public void CalculatePlanetMovement(PlanetCollection allPlanets, GameTime currentGameTime) { m_pairDistribution.DataChanged = allPlanets.Changed || DistributionChanged; DistributionChanged = false; allPlanets.ClearChangedFlag(); Planet[] planets = allPlanets.ToArray(); if (IsStandaloneDistribution()) { m_pairDistribution.Calculate(planets, currentGameTime); } else { // gravity m_pairDistribution.SetCalculationFunction(GravityHandler.CalculateGravity); m_pairDistribution.Calculate(planets, currentGameTime); // collisions m_pairDistribution.SetCalculationFunction(CollisionHandler.CalculateCollision); m_pairDistribution.Calculate(planets, currentGameTime); ApplyAccelaration(planets); } }
private static PlanetCollection createPlanets(IEnumerable <StarSystemBuilder> starSystems) { var planets = new PlanetCollection(); foreach (var system in starSystems) { planets.Add(system.Planets); } return(planets); }
// Use this for initialization void Start() { // create instance if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); collection = new HashSet <string>(); }
private void JSONClick(object sender, RoutedEventArgs e) { //File Dialog fileDialog = new OpenFileDialog(); fileDialog.Filter = "JSON files (*.json)|*.json"; fileDialog.InitialDirectory = Directory.GetCurrentDirectory(); fileDialog.Title = "Select XML File"; var results = fileDialog.ShowDialog(); if (results == System.Windows.Forms.DialogResult.OK) { FileStream read = new FileStream(fileDialog.FileName, FileMode.Open, FileAccess.Read); DataContractJsonSerializer PersonSerJSON = new DataContractJsonSerializer(typeof(PlanetCollection)); PlanetCollection = (PlanetCollection)PersonSerJSON.ReadObject(read); PopulateListBoxMENU(); } }
public StatesDB(StarCollection stars, WormholeCollection wormholes, PlanetCollection planets, ColonyCollection Colonies, StellarisCollection stellarises, DevelopmentProgressCollection developmentAdvances, ResearchProgressCollection researchAdvances, TreatyCollection treaties, ReportCollection reports, DesignCollection designs, FleetCollection fleets, ColonizationCollection colonizations) { this.Colonies = Colonies; this.Planets = planets; this.Stars = stars; this.Stellarises = stellarises; this.Wormholes = wormholes; this.DevelopmentAdvances = developmentAdvances; this.ResearchAdvances = researchAdvances; this.Reports = reports; this.Designs = designs; this.Fleets = fleets; this.ColonizationProjects = colonizations; this.Treaties = treaties; }
void Awake() { // create instance if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } //planets = new GameObject[10]; ingredients = new HashSet <string> { "nitrogen", "hydrogen", "oxygen", "sulfur", "carbon" }; userMixture = new HashSet <string>(); HashSet <string> mercuryIngredients = new HashSet <string> { "oxygen", "hydrogen", "nitrogen" }; HashSet <string> venusIngredients = new HashSet <string> { "carbon", "hydrogen", "sulfur" }; HashSet <string> earthIngredients = new HashSet <string> { "nitrogen", "carbon", "hydrogen" }; HashSet <string> marsIngredients = new HashSet <string> { "nitrogen", "carbon", "oxygen" }; HashSet <string> jupiterIngredients = new HashSet <string> { "nitrogen", "hydrogen", "sulfur" }; HashSet <string> saturnIngredients = new HashSet <string> { "oxygen", "hydrogen", "sulfur" }; HashSet <string> uranusIngredients = new HashSet <string> { "carbon", "oxygen", "hydrogen" }; HashSet <string> neptuneIngredients = new HashSet <string> { "carbon", "oxygen", "sulfur" }; HashSet <string> plutoIngredients = new HashSet <string> { "nitrogen", "carbon", "sulfur" }; HashSet <string> failIngredients = new HashSet <string> { "nitrogen", "oxygen", "sulfur" }; Formation mercury = new Formation("mercury", mercuryIngredients, Resources.Load("mercury") as GameObject, Resources.Load("PlanetsVoiceOver/MercuryVoice") as AudioClip); Formation venus = new Formation("venus", venusIngredients, Resources.Load("venus") as GameObject, Resources.Load("PlanetsVoiceOver/VenusVoice") as AudioClip); Formation earth = new Formation("earth", earthIngredients, Resources.Load("earth") as GameObject, Resources.Load("PlanetsVoiceOver/EarthVoice") as AudioClip); Formation mars = new Formation("mars", marsIngredients, Resources.Load("mars") as GameObject, Resources.Load("PlanetsVoiceOver/MarsVoice") as AudioClip); Formation jupiter = new Formation("jupiter", jupiterIngredients, Resources.Load("jupiter") as GameObject, Resources.Load("PlanetsVoiceOver/JupiterVoice") as AudioClip); Formation saturn = new Formation("saturn", saturnIngredients, Resources.Load("saturn") as GameObject, Resources.Load("PlanetsVoiceOver/SaturnVoice") as AudioClip); Formation uranus = new Formation("uranus", uranusIngredients, Resources.Load("uranus") as GameObject, Resources.Load("PlanetsVoiceOver/UranusVoice") as AudioClip); Formation neptune = new Formation("neptune", neptuneIngredients, Resources.Load("neptune") as GameObject, Resources.Load("PlanetsVoiceOver/NeptuneVoice") as AudioClip); Formation pluto = new Formation("pluto", plutoIngredients, Resources.Load("pluto") as GameObject, Resources.Load("PlanetsVoiceOver/PlutoVoice") as AudioClip); Formation fail = new Formation("fail", failIngredients, Resources.Load("fail") as GameObject, Resources.Load("PlanetsVoiceOver/FailVoice") as AudioClip); results[0] = mercury; results[1] = venus; results[2] = earth; results[3] = mars; results[4] = jupiter; results[5] = saturn; results[6] = uranus; results[7] = neptune; results[8] = pluto; results[9] = fail; foreach (GameObject image in asteroidTracking) { image.GetComponent <Image> ().enabled = false; } protoPlanet.GetComponent <Animator> ().enabled = false; GameObject bigAsteroids = UnityEngine.GameObject.FindGameObjectWithTag("bigAsteroids"); bigAsteroids.gameObject.GetComponent <Animator> ().enabled = false; SoundManager.instance.playBackgroundSound("backgroundSound", backgroundSound); // reloads collection book for each planet creator instance collectionBook = UnityEngine.GameObject.FindGameObjectWithTag("Collection").GetComponent <PlanetCollection>(); collectionBook.ReloadCollectionBook(); if (!collectionBook.isTutorialShown) { SoundManager.instance.playSingle("voiceOverSource", beginningOfExperienceVoiceOver); } }
// Use this for initialization void Start() { planetCollection = UnityEngine.GameObject.FindGameObjectWithTag("Collection").GetComponent <PlanetCollection>(); }
private static Tuple <StatesDB, Player[], Player> loadSaveData(IkonComposite saveData, ObjectDeindexer deindexer, StaticsDB statics) { var stateData = saveData[MainGame.StatesKey].To <IkonComposite>(); var ordersData = saveData[MainGame.OrdersKey].To <IkonArray>(); var stars = new StarCollection(); foreach (var rawData in stateData[StatesDB.StarsKey].To <IEnumerable <IkonComposite> >()) { stars.Add(StarData.Load(rawData, deindexer)); } var planets = new PlanetCollection(); foreach (var rawData in stateData[StatesDB.PlanetsKey].To <IEnumerable <IkonComposite> >()) { planets.Add(Planet.Load(rawData, deindexer)); } var wormholes = new WormholeCollection(); foreach (var rawData in stateData[StatesDB.WormholesKey].To <IEnumerable <IkonComposite> >()) { wormholes.Add(Wormhole.Load(rawData, deindexer)); } var players = new List <Player>(); foreach (var rawData in saveData[MainGame.PlayersKey].To <IEnumerable <IkonComposite> >()) { players.Add(Player.Load(rawData, deindexer)); } var organellePlayer = Player.Load(saveData[MainGame.OrganellePlayerKey].To <IkonComposite>(), deindexer); var developments = new DevelopmentProgressCollection(); foreach (var rawData in stateData[StatesDB.DevelopmentAdvancesKey].To <IEnumerable <IkonComposite> >()) { developments.Add(DevelopmentProgress.Load(rawData, deindexer)); } var research = new ResearchProgressCollection(); foreach (var rawData in stateData[StatesDB.ResearchAdvancesKey].To <IEnumerable <IkonComposite> >()) { research.Add(ResearchProgress.Load(rawData, deindexer)); } var treaties = new TreatyCollection(); foreach (var rawData in stateData[StatesDB.TreatiesKey].To <IEnumerable <IkonComposite> >()) { treaties.Add(Treaty.Load(rawData, deindexer)); } var reports = new ReportCollection(); foreach (var rawData in stateData[StatesDB.ReportsKey].To <IEnumerable <IkonComposite> >()) { reports.Add(ReportFactory.Load(rawData, deindexer)); } var designs = new DesignCollection(); foreach (var rawData in stateData[StatesDB.DesignsKey].To <IEnumerable <IkonComposite> >()) { var design = Design.Load(rawData, deindexer); design.CalcHash(statics); designs.Add(design); deindexer.Add(design.ConstructionProject, design.ConstructionProject.IdCode); } var colonizations = new ColonizationCollection(); foreach (var rawData in stateData[StatesDB.ColonizationKey].To <IEnumerable <IkonComposite> >()) { colonizations.Add(ColonizationProject.Load(rawData, deindexer)); } var fleets = new FleetCollection(); foreach (var rawData in stateData[StatesDB.IdleFleetsKey].To <IEnumerable <IkonComposite> >()) { fleets.Add(Fleet.Load(rawData, deindexer)); } var colonies = new ColonyCollection(); foreach (var rawData in stateData[StatesDB.ColoniesKey].To <IEnumerable <IkonComposite> >()) { colonies.Add(Colony.Load(rawData, deindexer)); } var stellarises = new StellarisCollection(); foreach (var rawData in stateData[StatesDB.StellarisesKey].To <IEnumerable <IkonComposite> >()) { stellarises.Add(StellarisAdmin.Load(rawData, deindexer)); } for (int i = 0; i < players.Count; i++) { players[i].Orders = PlayerOrders.Load(ordersData[i].To <IkonComposite>(), deindexer); } organellePlayer.Orders = PlayerOrders.Load(saveData[MainGame.OrganelleOrdersKey].To <IkonComposite>(), deindexer); return(new Tuple <StatesDB, Player[], Player>( new StatesDB(stars, wormholes, planets, colonies, stellarises, developments, research, treaties, reports, designs, fleets, colonizations), players.ToArray(), organellePlayer )); }