// Use this for initialization void Start() { bM_script = GameObject.Find("BoardManager").GetComponent<BoardManager>(); change = false; Debug.Log("AddArrow"); bM_script.ArrowList.Add(gameObject); }
void Awake() { sound= GetComponent<AudioSource>(); bSoundOn= GameObject.Find ("sound_on").GetComponent<Button>(); bSoundOff= GameObject.Find ("sound_off").GetComponent<Button>(); if (PlayerPrefs.GetInt ("mute", 0) == 0) { bSoundOff.gameObject.SetActive (false); } else { bSoundOn.gameObject.SetActive (false); } mute = PlayerPrefs.GetInt ("mute")==1; if (mute) sound.mute = true; blackTransparent = new Color32 (40,40,40,0); white= new Color32 (255,255,255,255); boardScript=GetComponent<BoardManager>(); boardScript.createBoard (8); boardScript.InstatiatePolygons (15,1,4); //StartCoroutine("initialize"); title.position = new Vector3 (title.position.x,title.position.y-(Screen.height/4)+50); }
void OnEnable() { Debug.Log("Enable"); boardScript = GetComponent<BoardManager>(); enemiesMoving = false; InitGame(); }
public void init(int tileType, BoardManager board) { this.board = board; turnCount = 0; tileObj = GameObject.CreatePrimitive(PrimitiveType.Quad); tileMod = tileObj.AddComponent<TileModel>(); tileMod.init(this, type); }
void Awake() { if (instance == null) instance = this; else if (instance != this) Destroy (gameObject); }
// Use this for initialization void Start() { bM = GameObject.Find("BoardManager"); bM_script = bM.GetComponent<BoardManager>(); bM_script.CountDownList.Add(gameObject); bM_script.CleanUpList.Add(gameObject); }
private int level = 1; //Current level number, expressed in game as "Day 1". #endregion Fields #region Methods //Awake is always called before any Start functions void Awake() { //Sets this to not be destroyed when reloading scene DontDestroyOnLoad (gameObject); //Check if instance already exists if (instance == null) { //if not, set instance to this instance = gameObject.GetComponent<GameManager>(); } //If instance already exists and it's not this: else if (instance != gameObject.GetComponent<GameManager>()) { //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy (gameObject); } //Get a component reference to the attached BoardManager script boardScript = GetComponent<BoardManager> (); //Call the InitGame function to initialize the first level if (shouldCreatePlayers) { InitGame(); } }
//Awake is always called before any Start functions public void Awake() { //Check if instance already exists if (instance == null) //if not, set instance to this instance = this; //If instance already exists and it's not this: else if (instance != this) //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); //Sets this to not be destroyed when reloading scene DontDestroyOnLoad(gameObject); //Assign enemies to a new List of Enemy objects. enemies = new List<Enemy>(); //Get a component reference to the attached BoardManager script boardScript = GetComponent<BoardManager>(); //Call the InitGame function to initialize the first level if (!firtTimeLoad) { InitGame(); } //Call the canva menuPrincipale for the first time loading the scene if (firtTimeLoad) { menuprincipal = (GameObject)Instantiate(Resources.Load("Prefabs/CanvasMenuPrincipal")); menuprincipal.SetActive (true); firtTimeLoad = false; } }
//Awake is always called before any Start functions void Awake() { //Check if instance already exists if (instance == null) //if not, set instance to this instance = this; //If instance already exists and it's not this: else if (instance != this) //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); //Sets this to not be destroyed when reloading scene DontDestroyOnLoad(gameObject); //Assign enemies to a new List of Enemy objects. //enemies = new List<Enemy>(); //transform.name.Replace("(clone)", "").Trim(); //Get a component reference to the attached BoardManager script boardScript = GetComponent<BoardManager>(); //Call the InitGame function to initialize the first level InitGame(); ////////////my test for block //CreateLevelFromJavatoXml block = new CreateLevelFromJavatoXml(); }
// Use this for initialization void Awake() { if (instance == null) instance = this; else if (instance != null) Destroy(gameObject); DontDestroyOnLoad (gameObject); boardScript = GetComponent<BoardManager> (); InitGame (); }
void Start() { boardManagerScript = FindObjectOfType<BoardManager>(); pickUp = (GameObject)Resources.Load("Prefabs/Pick Ups/Temporary"); // Change from temp Prefab in future. pickUpList = new List<PickUpItem>(); totalPickUps = 0; createPickUps(); }
void Awake() { currentState = Config.STARTED; if (instance == null) instance = this; else if (instance != this) Destroy (gameObject); boardScript = GetComponent<BoardManager> (); }
void Awake() { if (Instance != null) { DestroyImmediate(gameObject); } else { Instance = this; } boardElements = new List<BoardElement>(FindObjectsOfType<BoardElement>()); }
void Awake(){ if (instance == null){ instance = this; }else{ Destroy(gameObject); } DontDestroyOnLoad(gameObject); enemies = new List<Enemy>(); boardScript = GetComponent<BoardManager>(); InitGame(); }
void Start () { gameManager = GameObject.FindGameObjectWithTag ("GameManager") as GameObject; if (gameManager == null) { Debug.LogError("Tag GameManager object with the GameManager tag"); } boardManager = gameManager.GetComponent<BoardManager> (); uiManager = gameManager.GetComponent<UIManager> (); }
void Awake () { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); boardManager = GetComponent<BoardManager>(); InitGame(); }
void Awake() { // Enforce singleton-ness if (instance == null) instance = this; else if (instance != this) Destroy (gameObject); boardManager = GetComponent<BoardManager> (); boardManager.SetupScene (); }
void initGame() { boardScript = GetComponent<BoardManager>(); doingSetup = true; //levelImage = GameObject.Find ("levelImage"); //levelText = GameObject.Find ("levelText").GetComponent<Text>(); //levelText.text = "Day " + level; //levelImage.SetActive (true); //Invoke("hideLevelImage", levelStartDelay); boardScript.setupScene(level); }
// Use this for initialization void Awake() { if (instance == null) instance = this; else if (instance != this) Destroy(gameObject); //singletoooooon DontDestroyOnLoad(gameObject); enemies = new List<Enemy>(); boardScript = GetComponent<BoardManager>(); InitLevel(); }
void Awake() { if(instance==null) instance = this; else if(instance!=this) Destroy(gameObject); DontDestroyOnLoad(gameObject);//dont destroy on load new scene! enemies = new List<Enemy>(); boardScript = GetComponent<BoardManager>(); InitGame(); }
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> (); }
// 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> (); }
void Awake() { if (instance == null) // if no previous manager { instance = this; } else if (instance != this) // if manager already exists dont make another { Destroy(gameObject); } DontDestroyOnLoad(gameObject);// makes this not die when a new scene is loaded boardScript = GetComponent<BoardManager>(); InitGame(); }
public void init(BoardManager boardMan, Tile[,] board) { emptyTiles = new List<Tile>(); bm = boardMan; gemFolder = new GameObject(); gemFolder.name = "Gems"; // The name of a game object is visible in the hHerarchy pane. gems = new List<Gem>(); gemType = 1; for (int x=0; x<board.GetLength(0); x++) { for (int y=0; y<board.GetLength(1); y++) { emptyTiles.Add(board[x, y]); } } }
void Awake() { if (instance = null) { instance = this; } else if (instance != null) { Destroy(gameObject); } boardScript = GetComponent<BoardManager> (); Init (); }
// Use this for initialization void Awake() { // Make a singleton if (instance == null) instance = this; else if (instance != this) Destroy(gameObject); // We want to retain this object through the scenes to preserve data like the score DontDestroyOnLoad(gameObject); boardScript = GetComponent<BoardManager>(); InitGame(); }
public void Init() { if (!_init) { currentRoomX = 0; currentRoomY = 0; _nextRoomPos = Vector2.zero; _player = FindObjectOfType<Player>(); _camera = FindObjectOfType<Camera>(); _camera_behaviour = _camera.GetComponentInChildren<Camera_behaviour>(); _boardManager = FindObjectOfType<GameController>().boardManager; _rooms = new Dictionary<Vector2, Room>(); _init = true; } }
// Update is called once per frame void Start () { gameManager = GameObject.FindGameObjectWithTag ("GameManager") as GameObject; if (gameManager == null) { Debug.LogError("Tag GameManager object with the GameManager tag"); } boardManager = gameManager.GetComponent<BoardManager> () as BoardManager; uiManager = gameManager.GetComponent<UIManager> () as UIManager; winScreen = _winScreen.GetComponent<WinScreen>() as WinScreen; Current = View.MainMenu; }
void Awake () { // Make sure there exists exactly one GameManager and no more (singleton) if (instance == null) instance = this; else if (instance != this) Destroy (gameObject); // Keep the GameManager between scenes/levels DontDestroyOnLoad (gameObject); _enemies = new List<Enemy> (); boardScript = GetComponent<BoardManager> (); InitGame (); }
void Awake() { if (instance == null) { instance = this; } else { // Don't end up with multiple GameManagers Destroy(gameObject); } DontDestroyOnLoad(gameObject); enemies = new List<Enemy>(); boardManager = GetComponent<BoardManager>(); InitGame(); }
void Awake() { boardScript = GetComponent <BoardManager>(); InitGame(); }
// Use this for initialization void Start() { board = FindObjectOfType <BoardManager>(); StartCoroutine(MainCoroutine()); }
/// <summary> /// This function is used to determine if an ability can be activated at a specific location for the desired board. /// This function should not be used to modify any properties of the ability and should treat itself as const /// </summary> /// <param name="controller">Player trying to activate this ability</param> /// <param name="board">The board which they are trying to act upon</param> /// <param name="worldPos">World positiion of click</param> /// <param name="tileIndex">Index of selected tile</param> /// <returns>If ability can be used</returns> public virtual bool canUseAbilityHere(PlayerController controller, BoardManager board, Vector3 worldPos, Vector3Int tileIndex) { return(true); }
/// <summary> /// horses can move in L shape moves /// the main restrictions are: /// The positions of the pieces (must be inside the board) /// can not go into a own piece /// </summary> /// <returns>bidemensional boolean array with the possible moves</returns> public override bool[,] PossibleMove(BoardManager instance) { bool[,] possibleMovesMap = new bool[8, 8]; ChessPiece enemyPiece; //diagonal leftup+left if (CurrentX - 2 >= 0 && CurrentZ + 1 <= 7) { enemyPiece = instance.chessPieces[CurrentX - 2, CurrentZ + 1]; if (enemyPiece == null) { possibleMovesMap[CurrentX - 2, CurrentZ + 1] = true; } else { if (isWhite != enemyPiece.isWhite) { possibleMovesMap[CurrentX - 2, CurrentZ + 1] = true; } } } //diagonal leftup+up if (CurrentX - 1 >= 0 && CurrentZ + 2 <= 7) { enemyPiece = instance.chessPieces[CurrentX - 1, CurrentZ + 2]; if (enemyPiece == null) { possibleMovesMap[CurrentX - 1, CurrentZ + 2] = true; } else { if (isWhite != enemyPiece.isWhite) { possibleMovesMap[CurrentX - 1, CurrentZ + 2] = true; } } } //diagonal leftdown+left if (CurrentX - 2 >= 0 && CurrentZ - 1 >= 0) { enemyPiece = instance.chessPieces[CurrentX - 2, CurrentZ - 1]; if (enemyPiece == null) { possibleMovesMap[CurrentX - 2, CurrentZ - 1] = true; } else { if (isWhite != enemyPiece.isWhite) { possibleMovesMap[CurrentX - 2, CurrentZ - 1] = true; } } } //diagonal leftdown+down if (CurrentX - 1 >= 0 && CurrentZ - 2 >= 0) { enemyPiece = instance.chessPieces[CurrentX - 1, CurrentZ - 2]; if (enemyPiece == null) { possibleMovesMap[CurrentX - 1, CurrentZ - 2] = true; } else { if (isWhite != enemyPiece.isWhite) { possibleMovesMap[CurrentX - 1, CurrentZ - 2] = true; } } } //diagonal rightup+right if (CurrentX + 2 <= 7 && CurrentZ + 1 <= 7) { enemyPiece = instance.chessPieces[CurrentX + 2, CurrentZ + 1]; if (enemyPiece == null) { possibleMovesMap[CurrentX + 2, CurrentZ + 1] = true; } else { if (isWhite != enemyPiece.isWhite) { possibleMovesMap[CurrentX + 2, CurrentZ + 1] = true; } } } //diagonal rightup+up if (CurrentX + 1 <= 7 && CurrentZ + 2 <= 7) { enemyPiece = instance.chessPieces[CurrentX + 1, CurrentZ + 2]; if (enemyPiece == null) { possibleMovesMap[CurrentX + 1, CurrentZ + 2] = true; } else { if (isWhite != enemyPiece.isWhite) { possibleMovesMap[CurrentX + 1, CurrentZ + 2] = true; } } } //diagonal rightdown+right if (CurrentX + 2 <= 7 && CurrentZ - 1 > 0) { enemyPiece = instance.chessPieces[CurrentX + 2, CurrentZ - 1]; if (enemyPiece == null) { possibleMovesMap[CurrentX + 2, CurrentZ - 1] = true; } else { if (isWhite != enemyPiece.isWhite) { possibleMovesMap[CurrentX + 2, CurrentZ - 1] = true; } } } //diagonal rightdown+down if (CurrentX + 1 <= 7 && CurrentZ - 2 > 0) { enemyPiece = instance.chessPieces[CurrentX + 1, CurrentZ - 2]; if (enemyPiece == null) { possibleMovesMap[CurrentX + 1, CurrentZ - 2] = true; } else { if (isWhite != enemyPiece.isWhite) { possibleMovesMap[CurrentX + 1, CurrentZ - 2] = true; } } } return(possibleMovesMap); }
// Use this for initialization void Start() { boardManager = FindObjectOfType <BoardManager>(); stateManager = FindObjectOfType <StateManager>(); }
// Use this for initialization void Start() { boardManager = GameObject.Find("BoardManager").GetComponent <BoardManager>(); StartCoroutine(CoroutineIntroduction()); }
void Start() { BoardManager = GetComponent <BoardManager>(); InitGame(); }
void Start() { BoardManager = gameObject.AddComponent <BoardManager>(); }
public IPhase getNextPhase() { return(BoardManager.getInstance().getEndPhase()); }
public abstract int PlaceBoard(BoardManager boardManager, int gold);
// Use this for initialization void Awake() { board = FindObjectOfType <BoardManager> (); DetachChildrenfromParent(); }
/// <summary> /// cancle按钮单击回调 /// </summary> public void CancelButtonClick() { BoardManager.Instance().SwitchShowBoard(BoardManager.BoardShow.NONE); Hide(); }
private void Awake() { Instance = this; }
/// <summary> /// Finds a new target for the entity to move/explorer towards. /// </summary> /// <param name="currentPos">The current position of the entity</param> private void GenerateNewDestination(Vector2Int currentPos) { m_goalCoordinates = BoardManager.GetMap().GetRandomFloorTile(); m_dStarLite.RunDStarLite(currentPos, m_goalCoordinates); }
public void step(GameUnitEntity entity, BoardManager board) { rootNode.step(entity, board); }
private void Start() { _board = GameObject.Find("GameBoard").GetComponent <BoardManager>(); _gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); }
public IEnumerator fire(Vector3 pos, Vector3 target) { BoardManager grid = (BoardManager)FindObjectOfType(typeof(BoardManager)); tileData tile; if (target.y == pos.y) { int y = (int)Mathf.Round(pos.y / 0.75f); if (target.x > pos.x) { int i; for (i = (int)Mathf.Floor(pos.x + 1.0f); i < grid.getCols(); i++) { tile = (grid.objects[i, y].GetComponent(typeof(tileData)) as tileData); if (tile.city) { //animation grid.damageCity(damage); i = 100; } else if (tile.blocked) { i = 100; //run animation } else if (tile.enemy != null) { //animation tile.enemy.damage(damage); i = 100; } else if (tile.tank != null) { //animation tile.tank.damage(damage); i = 100; } } if (i != 100) { //miss animation } else { //play audio } } else { int i; for (i = (int)Mathf.Floor(pos.x - 1.0f); i >= 0; i--) { tile = (grid.objects[i, y].GetComponent(typeof(tileData)) as tileData); if (tile.city) { //animation grid.damageCity(damage); i = -100; } else if (tile.blocked) { i = -100; //run animation } else if (tile.enemy != null) { //animation tile.enemy.damage(damage); i = -100; } else if (tile.tank != null) { //animation tile.tank.damage(damage); i = -100; } } if (i != -100) { //miss animation } else { //play audio } } } else if (target.x > pos.x && target.y > pos.y) { int i; for (i = 1; Mathf.Floor(pos.x + 0.5f * i) < grid.getCols() && Mathf.Round((pos.y + i * 0.75f) / 0.75f) < grid.getRows(); i++) { tile = (grid.objects[(int)Mathf.Floor(pos.x + 0.5f * i), (int)Mathf.Round((pos.y + i * 0.75f) / 0.75f)].GetComponent(typeof(tileData)) as tileData); if (tile.city) { //animation grid.damageCity(damage); i = 100; } else if (tile.blocked) { i = 100; //run animation } else if (tile.enemy != null) { //animation tile.enemy.damage(damage); i = 100; } else if (tile.tank != null) { //animation tile.tank.damage(damage); i = 100; } } if (i != 100) { //miss animation } else { //play audio } } else if (target.x > pos.x && target.y < pos.y) { int i; for (i = 1; Mathf.Floor(pos.x + 0.5f * i) < grid.getCols() && Mathf.Round((pos.y - i * 0.75f) / 0.75f) >= 0; i++) { tile = (grid.objects[(int)Mathf.Floor(pos.x + 0.5f * i), (int)Mathf.Round((pos.y - i * 0.75f) / 0.75f)].GetComponent(typeof(tileData)) as tileData); if (tile.city) { //animation grid.damageCity(damage); i = 100; } else if (tile.blocked) { i = 100; //run animation } else if (tile.enemy != null) { //animation tile.enemy.damage(damage); i = 100; } else if (tile.tank != null) { //animation tile.tank.damage(damage); i = 100; } } if (i != 100) { //miss animation } else { //play audio } } else if (target.x < pos.x && target.y > pos.y) { int i; for (i = 1; Mathf.Floor(pos.x - 0.5f * i) >= 0 && Mathf.Round((pos.y + i * 0.75f) / 0.75f) < grid.getRows(); i++) { tile = (grid.objects[(int)Mathf.Floor(pos.x + 0.5f * i), (int)Mathf.Round((pos.y + i * 0.75f) / 0.75f)].GetComponent(typeof(tileData)) as tileData); if (tile.city) { //animation grid.damageCity(damage); i = 100; } else if (tile.blocked) { i = 100; //run animation } else if (tile.enemy != null) { //animation tile.enemy.damage(damage); i = 100; } else if (tile.tank != null) { //animation tile.tank.damage(damage); i = 100; } } if (i != 100) { //miss animation } else { //play audio } } else { int i; for (i = 1; Mathf.Floor(pos.x - 0.5f * i) >= 0 && Mathf.Round((pos.y - i * 0.75f) / 0.75f) >= 0; i++) { tile = (grid.objects[(int)Mathf.Floor(pos.x - (0.5f * i)), (int)Mathf.Round((pos.y - (i * 0.75f)) / 0.75f)].GetComponent(typeof(tileData)) as tileData); if (tile.city) { //animation grid.damageCity(damage); i = 100; } else if (tile.blocked) { i = 100; //run animation } else if (tile.enemy != null) { //animation tile.enemy.damage(damage); i = 100; } else if (tile.tank != null) { //animation tile.tank.damage(damage); i = 100; } } if (i != 100) { //miss animation } else { //play audio } } yield return(new WaitForSeconds(0.1f)); }
void Start() { board = BoardManager.Instance; eventSys = GameObject.Find("EventSystem").GetComponent <EventSystem>(); }
void Start() { board = GameObject.Find("Main Camera").GetComponent <BoardManager>(); }
private void CreateBombObject(Vector3 bombPosition, Quaternion bombRotation) { GameObject prefab = (GameObject)Resources.Load(BombsManager.CurrentBomb.bombPrefabPath, typeof(GameObject)); BombObjects.Add(MonoBehaviour.Instantiate(prefab, bombPosition, bombRotation, BoardManager.GetBoard())); if (!string.IsNullOrEmpty(BombsManager.CurrentBomb.bombSidePrefabPath)) { GameObject prefabSide = (GameObject)Resources.Load(BombsManager.CurrentBomb.bombSidePrefabPath, typeof(GameObject)); BombObjects.Add(MonoBehaviour.Instantiate(prefabSide, bombPosition, bombRotation, BoardManager.GetBoard())); BombObjects.Add(MonoBehaviour.Instantiate(prefabSide, bombPosition, bombRotation, BoardManager.GetBoard())); } }
void Awake() { BoardManager.instance = this; }
// Start is called before the first frame update private void Awake() { DontDestroyOnLoad(gameObject); _boardManager = GetComponent <BoardManager>(); InitializeGame(); }
public Player(int p_id, GameObject p_game_object, Vector2 p_position, int p_health, Board p_board, BoardManager p_bm) { id = p_id; game_object = p_game_object; position = p_position; health = p_health; board = p_board; moved = false; facing = Direction.down; bm = p_bm; }
// TODO: Should behaviour access BoardManager directly? public void Execute() { BoardManager boardManager = BoardManager.GetInstance(); boardManager.SetTileAt(Target, boardManager.GetTileAt(Target).DefaultTile.id); }
public void step(BoardManager board) { base.Act(); // Attempt To Act }
private void loadScene() { boardManager = GetComponent <BoardManager>(); boardManager.loadScene(); }
protected override void ExecuteLogic() { switch (currentTurnStep) { case TurnSteps.Movement: ClientPing(); if (clientController.PlayerNullableNextPosition.HasValue) { currentTurnStep = TurnSteps.PlayerWillAttack; } break; case TurnSteps.PlayerWillAttack: if (clientController.CurrentPlayerState == ClientController.PlayerState.Alien) { if (!clientController.PlayerNullableWillAttack.HasValue) { this.uiController.SetTwoButtonsVisibility(true); ClientPing(); } else { this.uiController.SetTwoButtonsVisibility(false); if (clientController.PlayerNullableWillAttack.Value) { clientController.PlayerNullableNexSound = clientController.PlayerNullableNextPosition; ActivateEffectFeedback(EffectFeedback.SectorSound); currentTurnStep = TurnSteps.SendData; } else { currentTurnStep = TurnSteps.Card; } } } else { currentTurnStep = TurnSteps.Card; } break; case TurnSteps.Card: string tileCode = BoardManager.TranslateTilePositionToCode(clientController.PlayerNullableNextPosition.Value); BoardManager.PossibleTypes tileType = clientController.GetTileType(tileCode); if (tileType == BoardManager.PossibleTypes.EventTile) { EventDeck.CardTypes cardType = clientController.Deck.DrawCard(); switch (cardType) { case EventDeck.CardTypes.AnySectorSound: TimeLogger.Log("CLIENT {0} can choose a sector to make a noise", clientController.ClientId); uiController.SetInfoText("Choose an alarm sector"); ActivateEffectFeedback(EffectFeedback.ChooseSector); clientController.GlowPossibleNoises(); currentTurnStep = TurnSteps.Noise; break; case EventDeck.CardTypes.CurrentSectorSound: TimeLogger.Log("CLIENT {0} make a noise in his sector", clientController.ClientId); ActivateEffectFeedback(EffectFeedback.SectorSound); clientController.PlayerNextSound = clientController.PlayerNextPosition; currentTurnStep = TurnSteps.Noise; break; case EventDeck.CardTypes.NoSound: TimeLogger.Log("CLIENT {0} is silent", clientController.ClientId); ActivateEffectFeedback(EffectFeedback.LuckDangerousSector); currentTurnStep = TurnSteps.SendData; break; } } else { ActivateEffectFeedback(EffectFeedback.Silent); currentTurnStep = TurnSteps.SendData; } break; case TurnSteps.Noise: ClientPing(); if (clientController.PlayerNullableNexSound.HasValue) { currentTurnStep = TurnSteps.SendData; } break; case TurnSteps.SendData: uiController.SetInfoText(); clientController.ClientCommunication.SchedulePutPlayRequest( (Vector2Int)clientController.PlayerNullableNextPosition, clientController.PlayerNullableNexSound.HasValue ? (Vector2Int)clientController.PlayerNullableNexSound : new Vector2Int(-1, -1), // TODO - check if is there better solutions than V(-1,-1) clientController.PlayerNullableWillAttack.HasValue ? (bool)clientController.PlayerNullableWillAttack : false ); StateEnd(); break; } }
public override void DistributeReward(BoardManager bm) { ActorData m = Globals.campaign.contentLibrary.actorDB.GetCopy(characterKey); bm.party.partyCharacter.Add(m); }
// Use this for initialization void Start() { difficulty = GameObject.Find("Difficulty").GetComponent <DifficultyScript> ().getDifficulty(); GameObject.Find("NormalButton").GetComponent <DifficultyButtonScript> ().setState(Enums.SelectorState.Blocked); GameObject.Find("HardButton").GetComponent <DifficultyButtonScript> ().setState(Enums.SelectorState.Blocked); GameObject.Find("ExpertButton").GetComponent <DifficultyButtonScript> ().setState(Enums.SelectorState.Blocked); GameObject.Find("Back").GetComponent <BackScript> ().setState(Enums.SelectorState.Blocked); Vector3 scale = GameObject.Find("Selector").GetComponent <Transform> ().localScale; scale.x = 0.5F; scale.y = 0.5F; GameObject.Find("Selector").GetComponent <Transform> ().localScale = scale; switch (difficulty) { case 1: //ANDROID GameObject.Find("Main Camera").GetComponent <Camera> ().orthographicSize = 4.7F; GameObject.Find("Hand Camera").GetComponent <Camera> ().orthographicSize = 4.7F; GameObject.Find("Selector").GetComponent <Transform> ().Translate(new Vector3(0, 4f, 0), Space.World); GameObject.Find("Quit").GetComponent <Transform> ().Translate(new Vector3(0, 4f, 0), Space.World); GameObject.Find("Back").GetComponent <Transform> ().Translate(new Vector3(0, 4f, 0), Space.World); break; case 2: GameObject.Find("Main Camera").GetComponent <Camera> ().orthographicSize = 5.4F; GameObject.Find("Hand Camera").GetComponent <Camera> ().orthographicSize = 5.4F; GameObject.Find("Selector").GetComponent <Transform> ().Translate(new Vector3(0, 4f, 0), Space.World); GameObject.Find("Quit").GetComponent <Transform> ().Translate(new Vector3(0, 4f, 0), Space.World); GameObject.Find("Back").GetComponent <Transform> ().Translate(new Vector3(0, 4f, 0), Space.World); break; case 3: GameObject.Find("Main Camera").GetComponent <Camera> ().orthographicSize = 5.4F; GameObject.Find("Hand Camera").GetComponent <Camera> ().orthographicSize = 5.4F; GameObject.Find("Selector").GetComponent <Transform> ().Translate(new Vector3(0, 4.8F, 0), Space.World); GameObject.Find("Quit").GetComponent <Transform> ().Translate(new Vector3(0, 4.8f, 0), Space.World); GameObject.Find("Back").GetComponent <Transform> ().Translate(new Vector3(0, 4.8f, 0), Space.World); break; } // Generating the random map with a given difficulty. mapCreator = new MapCreator(difficulty); // Retrieving the BoardManager. boardManager = GetComponent <BoardManager> (); // Retrieving the hand. hand = GameObject.Find("Hand").GetComponent <HandPrefabScript> (); // Drawing the tiles of the board on the screen. boardManager.run(mapCreator); // Drawing the tiles of the hand on the screen. hand.setHand(mapCreator.getHand(), difficulty); // Setting up the moves storing. moves = new System.Collections.Generic.List <TileScript> (); targetCoord = new System.Collections.Generic.List <Coordinate> (); targetEntr = new System.Collections.Generic.List <int> (); targetPos = new System.Collections.Generic.List <Vector3> (); // Starting the game. startGame(); }
void Start() { bm = FindObjectOfType <BoardManager>(); gameManager = FindObjectOfType <OverallGameManager>(); }