static void Main() { Teacher Eng = new Teacher("박미영", 35, "영어"); Thief KangDo = new Thief("야월담", 25, 3); Eng.Teach(); KangDo.Steal(); }
/* * Create Player Class */ public Player CreatePlayer() { Console.WriteLine("Select Class: (1) Warrior. (2) Mage. (3) Theif."); string choice = Console.ReadLine(); if (choice == "1") { Warrior player = new Warrior(); return(player); } else if (choice == "2") { Mage player = new Mage(); return(player); } else if (choice == "3") { Thief player = new Thief(); return(player); } else { return(null); } }
private void initBehaviourModel(string prof) { switch (prof) { case "craftsman": Behaviour = new Craftsman(this, ProfLevels[prof]); break; case "farmer": Behaviour = new Farmer(this, ProfLevels[prof]); break; case "guardian": Behaviour = new Guardian(this, ProfLevels[prof]); break; case "thief": Behaviour = new Thief(this, ProfLevels[prof]); break; case "trader": Behaviour = new Trader(this, ProfLevels[prof]); break; default: throw new Exception("Wrong proffession"); } Log.Add("citizens:Human " + Name + " behaviour: " + prof); }
public void TestSetThievesAbilities_WhereCharacterIsSecondLevel() { Dictionary <Dungeons_and_Dragons.Attribute, int> dict = new Dictionary <Dungeons_and_Dragons.Attribute, int>(); dict.Add(Dungeons_and_Dragons.Attribute.Strength, 12); dict.Add(Dungeons_and_Dragons.Attribute.Dexterity, 14); dict.Add(Dungeons_and_Dragons.Attribute.Intelligence, 6); dict.Add(Dungeons_and_Dragons.Attribute.Wisdom, 17); dict.Add(Dungeons_and_Dragons.Attribute.Constitution, 8); dict.Add(Dungeons_and_Dragons.Attribute.Charisma, 14); int xp = 1200; int hp = 3; Thief thief = new Thief("MarkyMark", Race.Elf, dict, hp, xp); Assert.AreEqual(20, thief.thievingAbilities[ThiefAbilities.PickLock], "TEST1: The value returned for PickLock was not as expected"); Assert.AreEqual(15, thief.thievingAbilities[ThiefAbilities.FindRemoveTraps], "TEST2: The value returned for Find/Remove traps was not as expected"); Assert.AreEqual(25, thief.thievingAbilities[ThiefAbilities.PickPocket], "TEST3: The value returned for pick pocket was not as expected"); Assert.AreEqual(25, thief.thievingAbilities[ThiefAbilities.MoveSilently], "TEST4: The value returned for move silently was not as expected"); Assert.AreEqual(88, thief.thievingAbilities[ThiefAbilities.ClimbSheerSurfaces], "TEST5: The value returned for climb sheer surfaces was not as expected"); Assert.AreEqual(15, thief.thievingAbilities[ThiefAbilities.HideInShadows], "TEST6: The value returned for hide in shadows was not as expected"); Assert.AreEqual(33, thief.thievingAbilities[ThiefAbilities.HearNoise], "TEST7: The value returned for hear noise was not as expected"); }
// Update is called once per frame void Update() { hit = Physics2D.OverlapBoxAll((Vector2)transform.position + checkOffset, checkSize, 0, playerMask); if (hit.Length > 0) { Thief thief = null; foreach (Collider2D col in hit) { col.TryGetComponent(out thief); if (thief == null) { break; } } if (!trapActive && (thief == null || !thief.usingInvisibility)) { StartCoroutine(ShootArrow()); trapActive = true; } else if (trapActive && thief != null && thief.usingInvisibility) { trapActive = false; StopAllCoroutines(); } } else { if (trapActive) { StopAllCoroutines(); trapActive = false; } } }
public void StartGame() { turnCount = maxTurn; csTeamNameText.text = csTeamName; scsTeamNameText.text = scsTeamName; isCSPolice = round % 2 == 0; string policeName = (isCSPolice ? csTeamName : scsTeamName) + ".PoliceAI"; string thiefName = (isCSPolice ? scsTeamName : csTeamName) + ".ThiefAI"; Debug.Log(policeName); Debug.Log(thiefName); policeAI = Activator.CreateInstance(Type.GetType(policeName)) as Police; thiefAI = Activator.CreateInstance(Type.GetType(thiefName)) as Thief; thiefCatchAlert.rectTransform.localPosition = new Vector3(245 * (isCSPolice ? -1 : 1), 0); treasureCaptureAlert.rectTransform.localPosition = new Vector3(245 * (isCSPolice ? 1 : -1), 0); policeErrorAlert.rectTransform.localPosition = new Vector3(245 * (isCSPolice ? -1 : 1), 0); thiefErrorAlert.rectTransform.localPosition = new Vector3(245 * (isCSPolice ? 1 : -1), 0); policeIcon.rectTransform.localPosition = new Vector3(780 * (isCSPolice ? -1 : 1), policeIcon.rectTransform.localPosition.y); thiefIcon.rectTransform.localPosition = new Vector3(780 * (isCSPolice ? 1 : -1), thiefIcon.rectTransform.localPosition.y); mapManager.InitiateMap(); StartCoroutine(InitiateAgents()); }
private void LateUpdate() { if (ariaHit.Find) { if (!one) { thiefManager = ariaHit.TargetObj.GetComponent <Thief>(); one = true; } timer += Time.deltaTime; if (timer >= AS) { thiefManager.HP -= STR; timer = 0; } if (thiefManager.HP <= 0) {//敵をたおしたら探索をやめる one = false; ariaHit.Find = false; } } else if (!ariaHit.Find) { one = false; thiefManager = null; //敵を見失ったときリセットする } if (slider.value <= 0) //0になると自身が消滅 { Destroy(gameObject); } slider.value = HP;//常にUIへ更新 }
void GetCustomers(Random random, int count) { Customer customer = new Customer(random); int customergen; for (int i = 0; i <= count; i++) { customergen = random.Next(0, 100); if (customergen > 0 && customergen < 6) { customer = new Thief(random); } else if (customergen > 6 && customergen < 12) { customer = new Cop(random); } else if (customergen == 0) { customer = new Duck(random); } else { customer = new Customer(random); } customers.Add(customer); } }
public Hero CreateThief() { Hero thief = new Thief(100.0f, 5, 5, 10, "Thief", 1); //thief.ClassText = "Thief"; return(thief); }
public void atemptArrest(Thief t) { if (t.isCriminal()) { announcements[anounC] = "Stop right there criminal scum! Nobody breaks the law on my watch! "; anounC++; announcements[anounC] = "I'm confiscating your stolen goods. And then it is off to jail!"; anounC++; string s = ""; while (t.hasStuff()) { Sak stolenGoods = t.loose1Item(); int confCounter = 0; while (inventory[confCounter] != Sak.Inget) { confCounter++; } s = s + (" " + stolenGoods); inventory[confCounter] = stolenGoods; if (s.Length > 100) { announcements[anounC] = s; anounC++; s = ""; } }//end while loop for the whole list of stolen property! announcements[anounC] = s + "<things confiscated>"; anounC++; t.youDoneGoofed(); announcements[anounC] = (t.getName() + " was sent to jail "); anounC++; thiefCaught = true; } // end BECAUSE IM A CRIMINAL! }
public static void startRPG() { Hero h1 = new Hero(); Thief t1 = new Thief(); t1.name = "Biggs"; Thief t2 = new Thief(); t2.name = "Wedge"; t2.attack += 4; t2.health += 30; Boss b1 = new Boss(); int health = 0; int attack = 0; int level = 0; health = h1.health; attack = h1.attack; level = h1.level; intro(h1); fightThief(h1, t1); levelUpOne(h1, health, attack, level); health = h1.health; attack = h1.attack; level = h1.level; fightThief(h1, t2); levelUpTwo(h1, health, attack, level); bossBattle(h1, b1); }
public static void enemyBattlePhase(Hero h1, Thief t1) { int criticalHit = 0; int damage = 0; criticalHit = r1.Next(1, 100); if (criticalHit < 21) { h1.health -= t1.attack + 5; damage = t1.attack + 5; Console.WriteLine("The enemy landed a critical hit!"); Console.WriteLine("You've taken " + damage + " damage!"); Console.WriteLine("You now have " + h1.health + " health left!"); } else { h1.health -= t1.attack; damage = t1.attack; Console.WriteLine("The enemy landed a normal hit!"); Console.WriteLine("You've taken " + damage + " damage!"); Console.WriteLine("You now have " + h1.health + " health left!"); } Console.WriteLine("Enter any key to continue."); Console.ReadKey(); Console.Clear(); }
public void SetThiefLevelTest() { Dictionary <Dungeons_and_Dragons.Attribute, int> dict = new Dictionary <Dungeons_and_Dragons.Attribute, int>(); dict.Add(Dungeons_and_Dragons.Attribute.Strength, 15); dict.Add(Dungeons_and_Dragons.Attribute.Dexterity, 10); dict.Add(Dungeons_and_Dragons.Attribute.Intelligence, 3); dict.Add(Dungeons_and_Dragons.Attribute.Wisdom, 8); dict.Add(Dungeons_and_Dragons.Attribute.Constitution, 17); dict.Add(Dungeons_and_Dragons.Attribute.Charisma, 9); int xp = 0; int hp = 3; Thief thief = new Thief("Stickie", Race.Elf, dict, hp, xp); thief.IncreaseExperiencePoints(0); Assert.AreEqual(1, thief.currentLevel, "TEST1: The level is not as expected"); thief.IncreaseExperiencePoints(1199); Assert.AreEqual(1, thief.currentLevel, "TEST2: The level is not as expected"); thief.IncreaseExperiencePoints(1); Assert.AreEqual(2, thief.currentLevel, "TEST3: The level is not as expected"); thief.IncreaseExperiencePoints(1199); Assert.AreEqual(2, thief.currentLevel, "TEST4: The level is not as expected"); thief.IncreaseExperiencePoints(1); Assert.AreEqual(3, thief.currentLevel, "TEST5: The level is not as expected"); }
public void ThiefEncounterNegativeCaseIfItems0() { //arrange Dictionary <Item, int> inv = new Dictionary <Item, int>(); Cart cart = new Cart { Gold = 100, ProtectionLvl = 0, Inventory = inv }; Thief theif = new Thief(); theif.RobAmount = 100; Shopkeeper shopkeeper = new Shopkeeper("", cart); GameEngine gameEngine = new GameEngine(shopkeeper, theif); //act Result result = gameEngine.RunEncounter(); //assert Assert.IsFalse(result.IsSuccess); Assert.AreEqual($"Rats! You encounter bandits, and they steal 100 gold. Fortunately? you" + $" didn't have any items to steal.", result.Message); }
public static void playerBattlePhase(Hero h1, Thief t1) { Console.WriteLine("-----------------------------------------------------------------------------------------------------------------------"); Console.WriteLine("You have three actions you can choose from."); Console.WriteLine("The fist option attack will deal the same amount of damage as your attack stat."); Console.WriteLine("The second option Roulette Attack is a risk vs. reward attack."); Console.WriteLine("You will have 3 chances to guess a number between 1 and 5. If you guess correctly you will do double damage."); Console.WriteLine("However if you guess wrong all three times you will only do 1 damage!"); Console.WriteLine("The last option is to use a potion to heal yourself for 10 health but be careful! You only get 3 for the whole game!"); Console.WriteLine("-----------------------------------------------------------------------------------------------------------------------"); Console.WriteLine(); Console.WriteLine(); int action = 0; Console.WriteLine("Select your action!"); Console.WriteLine("1: Attack"); Console.WriteLine("2: Roulette Attack"); Console.WriteLine("3: Use Potion"); action = getInt(); while ((action < 1) || (action > 3)) { Console.WriteLine("You've entered an invalid choice. Please enter 1, 2, or 3."); action = getInt(); } while (action == 3 && h1.potions == 0) { Console.WriteLine("Sorry! You are out of potions! Please choose a different action."); action = getInt(); } switch (action) { case 1: t1.attacked(h1); Console.WriteLine("You attacked for " + h1.attack + " damage!"); Console.WriteLine("The enemy has " + t1.health + " left!"); Console.WriteLine("Enter any key to continue."); Console.ReadKey(); Console.Clear(); break; case 2: rouletteAttack(h1, t1); Console.WriteLine("Enter any key to continue."); Console.ReadKey(); Console.Clear(); break; case 3: usePotion(h1); Console.WriteLine("Enter any key to continue."); Console.ReadKey(); Console.Clear(); break; default: Console.WriteLine("Error in battle phase."); break; } }
void Bystander_OnThiefSpotted(Bystander bystander, Thief thief) { if (CurrentTarget == bystander) { CurrentTarget = null; ChooseTarget(); } }
/// <summary> /// Método SpawnVillagers, que instancia al ladrón y a los aldeanos en la partida /// </summary> public void SpawnVillagers() { List <Transform> updatedVillagerPoints = new List <Transform>(villagerPoints); /// Generar Ladrón // Obtener datos aleatorios int randomNumber = Random.Range(0, updatedVillagerPoints.Count); Transform randomPoint = updatedVillagerPoints[randomNumber]; Quaternion randomRotation = Quaternion.Euler(0, Random.Range(0, 360), 0); // Instanciar objeto GameObject thiefGameObject = Instantiate(thiefPrefab, randomPoint.position, randomRotation, villagersParent.transform); // Obtener componente Villager Thief newThief = thiefGameObject.GetComponent <Thief>(); // Se aleatoriza newThief.RandomizeNPC(); // Instanciamos sus objetos newThief.PutItems(); // Asignar a la referencia thief = newThief; // Borrar posición de la lista updatedVillagerPoints.Remove(randomPoint); /// Generar aldeanos for (int i = 0; i < (difficulty.villagers - 1); i++) { // Obtener datos aleatorios randomNumber = Random.Range(0, updatedVillagerPoints.Count); randomPoint = updatedVillagerPoints[randomNumber]; randomRotation = Quaternion.Euler(0, Random.Range(0, 360), 0); // Instanciar objeto GameObject villagerGameObject = Instantiate(villagerPrefab, randomPoint.position, randomRotation, villagersParent.transform); // Obtener componente Villager Villager newVillager = villagerGameObject.GetComponent <Villager>(); // Aleatorizamos el aldeano y comprobamos si ya existe uno igual do { newVillager.RandomizeNPC(); } while (CheckDuplicateVillager(newVillager)); // Instanciamos sus objetos newVillager.PutItems(); // Añadimos al aldeano a la lista villagers.Add(newVillager); // Borrar posición de la lista updatedVillagerPoints.Remove(randomPoint); } }
void BeStolen(Thief t) { Dictionary <int, int> target = new Dictionary <int, int> (); int totalValue = 0; //计算总价值 foreach (int key in GameData._playerData.wh.Keys) { totalValue += LoadTxt.MatDic [(int)(key / 10000)].price * GameData._playerData.wh [key]; } int max = (int)(10000f / GameData._playerData.wh.Count); //把仓库物品分成max份 int num = 0; int value = 0; int i = 1; foreach (int key in GameData._playerData.wh.Keys) { int r = Algorithms.GetIndexByRange(0, 10000); if (r < i * max && r > ((i - 1) * max)) { float f = Algorithms.GetIndexByRange(0, 30) / 100f * GameData._playerData.wh [key]; f *= GameData._playerData.TheftLossDiscount; num = (int)Mathf.Round(f); if (num > 0) { target.Add(key, num); value += LoadTxt.MatDic [(int)(key / 10000)].price * num; } } //价值保护 if (value >= totalValue * 0.2f || value >= 2000) { break; } } _gameData.DeleteItemInWh(target); string s = ""; foreach (int key in target.Keys) { s += LoadTxt.MatDic [(int)(key / 10000)].name + " -" + target [key] + ","; } if (s != "") { s = s.Substring(0, s.Length - 1) + "。"; _logManager.AddLog("Warning!" + t.name + "robbed your house." + s); } else { _logManager.AddLog("Warning!" + t.name + "robbed your house, but got nothing."); } _logManager.AddLog("You should upgrade techs or arrange better guards."); }
/// <summary> /// Private helper method (to be refactored/potentially moved) that /// allows the creation of a Party of heroes (currently allows 3 members). /// </summary> private void CreateQuestParty() { //Input help information - print to the console Console.WriteLine(); Console.WriteLine("Create your Party (BRW = Brawler, CLR = Cleric, MAG = Mage, NEC = Necromancer, THF = Thief)..."); //Loop three times and allow the creation of the relevant heroes for (int i = 0; i < 3; i++) { //Create a new hero (based on user selection) Console.WriteLine(); Console.Write("Choose your hero number {0}: ", i); Hero newHero = null; switch (Utils.InterpretUserInput(Console.ReadLine())) { case GameAction.ClericChosen: { newHero = new Cleric(); } break; case GameAction.MageChosen: { newHero = new Mage(); } break; case GameAction.NecromancerChosen: { newHero = new Necromancer(); } break; case GameAction.ThiefChosen: { newHero = new Thief(); } break; case GameAction.BrawlerChosen: default: { newHero = new Brawler(); } break; } //Safety check - Only add the hero if it's set correctly if (newHero != null) { partyMembers.Add(newHero); Console.WriteLine("{0} added to the Party.", newHero.GetType().Name); } } }
void Start() { Transform playerwrap = GameObject.FindGameObjectWithTag("Player").transform; player = playerwrap.GetComponent <Thief> (); target = playerwrap.transform.FindChild("fpcontrol"); playerlayer = LayerMask.NameToLayer("player"); //light = transform.GetChild (0).gameObject; StartCoroutine("work", .5f); }
public Abilities(int immunityLevel, int treatsGaloreLevel, int fearlessLevel, int fatMouseLevel, int scaryCatLevel, int beastlyBuffetLevel, int thiefLevel) { Immunity = new Immunity(immunityLevel); TreatsGalore = new TreatsGalore(treatsGaloreLevel); Fearless = new Fearless(fearlessLevel); FatMouse = new FatMouse(fatMouseLevel); ScaryCat = new ScaryCat(scaryCatLevel); BeastlyBuffet = new BeastlyBuffet(beastlyBuffetLevel); Thief = new Thief(thiefLevel); }
public override void Awake() { base.Awake(); thiefMain = GetComponent <Thief>(); sprites = thiefMain.sprites; srAlphas = new float[sprites.Length]; srAlphas[0] = sprites[0].color.a; }
public override void Start() { base.Start(); playerwrap = GameObject.FindGameObjectWithTag("Player").transform; //inventory = playerwrap.GetComponent<Inventory> (); droppos = Camera.main.transform.FindChild("drop"); baseweight = weight; info = "take " + objname; setpopup(info); player = playerwrap.GetComponent <Thief> (); }
public void Thief_MultipleItemCapacity_MultipleDifferentStolenObjects() { _thief = new Thief(this, _map, new ThiefDesires(_map.SpatialValuables), 2); _layer[0, 0].Put(_upFacingValuable); _layer[2, 2].Put(_valuable2); PerformRobbery(); Assert.AreEqual(2, _stolenLocations.Count); Assert.AreNotEqual(_stolenLocations.First(), _stolenLocations.Last()); }
//NoThrough nt; public void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <Thief> (); hold = player.hold; //holdfar = player.holdfar; cam = player.cam; holdrange = player.holdrange; rb = GetComponent <Rigidbody> (); //lev = GetComponent<Levitate> (); //nt = GetComponent<NoThrough> (); }
public void OnEndBattle() { FindObjectOfType <DialogueManager>().StartDialogue(AfterDialogue, this); Thief thief = GetComponent <Thief>(); if (thief != null) { thief.IsDefeated = true; } }
public void GetSpecialAttackThiefFailTest() { //arrange Thief vTest = new Thief("SneaKy", "Thief", 10, 50); //act int vResults = vTest.GetSpecialAttack(); //assert Assert.AreEqual(5, vResults); }
void Start() { //FollowPathCorotine = FollowPath(); currTarget = treasure; currSpeed = initialSpeed; //InvokeRepeating("RefindPath", 0f, 0.5f); thief = GetComponent <Thief>(); //mIsAllowFollow = true; //PathRequestManager.RequestPath(transform.position, currTarget.position, OnPathFound); SortEscapePoints(); }
public void Init() { _thief = new Thief(this, _map); _thief.Subscribe(this); var builder = new LayerBuilder(3, 3); builder.PutFloor(new XY(0, 0), new XY(2, 2)); AddPortals(builder); _map.Add(_layer = builder.Build()); _upFacingContainer.Put(_upFacingValuable); _rightFacingContainer.Put(_valuable2); }
public Thief ToThief() { var thief = new Thief(Id, UserName, InviteKey, Location, Status, Gadgets, TriggeredAlarm, CaughtAt); if (FakePolice) { return(new FakePolice(thief)); } else { return(thief); } }
public override void Start() { base.Start(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <Thief> (); trywrap.gameObject.SetActive(false); hackwrap.gameObject.SetActive(false); rightwrap.gameObject.SetActive(false); /*up = player.ctrl.up; * down = player.ctrl.down; * left = player.ctrl.left; * right = player.ctrl.right;*/ }
public void ThiefTest() { //arrange Thief vTest = new Thief("SneaKy", "Thief", 10, 50); //act //assert Assert.AreEqual("SneaKy", vTest.characterName); Assert.AreEqual(10, vTest.baseDamage); Assert.AreEqual(50, vTest.currentHealthPoints); Assert.AreEqual(50, vTest.maxHealthPoints); }
public void Produce(IEnumerable<Tile> level) { while (this.enemies.Count < Constants.MaxEnemies) { int randomEnemy = this.Generator.Next(1, 3); Vector2 newPosition = ChoosePosition(level); Enemy newEnemy = null; switch (randomEnemy) { case (int)Enemies.Thief: newEnemy = new Thief(newPosition); break; case (int)Enemies.Dwarf: newEnemy = new Dwarf(newPosition); break; } this.enemies.Add(newEnemy); } }
/// <summary> /// Method to set a player's ability to a certain level. /// </summary> /// <param name="ability">Ability to be changed</param> /// <param name="level">New level</param> public void SetAbility(AbilityName ability, int level) { switch (ability) { case AbilityName.Immunity: Immunity = new Immunity(level); break; case AbilityName.TreatsGalore: TreatsGalore = new TreatsGalore(level); break; case AbilityName.Fearless: Fearless = new Fearless(level); break; case AbilityName.FatMouse: FatMouse = new FatMouse(level); break; case AbilityName.ScaryCat: ScaryCat = new ScaryCat(level); break; case AbilityName.BeastlyBuffet: BeastlyBuffet = new BeastlyBuffet(level); break; case AbilityName.Thief: Thief = new Thief(level); break; default: throw new ArgumentOutOfRangeException("ability", ability, "No such ability."); } }
/// <summary> /// Creates a new card based on how many cards have already been made. /// </summary> /// <param name="card"> /// The name of the card to be created. /// </param> /// <returns> /// The new created card. /// </returns> public static Card CreateCard(CardName card) { Contract.Requires(card != CardName.Backside & card != CardName.Empty); Contract.Ensures(Contract.Result<Card>().Name == card); Card c; switch (card) { case CardName.Copper: c = new Copper(); break; case CardName.Silver: c = new Silver(); break; case CardName.Gold: c = new Gold(); break; case CardName.Curse: c = new Curse(); break; case CardName.Estate: c = new Estate(); break; case CardName.Duchy: c = new Duchy(); break; case CardName.Province: c = new Province(); break; case CardName.Gardens: c = new Gardens(); break; case CardName.Cellar: c = new Cellar(); break; case CardName.Chapel: c = new Chapel(); break; case CardName.Chancellor: c = new Chancellor(); break; case CardName.Village: c = new Village(); break; case CardName.Woodcutter: c = new Woodcutter(); break; case CardName.Workshop: c = new Workshop(); break; case CardName.Feast: c = new Feast(); break; case CardName.Moneylender: c = new Moneylender(); break; case CardName.Remodel: c = new Remodel(); break; case CardName.Smithy: c = new Smithy(); break; case CardName.ThroneRoom: c = new ThroneRoom(); break; case CardName.CouncilRoom: c = new CouncilRoom(); break; case CardName.Festival: c = new Festival(); break; case CardName.Laboratory: c = new Laboratory(); break; case CardName.Library: c = new Library(); break; case CardName.Market: c = new Market(); break; case CardName.Mine: c = new Mine(); break; case CardName.Adventurer: c = new Adventurer(); break; case CardName.Bureaucrat: c = new Bureaucrat(); break; case CardName.Militia: c = new Militia(); break; case CardName.Spy: c = new Spy(); break; case CardName.Thief: c = new Thief(); break; case CardName.Witch: c = new Witch(); break; case CardName.Moat: c = new Moat(); break; default: throw new NotImplementedException("Tried to create a card that was not implemented when CardFactory was last updated."); } c.Initialize(card, CardsMade[card]); CardsMade[card] += 1; createdCards.Add(c, true); return c; }
public Mission(Thief theThief, MissionType mType, List<Point> pts) { thief = theThief; type=mType; targets = pts; }
/// <summary> /// Synchronizes with the server, then calls run(). /// </summary> /// <returns> /// Return true to end turn, false to resynchronize with the /// server and run again. /// </returns> public bool startTurn() { int count = 0; iteration++; count = Client.getPlayerCount(connection); players = new Player[count]; for(int i = 0; i < count; i++) players[i] = new Player(Client.getPlayer(connection, i)); count = Client.getMappableCount(connection); mappables = new Mappable[count]; for(int i = 0; i < count; i++) mappables[i] = new Mappable(Client.getMappable(connection, i)); count = Client.getTileCount(connection); tiles = new Tile[count]; for(int i = 0; i < count; i++) tiles[i] = new Tile(Client.getTile(connection, i)); count = Client.getTrapCount(connection); traps = new Trap[count]; for(int i = 0; i < count; i++) traps[i] = new Trap(Client.getTrap(connection, i)); count = Client.getThiefCount(connection); thiefs = new Thief[count]; for(int i = 0; i < count; i++) thiefs[i] = new Thief(Client.getThief(connection, i)); count = Client.getThiefTypeCount(connection); thiefTypes = new ThiefType[count]; for(int i = 0; i < count; i++) thiefTypes[i] = new ThiefType(Client.getThiefType(connection, i)); count = Client.getTrapTypeCount(connection); trapTypes = new TrapType[count]; for(int i = 0; i < count; i++) trapTypes[i] = new TrapType(Client.getTrapType(connection, i)); if(!initialized) { initialized = true; init(); } return run(); }
public void convertThief(NPC npc){ if (ressource.gold >= 2 && ressource.blood>=2) { ressource.gold -= 2; ressource.blood -= 2; int position = npc.position; npc = new Thief (); npc.setPosition (position); this.party.addNPC (npc); } }
void Start() { controller = GetComponent<CharacterController>(); jumping = false; fallen = false; previousGroundedY = transform.position.y; thief = GetComponent<Thief>(); murderer = GetComponent<Murderer>(); cheater = GetComponent<Cheater>(); addict = GetComponent<Addict>(); liar = GetComponent<Liar>(); thief.enabled = false; murderer.enabled = false; cheater.enabled = false; addict.enabled = false; liar.enabled = false; numPowerUps = 0; }