public PlayerRankings(GameFlow gf) { InitializeComponent(); db = gf.Db; Player[] users = db.getUserRanking(); this.gf = gf; int rank = 1; foreach (Player player in users) { PlayerPanel pp = new PlayerPanel(); pp.lblPalyerName.Content = player.Name; pp.lblPlayerLoss.Content = player.Loss; pp.lblPlayerRank.Content = rank++; pp.lblPlayerScore.Content = player.Score; pp.lblPlayerWins.Content = player.Win; pp.imgAvatar.Source = new BitmapImage(new Uri(player.Avatar)); //imgPlayer.Source = new BitmapImage(new Uri(currentPlayer.Avatar)); //ltvRankings.Items.Add(pp); Debug.WriteLine(player.Avatar); lstRanking.Items.Add(pp); } }
static void S_1(int turn, MemoryData memory, CardPool cardPool, GameFlow gameFlow) { cardPool.GetCard("Basic_000").priority = 5; cardPool.GetCard("Basic_001").priority = 5; cardPool.GetCard("Basic_002").priority = 5; cardPool.GetCard("Basic_003").priority = 5;; }
static void S_12(int turn, MemoryData memory, CardPool cardPool, GameFlow gameFlow) { cardPool.GetCard("Adv_000").priority = 30; cardPool.GetCard("Adv_001").priority = 30; cardPool.GetCard("Adv_002").priority = 30; cardPool.GetCard("Adv_003").priority = 30;; }
public void Play(GameFlow flow) { InitPlay(flow); if (Flow.CurrentPlayer.IsHuman) { throw new InvalidOperationException("Don't use computer logic for a human"); } do { if(ThrowFlow.State == ThrowFlowState.Throwing) { if(RainyWorm.All.Any(w => Flow.CanTakeRainyWorm(w))) { if (HandleThrowing()) { return; // Stop when a rainyworm was taken } } ThrowFlow.ThrowDices(); }else if(ThrowFlow.State == ThrowFlowState.Taking) { // distinct thrown values that are not thrown yet var thrownValues = ThrowFlow.DicesToThrow .Select(d => d.LastThrowDiceValue) .Distinct() .Where(thrown => ThrowFlow.DicesTaken.Select(d => d.LastThrowDiceValue).All(taken => taken != thrown)); // check if there are any left to pick if (thrownValues.Any()) { HandleTaking(thrownValues); } } } while (ThrowFlow.CanStillThrowOrTake); Flow.TakeNothing(); }
public GamePlayerProfile(GameFlow gf, Database db) { InitializeComponent(); this.gf = gf; this.db = db; initialize(); }
/// <summary> /// The callback for a StateMachineBehaviour's enter event /// Destroys the board (by destroying the parent match). /// Moves the Game Flow forward by setting "Board Visible" to false. /// </summary> /// <param name="animator">The animator</param> /// <param name="stateInfo">The current state info</param> /// <param name="layerIndex">The current layer</param> public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); GameFlow gameFlow = animator.GetComponent <GameFlow>(); GameObject.Destroy(gameFlow.match.gameObject); animator.SetBool("Board Visible", false); }
public void LevelStarted() { if (levelStarted) { return; } levelStarted = true; GameFlow.TriggerLevelStarted(); }
/// <summary> /// The callback for a StateMachineBehaviour's exit event /// Sets up the GameFlow's event-based notifications from the current match. /// </summary> /// <param name="animator">The animator</param> /// <param name="stateInfo">The current state info</param> /// <param name="layerIndex">The current layer</param> public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateExit(animator, stateInfo, layerIndex); GameFlow gameFlow = animator.GetComponent <GameFlow>(); //Debug.LogFormat("Removing WaitForPlayerBehavior.OnTurnEnded as a listener to the current match."); gameFlow.match.OnTurnEnded -= OnTurnEnded; }
void Awake() { if (_instance == null) { _instance = this; } UIController.Instance.chessFocus.Add(ChessType.黑子, UIController.Instance.rot_blackChess); UIController.Instance.chessFocus.Add(ChessType.白子, UIController.Instance.rot_whiteChess); }
async UniTaskVoid Init() { var localUrl = $"file://{Path.GetFullPath(Path.Combine(Application.dataPath, localBaseCfgURL))}{Path.DirectorySeparatorChar}"; #if !UNITY_EDITOR useRemoteConfigs = true; #endif // PlayerPrefs.SetString(_baseUrlKey, useRemoteConfigs ? remoteBaseCfgURL : localUrl); // PlayerPrefs.SetString(_charCfgUrlKey, charactersCfgURL); // PlayerPrefs.SetString(_userCfgUrlKey, userCfgURL); // PlayerPrefs.SetString(_cosmeticsCfgUrlKey, cosmeticsCfgURL); // PlayerPrefs.SetString(_questsCfgUrlKey, questsCfgURL); // PlayerPrefs.SetString(_lootboxCfgUrlKey, lootboxesCfgURL); // PlayerPrefs.Save(); // await LoadConfigs(); #if UNITY_EDITOR || UNITY_STANDALONE_WIN { //GraphicsSettings.renderPipelineAsset = Resources.Load<RenderPipelineAsset>("Settings/LWRP-HighQuality"); } #else { //TODO: graphics settings var screenWidth = Screen.currentResolution.width; var screenHeight = Screen.currentResolution.height; Screen.SetResolution(screenWidth / 2, screenHeight / 2, true); //GraphicsSettings.renderPipelineAsset = Resources.Load<RenderPipelineAsset>("Settings/LWRP-MediumQuality"); Application.targetFrameRate = targetFrameRate; //QualitySettings.vSyncCount = 0; } #endif var console = Instantiate(debugConsolePrefab); try { await BundlesManagerUtils.ResourcesUpToDate(updateBundles); } catch (Exception e) { UIManager.Popup <InfoPopup>().Text("Can't update data").Show(); } finally { GameFlow.Init(); GameFlow.MainMenu(); //await GameFlow.Login(await LocalUser.GetLogin(), LocalUser.GetPassword()); } }
// -------------------------------------------------------------------------- private void Awake() { if (_instance != null) { Destroy(gameObject); return; } _instance = this; }
/// <summary> /// The callback for a StateMachineBehaviour's enter event /// Starts the hide turn instruction animation of the match HUD. /// </summary> /// <param name="animator">The animator</param> /// <param name="stateInfo">The current state info</param> /// <param name="layerIndex">The current layer</param> public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); GameFlow gameFlow = animator.GetComponent <GameFlow>(); this.animator = animator; gameFlow.hud.matchHUD.OnHideTurnInstructionsFinished += OnHideTurnInstructionsFinished; gameFlow.hud.matchHUD.HideTurnInstructions(); }
/// <summary> /// The callback for a StateMachineBehaviour's enter event /// The entry point for the GameFlow. Begins the fade from black /// screen transition. /// </summary> /// <param name="animator">The animator</param> /// <param name="stateInfo">The current state info</param> /// <param name="layerIndex">The current layer</param> public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); this.animator = animator; GameFlow gameFlow = animator.GetComponent <GameFlow>(); gameFlow.hud.OnFadeEnded += OnFadeEnded; gameFlow.hud.BeginFade(); }
public void ScissorsAlwaysTiesScissors() { IPlayer playerOne = new ScissorsPlayer(); IPlayer playerTwo = new ScissorsPlayer(); GameFlow game = new GameFlow(playerOne, playerTwo); Outcomes result = game.GetGameOutcome(); Assert.AreEqual(Outcomes.Draw, result); }
/// <summary> /// The callback for a StateMachineBehaviour's start event /// Adds listeners for the events in <see cref="NewMatchDialog"/>. Advances /// the game flow when the NewMatchDialog has finished animating to a /// visible state. /// </summary> /// <param name="animator">The animator</param> /// <param name="stateInfo">The current state info</param> /// <param name="layerIndex">The current layer</param> public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); this.animator = animator; GameFlow gameFlow = animator.GetComponent <GameFlow>(); gameFlow.hud.newMatch.OnHideFinished += OnHideFinished; gameFlow.hud.newMatch.OnNewMatch += OnNewMatch; }
// Use this for initialization void Start() { _gf = FindObjectOfType <GameFlow>(); sr = GetComponent <SpriteRenderer>(); sr.sprite = _sprites[0]; // default - blank _board = FindObjectOfType <Setup>()._board; _current = false; _legalPosition = false; localTurnCount = _gf._turnCount; }
public void StartNewGame() { GameFlow gf = new GameFlow(); gf.Player1ShipPlacement(); gf.Player2ShipPlacement(); gf.GamePlay(); }
/// <summary> /// The callback for a StateMachineBehaviour's enter event /// Waits for the player to click anywhere on the screen. /// </summary> /// <param name="animator">The animator</param> /// <param name="stateInfo">The current state info</param> /// <param name="layerIndex">The current layer</param> public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateUpdate(animator, stateInfo, layerIndex); GameFlow gameFlow = animator.GetComponent <GameFlow>(); if (Input.GetMouseButtonDown(0)) { animator.SetTrigger("Click Anywhere"); } }
public void RockAlwaysBeatsScissors() { IPlayer playerOne = new RockPlayer(); IPlayer playerTwo = new ScissorsPlayer(); GameFlow game = new GameFlow(playerOne, playerTwo); Outcomes result = game.GetGameOutcome(); Assert.AreEqual(Outcomes.PlayerOneWin, result); }
public void PaperAlwaysBeatsRock() { IPlayer playerOne = new RockPlayer(); IPlayer playerTwo = new PaperPlayer(); GameFlow game = new GameFlow(playerOne, playerTwo); Outcomes result = game.GetGameOutcome(); Assert.AreEqual(Outcomes.PlayerTwoWin, result); }
public void RockAlwaysTiesRock() { IPlayer playerOne = new RockPlayer(); IPlayer playerTwo = new RockPlayer(); GameFlow game = new GameFlow(playerOne, playerTwo); Outcomes result = game.GetGameOutcome(); Assert.AreEqual(Outcomes.Draw, result); }
private IGameFlow GetTestGameFlowObject( out Mock <ITargetGenerator> mockTargetGenerator, out Mock <IAngleValidator> mockAngleValidator, out Mock <IVelocityValidator> mockVelocityValidator, out Mock <IShotCounter> mockShotCounter, out Mock <IXCoordinateCalculator> mockXCalculator, out Mock <IYCoordinateCalculator> mockYCalculator, Coordinate newTarget, bool isAngleValid, bool isVelocityValid, int shotCount, int xResult, int yResult) { mockTargetGenerator = new Mock <ITargetGenerator>(); mockTargetGenerator.Setup(x => x.GetTarget()) .Returns(newTarget); mockAngleValidator = new Mock <IAngleValidator>(); mockAngleValidator.Setup(x => x.GetIsValid(It.IsAny <decimal>())) .Returns(isAngleValid); mockAngleValidator.Setup(x => x.GetErrorMessage()) .Returns(MOCK_ANGLE_ERROR_MSG); mockVelocityValidator = new Mock <IVelocityValidator>(); mockVelocityValidator.Setup(x => x.GetIsValid(It.IsAny <decimal>())) .Returns(isVelocityValid); mockVelocityValidator.Setup(x => x.GetErrorMessage()) .Returns(MOCK_VELOCITY_ERROR_MSG); mockShotCounter = new Mock <IShotCounter>(); mockShotCounter.Setup(x => x.AddShot(It.IsAny <int>())); mockShotCounter.Setup(x => x.GetCount()) .Returns(shotCount); mockXCalculator = new Mock <IXCoordinateCalculator>(); mockXCalculator.Setup(x => x.Get(It.IsAny <decimal>(), It.IsAny <decimal>())) .Returns(xResult); mockYCalculator = new Mock <IYCoordinateCalculator>(); mockYCalculator.Setup(x => x.Get(It.IsAny <decimal>(), It.IsAny <decimal>())) .Returns(yResult); IGameFlow serviceToTest = new GameFlow( targetGenerator: mockTargetGenerator.Object, angleValidator: mockAngleValidator.Object, velocityValidator: mockVelocityValidator.Object, shotCounter: mockShotCounter.Object, xCalculator: mockXCalculator.Object, yCalculator: mockYCalculator.Object); return(serviceToTest); }
/// <summary> /// The callback for a StateMachineBehaviour's enter event /// Sets up the GameFlow's event-based notifications from the current match. /// </summary> /// <param name="animator">The animator</param> /// <param name="stateInfo">The current state info</param> /// <param name="layerIndex">The current layer</param> public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); GameFlow gameFlow = animator.GetComponent <GameFlow>(); gameFlow.match.OnMatchBegan += gameFlow.OnMatchBegan; gameFlow.match.OnMatchEnded += gameFlow.OnMatchEnded; gameFlow.match.OnGameEnded += gameFlow.OnGameEnded; gameFlow.match.OnGameBegan += gameFlow.OnGameBegan; gameFlow.match.BeginMatch(); }
// public class ObserverMessage : MessageBase // { // public Replay.Message Message; // // public override void Serialize(NetworkWriter writer) // { // GeneratedNetworkCode._WriteMessage_Replay(writer, this.Message); // } // // public override void Deserialize(NetworkReader reader) // { // this.Message = GeneratedNetworkCode._ReadMessage_Replay(reader); // } // } public void LaunchGame(bool spawnObjects = true) { MapLoader = new AssetLoader(); MapLoader.LoadAssetBundle("Bundles/scenes/maps.bundle"); MapLoader.LoadAsset( $"archive:/buildplayer-robotfactory_opu_gamemode/buildplayer-{GameConfig.Map.ToLower()}"); MapLoader.ConstructCaches(); AssetsLoader = new AssetLoader(); AssetsLoader.LoadAsset("resources.assets"); AssetsLoader.ConstructCaches(); MiscLoader = new AssetLoader(); MiscLoader.LoadAssetBundle("Bundles/scenes/frontend.bundle"); MiscLoader.LoadAsset("archive:/buildplayer-options_ui/buildplayer-clientenvironmentsingletons"); MiscLoader.ConstructCaches(); if (!spawnObjects) { return; } SpawnObject(MiscLoader, "ApplicationSingletonsNetId", out _); SpawnObject(MiscLoader, "GameSceneSingletons", out var gameSceneSingletons); TheatricsManager = gameSceneSingletons.GetComponent <TheatricsManager>(); AbilityModManager = gameSceneSingletons.GetComponent <AbilityModManager>(); SpawnObject(MiscLoader, "SharedEffectBarrierManager", out SharedEffectBarrierManager); SpawnObject(MiscLoader, "SharedActionBuffer", out SharedActionBuffer); SharedActionBuffer.Networkm_actionPhase = ActionBufferPhase.Done; SpawnScene(MapLoader, 1, out var commonGameLogic); InterfaceManager = commonGameLogic.GetComponent <InterfaceManager>(); GameFlow = commonGameLogic.GetComponent <GameFlow>(); // MatchLogger = commonGameLogic.GetComponent<MatchLogger>(); ServerCombatManager = commonGameLogic.GetComponent <ServerCombatManager>(); ServerEffectManager = commonGameLogic.GetComponent <ServerEffectManager>(); TeamStatusDisplay = commonGameLogic.GetComponent <TeamStatusDisplay>(); ServerActionBuffer = commonGameLogic.GetComponent <ServerActionBuffer>(); TeamSelectData = commonGameLogic.GetComponent <TeamSelectData>(); BarrierManager = commonGameLogic.GetComponent <BarrierManager>(); SpawnObject <Board, Board>(MapLoader, out Board); SpawnScene(MapLoader, 2, out BrushCoordinator); SpawnScene(MapLoader, 3, out var sceneGameLogic); GameFlowData = sceneGameLogic.GetComponent <GameFlowData>(); GameplayData = sceneGameLogic.GetComponent <GameplayData>(); SpoilsManager = sceneGameLogic.GetComponent <SpoilsManager>(); ObjectivePoints = sceneGameLogic.GetComponent <ObjectivePoints>(); SpawnPointManager = sceneGameLogic.GetComponent <SpawnPointManager>(); MatchObjectiveKill = sceneGameLogic.GetComponent <MatchObjectiveKill>(); DumpNetObjects(); }
private void Awake() { main = this; if (PlayerPrefs.HasKey("gen")) { gen = PlayerPrefs.GetInt("gen"); } text.text = "gen " + gen; }
void Awake() { if (Instance == null) { Instance = this; } else { Destroy(gameObject); } }
public void EndGame() { ActionApplier actionApplier = GetActionApplier(out ActionApplierContext actionApplierContext, false, false, ActionApplierContext.EndGameSymbol); GameFlow flow = actionApplier.ApplyAction(new Board(), ActionApplierContext.EndGameSymbol); Assert.Equal(GameFlow.END_GAME, flow); actionApplierContext.MovementDisplayNamesResolver .Verify(mdnr => mdnr.TryResolve(Match.Create <string>(action => action == ActionApplierContext.EndGameSymbol), out movement), Times.Once); actionApplierContext.TileMover.Verify(tm => tm.TryMove(It.IsAny <Board>(), It.IsAny <Movement>(), out err), Times.Never); }
public void ActionResolved_MovementDone() { ActionApplier actionApplier = GetActionApplier(out ActionApplierContext actionApplierContext, true, true, ACTION_NAME); GameFlow flow = actionApplier.ApplyAction(new Board(), ACTION_NAME); Assert.Equal(GameFlow.KEEP_PLAYING, flow); actionApplierContext.IO.Verify(io => io.WriteLine(It.IsAny <string>(), It.IsAny <int>()), Times.Never); actionApplierContext.MovementDisplayNamesResolver .Verify(mdnr => mdnr.TryResolve(Match.Create <string>(action => action == ACTION_NAME), out movement), Times.Once); actionApplierContext.TileMover.Verify(tm => tm.TryMove(It.IsAny <Board>(), It.IsAny <Movement>(), out err), Times.Once); }
public void setGf(GameFlow gf) { this.gf = gf; db = gf.Db; updateCmbBox(); if (GameFlow.P1First) rdaPlayer1.IsChecked = GameFlow.P1First; else rdaPlayer2.IsChecked = !GameFlow.P1First; }
/// <summary> /// The callback for a StateMachineBehaviour's enter event /// Clears GameFlow flags that were set in a previous match and activates the Title UI /// </summary> /// <param name="animator">The animator</param> /// <param name="stateInfo">The current state info</param> /// <param name="layerIndex">The current layer</param> public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); GameFlow gameFlow = animator.GetComponent <GameFlow>(); hudTitle = gameFlow.hud.title; hudTitle.Show(); animator.SetBool("Match Won", false); animator.SetBool("Game Ended", false); }
/// <summary> /// The callback for a StateMachineBehaviour's enter event /// Sets up listeners for <see cref="Match.OnTurnEnded"/> /// </summary> /// <param name="animator">The animator</param> /// <param name="stateInfo">The current state info</param> /// <param name="layerIndex">The current layer</param> public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); this.animator = animator; GameFlow gameFlow = animator.GetComponent <GameFlow>(); gameFlow.BeginTurnPlay(); //Debug.LogFormat("Adding WaitForPlayerBehavior.OnTurnEnded as a listener to the current match."); gameFlow.match.OnTurnEnded += OnTurnEnded; }
public void OnClientResolutionPhaseCompleted(NetworkConnection conn, GameMessageManager.ClientResolutionPhaseCompleted msg) { Player player = GameFlow.Get().GetPlayerFromConnectionId(conn.connectionId); ActorData actor = GameFlowData.Get().FindActorByActorIndex(msg.ActorIndex); if (actor.gameObject.GetComponent <PlayerData>().m_player.m_connectionId != conn.connectionId) { Log.Warning($"OnClientResolutionPhaseCompleted: {actor.DisplayName} does not belong to player {player.m_accountId}!"); } TheatricsPendingClients.Remove(player.m_accountId); }
void Awake() { if (m_instance != null) { Destroy(this.gameObject); return; } else { m_instance = this; } }
IEnumerator PerformEndCheck(GameFlow gf, bool[] esDone, int index) { while (GameObject.FindWithTag("Enemy") != null) { yield return(new WaitForSeconds(0.5f)); } //done Debug.Log("current enemy wave done"); esDone[0] = true; //to turn spawner off only to be turned on again later gf.incrementPointer(); //move on to the line after GAME }
public void Initialize() { Input.multiTouchEnabled = false; Localer.Init(); CreatePauseListener(); GameData = new GameData(); Settings = new ZPlayerSettings(); AtlasFramesCache = new AtlasFramesCache(); GameFlow = new GameFlow(); EventManager = new EventManager(); CurrentMenu = UISetType.Global; }
/// <summary> /// The callback for a StateMachineBehaviour's start event /// Adds listeners for the events in <see cref="NewMatchDialog"/>. Advances /// the game flow when the NewMatchDialog has finished animating to a /// visible state. /// </summary> /// <param name="animator">The animator</param> /// <param name="stateInfo">The current state info</param> /// <param name="layerIndex">The current layer</param> public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); GameFlow gameFlow = animator.GetComponent <GameFlow>(); gameFlow.hud.newMatch.OnShowFinished += OnShowFinished; gameFlow.hud.newMatch.gameObject.SetActive(true); gameFlow.hud.newMatch.Show(); this.animator = animator; }
private void OnTriggerEnter2D(Collider2D other) { if (passed) { return; } if (other.CompareTag("Bird")) { passed = true; GameFlow.TriggerPassedObstacle(); } }
public TestRanking(GameFlow gf) { InitializeComponent(); db = gf.Db; Player[] users = db.getUserRanking(); this.gf = gf; foreach (Player player in users) { PlayerPanel pp = new PlayerPanel(); pp.lblPalyerName.Content = player.Name; ltvRankings.Items.Add(pp); } }
public GameGridView(GameFlow gf, Player player1, Player player2) { InitializeComponent(); this.gf = gf; this.player1 = player1; this.player2 = player2; p1Moves = new bool[25]; p2Moves = new bool[25]; winningButtons = new int[3]; db = gf.Db; initializeGame(); initializePlayers(); Debug.WriteLine("We are playing: " + GameFlow.Diff); }
void Init() { mGameFlow = GameObject.Find ("GameFlow").GetComponent<GameFlow>(); //Default values mIsRaising = true; mDistanceMade = 0; // Cam mCam = Camera.main; mCamHeight = mCam.orthographicSize; // Get the camera's inital position mInitCamPos = mCam.transform.position; // Place Smoke at the bottom of the camera) transform.position = new Vector3(mInitCamPos.x, mInitCamPos.y - (mCamHeight * HEIGHT_FACTOR), 0.0f); }
static void S_3(int turn, MemoryData memory, CardPool cardPool, GameFlow gameFlow) { memory.Fear += 5;; }
void Init() { mGameFlow = GameObject.Find ("GameFlow").GetComponent<GameFlow>(); mGameMusic = GameObject.Find("GameMusic").GetComponent<GameMusic>(); mSoundOn = true; }
public void LoadLevel(GameFlow.Levels option) { switch (option) { case Levels.NEXT: Application.LoadLevel(LOADING); Invoke ("NextLevel", 3); break; case Levels.RESTART: Application.LoadLevel(LOADING); Invoke ("RestartLevel", 3); break; case Levels.QUICKRESTART: Application.LoadLevel(Application.loadedLevelName); break; } }
static void S_7(int turn, MemoryData memory, CardPool cardPool, GameFlow gameFlow) { memory.Fear = 100;; }
void Awake() { Instance = this; }
//On Start void Start() { //Get the proper component game = GetComponent<GameFlow>(); //Disable the game saved cCanvas cCanvas.enabled = false; //Create a directory for the data to be stored Directory.CreateDirectory(Application.dataPath + "/GameData/State"); //Create a directory for the data to be stored Directory.CreateDirectory(Application.dataPath + "/GameData/PlayerParty"); //Create a directory for the data to be stored Directory.CreateDirectory(Application.dataPath + "/GameData/EnemyParty"); //Create a directory for the data to be storedd Directory.CreateDirectory(Application.dataPath + "/GameData"); //Create a directory for the data to be stored Directory.CreateDirectory(Application.dataPath + "/GameData/VictoryParty"); }
static void S_11(int turn, MemoryData memory, CardPool cardPool, GameFlow gameFlow) { memory.Approval +=10;; }
public void init() { gameFlow = gameObject.GetComponent<GameFlow>(); skill = gameObject.GetComponent<Skill>(); }
public GameMenu(GameFlow gf) { InitializeComponent(); this.gf = gf; userLogin.setGf(gf); }
// game wide state change, example: an alarm was triggered private void OnPhaseChange(GameFlow.GamePhase previousState, GameFlow.GamePhase currentState) { if (previousState == GameFlow.GamePhase.Start && currentState == GameFlow.GamePhase.Spawn) { currentTile = WorldGrid.Instance.ObjectInGridTile(transform); OnStartAction(); } if (previousState == GameFlow.GamePhase.Plan && currentState == GameFlow.GamePhase.Action) OnNormalAction(); if (currentState == GameFlow.GamePhase.Alarm) OnAlarm(); if (previousState == GameFlow.GamePhase.Alarm && currentState == GameFlow.GamePhase.Action) OnAlarmAction(); }
/// <summary> /// Init data that is reused often the same play /// </summary> protected virtual void InitPlay(GameFlow flow) { Flow = flow; WormsToSteal = Flow.Players.Where(p => p != Flow.CurrentPlayer && p.WormsWon.Any()).Select(p => p.TopWorm); ThrowFlow = Flow.CurrentTurn; }
// Use this for initialization void Start() { mGameFlow = GameObject.Find ("GameFlow").GetComponent<GameFlow>(); mText = GetComponent<Text>(); mText.text = "Collectables: " + mGameFlow.GetCollectableCount().ToString() + "/3"; }
void Awake() { mainFlow = this; }
static void S_4(int turn, MemoryData memory, CardPool cardPool, GameFlow gameFlow) { memory.Approval +=5; memory.Fear +=5;; }
/// <summary> /// Initializes component. /// </summary> protected override void OnInitializeComponent() { /* create flow */ this.flow = new GameFlow(); /* first get element service to create member objects */ IElementService elements = this.GetElementService(); if (elements != null) { this.countDown = elements.CreateCountDown(); this.pipeQueue = elements.CreatePipeQueue(); this.squareMap = elements.CreateSquareMap(); this.squareMap.ActiveItemChanged += new EventHandler<EventArgs<ISquareMapItemElement>>(OnSquareMapActiveItemChanged); } /* second get game service and initialize bindings */ IGameService game = this.GetGameService(); if (game != null) { this.startBinding = game.CreateBinding(GameCommands.Game.Start); if (this.startBinding != null) { this.startBinding.Executed += new EventHandler<EventArgs<ICommand>>(OnGameStart); } this.presentCompleteBinding = game.CreateBinding(GameCommands.Game.PresentComplete); if (this.presentCompleteBinding != null) { this.presentCompleteBinding.Executed += new EventHandler<EventArgs<ICommand>>(OnGamePresentComplete); } this.readyToPlayCompleteBinding = game.CreateBinding(GameCommands.Game.ReadyToPlayComplete); if (this.readyToPlayCompleteBinding != null) { this.readyToPlayCompleteBinding.Executed += new EventHandler<EventArgs<ICommand>>(OnGameReadyToPlayComplete); } this.playAgainCompleteBinding = game.CreateBinding(GameCommands.Game.PlayAgainComplete); if (this.playAgainCompleteBinding != null) { this.playAgainCompleteBinding.Executed += new EventHandler<EventArgs<ICommand>>(OnGamePlayAgainComplete); } } /* call base to finalize */ base.OnInitializeComponent(); }
// Init all the variables that needs to be private void Init() { mGameFlow = GameObject.Find ("GameFlow").GetComponent<GameFlow>(); mGameFlow.PauseSmoke (false); mRenderer = GetComponent<SpriteRenderer>(); mRenderer.color = BASE_COLOR; mBody = GetComponent<Rigidbody2D>(); mToxicity = 0.3f; mPrevToxicity = 0.0f; mOpacity = 1; mTmpOpacity = mOpacity; mCurrentSpeed = mSpeed; mTmpMaxSpeed = mMaxSpeed; mCollectablesCount = 0; mInAir = false; mIsdead = false; mCurrentDirection = DIRECTION_LEFT; mGameMusic = GameObject.Find ("GameMusic").GetComponent<GameMusic>(); mAnimator = GetComponent<Animator>(); mGameMusic.PlayMusic(GameMusic.Songs.LEVEL); mTimerOn = true; mTimer = MAX_TIMER; mToxicTimerOn = false; mToxicTimer = 0.0f; mFolder1.enabled = true; mFolder2.enabled = true; mFolder3.enabled = true; mRight = Vector2.right; mLeft = -Vector2.right; }
static void S_2(int turn, MemoryData memory, CardPool cardPool, GameFlow gameFlow) { memory.Fund += 5; }