コード例 #1
0
ファイル: AIPlayer.cs プロジェクト: SamGomes/for-the-record
    public AIPlayer(GameObject playerUIPrefab, GameObject canvas, MonoBehaviourFunctionalities playerMonoBehaviourFunctionalities,
                    PoppupScreenFunctionalities warningScreenref,
                    int id, string name, bool isSpeechAllowed, GameProperties.Instrument likedInstrument) : base(playerUIPrefab, canvas, playerMonoBehaviourFunctionalities, warningScreenref, id, name)
    {
        InitDelays();
        this.likedInstrument = likedInstrument;

        if (!GameProperties.configurableProperties.isSimulation && isSpeechAllowed)
        {
            GameObject erp = new GameObject("EmotionalRoboticPlayer");
            emotionalModule        = erp.AddComponent <EmotionalModule>();
            emotionalModule.Speaks = isSpeechAllowed;
            emotionalModule.ReceiveInvoker(this); //only pass the invoker after it is initialized
        }

        this.type = GameProperties.PlayerType.AIPLAYER_NOT_ASSIGNED;
    }
コード例 #2
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ファイル: UIPlayer.cs プロジェクト: SamGomes/for-the-record
    public UIPlayer(GameObject playerUIPrefab, GameObject playerCanvas, MonoBehaviourFunctionalities playerMonoBehaviourFunctionalities, PoppupScreenFunctionalities warningScreenRef, int id, string name) : base(id, name)
    {
        this.type = GameProperties.PlayerType.HUMAN;

        InitUI(playerUIPrefab, playerCanvas, warningScreenRef);

        //position UI on canvas
        this.GetPlayerUI().transform.Translate(new Vector3(0, -GameGlobals.players.Count * (0.2f * Screen.height), 0));

        //position UI correctly depending on players number (table layout)
        //float refAngle = (180.0f / (numPlayers - 1));
        //((UIPlayer)currPlayer).GetPlayerUI().transform.RotateAround(new Vector3(510, 490, 0), new Vector3(0, 0, 1), (i * refAngle));
        //((UIPlayer)currPlayer).GetPlayerUI().transform.Rotate(new Vector3(0, 0, 1), -(i*refAngle) + 90.0f);

        //temporarily on canvas...
        this.playerMonoBehaviourFunctionalities = playerMonoBehaviourFunctionalities;
        //this.GetSpeechBaloonUI().GetComponentInChildren<Text>().text = Application.streamingAssetsPath +" "+ GameGlobals.FAtiMAScenarioPath;
        //this.GetSpeechBaloonUI().SetActive(true);
    }
コード例 #3
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    // Use this for initialization
    public PoppupScreenFunctionalities(bool isGlobal, Func <int> OnShow, Func <int> OnHide, GameObject poppupPrefab, GameObject canvas, MonoBehaviourFunctionalities monoBehaviourFunctionalities, Sprite icon, Color backgroundColor)
    {
        poppupInstance = UnityEngine.Object.Instantiate(poppupPrefab, canvas.transform).gameObject;
        if (isGlobal)
        {
            UnityEngine.Object.DontDestroyOnLoad(canvas); //canvas is the one to call as it is the root of poppupInstance. Also do not despawn poppups
        }

        Image backround = poppupInstance.transform.Find("messageBackground").GetComponent <Image>();

        backround.color = backgroundColor;
        poppupInstance.transform.Find("icon").GetComponent <Image>().sprite = icon;

        this.UIcloseButton = poppupInstance.transform.Find("closeButton").GetComponent <Button>();

        this.monoBehaviourFunctionalities = monoBehaviourFunctionalities;

        this.OnHide = OnHide;
        this.OnShow = OnShow;

        if (OnShow != null)
        {
            this.AddOnShow(OnShow);
        }
        if (OnHide != null)
        {
            this.AddOnHide(OnHide);
        }

        //avoid warnings
        OnHide = null;
        OnShow = null;

        HidePoppupPanel();
        UIcloseButton.onClick.AddListener(delegate()
        {
            HidePoppupPanel();
        });

        this.audioPath = null;
    }
コード例 #4
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 public AIPlayerUnbalancedStrategy(GameObject playerUIPrefab, GameObject canvas, MonoBehaviourFunctionalities playerMonoBehaviourFunctionalities, PoppupScreenFunctionalities warningScreenref, int id, string name, bool isSpeechAllowed, GameProperties.Instrument likedInstrument) : base(playerUIPrefab, canvas, playerMonoBehaviourFunctionalities, warningScreenref, id, name, isSpeechAllowed, likedInstrument)
 {
     this.type = GameProperties.PlayerType.UNBALANCED;
 }
コード例 #5
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 public AIPlayerUnbalancedStrategy(GameObject playerUIPrefab, GameObject canvas, MonoBehaviourFunctionalities playerMonoBehaviourFunctionalities, PoppupScreenFunctionalities warningScreenref, int id, string name, bool isSpeechAllowed) : this(playerUIPrefab, canvas, playerMonoBehaviourFunctionalities, warningScreenref, id, name, isSpeechAllowed, GameProperties.Instrument.NONE)
 {
 }
コード例 #6
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 public AIPlayerTitForTatStrategy(GameObject playerUIPrefab, GameObject canvas, MonoBehaviourFunctionalities playerMonoBehaviourFunctionalities, PoppupScreenFunctionalities warningScreenref, int id, string name, bool isSpeechAllowed, GameProperties.Instrument likedInstrument) : base(playerUIPrefab, canvas, playerMonoBehaviourFunctionalities, warningScreenref, id, name, isSpeechAllowed, likedInstrument)
 {
     this.type = GameProperties.PlayerType.TITFORTAT;
     didSomeoneDefectedThisRound = false;
 }
コード例 #7
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 public PoppupScreenFunctionalities(bool isGlobal, Func <int> OnShow, Func <int> OnHide, GameObject poppupPrefab, GameObject canvas, MonoBehaviourFunctionalities monoBehaviourFunctionalities, Sprite icon, Color backgroundColor, string audioPath)
     : this(isGlobal, OnShow, OnHide, poppupPrefab, canvas, monoBehaviourFunctionalities, icon, backgroundColor)
 {
     this.audioPath = audioPath;
 }
コード例 #8
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 public PoppupScreenFunctionalities(bool isGlobal, Func <int> OnShow, Func <int> OnHide, GameObject poppupPrefab, GameObject canvas, MonoBehaviourFunctionalities monoBehaviourFunctionalities, Sprite icon, Color backgroundColor, string audioPath, System.Func <int> additionalCloseButtonFunctionalities)
     : this(isGlobal, OnShow, OnHide, poppupPrefab, canvas, monoBehaviourFunctionalities, icon, backgroundColor)
 {
     this.audioPath = audioPath;
     this.UIcloseButton.onClick.AddListener(delegate() { additionalCloseButtonFunctionalities(); });
 }