/* private float lastSynchronizationTime = 0f; private float syncDelay = 0f; private float syncTime = 0f; private Vector2 syncStartPosition = Vector2.zero; private Vector2 syncEndPosition = Vector2.zero; */ void Start() { //photonView.RPC("setMyParent", PhotonTargets.AllBuffered); transform.SetParent (GameObject.Find ("TurnManager").transform); myTurn = GetComponentInParent<TurnManager> (); turn = photonView.owner.ID; Debug.Log ("Player " + turn); Debug.Log ("game started? " + myTurn.gameStarted); Invoke ("joinCheck", 1); string playerName = "Player" + turn; transform.name = playerName; units = new GameObject[6]; selectedLocation = true; ready = false; unitChoice = 0; unitIsMoving = false; lostGame = false; StartingUnitCount = 0; DeadUnitCount = 0; isActionMenuActive = false; unitHasMoved = false; unitHasAttacked = false; unitSelected = false; networkManager = GameObject.FindGameObjectWithTag ("MainCamera").GetComponent<NetworkManager>(); audioManager = GameObject.Find ("AudioManager").GetComponent<AudioManager> (); //userData = networkManager.GetUserData (); Debug.Log ("Player XP is " + userData.xp); }
public override void OnStartClient() { base.OnStartClient(); Instance = this; GetComponent<RectTransform>().anchoredPosition = new Vector2(0.0f, 270.0f); }
void Awake() { if(turn == null) { turn = this; } }
internal Game(IList<Player> players, IList<CardCode> supplies) { _players.AddRange(players); SupplyMan = new SuppliesManager(this, supplies); TurnMan = new TurnManager(this, true); }
// Use this for initialization void Awake() { enemyUnits = new List<Unit>(); allyUnits = new List<Unit>(); parent = gameObject; enemyUnitObjects = GameObject.Find("Enemy Units"); allyUnitObjects = GameObject.Find("Ally Units"); enemyUnitObjects.transform.parent = parent.transform; allyUnitObjects.transform.parent = parent.transform; pathManager = new GraphManager(parent); pathFinder = pathManager.getGraph(); //TODO: Integrate PCG here //OR generate more spawns than needed and randomly select from generated spawn points. Vector2 topright = pathFinder.getTopRightBound(); Vector2 botleft = pathFinder.getBottomLeftBound(); Vector2 mid = topright - botleft; mid /= 3; KeyValuePair<List<Node>, List<Node>> spawnPoints = pathFinder.getSpawnPoints(topright - mid, botleft + mid, 5); for (int i = 0; i < spawnPoints.Key.Count; i++) { Node spawnEnemy = spawnPoints.Key[i]; Node spawnAlly = spawnPoints.Value[i]; addLongArmUnit(enemyUnits, enemyUnitObjects, "Enemy LongArm", spawnEnemy, true); addLongArmUnit(allyUnits, allyUnitObjects, "Ally LongArm", spawnAlly, false); } enemyUnits.Reverse(); allyUnits.Reverse(); turnManager = new TurnManager(pathFinder, allyUnits, enemyUnits); }
public void IWantToPromptActorForActions() { var member1 = new MokupMember(0,1); var member2 = new MokupMember(1,3); var member3 = new MokupMember(2,2); var member4 = new MokupMember(3,4); TurnManager mgr = new TurnManager(); mgr.Actors.Add(member3); mgr.Actors.Add(member4); mgr.Actors.Add(member1); mgr.Actors.Add(member2); mgr.Start(); mgr.Update(); //assert that current actor is the highest agility Assert.IsTrue(mgr.CurrentActor.GetId() == 3); //finish turn of this actor member4.PromptFinished(); mgr.Update(); //assert that current actor is the one with 3 agility Assert.IsTrue(mgr.CurrentActor.GetId() == 1); member2.PromptFinished(); }
// when the program launches, Grid will check that all the needed elements are in place // that's exactly what you do in the static constructor here: static Grid() { GameObject g; g = safeFind("Map"); map = (Map)SafeComponent(g,"Map"); g = safeFind("Controller"); controller = (Controller)SafeComponent(g,"Controller"); g = safeFind("Camera"); camera = (Camera)SafeComponent(g,"Camera"); g = safeFind("Turn Manager"); turnManager = (TurnManager)SafeComponent(g,"TurnManager"); g = safeFind("Game State"); gameState = (GameState)SafeComponent(g,"GameState"); g = safeFind("Prefab Loader"); prefabLoader = (PrefabLoader)SafeComponent(g,"PrefabLoader"); // PS. annoying arcane technical note - remember that really, in c# static constructors do not run // until the FIRST TIME YOU USE THEM. almost certainly in any large project like this, Grid // would be called zillions of times by all the Awake (etc etc) code everywhere, so it is // a non-issue. but if you're just testing or something, it may be confusing that (for example) // the wake-up alert only appears just before you happen to use Grid, rather than "when you hit play" // you may want to call "SayHello" from the GeneralOperations.cs, just to decisively start this script. }
/// <summary> /// Awake is called first when the object is spawned. /// </summary> void Awake() { //Here we set our singleton. get = this; //And we set our first Turntime reference. lastTurnTime = Time.realtimeSinceStartup; }
void Awake() { if (instance == null) instance = this; else if (instance != this) Destroy (gameObject); currentTurnCounter = 0; }
//public List<string> PossibleNames = new List<string>(); // Use this for initialization void Start() { MyStats.MyPatient = (this); //agent = GetComponent<NavMeshAgent> (); //OrigX = transform.position.z; MyTurnManager = GetManager.GetTurnManager (); }
public State(Action<string> spub, Action<string, string> spriv, bool super) { Send = spub; SendPriv = spriv; Players = new TurnManager(); DrawDeck = CardSetup.GetDrawDeck(super); DrawEffectDeck = CardSetup.GetEffectDeck(super); DiscardPile = new CardPile<Card>(); }
void Start () { brickManager = GameObject.FindObjectOfType<BrickManager> (); turnManager = GameObject.FindObjectOfType<TurnManager> (); spriteRenderer = GetComponentInChildren<SpriteRenderer> (); health = turnManager.getTurn (); MeshRenderer meshRenderer = GetComponentInChildren<MeshRenderer>(); meshRenderer.sortingLayerID = spriteRenderer.sortingLayerID; meshRenderer.sortingOrder = spriteRenderer.sortingOrder + 1; refreshBrick (); }
void Awake() { instance = this; DontDestroyOnLoad(gameObject); _maxTimeTurn = 10; _currentTimeTurn = _maxTimeTurn; _isPlaying = false; _whoPlays = 0; _textTurn.text = "Player Turn"; }
private void Awake() { gameManager = GameObject.FindGameObjectWithTag("GameManager"); turnManager = gameManager.GetComponent<TurnManager>(); statusEffectManager = GetComponent<StatusEffectManager>(); gameInfo = gameManager.GetComponent<GameInfo>(); attackShakeTimer = gameObject.AddComponent<Timer>(); attackShakeTimer.Trigger += ShakeMe; originalPosition = transform.position; }
// Use this for initialization void Start() { Pturn = true; AIturn = false; instance = this; last_valid_x = (-1); last_valid_y = (-1); endgamecanvas = GameObject.Find ("WinnerCanvas"); endgamecanvas.GetComponent<Canvas> ().enabled=false; }
void OnEnable() { tm = TurnManager.Instance(); GameObject playerObject = GameObject.FindGameObjectWithTag("Player"); Player playerStats = playerObject.GetComponent<Player>(); //TODO: delete this: playerStats.attacks[0] = playerStats.atdb.attackList[0]; playerStats.attacks[1] = playerStats.atdb.attackList[1]; playerStats.attacks[2] = playerStats.atdb.attackList[2]; playerStats.attacks[3] = null; int counter = 0; ModalPanel.Instance().EnableAllAttacks(); foreach(Attack at in playerStats.attacks) { if(at != null) counter++; } for(int i = 0; i < counter; i++) { if(playerStats.attacks[i] != null) { if(playerStats.attacks[i].currentCooldown > 0) ModalPanel.Instance().DisableAttack(i); } } switch(counter) { case 0: //counter++; //playerStats.getBasicAttack Debug.Log("Error, no attacks could have been found"); break; case 1: ModalPanel.Instance().Show (playerStats.attacks[0].attackName, ()=>{playerStats.Attack(0,tm);},()=>{Next();}); break; case 2: ModalPanel.Instance().Show (playerStats.attacks[0].attackName, playerStats.attacks[1].attackName, ()=>{playerStats.Attack(0,tm);}, ()=>{playerStats.Attack(1,tm);}, ()=>{Next();}); break; case 3: ModalPanel.Instance().Show (playerStats.attacks[0].attackName, playerStats.attacks[1].attackName, playerStats.attacks[2].attackName, ()=>{playerStats.Attack(0,tm);}, ()=>{playerStats.Attack(1,tm);}, ()=>{playerStats.Attack(2,tm);}, ()=>{Next();}); break; case 4: ModalPanel.Instance().Show (playerStats.attacks[0].attackName, playerStats.attacks[1].attackName, playerStats.attacks[2].attackName, playerStats.attacks[3].attackName, ()=>{playerStats.Attack(0,tm);}, ()=>{playerStats.Attack(1,tm);}, ()=>{playerStats.Attack(2,tm);}, ()=>{playerStats.Attack(3,tm);}, ()=>{Next();}); break; default: Debug.Log("Wrong amount of attacks"); break; } }
// Use this for initialization void Awake() { if (instance == null) instance = this; else if (instance != this) Destroy (gameObject); DontDestroyOnLoad (gameObject); boardScript = GetComponent<BoardManager> (); turnScript = GetComponent<TurnManager> (); gridScript = GetComponent<Grid> (); }
public void gameOver() { level = 1; GameObject[] objects = GameObject.FindObjectsOfType<GameObject> (); foreach (GameObject o in objects) { if(!(o.name.Contains("GameManager") ||o.name.Contains ("SoundManager") || o.name.Contains("EmptyObject")||o.name.Contains("Event")||o.name.Contains("Light"))) Destroy(o); } boardScript = GetComponent<BoardManager> (); turnScript = GetComponent<TurnManager> (); gridScript = GetComponent<Grid> (); }
private void Awake() { myInfo = GetComponent<CharacterInfo>(); gameManager = GameObject.FindGameObjectWithTag("GameManager"); turnManager = gameManager.GetComponent<TurnManager>(); statusEffectManager = GetComponent<StatusEffectManager>(); gameInfo = gameManager.GetComponent<GameInfo>(); myAI = GetComponent<HeroAI>(); attackDelayTimer = gameObject.AddComponent<Timer>(); attackDelayTimer.Trigger += ExecuteHeroAction; attackShakeTimer = gameObject.AddComponent<Timer>(); attackShakeTimer.Trigger += ShakeMe; originalPosition = transform.position; }
// public Transform myDeckPanel; // draw: Player[]; // GameField: GameField; // Use this for initialization // void Start () { // Debug.Log("On commence"); // //chaque joeurs fait un pierre papier ciseau // //le gagnant choisisson tour // //on génère les cartes sur le terrain // Debug.Log("on génère les cartes sur le terrain"); // //generateDeck(); // //chaque joeuurs piochent 5 cartes // //chaque joeurs pioche ses cartes // // var myDeckPanel = GameObject.FindGameObjectsWithTag("myDeckPanel"); // var myDeckPanel = GameObject.Find("myDeckPanel"); // //var panel = GameObject.Find("myDeckPanel"); // if (myDeckPanel != null) // make sure you actually found it! // { // GameObject a = (GameObject)Instantiate(preff); // var components = a.GetComponentsInChildren<Text>(); // //to access values in card label // Debug.Log(components[0].text); // Debug.Log(components[1].text.ToString()); // Debug.Log(components[2]); // Debug.Log(components[3]); // Debug.Log(components[4]); // a.transform.SetParent(myDeckPanel.transform, false); // // a.transform.localScale = new Vector3(cardScaleX, cardScaleY, cardScaleZ); // a.transform.localScale = new Vector3(cardScaleX, cardScaleY, cardScaleZ); // // a.transform.localScale(cardScaleX, cardScaleY, cardScaleZ); // // a.transform.SetParent(myDeckPanel.transform, false); // } // //-----------------duel loop --------------------- // //on passe en dp du duel // //le joueur pioche une carte // //on passe les autres phases // //on fait la somme des tours // //si c'est le premier tour on ne peut pas attaquer // //fin du tour // //on reboucle // } // Update is called once per frame // void Update () { // } public DuelGameManager(List <Player> duelists) { Debug.Log("duel gamemanager created"); //On crée le duel entre deux joueurs this.playerList = duelists; // on crée le deck de chaque joueurs en commencant par le first // generatePlayerDeck(FirstPlayer); Debug.Log("On créé visuellement toutees les cartes utilisé ici"); //on crée le gestionnaire de tours TurnManager turn = new TurnManager(); this.counterForTurn = 0; this.winner = null; this.looser = null; this.draw = null; this.duelists = playerList; // this.GameField = new GameField(); // this.GameField = new GameField(new PlayerSideField(), new PlayerSideField()); this.countTurns = 0; this.FirstPlayer = this.duelists[0]; //on met le premier en premier pour tests this.SecondPlayer = this.duelists[1]; //on met le premier en 2nd pour tests //on shuffle le deck des joueurs this.duelists[0].shuffleDeck(); this.duelists[1].shuffleDeck(); //on pioche 5 cartes pour chaque joueurs this.duelists[0].beginingDuelDraw(); this.duelists[1].beginingDuelDraw(); for (int startupHand = 1; startupHand < 5; startupHand++) { this.FirstPlayer.drawCard(); this.SecondPlayer.drawCard(); } Debug.Log("duelist 1 hand count ==> " + this.duelists[0].hand.Count); Debug.Log("duelist 2 hand count ==> " + this.duelists[1].hand.Count); // /* // this.drawCard(this.duelists[0], 5); // this.drawCard(this.duelists[1], 5);*/ // ///// DuelUntilVictory this.canBegin = true; //checking for a winner until one is selected this.duelManagerCheckTurn(); }
public void FireGun(actionData act, TurnManager turnManager) { // if (act.target == act.actor) { turnManager.CheckRange(5); turnManager.resultdisplay.text = "looking at self "; Debug.Log("dont shoot im you "); } //uiManager.UpdateScrollingText(act.actor.transform.name + " shoots at " + act.target.transform.name); // if (act.target.team != act.actor.team) // { act.actor.transform.LookAt(act.target.transform); Debug.Log("Firing gun "); // turnManager.actionRemaining--; turnManager.actionpointstext.text = turnManager.actionRemaining.ToString(); int tohit = turnManager.CalculateToHit(); int roll = Random.Range(1, 101); if (tohit > roll) { act.target.TakeDamage(act.damage + 1); // turnManager.lastActionPress = -1; GameObject clone = Instantiate(turnManager.bulletPrefab2, act.actor.transform.position + act.actor.transform.forward, transform.rotation) as GameObject; clone.GetComponent <Bullet>().holdvel = (act.target.transform.position - act.actor.transform.position); turnManager.resultdisplay.text = " HIT : " + act.target.transform.name + " :hp: " + act.target.currenthp.ToString(); uiManager.UpdateScrollingText(act.actor.transform.name + " : HIT : " + act.target.transform.name + " :hp: " + act.target.currenthp.ToString()); } else { Debug.Log("miss: Fire gun "); //check to see if miss destroys something Vector3 newdir = new Vector3(act.target.transform.position.x + (Random.Range(-0.3f, 1.0f)), act.target.transform.position.y + (Random.Range(-0.3f, 1.0f)), act.target.transform.position.z + (Random.Range(-0.3f, 1.0f))) - act.actor.transform.position; turnManager.resultdisplay.text = " ::MISSED:: " + act.target.transform.name; RaycastHit hit; GameObject clone = Instantiate(turnManager.bulletPrefab, act.actor.transform.position + act.actor.transform.forward, transform.rotation) as GameObject; uiManager.UpdateScrollingText(act.actor.transform.name + " ::MISSED:: " + act.target.transform.name); clone.GetComponent <Bullet>().holdvel = newdir; if (Physics.Raycast(turnManager.gun.transform.position, newdir, out hit, 15.0f)) { if (hit.transform.tag == "destructable") { // Destroy(hit.transform.gameObject); } } } // } // else { Debug.Log("sameteam"); uiManager.UpdateScrollingText(act.actor.transform.name + " doesnt shoot at " + act.target.transform.name); } }
public void Start() { if (TurnManager.instance != null) { turnManager = TurnManager.instance; } if (RegionManager.instance != null) { regionManager = RegionManager.instance; } turnManager.EndTurnEvent.AddListener(UpdateCity); UpdateCity(); maxFirstProd = 6; maxSecondProd = 6; }
//Assuming that we construct ships elsewhere (on another scene) and pass them in when the game scene is started private void Awake() { shipList = new List <BaseShip>(); turnManager = new TurnManager(); targetManager = new TargetManager.TargetManager(); actionManager = ActionManager.instance; tShip = new targetShip(); Wishbone wishbone = new Wishbone(new WishboneModel()); shipList.Add(wishbone); targetManager.AddTarget(tShip); eventLog = GameObject.Find("EventLog").GetComponent <PlayerLog>(); }
protected void UnitIsAlive(UnitMovement unit) { if (unit.GetComponent <BaseStats>().HP <= 0) { if (unit.tag == "Player") { unit.GetComponentInChildren <CharacterAnimatorController>().lateDeathAnimation = true; } if (unit.tag == "NPC") { unit.GetComponentInChildren <ZombieAnimatorController>().lateDeathAnimation = true; } TurnManager.RemoveUnit(unit); } }
void Start() { turnManager = new TurnManager(); turnManager.OnTurnChanged += onTurnChanged; for (int i = 0; i < Teams.Length; i++) { for (int j = 0; j < Teams[i].TeamMembers.Length; j++) { Teams[i].TeamMembers[j].OnClicked += onClicked; } turnManager.AddTeam(Teams[i].TurnEntitiesList); } turnManager.Start(); }
// Use this for initialization void Start() { selectionP2 = FindObjectOfType <SelectControllerP2>(); tankP1 = FindObjectOfType <PositionTester>(); healerP1 = FindObjectOfType <PositionHealer>(); dealerP1 = FindObjectOfType <PositionDealer>(); utilityP1 = FindObjectOfType <PositionUtility>(); tankP2 = FindObjectOfType <PositionTester2>(); healerP2 = FindObjectOfType <PositionHealer2>(); lm = FindObjectOfType <LifeManager>(); turn = FindObjectOfType <TurnManager>(); isAttack = false; vibrato = 10; strength = 0.1f; }
private void Awake() { if (instance) { Destroy(gameObject); return; } instance = this; players = new List <Player>(FindObjectsOfType <Player>()); currentPlayerIndex = Random.Range(0, players.Count); duringBuildPhase = true; buildTurnsLeftInPhase = buildTurnsPerPhase; //ScoreUIManager.instance.SetActiveCursor(currentPlayer); }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(this.gameObject); } m_actionTiles = this.GetComponentInChildren <ActionTiles>(); m_turnManager = this.gameObject.AddComponent <TurnManager>(); m_unitManager = this.gameObject.AddComponent <UnitManager>(); }
protected override NodeStates Tick(Tick tick) { manager = tick.Target as TurnManager; if (manager.TurnDone || !manager.Running) { return(NodeStates.Success); } else { manager.Update(); return(NodeStates.Running); } }
public void drawUnits(TurnManager tm, Control GroundPBox) { foreach (Unit u in tm.playingUnits) { TriangleField tf = getFieldGraphicByFiled(u.at, GroundPBox); Point c = tf.getCenter(); Size s = new Size(15, 30); c.X -= s.Width / 2; c.Y -= s.Height; UnitGamePiece ugp = new UnitGamePiece(u, c, s); GroundPBox.Controls.Add(ugp); ugp.BringToFront(); gameObjects.Add(u.at.yPos * 10 + 1, ugp); } }
// Use this for initialization void Start() { maxEvents = 0; MaxRegionResource = 6; maxRegionQuality = 100; regionQualityDecay = 0.01f; //regionResourceAmount = Mathf.RoundToInt( ( regionQuality / maxRegionQuality) * MaxRegionResource); material = this.GetComponent <Renderer>().material; material.shader = Shader.Find("SFHologram/HologramShader"); if (TurnManager.instance != null) { turnManager = TurnManager.instance; } turnManager.EndTurnEvent.AddListener(UpdateRegion); }
// Use this for initialization void Start() { tileManager = TileManager.getInstance(); enemyManager = EnemyManager.getInstance(); turnManager = TurnManager.getInstance(); fogManager = FogManager.getInstance(); adjustBackground(); generateTiles(); generateFog(); generateZombies(); generateEnnemis(); generatePowerUps(); }
private void Awake() { if (TM == null) { TM = this; } else if (TM != this) { Destroy(this); } initiativeList = TurnOrder(); NextTurn(); }
public void SpawnAmbush() { TurnManager turns = FindObjectOfType <TurnManager>(); foreach (GameObject spawn in AmbushSpawnPoints) { Enemy enemy = Instantiate(enemySpawnTemplate, spawn.transform.position, Quaternion.identity); TurnTaker turnTaker = enemy.GetComponent <TurnTaker>(); if (turnTaker != null) { turns.AddTurnTaker(enemy.GetComponent <TurnTaker>()); } } }
private void OnMouseDown() { if (!TurnManager.GetCurrTurnCharacter().tag.Contains("Enemy")) { if (DiceManager.CurrCombatStage == DiceManager.CombatStage.DiceAndTargets) { if (TurnManager.GetCurrTurnCharacter() != this.gameObject) { _isSelected = true; DiceManager.ClearTargets(); DiceManager.AddTarget(this); } } } }
private double AverageTroopsPerCountry(TurnManager turnManager) { var info = turnManager.GetGameInfo(); var totalCountries = 0.0; var totalTroops = 0.0; info.GetAllCountriesOwnedByPlayer(this).ToList().ForEach( (Country c) => { totalCountries += 1; totalTroops += c.NumberOfTroops; }); return(totalTroops / totalCountries); }
public void PickCard(CardView card) { if (card.GetCardData().state == CardState.Stacked && TurnManager.IsCardDrawn()) { return; } else { card.GetComponent <RectTransform>().SetParent(container.transform); card.GetComponent <RectTransform>().localRotation = Quaternion.identity; card.GetComponent <RectTransform>().localScale = Vector3.one; card.GetComponent <CardView>().GetCardData().state = CardState.Handed; TurnManager.SetCardDrawn(); } }
private void Awake() { gameController = GameObject.Find("GameController"); turnManager = gameController.GetComponent <TurnManager>(); uiController = gameController.GetComponent <UIControl>(); mapManager = gameController.GetComponent <ManageMap>(); tutorialManager = gameController.GetComponent <TutorialManager>(); movementController = GameObject.Find("Player").GetComponent <MovementController>(); //Awake should run before anything else in the game gridLayout = GameObject.Find("Grid").GetComponent <GridLayout>(); //Get and store reference to the grid object Vector3Int cellPosition = gridLayout.WorldToCell(transform.position); //Get the position of this object and convert it to the coordinates of the nearest hex transform.position = gridLayout.CellToWorld(cellPosition); //Take the coordinates of the nearest cell, convert them back to world coordinates and assign that position to this object. }
// Use this for initialization void Start() { timer = 0.5f; myTurn = false; lm = FindObjectOfType <LifeManager>(); selection = FindObjectOfType <SelectionController>(); turn = FindObjectOfType <TurnManager>(); transform.position = grid.GetWorldPosition(x, y); maxRangeHzUtilityPlayer1 = x; maxRangeVtUtilityPlayer1 = y; turn.isTurn = true; contMp = 4; att = FindObjectOfType <AttackBaseUtility>(); ab = FindObjectOfType <AbilityUtility>(); }
void Awake() { if (Instance == null) { Enemys = new List <EnemyClass>(); Instance = this; } else { if (Instance != this) { Destroy(gameObject); } } }
// Use this for initialization void Start() { contProv = 1; timer = 0.5f; lm = FindObjectOfType <LifeManager>(); selection = FindObjectOfType <SelectControllerP2>(); turn = FindObjectOfType <TurnManager>(); transform.position = grid.GetWorldPosition(x, y); maxRangeHzDealerPlayer2 = x; maxRangeVtDealerPlayer2 = y; turn.isTurn = true; contMp = 4; att = FindObjectOfType <AttackBaseDealer2>(); ab = FindObjectOfType <AbilityDealer2>(); }
//protected CameraManager CameraManager; #endregion protected virtual void Awake() { AnimationManager = GetComponent <AnimationManager> (); UIManager = GetComponent <UIManager> (); BattleSystemClass = GetComponent <BattleSystem> (); CalculationManager = GetComponent <CalculationManager> (); TurnManager = GetComponent <TurnManager> (); if (!(Camera.main is null)) { CameraTransform = Camera.main.transform; } //CameraManager = GetComponent<CameraManager>(); unitData.currentHp = unitData.maxHp; }
void Start () { players = FindObjectsOfType(typeof(Player)) as Player[]; //ideally this would be from a player selection menu //but that is beyond what is needed for this demo foreach(Player player in players) { if(player.isHuman) humanPlayer = player; } hud = transform.root.GetComponent<HUD>(); if(hud) hud.SetHumanPlayer(humanPlayer); userInput = transform.root.GetComponent<UserInput>(); if(userInput) userInput.enabled = false; soundManager = FindObjectOfType(typeof(SoundManager)) as SoundManager; turnManager = transform.root.GetComponent<TurnManager>(); if(turnManager) turnManager.SetPlayers(players); }
void Pausing(bool paused) { if ("UserViewIke".Equals(Application.loadedLevelName)) { TurnManager.GetTurnManager().SetObjectsForPause(!paused); } else { TurnManager.GetTurnManager().SetObjectsForPause(paused); } if (pauseButton != null) { pauseButton.text = paused ? LanguageManager.instance.getString("UI_Admin", "Text_Unpause_Label") : LanguageManager.instance.getString("UI_Admin", "Text_Pause_Label"); } }
// Use this for initialization void Awake() { string tag; if (isSecond) { tag = "Player2"; } else { tag = "Player"; } turnManager = GameObject.FindGameObjectWithTag(tag).GetComponent <TurnManager>(); ghostBombs = new List <GameObject>(); }
void CmdFireBullet(Vector3 position, Vector3 direction) { if (TurnManager.IsTurn(playerId)) { //Fire bullet! Bullet b = (Instantiate(bulletPrefab, position, Quaternion.identity) as GameObject).GetComponent <Bullet>(); b.transform.forward = direction; b.SetData(b.transform.position, b.transform.forward, Network.time); //create bullet on clients NetworkServer.Spawn(b.gameObject); TurnManager.NextTurn(); } }
private void RpcOnPlayerHit(int hitPlayerID, int recipientPlayerID, int itemID) { Player playerHit = TurnManager.GetPlayer(hitPlayerID); Player recipient = TurnManager.GetPlayer(recipientPlayerID); Item weapon = ItemManager.GetItembyID(itemID); string playerHitName = playerHit.name; if (playerHit.id == Owner.id) { playerHitName = "You "; } Debug.Log(playerHitName + " was hit by " + recipient.name + " with a " + weapon.Data.name); recipient.hits++; }
public void Move() { if (path.Count > 0) { Tile t = path.Peek(); Vector3 target = t.transform.position; //Calculate the unit's position on top of the target tile target.y += halfHeight + t.GetComponent <Collider>().bounds.extents.y; if (Vector3.Distance(transform.position, target) >= 0.05f) { bool jump = transform.position.y != target.y; if (jump) { Jump(target); } else { CalculateHeading(target); SetHorizotalVelocity(); } //Locomotion transform.forward = heading; transform.position += velocity * Time.deltaTime; } else { //Tile center reached transform.position = target; path.Pop(); } } else if (attackPoints > 0) { Attack(); } else { RemoveSelectableTiles(); moving = false; move = 3; TurnManager.EndTurn(); } }
public static void Main() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); var selector = new LocaleSelector(); selector.Activate(); selector.ShowDialog(null); if (selector.DialogResult != DialogResult.OK) { return; } CultureInfo.CurrentCulture = selector.TargetCulture; CultureInfo.CurrentUICulture = selector.TargetCulture; CultureInfo.DefaultThreadCurrentCulture = selector.TargetCulture; CultureInfo.DefaultThreadCurrentUICulture = selector.TargetCulture; var rnd = new Random(); WaitRollDice.Rnd = rnd; ItemContainer.Rnd = rnd; var view = new MainGameForm(); // Construct the initial game data structures var presenter = new Presenter(view); var board = new GameBoard(); var bank = new Bank(); var playerList = new List <Player> { new Player(PlayerColor.Blue), new Player(PlayerColor.Orange), new Player(PlayerColor.Red), new Player(PlayerColor.White) }; var gameModel = new GameModel(board, bank, playerList, presenter); var manager = new TurnManager(gameModel); presenter.RegisterTurnManager(manager); board.InitializeView(presenter); var t = new Thread(presenter.MainLoop); t.Start(); Application.Run(view); }
public override void Init(Position startingPosition, TurnManager turnManager, TileManager tileManager, BoardEntitySelector boardEntitySelector, BattleCalculator battleCalculator, Ka ka = null) { base.Init(startingPosition, turnManager, tileManager, boardEntitySelector, battleCalculator); if (charactersprite != null) { charactersprite.transform.SetParent(FindObjectOfType <CharacterManagerMarker>().transform); } allCharacterBoardEntities.Add(this); if (enemyAIBasic1 != null) { enemyAIBasic1.Init(tileManager, this); } basicAttack = new BasicAttack(); AddSkill(basicAttack); if (charContainer != null) { charContainer.Init(this); } floatingTextGenerator = GetComponent <FloatingTextGenerator>(); this.ka = ka; if (ka != null) { ka.Init(this); if (charKaAura != null) { //charKaAura.SetActive(true); //Color newColor = new Color(ka.KaColor.r, ka.KaColor.g, ka.KaColor.b, charKaAura.GetComponent<Image>().color.a); //charKaAura.GetComponent<Image>().color = newColor; } } initalized = true; foreach (Skill skill in skills) { InitSkill(skill); } foreach (Passive passive in passives) { InitPassive(passive); } foreach (Passive p in Passives) { p.StartBattle(); } }
private int getNumberOfBallsOnThisFire = 0; // onetime value void Start () { ballPrefab = Resources.Load("Prefab/Ball", typeof(Ball)) as Ball; maxFireDegreeCos = Mathf.Cos(maxFireDegree * Mathf.Deg2Rad); maxFireRightDirection = new Vector3(Mathf.Sin(Mathf.Deg2Rad * maxFireDegree), Mathf.Cos(Mathf.Deg2Rad * maxFireDegree), 0).normalized; maxFireLeftDirection = new Vector3(-maxFireRightDirection.x, maxFireRightDirection.y, 0).normalized; balls = new Ball[maxBallCount]; int ballsToInstantiate = Mathf.Min(currentBallCount, maxBallCount); for (int i = 0; i < ballsToInstantiate; i++) { balls[i] = Instantiate(ballPrefab, new Vector3(ballStartPositionX, ballStartPositionY), Quaternion.identity) as Ball; balls[i].ballManager = this; } turnManager = GameObject.FindObjectOfType<TurnManager>(); }
public void PromptForActionsUntilItLoopsBackToFirstMember() { var member1 = new MokupMember(0, 1); var member2 = new MokupMember(1, 3); var member3 = new MokupMember(2, 2); var member4 = new MokupMember(3, 4); TurnManager mgr = new TurnManager(); mgr.Actors.Add(member3); mgr.Actors.Add(member4); mgr.Actors.Add(member1); mgr.Actors.Add(member2); mgr.Start(); mgr.Update(); Assert.IsTrue(mgr.CurrentActor.GetId() == 3); member4.PromptFinished(); mgr.Update(); Assert.IsTrue(mgr.CurrentActor.GetId() == 1); member2.PromptFinished(); mgr.Update(); Assert.IsTrue(mgr.CurrentActor.GetId() == 2); member2.PromptFinished(); mgr.Update(); Assert.IsTrue(mgr.CurrentActor.GetId() == 0); member2.PromptFinished(); //should loop back to id 3 here mgr.Update(); Assert.IsTrue(mgr.CurrentActor.GetId() == 3); member2.PromptFinished(); mgr.Update(); Assert.IsTrue(mgr.CurrentActor.GetId() == 1); member2.PromptFinished(); mgr.Update(); Assert.IsTrue(mgr.CurrentActor.GetId() == 2); member2.PromptFinished(); mgr.Update(); Assert.IsTrue(mgr.CurrentActor.GetId() == 0); member2.PromptFinished(); }
void Start() { Me = this; TerrianManager = transform.FindChild("TerrainManager").GetComponent<TerrianManager>(); SpawnManager = transform.FindChild("SpawnManager").GetComponent<SpawnManager>(); TurnManager = transform.FindChild("TurnManager").GetComponent<TurnManager>(); DamageManager = transform.FindChild("DamageAndScoreManager").GetComponent<DamageManager>(); ScoreManager = transform.FindChild("DamageAndScoreManager").GetComponent<ScoreManager>(); DestroyManager = transform.FindChild("DestroyManager").GetComponent<DestroyManager>(); WeaponManager = transform.FindChild("WeaponsManager").GetComponent<WeaponsCombo>(); ModesManager = transform.FindChild("ModesManager").GetComponent<ModesCombo>(); MapsManager = transform.FindChild("MapManager").GetComponent<MapManager>(); PlayerInfos = SpawnManager.GetComponent<PlayerInfo>(); MapsManager.StartMap((MapManager.Maps) RoundManager.RandomMap); SpawnManager.Spawn(TanksStaringCount); TurnManager.Begin(); Wind.StartWind(); WeaponsClass.InitiallizeWeaponsQuantities(); ModesClass.InitiallizeModesQuantities(); #if (!Debug) for (int i = 0; i < WeaponsClass.WeaponsQuantities.Count; i++) WeaponsClass.WeaponsQuantities[WeaponsClass.WeaponsQuantities.ElementAt(i).Key] = 99; for (int i = 0; i < ModesClass.ModesQuantities.Count; i++) ModesClass.ModesQuantities[ModesClass.ModesQuantities.ElementAt(i).Key] = 99; #endif PlayerInfos.DrawPlayerInfoInUI_SinglePlayer(); //begin clouds GameObject.Find("Cloud").GetComponent<Cload_Movement>().Begin(); GameObject.Find("Cloud (1)").GetComponent<Cload_Movement>().Begin(); GameObject.Find("Cloud (2)").GetComponent<Cload_Movement>().Begin(); // GameObject.Find("UIButtons").GetComponent<UIButtonClick>().InitilizeButtons(); //show round loadout GameObject fade = GameObject.Find("Fade"); fade.GetComponent<Fade>().ShowLoadout(); HideHUDS(); }
public void CreateTurnManager() { TurnManager mgr = new TurnManager(); Assert.IsNotNull(mgr); }
public void SetupTwoTeamsWithMembersOrderBySpeed() { var member1 = new MokupMember(1,1); var member2 = new MokupMember(2,3); var member3 = new MokupMember(3,2); var member4 = new MokupMember(4,4); TurnManager mgr = new TurnManager(); mgr.Actors.Add(member3); mgr.Actors.Add(member4); mgr.Actors.Add(member1); mgr.Actors.Add(member2); mgr.Start(); Assert.AreEqual(mgr.Actors[0].GetStatNamed("Agility").TotalValue, 4); Assert.AreEqual(mgr.Actors[1].GetStatNamed("Agility").TotalValue, 3); Assert.AreEqual(mgr.Actors[2].GetStatNamed("Agility").TotalValue, 2); Assert.AreEqual(mgr.Actors[3].GetStatNamed("Agility").TotalValue, 1); }
// Use this for initialization void Start() { this.menuActive = false; // pauseButton.Resize (Screen.width/9, Screen.width/9); paused = false; showInstructions = false; adjustVolume = false; tm = GameObject.Find ("Player").GetComponent<TurnManager> (); insFormatting = new GUIStyle(); insFormatting.alignment = TextAnchor.UpperLeft; insFormatting.clipping = TextClipping.Clip; insFormatting.wordWrap = true; insFormatting.font = chewy; insFormatting.fontSize = Screen.width/20; insFormatting.richText = true; gs2 = new GUIStyle(); gs2.stretchWidth = true; gs2.stretchHeight = true; gs2.fixedHeight = 5 * Screen.width / 6; gs2.fixedWidth = Screen.width; gs = new GUIStyle(); gs.font = chewy; gs.fontSize = Screen.width/10; gs.alignment = TextAnchor.MiddleCenter; gs.stretchWidth = true; gs.stretchHeight = true; gs.richText = true; volumeSliders = new GUIStyle(); volumeSliders.stretchWidth = true; volumeSliders.stretchHeight = true; volumeSliders.font = chewy; volumeSliders.richText = true; volumeSliders.fontSize = Screen.width/18; // // //get values here //values should be scaled // 0 to 1 -> 25 to Screen.width - 25 // // //sets volume to the player prefrence or if undefined to baseVolume(25) musicVolume = PlayerPrefs.GetFloat(musicVolKey,baseVolume) * (Screen.width - 50) + 25; effectVolume = PlayerPrefs.GetFloat(effectVolKey,baseVolume) * 2 * (Screen.width - 50) + 25; voiceVolume = PlayerPrefs.GetFloat(voiceVolKey,baseVolume) * 2 * (Screen.width - 50) + 25; }
[PunRPC] public void setMyParent() { transform.SetParent (GameObject.Find ("TurnManager").transform); myTurn = GetComponentInParent<TurnManager> (); }
// Use this for initialization void Start() { agent = GetComponent<NavMeshAgent> (); MyTurnManager = GetManager.GetTurnManager (); }
// Use this for initialization void Start() { agent = GetComponent<NavMeshAgent> (); OrigX = transform.position.z; MyTurnManager = GetManager.GetTurnManager (); }
void Awake() { instance = this; playerIdList = new List<int>(); }