public void SetupOneCardAi() { IsStartAi.Subscribe(value => { if (value) { Debug.Log("ai start"); var cardIndex = 0; var playerId = TurnSystem.GetInstance().PlayerNowTurn.Value; var isPut = PlayerSystem.GetInstance().GetPlayerIsPutCard(playerId); Observable.Interval(TimeSpan.FromSeconds(0.5f)) .TakeWhile(_ => RandomCard(playerId, ref cardIndex) >= 0) .Subscribe(i => { var card = PlayerSystem.GetInstance().GetPlayerCard(playerId, cardIndex); PlayerSystem.GetInstance().PlayerPutCard(DeckTag.PUT_DECK, playerId, cardIndex, true); RuleSystem.GetInstance().CheckSpecialCard(card, isPut); }, () => { IsStartAi.Value = false; TurnSystem.GetInstance().EndTurn(); }); } }); }
// Start is called before the first frame update void Start() { //Here is to make sure things are setup properly. thisCard[0] = CardDataBase.cardList[thisID]; numberOfCardsInDeck = PlayerDeck.deckSize; canBeSummon = false; summoned = false; drawX = 0; canAttack = false; summoningSickness = true; enemy = GameObject.Find("EnemyHealth"); targeting = false; targetingEnemy = false; thisIsASpellCard = false; fieldObject = GameObject.Find("Field"); field = fieldObject.GetComponent <CardsOnTheField>(); canHeal = false; Ts = GameObject.Find("TurnSystem").GetComponent <TurnSystem>(); }
private void Awake() { Instance = this; // EndEnemyTurn(); }
void Update() { //Only Read Inputs if this is the currently active actionmanager if (m_Owner.OwnerID != 0) { return; } if (TurnSystem.Instance == null || !TurnSystem.HasTurn(m_Owner)) { return; } if (Input.GetKeyDown(KeyCode.Backspace)) { SkipTurn(); return; } if (Input.GetMouseButtonDown(1)) { if (currentAction != null && GetOwnerID() == 0) { SoundManager.PlayAtSourceTag("SoundSFXSource", "sfx_" + SoundManager.Presets.ability_cancel.ToString()); } UnsetCurrentAction(); } }
public IEnumerator ShareCard(DeckTag deck, int cardNum, float shareDelay) { WaitForSeconds delay = new WaitForSeconds(shareDelay); int tempTurn = TurnSystem.GetInstance().GetNowTurnPlayerIndex(); if (tempTurn < 0) { tempTurn = 0; } for (int i = 0; i < Players.Count; i++) { for (int j = 0; j < cardNum; j++) { Card card = DeckSystem.GetInstance().GetTopCardWithDeck(deck); if (tempTurn + i >= Players.Count) { tempTurn -= Players.Count; } Players[tempTurn + i].AddPlayerCard(card); yield return(delay); } } }
// Start is called before the first frame update void Start() { GameObject player; startButton.SetActive(false); if (PhotonNetwork.IsConnected) { if (PhotonNetwork.CurrentRoom.PlayerCount > 1) { // setup players based on number of players? } if (NetworkedPlayer.LocalPlayerInstance == null) { // instantiate the networked prefabs player = PhotonNetwork.Instantiate(playerPrefab.name, transform.position, Quaternion.identity, 0); } if (PhotonNetwork.IsMasterClient) { startButton.SetActive(true); turnSystem = transform.gameObject.GetComponent <TurnSystem>(); InitHexGrid(); } } else { turnSystem = transform.gameObject.GetComponent <TurnSystem>(); InitHexGrid(); InitPlayers(); ready = true; } }
// Update is called once per frame void Update() { if (TurnSystem.HasTurn(this)) { if (Input.GetKeyUp(KeyCode.Escape)) { SelectAction(-1); } if (Input.GetKeyUp(KeyCode.Alpha1)) { SelectAction(0); } if (Input.GetKeyUp(KeyCode.Alpha2)) { SelectAction(1); } if (Input.GetKeyUp(KeyCode.Alpha3)) { SelectAction(2); } if (Input.GetKeyUp(KeyCode.Alpha4)) { SelectAction(3); } if (Input.GetKeyUp(KeyCode.Alpha5)) { SelectAction(4); } } }
private void Awake() { getBarInfo = FindObjectOfType <GetBarInfo>(); turnSystem = FindObjectOfType <TurnSystem>(); damageHandler = FindObjectOfType <DamageHandler>(); gridGenerator = FindObjectOfType <EditedGridGenerator>(); }
private void Awake() { allSkills = FindObjectOfType <AllSkills>(); turnSystem = FindObjectOfType <TurnSystem>(); gridGenerator = FindObjectOfType <EditedGridGenerator>(); getStats = GetComponent <GetStats>(); }
public IEnumerator AttackTarget(TurnSystem currentBattle, GameObject[] playerUnits) { int targetCode = Random.Range(0, playerUnits.Length); GameObject target = playerUnits[targetCode]; yield return(AttackTarget(currentBattle, target)); }
private void Awake() { drawableCards = Player.GetComponentInChildren <GetStats>().normalskills; uniqueCards = Player.GetComponentInChildren <GetStats>().uniqueSkills; turnSystem = FindObjectOfType <TurnSystem>(); GameObject empty = new GameObject("place"); for (int i = 0; i < maxCardCount; i++) { placePos = new Vector3(this.transform.position.x - (this.GetComponent <RectTransform>().rect.width / 2) + ((drawableCards[0].template.GetComponent <RectTransform>().rect.width + gap) * i) + drawableCards[0].template.GetComponent <RectTransform>().rect.width / 2, y_start, this.transform.position.z); var place = Instantiate(empty, placePos, this.transform.rotation); place.transform.SetParent(this.transform); places.Add(place); } if (startingCardCount <= maxCardCount) { for (int i = 0; i < startingCardCount; i++) { InstantiateCard(i); } lastIndex = startingCardCount; } else { for (int i = 0; i < maxCardCount; i++) { InstantiateCard(i); } lastIndex = maxCardCount; } }
/// <summary> /// Load level asset, build scene, setup dependencies. /// </summary> public void LoadLevel(int levelNumber) { // Read RawAsset by its URI using (var stream = Content.OpenAsStream($"LVL{levelNumber}", StreamFlags.None)) level = LevelReader.Read(stream); var actionController = Entity.GetOrCreate <ActionController>(); var builder = new LevelBuilder(Environment, Robot, Items, SoundLibrary); var scene = builder.Build(level, out var robot); this.Entity.Scene.Children.Add(scene); actionController.Robot = robot.Get <RobotController>(); var robotBrain = Entity.GetOrCreate <RobotBrain>(); robotBrain.actions = level.ActionPattern; robotBrain.Reset(); var inputController = Entity.GetOrCreate <InputController>(); inputController.userActions = level.UserActions; inputController.MistakeSound = SoundLibrary.MistakeSound; Camera.Entity.Get <RobotCameraFollower>().Robot = robot; TurnSystem.Reset(); TurnSystem.Enable(Entity.Scene); TurnSystem.RemainingTime = level.ActionPattern.Length * TurnSystem.TurnLength * 5; UIScript.inputController = inputController; UIScript.robotBrain = robotBrain; }
public void Test() { Container container = new Container(); container.InitComponentComparers(); container.MmConfig = MatchmakingTest.TestConfig; int count = 100; for (int i = 0; i < count; ++i) { int entityId = container.CreateEntity(); container.AddWaitingComponent(entityId, 0); } var system = new TurnSystem(); system.Execute(container); for (int i = 0; i < container.WaitingComponentsCount; ++i) { if (container.TryGetWaitingTurnFromIndex(i, out int turn)) { Assert.AreEqual(1, turn); } } }
public override IEnumerator Defend() { Debug.Log("DEFEND!"); TurnSystem.SetState(new EnemyTurn(TurnSystem)); yield break; //return base.Defend(); }
public override IEnumerator Start() { Debug.Log("It's now the players turn"); yield return(new WaitForSeconds(2)); TurnSystem.SetState(new PlayerTurn(TurnSystem)); }
// Use this for initialization void Start() { stats = GetComponent <Stats>(); treeList = GetComponent <Trees>(); turnSystem = GetComponent <TurnSystem>(); maxTurnText.text = maxTurns.ToString(); co2Force = trees.Count; gameTurnDuration = 5f; turnCount = 0; doOnce = true; doOnce2 = true; buildButtonBool = true; mineMultiplier = 160f; woodMultiplier = 1.1f; happinessIncreaseMultiplier = .25f; happinessDecreaseMultiplier = .1f; //Resource Variables windmillEnergy = .2f; windmillMultiplier = 2.1f; solarEnergy = 1f; solarPower = .6f; factoryPower = .5f; factoriesMultiplier = 1f; house2Multiplier = 1f; co2Multiplier = 1.5f; }
private void ServerPacketParse(int length) { string msg = Encoding.UTF8.GetString(buffer, 2, length - 2); string[] text = msg.Split(':'); if (text[0].Equals("CONNECT")) { UnityEngine.Debug.Log("connect"); } else if (text[0].Equals("GUEST-ID")) { UnityEngine.Debug.Log("guest-login : "******"Guest" + text[1]; } else if (text[0].Equals("GAMESTART")) { for (int i = 0; i < text.Length - 1; i++) { if (PlayerSystem.GetInstance().MyPlayerId.Equals(text[i + 1])) { for (int j = 0; j < text.Length - 1; j++) { if (i + 1 >= text.Length) { i -= (text.Length - 1); } PlayerSystem.GetInstance().AddPlayer(PlayerTag.PLAYER_BOTTOM + j, text[1 + i], false); TurnSystem.GetInstance().AddTurnPlayer(text[1 + i]); i++; } break; } } TurnSystem.GetInstance().SetFirstTurn(text[1]); StartCoroutine(SceneSystem.GetInstance().NowScene.NextSceneAnimation()); } else if (text[0].Equals("ADD-CARD")) { int cardNum = Convert.ToInt32(text[2]); PlayerSystem.GetInstance().PlayerAddCardWithDeck(DeckTag.DRAW_DECK, text[1], cardNum); } else if (text[0].Equals("PUT-CARD")) { int playerCardIndex = Convert.ToInt32(text[2]); //PlayerSystem.GetInstance().PlayerPutCard(DeckTag.PUT_DECK,text[1],playerCardIndex, 0.5f); } else if (text[0].Equals("NEXT-TURN")) { TurnSystem.GetInstance().NextTurn(); } else if (text[0].Equals("GET-RANDOMSEED")) { int seed = Convert.ToInt32(text[1]); UnityEngine.Random.InitState(seed); } }
private void Start() { source = GetComponent <AudioSource>(); source.PlayOneShot(woosh); system = GameObject.Find("TurnSystem").GetComponent <TurnSystem>(); playerValue = GameObject.Find("PlayerCardValue").GetComponent <Text>(); enemyValue = GameObject.Find("EnemyCardValue").GetComponent <Text>(); }
void Awake() { endTurn = GetComponentInChildren <Button>(); turnSystem = FindObjectOfType <TurnSystem>(); turnSystem.PlayerTurnStarted += UpdateUI; turnSystem.PlayerTurnStarted += EnableUI; turnSystem.PlayerTurnEnded += DisableUI; }
public void SomeoneWinTest() { TurnSystem.InitializeData(); Assert.AreEqual(false, GameMechanics.SomeoneWin()); GameMechanics.ResetGame(); }
public BattleSystem(GameSystem gameSystem, Canvas canvas) { this.gameSystem = gameSystem; battlePanel = canvas.GetComponent <BattlePanel>(); turnSystem = new TurnSystem(battlePanel); canvas.enabled = false; isBattle = false; }
public void BeginGame() { turnSystem = new TurnSystem(players, this); GenerateTargets(); playerPoints = new int[players + 1]; ServerSend.BeginGame(); StartCoroutine(GameStartDelay()); }
public void MakingFieldsArrayTest4() { TurnSystem.InitializeData(); FieldManager.MakeFieldsArray(); Assert.AreEqual(GameObject.Find("Black (1)"), FieldManager.BlackFieldsBoard[0].GameObject); }
// Start is called before the first frame update void Start() { currentIndex = 0; currentSkill = player.GetComponent <BattleTestPlayer>().skills[currentIndex]; MoveIndicator(new Vector2Int(currentIndex % 2, (currentIndex - minRenderedIndex) / 2)); RenderMenuItems(currentIndex); turn = GameObject.FindGameObjectWithTag("Box").GetComponent <TurnSystem>(); }
public void MakingFieldsArrayTest3() { TurnSystem.InitializeData(); FieldManager.MakeFieldsArray(); Assert.AreEqual(3, FieldManager.BlackFieldsBoard[35].State); }
private void OnTriggerEnter2D(Collider2D collision) { collision.SendMessage("hitByProjectile", SendMessageOptions.DontRequireReceiver); TurnSystem.swapTurn(); randomiseWind(); playerTurnText.text = PlayerTurnToText(); destroyThis(); }
public void ReplaceTurnSystem(TurnSystem newValue) { var index = GameComponentsLookup.TurnSystem; var component = CreateComponent <TurnSystemComponent>(index); component.value = newValue; ReplaceComponent(index, component); }
//Start is called before the first frame update void Start() { //Assign checkers(gameobjects) and fields(gameobjects) to Checker(class) and Field(class) array, TurnSystem.InitializeData(); //Start first turn, make first player clickable, second player unclickable etc. TurnSystem.StartGame(); }
private void Awake() { gameManager = FindObjectOfType <GameManager>(); stats = gameManager.GetComponent <Stats>(); occupance = this.GetComponent <Occupance>(); turnSystem = gameManager.GetComponent <TurnSystem>(); gameManager.trees.Add(this.gameObject); woodCounter = occupance.maximumOccupanceAmount; }
public int GetCurrentTurnCost() { if (TurnSystem.HasTurn(this)) { return(CrumbleTurnCost); } return(0); }