Пример #1
0
 public void RemoveProgressBarListener(string key)
 {
     if (ProgressMap.ContainsKey(key))
     {
         ProgressMap.Remove(key);
     }
 }
Пример #2
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 //reset and clear our progress map before the game starts
 void Awake()
 {
     //clear dictionaries with enemy IDs
     objDic.Clear();
     //set this script instance for coroutine access
     instance = this;
 }
Пример #3
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    //initialize waypoint positions and progress map access on every spawn
    IEnumerator OnSpawn()
    {
        //wait one frame so Start() gets called before OnSpawn() on a new instantiation
        yield return(new WaitForEndOfFrame());

        //get Vector3 array with waypoint positions
        waypoints = pathContainer.waypoints;

        //get waypoint array of Vector3
        InitWaypoints();

        //start movement
        StartMove();

        //add this enemy to ProgressMap to track path progress
        if (pMapProperties.enabled)
        {
            //add to progress map - identify by gameobject ID
            //all further path progress calculation happens in ProgressCalc() and ProgressMap.cs
            ProgressMap.AddToMap(pMapProperties.prefab, pMapProperties.myID);
            //start calculating our path progress a few times per second
            //(more accurate and less overhead than calling it in an update function)
            InvokeRepeating("ProgressCalc", 0.5f, pMapProperties.updateInterval);
        }
    }
Пример #4
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 public async Task <ProgressMap> Get(ProgressMap map)
 {
     if (map.Id == null)
     {
         throw new ArgumentException("tried to fetch progress map but wasnt given an id");
     }
     return(await Get(map.Id ?? 0));
 }
Пример #5
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        public async Task AddsToDb()
        {
            User user = new User("Lucca", "123456", "*****@*****.**");
            await DAO.User.Add(user);

            ProgressMap map = await DAO.ProgressMap.Get(user);

            Assert.NotNull(map.Id);
        }
Пример #6
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    //Path Distance/Progress Calculation and ProgressMap access
    void ProgressCalc()
    {
        //calculate current progress which consists of the time we walked already,
        //and the total time of the tween
        float progress = tween.fullElapsed / tween.fullDuration;

        //let our ProgressMap display this object:
        //pass in the gameobject ID of this object to identify it and its total path progress
        ProgressMap.CalcInMap(pMapProperties.myID, progress);
    }
Пример #7
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        public async Task <ProgressMap> Get(User user)
        {
            if (user.Id == null)
            {
                throw new ArgumentException("tried to fetch progress map of user " + user.Username + ", but they dont have an id");
            }
            ProgressMap progessMap = await GetByUserId(user.Id ?? 0);

            user.ProgressMap = progessMap;
            return(progessMap);
        }
Пример #8
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        public async Task Update(ProgressMap map)
        {
            if (map.Id == null)
            {
                throw new ArgumentException("tried to update progress map but wasnt given an id");
            }
            await Update((int)map.Id, map.Additions, map.Subtractions);

            map.Additions.Clear();
            map.Subtractions.Clear();
        }
Пример #9
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 private IProgress <float> GetProgress(string assetBundleName)
 {
     if (!ProgressMap.ContainsKey(assetBundleName))
     {
         ProgressMap[assetBundleName] = new Progress <float>(progress => {
             ProgressedValueMap[assetBundleName] = progress;
             ProgressSummary.Value = ProgressedValueMap.Values.Sum();
         });
     }
     return(ProgressMap[assetBundleName]);
 }
Пример #10
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        public async Task <ActionResult <bool> > Update([FromBody] UpdateArgument argument)
        {
            User        user = Request.GetUser();
            ProgressMap map  = await ProgressMapRepo.Get(user);

            if (argument.id != map.Id)
            {
                return(Unauthorized());
            }
            await ProgressMapRepo.Update(argument.id, argument.additions, argument.subtractions);

            return(Ok(true));
        }
Пример #11
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        public async Task CanMutateLocations()
        {
            User user = new User("Lucca", "123456", "*****@*****.**");
            await DAO.User.Add(user);

            ProgressMap map = await DAO.ProgressMap.Get(user);

            int locationId = (int)(await DAO.Geography.GetCountryByAlpha2("DK")).Id;

            map.Locations.Add(locationId);
            await DAO.ProgressMap.Update(map);

            map = await DAO.ProgressMap.Get(map);

            Assert.Contains(locationId, map.Locations.ToList());
            map.Locations.Clear();
            await DAO.ProgressMap.Update(map);

            map = await DAO.ProgressMap.Get(map);

            Assert.IsEmpty(map.Locations);
        }
Пример #12
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 public void UpdateProgressBar(string key, long progress)
 {
     ProgressMap[key](progress);
 }
Пример #13
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 //reset and clear our progress map before the game starts
 void Awake()
 {
     //clear dictionaries with enemy IDs
     objDic.Clear();
     //set this script instance for coroutine access
     instance = this;
 }
Пример #14
0
    //before this enemy gets despawned (on death or in case it reached its destination),
    //say to all towers that this enemy died
    IEnumerator RemoveEnemy()
    {
        //remove ourselves from each tower's inRange list
        for (int i = 0; i < nearTowers.Count; i++)
        {
            nearTowers[i].inRange.Remove(gameObject);
        }

        //clear our inRange list
        nearTowers.Clear();

        //remove possible 'damage over time' particle effects (see DamageOverTime())
        foreach (Transform child in transform)
        {
            if (child.name.Contains("(Clone)"))
            {
                PoolManager.Pools["Particles"].Despawn(child.gameObject);
            }
        }

        //if this object used the Progress Map (in TweenMove.cs)
        if (myMove.pMapProperties.enabled)
        {
            //stop calculating our ProgressMap path progress
            myMove.CancelInvoke("ProgressCalc");

            //call method to remove it from the map
            ProgressMap.RemoveFromMap(myMove.pMapProperties.myID);
        }

        //this enemy died, handle death stuff
        if (health <= 0)
        {
            //if set, instantiate deathEffect at current position
            if (deathEffect)
            {
                PoolManager.Pools["Particles"].Spawn(deathEffect, transform.position, Quaternion.identity);
            }

            //play sound on death via AudioManager
            AudioManager.Play(deathSound, transform.position);

            //handle death animation
            //wait defined death animation delay if set
            if (dieAnim)
            {
                anim.Play(dieAnim.name);
                yield return(new WaitForSeconds(dieAnim.length));
            }
        }
        //the enemy didn't die, and escaped instead
        else
        {
            if (successAnim)
            {
                anim.Play(successAnim.name);
                yield return(new WaitForSeconds(successAnim.length));
            }
        }

        //reset all initialized variables for later reuse
        //set start health and shield value back to maximum health/absorb
        health       = maxhealth;
        shield.value = shield.maxValue;
        //reset 3D bars to indicate 100% health/shield points
        if (healthbar)
        {
            healthbar.value = 1;
        }
        if (shield.bar)
        {
            shield.bar.value = 1;
        }

        //despawn/disable us
        PoolManager.Pools["Enemies"].Despawn(gameObject);
    }