public AbsorptionSheild(TargetingInfo effectWho, EffectTypes harmfulEffectTypes, EffectSounds effectSounds, LifeSpan lifeTime, EffectTypes filteredEffectTypes, float absorptionRatio) : base(effectWho, harmfulEffectTypes, effectSounds, lifeTime, filteredEffectTypes) { this.absorptionRatio = absorptionRatio; }
static void Initialize() { initialized = true; DefaultMovementInfo = new ShipMovementInfo( new Bounded <float>(0), new Bounded <float>(0), new Bounded <float>(0), new Bounded <float>(TimeWarp.ScaleVelocity(120))); DefaultDelay = new Bounded <float>(TimeWarp.RateToTime(20)); DefaultLifeTime = new LifeSpan(TimeWarp.RangeToTime(45, 120)); DefaultState = new ShipState(new Bounded <float>(99), new Bounded <float>(0), new Bounded <float>(0), new Bounded <float>(0)); DefaultCost = new Costs(new ShipStateChange(0, 20, 0, 0), null, null); DefaultEffectCollection.ProlongedEffects.Add( new ControlerEffect( TargetingInfo.All, EffectTypes.Controls, new EffectSounds(), new LifeSpan(12), new ConfusionControler(new LifeSpan(12)) )); DefaultTargetingTypes = TargetingInfo.None; DefaultActionSounds = new ActionSounds("EnergyGun2", null, null); }
static void Initialize() { initialized = true; DefaultMovementInfo = new ShipMovementInfo( new Bounded <float>(0), new Bounded <float>(0), new Bounded <float>(TimeWarp.ScaleAcceleration(30, 0)), new Bounded <float>(TimeWarp.ScaleVelocity(80))); DefaultState = new ShipState(new Bounded <float>(2), new Bounded <float>(0), new Bounded <float>(0), new Bounded <float>(0)); DefaultLifeTime = new LifeSpan(3); DefaultCost = new Costs(new ShipStateChange(0, 1, 0, 0), null, null); DefaultDelay = new Bounded <float>(TimeWarp.RateToTime(0)); DefaultTargetingTypes = TargetingInfo.None; DefaultInitialRadius = 20; DefaultExpansionRate = 6; DefaultMass = .8f; DefaultEffectCollection.Effects.Add( new ShipStateEffect( TargetingInfo.All, EffectTypes.None, new EffectSounds("Boom23", null, null), new ShipStateChange(-2, 0, 0, 0))); DefaultActionSounds = new ActionSounds("FlameThrower3", null, null); }
static void Initialize() { initialized = true; DefaultMovementInfo = new ShipMovementInfo( new Bounded <float>(TimeWarp.AngularAcceleration), new Bounded <float>(TimeWarp.ScaleTurning(4)), new Bounded <float>(TimeWarp.ScaleAcceleration(2, 1)), new Bounded <float>(TimeWarp.ScaleVelocity(28))); DefaultState = new ShipState(new Bounded <float>(1), new Bounded <float>(0), new Bounded <float>(0), new Bounded <float>(0)); DefaultLifeTime = new LifeSpan(TimeWarp.RangeToTime(2.8f, 28)); DefaultCost = new Costs(new ShipStateChange(0, 1, 0, 0), null, null); DefaultDelay = new Bounded <float>(TimeWarp.RateToTime(0)); DefaultTargetingTypes = new TargetingInfo(TargetingTypes.None, TargetingTypes.Enemy | TargetingTypes.Ship, TargetingTypes.None); DefaultInitialRadius = 3; DefaultExpansionRate = 5 + TimeWarp.ScaleRange(5); DefaultMass = .1f; DefaultEffectCollection.Effects.Add(new ShipStateEffect(TargetingInfo.All, EffectTypes.None, new EffectSounds(), new ShipStateChange(-1, 0, 0, 0))); DefaultActionSounds = new ActionSounds("FlameThrower", null, "Uncloak"); }
public Ship( LifeSpan lifeTime, PhysicsState physicsState, BodyFlags flags, RigidBodyTemplate template, ShipMovementInfo movementInfo, ShipState shipState, ControlableSounds controlableSounds, ShipSounds shipSounds, ActionList actions, IShip[] subShips) : base( lifeTime, physicsState, flags, template, movementInfo, shipState, controlableSounds) { this.UQMFlags |= ContFlags.CanDoGravityWhip; this.shipSounds = shipSounds; this.subShips = subShips; this.actions = actions; this.controlableType = ControlableType.Ship; }
public Allele(Species species, Speed speed, LifeSpan lifeSpan, Fertility fertility) { this.species = species; this.speed = speed; this.lifeSpan = lifeSpan; this.fertility = fertility; }
static void Initialize() { initialized = true; DefaultTargetingTypes = TargetingInfo.None; DefaultEffectsWho = DefaultTargetingTypes; InitShape(); DefaultState = new ShipState(new Bounded <float>(99), new Bounded <float>(0), new Bounded <float>(0), new Bounded <float>(0)); DefaultMovementInfo = new ShipMovementInfo(new Bounded <float>(0), new Bounded <float>(0), new Bounded <float>(0), new Bounded <float>(TimeWarp.ScaleVelocity(20))); DefaultLifeTime = new LifeSpan(TimeWarp.RangeToTime(5, 20)); DefaultDelay = new Bounded <float>(TimeWarp.RateToTime(9)); DefaultCost = new Costs(new ShipStateChange(0, 21, 0, 0), null, null); DefaultEffectCollection.Effects.Add(new ShipStateEffect(DefaultEffectsWho, EffectTypes.None, new EffectSounds(), new ShipStateChange(-3, 0, 0, 0))); DefaultActionSounds = new ActionSounds("FlameThrower2", null, null); DefaultOffsetAngles = new float[anglecount]; DefaultVelocityAngles = new float[anglecount]; float da = (2 * MathHelper.PI) / (float)anglecount; int pos = 0; for (float angle = 0; angle < 2 * MathHelper.PI; angle += da, pos++) { DefaultOffsetAngles[pos] = angle; DefaultVelocityAngles[pos] = angle; } }
public ControlableWave( LifeSpan lifeTime, float mass, PhysicsState physicsState, float initialRadius, float expansionRate, int[] colors, int primaryColor, ShipMovementInfo movementInfo, ShipState shipState, ControlableSounds controlableSounds, IWeaponsLogic weaponInfo) : this( lifeTime, mass, physicsState, initialRadius, expansionRate, colors, primaryColor, movementInfo, shipState, null, controlableSounds) { this.weaponInfo = weaponInfo; this.CollisionState.GenerateCollisionEvents = true; this.CollisionState.GenerateContactEvents = true; this.controlableType = ControlableType.Weapon; }
public ControlableWave( LifeSpan lifeTime, float mass, PhysicsState physicsState, float initialRadius, float expansionRate, int[] colors, int primaryColor, ShipMovementInfo movementInfo, ShipState shipState, FactionInfo factionInfo, ControlableSounds controlableSounds) : base( lifeTime, mass, physicsState, initialRadius, expansionRate) { this.shipState = shipState; this.movementInfo = movementInfo; this.factionInfo = factionInfo; this.controlableSounds = controlableSounds; this.attachedEffectCollection = new EffectCollection(); this.CollisionState.GenerateRayEvents = true; this.colors = colors; this.primaryColor = primaryColor; }
private void Update(float deltaTime, int i) { var particle = Particles[i]; if (particle.IsAlive) { var life = new LifeSpan(particle.Life.Maximum, particle.Life.Current - deltaTime); var newParticle = new Particle(particle.Position, particle.Velocity, particle.Color, particle.StartingColor, particle.EndingColor, particle.Size, life); foreach (var action in _config.Actions) { newParticle = action.DoAction(newParticle, deltaTime); } Particles[i] = newParticle; } else { int lastParticleIndex = ParticleCount - 1; ParticleCount--; if (lastParticleIndex != i) { Particles[i] = Particles[lastParticleIndex]; Update(deltaTime, i); } } }
static void Initialize() { initialized = true; InitShape(); DefaultTargetingTypes = new TargetingInfo(TargetingTypes.None, TargetingTypes.Enemy | TargetingTypes.Ship, TargetingTypes.None); DefaultMovementInfo = new ShipMovementInfo( new Bounded <float>(TimeWarp.AngularAcceleration), new Bounded <float>(TimeWarp.ScaleTurning(0)), new Bounded <float>(8000), new Bounded <float>(TimeWarp.ScaleVelocity(25))); DefaultState = new ShipState(new Bounded <float>(1), new Bounded <float>(0), new Bounded <float>(0), new Bounded <float>(0)); DefaultCost = new Costs(new ShipStateChange(0, 2, 0, 0), null, null); DefaultDelay = new Bounded <float>(TimeWarp.RateToTime(7)); DefaultLifeTime = new LifeSpan(TimeWarp.RangeToTime(35, 25)); DefaultEffectCollection.Effects.Add( new VuxSlowDownEffect( DefaultTargetingTypes, EffectTypes.None, new EffectSounds("Bite", null, null), new LifeSpan(), new ShipMovementInfoChange(0, -.125f, -.125f, 0))); DefaultActionSounds = new ActionSounds("OrganicGun2", null, null); DefaultEffectCollection.AttachmentFlags |= EffectAttachmentFlags.WeaponExpires; }
static void Initialize() { initialized = true; InitShape(); DefaultMovementInfo = new ShipMovementInfo( new Bounded <float>(TimeWarp.AngularAcceleration), new Bounded <float>(TimeWarp.ScaleTurning(3)), new Bounded <float>(TimeWarp.ScaleAcceleration(40, 4)), new Bounded <float>(TimeWarp.ScaleVelocity(40))); DefaultState = new ShipState(new Bounded <float>(3), new Bounded <float>(0), new Bounded <float>(0), new Bounded <float>(0)); DefaultCost = new Costs(new ShipStateChange(1, 0, 0, 0), null, null); DefaultDelay = new Bounded <float>(TimeWarp.RateToTime(12)); DefaultLifeTime = new LifeSpan(TimeWarp.RangeToTime(600, 80)); DefaultEffectCollection.Effects.Add(new MedKitEffect(new TargetingInfo(TargetingTypes.None, TargetingTypes.Ally | TargetingTypes.Ship, TargetingTypes.None), EffectTypes.None, new EffectSounds(), 1)); DefaultEffectCollection.ProlongedEffects.Add(new BordingPartyEffect( new TargetingInfo(TargetingTypes.None, TargetingTypes.Enemy | TargetingTypes.Ship, TargetingTypes.None), EffectTypes.Health, new EffectSounds("Intruder", "Zap", "Argh"), new LifeSpan(), new Bounded <float>(TimeWarp.RateToTime(7)), 1)); DefaultTargetingTypes = new TargetingInfo(TargetingTypes.None, TargetingTypes.Enemy | TargetingTypes.Ship, TargetingTypes.None); DefaultActionSounds = new ActionSounds("Go", null, null); }
static void Initialize() { initialized = true; InitShape(); DefaultLifeTime = new LifeSpan(TimeWarp.RangeToTime(400, 35)); DefaultMovementInfo = new ShipMovementInfo( new Bounded <float>(TimeWarp.AngularAcceleration), new Bounded <float>(20), new Bounded <float>(1000), new Bounded <float>(TimeWarp.ScaleVelocity(35))); DefaultState = new ShipState( new Bounded <float>(1), new Bounded <float>(1), new Bounded <float>(0), new Bounded <float>(1)); DefaultEffectCollection.Effects.Add(new MedKitEffect(new TargetingInfo(TargetingTypes.None, TargetingTypes.Ally | TargetingTypes.Ship, TargetingTypes.None), EffectTypes.None, new EffectSounds(null, "FighterGet", null), 1)); DefaultEffectsWho = new TargetingInfo(TargetingTypes.None, TargetingTypes.Ally | TargetingTypes.Ship, TargetingTypes.None); DefaultActions.Add(EarthlingFighterPrimary.Create()); DefaultControlableSounds = new ControlableSounds(); DefaultShipSounds = new ShipSounds(); }
static void Initialize() { initialized = true; InitShape(); DefaultMovementInfo = new ShipMovementInfo( new Bounded <float>(TimeWarp.AngularAcceleration), new Bounded <float>(TimeWarp.ScaleTurning(9)), new Bounded <float>(10000), new Bounded <float>(TimeWarp.ScaleVelocity(80))); DefaultState = new ShipState(new Bounded <float>(1), new Bounded <float>(0), new Bounded <float>(0), new Bounded <float>(0)); DefaultCost = new Costs(new ShipStateChange(0, 1, 0, 0), null, null); DefaultDelay = new Bounded <float>(TimeWarp.RateToTime(20)); DefaultLifeTime = new LifeSpan(TimeWarp.RangeToTime(50, 80)); DefaultEffectCollection.Effects.Add( new ShipStateEffect( TargetingInfo.All, EffectTypes.None, new EffectSounds("Boom1", null, null), new ShipStateChange(-1, 0, 0, 0))); DefaultTargetingTypes = new TargetingInfo(TargetingTypes.None, TargetingTypes.Enemy | TargetingTypes.Other | TargetingTypes.Ship, TargetingTypes.None); DefaultEffectsWho = TargetingInfo.All; DefaultActionSounds = new ActionSounds("MissileLaunch2", null, null); }
static void Initialize() { initialized = true; DefaultEffectsWho = new TargetingInfo(TargetingTypes.None, TargetingTypes.Enemy | TargetingTypes.Ship, TargetingTypes.None); InitShape(); DefaultMovementInfo = new ShipMovementInfo( new Bounded <float>(TimeWarp.AngularAcceleration), new Bounded <float>(TimeWarp.ScaleTurning(0)), new Bounded <float>(TimeWarp.ScaleAcceleration(20, 0)), new Bounded <float>(TimeWarp.ScaleVelocity(33))); DefaultState = new ShipState(new Bounded <float>(3), new Bounded <float>(0), new Bounded <float>(0), new Bounded <float>(0)); DefaultLifeTime = new LifeSpan(60); DefaultTargetingTypes = new TargetingInfo(TargetingTypes.Ship); DefaultEffectCollection.Effects.Add( new ShipStateEffect(DefaultEffectsWho, EffectTypes.None, new EffectSounds("DogiBark", null, null), new ShipStateChange(0, -8, 0, 0))); DefaultEffectCollection.AttachmentFlags |= EffectAttachmentFlags.ClonedAttachment; DefaultControlableSounds = new ControlableSounds(null, "DogiDie"); }
void Init() { wander = true; reachedDestination = false; agent = GetComponent <NavMeshAgent>(); //setup agent wanderMaxTime = UnityEngine.Random.Range(0f, 2f); wanderTimer = 0f; #region SetTraits //set colour Colour colour = (Colour)genome.findGene("Colour"); creatureGO.GetComponentInChildren <Renderer>().material.color = colour.value; //set movement speed movementSpeed = (MovementSpeed)genome.findGene("MovementSpeed"); agent.speed = movementSpeed.value; //set acceleration acceleration = (Acceleration)genome.findGene("Acceleration"); agent.acceleration = acceleration.value; //set view range viewRadius = (ViewRadius)genome.findGene("ViewRadius"); creatureGO.GetComponent <SphereCollider>().radius = viewRadius.value; //set life span lifeSpan = (LifeSpan)genome.findGene("LifeSpan"); lifeSpanTimer = 0; #endregion }
public float GetDynamicSkillFactor(SkillNames skill) { float multiple = 1f; bool value; if (!mRelativeSkills.TryGetValue(skill, out value)) { if (!mRelativeSkills.TryGetValue(SkillNames.None, out value)) { value = true; } } if (value) { multiple *= sRelativeFactor; } if (mApplyLifeSpanSkillFactor) { multiple *= (90f / LifeSpan.GetHumanAgeSpanLength()); } if (multiple < 0) { multiple = 0; } return(multiple); }
static void Initialize() { initialized = true; DefaultTargetingTypes = new TargetingInfo(TargetingTypes.None, TargetingTypes.Enemy | TargetingTypes.Ship, TargetingTypes.None); DefaultEffectsWho = new TargetingInfo(TargetingTypes.Enemy | TargetingTypes.Debris); InitShape(); DefaultMovementInfo = new ShipMovementInfo( new Bounded <float>(0), new Bounded <float>(0), new Bounded <float>(0), new Bounded <float>(TimeWarp.ScaleVelocity(64))); DefaultDelay = new Bounded <float>(TimeWarp.RateToTime(0)); DefaultLifeTime = new LifeSpan(20); SubDefaultLifeTime = new LifeSpan(TimeWarp.RangeToTime(9, 64)); DefaultState = new ShipState(new Bounded <float>(6), new Bounded <float>(0), new Bounded <float>(0), new Bounded <float>(0)); SubDefaultState = new ShipState(new Bounded <float>(2), new Bounded <float>(0), new Bounded <float>(0), new Bounded <float>(0)); DefaultCost = new Costs(new ShipStateChange(0, 5, 0, 0), new ShipStateChange(), new ShipStateChange()); DefaultEffectCollection.Effects.Add(new ShipStateEffect(DefaultEffectsWho, EffectTypes.None, new EffectSounds(), new ShipStateChange(-6, 0, 0, 0))); SubDefaultEffectCollection.Effects.Add(new ShipStateEffect(DefaultEffectsWho, EffectTypes.None, new EffectSounds(), new ShipStateChange(-2, 0, 0, 0))); DefaultActionSounds = new ActionSounds("Crystal", null, "GlassBreak"); }
public Controlable( LifeSpan lifeTime, MassInertia massInfo, PhysicsState physicsState, BodyFlags flags, ICollidableBodyPart[] collidableParts, ShipMovementInfo movementInfo, ShipState shipState, ControlableSounds controlableSounds, IWeaponsLogic weaponInfo) : this( lifeTime, massInfo, physicsState, flags, collidableParts, movementInfo, shipState, controlableSounds) { this.CollisionState.GenerateCollisionEvents = true; this.CollisionState.GenerateContactEvents = true; this.weaponInfo = weaponInfo; this.controlableType = ControlableType.Weapon; }
static void Initialize() { initialized = true; InitShape(); DefaultMovementInfo = new ShipMovementInfo( new Bounded <float>(0), new Bounded <float>(0), new Bounded <float>(0), new Bounded <float>(TimeWarp.ScaleVelocity(120))); DefaultDelay = new Bounded <float>(TimeWarp.RateToTime(4)); DefaultLifeTime = new LifeSpan(TimeWarp.RangeToTime(20, 120)); DefaultState = new ShipState(new Bounded <float>(3), new Bounded <float>(0), new Bounded <float>(0), new Bounded <float>(0)); DefaultCost = new Costs(new ShipStateChange(0, 6, 0, 0), null, null); DefaultEffectCollection.Effects.Add( new ShipStateEffect( TargetingInfo.All, EffectTypes.None, new EffectSounds("Boom23", null, null), new ShipStateChange(-3, 0, 0, 0))); DefaultTargetingTypes = TargetingInfo.None; DefaultActionSounds = new ActionSounds("Gun2", null, null); }
public Ship( LifeSpan lifeTime, MassInertia massInfo, PhysicsState physicsState, BodyFlags flags, ICollidableBodyPart[] collidableParts, ShipMovementInfo movementInfo, ShipState shipState, ControlableSounds controlableSounds, ShipSounds shipSounds, ActionList actions, IShip[] subShips) : base( lifeTime, massInfo, physicsState, flags, collidableParts, movementInfo, shipState, controlableSounds) { this.UQMFlags |= ContFlags.CanDoGravityWhip; this.shipSounds = shipSounds; this.subShips = subShips; this.actions = actions; this.controlableType = ControlableType.Ship; }
public RayWeapon( LifeSpan lifeTime, IWeaponsLogic weaponInfo) : base(lifeTime, weaponInfo) { this.lifeTime = lifeTime; }
public IIoCProvider Register(Type type, Type interfaceOfT, LifeSpan lifeSpan = LifeSpan.InstancePerLifetimeScope) { var x = _builder.RegisterType(type).As(interfaceOfT); ApplyLifeTime(x, lifeSpan); return(this); }
/// <summary> /// Registers this instance. /// </summary> /// <typeparam name="T"></typeparam> /// <typeparam name="InterfaceOfT">The type of the interface of t.</typeparam> /// <returns>IIoCProvider.</returns> public IIoCProvider Register <T, InterfaceOfT>(LifeSpan lifeSpan = LifeSpan.InstancePerLifetimeScope) { var x = _builder.RegisterType <T>().As <InterfaceOfT>(); ApplyLifeTime(x, lifeSpan); return(this); }
public VuxSlowDownEffect(TargetingInfo effectsWho, EffectTypes effectTypes, EffectSounds effectSounds, LifeSpan lifeTime, ShipMovementInfoChange percents) : base(effectsWho, effectTypes, effectSounds, lifeTime, percents) { this.isHarmful = percents.MaxAngularAcceleration < 1 || percents.MaxAngularVelocity < 1 || percents.MaxLinearAcceleration < 1 || percents.MaxLinearVelocity < 1; }
public IIoCProvider RegisterNamed <T, InterfaceOfT>(string serviceName, LifeSpan lifeSpan = LifeSpan.InstancePerLifetimeScope) { var x = _builder .RegisterType <T>() .Named <InterfaceOfT>(serviceName); ApplyLifeTime(x, lifeSpan); return(this); }
public IIoCProvider RegisterAll <T>(Assembly[] targetAssemblies, LifeSpan lifeSpan = LifeSpan.InstancePerLifetimeScope) { var temp = _builder.RegisterAssemblyTypes(targetAssemblies) .Where(x => !x.IsAbstract && typeof(T).IsAssignableFrom(x)) .AsImplementedInterfaces(); ApplyLifeTime(temp, lifeSpan); return(this); }
public SelectiveImpulseRay( LifeSpan lifeTime, RaySegment2D raySegment, float impulse, BodyFlags ignoreFlags) : base(lifeTime, raySegment, impulse) { this.ignoreFlags = ignoreFlags; }
public BaseProlongedEffect(TargetingInfo effectsWho, EffectTypes harmfulEffectTypes, EffectSounds effectSounds, LifeSpan lifeTime) : base(effectsWho, harmfulEffectTypes, effectSounds) { this.lifeTime = lifeTime; }
public MovementInfoEffect(TargetingInfo effectsWho, EffectTypes effectTypes, EffectSounds effectSounds, LifeSpan lifeTime, ShipMovementInfoChange smic) : base(effectsWho, effectTypes | smic.HarmfulEffectTypes, effectSounds, lifeTime) { this.smic = smic; this.isHarmful = smic.MaxAngularAcceleration < 0 || smic.MaxAngularVelocity < 0 || smic.MaxLinearAcceleration < 0 || smic.MaxLinearVelocity < 0; }