private void TaskOnClick() { if (Moral.GetCurrentMoralState() == MoralState.Best && !wantsHeal && !wantsDetermination) { return; } var character = PartyActions.GetActiveCharacter(); if (wantsHeal) { CharacterActions.HealCharacterBy(1, character); } else { int moralevalue = Moral.GetMoraleInt(); if (moralevalue < 0) { CharacterActions.LowerCharacterDeterminationBy(moralevalue, character); } else { CharacterActions.RaiseCharacterDeterminationBy(moralevalue, character); } } Destroy(popUp); var phaseView = FindObjectOfType <PhaseView>(); phaseView.NextPhase(); }
private void Awake() { foreach (var entity in m_entities) { entity.BindActions(CharacterActions.CreateWithControllerBindings(), InputManager.ActiveDevice); } }
public void ProcessCleanAction(ActionContainer action) { var character = action.GetExecutingCharacter(); CharacterActions.RaiseCharacterDeterminationBy(2, character); Moral.RaiseMoral(); }
public static void LowerDeterminationOfPartyBy(int amount) { foreach (Character c in PartyHandler.PartySession) { CharacterActions.LowerCharacterDeterminationBy(amount, c); } }
void Handle_ActionsPopoverWillShowPopover(object sender, EventArgs e) { UIAlertView view = null; if (!_ActionsPopoverShown) { view = new UIAlertView("Loading", "Accessing Database...", new UIAlertViewDelegate(), null, new string[] {}); view.Show(); NSRunLoop.Current.RunUntil(NSDate.Now.AddSeconds(.1)); //show waiting dialog } UIWebView v = new UIWebView(new CGRect(0, 0, 180, 120)); v.LoadHtmlString(MonsterHtmlCreator.CreateHtml(_Character.Monster, _Character, true), new NSUrl("http://localhost/")); _ActionsPopover.AccessoryView = v; List <CharacterActionItem> actions = CharacterActions.GetActions(_Character, _CharacterListView.SelectedCharacter); if (!_ActionsPopoverShown) { view.DismissWithClickedButtonIndex(0, false); //hide waiting dialog _ActionsPopoverShown = true; } AddActionItems(actions, _ActionsPopover.Items); }
public PlayerState(PlayerStateMachine stateMachine, PlayerCharacter character, PlayerController controller) { this.stateMachine = stateMachine; this.controller = controller; this.character = character; Actions = character.Input.Actions; }
private float characterJumpFinalPosition; ///Needed to assess the final position of a jump void Start() { currentCharacter = this.GetComponent <CharacterFeatures>(); characterActions = this.GetComponent <CharacterActions>(); animator = currentCharacter.GetAnimator(); rigidBody = this.GetComponent <Rigidbody2D>(); }
void Start() { inputManager = GetComponent <InputManager>(); actions = GetComponent <CharacterActions>(); character = GetComponent <Character>(); Reset(); }
public CharacterActionsAdapter(Context context, Character character, CombatState state) { _Context = context; _Character = character; _ActionItems = CharacterActions.GetActions(_Character, _Character, new List <Character>( from x in state.Characters where x.IsMonster == _Character.IsMonster select x)); }
public async Task CreateNewCharacterAction(CharacterActions currCharacter, string name) { try { Character charToUpdate = _context.Characters.FirstOrDefault(c => c.Name == name); long actionId = _context.CharacterActions .Where(ca => ca.CharacterAttack.Name == currCharacter.CharacterAttack.Name) .Select(cs => cs.CharacterActionsId) .FirstOrDefault(); if (charToUpdate != null) { var link = new ActionsLink() { CharacterId = charToUpdate.CharacterId, CharacterActionsId = actionId }; _context.ActionsLink.Add(link); _context.SaveChanges(); } } catch (Exception ex) { Console.WriteLine(ex); throw ex; } }
void Handle_ActionsPopoverItemClicked(object sender, ButtonStringPopover.PopoverEventArgs e) { CharacterActionItem item = (CharacterActionItem)e.Tag; if (item.Action != CharacterActionType.None) { CharacterActionResult res = CharacterActions.TakeAction(_CombatState, item.Action, _Character, new List <Character>() { _Character }, item.Tag); switch (res) { case CharacterActionResult.NeedConditionDialog: _ConditionView = new ConditionViewController(); _ConditionView.ConditionApplied += ConditionApplied; MainUI.MainView.AddSubview(_ConditionView.View); break; case CharacterActionResult.NeedNotesDialog: _TextBoxDialog = new TextBoxDialog(); _TextBoxDialog.HeaderText = "Notes"; _TextBoxDialog.Value = _Character.Notes; MainUI.MainView.AddSubview(_TextBoxDialog.View); _TextBoxDialog.OKClicked += Handle_NotesTextBoxDialogOKClicked; break; case CharacterActionResult.NeedMonsterEditorDialog: Monster newMonster = (Monster)Character.Monster.Clone(); _MonsterEditorDialog = new MonsterEditorDialog(newMonster); _MonsterEditorDialog.MonsterEditorComplete += (sd, monster) => { Character.Monster.CopyFrom(newMonster); }; MainUI.MainView.AddSubview(_MonsterEditorDialog.View); break; case CharacterActionResult.RollAttack: DieRollerView.Roller.RollAttack((Attack)item.Tag, _Character); break; case CharacterActionResult.RollAttackSet: DieRollerView.Roller.RollAttackSet((AttackSet)item.Tag, _Character); break; case CharacterActionResult.RollSave: DieRollerView.Roller.RollSave((Monster.SaveType)item.Tag, _Character); break; case CharacterActionResult.RollSkill: var sks = (Tuple <string, string>)item.Tag; DieRollerView.Roller.RollSkill(sks.Item1, sks.Item2, _Character); break; } } }
// Start is called before the first frame update void Start() { input = new CharacterActions(); input.Select.AddDefaultBinding(Key.Space); input.Select.AddDefaultBinding(Key.Z); input.Select.AddDefaultBinding(Mouse.LeftButton); input.Select.AddDefaultBinding(InputControlType.Action1); }
void Start() { characterActions = GetComponent <CharacterActions>(); if (corners.Count > 0) { transform.position = corners[0]; } }
void ListViewItemClick(object sender, AdapterView.ItemClickEventArgs e) { ListView lv = (ListView)FindViewById(Resource.Id.actionListView); CharacterActionsAdapter ca = (CharacterActionsAdapter)lv.Adapter; CharacterActionItem ai = ca.ActionItems[e.Position]; if (ai.SubItems != null) { ca.MoveToSubItems(ai); ca.NotifyDataSetChanged(); } else if (ai.Name != null && ai.Name.Length > 0) { CharacterActionResult res = CharacterActions.TakeAction(_State, ai.Action, _Character, new List <CombatManager.Character>() { _Character }, ai.Tag); Dismiss(); switch (res) { case CharacterActionResult.NeedAttacksDialog: break; case CharacterActionResult.NeedMonsterEditorDialog: ShowMonsterEditor(); break; case CharacterActionResult.NeedConditionDialog: ShowConditionDialog(); break; case CharacterActionResult.NeedNotesDialog: ShowNotesDialog(); break; case CharacterActionResult.RollAttack: _State.Roll(CombatState.RollType.Attack, _Character, (Attack)ai.Tag, null); break; case CharacterActionResult.RollAttackSet: _State.Roll(CombatState.RollType.AttackSet, _Character, (AttackSet)ai.Tag, null); break; case CharacterActionResult.RollSave: _State.Roll(CombatState.RollType.Save, _Character, (Monster.SaveType)ai.Tag, null); break; case CharacterActionResult.RollSkill: var sks = (Tuple <string, string>)ai.Tag; _State.Roll(CombatState.RollType.Skill, _Character, sks.Item1, sks.Item2); break; } } }
public InputBindings() { actionSet = new CharacterActions(null); bindMovementActions(); bindCameraActions(); bindPlayerActions(); // I hate you kbob // Hate you too, Ty<3 }
public InputBindings() { actionSet = new CharacterActions( null ); bindMovementActions(); bindCameraActions(); bindPlayerActions(); // I hate you kbob // Hate you too, Ty<3 }
void Start() { uiController = GameObject.Find("Main UI").GetComponent <UIController>(); characterActions = GetComponent <CharacterActions>(); health = fullHealth; if (this.gameObject.tag == "Player" && uiController.healthText.text == "") { uiController.Health(health); } }
/// <summary> /// Start is called on the frame when a script is enabled just before /// any of the Update methods is called the first time. /// </summary> private void Start() { if (m_useKeyBoard) { _action = CharacterActions.CreateWithKeyboardBindings(); } else { _action = CharacterActions.CreateWithControllerBindings(); } }
public static void DamageAllPlayers(int amount) { foreach (Character c in PartyHandler.PartySession) { if (c is ISideCharacter) { continue; } CharacterActions.DamageCharacterBy(amount, c); } }
private void UpdateMoralArrow() { if (CharacterActions.IsCharacterHealthInPreMoralChangeRange(currentMainCharacter)) { moralArrow.color = new Color(255, 255, 255, 255); } else { moralArrow.color = new Color(255, 255, 255, 0); } }
private void AddCharacterCreationActions() { List <playercreateinfo_action> newCreateInfoActions = PlayerCreateActions.Where(s => s.race == Owner.Character.race && s.@class == Owner.Character.@class).ToList(); newCreateInfoActions.ForEach(a => CharacterActions.Add(new character_action() { guid = this.Owner.ObjectGUID.Low, action = a.action, button = (byte)a.button, type = (byte)a.type })); CharacterDatabase.SaveChanges(); }
private void Start() { if (charSettings.isDummy) { charInput = new DummyInput(); } else { charInput = new PlayerInput(playerNumber); } charActions = new CharacterActions(charInput, rb, charSettings, charState, charAnimations); }
/// <summary> /// Copies the values of all the actions from an existing set of actions. /// </summary> public void SetValues(CharacterActions characterActions) { @jump.value = characterActions.jump.value; @run.value = characterActions.run.value; @interact.value = characterActions.interact.value; @jetPack.value = characterActions.jetPack.value; @dash.value = characterActions.dash.value; @crouch.value = characterActions.crouch.value; @movement.value = characterActions.movement.value; }
public ActionButtonCollection(PlayerEntity playerEntity) { Owner = playerEntity; var characterActions = CharacterActions.Where(cs => cs.guid == Owner.Character.guid).ToList(); //Must be a new character, get initial spells if (characterActions.Count == 0) { AddCharacterCreationActions(); } }
public void UpdateButtonMap(PlayerIndex playerIndex, Buttons button, CharacterActions characterAction) { Dictionary<CharacterActions, Buttons> playerCharacterButtonsMap = playersCharacterButtonsMap[playerIndex]; foreach (KeyValuePair<CharacterActions, Buttons> pair in playerCharacterButtonsMap) { if (pair.Value.Equals(button)) { playerCharacterButtonsMap[pair.Key] = playerCharacterButtonsMap[characterAction]; } } playerCharacterButtonsMap[characterAction] = button; }
public static void CheckDistance(CharacterActions characterActions) { string screenDistance = characterActions.GetPositionBetweenCharacters(); if (screenDistance == "In-close" || screenDistance == "Poke-range") { conditions |= AIConditions.distance; } else { conditions &= ~AIConditions.distance; } }
public void UpdateButtonMap(PlayerIndex playerIndex, Buttons button, CharacterActions characterAction) { Dictionary <CharacterActions, Buttons> playerCharacterButtonsMap = playersCharacterButtonsMap[playerIndex]; foreach (KeyValuePair <CharacterActions, Buttons> pair in playerCharacterButtonsMap) { if (pair.Value.Equals(button)) { playerCharacterButtonsMap[pair.Key] = playerCharacterButtonsMap[characterAction]; } } playerCharacterButtonsMap[characterAction] = button; }
void Start() { actions = GetComponent <CharacterActions>(); states = GetComponent <CharacterStates>(); rotateByDrag = GetComponent <RotateByDrag>(); CameraChangeView(CharacterEyesCamera.states.OUT); Events.ClickedOnScreen += ClickedOnScreen; Events.OnDragging += OnDragging; Events.CameraChangeView += CameraChangeView; Events.OnWalking += OnWalking; }
void HandleActionsPopoverItemClicked(object sender, ButtonStringPopover.PopoverEventArgs e) { Character ch = (Character)((ButtonStringPopover)sender).Data; CharacterActionItem item = (CharacterActionItem)e.Tag; if (item.Action != CharacterActionType.None) { CharacterActions.TakeAction(state._CombatState, item.Action, ch, new List <Character>() { ch }, item.Tag); } }
public static void Enable() { //EditorVoxels.Begin(); /*if (EditorVoxels.MyWorld == null) { * EditorVoxels.MyWorld = GameObject.FindObjectOfType<VoxelEngine.World>(); * }*/ //SceneView.onSceneGUIDelegate += OnScene; //Debug.Log("Scene GUI : Enabled"); //UnityEditor.EditorApplication.update += Update; CharacterActions MyWindow = (CharacterActions)EditorWindow.GetWindow(typeof(CharacterActions)); }
public override void Start() { base.Start(); swapFX.Kill(); if (active) { Ship.ActiveShip = this; fsm.ChangeState(ShipState.ACTIVE); } else { fsm.ChangeState(ShipState.INACTIVE); } this.collider = GetComponent <Collider2D>(); input = new CharacterActions(); input.Left.AddDefaultBinding(Key.A); input.Left.AddDefaultBinding(Key.LeftArrow); input.Left.AddDefaultBinding(InputControlType.LeftStickLeft); input.Right.AddDefaultBinding(Key.D); input.Right.AddDefaultBinding(Key.RightArrow); input.Right.AddDefaultBinding(InputControlType.LeftStickRight); input.Down.AddDefaultBinding(Key.DownArrow); input.Down.AddDefaultBinding(Key.S); input.Down.AddDefaultBinding(InputControlType.LeftStickDown); input.Up.AddDefaultBinding(Key.UpArrow); input.Up.AddDefaultBinding(Key.W); input.Up.AddDefaultBinding(InputControlType.LeftStickUp); input.Shoot.AddDefaultBinding(Key.Space); input.Shoot.AddDefaultBinding(InputControlType.Action1); input.Shoot.AddDefaultBinding(Key.Z); input.Shoot.AddDefaultBinding(Mouse.LeftButton); input.Switch.AddDefaultBinding(Key.Q); input.Switch.AddDefaultBinding(Key.E); input.Switch.AddDefaultBinding(Key.X); input.Switch.AddDefaultBinding(Mouse.RightButton); input.Switch.AddDefaultBinding(InputControlType.Action4); this.defaultCharacterSprite = characterSprite.sprite; this.fsm.Bind(ShipState.ACTIVE, OnActiveStart, OnActiveUpdate, OnActiveEnd); this.fsm.Bind(ShipState.INACTIVE, OnInactiveStart, OnInactiveUpdate, OnInactiveEnd); this.fsm.Bind(ShipState.SWITCHING, OnSwitchStart, OnSwitchUpdate, OnSwitchEnd); }
public void ProcessRestAction(ActionContainer action) { var character = action.GetExecutingCharacter(); if (InventionStorage.IsAvailable(Invention.Bed)) { var active = PartyActions.ExecutingCharacter; CharacterActions.RaiseCharacterDeterminationBy(1, active); CharacterActions.HealCharacterBy(2, active); } else { var active = PartyActions.ExecutingCharacter; CharacterActions.HealCharacterBy(1, active); } }
public Character(Rectangle winSize, Vector2 position, int width, int height, string assetName, int textureColumns, int textureLines) { _windowSize = winSize; _position = position; _graphicalBounds = new GraphicalBounds<CharacterActions>(new Dictionary<CharacterActions, Rectangle>()); _sprite = new AnimatedSprite(new Rectangle((int)position.X - width / 2, (int)position.Y - height, width, height), winSize, assetName, textureColumns, textureLines, 30, 1, -1, -1, true); _canMove = true; _jumping = false; _jumpHeight = 0; _direction = true; // = right _timer = 0; _physics = new Physics(); Life = 1; _action = CharacterActions.StandRight; _attacks = new Dictionary<CharacterActions, Attack>(); }
public Character(Rectangle winSize, Vector2 position, int width, int height, string assetName, int textureColumns, int textureLines) { this._windowSize = winSize; this._position = position; Damage = 1; this._weapons = new List<Weapon>(); this._graphicalBounds = new GraphicalBounds<CharacterActions>(new Dictionary<CharacterActions, Rectangle>()); this._sprite = new AnimatedSprite(new Rectangle((int)position.X - width / 2, (int)position.Y - height, width, height), winSize, assetName, textureColumns, textureLines, 30, 1, -1, -1, true); this._canMove = true; this._jumping = false; this._jumpHeight = 0; this._direction = true; this._timer = 0; this._physics = new Physics(200, 1000); this.Life = 1f; this._action = CharacterActions.StandRight; this._attacks = new Dictionary<CharacterActions, Attack>(); Armor = 1; CanBeStunned = true; }
public virtual void Stand(bool right) { if (!(right == _direction && (_action == CharacterActions.StandRight || _action == CharacterActions.StandLeft))) { _direction = right; if (right) _action = CharacterActions.StandRight; else _action = CharacterActions.StandLeft; actualizeSpriteGraphicalBounds(); } }
void Start() { //Time.timeScale = 0.1f; CurrentGravity = Gravity; Brain = GetComponent<CharacterActions>(); }
public void AddGraphicalBounds(CharacterActions action, Rectangle bounds) { this._graphicalBounds.set(action, bounds); }
public virtual void Move(bool right) { if (!this._canMove || right == this._direction && (this._action == CharacterActions.WalkRight || this._action == CharacterActions.WalkLeft)) return; this._direction = right; this._action = !right ? CharacterActions.WalkLeft : CharacterActions.WalkRight; this.actualizeSpriteGraphicalBounds(); }
public virtual void Attack(CharacterActions attack) { if (_attacks.ContainsKey(attack)) { switch (attack) { case CharacterActions.Attack1Right: _attacks[attack].Launch(new Rectangle((int)Position.X, _sprite.Position.Y, _sprite.Position.Width / 2, _sprite.Position.Height)); break; case CharacterActions.Attack1Left: _attacks[attack].Launch(new Rectangle((int)Position.X, (int)Position.Y, _sprite.Position.Width / 2, _sprite.Position.Height)); break; case CharacterActions.AttackStunLeft: case CharacterActions.AttackStunRight: Rectangle r = _sprite.Position; _attacks[attack].Launch(new Rectangle(r.X - 2 * r.Width, r.Y - r.Height, 5 * r.Width, 3 * r.Height)); break; } _canMove = false; _timer = _attacks[attack].AttackTime; } }
public virtual void Move(bool right) { if (_canMove && !(right == _direction && (_action == CharacterActions.WalkRight || _action == CharacterActions.WalkLeft))) { _direction = right; if (right) _action = CharacterActions.WalkRight; else _action = CharacterActions.WalkLeft; actualizeSpriteGraphicalBounds(); } }
public virtual void Jump() { if (!this._canMove || this._jumping) return; this._action = !this._direction ? CharacterActions.JumpLeft : CharacterActions.JumpRight; this.actualizeSpriteGraphicalBounds(); this._jumpHeight = 0; this._jumping = true; this._isOnGround = false; this._physics.Jump(); }
public virtual void Stand(bool right) { if (right == this._direction && (this._action == CharacterActions.StandRight || this._action == CharacterActions.StandLeft)) return; this._direction = right; this._action = !right ? CharacterActions.StandLeft : CharacterActions.StandRight; this.actualizeSpriteGraphicalBounds(); }
public virtual void ReceiveAttack(float damage = 0.0f, int blockTime = 100) { if (CanBeStunned) { this._action = this._direction ? CharacterActions.ReceiveAttackRight : CharacterActions.ReceiveAttackLeft; this._canMove = false; this._timer = blockTime; } this.actualizeSpriteGraphicalBounds(); this.Life -= damage / Armor; }
public override void Attack(CharacterActions attack) { base.Attack(attack); if (_attacks.ContainsKey(attack)) Mana -= Attacks[attack].Consumption; }
//LineCastPhysicsScript FighterPhysics; // Use this for initialization void Start() { Body = GetComponent<RaycastPlatformer>(); Brain = GetComponent<CharacterActions>(); Brain.UpdateCombatCommands(); CurrentAttack = Weapon.GetComponent<WeaponScript>().FrontAttack1; WeaponPropoerties = Weapon.GetComponent<WeaponScript>(); WeaponVisuals.sprite = WeaponPropoerties.IdleRightSprite; }
public virtual void ReceiveAttack(float damage = 0, int blockTime = 100) { _action = _direction ? CharacterActions.ReceiveAttackRight : CharacterActions.ReceiveAttackLeft; _canMove = false; _timer = blockTime; actualizeSpriteGraphicalBounds(); Life -= damage; }
public ActionStates GetCharacterActionState(PlayerIndex playerIndex, CharacterActions characterAction) { return playersCharacterActionStatesMap[playerIndex][characterAction]; }
public virtual void Paralize(int time) { _canMove = false; _timer = time; _action = CharacterActions.Paralized; }
public void Init( CharacterActions actions ) { this.actions = actions; }
public virtual void Jump() { if (_canMove && !_jumping) { if (_direction) _action = CharacterActions.JumpRight; else _action = CharacterActions.JumpLeft; actualizeSpriteGraphicalBounds(); _jumpHeight = 0; _jumping = true; _isOnGround = false; _physics.Jump(); } }
public virtual void AddAttack(CharacterActions action, Attack attac) { this._attacks.Add(action, attac); }
public virtual void Attack(CharacterActions attack) { if (!this._attacks.ContainsKey(attack)) return; Rectangle position; switch (attack) { case CharacterActions.Attack1Right: this._attacks[attack].Launch(new Rectangle((int)this.Position.X, this._sprite.Position.Y, this._sprite.Position.Width / 2, this._sprite.Position.Height)); break; case CharacterActions.Attack1Left: this._attacks[attack].Launch(new Rectangle((int)this.Position.X - this._sprite.Position.Width / 2, (int)this.Position.Y - this._sprite.Position.Height, this._sprite.Position.Width / 2, this._sprite.Position.Height)); break; case CharacterActions.AttackStunRight: case CharacterActions.AttackStunLeft: position = this._sprite.Position; this._attacks[attack].Launch(new Rectangle(position.X - 2 * position.Width, position.Y - position.Height, 5 * position.Width, (int)(2.20000004768372 * (double)position.Height))); break; case CharacterActions.Attack2Right: position = this._sprite.Position; this._attacks[attack].Launch(new Rectangle(position.X - position.Width / 2, position.Y - position.Height, position.Width * 2, position.Height)); break; case CharacterActions.Attack2Left: position = this._sprite.Position; this._attacks[attack].Launch(new Rectangle(position.X - position.Width / 2, position.Y - position.Height, position.Width * 2, position.Height)); break; } Game1.son.Play(Sons.Hit); this._canMove = false; this._timer = this._attacks[attack].AttackTime; this._action = attack; }
public virtual void Paralize(int time) { if (CanBeStunned) { this._canMove = false; this._timer = time; this._action = CharacterActions.Paralized; } }
public override void Attack(CharacterActions attack) { if ((double)this.Mana > (double)this._attacks[attack].Consumption / (double)(1 + this.Experience.Level / 7)) base.Attack(attack); if (!this._attacks.ContainsKey(attack)) return; this.Mana -= this.Attacks[attack].Consumption / (float)(1 + this.Experience.Level / 7); }
private void UpdatePlayerCharacterActionStatesMapOnPressed(PlayerIndex playerIndex, CharacterActions characterAction) { Dictionary<CharacterActions, ActionStates> playerCharacterActionMap = playersCharacterActionStatesMap[playerIndex]; if (playerCharacterActionMap[characterAction] == ActionStates.Pressed) { playerCharacterActionMap[characterAction] = ActionStates.Held; } else if (playerCharacterActionMap[characterAction] == ActionStates.Released) { playerCharacterActionMap[characterAction] = ActionStates.Pressed; } }
void Awake() { _fsm = new FSM<ActionStates>(); //creates a new FSM for this object AddStates(); //add states to the FSM MakeTransitions(); //Creates valid transitions for all the states in the FSM _instance = this; //creates a new instace of the object }
public void Init( InputBindings bindings ) { this.bindings = bindings; actions = this.bindings.Actions; }