void Awake() { recordGroup = GetComponent <PrizmRecordGroup>(); bootstrap = GetComponent <BootstrapTT> (); msgCanvas = GameObject.Find("MsgCanvas"); camera = GameObject.Find("MainCamera").GetComponent <Camera> (); }
int numberOfPlayers; //is determined by userIDs that are in list //meteor connection code needs to be the first to run and connect to database (all further actions depend on finishing this initialization) void Awake() { recordGroup = GetComponent <PrizmRecordGroup> (); deviceID = SystemInfo.deviceUniqueIdentifier; //assign device UID for server gameManager = GetComponent <GameManager> (); msgCanvas = GameObject.Find("MsgCanvas"); }
void Awake() { //uncomment when done introducePlayerSparkle = GameObject.Find("IntroducePlayer"); recordGroup = GetComponent <PrizmRecordGroup>(); bootstrap = GetComponent <BootstrapTT> (); msgCanvas = GameObject.Find("MsgCanvas"); camera = GameObject.Find("Main Camera").GetComponent <Camera> (); cameraSetPosition = camera.transform.position; audioSource = GetComponent <AudioSource> (); }
private clientStatuses clientSyncPosition = (clientStatuses)0; //keeps track of position in client sync routine void Awake() { //obtain unique ID for device deviceID = SystemInfo.deviceUniqueIdentifier; recordGroup = GameObject.Find("GameManager").GetComponent <PrizmRecordGroup> (); gameManager = GameObject.Find("/GameManager").GetComponent <GameManager> (); chooseSessionCanvas = GameObject.Find("ChooseSessionCanvas"); playerNameCanvas = GameObject.Find("PlayerNameCanvas"); msgCanvas = GameObject.Find("MsgCanvas"); color = "red"; playerNameCanvas.SetActive(false); //disable "Enter Player Name" for now }
private clientStatuses clientSyncPosition = (clientStatuses)0; //keeps track of position in client sync routine void Awake() { //obtain unique ID for device deviceID = SystemInfo.deviceUniqueIdentifier; recordGroup = GameObject.Find("HH_GameManager").GetComponent <PrizmRecordGroup> (); gameManager = GameObject.Find("HH_GameManager").GetComponent <GameManager_HH> (); chooseSessionCanvas = GameObject.Find("ChooseSessionCanvas"); playerNameCanvas = GameObject.Find("PlayerNameCanvas"); msgCanvas = GameObject.Find("MsgCanvas"); color = (PlayerColor.color)(Random.Range(0, System.Enum.GetValues(typeof(PlayerColor.color)).Length - 1)); playerNameCanvas.SetActive(false); //disable "Enter Player Name" for now }
void Awake() { recordGroup = GameObject.Find("GameManager").GetComponent <PrizmRecordGroup> (); clientInit = GameObject.Find("GameManager").GetComponent <ClientInitialization> (); gameManager = GameObject.Find("GameManager").GetComponent <GameManager> (); }
void Awake() { recordGroup = GameObject.Find ("GameManager").GetComponent<PrizmRecordGroup> (); clientInit = GameObject.Find ("GameManager").GetComponent<ClientInitialization> (); gameManager = GameObject.Find ("GameManager").GetComponent<GameManager> (); }
//set all variables void Awake() { recordGroup = GameObject.Find ("HH_GameManager").GetComponent<PrizmRecordGroup> (); clientInit = GameObject.Find ("HH_GameManager").GetComponent<ClientInitialization> (); bootstrap = GameObject.Find ("HH_GameManager").GetComponent<BootstrapHH> (); }
//also probably read from a config.json file... u no wot? everything is json. there, i said it. everything is json here public IEnumerator ConfigureUpgradesDatabase() { Debug.Log("Creating upgrades into database..."); //GameManager.Instance.GameStateReporter.text = "Game is creating DB records and\ndistributing all starting items to PLAYERS"; upgradeRecordGroup = new PrizmRecordGroup <UpgradeSchema> (sessionID, "upgrades"); yield return(StartCoroutine(upgradeRecordGroup.CreateMeteorCollection())); upgradeRecordGroup.mongoCollection.DidAddRecord += (string arg1, UpgradeSchema arg2) => { Debug.Log("New upgrade added!" + arg1 + " ID is: " + arg2._id + " rest is: " + arg2.ToString()); PrizmRecord <UpgradeSchema> record = upgradeRecordGroup.LookUpPrizmRecordBy_ID(arg2._id); if (record == null) { return; } //giveRoadToPlayer(record.mongoDocument.myOwner, record); }; upgradeRecordGroup.mongoCollection.DidChangeRecord += (string arg1, UpgradeSchema arg2, IDictionary arg3, string[] arg4) => { Debug.Log("upgrade changed! SessionID: " + arg1 + " key is: " + arg2.key + " rest is: " + arg2.ToString()); PrizmRecord <UpgradeSchema> record = upgradeRecordGroup.LookUpPrizmRecordBy_ID(arg2._id); if (record == null) { return; } GameObject obj = record.gameObject; // ...do something with GameObject //Road road = obj.GetComponent<Road>(); // ...do something with Road }; upgradeRecordGroup.mongoCollection.DidRemoveRecord += (string arg1) => { Debug.Log("upgrade removed! _id: " + arg1); PrizmRecord <UpgradeSchema> record = upgradeRecordGroup.LookUpPrizmRecordBy_ID(arg1); if (record != null) { Destroy(record.gameObject); } }; //give the ships upgrades somewhere else //this simply loads all upgrades from a json /* * foreach (Player ply in GameManager.Instance.TheOneOfficialAllPlayerListInOrderOfTurns) { * for (int i=0; i<15; i++) { * PrizmRecord<UpgradeSchema> roadRecord = new PrizmRecord<UpgradeSchema> (); * roadRecord.mongoDocument.name = "protein torpedos"; * //initialize the rest from json * * yield return StartCoroutine (upgradeRecordGroup.AddRecord (roadRecord)); * while (roadRecord.gameObject==null){ * Debug.Log ("waiting for database confirmation"); * yield return null; * } * //giveRoadToPlayer(ply,roadRecord); * } * } */ }
//call this function in any derived classes with base.Awake() protected virtual void Awake() { dbEntry = new DatabaseEntry (); //recordGroup = GameObject.Find ("GameManager").GetComponent<PrizmRecordGroup> (); recordGroup = GameObject.FindGameObjectWithTag ("GameManager").GetComponent<PrizmRecordGroup> (); }
//set all variables void Awake() { recordGroup = GameObject.Find ("GameManager").GetComponent<PrizmRecordGroup> (); clientInit = GameObject.Find ("GameManager").GetComponent<ClientInitialization> (); bootstrap = GameObject.Find ("GameManager").GetComponent<BootstrapHH> (); hand = GameObject.Find ("Hand"); debugList = new List<string> (); }
//meteor connection code needs to be the first to run and connect to database (all further actions depend on finishing this initialization) void Awake() { recordGroup = GetComponent<PrizmRecordGroup> (); deviceID = SystemInfo.deviceUniqueIdentifier; //assign device UID for server gameManager = GetComponent<GameManager_TT> (); }
void Awake() { recordGroup = GetComponent <PrizmRecordGroup>(); gameManager = GetComponent <GameManager> (); tabletopInit = GetComponent <TabletopInitialization> (); }
int numberOfPlayers; //is determined by userIDs that are in list //meteor connection code needs to be the first to run and connect to database (all further actions depend on finishing this initialization) void Awake() { recordGroup = GetComponent <PrizmRecordGroup> (); deviceID = SystemInfo.deviceUniqueIdentifier; //assign device UID for server gameManager = GetComponent <GameManager_TT> (); }
void Awake() { //obtain unique ID for device deviceID = SystemInfo.deviceUniqueIdentifier; recordGroup = GameObject.Find ("HH_GameManager").GetComponent<PrizmRecordGroup> (); gameManager = GameObject.Find ("HH_GameManager").GetComponent<GameManager_HH> (); chooseSessionCanvas = GameObject.Find ("ChooseSessionCanvas"); playerNameCanvas = GameObject.Find ("PlayerNameCanvas"); msgCanvas = GameObject.Find ("MsgCanvas"); color = (PlayerColor.color)(Random.Range(0, System.Enum.GetValues(typeof(PlayerColor.color)).Length - 1 )); playerNameCanvas.SetActive (false); //disable "Enter Player Name" for now }
void Awake() { recordGroup = GetComponent<PrizmRecordGroup>(); gameManager = GetComponent<GameManager_TT> (); tabletopInit = GetComponent<TabletopInitialization> (); }
void Awake() { recordGroup = GetComponent <PrizmRecordGroup>(); bootstrap = GetComponent <BootstrapTT> (); }
//call this function in any derived classes with base.Awake() virtual protected void Awake() { dbEntry = new DatabaseEntry(); recordGroup = GameObject.Find("/GameManager").GetComponent <PrizmRecordGroup> (); }
//set all variables void Awake() { recordGroup = GameObject.Find("HH_GameManager").GetComponent <PrizmRecordGroup> (); clientInit = GameObject.Find("HH_GameManager").GetComponent <ClientInitialization> (); bootstrap = GameObject.Find("HH_GameManager").GetComponent <BootstrapHH> (); }
public IEnumerator ConfigureShipDatabase() { Debug.Log("Trying to create ship collection"); shipRecordGroup = new PrizmRecordGroup <ShipSchema> (sessionID, "shipYard"); yield return(StartCoroutine(shipRecordGroup.CreateMeteorCollection())); Debug.Log("CREATED OUR METEOR COLLECTION FOR the ships"); //set up handlers shipRecordGroup.mongoCollection.DidAddRecord += (string arg1, ShipSchema arg2) => { //Debug.Log ("New Ship Added! "+arg1 +" ID is: "+arg2._id+" name is: " + arg2.name); Debug.Log("PRINTING name: " + arg2.name); Debug.Log("PRINTING owner: " + arg2.owner); Debug.Log("PRINTING faction: " + arg2.faction); Debug.Log("PRINTING isStressed: " + arg2.isStressed.ToString()); Debug.Log("PRINTING second action: " + arg2.actions[1]); Debug.Log("PRINTING maneuvers count: " + arg2.maneuvers.Count.ToString()); Debug.Log("PRINTING fourht maneuver: " + arg2.maneuvers[3].Serialize().ToString()); Debug.Log("PRINTING fifth maneuver difficulty: " + arg2.maneuvers[4].difficulty.ToString()); Debug.Log("PRINTING currentshield: " + arg2.currentShield.ToString()); Debug.Log("PRINTING selectedUpgrades: " + arg2.selectedUpgrades.ToString()); Debug.Log("PRINTING selectedUpgrades count: " + arg2.selectedUpgrades.Count.ToString()); Debug.Log("PRINTING second pilot: " + arg2.pilots[1].Serialize().ToString()); Debug.Log("PRINTING second pilot ability: " + arg2.pilots[1].ability); PrizmRecord <ShipSchema> record = shipRecordGroup.LookUpPrizmRecordBy_ID(arg2._id); //if record == null, implies record was created by the server if (record == null) { PrizmRecord <ShipSchema> newRecord = new PrizmRecord <ShipSchema>(); newRecord.mongoDocument = arg2; newRecord.recordGroup = shipRecordGroup; newRecord.mongoDocument._GUID = System.Guid.NewGuid(); newRecord.mongoDocument.key = shipRecordGroup.collectionKey; shipRecordGroup.associates.Add(newRecord); } //instantiate the ship }; shipRecordGroup.mongoCollection.DidChangeRecord += (string arg1, ShipSchema arg2, IDictionary arg3, string[] arg4) => { Debug.Log("Resource changed! SessionID: " + arg1 + " key is: " + arg2.key + " rest is: " + arg2.ToString()); //Debug.Log("checking if things change on both ends automatically"); //Debug.Log("record side: " + arg2.selectedAction); //this record automagically has all the same attributes as arg2 (no need to re-assign them) PrizmRecord <ShipSchema> record = shipRecordGroup.LookUpPrizmRecordBy_ID(arg2._id); if (record == null) { return; //didn't find the record in the recordgroup } ///Debug.Log(" unity side: " + record.mongoDocument.selectedAction); Debug.Log("unity side, checking _guid and _id" + record.mongoDocument._GUID + ":" + record.mongoDocument._id); }; shipRecordGroup.mongoCollection.DidRemoveRecord += (string arg1) => { Debug.Log("Destroyed a Resource Record " + arg1); PrizmRecord <ShipSchema> record = shipRecordGroup.LookUpPrizmRecordBy_ID(arg1); if (record != null) { Destroy(record.gameObject); } }; //make like 2 ships instantiated in database //load all from json l8tr g8tr /* * for (int i=0; i<2; i++) { * Debug.Log ("Trying to make a bunch of WHEAT! lol jk, im makin ships"); * PrizmRecord<ShipSchema> shipRecord = new PrizmRecord<ShipSchema>(); * shipRecord.mongoDocument.name = "Tie Fighter"; * * //set up the rest of the stuff later, * //probably load from a JSON that contains configurations for available ships * * * yield return StartCoroutine (shipRecordGroup.AddRecord (shipRecord)); * } */ yield return(null); }
void Awake() { recordGroup = GetComponent<PrizmRecordGroup>(); bootstrap = GetComponent<BootstrapTT> (); }
public IEnumerator ConfigureObstacleDatabase() { Debug.Log("Creating obstacles into database..."); //GameManager.Instance.GameStateReporter.text = "Game is creating DB records and\ndistributing all starting items to PLAYERS"; obstacleRecordGroup = new PrizmRecordGroup <ObstacleSchema> (sessionID, "obstacles"); yield return(StartCoroutine(obstacleRecordGroup.CreateMeteorCollection())); obstacleRecordGroup.mongoCollection.DidAddRecord += (string arg1, ObstacleSchema arg2) => { Debug.Log("New obstacle added!" + arg1 + " ID is: " + arg2._id + " rest is: " + arg2.ToString()); PrizmRecord <ObstacleSchema> record = obstacleRecordGroup.LookUpPrizmRecordBy_ID(arg2._id); if (record == null) { return; } //giveRoadToPlayer(record.mongoDocument.myOwner, record); }; obstacleRecordGroup.mongoCollection.DidChangeRecord += (string arg1, ObstacleSchema arg2, IDictionary arg3, string[] arg4) => { Debug.Log("obstacle changed! SessionID: " + arg1 + " key is: " + arg2.key + " rest is: " + arg2.ToString()); PrizmRecord <ObstacleSchema> record = obstacleRecordGroup.LookUpPrizmRecordBy_ID(arg2._id); if (record == null) { return; } GameObject obj = record.gameObject; // ...do something with GameObject //Road road = obj.GetComponent<Road>(); // ...do something with Road }; obstacleRecordGroup.mongoCollection.DidRemoveRecord += (string arg1) => { Debug.Log("obstacle removed! _id: " + arg1); PrizmRecord <ObstacleSchema> record = obstacleRecordGroup.LookUpPrizmRecordBy_ID(arg1); if (record != null) { Destroy(record.gameObject); } }; //make obstacles? will implement later after combat //obstacles probably will get generated in-game anyways for (int i = 0; i < 2; i++) { PrizmRecord <ObstacleSchema> obstacleRecord = new PrizmRecord <ObstacleSchema>(); obstacleRecord.mongoDocument.size = 1; obstacleRecord.mongoDocument.position = new int[2] { 1, 2 }; yield return(StartCoroutine(obstacleRecordGroup.AddRecord(obstacleRecord))); while (obstacleRecord.gameObject == null) { Debug.Log("waiting for database confirmation"); yield return(null); } } yield return(null); }