コード例 #1
0
    //public GameObject drawn;
	void Awake () {
        facade = GetComponent<SpriteRenderer>();
        facade.sprite = s;
        orig = prefab.transform.position;
        numAnimated = 0;
        pos = new List<Vector3>();
        pos.Add(new Vector3(orig.x-8, orig.y, orig.z)); //L1
        pos.Add(new Vector3(orig.x - 6.5F, orig.y, orig.z)); //L2
        pos.Add(new Vector3(orig.x - 5, orig.y, orig.z));//L3
        pos.Add(new Vector3(orig.x + 8, orig.y, orig.z));//R1
        pos.Add(new Vector3(orig.x + 6.5F, orig.y, orig.z));//R2
        pos.Add(new Vector3(orig.x + 5, orig.y, orig.z));//R3
        pos.Add(new Vector3(orig.x - 3.5F, orig.y, orig.z));//L4
        pos.Add(new Vector3(orig.x + 3.5F, orig.y, orig.z));//R4
        pos.Add(new Vector3(orig.x - 2, orig.y, orig.z));//L5
        pos.Add(new Vector3(orig.x + 2, orig.y, orig.z));//R5
        VictimGenerator v = new VictimGenerator();
        PlayerClass[] p = new PlayerClass[2];
        p[0] = new PlayerClass("PETA player", "insert room name here", 1, "PETA");
        p[1] = new PlayerClass("AARP player", "insert room name here", 1, "AARP");
        d = new Deck(v, 1, p, prefab);
        Debug.Log("The Deck is aware of " + d.affiliations.Length + " distinct player affiliations among " + p.Select(x => x.getAffiliation()).Distinct().Aggregate((i, j) => i + ", " + j));
        foreach (GameObject c in d.cards)
        {
            Debug.Log("The Deck contains " + c.GetComponent<LayeredCardModel>().v.ToString());
        }
    }
コード例 #2
0
 void Awake()
 {
     cardModel = card.GetComponent<CardModel>();
     counter = 0;
     generator = new VictimGenerator();
     cardModel.v = generator.generateVictim();
     generateText(cardModel.v,cardModel);
     cardModel.ToggleFace(false);
 }
コード例 #3
0
 void Awake()
 {
     cardModel = card.GetComponent<LayeredCardModel>();
     counter = 0;
     generator = new VictimGenerator();
     Victim v = generator.generateVictim();
     cardModel.initialize(v, skin, clothes, hair, accessory);
     generateText(cardModel.v, cardModel);
     cardModel.ToggleFace(false);
 }
コード例 #4
0
    // Use this for initialization
    void Start () {
        //Players 
        a = new PlayerClass("a", "room", 5, "PETA");
        b = new PlayerClass("b", "room", 5, "AARP");
        c = new PlayerClass("c", "room", 5, "NAACP");
        d = new PlayerClass("d", "room", 5, "ALG");
        e = new PlayerClass("e", "room", 5, "CI");
        f = new PlayerClass("f", "room", 5, "EA");
        g = new PlayerClass("g", "room", 5, "NAS");
        h = new PlayerClass("h", "room", 5, "FRAC");
        i = new PlayerClass("i", "room", 5, "NAMBLA");
        VictimGenerator generator = new VictimGenerator();
        generator = new VictimGenerator();
        players  = new PlayerClass[]{ a, b, c, d, e, f, g, h, i};
        v1 = generator.generateVictim();
        v2 = generator.generateVictim();
        v3 = generator.generateVictim();
        v4 = generator.generateVictim();
        v5 = generator.generateVictim();
        v6 = generator.generateVictim();
        v7 = generator.generateVictim();
        v8 = generator.generateVictim();
        v9 = generator.generateVictim();
        v10 = generator.generateVictim();
        v11 = generator.generateVictim();
        v12 = generator.generateVictim();
        v13 = generator.generateVictim();
        v14 = generator.generateVictim();
        v15 = generator.generateVictim();

        List < Victim > k1 = new List<Victim> { v1, v2, v3 };
        List<Victim> k2 = new List<Victim> { v4, v5, v6 };
        List<Victim> k3 = new List<Victim> { v7, v8, v9 };
        List<Victim> k4 = new List<Victim> { v10, v11, v12 };
        List<Victim> k5 = new List<Victim> { v13, v14, v15 };
        List<Victim> s1 = new List<Victim> { v13, v14, v15 };
        List<Victim> s2 = new List<Victim> { v10, v11, v12 };
        List<Victim> s3 = new List<Victim> { v7, v8, v9 };
        List<Victim> s4 = new List<Victim> { v4, v5, v6 };
        List<Victim> s5 = new List<Victim> { v4, v5, v6 };
        //Votes
        Vote vote1 = new Vote(k1, s1, 1, players);
        Vote vote2 = new Vote(k2, s2, 2, players);
        Vote vote3 = new Vote(k3, s3, 3, players);
        Vote vote4 = new Vote(k4, s4, 4, players);
        Vote vote5 = new Vote(k5, s5, 5, players);
        Vote[] votes = new Vote[] { vote1, vote2, vote3, vote4, vote5 };

        Statistics test = new Statistics(votes);
        
    }
コード例 #5
0
    void Awake()
    {
        VictimGenerator v = new VictimGenerator();
        PlayerClass[] p = new PlayerClass[2];
        p[0] = new PlayerClass("PETA player","insert room name here",1, "PETA");
        p[1] = new PlayerClass("AARP player","insert room name here",1, "AARP");
        d = new Deck(v,1,p,prefab);
        //Aggregate((i, j) => i + delimeter + j)
		Debug.Log("The Deck is aware of "+d.affiliations.Length+" distinct player affiliations among "+p.Select(x=>x.getAffiliation()).Distinct().Aggregate((i,j)=>i+", "+j));
        foreach (GameObject c in d.cards)
        {
            Debug.Log("The Deck contains " + c.GetComponent<LayeredCardModel>().v.ToString());
        }

   
 //       Debug.Log("We just drew the first card. It's " + d.draw().GetComponent<LayeredCardModel>().v.ToString());

    }
コード例 #6
0
    readonly string assetPath = "Card Sprites";//"Assets/Card Sprites";
    public Deck(VictimGenerator vg, int rounds, PlayerClass[] players, GameObject cardPrefab){
        this.vg = vg;
        numRounds = rounds;
        //Debug.Log("Deck knows all players: " + players.Where(x => x != null).Select(x => x.getName()).Aggregate((c, n) => c + ", " + n));
        //Debug.Log("Deck knows player affiliations: " + players.Where(x => x != null).Select(x => x.getAffiliation()).Aggregate((current, next) => current + "," + next));
        //Debug.Log("Deck knows there are " + rounds + " rounds");
        affiliations = (from player in players select player.getAffiliation()).Distinct().ToArray();
        populateVictims();
        currentRound = 1;
        cards = new GameObject[numRounds*10];
        for (int i = 0; i < cards.Length; i++)
        {
            //TODO: use this PhotonNetwork.Instantiate() method instead once we have a room.
            //cards[i] = PhotonNetwork.Instantiate("CardPrefab", new Vector3(0, 0, 0), new Quaternion(0, 0, 0,0), 1); //only use this in final app
            cards[i]= (GameObject)Instantiate(cardPrefab);
            fillInCardSprites(i);
            cards[i].GetComponent<LayeredCardModel>().v = victims[i];
            generateText(victims[i],cards[i].GetComponent<LayeredCardModel>());
            //Debug.Log("card "+i+" has victim "+cards[i].GetComponent<CardModel>().v.ToString());
            //can dynamically change sprites too!!!!!
        }
	}