// Initial connection. void Start() { // Initialise map feature managers. obstacleManager = new ObstacleManager(); scorePointManager = new ScorePointManager(); healthPointManager = new HealthPointManager(); pickupManager = new PickupManager(); // Initialise dictionary. mapFeatureManagers = new Dictionary <string, MapFeatureManager>(); mapFeatureManagers.Add(mapFeatureNames[0], obstacleManager); mapFeatureManagers.Add(mapFeatureNames[1], scorePointManager); mapFeatureManagers.Add(mapFeatureNames[2], healthPointManager); mapFeatureManagers.Add(mapFeatureNames[3], pickupManager); // Initialise player manager. playerManager = new PlayerManager(); if (Application.platform == RuntimePlatform.WebGLPlayer) { // Ask the browsers for setup calls. // (See unity.html for clarifications.) Debug.Log("Sending message to WebGLPlayer."); Application.ExternalCall("SendAllConnect"); } else { // TEMPORARY. Just for testing. Connect directly. Assume id = 1. EstablishConnection(); SetUserId(1); } startTime = Time.time; dataQueue = new Queue <JSONNode>(); }
public void setUp() { MapperConfiguration mapperConfiguration = new MapperConfiguration(cfg => { cfg.AddProfile(new MappingProfile()); }); _mapper = mapperConfiguration.CreateMapper(); _healthPointManagerDomain = new HealthPointManager(); _HealthPointManager = new Models.FicheModel.HealthPointManager() { PvActuel = 0, PvMax = 0, PvTemporaire = 0, DesDeVie = 0 }; }
private void OnTriggerEnter2D(Collider2D other) { //if (other.CompareTag("Player")) //{ // // spawn the sun button at the first available inventory slot ! // for (int i = 0; i < inventory.slots.Length; i++) // { // if (inventory.isFull[i] == false) // { // check whether the slot is EMPTY // inventory.isFull[i] = true; // makes sure that the slot is now considered FULL // inventory.destroyedObj[inventory.numberOfDestroyedObj] = gameObject.name; // inventory.numberOfDestroyedObj++; // Instantiate(itemButton, inventory.slots[i].transform, false); // spawn the button so that the player can interact with it // Destroy(gameObject); // break; // } // } //} HealthPointManager.AddHealthPoints(healthPointsToAdd); Destroy(gameObject); }
public FicheDomain() { IdJoueur = ""; Equipement = ""; CapaciteEtTrait = ""; Note = ""; Inspiration = false; //Instanciation des liste (vide par défaut) Sorts = new List <Sort>(); Attaques = new List <Attaque>(); Competences = new List <Competence>(); BasicInfo = new BasicCharacterInfo(); HpManager = new HealthPointManager(); SaveRolls = new SaveRollManager(); DeathRolls = new DeathRollManager(); Wallet = new MoneyManager(); BackgroundAndTrait = new PersonalityAndBackground(); Masteries = new CharacterMasteries(); Caracteristics = new CaracteristicsManager(); Status = new CharacterStatus(); }
void OnTriggerEnter2D(Collider2D obj) { Debug.Log(1); HealthPointManager.DeductHealthPoint(healthPointsToDeduct); }
public void Use() { HealthPointManager.AddHealthPoints(healthPointsToAdd); Destroy(gameObject); }