예제 #1
0
    public void Init()
    {
        mArchievementSystem = new ArchievementSystem();
        mCampSystem         = new CampSystem();
        mCharacterSystem    = new CharacterSystem();
        mEnergySystem       = new EnergySystem();
        mGameEventSystem    = new GameEventSystem();
        mStageSystem        = new StageSystem();

        mCampInfoUI      = new CampInfoUI();
        mGamePauseUI     = new GamePauseUI();
        mGameStateInfoUI = new GameStateInfoUI();
        mSoldierInfoUI   = new SoldierInfoUI();

        mArchievementSystem.Init();
        mCampSystem.Init();
        mCharacterSystem.Init();
        mEnergySystem.Init();
        mGameEventSystem.Init();
        mStageSystem.Init();

        mCampInfoUI.Init();
        mGamePauseUI.Init();
        mGameStateInfoUI.Init();
        mSoldierInfoUI.Init();

        LoadMemento();
    }
예제 #2
0
    //最好先Awake, 再Init. Awake中初始化数据, Init中再new对象之类的
    //不然部分new对象比较分散的,就不好给System初始化进行排序,有耦合。比如EventSubject
    public void Init()
    {
        m_AchievementSystem = new AchievementSystem();
        m_CampSystem        = new CampSystem();
        m_CharactorSystem   = new CharacterSystem();
        m_EnergySystem      = new EnergySystem();
        m_GameEventSystem   = new GameEventSystem();
        m_StageSystem       = new StageSystem();
        m_FileDataSystem    = new FileDataSystem();


        m_CampInfoUI      = new CampInfoUI();
        m_GamePauseUI     = new GamePauseUI();
        m_GameStateInfoUI = new GameStateInfoUI();
        m_SolderInfoUI    = new SoldierInfoUI();

        m_FileDataSystem.Init();
        m_AchievementSystem.Init();
        m_CampSystem.Init();
        m_CharactorSystem.Init();
        m_EnergySystem.Init();
        m_GameEventSystem.Init();
        m_StageSystem.Init();

        m_CampInfoUI.Init();
        m_GamePauseUI.Init();
        m_GameStateInfoUI.Init();
        m_SolderInfoUI.Init();
        LoadMemento();
    }
예제 #3
0
    private SoldierInfoUI m_SoldierInfoUI;           //战士信息

    public void Init()
    {
        m_ArchievementSystem = new ArchievementSystem();
        m_CampSystem         = new CampSystem();
        m_CharacterSystem    = new CharacterSystem();
        m_EnergySystem       = new EnergySystem();
        m_GameEventSystem    = new GameEventSystem();
        m_StageSystem        = new StageSystem();

        m_CampInfoUI      = new CampInfoUI();
        m_GamePauseUI     = new GamePauseUI();
        m_GameStateInfoUI = new GameStateInfoUI();
        m_SoldierInfoUI   = new SoldierInfoUI();

        m_ArchievementSystem.Init();
        m_CampSystem.Init();
        m_CharacterSystem.Init();
        m_EnergySystem.Init();
        m_GameEventSystem.Init();
        m_StageSystem.Init();
        m_CampInfoUI.Init();
        m_GamePauseUI.Init();
        m_GameStateInfoUI.Init();
        m_SoldierInfoUI.Init();
    }
예제 #4
0
    public void Init()
    {
        systems = new List <IGameSystem>();

        achievementSystem = new AchievementSystem();
        campSystem        = new CampSystem();
        CharacterSystem   = new CharacterSystem();
        EnergySystem      = new EnergySystem();
        EventSystem       = new GameEventSystem();
        StageSystem       = new StageSystem();

        CampInfoUI      = new CampInfoUI();
        gamePauseUI     = new GamePauseUI();
        GameStateInfoUI = new GameStateInfoUI();
        soldierInfoUI   = new SoldierInfoUI();

        systems.Add(achievementSystem);
        systems.Add(campSystem);
        systems.Add(CharacterSystem);
        systems.Add(EnergySystem);
        systems.Add(EventSystem);
        systems.Add(StageSystem);

        systems.Add(CampInfoUI);
        systems.Add(gamePauseUI);
        systems.Add(GameStateInfoUI);
        systems.Add(soldierInfoUI);

        systems.ForEach(s => s.Init());


        var memento = CareTaker.RetrieveMemento(); //取回备忘录

        achievementSystem.RestoreMemento(memento); //根据备忘录,恢复成就系统
    }
예제 #5
0
 private void Awake()
 {
     characterController = GetComponent <CharacterController>();
     animator            = GetComponent <Animator>();
     hunger       = GetComponent <HungerSystem>();
     healthsystem = GetComponent <HealthSystem>();
     energySystem = GetComponent <EnergySystem>();
 }
예제 #6
0
 void Start()
 {
     energySystem = this.GetComponent <EnergySystem>();
     actions      = this.GetComponent <PlayerActions>();
     animations   = this.GetComponent <PlayerAnimations>();
     spells       = this.GetComponent <PlayerSpells>();
     spellsSystem = this.GetComponent <SpellsSystem>();
 }
예제 #7
0
    // Use this for initialization
    void Start()
    {
        this.energySystem = new EnergySystem();

        initalizeNodes();
        initalizeConnections();

        nodes[0, 0].setEnergy(100f);
    }
예제 #8
0
 public void OnUpdate()
 {
     ArchievementSystem.OnUpdate();
     CampSystem.OnUpdate();
     CharacterSystem.OnUpdate();
     EnergySystem.OnUpdate();
     GameEventSystem.OnUpdate();
     StageSystem.OnUpdate();
     UISystem.OnUpdate();
 }
 //Holder for Buff Selection so UI can have it
 private void OnEnable()
 {
     instance  = this;
     inventory = new ModInventory();
     //This will usually be level 1, but left open in case we do saves or
     //multiple levels where the player starts at a higher power tier.
     for (int i = 1; i < curEnergyTier; i++)
     {
         inventory.EquipNextMod(i);
     }
 }
예제 #10
0
 void Start()
 {
     anim                      = GetComponent <Animator>();
     navmesh                   = GetComponent <NavMeshAgent>();
     healthsystem              = GetComponent <HealthSystem>();
     Enemycollider             = GetComponent <Collider>();
     BodyColliderDeath.enabled = false;
     energySystem              = GetComponent <EnergySystem>();
     player                    = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>();
     punch.enabled             = false;
 }
예제 #11
0
    public void OnRelease()
    {
        this.CreateMemento();

        ArchievementSystem.OnRelease();
        CampSystem.OnRelease();
        CharacterSystem.OnRelease();
        EnergySystem.OnRelease();
        GameEventSystem.OnRelease();
        StageSystem.OnRelease();
        UISystem.OnRelease();
    }
예제 #12
0
파일: Player.cs 프로젝트: zhaocg/Scripts
    void Start()
    {
        energySystem = this.GetComponent <EnergySystem>();
        actions      = this.GetComponent <PlayerActions>();
        animations   = this.GetComponent <PlayerAnimations>();
        spells       = this.GetComponent <PlayerSpells>();
        spellsSystem = this.GetComponent <SpellsSystem>();

        //InitializeSkill();
        //InitSpellsSystem();
        //spells.SetSpells(HandType.Left, spellsSystem.spellsList[0]);
        //spells.SetSpells(HandType.Right, spellsSystem.spellsList[1]);
    }
예제 #13
0
    void RpcResetRacers()
    {
        _raceStarted = true;

        int i = 1;

        foreach (KeyValuePair <GameObject, int> racer in _racers)
        {
            racer.Key.transform.position = transform.position + (transform.forward * 3 * i);
            racer.Key.transform.LookAt(transform);
            Vector3 p = racer.Key.transform.position;
            racer.Key.transform.position = new Vector3(p.x, 0.13f, p.z);
            EnergySystem engine = racer.Key.GetComponent <EnergySystem>();
            engine.RestartEngine();
            engine.IsLocked = true;
            ++i;
        }
    }
예제 #14
0
 public static Vehicle GetNewCar(
     ref Client i_Owner,
     Vehicle.VehicleType i_VehicleType,
     string i_VehicleModel,
     string i_VehicleLicenseNumber,
     ref EnergySystem i_VehicleEnergySystem,
     short i_WheelsNumber,
     ref List <Wheel> i_VehicleWheels)
 {
     additionalCarInformationLabel();
     return(CreateNewVehicle.CreateNewCar(
                ref i_Owner,
                i_VehicleType,
                i_VehicleModel,
                i_VehicleLicenseNumber,
                ref i_VehicleEnergySystem,
                i_WheelsNumber,
                ref i_VehicleWheels,
                getCarColor(),
                getCarDoors()));
 }
 public static Vehicle GetNewMotorcycle(
     ref Client i_Owner,
     Vehicle.VehicleType i_VehicleType,
     string i_VehicleModel,
     string i_VehicleLicenseNumber,
     ref EnergySystem i_VehicleEnergySystem,
     short i_WheelsNumber,
     ref List <Wheel> i_VehicleWheels)
 {
     additionalMotorcycleInformationLabel();
     return(CreateNewVehicle.CreateNewMotorcycle(
                ref i_Owner,
                i_VehicleType,
                i_VehicleModel,
                i_VehicleLicenseNumber,
                ref i_VehicleEnergySystem,
                i_WheelsNumber,
                ref i_VehicleWheels,
                getEngineCapacity(),
                getLicenseType()));
 }
예제 #16
0
 public static Vehicle GetNewTruck(
     ref Client i_Owner,
     Vehicle.VehicleType i_VehicleType,
     string i_VehicleModel,
     string i_VehicleLicenseNumber,
     ref EnergySystem i_VehicleEnergySystem,
     short i_WheelsNumber,
     ref List <Wheel> i_VehicleWheels)
 {
     additionalTruckInformationLabel();
     return(CreateNewVehicle.CreatNewTruck(
                ref i_Owner,
                i_VehicleType,
                i_VehicleModel,
                i_VehicleLicenseNumber,
                ref i_VehicleEnergySystem,
                i_WheelsNumber,
                ref i_VehicleWheels,
                getcargoVolume(),
                cargoDangerousMaterials()));
 }
예제 #17
0
    public void AddRacer(GameObject racer)
    {
        if (_raceStarted)
        {
            Destroy(racer);
            Debug.Log("A racer tried to register while the race has already started");
            return;
        }

        racer.transform.position = transform.position + (transform.forward * 3 * (_racers.Count + 1));
        racer.transform.LookAt(transform);
        Vector3 p = racer.transform.position;

        racer.transform.position = new Vector3(p.x, 0.13f, p.z);

        EnergySystem engine = racer.GetComponent <EnergySystem>();

        engine.SetupColor(Colours[_racers.Count % Colours.Length]);
        engine.IsLocked = true;

        _racers.Add(racer, 0);
    }
예제 #18
0
    // Use this for initialization
    void Awake()
    {
//		PlayerPrefs.DeleteAll ();

        if (!instance)
        {
            instance = this;
            DontDestroyOnLoad(gameObject);
        }
        else
        {
            Destroy(gameObject);
        }

        energy = PlayerPrefs.GetInt("Energy", maxEnergy);        //get energy from prefs,if first start - get default(max) //get the energy from the prefs if the first start is taken by default (maximum energy)
//        StartCoroutine(Check()); //delete this line if u do not wont check time periodically  //Если мы не хотим проверять время переодически то эту строку надо убрать


        coin = PlayerPrefs.GetInt("Coin", 0);


//		nextE = nextTime;
    }
예제 #19
0
    public GameFacade OnInit()
    {
        UISystem           = new UISystem();
        ArchievementSystem = new ArchievementSystem();
        CampSystem         = new CampSystem();
        CharacterSystem    = new CharacterSystem();
        EnergySystem       = new EnergySystem();
        GameEventSystem    = new GameEventSystem();
        StageSystem        = new StageSystem();


        UISystem.OnInit();
        CampSystem.OnInit();
        CharacterSystem.OnInit();
        EnergySystem.OnInit();
        GameEventSystem.OnInit();
        StageSystem.OnInit();
        ArchievementSystem.OnInit();

        this.LoadMemento();

        return(this);
    }
예제 #20
0
 private void Awake()
 {
     playerMovement = GetComponent <PlayerMovement>();
     energySystem   = GetComponent <EnergySystem>();
 }
예제 #21
0
        public static Vehicle GetNewVehicle(ref Client i_Client, ref Garage i_Garage)
        {
            Vehicle newVehicle = null;

            generalVehicleDetailsLabel();
            string vehicleLicenseNumber = GetVehicleLicenseNumber();

            if (i_Garage.IsVehicleFoundInGarage(vehicleLicenseNumber))
            {
                Folder folder;
                i_Garage.GarageDataBase.TryGetValue(vehicleLicenseNumber, out folder);
                folder.FolderSubject.Status = Vehicle.VehicleStatus.InRepair;
                Console.WriteLine("Vehicle License Number {0} Existing In Garage", vehicleLicenseNumber);
                Console.WriteLine("Vehicle Status Chaned to {0}", Vehicle.VehicleStatus.InRepair);
            }
            else
            {
                vehicleTypeLabel();
                vehicleTypesInstructionMessage();
                Vehicle.VehicleType vehicleType  = getVehicleType();
                string       vehicleModel        = getVehicleModel();
                short        vehicleWheelsNumber = getVehicleWheelsNumber(vehicleType);
                EnergySystem vehicleEnergySystem = EnergySystemUI.GetNewEnergySystem(vehicleType);
                List <Wheel> vehicleWheels       = getVehicleWheels(vehicleWheelsNumber, vehicleType);

                if (vehicleType == Vehicle.VehicleType.Car)
                {
                    newVehicle = CarUI.GetNewCar(
                        ref i_Client,
                        vehicleType,
                        vehicleModel,
                        vehicleLicenseNumber,
                        ref vehicleEnergySystem,
                        vehicleWheelsNumber,
                        ref vehicleWheels);
                }
                else if (vehicleType == Vehicle.VehicleType.Motorcycle)
                {
                    newVehicle = MotorcycleUI.GetNewMotorcycle(
                        ref i_Client,
                        vehicleType,
                        vehicleModel,
                        vehicleLicenseNumber,
                        ref vehicleEnergySystem,
                        vehicleWheelsNumber,
                        ref vehicleWheels);
                }
                else if (vehicleType == Vehicle.VehicleType.Truck)
                {
                    newVehicle = TruckUI.GetNewTruck(
                        ref i_Client,
                        vehicleType,
                        vehicleModel,
                        vehicleLicenseNumber,
                        ref vehicleEnergySystem,
                        vehicleWheelsNumber,
                        ref vehicleWheels);
                }
                else
                {
                    Console.WriteLine("Bad Selection");
                }
            }

            return(newVehicle);
        }