public SwapUpButton(int x, int y) : base(1, x, y, 0.5f) { _settings = DependencyInjection.Resolve <ISettings>(); _characterDefinition = DependencyInjection.Resolve <CharacterDefinition>(); Click = Swap; }
public static void CreateEnemiesTemporal(Map map) { CharacterDefinition definition = new CharacterDefinition("", ActorType.Guard); Enemy soldier = new Enemy(new Vector2(61.5f, 39.5f), definition, 1); soldier.IsActive = true; soldier.IsCollectable = false; soldier.IsMovable = false; soldier.Name = "ENEMY"; soldier.Direction = new Vector2(1, 0); map.ObjectDatabase.Add(soldier); Enemy soldier2 = new Enemy(new Vector2(61.5f, 29.5f), definition, 1); soldier2.IsActive = true; soldier2.IsCollectable = false; soldier2.IsMovable = false; soldier2.Name = "ENEMY2"; soldier2.Direction = new Vector2(-1, 0); map.ObjectDatabase.Add(soldier2); Enemies[0] = soldier; Enemies[1] = soldier2; }
private string _handleToonMessage(string[] sections) { switch (sections[1]) { case "SETQUESTCOMPLETED": int questId = Convert.ToInt32(sections[3]); string toonName = sections[2]; QuestDefinition quest = _questRepository.GetByRomId(questId); CharacterDefinition toon = _characterRepository.FindByName(toonName); if (toon == null) { toon = new CharacterDefinition(); toon.Name = toonName; LogManager.GetLogger(typeof(RomMessageProcessor)).Warn("Could not load character: " + toonName + " so created a new one."); } if (!toon.CompletedQuests.Contains(quest)) { toon.CompletedQuests.Add(quest); _characterRepository.Update(toon); } break; } return(null); }
protected virtual IEnumerator BuffAction(CombatCharacter caster, CombatCharacter[] targets) { CharacterDefinition def = caster.Definition; caster.CharacterUI.AnimateBuff(); yield return(new WaitForSeconds(1.0f)); }
public IconsPalette() { _items = new List <IconPaletteItem>(); _characterDefinition = DependencyInjection.Resolve <CharacterDefinition>(); _mouseInput = DependencyInjection.Resolve <IMouseInput>(); _settings = DependencyInjection.Resolve <IReadOnlySettings>(); for (var l = 0; l < 4; l++) { for (var i = 0; i < 25; i++) { var source = new Rectangle((i % 5) * 64, (i / 5) * 64, 64, 64); var destination = new Rectangle(i * 23, 467 + l * 32, 23, 32); if (l == 3) { source.X = (i % 4) * 80; source.Y = (i / 4) * 64; source.Width = 80; if (i < 15) { destination.X = i * 30; destination.Width = 30; } } _items.Add(new IconPaletteItem(i + 64 * l, l, source, destination)); } } }
public string GetCharacter(CharacterDefinition toon) { try { Response.ContentType = "application/json"; var charDets = GetCharacterDetails(toon); if (charDets == null) { Response.StatusCode = 404; return(JsonConvert.SerializeObject(new { ErrorMessage = "Character not found" })); } return(JsonConvert.SerializeObject(new { ErrorMessage = "", Toon = new BNetCharacter() { Class = charDets.Class, Faction = charDets.Faction, Level = charDets.Level, Name = charDets.Name, Race = charDets.Race, Realm = charDets.Realm, ThumbnailPath = charDets.ThumbnailPath } })); } catch (Exception ex) { LogError(ex); Response.StatusCode = 500; return(JsonConvert.SerializeObject(new { ErrorMessage = "System error occured" })); } }
public int Compare(string[] left, string[] right) { int leftId = CharacterDefinition.LookupCharacterClass(left[0]); int rightId = CharacterDefinition.LookupCharacterClass(right[0]); return(leftId - rightId); }
public void TestCanAddItem() { ISessionFactory fac = RomViewContainer.Container.GetInstance <ISessionFactory>(); ISession session = fac.OpenSession(); ITransaction tx = session.BeginTransaction(); CallSessionContext.Bind(session); try { IRepository <CharacterDefinition> rep = RomViewContainer.Container.GetInstance <IRepository <CharacterDefinition> >(); CharacterDefinition def = new CharacterDefinition { Name = "Remedial", Race = "Human" }; IRepository <QuestDefinition> qRep = RomViewContainer.Container.GetInstance <IRepository <QuestDefinition> >(); QuestDefinition dummy = new QuestDefinition() { RomId = -1, Name = "TestQuest" }; session.Save(dummy); def.CompletedQuests.Add(dummy); session.Save(def); } finally { tx.Rollback(); session.Close(); } }
public void TestCanUpdateRemedial() { ISessionFactory fac = RomViewContainer.Container.GetInstance <ISessionFactory>(); ISession session = fac.OpenSession(); ITransaction tx = session.BeginTransaction(); CallSessionContext.Bind(session); try { ICharacterRepository rep = RomViewContainer.Container.GetInstance <ICharacterRepository>(); CharacterDefinition def = rep.FindByName("Remedial"); def.PrimaryClass = CharacterClass.Scout; def.PrimaryLevel = 56; def.SecondaryLevel = 55; def.SecondayClass = CharacterClass.Mage; def.Race = "Human"; def.Sex = Sex.Female; rep.Update(def); tx.Commit(); } finally { session.Close(); } }
public KeyFrameSelectorItem(TextButtonOption option, int keyFrameIndex) { _settings = DependencyInjection.Resolve <IReadOnlySettings>(); _characterDefinition = DependencyInjection.Resolve <CharacterDefinition>(); Option = option; SetKeyFrame(keyFrameIndex); }
public void SayDialogFor(int playerID, CharacterDefinition character, DialogContext context, string conditional = "") { CharacterDialogDefinition dialogDefinition = character.dialogDefinition; List <CharacterDialog> allDialog = dialogDefinition.dialogDictionary[context]; List <CharacterDialog> relevantDialog = new List <CharacterDialog>(); for (int i = 0; i < allDialog.Count; i++) { if (allDialog[i].useDialogConditional && allDialog[i].dialogConditional.ToLower() == conditional.ToLower()) { relevantDialog.Add(allDialog[i]); } else if (!allDialog[i].useDialogConditional) { relevantDialog.Add(allDialog[i]); } } if (relevantDialog.Count > 0) { CharacterDialog nextDialog = relevantDialog[Random.Range(0, relevantDialog.Count - 1)]; if (nextDialog.priority >= currentPriority) { if (currentChain != null) { CoroutineServer.StopCoroutine(currentChain); } currentPriority = nextDialog.priority; currentChain = CoroutineServer.StartCoroutine(StartDialogChain(playerID, nextDialog)); } } }
public Enemy(Vector2 _position, CharacterDefinition newCharDef, int newID) { entityStateMachine = new StateMachine(); // Idle doesn't need an end entityStateMachine.AddState(IDLE, IdleBegin, IdleTick, null); // Shooting doesn't need Begin or End. entityStateMachine.AddState(WALKING, null, WalkingTick, null); entityStateMachine.AddState(SEARCHING_PLAYER, null, SearchingPlayerTick, null); entityStateMachine.AddState(ATTACKING, null, AttackingTick, null); entityStateMachine.AddState(KILLED, null, KilledTick, null); charDef = newCharDef; ID = newID; Position = _position; script = new Script.Script(this); //executes the init script if exists InitScript(); AnimName = ""; //starts with the idle animation SetAnim("idle"); time = 0; }
public void OnDefinitionChange(CharacterDefinition definition) { characterAnimator.SetTrigger("Hide"); this.definition = definition; if (definition == null) { mainImage.sprite = null; typeImage.sprite = null; nameLabel.text = ""; starImage.gameObject.SetActive(false); } else { mainImage.sprite = definition.Representation; typeImage.sprite = definition.Type.Representation; nameLabel.text = definition.name; starImage.gameObject.SetActive(false); starImage.color = definition.Type.Color; } this.gameObject.SetActive(definition != null); if (definition != null) { characterAnimator.SetBool("IsAlive", character.IsAlive); } }
public void PutInvokeDefinition(string characterClassName, int invoke, int group, int length) { byte characterClass = CharacterDefinition.LookupCharacterClass(characterClassName); invokeMap[characterClass] = invoke == 1; groupMap[characterClass] = group == 1; // TODO: length def ignored }
/// <summary> /// Load character definitions /// </summary> public void LoadDefinitions() { //TODO: Read character definitions from file guardDefinition = new CharacterDefinition("", ActorType.Guard); bossDefinition = new CharacterDefinition("", ActorType.Gretel_Grosse); dogDefinition = new CharacterDefinition("", ActorType.Dog); }
#pragma warning disable IDE0060 // Remove unused parameter public void PutInvokeDefinition(string characterClassName, int invoke, int group, int length) #pragma warning restore IDE0060 // Remove unused parameter { byte characterClass = CharacterDefinition.LookupCharacterClass(characterClassName); invokeMap[characterClass] = invoke == 1; groupMap[characterClass] = group == 1; // TODO: length def ignored }
public void LoadDefinition(int definitionIndex) { if (definitionIndex >= 0 && definitionIndex < characterSet.Count) { CharacterDefinition definition = characterSet.GetDefinition(definitionIndex); characterName.text = definition.name; activeDefinition = definition; } }
private void ChangeCharacter(int index) { currentCharacterIndex = index; currentCharacter = characterDefinitionSet.GetDefinition(currentCharacterIndex); characterSpriteRenderer.sprite = currentCharacter.portrait; currentTank = currentCharacter.defaultTankDefinition; tankRepresentation.LoadTankDefinition(currentTank); characterNameText.text = currentCharacter.name; }
public Settings() { FileName = "char"; _characterDefinition = DependencyInjection.Resolve <CharacterDefinition>(); SelectedAnimation = _characterDefinition.Animations[SelectedAnimationIndex]; SelectedKeyFrame = SelectedAnimation.KeyFrames[SelectedKeyFrameIndex]; SelectedFrame = _characterDefinition.Frames[SelectedFrameIndex]; SelectedPart = SelectedFrame.Parts[SelectedPartIndex]; }
public Character CreateCharacter(CharacterDefinition type) { // TODO return(new Character { Type = type, Strength = GlobalUtils.Rand(10) + (type.Strength / 2), Speed = GlobalUtils.Rand(10) + type.Speed, Energy = (GlobalUtils.Rand(20) + type.Energy) * 3 }); }
public void Setup(CharacterDefinition definition) { #if UNITY_EDITOR if (characterUI == null) { characterUI = GetComponent <CombatCharacterUI>(); } #endif this.definition = definition; this.currentHealth = definition == null? 0 : definition.Health; characterUI.OnDefinitionChange(definition); }
/// <summary> /// Put mapping from unicode code point to character class. /// </summary> /// <param name="codePoint">Code point.</param> /// <param name="characterClassName">Character class name.</param> public void PutCharacterCategory(int codePoint, string characterClassName) { characterClassName = characterClassName.Split(' ')[0]; // use first // category // class // Override Nakaguro if (codePoint == 0x30FB) { characterClassName = "SYMBOL"; } characterCategoryMap[codePoint] = CharacterDefinition.LookupCharacterClass(characterClassName); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); EditorGUI.BeginChangeCheck(); prevDefinition = (CharacterDefinition)EditorGUILayout.ObjectField(prevDefinition, typeof(CharacterDefinition), false); if (EditorGUI.EndChangeCheck()) { character.Setup(prevDefinition); EditorUtility.SetDirty(target); } }
private static Tuple <int, int> CreateRange(IDefinitionWithPrecomputedData definition, int level) { CharacterDefinition characterDefinition = definition as CharacterDefinition; if (characterDefinition == null || characterDefinition.actionRange == null) { return(null); } int valueWithLevel = characterDefinition.actionRange.min.GetValueWithLevel(level); int valueWithLevel2 = characterDefinition.actionRange.max.GetValueWithLevel(level); return(new Tuple <int, int>(valueWithLevel, valueWithLevel2)); }
/// <summary> /// Put mapping from unicode code point to character class. /// </summary> /// <param name="codePoint">Code point.</param> /// <param name="characterClassName">Character class name.</param> public void PutCharacterCategory(int codePoint, string characterClassName) { characterClassName = characterClassName.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries)[0]; // use first // category // class // Override Nakaguro if (codePoint == 0x30FB) { characterClassName = "SYMBOL"; } characterCategoryMap[codePoint] = CharacterDefinition.LookupCharacterClass(characterClassName); }
private int RenderCharacter(char c, int x, int y) { if (mCharacterDefinitions.ContainsKey(c)) { CharacterDefinition cd = mCharacterDefinitions[c]; if (x + cd.Width >= 0 && x < 8) { Array.ForEach(cd.Points, p => SetGrid(x + p.X, y + p.Y, true)); } return(cd.Width); } return(4); }
// Render the inspector view. public override void OnInspectorGUI() { base.OnInspectorGUI(); CharacterDefinition characterDefinition = target as CharacterDefinition; GUIStyle labelStyle = GUI.skin.label; labelStyle.fontStyle = FontStyle.Bold; string totalDamageLabelText = string.Format("Total Damage: {0}", characterDefinition.GetTotalDamage()); EditorGUILayout.LabelField(totalDamageLabelText, labelStyle); }
public override int Put(string[] entry) { // Get wordId of current entry int wordId = m_buffer.Position; // Put entry int result = base.Put(entry); // Put entry in targetMap int characterId = CharacterDefinition.LookupCharacterClass(entry[0]); AddMapping(characterId, wordId); return(result); }
public Actor(Map _map, Vector2 _position, CharacterDefinition newCharacterDefinition, int newActorID) { entityStateMachine = new StateMachine(); // Idle doesn't need an end entityStateMachine.AddState(IDLE, IdleBegin, IdleTick, null); // Shooting doesn't need Begin or End. entityStateMachine.AddState(PATROLLING, null, PatrollingTick, null); entityStateMachine.AddState(CHASING_PLAYER, null, ChasingPlayerTick, null); entityStateMachine.AddState(ATTACKING, null, AttackingTick, null); entityStateMachine.AddState(SUFFERING_PAIN, null, SufferingPainTick, null); entityStateMachine.AddState(DYING, null, DyingTick, null); entityStateMachine.AddState(KILLED, null, KilledTick, null); characterDefinition = newCharacterDefinition; ActorID = newActorID; script = new Script(this); //executes the init script if exists InitScript(); AnimationName = ""; //starts with the idle animation SetAnim("idle"); time = 0; //copy the actor's attributes from the character definition MaxSpeed = characterDefinition.MaxSpeed; MaxForce = characterDefinition.MaxForce; HasPain = characterDefinition.HasPain; Score = characterDefinition.Score; WeaponType = characterDefinition.WeaponType; BoundingRadius = 0.7f; MustGetCloseEnoughToAttack = characterDefinition.MustGetCloseEnoughToAttack; //TODO read the difficulty from the game variables HitPoints = characterDefinition.HitPoints[(int)Difficulty.None]; CurrentHitPoints = 0; Map = _map; MoveTo(_position); Behavior = new SteeringBehavior(this, _map); }
public virtual bool HasLineOfSightTarget(Character target) { CharacterDefinition target_definition = target.char_definition; RaycastHit2D hit = Physics2D.Linecast(line_of_sight_origin.position, target_definition.center_mass.position, line_of_sight_blocking_mask); if (hit) { hit = Physics2D.Linecast(line_of_sight_origin.position, target_definition.head.position, line_of_sight_blocking_mask); if (hit) { hit = Physics2D.Linecast(line_of_sight_origin.position, target_definition.feet.position, line_of_sight_blocking_mask); } } return(!hit); }
private static Dictionary<char, CharacterDefinition> GetCharacterDefinitions() { var defs = new Dictionary<char, CharacterDefinition>(); StringReader sr = new StringReader(File.ReadAllText("text.txt")); while (sr.Peek() != -1) { if (Char.IsWhiteSpace((char)sr.Peek())) { sr.Read(); continue; } CharacterDefinition cd = new CharacterDefinition(sr); defs.Add(cd.Key, cd); } return defs; }
void SetVariablesToSelectedObject() { GameObject active = Selection.activeGameObject; if (active == null) { selectedCharacter = null; return; } Frame[] f = active.GetComponentsInParent<Frame>(true); if (f.Any()) { currentlySelectedFrameIndex = f[0].index; } CharacterAnimation[] a = active.GetComponentsInParent<CharacterAnimation>(true); if (a.Any()) { AnimationID[] idsArray = Enum.GetValues(typeof(AnimationID)).Cast<AnimationID>().ToArray(); selectedAnimationIdIndex = new List<AnimationID>(idsArray).IndexOf(a[0].id); } CharacterDefinition[] c = active.GetComponentsInParent<CharacterDefinition>(true); if (c.Any()) { selectedCharacter = c[0]; } }
public void Initialize(CharacterDefinition.PicDef pd) { Texture2D tex = GameConst.Content.Load<Texture2D>(@"character/" + pd.texture); framesize.X = pd.width; framesize.Y = pd.height; Size = new Vector2(pd.size, pd.size); foreach (CharacterDefinition.AnimDef ad in pd.anims) { CharacterAnimation cani = new CharacterAnimation(ad.name); cani.FrameCount = ad.framecount; cani.EventFrame = ad.eventframe; cani.Loop = ad.loop; cani.Speed = ad.speed; foreach (CharacterDefinition.AnimFrameDef fd in ad.frames) { cani.AddFrame(fd.x, fd.y, fd.w, fd.h, fd.center); cani.Reset(); } Animations[ad.name] = cani; animTextures[ad.name] = tex; } currentAnim = Animations["Idle"]; }
public void AddCharacterDefinition(CharacterDefinition.PicDef pd) { Texture2D tex = GameConst.Content.Load<Texture2D>(@"character/" + pd.texture); if (tex != null) { foreach (CharacterDefinition.AnimDef ad in pd.anims) { CharacterAnimation cani = new CharacterAnimation(ad.name); cani.FrameCount = ad.framecount; cani.EventFrame = ad.eventframe; cani.Loop = ad.loop; cani.Speed = ad.speed; foreach (CharacterDefinition.AnimFrameDef fd in ad.frames) { cani.AddFrame(fd.x, fd.y, fd.w, fd.h, fd.center); cani.Reset(); } Animations[ad.name] = cani; animTextures[ad.name] = tex; } } }
public CharacterPic(CharacterDefinition.PicDef pd, int inlayer) : base(null, inlayer) { Initialize(pd); }
void RenderSelectCharacterBar() { List<CharacterDefinition> characters = CharacterManager.Instance().GetCharacters(); if (GUILayout.Button("New character")) { CharacterManager.Instance().BuildEmptyCharacter(); } EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("---")) { selectedCharacter = null; DisableAllCharactersExcept(); } foreach (CharacterDefinition c in characters) { Color oldColor = GUI.color; if (c == selectedCharacter) { GUI.color = CURRENTLY_SELECTED_COLOR; } if (GUILayout.Button(c.CharacterName)) { DisableAllCharactersExcept(c); selectedCharacter = c; } GUI.color = oldColor; } EditorGUILayout.EndHorizontal(); }
void DisableAllCharactersExcept(CharacterDefinition except=null) { foreach(CharacterDefinition c in CharacterManager.Instance().GetCharacters()) { c.gameObject.SetActive(c == except); } }