public Game (Player p1, Player p2) { this.player1 = p1; this.player2 = p2; this.effectHandler = new EffectHandler(); this.turnHandler = new TurnHandler(); }
void ChooseAction () { TurnHandler myAttack = new TurnHandler(); myAttack.attacker = zombie.name; myAttack.type = "zombie"; myAttack.AttackersGameObject = this.gameObject; myAttack.TargetsGameObject = BSM.survivorList[Random.Range(0, BSM.survivorList.Count)]; BSM.CollectAction(myAttack); }
// Update is called once per frame void Update() { switch (battleStates) { case (PerformAction.WAIT): if (performList.Count > 0) { battleStates = PerformAction.TAKEACTION; } break; case (PerformAction.TAKEACTION): GameObject performer = GameObject.Find(performList[0].attacker); if (performList[0].type == "Enemy") { EnemyStateMachine ESM = performer.GetComponent <EnemyStateMachine>(); ESM.targetToAttack = performList[0].targetOfAttacker; ESM.currentState = EnemyStateMachine.TurnState.ACTION; } if (performList[0].type == "Hero") { HeroStateMachine HSM = performer.GetComponent <HeroStateMachine>(); HSM.targetToAttack = performList[0].targetOfAttacker; HSM.currentState = HeroStateMachine.TurnState.ACTION; } battleStates = PerformAction.PERFORMACTION; break; case (PerformAction.PERFORMACTION): break; } switch (heroInput) { case (HeroGUI.ACTIVATE): if (heroesToManage.Count > 0) { heroesToManage[0].transform.FindChild("Selector").gameObject.SetActive(true); heroChoice = new TurnHandler(); attackPanel.SetActive(true); heroInput = HeroGUI.WAITING; } break; case (HeroGUI.WAITING): //idle break; case (HeroGUI.DONE): heroInputDone(); break; } }
public void TestInitialize() { var dice = new Dice(); board = new Board(banker, dice); var turnHandler = new TurnHandler(board, banker, dice); var roundHandler = new RoundHandler(turnHandler); var game = new Game(banker, roundHandler); playerCar = game.CreatePlayerAccount("Car"); }
//public bool canWalk = true; // Use this for initialization private void Start() { // get the components on the object we need ( should not be null due to require component so no need to check ) turnHandler = GameObject.Find("Turn Handler").GetComponent <TurnHandler>(); agent = GetComponentInChildren <NavMeshAgent>(); m_Animator = GetComponent <Animator>(); camera = (GameObject)GameObject.Find("Main Camera"); agent.updateRotation = false; agent.updatePosition = true; }
void Awake() { if (Instance == null) { Instance = this; } else { Destroy(gameObject); return; } }
// USAGE: handling damage taken and associated consequences public void takeDamage(int damage) { health -= damage; Debug.Log("Just got hit! " + this.unitName + " lost " + damage + " health!!!"); if (health <= 0) { TurnHandler turnH = GameObject.Find("GameLogic").GetComponent <TurnHandler> (); turnH.removeUnit(unitName); turnH.checkGameStatus(); Destroy(gameObject); } }
public void TestInitiaize() { board = new Board(banker, new Dice()); bank = new Banker(); var turnHandler = new TurnHandler(board, banker, new Dice()); var roundHandler = new RoundHandler(turnHandler); game = new Game(banker, roundHandler); car = game.CreatePlayerAccount("Car"); horse = game.CreatePlayerAccount("Horse"); }
void Awake() { currentTurnTime = baseTimeInTurn; CurrentPlayer.instance().addPlayerChangeObserver(this); TurnHandler.instance().addEndTurnObserver(this); txt = gameObject.GetComponent <Text>(); updateCount(); updatePlayerColor(); }
public void TestInitialize() { mockDice = new Mock <IDice>(); board = new Board(banker, mockDice.Object); var turnHandler = new TurnHandler(board, banker, mockDice.Object); var roundHandler = new RoundHandler(turnHandler); game = new Game(banker, roundHandler); player = game.CreatePlayerAccount("Test"); }
void ChooseAction() { TurnHandler myAction = new TurnHandler(); myAction.activistName = NPC.name; myAction.characterType = "NPC"; myAction.activistObject = this.gameObject; myAction.activistFocus = battleMachine.playerList[Random.Range(0, battleMachine.playerList.Count)]; battleMachine.CollectActions(myAction); currentState = TurnState.WAIT; }
protected virtual void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); gameController = GameObject.FindGameObjectWithTag("GameController"); turnHandler = gameController.GetComponentInChildren <TurnHandler>(); map = gameController.GetComponentInChildren <Map>(); GameObject canvas = GameObject.FindGameObjectWithTag("Canvas"); messageBar = canvas.GetComponentInChildren <MessageBar>(); hpMax = hpTrueMax; hp = hpMax; }
void ChooseAction() { TurnHandler myAttack = new TurnHandler(); myAttack.attacker = enemy.theName; myAttack.type = "Enemy"; myAttack.attackerGameObject = this.gameObject; myAttack.targetOfAttacker = BSM.playersInBattle[Random.Range(0, BSM.playersInBattle.Count)]; int num = Random.Range(0, enemy.usableAttacks.Count); myAttack.chosenAttack = enemy.usableAttacks[num]; BSM.CollectActions(myAttack); }
protected override void Awake() { base.Awake(); CurrentPlayer.instance().addPlayerChangeObserver(this); PlanetChangeNotifier.instance().addObserver(this); TurnHandler.instance().addEndTurnObserver(this); shipDisplayScrollbar.SetActive(false); showingShipScrollbar = false; chosenFleet = null; currentPlayer = CurrentPlayer.instance().getCurrentPlayer(); }
virtual internal void NotifyTurnEnded() { if (IsMoving()) { NotifyStopMoving(false); } TurnHandler handler = TurnEnded; if (handler != null) { handler(this); } }
void selected() { TurnHandler atking = new TurnHandler(); atking.meme = meme.meme; atking.type = "Musuh"; atking.atk = this.gameObject; atking.def = target; //int num = 1; //atking.choosenAtk = meme.atklist[num]; //Debug.Log (atking.choosenAtk.atkDmg); //Debug.Log (atking.def); BSM.collectAction(atking); }
private void Start() { _enemies = new List <Enemy>(); _collectables = new List <Collectable>(); _board = GetComponent <MapBoard>(); _turnHandler = GetComponent <TurnHandler>(); _board.onTurn.AddListener(() => Spawn()); GameObject spPos = new GameObject(); spPos.transform.position = transform.position; _spawnPos = spPos.transform; _spawnPos.name = "Spawned Entities"; _spawnPos = spPos.transform; }
private void Start() { if (Players.GetCameraOffset().Equals(new Vector3(0, 0, 0))) { offset = transform.position - target.position; Players.SetCameraOffset(offset); } else { offset = Players.GetCameraOffset(); } turnHandler = GameObject.Find("Turn Handler").GetComponent <TurnHandler>(); }
public void PlayGameWithLessThan2Players_ExceptionShouldBeThrown() { var board = new Board(banker, dice); var turnHandler = new TurnHandler(board, banker, dice); var roundHandler = new RoundHandler(turnHandler); Game testGame = new Game(banker, roundHandler); testGame.CreatePlayerAccount("Car"); var round = 1; testGame.Play(round); }
private void SetupGameWithPlayers(Int32 numberOfPlayers) { var players = GeneratePlayerIEnumerable(numberOfPlayers); var realEstateHandler = FakeHandlerFactory.CreateEmptyRealEstateHandler(players); banker = new Banker(players); var boardHandler = FakeHandlerFactory.CreateBoardHandlerForFakeBoard(players, realEstateHandler, banker); dice = new ControlledDice(); var jailHandler = new JailHandler(dice, boardHandler, banker); var turnHandler = new TurnHandler(dice, boardHandler, jailHandler, realEstateHandler, banker); game = new Game(players, turnHandler, banker); }
void ChooseAction() //Chooses the attack for the Enemy and sends it to the Turn Handler { TurnHandler myAttack = new TurnHandler(); //Instantiation of TurnHandler Class to collect the Attacker Information myAttack.attacker = enemy.name; //Sets the Attacker name myAttack.type = "Enemy"; //Sets the Attacker Type myAttack.attackerGameObject = this.gameObject; //Sets the Attacker Game Object myAttack.attackersTarget = bsm.playersInBattle[Random.Range(0, bsm.playersInBattle.Count)]; //Sets the Target of the Attacker int attackIndex = Random.Range(0, enemy.attackList.Count); //Randomly perform an attack from the available attacks the enemy has available myAttack.chosenAttack = enemy.attackList[attackIndex]; //Set the random attack Debug.Log(this.gameObject + " has chosen " + myAttack.chosenAttack.attackName + " and inflicts " + myAttack.chosenAttack.attackDamage + " damage"); bsm.CollectActions(myAttack); //Send the Attacker Information to the BattleStateMachine }
void ChooseAction() { //battleMachine.playersToManage.Add(this.gameObject); TurnHandler myAction = new TurnHandler(); myAction.activistName = PlayerCharacter.name; myAction.characterType = "Player"; myAction.activistObject = this.gameObject; battleMachine.CollectActions(myAction); currentState = TurnState.WAIT; }
public void TestInitialize() { banker = new Banker(); dice = new Dice(); board = new Board(banker, dice); var turnHandler = new TurnHandler(board, banker, dice); mockRoundHandler = new Mock <IRoundHandler>(); game = new Game(banker, mockRoundHandler.Object); players = new Player[2]; players[0] = game.CreatePlayerAccount("One"); players[1] = game.CreatePlayerAccount("Two"); }
public void PlayerLandsOnGoToJailEndsUpVisitingJail() { var banker = new Banker(); var dice = new Dice(); var board = new Board(banker, dice); var goToJail = new GoToJail(30, "Go To Jail", 10); var turnHandler = new TurnHandler(board, banker, dice); var roundHandler = new RoundHandler(turnHandler); var game = new Game(banker, roundHandler); var player = game.CreatePlayerAccount("Car"); goToJail.Land(player); Assert.AreEqual(10, player.Location); }
public void NewLevel() { //Cleanup everything. transform.parent.BroadcastMessage("OnNewLevel"); //Initialize everything tiles = new GameObject[mapSize, mapSize]; rooms = new List <MapRoom>(); turnHandler = GameObject.FindGameObjectWithTag("GameController").GetComponentInChildren <TurnHandler>(); GenerateMap(); GenerateTileSprites(); PlaceShop(); PlacePlayer(); PlaceEnemies(); PlaceCuriosities(); PlaceStairs(); }
// Use this for initialization void Start() { makeSwitch = GameObject.FindGameObjectWithTag("GameController").GetComponent <TurnHandler>(); if (gameObject.tag == "PlayerOne") { currentDirection = up1; currentDirection = Vector3.zero; } if (gameObject.tag == "PlayerTwo") { currentDirection = up2; currentDirection = down; } nextPos = Vector3.forward; destination = transform.position; }
public void TestInitialize() { dice = new Dice(); banker = new Banker(); board = new Board(banker, dice); var turnHandler = new TurnHandler(board, banker, dice); var roundHandler = new RoundHandler(turnHandler); game = new Game(banker, roundHandler); electric = board.GetNextSpace(11) as UtilityProperty; water = board.GetNextSpace(27) as UtilityProperty; player = game.CreatePlayerAccount("Car"); horse = game.CreatePlayerAccount("Horse"); }
public void PlayerSpendsThreeTurnsInJailPays50ToGetOut() { var mockDice = new Mock <IDice>(); mockDice.Setup(d => d.RollResults).Returns(3); mockDice.Setup(d => d.Doubles).Returns(false); var board = new Board(banker, mockDice.Object); var turnHandler = new TurnHandler(board, banker, mockDice.Object); var roundHandler = new RoundHandler(turnHandler); var testGame = new Game(banker, roundHandler); var playerCar = testGame.CreatePlayerAccount("Car"); board.SendPlayerToJail(playerCar); turnHandler = new TurnHandler(board, banker, mockDice.Object); List <TurnEventArgs> playerTurns = new List <TurnEventArgs>(); turnHandler.TurnFinished += (s, e) => { if (e.Player.Equals(playerCar)) { playerTurns.Add(e); } }; var jailLocation = 10; turnHandler.TakeTurn(playerCar, 0, 0); Assert.AreEqual(jailLocation, playerCar.Location); Assert.IsTrue(playerCar.InJail); Assert.AreEqual(1500, banker.GetPlayerBalance(playerCar)); turnHandler.TakeTurn(playerCar, 1, 0); Assert.AreEqual(jailLocation, playerCar.Location); Assert.IsTrue(playerCar.InJail); Assert.AreEqual(1500, banker.GetPlayerBalance(playerCar)); var cashBeforeTurn = banker.GetPlayerBalance(playerCar); var costSpace13 = 140; turnHandler.TakeTurn(playerCar, 2, 0); Assert.AreEqual(13, playerCar.Location); Assert.IsFalse(playerCar.InJail); Assert.AreEqual(costSpace13 + 50, cashBeforeTurn - banker.GetPlayerBalance(playerCar)); }
public void CountOfGoal(GameObject post) { // ReSharper disable once SuspiciousTypeConversion.Global if (MyPost.transform != null && post != MyPost.transform.GetChild(1).gameObject) { Debug.Log("Not my Post i am player " + PlayerName); MyPost.gameObject.transform.GetChild(0) .GetComponent <BoxCollider2D>().enabled = true; //ball lai bahira jana nadina post ko barrier on gareko TurnHandler.GetInstance().GoaledPlayer = gameObject.GetComponent <PlayerScript>(); IncreaseScore(); } else { Debug.Log("My Post i am player " + PlayerName); } }
/// <summary> /// Chose an action. This communicates to the specific IA of the enemy to decide the attack according to the battle. /// </summary> void ChooseAction() { //Test function to decide if the attack is gonna be an area attack or not. This must be replaced with a call to the enemy IA, returning a list with the enemies to attack. TurnHandler myAttack = new TurnHandler() { attacker = enemy.stats.myName, type = "Enemy", attackerGameObject = gameObject, attack = IA(), targets = heroesToAttack }; isAreaAttack = myAttack.targets.Count > 1 ? true : false; BSM.CollectActions(myAttack); }
public void TestInitialize() { var dice = new Dice(); board = new Board(banker, dice); readingRailRoad = board.GetNextSpace(4) as RailRoadProperty; pennsylvaniaRailRoad = board.GetNextSpace(14) as RailRoadProperty; bAndORailRoad = board.GetNextSpace(24) as RailRoadProperty; shortLineRailRoad = board.GetNextSpace(34) as RailRoadProperty; var turnHandler = new TurnHandler(board, banker, dice); var roundHandler = new RoundHandler(turnHandler); game = new Game(banker, roundHandler); player = game.CreatePlayerAccount("Car"); horse = game.CreatePlayerAccount("Horse"); }
public GameplayState(BoardSetup yourBoard, BoardSetup opponentBoard, bool _yourTurn) { TurnHandler turnHandler = new TurnHandler(); turnHandler.SetSuccessor(new ChatHandler()).SetSuccessor(new UserHandler()).SetSuccessor(new HelpHandler()); turnHandler.instance = new GameInstance(yourBoard, opponentBoard, _yourTurn); handler = turnHandler; if (_yourTurn) { Console.WriteLine("Your turn"); } else { Console.WriteLine("Its opponents turn"); } }
// Use this for initialization void Start() { foreach (Transform child in transform) { if (child.tag == _animTag) { anim = child.GetComponent<Animator>(); break; } } hp = maxHp; hpIndicator = GetComponentInChildren<CanvasObjectFollowGameObject>(); weapon = GetComponent<BaseWeapon>(); BaseArmor tempArmorVar = GetComponent<BaseArmor>(); resist = tempArmorVar.resist; vunerable = tempArmorVar.vunerable; hpIndicator.ChangeText(hp); turnhandler = GameObject.FindGameObjectWithTag(_turnHandler).GetComponent<TurnHandler>(); }
public ChangeActiveFactionEvent(EventID eventID, object sender, EventArgs<TurnHandler> e) : base(eventID, sender, e) { this.turnHandler = e.Value; }
public void CollectAction (TurnHandler myTurn) { TurnList.Add (myTurn); }
// Use this for initialization void Start() { layout = GameObject.Find ("GameHandler").GetComponent<GenerateMap> (); turnSignaler = GameObject.Find ("GameHandler").GetComponent<TurnHandler> (); targetPositions = new GameObject[0]; layout.showingTargets = false; moveTo = transform.position; timer = 0; computerTurn = true; moving = false; }
/* int CalculateFoundTotalSurvivors () { float odds = 50.0f; int sum = 0; float roll = UnityEngine.Random.Range (0.0f, 100.0f); if ( roll >= odds) { sum += UnityEngine.Random.Range (0, 4); } totalSurvivorsFound = sum; return sum; } int CalculateActiveSurvivorsFound () { float oddsOfBeingActive = 55.0f; int activeSurvivors = 0; if (totalSurvivorsFound <= 0 ) { return activeSurvivors; } else { for (int i = 0; i < totalSurvivorsFound; i++ ) { float roll = UnityEngine.Random.Range (0.0f, 100.0f); if (roll <= oddsOfBeingActive) { activeSurvivors++; } } return activeSurvivors; } } */ //this is activated on the GUI button press. public void AttackButtonPressed () { TurnHandler myAttack = new TurnHandler(); myAttack.attacker = survivorTurnList[0].name; myAttack.type = "survivor"; myAttack.AttackersGameObject = survivorTurnList[0]; if (playerTarget != null) { myAttack.TargetsGameObject = playerTarget; } else { //pick a random zombie //myAttack.TargetsGameObject = zombieList[Random.Range(0, zombieList.Count)]; //based on player weapon type find the most vulnerable type zombie to attack SurvivorStateMachine attackingSSM = survivorTurnList[0].GetComponent<SurvivorStateMachine>(); // Debug.Log(attackingSSM.survivor.weaponEquipped.name); if (attackingSSM.survivor.weaponEquipped != null) { if (attackingSSM.survivor.weaponEquipped.GetComponent<BaseWeapon>().weaponType == BaseWeapon.WeaponType.KNIFE) { foreach (GameObject zombie in zombieList) { //Debug.Log(zombie.GetComponent<ZombieStateMachine>().zombie.zombieType.ToString()); if (zombie.GetComponent<ZombieStateMachine>().zombie.zombieType.ToString() == "SKINNY") { myAttack.TargetsGameObject = zombie; break; } Debug.Log("did not find a matching zombie to select for auto-attack"); //if the foreach completes without finding a match- pick randomly myAttack.TargetsGameObject = zombieList[UnityEngine.Random.Range(0, zombieList.Count)]; } } else if (attackingSSM.survivor.weaponEquipped.GetComponent<BaseWeapon>().weaponType == BaseWeapon.WeaponType.CLUB) { foreach (GameObject zombie in zombieList) { //Debug.Log(zombie.GetComponent<ZombieStateMachine>().zombie.zombieType.ToString()); if (zombie.GetComponent<ZombieStateMachine>().zombie.zombieType.ToString() == "NORMAL") { myAttack.TargetsGameObject = zombie; break; } Debug.Log("did not find a matching zombie to select for auto-attack"); //if the foreach completes without finding a match- pick randomly myAttack.TargetsGameObject = zombieList[UnityEngine.Random.Range(0, zombieList.Count)]; } } else if (attackingSSM.survivor.weaponEquipped.GetComponent<BaseWeapon>().weaponType == BaseWeapon.WeaponType.GUN) { foreach (GameObject zombie in zombieList) { //Debug.Log(zombie.GetComponent<ZombieStateMachine>().zombie.zombieType.ToString()); if (zombie.GetComponent<ZombieStateMachine>().zombie.zombieType.ToString() == "FAT") { myAttack.TargetsGameObject = zombie; break; } Debug.Log("did not find a matching zombie to select for auto-attack"); //if the foreach completes without finding a match- pick randomly myAttack.TargetsGameObject = zombieList[UnityEngine.Random.Range(0, zombieList.Count)]; } } } else { myAttack.TargetsGameObject = zombieList[UnityEngine.Random.Range(0, zombieList.Count)]; } } CollectAction(myAttack); survivorTurnList.RemoveAt(0); }