public static void SwitchToMenu() { if (CurrentGame != null) CurrentGame.gameObject.SetActive(false); State = GlobalStates.Menu; }
public static void SwitchToGame() { if (CurrentGame == null) StartGame(); State = GlobalStates.Playing; //CurrentGame.gameObject.SetActive(true); }
public void Init() // Use to init or reset script parameters { if (_fightersList.Count > 0) { for (int i = _fightersList.Count - 1; i >= 0; i--) { GameObject.Destroy(_fightersList[i]); _fightersList[i] = null; _fightersList.RemoveAt(i); } } if (_workersList.Count > 0) { for (int i = _curWorkersCount - 1; i >= 0; i--) { GameObject.Destroy(_workersList[i]); _workersList[i] = null; _workersList.RemoveAt(i); } } _THEGAMEScript = THEGAME.GetComponent <GlobalStates>(); _gameScript = _gamePanel.GetComponent <Game>(); _state = State.IDLE; resources = 1000; _timer = 0.0f; _fighterStartState = Fighter.State.ORDERED; _maxFighters = 5; _curFightersCount = 0; _fighterOrderCost = 120; _fighterOrderTime = 10.0f; _fighterUpdateCost = 70; _fighterUpdateTime = 7.0f; _fighterMaxHP = 20; _fighterUpdateHP = 10; _fighterHealTime = 3.0f; _workerStartState = Worker.State.ORDERED; _maxWorkers = 5; _curWorkersCount = 0; _workerOrderCost = 100; _workerOrderTime = 5.0f; _mineValue = 10; _mineTime = 5.0f; _workersThreshHold = 3; _mineDecreaseValue = 1; Debug.Log("Base: Initialized Scene Script"); }
// Use this for initialization void Start() { _player = GameObject.Find("Player"); myRigidbody = GetComponent <Rigidbody>(); controlPoint = transform.position; destination = transform.position; states = GlobalStates.Roam; actStates = AttackStates.Wait; isPaused = false; animator.SetBool("Move", false); animator.SetInteger("Direction", 3); }
/// <summary> /// Adds a state to this state machine. This function takes care of global states and ID checks. /// Should not really be used - instead use Character function 'CreateState' - it is much nicer and tidier. /// </summary> /// <param name="state"></param> public void CreateState(uint id, AnimationModule animation) { // This is a check to make sure that we are adding the states in the order they are declared in the enum. // If this doesn't occur, the states will be mixed up and all hell will break loose. Debug.Assert(id == currentAddedStates); State state = new State(id, animation); States[currentAddedStates] = state; currentAddedStates++; // If our state is global, add it to our list if (state.IsGlobal) { GlobalStates.Add(state); } }
public void Init() { _THEGAMEScript = THEGAME.GetComponent <GlobalStates>(); _gameScript = _gamePanel.GetComponent <Game>(); _baseScript = _basePanel.GetComponent <Base>(); _fighters = new List <Fighter>(); _enemyBaseDamage = 1; _DamageIncrease = 1; _roundsToIncrease = 5; _enemiesCount = 1; _currEnemiesCount = _enemiesCount; _enemiesCurrDamage = _enemyBaseDamage; _currRound = 0; Debug.Log("Combat: Initialized Scene Script"); }
public static void Initialize(GameObject GamePrefab) { Global.GamePrefab = GamePrefab; //pdapdateFromServer(); //SQL.Initialize(); // SQL.ExecuteFile(@"SQL/Tables"); // SQL.ExecuteFile(@"SQL/CardTypes"); // SQL.ExecuteFile(@"SQL/Actions"); // SQL.ExecuteFile(@"SQL/Cards"); // SQL.ExecuteFile(@"SQL/Scenarios"); // SQL.ExecuteFile(@"SQL/LoadingScreens"); // SQL.ExecuteFile(@"SQL/Quotes"); // SQL.ExecuteFile(@"SQL/Classes"); State = GlobalStates.Intro; //GameObject.Instantiate(GamePrefab); }
public void Init() { _THEGAMEScript = THEGAME.GetComponent <GlobalStates>(); _combatScript = _combatPanel.GetComponent <Combat>(); _baseScript = _basePanel.GetComponent <Base>(); _doFightButton.GetComponent <Button>().interactable = false; GameTime = 0; _tempTimer = 0.0f; _delta = 0.0f; _phase = Phase.BASE; _basePhaseTime = 20; _basePhaseTimer = _basePhaseTime; _round = 0; _idleRounds = 0; _isRoundIdle = true; Debug.Log("Game: Initialized Scene Script"); }
// Fonction qui gere le roaming de l'ennemi void Roam() { if ((Vector3.Distance(transform.position, destination) < 0.7f)) { isPaused = true; if (timerRoam > timeBetweenRoam) { Vector3 point = Random.insideUnitSphere; point.y = 0; if (IsFree(controlPoint + (point.normalized * RoamRadius))) { destination = controlPoint + (point.normalized * RoamRadius); timerRoam = 0; isPaused = false; dontLook = false; } } timerRoam += Time.deltaTime; } Collider[] targets = Physics.OverlapSphere(this.transform.position, distanceVision); foreach (Collider target in targets) { if (target.name == "Player") { Vector3 direction = _player.transform.position - transform.position; RaycastHit hit; if (Physics.Raycast(transform.position, direction.normalized, out hit, distanceVision)) { if (hit.collider.gameObject == _player) { states = GlobalStates.Attack; actStates = AttackStates.Wait; nextStates = AttackStates.GetCloser; } } } } }
// Use this for initialization void Start() { _player = GameObject.Find("Player"); myRigidbody = GetComponent<Rigidbody>(); controlPoint = transform.position; destination = transform.position; states = GlobalStates.Roam; actStates = AttackStates.Wait; isPaused = false; normalColor = skin.GetComponent<Renderer>().material.color; animator.SetBool("Move", false); animator.SetInteger("Direction", 3); }
// Fonction qui gere le roaming de l'ennemi void Roam() { if ((Vector3.Distance(transform.position, destination) < 1.5f)) { isPaused = true; if (timerRoam > timeBetweenRoam) { Vector3 point = Random.insideUnitSphere; point.y = 0; if (IsFree(controlPoint + (point.normalized * RoamRadius))) { destination = controlPoint + (point.normalized * RoamRadius); timerRoam = 0; isPaused = false; dontLook = false; } } timerRoam += Time.deltaTime; } Collider[] targets = Physics.OverlapSphere(this.transform.position, distanceVision); foreach (Collider target in targets) { if (target.name == "Player") { Vector3 direction = _player.transform.position - transform.position; RaycastHit hit; if (Physics.Raycast(transform.position, direction.normalized, out hit, distanceVision, visionMask)) { if (hit.collider.gameObject == _player) { states = GlobalStates.Attack; actStates = AttackStates.Wait; nextStates = AttackStates.GetCloser; } } } } }
public State(int userId, GlobalStates globalState, int subStateId) { UserId = userId; GlobalState = globalState; SubStateId = subStateId; }