public SetupState(StateManager managerRef) { manager = managerRef; gData = GameObject.Find("GameManager").GetComponent<GalaxyData>(); gameData = GameObject.Find("GameManager").GetComponent<GlobalGameData>(); Debug.Log("In SetupState"); }
public static void CreateNewStellarEvent(string civID, string locationName, string systemLocationID, string planetLocationID, eEventType eType, eEventLevel eLevel, eEventScope eScope, int Value1, string Label1) { GlobalGameData gDataRef = GameObject.Find("GameManager").GetComponent <GlobalGameData>(); string origDesc = DataManager.Descriptions[eType]; string newDesc = origDesc; GameEvent newEvent = new GameEvent(); newEvent.Type = eType; newEvent.Level = eLevel; newEvent.Scope = eScope; newEvent.CivID = civID; newEvent.SystemLocationID = systemLocationID; newEvent.PlanetLocationID = planetLocationID; newEvent.EventIsNew = true; newEvent.Date = gDataRef.GameDate; // set the date newEvent.Description = DataManager.Descriptions[eType]; if (origDesc.Contains("[VALUE]")) { string valueReplace; valueReplace = origDesc.Replace("[VALUE]", Mathf.Abs(Value1).ToString("N0")); newDesc = valueReplace; newEvent.Description = newDesc; } if (origDesc.Contains("[PLANET]")) { string planetReplace; planetReplace = newDesc.Replace("[PLANET]", locationName); newDesc = planetReplace; newEvent.Description = newDesc; } HelperFunctions.DataRetrivalFunctions.GetCivilization(civID).LastTurnEvents.Add(newEvent); // add the event to the correct civ list }
void Awake() { gDataRef = GameObject.Find("GameManager").GetComponent <GlobalGameData>(); graphicsDataRef = GameObject.Find("GameManager").GetComponent <GraphicAssets>(); // get graphics characterWindow = GameObject.Find("Character Window Panel"); blockingPanel = GameObject.Find("Blocking Panel"); age = characterWindow.transform.Find("Age Value").GetComponent <Text>(); health = characterWindow.transform.Find("Health Value").GetComponent <Text>(); wealth = characterWindow.transform.Find("Wealth Value").GetComponent <Text>(); intelligence = characterWindow.transform.Find("Intelligence Value").GetComponent <Text>(); influence = characterWindow.transform.Find("Influence Value").GetComponent <Text>(); honor = characterWindow.transform.Find("Loyalty Value").GetComponent <Text>(); intel = characterWindow.transform.Find("Intel Value").GetComponent <Text>(); charm = characterWindow.transform.Find("Charisma Value").GetComponent <Text>(); drive = characterWindow.transform.Find("Drive Value").GetComponent <Text>(); piety = characterWindow.transform.Find("Piety Value").GetComponent <Text>(); empathy = characterWindow.transform.Find("Empathy Value").GetComponent <Text>(); passion = characterWindow.transform.Find("Will Value").GetComponent <Text>(); history = characterWindow.transform.Find("History Text").GetComponent <Text>(); CommText = characterWindow.transform.Find("Comm Text").GetComponent <Text>(); trait1 = characterWindow.transform.Find("Trait 1").GetComponent <Text>(); trait2 = characterWindow.transform.Find("Trait 2").GetComponent <Text>(); trait3 = characterWindow.transform.Find("Trait 3").GetComponent <Text>(); trait4 = characterWindow.transform.Find("Trait 4").GetComponent <Text>(); characterName = characterWindow.transform.Find("Character Name").GetComponent <Text>(); characterRank = characterWindow.transform.Find("Character Rank").GetComponent <Text>(); characterImage = characterWindow.transform.Find("Character Image").GetComponent <Image>(); aView = characterWindow.transform.Find("ScrollView").GetComponent <ActionScrollView>(); rView = characterWindow.transform.Find("Relations Scrollview").GetComponent <RelationsScrollView>(); charRankImage = characterWindow.transform.Find("Char Rank Image").GetComponent <Image>(); rank1Image = characterWindow.transform.Find("Rank 1 Image").GetComponent <Image>(); rank2Image = characterWindow.transform.Find("Rank 2 Image").GetComponent <Image>(); characterWindow.SetActive(false); // sets the window as active initially blockingPanel.SetActive(false); // this panel blocks mouse clicks from going 'through' the screen since it is supposed to be a modal screen }
public static House GetHouse(string hID) { //DataManager dManager = GameObject.Find("GameManager").GetComponent<DataManager>(); GlobalGameData gameDataRef = GameObject.Find("GameManager").GetComponent <GlobalGameData>(); return(gameDataRef.HouseList.Find(p => p.ID == hID)); }
public static void DefineInputs() { ControllerData = new ControllerInputData(); DigitalActionInput_Keyboard = new Dictionary <ControlAction, KeyCode>(); DigitalActionValue_Keyboard = new Dictionary <ControlAction, KeyValue>(); DigitalActionInput_Gamepad = new Dictionary <ControlAction, KeyCode>(); DigitalActionValue_Gamepad = new Dictionary <ControlAction, KeyValue>(); AnalogActionInput = new Dictionary <ControlAction, string>(); AnalogActionValue = new Dictionary <ControlAction, float>(); DefineKeyboardInputs(); DefineGamepadInputs(); AnalogActionInput[ControlAction.SPIN_AXIS] = GlobalGameData.GetAnalogActionSetting(ControlAction.SPIN_AXIS); AnalogActionInput[ControlAction.TURN_AXIS] = GlobalGameData.GetAnalogActionSetting(ControlAction.SPIN_AXIS); AnalogActionInput[ControlAction.FLIP_AXIS] = GlobalGameData.GetAnalogActionSetting(ControlAction.FLIP_AXIS); AnalogActionInput[ControlAction.SLOW_AXIS] = GlobalGameData.GetAnalogActionSetting(ControlAction.FLIP_AXIS); AnalogActionValue[ControlAction.SPIN_AXIS] = Constants.ZERO_F; AnalogActionValue[ControlAction.TURN_AXIS] = Constants.ZERO_F; AnalogActionValue[ControlAction.FLIP_AXIS] = Constants.ZERO_F; AnalogActionValue[ControlAction.SLOW_AXIS] = Constants.ZERO_F; }
public static List <Pops> GetCivPopList(string cID) { GlobalGameData gameDataRef = GameObject.Find("GameManager").GetComponent <GlobalGameData>(); Civilization civ = gameDataRef.CivList.Find(p => p.ID == cID); return(civ.PopList); }
void Awake() { if (frame <= 0) { frame = 30; } //测试 CPlayer cPlayer1 = new CPlayer { //ModelName = "child_01", //ModelPath = "", //Team = 0, }; GlobalGameData.GetGlobalGameData().m_BattleData.m_UnitList.Add(cPlayer1); CPlayer cPlayer2 = new CPlayer { //ModelName = "child_01", //ModelPath = "", //Team = 1, }; GlobalGameData.GetGlobalGameData().m_BattleData.m_UnitList.Add(cPlayer2); m_TurnBased = new TurnBased(); m_FrameTime = 1 / frame; }
void Awake() { gDataRef = GameObject.Find("GameManager").GetComponent<GlobalGameData>(); graphicsDataRef = GameObject.Find("GameManager").GetComponent<GraphicAssets>(); // get graphics characterWindow = GameObject.Find("Character Window Panel"); blockingPanel = GameObject.Find("Blocking Panel"); age = characterWindow.transform.Find("Age Value").GetComponent<Text>(); health = characterWindow.transform.Find("Health Value").GetComponent<Text>(); wealth = characterWindow.transform.Find("Wealth Value").GetComponent<Text>(); intelligence = characterWindow.transform.Find("Intelligence Value").GetComponent<Text>(); influence = characterWindow.transform.Find("Influence Value").GetComponent<Text>(); honor = characterWindow.transform.Find("Loyalty Value").GetComponent<Text>(); intel = characterWindow.transform.Find("Intel Value").GetComponent<Text>(); charm = characterWindow.transform.Find("Charisma Value").GetComponent<Text>(); drive = characterWindow.transform.Find("Drive Value").GetComponent<Text>(); piety = characterWindow.transform.Find("Piety Value").GetComponent<Text>(); empathy = characterWindow.transform.Find("Empathy Value").GetComponent<Text>(); passion = characterWindow.transform.Find("Will Value").GetComponent<Text>(); history = characterWindow.transform.Find("History Text").GetComponent<Text>(); CommText = characterWindow.transform.Find("Comm Text").GetComponent<Text>(); trait1 = characterWindow.transform.Find("Trait 1").GetComponent<Text>(); trait2 = characterWindow.transform.Find("Trait 2").GetComponent<Text>(); trait3 = characterWindow.transform.Find("Trait 3").GetComponent<Text>(); trait4 = characterWindow.transform.Find("Trait 4").GetComponent<Text>(); characterName = characterWindow.transform.Find("Character Name").GetComponent<Text>(); characterRank = characterWindow.transform.Find("Character Rank").GetComponent<Text>(); characterImage = characterWindow.transform.Find("Character Image").GetComponent<Image>(); aView = characterWindow.transform.Find("ScrollView").GetComponent<ActionScrollView>(); rView = characterWindow.transform.Find("Relations Scrollview").GetComponent<RelationsScrollView>(); charRankImage = characterWindow.transform.Find("Char Rank Image").GetComponent<Image>(); rank1Image = characterWindow.transform.Find("Rank 1 Image").GetComponent<Image>(); rank2Image = characterWindow.transform.Find("Rank 2 Image").GetComponent<Image>(); characterWindow.SetActive(false); // sets the window as active initially blockingPanel.SetActive(false); // this panel blocks mouse clicks from going 'through' the screen since it is supposed to be a modal screen }
public SetupState(StateManager managerRef) { manager = managerRef; gData = GameObject.Find("GameManager").GetComponent <GalaxyData>(); gameData = GameObject.Find("GameManager").GetComponent <GlobalGameData>(); Debug.Log("In SetupState"); }
public override void ExecuteMenuCommand() { GlobalInputController.LockInput(); switch (MenuAction) { case MenuCommand.EXIT_GAME: Application.Quit(); break; case MenuCommand.RESTART: SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex, LoadSceneMode.Single); break; case MenuCommand.CHANGE_SCENE: if (c_itemActiveData.i_nextScene > -1) { MessageServer.OnSceneChange(); SceneManager.LoadScene(c_itemActiveData.i_nextScene, LoadSceneMode.Single); } break; case MenuCommand.RESUME: MessageServer.SendMessage(MessageID.PAUSE, new Message(0)); break; case MenuCommand.MENU_BACK: MessageServer.SendMessage(MessageID.MENU_BACK, new Message()); break; case MenuCommand.MENU_FORWARD: if (ChildMenuController == null) { return; } MessageServer.SendMessage(MessageID.MENU_FORWARD, new Message(ChildMenuController.GetSuperMenuIndex())); break; case MenuCommand.CONFIRM: break; case MenuCommand.EDIT_DATA: if (DataItem == DataTarget.ERROR_TARGET) { return; } if (ChildEditController == null) { return; } // open data editor, wait for return ChildEditController.Activate(DataItem); MessageServer.SendMessage(MessageID.EDIT_START, new Message()); break; case MenuCommand.RESET_CONTROLS: GlobalGameData.SetControlsToDefault(DataItem == DataTarget.CONTROLLER_CONTROLS ? InputType.CONTROLLER_GENERIC : InputType.KEYBOARD_GENERIC); break; } }
public static Character GetCharacter(string cID) { GlobalGameData gameDataRef = GameObject.Find("GameManager").GetComponent <GlobalGameData>(); Character cData = new Character(); cData = gameDataRef.CharacterList.Find(p => p.ID == cID); return(cData); }
// Start is called before the first frame update void Start() { var globalGameDataGameObject = GameObject.FindGameObjectWithTag("GlobalData"); globalGameData = globalGameDataGameObject.GetComponent <GlobalGameData>(); image = GetComponent <RawImage>(); }
// Use this for initialization void Start() { gData = GameObject.Find("GameManager").GetComponent<GalaxyData>(); gameData = GameObject.Find("GameManager").GetComponent<GlobalGameData>(); planetsGenerated = GameObject.Find("Planets Generated").GetComponent<Text>(); housesGenerated = GameObject.Find("Houses Generated").GetComponent<Text>(); charactersGenerated = GameObject.Find("Characters Generated").GetComponent<Text>(); }
//constructor public NewGameState(StateManager managerRef) { manager = managerRef; valuesLoaded = false; // reset valuesEntered = false; gameDataRef = GameObject.Find("GameManager").GetComponent<GlobalGameData>(); Debug.Log("Constructing New Game Screen"); }
public override void ConfirmDataEdit(DataTarget targetIn) { MessageServer.SendMessage(MessageID.EDIT_END, new Message()); GlobalInputController.UpdateAction(InputAction, c_controllerData.k, this.InputType); GlobalGameData.SetActionSetting(InputAction, c_controllerData.k, this.InputType); MessageServer.SendMessage(MessageID.EDIT_DISPLAY_UPDATE, new Message((int)c_controllerData.k, (uint)InputAction).withInputType(this.InputType)); Deactivate(); }
private void Start() { InitializeCarts(); InitializeData(); InitializeStateMachine(); c_controllerData.i = GlobalGameData.GetSettingsInt(CurrentTarget); ValueDisplay.text = c_controllerData.i.ToString(); }
private void Awake() { // Get game object components spriteRenderer = GetComponentInChildren <SpriteRenderer>(); rigidBody = GetComponent <Rigidbody2D>(); character_anim = GetComponentInChildren <Animator>(); globalData = GameObject.FindGameObjectWithTag("GlobalData").GetComponent <GlobalGameData>(); }
public void ChangeScene1() { SceneManager.LoadScene(0); //Debug.Log("name = " + PlayerPrefs.GetString("name")); PlayerPrefs.SetString("name", "tom"); Debug.Log("name = " + GlobalGameData.GetGlobalGameData().m_UserData.name); }
public NewGameState(StateManager managerRef) //constructor { manager = managerRef; valuesLoaded = false; // reset valuesEntered = false; gameDataRef = GameObject.Find("GameManager").GetComponent <GlobalGameData>(); Debug.Log("Constructing New Game Screen"); }
public static GlobalGameData GetGlobalGameData() { if (self == null) { self = new GlobalGameData(); } return(self); }
// Use this for initialization void Start() { gData = GameObject.Find("GameManager").GetComponent <GalaxyData>(); gameData = GameObject.Find("GameManager").GetComponent <GlobalGameData>(); planetsGenerated = GameObject.Find("Planets Generated").GetComponent <Text>(); housesGenerated = GameObject.Find("Houses Generated").GetComponent <Text>(); charactersGenerated = GameObject.Find("Characters Generated").GetComponent <Text>(); }
void Start() { // initialize state machine and managers activeState = new BeginState(this); galaxyDataRef = GetComponent<GalaxyData>(); // gets the galaxy data script containing the data structure gameDataRef = GetComponent<GlobalGameData>(); // gets global game data (screens, etc) that are used universally Debug.Log("This object is of type: " + activeState); }
void Start() { // initialize state machine and managers activeState = new BeginState(this); galaxyDataRef = GetComponent <GalaxyData>(); // gets the galaxy data script containing the data structure gameDataRef = GetComponent <GlobalGameData>(); // gets global game data (screens, etc) that are used universally Debug.Log("This object is of type: " + activeState); }
// Start is called before the first frame update void Start() { // Get global game data var globalGameDataGameObject = GameObject.FindGameObjectWithTag("GlobalData"); globalGameData = globalGameDataGameObject.GetComponent <GlobalGameData>(); sprite = GetComponent <SpriteRenderer>(); }
public override void InitializeData() { c_controllerData = new EditControllerData(); c_controllerData.b_editorActive = false; c_controllerData.k = GlobalGameData.GetActionSetting(InputAction, this.InputType); c_messageClient = new InputEditMessageClient(this); MessageServer.Subscribe(ref c_messageClient, MessageID.EDIT_SWAP); MessageServer.Subscribe(ref c_messageClient, MessageID.EDIT_RESET); }
// Use this for initialization void Start() { mainC = GameObject.Find("Main Camera").GetComponent <Camera>(); gDataRef = GameObject.Find("GameManager").GetComponent <GlobalGameData>(); mainC.fieldOfView = maxZoomLevel; zoom = mainC.fieldOfView; galaxyHeight = gDataRef.GalaxySizeHeight; galaxyWidth = gDataRef.GalaxySizeWidth; ScrollWheelIsValid = true; }
private void Awake() { GlobalGameData.CheckAndSetDefaults(); GlobalInputController.InitializeInput(); if (GlobalInputController.InputIsLocked()) { StartCoroutine(GlobalInputController.StartLockTimer()); } }
// Start is called before the first frame update void Start() { closeButton.SetActive(false); sweetSpot = GetSweetSpot(); var audioSources = GetComponents <AudioSource>(); globalData = GameObject.FindGameObjectWithTag("GlobalData").GetComponent <GlobalGameData>(); unlockSound = audioSources[0]; wiggleSound = audioSources[1]; }
public static void SaveSettings(float volumeLevel, float musicLevel) { string slotPath = "/config.globalxd"; BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + slotPath; FileStream stream = new FileStream(path, FileMode.Create); GlobalGameData data = new GlobalGameData(volumeLevel, musicLevel); formatter.Serialize(stream, data); stream.Close(); }
// Use this for initialization public virtual void Start() { audioManager = FindObjectOfType <AudioManagerBehavior>(); rb2 = GetComponent <Rigidbody2D>(); ggd = FindObjectOfType <GlobalGameData>(); ground = LayerMask.GetMask("Ground"); feet = transform.Find("feet").GetComponent <Collider2D>(); shootyPoint = transform.Find("shootyPoint"); renderer = transform.Find("sprite").GetComponent <SpriteRenderer>(); anim = GetComponent <Animator>(); }
public static ModalPanel Instance() { if (!modalPanel) { gGameData = GameObject.Find("GameManager").GetComponent<GlobalGameData>(); //modalPanel = new ModalPanel(); modalPanel = FindObjectOfType(typeof(ModalPanel)) as ModalPanel; if (!modalPanel) Debug.LogError("There needs to be one active ModalPanel script on a GameObject in your scene."); } return modalPanel; }
public void InputUnbind() { c_controllerData.k = KeyCode.None; GlobalInputController.UpdateAction(InputAction, c_controllerData.k, this.InputType); GlobalGameData.SetActionSetting(InputAction, c_controllerData.k, this.InputType); if (InputSpriteController.getInputSprite(out spriteOut, c_controllerData.k, this.InputType)) { SpriteDisplay.sprite = spriteOut; } }
public static StarData GetCivHomeSystem(Civilization civ) { GlobalGameData gameDataRef = GameObject.Find("GameManager").GetComponent <GlobalGameData>(); GalaxyData galaxyDataRef = GameObject.Find("GameManager").GetComponent <GalaxyData>(); PlanetData pData = new PlanetData(); StarData sData = new StarData(); pData = galaxyDataRef.GalaxyPlanetDataList.Find(p => p.ID == civ.CapitalPlanetID); sData = galaxyDataRef.GalaxyStarDataList.Find(p => p.ID == pData.SystemID); return(sData); }
void Start() { // data structure references gData = GameObject.Find("GameManager").GetComponent <GalaxyData>(); gameDataRef = GameObject.Find("GameManager").GetComponent <GlobalGameData>(); //DataManager.PopulateObjectNameLists(); // populate the name lists once! galaxySizeWidth = gameDataRef.GalaxySizeWidth; // these will be selected in new game screen galaxySizeHeight = gameDataRef.GalaxySizeHeight; GenerateNebulas(); GenerateStars(); GeneratePlanets(); }
// TODO: swapping a key with pause will not also update the "other mutex" buttons, allowing for a multiple mapping edge case public void InputSwap(KeyCode keyIn) { c_controllerData.k = keyIn; GlobalInputController.UpdateAction(InputAction, c_controllerData.k, this.InputType); GlobalGameData.SetActionSetting(InputAction, c_controllerData.k, this.InputType); if (InputSpriteController.getInputSprite(out spriteOut, c_controllerData.k, this.InputType)) { SpriteDisplay.sprite = spriteOut; } MessageServer.SendMessage(MessageID.EDIT_DISPLAY_UPDATE, new Message((int)c_controllerData.k, (uint)InputAction).withInputType(this.InputType)); }
public static Civilization GetCivilization(string ID) { GlobalGameData gameDataRef = GameObject.Find("GameManager").GetComponent <GlobalGameData>(); if (gameDataRef.CivList.Exists(p => p.ID == ID)) { return(gameDataRef.CivList.Find(p => p.ID == ID)); } else { return(null); } }
// Use this for initialization void Start() { mainC = GameObject.Find("Main Camera").GetComponent<Camera>(); gDataRef = GameObject.Find("GameManager").GetComponent<GlobalGameData>(); mainC.fieldOfView = maxZoomLevel; zoom = mainC.fieldOfView; galaxyHeight = gDataRef.GalaxySizeHeight; galaxyWidth = gDataRef.GalaxySizeWidth; ScrollWheelIsValid = true; }
void Start() { gData = GameObject.Find("GameManager").GetComponent<GalaxyData>(); gameDataRef = GameObject.Find("GameManager").GetComponent<GlobalGameData>(); // now generate civilizations GenerateHumanCiv(); GenerateAICivs(); GenerateCommonHouses(); // generate houses GenerateHouseStats(); // generate the other house status GenerateCharacters(); // generate characters for the global pool GenerateCivLeaders(); AssignHouses(); // assign houses GenerateRelationships(); // determine everyone's relationship to everyone else GenerateProvinces(); // generate provinces for each civilization DetermineSystemCapitals(); GenerateStellarObjectLeaders(); // test; put back after generate primes if needed GenerateInfrastructure(); SetPlanetTaxes(); GeneratePrimes(); GeneratePlanetIntelLevels(gameDataRef.CivList.Find(p => p.HumanCiv == true)); gameDataRef.CivsGenerated = true; // sends flag to move to the galaxy screen }
void Awake() { tileMapPanel = GameObject.Find("Tile Map Panel"); stellarographyPanel = GameObject.Find("Stellarography Panel"); industryDisplayButton = GameObject.Find("Industry Display Button"); economicDisplayButton = GameObject.Find("Economic Display Button"); graphicsDataRef = GameObject.Find("GameManager").GetComponent<GraphicAssets>(); intelLevelText = GameObject.Find("Intel Level Text Label").GetComponent<Text>(); intelLevelValue = GameObject.Find("Intel Level").GetComponent<Text>(); planetValueText = GameObject.Find("Planet Value Label").GetComponent<Text>(); planetValue = GameObject.Find("Planet Value").GetComponent<Text>(); starbaseText = GameObject.Find("Starbase Level Label").GetComponent<Text>(); starbaseValue = GameObject.Find("Starbase Level").GetComponent<Text>(); starbaseDataPanel = GameObject.Find("Starbase Data Panel").GetComponent<Image>(); tradeHubIndicator = GameObject.Find("Trade Hub Indicator").GetComponent<Text>(); throughputRemaining = GameObject.Find("Capacity Remaining").GetComponent<Text>(); tileMapLight = GameObject.Find("Region UI Light").GetComponent<Light>(); edictPanel = GameObject.Find("Edict Panel"); wireFrameOverlay = GameObject.Find("Wireframe Planet Overlay"); planetButtonBarBackground = GameObject.Find("Planet Button Bar Background"); gameDataRef = GameObject.Find("GameManager").GetComponent<GlobalGameData>(); planetCanvas = GameObject.Find("Planet UI Canvas").GetComponent<Canvas>(); //viceroyImageTop = GameObject.Find("Character Image").GetComponent<Image>(); }
private static bool DoesBuildFocusChange(PlanetData pData, Character vic, GlobalGameData gDataRef) { float timeSinceChange = vic.TimeSinceBuildFocusChange; float changeChance = 0; if (vic.Traits.Exists(p => p.Name == "Erratic")) { changeChance += 20f; } changeChance -= (vic.GoalStabilityTendency / 10f); changeChance += timeSinceChange * 10f; // if there are critical shortfalls on planets, vics are much less likely to change their focus if (vic.BuildFocus == Character.eBuildFocus.Farms) { if (pData.FoodDifference > 0) { changeChance -= pData.FoodDifference; } } if (vic.BuildFocus == Character.eBuildFocus.Hightech) { if (pData.EnergyDifference > 0) { changeChance -= pData.EnergyDifference; } } if (changeChance > 80) { return true; // yes, the focus changes } return false; }
// this 'flags' planets to seed with pops in the next step public static void ClaimPlanetsForCiv(Civilization newCiv) { gameDataRef = GameObject.Find("GameManager").GetComponent<GlobalGameData>(); galaxyDataRef = GameObject.Find("GameManager").GetComponent<GalaxyData>(); float civMaxDistance = newCiv.Range; PlanetData homePlanet = galaxyDataRef.GalaxyPlanetDataList.Find(p => p.ID == newCiv.CapitalPlanetID); StarData homeStar = galaxyDataRef.GalaxyStarDataList.Find(p => p.ID == homePlanet.SystemID); List<StarData> eligibleSystems = new List<StarData>(); foreach (StarData star in galaxyDataRef.GalaxyStarDataList) { float distance = HelperFunctions.Formulas.MeasureDistanceBetweenSystems(star, homeStar); if ( distance <= civMaxDistance) // must be within range and also include the home system eligibleSystems.Add(star); // add systems that are close to the home star } // // now check planets in those systems to see if they can be owned foreach (StarData potStar in eligibleSystems) { foreach(PlanetData pData in potStar.PlanetList) { if (pData.AdjustedBio >= newCiv.PlanetMinTolerance) { bool planetEligible = true; foreach (Civilization civ in gameDataRef.CivList) // check each civ to make sure they don't own the planet { if (civ.PlanetIDList.Exists (p => p == pData.ID)) planetEligible = false; if (pData.ID == homePlanet.ID) planetEligible = false; if (pData.AdjustedMaxHabitableTiles == 0) // if after traits there are no tiles to put people on, it's not a good planet! planetEligible = false; } if (planetEligible) // if they don't, then claim! ClaimCivPlanet(pData,newCiv); } } } }
public static Civilization CreateNewCivilization() { List<String> civNameList = DataManager.civNameList; // populate the color list if needed if (civColorList.Count == 0) PopulateCivColorList(); Civilization newCiv = new Civilization(); int dieRoll = 0; galaxyDataRef = GameObject.Find("GameManager").GetComponent<GalaxyData>(); // access galaxy data gameDataRef = GameObject.Find("GameManager").GetComponent<GlobalGameData>(); // access galaxy data // Step 1: Generate type of civ dieRoll = UnityEngine.Random.Range(1, 7); newCiv.Type = (Civilization.eCivType)dieRoll; // cast to enum // Step 2: Generate ID of civ newCiv.ID = "CIV" + gameDataRef.CivList.Count.ToString("N0"); // Step 2: Generate name of civ string primaryName = ""; string surName = ""; if (civNameList.Count > 0) { var nameIndex = UnityEngine.Random.Range(0, civNameList.Count); primaryName = civNameList[nameIndex]; civNameList.RemoveAt(nameIndex); civNameList.TrimExcess(); } else primaryName = "GenericName"; var surNameIndex = UnityEngine.Random.Range(0, DataManager.civSurNameList.Count); surName = DataManager.civSurNameList[surNameIndex]; newCiv.Name = primaryName + " " + surName; // Step 3: Generate other base stats (treasury, size, etc) // size/range newCiv.Range = 40; // to start with int size = UnityEngine.Random.Range(0, 100); // adjust size/other ratings for civ type switch(newCiv.Type) { case Civilization.eCivType.Confederation : { size += 55; break; } case Civilization.eCivType.MinorEmpire: { size += 40; break; } case Civilization.eCivType.Satrapy: { size += 20; break; } case Civilization.eCivType.BrokenCivilization: { size -= 30; break; } case Civilization.eCivType.Pirates: { size -= 15; break; } } // add a empire type mod here if (size < 40) newCiv.Size = Civilization.eCivSize.SinglePlanet; else if (size < 70) newCiv.Size = Civilization.eCivSize.Local; else if (size < 90) { newCiv.Size = Civilization.eCivSize.Minor; newCiv.Range = UnityEngine.Random.Range(MultiSystemEmpireRange - 200, MultiSystemEmpireRange + 200); } else { newCiv.Size = Civilization.eCivSize.Major; newCiv.Range = UnityEngine.Random.Range(MultiRegionEmpireRange - 400, MultiRegionEmpireRange + 400); } // skill ratings newCiv.FarmingBaseRating = UnityEngine.Random.Range(70, 100) - (int)newCiv.Type * 10; newCiv.MiningBaseRating = UnityEngine.Random.Range(50, 90) - (int)newCiv.Type * 10; newCiv.ScienceBaseRating = UnityEngine.Random.Range(0, 50) + (int)newCiv.Type * 10; newCiv.HighTechBaseRating = UnityEngine.Random.Range(0, 40) + (int)newCiv.Type * 10; newCiv.ManufacturingBaseRating = UnityEngine.Random.Range(5, 50) + (int)newCiv.Type * 10; // tolerance newCiv.PlanetMinTolerance = UnityEngine.Random.Range(40, 60); // sets the base minimum habitable world a civilization is willing to tolerate // province size if (newCiv.Size == Civilization.eCivSize.Major) { newCiv.CivMaxProvinceSize = UnityEngine.Random.Range(1, 6); // sets a province size between 1 and 5 systems newCiv.AdminRating = UnityEngine.Random.Range(5, 21); // generates the civ's base admin rating (how efficient they are in adminstering provinces } else { newCiv.CivMaxProvinceSize = 0; // no provinces can be created; the civ is essentially one province newCiv.AdminRating = 1; } // admin rating // Step 4: Determine planet of origin retryPlanet: // beginning of retry loop PlanetData civPlanet = new PlanetData(); dieRoll = UnityEngine.Random.Range(0, galaxyDataRef.GalaxyPlanetDataList.Count); // find the planets in the quadrant civPlanet = galaxyDataRef.GalaxyPlanetDataList[dieRoll]; if (galaxyDataRef.GalaxyPlanetDataList[dieRoll].AdjustedBio < newCiv.PlanetMinTolerance) // if the bio is too low, throw it out goto retryPlanet; if (gameDataRef.CivList.Count > 0) { foreach (Civilization civ in gameDataRef.CivList) { List<StarData> populatedHomeSystems = new List<StarData>(); populatedHomeSystems = HelperFunctions.DataRetrivalFunctions.GetCivSystemList(civ); if (civPlanet.ID == civ.CapitalPlanetID) // check for capital world goto retryPlanet; if (civ.PlanetIDList.Exists(p => p == civPlanet.ID)) // then all other worlds goto retryPlanet; if (newCiv.ID != civ.ID) if (populatedHomeSystems.Exists(p => p.ID == civPlanet.SystemID)) // check for systems that other civs have claimed goto retryPlanet; } // assign a name for the civ's planet if (DataManager.planetNameList.Count > 0) { var nameIndex = UnityEngine.Random.Range(0, DataManager.planetNameList.Count); civPlanet.Name = DataManager.planetNameList[nameIndex]; DataManager.planetNameList.RemoveAt(nameIndex); DataManager.planetNameList.TrimExcess(); } else civPlanet.Name = "GenericName"; // set as capital and send to assign pops, developments, etc. newCiv.CapitalPlanetID = civPlanet.ID; ClaimCivPlanet(civPlanet, newCiv); civPlanet.Rank = PlanetData.ePlanetRank.ImperialCapital; newCiv.PlanetIDList.Add(civPlanet.ID); // add the planet } // Step 5: Determine additional planets if (newCiv.Size != Civilization.eCivSize.SinglePlanet) ClaimPlanetsForCiv(newCiv); // Step 5: Generate color of civ retryColor: // beginning of retry loop Color civColor = new Color(); civColor = new Color(UnityEngine.Random.Range(.01f, .99f), UnityEngine.Random.Range(.01f, .99f), UnityEngine.Random.Range(.01f, .99f)); // select a random color if (gameDataRef.CivList.Count > 0) { foreach (Civilization civ in gameDataRef.CivList) { if (civColor == civ.Color) goto retryColor; } newCiv.Color = civColor; } return newCiv; }
public static void GenerateNebula() { NebulaData nData = new NebulaData(); galaxyDataRef = GameObject.Find("GameManager").GetComponent<GalaxyData>(); gameDataRef = GameObject.Find("GameManager").GetComponent<GlobalGameData>(); // Step 1: Generate name if (DataManager.planetNameList.Count > 0) { var nameIndex = UnityEngine.Random.Range(0, DataManager.planetNameList.Count); nData.Name = DataManager.planetNameList[nameIndex] + " Nebula"; DataManager.planetNameList.RemoveAt(nameIndex); DataManager.planetNameList.TrimExcess(); } else nData.Name = "GenericName"; // Step 2: Set location nData.WorldLocation = new Vector3(UnityEngine.Random.Range(-gameDataRef.GalaxySizeWidth,gameDataRef.GalaxySizeWidth), UnityEngine.Random.Range(-gameDataRef.GalaxySizeHeight, gameDataRef.GalaxySizeHeight), UnityEngine.Random.Range(-25,-75)); // set slightly back of X axis for parallax effect // Step 3: Assign sprite # nData.NebulaSpriteNumber = UnityEngine.Random.Range(0, SpritesPerNebulaType - 1); // Step 4: Generate size nData.NebulaSize = UnityEngine.Random.Range(.5f, 1.5f); // Step 5: Assign rotation switch (nData.NebulaSpriteNumber) { case 0: { nData.TextRotation = -55f; break; } case 1: { nData.TextRotation = -55f; break; } case 2: { nData.TextRotation = 45f; break; } case 3: { nData.TextRotation = -55f; break; } case 4: { nData.TextRotation = -60f; break; } default: { nData.TextRotation = 0f; break; } } // Step 6: Assign the data galaxyDataRef.AddStellarPhenonomaDataToList(nData); }
void Awake() { uiCanvas = GameObject.Find("Character Window Canvas").GetComponent<Canvas>(); graphicDataRef = GameObject.Find("GameManager").GetComponent<GraphicAssets>(); gDataRef = GameObject.Find("GameManager").GetComponent<GlobalGameData>(); }
void Start() { // data structure references gData = GameObject.Find("GameManager").GetComponent<GalaxyData>(); gameDataRef = GameObject.Find("GameManager").GetComponent<GlobalGameData>(); //DataManager.PopulateObjectNameLists(); // populate the name lists once! galaxySizeWidth = gameDataRef.GalaxySizeWidth; // these will be selected in new game screen galaxySizeHeight = gameDataRef.GalaxySizeHeight; GenerateNebulas(); GenerateStars(); GeneratePlanets(); }
void Awake() { gameDataRef = GameObject.Find("GameManager").GetComponent<GlobalGameData>(); graphicsDataRef = GameObject.Find("GameManager").GetComponent<GraphicAssets>(); }
void Awake() { gDataRef = GameObject.Find("GameManager").GetComponent<GlobalGameData>(); cScreen = GameObject.Find("Character Window Canvas").GetComponent<CharacterScreen>(); }
void Awake() { gGameDataRef = GameObject.Find("GameManager").GetComponent<GlobalGameData>(); // tie the game camera script to the data }
void Awake() { gameDataRef = GameObject.Find("GameManager").GetComponent<GlobalGameData>(); }
// Use this for initialization void Start() { galDataRef = GameObject.Find("GameManager").GetComponent<GalaxyData>(); gDataRef = GameObject.Find("GameManager").GetComponent<GlobalGameData>(); // run 4 times before first turn to maximize for (int x = 0; x < 4; x++) { foreach (Civilization civ in gDataRef.CivList) { UpdatePlanets(civ); CheckForMigration(civ); // check for intraplanet migration MigratePopsBetweenPlanets(civ); // and if there are any pops who want to leave, check for where } } UpdateTrades(); UpdateEmperor(); gDataRef.UpdateGameDate(); gDataRef.RequestGraphicRefresh = true; }
void Awake() { // modal stuff modalPanel = ModalPanel.Instance(); // sets up a static instance of the window myYesAction = new UnityAction(TestYesFunction); // assign functions to actions myNoAction = new UnityAction(TestNoFunction); myCancelAction = new UnityAction(TestCancelFunction); starmapSprite = GameObject.Find("Y-Axis Grid"); systemHeaderImage = GameObject.Find("System Header Image"); starDataTextLine = GameObject.Find("StarDataTextInfo").GetComponent<Text>(); secondaryDataTextLine = GameObject.Find("CameraZoomValue").GetComponent<Text>(); secondaryZoomValueLine = GameObject.Find("CameraZoomInfo").GetComponent<Text>(); gameDate = GameObject.Find("GameDate").GetComponent<Text>(); backingSphere = GameObject.Find("Backing Sphere"); empireTreasuryRevenues = GameObject.Find("EmpireTreasuryRevenues").GetComponent<Text>(); empireTreasuryExpenses = GameObject.Find("EmpireTreasuryExpenses").GetComponent<Text>(); emperorPoSup = GameObject.Find("Popular Support").GetComponent<Text>(); emperorAP = GameObject.Find("Action Points").GetComponent<Text>(); emperorBenevolentInfluence = GameObject.Find("Benevolent Influence").GetComponent<Text>(); emperorPragmaticInfluence = GameObject.Find("Pragmatic Influence").GetComponent<Text>(); emperorTyrannicalInfluence = GameObject.Find("Tyrannical Influence").GetComponent<Text>(); versionNumber = GameObject.Find("Version Info").GetComponent<Text>(); systemUICanvas = GameObject.Find("System UI Canvas"); eventScrollView = GameObject.Find("Event ScrollView"); selectedUnitInfoCanvas = GameObject.Find("Selected Unit Information Canvas"); systemDisplaySystemName = GameObject.Find("System Name Text").GetComponent<Text>(); systemDisplaySecondaryDataLine = GameObject.Find("Secondary Header Line").GetComponent<Text>(); systemDisplayTertiaryDataLine = GameObject.Find("Tertiary Header Line").GetComponent<Text>(); galaxyMapModeInfo = GameObject.Find("MapModeInfo").GetComponent<Text>(); galaxyMapSubModeInfo = GameObject.Find("MapSubModeInfo").GetComponent<Text>(); empireStatusBar = GameObject.Find("Empire Status Bar").GetComponent<Image>(); button = GameObject.Find("War Button").GetComponent<Image>(); galaxyUICanvas = GameObject.Find("Galaxy UI Canvas").GetComponent<Canvas>(); galaxyPlanetInfoCanvas = GameObject.Find("Galaxy Planet Info Canvas").GetComponent<Canvas>(); eventPanelButton = GameObject.Find("Event Panel Button"); // data objects gameDataRef = GameObject.Find("GameManager").GetComponent<GlobalGameData>(); // get global game data (date, location, version, etc) gCameraRef = GameObject.Find("Main Camera").GetComponent<GalaxyCameraScript>(); // get global camera script if (!starDataTextLine) { Debug.LogError("This script requires a text object!"); enabled = false; return; } }