_validShot && Physics.Linecast(MyLOSTransform.position, _target.ChestTransform.position, out _hit)) { var _root = _hit.transform.root; //If Hit Self if (_root == transform) { Debug.Log(CharacterName.ToString() + " is shooting himself."); } bool _isEnemy = _root.tag == gamemode.AllyTag; if (_isEnemy) { _target.allyEventHandler.CallOnAllyTakeDamage( GetDamageRate(), _hit.point, Vector3.zero, this, _hit.transform.gameObject); } } }
void SubscribeToEventBus() { EventBus.ClientInstance.Subscribe(EventConstants.UpdateCharacterSheet(charaName.ToString()), UpdateInfo); }
public JSONNode GetCharacterJSONNode(CharacterName characterName) { string JSONfilePath = _charactersDataFilesDirectory[characterName.ToString()]; return(JSON.Parse(((TextAsset)Resources.Load(JSONfilePath)).text)); }