示例#1
0
        void OnServerInitialized()
        {
            int iWorldHalfSize = Convert.ToInt32(World.Size / 2);

            MinX = -iWorldHalfSize + 300;
            MaxX = iWorldHalfSize - 300;
            MinZ = -iWorldHalfSize + 300;
            MaxZ = iWorldHalfSize - 300;
            MinY = 250;
            MaxY = 400;
            //Puts(" X:" + MinX + " " + MaxX + " Y:" + MinY + " " + MaxY + " Z:" + MinZ + " " + MaxZ);
            blueprintDefinitions = ItemManager.bpList;
            foreach (var bp in blueprintDefinitions)
            {
                Blueprints.Add(bp.targetItem.shortname, bp.time);
            }

            itemDefinitions = ItemManager.itemList;
            Puts(itemDefinitions.Count.ToString());
            foreach (var itemdef in itemDefinitions)
            {
                Items.Add(itemdef.displayName.english);
            }

            CraftingRate = 100;
            GatherRate   = 100;
            FWEnabled    = true;
            UpdateCraftingRate();
            LoadConfigVariables();
            SaveConfig();
            StartBuildPhase();
        }
示例#2
0
        public virtual void Create(IWorld world, IRoom room, IFaction faction, RoomBlueprint roomBlueprintIfAny)
        {
            var max = roomBlueprintIfAny?.OptionalActorsMax ?? 5;

            if (max <= 0)
            {
                return;
            }

            var min = roomBlueprintIfAny?.OptionalActorsMin ?? 1;

            if (min > max)
            {
                throw new ArgumentOutOfRangeException($"OptionalActorsMin should be lower than OptionalActorsMax for room blueprint '{roomBlueprintIfAny}'");
            }

            int numberOfNpc = world.R.Next(min, max + 1);

            var pickFrom = Blueprints.Where(b => b.SuitsFaction(faction)).ToList();

            if (roomBlueprintIfAny != null)
            {
                pickFrom = pickFrom.Union(roomBlueprintIfAny.OptionalActors).ToList();
            }

            if (pickFrom.Any())
            {
                for (int i = 0; i < numberOfNpc; i++)
                {
                    Create(world, room, faction, pickFrom.GetRandom(world.R), roomBlueprintIfAny);
                }
            }
        }
示例#3
0
        public override void Draw(SpriteBatch g)
        {
            g.Draw(sprBackground, new Vector2(0, 0), Color.White);
            if (Stage == 0)
            {
                g.Draw(sprRectangle, new Rectangle(320, 40, 320, 440), Color.FromNonPremultiplied(255, 255, 255, 100));
            }
            else if (Stage == 1)
            {
                g.Draw(sprRectangle, new Rectangle(0, 297, 320, 183), Color.FromNonPremultiplied(255, 255, 255, 200));
            }
            //Draw the item list with its filters and get the lowest Y position.
            int Index = 0;
            int Y     = DrawFilter(g, MainFilter, 305, 41, ref Index);

            g.DrawString(fntArial10, "Requirements:", new Vector2(10, 315), Color.White);
            //Item description
            if (CursorFilter.CursorIndex >= 0 && CursorFilter.CursorIndex < CursorFilter.ListItem.Count)
            {
                g.DrawString(fntArial10, CursorFilter.ListItem[CursorFilter.CursorIndex].Name, new Vector2(10, 45), Color.White);
                g.DrawString(fntArial10, '"' + CursorFilter.ListItem[CursorFilter.CursorIndex].Name + '"' + " Blueprint", new Vector2(50, 330), Color.White);
                Blueprints Item = (Blueprints)CursorFilter.ListItem[CursorFilter.CursorIndex];
                for (int i = 0; i < Item.ListRequirement.Count; i++)
                {
                }
            }
        }
示例#4
0
        public ICollectionView FilterView(Kind kind, ICollectionView view)
        {
            view.Filter = o =>
            {
                var entry = ((KeyValuePair <string, Entry>)o).Value;

                return(entry.Data.Kind == kind &&
                       (ShowZeroes || entry.Count > 0) &&
                       (!ShowOnlyForFavorites || favoritedBlueprints.Any(b => b.Ingredients.Any(i => i.Entry == entry))));
            };

            PropertyChanged += (o, e) =>
            {
                if (e.PropertyName == nameof(ShowZeroes) || e.PropertyName == nameof(ShowOnlyForFavorites))
                {
                    view.Refresh();
                }
            };

            Blueprints.ForEach(b => b.PropertyChanged += (o, e) =>
            {
                if (ShowOnlyForFavorites && e.PropertyName == "Favorite")
                {
                    Application.Current.Dispatcher.Invoke(view.Refresh);
                }
            });

            return(view);
        }
示例#5
0
 private void LoadGame()
 {
     Time.timeScale = 1; // restarts the game
     // clear existing room blueprints
     Blueprints.ClearAll();
     SceneManager.LoadScene("Loading");
 }
示例#6
0
        private static void Main()
        {
            Stopwatch stopwatch = Stopwatch.StartNew();

            // Setting a standard format for the generated files
            Thread.CurrentThread.CurrentCulture = new CultureInfo("en-US");

            // Create tables from database
            Database.CreateTables();

            Console.WriteLine();

            // Generate datafiles
            Properties.GenerateDatafile();
            Skills.GenerateDatafile();
            Certificates.GenerateDatafile();
            Masteries.GenerateDatafile();
            Geography.GenerateDatafile();
            Blueprints.GenerateDatafile();
            Items.GenerateDatafile();        // Requires GenerateProperties()
            Reprocessing.GenerateDatafile(); // Requires GenerateItems()

            // Generate MD5 Sums file
            Util.CreateMD5SumsFile("MD5Sums.txt");

            // Generate support xml files
            Flags.GenerateXmlfile();

            Console.WriteLine(@"Generating files completed in {0:g}", stopwatch.Elapsed);
            Console.WriteLine();
            Console.Write(@"Press any key to exit.");
            Console.ReadKey(true);
        }
        private void InitData()
        {
            var cloudshareAccount = new CloudshareAccount
            {
                ApiId     = ConfigurationManager.AppSettings["ApiId"],
                ApiKey    = ConfigurationManager.AppSettings["ApiKey"],
                ServerUrl = ConfigurationManager.AppSettings["ServerUrl"]
            };

            this.client            = new CloudshareAPIWrapper.CloudshareClient(cloudshareAccount);
            this.environmentStates = this.client.GetAllAvailableBlueprints();
            this.cloudFoldersInfo  = this.client.GetCloudFoldersInfo();
            var env = client.GetEnvironmentsList();

            _blueprints = (from data in this.environmentStates.data
                           from blueprint in data.Blueprints
                           orderby blueprint.Name
                           select blueprint.Name).Distinct().ToList();
            _snapshots = (from data in this.environmentStates.data
                          from blueprint in data.Blueprints
                          from snapshot in blueprint.Snapshots
                          where blueprint.Name == this.BlueprintsComboBox.SelectedItem
                          orderby snapshot.Name
                          select snapshot.Name).ToList();


            _aliveEnvironments = (from data in env.data
                                  where data.status_code == 0 && data.owner == tbOwner.Text
                                  select data.name).Distinct().ToList();
        }
示例#8
0
        public ICollectionView FilterView(MainWindowViewModel parentViewModel, Kind kind, CollectionViewSource source)
        {
            source.Filter += (o, e) =>
            {
                var entry = ((KeyValuePair<string, Entry>)e.Item).Value;

                e.Accepted = entry.Data.Kind == kind &&
                       (parentViewModel.ShowZeroes || entry.Count > 0) &&
                       (!parentViewModel.ShowOnlyForFavorites || favoritedBlueprints.Any(b => b.Ingredients.Any(i => i.Entry == entry)));
            };

            parentViewModel.PropertyChanged += (o, e) =>
            {
                if (e.PropertyName == nameof(parentViewModel.ShowZeroes) || e.PropertyName == nameof(parentViewModel.ShowOnlyForFavorites))
                {
                    source.View.Refresh();
                }
            };

            Blueprints.ForEach(b => b.PropertyChanged += (o, e) =>
            {
                if (parentViewModel.ShowOnlyForFavorites && e.PropertyName == "Favorite")
                {
                    Application.Current.Dispatcher.Invoke(source.View.Refresh);
                }
            });

            return source.View;
        }
示例#9
0
        private void BlueprintButtons_Click(object sender, EventArgs e)
        {
            sbyte[] ButtonData = (sbyte[])((Button)sender).Tag;
            switch (ButtonData[0])
            {
            case 0:
                Rotation += ButtonData[1];
                if (Rotation == -1)
                {
                    Rotation = 3;
                }
                if (Rotation == 4)
                {
                    Rotation = 0;
                }
                break;

            case 1:
                int BlueprintCount = Blueprints.GetLength(0);
                SelectedBlueprint += ButtonData[1];
                if (SelectedBlueprint == -1)
                {
                    SelectedBlueprint = BlueprintCount - 1;
                }
                if (SelectedBlueprint == BlueprintCount)
                {
                    SelectedBlueprint = 0;
                }
                break;
            }
            clearSprites();
            MakeBlueprint(SelectedBlueprint, Rotation);
        }
示例#10
0
        public CommanderViewModel(string commanderName, List <string> logs, Languages languages)
        {
            CommanderName = commanderName;

            var entryDatas = JsonConvert.DeserializeObject <List <EntryData> >(IOUtils.GetEntryDatasJson());
            var converter  = new ItemNameConverter(entryDatas);

            State = new State(entryDatas, languages);

            journalEntryConverter = new JournalEntryConverter(converter, State.Cargo, languages);
            blueprintConverter    = new BlueprintConverter(State.Cargo);
            LoadBlueprints();

            languages.PropertyChanged += (o, e) => OnPropertyChanged(nameof(Filters));

            LoadState(logs);

            var datas               = State.Cargo.Select(c => c.Value.Data);
            var ingredientUsed      = Blueprints.SelectMany(blueprint => blueprint.Ingredients);
            var ingredientUsedNames = ingredientUsed.Select(ingredient => ingredient.Entry.Data.Name).Distinct();
            var unusedIngredients   = datas.Where(data => !ingredientUsedNames.Contains(data.Name));

            foreach (var data in unusedIngredients)
            {
                data.Unused = true;
            }
        }
示例#11
0
    private void LoadGame()
    {
        // clear existing room blueprints
        Blueprints.ClearAll();

        // during the loading scene, the config files will be read.
        SceneManager.LoadScene("Loading");
    }
示例#12
0
 private void BlueprintsTargetUpdated(object sender, DataTransferEventArgs e)
 {
     BlueprintNameColumn.Width     = 0;
     BlueprintProgressColumn.Width = 0;
     Blueprints.UpdateLayout();
     BlueprintNameColumn.Width     = new DataGridLength(1, DataGridLengthUnitType.Auto);
     BlueprintProgressColumn.Width = new DataGridLength(1, DataGridLengthUnitType.Auto);
 }
示例#13
0
 private void addRoom(IRoom room)
 {
     displayMessage("Located " + room.GetName());
     if (Blueprints.AddRoom(room))
     {
         GameConstants.TotalTreasures += room.GetItemCount();
         GameConstants.TotalCreatures += room.GetCreatureCount();
     }
 }
示例#14
0
    private void NewGame()
    {
        // delete any previously saved game
        Blueprints.ClearAll();
        gameState.DeleteAll();
        gameState.Save();

        ChooseDifficulty();
    }
 public ArkItemTypeGroup(ArkItem[] all)
 {
     All              = all ?? new ArkItem[] { };
     _items           = new Lazy <ArkItem[]>(() => All.Where(x => !x.IsBlueprint).ToArray());
     _blueprints      = new Lazy <ArkItem[]>(() => All.Where(x => x.IsBlueprint).ToArray());
     _countItems      = new Lazy <int>(() => Items.Any() ? (int)Items.Sum(x => x.Quantity) : 0);
     _countBlueprints = new Lazy <int>(() => Blueprints.Any() ? (int)Blueprints.Sum(x => x.Quantity) : 0);
     _count           = new Lazy <int>(() => CountItems + CountBlueprints);
 }
示例#16
0
 public NewProductionBatchViewModel(Services.EveProfiteerRepository eveProfiteerRepository)
 {
     _eveProfiteerRepository = eveProfiteerRepository;
     DisplayName             = "New production batch";
     ProductionDate          = DateTime.UtcNow;
     Blueprints           = _eveProfiteerRepository.GetBlueprints().AsNoTracking().ToList();
     PropertyChanged     += OnPropertyChanged;
     Blueprint            = Blueprints.First();
     _dataErrorInfoHelper = new DataErrorInfoHelper(this);
     Runs = 1;
 }
示例#17
0
        public IRoom Create(IWorld world, Point3 location)
        {
            var exact = Blueprints.FirstOrDefault(b => Equals(location, b.FixedLocation));

            if (exact != null)
            {
                return(Create(world, exact));
            }

            return(Create(world));
        }
示例#18
0
        /// <summary>Returns the type ID of the product made from the blueprint</summary>
        /// <param name="blueprintTypeId">The type ID of the blueprint</param>
        /// <returns>An integer representing the typeID of the product</returns>
        public static int GetTypeId(int blueprintTypeId)
        {
            Blueprint item;

            if (Blueprints.TryGetValue(blueprintTypeId, out item))
            {
                return(item.ProductId);
            }

            return(-1);
        }
示例#19
0
        protected virtual T1 GetBlueprint(string name)
        {
            //if the user passed a string that was actually a Guid
            if (Guid.TryParse(name, out Guid g))
            {
                return(GetBlueprint(g));
            }

            return(Blueprints.FirstOrDefault(b => b.Is(name)) ??
                   throw new NamedObjectNotFoundException($"Could not find {typeof(T1).Name} Named {name}", name));
        }
 public void HideElements()
 {
     foreach (GameObject item in OptionsTable.GetChildren())
     {
         if (!Blueprints.Contains(item))
         {
             UIWidget widget = item.GetOrAddComponent <UIWidget>();
             widget.alpha = 0;
         }
     }
 }
示例#21
0
    /// <summary>
    /// Player has entered the next room; get ready for a new roomState
    /// </summary>
    public void NextRoom(string nextRoom, string prevRoom, bool playDoorSound)
    {
        IRoom pRoom = Blueprints.GetRoom(prevRoom);

        pRoom.Visited = true;
        IRoom nRoom = Blueprints.GetRoom(nextRoom);

        nRoom.Visited  = true;
        this.roomState = string.Empty;
        Logger.Log("UPDATED GAME STATE: " + Dump());
    }
示例#22
0
    // Use this for initialization
    void Start()
    {
        //Debug.Log("RoomBuilder Start");
        gameState = Camera.main.GetComponent <GameState>();
        gameState.Load();

        Logger.Log("NEW GAME: " + gameState.Dump());

        if (Overrides.Enabled)
        {
            START_ROOM     = Overrides.InitialRoom;
            START_POSITION = Overrides.StartPosition;
        }

        Blueprints.ResetRooms(gameState);

        if (!gameState.CurrentRoom.Equals(GameConstants.GAMEOVER))
        {
            Vector3 startPosition = START_POSITION;
            if (gameState.HasSavedState)
            {
                currentRoom   = Blueprints.GetRoom(gameState.CurrentRoom);
                startPosition = gameState.CurrentPosition;
            }
            else
            {
                currentRoom = Blueprints.GetRoom(START_ROOM);
            }

            if (currentRoom != null)
            {
                currentRoom.Visited = true;
            }

            // build the first room
            BuildRoom(currentRoom, startPosition);

            // initialize the screen boundaries
            ScreenUtils.Initialize();

            // start room music
            //PlayMusic();

            // Listen for when we need to build a new room
            EventManager.AddNextRoomListener(buildNextRoom);
        }
        else
        {
            isGameOver = true;
        }

        this.gameOverEvent = new GameOverEvent();
        EventManager.AddGameOverInvoker(this);
    }
        internal static Menu PrepareMenu(ModToggleDelegates toggleDelegates)
        {
            return(new Menu("Custom Knight", new Element[] {
                Blueprints.CreateToggle(toggleDelegates, "Custom Skins", "", "Enabled", "Disabled"),
                new HorizontalOption(
                    "Swapper", "Apply skin to bosses, enemies & areas",
                    new string[] { "Disabled", "Enabled" },
                    (setting) => { CustomKnight.toggleSwap(setting == 1); },
                    () => CustomKnight.swapManager.enabled ? 1 : 0,
                    Id: "SwapperEnabled"),
                new HorizontalOption(
                    "Select Skin", "The skin will be used for current save and any new saves.",
                    getSkinNameArray(),
                    (setting) => { selectedSkin = setting; },
                    () => selectedSkin,
                    Id: "SelectSkinOption"),
                new MenuButton("PreloadButton", "Will Preload objects for modifying events", (_) => TogglePreloads(), Id: "PreloadButton"),
                new MenuRow(
                    new List <Element> {
                    Blueprints.NavigateToMenu("Skin List", "Opens a list of Skins", () => SkinsList.GetMenu(MenuRef.menuScreen)),
                    new MenuButton("Apply Skin", "Apply The currently selected skin.", (_) => ApplySkin()),
                },
                    Id: "ApplyButtonGroup"
                    )
                {
                    XDelta = 400f
                },

                new TextPanel("To Add more skins, copy the skins into your Skins folder."),
                new MenuRow(
                    new List <Element> {
                    new MenuButton("Open Folder", "Open skins folder", (_) => OpenSkins()),
                    new MenuButton("Fix / Reload", "Fix skin structure and reload", (_) => FixSkins()),
                    new MenuButton("Need Help?", "Join the HK Modding Discord", (_) => OpenLink("https://discord.gg/J4SV6NFxAA")),
                },
                    Id: "HelpButtonGroup"
                    )
                {
                    XDelta = 425f
                },
                new MenuRow(
                    new List <Element> {
                    new MenuButton("Dump", "Dumps the sprites that Swapper supports (Expect lag)", (_) => ToggleDumping(), Id: "DumpButton"),
                    //new MenuButton("Generate Cache","Generates Cache for Everything (Can take hours)",(_)=>DumpAll(),Id:"DumpAllButton"),
                    //new MenuButton("Need Help?","Join the HK Modding Discord",(_)=>OpenLink("https://discord.gg/J4SV6NFxAA")),
                },
                    Id: "AdditonalButtonGroup"
                    )
                {
                    XDelta = 425f
                },
            }));
        }
        public static Entity CreateEntity(this Pool pool, Blueprints.IBlueprint blueprint)
        {
            var entity = pool.CreateEntity();

            foreach (var componentTypeName in blueprint.ComponentTypes)
            {
                var componentId = ComponentNameToId[componentTypeName];

                switch (componentId)
                {
                   case ComponentIds.Movable:
                        entity.IsMovable(true);
                        break;
                   case ComponentIds.Position:
                        entity.AddPosition(blueprint.PropertyValues);
                        break;
                   case ComponentIds.Destroy:
                        entity.IsDestroy(true);
                        break;
                   case ComponentIds.GameBoardCache:
                        entity.AddGameBoardCache(blueprint.PropertyValues);
                        break;
                   case ComponentIds.GameBoard:
                        entity.AddGameBoard(blueprint.PropertyValues);
                        break;
                   case ComponentIds.GameBoardElement:
                        entity.IsGameBoardElement(true);
                        break;
                   case ComponentIds.Input:
                        entity.AddInput(blueprint.PropertyValues);
                        break;
                   case ComponentIds.Interactive:
                        entity.IsInteractive(true);
                        break;
                   case ComponentIds.Resource:
                        entity.AddResource(blueprint.PropertyValues);
                        break;
                   case ComponentIds.View:
                        entity.AddView(blueprint.PropertyValues);
                        break;
                   case ComponentIds.Score:
                        entity.AddScore(blueprint.PropertyValues);
                        break;
                   case ComponentIds.ScoreValue:
                        entity.AddScoreValue(blueprint.PropertyValues);
                        break;

                }
            }

            return entity;
        }
示例#25
0
    /// <summary>
    /// If user has left previous room; need to load the next room
    /// </summary>
    private void buildNextRoom(string nextRoom, string prevRoom, bool playDoorSound)
    {
        IRoom room = Blueprints.GetRoom(nextRoom);

        if (playDoorSound)
        {
            //Debug.Log(prevRoom + " > " + nextRoom);
            if ((prevRoom.Equals("TheFilingCabinet") && nextRoom.Equals("TheResultOfTheQuirkafleeg")) ||
                (prevRoom.Equals("TheResultOfTheQuirkafleeg") && nextRoom.Equals("TheFilingCabinet")))
            {
                //Debug.Log("play portal sound");
                AudioManager.Instance.PlayOneShot(AudioClipName.Portal);
            }
            else
            {
                //Debug.Log("play door sound");
                AudioManager.Instance.PlayOneShot(AudioClipName.Door);
            }
        }

        // if a room is not found, return to the prevRoom
        if (room == null)
        {
            // get previous room
            room = Blueprints.GetRoom(prevRoom);
            // so what was the next room becomes the previous room
            prevRoom = nextRoom;
            // get id of the room we are returning to
            nextRoom = room.GetID();
        }

        if (room != null)
        {
            Vector3 startPosition = room.GetStartPosition(prevRoom);

            Logger.Log("ENTERING " + nextRoom + " FROM " + prevRoom);

            room.Visited = true;

            gameState.CurrentRoom     = room.GetID();
            gameState.CurrentPosition = startPosition;
            Logger.Log("SAVING STATE: " + gameState.Dump(), LogType.TO_DEBUG_ONLY);
            gameState.Save();
            Logger.Log("SAVED STATE: " + gameState.Dump(), LogType.TO_DEBUG_ONLY);

            BuildRoom(room, startPosition);
        }
        else
        {
            SceneManager.LoadScene(GameConstants.MAINMENU);
        }
    }
示例#26
0
        /// <summary>
        /// Creates a new factory for turning <see cref="ActionBlueprint"/> into <see cref="IAction"/> instances
        /// </summary>
        public ActionFactory()
        {
            _types = Compiler.Instance.TypeFactory.Create <IAction>();

            //add the basic Type blueprints
            foreach (var type in _types)
            {
                Blueprints.Add(new ActionBlueprint()
                {
                    Name = type.Name.Replace("Action", ""),
                    Type = type.Name
                });
            }
        }
示例#27
0
    private void ShowFinalScore()
    {
        int      itemsCollected  = GameConstants.TotalTreasures;
        int      creaturesKilled = GameConstants.TotalCreatures;
        DateTime inGameTime      = DateTime.Now;
        bool     bedReached      = true;

        GameState gameState = Camera.main.GetComponent <GameState>();

        if (gameState.DifficultyMultiplier == GameConstants.EasyDifficulty)
        {
            GameObject.FindGameObjectWithTag("Background").GetComponent <Image>().color = Color.gray;
        }
        else if (gameState.DifficultyMultiplier == GameConstants.MediumDifficulty)
        {
            GameObject.FindGameObjectWithTag("Background").GetComponent <Image>().color = Color.red;
        }
        // else, as defined in Inspector

        itemsCollected  = gameState.ItemsCollected;
        creaturesKilled = gameState.CreaturesKilled;
        inGameTime      = gameState.InGameTime;
        bedReached      = gameState.BedReached;

        if (itemsCollected >= GameConstants.TotalTreasures && bedReached)
        {
            AudioManager.Instance.PlayOneShot(AudioClipName.GameWon, 0.3f);

            Text finalStateText = GameObject.FindGameObjectWithTag(GameConstants.FINALSTATETEXT).GetComponent <Text>();
            finalStateText.text = "Sleep at last.\nSweet dreams.";
        }
        else
        {
            AudioManager.Instance.PlayOneShot(AudioClipName.GameLost);

            Text finalStateText = GameObject.FindGameObjectWithTag(GameConstants.FINALSTATETEXT).GetComponent <Text>();
            finalStateText.text = "YOU DIED!\nAh well, at least you are finally getting some rest.";

            Blueprints.ClearAll();
            gameState.DeleteAll();
            gameState.Save();
        }

        Text gameOverText = GameObject.FindGameObjectWithTag(GameConstants.FINALSCORETEXT).GetComponent <Text>();

        gameOverText.text = "You collected " + itemsCollected + " of " + GameConstants.TotalTreasures + " treasures.\n" +
                            "You killed " + creaturesKilled + " of " + GameConstants.TotalCreatures + " creatures.\n" +
                            "Task completed at: " + inGameTime.ToString("hh:mmtt", CultureInfo.InvariantCulture).ToLower();
    }
示例#28
0
    private void OnTriggerExit2D(Collider2D collision)
    {
        // if player exits the door, let the RoomBuilder know to build
        // the next room
        if (collision.gameObject.CompareTag(GameConstants.PLAYER))
        {
            // if there is no next room, show the "under construction" message
            if (nextRoom.Equals(currentRoom) || Blueprints.GetRoom(nextRoom) == null)
            {
                ShowMissingRoomMessage();
            }

            this.nextRoomEvent.Invoke(nextRoom, currentRoom, playSound);
        }
    }
示例#29
0
        private void OnServerInitialized()
        {
            blueprintDefinitions = ItemManager.bpList;
            foreach (var bp in blueprintDefinitions)
            {
                Blueprints.Add(bp.targetItem.shortname, bp.time);
            }

            itemDefinitions = ItemManager.itemList;
            foreach (var itemdef in itemDefinitions)
            {
                Items.Add(itemdef.displayName.english);
            }

            UpdateCraftingRate();
        }
示例#30
0
 internal static Menu PrepareMenu() => new Menu("EnemyHPBar", new Element[] {
     new HorizontalOption(
         "Select Skin", "The skin will be used for current",
         GetSkinNameArray(),
         (setting) => { selectedSkin = setting; },
         () => selectedSkin,
         Id: "SelectSkinOption"),
     new MenuRow(
         new List <Element> {
         Blueprints.NavigateToMenu("Skin List", "Opens a list of Skins", () => HPBarList.GetMenu(MenuRef.menuScreen)),
         new MenuButton("Apply Skin", "Apply The currently selected skin.", _ => ApplySkin()),
     },
         Id: "ApplyButtonGroup"
         )
     {
         XDelta = 400f
     },
 });
示例#31
0
    static Game()
    {
        rng = new System.Random();
        Data.Awake();
        CalcHandPoolSize();

        UnityEngine.Object.Destroy(GameObject.Find("Tile"));
        UnityEngine.Object.Destroy(GameObject.Find("Storage"));
        board      = GameObject.Find("PlayArea").GetComponent <Board>();
        mainCanvas = GameObject.Find("Main Canvas").GetComponent <Canvas>();
        cursor     = GameObject.Find("Hand").GetComponent <Tile>();
        blueprints = GameObject.Find("CodexContainer").GetComponent <Blueprints>();

        mouseover = null;
        cursor.transform.localScale = new Vector3(0.75f, 0.75f, 1);
        settings = new Settings();
        PlaySound("Startup");
    }
示例#32
0
 private void Load()
 {
     using (var r = _blueprintsRepos())
     {
         _blueprints = new Blueprints(r.GetAll().OrderBy(b=>b.Name).ToList());
         BPList.ItemsSource = _blueprints;
         _toRemove.Clear();
     }
 }