Пример #1
0
    private void Update()
    {
        bool jumpPressed = Input.GetButtonDown("Jump");

        if (!gameManager.IsGameOver)
        {
            // Game is not yet over

            if (jumpPressed)
            {
                if (!playerReady)
                {
                    OnPlayerReady?.Invoke();
                    playerReady = true;
                }

                OnJump?.Invoke();
            }
        }
        else
        {
            // Game is over

            if (jumpPressed)
            {
                if (!isRestarting)
                {
                    RestartGameClick();
                }
            }
        }
    }
Пример #2
0
        /// <summary>
        /// Handles the player ready packet
        /// </summary>
        /// <param name="inMsg">The message to decode</param>
        private void HandlePlayerReady(NetIncomingMessage inMsg)
        {
            byte playerId = inMsg.ReadByte();
            bool isReady  = inMsg.ReadBoolean();

            inMsg.ReadPadBits();

            myKnownPlayers[playerId].IsReady = isReady;

            OnPlayerReady?.Invoke(this, myKnownPlayers[playerId]);
        }
Пример #3
0
    void Start()
    {
        Cursor.lockState = CursorLockMode.None;
        Cursor.visible   = true;

        float minDistance             = pointPrefab.GetComponent <CircleCollider2D>().radius * 2;
        DelaunayTriangulator delaunay = new DelaunayTriangulator();
        var points        = delaunay.GeneratePoints(numberOfPoints, spawnArea, minDistance);
        var triangulation = delaunay.BowyerWatson(points);
        //remove junctions that are subjectively too long
        float maxDistanceBetweenPoints = Player.Instance.maxTravelDistance / 3;

        SpawnPOIs(pointPrefab, points, maxDistanceBetweenPoints, parentCanvas);
        Vector2 southernPoint = FindStartingPosition(points);

        playerToken.transform.SetPositionAndRotation(southernPoint, Quaternion.identity);
        playerToken.GetComponent <PlayerToken>().OnReachedDestination
            += GetComponent <RandomEventController>().StartEvent;

        OnPlayerReady?.Invoke(playerToken.transform.position);
    }
Пример #4
0
 protected virtual void Awake()
 {
     OnPlayerReady?.Invoke(this);
 }
Пример #5
0
        private void PlayerStateChange(int NewState, string CurrentSong, Players ThePlayer)
        {
            try
            {
                switch (NewState)
                {
                case 0:        // Undefined
                    OnPlayerError.Invoke(new PlayerErrorEventArgs(ThePlayer, 0));
                    break;

                case 1:        // Stopped
                    if (!Crossfade && !InFade)
                    {
                        OnPlayerStop.Invoke(new PlayerStopEventArgs(CurrentSong, ThePlayer));
                    }
                    break;

                case 2:        // Paused
                    OnPlayerPaused.Invoke(new PlayerPausedEventArgs(CurrentSong, ThePlayer));
                    break;

                case 3:        // Playing
                    OnPlayerStart.Invoke(new PlayerStartEventArgs(CurrentSong, ThePlayer));
                    break;

                case 4:        // ScanForward
                    break;

                case 5:        // ScanReverse
                    break;

                case 6:        // Buffering
                    switch (ThePlayer)
                    {
                    case Players.Player1:
                        Player1State = PlayerStates.Loading;
                        break;

                    case Players.Player2:
                        Player2State = PlayerStates.Loading;
                        break;
                    }
                    break;

                case 7:        // Waiting
                    break;

                case 8:        // MediaEnded
                    OnPlayerMediaEnd.Invoke(new PlayerMediaEndedEventArgs(CurrentSong));
                    break;

                case 9:        // Transitioning
                    break;

                case 10:       // Ready
                    OnPlayerReady.Invoke(new PlayerReadyEventArgs(ThePlayer));
                    break;

                case 11:       // Reconnecting
                    break;

                case 12:       // Last
                    break;

                default:
                    OnPlayerError.Invoke(new PlayerErrorEventArgs(ThePlayer, -1));
                    break;
                }
            }
            catch
            {
            }
        }