protected override void OnTileChanged() { base.OnTileChanged(); var zone = Zone; if (zone == null) { return; } MissionHandler?.MissionUpdateOnTileChange(); var controlInfo = zone.Terrain.Controls.GetValue(CurrentPosition); ApplyHighwayEffect(controlInfo.IsAnyHighway); if (zone.Configuration.Protected) { return; } //PVP zone ApplySyndicateAreaEffect(controlInfo.SyndicateArea); }
public void AddMission(MissionTypes type, int target, int start) { mission = new MissionHandler(this); mission.enemiesToKill = target; mission.enemiesKilled = start; OnMissionAdd.Invoke(mission); }
protected override void OnLockStateChanged(Lock @lock) { base.OnLockStateChanged(@lock); if (@lock is UnitLock u) { var player = u.Target as Player; player?.Session.CancelLogout(); if (@lock.State == LockState.Locked) { // !! // this will enqueue primary, secondary, and will also fire if a primary is converted to secondary // !! var npc = u.Target as Npc; if (npc != null) { MissionHandler.EnqueueMissionEventInfo(new LockUnitEventInfo(this, npc, npc.CurrentPosition)); MissionHandler.SignalParticipationByLocking(npc.GetMissionGuid()); } } } if (@lock.State == LockState.Inprogress && EffectHandler.ContainsEffect(EffectType.effect_invulnerable)) { EffectHandler.RemoveEffectsByType(EffectType.effect_invulnerable); } }
private void OptionsParser(DialogueBase db) { if (db is DialogueOptions) { isDialogueOption = true; DialogueOptions dialgoueOption = db as DialogueOptions; numOfOptions = dialgoueOption.optionsInfo.Length; questionText.text = dialgoueOption.questionText; // optionButtons[0].GetComponent<Button>().Select(); //select option with keyboard for (int i = 0; i < numOfOptions; i++) { optionButtons[i].SetActive(true); optionButtons[i].transform.GetChild(0).GetComponent <TextMeshProUGUI>().text = dialgoueOption.optionsInfo[i].buttonName; MissionHandler handleEvent = optionButtons[i].GetComponent <MissionHandler>(); handleEvent.EventHandler = dialgoueOption.optionsInfo[i].missionEvent; } } else { isDialogueOption = false; } }
// Start is called before the first frame update void Start() { displayText = GameObject.Find("DisplayText"); dockedMessage = GameObject.Find("Docked").GetComponent <TextMeshPro>(); fuelCounter = GameObject.Find("FuelCounter").GetComponent <TextMeshPro>(); velCounter = GameObject.Find("Velocity").GetComponent <TextMeshPro>(); angVelCounter = GameObject.Find("AngularVelocity").GetComponent <TextMeshPro>(); missionAlert = GameObject.Find("MissionAlert").GetComponent <TextMeshPro>(); pickupMessage = GameObject.Find("PickUpMessage").GetComponent <TextMeshPro>(); dropoffMessage = GameObject.Find("DropOffMessage").GetComponent <TextMeshPro>(); timer = GameObject.Find("Timer").GetComponent <TextMeshPro>(); creditsCounter = GameObject.Find("Credits").GetComponent <TextMeshPro>(); bestCreditsCounter = GameObject.Find("BestCredits").GetComponent <TextMeshPro>(); commsMessage = GameObject.Find("CommsMessage").GetComponent <TextMeshPro>(); baseTextColor = pickupMessage.color; fuelWarning = GameObject.Find("FuelWarning").GetComponent <AudioSource>(); ambience = GameObject.Find("Ambience").GetComponent <AudioSource>(); powerDown = GameObject.Find("PowerDown").GetComponent <AudioSource>(); thruster = GameObject.Find("Thrusters").GetComponent <AudioSource>(); cameraScreen = GameObject.Find("CameraScreen").GetComponent <MeshRenderer>(); missionHandler = GameObject.Find("GameManager").GetComponent <MissionHandler>(); rb = GetComponent <Rigidbody>(); keyboard = Keyboard.current; }
public void SetMissionHandler(MissionHandler handler) { DebugLog.Finer($"MUI_Model: Setting mission handler: {handler.type} expecting {handler.enemiesToKill} kills with current kills {handler.enemiesKilled}"); _missionHandler = handler; OnMissionChangedEvent.Invoke(_missionHandler); }
// MissionHandlerManager sequence // Add => Check => Assign => Update => Check => Complete => Check => Assign... public void AddMission(MissionHandler handler, bool check = true) { DebugLog.Fine(this, $"{_prefix} Adding new mission: {MH_ToString(handler)}"); _missionHandlers.Enqueue(handler); CheckMission(check); }
// Start is called before the first frame update void Start() { inProgress = true; handler = GetComponentInParent <MissionHandler>(); handler.OpenTextBox(NPCIntro); questHeader = handler.questHeader; questHeader.text = simpText; }
protected override void OnUpdate(TimeSpan time) { base.OnUpdate(time); UpdateCombat(time); _movement.Update(time); _blobHandler.Update(time); MissionHandler.Update(time); _combatLogger?.Update(time); }
private string MH_ToString(MissionHandler handler) { if (handler != null) { return($"{{{handler.type}, progress {handler.enemiesKilled}, expecting {handler.enemiesToKill}, has done {handler.IsDone}}}"); } else { return($"{{null}}"); } }
void Awake() { if (mission == null) { DontDestroyOnLoad(gameObject); mission = this; } else if (mission != this) { Destroy(gameObject); } }
public void SetMission(MissionHandler handler) { DebugLog.Finer(this, $"MUI_View: Getting/Assigning mission information: {handler.type} expecting {handler.enemiesToKill} kills with current kills {handler.enemiesKilled}"); _descriptionTextFormat = GetMissionDescriptionString(handler.type); _progressTextFormat = GetMissionProgressString(handler.type); SetMaxProgress(handler.enemiesToKill); SetProgress(handler.enemiesKilled); ToggleUIPanel(true); }
public void AssignMission() { if (_missionHandlers.Count != 0) { if (_currentMission != null) { DebugLog.Warning(this, $"{_prefix} Overwriting mission!: {MH_ToString(_currentMission)}"); } _currentMission = _missionHandlers.Dequeue(); DebugLog.Fine(this, $"{_prefix} Assigned mission: {MH_ToString(_currentMission)}"); OnMissionAssignEvent.Invoke(GetCurrentMission()); } }
public void CompleteMission(bool check = true) { DebugLog.Fine(this, $"{_prefix} Completing mission: {MH_ToString(_currentMission)}"); if (_currentMission == null) { DebugLog.Severe(this, $"{_prefix} Cannot complete mission because current mission is null!!"); return; } OnMissionCompleteEvent.Invoke(_currentMission); _currentMission = null; CheckMission(check); }
void Start() { // Watch for when a new mission is assigned, to prepare to reward or // penalize the player missionHandler = MissionHandler.S; missionHandler.NewMissionAssigned.AddListener(OnNewMissionAssigned); gameController = GameController.S; gameController.PlayerWon.AddListener(Pause); // Make it so the score is only updated when it needs to be player.statusEvents.ScoreLowered.AddListener(UpdateDisplay); player.statusEvents.ScoreRaised.AddListener(UpdateDisplay); player.statusEvents.ScoreRaised.AddListener(CheckIfWin); UpdateDisplay(); }
private void Awake() { #region // Singleton stuff // We should only have one instance of the handler if (missionHandler != null) { Destroy(gameObject); return; } // This is the singleton missionHandler = this; cleanUp = true; #endregion #region // Set up canvas // The canvas used to display mission information // Disable canvas until it's time to show the missions //missionCanvas.SetActive(true); #endregion // Inactivate all missions at start //TurnOffAll(); RemoveAccomplished(); MissionsGameObjects = missionUI.transform.Find("Missions").gameObject; //RandomizeMissions(); //ShowMissions(); //HideMissions(); }
protected override void OnEnterZone(IZone zone, ZoneEnterType enterType) { base.OnEnterZone(zone, enterType); //aa zone.SendPacketToGang(Gang, new GangUpdatePacketBuilder(Visibility.Visible, this)); MissionHandler = _missionHandlerFactory(zone, this); MissionHandler.InitMissions(); Direction = FastRandom.NextDouble(); var p = DynamicProperties.GetProperty <int>(k.pvpRemaining); if (!p.HasValue) { return; } ApplyPvPEffect(TimeSpan.FromMilliseconds(p.Value)); p.Clear(); }
private void MissionUpdate(MissionHandler handler) { currentView.UpdateMessage(handler.enemiesKilled, handler.enemiesToKill); }
private void MissionAssign(MissionHandler handler) { currentView.Assign(GetMissionDescriptionString(handler.type), GetMissionProgressString(handler.type), handler.enemiesKilled, handler.enemiesToKill); }
public void SetMissionDatabase(MissionHandler handler) { CutsceneDataContainer.missionHandler = handler; }
private void MissionComplete(MissionHandler handler) { currentView.Complete(handler.enemiesKilled, handler.enemiesToKill); ChangePanel(); }
private void Awake() { handler = FindObjectOfType <MissionHandler>(); }
public CutsceneDataContianer() { cutsceneDatabase = new SavedDatabase <CutScene>(); missionHandler = new MissionHandler(); barDatabase = new SavedDatabase <Bar>(); }
public Mission(GameObject subject) { missionHandler = Object.FindObjectOfType <MissionHandler>(); this.subject = subject; }
public Mission() { missionHandler = Object.FindObjectOfType <MissionHandler>(); }