Пример #1
0
 public override void SetToStickman(Stickman stickman, StickmanPart part)
 {
     base.SetToStickman(stickman, part);
     if (base.Stickman != null)
     {
         this._time = Time.time + UnityEngine.Random.Range(0f, this._rechargeTime);
     }
 }
Пример #2
0
        public void WhenMake2DicesGame_ShouldSucced()
        {
            var game     = new Game();
            var stickman = new Stickman();

            stickman.AddDice(game);

            Assert.Equal(2, game.DiceCount);
        }
Пример #3
0
    public static Stickman Create(string name, CharPose charpose)
    {
        GameObject obj = new GameObject(name);

        obj.SetActive(false);
        Stickman stickman = obj.AddComponent <Stickman>();

        stickman._charPose = charpose;

        stickman._spine    = stickman.CreatePart("Spine", null, charpose.spine_mass, (int)charpose.spine_limit, (int)charpose.spine_angle);
        stickman._head     = stickman.CreatePart("Head", stickman._spine, charpose.head_mass, (int)charpose.head_limit, (int)charpose.head_angle);
        stickman._upArmL   = stickman.CreatePart("UpArmL", stickman._spine, charpose.upArmL_mass, (int)charpose.upArmL_limit, (int)charpose.upArmL_angle);
        stickman._upArmR   = stickman.CreatePart("UpArmR", stickman._spine, charpose.upArmR_mass, (int)charpose.upArmR_limit, (int)charpose.upArmR_angle);
        stickman._downArmR = stickman.CreatePart("DownArmR", stickman._upArmR, charpose.downArmR_mass, (int)charpose.downArmR_limit, (int)charpose.downArmR_angle);
        stickman._downArmL = stickman.CreatePart("DownArmL", stickman._upArmL, charpose.downArmL_mass, (int)charpose.downArmL_limit, (int)charpose.downArmL_angle);
        stickman._upLegL   = stickman.CreatePart("UpLegL", stickman._spine, charpose.upLegL_mass, (int)charpose.upLegL_limit, (int)charpose.upLegL_angle);
        stickman._upLegR   = stickman.CreatePart("UpLegR", stickman._spine, charpose.upLegR_mass, (int)charpose.upLegR_limit, (int)charpose.upLegR_angle);
        stickman._downLegL = stickman.CreatePart("DownLegL", stickman._upLegL, charpose.downLegL_mass, (int)charpose.downLegL_limit, (int)charpose.downLegL_angle);
        stickman._downLegR = stickman.CreatePart("DownLegR", stickman._upLegR, charpose.downLegR_mass, (int)charpose.downLegR_limit, (int)charpose.downLegR_angle);

        stickman._spine.Stickman    = stickman;
        stickman._head.Stickman     = stickman;
        stickman._upArmL.Stickman   = stickman;
        stickman._upArmR.Stickman   = stickman;
        stickman._downArmR.Stickman = stickman;
        stickman._downArmL.Stickman = stickman;
        stickman._upLegL.Stickman   = stickman;
        stickman._upLegR.Stickman   = stickman;
        stickman._downLegL.Stickman = stickman;
        stickman._downLegR.Stickman = stickman;


        stickman._headRigid = stickman._head.GetComponent <Rigidbody2D>();
        bool flag = true;

        stickman._head.CanHit    = flag;
        stickman._head.CanGetHit = flag;
        flag = true;
        stickman._spine.CanGetHit = flag;
        flag = true;
        stickman._downLegR.CanHit = flag;
        stickman._downLegL.CanHit = flag;
        stickman._downArmR.CanHit = flag;
        stickman._downArmL.CanHit = flag;
        flag = true;
        stickman._upLegR.CanGetHit = flag;
        stickman._upLegL.CanGetHit = flag;
        stickman._upArmR.CanGetHit = flag;
        stickman._upArmL.CanGetHit = flag;
        //stickman.UpdateMass();
        stickman.UpdateSize();
        stickman.UpdateJoints();

        obj.SetActive(true);
        return(stickman);
    }
Пример #4
0
        public Game Build()
        {
            var game = new Casino().CreateGame(0);

            game.LuckyNumber = luckyNumber;

            if (diceNumber == 2)
            {
                var stickman = new Stickman();
                stickman.AddDice(game);
            }

            return(game);
        }
Пример #5
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 public override void SetToStickman(Stickman stickman, StickmanPart part)
 {
     base.SetToStickman(stickman, part);
     if (((base.Stickman != null) && (base.Stickman.CurrentHealth > 0)) && (this._collider != null))
     {
         Collider[] componentsInChildren = base.Stickman.GetComponentsInChildren <Collider>();
         for (int i = 0; i < componentsInChildren.Length; i++)
         {
             if (componentsInChildren[i] != this._collider)
             {
                 Physics.IgnoreCollision(componentsInChildren[i], this._collider, true);
             }
         }
     }
 }
Пример #6
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    private void SpawnMan()
    {
        int        h       = Random.Range(0, levels.Length);
        GameObject nextMan = Instantiate(stickman);

        nextMan.transform.position = new Vector3(-11, levels[h].position.y, 0);
        nextMan.layer = levels[h].gameObject.layer + 7;

        Stickman s = nextMan.GetComponent <Stickman>();

        s.target = levels[h].GetChild(0);
        s.Init();
        s.SetTarget(Castle.Instance.GetDestroyable());
        s.OnDieEvent += Counter.Instance.StickmanDeath;
    }
Пример #7
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        private void Tick(object sender, object e)
        {
            counter         = (counter + 1) % 8;
            Stickman.Source = images[counter];

            speed   += 1;
            stickR.Y = Math.Min(200, stickR.Y + speed);
            Stickman.SetValue(Canvas.TopProperty, stickR.Y);

            boxR.X = (boxR.X > -100) ? boxR.X - 10 : 600;
            Box.SetValue(Canvas.LeftProperty, boxR.X);

            if (RectHelper.Intersect(boxR, stickR) != Rect.Empty)
            {
                GameOver.Visibility = Visibility.Visible;
                timer.Stop();
            }
        }
 public void Update5(Stickman s)
 {
     s.Score += 5;
 }
 public void Update1(Stickman s)
 {
     s.Score++;
 }
Пример #10
0
 // Use this for initialization
 void Start()
 {
     player = Stickman.Create("fsq", CharFactory.Instance.Create("char_0001"));
     enemy  = Stickman.Create("enemy", CharFactory.Instance.Create("char_0001"));
 }
Пример #11
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 public void Handle(Stickman s)
 {
     s.Y    = 4.5F;
     s.Skok = true;
 }
Пример #12
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 public void Handle(Stickman s)
 {
     s.Y    = 0;
     s.Skok = false;
 }