/// <summary> /// Configures the game using the provided game configuration. /// </summary> /// <param name="configuration">The configuration the game should use.</param> /// <returns>Returns an awaitable Task</returns> public Task Configure(IGameConfiguration configuration) { this.Configuration = configuration; this.configuredAdapters = configuration.GetAdapters(); foreach(IAdapter adapter in this.configuredAdapters) { adapter.Configure(); } return Task.FromResult(0); }
public Game(IGameConfiguration gameConfiguration) { gameField = new GameField(gameConfiguration.Rows, gameConfiguration.Columns, gameConfiguration.BombsCount); bombsCount = gameConfiguration.BombsCount; }
public PrizeBlock(IGameConfiguration configuration, Size size, ComponentManager componentManager, IPrize prize) : base(configuration, size) { _componentManager = componentManager; Prize = prize; }
public PlayerService(IGameConfiguration gameconfig) { _gameConfig = gameconfig; }
public SpaceShip(IGameConfiguration configuration, Size size) : base(configuration, size) { Reset(); }
public Chat_GlobalChat_Handler(IPlayerManager playerManager, IGameConfiguration configuration) { _playerManager = playerManager; _configuration = configuration; }
public ProjectileReloadSystem(Contexts contexts) : base(contexts.game) { _contexts = contexts; _configuration = _contexts.configuration.gameConfiguration.value; }
public void Initialise(IGameConfiguration gameConfiguration) { _winnerSquare = gameConfiguration.WinnerSquare; _players = new Queue <IPlayer>(gameConfiguration.Players); _gameBoard.Initialise(gameConfiguration); }
protected CommandParser(IGameConfiguration currentGameConfiguration, string regexPattern) { _currentGameConfiguration = currentGameConfiguration; _regex = new Regex(regexPattern, RegexOptions.IgnoreCase); }
public GameController(Contexts contexts, IGameConfiguration configuration) { _contexts = contexts; _contexts.configuration.SetGameConfiguration(configuration); _systems = new GameSystems(_contexts); }
public Upgrading_Summing_Handler(IRandomGenerator random, IGameConfiguration configuration) { _random = random; _configuration = configuration; }
public Block(IGameConfiguration configuration, Size size) : base(configuration, size) { Scale = new Microsoft.Xna.Framework.Vector2(.7f, .7f); _observers = new List <IBlockObserver>(); }
public static bool Generate(IGameConfiguration game, IHexMap _map, IEntityManager _gem, out List <Squad> _squads) { _map.Columns = game.Map.Columns; _map.Rows = game.Map.Rows; _map.GenParams.noiseOffset = game.Map.NoiseOffset; _map.GenParams.noiseScale = game.Map.NoiseScale; _map.GenParams.heightScale = game.Map.HeightScale; // Initialize Random with seed! NetRand.Seed(game.RandomSeed); _map.BuildMap(); var deckConfig = Resources.Load <CardDeckConfig>("Basic_Deck"); _squads = new List <Squad>(); foreach (var config in game.Squads) { var squad = new Squad(config, deckConfig); squad.CreateMembers(_gem); _squads.Add(squad); } var blacklist = new HashSet <HexOffsetCoord>(); foreach (var s in _squads) { foreach (var e in s.Members) { blacklist.UnionWith(HexFun.Ring(e.GetComponent <HexPosComp>().Position).Select(c => c.OffsetCoord)); } } // hole in the middle var center = _map.Center.CubeCoord + HexFun.Offset(HexDirection.West); /* * //for (int i = 0; i < 2; i++) * { * var pos = center;// + HexCubeCoord.Offset(NetRand.Enum<HexDirection>(), 1); * foreach (var c in HexCubeCoord.Spiral(pos)) * if (NetRand.Chance(7, 10)) * _map.RemoveTile(c); * } * { * var pos = center + HexCubeCoord.Offset(HexDirection.SouthEast) + HexCubeCoord.Offset(HexDirection.East); * foreach (var c in HexCubeCoord.Spiral(pos)) * if (NetRand.Chance(7, 10)) * _map.RemoveTile(c); * } */ foreach (var c in HexFun.Polymino(center, 9)) { //_map.GetTile(c)?.SetColor(Color.blue); _map.RemoveTile(c); } // cut of corners with no altar // hard code this for now for (int c = 0; c < _map.Columns; c++) { for (int r = 0; r < _map.Rows; r++) { var coord = new HexOffsetCoord(c, r).CubeCoord; if (Mathf.Abs(coord.x - 2) > NetRand.Range(6, 8)) { //_map.GetTile(coord)?.SetColor(Color.green); _map.RemoveTile(coord); } } } //foreach (var c in blacklist) // _map.GetTile(c)?.SetColor(Color.red); // spawn debris on map int debrisCount = NetRand.Range(7, 10); for (int i = 0; i < debrisCount; i++) { // find empty position var pos = NetRand.HexOffset(_map.Columns, _map.Rows); var tile = _map.GetTile(pos); while (tile == null || blacklist.Contains(pos) || tile.HasEntityOnTop) { pos = NetRand.HexOffset(_map.Columns, _map.Rows); tile = _map.GetTile(pos); } var deb = _gem.CreateEntity("mountain"); deb.GetComponent <HexPosComp>().SetPosition(pos); foreach (var npos in HexFun.Ring(pos, 2)) { var neighbor = _map.GetTile(npos); if (neighbor == null || blacklist.Contains(npos.OffsetCoord) || neighbor.HasEntityOnTop) { continue; } if (NetRand.Chance(3, 10)) { var ndeb = _gem.CreateEntity("mountain"); ndeb.GetComponent <HexPosComp>().SetPosition(npos); } } } // generate forest patches int treeCount = NetRand.Range(7, 16); for (int i = 0; i < debrisCount; i++) { var pos = NetRand.HexOffset(_map.Columns, _map.Rows); var tile = _map.GetTile(pos); while (tile == null || tile.Terrain != HexTerrain.Plain || tile.HasEntityOnTop) { pos = NetRand.HexOffset(_map.Columns, _map.Rows); tile = _map.GetTile(pos); } tile.Terrain = HexTerrain.Forest; foreach (var npos in HexFun.Ring(pos)) { var neighbor = _map.GetTile(npos); if (neighbor == null || neighbor.Terrain != HexTerrain.Plain || neighbor.HasEntityOnTop) { continue; } if (NetRand.Chance(3, 10)) { neighbor.Terrain = HexTerrain.Forest; } } } // check that there is a path from base to base var altarPos = _squads[0].Members[0].GetComponent <HexPosComp>().Position; var nav = _map.GetNav(new HexNavSettings(altarPos)); var otherAltar = _squads[1].Members[0].GetComponent <HexPosComp>().Position; var target = otherAltar; int minDist = int.MaxValue; foreach (var n in HexFun.Ring(otherAltar)) { var dist = nav.GetDistance(n); if (dist == null) { Debug.Log("NO PATH BETWEEN ALTARS!"); return(false); } if (dist.Value < minDist) { minDist = dist.Value; target = n.CubeCoord; } } //var path = nav.PathToOrigin(target).ToList(); //foreach (var c in path) //{ // _map.GetTile(c).SetColor(new Color32(163, 198, 255, 255)); //} return(true); }
public Upgrading_UpgradeSp_Handler(IGameConfiguration configuration, IRandomGenerator random) { _configuration = configuration; _random = random; }
public BalloonLineSpawnerSystem(Contexts contexts) : base(contexts.game) { _contexts = contexts; _configuration = _contexts.configuration.gameConfiguration.value; }
public GameManager(IGameConfiguration gameConfiguration, IBoardManager boardManager) { _gameConfiguration = gameConfiguration; _boardManager = boardManager; }
public BasicShooter(IGameConfiguration configuration, Size size, ISpaceShip spaceShip) { _configuration = configuration; _size = size; _spaceShip = spaceShip; }
public GameStartedThrowerSpawnSystem(Contexts contexts) : base(contexts.game) { _contexts = contexts; _configuration = _contexts.configuration.gameConfiguration.value; }
public Upgrading_UpgradeEquipment_Handler(IGameConfiguration configuration, IRandomGenerator randomGenerator) { _configuration = configuration; _randomGenerator = randomGenerator; }
public RandomDrawBalls(IGameConfiguration gameDataSetting) { this.gameDataSetting = gameDataSetting; randomNumbers = new RandomNumbersGenerator(); }
public string?ValidateRolesWithConfig(IGameConfiguration config, GameCreationPayload payload) { return(null); }
public BlockBuilder Configuration(IGameConfiguration configuration) { _configuration = configuration; return(this); }
public Upgrading_Rarify_Handler(IGameConfiguration configuration, IRandomGenerator randomGenerator) { _configuration = configuration; _randomGenerator = randomGenerator; }
public BalanceBalloonsSystem(Contexts contexts) : base(contexts.game) { _contexts = contexts; _configuration = _contexts.configuration.gameConfiguration.value; _slots = _contexts.game.slotsIndexer.Value; }
public Inventory_MoveItem_Handler(IGameConfiguration gameConfiguration) { _gameConfiguration = gameConfiguration; }
public BasicBlock(IGameConfiguration configuration, Size size) : base(configuration, size) { }
public CreateBattleArenaCommandParser(IGameConfiguration currentGameConfiguration, IBattleArenaFactory battleArenaFactory) : base(currentGameConfiguration, regexPattern) { _battleArenaFactory = battleArenaFactory; }
public CardPrototype(IColumnRangeGetter columnRangeGetter, IGameConfiguration gameDataSetting) { this.gameDataSetting = gameDataSetting; this.columnRangeGetter = columnRangeGetter; }
/// <summary> /// Prepare the context and start a minigame. /// </summary> /// <param name="_gameCode">The minigame code.</param> /// <param name="_launchConfiguration">The launch configuration. If null, the Teacher will generate a new one.</param> /// <param name="forceNewPlaySession">Is this a new play session?</param> public void LaunchGame(MiniGameCode _gameCode, MinigameLaunchConfiguration _launchConfiguration = null, bool forceNewPlaySession = false) { ConfigAI.StartTeacherReport(); if (_launchConfiguration == null) { var difficulty = teacher.GetCurrentDifficulty(_gameCode); var numberOfRounds = teacher.GetCurrentNumberOfRounds(_gameCode); var tutorialEnabled = teacher.GetTutorialEnabled(_gameCode); _launchConfiguration = new MinigameLaunchConfiguration(difficulty, numberOfRounds, tutorialEnabled); } var miniGameData = AppManager.I.DB.GetMiniGameDataByCode(_gameCode); if (forceNewPlaySession) { AppManager.I.NavigationManager.InitNewPlaySession(miniGameData); } if (AppConfig.DebugLogEnabled) { Debug.Log("StartGame " + _gameCode.ToString()); } // Assign the configuration for the given minigame var minigameSession = System.DateTime.Now.Ticks.ToString(); currentGameConfig = ConfigureMiniGameScene(_gameCode, minigameSession); currentGameConfig.Difficulty = _launchConfiguration.Difficulty; currentGameConfig.TutorialEnabled = _launchConfiguration.TutorialEnabled; // Set also the number of rounds // @note: only for assessment, for now if (currentGameConfig is Assessment.IAssessmentConfiguration) { var assessmentConfig = currentGameConfig as Assessment.IAssessmentConfiguration; assessmentConfig.NumberOfRounds = _launchConfiguration.NumberOfRounds; } // Retrieve the packs for the current minigame configuration currentQuestionBuilder = currentGameConfig.SetupBuilder(); currentQuestionPacks = questionPacksGenerator.GenerateQuestionPacks(currentQuestionBuilder); currentGameConfig.Questions = new SequentialQuestionPackProvider(currentQuestionPacks); // Communicate to LogManager the start of a new single minigame play session. if (AppConfig.DebugLogDbInserts) { Debug.Log("InitGameplayLogSession " + _gameCode.ToString()); } LogManager.I.LogInfo(InfoEvent.GameStart, "{\"minigame\":\"" + _gameCode.ToString() + "\"}"); LogManager.I.StartMiniGame(); // Print the teacher's report now ConfigAI.PrintTeacherReport(); // Play the title dialog for the game //AudioManager.I.PlayDialogue(_gameCode.ToString()+"_Title"); // Launch the game AppManager.I.NavigationManager.GoToMiniGameScene(); }
public ShooterFactory(IGameConfiguration configuration, ResourceRepository resourceRepository, ISpaceShip spaceShip) { _configuration = configuration; _resourceRepository = resourceRepository; _spaceShip = spaceShip; }
public BasicShoot(IGameConfiguration configuration, Size size, Vector2 initialPosition) : base(configuration, size) { _initialPosition = Position = initialPosition; Speed = new Vector2(0, -5); }
public IrromptableBlock(IGameConfiguration configuration, Size size) : base(configuration, size) { }
public IGameConfiguration GetGameConfigurationForMiniGameCode(MiniGameCode code) { IGameConfiguration currentGameConfig = null; switch (code) { case MiniGameCode.Assessment_LetterShape: Assessment.AssessmentConfiguration.Instance.assessmentType = Assessment.AssessmentCode.LetterShape; Assessment.AssessmentConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Assessment.AssessmentConfiguration.Instance; break; case MiniGameCode.Assessment_WordsWithLetter: Assessment.AssessmentConfiguration.Instance.assessmentType = Assessment.AssessmentCode.WordsWithLetter; Assessment.AssessmentConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Assessment.AssessmentConfiguration.Instance; break; case MiniGameCode.Assessment_MatchLettersToWord: Assessment.AssessmentConfiguration.Instance.assessmentType = Assessment.AssessmentCode.MatchLettersToWord; Assessment.AssessmentConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Assessment.AssessmentConfiguration.Instance; break; case MiniGameCode.Assessment_CompleteWord: Assessment.AssessmentConfiguration.Instance.assessmentType = Assessment.AssessmentCode.CompleteWord; Assessment.AssessmentConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Assessment.AssessmentConfiguration.Instance; break; case MiniGameCode.Assessment_OrderLettersOfWord: Assessment.AssessmentConfiguration.Instance.assessmentType = Assessment.AssessmentCode.OrderLettersOfWord; Assessment.AssessmentConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Assessment.AssessmentConfiguration.Instance; break; case MiniGameCode.Assessment_VowelOrConsonant: Assessment.AssessmentConfiguration.Instance.assessmentType = Assessment.AssessmentCode.VowelOrConsonant; Assessment.AssessmentConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Assessment.AssessmentConfiguration.Instance; break; case MiniGameCode.Assessment_SelectPronouncedWord: Assessment.AssessmentConfiguration.Instance.assessmentType = Assessment.AssessmentCode.SelectPronouncedWord; Assessment.AssessmentConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Assessment.AssessmentConfiguration.Instance; break; case MiniGameCode.Assessment_MatchWordToImage: Assessment.AssessmentConfiguration.Instance.assessmentType = Assessment.AssessmentCode.MatchWordToImage; Assessment.AssessmentConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Assessment.AssessmentConfiguration.Instance; break; case MiniGameCode.Assessment_WordArticle: Assessment.AssessmentConfiguration.Instance.assessmentType = Assessment.AssessmentCode.WordArticle; Assessment.AssessmentConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Assessment.AssessmentConfiguration.Instance; break; case MiniGameCode.Assessment_SingularDualPlural: Assessment.AssessmentConfiguration.Instance.assessmentType = Assessment.AssessmentCode.SingularDualPlural; Assessment.AssessmentConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Assessment.AssessmentConfiguration.Instance; break; case MiniGameCode.Assessment_SunMoonWord: Assessment.AssessmentConfiguration.Instance.assessmentType = Assessment.AssessmentCode.SunMoonWord; Assessment.AssessmentConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Assessment.AssessmentConfiguration.Instance; break; case MiniGameCode.Assessment_SunMoonLetter: Assessment.AssessmentConfiguration.Instance.assessmentType = Assessment.AssessmentCode.SunMoonLetter; Assessment.AssessmentConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Assessment.AssessmentConfiguration.Instance; break; case MiniGameCode.Assessment_QuestionAndReply: Assessment.AssessmentConfiguration.Instance.assessmentType = Assessment.AssessmentCode.QuestionAndReply; Assessment.AssessmentConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Assessment.AssessmentConfiguration.Instance; break; case MiniGameCode.Balloons_counting: Balloons.BalloonsConfiguration.Instance.Variation = Balloons.BalloonsVariation.Counting; Balloons.BalloonsConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Balloons.BalloonsConfiguration.Instance; break; case MiniGameCode.Balloons_letter: Balloons.BalloonsConfiguration.Instance.Variation = Balloons.BalloonsVariation.Letter; Balloons.BalloonsConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Balloons.BalloonsConfiguration.Instance; break; case MiniGameCode.Balloons_spelling: Balloons.BalloonsConfiguration.Instance.Variation = Balloons.BalloonsVariation.Spelling; Balloons.BalloonsConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Balloons.BalloonsConfiguration.Instance; break; case MiniGameCode.Balloons_words: Balloons.BalloonsConfiguration.Instance.Variation = Balloons.BalloonsVariation.Words; Balloons.BalloonsConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Balloons.BalloonsConfiguration.Instance; break; case MiniGameCode.ColorTickle: ColorTickle.ColorTickleConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = ColorTickle.ColorTickleConfiguration.Instance; break; case MiniGameCode.DancingDots: DancingDots.DancingDotsConfiguration.Instance.Variation = DancingDots.DancingDotsVariation.V_1; DancingDots.DancingDotsConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = DancingDots.DancingDotsConfiguration.Instance; break; case MiniGameCode.DontWakeUp: // break; case MiniGameCode.Egg: Egg.EggConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Egg.EggConfiguration.Instance; break; case MiniGameCode.FastCrowd_alphabet: FastCrowd.FastCrowdConfiguration.Instance.Variation = FastCrowd.FastCrowdVariation.Alphabet; FastCrowd.FastCrowdConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = FastCrowd.FastCrowdConfiguration.Instance; break; case MiniGameCode.FastCrowd_counting: FastCrowd.FastCrowdConfiguration.Instance.Variation = FastCrowd.FastCrowdVariation.Counting; FastCrowd.FastCrowdConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = FastCrowd.FastCrowdConfiguration.Instance; break; case MiniGameCode.FastCrowd_letter: FastCrowd.FastCrowdConfiguration.Instance.Variation = FastCrowd.FastCrowdVariation.Letter; FastCrowd.FastCrowdConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = FastCrowd.FastCrowdConfiguration.Instance; break; case MiniGameCode.FastCrowd_spelling: FastCrowd.FastCrowdConfiguration.Instance.Variation = FastCrowd.FastCrowdVariation.Spelling; FastCrowd.FastCrowdConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = FastCrowd.FastCrowdConfiguration.Instance; break; case MiniGameCode.FastCrowd_words: FastCrowd.FastCrowdConfiguration.Instance.Variation = FastCrowd.FastCrowdVariation.Words; FastCrowd.FastCrowdConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = FastCrowd.FastCrowdConfiguration.Instance; break; case MiniGameCode.TakeMeHome: TakeMeHome.TakeMeHomeConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = TakeMeHome.TakeMeHomeConfiguration.Instance; break; case MiniGameCode.HiddenSource: // It has now become TakeMeHome break; case MiniGameCode.HideSeek: HideAndSeek.HideAndSeekConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = HideAndSeek.HideAndSeekConfiguration.Instance; break; case MiniGameCode.MakeFriends: MakeFriends.MakeFriendsConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = MakeFriends.MakeFriendsConfiguration.Instance; break; case MiniGameCode.Maze: Maze.MazeConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Maze.MazeConfiguration.Instance; break; case MiniGameCode.MissingLetter: MissingLetter.MissingLetterConfiguration.Instance.Variation = MissingLetter.MissingLetterVariation.MissingLetter; MissingLetter.MissingLetterConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = MissingLetter.MissingLetterConfiguration.Instance; break; case MiniGameCode.MissingLetter_phrases: MissingLetter.MissingLetterConfiguration.Instance.Variation = MissingLetter.MissingLetterVariation.MissingWord; MissingLetter.MissingLetterConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = MissingLetter.MissingLetterConfiguration.Instance; break; case MiniGameCode.MixedLetters_alphabet: // TODO: set variation MixedLetters.MixedLettersConfiguration.Instance.Variation = MixedLetters.MixedLettersConfiguration.MixedLettersVariation.Alphabet; MixedLetters.MixedLettersConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = MixedLetters.MixedLettersConfiguration.Instance; break; case MiniGameCode.MixedLetters_spelling: MixedLetters.MixedLettersConfiguration.Instance.Variation = MixedLetters.MixedLettersConfiguration.MixedLettersVariation.Spelling; MixedLetters.MixedLettersConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = MixedLetters.MixedLettersConfiguration.Instance; break; case MiniGameCode.SickLetters: SickLetters.SickLettersConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = SickLetters.SickLettersConfiguration.Instance; break; case MiniGameCode.ReadingGame: ReadingGame.ReadingGameConfiguration.Instance.Variation = ReadingGame.ReadingGameVariation.ReadAndAnswer; ReadingGame.ReadingGameConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = ReadingGame.ReadingGameConfiguration.Instance; break; case MiniGameCode.AlphabetSong: ReadingGame.ReadingGameConfiguration.Instance.Variation = ReadingGame.ReadingGameVariation.AlphabetSong; ReadingGame.ReadingGameConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = ReadingGame.ReadingGameConfiguration.Instance; break; case MiniGameCode.Scanner: Scanner.ScannerConfiguration.Instance.Variation = Scanner.ScannerVariation.OneWord; Scanner.ScannerConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Scanner.ScannerConfiguration.Instance; break; case MiniGameCode.Scanner_phrase: Scanner.ScannerConfiguration.Instance.Variation = Scanner.ScannerVariation.MultipleWords; Scanner.ScannerConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Scanner.ScannerConfiguration.Instance; break; case MiniGameCode.ThrowBalls_letters: ThrowBalls.ThrowBallsConfiguration.Instance.Variation = ThrowBalls.ThrowBallsVariation.letters; ThrowBalls.ThrowBallsConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = ThrowBalls.ThrowBallsConfiguration.Instance; break; case MiniGameCode.ThrowBalls_words: ThrowBalls.ThrowBallsConfiguration.Instance.Variation = ThrowBalls.ThrowBallsVariation.words; ThrowBalls.ThrowBallsConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = ThrowBalls.ThrowBallsConfiguration.Instance; break; case MiniGameCode.ThrowBalls_letterinword: ThrowBalls.ThrowBallsConfiguration.Instance.Variation = ThrowBalls.ThrowBallsVariation.lettersinword; ThrowBalls.ThrowBallsConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = ThrowBalls.ThrowBallsConfiguration.Instance; break; case MiniGameCode.Tobogan_letters: Tobogan.ToboganConfiguration.Instance.Variation = Tobogan.ToboganVariation.LetterInAWord; Tobogan.ToboganConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Tobogan.ToboganConfiguration.Instance; break; case MiniGameCode.Tobogan_words: Tobogan.ToboganConfiguration.Instance.Variation = Tobogan.ToboganVariation.SunMoon; Tobogan.ToboganConfiguration.Instance.Context = AnturaMinigameContext.Default; currentGameConfig = Tobogan.ToboganConfiguration.Instance; break; default: Debug.LogWarningFormat("Minigame selected {0} not found.", code.ToString()); break; } return(currentGameConfig); }
public MoveRobotCommandParser(IGameConfiguration currentGameConfiguration, IMoveInstructionFactory moveInstructionFactory) : base(currentGameConfiguration, regexPattern) { _moveInstructionFactory = moveInstructionFactory; }
public DeployRobotCommandParser(IGameConfiguration currentGameConfiguration, IRobotFactory robotFactory) : base(currentGameConfiguration, regexPattern) { _robotFactory = robotFactory; }