// Initialize Player, Spawnpoint, etc. void Start () { //zeigerLayerMask = LayerMask.NameToLayer ( "Zeiger" ); //nichtZeigerLayerMask = ~zeigerLayerMask; gameController = FindObjectOfType<GameController> (); gameObject.name = PLAYER_ID_PREFIX + netId.ToString (); //CmdRegisterThisPlayer (); motor = GetComponent<PlayerMotor> (); cam = GetComponentInChildren<Camera> (); Pointer = Instantiate ( PointerPrefab ); //TODO: // try LoadPlayer // if player = null; //Erstellt einen Leeren Spieler playerData = new PlayerData (); Cursor.lockState = CursorLockMode.Confined; }
public PlayerData LoadData() { PlayerData data; if(File.Exists(Application.persistentDataPath + "/playerInfo.dat")) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/playerInfo.dat",FileMode.Open); data = (PlayerData)bf.Deserialize(file); file.Close(); } else { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath + "/playerInfo.dat"); data = new PlayerData(); data.highestScore = 0; data.totalScore = 0; data.cubesDestroyed = 0; data.lastScore = 0; data.purpleCubes = 0; data.blueCubes = 0; data.redCubes = 0; data.yellowCubes = 0; data.greenCubes = 0; data.isHighScore = false; bf.Serialize(file, data); file.Close(); } return data; }
void Awake() { inventoryData = this.gameObject.GetComponent<InventoryData>(); inventoryLogic = this.gameObject.GetComponent<InventoryLogic>(); playerData = GameObject.Find("Player").GetComponent<PlayerData>(); playerLogic = GameObject.Find("Player").GetComponent<PlayerLogic>(); }
void LoadPlayerData( ) { _Rester.GetJSON( ServerURL + "/players/" + _PlayerId, ( err, result ) => { _PlayerData = new PlayerData( result ); } ); }
public void Save(int score, int cubesDestroyed, int purpleCubes, int blueCubes, int redCubes, int yellowCubes, int greenCubes) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath + "/playerInfo.dat"); PlayerData data = new PlayerData(); if (score > data.highestScore) { data.highestScore = score; data.isHighScore = true; } else data.isHighScore = false; data.totalScore += score; data.cubesDestroyed += cubesDestroyed; data.lastScore = score; data.purpleCubes = purpleCubes; data.blueCubes = blueCubes; data.redCubes = redCubes; data.yellowCubes = yellowCubes; data.greenCubes = greenCubes; bf.Serialize(file, data); file.Close(); }
void Awake() { playerData = GameObject.FindWithTag("Player2D").GetComponent<PlayerData>(); scoreText2D = GameObject.Find("Score2D").GetComponent<Text>(); scoreText3D = GameObject.Find("Score3D").GetComponent<Text>(); ScoreDraw (); }
public void load() { //Create the GameControl and a Player. //Checks that loads are correctly done. GameControl subGameControl = new GameControl(); PlayerData subPlayerData = new PlayerData(); subGameControl.playerData = subPlayerData; subPlayerData.playerStr = 8; subPlayerData.playerAgl = 7; subPlayerData.playerDex = 6; subPlayerData.playerInt = 5; subPlayerData.playerVit = 4; subPlayerData.currentGameLevel = 3; subPlayerData.abilityPoints = 2; subGameControl.Load(); Assert.That(subGameControl.playerStr == 8); Assert.That(subGameControl.playerAgl == 7); Assert.That(subGameControl.playerDex == 6); Assert.That(subGameControl.playerInt == 5); Assert.That(subGameControl.playerVit == 4); Assert.That(subGameControl.currentGameLevel == 3); Assert.That(subGameControl.abilityPoints == 2); }
public void ReadDBFile() { PlayerData data = new PlayerData (); try { using( StreamReader sr = new StreamReader(Application.persistentDataPath+"/playerData.data") ) { string line; while( (line = sr.ReadLine()) != null) { this.tmpData = line.Split('|'); data.name = tmpData[0]; data.item = int.Parse( tmpData[1] ); data.lastPlayDate = DateTime.Parse( tmpData[2] ); } } this.playerData = data; } catch(Exception e) { Debug.Log ("¡El archivo no puede ser leido!: "+e.Message); this.playerData.name = "XYZ"; this.playerData.item = 0; this.playerData.lastPlayDate = DateTime.Now; } }
// Use this for initialization void Awake () { pd = PlayerData.Instance; //sm = SoundManagerScript.Instance; efm = EffectSoundManagerScript.Instance; scrollBar = GameObject.Find ("ScrollBar"); //loadNorm_N_Score (); // sm = SoundManagerScript.Instance; // sm.playSnd (); go_HotMenuBase = GameObject.Find ("HotMenuBase"); go_HotMenu = GameObject.Find ("HotMenu"); go_FillRect_HotMenu = GameObject.Find ("FillRect_HotMenu"); go_FillRect_HotMenu.SetActive (false); select_planet = 0; go_Planet = new GameObject[PLANET_SIZE]; createPlanet (); setScrollBarValue (); }
PlayerSelector ps; //An instance of the script PlayerSelector (handles how the panels behave) #endregion Fields #region Methods //Function to load the main game scene public void LoadLevel(string name) { PlayerData[] _PlayerData = new PlayerData[num_players]; //Change The player1move to an array for(int i = 0; i < num_players; i++) { switch (i) { case 0: player1move.CreatePlayerData(); _PlayerData[i] = player1move.ThisPlayerData; break; case 1: player2move.CreatePlayerData(); _PlayerData[i] = player2move.ThisPlayerData; break; case 2: player3move.CreatePlayerData(); _PlayerData[i] = player3move.ThisPlayerData; break; case 3: player4move.CreatePlayerData(); _PlayerData[i] = player4move.ThisPlayerData; break; } } Data.selectCars(_PlayerData); Invoke("StartGame", 1); }
public UiPlayerListItem AddPlayer(PlayerData player) { var instance = UiUtility.AddChild(List, Prototype, true); instance.Tick.SetActive(false); instance.Name.text = player.Name; return instance; }
// Use this for initialization void Start () { GameObject tempObj = GameObject.Find("PlayerData"); if (tempObj == null) { petIndex = 2; } else { playerData = tempObj.GetComponent<PlayerData>(); print("Selected character: " + playerData.selectedPet); petIndex = playerData.selectedPet; } for (int i = 0; i < pets.Length; i++) { pets[i].SetActive(false); if (i == petIndex) { pets[i].SetActive(true); currentPet = pets[i]; } } if (camera != null) { camera.GetComponent<CameraController>().target = currentPet.transform; } }
PlayerData GeneratePlayerData(NetworkPlayer player) { PlayerData newPlayer = new PlayerData(); newPlayer.player = player; newPlayer.team = -1; return newPlayer; }
public void Save(PlayerData data){ BinaryFormatter bf = new BinaryFormatter (); FileStream file = File.Create (Application.persistentDataPath + "/Save.sav"); bf.Serialize (file, data); file.Close (); }
void Start() { player = GameObject.Find(_DATA).GetComponent<PlayerData>(); game = GameObject.Find(GAME_MANAGER).GetComponent<GameManager>(); Init(); }
/// <summary> /// Serializes data for all platforms (except Web Player) /// </summary> public void Save() { BinaryFormatter bf = new BinaryFormatter(); FileStream file; //FileStream file = File.Create(Application.persistentDataPath + "/PlayerInfo.dat"); if (File.Exists(Application.persistentDataPath + "/PlayerInfo.dat")) { file = File.Open(Application.persistentDataPath + "/PlayerInfo.dat", FileMode.Open); } else { file = File.Create(Application.persistentDataPath + "/PlayerInfo.dat"); //file = File.Open(Application.persistentDataPath + "/PlayerInfo.dat", FileMode.Open); } PlayerData data = new PlayerData(); data.health = health; data.experience = experience; //writes data container to file bf.Serialize(file, data); //close file file.Close(); }
/// <summary> /// 自分と同じ内容のオブジェクトを作成し、返却する関数 /// </summary> /// <param name="obj"></param> public PlayerData Clone() { PlayerData obj = new PlayerData(); obj.attack = this.attack; obj.characterNumber = this.characterNumber; obj.defense = this.defense; obj.HP = this.HP; obj.intelligence = this.intelligence; obj.job = this.job; obj.logoutScene = logoutScene; obj.Lv = this.Lv; obj.nowExp = this.nowExp; obj.magicAttack = this.magicAttack; obj.magicDefence = this.magicDefence; obj.MaxHP = this.MaxHP; obj.MaxSP = this.MaxSP; obj.mnd = this.mnd; obj.name = (string)this.name.Clone(); obj.skillLevel = new int[20]; for (int i = 0; i < 20; i++) { obj.skillLevel[i] = this.skillLevel[i]; } obj.skillPoint = this.skillPoint; obj.SP = this.SP; obj.statusPoint = this.statusPoint; obj.str = this.str; obj.vit = this.vit; obj.x = this.x; obj.y = this.y; obj.z = this.z; return obj; }
void Start() { //Get the data var data = PlayerPrefs.GetString("PData"); //If not blank then load it if(!string.IsNullOrEmpty(data)) { //Binary formatter for loading back var b = new BinaryFormatter(); //Create a memory stream with the data var m = new MemoryStream(Convert.FromBase64String(data)); //Load back the scores playerDataList = (List<PlayerData>)b.Deserialize(m); PData = playerDataList.First(); print (PData.name); if(PData.name == "SAVED NAME"){ PData.name = "Second Name"; } else { PData.name = "SAVED NAME"; } SaveData (); } else { PData.name = "FAKE NAME"; print (PData.name); PData.name= "SAVED NAME"; SaveData(); } }
void Awake() { enemyLogic = this.gameObject.GetComponent<EnemyLogic>(); enemyData = this.gameObject.GetComponent<EnemyData>(); playerData = GameObject.Find("Player").GetComponent<PlayerData>(); gameStateData = GameObject.Find("GameState").GetComponent<GameStateData>(); }
public void SendName(string name, NetworkMessageInfo info) { PlayerData player = new PlayerData(); player.name = name; player.player = info.sender; int playerIndex = -1; for (int i = 0; i < MAX_PLAYERS; i++) { if (players[i] == null) { playerIndex = i; break; } } if (playerIndex >= 0) { players[playerIndex] = player; GameObject chatObject = GameObject.FindGameObjectWithTag("Chat"); if (chatObject != null) { Chat2 chat = chatObject.GetComponent<Chat2>(); if (chat != null) { chat.SendMessage("Joined: " + player.name); } } Debug.Log("PLAYER LOGGED IN AS " + player.name); } else { Debug.Log("CANNOT LOG IN PLAYER -- ALL SLOTS TAKEN"); } }
public void startLevel() { Application.LoadLevel(1); PlayerData data = new PlayerData(){ currentLevel = 1 }; DataSave.SaveData(data); }
/// <summary> /// Constructor used to initialize a new BoggleServer. This will initialize the GameLength /// and it will build a dictionary of all of the valid words from the DictionaryPath. If an /// optional string was passed to this application, then it will build a BoggleBoard from /// the supplied string. Otherwise it will build a BoggleBoard randomly. /// </summary> /// <param name="GameLength">The length that the Boggle game should take.</param> /// <param name="DictionaryPath">The filepath to the dictionary that should be used to /// compare words against.</param> /// <param name="OptionalString">An optional string to construct a BoggleBoard with.</param> public BoggleServer(int GameLength, string DictionaryPath, string OptionalString) { try { this.UnderlyingServer = new TcpListener(IPAddress.Any, 2000); this.GameLength = GameLength; this.DictionaryWords = new HashSet<string>(File.ReadAllLines(DictionaryPath)); this.WaitingPlayer = null; this.CommandReceived = new Object(); this.ConnectionReceivedLock = new Object(); if (OptionalString != null) this.OptionalString = OptionalString; Console.WriteLine("The Server has Started on Port 2000"); // Start the server and begin accepting clients. UnderlyingServer.Start(); UnderlyingServer.BeginAcceptSocket(ConnectionReceived, null); } // If any exception occured when starting the sever or connecting clients, // print out an error message and the stacktrace where the error occured. catch (Exception e) { Console.WriteLine("An Exception Occured When Building the BoggleServer:"); Console.WriteLine(e.ToString()); } }
public void Setup() { SETUP = MainTitleUI.getSetup(); PLAYERDATA = GameObject.FindGameObjectWithTag("PlayerData").GetComponent<PlayerData>(); PLAYERDATA.Launch(); ThumbGO = new GameObject("Thumbnails"); ThumbGO.transform.parent = gameObject.transform; ThumbGO.transform.localPosition = new Vector3(0f,0f,0f); levelName = FETool.findWithinChildren(gameObject, "LevelTitle/LEVEL_NAME").GetComponent<TextUI>(); _btnLeft = FETool.findWithinChildren(gameObject, "SelectLeft").GetComponent<LevelChooserButton>(); _btnRight = FETool.findWithinChildren(gameObject, "SelectRight").GetComponent<LevelChooserButton>(); Thumbs.Clear(); foreach (LevelInfo _lvl in PLAYERDATA.PROFILE.ActivatedLevels) { LevelThumbnail _th = CreateThumbnail(_lvl); Thumbs.Add(_th); } for (int j = 0; j < Thumbs.Count ; j++) { // Thumbs[j].gameObject.transform.localPosition = new Vector3(0f,0f,0f); Thumbs[j].gameObject.transform.localPosition = new Vector3(j * gapThumbs.x, 0f, gapThumbs.z); } Thumbs[0].isStartSlot = true; Thumbs[Thumbs.Count-1].isEndSlot = true; _btnLeft.Setup(this, LevelChooserButton.DirectionList.Left); _btnRight.Setup(this, LevelChooserButton.DirectionList.Right); currThumb = Thumbs[0]; levelName.text = currThumb.nameLv.ToString(); checkCurrThumb(); }
public void setSprites(PlayerData.Country myCountry) { int index = 0; switch (myCountry) { case PlayerData.Country.China: index = 0; break; case PlayerData.Country.Japan: index = 1; break; case PlayerData.Country.Russia: index = 2; break; case PlayerData.Country.USA: index = 3; break; } myTorso.sprite = torso[index]; myFrontArm.sprite = frontArm[index]; myBackArm.sprite = backArm[index]; myFrontLeg.sprite = frontLeg[index]; myBackLeg.sprite = backLeg[index]; }
protected void OnTriggerEnter(Collider other) { if (other.tag == "Player" && other.name == "Player") { Player player = other.gameObject.GetComponent<Player>(); PlayerData data = new PlayerData(); if (changeScene) { // if checkpoint changes scene, save values for the new scene data.playerPosition = DataManager.Vector3ToString(new Vector3(0, 0, 0)); // data.levelID = player.CurrentLevel + 1; } else { data.playerPosition = DataManager.Vector3ToString(other.gameObject.transform.position); // data.levelID = player.CurrentLevel; } data.playerRotation = DataManager.Vector3ToString(other.gameObject.transform.localEulerAngles); data.playerScale = DataManager.Vector3ToString(other.gameObject.transform.localScale); data.playerEnergy = other.gameObject.GetComponent<Player>().LightEnergy.CurrentEnergy; DataManager.SaveFile(data); if (changeScene) { StartCoroutine(ChangeLevel()); } } }
public static void Save(PlayerData data) { Stream stream = File.Open (currentFilePath, FileMode.Create); BinaryFormatter formatter = new BinaryFormatter (); formatter.Binder = new VersionDeserializationBinder (); formatter.Serialize (stream, data); stream.Close (); }
void ReadDBFile(string file) { try { using(StreamReader sr = new StreamReader(Application.persistentDataPath + "/" + file)) { //Leo linea a linea el contenido del archivo string line; //Mientras la linea tenga informacion, parceo su contenido while((line = sr.ReadLine()) != null) { tmpData = line.Split('|'); playerData = new PlayerData(int.Parse(tmpData[0]), tmpData[1], DateTime.Parse(tmpData[2])); } } } catch(Exception e) { Debug.LogWarning("El archivo " + file + " no puede ser leido : " + e.Message); playerData = new PlayerData(); playerData.items = 0; playerData.name = ""; playerData.ultimaPartida = DateTime.Now; SavePlayerData(); } }
void Start() { playerData = GameObject.FindGameObjectWithTag("PlayerData").GetComponent<PlayerData>(); UpdateDamage(); // Start Destroy timer Destroy(gameObject, destroyTime); }
void Awake() { playerData = GameObject.FindGameObjectWithTag("PlayerData").GetComponent<PlayerData>(); ApplyUpgrades(); ammo = _maxAmmo; UpdateUI(); }
/* public Text textFR; public Text textDmg; public Text textAmmo; */ void Awake() { if (Time.timeScale == 0) { Time.timeScale = 1; } playerData = GameObject.FindGameObjectWithTag("PlayerData").GetComponent<PlayerData>(); }
// Detect if the shell collides with another collider void OnTriggerEnter(Collider col) { if (col.gameObject.CompareTag("Enemy")) // Check if the collider hit has the "Enemy" tag { EnemyData enemyData = col.gameObject.GetComponent <EnemyData>(); // Get EnemyData component if (enemyData.isInvulnerable == false) // If the enemy is NOT invulnerable... { // Deal damage to enemy tank enemyData.tankHealth -= tankData.shellDamage; // Deal damage if (enemyData.tankHealth > 0) { GameManager.instance.soundManager.SoundTankHit(); // Play sound when tank is hit tankData.score += enemyData.pointValue; // Add explosionHit FX GameObject explosionHitClone = Instantiate(explosionHit, tf.position, tf.rotation); Destroy(explosionHitClone, explosionHitDuration); } else if (enemyData.tankHealth <= 0) { tankData.score += (int)(enemyData.pointValue * GameManager.instance.killMultiplier); // Add score multiplier for destroying tank // Check tank destroyed after collision, rather than checking in Update() to lower resource requirement col.gameObject.GetComponent <EnemyPawn>().TankDestroyed(); // Add explosionDestroy FX GameObject explosionDestroyClone = Instantiate(explosionDestroy, tf.position, tf.rotation); Destroy(explosionDestroyClone, explosionDestroyDuration); } } else { Debug.Log("Enemy is invulnerable"); // TODO: When message system is up, add enemy invulnerable notification } Destroy(this.gameObject); // Destroy the cannon shell if it hits an enemy tank } else if (col.gameObject.CompareTag("Player")) // Check if the collider hit has the "Player" tag { PlayerData playerData = col.gameObject.GetComponent <PlayerData>(); // Get PlayerData component if (playerData.isInvulnerable == false) // If the player is NOT invulnerable { // Deal damage to player tank playerData.tankHealth -= tankData.shellDamage; if (playerData.tankHealth > 0) { GameManager.instance.soundManager.SoundTankHit(); // Play sound when tank is hit tankData.score += playerData.pointValue; // Add explosionHit FX GameObject explosionHitClone = Instantiate(explosionHit, tf.position, tf.rotation); Destroy(explosionHitClone, explosionHitDuration); } else if (playerData.tankHealth <= 0) { tankData.score += (int)(playerData.pointValue * GameManager.instance.killMultiplier); // Add score multiplier for destroying tank // Check tank destroyed after collision, rather than checking in Update() to lower resource requirement col.gameObject.GetComponent <PlayerPawn>().TankDestroyed(); // Add explosionDestroy FX GameObject explosionDestroyClone = Instantiate(explosionDestroy, tf.position, tf.rotation); Destroy(explosionDestroyClone, explosionDestroyDuration); } } else { Debug.Log("Player is invulnerable"); // TODO: When message system is up, add player invulnerable notification } Destroy(this.gameObject); // Destroy the cannon shell if it hits an enemy tank } else if (col.gameObject.CompareTag("Arena")) { GameObject explosionHitClone = Instantiate(explosionHit, tf.position, tf.rotation); Destroy(explosionHitClone, explosionHitDuration); Destroy(this.gameObject); // Destroy the cannon shell if it hits any other collider } }
public void SetPlayerData(PlayerData playerData) { _playerData = playerData; _dataProxy.SetPlayerData(playerData); }
public void Configure(IApplicationBuilder app) { var serverAddressesFeature = app.ServerFeatures.Get <IServerAddressesFeature>(); Log.Print(LogType.Server, "Started DirectoryServer on '0.0.0.0:6050'"); app.Run((context) => { context.Response.ContentType = "application/json"; MemoryStream ms = new MemoryStream(); context.Request.Body.CopyTo(ms); ms.Position = 0; string requestBody = new StreamReader(ms).ReadToEnd();; ms.Dispose(); AssignGameClientRequest request = JsonConvert.DeserializeObject <AssignGameClientRequest>(requestBody); AssignGameClientResponse response = new AssignGameClientResponse(); response.RequestId = request.RequestId; response.ResponseId = request.ResponseId; response.Success = true; response.ErrorMessage = ""; PlayerData.Player p; try { p = PlayerData.GetPlayer(request.AuthInfo.Handle); if (p == null) { Log.Print(LogType.Warning, $"Player {request.AuthInfo.Handle} doesnt exists"); PlayerData.CreatePlayer(request.AuthInfo.Handle); p = PlayerData.GetPlayer(request.AuthInfo.Handle); if (p != null) { Log.Print(LogType.Debug, $"Succesfully Registered {p.UserName}"); } else { Log.Print(LogType.Error, $"Error creating a new account for player '{request.AuthInfo.UserName}'"); } } } catch (Exception) { p = new PlayerData.Player(); p.AccountId = 508; p.UserName = request.AuthInfo.Handle; } request.SessionInfo.SessionToken = 0; response.SessionInfo = request.SessionInfo; response.SessionInfo.AccountId = p.AccountId; response.SessionInfo.Handle = p.UserName; response.SessionInfo.ConnectionAddress = "127.0.0.1"; response.SessionInfo.ProcessCode = ""; response.SessionInfo.FakeEntitlements = ""; response.SessionInfo.LanguageCode = "EN"; // Needs to be uppercase response.LobbyServerAddress = "127.0.0.1"; LobbyGameClientProxyInfo proxyInfo = new LobbyGameClientProxyInfo(); proxyInfo.AccountId = response.SessionInfo.AccountId; proxyInfo.SessionToken = request.SessionInfo.SessionToken; proxyInfo.AssignmentTime = 1565574095; proxyInfo.Handle = request.SessionInfo.Handle; proxyInfo.Status = ClientProxyStatus.Assigned; response.ProxyInfo = proxyInfo; return(context.Response.WriteAsync(JsonConvert.SerializeObject(response))); }); }
public void SetOwner(PlayerData temp) { owner = temp; }
public PlayerMoveStart(PlayerData gamePlayer) { player = gamePlayer; }
public override void Init() { base.Init(); _PlayerData = Context.PlayerData; }
public async Task HitPlayerAsync(PlayerData player, Vector3 direction) { Console.WriteLine(player.Name + " has been hit!"); Broadcast(room).OnPlayerHit(player, direction); }
// this loads the save game slots from disk void LoadPlayerDataList() { // whether or not we have found the current game var currentGameFound = false; // create the player data list m_playerDataList = new PlayerData[c_numSaveGameSlots]; // go through each save game slot for (var i = 0; i < c_numSaveGameSlots; i++) { // get the path to the player data file var filePath = Application.persistentDataPath + "/" + m_playerDataFileName + i + ".bin"; // keep track of whether or not we were able to load the player data file var loadSucceeded = false; // check if the file exists if (File.Exists(filePath)) { try { // try to load the save game file now var file = File.Open(filePath, FileMode.Open); // create the binary formatter var binaryFormatter = new BinaryFormatter(); // add support for serializing / deserializing Unity.Vector3 var surrogateSelector = new SurrogateSelector(); var vector3SerializationSurrogate = new Vector3SerializationSurrogate(); surrogateSelector.AddSurrogate(typeof(Vector3), new StreamingContext(StreamingContextStates.All), vector3SerializationSurrogate); binaryFormatter.SurrogateSelector = surrogateSelector; // load and deserialize the player data file m_playerDataList[i] = (PlayerData)binaryFormatter.Deserialize(file); // we were able to load the save game slots from file (version checking is next) loadSucceeded = true; } catch { } } // if the player data is from an old version then we have to start over if (!loadSucceeded || !m_playerDataList[i].IsCurrentVersion()) { // debug info UnityEngine.Debug.Log("Creating and resetting player data " + i); m_playerDataList[i] = new PlayerData(); m_playerDataList[i].Reset(); } // check if this is the active save game slot if (m_playerDataList[i].m_isCurrentGame) { // yes - remember the slot number m_activeSaveGameSlotNumber = i; // point the current player data to this slot m_playerData = m_playerDataList[m_activeSaveGameSlotNumber]; // we have found the current game currentGameFound = true; } } // did we not find the current game? if (!currentGameFound) { // nope - use the first slot m_activeSaveGameSlotNumber = 0; // point the current player data to this slot m_playerData = m_playerDataList[m_activeSaveGameSlotNumber]; } // set the target save game slot number to be the same as the active one m_targetSaveGameSlotNumber = m_activeSaveGameSlotNumber; }
private void Start() { data = GetComponent <PlayerData>(); }
public void Save() { var data = new PlayerData(this); SaveHelper.Save(data, "player.sav"); }
public PlayerRollState(Player player, PlayerStateMachine stateMachine, PlayerData playerData, string animBoolName) : base(player, stateMachine, playerData, animBoolName) { amountOfRollsLeft = playerData.amountOfRolls; }
public PlayerAirState(StateActor actor, StateMachine stateMachine, PlayerData data, string animBoolName) : base(actor, stateMachine, data, animBoolName) { }
public void Construct(SignalBus signalBus, PlayerData playerData) { _signalBus = signalBus; _coins = playerData.Coins.Variable; }
public void Join(int id) { PlayerData playerData = GameController.Instance.characterMaster.characterData.FirstOrDefault(x => x.CharacterID == id); Join(playerData); }
private void OnUpdate(Client client, Packet p) { UpdatePacket packet = p as UpdatePacket; // Get new info. foreach (Entity obj in packet.NewObjs) { // Player info. if (Enum.IsDefined(typeof(Classes), (short)obj.ObjectType)) { PlayerData playerData = new PlayerData(obj.Status.ObjectId); playerData.Class = (Classes)obj.ObjectType; playerData.Pos = obj.Status.Position; foreach (var data in obj.Status.Data) { playerData.Parse(data.Id, data.IntValue, data.StringValue); } if (playerPositions.ContainsKey(obj.Status.ObjectId)) { playerPositions.Remove(obj.Status.ObjectId); } playerPositions.Add(obj.Status.ObjectId, new Target(obj.Status.ObjectId, playerData.Name, playerData.Pos)); } // Portals. if (obj.ObjectType == 1810) { foreach (var data in obj.Status.Data) { if (data.StringValue != null) { // Get the portal info. // This regex matches the name and the player count of the portal. string pattern = @"\.(\w+) \((\d+)"; var match = Regex.Match(data.StringValue, pattern); var portal = new Portal(obj.Status.ObjectId, int.Parse(match.Groups[2].Value), match.Groups[1].Value, obj.Status.Position); if (portals.Exists(ptl => ptl.ObjectId == obj.Status.ObjectId)) { portals.RemoveAll(ptl => ptl.ObjectId == obj.Status.ObjectId); } portals.Add(portal); } } } // Enemies. Only look for enemies if EnableEnemyAvoidance is true. if (Enum.IsDefined(typeof(EnemyId), (int)obj.ObjectType) && config.EnableEnemyAvoidance) { if (enemies.Exists(en => en.ObjectId == obj.Status.ObjectId)) { enemies.RemoveAll(en => en.ObjectId == obj.Status.ObjectId); } enemies.Add(new Enemy(obj.Status.ObjectId, obj.Status.Position)); } // Obstacles. if (obstacleIds.Contains(obj.ObjectType)) { if (!obstacles.Exists(obstacle => obstacle.ObjectId == obj.Status.ObjectId)) { obstacles.Add(new Obstacle(obj.Status.ObjectId, obj.Status.Position)); } } } // Remove old info foreach (int dropId in packet.Drops) { // Remove from players list. if (playerPositions.ContainsKey(dropId)) { if (followTarget && targets.Exists(t => t.ObjectId == dropId)) { // If one of the players who left was also a target, remove them from the targets list. targets.Remove(targets.Find(t => t.ObjectId == dropId)); Log(string.Format("Dropping \"{0}\" from targets.", playerPositions[dropId].Name)); if (targets.Count == 0) { Log("No targets left in target list."); if (config.EscapeIfNoTargets) { Escape(client); } } } playerPositions.Remove(dropId); } // Remove from enemies list. if (enemies.Exists(en => en.ObjectId == dropId)) { enemies.RemoveAll(en => en.ObjectId == dropId); } if (portals.Exists(ptl => ptl.ObjectId == dropId)) { portals.RemoveAll(ptl => ptl.ObjectId == dropId); } } }
public void setPlayerPro(PlayerPro playerPro) { PlayerPro = new PlayerData(playerPro); }
private void Save() { PlayerData pd = new PlayerData(Health, Experience); _Storage.Save(pd); }
public void SaveGame() { Debug.Log("Saving Game..."); PlayerData.SavePlayerData(SceneManager.GetActiveScene().buildIndex, GameSession.getPlayerLives(), GameSession.getPlayerScore()); }
public static bool ShowSkillZ(this PlayerData playerData) { return(ShowSkill(playerData, playerData.SkillZEntityId, DemoValue.SkillZDistance)); }
// Update is called once per frame void Update() { _currentPlayer = _allPlayer[_currentPlayerIndex]; }
// Use this for initialization void Start() { instance = this; PlayerData.spawnPoint = GetComponent <Transform> ().position; deathScreen.SetActive(false); // Disable the death screen since the player isn't dead yet }
public override void Use(PlayerData player) { throw new System.NotImplementedException(); }
/// <summary> /// This will be called when a player connects. /// </summary> /// <param name="player"></param> /// <param name="playername"></param> /// <param name="kickCallback"></param> private void PlayerConnected([FromSource] Player player, string playername, CallbackDelegate kickCallback) { // Make sure that the Client has Steam enabled. if (player.Identifiers["steam"] == null) { player.Drop("STEAM CLIENT not detected, please start or restart your Steam Client to come back."); API.CancelEvent(); return; } // Make sure the client isn't banned. AdminDB.isBanned(player, new Action <PlayerData, bool>((p, isBanned) => { if (isBanned) { AdminDB.getBannedMessage(player, true, true, new Action <PlayerData, string>((ply, message) => { ply.getHandler().Drop(message); API.CancelEvent(); })); return; } })); if (whitelist_enabled) { AdminDB.isWhitelisted(player, new Action <PlayerData, bool>((ply, isWhitelisted) => { if (!isWhitelisted) { API.CancelEvent(); return; } })); } void clearStopWatch() { // Clear Memory, if necessary. if (lastJoinedStopWatch != null) { lastJoinedStopWatch.Reset(); } lastJoinedStopWatch = new Stopwatch(); lastJoinedStopWatch.Start(); } // Kicks player for spam reconnecting. if (lastJoinedPlayer != null) { if (lastJoinedPlayer.getIdentifier() == player.Identifiers["steam"]) { long seconds = lastJoinedStopWatch.ElapsedMilliseconds * 1000; if (lastJoinReconnectCounter >= 5 && seconds < 5) { lastJoinedPlayer.BanAsync(null, "Reconnecting to quickly. Come back later.", "1h"); lastJoinReconnectCounter = 0; clearStopWatch(); API.CancelEvent(); return; } else { lastJoinReconnectCounter++; } } else { lastJoinReconnectCounter = 0; } } if (lastJoinedPlayer.getIPAddress() != player.EndPoint || lastJoinedPlayer.getUserName() != player.Name || lastJoinedPlayer.getIdentifier() != player.Identifiers["steam"]) { lastJoinedPlayer = new PlayerData(player); clearStopWatch(); } // Search the player. PlayerData joiningPlayer = null; foreach (PlayerData ply in players) { if (ply.getIdentifier() == player.Identifiers["steam"]) { joiningPlayer = ply; break; } } if (joiningPlayer == null) { PlayerData ply = new PlayerData(player); players.Add(ply); TriggerEvent("ax:PlayerConnected", ply); } }
public void Init() { playerdata = new PlayerData(); }
private void ChatInvalidCommand(PlayerData arg1, string[] arg2) { }
public static void ChatMessage(PlayerData player, string message, string title = "") { player.SendMessage(message, title); }
public void SetPlayerData(ResponLogin data) { playerData = data.playerData; }
private void XA_PlayerConnected(PlayerData obj) { Console.WriteLine("Player Connected -> " + obj.getUserName() + "[" + obj.getHandler().EndPoint.ToString() + " | " + obj.getIdentifier() + "]"); }
public void ActualizeController() { controllerData = Controller.GetComponent <PlayerData>(); // TO DO : Change Etiquette visibility. }
private void AddUserToGroup(PlayerData player, Group group) { player.setUserGroup(group); Console.WriteLine("\n " + player.getUserName() + " was set to " + group.getName() + " \n"); }