public Waiting(Soldier _soldier, float _timeOnWaitpoint) : base(_soldier, _timeOnWaitpoint) { this.waitingTime = 0; this.soldier.standBy(); this.maxWaitingTime = GeneralMethods.random(1, 3); }
void Awake() { bulletHitParticlesPooler = GameObject.Find("Bullet Hit Particles").GetComponent<ObjectPoolerScript>(); if (playerControlled) { } else { soldierScript = GetComponentInParent<Soldier>(); } audioSource = GetComponent<AudioSource> (); gunLine = GetComponent<LineRenderer> (); targetCircle = GameObject.Find("circle (outline)").transform; timer = 60/firingRPM; if (timer > 0.2f) effectsDisplayTime = 0.2f; else effectsDisplayTime = timer-0.1f; if(!hasLaser) { try{ transform.parent.FindChild("Laser").gameObject.SetActive(false);}catch{} } stealthScript = GameObject.FindGameObjectWithTag ("GameController").GetComponent<Stealth> (); shootNoise = audioSource.clip; }
//Add selected add soldiers to current selected army as multiple soldiers can be selected //But only one building can be active at a time public void addSelected(Soldier soldier) { //Add the soldiers to the list where it waits to for commands //If the list already contains the soldier, don't add it second time if (!selectedS.Contains (soldier)) { cancel (false); //Cancel the current selected building and close its panels together with question panel //Add the soldier to the list selectedS.Add(soldier); panels [4].SetActive (true); Text solNumber = null; //Modify panel texts if(soldier.GetType().ToString () == "Infantry") solNumber = panels[4].transform.GetChild(4).GetComponent<Text>(); else if (soldier.GetType().ToString () == "Archer") solNumber = panels[4].transform.GetChild(6).GetComponent<Text>(); else solNumber = panels[4].transform.GetChild(5).GetComponent<Text>(); solNumber.text = (int.Parse(solNumber.text) + 1).ToString(); } }
public Rotating(Soldier _soldier, float _desiredAngle, bool _clockwise, float _timeOnWaitpoint) : base(_soldier, _timeOnWaitpoint) { this.desiredAngle = _desiredAngle; this.clockwise = _clockwise; ROTATION_ANGLE = 2 * FastMath.PI; }
public void addSoldier(Soldier s) { if (soldiers.Count < MAX_SOLDIERS && !soldiers.Contains (s)) soldiers.Add(s); else Debug.Log("Problem adding soldier to aircraft"); }
//Change name of soldier public void changeSoldierName(int id, string newName) { LinkedList<Soldier> tempList = new LinkedList<Soldier>(); Soldier[] tempArray = new Soldier[afhSoldiers.Count]; afhSoldiers.CopyTo(tempArray,0); bool changed = false; for(int i=0; i<tempArray.Length;i++){ if(tempArray[i].getId ()==id){ tempArray[i].changeName(newName); changed=true; } tempList.AddLast (tempArray[i]); } if(!changed){ tempList = new LinkedList<Soldier>(); tempArray = new Soldier[curBase.getHiredSoldiers().Count]; curBase.getHiredSoldiers().CopyTo(tempArray,0); for(int i=0; i<tempArray.Length;i++){ if(tempArray[i].getId ()==id){ tempArray[i].changeName(newName); } tempList.AddLast (tempArray[i]); } curBase.setHiredSoldiersList(tempList); }else{ afhSoldiers=tempList; } }
public SearchForm(SoldiersForm parent) { detailsSoldier = new Soldier(); parentForm = parent; databaseFile = parent.databaseFile; InitializeComponent(); setupForm(); }
void Awake() { if (gameObject.name != "Sense") Debug.LogError("This NPC Sensor must have the name 'Sense'"); mySoldierScript = transform.parent.GetComponent<Soldier> (); behavior = transform.parent.gameObject.GetComponent<ICode.ICodeBehaviour> (); }
public bool containsSoldier(Soldier s) { foreach (Soldier s2 in soldiers) { if (s2.getId() == s.getId()) return true; } return false; }
public void UpdateSoldiers(Soldier[] soldiers) { this.soldiers = soldiers; if(soldiers.Length <= 0) { currentSoldier = -1; } else if(currentSoldier < soldiers.Length) { // some soldiers have died, so reset the current soldier currentSoldier = 0; } }
public override void OnTakeDamage(Vector3 source, Soldier soldier, Soldier[] team) { foreach(Soldier tSoldier in team){ if(tSoldier != soldier && soldier.CurrentTarget == tSoldier.CurrentTarget){ soldier.IsChecking=true; soldier.transform.LookAt(new Vector3 (source.x, soldier.transform.position.y, source.z)); soldier.CurrentTarget = null; } } }
//handles starting from scratch public DetailsForm(SoldiersForm parent) { detailsSoldier = new Soldier(); newSoldier = true; parentForm = parent; databaseFile = parent.databaseFile; InitializeComponent(); setupForm(); loadDefaultInfo(); }
public override void RemoveSoldier(Soldier deadSoldier) { base.RemoveSoldier(deadSoldier); DeadSoldiersCount++; Debug.Log("Dead soldiers: " + DeadSoldiersCount + " stats: " + CurrentLevelConfig.EnemyStats.Count); if (GeneralLost != null && DeadSoldiersCount == CurrentLevelConfig.EnemyStats.Count) { GeneralLost.Invoke(); } }
public SoldiersForm parentForm; //so we know what db to edit, and so we can refresh list when done #endregion Fields #region Constructors //handles loading existing and duplicating public DetailsForm(Soldier ds , bool ns, SoldiersForm parent) { detailsSoldier = ds; newSoldier = ns; parentForm = parent; databaseFile = parent.databaseFile; InitializeComponent(); setupForm(); loadInfo(); //detailsSoldier = new Soldier(); }
public void AddSoldier() { Soldier s = new Soldier(StateRef); Enemies.Add(s); AddEntity(s); s.Enemies = Targets; foreach (var entity in Targets) { entity.DestroyEvent += s.RemoveEnemy; } }
public override void OnHear(GameObject source, Soldier soldier, Soldier[] team) { if(!source.gameObject.tag.Equals("Fireteam")){ foreach(Soldier tSoldier in team){ if(tSoldier != soldier && soldier.CurrentTarget == tSoldier.CurrentTarget){ soldier.IsChecking=true; soldier.transform.LookAt(new Vector3(source.transform.position.x,soldier.transform.position.y,source.transform.position.z)); soldier.CurrentTarget = null; } } } }
void Awake() { if (passedLevel) { ammo = PlayerPrefs.GetInt ("Ammoleft"); passedLevel = false; print ("passedlevel is true"); } else { ammo = 5; print ("passedlevel is false"); } S = this; }
public static void Main() { Soldier giJoe = new Soldier(266143); PhoneCall aCall = new PhoneCall("212", "344-4188"); Console.WriteLine(giJoe.ToString()); giJoe.Reverse(); Console.WriteLine(giJoe.ToString()); giJoe.Reverse(); Console.WriteLine(giJoe.ToString()); Console.WriteLine(aCall.ToString()); aCall.Reverse(); Console.WriteLine(aCall.ToString()); }
void OnCollisionEnter2D(Collision2D hit) { if (hit.gameObject.tag != "Player") { if (hit.collider.isTrigger == false) { //Debug.Log ("We hit " + other.name + " and did Test damage."); if(transform.gameObject.tag != "Player"){ if (hit.collider.tag == "Enemy") { soldier = hit.collider.gameObject.GetComponent<Soldier>(); mib = hit.collider.gameObject.GetComponent<MIB>(); dozer = hit.collider.gameObject.GetComponent<Bulldozer>(); if(soldier != null) { Debug.Log("hit"); soldier.DecreaseHealth(Damage); } if(mib != null) { Debug.Log("hit"); mib.DecreaseHealth(Damage); } if(dozer != null) { Debug.Log("hit"); dozer.DecreaseHealth(Damage); } } } } } /* else if (other.tag != "Player") { Destroy (gameObject); Debug.Log ("You were hit"); playerGameObj = GameObject.Find("Player"); player = playerGameObj.GetComponent<Player>(); player.DecreaseHealth(Damage); } */ }
public void RespawnSoldier(Soldier soldier) { // Set position soldier.transform.SetParent(transform, false); float newX = Random.Range(spawnArea.xMin, spawnArea.xMax); float newY = Random.Range(spawnArea.yMin, spawnArea.yMax); soldier.transform.position = new Vector2(newX, newY); // Set parameters soldier.marchDirection = marchDirection; soldier.army = armyType; soldier.respawnTime = respawnTime; soldier.Health = soldier.maxHealth; soldier.State = SoldierState.Marching; soldier.mySpawner = this; }
public void Begin() { Soldier[] existingSoldiers = GetComponentsInChildren<Soldier>(); foreach(Soldier oldSoldier in existingSoldiers) Destroy(oldSoldier); SpawnPosition[] points = spawnPoint.GetComponentsInChildren<SpawnPosition>(); Soldier[] newSoldiers = new Soldier[points.Length]; for(int i=0; i<points.Length; i++) { SpawnPosition position = points[i]; Soldier newSoldier = (Soldier)Instantiate(soldier, position.transform.position, position.transform.rotation); newSoldier.transform.parent = this.transform; newSoldier.Begin(); newSoldiers[i] = newSoldier; } if(!isHuman) aiController = new AI(this, newSoldiers); started = true; }
// Use this for initialization void Start () { if (gameObject.tag == "Player") { playerControlled = true; health = RPGelements.instance.endingHealth; shootScript = transform.FindChild("Gun").GetComponentInChildren<Shooting>(); } if(!playerControlled) { soldierScript = GetComponent<Soldier>(); } audioSource = GetComponent<AudioSource> (); radarSig.SetActive (true); }
public override void OnSight(RaycastHit[] hits, Soldier soldier, Soldier[] team) { if(soldier.CurrentTarget == null){ foreach(RaycastHit hit in hits){ if(hit.transform.gameObject.tag.Equals("Terrorist")){ soldier.CurrentTarget = hit.transform.gameObject; break; } } }else{ foreach(Soldier tsol in team){ if(tsol != soldier && tsol.CurrentTarget == null && !tsol.IsChecking){ tsol.transform.LookAt(soldier.CurrentTarget.transform.position); } } } }
public static void initialize() { LinkedList<Soldier> soldiersLinked = currentBase.getHiredSoldiers(); // Copy soldiers to array because linked lists are shit soldiers = new Soldier[soldiersLinked.Count]; soldiersLinked.CopyTo(soldiers, 0); if (soldiers.Length <= 0) { currentSoldier = null; soldierIndex = -1; } else { currentSoldier = soldiers[0]; soldierIndex = 0; } weapons = currentBase.getPurchasedItems(); }
//class NetData //{ // public NetData(int p1, int p2, double pTimestamp) // { // part1 = p1; // part2 = p2; // timestamp = pTimestamp; // } // public int part1; // public int part2; // public double timestamp; //} //System.Collections.Generic.Queue<NetData> netDataQueue // = new System.Collections.Generic.Queue<NetData>(); void Awake() { if (!soldier) soldier = gameObject.GetComponentInChildren<Soldier>(); //if(!soldier) // soldier=gameObject.GetComponentInChildren<Soldier>().getCharacter(); //character = gameObject.GetComponentInChildren<Soldier>().getCharacter(); soldierModelSmoothMove = GetComponent<SoldierModelSmoothMove>(); character = soldier.getCharacter(); actionCommandControl = gameObject.GetComponentInChildren<ActionCommandControl>(); if (!life) life = gameObject.GetComponentInChildren<Life>(); if (Network.isClient) { Destroy(soldier.GetComponentInChildren<SoldierAI>()); //disappearTimer = gameObject.AddComponent<zzTimer>(); //disappearTimer.setInterval(disappearTime); //disappearTimer.addImpFunction(disappear); //life.addDieCallback((x) => disappearTimer.enabled = false); if (!networkDisappear) { networkDisappear = gameObject.AddComponent<NetworkDisappear>(); networkDisappear.life = life; networkDisappear.disenableWhenDisappear = new MonoBehaviour[] { soldier }; networkDisappear.addDisappearEventReceiver(showDisappear); } } //if(disenableWhenDisappear ==null||disenableWhenDisappear.Length==0) //{ // disenableWhenDisappear //} //if( !zzCreatorUtility.isMine(gameObject.networkView ) ) //{ // Destroy(soldier.GetComponentInChildren<SoldierAI>()); //} //if(!soldier) // Debug.LogError(gameObject.name); }
public NormalState(Soldier soldier) : base(soldier) { this.soldier = soldier; Name = "Normale"; this.soldier.CurrentRulesOfEngagement1 = RulesOfEngagement.Defensive; }
public SoldierEffectSystem(Soldier _soldier) { soldier = _soldier; }
public HiddenState(Soldier soldier) : base(soldier) { this.soldier = soldier; Name = "Hidden"; }
public ConfidentState(Soldier soldier) : base(soldier) { this.soldier = soldier; Name = "Confident"; this.soldier.CurrentRulesOfEngagement1 = RulesOfEngagement.Attack; }
/// <summary> /// Creates and initialises the behaviour tree. /// It is advised to consult the BT diagram rather than consult the code /// for the general structure of the tree. /// </summary> /// <returns>The root node.</returns> Node InitUnitAI() { Leaf query_enemies_remain = new Leaf(new System.Func <bool>(() => { return(0 != CountUnitsOfTeam(GetOpposingTeam())); })); Leaf stop_moving = new Leaf(new System.Func <bool>(() => { mov.moving = false; return(true); })); Leaf query_locally_outnumbered = new Leaf(new System.Func <bool>(() => { CountUnitsClose(); return(enemies_close > friendlies_close); })); Leaf query_in_range = new Leaf(new System.Func <bool>(() => { enemies_in_range.Clear(); Collider[] hitColliders = Physics.OverlapSphere(this.transform.position, rangedWeapon.range); foreach (Collider col in hitColliders) { if (col.gameObject.tag.Equals("Team_" + GetOpposingTeam().ToString())) { enemies_in_range.Add(col.gameObject.GetComponent <Unit>()); } } //Debug.Log (enemies_in_range.Count + " enemies found to be in range!"); return(enemies_in_range.Count >= 1); })); Leaf signal_attack = new Leaf(new System.Func <bool>(() => { foreach (GameObject s_obj in soldiersInUnit) { Soldier s = s_obj.GetComponent <Soldier>(); s.attacking_mode = true; } return(true); })); Leaf signal_ceasefire = new Leaf(new System.Func <bool>(() => { foreach (GameObject s_obj in soldiersInUnit) { Soldier s = s_obj.GetComponent <Soldier>(); s.attacking_mode = false; } return(true); })); Leaf target_highest_influence = new Leaf(new System.Func <bool>(() => { target = surroundings[local_influence_minus_self.ToList().IndexOf(local_influence_minus_self.Max())]; return(true); })); Leaf target_highest_vulnerability_in_formation = new Leaf(new System.Func <bool>(() => { target = surroundings[local_formation_vuln_values.ToList().IndexOf(local_formation_vuln_values.Max())]; return(true); })); Leaf eliminate_collision_vectors = new Leaf(new System.Func <bool>(() => { RaycastHit hitInfo; if (Physics.Raycast(target, target - this.transform.position, out hitInfo, Vector3.Distance(target, this.transform.position))) { //Debug.Log (hitInfo.collider.gameObject.name); if (hitInfo.collider.gameObject.tag.Equals("Impassable")) { target = this.transform.position; } else if (hitInfo.collider.gameObject.tag.Equals("Team_A") || hitInfo.collider.gameObject.tag.Equals("Team_B")) { if (!collider.gameObject.GetComponent <Unit>().Equals(this)) { //Debug.Log("running into friend"); target = this.transform.position; } } } return(true); })); Leaf pathfind_around_obstacles = new Leaf(new System.Func <bool>(() => { PotentialFieldPathfind(); return(true); })); /* * Leaf adjust_speed_cohesion = new Leaf(new System.Func<bool>( () => { * // change speed as a function of how much we are distancing ourselves from allies * int index = surroundings.ToList().FindIndex(new System.Predicate<Vector3>( (Vector3 v) => {return v.Equals(target);})); * int opposite_index = (surroundings.Length-1) - index; * * * //float scale = local_influences_values[opposite_index] - local_influences_values[index]; * mov.ChangeSpeed(1 - 2 * scale); * return true; * })); */ Leaf set_direction = new Leaf(new System.Func <bool>(() => { mov.moving = true; mov.SetTarget(target); return(true); })); SequenceNode no_enemies_tree = new SequenceNode(new List <Node> { new NotNode(query_enemies_remain), stop_moving }); SequenceNode outnumbered_tree = new SequenceNode(new List <Node> { query_locally_outnumbered, target_highest_influence }); SequenceNode not_outnumbered_tree = new SequenceNode(new List <Node> { target_highest_vulnerability_in_formation }); SelectorNode target_setting_tree = new SelectorNode(new List <Node> { outnumbered_tree, not_outnumbered_tree }); SequenceNode enemies_attack_tree = new SequenceNode(new List <Node> { query_in_range, signal_attack }); SequenceNode enemies_movement_tree = new SequenceNode(new List <Node> { signal_ceasefire, target_setting_tree, //adjust_speed_cohesion, eliminate_collision_vectors, pathfind_around_obstacles, set_direction }); SelectorNode enemies_tree = new SelectorNode(new List <Node> { enemies_attack_tree, enemies_movement_tree }); SelectorNode root = new SelectorNode(new List <Node> { no_enemies_tree, enemies_tree }); return(root); }
public SoldierAttackState(Soldier soldier) { mSoldier = soldier; }
public SafetyState(Soldier soldier) : base(soldier) { this.soldier = soldier; Name = "Safety"; }
public DyingState(Soldier soldier) : base(soldier) { this.soldier = soldier; Name = "Dying"; this.soldier.CurrentRulesOfEngagement1 = RulesOfEngagement.FeelNoPain; }
public DeadState(Soldier soldier) : base(soldier) { this.soldier = soldier; Name = "Dead"; }
public static async Task InitializeAsync(QMContext context, IServiceProvider serviceProvider) { context.Database.Migrate(); // context.Database.EnsureCreated(); UsersRolesDB userContext = serviceProvider.GetRequiredService <UsersRolesDB>(); userContext.Database.Migrate(); // populate the officers if (!context.Officers.Any()) { Officer[] officers = new Officer[] { // admins/generals/great generals // 0 = king, 1 = chancellor, 2 = great general, 3 = general new Officer { FirstName = "Sei", LastName = "Ei", Rank = 0, Years = 9, Status = "Alive", Email = "*****@*****.**" }, // high commanders 1000-5000 new Officer { FirstName = "Shin", LastName = "", Rank = 5000, Years = 9, Status = "Alive", Email = "*****@*****.**" }, new Officer { FirstName = "Hon", LastName = "Ou", Rank = 5000, Years = 9, Status = "Alive", Email = "*****@*****.**" }, new Officer { FirstName = "Ten", LastName = "Mou", Rank = 5000, Years = 9, Status = "Alive", Email = "*****@*****.**" }, new Officer { FirstName = "Renka", LastName = "Shou", Rank = 5000, Years = 9, Status = "Alive", Email = "*****@*****.**" }, new Officer { FirstName = "Bi", LastName = "Kaku", Rank = 1000, Years = 2, Status = "Deceased", Email = "*****@*****.**" }, // commanders 100-500 new Officer { FirstName = "Fun", LastName = "Sa", Rank = 100, Years = 9, Status = "Alive", Email = "*****@*****.**" }, new Officer { FirstName = "Un", LastName = "Sen", Rank = 100, Years = 9, Status = "Alive", Email = "*****@*****.**" }, new Officer { FirstName = "Shun", LastName = "Ken", Rank = 500, Years = 13, Status = "Alive", Email = "*****@*****.**" }, new Officer { FirstName = "Shin", LastName = "Ryou", Rank = 300, Years = 6, Status = "Deceased", Email = "*****@*****.**" }, new Officer { FirstName = "Toukai", LastName = "Ki", Rank = 300, Years = 4, Status = "Deceased", Email = "*****@*****.**" } }; foreach (Officer o in officers) { context.Officers.Add(o); } } context.SaveChanges(); // populate the units if (!context.Units.Any()) { Unit[] units = new Unit[] { new Unit { Name = "Hi SHin Unit", Numbers = 8000, OfficerID = 24 }, new Unit { Name = "Gyoku Hou Unit", Numbers = 5000, OfficerID = 25 }, new Unit { Name = "Gaku Ka Unit", Numbers = 5000, OfficerID = 26 }, new Unit { Name = "Sou Ou Unit", Numbers = 5000, OfficerID = 27 }, new Unit { Name = "Kaku Bi Unit", Numbers = 1000, OfficerID = 28 }, new Unit { Name = "Red Leaf Tribe", Numbers = 100, OfficerID = 29 }, new Unit { Name = "Yellow Bark Tribe", Numbers = 100, OfficerID = 30 }, new Unit { Name = "Kin Gou Troops", Numbers = 500, OfficerID = 31 }, new Unit { Name = "Chou Archers", Numbers = 300, OfficerID = 32 }, new Unit { Name = "Ki Toukai Troops", Numbers = 300, OfficerID = 33 } }; foreach (Unit u in units) { context.Units.Add(u); } } context.SaveChanges(); // Populate the soldiers if (!context.Soldiers.Any()) { Soldier[] soldiers = new Soldier[] { new Soldier { LastName = "", FirstName = "Kei", Age = 28, Birthplace = "Jyouto Village", Status = "Alive", UnitID = 11 }, new Soldier { LastName = "", FirstName = "Kou", Age = 23, Birthplace = "Jyouto Village", Status = "Alive", UnitID = 12 }, new Soldier { LastName = "Sou", FirstName = "Man", Age = 27, Birthplace = "?", Status = "Alive", UnitID = 13 }, new Soldier { LastName = "Ro", FirstName = "Han", Age = 26, Birthplace = "?", Status = "Alive", UnitID = 14 }, new Soldier { LastName = "", FirstName = "Sou'an", Age = 28, Birthplace = "?", Status = "Alive", UnitID = 15 }, new Soldier { LastName = "Kou", FirstName = "Moku", Age = 33, Birthplace = "?", Status = "Alive", UnitID = 16 }, new Soldier { LastName = "Go", FirstName = "Ei", Age = 28, Birthplace = "?", Status = "Deceased", UnitID = 17 }, new Soldier { LastName = "Kai", FirstName = "Gen", Age = 26, Birthplace = "?", Status = "Deceased", UnitID = 18 }, new Soldier { LastName = "Bai", FirstName = "Da", Age = 32, Birthplace = "?", Status = "Alive", UnitID = 19 }, new Soldier { LastName = "Huo", FirstName = "Ying", Age = 39, Birthplace = "?", Status = "Alive", UnitID = 20 }, new Soldier { LastName = "Kou", FirstName = "Moku", Age = 33, Birthplace = "?", Status = "Alive", UnitID = 11 }, new Soldier { LastName = "Go", FirstName = "Ei", Age = 28, Birthplace = "?", Status = "Deceased", UnitID = 12 }, new Soldier { LastName = "Kai", FirstName = "Gen", Age = 26, Birthplace = "?", Status = "Deceased", UnitID = 13 }, new Soldier { LastName = "Bai", FirstName = "Da", Age = 32, Birthplace = "?", Status = "Alive", UnitID = 14 }, new Soldier { LastName = "Huo", FirstName = "Ying", Age = 39, Birthplace = "?", Status = "Alive", UnitID = 15 }, new Soldier { LastName = "Man", FirstName = "Jo", Age = 31, Birthplace = "?", Status = "Alive", UnitID = 17 }, new Soldier { LastName = "Man", FirstName = "Jo", Age = 31, Birthplace = "?", Status = "Alive", UnitID = 11 } }; foreach (Soldier s in soldiers) { context.Soldiers.Add(s); } } context.SaveChanges(); var unit = from u in context.Units select u; var soldier = from s in context.Soldiers select s; foreach (var u in unit) { foreach (var s in soldier) { if (s.UnitID == u.UnitID) { s.COID = u.OfficerID; context.Update(s); break; } } } // populate achievements if (!context.Achievements.Any()) { Achievement[] achieves = new Achievement[] { new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 16 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 16 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 16 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 16 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 16 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 2 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 2 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 2 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 2 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 3 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 3 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 3 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 4 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 5 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 5 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 5 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 6 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 6 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 6 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 6 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 6 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 6 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 6 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 7 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 7 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 7 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 7 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 7 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 13 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 13 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 9 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 10 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 10 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 10 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 10 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 10 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 14 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 14 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 14 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 14 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 14 }, new Achievement { Description = "desc", Battle = "bttl", Reward = "rwrd", SolderID = 14 } }; foreach (Achievement a in achieves) { context.Achievements.Add(a); } context.SaveChanges(); } // assigning the soldier to their CO if (!context.Assignments.Any()) { Assignment[] assigns = new Assignment[] { new Assignment { SoldierID = 16, OfficerID = 24 }, new Assignment { SoldierID = 2, OfficerID = 24 }, new Assignment { SoldierID = 3, OfficerID = 25 }, new Assignment { SoldierID = 4, OfficerID = 25 }, new Assignment { SoldierID = 5, OfficerID = 25 }, new Assignment { SoldierID = 6, OfficerID = 26 }, new Assignment { SoldierID = 7, OfficerID = 26 }, new Assignment { SoldierID = 13, OfficerID = 26 }, new Assignment { SoldierID = 9, OfficerID = 27 }, new Assignment { SoldierID = 10, OfficerID = 27 }, new Assignment { SoldierID = 14, OfficerID = 28 }, new Assignment { SoldierID = 16, OfficerID = 29 }, new Assignment { SoldierID = 2, OfficerID = 29 }, new Assignment { SoldierID = 3, OfficerID = 30 }, new Assignment { SoldierID = 4, OfficerID = 30 }, new Assignment { SoldierID = 5, OfficerID = 30 }, new Assignment { SoldierID = 6, OfficerID = 31 }, new Assignment { SoldierID = 7, OfficerID = 31 }, new Assignment { SoldierID = 13, OfficerID = 31 }, new Assignment { SoldierID = 9, OfficerID = 32 }, new Assignment { SoldierID = 10, OfficerID = 32 }, new Assignment { SoldierID = 14, OfficerID = 33 } }; foreach (Assignment a in assigns) { context.Assignments.Add(a); } } context.SaveChanges(); // create the users of the website RoleManager <IdentityRole> rm = serviceProvider.GetRequiredService <RoleManager <IdentityRole> >(); string[] roleNames = { "Admin", "High Commander", "Commander" }; IdentityResult result; foreach (string s in roleNames) { // check if the role exists first before adding it bool RExists = await rm.RoleExistsAsync(s); if (!RExists) { // there is no role in the database so add it result = await rm.CreateAsync(new IdentityRole(s)); } } // get a user manager var userManager = serviceProvider.GetRequiredService <UserManager <IdentityUser> >(); // create an admin IdentityUser admin = new IdentityUser { UserName = "******", Email = "*****@*****.**", EmailConfirmed = true }; // check if that admin exists IdentityUser userExists = await userManager.FindByEmailAsync("*****@*****.**"); if (userExists == null) { // if it doesn't, add it to the database with the following password IdentityResult create = await userManager.CreateAsync(admin, "asd123ASD!@#"); if (create.Succeeded) { await userManager.AddToRoleAsync(admin, "Admin"); } } // now, create High Commanders IdentityUser[] hcs = new IdentityUser[] { new IdentityUser { UserName = "******", Email = "*****@*****.**", EmailConfirmed = true }, new IdentityUser { UserName = "******", Email = "*****@*****.**", EmailConfirmed = true }, new IdentityUser { UserName = "******", Email = "*****@*****.**", EmailConfirmed = true }, new IdentityUser { UserName = "******", Email = "*****@*****.**", EmailConfirmed = true }, new IdentityUser { UserName = "******", Email = "*****@*****.**", EmailConfirmed = true } }; // do the same thing for High Commanders as admin - find if they exist first before adding them foreach (IdentityUser h in hcs) { userExists = await userManager.FindByEmailAsync(h.Email); if (userExists == null) { IdentityResult create = await userManager.CreateAsync(h, "asd123ASD!@#"); if (create.Succeeded) { await userManager.AddToRoleAsync(h, "High Commander"); } } } // onto the commanders! IdentityUser[] cs = new IdentityUser[] { new IdentityUser { UserName = "******", Email = "*****@*****.**", EmailConfirmed = true }, new IdentityUser { UserName = "******", Email = "*****@*****.**", EmailConfirmed = true }, new IdentityUser { UserName = "******", Email = "*****@*****.**", EmailConfirmed = true }, new IdentityUser { UserName = "******", Email = "*****@*****.**", EmailConfirmed = true }, new IdentityUser { UserName = "******", Email = "*****@*****.**", EmailConfirmed = true } }; foreach (IdentityUser c in cs) { userExists = await userManager.FindByEmailAsync(c.Email); if (userExists == null) { IdentityResult create = await userManager.CreateAsync(c, "asd123ASD!@#"); if (create.Succeeded) { await userManager.AddToRoleAsync(c, "Commander"); } } } var users = from u in userContext.Users select u; var commanders = from o in context.Officers select o; foreach (var u in users) { foreach (var o in commanders) { if (o.Email == u.Email) { o.UserID = u.Id; context.Update(o); break; } } } context.SaveChanges(); userContext.SaveChanges(); }
private void DamageTo(Soldier sol, PlayerController player) { sol.TakeDamage(dmg + player.GetDamage()); }
void Command(Soldier soldierToFollow) { target = soldierToFollow.transform; task = Task.follow; }
private void Awake() { _soldier = GetComponent <Soldier>(); _tm = FindObjectOfType <TeamManager>(); AddEffect("Captured", true); }
// --- Metoda rzucajaca ofensywny spell na gracza/y //public void OrderESpellCast(EnemySpellInfo _espell) //{ //spellQueue.AddSpell(_espell); //} public void CastHostileSpell(EnemySpellInfo _espell) { if (_espell.damagetype == DAMAGETYPE.SUMMON) { myEnemy.SpawnMob(_espell.summon); } else { troopsHandler.SortSoldiers(); int tarAmount = _espell.targetsAmount; if (_espell.ID == HOSTILESPELL.BRUTAL_BITE) { tarAmount += myEnemy.val1; } if (_espell.ID == HOSTILESPELL.MIND_BOMB) { tarAmount += myEnemy.val1++; } if (_espell.ID == HOSTILESPELL.ROAR_OF_TERROR) { //myEnemy.Pause(180); //spellQueue.Pause(180); } Soldier[] excluded = new Soldier[16]; if (_espell.misdirectable) { Soldier[] tank = troopsHandler.getTanks(); int _amount = Mathf.Min(tarAmount, troopsHandler.tanksAmount); tarAmount -= _amount; for (int i = 0; i < _amount; i++) { tank[i].HostileCastFinished(_espell); excluded[i] = tank[i]; } } if (tarAmount > 0) { int realTargetsAmount = 0; Soldier[] targets = new Soldier[tarAmount]; if (_espell.misdirectable) { targets = troopsHandler.GetTargets(_espell.targetType, tarAmount, excluded).Soldier; } else { targets = troopsHandler.GetTargets(_espell.targetType, tarAmount).Soldier; } for (int i = 0; i < tarAmount; i++) { if (targets[i] != null) { realTargetsAmount += 1; } } for (int i = 0; i < tarAmount; i++) { if (targets[i] != null) { if (!targets[i].isDead) { targets[i].HostileCastFinished(_espell, realTargetsAmount); } } } } } }
public void AddBeaconedTarget(Soldier sol) { beaconedTarget[beaconCount] = sol; beaconCount++; }
/// <summary> /// Creates a new melee attack action. /// </summary> /// <param name="target">The hit Soldier</param> /// <param name="soldier">The soldier doing the hitting.</param> public BasicMeleeAttackAction(Soldier target, Soldier soldier) { this.target = target; this.user = soldier; PerformMeleeAttack(); }
public RoutingStateforForest(Soldier soldier) : base(soldier) { this.soldier = soldier; Name = "Routing for forest"; }
internal static void LockOn(Soldier soldier) { //throw new NotImplementedException(); }
public RoutingForTowerState(Soldier soldier) : base(soldier) { this.soldier = soldier; Name = "Routing for Tower"; }
private void DrawBoard() //Draw and place type if pieces { txtCurrentPlayer.Text = $"It's currently {_game._currentPlayer.Name}'s turn"; txtCurrentPlayer.Foreground = new SolidColorBrush(_game._currentPlayer.Color); for (int i = 0; i < _game._gameBoard.GetLength(0); i++) { for (int j = 0; j < _game._gameBoard.GetLength(1); j++) { _buttons[i, j].Background = new SolidColorBrush(i % 2 == j % 2 ? Colors.Black : Colors.White); _buttons[i, j].BorderBrush = null; _buttons[i, j].Opacity = 0.75; if (_selectedPiece != null && _selectedPiece.IsMovable) { int offsetY = Math.Abs(_selectedPiece.Position.Row - i); int offsetX = Math.Abs(_selectedPiece.Position.Column - j); if (offsetX + offsetY == 1) { _buttons[i, j].Opacity = 1; if (_game._gameBoard[i, j] == null || _game._gameBoard[i, j].Owner != _selectedPiece.Owner) { _buttons[i, j].BorderBrush = new SolidColorBrush(Colors.Yellow); } } } GamePiece piece = _game._gameBoard[i, j]; if (piece == null) { _buttons[i, j].Content = null; } else { _buttons[i, j].Background = new SolidColorBrush(piece.Owner.Color); if (piece == _selectedPiece) { _buttons[i, j].BorderBrush = new SolidColorBrush(Colors.LimeGreen); } if (piece.Owner == _game._currentPlayer) { _buttons[i, j].Opacity = 1; } if (piece is Trap) { _buttons[i, j].Content = CreateImage("Trap"); } else if (piece is Flag) { _buttons[i, j].Content = CreateImage("Flag"); } else { Soldier soldier = (Soldier)piece; if (soldier.Weapon == Weapon.Rock) { _buttons[i, j].Content = CreateImage("Rock"); } else if (soldier.Weapon == Weapon.Paper) { _buttons[i, j].Content = CreateImage("Paper"); } else if (soldier.Weapon == Weapon.Scissors) { _buttons[i, j].Content = CreateImage("Scissors"); } } } } } if (_game._isGameOver) { new MessageDialog(_game._winner == null ? "It's a Tie!" : $"{_game._winner.Name} Won!", "Game Over!").ShowAsync(); } }
public void StartMovingSoldier(Soldier soldier, GameObject cover, bool cameraFollow = true) { _camera.Target = soldier.transform; soldier.StartMoving(cover); }
public override void OnCast(Caster who, Soldier target) { target.CastFinished(this, who); }
public async Task CreateSoldier(Soldier soldier) { await _soldierRepository.Create(soldier); }
private void Awake() { soldier = GetComponent <Soldier>(); soldierPath = GetComponent <SoldierPath>(); }
public Chasing(Soldier _soldier, Commando commando):base(_soldier){ this.commando = commando; }
public bool contains(Soldier s) { return soldiers.Contains (s); }
public static void Attack(Soldier s) { s.DescribeArmor(); s.ExecuteAttack(); Console.WriteLine(); }
public void plusTarget(Soldier target) { targets.Add(target); }
protected State(Soldier soldier) { this.soldier = soldier; }
public void Select(Soldier selected) { aiMarker.transform.position = new Vector3(selected.transform.position.x, aiMarker.transform.position.y, selected.transform.position.z); }
public void minusTarget(Soldier target) { targets.Remove(target); }
public void removeSoldier(Soldier s) { if (soldiers.Contains (s)) soldiers.Remove(s); else Debug.Log("Problem removing soldier from aircraft: soldier not in aircraft"); }
static void Main(string[] args) { string input; IList <Soldier> allPrivates = new List <Soldier>(); IList <Soldier> allSoldiers = new List <Soldier>(); while ((input = Console.ReadLine()) != "End") { var inputTokens = input.Split(' '); string militaryType = inputTokens[0]; string id = inputTokens[1]; string firstName = inputTokens[2]; string lastName = inputTokens[3]; if (militaryType == "Spy") { var codenumber = int.Parse(inputTokens[4]); Soldier soldierSpy = new Spy(id, firstName, lastName, codenumber); allSoldiers.Add(soldierSpy); continue; } decimal salary = decimal.Parse(inputTokens[4]); Soldier soldier = null; switch (militaryType) { case "Private": soldier = new Private(id, firstName, lastName, salary); allPrivates.Add(soldier); break; case "LeutenantGeneral": IEnumerable <Soldier> privates = ParsePrivates(inputTokens, allPrivates); soldier = new LeutenantGeneral(id, firstName, lastName, salary, privates); break; case "Engineer": Enum.TryParse(inputTokens[5], out Corps corps); if (corps == Corps.None) { continue; } IEnumerable <Repair> repairs = ParseRepairs(inputTokens); soldier = new Engineer(id, firstName, lastName, salary, corps, repairs); break; case "Commando": Enum.TryParse(inputTokens[5], out corps); if (corps == Corps.None) { continue; } IEnumerable <Mission> missions = ParseMissions(inputTokens); soldier = new Commando(id, firstName, lastName, salary, corps, missions); break; } allSoldiers.Add(soldier); } foreach (var soldier in allSoldiers) { Console.WriteLine(soldier); } }
public override void OnCastFinished(Caster who, Soldier target, int minval = 0, int maxval = 0) { Spell.Cast(this, target, who); }
// Token: 0x060022FE RID: 8958 RVA: 0x0040CAE4 File Offset: 0x0040ACE4 public override void Enter(Soldier sam) { sam.DyingValue = 0f; }