void uLink_OnPlayerDisconnected(uLink.NetworkPlayer player) { PlayerCreator playerCreator = player.localData as PlayerCreator; uLink.Network.DestroyPlayerObjects(player); uLink.Network.RemoveRPCs(player); }
private static void ChooseName() { if (string.IsNullOrWhiteSpace(currentDisplay.GetOutput())) { return; } else { currentDisplay.ClearOutput(); string playerName = currentDisplay.GetOutput().Trim(); string check = playerName.CapitalizeFirstLetter(); PlayerCreator pc; if (!SpecialCharacters.specialCharacterLookup.ContainsKey(check)) { pc = new PlayerCreator(playerName); CharacterCreation creator = new CharacterCreation(currentDisplay, pc); creator.SetGenderGeneric(); } else { PromptSpecial(check); } currentDisplay.ClearInputData(); } }
private static void ParseSpecial(string name, bool useSpecial) { PlayerCreator pc = useSpecial ? SpecialCharacters.specialCharacterLookup[name]() : new PlayerCreator(name); CharacterCreation creator = new CharacterCreation(currentDisplay, pc); creator.SetGenderSpecial(useSpecial); }
public void showPvPCreator() { PlayerCreator pc = Instantiate(playerCreatorPrefab).GetComponent <PlayerCreator>(); pc.setGameType(GamePlayerType.PVPOFFLINE); playersCreatorDialog.enabled = true; }
/// <summary> /// LabyrinthGame consturctor /// <remarks> /// Will initiate the console renderer and all other required classes /// </remarks> /// </summary> public LabyrinthGame() { this.Renderer = new ConsoleRenderer(); this.commander = new Commander(); this.Scores = ScoreBoardCreator.CreateScoreBoard(); this.Player = PlayerCreator.CreatePlayer(); this.Maze = this.InitMaze(); }
// Use this for initialization void Start() { main = this; transform.SetParent(GameObject.FindGameObjectWithTag("PlayerCreatorCanvas").transform); transform.localScale = Vector3.one; transform.localPosition = Vector3.zero; reset(); }
public void PlayerCreator_IsProducedInMediumMaze() { IMaze maze = new Maze(this._medium, this._medium); Assert.AreEqual(maze.Cols, this._medium); Assert.AreEqual(maze.Rows, this._medium); var player = PlayerCreator.CreatePlayer(); Assert.IsTrue(player != null); }
public void PlayerCreator_IsProducedAsValidIPlayerInSmallMaze() { IMaze maze = new Maze(this._small, this._small); Assert.AreEqual(maze.Cols, this._small); Assert.AreEqual(maze.Rows, this._small); var player = PlayerCreator.CreatePlayer(); Assert.IsTrue(player is IPlayer); }
/// <summary> /// Constructor /// </summary> public Morabaraba() { init = new GameBoardInitialisor(); CurrentBoard = init.InitializeBoard(); creator = new PlayerCreator(ColorType.Colour.Dark); p1 = creator.GetPlayerOne(); p2 = creator.GetPlayerTwo(); turn = true; removing = false; }
private static void Main(string[] args) { var cristiano = PlayerCreator.Create(Sport.Football, "Cristiano", 93); var real = TeamCreator.Create(Sport.Football, "Real Madrid FC", 92); var barca = TeamCreator.Create(Sport.Football, "FC Barcelona", 90); var clasico = GameCreator.TeamGame.Create(real, barca); clasico.Simulate(); }
void uLink_OnPlayerDisconnected(uLink.NetworkPlayer player) { PlayerCreator playerCreator = player.localData as PlayerCreator; if (playerCreator != null) { chat.Chat(playerCreator.playerName + " has quit", playerCreator.playerColor); } uLink.Network.DestroyPlayerObjects(player); uLink.Network.RemoveRPCs(player); }
public static void NewGamePlus(PlayerBase currentPlayer) { if (currentDisplay == null) { currentDisplay = new StandardDisplay(); } currentDisplay.ClearOutput(); //parse the current player to New Game Plus related PlayerCreator; PlayerCreator pc = new PlayerCreator(currentPlayer.name); CharacterCreation creator = new CharacterCreation(currentDisplay, pc, true); creator.SetGenderGeneric(); throw new Backend.Tools.InDevelopmentExceptionThatBreaksOnRelease(); }
public void Start() { for (int i = 0; i < numberOfPlayers; i++) { PlayerCreator.CreatePlayer(); } var newGame = new StartGame(); newGame.RegisterHandler(Display.ShowPlayerMoves); for (int i = 0; i < numberOfPlayers; i++) { ThreadCreator.CreateThread(newGame).Start(PlayerCreator.Players[i]); } }
public void InitLevel() { //if (_player != null) Destroy(_player); PlayerCreator playerCreator = new PlayerCreator(_settings.PlayerConstructSettings); _player = playerCreator.CreatePlayer(); GateSpawner gateSpawner = new GateSpawner(_player.GetComponent <IRotatable>(), _settings.GateSettings); gateSpawner.CreateGatePools(); _roadSpawner = new RoadSpawner(_settings.RoadSettings); _roadSpawner.Init(gateSpawner.GatePools); _cameraSettings.Init(_player.GetComponent <ICameraControllable>()); }
/*=== INITIALISATION ===*/ private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } menuControl = menu.GetComponent <MenuController> (); playerCreator = GetComponent <PlayerCreator> (); roundManager = gameObject.AddComponent <DeathMatchRoundManager> (); mainCamera = FindObjectOfType <CameraController> (); }
void Start() { Application.runInBackground = true; TwitchChatClient.singleton.userName = "******"; TwitchChatClient.singleton.oAuthPassword = "******"; TwitchChatClient.singleton.JoinChannel("twitchlandrpg"); TwitchChatClient.singleton.AddChatListener(OnChatMessage); TwitchChatClient.singleton.EnableWhispers(); commandsTutorial = Commander.GetComponent <CommandsTutorial> (); commandsTravel = Commander.GetComponent <CommandsTravel> (); commandsLoadSave = Commander.GetComponent <CommandsLoadSave> (); commandsManageStats = Commander.GetComponent <CommandsManageStats> (); //commandsEquip = Commander.GetComponent<CommandsEquip> (); commandsMisc = Commander.GetComponent <CommandsMisc> (); playerCreator = PlayerCreator.GetComponent <PlayerCreator> (); }
static void Menu_TranPlayerCreatorDataTo384() { foreach (GameObject go in Selection.gameObjects) { PlayerCreator pc = go.GetComponent <PlayerCreator>(); if (pc != null) { Vector3 tmpPos = pc.CoinStacksLocalPos; tmpPos.x *= 384F; tmpPos.y *= 384F; tmpPos.z *= 10F; pc.CoinStacksLocalPos = tmpPos; tmpPos = pc.ScoreBGLocalPos; tmpPos.x *= 384F; tmpPos.y *= 384F; tmpPos.z *= 10F; pc.ScoreBGLocalPos = tmpPos; } EditorUtility.SetDirty(go); } }
public GamePlayState(GameState gameState) { _gameState = gameState; // setup components _gameState = new GameState(); // setup systems var systems = new Systems.System[] { new PlayerInputSystem("PlayerInput", _gameState), new MovementSystem("Movement", _gameState), new ClampToViewportSystem("ClampToViewport", _gameState), new DestroyIfOutsideViewportSystem("DestroyIfOutsideViewport", _gameState), new SetBoundingBoxSystem("SetBoundingBox", _gameState), new PlayerFireProjectileSystem("FireProjectile", _gameState), new EnemyFireProjectileSystem("EnemyFireProjectile", _gameState), new EnemyChaseSystem("EnemyChase", _gameState), new AnimationSystem("Animation", _gameState), new PlayerCollisionDetectionSystem("PlayerCollisionDetection", _gameState), new ProjectileCollisionDetectionSystem("ProjectileCollisionDetection", _gameState), new RestorePlayerSystem("KillPlayer", _gameState), new CollisionResolutionSystem("CollisionResolution", _gameState), new EnemySpawnSystem("EnemySpawn", _gameState), new IsGameOverSystem("IsGameOver", _gameState), new RenderingSystem("Rendering", _gameState) }; _systems = new Systems.Systems(_gameState, systems); _hud = new Hud(_gameState); _soundEffectPlayer = new SoundEffectPlayer(); _renderer = new Renderer(); PlayerCreator.Create(_gameState, 0, 3); EnemySpawnerCreator.Create(_gameState); }
protected override void ProcessOneEntity(int entityId, float deltaTime) { // gather data for selection var player = GameState.GameData.Players[entityId]; // selection if (player == null || player.Value.Status != PlayerStatus.Destroyed) { return; } // process data var transform = GameState.GameData.Transforms[entityId].Value; transform.Rotation += _deathRotationSpeed * deltaTime; var p = player.Value; if (!p.DeathOnCooldown) { p.DeathCooldownTime = 0.0f; p.Lives--; transform.Rotation = 0.0f; p.Status = PlayerStatus.Alive; GameState.ClearState(); PlayerCreator.Create(GameState, p.Score, p.Lives.GetValueOrDefault()); EnemySpawnerCreator.Create(GameState); } p.DeathCooldownTime -= deltaTime; // update data GameState.GameData.Players[entityId] = p; GameState.GameData.Transforms[entityId] = transform; }
/// <summary> /// Create player. /// </summary> /// <param name="name">name of the character</param> /// <param name="commandHint">command hint for interaction with this character</param> /// <param name="sceneId">scene identifier where player is located</param> /// <param name="age">age of the character</param> /// <param name="gender">gender of the character</param> /// <returns>player model</returns> public static CharacterModel CreatePlayer(string name, string commandHint, string sceneId, int age, CharacterGender gender) { var characterCreator = new PlayerCreator(); return(characterCreator.CreatCharacter(name, commandHint, sceneId, age, gender)); }
//void OnDestroy() //{ // ArcIO.Close(); //} /// <summary> /// 开始游戏 /// </summary> public void StartGame() { if (State_ != State.Idle) { return; } State_ = State.Normal; //初始化所有玩家 Transform prefabPlayerCreatorTs = Prefab_PlayerCreatorSet[(int)BSSetting.GunLayoutType_.Val].transform; GameObject playersParent = new GameObject("Players"); playersParent.transform.parent = transform; playersParent.transform.localPosition = Vector3.zero; Players = new Player[Defines.NumPlayer]; foreach (Transform t in prefabPlayerCreatorTs) { PlayerCreator pc = t.GetComponent <PlayerCreator>(); Player pNew = pc.CreatePlayer(); pNew.transform.parent = playersParent.transform; Players[pNew.Idx] = pNew; mPControllerIDToPlayerID[pNew.CtrllerIdx] = pNew.Idx; } //打开所有按键 mDisableAllPlayerKey = false; mDisableBackGroundKey = false; //延时检查 //StartCoroutine(_Coro_CheckRemainRunTime()); //StartCoroutine(_Coro_DeleteNullFishInScene()); //难度调节 if (BSSetting.Dat_RemoteDiffucltFactor.Val != 0) { GameOdds.DifficultFactor = (float)(BSSetting.Dat_RemoteDiffucltFactor.Val + 1); } GameOdds.GainRatio = GameOdds.GainRatios[(int)(BSSetting.GameDifficult_.Val)]; GameOdds.GainRatioConditFactor = GameOdds.GainRatioConditFactors[(int)(BSSetting.ArenaType_.Val)]; //ScenePrelude pl = ScenePreludeMgr.DoPrelude(); StartCoroutine("_Coro_MainProcess"); Pool_GameObj.Init(); if (BSSetting.IsNeedPrintCodeAtGameStart.Val) { EnterPrintCode(); } //SceneBGMgr.NewBG(); if (EvtMainProcess_StartGame != null) { EvtMainProcess_StartGame(); } }
public void PlayerCreator() { PlayerCreator pc = new PlayerCreator(); pc.Show(); }
// Use this for initialization void Start() { playerCreator = GameObject.FindObjectOfType <GameController> ().playerCreator; }