public IEnumerator JumpMoveRight() { const float dir = 1.0f; Character.Player player = null; UInput.InputAuto input = null; SetupPlayer(ref player, ref input); var playerTransform = player.gameObject.transform; // 着地するまで少し待つ yield return(new WaitForSeconds(0.1f)); var startPosX = playerTransform.position.x; input.RequestJump(0.1f); yield return(new WaitForSeconds(0.1f)); input.RequestHorizontal(dir, 0.5f); yield return(new WaitForSeconds(0.5f)); var movedPosX = playerTransform.position.x; var diff = movedPosX - startPosX; Debug.Log("start:" + startPosX + " moved:" + movedPosX + " diff:" + diff); const float checkDistance = 1.0f; Assert.AreEqual(true, (diff >= checkDistance * dir)); yield return(null); }
public IEnumerator JumpHitWallAndSlide() { Character.Player player = null; UInput.InputAuto input = null; SetupPlayer(ref player, ref input); var playerTransform = player.gameObject.transform; // 着地するまで少し待つ yield return(new WaitForSeconds(0.1f)); // 壁際までワープ var warpPos = playerTransform.position; warpPos.x = 4.0f; playerTransform.position = warpPos; var startY = playerTransform.position.y; input.RequestJump(0.1f); yield return(new WaitForSeconds(0.1f)); input.RequestHorizontal(1.0f, 1.0f); yield return(new WaitForSeconds(1.0f)); var movedY = playerTransform.position.y; CheckNotMove(startY, movedY); Assert.AreEqual(true, player.CheckAnimatorStateName("run")); yield return(null); }
void setPlayer() { if (player == null) { this.player = base.GetComponent <Character.Player>(); } }
public bool Equals(Character.Player obj) { if (obj == null) { return(false); } return(this == obj.Outfit); }
public bool Equals(Character.Player obj) { if (obj == null) { return(false); } return(this == obj.Trainer); //Equals(obj.Trainer); }
//public GameState (Player player, int? money = null, int? coin = null, byte[,] pokedex = null, // TimeSpan? time = null, Vector position = new Vector(), float? direction = null, int? scene = null, // int? pokecenter = null, KeyValuePair<GymBadges, DateTime?>[] gym = null, Items[] bag = null, // SeriPC pc = null // ) // : this(name: player.Name, money: money, coin: coin, trainer: player.Trainer.TrainerID, // secret: player.Trainer.SecretID, gender: player.Trainer.Gender, pokedex: pokedex, // time: time, position: position, direction: direction, map: scene, pokecenter: pokecenter, // gym: gym, bag: bag, party: player.Trainer.Party.Serialize() // ) //{ //} //public GameState (string name, Challenges? challenge = null, Feature? features = null, int? money = null, int? coin = null, int? trainer = null, int? secret = null, // bool? gender = null, byte[,] pokedex = null, TimeSpan? time = null, Vector? position = null, float? direction = null, byte? follower = null, // bool? creator = null, int? map = null, byte? box = null, int? pokecenter = null, KeyValuePair<GymBadges, DateTime?>[] gym = null, Items[] bag = null, // SeriPokemon[] party = null, Character.PC pc = null // ) //{ // //BuildVersion = SaveManager.BuildVersion;//.GetBuildVersion(); // TimeCreated = DateTime.UtcNow; // Challenge = challenge ?? Challenges.Classic; // Features = features ?? new Feature(); // // PlayerName = name;// ?? ;//Game.Player.Name; // PlayerMoney = money ?? 0 ;//Game.Player.Money; // PlayerCoins = coin ?? 0 ;//Game.Player.Coins; // GymsChallenged = gym ?? new KeyValuePair<GymBadges, DateTime?>[0] ;//Game.Player.GymsBeatTime; // PlayerBag = bag ?? new Items[0] ;//Game.Bag_Items;//Player.Bag; //playerBag; // TrainerID = trainer ?? 0 ;//Game.Player.Trainer.TrainerID; // SecretID = secret ?? 0 ;//Game.Player.Trainer.SecretID; // IsMale = gender ?? true ;//Game.Player.isMale; // IsCreator = creator ?? false ;//Game.Player.IsCreator; // //Pokedex2 = pokedex ?? ;//Game.Player.Pokedex; // PlayTime = time ?? new TimeSpan() ;//Game.Player.PlayTime; // PlayerPosition = position ?? new Vector() ;//Game.PlayerPosition; //Game.Player.playerPosition; // //PlayerDirection = direction ?? 0 ;//Game.PlayerDirection;//Game.Player.playerDirection; // FollowerPokemon = follower ?? 0 ;//Game.Player.followerPokemon; // ActiveMapId = map ?? 0 ;//Game.Area;//Game.Player.mapName;.activeScene; // //ActivePcBox = box ?? 0 ;//Game.Player.ActivePcBox; // //PlayerPcNames = boxnames ?? new string[Core.STORAGEBOXES] ;//Game.Player.PC.BoxNAmes; // //PlayerPcTextures = boxtextures ?? new int[Core.STORAGEBOXES] ;//Game.Player.PC.BoxNAmes; // PokeCenterId = pokecenter ?? 0 ;//(int)Game.Checkpoint;//Game.Player.Checkpoint;pkmnCenter; // PlayerParty = party ?? //Game.Player.Trainer.Party.Serialize(); // new SeriPokemon[6];//[player.Party.Length]; // for (int i = 0; i < PlayerParty.Length; i++) // { // //PlayerParty[i]= Game.Player.Trainer.Party[i]; // PlayerParty[i] = new SeriPokemon(); // } // // byte[,] dex2 = pokedex ?? new byte[Game.PokemonData.Where(x => x.Value.IsDefault).Count(), 3]; //Game.Player.Pokedex; // Pokedex = new byte[dex2.GetLength(0)][]; // for (int i = 0; i < Pokedex.Length; i++) // { // Pokedex[i] = new byte[dex2.GetLength(1)]; // for (int j = 0; j < Pokedex[i].Length; j++) // { // Pokedex[i][j] = (byte)dex2[i, j]; // } // } // // PlayerPC = pc != null // ? new SeriPC(pc) // : new SeriPC(new Monster.Pokemon[Core.STORAGEBOXES, 30], new string[Core.STORAGEBOXES], new int[Core.STORAGEBOXES], new List<Items>()); //} public GameState(Character.Player player, Challenges?challenge = null, Feature?features = null, string overworld = null, string daycare = null, string berry = null, string apricon = null, string npc = null //, string name, int? money = null, int? coin = null, int? trainer = null, int? secret = null, //bool? gender = null, byte[,] pokedex = null, TimeSpan? time = null, Vector? position = null, float? direction = null, byte? follower = null, //bool? creator = null, int? map = null, byte? box = null, int? pokecenter = null, KeyValuePair<GymBadges, DateTime?>[] gym = null, Items[] bag = null, //SeriPokemon[] party = null, Character.PC pc = null ) { //BuildVersion = SaveManager.BuildVersion;//.GetBuildVersion(); TimeCreated = player.StartDate; // != null ? DateTimeOffset.Parse(date).UtcDateTime : DateTime.UtcNow; Challenge = challenge ?? Challenges.Classic; Features = features ?? new Feature(); PlayerName = player.Name; // ?? ;//Game.Player.Name; PlayerMoney = player.Money; // ?? 0 ;//Game.Player.Money; PlayerCoins = player.Coins; // ?? 0 ;//Game.Player.Coins; PlayerSavings = player.Savings; // ?? 0 ; RepelSteps = player.RepelSteps; // ?? 0 ; GymsChallenged = player.GymsBeatTime.ToArray(); // ?? new KeyValuePair<GymBadges, DateTime?>[0] ;//Game.Player.GymsBeatTime; PlayerBag = player.Bag.Contents; // ?? new Items[0] ;//Game.Bag_Items;//Player.Bag; //playerBag; TrainerID = player.Trainer.TrainerID; //Game.Player.Trainer.TrainerID; SecretID = player.Trainer.SecretID; //Game.Player.Trainer.SecretID; IsMale = player.IsMale; // ?? true ;//Game.Player.isMale; IsCreator = player.IsCreator; // ?? false ;//Game.Player.IsCreator; PlayTime = player.PlayTime; // ?? new TimeSpan() ;//Game.Player.PlayTime; PlayerPosition = player.Position; // ?? new Vector() ;//Game.PlayerPosition; //Game.Player.playerPosition; PlayerDirection = player.Direction; // ?? Game.GameData.PlayerDirection;//Game.GameData.Player.playerDirection; FollowerPokemon = player.FollowPokemon; // ?? 0 ;//Game.Player.followerPokemon; ActiveMapId = player.Area; // ?? 0 ;//Game.Area;//Game.Player.mapName;.activeScene; //ActivePcBox = player.box ?? 0 ;//Game.Player.ActivePcBox; //PlayerPcNames = player.boxnames ?? new string[Core.STORAGEBOXES] ;//Game.Player.PC.BoxNAmes; //PlayerPcTextures = player.boxtextures ?? new int[Core.STORAGEBOXES] ;//Game.Player.PC.BoxNAmes; PokeCenterId = (int)player.Checkpoint; // ?? 0 ;//(int)Game.Checkpoint;//Game.Player.Checkpoint;pkmnCenter; //PlayerOutfit = player.Outfit;// ?? new Character.PlayerOutfit(0, 0, 0, 0, 0) //PlayerDayCare = player.DayCare ?? new Character.DayCare(0);// PlayerParty = //player.Party ?? //Game.Player.Trainer.Party.Serialize(); new SeriPokemon[player.Party.Length]; for (int i = 0; i < PlayerParty.Length; i++) { //PlayerParty[i]= Game.Player.Trainer.Party[i]; PlayerParty[i] = (SeriPokemon)player.Party[i]; } //byte[,] dex2 = player.Pokedex;// ?? new byte[Game.PokemonData.Where(x => x.Value.IsDefault).Count(), 3]; //Game.Player.Pokedex; Pokedex = new byte[player.Pokedex.GetLength(0)][]; for (int i = 0; i < Pokedex.Length; i++) { Pokedex[i] = new byte[player.Pokedex.GetLength(1)]; for (int j = 0; j < Pokedex[i].Length; j++) { Pokedex[i][j] = (byte)player.Pokedex[i, j]; } } PlayerPC = player.PC != null ? new SeriPC(player.PC) : new SeriPC(new Monster.Pokemon[Core.STORAGEBOXES, 30], new string[Core.STORAGEBOXES], new int[Core.STORAGEBOXES], new List <Items>()); }
// Start is called before the first frame update void Start() { // 他のインスタンスの取得 _player = GameObject.FindGameObjectWithTag("Player").GetComponent <Character.Player>(); if (spWeaponUI == null) { spWeaponUI = FindObjectOfType <UI_SP_Weapon>(); } }
public void Setup(Character.Player currentItem, int currentIndex, CharacterPage currentCharacterPage, bool isSelected = false) { CharacterName.text = currentItem.Name; CoinText.text = ((new System.Random()).Next(400)).ToString(); SpellsText.text = currentItem.Spells.Count.ToString(); characterPage = currentCharacterPage; item = currentItem; index = currentIndex; }
// Start is called before the first frame update void Start() { player_ = FindObjectOfType <Character.Player>(); handGunBulletGaugeAnimator_.gameObject.SetActive(true); machineGunBulletGaugeAnimator_.gameObject.SetActive(false); shotgunBulletGaugeAnimator_.gameObject.SetActive(false); MissileBulletGaugeAnimator_.gameObject.SetActive(false); GetWeaponType(); ChangeGaugeUI(); SetParameter(); }
// Utility void SetupPlayer(ref Character.Player player, ref UInput.InputAuto input) { var playerObject = GameObject.Find("Player"); Assert.IsNotNull(playerObject); input = playerObject.AddComponent <UInput.InputAuto>(); Assert.IsNotNull(input); player = playerObject.GetComponent <Character.Player>(); Assert.IsNotNull(player); player.SwapInput(input); }
private void I_OnInteract(Transform who) { Character.Player P = who.GetComponent <Character.Player>(); if (P == null) { return; } //Only the player can do dialogue. MM.ChangeMenu(1); //Hardcoding is not bad SM.WriteDialog(Dialog); if (ignoreafter) { gameObject.layer = 8; } if (onetime) { Destroy(this); } }
public IEnumerator Run() { Character.Player player = null; UInput.InputAuto input = null; SetupPlayer(ref player, ref input); var playerTransform = player.gameObject.transform; var startPosX = playerTransform.position.x; input.RequestHorizontal(1.0f, 0.5f); yield return(new WaitForSeconds(0.5f)); var movedPosX = playerTransform.position.x; Debug.Log("start:" + startPosX + " moved:" + movedPosX); Assert.AreEqual(true, (movedPosX >= startPosX)); Assert.AreEqual(true, player.CheckAnimatorStateName("run")); yield return(null); }
public static GameObject Create(Enemy spawnCharacter, Vector2 position, Character.Player player) { var objectPool = Game.instance.Stage.objectPool; var enemy = objectPool.Get <Character.Enemy>(position); if (!enemy) { throw new NotFoundComponentException <Character.Enemy>(); } enemy.Set(spawnCharacter, player, true); // y좌표값에 따른 정렬 처리 var sortingGroup = enemy.GetComponent <SortingGroup>(); if (!sortingGroup) { throw new NotFoundComponentException <SortingGroup>(); } sortingGroup.sortingOrder = (int)(position.y * 10) * -1; return(enemy.gameObject); }
public IEnumerator Jump() { Character.Player player = null; UInput.InputAuto input = null; SetupPlayer(ref player, ref input); var playerTransform = player.gameObject.transform; // 着地するまで少し待つ yield return(new WaitForSeconds(0.1f)); var startPosY = playerTransform.position.y; input.RequestJump(0.1f); // 空中に上がるまで少し待つ yield return(new WaitForSeconds(0.2f)); // 飛べたか var movedPosY = playerTransform.position.y; Debug.Log("start:" + startPosY + " moved:" + movedPosY); Assert.AreEqual(true, (movedPosY >= startPosY)); Assert.AreEqual(true, player.CheckAnimatorStateName("jump-up")); // 着地まで待つ yield return(new WaitForSeconds(1.0f)); // 着地できたか movedPosY = playerTransform.position.y; CheckNotMove(startPosY, movedPosY); // ジャンプモーションが終了してアイドルに戻っているか Assert.AreEqual(true, player.CheckAnimatorStateName("idle")); yield return(null); }
public Square getNearCharacter(Vector2 startPos, string tag) { Square startSquare = BoardSpec.getInstance().SquareFromWorldPoint(startPos); Square finalSquare = null; foreach (GameObject character in GameObject.FindGameObjectsWithTag(tag)) { List <Square> openSet = new List <Square>(); List <Square> closedSet = new List <Square>(); openSet.Add(startSquare); Character.Player player = character.gameObject.GetComponent <Character.Player>(); if (player.status.vida <= 0) { continue; } Square targetSquare = BoardSpec.getInstance().SquareFromWorldPoint(character.transform.position); if (targetSquare == null) { continue; } while (openSet.Count > 0) { Square currentSquare = openSet[0]; for (int i = 1; i < openSet.Count; i++) { if (openSet[i].fCost < currentSquare.fCost || openSet[i].fCost == currentSquare.fCost && openSet[i].hCost < currentSquare.hCost) { currentSquare = openSet[i]; } } openSet.Remove(currentSquare); closedSet.Add(currentSquare); if (currentSquare == targetSquare) { if (closedSet.Count > 1) { Square nearLastSquare = closedSet[closedSet.Count - 1]; if (finalSquare == null || nearLastSquare.fCost < finalSquare.fCost || (nearLastSquare.fCost == finalSquare.fCost && nearLastSquare.hCost < finalSquare.hCost)) { finalSquare = nearLastSquare; } } break; } foreach (Square neighbour in BoardSpec.getInstance().GetNeighbours(currentSquare)) { if (!neighbour.canWalk(startSquare.character) && (neighbour.character == null || neighbour.character != targetSquare.character) || closedSet.Contains(neighbour)) { continue; } int newMovementCostToNeighbour = currentSquare.gCost + BoardSpec.GetDistance(currentSquare, neighbour); if (newMovementCostToNeighbour < neighbour.gCost || !openSet.Contains(neighbour)) { neighbour.gCost = newMovementCostToNeighbour; neighbour.hCost = BoardSpec.GetDistance(neighbour, targetSquare); if (!openSet.Contains(neighbour)) { openSet.Add(neighbour); } } } } } return(finalSquare); }
private static IEnumerator CoSpawnMonster(Model.Enemy enemy, Vector2 pos, Character.Player player) { EnemyFactory.Create(enemy, pos, player); yield return(new WaitForSeconds(UnityEngine.Random.Range(0.0f, 0.2f))); }