public void UpdatePlayer(playerClass play) { play.handleInput(); play.player.x += play.player.dx; play.player.y += play.player.dy; }
public void setPlayer(int controler, playerClass thisClass) { currentRot = Quaternion.identity; controllerNum = (PlayerIndex)controler; prestate = state; Class = thisClass; switch (Class) { case playerClass.Rogue: index = 0; script = new Rogue(); break; case playerClass.Mage: index = 1; script = new Mage(); break; case playerClass.Tank: index = 2; script = new Tank(gameObject); break; case playerClass.Ranged: index = 3; script = new Ranged(gameObject); break; } }
public Player(GameObject gameObject, uint playerNumber, playerClass pc) { myGameObject = gameObject; this.playerNumber = playerNumber; myPlayerMovement = myGameObject.GetComponent<playerMovement>(); characterController = myGameObject.GetComponent<CharacterController>(); myPlayerMovement.thisPlayer = PlayerNumConverter.IndexToPlayerNum(playerNumber); myPlayerMovement.myClass = pc; }
public void chooseWizardClass() { chosenClass = playerClass.Wizard; classType = pClassType.Magic_Attacker; //Setting Buttons Interactable or not Interactable WizardButton.interactable = false; AssassinButton.interactable = true; BardButton.interactable = true; ClericButton.interactable = true; FighterButton.interactable = true; MonkButton.interactable = true; }
//////Switching the choosen class when a button is pressed/////// public void chooseAssassinClass() { chosenClass = playerClass.Assassin; classType = pClassType.Physical_Attacker; //Setting Buttons Interactable or not Interactable AssassinButton.interactable = false; BardButton.interactable = true; ClericButton.interactable = true; FighterButton.interactable = true; MonkButton.interactable = true; WizardButton.interactable = true; }
public void chooseClericClass() { chosenClass = playerClass.Cleric; classType = pClassType.Combat_Support; //Setting Buttons Interactable or not Interactable ClericButton.interactable = false; AssassinButton.interactable = true; BardButton.interactable = true; FighterButton.interactable = true; MonkButton.interactable = true; WizardButton.interactable = true; }
public void chooseMonkClass() { chosenClass = playerClass.Monk; classType = pClassType.Guardian; //Setting Buttons Interactable or not Interactable MonkButton.interactable = false; AssassinButton.interactable = true; BardButton.interactable = true; ClericButton.interactable = true; FighterButton.interactable = true; WizardButton.interactable = true; }
private void Awake() { if (!menu) { this.character = (playerClass)PlayerPrefs.GetInt("CharacterSelected"); this.gameObject.name = "Player"; //if (control == null) //{ // DontDestroyOnLoad(gameObject); // control = this; //} //else if (control != this) //{ // Destroy(gameObject); //} } }
private playerClass checkRoundWinner() { //A princípio, o vencedor será o primeiro a jogar, assim sempre teremos um valor de coins a ser comparado playerClass highestCoinsPlayer = players[0]; //O vencedor será o player que tiver mais moedas ao final, independente da condição que fez o jogo acabar for (int i = 0; i < players.Length; i++) { //Mantém o player anterior caso o número de moedas seja igual if (players [i].getPlayerCoins() > highestCoinsPlayer.getPlayerCoins()) { highestCoinsPlayer = players [i]; } } return(highestCoinsPlayer); }
private void initializePlayers() { //Define o tipo dos players e diz aos jogadores quantas casas o tabuleiro tem for (var i = 0; i < numberOfPlayers; i++) { players [i] = new playerClass(); players [i].setPlayerId(i); players [i].setBoardNumberOfHouses(props.Length); players [i].setPlayerStartingCoins(startCoins); players [i].setBoardCircuitReward(coinsRewardPerCompleteCircuit); } //Define o comportamento dos players players [0].setPlayerBehaviour(behaviourEnum.Impulsivo); players [1].setPlayerBehaviour(behaviourEnum.Exigente); players [2].setPlayerBehaviour(behaviourEnum.Cauteloso); players [3].setPlayerBehaviour(behaviourEnum.Aleatorio); }
// Start is called before the first frame update void Start() { pClass = playerClass.Fighter; //gameObject.AddComponent<FighterClass>();//new FighterClass(); //aClass = gameObject.GetComponent<FighterClass>(); aClass = new FighterClass(); /*switch (pClass) * { * case playerClass.Fighter: * aClass = new FighterClass(); * break; * case playerClass.Rogue: * break; * case playerClass.Mage: * break; * }*/ hitPoints = aClass.maxHitPoints; currentAttacks = aClass.numAttacks; playerMoving = false; speed = 5; remainingSpeed = 5; tempSpeed = 5; atkRange = 1; defense = 15; targetList = new List <GameObject>(); skillReady = false; if (displayName == "") { displayName = "Player"; } playState = GameplayState.none; rand = new System.Random(); }
//Initialize the player void Awake() { numKills = 0; dead = false; finalBossLoaded = false; DontDestroyOnLoad(this.gameObject); //Create new player when single player is selected singlePlayer = GameObject.Find("Button Manager").GetComponent <createGame>().singleDepressed; if (singlePlayer) { playerOne = new playerClass(); playerOne.name = "playerOne"; playerOne.playerType = GameObject.Find("Button Manager").GetComponent <createGame>().playerOneType.options[GameObject.Find("Button Manager").GetComponent <createGame>().playerOneType.value].text; playerOne.playerHealth = 5; playerOne.attackLevel = 0; playerOne.attackSpeed = 0; playerOne.defenseLevel = 0; } hubLoaded = false; slimeLoaded = false; }
public void playerReady(int a, playerClass b) { readyPlayers++; playersClasses[a] = b; }
public void chooseDruidClass() { chosenClass = playerClass.Druid; classType = pClassType.Combat_Support; //Setting Buttons Interactable or not Interactable }
protected override void ThreadFunction() { int currentRound = 0; //Laço principal que controla o número de rounds while (currentRound < numberOfRounds) { //Prepara o início da partida int currentTurn = 0; //Prepara os jogadores for (int i = 0; i < players.Length; i++) { players [i].setPlayerCoins(players [i].getPlayerStartingCoins()); players [i].setPlayerPos(0); players [i].setPlayerIsPlaying(true); players [i].setPlayerPropsReleased(false); } //Prepara as propriedades for (int i = 0; i < props.Length; i++) { props [i].owner = null; } //Inicia o jogo, só acaba depois que passar o número máximo de turnos ou só existir um jogador com coins while ((currentTurn < maxNumberOfTurns) && (!checkOnlyOneLeft())) { //Randomizar a ordem dos players for (int i = 0; i < players.Length; i++) { System.Random rndSeed = new System.Random(); int rnd = rndSeed.Next(0, players.Length); playerClass tempPlayer = players[rnd]; players[rnd] = players[i]; players[i] = tempPlayer; } //Cada jogador executa seu turno for (int i = 0; i < players.Length; i++) { //Se o player não puder jogar, verifica se as suas propriedades foram devolvidas e pula a vez if (!players [i].getPlayerIsPlaying()) { if (!players [i].getPlayerPropsReleased()) { //Marca propriedades como devolvidas se forem do player for (int j = 0; j < props.Length; j++) { if (props [j].owner == players [i]) { props [j].owner = null; } } //Marca que o player devolveu as propriedades players [i].setPlayerPropsReleased(true); } continue; } //Rolar um d6 e mover-se System.Random rnd = new System.Random(); int diceRoll = rnd.Next(1, 7); players [i].movePlayer(diceRoll); //Se o player estiver em uma casa diferente da inicial if (players [i].getPlayerPos() > 0) { //Verifica se a casa tem dono if (props [players [i].getPlayerPos()].owner == null) { //Grava os valores na propriedade caso o player decida comprar e deduz suas moedas if (players [i].decidePurchase(props [players [i].getPlayerPos()])) { props [players [i].getPlayerPos()].owner = players [i]; players [i].changeCoins(-props [players [i].getPlayerPos()].valueSale); } } else { //Se o dono não for o próprio player if (props [players [i].getPlayerPos()].owner != players [i]) { //Pega o valor da propriedade int ammount = props [players [i].getPlayerPos()].valueRent; //Remove as coins do player que caiu na casa e dá ao outro player players[i].changeCoins(-ammount); props [players [i].getPlayerPos()].owner.changeCoins(ammount); } } } } //Guarda o número de turnos absoluteTurnsNumber++; //Turno acabou, começar o próximo currentTurn++; } if (currentTurn >= maxNumberOfTurns) { roundsTimedEnd++; } //Verifica qual player ganhou a partida switch (checkRoundWinner().getPlayerBehaviour()) { case behaviourEnum.Aleatorio: absoluteVictoryRandom++; break; case behaviourEnum.Cauteloso: absoluteVictoryCautious++; break; case behaviourEnum.Exigente: absoluteVictoryDemanding++; break; case behaviourEnum.Impulsivo: absoluteVictoryImpulsive++; break; default: break; } //Partida acabou, começar a próxima currentRound++; } //Calcula os resultados finais avgTurnsNumber = absoluteTurnsNumber / currentRound; percentVictoryRandom = 100 * absoluteVictoryRandom / currentRound; percentVictoryCautious = 100 * absoluteVictoryCautious / currentRound; percentVictoryDemanding = 100 * absoluteVictoryDemanding / currentRound; percentVictoryImpulsive = 100 * absoluteVictoryImpulsive / currentRound; }
// Update is called once per frame void FixedUpdate() { state = GamePad.GetState(playerIndex, GamePadDeadZone.None); //join game if (state.Buttons.A == ButtonState.Pressed && !playerjoin) { thisChar.GetComponent <SpriteRenderer> ().color = new Color(1, 1, 1, 1); background.GetComponent <SpriteRenderer> ().color = new Color(1, 1, 1, .1f); //background.GetComponent<SpriteRenderer> ().sprite = sp2; cam.playerJoin(); playerjoin = true; } //ready if (playerjoin && state.Buttons.Start == ButtonState.Pressed && !playerReady) { background.GetComponent <SpriteRenderer> ().color = new Color(.3f, .8f, .4f, .1f); //background.GetComponent<SpriteRenderer> ().sprite = sp3; cam.playerReady(playerNumber, thisClass); playerReady = true; //a.InitialSpawn (playerNumber); } //select char if (playerjoin && !playerReady) { if (state.ThumbSticks.Left.X > .2f && selecterCool <= 0) { selecterCool = 30; indexor = (indexor + 1) % 4; } else if (state.ThumbSticks.Left.X < -.2f && selecterCool <= 0) { selecterCool = 30; indexor = (indexor - 1) % 4; if (indexor < 0) { indexor = 3; } } else if (selecterCool > 0) { selecterCool--; } thisClass = (playerClass)indexor; switch (indexor) { case 0: thisChar.GetComponent <IndAnim> ().current = immortal.animations [0].getSpin(); break; case 1: thisChar.GetComponent <IndAnim> ().current = immortal.animations [1].getSpin(); break; case 2: thisChar.GetComponent <IndAnim> ().current = immortal.animations [2].getSpin(); break; case 3: thisChar.GetComponent <IndAnim> ().current = immortal.animations [3].getSpin(); break; } } if (state.Buttons.B == ButtonState.Released) { pressedB = false; } //go back one if (!pressedB) { if (state.Buttons.B == ButtonState.Pressed) { pressedB = true; if (playerReady) { playerReady = false; cam.playerNotReady(playerNumber); //background.GetComponent<SpriteRenderer> ().sprite = sp2; background.GetComponent <SpriteRenderer> ().color = new Color(1, 1, 1, .1f); } else if (playerjoin) { playerjoin = false; cam.playerLeave(); //background.GetComponent<SpriteRenderer> ().sprite = sp1; background.GetComponent <SpriteRenderer> ().color = new Color(1, 1, 1, 0); thisChar.GetComponent <SpriteRenderer> ().color = new Color(1, 1, 1, 0); thisChar.GetComponent <IndAnim> ().clear(); } } } pre = state; }
public void chooseRougeClass() { chosenClass = playerClass.Rouge; classType = pClassType.Physical_Attacker; //Setting Buttons Interactable or not Interactable }
public void choosePaladinClass() { chosenClass = playerClass.Paladin; classType = pClassType.Guardian; //Setting Buttons Interactable or not Interactable }
public void chooseEnchanterClass() { chosenClass = playerClass.Enchanter; classType = pClassType.Magic_Attacker; //Setting Buttons Interactable or not Interactable }