private void Start() { _ui = new UI.Core.UI(); _forceCalculator = new ForceCalculator(); _selector = new Selector3D(); _pusher = new Pusher(); _boardBuilder = new BoardBuilder(); _inputHandler = new MouseInputHandler(); _board = _boardBuilder.Build(); _turnSwitcher = new TurnSwitcher(_board); _playerAI = new PlayerAI( _inputHandler, _board ); InitUIHandler(); _inputHandler.OnDownEvent += OnDownEventHandler; _inputHandler.OnUpEvent += OnUpEventHandler; _turnSwitcher.MoveCompleteEvent += MoveCompleteEventHandler; _board.CheckersIsEmty += CheckersIsEmtyEventHandler; foreach (var checker in _board.CheckersWhite.Concat(_board.CheckersBlack)) { var checker1 = checker; checker1.SelectEvent += () => SelectEventHandler(checker1); checker1.BouncingBorderEvent += () => BouncingBorderEventHandler(checker1); } _ui.SelectYourColourText(); }
public void UpdatePlayerAI(PlayerAI playerAI) { var entity = _playerAIRepository.GetFirst <Entities.PlayerAI>(ai => ai.AiId == playerAI.AiId); Mapper.Map(playerAI, entity); _playerAIRepository.SaveChanges(); }
public void AddPlayer(PlayerAI player, int index) { players.Add(player); player.onScoreChanged.AddListener(new UnityEngine.Events.UnityAction <int>((score) => UpdateScore(index, score))); scores[index].color = player.color; scores[index].text = 0.ToString(); }
public Player(ClientConnection connection, CharacterData characterData) : base(ObjectFamily.Player) { Connection = connection; DatabaseCharacterData = characterData; Position = new Position(new Vector3(characterData.PositionX, characterData.PositionY, characterData.PositionZ)); Ai = new PlayerAI(this, CfgCore.Default.VisibleRangeDistance); }
void Awake() { Debug.Assert(instance == null); instance = this; foreach (GamePiece p in piecePrefabs) { p.SmoothMeshNormals(); } Color oldColor = ghostMaterial.color; ghostMaterial.color = new Color(oldColor.r, oldColor.g, oldColor.b, ghostAlpha); gamePieces = new GamePiece[64]; whitePiecesTaken = new GamePiece[15]; blackPiecesTaken = new GamePiece[15]; highlights = new GameObject[64]; foreach (Square s in Square.squares) { GameObject highlight = Instantiate(highlightPrefab, GetSquareCenter(s) + highlightHeight * tileUp, Quaternion.AngleAxis(90f, Vector3.right), boardObject.transform); highlight.transform.localScale = new Vector3(tileSize, tileSize, tileSize); highlights[8 * s.rank + s.file] = highlight; } Reset(); #if UNITY_WEBGL || UNITY_EDITOR playerAI = gameObject.AddComponent <PlayerAI>(); playerAI.color = PieceColor.Black; #else playerAI = new PlayerAI(PieceColor.Black); #endif }
PlayerAI getPlayerAI() { GameObject player = GameObject.FindGameObjectWithTag("Player"); PlayerAI ai = player.GetComponent("PlayerAI") as PlayerAI; return(ai); }
// Update is called once per frame void Update() { transform.localPosition += moveDirection * Time.deltaTime * MeatBehaviour.Speed; timeToChangeMoveDirection -= Time.deltaTime; if (terrain == null) { GameObject go = GameObject.Find("Tile Map"); if (go != null) { terrain = go.GetComponent <PATileTerrain>(); } } PlayerAI ai = getPlayerAI(); Vector3 direction = ai.transform.localPosition - transform.localPosition; direction.y = 0; if (direction.sqrMagnitude <= MeatBehaviour.SightDistance * MeatBehaviour.SightDistance) { this.attackObject(ai.gameObject, direction.normalized, direction.sqrMagnitude); } else if (timeToChangeMoveDirection <= 0) { changeMoveDirection(); } else if (transform.localPosition.x <= 0 || transform.localPosition.x >= terrain.width || transform.localPosition.z <= 0 || transform.localPosition.z >= terrain.height) { moveDirection *= -1; timeToChangeMoveDirection = changeInterval; } }
public void Initilaize(PlayerAI t_playerAI, City t_city) { m_city = t_city; m_playerAI = t_playerAI; m_randomDelay = Random.Range(5, 10); }
public override void Act(PlayerAI jetFighter) { if (focusEnemy == null) { jetFighter.jet.isShooting = false; if (jetFighter.liveEnemies.Count > 0) { focusEnemy = jetFighter.liveEnemies[0]; } } else { jetFighter.targetPosition = focusEnemy.transform.localPosition; if (transform.localPosition.x > jetFighter.targetPosition.x + jetFighter.positionLimitX) { jetFighter.jet.isShooting = false; jetFighter.jet.velocity -= new Vector2(1, 0) * Time.deltaTime * jetFighter.acc; } else if (transform.localPosition.x < jetFighter.targetPosition.x - jetFighter.positionLimitX) { jetFighter.jet.isShooting = false; jetFighter.jet.velocity += new Vector2(1, 0) * Time.deltaTime * jetFighter.acc; } else { jetFighter.jet.isShooting = true; } } }
void OnGUI() { PlayerAI ai = this.getPlayerAI(); string score_content = "Mutation points: <b>" + ai.points + "</b>"; button_width = (int)(camera.pixelWidth - 83 - 4 * padding - 60) / 10; if (button_width > 25) { button_width = 25; } GUILayout.BeginArea(new Rect(padding * 2, padding, camera.pixelWidth, control_start)); GUILayout.Label(score_content, header_style); GUILayout.EndArea(); createStat(0, "fangs"); createStat(1, "incisors"); createStat(2, "hands"); createStat(3, "legs"); createStat(4, "brain"); createStat(5, "eyes"); createStat(6, "nose"); createStat(7, "liver"); GUI.Label(new Rect(padding, camera.pixelHeight - 150 - padding, 80, 40), "Meat: " + ai.meatDesire); GUI.Label(new Rect(padding, camera.pixelHeight - 150 - padding - padding - 40, 80, 40), "Plant: " + ai.plantDesire); GUI.Label(new Rect(padding, camera.pixelHeight - 150 - padding - (padding + 40) * 2, 80, 40), "Alc: " + ai.alcoholDesire); GUI.Label(new Rect(padding, camera.pixelHeight - 120 - padding, 80, 40), "Helath: " + ai.health + "/" + ai.maxHealth); GUI.Label(new Rect(padding, camera.pixelHeight - 90 - padding, 80, 40), "Poison: " + ai.poisoning); GUI.DrawTexture(new Rect(camera.pixelWidth - 80 - padding, camera.pixelHeight - 80 - padding, 80, 80), updateHealthTexture()); }
public override void Update() { var ballMap = Game.GameManager.Navigation.PotentialMaps["BallMap"]; if (PlayerAI.Player.Ball != null) { var target = Game.GameManager.Players[0]; var dir = target.Position - PlayerAI.Position; PlayerAI.AimAtPosition(target.Position); if (!PlayerAI.Player.IsShotCharging) { PlayerAI.StartShotCharge(); } if (PlayerAI.Player.IsShotCharged) { PlayerAI.ShootCharged(dir); } } else if (Game.GameManager.Ball != null && Game.GameManager.Ball.Player == null) { PlayerAI.NavigateToBall(); } }
protected override void Awake() { if (instance) { Destroy(instance.gameObject); } instance = this; base.Awake(); hp = playerEntity.maxHp; moveSpeed = playerEntity.speed; jumpForce = playerEntity.jumpForce; airControl = playerEntity.airControl; wallJumpUpForce = playerEntity.wallJumpUpForce; if (wallJumpUpForce > 0) { wallJumpSideForce = playerEntity.wallJumpSideForce; } controls = new Controls(); controls.Player.Jump.performed += ctx => JumpPressed(); controls.Player.Attack.performed += ctx => AttackPressed(); controls.Player.Interact.performed += ctx => InteractPressed(); attackRotation = transform.Find("attackRotation"); attackPos = attackRotation.Find("attackPos"); }
public SecondMapFactory() { mapType = MapType.DataMap; width = 12; height = 7; initial_silicoins = 600; total_spawn_weight = 30; player1 = GlobalAccessors.mPlayer1; player2 = new PlayerAI("AI"); player1_spawns = new List<Point>(); player2_programs = new List<Tuple<ProgramFactory, Point, IEnumerable<Point>>>(); player1_spawns.Add(new Point(0, 1)); player1_spawns.Add(new Point(0, 3)); player1_spawns.Add(new Point(0, 5)); WatcherFactory watcherFactory = new WatcherFactory(); AddPlayer2Program(watcherFactory, new Point(4, 0)); AddPlayer2Program(watcherFactory, new Point(7, 0)); AddPlayer2Program(watcherFactory, new Point(4, 6)); AddPlayer2Program(watcherFactory, new Point(7, 6)); unavailableNodes = new List<Point>(); unavailableNodes.Add(new Point(3, 0)); unavailableNodes.Add(new Point(3, 1)); unavailableNodes.Add(new Point(3, 2)); unavailableNodes.Add(new Point(3, 3)); unavailableNodes.Add(new Point(3, 4)); unavailableNodes.Add(new Point(3, 5)); unavailableNodes.Add(new Point(3, 6)); unavailableNodes.Add(new Point(4, 1)); unavailableNodes.Add(new Point(4, 2)); unavailableNodes.Add(new Point(4, 3)); unavailableNodes.Add(new Point(4, 4)); unavailableNodes.Add(new Point(4, 5)); unavailableNodes.Add(new Point(5, 1)); unavailableNodes.Add(new Point(5, 2)); unavailableNodes.Add(new Point(5, 3)); unavailableNodes.Add(new Point(5, 4)); unavailableNodes.Add(new Point(5, 5)); unavailableNodes.Add(new Point(6, 1)); unavailableNodes.Add(new Point(6, 2)); unavailableNodes.Add(new Point(6, 3)); unavailableNodes.Add(new Point(6, 4)); unavailableNodes.Add(new Point(6, 5)); unavailableNodes.Add(new Point(7, 1)); unavailableNodes.Add(new Point(7, 2)); unavailableNodes.Add(new Point(7, 3)); unavailableNodes.Add(new Point(7, 4)); unavailableNodes.Add(new Point(7, 5)); unavailableNodes.Add(new Point(8, 0)); unavailableNodes.Add(new Point(8, 1)); unavailableNodes.Add(new Point(8, 2)); unavailableNodes.Add(new Point(8, 3)); unavailableNodes.Add(new Point(8, 4)); unavailableNodes.Add(new Point(8, 5)); unavailableNodes.Add(new Point(8, 6)); silicoinNodes.Add(new Point(5, 0), 100); silicoinNodes.Add(new Point(6, 0), 50); silicoinNodes.Add(new Point(5, 6), 75); silicoinNodes.Add(new Point(6, 6), 25); dataNodes.Add(new Point(10, 3)); }
public int CreatePlayerAI(PlayerAI playerAI) { var entity = Mapper.Map <Entities.PlayerAI>(playerAI); _playerAIRepository.Add(playerAI); _playerAIRepository.SaveChanges(); return(entity.AiId); }
public void Init() { for (int iPlayer = 0; iPlayer < tPlayer.Length; ++iPlayer) { tPlayer[iPlayer] = new PlayerAI(); tPlayer[iPlayer].Init(new FormationPos(EPosition.DCM)); } }
public void PlayerDeath(PlayerAI ai, bool isLeader) { playerAI.Remove(ai); if (controlledAI != 0) { controlledAI--; } }
public void SetPlayerAI(PlayerAI tAI) { m_tAI = tAI; if (m_tAI != null) { m_tAI.SetPosition(Formation.GetPosition(m_tAI.GetFormationPos().ePos, m_tAI.IsHome())); } }
private void AimAndPass(Vector2 position) { PlayerAI.AimAtPosition(position); if (PlayerAI.IsAimingAtPosition(position)) { PlayerAI.Pass(PlayerAI.GetAim()); } }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); playerAI = player.GetComponent <PlayerAI>(); cameraManage = GameObject.FindGameObjectWithTag("CameraManagement").GetComponent <CameraManagement>(); pickUp = LayerMask.GetMask("Pickup"); NPCMask = LayerMask.GetMask("NPC"); }
PlayerAI MakeNewPlayerAI() { GameObject new_player = Instantiate(playerPrefab, SpawnPoint); PlayerAI playerAI = new_player.GetComponent <PlayerAI>(); new_player.GetComponent <PlayerScript>().Spawn = SpawnPoint.gameObject; return(playerAI); }
void Init() { //玩家属性 player_characrer = GetComponent <PlayerCharacter> (); if (player_characrer == null) { player_characrer = gameObject.AddComponent <PlayerCharacter> (); } //玩家生命魔法 player_health = GetComponent <PlayerHealth> (); if (player_health == null) { player_health = gameObject.AddComponent <PlayerHealth> (); } player_health.deathDelegate = new Callback(Death); //玩家攻击受击 player_attack = GetComponent <PlayerAttack> (); if (player_attack == null) { player_attack = gameObject.AddComponent <PlayerAttack> (); } //玩家AI player_AI = GetComponent <PlayerAI> (); if (player_AI == null) { player_AI = gameObject.AddComponent <PlayerAI> (); } player_AI.activeAI = false; //搜索敌人 seclectTarget = GetComponent <SeclectTargetting> (); if (seclectTarget == null) { seclectTarget = gameObject.AddComponent <SeclectTargetting> (); } //动画管理器 animator = GetComponent <Animator> (); if (animator == null) { Debug.LogError("PlayerController Init Error Animator is Null"); } //Animator HashIDs hashIDs = GetComponent <AnimatorHashIDs>(); if (hashIDs = null) { hashIDs = gameObject.AddComponent <AnimatorHashIDs>(); } //玩家状态机 player_fsm = new PlayerFSM(); player_fsm.start(this); player_fsm.change(PlayerFSMStandState.STATE_NAME); }
private void Processor2PlayCard() { if (mPlayCard == null) { mPlayCard = new PlayCard(); } Player playPlayer = mPlayCard.player.GetComponent <Player>();; PlayerAI playPlayerAI = mPlayCard.player.GetComponent <PlayerAI>(); //出牌 if (mPlayCard.cardDataListToPlayer == null || mPlayCard.player == mPlayCard.cardDataListToPlayer) { if (playPlayer != null) { Debug.LogError("出牌:" + playPlayer.gameObject); playPlayer.PlayCardInit(); playPlayer.mPlay.SetActive(true); } else if (playPlayerAI != null) { Debug.LogError("出牌:" + playPlayerAI.gameObject); playPlayerAI.mPass.SetActive(false); for (int i = 0; i < playPlayerAI.mCardList.Count; i++) { playPlayerAI.mCardList[i].gameObject.SetActive(false); } playPlayerAI.SetTime(true); mTimerTask.Add(TimeManage.Instance.AddTimerTask(playPlayerAI.Play, Random.Range(1.4f, 3.4f))); } } else//打牌 { if (playPlayer != null) { Debug.LogError("打牌:" + playPlayer.gameObject); playPlayer.PlayCardInit(); if (CardArithmetic.AutoPlay(mCombatView.mPlayer.mCardData, mPlayCard) == null) { playPlayer.mPass.SetActive(true); } else { playPlayer.mAct.SetActive(true); } } else if (playPlayerAI != null) { Debug.LogError("打牌:" + playPlayerAI.gameObject); playPlayerAI.mPass.SetActive(false); for (int i = 0; i < playPlayerAI.mCardList.Count; i++) { playPlayerAI.mCardList[i].gameObject.SetActive(false); } playPlayerAI.SetTime(true); mTimerTask.Add(TimeManage.Instance.AddTimerTask(playPlayerAI.HitPlay, Random.Range(1.4f, 3.4f))); } } }
public float Fitness(PlayerAI child) { float return_fit = 0; //one distance factor playing into the solution return_fit += (float)child.ChromosomeLength / BestSoFar.ChromosomeLength; return(return_fit); }
public void Awake() { base.BaseAwake(); player = GetComponent <PlayerAI>(); NetworkManager._Instance.AddCallBack(4, GetNetworkMsgCallBack); NetworkManager._Instance.AddCallBack(5, GetNetworkMsgCallBack); NetworkManager._Instance.AddCallBack(6, GetNetworkMsgCallBack); NetworkManager._Instance.AddCallBack(18, GetNetworkMsgCallBack); }
public static void Detect() { Point[] pcArr = pc.ToArray(); Gesture g = new Gesture(pc.ToArray()); PlayerAI.DetectSpell(g, PlayerAI.loadedGestures.ToArray()); Clear(); }
private void Awake() { player = playerGO.GetComponent <PlayerStats>(); cpu = cpuGO.GetComponent <PlayerStats>(); skillManagerPlayer = playerGO.GetComponent <SkillManager>(); skillManagerCpu = cpuGO.GetComponent <SkillManager>(); turn = gameObject.GetComponent <Turn>(); enemyAI = cpuGO.GetComponent <EnemyAI>(); playerAI = playerGO.GetComponent <PlayerAI>(); }
bool canUpgradeStatWithCost(int cost) { PlayerAI ai = this.getPlayerAI(); if (ai.points >= cost) { return(true); } return(false); }
PlayerAI MakeNewPlayerAI(List <int> Chromo) { GameObject new_player = Instantiate(playerPrefab, SpawnPoint); PlayerAI playerAI = new_player.GetComponent <PlayerAI>(); playerAI.fitness = Fitness(Chromo); playerAI.Chromosome = Chromo; new_player.GetComponent <PlayerScript>().Spawn = SpawnPoint.gameObject; return(playerAI); }
private void MoveSelectedUnit(PlayerAI selectedPlayer) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { selectedPlayer.MoveTo(hit.point); MoveRemainingUnits(hit.point, controlledAI); } }
void SurvivalSelection() { ResetAllChildren(); //Survival selection! Generation += 1; // n = calc how many children to remove from pop (always even) // remove n worst members of the pop // let's go with quarter pop removal var quarterPop = Population.Count / 4; for (int i = quarterPop * 3; i < Population.Count; i++) { PlayerAI tempPlayer = Population[i]; DiscardedChildren.Enqueue(tempPlayer); } Population.RemoveRange(quarterPop * 3, quarterPop); List <PlayerAI> tempChildren = new List <PlayerAI>(); // select parents from the remaining pool and make n children for (int i = 0; i < quarterPop / 2; i++) { PlayerAI[] parents = TournamentSelection(Population, Population.Count / 2); PlayerAI[] children = Crossover(parents); foreach (var child in children) { // should we mutate? if (random.NextDouble() <= MutationRate) { child.Chromosome = Mutation(child.Chromosome); } child.fitness = Fitness(child); // removed children get replaced with the new children tempChildren.Add(child); } } foreach (var child in tempChildren) { Population.Add(child); } Population = Population.OrderByDescending(p => p.fitness).ToList(); GameState = GAMESTATE.RUNNING; //Done with Survival Selection foreach (var child in Population) { child.StartPlayerAI(); } }
/* Kills the unit. */ public override void Die() { if (PlayerAI.targetToAttack == transform) { PlayerAI.DeselectTarget(); } GetComponent <SteerableUnitComponent>().Stop(); GetComponent <UnitAnimator>().Die(); DisableComponents(); }
public ThirdMapFactory() { mapType = MapType.EnemyMap; width = 20; height = 10; initial_silicoins = 1000; total_spawn_weight = 100; player1 = GlobalAccessors.mPlayer1; player2 = new PlayerAI("AI"); player1_spawns = new List<Point>(); player2_programs = new List<Tuple<ProgramFactory, Point, IEnumerable<Point>>>(); player1_spawns.Add(new Point(0, 2)); player1_spawns.Add(new Point(0, 3)); player1_spawns.Add(new Point(0, 6)); player1_spawns.Add(new Point(0, 7)); SwarmerFactory swarmerFactory = new SwarmerFactory(); AddPlayer2Program(swarmerFactory, new Point(19, 1)); AddPlayer2Program(swarmerFactory, new Point(19, 2)); AddPlayer2Program(swarmerFactory, new Point(19, 4)); AddPlayer2Program(swarmerFactory, new Point(19, 5)); AddPlayer2Program(swarmerFactory, new Point(19, 7)); AddPlayer2Program(swarmerFactory, new Point(19, 8)); unavailableNodes = new List<Point>(); unavailableNodes.Add(new Point(3, 3)); unavailableNodes.Add(new Point(3, 4)); unavailableNodes.Add(new Point(3, 5)); unavailableNodes.Add(new Point(3, 6)); unavailableNodes.Add(new Point(7, 2)); unavailableNodes.Add(new Point(6, 1)); unavailableNodes.Add(new Point(5, 0)); unavailableNodes.Add(new Point(5, 9)); unavailableNodes.Add(new Point(6, 8)); unavailableNodes.Add(new Point(7, 7)); unavailableNodes.Add(new Point(9, 4)); unavailableNodes.Add(new Point(9, 5)); unavailableNodes.Add(new Point(10, 4)); unavailableNodes.Add(new Point(10, 5)); unavailableNodes.Add(new Point(16, 3)); unavailableNodes.Add(new Point(16, 4)); unavailableNodes.Add(new Point(16, 5)); unavailableNodes.Add(new Point(16, 6)); unavailableNodes.Add(new Point(12, 2)); unavailableNodes.Add(new Point(13, 1)); unavailableNodes.Add(new Point(13, 0)); unavailableNodes.Add(new Point(12, 7)); unavailableNodes.Add(new Point(13, 8)); unavailableNodes.Add(new Point(14, 9)); }
public FirstMapFactory() { mapType = MapType.EnemyMap; width = 7; height = 7; initial_silicoins = 500; total_spawn_weight = 20; player1 = GlobalAccessors.mPlayer1; player2 = new PlayerAI("AI"); player1_spawns = new List<Point>(); player2_programs = new List<Tuple<ProgramFactory, Point, IEnumerable<Point>>>(); player1_spawns.Add(new Point(0, 2)); player1_spawns.Add(new Point(0, 4)); AddPlayer2Program(new SentryFactory(), new Point(6, 3)); unavailableNodes = new List<Point>(); unavailableNodes.Add(new Point(3, 2)); unavailableNodes.Add(new Point(2, 3)); unavailableNodes.Add(new Point(3, 3)); unavailableNodes.Add(new Point(4, 3)); unavailableNodes.Add(new Point(3, 4)); }
public FourthMapFactory() { mapType = MapType.DataMap; width = 10; height = 10; initial_silicoins = 900; total_spawn_weight = 40; player1 = GlobalAccessors.mPlayer1; player2 = new PlayerAI("AI"); player1_spawns = new List<Point>(); player2_programs = new List<Tuple<ProgramFactory, Point, IEnumerable<Point>>>(); player1_spawns.Add(new Point(0, 9)); SwarmerFactory swarmerFactory = new SwarmerFactory(); AddPlayer2Program(swarmerFactory, new Point(2, 8)); AddPlayer2Program(swarmerFactory, new Point(6, 4)); AddPlayer2Program(swarmerFactory, new Point(6, 6)); WatcherFactory watcherFactory = new WatcherFactory(); AddPlayer2Program(watcherFactory, new Point(2, 3)); AddPlayer2Program(watcherFactory, new Point(4, 4)); AddPlayer2Program(watcherFactory, new Point(6, 1)); unavailableNodes = new List<Point>(); unavailableNodes.Add(new Point(1, 1)); unavailableNodes.Add(new Point(1, 2)); unavailableNodes.Add(new Point(1, 3)); unavailableNodes.Add(new Point(1, 4)); unavailableNodes.Add(new Point(1, 5)); unavailableNodes.Add(new Point(1, 6)); unavailableNodes.Add(new Point(1, 7)); unavailableNodes.Add(new Point(1, 8)); unavailableNodes.Add(new Point(1, 9)); unavailableNodes.Add(new Point(2, 9)); unavailableNodes.Add(new Point(3, 0)); unavailableNodes.Add(new Point(3, 1)); unavailableNodes.Add(new Point(3, 3)); unavailableNodes.Add(new Point(3, 4)); unavailableNodes.Add(new Point(3, 5)); unavailableNodes.Add(new Point(3, 6)); unavailableNodes.Add(new Point(3, 7)); unavailableNodes.Add(new Point(3, 9)); unavailableNodes.Add(new Point(4, 3)); unavailableNodes.Add(new Point(4, 7)); unavailableNodes.Add(new Point(5, 1)); unavailableNodes.Add(new Point(5, 2)); unavailableNodes.Add(new Point(5, 3)); unavailableNodes.Add(new Point(5, 4)); unavailableNodes.Add(new Point(5, 5)); unavailableNodes.Add(new Point(5, 7)); unavailableNodes.Add(new Point(5, 9)); unavailableNodes.Add(new Point(6, 2)); unavailableNodes.Add(new Point(6, 5)); unavailableNodes.Add(new Point(6, 9)); unavailableNodes.Add(new Point(7, 0)); unavailableNodes.Add(new Point(7, 2)); unavailableNodes.Add(new Point(7, 3)); unavailableNodes.Add(new Point(7, 5)); unavailableNodes.Add(new Point(7, 6)); unavailableNodes.Add(new Point(7, 7)); unavailableNodes.Add(new Point(7, 8)); unavailableNodes.Add(new Point(7, 9)); unavailableNodes.Add(new Point(8, 0)); unavailableNodes.Add(new Point(8, 6)); unavailableNodes.Add(new Point(9, 2)); unavailableNodes.Add(new Point(9, 3)); unavailableNodes.Add(new Point(9, 4)); unavailableNodes.Add(new Point(9, 8)); unavailableNodes.Add(new Point(9, 9)); silicoinNodes.Add(new Point(4, 9), 100); silicoinNodes.Add(new Point(6, 3), 100); silicoinNodes.Add(new Point(9, 0), 100); dataNodes.Add(new Point(8, 9)); }
public SixthMapFactory() { mapType = MapType.EnemyMap; width = 11; height = 11; initial_silicoins = 2000; total_spawn_weight = 100; player1 = GlobalAccessors.mPlayer1; player2 = new PlayerAI("AI"); player1_spawns = new List<Point>(); player2_programs = new List<Tuple<ProgramFactory, Point, IEnumerable<Point>>>(); player1_spawns.Add(new Point(0, 3)); player1_spawns.Add(new Point(0, 4)); player1_spawns.Add(new Point(0, 5)); player1_spawns.Add(new Point(0, 6)); player1_spawns.Add(new Point(0, 7)); SantaFactory santaFactory = new SantaFactory(); Point[] santaTailNodes = new Point[24]; santaTailNodes[0] = new Point(7, 5); santaTailNodes[1] = new Point(8, 5); santaTailNodes[2] = new Point(8, 6); santaTailNodes[3] = new Point(7, 6); santaTailNodes[4] = new Point(6, 6); santaTailNodes[5] = new Point(6, 7); santaTailNodes[6] = new Point(7, 7); santaTailNodes[7] = new Point(8, 7); santaTailNodes[8] = new Point(9, 7); santaTailNodes[9] = new Point(9, 6); santaTailNodes[10] = new Point(9, 5); santaTailNodes[11] = new Point(9, 4); santaTailNodes[12] = new Point(8, 4); santaTailNodes[13] = new Point(7, 4); santaTailNodes[14] = new Point(6, 4); santaTailNodes[15] = new Point(6, 3); santaTailNodes[16] = new Point(7, 3); santaTailNodes[17] = new Point(8, 3); santaTailNodes[18] = new Point(9, 3); santaTailNodes[19] = new Point(10, 3); santaTailNodes[20] = new Point(10, 4); santaTailNodes[21] = new Point(10, 5); santaTailNodes[22] = new Point(10, 6); santaTailNodes[23] = new Point(10, 7); AddPlayer2Program(santaFactory, new Point(6, 5), santaTailNodes); unavailableNodes = new List<Point>(); unavailableNodes.Add(new Point(0, 0)); unavailableNodes.Add(new Point(1, 0)); unavailableNodes.Add(new Point(2, 0)); unavailableNodes.Add(new Point(8, 0)); unavailableNodes.Add(new Point(9, 0)); unavailableNodes.Add(new Point(10, 0)); unavailableNodes.Add(new Point(0, 1)); unavailableNodes.Add(new Point(1, 1)); unavailableNodes.Add(new Point(9, 1)); unavailableNodes.Add(new Point(10, 1)); unavailableNodes.Add(new Point(0, 2)); unavailableNodes.Add(new Point(10, 2)); unavailableNodes.Add(new Point(5, 5)); unavailableNodes.Add(new Point(0, 8)); unavailableNodes.Add(new Point(10, 8)); unavailableNodes.Add(new Point(0, 9)); unavailableNodes.Add(new Point(1, 9)); unavailableNodes.Add(new Point(9, 9)); unavailableNodes.Add(new Point(10, 9)); unavailableNodes.Add(new Point(0, 10)); unavailableNodes.Add(new Point(1, 10)); unavailableNodes.Add(new Point(2, 10)); unavailableNodes.Add(new Point(8, 10)); unavailableNodes.Add(new Point(9, 10)); unavailableNodes.Add(new Point(10, 10)); }
public FifthMapFactory() { mapType = MapType.EnemyMap; width = 16; height = 13; initial_silicoins = 1500; total_spawn_weight = 80; player1 = GlobalAccessors.mPlayer1; player2 = new PlayerAI("AI"); player1_spawns = new List<Point>(); player2_programs = new List<Tuple<ProgramFactory, Point, IEnumerable<Point>>>(); player1_spawns.Add(new Point(0, 1)); player1_spawns.Add(new Point(0, 2)); BrawlerFactory brawlerFactory = new BrawlerFactory(); AddPlayer2Program(brawlerFactory, new Point(13, 12)); AddPlayer2Program(brawlerFactory, new Point(14, 12)); AddPlayer2Program(brawlerFactory, new Point(15, 12)); unavailableNodes = new List<Point>(); unavailableNodes.Add(new Point(0, 4)); unavailableNodes.Add(new Point(1, 4)); unavailableNodes.Add(new Point(2, 4)); unavailableNodes.Add(new Point(3, 4)); unavailableNodes.Add(new Point(4, 4)); unavailableNodes.Add(new Point(5, 4)); unavailableNodes.Add(new Point(6, 4)); unavailableNodes.Add(new Point(7, 4)); unavailableNodes.Add(new Point(15, 4)); unavailableNodes.Add(new Point(0, 5)); unavailableNodes.Add(new Point(1, 5)); unavailableNodes.Add(new Point(2, 5)); unavailableNodes.Add(new Point(3, 5)); unavailableNodes.Add(new Point(4, 5)); unavailableNodes.Add(new Point(5, 5)); unavailableNodes.Add(new Point(6, 5)); unavailableNodes.Add(new Point(14, 5)); unavailableNodes.Add(new Point(15, 5)); unavailableNodes.Add(new Point(0, 6)); unavailableNodes.Add(new Point(1, 6)); unavailableNodes.Add(new Point(2, 6)); unavailableNodes.Add(new Point(3, 6)); unavailableNodes.Add(new Point(4, 6)); unavailableNodes.Add(new Point(5, 6)); unavailableNodes.Add(new Point(13, 6)); unavailableNodes.Add(new Point(14, 6)); unavailableNodes.Add(new Point(15, 6)); unavailableNodes.Add(new Point(0, 7)); unavailableNodes.Add(new Point(1, 7)); unavailableNodes.Add(new Point(2, 7)); unavailableNodes.Add(new Point(3, 7)); unavailableNodes.Add(new Point(4, 7)); unavailableNodes.Add(new Point(12, 7)); unavailableNodes.Add(new Point(13, 7)); unavailableNodes.Add(new Point(14, 7)); unavailableNodes.Add(new Point(15, 7)); unavailableNodes.Add(new Point(0, 8)); unavailableNodes.Add(new Point(1, 8)); unavailableNodes.Add(new Point(2, 8)); unavailableNodes.Add(new Point(3, 8)); unavailableNodes.Add(new Point(11, 8)); unavailableNodes.Add(new Point(12, 8)); unavailableNodes.Add(new Point(13, 8)); unavailableNodes.Add(new Point(14, 8)); unavailableNodes.Add(new Point(15, 8)); unavailableNodes.Add(new Point(0, 9)); unavailableNodes.Add(new Point(1, 9)); unavailableNodes.Add(new Point(2, 9)); unavailableNodes.Add(new Point(10, 9)); unavailableNodes.Add(new Point(11, 9)); unavailableNodes.Add(new Point(12, 9)); unavailableNodes.Add(new Point(13, 9)); unavailableNodes.Add(new Point(14, 9)); unavailableNodes.Add(new Point(15, 9)); unavailableNodes.Add(new Point(0, 10)); unavailableNodes.Add(new Point(1, 10)); unavailableNodes.Add(new Point(9, 10)); unavailableNodes.Add(new Point(10, 10)); unavailableNodes.Add(new Point(11, 10)); unavailableNodes.Add(new Point(12, 10)); unavailableNodes.Add(new Point(13, 10)); unavailableNodes.Add(new Point(14, 10)); unavailableNodes.Add(new Point(15, 10)); unavailableNodes.Add(new Point(0, 11)); unavailableNodes.Add(new Point(8, 11)); unavailableNodes.Add(new Point(9, 11)); unavailableNodes.Add(new Point(10, 11)); unavailableNodes.Add(new Point(11, 11)); unavailableNodes.Add(new Point(12, 11)); unavailableNodes.Add(new Point(13, 11)); unavailableNodes.Add(new Point(14, 11)); unavailableNodes.Add(new Point(15, 11)); }
void Init () { //玩家属性 player_characrer = GetComponent<PlayerCharacter> (); if (player_characrer == null) player_characrer = gameObject.AddComponent<PlayerCharacter> (); //玩家生命魔法 player_health = GetComponent<PlayerHealth> (); if (player_health == null) player_health = gameObject.AddComponent<PlayerHealth> (); player_health.deathDelegate = new Callback(Death); //玩家攻击受击 player_attack = GetComponent<PlayerAttack> (); if (player_attack == null) player_attack = gameObject.AddComponent<PlayerAttack> (); //玩家AI player_AI = GetComponent<PlayerAI> (); if (player_AI == null) player_AI = gameObject.AddComponent<PlayerAI> (); player_AI.activeAI = false; //搜索敌人 seclectTarget = GetComponent<SeclectTargetting> (); if (seclectTarget == null) seclectTarget = gameObject.AddComponent<SeclectTargetting> (); //动画管理器 animator = GetComponent<Animator> (); if (animator == null) Debug.LogError ("PlayerController Init Error Animator is Null"); //Animator HashIDs hashIDs = GetComponent<AnimatorHashIDs>(); if(hashIDs = null) hashIDs = gameObject.AddComponent<AnimatorHashIDs>(); //玩家状态机 player_fsm = new PlayerFSM (); player_fsm.start (this); player_fsm.change (PlayerFSMStandState.STATE_NAME); }