public DuelRule() { BaseGame.ShowMouse = true; AIListForTank1 = new Combo("AIListForTank1", new Vector2(100, 100), 250); AIListForTank2 = new Combo("AIListForTank1", new Vector2(100, 300), 250); AIListForTank1.OnChangeSelection += new EventHandler(AIListForTank1_OnChangeSelection); AIListForTank2.OnChangeSelection += new EventHandler(AIListForTank2_OnChangeSelection); aiLoader = new AILoader(); aiLoader.AddInterAI(typeof(DuelerNoFirst)); aiLoader.AddInterAI(typeof(ManualControl)); aiLoader.AddInterAI(typeof(DuelAIModel)); aiLoader.AddInterAI(typeof(AutoShootAI)); aiLoader.InitialCompatibleAIs(typeof(IDuelAIOrderServer), typeof(AICommonServer)); foreach (string name in aiLoader.GetAIList()) { AIListForTank1.AddItem(name); AIListForTank2.AddItem(name); } btn = new TextButton("OkBtn", new Vector2(700, 500), "Begin", 0, Color.Yellow); btn.OnClick += new EventHandler(btn_OnPress); LoadResouce(); }
private void btnLoad_Click(object sender, RoutedEventArgs e) { AILoader saved = new AILoader(); mRules = saved.LoadFromFile(Name); list.DataContext = mRules; }
public ServerCreator(WarServerManager server) { WarSMgr = server; AiLoader = Core.ResEng.getLoader <AILoader>(); virNpcLoader = Core.ResEng.getLoader <VirtualNpcLoader>(); reader = Core.Data.getIModelConfig <SceneEditorDataRead>(); }
public Player(AILoader aiLoader, double money) { AILoader = aiLoader; Money = money; ScoutCount = 0; CarryCount = 0; KillCount = 0; DeathCount = 0; }
public override void OnAwake() { loader = Core.ResEng.getLoader <VirtualNpcLoader>(); mWarPoint = GameObject.FindGameObjectWithTag("WarServer"); freshGroupModel = Core.Data.getIModelConfig <FreshGroupModel>(); freshPoolModel = Core.Data.getIModelConfig <FreshPoolModel>(); AiLoader = Core.ResEng.getLoader <AILoader>(); myHero = gameObject.GetComponent <BNPC>(); curPool = freshPoolModel.GetNPCFreshPool(myHero.dataInScene.freshParam.freshPoolID); crtMsg = new IpcCreateNpcMsg(); crtMsg.npclist = new CrtHero[1]; crtMsg.npclist[0] = new CrtHero(); hpMsg = new IpcNpcHpMsg(); }
public void Awake() { instance = this; // PL, 28.7.2008, this way we can load the file "fileName" in OSX standalone player, // Windows standalone player and Unity Editor. string fileNameWithPath = Application.dataPath + "/" + fileName; XmlTextReader reader = new XmlTextReader(fileNameWithPath); reader.WhitespaceHandling = WhitespaceHandling.None; reader.Read(); XmlDocument document = new XmlDocument(); document.Load(reader); rootElement = (XmlElement)document.GetElementsByTagName("root").Item(0); impressions = LoadImpressions(rootElement); opinions = LoadOpinions(rootElement, impressions); }
public FindPathRule() { BaseGame.ShowMouse = true; aiList = new Combo("AIList", new Vector2(200, 200), 300); aiList.OnChangeSelection += new EventHandler(AIList_OnChangeSelection); aiLoader = new AILoader(); aiLoader.AddInterAI(typeof(PathFinderThird)); aiLoader.AddInterAI(typeof(PathFinderSecond)); aiLoader.AddInterAI(typeof(ManualControl)); aiLoader.AddInterAI(typeof(PathFinderFirst)); aiLoader.InitialCompatibleAIs(typeof(IAIOrderServerSinTur), typeof(AICommonServer)); foreach (string name in aiLoader.GetAIList()) { aiList.AddItem(name); } btn = new TextButton("OkBtn", new Vector2(700, 500), "Begin", 0, Color.Blue); btn.OnClick += new EventHandler(btn_OnClick); }
private void btnSave_Click(object sender, RoutedEventArgs e) { AILoader loader = new AILoader(); loader.SaveToFile(mRules, Name); }
public StartNewGameFrom(ChessMainForm MainForm) { this.mainForm = MainForm; InitializeComponent(); this.mainLoader = this.mainForm.GetAILoader(); }
void AttachAI(ServerNPC npc, int ai) { ServerLifeNpc lifeNpc = npc as ServerLifeNpc; if (lifeNpc == null) { return; } lifeNpc.data.btData = new NPCBattleData(); lifeNpc.data.btData.way = BATTLE_WAY.None; AILoader AiLoader = Core.ResEng.getLoader <AILoader>(); NPCAIType type = (NPCAIType)ai; switch (type) { case NPCAIType.Pathfind_Atk: { BehaviorTree tree = npc.gameObject.GetComponent <BehaviorTree> (); if (tree == null) { tree = npc.gameObject.AddComponent <BehaviorTree>(); } tree.ExternalBehavior = AiLoader.load(AILoader.PATHFIND_ATK); tree.StartWhenEnabled = true; tree.RestartWhenComplete = true; lifeNpc.AutoAiTree = tree; } break; case NPCAIType.Simple_PfAtk: { BehaviorTree tree = npc.gameObject.GetComponent <BehaviorTree> (); if (tree == null) { tree = npc.gameObject.AddComponent <BehaviorTree>(); } tree.ExternalBehavior = AiLoader.load(AILoader.SIMPLE_PFATK); tree.StartWhenEnabled = true; tree.RestartWhenComplete = true; lifeNpc.AutoAiTree = tree; } break; case NPCAIType.Patrol: { BehaviorTree tree = npc.gameObject.GetComponent <BehaviorTree> (); if (tree == null) { tree = npc.gameObject.AddComponent <BehaviorTree>(); } tree.ExternalBehavior = AiLoader.load(AILoader.NORMAL_ATTACK); tree.StartWhenEnabled = true; tree.RestartWhenComplete = true; lifeNpc.AutoAiTree = tree; } break; } }