public void BeHeal(float hp) { if (!isDead) { BattleFactory.CreateHUDHealText(gameObject, hp); unit.currentHp = Mathf.Min(unit.currentHp + hp, unit.complexBattleParam.hp); } }
private void CreateBattle() { var id = BattleFactory.CreateBattle(battleWorldId: 1); battle = BattleFactory.GetBattle(id); var input = new BattleInput(battle); battle.Input = input; }
// コンストラクタ -------------------------------- public BattleGlobal() { objectsUpdater = new BalleObjectsUpdater(); enemyZakoGroup = new BattleZakoGroup(); playerZakoGroup = new BattleZakoGroup(); collisionMediater = new BattleCollisionMediater(); factory = new BattleFactory(); champions = new BattleChampionsModel(); waveModel = new BattleWaveModel(); }
void Start() { BattleFactory.AddUnitToLayer(gameObject, layer); lifeCycleSec = ParticleHelper.GetlifeCycleSec(transform); if (lifeCycleSec < 0) { isLoop = true; } }
protected void CalcDamage() { if (!_shoot.isMiss) { new BulletDamage(_shoot, transform.position); } else { BattleFactory.CreateHUDMissText(_shoot.target.gameObject); } }
// Use this for initialization void Start() { BattleFactory.AddUnitToLayer(gameObject, layer); _skeleton = GetComponentInChildren <SkeletonAnimation>(); if (_skeleton != null) { _skeleton.state.TimeScale = speed; _animation = _skeleton.Skeleton.Data.FindAnimation(_skeleton.AnimationName); _palyTime = _animation.Duration; } }
void Start() { BattleFactory.AddUnitToLayer(gameObject, layer); _animation = GetComponentInChildren <Animation> (); if (_animation != null) { _animation [animName].speed = speed; _palyTime = _animation [animName].length / speed; _animation.Play(animName); } }
// Use this for initialization virtual protected void Start() { BattleFactory.AddUnitToLayer(gameObject, BattleConfig.LAYER.BULLET); // float time = Mathf.Sqrt (HEIGHT * 2 / G); float time = HEIGHT / Mathf.Abs(speed); inertiaSpeed = INERTIA_OFFSET / time; transform.Translate(-INERTIA_OFFSET, 0, 0); }
private void Shoot() { ShootParam shoot = new ShootParam(); shoot.attacker = _unit; shoot.target = currentTarget.target; shoot.isMiss = IsMiss(); shoot.isDoubleDamage = IsDoubleDamage(); shoot.damage = CalcDamage(shoot.isDoubleDamage); BattleFactory.CreateBattleBullet(_unit.unit.dataUnit.bulletType, shoot); _unit.ToFire(); }
static void Main(string[] args) { // Declare the dependencies. Usually part of this would be done by DI. var factory = new BattleFactory(); var game = new GameController(factory); var canvas = new BattleConsoleCanvas(); // Loop while application is open. while (true) { // Draw the header etc DrawTitle(); Console.ForegroundColor = ConsoleColor.White; Console.WriteLine(); Console.WriteLine("Press any key to start a new game."); Console.ReadKey(); string message = "Find and destroy the 3 ships - good luck!"; bool gameOver = false; // Create the and resources. game.CreateGame(); game.AddShip(5); game.AddShip(4); game.AddShip(4); while (!gameOver) { Console.Clear(); DrawTitle(); Console.WriteLine(); Console.ForegroundColor = ConsoleColor.Green; Console.WriteLine(message); Console.ForegroundColor = ConsoleColor.White; Console.WriteLine(); canvas.Draw(game); Console.WriteLine(); Console.WriteLine("Enter coords (e.g. A3):"); var coord = Console.ReadLine(); var result = game.EnterCoords(coord); message = result.Message; if (result.GameOver) { gameOver = true; Console.ReadKey(); } } } }
private void BattleForm_Load(object sender, EventArgs e) { _battleController = BattleFactory.CreateBattle( _playerParty.GetFirstAlivePokemon(), _enemyParty.GetFirstAlivePokemon(), this, _battleLogController); SetAttackButtons(_battleController.PlayerPokemon); this.Show(); RedrawUI(); _battleLogController.SetText($"Wild {_battleController.EnemyPokemon.Name} appears!"); }
public void UpdateInit() { GameObject[][] tanks = BattleFactory.CreateBattleUnits(InstancePlayer.instance.battle, InstancePlayer.instance.battle.dataMap); _unitGroup.AddUnit(tanks); BattleFactory.CreateBackground(InstancePlayer.instance.battle.mission.asset); _gameEntering.Start(); SwitchState(STATE.ENTERING); }
public void Init() { Listeners = new List <IBattleListener>(); BattleFactory = new BattleFactory(); // create GameObject as container for battle objects Transform containerTr = transform.FindChild("Container"); if (containerTr != null) { Destroy(containerTr.gameObject); } GameObject containerGo = new GameObject("Container"); containerGo.transform.parent = transform; characterContainer = containerGo.transform; // prepare list for characters Characters = new List <lr.obj.CharacterVisual> (); Towers = new List <lr.obj.Tower> (2); // set player tower GameObject towerPlayerGo = GameObject.FindGameObjectWithTag(lr.obj.Tag.TowerPlayer); core.Dbg.Assert(towerPlayerGo != null, "BattleInit.Init() - no TowerPlayer found"); Towers.Add(towerPlayerGo.GetComponent <lr.obj.Tower> ()); // set enemy tower GameObject towerEnemyGo = GameObject.FindGameObjectWithTag(lr.obj.Tag.TowerEnemy); core.Dbg.Assert(towerEnemyGo != null, "BattleInit.Init() - no TowerEnemy found"); Towers.Add(towerEnemyGo.GetComponent <lr.obj.Tower> ()); Ai = GameObject.FindGameObjectWithTag("AI").GetComponent <AI> (); GameObject enemyGo = GameObject.FindGameObjectWithTag("Enemy"); data.Player enemy = enemyGo.GetComponent <data.Player> (); enemy.Init(); Ai.Init(enemy); }
public void BeHurt(UnitFire.ShootParam shootParam) { if (!isDead) { BattleFactory.CreateHUDDamageText(shootParam); unit.currentHp = Mathf.Max(unit.currentHp - shootParam.damage, 0); if (unit.currentHp <= 0) { ToDead(); } _targetSelect.BeHurt(shootParam); } }
protected void CreateEffect() { GameObject profab = !_shoot.isMiss ? explodeProfab: explodeMissProfab; if (profab == null) { profab = explodeProfab; } if (profab != null) { // GameObject effectObj = ResourceHelper.Load(AppConfig.FOLDER_PROFAB_ANIMATION + "testExplode/testExplode"); GameObject effectObj = Instantiate(profab) as GameObject; BattleFactory.AddUnitToLayer(effectObj, BattleConfig.LAYER.EFFECT); // RenderHelper.ChangeWholeModelColor (effectObj, Color.green); effectObj.transform.position = transform.position; } }
protected override IEnumerable <GameObject> CreateObjs() { var player = new OrthographicMovingObjectFactory() .CreateMovingObject(Tsx.Create(Path.Combine("Characters", "Gareth.tsx")), _player.Transform.Location, new ZIndex(3)) .Add(new TopDownMovement { Speed = 0.2f }); PlayerLocation.Current = new PlayerLocation { MapName = GetType().Name, Transform = player.World }; yield return(player); var cameraPosition = Transform2.CameraZero; cameraPosition.Center = player.World.Center - new Vector2(800, 450); yield return(Entity .Create("Player Camera", cameraPosition) .Add(new Camera()) .AttachTo(player)); foreach (var tile in new OrthographicTileMapFactory().CreateMap(Tmx.Create(Path.Combine("Maps", "FireCave.tmx")))) { yield return(tile); } yield return(Entity.Create("Start Battle", new Transform2(new TilePosition(3, 5, 48), new Size2(48 * 3, 10))) .Add(new Collision { IsBlocking = false }) .Add(x => new BoxCollider(x.World)) .Add(new StepTrigger()) .Add(new OnCollision { Action = x => x.IfEquals(player, () => Navigate.To(BattleFactory.Create())) })); foreach (var mapEvent in MapEventsFactory.Create(Path.Combine("Content", "Maps", "FireCave.events")).InstantiateEvents()) { yield return(mapEvent); } }
public static bool TeammateCountBattle(ref BattleFactory __instance, BattleConfig config, IEnumerable <BattleCreateInfo> __result) { bBattle = true; return(true); }
public void ReleaseMissile(data.MissileInstance missileInstance, obj.Types.Side side) { obj.MissileVisual missileVisual = BattleFactory.CreateMissileBattleVisual(missileInstance, new Context(this), side); missileVisual.Init(); }
public void ReleaseCharacter(data.CharacterInstance charInstance, obj.Types.Side side) { obj.CharacterVisual charVisual = BattleFactory.CreateCharacterBattleVisual(charInstance, new Context(this), side); charVisual.Init(); }
// Use this for initialization void Start() { BattleFactory.AddUnitToLayer(gameObject, BattleConfig.LAYER.EFFECT); }
IEnumerator createBombs() { DataSkill dataSkill = _skill.GetDataSkill(); float range = dataSkill.hintRange; List <Vector3> offsets = new List <Vector3> (); int n = COUNT; for (int i = 0; i < n; ++i) { float theta = RandomHelper.Range01(); float radius = Mathf.Sqrt(RandomHelper.Range01() * RandomHelper.Range01()) * range; float x = radius * Mathf.Cos(2 * Mathf.PI * theta); float z = radius * Mathf.Sin(2 * Mathf.PI * theta); Vector3 v = new Vector3(x, 0, z); offsets.Add(v); } /* * Vector3[] dropPositionOffsets = new Vector3[]{ * * new Vector3 (-range * 0.8f, 0, range * 0.2f), * new Vector3 (-range * 0.8f, 0, -range * 0.2f), * new Vector3 (0, -1000, 0), * * new Vector3 (-range * 0.4f, 0, range * 0.4f), * new Vector3 (-range * 0.4f, 0, 0), * new Vector3 (-range * 0.4f, 0, -range * 0.4f), * new Vector3 (0, -1000, 0), * * new Vector3 (0, 0, +range * 0.6f), * new Vector3 (0, 0, +range * 0.2f), * new Vector3 (0, 0, -range * 0.2f), * new Vector3 (0, 0, -range * 0.6f), * new Vector3 (0, -1000, 0), * * new Vector3 (range * 0.4f, 0, range * 0.4f), * new Vector3 (range * 0.4f, 0, 0), * new Vector3 (range * 0.4f, 0, -range * 0.4f), * new Vector3 (0, -1000, 0), * * new Vector3 (range * 0.8f, 0, range * 0.2f), * new Vector3 (range * 0.8f, 0, -range * 0.2f), * new Vector3 (0, -1000, 0), * * }; */ for (int i = 0; i < offsets.Count; i++) { Vector3 offset = offsets[i]; GameObject bomoObject = ResourceHelper.Load(AppConfig.FOLDER_PROFAB + "skill/BombAirStrike"); BattleFactory.AddUnitToLayer(bomoObject, BattleConfig.LAYER.BULLET); SkillBombBase bomb = bomoObject.GetComponent <SkillBombBase>(); bomb.Init(_skill, _targetPosition + offset); spawnBombs.Add(bomb); yield return(new WaitForSeconds(DROP_INTERVAL)); /* * if(offset.y < 0) * { * yield return new WaitForSeconds(DROP_INTERVAL_LONG); * } * else * { * yield return new WaitForSeconds(DROP_INTERVAL_SHORT); * } */ } _isStart = true; }