Пример #1
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        public TownState(CombatSystem cSys, EntityMaintenanceSystem entSys, EntityManager eMan, NameSystem nSys, StateMachine sM, PlayerSystem pS, GameMap gMap)
        {
            entMaintenanceSystem = entSys;
            stateSystem = sM;
            playerSystem = pS;
            gameMap = gMap;

            saveControl = new SaveCharacterControl(cSys, entSys, eMan, nSys);
        }
Пример #2
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 public NewCharacterState(CombatSystem cSys, EntityMaintenanceSystem eSys, EntityManager eMan, StateMachine sMach, PlayerSystem pSys, AISystem aiSys)
 {
     combatSystem = cSys;
     entMaintenanceSystem = eSys;
     playerSystem = pSys;
     entityManager = eMan;
     stateSystem = sMach;
     aiSystem = aiSys;
 }
Пример #3
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        public ChatServer()
        {
            AddSystem(this, 1);

            _playerSystem = new PlayerSystem<PlayerObject>();
            AddEntitySystem(_playerSystem);

            PacketFactory.AddCallback<ChatPacket>(OnChatMessage);
            PacketFactory.AddCallback<ChatLoginPacket>(OnLogin);
        }
Пример #4
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        public StatusState(StatsSystem sS, ExperienceSystem eS, StateMachine sM, NameSystem nS, PlayerSystem pS, ProfessionSystem profS)
        {
            statsSystem = sS;
            experienceSystem = eS;
            nameSystem = nS;
            playerSystem = pS;
            professionSystem = profS;

            stateSystem = sM;
        }
Пример #5
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	private void OnEnable(){
		if (PlayerSystem.current != null)
		{
			Debug.LogWarning("Multiple PlayerSystems in scene... this is not supported");
		}
		else
		{
			PlayerSystem.current = this;
		}
	}
Пример #6
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        public void Set(SpiritData spiritData, PlayerSystem owner, Vector2 position, int index)
        {
            transform.GetChild(0).GetComponent <Image>().sprite = spiritData.Image;

            owner      = Owner;
            SpiritData = spiritData;

            GetComponent <RectTransform>().localPosition = position * index;

            Count = 1;
        }
Пример #7
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    private void Awake()
    {
        PlayerController.Shooting += DecNumberOfBullet;

        if (instance != null)
        {
            Debug.LogError("Существует еще один PlayerSystem");
            return;
        }
        instance = this;
    }
Пример #8
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        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            Globals.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullNone);;
            FloorSystem.Draw();
            PlayerSystem.Draw();

            Globals.SpriteBatch.End();

            base.Draw(gameTime);
        }
Пример #9
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        public object Read(NodeEntry node, BinaryReader reader, List <INodeParser> parsers)
        {
            var result = new PlayerSystem();

            reader.Skip(4); // Skip Id
            result.Unk_Hash = reader.ReadUInt64();
            result.Unk_Id   = reader.ReadTweakDbId();

            result.Node = node;

            return(result);
        }
Пример #10
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    private void Awake()
    {
        myPlayerSystem = GameObject.Find("PlayerSystem").GetComponent <PlayerSystem>();
        myMeshRenderer = GetComponent <MeshRenderer>();
        myBoxCollider  = GetComponent <BoxCollider>();
        myAudioSource  = GetComponent <AudioSource>();

        int index = Random.Range(0, laserSounds.Length);

        myAudioSource.clip = laserSounds[index];
        myAudioSource.Play();
    }
Пример #11
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        public void SetSystem(PlayerSystem player)
        {
            Owner           = player;
            GetSpiritButton = Instantiate(GetSpiritButton.gameObject, Owner.WorldCanvas.transform).GetComponent <Button>();
            Owner.ResourceSystem.ResourcesChanged += OnResourcesChanged;
            GetSpiritButton.onClick.AddListener(OnGetSpiritClick);

            UpdateUI();

            void OnResourcesChanged() => UpdateUI();
            void OnGetSpiritClick() => Owner.SpiritCreatingSystem.CreateRandomSpirit();
        }
Пример #12
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    void Start()
    {
        _animator       = GetComponent <Animator>();
        _charController = GetComponent <CharacterController>();
        _audioSource    = GetComponent <AudioSource>();

        _playerSystem = GetComponent <PlayerSystem>();
        _playerInput  = GetComponent <PlayerInput>();


        InitializePlayer();
    }
Пример #13
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    public void NextTurn(int playerIdx, int damage)
    {
        if (damage != 0)
        {
            PlayerSystem.GetInstance().PlayerAddCardWithDeck(DeckTag.DRAW_DECK, playerIdx, damage);
            EndAttackTurn();
        }

        TurnSystem.GetInstance().NextTurn();

        PlayerSystem.GetInstance().Players[playerIdx].IsPutCard = false;
    }
Пример #14
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    public void TurnEndBtnPress()
    {
        var nowId = TurnSystem.GetInstance().PlayerNowTurn.Value;

        if (nowId == PlayerSystem.GetInstance().MyPlayerId)
        {
            Button btn = TurnEndBtnObject.GetComponent <Button>();
            btn.interactable = false;

            TurnSystem.GetInstance().EndTurn();
        }
    }
Пример #15
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        public PlayerScoringSystem([InjectOptional] List <IPlayerScoringExtension> scoringExtensions,
                                   IMatcherProvider matcherProvider,
                                   PlayerSystem playerSystem,
                                   EventSystem eventSystem)
        {
            _scoringExtensions  = scoringExtensions;
            _playerMatcherGroup = matcherProvider.CreateMatcherGroup <Components.EntityTypes.Player, Score>();
            _playerSystem       = playerSystem;
            _eventSystem        = eventSystem;

            _endGameSubscription = eventSystem.Subscribe <EndGameEvent>(OnEndGameEvent);
        }
        public void AddPlayer_SuccessfullyAdded()
        {
            // Create player and system.
            Player       playerOne = CreatePlayer("Test_3_Player_1");
            PlayerSystem system    = CreateSystem();

            system.Add(playerOne);

            // Ensure it was sucesffully added to the system.
            Assert.AreEqual(system.Get("Test_3_Player_1"), playerOne, "Single component not correctly inserted into the system.");
            Assert.AreEqual(system.Count(), 1, "Single component not correctly inserted into the system.");
        }
Пример #17
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        public CombatState(Lua Lua, EffectSystem eSys, NameSystem nSys, PlayerSystem pSys, EntityManager eMan,CombatSystem cSys,GameMap gMap, StateMachine sMach)
        {
            lua = Lua;
            effectSystem = eSys;
            combatSystem = cSys;
            nameSystem = nSys;
            playerSystem = pSys;
            entityManager = eMan;
            gameMap = gMap;
            stateSystem = sMach;

            RegisterLuaFunctions();
        }
Пример #18
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        private void playerSystemUpdateHook(On.PlayerSystem.orig_Update orig, PlayerSystem self)
        {
            orig(self);

            if (!inited)
            {
                if (ItemManager.Instance.IsAllItemSynced)
                {
                    inited = true;
                    ris.ReInitaliseRandomisedItems(currentCharSave, ItemManager.Instance);
                }
            }
        }
        public void Player_DirectionIsCapped()
        {
            // Create player and system.
            Player       player = CreatePlayer("Test_2_Player_1");
            PlayerSystem system = CreateSystem();

            system.Add(player);

            // Set direction and check it's successfully capped.
            player.Direction = 5;
            system.Update(0.5f);
            Assert.AreEqual(player.Direction, 2, 0.001, "Player direction upper bound not corrected to 2.");
        }
Пример #20
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    void ItemSwap()
    {
        Item.NumberCallback.Remove(this);
        if (TargetSlot.Item != null)
        {
            TargetSlot.Item.NumberCallback.Remove(TargetSlot);
        }

        PlayerSystem ps = TargetSlot.Item;

        TargetSlot.Item = Item;
        Item            = ps;
    }
Пример #21
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    private void Start()
    {
        if (Instance != null && Instance != this)
        {
            Destroy(gameObject);
        }
        else
        {
            Instance = this;
        }

        TimesXButtonText();
        CountMoney();
    }
Пример #22
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        public Game(Windows.UI.Xaml.Window current)
        {
            _colliderSystem            = new ColliderSystem(_eventSystem);
            _moveSystem                = new MoveSystem();
            _physicsSystem             = new PhysicsSystem(_eventSystem);
            _inputSystem               = new InputSystem(_eventSystem);
            _graphicsSystem            = new GraphicsSystem(_eventSystem);
            _particleSystem            = new ParticleSystem();
            _playerSystem              = new PlayerSystem(_eventSystem);
            _dustParticleEmitterSystem = new DustParticleEmitterSystem(_eventSystem, _dustEntityFactory);
            _particleEmitterSystem     = new ParticleEmitterSystem(_dustEntityFactory);

            _inputSystem.Current = current;
        }
Пример #23
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        /// <summary>
        /// Set up the main Player entity.
        /// </summary>
        private void CreatePlayer()
        {
            // Get Player and Collider systems.
            PlayerSystem   playerSystem   = GetSystem <PlayerSystem>();
            ColliderSystem colliderSystem = GetSystem <ColliderSystem>();

            // Create Player Entity and Components.
            GameEntity entity   = new GameEntity("Player", new Vector2(300, 680), "Player");
            Player     player   = new Player(entity);
            Collider   collider = new Collider(entity, 256, 32, true);

            // Add them to the systems.
            playerSystem.Add(player);
            colliderSystem.Add(collider);
        }
Пример #24
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        public GameServer(MonoServer renderServer)
        {
            _monoServer = renderServer;
            _bifrost = LookupSystem<BifrostServer>();
            _playerSys = LookupSystem<PlayerSystem>();

            PacketFactory.AddCallback<MonoLoginPacket>(OnLogin);

            _bifrost.OnDisconnect += _bifrost_OnDisconnect;

            JavascriptSystem jsSystem = new JavascriptSystem();
            AddSystem(jsSystem);

            jsSystem.Execute(@"test.js");
        }
Пример #25
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    // Start is called before the first frame update
    void Start()
    {
        if (Instance != null && Instance != this)
        {
            Destroy(gameObject);
        }
        else
        {
            Instance = this;
        }

        itemdatabase = ItemDatabase.Instance;
        inventory    = InventoryController.Instance;
        playersystem = PlayerSystem.Instance;
    }
 public EntityMaintenanceSystem(EffectSystem eSys, EntityManager eMan, EquipmentSystem eqSys, ExperienceSystem xSys, GearSystem gSys, ItemInventorySystem invSys, ItemSystem iSys, NameSystem nSys, PlayerSystem pSys, ProfessionSystem profSys, StatsSystem sSys, StatModifierSystem smSys)
 {
     effectSystem = eSys;
     entityManager = eMan;
     equipmentSystem = eqSys;
     experienceSystem = xSys;
     gearSystem = gSys;
     inventorySystem=invSys;
     itemSystem = iSys;
     nameSystem = nSys;
     playerSystem = pSys;
     professionSystem = profSys;
     statsSystem = sSys;
     modifierSystem = smSys;
 }
Пример #27
0
    /// <summary>플레이어 카드가 0장이 되었을 때 체크 </summary>
    /// <returns>0장이라면 true 아니라면 false</returns>
    public bool CheckWinPlayer()
    {
        var nowTurn = TurnSystem.GetInstance().GetNowTurnPlayerIndex();
        var count   = PlayerSystem.GetInstance().GetPlayerCardCount(nowTurn);
        var id      = PlayerSystem.GetInstance().GetPlayerId(nowTurn);

        if (count <= 0)
        {
            TurnSystem.GetInstance().NextTurn();
            PlayerSystem.GetInstance().RemovePlayer(id);
            TurnSystem.GetInstance().RemoveTurnPlayer(id);
            return(true);
        }

        return(false);
    }
    private void OnTriggerEnter2D(Collider2D collision)
    {
        Enemy enemy = collision.GetComponent <Enemy>();

        if (enemy != null)
        {
            enemy.TakeDamage(1);
        }

        PlayerSystem player = collision.GetComponent <PlayerSystem>();

        if (player != null)
        {
            player.TakeDamage(1);
        }
    }
Пример #29
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        public void SetSystem(PlayerSystem player)
        {
            Owner = player;
            Owner.ItemDropSystem.ItemCreated      += OnItemCreated;
            Owner.ItemDropSystem.ItemUICreated    += OnItemUICreated;
            Owner.SpiritUISystem.MoveItemToPlayer += OnItemMovedToPlayer;

            void OnItemUICreated(ItemUISystem itemUI)
            {
                itemUI.DoubleClickedInPlayerInventory += OnItemDoubleClicked;
                ApplyConsumable += itemUI.System.OnConsumableApplied;
            }

            void OnItemMovedToPlayer(ItemUISystem itemUI)
            {
                if (CheckHaveFreeSlot(out var freeSlotIndex))
                {
                    var freeSlot = Slots[freeSlotIndex];

                    itemUI.transform.position = freeSlot.transform.position;
                    itemUI.transform.SetParent(freeSlot.transform.parent);

                    AddItemToPlayer(itemUI, freeSlotIndex);
                }
            }

            void OnItemCreated(ItemSystem item)
            {
                if (CheckHaveFreeSlot(out var freeSlotIndex))
                {
                    ItemsUI.Add(
                        Owner.ItemDropSystem.CreateItemUI(item.Data, freeSlotIndex, Slots[freeSlotIndex].transform, Owner));

                    isSlotEmpty[freeSlotIndex] = false;
                    Slots[freeSlotIndex].SetActive(false);

                    ItemAddedToPlayer?.Invoke(ItemsUI[ItemsUI.Count - 1]);
                    return;
                }
            }

            bool CheckHaveFreeSlot(out int freeSlotIndex)
            {
                freeSlotIndex = isSlotEmpty.IndexOf(true);
                return(freeSlotIndex != -1);
            }
        }
Пример #30
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        public CombatSystem(Lua Lua, ActionSystem actSys, ActionInventorySystem actInvSys, AISystem aiSys, DropSystem dSys, EffectSystem eSys, EntityMaintenanceSystem eMainSys, ExperienceSystem xSys, ItemInventorySystem iSys, NameSystem nSys, PlayerSystem pSys, StatsSystem sSys)
        {
            actionSystem = actSys;
            aInventorySystem = actInvSys;
            aiSystem = aiSys;
            dropSystem = dSys;
            effectSystem = eSys;
            entityMaintenanceSystem = eMainSys;
            experienceSystem = xSys;
            inventorySystem = iSys;
            nameSystem = nSys;
            playerSystem = pSys;
            statsSystem = sSys;

            lua = Lua;
            RegisterLuaFunctions();
        }
Пример #31
0
        public ShopState(EntityMaintenanceSystem eMS, GearSystem gSys, StatModifierSystem sMSys, StatsSystem sSys, ExperienceSystem eSys, PlayerSystem pSys, DropSystem dSys, NameSystem nSys, StateMachine sMach, ItemSystem iSys, GameMap gMap)
        {
            entMaintenanceSystem = eMS;
            gearSystem = gSys;
            modifierSystem = sMSys;
            statsSystem = sSys;
            experienceSystem = eSys;
            playerSystem = pSys;
            dropSystem=dSys;
            nameSystem = nSys;
            itemSystem = iSys;

            stateSystem = sMach;

            gameMap = gMap;
            NumItems = 5;
        }
Пример #32
0
    private void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.tag == "Player")
        {
            //获取父类的速度属性
            PlayerSystem s     = other.GetComponentInParent <PlayerSystem>();
            float        speed = s.speed;

            GameObject go   = Instantiate(heavyGate, this.transform.position, this.transform.rotation);
            Rigidbody  rigi = go.GetComponent <Rigidbody>();
            //rigi.AddExplosionForce(10, this.transform.position, 0.5f);
            Vector3 force = transform.forward * speed * 1.5f;
            rigi.AddForceAtPosition(force, this.transform.position, ForceMode.Impulse);
            Destroy(this.gameObject);
            Destroy(go, 2.0f);
        }
    }
Пример #33
0
    public IEnumerator Test()
    {
        yield return(new WaitForSeconds(2));

        PlayerSystem.GetInstance().AddPlayer(PlayerTag.PLAYER_BOTTOM, "test", false);

        TurnSystem.GetInstance().SetFirstTurn("test");


        yield return(new WaitForSeconds(2));

        DeckSystem.GetInstance().AllMoveCardDecktoDeck(
            DeckTag.ANIMATION_RIGHT_DECK,
            DeckTag.DRAW_DECK,
            3,
            0.05F,
            3);
    }
Пример #34
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    /// <summary>첫 번째 턴을 결정하는 함수 </summary>
    public void DecideFirstTurn()
    {
        int    nowCardScore = 0;
        string playerName   = null;

        for (int i = 0; i < PlayerSystem.GetInstance().Players.Count; i++)
        {
            int score = PlayerSystem.GetInstance().Players[i].PlayerCard[0].GetCardScore();

            if (score > nowCardScore)
            {
                playerName   = PlayerSystem.GetInstance().Players[i].PlayerId;
                nowCardScore = score;
            }
        }

        SetFirstTurn(playerName);
    }
Пример #35
0
        public void SetSystem(PlayerSystem player)
        {
            if (player == null)
            {
                Debug.LogError($"{this} owner player is null");
                return;
            }

            Owner = player;

            HealthSystem = new HealthSystem(this)
            {
                IsVulnerable = true
            };

            AbilityControlSystem.Set(Data.Abilities);
            TraitControlSystem.Set(Data.Traits);
        }
Пример #36
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        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            var worldBuilder = new WorldBuilder();
            var playerSystem = new PlayerSystem(_entityFactory);

            _world = worldBuilder.AddSystem(new SpriteRenderSystem(GraphicsDevice))
                     .AddSystem(playerSystem)
                     .AddSystem(new EnemySystem())
                     .AddSystem(new ShipBulletMovementSystem())
                     .AddSystem(new ShipBulletAlienCollisionSystem())
                     .Build();
            _entityFactory.World = _world;

            _scalingBatch  = new SpriteBatch(GraphicsDevice);
            _scalingTarget = new RenderTarget2D(GraphicsDevice, 224, 256);

            base.Initialize();
        }
Пример #37
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        PlayerSystem player = collision.GetComponent <PlayerSystem>();
        Weapon       weapon = collision.GetComponent <Weapon>();

        if (player != null && weapon != null)
        {
            player.level = int.Parse(SceneManager.GetActiveScene().name.Replace("LEVEL", "")) + 1;
            SaveSystem.SavePlayer(player, weapon);
            if (player.level <= 3)
            {
                SceneManager.LoadScene("LEVEL" + player.level);
            }
            else
            {
                SceneManager.LoadScene("MENU");
            }
        }
    }
Пример #38
0
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (!opened)
     {
         PlayerSystem playerSystem = collision.GetComponent <PlayerSystem>();
         Weapon       weapon       = collision.GetComponent <Weapon>();
         if (playerSystem != null && weapon != null)
         {
             opened = true;
             animator.SetBool("open", true);
             System.Random random   = new System.Random();
             int           amountB  = random.Next(1, 11);
             int           amouuntG = random.Next(1, 6);
             playerSystem.GetHealth(1);
             weapon.GetBullet(amountB);
             weapon.GetGrenade(amouuntG);
         }
     }
 }
Пример #39
0
    public IEnumerator StartGame()
    {
        StartCoroutine(PlayerSystem.GetInstance().ShareCard(DeckTag.DRAW_DECK, 12, 0.1f));

        yield return(new WaitForSeconds(PlayerSystem.GetInstance().Players.Count * 1));

        DeckSystem.GetInstance().MoveCardDecktoDeck(DeckTag.DRAW_DECK, DeckTag.PUT_DECK, 1, 1, 0, 0.5f);

        yield return(new WaitForSeconds(1));

        PlayerSystem.GetInstance().PlayerCardReverse(PlayerSystem.GetInstance().GetMyPlayerIndex(), 0.5f);

        yield return(new WaitForSeconds(1));

        IsStartGame = true;

        TurnSystem.GetInstance().SetFirstTurn("1");
        TurnSystem.GetInstance().StartTurn();
    }
Пример #40
0
        public void SetSystem(PlayerSystem player)
        {
            Owner = player;
            Owner.ElementSystem.LearnedElement      += OnElementLearned;
            Owner.PlayerInputSystem.ClikedOnGround  += OnClickedOnGround;
            Owner.PlayerInputSystem.ClickedOnCell   += OnClickedOnCell;
            Owner.SpiritPlaceSystem.SpiritPlaced    += OnSpiritPlaced;
            Owner.PlayerInputSystem.ClickedOnSpirit += OnClicledOnSpirit;
            Owner.PlayerInputSystem.RMBPresed       += OnClickedOnGround;

            void OnClickedOnCell(GameObject go) => ActivateUI(true);
            void OnClickedOnGround() => ActivateUI(false);
            void OnClicledOnSpirit(GameObject go) => ActivateUI(false);
            void OnSpiritPlaced(SpiritSystem spirit) => ActivateUI(false);
            void OnElementLearned(int learnCost) => UpdateUI();

            void ActivateUI(bool activate)
            {
                if (activate)
                {
                    UpdateUI();

                    Owner.ResourceUISystem.GetSpiritButton.gameObject.SetActive(true);
                    Owner.ResourceUISystem.GetSpiritButton.gameObject.transform.position =
                        Owner.CellControlSystem.ChoosedCell.transform.position + new Vector3(-10, 10, -40);
                }
                else
                {
                    Owner.ResourceUISystem.GetSpiritButton.gameObject.SetActive(false);
                }
            }

            void UpdateUI()
            {
                astralLevel.text   = Owner.Data.ElementLevels[(int)ElementType.Astral].ToString();
                darknessLevel.text = Owner.Data.ElementLevels[(int)ElementType.Darkness].ToString();
                iceLevel.text      = Owner.Data.ElementLevels[(int)ElementType.Ice].ToString();
                ironLevel.text     = Owner.Data.ElementLevels[(int)ElementType.Iron].ToString();
                stormLevel.text    = Owner.Data.ElementLevels[(int)ElementType.Storm].ToString();
                natureLevel.text   = Owner.Data.ElementLevels[(int)ElementType.Nature].ToString();
                fireLevel.text     = Owner.Data.ElementLevels[(int)ElementType.Fire].ToString();
            }
        }
Пример #41
0
 public EntityManager(StateMachine sMach, DropSystem dSys, PlayerSystem pS, StatsSystem sS, ItemSystem iS, StatModifierSystem mS, EffectSystem efS, EquipmentSystem eqS, AISystem aiS, GearSystem gS, ExperienceSystem xS, ItemInventorySystem invS, NameSystem nS, ProfessionSystem profS, ActionSystem actS, ActionInventorySystem aInvS, CombatSystem cSys, EntityMaintenanceSystem eMS)
 {
     stateSystem = sMach;
     dropSystem = dSys;
     entMaintenanceSystem = eMS;
     aInventorySystem = aInvS;
     combatSystem = cSys;
     playerSystem = pS;
     statsSystem = sS;
     itemSystem = iS;
     modifierSystem = mS;
     effectSystem = efS;
     equipmentSystem = eqS;
     aiSystem = aiS;
     gearSystem = gS;
     experienceSystem = xS;
     inventorySystem = invS;
     nameSystem = nS;
     professionSystem = profS;
     actionSystem = actS;
 }
Пример #42
0
	private void OnDisable(){
		if (PlayerSystem.current == this)
		{
			PlayerSystem.current = null;
		}
	}
Пример #43
0
        private void LoadConfig()
        {
            _netConfig = Config.Get<NetConfig>("network");
            _phyConfig = Config.Get<PhysicsConfig>("physics");
            _scriptConfig = Config.Get<ScriptConfig>("script");

            PathHelpers.SetBasePath(_scriptConfig.ScriptPath);

            _bifrost = new BifrostServer(_netConfig.Port, _netConfig.MaxConnections);
            RPCManager.SetConnection(_bifrost);
            AddInternalSystem(_bifrost, 0);
            PacketFactory.AddCallback<AckStatePacket>(OnAckState);
            PacketFactory.AddCallback<ClientStatePacket>(OnClientState);

            PlayerSystem ps = new PlayerSystem();
            AddEntitySystem(ps);
        }
Пример #44
0
        private void InitializeSystems()
        {
            Console.WriteLine("Initializing Game Systems");

            professionSystem = new ProfessionSystem();
            effectSystem=new EffectSystem(lua);
            equipmentSystem = new EquipmentSystem();
            experienceSystem = new ExperienceSystem();         
            itemSystem = new ItemSystem();
            inventorySystem = new ItemInventorySystem();
            modifierSystem = new StatModifierSystem();
            nameSystem = new NameSystem(lua);
            playerSystem = new PlayerSystem(nameSystem, stateSystem);
            gearSystem = new GearSystem();
            statsSystem = new StatsSystem();
            aInventorySystem = new ActionInventorySystem(lua, statsSystem);
            actionSystem = new ActionSystem(lua);
            aiSystem = new AISystem();
            dropSystem = new DropSystem(dropMap);
        }
Пример #45
0
 public ExploreState(GameMap gMap, PlayerSystem pS, StateMachine sM)
 {
     gameMap = gMap;
     playerSystem = pS;
     stateSystem=sM;
 }