Пример #1
0
 /// <summary>
 /// Registers the specified game object
 /// </summary>
 /// <param name="GameObject">The object to register to the set being pointed at</param>
 public void RegisterGameObject(GameObject GameObject)
 {
     if (GameObject != null)
     {
         SetToAddTo.Add(GameObject);
     }
 }
Пример #2
0
 public void Start()
 {
     if (interactibleObjectList != null)
     {
         Debug.Log("Object (" + name + ") added to interactible object list (" + interactibleObjectList.name + ")");
         interactibleObjectList.Add(gameObject);
     }
 }
Пример #3
0
        protected override StarMapTerrain CreateTerrain(
            GameObjectSet gos,
            TerrainInfo oi,
            StarMapBase.SyncContext context)
        {
            StarMapTerrain starMapTerrain = new StarMapTerrain(gos.App, oi.Origin, oi.Name);

            gos.Add((IGameObject)starMapTerrain);
            return(starMapTerrain);
        }
Пример #4
0
        protected override StarMapProp CreateProp(
            GameObjectSet gos,
            StellarPropInfo oi,
            StarMapBase.SyncContext context)
        {
            StarMapProp starMapProp = new StarMapProp(gos.App, oi.AssetPath, oi.Transform.Position, oi.Transform.EulerAngles, 1f);

            gos.Add((IGameObject)starMapProp);
            return(starMapProp);
        }
Пример #5
0
        protected static StarMapServer CreateServer(
            GameObjectSet gos,
            ServerInfo oi,
            StarMapBase.SyncContext context)
        {
            StarMapServer starMapServer = new StarMapServer(gos.App, oi.Origin, oi.name, oi.map, oi.version, oi.players, oi.maxPlayers, oi.ping, oi.passworded);

            gos.Add((IGameObject)starMapServer);
            return(starMapServer);
        }
Пример #6
0
        protected override StarMapNodeLine CreateNodeLine(
            GameObjectSet gos,
            NodeLineInfo oi,
            StarMapBase.SyncContext context)
        {
            StarMapNodeLine starMapNodeLine = new StarMapNodeLine(this.App, this._db.GetStarSystemOrigin(oi.System1ID), this._db.GetStarSystemOrigin(oi.System2ID));

            gos.Add((IGameObject)starMapNodeLine);
            return(starMapNodeLine);
        }
Пример #7
0
        protected override StarMapFilter CreateFilter(
            GameObjectSet gos,
            StarMapViewFilter type,
            StarMapBase.SyncContext context)
        {
            StarMapFilter starMapFilter = new StarMapFilter(this.App);

            starMapFilter.SetFilterType(type);
            gos.Add((IGameObject)starMapFilter);
            return(starMapFilter);
        }
Пример #8
0
        protected override StarMapProvince CreateProvince(
            GameObjectSet gos,
            ProvinceInfo oi,
            StarMapBase.SyncContext context)
        {
            StarMapProvince starMapProvince = new StarMapProvince(this.App);

            starMapProvince.SetLabel(oi.Name);
            gos.Add((IGameObject)starMapProvince);
            return(starMapProvince);
        }
Пример #9
0
        protected override StarMapSystem CreateSystem(
            GameObjectSet gos,
            StarSystemInfo oi,
            StarMapBase.SyncContext context)
        {
            StellarClass      stellarClass  = StellarClass.Parse(oi.StellarClass);
            StarDisplayParams displayParams = StarHelper.GetDisplayParams(stellarClass);
            StarMapSystem     starMapSystem = new StarMapSystem(gos.App, displayParams.AssetPath, oi.Origin, StarHelper.CalcRadius(stellarClass.Size) / StarSystemVars.Instance.StarRadiusIa, oi.Name);

            gos.Add((IGameObject)starMapSystem);
            return(starMapSystem);
        }
Пример #10
0
        protected override StarMapSystem CreateSystem(
            GameObjectSet gos,
            StarSystemInfo oi,
            StarMapBase.SyncContext context)
        {
            StellarClass  stellarClass  = StellarClass.Parse(oi.StellarClass);
            StarMapSystem starMapSystem = new StarMapSystem(this.App, StarHelper.GetDisplayParams(stellarClass).AssetPath, oi.Origin, StarHelper.CalcRadius(stellarClass.Size) / StarSystemVars.Instance.StarRadiusIa, oi.Name);

            starMapSystem.SetSensorRange(this._sim.GameDatabase.GetSystemStratSensorRange(oi.ID, this._sim.LocalPlayer.ID));
            gos.Add((IGameObject)starMapSystem);
            return(starMapSystem);
        }
Пример #11
0
        // -- //

        public void AddInSet()
        {
            if (_set == null)
            {
                Debug.LogWarning(string.Format("Can not add GameObject \"{0}\" in set because it is null", gameObject.name), gameObject);
                return;
            }

            if (!inSet)
            {
                inSet = _set.Add(gameObject);
            }
        }
Пример #12
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        public void ActivatePlayers()
        {
            for (int i = 0; i < players.NumElements; ++i)
            {
                Player p;
                players.Spawn(out p);
                playerSet.Add(p.gameObject);

                p.transform.position = spawnPoints.Count > 0
                    ? spawnPoints[Random.Range(0, spawnPoints.Count)].transform.position
                    : Vector3.zero;
                p.Activate();
            }
        }
Пример #13
0
        protected override StarMapFleet CreateFleet(
            GameObjectSet gos,
            FleetInfo oi,
            StarMapBase.SyncContext context)
        {
            StarMapFleet o = new StarMapFleet(this.App, this._db.AssetDatabase.GetMiniShipDirectory(this._sim.App, this._db.GetFactionName(this._db.GetPlayerFactionID(oi.PlayerID)), oi.Type, this._db.GetShipInfoByFleetID(oi.ID, false).ToList <ShipInfo>()).ID);

            if (oi.PlayerID == this._sim.LocalPlayer.ID)
            {
                o.SetSensorRange(GameSession.GetFleetSensorRange(this.App.AssetDatabase, this._db, oi.ID));
            }
            this.UpdateFleet(o, oi, context);
            gos.Add((IGameObject)o);
            return(o);
        }