Inheritance: MonoBehaviour
コード例 #1
0
    void Awake()
    {
        instance = this;

        for (int i = 0; i < SlotParent.transform.childCount; i++)
            Slots[i] = SlotParent.transform.GetChild(i).GetComponent<SkillSlot>();
    }
コード例 #2
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        public static Skill GetSkillByName(string name)
        {
            if (string.IsNullOrEmpty(name))
            {
                return(null);
            }

            SkillsManager skillsManager = GameManager.GetSkillsManager();

            if (skillsManager == null)
            {
                return(null);
            }

            for (int i = 0; i < skillsManager.GetNumSkills(); i++)
            {
                Skill skill = skillsManager.GetSkillFromIndex(i);
                if (name == skill.name)
                {
                    return(skill);
                }
            }

            return(null);
        }
コード例 #3
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 public virtual void RemoveAbility(SkillsManager skillsManager)
 {
     Installed       = false;
     InstallPosition = new Vector2Int();
     OnCommandLine   = false;
     skillsManager.RemoveSkill(skill);
 }
コード例 #4
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    // Use this for initialization
    void Start()
    {
        manager  = GameObject.FindGameObjectWithTag("Skills").GetComponent <SkillsManager>();
        _network = GameObject.Find("DatabaseManager").GetComponent <NetworkManager>();

        //Get each skill slot
        foreach (SkillSlot slot in transform.parent.parent.GetComponentsInChildren <SkillSlot>())
        {
            if (slot.name.Contains("Slot"))
            {
                //All are named Slot1 - Slot16
                _skillSlots[(int.Parse(slot.name.Substring(4))) - 1] = slot;
            }
            else
            {
                if (slot.name == "Passive1")
                {
                    _passiveSlots[0] = slot;
                }
                else
                {
                    _passiveSlots[1] = slot;
                }
            }
        }
    }
コード例 #5
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    private void OnEnable()
    {
        if (!hasOpened)
        {
            sm           = SkillsManager.inst;
            currentColor = new string[10];

            for (int i = 0; i < sm.allSkills.Length; i++)
            {
                sm.buttonColors[i] = sm.allSkills[i].button.GetComponent <Animator>().GetCurrentAnimatorClipInfo(0)[0].clip.name;
            }

            sm.dodgeRoll[0].turnButtonOn();
            sm.buttonColors[0] = "moreMoneyStatic";
            hasOpened          = true;
        }
        else
        {
            for (int i = 0; i < chargeIndexs.Length; i++)
            {
                if (currentColor[chargeIndexs[i]] == "activeStatic")
                {
                    sm.allButtons[chargeIndexs[i]].GetComponent <Animator>().SetBool("active", true);
                }
            }

            for (int i = 0; i < sm.allSkills.Length; i++)
            {
                sm.allSkills[i].button.GetComponent <Animator>().Play(currentColor[i]);
            }
        }

        SkillsManager.inst.checkPrices();
    }
コード例 #6
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        public static Skill GetSerializableSkillByName(string name)
        {
            if (string.IsNullOrEmpty(name))
            {
                return(null);
            }

            SkillsManager skillsManager = GameManager.GetSkillsManager();

            if (skillsManager is null)
            {
                return(null);
            }

            for (int i = 0; i < skillsManager.GetNumSkills(); i++)
            {
                Skill             skill             = skillsManager.GetSkillFromIndex(i);
                SerializableSkill serializableSkill = skill?.TryCast <SerializableSkill>();
                if (name == serializableSkill?.name)
                {
                    return(skill);
                }
            }

            return(null);
        }
コード例 #7
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    //this method is used to fetch and load data from the JSON text file
    public void loadPlayerDataFromFile()
    {
        if (File.Exists(Application.dataPath + "/Resources/SaveData/FloorTransitionData.txt"))
        {
            //fetching and creating references to players current scripts
            player_log       = gameObject.GetComponent <Player_Log>();
            characterStats   = gameObject.GetComponent <CharacterStats>();
            player_Inventory = gameObject.GetComponent <Player_Inventory>();
            skillsManager    = gameObject.GetComponent <SkillsManager>();

            Data = (PlayerObjectData)ScriptableObject.CreateInstance("PlayerObjectData");
            TextAsset jsonFile = Resources.Load("SaveData/FloorTransitionData") as TextAsset;
            JsonUtility.FromJsonOverwrite(jsonFile.text, Data);

            characterStats.loadData(Data);
            skillsManager.loadData(Data);
            player_log.loadData(Data);
            player_Inventory.loadData(Data);

            Debug.Log("Data Loaded from previous Floor");
        }
        else
        {
            Debug.Log("Transition Save Data not found");
        }
    }
コード例 #8
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    protected void Start()
    {
        Transform transform = base.transform.Find("Slots");

        for (int i = 0; i < transform.childCount; i++)
        {
            transform.GetChild(i).gameObject.SetActive(false);
        }
        foreach (Skill skill in SkillsManager.Get().m_Skills)
        {
            GameObject gameObject = transform.GetChild(this.m_Skills.Count).gameObject;
            gameObject.SetActive(true);
            MenuDebugSkills.SkillUISlot skillUISlot = default(MenuDebugSkills.SkillUISlot);
            skillUISlot.slot                  = gameObject;
            skillUISlot.skill                 = skill;
            skillUISlot.name                  = gameObject.transform.Find("Name").gameObject.GetComponent <Text>();
            skillUISlot.name.text             = skill.m_Name;
            skillUISlot.level                 = gameObject.transform.Find("Level").gameObject.GetComponent <Text>();
            skillUISlot.next_level            = gameObject.transform.Find("NextLevel").gameObject.GetComponent <Text>();
            skillUISlot.value                 = gameObject.transform.Find("Value").gameObject.GetComponent <Text>();
            skillUISlot.value_slider          = gameObject.transform.Find("Slider").gameObject.GetComponent <Slider>();
            skillUISlot.value_slider.minValue = 0f;
            skillUISlot.value_slider.maxValue = 100f;
            skillUISlot.check_box             = gameObject.transform.Find("Toggle").gameObject.GetComponent <Toggle>();
            this.m_Skills.Add(skillUISlot);
        }
        this.Setup();
    }
コード例 #9
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    public void savePlayerDataToFile()
    {
        //fetching and creating references to players current scripts
        player_log       = gameObject.GetComponent <Player_Log>();
        characterStats   = gameObject.GetComponent <CharacterStats>();
        player_Inventory = gameObject.GetComponent <Player_Inventory>();
        skillsManager    = gameObject.GetComponent <SkillsManager>();

        //creating scriptable instance of the PlayerObjectData that will be saved as JSON
        Data = (PlayerObjectData)ScriptableObject.CreateInstance("PlayerObjectData");

        //adding Data from different classes

        //adding Data from CharacterStats
        Data.saveCharacterStatData(characterStats.getStatBaseValue("HP"), characterStats.getCurrentHP(), characterStats.getStatBaseValue("Attack"), characterStats.getStatBaseValue("Defence"),
                                   characterStats.getStatBaseValue("Agility"), characterStats.CharacterLevel, characterStats.getExperiencePoints(), characterStats.Level_Experience_Required);

        //adding Data from inventory
        Data.saveInventoryItems(player_Inventory.getInventory());

        //Adding Data from SkillManager
        Data.saveSkillManager(skillsManager.getAllPlayerSkills(), skillsManager.getSlot1Skill(), skillsManager.getSlot2Skill());

        //Adding Data from Attacklog
        Data.savePlayerLog(player_log);

        //Saving instance to new file
        File.WriteAllText(Application.dataPath + "/Resources/SaveData/FloorTransitionData.txt",
                          JsonUtility.ToJson(Data));

        if (!transitionFloorInt.Equals(-1))
        {
            SceneManager.LoadScene(transitionFloorInt, LoadSceneMode.Single);
        }
    }
コード例 #10
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        public static bool Prefix(SkillsManager __instance, ref Skill __result, SkillType skillType)
        {
            List <Skill> m_Skills = ModUtils.GetFieldValue <List <Skill> >(__instance, "m_Skills");

            __result = m_Skills.Find(skill => skill.m_SkillType == skillType);
            return(false);
        }
コード例 #11
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    public override void Execute()
    {
        SkillsManager.Initialize();

        List <ControllableUnit> teamAUnits = BattleComposition.Instance.GetAllTeamAUnits();
        List <ControllableUnit> teamBUnits = BattleComposition.Instance.GetAllTeamBUnits();

        //all units get NORMAL skill
        foreach (ControllableUnit unit in teamAUnits)
        {
            UnitIdentity      unitID       = unit.GetUnitIdentity();
            NormalAttackSkill normalAttack = new NormalAttackSkill();

            SkillsManager.Instance.AddSkill(unitID, normalAttack.GetSkillName(), normalAttack);
            Debug.Log("Skill added to " + unitID.GetUnitName() + " Skill Name: " + normalAttack.GetSkillName());
        }

        //all units get NORMAL skill
        foreach (ControllableUnit unit in teamBUnits)
        {
            UnitIdentity      unitID       = unit.GetUnitIdentity();
            NormalAttackSkill normalAttack = new NormalAttackSkill();

            SkillsManager.Instance.AddSkill(unitID, normalAttack.GetSkillName(), normalAttack);
            Debug.Log("Skill added to " + unitID.GetUnitName() + " Skill Name: " + normalAttack.GetSkillName());
        }

        this.ReportFinished();
    }
コード例 #12
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ファイル: VBCORE3.cs プロジェクト: VirtualBrick/VBTest2
        /// <summary>
        /// Creates all the info Maangers.
        /// </summary>
        private void CreateManagers()
        {
            SkillsManagerBuilder skillsManagerBuilder = new SkillsManagerBuilder();

            skillsManagerBuilder.Run(ref _dbCreds);
            SkillManager = skillsManagerBuilder.Build();
        }
コード例 #13
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 void Awake()
 {
     if (instance_ == null)
     {
         instance_ = this;
     }
 }
コード例 #14
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    public void OnEnable()
    {
        _skillsManager = AssetDatabase.LoadAssetAtPath <SkillsManager>("Assets/ScriptableObjects/Skills/SkillsManager.asset");
        _root          = rootVisualElement;
        var           visualTree    = AssetDatabase.LoadAssetAtPath <VisualTreeAsset>("Assets/ScriptableObjects/Editor/SkillUpgradeEditor.uxml");
        VisualElement labelFromUXML = visualTree.CloneTree();

        _root.Add(labelFromUXML);
        _styleSheet = AssetDatabase.LoadAssetAtPath <StyleSheet>("Assets/ScriptableObjects/Editor/SkillUpgradeEditor.uss");

        _defaultIcon = AssetDatabase.LoadAssetAtPath <Sprite>("Assets/Sprites/Skill_PlaceHolder.png");

        _collectionContainer = _root.Q("CollectionContainer");
        _title = _root.Q("Title") as Label;

        _backToCollectionButton          = _root.Q("BackButton") as Button;
        _backToCollectionButton.clicked += BackToCollection;
        _backToSkillsButton              = _root.Q("BackToSkillsButton") as Button;
        _backToSkillsButton.clicked     += BackToSkills;

        _collectionContainer.style.display = DisplayStyle.Flex;
        foreach (var collection in _skillsManager.Collections)
        {
            var button = new Button(() => SelectCollection(collection));
            button.text = collection.name;
            button.AddToClassList("CollectionButton");
            button.styleSheets.Add(_styleSheet);
            _collectionContainer.Add(button);
        }
    }
コード例 #15
0
ファイル: Cannon.cs プロジェクト: LSViana/diep-project
 public Cannon()
 {
     // Standard Property Values
     TeamColor     = TeamColor.DarkGray;
     lastShootTime = DateTime.Now;
     SkillsManager = new SkillsManager();
     recoil        = MaxRecoil;
 }
コード例 #16
0
    private void Awake()
    {
        if (instance != null)
        {
            Debug.LogWarning("More than one instance of SkillsManager found!");
        }

        instance = this;
    }
コード例 #17
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 public override void AddAbility(SkillsManager skillsManager, Vector2Int Position)
 {
     Installed       = true;
     InstallPosition = Position;
     if (OnCommandLine)
     {
         skillsManager.AddNewSkill(SkillName);
     }
 }
コード例 #18
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        public GlobalSaveGameData(string data)
        {
            System.Diagnostics.Debug.WriteLine(data);
            var proxy = JsonConvert.DeserializeObject <GlobalSaveGameFormat>(data);

            Version            = proxy.m_Version;
            SceneTransistion   = Util.DeserializeObject <SceneTransitionData>(proxy.m_GameManagerSerialized);
            HudManager         = Util.DeserializeObject <HudManagerSaveDataProxy>(proxy.m_HudManagerSerialized);
            TimeOfDay          = Util.DeserializeObject <TimeOfDaySaveDataProxy>(proxy.m_TimeOfDay_Serialized);
            Wind               = new WindSaveData(proxy.m_Wind_Serialized);
            Weather            = Util.DeserializeObject <WeatherSaveDataProxy>(proxy.m_Weather_Serialized);
            WeatherTransistion = Util.DeserializeObject <WeatherTransitionSaveDataProxy>(proxy.m_WeatherTransition_Serialized);
            Condition          = Util.DeserializeObject <ConditionSaveDataProxy>(proxy.m_Condition_Serialized);
            Encumber           = Util.DeserializeObject <EncumberSaveDataProxy>(proxy.m_Encumber_Serialized);
            Hunger             = Util.DeserializeObject <HungerSaveDataProxy>(proxy.m_Hunger_Serialized);
            Thirst             = Util.DeserializeObject <ThirstSaveDataProxy>(proxy.m_Thirst_Serialized);
            Fatigue            = Util.DeserializeObject <FatigueSaveDataProxy>(proxy.m_Fatigue_Serialized);
            Freezing           = Util.DeserializeObject <FreezingSaveDataProxy>(proxy.m_Freezing_Serialized);
            Willpower          = Util.DeserializeObject <WillpowerSaveDataProxy>(proxy.m_Willpower_Serialized);
            Inventory          = new Inventory(proxy.m_Inventory_Serialized);
            SandboxManager     = Util.DeserializeObject <MissionServicesManagerSaveProxy>(proxy.m_SandboxManagerSerialized);
            StoryManager       = Util.DeserializeObject <MissionServicesManagerSaveProxy>(proxy.m_StoryManagerSerialized);
            PlayerManager      = Util.DeserializeObject <PlayerManagerSaveDataProxy>(proxy.m_PlayerManagerSerialized);
            PlayerClimbRope    = Util.DeserializeObject <PlayerClimbRopeProxy>(proxy.m_PlayerClimbRopeSerialized);
            PlayerSkills       = Util.DeserializeObject <PlayerSkillsSaveData>(proxy.m_PlayerSkillsSerialized);
            PlayerGameStats    = Util.DeserializeObject <PlayerGameStatsProxy>(proxy.m_PlayerGameStatsSerialized);
            Afflictions        = new Afflictions(proxy);
            Log                   = Util.DeserializeObject <LogSaveDataProxy>(proxy.m_LogSerialized);
            Rest                  = Util.DeserializeObject <RestSaveDataProxy>(proxy.m_RestSerialized);
            FlyOver               = Util.DeserializeObject <FlyoverDataProxy>(proxy.m_FlyOverSerialized);
            AchievementManager    = Util.DeserializeObject <AchievementSaveData>(proxy.m_AchievementManagerSerialized);
            ExperienceModeManager = Util.DeserializeObject <ExperienceModeManagerSaveDataProxy>(proxy.m_ExperienceModeManagerSerialized);
            AuroraManager         = proxy.m_AuroraManagerSerialized;
            PlayerMovement        = Util.DeserializeObject <PlayerMovementSaveDataProxy>(proxy.m_PlayerMovementSerialized);
            PlayerStruggle        = proxy.m_PlayerStruggleSerialized;

            // Do not deserialize, invalid JSON (integers as keys)
            PanelStats = proxy.m_PanelStatsSerialized;

            EmergencyStim               = Util.DeserializeObject <EmergencyStimParams>(proxy.m_EmergencyStimSerialized);
            MusicEventManager           = Util.DeserializeObject <MusicEventSaveData>(proxy.m_MusicEventManagerSerialized);
            SnowPatchManager            = Util.DeserializeObject <SnowfallManagerSaveDataProxy>(proxy.m_SnowPatchManagerSerialized);
            PlayerAnimation             = Util.DeserializeObject <SerializedParams>(proxy.m_PlayerAnimationSerialized);
            SkillsManager               = new SkillsManager(proxy.m_SkillsManagerSerialized);
            UnlockedCompanions          = Util.DeserializeObject <ObservableCollection <string> >(proxy.m_LockCompanionsSerialized);
            EnabledFeats                = Util.DeserializeObject <FeatEnabledTrackerSaveData>(proxy.m_FeatsEnabledSerialized);
            TrustManager                = Util.DeserializeObject <TrustManagerSaveData>(proxy.m_TrustManagerSerialized);
            WorldMapData                = Util.DeserializeObject <WorldMapSaveData>(proxy.m_WorldMapDataSerialized);
            MapData                     = Util.DeserializeObject <MapSaveData>(proxy.m_MapDataSerialized);
            BearHunt                    = Util.DeserializeObject <BearHuntSaveData>(proxy.m_BearHuntSerialized);
            KnowledgeManager            = Util.DeserializeObject <KnowledgeManagerSaveData>(proxy.m_KnowledgeManagerSerialized);
            UnlockedBlueprints          = Util.DeserializeObject <List <string> >(proxy.m_UnlockedBlueprintsSerialized);
            CollectionManagerSerialized = proxy.m_CollectionManagerSerialized;
            AuroraScreenManager         = proxy.m_AuroraScreenManagerSerialized;
            StoryMissionDataSerialized  = proxy.m_StoryMissionDataSerialized;
            CurrentEpisodeCompleted     = proxy.m_CurrentEpisodeComplete;
        }
コード例 #19
0
        public string Serialize()
        {
            var proxy = new GlobalSaveGameFormat();

            proxy.m_Version = Version;
            proxy.m_GameManagerSerialized        = Util.SerializeObject(SceneTransistion);
            proxy.m_HudManagerSerialized         = Util.SerializeObject(HudManager);
            proxy.m_TimeOfDay_Serialized         = Util.SerializeObject(TimeOfDay);
            proxy.m_Wind_Serialized              = Wind.Serialize();
            proxy.m_Weather_Serialized           = Util.SerializeObject(Weather);
            proxy.m_WeatherTransition_Serialized = Util.SerializeObject(WeatherTransistion);
            proxy.m_Condition_Serialized         = Util.SerializeObject(Condition);
            proxy.m_Encumber_Serialized          = Util.SerializeObject(Encumber);
            proxy.m_Hunger_Serialized            = Util.SerializeObject(Hunger);
            proxy.m_Thirst_Serialized            = Util.SerializeObject(Thirst);
            proxy.m_Fatigue_Serialized           = Util.SerializeObject(Fatigue);
            proxy.m_Freezing_Serialized          = Util.SerializeObject(Freezing);
            proxy.m_Willpower_Serialized         = Util.SerializeObject(Willpower);
            proxy.m_Inventory_Serialized         = Inventory.Serialize();
            proxy.m_SandboxManagerSerialized     = Util.SerializeObject(SandboxManager);
            proxy.m_StoryManagerSerialized       = Util.SerializeObject(StoryManager);
            proxy.m_PlayerManagerSerialized      = Util.SerializeObject(PlayerManager);
            proxy.m_PlayerClimbRopeSerialized    = Util.SerializeObject(PlayerClimbRope);
            proxy.m_PlayerSkillsSerialized       = Util.SerializeObject(PlayerSkills);
            proxy.m_PlayerGameStatsSerialized    = Util.SerializeObject(PlayerGameStats);
            Afflictions.SerializeTo(proxy);
            proxy.m_LogSerialized                   = Util.SerializeObject(Log);
            proxy.m_RestSerialized                  = Util.SerializeObject(Rest);
            proxy.m_FlyOverSerialized               = Util.SerializeObject(FlyOver);
            proxy.m_AchievementManagerSerialized    = Util.SerializeObject(AchievementManager);
            proxy.m_ExperienceModeManagerSerialized = Util.SerializeObject(ExperienceModeManager);
            proxy.m_AuroraManagerSerialized         = AuroraManager;
            proxy.m_PlayerMovementSerialized        = Util.SerializeObject(PlayerMovement);
            proxy.m_PlayerStruggleSerialized        = PlayerStruggle;

            proxy.m_PanelStatsSerialized = PanelStats;

            proxy.m_EmergencyStimSerialized       = Util.SerializeObject(EmergencyStim);
            proxy.m_MusicEventManagerSerialized   = Util.SerializeObject(MusicEventManager);
            proxy.m_SnowPatchManagerSerialized    = Util.SerializeObject(SnowPatchManager);
            proxy.m_PlayerAnimationSerialized     = Util.SerializeObject(PlayerAnimation);
            proxy.m_SkillsManagerSerialized       = SkillsManager.Serialize();
            proxy.m_LockCompanionsSerialized      = Util.SerializeObject(UnlockedCompanions);
            proxy.m_FeatsEnabledSerialized        = Util.SerializeObject(EnabledFeats);
            proxy.m_TrustManagerSerialized        = Util.SerializeObject(TrustManager);
            proxy.m_WorldMapDataSerialized        = Util.SerializeObject(WorldMapData);
            proxy.m_MapDataSerialized             = Util.SerializeObject(MapData);
            proxy.m_BearHuntSerialized            = Util.SerializeObject(BearHunt);
            proxy.m_KnowledgeManagerSerialized    = Util.SerializeObject(KnowledgeManager);
            proxy.m_UnlockedBlueprintsSerialized  = Util.SerializeObject(UnlockedBlueprints);
            proxy.m_CollectionManagerSerialized   = CollectionManagerSerialized;
            proxy.m_AuroraScreenManagerSerialized = AuroraScreenManager;
            proxy.m_StoryMissionDataSerialized    = StoryMissionDataSerialized;
            proxy.m_CurrentEpisodeComplete        = CurrentEpisodeCompleted;

            return(Util.SerializeObject(proxy));
        }
コード例 #20
0
    void Awake()
    {
        Instance = this;

        _pointsText = transform.Find("PointsText").GetComponent <Text>();

        _swiftToggle  = transform.Find("SwiftToggle").GetComponent <Toggle>();
        _widthToggle  = transform.Find("WidthToggle").GetComponent <Toggle>();
        _chargeToggle = transform.Find("ChargeToggle").GetComponent <Toggle>();
    }
コード例 #21
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ファイル: Player.cs プロジェクト: mikkoryynanen/ShooterGame
    void Start()
    {
        Camera         = Camera.main;
        _skillsManager = GetComponent <SkillsManager>();
        _skillsManager.Init();

        ObjectPooler.Add <Projectile>(bulletPrefab, 50);

        StartCoroutine(ShootingSequence());
    }
コード例 #22
0
        public void AddOutOfRangeRatingThrows(int rating)
        {
            var skillsManager = new SkillsManager(0);
            var skill         = new Skill
            {
                Name   = "TestSkill",
                Rating = rating
            };

            Assert.Throws <ArgumentOutOfRangeException>(() => skillsManager.AddSkill(skill));
        }
コード例 #23
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 private void Awake()
 {
     if (inst != null)
     {
         Destroy(this);
     }
     else
     {
         inst = this;
     }
 }
コード例 #24
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 private void Awake()
 {
     if (instance != null && instance != this)
     {
         Destroy(this.gameObject);
     }
     else
     {
         instance = this;
     }
 }
コード例 #25
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        public override void Start()
        {
            base.Start();
            _removeAfter = Math.Max(_removeAfter, Range * 2 + 1);
            var rect = new Vector2(TileSize, TileSize);

            _centerCollider = new Rect(Vector2.zero - rect / 2, rect);
            ground          = GameObject.Find("Ground");
            _player         = GameObject.Find("ThirdPersonController").transform;

            _skillsManager = GetComponent <SkillsManager>();
        }
コード例 #26
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ファイル: PlayerLevel.cs プロジェクト: WesMcW/Project_Sol
 private void Awake()
 {
     if (inst != null)
     {
         Destroy(this);
     }
     else
     {
         inst = this;
     }
     sm = SkillsManager.inst;
 }
コード例 #27
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    public void GetSkill()
    {
        SkillsManager.AddSkill(skill[2]);

        /*
         * for (int j = 0; j < i; j++)
         *  SkillsManager.AddSkill(skill[j]);
         * SkillsManager.AddSkill(skill2);
         * SkillsManager.AddSkill(skill3);
         * SkillsManager.AddSkill(skill4);
         */
    }
コード例 #28
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        public void AddDuplicateNameSkillsThrows()
        {
            var skillsManager = new SkillsManager(0);
            var skill         = new Skill
            {
                Name   = "TestSkill",
                Rating = skillsManager.MaxRating
            };

            skillsManager.AddSkill(skill);
            Assert.Throws <ArgumentException>(() => skillsManager.AddSkill(skill));
        }
コード例 #29
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        public override List <EffectData> Apply(FieldManager manager, SkillsManager skillsManager, Random random, GameMatch match, int playerUserIndex)
        {
            Player player = playerUserIndex == 1 ? match.Player1 : match.Player2;

            List <EffectData> data = new List <EffectData>();

            float healing = RelativeHealing * player.MaxHealth;

            player.GainHealth(healing);
            data.Add(EffectDataHelper.HealthData(player, healing));

            return(data);
        }
コード例 #30
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        public override List <EffectData> Apply(FieldManager manager, SkillsManager skillsManager, Random random, GameMatch match, int playerUserIndex)
        {
            Player enemy = playerUserIndex == 1 ? match.Player2 : match.Player1;

            List <EffectData> data = new List <EffectData>();

            float damage = RelativeDamageToEnemyHealth * enemy.Health;

            enemy.TakeDamage(damage);
            data.Add(EffectDataHelper.HealthData(enemy, -damage));

            return(data);
        }
コード例 #31
0
 public static void Destroy()
 {
     sharedInstance = null;
 }
コード例 #32
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 public static void Initialize()
 {
     sharedInstance = new SkillsManager();
 }