private void OnGameStarted(GameStartedEvent customEvent) { EventBus.FireEvent <BrickRegisteredEvent>(new BrickRegisteredEvent() { Brick = this }); }
public void Start() { #region Validation if (this._status != GameStatus.ReadyToStart) { throw new InvalidOperationException("Only game with status 'ReadyToStart' can be started"); } #endregion /* * Review GY: рекомендую проставити фігурні дужки для оператора if */ if (GameStartedEvent == null) { throw new NullReferenceException(); } this._status = GameStatus.InProgress; /* * Review GY: метод Invoke викликається автоматично. * Викликати його явно не потрібно. */ GameStartedEvent.Invoke(); }
public Round StartGame(StartGameCommand command) { CardDeck cardDeck = new CardDeck(); Round round = new Round() { CardDeck = cardDeck, DealerHand = new Hand() { CardsInHand = new List <Card>() { cardDeck.DealCard() } }, PlayerHand = new Hand() { CardsInHand = new List <Card>() { cardDeck.DealCard(), cardDeck.DealCard() } } }; GameStartedEvent gse = new GameStartedEvent() { round = round }; return(round); }
public void Handle(GameStartedEvent message) { var randomRoles = _randomizer.GetRandomRoles(); foreach (user in userAggregates) { user.RoleAssign(new AssignRoleCommand(randomRoles[i])); } }
void OnGameStartedEvent(GameStartedEvent e) { StartCoroutine(WaitForIntroEnd()); currentOverlay.SetActive(false); HUDOverlay.SetActive(true); currentOverlay = HUDOverlay; UpdateHUD(); IntroAnimator.Play("Intro"); AkSoundEngine.PostEvent("play_music_game", gameObject); }
void OnGameStartedEvent(GameStartedEvent e) { gameActive = true; if (currentLevelBrickGO) { Destroy(currentLevelBrickGO); } Initialize(); }
public override void Initialization() { GameStartedEvent = new GameStartedEvent(); CanGenerateNewWaveEvent = new CanGenerateNewWaveEvent(); EnemyWaveGeneratedEvent = new EnemyWaveGeneratedEvent(); EnemyDieEvent = new EnemyDieEvent(); SquadDieEvent = new SquadDieEvent(); FormationDieEvent = new FormationDieEvent(); PlayerDieEvent = new PlayerDieEvent(); DifficultUpEvent = new DifficultUpEvent(); HealthPickedEvent = new HealthPickedEvent(); EndMusicEvent = new EndMusicEvent(); }
public void StartGame() { GameStartedEvent?.Invoke(); m_GamePanel.gameObject.SetActive(true); m_MenuPanel.gameObject.SetActive(false); p_HealthLeft = 10; m_HealthText.text = "Health Left: " + p_HealthLeft.ToString(); p_CurrentScore = 0; m_ScoreText.text = "Score: " + p_CurrentScore.ToString(); }
private void TryStartGame(bool force) { if (force || (PlayerManager.Players.Count >= RoomSettings.MinPlayers && PlayerManager.Players.GetCombinedStates() == ClientState.Ready)) { if (RoomSettings.CloseOnStarted) { RoomSettings.IsOpen = false; RoomSettings.IsVisible = false; } GameStartedEvent?.Invoke(); } }
public BountyRuneGold(EyeController controller) { Minutes = new Dictionary <int, BountyRuneGoldMinutes>(); _pickedup = new BountyRunePickedupEvent(this); _pickedup.PickedUp += OnPickedUp; _gameStarted = new GameStartedEvent(); _gameStarted.GameStarted += (sender, e) => GameStartedTimeStamp = e; _controller = controller; _controller.EventManager.Subscribe(_gameStarted); Enable(); }
public void setGameState(GameState newGameState) { if (newGameState.Equals(GameState.Playing)) { GameStartedEvent?.Invoke(); onStartActivated?.Invoke(); } if (newGameState.Equals(GameState.GameOver)) { GameEndedEvent?.Invoke(); onGameOverActivated?.Invoke(); } eGameState = newGameState; }
public async Task StartGame(GenericGameCmd cmd) { var gameEntity = await _repository.GetGame(cmd.GameId); var game = gameEntity.ToModel(); game.Start(shufflePlayers: true); await _repository.ReplaceGame(GameEntity.Create(game)); _inprogressGameStore.Add(game); var startedEvent = new GameStartedEvent { Game = GameSummaryDto.Create(game) }; await Clients.Group(LobbyGroup).GameStarted(startedEvent); }
/// <summary> /// Starts a new game. /// </summary> /// <param name="gameParams">Parameters of the game.</param> public void StartGame(GameParameters gameParams) { // Init the game CurrentGameState.Params = gameParams; CurrentGameState.CurrentPlayerIndex = -1; CurrentGameState.CurrentPhase = GamePhase.BEFORE_START; _TileSetType = gameParams.TileSet; // Set correct tile supplier switch (_TileSetType) { case TileSetType.STANDARD: CurrentGameState.TileSupplier = new StandardTileSetSupplier(); break; case TileSetType.PASSIVE: CurrentGameState.TileSupplier = new PassiveTileSupplier(); break; case TileSetType.STANDARD_PASSIVE: CurrentGameState.TileSupplier = new StandardPassiveTileSetSupplier(); break; } // Add score records foreach (PlayerColor color in gameParams.PlayerOrder) { CurrentGameState.Scores.Add(color, 0); } // Notify that game has been started GameStartedEvent.Invoke(gameParams); if (_TileSetType != TileSetType.PASSIVE && _TileSetType != TileSetType.STANDARD_PASSIVE) { // Place the initial tile PlaceTile(PlayerColor.NONE, CurrentGameState.TileSupplier.GetFirst(), new Coords(0, 0), TileOrientation.N); } // Start next move StartNextMove(); }
void OnGameStartedEvent(GameStartedEvent e) { foreach (Transform child in SpawnFolder.transform) { Destroy(child.gameObject); } foreach (Transform child in BulletsFolder.transform) { Destroy(child.gameObject); } foreach (Transform child in VFXFolder.transform) { Destroy(child.gameObject); } foreach (Transform child in PopupsFolder.transform) { Destroy(child.gameObject); } }
private void InvokeStateEvents(GameStates state) { switch (state) { case GameStates.Menu: MainMenuEvent?.Invoke(); ClearEntities(); break; case GameStates.GenerateMap: GenerateMenuEvent?.Invoke(); ClearEntities(); break; case GameStates.PlayMap: PlayMapMenuEvent?.Invoke(); GameStartedEvent?.Invoke(); break; default: break; } }
public Round StartGame(StartGameCommand command) { Dealer dealer = new Dealer(); Round round = new Round() { Dealer = dealer, Player = new Player() { Hand = new PlayerHand() { CardsInHand = new List <Card>() { dealer.Hit(), dealer.Hit() } } }, }; GameStartedEvent gse = new GameStartedEvent() { round = round, RoutingKey = "blabla", GUID = Guid.NewGuid().ToString(), TimeStamp = DateTime.UtcNow }; // Publish event using (var eventPublishService = new EventPublisher( new EventBusConfig() { QueueName = "web-app-listener-queue", Host = "localhost" }) ) { eventPublishService.Publish(gse); } return(round); }
public void GameStarted(int gameId) { GameStartedEvent?.Invoke(this, new GameStartedEventArgs(gameId)); }
public void testb(GameStartedEvent e) { Log.Warning("Game started event with DEFAULT priority"); }
/// <summary> /// invoke the event that signals the game has started /// </summary> public static void InvokeGameStartedEvent() { GameStartedEvent.Invoke(); }
public void InvokeGameStarted() { GameStartedEvent?.Invoke(); InvokePauseLevel(false); //Unpausing }
private void OnGameStarted(GameStartedEvent customEvent) { recievingInput = true; }
private void OnGameStarted(GameStartedEvent e) { _gameState = GameState.Running; }
protected virtual void OnGameStartedEvent() { GameStartedEvent?.Invoke(); }
public void StartGame(IDictionary<string, object> parameters) { var gameStartedEvent = new GameStartedEvent(parameters); if (ActualNumberOfPlayers < MinimumNumberOfPlayers) { throw new DomainValidationException("Not enough players to start the game."); } if (IsGameStarted) { throw new DomainValidationException("The game has already started."); } else { Apply(gameStartedEvent); } }
void OnGameStartedEvent(GameStartedEvent e) { gameActive = true; }
private void OnGameStarted(GameStartedEvent @event) { _gameIO.DisplayMessage("A new game has begun!"); _gameIO.DisplayLine(); _gameIO.Display(_gameplay.Player); }
public void testa(GameStartedEvent e) { Log.Warning("Game started event with FINAL priority"); }
private void HandleGameStartedEvent(GameStartedEvent gameStartedEvent) { PlayMusicState.SetValue(); }
/// <summary> /// Use this for initialization /// </summary> void Start() { // add event component and add invoker to event manager unityEvent = new GameStartedEvent(); EventManager.AddInvoker(EventName.GameStartedEvent, this); }
private void OnGameStarted(GameStartedEvent @event) { IsGameStarted = true; StartDate = @event.RehydratedParameters.StartDate; }
public void testc(GameStartedEvent e) { Log.Warning("Game started event with LOW priority"); }
public void GameStartedEvent(GameStartedEvent gse) { Console.WriteLine(gse.round.Dealer.Hand.CardsInHand.First().ToString()); }
private void OnGameStarted(GameStartedEvent customeEvent) { levelName.gameObject.SetActive(false); }
void OnGameStartedEvent(GameStartedEvent e) { Initialize(); }
void OnGameStartedEvent(GameStartedEvent e) { GameScore.Reset(); leaderboard.entryAddedForSession = false; }