private void Start() { Cargo = GetComponent <MetalCargo>(); Hitpoints = GetComponent <Hitpoints>(); ShipsManager.AddShip(this); }
// Update is called once per frame void Update() { _currentScene = SceneManager.GetActiveScene().name; if (_currentScene == Constants.CONNECTION_SCENE) { ActivePlayers = NetworkServer.connections.Count <= 0 ? 0 : NetworkServer.connections.Count - 1; //ActivePlayers = Network.connections.Length; _activePlayersText.text = ActivePlayers.ToString(); _IPText.text = Network.player.ipAddress; //_statusText.text = Network.isServer.ToString(); } if (_currentScene == Constants.GAMEPLAY_SCENE) { if (_justLoaded) { _shipsManager = FindObjectOfType <ShipsManager>(); _shipsManager.InstantiateShips(ActivePlayers, playersChoices.ToArray <Choice>()); _justLoaded = false; } } }
private void Awake() { FactionsManager.SetFactions(); RelationshipManager.InitializeRelations(); ShipsManager.SetFactions(); BuildingsManager.SetFactions(); }
private void Init() { Sea = new Sea(this); ShipsManager = new ShipsManager(Sea); Computer = new Computer(Sea); Human = new Human(); Panel.Controls.Clear(); ShipsManager.CreateShips(); AddTilesToPanel(); }
// Use this for initialization void Start() { _shipsManager = FindObjectOfType <ShipsManager>(); playersChoices = new Ships[ActivePlayers]; for (int i = 0; i < playersChoices.Length; i++) { playersChoices[i] = Ships.FAST; } _shipsManager.InstantiateShips(ActivePlayers, this.playersChoices); }
public void SetMode(StageInfo st) { stage = st; EventManager.ChangeShipHandler += (s) => StartGame(); Angar.Open(); ShipsManager.SetSelectShipMode(); if (st.RecommendedShip) { ShipsManager.ShowRecommendedShip(st.RecommendedShip); } else { ShipsManager.ShowLastSelectedShip(); } }
private void ShowShipInformation(int Id) { var result = new ShipsManager().GetShipDetails(Id); if (result != null) { //hfID.Value = result.ShipID.ToString(); txtNameAr.Text = result.ShipAr; txtNameEn.Text = result.ShipEn; //txtShortDescEn.Text = result.ShipDescEn; //txtShortdescAr.Text = result.ShipDescAr; cbActive.Checked = (bool)result.Active; txtPriority.Text = result.Priority.ToString(); } }
public PlayScreen(GameWrapper i_Game, bool i_TwoPlayers) : base(i_Game) { this.IsModal = true; this.BlendState = BlendState.NonPremultiplied; m_Game = i_Game; m_TwoPlayers = i_TwoPlayers; m_LoadingScreen = new LoadingScreen(i_Game, m_Level); m_PauseScreen = new PauseScreen(i_Game); m_GameOverScreen = new GameOverScreen(i_Game, new GameOverEventArgs(EventArgs.Empty)); m_BackGround = new BackGround(this.Game as GameWrapper); m_BackGround.DrawOrder = 0; Add(m_BackGround); m_ShipsManager = new ShipsManager(i_Game, m_TwoPlayers); m_ShipsManager.DrawOrder = 10; m_ShipsManager.AlienHit += onGameOverRequested; // todo: if (*) is implemented then unsubscribe this m_ShipsManager.AllShipsDestroyed += onGameOverRequested; Add(m_ShipsManager); m_Enemies = new EnemyManager(i_Game); m_Enemies.DrawOrder = 10; m_Enemies.AliensReachedBottom += onGameOverRequested; // todo: (*) alien reached spaceships height, not bottom m_Enemies.AllAliensAreDead += onLevelWon; m_Enemies.AllAliensAreDead += playGameOverSound; Add(m_Enemies); m_ScoreBoard = new ScoreBoard(i_Game); m_ScoreBoard.DrawOrder = 20; Add(m_ScoreBoard); m_LivesDisplay = new LivesDisplay(i_Game); m_LivesDisplay.DrawOrder = 20; Add(m_LivesDisplay); m_BarriersManager = new BarriersManager(i_Game); m_ShipsManager.DrawOrder = 10; Add(m_BarriersManager); }
public void Init( ElementItem[,] userGrid, ElementItem[,] computerGrid, int gridSize, Action onSetStartPageState, ShipsManager shipsManager, List <StepMessageItem> stepMessageItems, SessionDataManager sessionDataManager, Action <PageState> setGamePage, Action resetGrid) { FreshStart(); _shipsManager = shipsManager; _dragBlock = _shipsManager.DragBlock; _resetShips = _shipsManager.ResetShips; _restartButton.onClick.RemoveAllListeners(); _restartButton.onClick.AddListener(() => Restart( stepMessageItems, sessionDataManager, setGamePage, resetGrid)); _backToStartMenuButton.onClick.RemoveAllListeners(); _backToStartMenuButton.onClick.AddListener(onSetStartPageState.Invoke); _confirm.onClick.RemoveAllListeners(); _confirm.onClick.AddListener(() => { ConfirmShipsPositions(); _shipsManager.SetRandomShips(gridSize, _shipsManager.ComputerShips, computerGrid); }); _random.onClick.RemoveAllListeners(); _random.onClick.AddListener(() => { _shipsManager.SetRandomShipsForAll(); ShipsContainer.SetActive(false); HideGameObjects.SetActive(true); }); TryToActivateConfirmButton(); }
private void Update() { if (CurrentHp <= 0) { print("OBJECT: " + gameObject.name + " WAS DESTROYED!"); Ship attachedShip = GetComponent <Ship>(); Structure attachedStructure = GetComponent <Structure>(); if (attachedShip != null) { ShipsManager.RemoveShip(attachedShip); } else if (attachedStructure != null) { BuildingsManager.RemoveBuilding(attachedStructure); } Destroy(gameObject); } if (CurrentHp < maxHp) { if (Time.time >= afterCombatHealTimer) { if (Time.time >= timeBetweenHealsTimer) { timeBetweenHealsTimer = Time.time + timeBetweenHeals; CurrentHp += healAmount; if (CurrentHp > maxHp) { CurrentHp = maxHp; } } } } }
/*** Script Methods ***/ // Use this for initialization void Start() { /*** Init. Game System ***/ // Default camera zoom Camera.main.orthographicSize = Globals.MinCameraSize + (Globals.MaxCameraSize - Globals.MinCameraSize) / 2.0f; // Instantiate all game-level objects SManager = gameObject.AddComponent(typeof(SpriteManager)) as SpriteManager; ProjManager = gameObject.AddComponent(typeof(ProjectileManager)) as ProjectileManager; ShipManager = gameObject.AddComponent(typeof(ShipsManager)) as ShipsManager; SceneManager = gameObject.AddComponent(typeof(SceneryManager)) as SceneryManager; ResManager = gameObject.AddComponent(typeof(ResourceManager)) as ResourceManager; BuildingManager = gameObject.AddComponent(typeof(BuildingManager)) as BuildingManager; AManager = gameObject.AddComponent(typeof(AudioManager)) as AudioManager; SongManager = gameObject.AddComponent(typeof(AudioSystem)) as AudioSystem; OverlayView = gameObject.AddComponent(typeof(GameOverlay)) as GameOverlay; ContextMenuView = gameObject.AddComponent(typeof(GameContextMenu)) as GameContextMenu; /*** Background System ***/ // Allocate the background sprites BackgroundSprites = new Sprite[BackgroundLayerCount]; for(int i = 0; i < BackgroundLayerCount; i++) { // Alloc and retain Sprite Background = new Sprite("Textures/BGLayer" + i); BackgroundSprites[i] = Background; // Make the sprite geometry as big as the max camera, and center it on the camera BackgroundSprites[i].SetGeometrySize(new Vector2(Globals.MaxCameraSize, Globals.MaxCameraSize) * 2.5f * Camera.main.aspect); BackgroundSprites[i].SetPosition(-BackgroundSprites[i].GetGeometrySize() / 2.0f); BackgroundSprites[i].SetDepth(Globals.BackgroundDepth - i); // Each layet is closer to the camera // Register sprite SManager.AddSprite(Background); } /*** Add Scene Elements & Load Enemey Spawn List ***/ // Load the level gen. (note that we finish loading in the "OnLevelWasLoaded" because // of a Unity3D-specific design issue LevelLoaded = false; LevelGen = new LevelManager(TargetLevel); /*** TESTING: Add temp ships ***/ // Create a few ships destroyers bottom right for(int i = 0; i < 6; i++) { int x = UnityEngine.Random.Range(-500, 500); int y = UnityEngine.Random.Range(-500, 500); BaseShip Friendly = null; if(i == 0) Friendly = new CarrierShip(); else if(i == 1) Friendly = new DestroyerShip(); else Friendly = new FighterShip(); Friendly.SetPos(new Vector2(x, y)); ShipManager.ShipsList.Add(Friendly); } }
private void Awake() { currencyManager = CurrencyManager.Instance; shipsManager = FindObjectOfType <ShipsManager>(); // [!!!] ShipsManager Singleton? Or Make it child of something else? }
void Awake() { sm = this; }
private void Awake() { _ship = GetComponent <ShipsManager>(); _weaponController = GetComponent <WeaponController>(); }