Пример #1
0
        public CollisionProcessingSystem(GameplayContext context)
        {
            _group = context.GetGroup(GameplayMatcher.WispCollision);
            _group.OnEntityAdded += OnPlayerCollision;

            _playerGroup = context.GetGroup(GameplayMatcher.Wisp);
        }
Пример #2
0
 public VisualizationSystem(GameplayContext context)
 {
     _visualizationGroup = context.GetGroup(
         GameplayMatcher.AllOf(
             GameplayMatcher.Collidable,
             GameplayMatcher.Position
             )
         );
 }
Пример #3
0
 public InputSystem(GameplayContext context, ICamera camera, ICommonConfig commonConfig)
 {
     _deltaProvider = new List <IInputDeltaProvider>
     {
         new MouseInputDeltaProvider(camera, () => commonConfig.MouseMovementSensitivity),
         new KeyboardInputDeltaProvider(() => commonConfig.KeyboardMovementSensitivity)
     };
     _wispGroup = context.GetGroup(GameplayMatcher.WispMovementDelta);
 }
Пример #4
0
    public CardActionResult AttemptToPlay()
    {
        if (cardData == null)
        {
            throw new InvalidOperationException("Attempted to play a card with no data");
        }

        CardActionResult returnResult = new CardActionResult();

        GameplayContext.StartCoroutineOnManager(cardData.CardBehaviour(returnResult));

        return(returnResult);
    }
        public CollisionDetectionSystem(GameplayContext context)
        {
            _context = context;

            _playerGroup = context.GetGroup(
                GameplayMatcher.AllOf(
                    GameplayMatcher.Wisp
                    )
                );

            _projectilesGroup = context.GetGroup(
                GameplayMatcher.AllOf(
                    GameplayMatcher.Collidable
                    )
                );
        }
Пример #6
0
    public Contexts()
    {
        gameplay = new GameplayContext();
        input    = new InputContext();
        uI       = new UIContext();

        var postConstructors = System.Linq.Enumerable.Where(
            GetType().GetMethods(),
            method => System.Attribute.IsDefined(method, typeof(Entitas.CodeGeneration.Attributes.PostConstructorAttribute))
            );

        foreach (var postConstructor in postConstructors)
        {
            postConstructor.Invoke(this, null);
        }
    }
Пример #7
0
 public SpawnersSystem(GameplayContext context)
 {
     _spawnersGroup = context.GetGroup(GameplayMatcher.Spawner);
 }
 public ApplyVelocitySystem(GameplayContext context)
 {
     // TODO: Maybe unite rotation and position as "Transform"?
     _movables = context.GetGroup(GameplayMatcher.Velocity);
 }
 public RenderTransformSystem(GameplayContext context) : base(context)
 {
 }
 public WispMovementSystem(GameplayContext context) : base(context)
 {
 }
 public InflictDamageSystem(GameplayContext context) : base(context)
 {
 }
Пример #12
0
 public GameTimeSystem(GameplayContext context)
 {
     _context = context;
 }
Пример #13
0
 public RenderSpriteSystem(GameplayContext context) : base(context)
 {
 }
Пример #14
0
 public DestroyBeyondBoundsSystem(GameplayContext context) : base(context)
 {
 }
Пример #15
0
 public PlayerStatsUISystem(GameplayContext context) : base(context)
 {
 }
Пример #16
0
    // Start is called before the first frame update
    void Start()
    {
        FXHelper.Initialize();

        ColorUtility.TryParseHtmlString("#793434", out Color col);
        enemyHealthBar.Colour = col;

        stateStack = new Stack <GameState>();
        stateStack.Push(GameState.PlayerIdle);

        if (worldGrid == null)
        {
            worldGrid = GameObject.FindObjectOfType <HexGrid>();
        }
        worldGrid.GenerateMap(mapRadius);
        entFactory = EntityFactory.GetFactory;

        allEntities         = new List <Entity>();
        allEnemies          = new List <Entity>();
        enemiesWhoNeedTurns = new List <Entity>();
        entitiesToClean     = new List <Entity>();

        if (GameplayContext.ChosenTemplate != null)
        {
            GenerateEncounter(GameplayContext.ChosenTemplate);
        }
        else
        {
            GenerateEncounter(defaultEncounterTemplate);
        }

        GameplayContext.InitializeForEncounter(this, player, worldGrid, interfaceManager);

        if (GameplayContext.CurrentLoadout != null)
        {
            basicDeck = GameplayContext.CurrentLoadout.ToDeckTemplate();
        }
        else
        {
            //fudge a deck together so we can start on the combat scene without crashing
            CardDatabase.LoadAllCards();
            basicDeck = new DeckTemplate();
            basicDeck.AddCardID(CardDatabase.GetCardDataByName("Shoot").cardID, 6);
            basicDeck.AddCardID(CardDatabase.GetCardDataByName("Step").cardID, 4);
        }

        if (!GearDatabase.IsLoaded)
        {
            GearDatabase.LoadAllGear();
        }

        drawPile = basicDeck.ConvertToDeck();
        drawPile.PrintContents("drawpile");

        allExistingCards = new List <Card>();
        foreach (Card c in drawPile)
        {
            allExistingCards.Add(c);
        }

        discardPile = new Deck();
        playerHand  = new List <Card>();

        drawPile.Shuffle();

        energy = 5;

        if (!GameplayContext.InDebugMode)
        {
            GameObject endbutton = GameObject.Find("EndGameButton");
            endbutton.SetActive(false);
        }


        Invoke("StartNewTurn", 0.2f);
    }
 public CreateGameObjectsSystem(GameplayContext context) : base(context)
 {
     _context = context;
 }