GameObject CreateIcon(Entity unit) { GameObject unitSelected = Instantiate(groupSelectedPrefab, groupSelect.transform); foreach (Transform child in unitSelected.transform) { if (child.name == "Icon") { child.GetComponent <Image>().sprite = spriteBank.GetSprite(unit.Type); } } return(unitSelected); }
public async Task ChatTestAsync() { try { MessageCollector collector = new MessageCollector(Context.Client); SpriteBank bank = SpriteBank.FromDirectory("../assets/npcs/noname/"); Character test = new Character { Id = "npc0", Name = "No-Name", Personality = new Personality { Mind = MindType.Extravert, Energy = EnergyType.Intuitive, Nature = NatureType.Thinking, Tactics = TacticType.Judging, Identity = IdentityType.Assertive }, Affinity = new List <AffinityData> { new AffinityData("npc1", 0.2f) }, Model = new CharacterModel { Body = new AppearanceNode(bank.GetSprite("noname_body"), 20, 16), Head = new AppearanceNode(bank.GetSprite("noname_head"), 28, 5), DefaultFaceOffset = new Point(28, 5), Expressions = new Dictionary <DialogTone, AppearanceNode> { [DialogTone.Neutral] = new AppearanceNode(bank.GetSprite("noname_neutral")), [DialogTone.Happy] = new AppearanceNode(bank.GetSprite("noname_happy")), [DialogTone.Sad] = new AppearanceNode(bank.GetSprite("noname_sad")), [DialogTone.Confused] = new AppearanceNode(bank.GetSprite("noname_confused")), [DialogTone.Shocked] = new AppearanceNode(bank.GetSprite("noname_shocked")) } } }; var action = new ChatHandler(Context, test, Engine.GetTree("test")); var options = new SessionOptions { ResetTimeoutOnAttempt = true, Timeout = TimeSpan.FromSeconds(20), Session = action }; bool Filter(SocketMessage message, int index) { return((message.Author.Id == Context.User.Id) && (message.Channel.Id == Context.Channel.Id)); } await collector.MatchAsync(Filter, options); } catch (Exception e) { await Context.Channel.CatchAsync(e); } }
public EnemyPool(int damage, int maxHP, int order, string sprt, string anim, string deathEffect, Vector2 colliderOffset, ColliderBase[] colliders, int initialCount) : base(initialCount) { _damage = damage; _maxHP = maxHP; _order = order; _sprt = SpriteBank.GetSprite(sprt); _anim = SpriteBank.GetAnimation(anim); _collOffset = colliderOffset; _colliders = colliders; _effect = Program.PoolManager.GetPool <EffectPool>(deathEffect); GenerateInitial(initialCount); }