public static MatchParameters Default(PlayerParameters player1, PlayerParameters player2, bool isTournament = false) { return new MatchParameters { Player1 = player1, Player2 = player2, IsTournament = isTournament }; }
//public bool IsSavedGame { get { return SavedGame != null; } } public static GameParameters Default(PlayerParameters player1, PlayerParameters player2) { return new GameParameters { Player1 = player1, Player2 = player2, //SearchParameters = SearchParameters.Default, Player1Controller = PlayerType.Human, Player2Controller = PlayerType.Machine }; }
private void Awake() { // Setting up references. groundCheck = transform.Find("GroundCheck"); ceilingCheck = transform.Find("CeilingCheck"); forwardCheck = transform.Find("ForwardCheck"); animate = GetComponent <Animator>(); m_Rigidbody2D = GetComponent <Rigidbody2D>(); playerParameters = this.GetComponent <PlayerParameters> (); //Setting up values modMaxSpeed = MaxSpeed; }
private void Init() { stats = PlayerParameters.Instance; m_PInput = gameObject.AddComponent <PInput>(); m_PInput.Init(this); m_PMove = gameObject.AddComponent <PMove>(); m_PMove.Init(this); m_PCamera = gameObject.AddComponent <PCamera>(); m_PCamera.Init(this); m_PShoot = gameObject.AddComponent <PShoot>(); m_PShoot.Init(this); m_PUI = gameObject.AddComponent <PUI>(); m_PUI.Init(this); }
void OnTriggerEnter2D(Collider2D other) { if (other.tag.Equals(PLAYER)) { //Since it's a player, we get the player parameters and movement, then do things there with them PlayerParameters playerParams = other.GetComponent <PlayerParameters> (); PlayerMovement playerMovement = other.GetComponent <PlayerMovement> (); //If the player is not in invincible status, then go ahead and do damage and other effects if (!playerParams.Invincible) { Scoring.score -= ScoreReduction; playerParams.InflictDamage(InflictDamage, InflictStatusEffects); //Inflict damage and any potential status effects //Destroy(this.gameObject); //Destroy itself to prevent from being called multiple times playerMovement.Damage(1); //triggers the kick back from taking damage } } }
public async Task <List <Player> > GetPlayers(PlayerParameters playerParams) { var queryable = _context.Players .Where(p => p.Goals >= playerParams.MinGoals) .Where(p => p.Assists >= playerParams.MinAssists) .OrderByDescending(p => p.Goals).ThenByDescending(p => p.Assists) .AsQueryable(); // add the option to search by player name SearchByName(ref queryable, playerParams.Name); // add custom headers to the response to help clients with pagination await _httpContextAccessor.HttpContext.AddPaginationParamsToResponse(queryable, playerParams.RecordsPerPage); var players = await queryable.Paginate(playerParams) .Include(p => p.TeamName) .ToListAsync(); return(players); }
public static IQueryable <T> Paginate <T>(this IQueryable <T> queryable, PlayerParameters playerParams) { return(queryable .Skip((playerParams.PageNumber - 1) * playerParams.RecordsPerPage) .Take(playerParams.RecordsPerPage)); }
public Ritual(float gameTime, PlayerParameters.InteractiveObject usedObject, PlayerParameters.Interaction type) { this.gameTime = gameTime; this.usedObject = usedObject; this.type = type; }
public Report(PlayerParameters.PlayerNumber source, PlayerParameters.PlayerNumber target) { this.source = source; this.target = target; }
private void Start() { playerParameters = GetComponentInParent <PlayerParameters>(); }