public void StartLevel(LevelData levelData) { _blocks = new List <Block>(); _levelData = levelData; _setLevelNameSignal.Fire(levelData.LevelName); _headQuarter = _hqPool.Spawn(); _headQuarter.transform.position = levelData.HqPosition; _playerSpewnPoint = levelData.PlayerSpawnVector3; GetMapFromTexture(_levelData.LevelGeometry); _mapData = new MapData(_levelData.LevelGeometry); _collidedWithBlockSignal += onCollidedWithBlock; _enemySpawnController = new EnemySpawnController(); _enemySpawnController.Init(15, levelData.EnemySpawnPoints, _enemyPool, _mapData); _player = _playerPool.Spawn(); _player.Player.Position = _playerSpewnPoint; _player.Player.LifesCount = 3; _enemySpawnController.InitialSpawnAtStart(); EnemyTankCount tankCount = new EnemyTankCount(); tankCount.AllTanksCount = _enemySpawnController.UnitsCount; tankCount.InGameTanksCount = _killedTankCount; _setPlayerLifesSignal.Fire(_player.Player.LifesCount); _setEnemyTankCountSignal.Fire(tankCount); SendTankCountInfo(); }
// Use this for initialization void Start() { GM_Script = GameObject.Find("GameManager").GetComponent <GameManager>(); //환경을 바꾸기 위해서 GameManager.cs 안의 Change_RGBValue 함수를 쓰기 위해 가지고 온 컴포넌트입니다. HQ_Script = GetComponent <HeadQuarter>(); //자신의 HQ의 정보를 받아오기 위해 씁니다. Is_Toggled = false; //현재 주문을 사용하고 있는지를 나타내는 변수입니다. Spell_ID = 0; //Spell_ID의 값에 따라 시전되는 Spell이 달라집니다. 기본값인 0의 의미는 Spell이 시전되지 않는다라는 의미입니다. Attack_Spell_ID = 0; //Attack_Spell_ID의 값에 따라 시전되는 Attack Spell이 달라집니다. 기본값인 0의 의미는 Spell이 시전되지 않는다라는 의미입니다. Is_Attacking = false; How_Many_Lasers = 0; for (int i = 0; i < 5; i++) //초기화 { Spell_FinishedTime[i] = -30f; } }
public async Task <ActionResult <Response <HeadQuarter> > > Post([FromBody] HeadQuarter HeadQuarter) { Response <HeadQuarter> response = new Response <HeadQuarter>(); try { response.Code = EnumResponseCode.OK.GetHashCode(); response.Message = EnumResponseCode.OK.ToString(); response.Content = await _service.Add(HeadQuarter); } catch (Exception ex) { response.Code = EnumResponseCode.ServerError.GetHashCode(); response.Message = "Error al guardar el equipo"; } return(response); }
public async Task <ActionResult <Response <HeadQuarter> > > Put(int id, [FromBody] HeadQuarter HeadQuarter) { Response <HeadQuarter> response = new Response <HeadQuarter>(); try { _service.Update(HeadQuarter); response.Code = EnumResponseCode.OK.GetHashCode(); response.Message = EnumResponseCode.OK.ToString(); } catch (Exception ex) { response.Code = EnumResponseCode.ServerError.GetHashCode(); response.Message = "Error al actualizar el equipo"; } return(response); }
public void OnBuildingSelection(string building) { Building b = this.Buildings.FirstOrDefault(keyValPair => keyValPair.Key == this.ActConsBlockPos).Value; Dictionary <byte, int> actualRessources = null; if (b != null) { if (b.Built) { return; } actualRessources = b.ActualRessources; } switch (building) { case "HQ": b = new HeadQuarter(this.mStateMgr, this.mIsland, this.mRTSManager.PlayerRTS); break; case "CD": b = new CrystalDrill(this.mStateMgr, this.mIsland, this.mRTSManager.PlayerRTS); break; case "RF": b = new RobotFactory(this.mStateMgr, this.mIsland, this.mRTSManager.PlayerRTS); break; case "G": b = new Generator(this.mStateMgr, this.mIsland, this.mRTSManager.PlayerRTS); break; } if (actualRessources == null) { actualRessources = b.NeededRessources.Keys.ToDictionary(key => key, key => 0); } b.ActualRessources = actualRessources; if (!this.Buildings.ContainsKey(this.ActConsBlockPos)) { this.Buildings.Add(this.ActConsBlockPos, b); } b.DrawRemainingRessource(); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "Unit") { collidedUnit = collision.gameObject.GetComponent <Unit>(); if (collidedUnit.Team != Parent.Team) { Parent.Add_Enemy(collision.transform); } } else if (collision.gameObject.tag == "HQ") { collidedHQ = collision.gameObject.GetComponent <HeadQuarter>(); if (collidedHQ.Team != Parent.Team) { Parent.Add_Enemy(collision.transform); } } }
public virtual async void Update(HeadQuarter HeadQuarter) { _iDBMaxiOrdersRepositories.HeadQuarters.Update(HeadQuarter); _iDBMaxiOrdersRepositories.Commit(); }
public virtual async Task <HeadQuarter> Add(HeadQuarter HeadQuarter) { _iDBMaxiOrdersRepositories.HeadQuarters.Add(HeadQuarter); _iDBMaxiOrdersRepositories.Commit(); return(HeadQuarter); }
// Use this for initialization void Start() { hqScript = HeadQuarter.GetComponent<HeadQuarter>(); }
void Start() { //HQ hqScript = HeadQuarter.GetComponent<HeadQuarter>(); sideBarStartX = Screen.width; sideBarEndX = Screen.width - sideBarWidth; sideBarX = sideBarStartX; //HQ END }