public ConfigurationGameViewModel() { Model = new ConfigurationGame(); AvailableColors = ((ConfigurationGame)Model).AvailableColors; SelectedPlayer = null; IsCancelled = false; Initialize(); }
public HistoriqueForm(ConfigurationGame conf, DateTime time, GameSimulation maSimulation) { InitializeComponent(); this.conf = conf; this.time = time; this.maSimulation = maSimulation; ajoute_element(); }
public HistoriqueForm(ConfigurationGame conf, DateTime time, GameSimulation maSimulation) { InitializeComponent(); this.conf = conf; this.time = time; this.maSimulation = maSimulation; ajoute_element(); }
void Awake() { //Check if instance already exists if (instance == null) { //if not, set instance to this instance = this; } //If instance already exists and it's not this: else if (instance != this) { //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); } }
static public void GeneratePortoloins(ConfigurationGame game) { Position old; //ETAGE 1 Portoloin p = new Portoloin(Etage.etage1, Etage.etage2); old = p.point; game.Plateau.GetZone(p.point).objets.Add(p); p = new Portoloin(Etage.etage1, Etage.etage3); while (p.point.X == old.X && p.point.Y == old.Y) { p.GenerateNewPosition(); } game.Plateau.GetZone(p.point).objets.Add(p); //ETAGE 2 p = new Portoloin(Etage.etage2, Etage.etage1); old = p.point; game.Plateau.GetZone(p.point).objets.Add(p); p = new Portoloin(Etage.etage2, Etage.etage3); while (p.point.X == old.X && p.point.Y == old.Y) { p.GenerateNewPosition(); } game.Plateau.GetZone(p.point).objets.Add(p); //ETAGE 3 p = new Portoloin(Etage.etage3, Etage.etage1); old = p.point; game.Plateau.GetZone(p.point).objets.Add(p); p = new Portoloin(Etage.etage3, Etage.etage2); while (p.point.X == old.X && p.point.Y == old.Y) { p.GenerateNewPosition(); } game.Plateau.GetZone(p.point).objets.Add(p); }
public static void GeneratePortoloins(ConfigurationGame game) { Position old; //ETAGE 1 Portoloin p = new Portoloin(Etage.etage1, Etage.etage2); old = p.point; game.Plateau.GetZone(p.point).objets.Add(p); p = new Portoloin(Etage.etage1, Etage.etage3); while (p.point.X == old.X && p.point.Y == old.Y) { p.GenerateNewPosition(); } game.Plateau.GetZone(p.point).objets.Add(p); //ETAGE 2 p = new Portoloin(Etage.etage2, Etage.etage1); old = p.point; game.Plateau.GetZone(p.point).objets.Add(p); p = new Portoloin(Etage.etage2, Etage.etage3); while (p.point.X == old.X && p.point.Y == old.Y) { p.GenerateNewPosition(); } game.Plateau.GetZone(p.point).objets.Add(p); //ETAGE 3 p = new Portoloin(Etage.etage3, Etage.etage1); old = p.point; game.Plateau.GetZone(p.point).objets.Add(p); p = new Portoloin(Etage.etage3, Etage.etage2); while (p.point.X == old.X && p.point.Y == old.Y) { p.GenerateNewPosition(); } game.Plateau.GetZone(p.point).objets.Add(p); }
// Use this for initialization void Start() { //Instanciate config gameobject #if UNITY_EDITOR GameObject configGO = Resources.Load("Prefabs/Waves/ConfigurationWave1-6") as GameObject; config = Instantiate(configGO, new Vector3(), Quaternion.identity).GetComponent <ConfigurationGame>(); config.gameObject.name = "ConfigurationWaveForTesting"; #else GameObject scGO = GameObject.Find("SceneInfos"); ScenesInfos sc = scGO.GetComponent <ScenesInfos> (); GameObject configGO = Resources.Load("Prefabs/Waves/ConfigurationWave" + sc.actualChapter + "-" + sc.actualLevel) as GameObject; config = Instantiate(configGO, new Vector3(), Quaternion.identity).GetComponent <ConfigurationGame>(); //ConfigurationGame.instance; config.gameObject.name = "ConfigurationWave" + sc.actualChapter + "-" + sc.actualLevel; #endif // Generate random waves if (RandomWave) { GenerateRandomWave(); // Not implement yet } // Use config to instanciate wave else { int count = 0; GameObject waveTMP = null; List <BasicWaveClass> t = config.GenerateWaves(); foreach (BasicWaveClass waveComponent in t) { waveTMP = new GameObject("Wave" + count); waveTMP.AddComponent <BasicWave> (); waveTMP.GetComponent <BasicWave> ().data = waveComponent; count++; Waves.Add(waveTMP); } foreach (GameObject waveObj in Waves) { BasicWave wave = waveObj.GetComponent <BasicWave> (); List <ConfigurationEnemy> tmpEnemyList = new List <ConfigurationEnemy> (); foreach (ConfigurationEnemy enemy in wave.data.entities) { if (enemy.prefab.gameObject.GetComponent <BasicEnnemy> ()) { tmpEnemyList.Add(enemy); } } TransitionLeft.Add(wave.data.TextDisplay); TimeTransitionLeft.Add(wave.data.TimeBetweenWave); WaveLeft.Add(tmpEnemyList); } // INIT settings for first wave EnemiesForCurrentWave = WaveLeft [0]; wc.changeWave(TimeTransitionLeft [0], TransitionLeft [0]); TransitionLeft.RemoveAt(0); TimeLeft = TimeTransitionLeft [0]; TimeTransitionLeft.RemoveAt(0); WaveLeft.RemoveAt(0); } }