private void Start() { _glc = FindObjectOfType <GameLogicController>(); _cs = FindObjectOfType <CameraShake>(); _as = _sc.controlDelusionSource; }
private void InitGameBoard(bool initFromState = false) { gameLogicController = new GameLogicController(selectedFigure); textViewFigure.Text = $"{StringConstants.YOU_ARE_PLAYER} {selectedFigure}"; textViewPlayerTurn.Text = $"{selectedFigure}{StringConstants.TURN}"; //Restore game from saved state if (initFromState) { string gameStateJson = Settings.Get(StringConstants.GAME_STATE, string.Empty); gameState = JsonSerializer.Deserialize <Dictionary <int, int> >(gameStateJson); for (int y = 0; y < boardTiles.Length; y++) //row { for (int x = 0; x < boardTiles[y].Length; x++) //column { if (gameState.ContainsKey(boardTiles[y][x].Id)) { textViewPlayerTurn.Text = $"{gameLogicController.GetTurn()}{StringConstants.TURN}"; Move playerMove = gameLogicController.MakeMove(y, x); Glide.With(this).Load(playerMove.Figure == Figures.X ? StringConstants.X_URL : StringConstants.O_URL).Into(boardTiles[playerMove.Y][playerMove.X]); boardTiles[y][x].Enabled = false; } } } } }
private void Start() { // If the system does not support the accelerometer, end update routine if (!SystemInfo.supportsGyroscope) { gyroEnabled = false; } gyroEnabled = true; Input.gyro.enabled = true; _glc = FindObjectOfType <GameLogicController>(); _sc = FindObjectOfType <SoundController>(); IsRotatable = true; IsActivated = false; gameObject.tag = _rotTag; outlineEffect = GetComponent <Outline>(); // if not existent, seach in children if (outlineEffect == null) { outlineEffect = this.gameObject.transform.GetComponentInChildren <Outline>(); } outlineEffect.enabled = false; }
void Start() { cgController = new GameLogicController(); cgController.Initialize(); cgController.OnLose(Lose); cgController.Player.OnHealthChanged(OnHealthChanged); cgController.Player.OnScoreChanged(OnScoreChanged); cgController.GenerateFirstSlabsStack(); viewSlabArray = new GameObject[cgController.MAX_SIZE, cgController.MAX_SIZE]; viewValueSlab = new int[cgController.MAX_SIZE, cgController.MAX_SIZE]; viewHealthList = new List <GameObject>(); for (int i = 0; i < cgController.MAX_SIZE; i++) { for (int j = 0; j < cgController.MAX_SIZE; j++) { viewSlabArray[i, j] = InitializeSlab(i, j); cgController.Slabs[i, j].OnKill(OnKill); cgController.Slabs[i, j].OnIndexChanged(OnIndexChanged); cgController.Slabs[i, j].OnTeleported(OnSlabTeleported); } } for (int i = 0; i < cgController.Player.HealthPoint; i++) { viewHealthList.Add(Instantiate(healthPrefab)); viewHealthList[i].transform.SetParent(parentHealth); viewHealthList[i].transform.localScale = Vector3.one; } }
public void RemoveUser(ClaimsPrincipal user, Action <long> onGameFinish, Action <long> onTurnTimeout) { lock (lobbyLock) { if (!HasUser(user)) { return; } var removeUser = players .Where((item) => item.GetUserLoginID() == user.GetUserLoginID()) .FirstOrDefault(); players.Remove(removeUser); hosts.Remove(removeUser); if (hosts.Count == 0 && players.Count > 0) { hosts.Add(players[0]); } if (InGame()) { GameLogicController.GameUserLeave(removeUser, onTurnTimeout, onGameFinish); } } }
private void Awake() { _glc = FindObjectOfType <GameLogicController>(); _sc = FindObjectOfType <SceneController>(); _pmc = playerCharacter.GetComponent <PlayerMovementController>(); _glc.PlayerDiedEvent += OnPlayerDeath; }
private void Start() { // _renderer = playerCharacter.GetComponent<Renderer>(); //if (_renderer != null) // _baseMaterial = _renderer.material; _glc = FindObjectOfType <GameLogicController>(); _as = _sc.nihilismDelusionSource; }
private void Start() { _glc = FindObjectOfType <GameLogicController>(); _sc = FindObjectOfType <SoundController>(); _glc.DelusionActivityEvent += OnDilusionActive; PopulateDelusionTimings(0); ScheduleDelusionStarts(); }
public bool StartGame(Action <long> onPreparationEnd) { lock (lobbyLock) { if (players.Count < 3) { return(false); } var callPhaseDuration = GetCallPhaseDuration(GameMode); var turnPhaseDuration = GetTurnPhaseDuration(GameMode); var preparationPhaseDuration = 10000; List <int> gameScores; if (players.Count == 2) { gameScores = new List <int>() { 1, -1 }; } else if (players.Count == 3) { gameScores = new List <int>() { 1, 0, -1 }; } else if (players.Count == 4) { gameScores = new List <int>() { 2, 1, 0, -1 }; } else { gameScores = new List <int>() { }; } GameLogicController = new GameLogicController(); GameLogicController.StartGame( players, GameLobbyID, callPhaseDuration, turnPhaseDuration, preparationPhaseDuration, onPreparationEnd, gameScores); return(true); } }
public Game(GameLogicController gameContoller, int pinCount, int startingPinNumber, int ringCount) //constructor { this.gameContoller = gameContoller; logic = new Logic(); var startingPinSafe = Mathf.Clamp(startingPinNumber, 1, pinCount);//clamping startingpinnumber to prevent wrong entries for (int i = 0; i < pinCount; i++) { pins.Add(new Pin(ringCount, i == startingPinSafe - 1)); } }
private void Awake() { // Create a GameLogicController singleton instance if there is none if (Instance == null) { Instance = this; DontDestroyOnLoad(this); } else { // Destroy if there is already a GameLogicController singleton instance Destroy(this); } }
private void Start() { //destinationPosition = transform.position; _glc = FindObjectOfType <GameLogicController>(); _meshRend = GetComponentsInChildren <MeshRenderer>(); foreach (MeshRenderer rend in _meshRend) { rend.enabled = false; } baseSpeed = agent.speed; // Save waiting position for persecutor to go back to it after hunt waitingPosition = transform.position; }
void Start() { //tidies up the editor, personal preference garboCollect = FindObjectOfType <GarbageCollector>(); //initialize gameLogicController gameLogicController = FindObjectOfType <GameLogicController>(); //initialize transforms/rotations at the beginning //of the game, to allow ADS functionality GunADSInitializer(); //initializing our FPSController so that we can change sensitivity/etc. standardFPSController = GetComponentInParent <RigidbodyFirstPersonController>(); gunAudioController = GetComponent <AudioSource>(); }
void Start() { Camera camcam = Camera.main; float screenHeight = camcam.GetScreenHeight()-1; camcam.orthographicSize = screenHeight / 2.0f; if(instance == null) { instance = this; DontDestroyOnLoad (gameObject); Instantiate(gestureInitializer); Instantiate(gestureManager); Instantiate(networkManager); levelProgression = new string[] {"NotAlone", "Level2", "Level3"}; } else DestroyImmediate(gameObject); }
private void Start() { _charController = GetComponent <CharacterController>(); _glc = FindObjectOfType <GameLogicController>(); _animator = GetComponent <Animator>(); _animatorSpeedHashParam = Animator.StringToHash("Speed"); _currentJumpHeight = 0; _baseSpeed = speed; _baseJumpSpeed = jumpSpeed; // Add event listeners InputsDisabled = InputsDelayed = InvertedControls = false; _glc.InputsInvertedEvent += OnInputsInverted; _glc.InputsDisabledEvent += OnInputsDisabled; _glc.InputsDelayedEvent += OnInputsDelayed; Alive = true; }
void Start() { Camera camcam = Camera.main; float screenHeight = camcam.GetScreenHeight() - 1; camcam.orthographicSize = screenHeight / 2.0f; if (instance == null) { instance = this; DontDestroyOnLoad(gameObject); Instantiate(gestureInitializer); Instantiate(gestureManager); Instantiate(networkManager); levelProgression = new string[] { "NotAlone", "Level2", "Level3" }; } else { DestroyImmediate(gameObject); } }
private void Awake() { gameLogicController = FindObjectOfType <GameLogicController>(); }
private void Start() { _glc = FindObjectOfType <GameLogicController>(); _glc.DelusionActivityEvent += OnDilusionActive; }
private void Start() { _glc = FindObjectOfType <GameLogicController>(); _glc.CameraIsMovingEvent += OnCameraIsMoving; }
// Use this for initialization void Start() { _glc = FindObjectOfType <GameLogicController>(); _glc.InputsInvertedEvent += (bool inverted) => Debug.Log(inverted); }
void Start() { //allows game logic such as player death and other logic in the future gameLogicController = FindObjectOfType <GameLogicController>(); }
private void Awake() { _glc = FindObjectOfType <GameLogicController>(); _sc = FindObjectOfType <SceneController>(); _glc.PlayerDiedEvent += OnPlayerDied; }