private void StartResolvingOneCard(IPlayedCard played) { BattleLog.Write($"Began resolving {played.Card.Name}"); if (physicalZone.Count == 0) { Log.Info($"Weird Physical Zone Draw bug."); } else { physicalZone.DrawOneCard(); } var card = played.Card; if (card.Owner.IsStunnedForCard()) { BattleLog.Write($"{card.Owner.Name} was stunned, so {card.Name} does not resolve."); card.Owner.Apply(m => m.ApplyTemporaryAdditive(AdjustedStats.CreateIndefinite(new StatAddends().With(TemporalStatType.CardStun, -1), true))); WrapupCard(played, card); Message.Publish(new CardResolutionFinished()); } else { AllConditions.InitCardPlaying(battleState.GetSnapshot()); played.Perform(); WrapupCard(played, card); } }
void Update() { if (itemToCheck == true && DragHandeler.itemBeingDragged == null) { foreach (Item i in actionate) { if (i == DragHandeler.lastDragged) { foreach (Condition co in AllConditions.GetConditions()) { foreach (string con in conditions) { if (co.description == con) { co.satisfied = true; } } } p.OnInteractableClick(this); } } } itemToCheck = false; }
private static void CreateAllConditionsAsset() { AllConditions instance = CreateInstance <AllConditions>(); AssetDatabase.CreateAsset(instance, creationPath); AllConditions.Instance = instance; instance.conditions = new Condition[0]; }
public bool Check() { for (int i = 0; i < requiredConditions.Length; i++) { if (!AllConditions.CheckCondition(requiredConditions[i])) { return(false); } } return(true); }
private void OnEnable() { allConditions = (AllConditions)target; //zawsze w OnEnable trzeba cacheowac target if (allConditions.conditions == null) { allConditions.conditions = new Condition[0]; } if (conditionEditors == null) { CreateEditors(); } }
// 진행상태(Condition) 저장 private void SaveCondition() { // 이전 값 제거 tempData.conditionsCheck.Clear(); // 현재의 상태를 저장 AllConditions allConditions = Resources.Load <AllConditions>("AllConditions"); foreach (Condition condition in allConditions.conditions) { tempData.conditionsCheck.Add(condition.satisfied); } }
private void OnEnable() { allConditions = (AllConditions)target; if (allConditions.conditions == null) { allConditions.conditions = new Condition[0]; } if (conditionEditors == null) { CreateEditors(); } }
public bool CheckAndReact() { if (requiredConditions.Any(rc => !AllConditions.CheckCondition(rc))) { return(false); } if (reactionCollection) { reactionCollection.React(); } return(true); }
public void SkipReaction() { for (int i = 0; i < requiredConditions.Length; i++) { if (!AllConditions.CheckCondition(requiredConditions[i])) { return; } } if (reactionCollection) { reactionCollection.Skip(); } }
public void SetAllLists(Manager manager) { if (SelectedModelId != 0) { var selectedModel = manager.GetModel(SelectedModelId); AllModels.Add(new SelectListItem { Value = selectedModel.Id.ToString(), Text = selectedModel.Name }); } //makes foreach (var make in manager.GetAllMakes()) { AllMakes.Add(new SelectListItem { Value = make.Id.ToString(), Text = make.Name }); } //models //conditions foreach (var condition in manager.GetAllConditions()) { AllConditions.Add(new SelectListItem { Value = condition.Id.ToString(), Text = condition.Name }); } //styles foreach (var style in manager.GetAllBodyStyles()) { AllStyles.Add(new SelectListItem { Value = style.Id.ToString(), Text = style.Name }); } //colors foreach (var color in manager.GetAllColors()) { AllColors.Add(new SelectListItem { Value = color.Id.ToString(), Text = color.Name }); } //transmissions foreach (var trans in manager.GetAllTransmissions()) { AllTransmissions.Add(new SelectListItem { Value = trans.Id.ToString(), Text = trans.Name }); } }
/* initialize everything * creator:Yan Zhang, myles */ void Start() { //set count to 0 enemycount = 0; //get the current scene num sceneNum = SceneManager.GetActiveScene().buildIndex; //Load all the quest object in the scene GlobalControl.Instance.FindQuestObjectLoad(sceneNum); //set the portal interface for this scene SetUpPortal(sceneNum); //if it is village scene now //if the tutorial does happened put player in the beginnign of the village // if the tutorial happend enable all the npcs and disable all the screaming audio and fire in the scene if (sceneNum == 0) { //Debug.Log ("in village"); if (!AllEventList.returnStatus("villageInitial", 0)) { Player.instance.GetComponent <NavMeshAgent> ().enabled = false; Player.instance.transform.position = new Vector3(52.27f, 0.203f, 192.47f); Player.instance.GetComponent <NavMeshAgent> ().enabled = true; //Disable AI pathing GameObject.Find("Villager Paths").SetActive(false); GameObject.Find("Horse Paths").SetActive(false); //Music GameObject.Find("Village (Calm) Music").SetActive(false); } if (AllEventList.returnStatus("villageInitial", 0)) { GameObject.FindWithTag("ScreamingVillagers").SetActive(false); GameObject.FindWithTag("Fire").SetActive(false); GameObject.FindWithTag("Villager").SetActive(false); villageElder.SetActive(true); witch.SetActive(true); //Music GameObject.Find("Village (Attack) Music").SetActive(false); initialText.SetActive(false); } // if a quest is complete need to set grand father enable if (AllConditions.returnCondition("Get the eternal flame")) { grandFather.SetActive(true); } } }
public Condition AddNewGroupClause() { var c = new Condition { ParentId = Id, Id = Guid.NewGuid(), AllConditions = AllConditions, ConditionName = QueryType.Group.ToString(), Comparison = CompareType.AnyTrue.ToString(), Order = MaxClauseOrder() + 2 }; AllConditions.Add(c.Id, c); return(c); }
public bool CheckAndReact() { for (int i = 0; i < requiredConditions.Length; i++) { if (!AllConditions.CheckCondition(requiredConditions[i])) { return(false); } } if (reactionCollection) { reactionCollection.React(); } return(true); }
private void AllConditions_NodeClick(object sender, TreeNodeMouseEventArgs e) { Node node = e.Node; if (node.Tag is AbstractCondition) { AllConditions.BeginUpdate(); selected = (AbstractCondition)node.Tag; ConditionEditor.Nodes.Clear(); foreach (Node conNode in selected.GetNodes()) { ConditionEditor.Nodes.Add(conNode); } AllConditions.EndUpdate(); } }
private static void CreateAllConditionsAsset() { if (AllConditions.Instance) { return; } AllConditions instance = CreateInstance <AllConditions>(); AssetDatabase.CreateAsset(instance, creationPath); AssetDatabase.Refresh(); AllConditions.Instance = instance; instance.conditions = new Condition[0]; }
public Condition AddNewClause() { var c = new Condition { ParentId = Id, Id = Guid.NewGuid(), AllConditions = AllConditions, ConditionName = QueryType.MatchAnything.ToString(), Comparison = CompareType.Equal.ToString(), Order = MaxClauseOrder() + 2 }; NewMatchAnyId = c.Id; AllConditions.Add(c.Id, c); return(c); }
public ReactionCollection reactionCollection; // reakcje do zrealizowania public bool CheckAndReact() // musimy teraz sprawdzic i jesli konieczne to zareagowac, defaultowo bedzie zwracac true { for (int i = 0; i < requiredConditions.Length; i++) // musimy sprawdzic wszystkie nasze kondycje w for loop, { if (!AllConditions.CheckCondition(requiredConditions[i])) { return(false); //chcemy sprawdzac tylko czy jakis warunek NIE jest spełniony } } if (reactionCollection) // jezeli wszystkie warunki zostaly spelnione to trzeba wyzwolic funkcje React { reactionCollection.React(); } return(true); }
private void OnEnable() { // Cache the reference to the target. allConditions = (AllConditions)target; // If there aren't any Conditions on the target, create an empty array of Conditions. if (allConditions.conditions == null) { allConditions.conditions = new Condition[0]; } // If there aren't any editors, create them. if (conditionEditors == null) { CreateEditors(); } }
public bool CheckAndReact() { for (int i = 0; i < requiredConditions.Length; i++) { if (!AllConditions.CheckCondition(requiredConditions[i])) //Checks if all the conditions are met, if they are not then it returns false { return(false); } } if (ReactionCollection) { ReactionCollection.React(); //if the conditions have been met and there are some reactions, then call them } return(true); }
//over write the die function public override void Die() { //change the condition in all condtion object AllConditions.ChangeCondition("Bring peace back to grave yard"); //instatiate big gems from item database on the ground //set up the positions next to boss //ingnore the colliders on them GameObject gem = Instantiate(itemDB.items[1].itemPrefab); gem.transform.position = this.transform.position; Physics.IgnoreCollision(gem.GetComponent <Collider>(), GetComponent <Collider>()); GameObject gem2 = Instantiate(itemDB.items[3].itemPrefab); gem2.transform.position = this.transform.position + new Vector3(2, 0, 2); Physics.IgnoreCollision(gem2.GetComponent <Collider>(), GetComponent <Collider>()); base.Die(); }
private static void CreateAllConditionsAsset() { // If there's already an AllConditions asset, do nothing. //if (AllConditions.Instance) // return; // Create an instance of the AllConditions object and make an asset for it. AllConditions instance = CreateInstance <AllConditions>(); AssetDatabase.CreateAsset(instance, creationPath); // Set this as the singleton instance. AllConditions.Instance = instance; // Create a new empty array of Conditions. instance.conditions = new Condition[0]; }
/* * Function: Use * * Description: get reference to player and playerstats then * call heal function to heal for amount of healthGain */ public override void Use() { // Heal the player //player = PlayerManager.instance.player; if (this.itemID == 40) { Player.instance.playerStats.currentHealth += healthGain; Player.instance.playerStats.currentHealth = Mathf.Clamp(Player.instance.playerStats.currentHealth, Player.instance.playerStats.currentHealth, Player.instance.playerStats.maxHealth); } else if (this.itemID == 52) { AllConditions.ChangeCondition("Drink The Potion"); } //stats = player.GetComponent<PlayerStats>(); //stats.Heal(healthGain); //RemoveFromInventory(); // Remove the item after use }
// Called when Script is Enabled private void OnEnable() { // Cache Reference to Target allConditions = (AllConditions)target; // If no Condition where Found if (allConditions.conditions == null) { // Create empty Condition allConditions.conditions = new Condition[0]; } // If no ConditionEditors where found if (conditionEditors == null) { // Create the ConditionEditors CreateEditors(); } }
// Check and React public bool CheckAndReact() { //Go through all Required Conditions for (int i = 0; i < requiredConditions.Length; i++) { // If the Condition is NOT met if (!AllConditions.CheckCondition(requiredConditions[i])) { //Return All Conditions met False return(true); } } //If the Condition IS met if (reactionCollection) { reactionCollection.React(); } // Condition Requirement is met return(true); }
public bool VerifyAndExecute() { for (int i = 0; i < requiredConditions.Length; i++) { if (!AllConditions.VerifyCondition(requiredConditions[i])) { return(false); } } if (reactionCollection) { reactionCollection.React(); } else { Debug.Log("No ReactionCollection set."); } return(true); }
/* * check the condition accroding to 3 different boolean value * if the the condition is checked return true; */ public bool CheckAndReact() { //check if the condition are satisfied for (int i = 0; i < requiredConditions.Length; i++) { if (!AllConditions.CheckCondition(requiredConditions[i])) { return(false); } } //if the condition collection is not completed than react if (reactionCollection && complete == false) { reactionCollection.React(); return(true); } return(false); }
public ReactionCollection reactionCollection; // Reference to the ReactionCollection that will React should all the Conditions be met. // This is called by the Interactable one at a time for each of its ConditionCollections until one returns true. public bool CheckAndReact() { // Go through all Conditions... for (int i = 0; i < requiredConditions.Length; i++) { // ... and check them against the AllConditions version of the Condition. If they don't have the same satisfied flag, return false. if (!AllConditions.CheckCondition(requiredConditions[i])) { return(false); } } // If there is an ReactionCollection assigned, call its React function. if (reactionCollection) { reactionCollection.React(); } // A Reaction happened so return true. return(true); }
private static void CreateAllConditionsAsset() { // If AllCondition Found (already Created) if (AllConditions.Instance) { // Do Nothing return; } // Otherwise: Create Instance of AllConditions Object AllConditions instance = CreateInstance <AllConditions> (); // Make Asset for AllConditions AssetDatabase.CreateAsset(instance, creationPath); // Set a Singleton Instance AllConditions.Instance = instance; // Create new EmptyArray of Conditions instance.conditions = new Condition[0]; }
// This method gets the values of data parameter // and assign them to scriptable objects inside the project private void setGameState(SerializedStoredData data) { // Allconditions if (AllConditions.Instance != null) { // Set the conditions to the saved game state AllConditions.setConditionsState(data.gameData.conditions); } else { Debug.Log("No AllConditions Asset Found inside project resources"); } // Inventory if (inventory) { // Set the inventory inventory.setInventoryState(data.gameData.itemsNames); } else { Debug.Log("No Inventory found"); } // Data Saves for (int i = 0; i < data.gameData.gameSaveDatas.Length; i++) { int saveDataIndex = allProjectSaveDatas.IndexOf(allProjectSaveDatas.Find(saveData => saveData.name == data.gameData.gameSaveDatas[i].name)); if (saveDataIndex != -1) { allProjectSaveDatas[saveDataIndex] = data.gameData.gameSaveDatas[i]; } else { Debug.LogError("Data Save: " + data.gameData.gameSaveDatas[i].name + " found on save data file but not present in all Game Save Datas"); } } }
public IPayloadProvider Play(Member source, Target target, Group group, Scope scope, int amountPaid) { if (type == CardBattleActionType.Battle) { return(new SinglePayload(new ApplyBattleEffect(battleEffect, source, target))); } if (type == CardBattleActionType.AnimateCharacter) { return(new SinglePayload(new CharacterAnimationRequested(source.Id, characterAnimation))); } if (type == CardBattleActionType.AnimateAtTarget) { return(new SinglePayload(new BattleEffectAnimationRequested { EffectName = atTargetAnimation, PerformerId = source.Id, Target = target, Scope = scope, Group = group })); } if (type == CardBattleActionType.Condition) { return(new DelayedPayload(() => AllConditions.Resolve(conditionData, source, target, group, scope, amountPaid))); } throw new Exception($"Unrecognized card battle action type: {Enum.GetName(typeof(CardBattleActionType), Type)}"); }