/// <summary> /// Initializes a new instance of the <see cref="PlayerSelectionMenuControl"/> class. /// </summary> /// <param name="playerLoader"> The player loader. </param> public PlayerSelectionMenuControl(IPlayerLoader playerLoader) { _playerLoader = playerLoader; InitializeComponent(); UpdateList(); }
private void Awake() { Instance = this; _playerLoader = GetComponent <IPlayerLoader>(); _sceneLoader = GetComponent <SceneLoader>(); }
public GameController(IGameLoader game_load, IGameCreator game_creator, IProvinceLoader province_load, IPlayerLoader player_load) { this.game_load = game_load; this.game_creator = game_creator; this.province_load = province_load; this.player_load = player_load; }
/// <summary> /// Loads a player. /// </summary> /// <param name="playerLoader">The player loader for loading of the player.</param> protected void LoadPlayer(IPlayerLoader playerLoader) { playerLoader.StartLoading(); Level.LevelNode.AddComponent(playerLoader.Player); Level.players.Add(playerLoader.Player.ID, playerLoader.Player); Loaders.Add(playerLoader); }
public GameCreator(IProvinceLoader province_load, IGameLoader game_load, IPlayerLoader player_load, Settings settings, IDatabase db, IPowerLoader power_load) { this.province_load = province_load; this.game_load = game_load; this.player_load = player_load; this.settings = settings; this.db = db; this.power_load = power_load; }
public CommandController(IProvinceLoader province_load, ISessionLoader session, Settings settings, IPlayerLoader player_load, ICommandExecutor cmd, IDatabase db) { this.province_load = province_load; this.session = session; this.settings = settings; this.player_load = player_load; this.cmd = cmd; this.db = db; }
/// <summary> /// Loads players and initializes them with the <see cref="players"/> data. /// </summary> protected override void LoadPlayers() { Progress.SendTextUpdate("Loading players"); //If players == null, we are loading a saved level already in play with set AIs InsigniaGetter insigniaGetter = new InsigniaGetter(); if (players == PlayerSpecification.LoadFromSavedGame) { foreach (var storedPlayer in StoredLevel.Players.Players) { LoadPlayer(Player.GetLoader(Level, storedPlayer, insigniaGetter)); } Level.HumanPlayer = Level.GetPlayer(StoredLevel.Players.HumanPlayerID); Level.NeutralPlayer = Level.GetPlayer(StoredLevel.Players.NeutralPlayerID); } //We are loading new level from a prototype or a level in play with new AIs else { foreach (var playerInfo in players) { IPlayerLoader newPlayer = Player.GetLoaderFromInfo(Level, StoredLevel.Players.Players, playerInfo, insigniaGetter); LoadPlayer(newPlayer); if (playerInfo.IsHuman && playerInfo.IsNeutral) { throw new ArgumentException("Corrupted save file, neutral player cannot have the input"); } else if (playerInfo.IsNeutral) { Level.NeutralPlayer = newPlayer.Player; } else if (playerInfo.IsHuman) { Level.HumanPlayer = newPlayer.Player; } } } if (Level.HumanPlayer == null) { throw new ArgumentException("Corrupted save file, no human has input"); } Level.Input = Game.ControllerFactory.CreateGameController(Level.Camera, Level, Level.octree, Level.HumanPlayer); RegisterPlayersToUI(); //Player selection is disabled by default in play mode, but it can be enabled again Level.UIManager.DisablePlayerSelection(); Progress.SendUpdate(playersLPartSize, "Loaded players"); }
private void Awake() { Instance = this; _isInitialized = false; _isGameEnd = false; _isStart = false; _playerLoader = GetComponent <IPlayerLoader>(); _sceneLoader = GetComponent <SceneLoader>(); PlayerContainer = PlayerContainer ?? new GameObject("Player"); TileContainer = TileContainer ?? new GameObject("Tile"); UnitContainer = UnitContainer ?? new GameObject("Unit"); }
/// <summary> /// Loads players, replacing them with placeholder players for editing. /// </summary> protected override void LoadPlayers() { Progress.SendTextUpdate("Loading players"); int numberOfPlayers = 0; InsigniaGetter insigniaGetter = new InsigniaGetter(); foreach (var existingPlayer in StoredLevel.Players.Players) { numberOfPlayers++; IPlayerLoader newPlayer = Player.GetLoaderToPlaceholder(Level, existingPlayer, insigniaGetter); LoadPlayer(newPlayer); //While editing, even the neutral player can have input //When starting play, user will set who has input manually anyway if (newPlayer.Player.ID == StoredLevel.Players.NeutralPlayerID) { Level.NeutralPlayer = newPlayer.Player; } else if (newPlayer.Player.ID == StoredLevel.Players.HumanPlayerID) { Level.HumanPlayer = newPlayer.Player; Level.Input = Game.ControllerFactory.CreateGameController(Level.Camera, Level, Level.octree, newPlayer.Player); } } //There will always be the neutral player and the player with input (representing the human behind the keyboard) if (numberOfPlayers < 2) { throw new ArgumentException("Corrupted save file, there was less than 2 players (neutral or human missing)"); } //Some player always has to have the input if (Level.Input == null) { throw new ArgumentException("Corrupted save file, no player had input"); } for (; numberOfPlayers < LevelRep.MaxNumberOfPlayers; numberOfPlayers++) { CreatePlaceholderPlayer(insigniaGetter.GetNextUnusedInsignia()); } RegisterPlayersToUI(); Progress.SendUpdate(playersLPartSize, "Loaded players"); }
public Player(IPlayerLoader playerLoader,long device) : base() { this.playerLoader = playerLoader; this.infoPanel = new PlayerInfoPanel(); infoPanel.Loaded += infoPanel_Loaded; this.hurtable = true; this.acceptMovement = true; this.playerName = playerLoader.getPlayerName(); this.walkImgSrcs = playerLoader.getWalkImgSrcs(); this.ctrl = playerLoader.getKeyControl(); this.device = device; this._speed = playerLoader.getSpeed(); this.moveStbs = initMoveStb(); this.currDir = WalkDirection.DOWN; initCtrl(); this.ownedBombs = initOwnedBomb(); }
/// <summary> /// Initializes a new instance of the <see cref="MainForm"/> class. /// </summary> public MainForm() { SetStyle(ControlStyles.OptimizedDoubleBuffer, true); InitializeComponent(); Size s = Size; ResizeEnd += (sender, args) => { this.Refresh(); }; ResizeBegin += (sender, args) => { s = Size; }; Resize += (sender, args) => { int m = Math.Max(Size.Width, Size.Height); if (Size.Width < s.Width || Size.Height < s.Height) { m = Math.Min(Size.Width, Size.Height); } Size = new Size(m, m + 50); }; _gameLoader = new GameLoader(); _playerLoader = new PlayerLoader(); LoadMainMenu(); }
public PowerLoader(IDatabase db, IPlayerLoader players) { this.db = db; this.players = players; }
public ProvincesController(IProvinceLoader province_load, Settings settings, IPlayerLoader player_load) { this.province_load = province_load; this.settings = settings; this.player_load = player_load; }
public SwitchController(IProvinceLoader province_load, IPlayerLoader player_load, Settings settings) { this.province_load = province_load; this.player_load = player_load; this.settings = settings; }
public PlayerSelectCompleteEventArgs(long[] devices,IPlayerLoader[] dummyPlayers) { this.devices = devices; this.selectedLoaders = dummyPlayers; }