public PlayerNotifiers(GameLogic.Player player) { this.Player = player; List <PlayerAugmentation> list = GameLogic.Binder.PlayerAugmentationResources.getOrderedList(); for (int i = 0; i < list.Count; i++) { this.m_inspectedAugNotifiers.Add(list[i], false); } this.refreshAugShopInspectedFlag(); }
public static float Progress_BeatBoss(GameLogic.Player player, string id, int tier, out double current, out double required) { int num = player.getHighestFloorReached(); required = ConfigAchievements.SHARED_DATA[id].TierRequirements[tier]; if (num > required) { current = required; } else { current = 0.0; } return(Mathf.Clamp01((float)(current / required))); }
private void Start_Game() { current_player = GameLogic.Player.circle; for (int row = 0; row < game_logic.NumRow; row++) { for (int col = 0; col < game_logic.NumCol; col++) { int current_row = row; int current_col = col; UnityAction button_register = () => { Game_Play(current_row, current_col); }; view.RegisterButtonListener(row, col, button_register); } } }
private void Game_Play(int row, int col) { if (game_over_flag) { game_logic.Restart(); current_player = GameLogic.Player.circle; game_over_flag = false; game_result = new GameLogic.GameResult(); for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { view.Draw_Move(i, j, 0); } } view.Clear_GameOver(); } else { if (game_logic.Make_Move(current_player, row, col) && !(game_over_flag)) { view.Draw_Move(row, col, (int)current_player); game_result = game_logic.Check_Game_Over(); current_player = (GameLogic.Player)(-(int)current_player); } if (game_result.Is_Game_Over && !(game_over_flag)) { PlayerViewData player_view_data = (PlayerViewData)((int)game_result.Winning_Player); WinningTypeViewData winning_type_view_data = (WinningTypeViewData)((int)game_result.Winning_Type); int winning_pos = game_result.Winning_Pos; GameResultViewData game_result_view_data = new GameResultViewData(player_view_data, winning_type_view_data, winning_pos); view.Draw_GameOver(game_result_view_data); game_over_flag = true; } } }
public PlayerAllowedToDeclareMoveAttackEvent(GameLogic.Player player, bool allowed) { // TODO: Complete member initialization this.Player = player; this.Allowed = allowed; }
public static float Progress_UpgradeItems(GameLogic.Player player, string id, int tier, out double current, out double required) { current = player.CumulativeRetiredHeroStats.ItemUpgrades + player.ActiveCharacter.HeroStats.ItemUpgrades; required = ConfigAchievements.SHARED_DATA[id].TierRequirements[tier]; return(Mathf.Clamp01((float)(current / required))); }
public static float Progress_RetireHero(GameLogic.Player player, string id, int tier, out double current, out double required) { current = player.CumulativeRetiredHeroStats.HeroesRetired; required = ConfigAchievements.SHARED_DATA[id].TierRequirements[tier]; return(Mathf.Clamp01((float)(current / required))); }