public static void Seed(LaneController lane) { lane.PlaceholderTowers.Add(new BaseTower( name: "Basic Tower", radius: 2, attackRatio: 2, damage: 20, controller: lane, tile: null)); lane.PlaceholderTowers.Add(new BaseTower( name: "Fire Tower", radius: 2, attackRatio: 2, damage: 20, controller: lane, tile: null)); lane.PlaceholderTowers.Add(new BaseTower( name: "Terra flower", radius: 2, attackRatio: 2, damage: 20, controller: lane, tile: null)); lane.PlaceholderTowers.Add(new BaseTower( name: "Eramghurd tower", radius: 2, attackRatio: 2, damage: 20, controller: lane, tile: null)); }
private void LaneThreatCheck() { //clear lists so that they can update properly threat.Clear(); advantage.Clear(); laneEven.Clear(); //checks every time a decision must be made //also needs to know where it has the advantage for (int i = 0; i < playerLanes.Count; i++) { if (playerLanes[i].amount > ourLanes[i].amount) { threat.Add(playerLanes[i]); laneToIncrease = ourLanes[i]; //get amount required to match changeAmount = playerLanes[i].amount - ourLanes[i].amount; //this lane is a threat } else if (playerLanes[i].amount < ourLanes[i].amount) { advantage.Add(playerLanes[i]); laneToDecrease = ourLanes[i]; //at an advantage } else if (playerLanes[i].amount == ourLanes[i].amount) { laneEven.Add(playerLanes[i]); //lane is even } } }
public void ChangeLaneAmount(int amount, LaneController chosenLane, int uiIndex) { print(amount); amountLeft -= amount; chosenLane.amount += amount; uiManager.SetUnitRemainText(amountLeft); uiManager.SetLaneText(chosenLane.amount, uiIndex); }
public BaseTower(string name, float radius, float attackRatio, float damage, LaneController controller, Tile tile) { Name = name; Radius = radius; AttackRatio = attackRatio; Damage = damage; LaneController = LaneController; Tile = tile; }
// Start is called before the first frame update void Start() { timeToNextWave = waveTimer; enemiesLeft = baseNumOfEnemies; LaneController = LaneControllerObject.GetComponent <LaneController>(); Debug.Log("Wave 1 begin!"); currentWave = 1; waveIsActive = true; }
// Use this for initialization void Start() { InitializeLeadIn(); simpleMusicPlayer = simpleMusciPlayerTrans.GetComponent <SimpleMusicPlayer>(); simpleMusicPlayer.LoadSong(kgy, 0, false); // 初始化所有音轨. for (int i = 0; i < noteLanes.Count; ++i) { noteLanes[i].Initialize(this); } // 初始化事件。 playingKoreo = Koreographer.Instance.GetKoreographyAtIndex(0); // 获取Koreography中的所有事件。 KoreographyTrackBase rhythmTrack = playingKoreo.GetTrackByID(eventID); //获取事件轨迹 List <KoreographyEvent> rawEvents = rhythmTrack.GetAllEvents(); //获取所有事件 //KoreographyEvent rawEvent = rhythmTrack.GetEventAtStartSample(2419200); //rawEvent. for (int i = 0; i < rawEvents.Count; ++i) { //KoreographyEvent 基础Koreography事件定义。 每个事件实例都可以携带一个 //有效载荷 事件可以跨越一系列样本,也可以绑定到一个样本。 样品 //值(开始/结束)在“采样时间”范围内,* NOT *绝对采样位置。 //确保查询/比较在TIME而不是DATA空间中发生。 KoreographyEvent evt = rawEvents[i]; int noteID = evt.GetIntValue();//获取每个事件对应的字符串 // Find the right lane. 遍历所有音轨 for (int j = 0; j < noteLanes.Count; ++j) { LaneController lane = noteLanes[j]; if (noteID > 6) { noteID = noteID - 6; if (noteID > 6) { noteID = noteID - 6; } } if (lane.DoesMatch(noteID)) { //事件对应的字符串与某个音轨对应字符串匹配,则把该事件添加到该音轨 // Add the object for input tracking. lane.AddEventToLane(evt); // Break out of the lane searching loop. break; } } } //SampleRate采样率,在音频资源里有。 //命中窗口宽度,采样率*0.001*命中时长 hitWindowRangeInSamples = (int)(0.001f * hitWindowRangeInMS * SampleRate); }
public static void Seed(LaneController lane) { lane.PlaceholderUnits.Add(new Unit(null) { CurrentHealth = 100, Id = 0, MovementSpeed = 0.1f, OriginalHealth = 100 }); }
private static void OnTick(EventArgs args) { ShopController.Tick(); PhaseController.Tick(); LaneController.Tick(); GankController.Tick(); TeleportController.Tick(); MovementController.Tick(); WardController.Tick(); RecallController.Tick(); }
void ChangeLane() { LaneController newLane = GameManager.Instance.lanes[Random.Range(0, GameManager.Instance.lanes.Count)]; while (newLane == lane) { newLane = GameManager.Instance.lanes[Random.Range(0, GameManager.Instance.lanes.Count)]; } transform.DOMove(newLane.transform.position + new Vector3(20 - backwardDistance, transform.localScale.y / 2, 0), changingLaneDuration); lane = newLane; }
void SpawnObject(GameObject prefab, LaneController lane) { GameObject newObject = Instantiate(prefab, lane.transform.position + new Vector3(20, prefab.transform.localScale.y / 2, 0), Quaternion.identity, GameManager.Instance.dynamicObjects); Enemy enemy = newObject.GetComponent <Enemy>(); enemy.lane = lane; List <SpriteRenderer> renderers = enemy.renderers; int lineIndex = GameManager.Instance.lanes.IndexOf(lane); foreach (SpriteRenderer sprite in renderers) { sprite.sortingOrder = lineIndex; } }
//[System.Obsolete] /// <summary> /// All <see cref="PuppetModificationBase"/> game object are stored here! /// </summary> //public GameObject PuppetModificationGameObjectParent; private void Awake() { if (gameManager == null) { gameManager = this; } else { Destroy(gameObject); } if (levelManager == null) { LevelManager lm = GetComponent <LevelManager>(); if (lm == null) { levelManager = gameObject.AddComponent <LevelManager>(); } else { levelManager = lm; } } if (laneController == null) { LaneController lc = GetComponent <LaneController>(); if (lc == null) { laneController = gameObject.AddComponent <LaneController>(); } else { laneController = lc; } } if (audioManager == null) { AudioManager am = GameObject.Find("AudioManager").GetComponent <AudioManager>(); if (am == null) { Debug.LogError("There is no game object named AudioManager containing a component AudioManager in the scene."); } else { audioManager = am; } } DontDestroyOnLoad(this); }
private void MoveToLane(LaneController oldLane, LaneController newLane) { if (isMoving) { return; } isMoving = true; transform.DOMove(newLane.transform.position + new Vector3(0, transform.localScale.y / 2, 0), movementDuration).OnComplete(() => { isMoving = false; }); oldLane.player = null; newLane.player = this; lane = newLane; topSprite.sortingOrder = GameManager.Instance.lanes.IndexOf(newLane); bottomSprite.sortingOrder = GameManager.Instance.lanes.IndexOf(newLane); }
//初始化方法 public void Initialize(KoreographyEvent evt, int noteNum, LaneController laneCont, RhythmGameController gameCont, bool isLongStart, bool isLongEnd) { trackedEvent = evt; laneController = laneCont; gameController = gameCont; isLongNote = isLongStart; isLongNoteEnd = isLongEnd; int spriteNum = noteNum; if (isLongNote) { spriteNum += 6; } else if (isLongNoteEnd) { spriteNum += 12; } visuals.sprite = noteSprites[spriteNum - 1]; }
public void SwimmingFinished(float time, LaneController target, float result) { if (finishOverlays.Count == 0) { winner = target; } SwimmingCanvasOverlayController tmpOverlay = target.overlay.GetComponent <SwimmingCanvasOverlayController>(); finishOverlays.Add(tmpOverlay); tmpOverlay.gameObject.SetActive(true); tmpOverlay.ShowGraphic(finishOverlays.IndexOf(tmpOverlay), target.swimmer.GetComponent <SwimmingSwimmer>().flag); if (target.swimmer.transform.CompareTag("Player")) { playerScore = result; Invoke(nameof(ShowResults), 3f); } CameraManager.Instance.SetLive(stateCam); }
void Start() { InitializeLeadIn(); for (int i = 0; i < noteLines.Count; i++) { noteLines[i].Initialize(this);//音轨初始化 } //获取到koreography对象 playingKoreo = Koreographer.Instance.GetKoreographyAtIndex(0); KoreographyTrack rhythmTrack = playingKoreo.GetTrackByID(eventID); //获取事件 List <KoreographyEvent> rawEvents = rhythmTrack.GetAllEvents(); for (int i = 0; i < rawEvents.Count; i++) { KoreographyEvent evt = rawEvents[i]; int noteID = evt.GetIntValue(); //遍历所有音轨 for (int j = 0; j < noteLines.Count; j++) { LaneController lane = noteLines[j]; if (noteID > 6) { noteID = noteID - 6; if (noteID > 6) { noteID = noteID - 6; } } if (lane.DoesMatch(noteID)) { lane.AddEventToLane(evt); break; } } } hitWindowRangeInSamples = (int)(SampleRate * hitWindowRangeInMS * 0.0001f); }
// Use this for initialization void Start() { animationController = GetComponent <AnimationController>(); thisPlayer = GetComponent <Player> (); laneController = FindObjectOfType <LaneController> (); socket = FindObjectOfType <SocketIOComponent> (); socket.On("initpos", laneController.MovePlayer); socket.On("posed", OnPosed); socket.On("hit", OnHit); if (!RemotePlayer) { //tell the server that the game has loaded JSONObject json = new JSONObject(); json.AddField("lobbyid", thisPlayer.matchID); socket.Emit("gameloaded", json); } /*if (thisPlayer.playerID == 0) * laneController.MovePlayer (thisPlayer.playerID, 0); * else if (thisPlayer.playerID == 1) * laneController.MovePlayer (thisPlayer.playerID, 3);*/ }
// Use this for initialization void Start() { player = ReInput.players.GetPlayer(id); laneController = Lane.GetComponent <LaneController>(); }
// Use this for initialization void Start() { runnerController = runner.GetComponent<RunnerController>(); leftController = leftLane.GetComponent<LaneController>() as LaneController; middleController = middleLane.GetComponent<LaneController>() as LaneController; rightController = rightLane.GetComponent<LaneController>() as LaneController; leftController.SetUpLane(leftLane.GetComponent<Renderer>().material.GetColor("_EmissionColor"), flashingColor, cycleTime); middleController.SetUpLane(middleLane.GetComponent<Renderer>().material.GetColor("_EmissionColor"), flashingColor, cycleTime); rightController.SetUpLane(rightLane.GetComponent<Renderer>().material.GetColor("_EmissionColor"), flashingColor, cycleTime); laneColor = leftLane.GetComponent<Renderer>().material.GetColor("_EmissionColor"); runnerController.SetShotNoise(TheNoise()); }
private void ChangeLaneAmount(int amount, LaneController chosenLane) { amountLeft -= amount; chosenLane.amount += amount; }
void Start() { laneController = LaneControllerObject.GetComponent <LaneController>(); }
void checkLane(LaneController lane) { lane.CheckBox(); }
private void ResetNote() { trackedEvent = null; laneController = null; gameController = null; }
public void SetLaneController(LaneController LC, string channel) { this.LC = LC; this.channel = channel; }
void Start() { sr = GetComponent <SpriteRenderer>(); laneController = LaneControllerObject.GetComponent <LaneController>(); }
protected virtual void Finished(float time, LaneController controller) { StopAllCoroutines(); }
protected override void Finished(float time, LaneController controller) { SwimmingController.onFinish.Invoke(time, controller, SwimmerResultTime); base.Finished(time, controller); }
void Start() { lane = new LaneController(); }