//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()); } }
void Awake() { cardModel = card.GetComponent<CardModel>(); counter = 0; generator = new VictimGenerator(); cardModel.v = generator.generateVictim(); generateText(cardModel.v,cardModel); cardModel.ToggleFace(false); }
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); }
// 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); }
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()); }
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!!!!! } }