private void REPLAY(List <string> PASSED_SEQUENCE, DataTable TABLE_TO_INJECT)
 {
     SendKeys.Flush();                                                   //Wait for the buffer to empty.
     foreach (string KEY in PASSED_SEQUENCE)                             //For each key in the recorded sequence...
     {
         bool IS_CHAR = Char.IsLetterOrDigit(KEY, 0);                    //Check if its a letter.
         if (IS_CHAR)                                                    //If the key is a letter, this is an indication that substitution needs to happen...
         {
             foreach (DataRow ROW in TABLE_TO_INJECT.Rows)               //Cycle through the table to find the right row.
             {
                 string ROW_LETTER = ROW["Letter"].ToString();           //Get the current row letter.
                 if (KEY.ToUpper() == ROW_LETTER)                        //If the row letter matches the letter from the key stream...
                 {
                     foreach (char CHARACTER in ROW["Value"].ToString()) //for each character in the value field, send the key.
                     {
                         SendKeys.SendWait(CHARACTER.ToString());
                         System.Threading.Thread.Sleep(75); //Delay a bit.
                     }
                 }
             }
         }
         else //The key is not a letter...
         {
             SendKeys.SendWait(KEY); //Just send the key.
         }
         System.Threading.Thread.Sleep(75); //Delay a bit.
     }
     REPLAY_SEQUENCE_ACTIVE = false;        //Indicate the sequence is done.
     DONE_REPLAYING?.Invoke(null, null);
 }
示例#2
0
    virtual public void Init()
    {
        string[] typeArray = style.Split('-');

        category = (EQUIP_CATEGORY)int.Parse(typeArray[0]);
        if (category == EQUIP_CATEGORY.WEAPON)
        {
            character = (CHARACTER)int.Parse(typeArray[1]);

            string _cate      = Enum.GetName(typeof(EQUIP_CATEGORY), category);
            string _character = Enum.GetName(typeof(CHARACTER), character);
            JsonUtility.FromJsonOverwrite(EquipType.equipType[_cate][_character][level - 1].ToJson(), this);
        }
        else
        {
            sort = (EQUIP_SORT)int.Parse(typeArray[1]);
            type = (EQUIP_TYPE)int.Parse(typeArray[2]);

            string _cate = Enum.GetName(typeof(EQUIP_CATEGORY), category);
            string _sort = Enum.GetName(typeof(EQUIP_SORT), sort);
            string _type = Enum.GetName(typeof(EQUIP_TYPE), type);
            JsonUtility.FromJsonOverwrite(EquipType.equipType[_cate][_sort][_type][level - 1].ToJson(), this);
        }
        //EQUIP_BASE
        //if(EquipType.equipType[_cate][_sort][_type][level - 1]["base"] != null) {
        //baseMod
        //}
        //ModInfo modInfo = new ModInfo();
    }
    public void Enter(CHARACTER character)
    {
        Animator animator = GetAnimator(character);

        animator.SetBool("Leaving", false);
        animator.SetBool("Entering", true);
    }
示例#4
0
文件: Scene.cs 项目: furaga/Rittai3rd
 public PLAYER_INFO(int i, PLAYER_TYPE t, CHARACTER c, DevType[] _dev = null)
 {
     id = i;
     type = t;
     character = c;
     dev = _dev;
 }
示例#5
0
    ///<summary>
    /// Animates the removal of a character after a delay.
    ///</summary>
    private IEnumerator removeCharacter(CHARACTER character)
    {
        print($"Removing character {character}.");
        yield return(new WaitForSeconds(CHARACTER_LEAVE_DELAY));

        print($"Triggering leave animation for {character}.");
        animationManager.Leave(character);
    }
示例#6
0
    void Start()
    {
        if (playerType == PLAYER.UNASSIGNED)
        {
            Debug.LogWarning("playerType of " + name + " is unassigned!");
        }


        if (baseProjectile == null)
        {
            Debug.LogWarning("Base Projectile not set on player: " + name);
        }


        charcterType = (CHARACTER)characterSetter.playerSelections[((int)playerType) - 1];

        if (playerRagdolls[(int)charcterType] != null)
        {
            playerRagdolls[(int)charcterType].SetActive(true);
            playerMesh = playerRagdolls[(int)charcterType];
            Debug.Log(charcterType);
        }
        else
        {
            Debug.LogWarning("Could not find a gameobject for character on player: " + name);
            playerRagdolls[0].SetActive(true);
            playerMesh = playerRagdolls[0];
        }

        aimIndicator = transform.GetChild(0).gameObject;

        //Reset vars
        canFire = true;

        lastAimVec = transform.forward;

        //set projType
        if (charcterType == CHARACTER.ARCHER)
        {
            projType = projectileController.PROJTYPES.ARROW;
        }
        else if (charcterType == CHARACTER.BARD)
        {
            projType = projectileController.PROJTYPES.NOTE;
        }
        else if (charcterType == CHARACTER.MAGE)
        {
            projType = projectileController.PROJTYPES.FIREBALL;
        }
        else if (charcterType == CHARACTER.WARRIOR)
        {
            projType = projectileController.PROJTYPES.AXE;
        }

        initalMaterial = playerMesh.transform.GetChild(0).GetComponent <SkinnedMeshRenderer>().material;
    }
示例#7
0
 ///<summary>
 /// Handles the dismissal of a character by fading out their audio and animating them.
 ///</summary>
 private void dismissCharacter(CHARACTER character)
 {
     if (!presentCharacters[(int)character])
     {
         // This character isn't even here! Do nothing
         return;
     }
     presentCharacters[(int)character] = false;
     StartCoroutine(fadeAudioOut(character));
     StartCoroutine(removeCharacter(character));
 }
示例#8
0
文件: hud.cs 项目: kualz/TPJ-Worms
 public void draw(SpriteBatch batch, Camera2D cam, Characters Char)
 {
     foreach (Characters CHARACTER in CharactersHandler.Players)
     {
         if (CHARACTER.returnName() != "GhostCharacter")
         {
             batch.Draw(HpBar, new Rectangle((int)CHARACTER.CharacterPos.X, (int)CHARACTER.CharacterPos.Y - 15, (50 - ((CHARACTER.getMaximumHp() - CHARACTER.getHp()) / 2)), 5), setHpColor(CHARACTER));
         }
     }
     batch.DrawString(font, assets[0] + Char.returnName(), new Vector2(cam.Position.X - 700, cam.Position.Y - 500), Color.White);
     batch.DrawString(font, assets[1] + Char.getHp(), new Vector2(cam.Position.X - 480, cam.Position.Y - 500), Color.White);
     batch.DrawString(font, assets[2] + Char.GetActiveWeapon().getName(), new Vector2(cam.Position.X - 700, cam.Position.Y - 475), Color.White);
     batch.DrawString(font, assets[3] + roundTime, new Vector2(cam.Position.X - 700, cam.Position.Y - 450), color);
 }
示例#9
0
 /// <summary>
 ///  Constructor for the player. Initilazing the Name, starting point, frame, commands
 ///  and the list for the bombs he placed
 /// </summary>
 /// <param name="name">Name of the player</param>
 /// <param name="startingPoint">Starting point</param>
 /// <param name="cUp">Key for moving up</param>
 /// <param name="cDown">Key for moving down</param>
 /// <param name="cLeft">Key for moving left</param>
 /// <param name="cRight">Key for moving right</param>
 /// <param name="putbomb">Key for placing the bomb</param>
 public BomberMan(String name, Point startingPoint,
                  Keys cUp, Keys cDown, Keys cLeft, Keys cRight, Keys putbomb, CHARACTER ch) : base(1, 1, 1)
 {
     Name           = name;
     IsAlive        = true;
     Point          = new Point(startingPoint.X, startingPoint.Y);
     Key            = Point;
     CommandUp      = cUp;
     CommandDown    = cDown;
     CommandLeft    = cLeft;
     CommandRight   = cRight;
     CommandPutBomb = putbomb;
     Bombs          = new Dictionary <Point, Bomb>();
     Frame          = new Rectangle(Point.X + 5, Point.Y + 5, 40, 40);
     type           = ch;
 }
    private Animator GetAnimator(CHARACTER character)
    {
        switch (character)
        {
        case CHARACTER.GIRL:
            return(girlAnimator);

        case CHARACTER.CAT:
            return(catAnimator);

        case CHARACTER.LADY:
            return(ladyAnimator);

        default:
            return(manAnimator);
        }
    }
示例#11
0
    /// <summary>
    /// Lerps character audio from current volume to targetVolume over AUDIO_FADE_TIME seconds
    /// </summary>
    /// <param name="character">Specified character.</param>
    /// <param name="targetVolume">Volume between 0 and 1 to go to.</param>
    private IEnumerator lerpAudio(CHARACTER character, float targetVolume, bool leaveDelay = false)
    {
        AudioSource audioSource        = audioSources[(int)character];
        float       startVolume        = audioSources[(int)character].volume;
        float       volumeDifferential = targetVolume - startVolume;
        float       fractionLerped     = 0; // goes from 0 to 1 over time

        // Lerp the volume.
        for (float time = 0f; time < AUDIO_FADE_TIME; time += Time.deltaTime)
        {
            fractionLerped     = time / AUDIO_FADE_TIME;
            audioSource.volume = fractionLerped * volumeDifferential + startVolume;
            yield return(new WaitForSeconds(AUDIO_FADE_INTERVAL));
        }

        // Ensure that the character has reached target volume after lerp.
        audioSource.volume = targetVolume;
        Debug.Log("Audio set to 1");
    }
示例#12
0
    public King(string dummy)
    {
        this.id                 = 1 + GetID();
        this.name               = "KING" + this.id;
        this.predictability     = UnityEngine.Random.Range(0, 10);
        this.persistence        = UnityEngine.Random.Range(0, 10);
        this.trustworthiness    = UnityEngine.Random.Range(0, 10);
        this.selflessness       = UnityEngine.Random.Range(0, 10);
        this.skill              = UnityEngine.Random.Range(0, 10);
        this.racism             = UnityEngine.Random.Range(0, 10);
        this.religiousTolerance = UnityEngine.Random.Range(0, 10);
        this.character          = (CHARACTER)(UnityEngine.Random.Range(0, System.Enum.GetNames(typeof(CHARACTER)).Length));
        this.goals              = new List <GOALS> ();
        this.tasks              = new List <List <string> > ();
        this.publicImages       = new List <PUBLIC_IMAGE> ();
        this.relationshipKings  = new List <Relationship> ();
        this.relationshipMayors = new List <Relationship> ();

        SetLastID(this.id);
    }
示例#13
0
    ///<summary>
    /// Lerps the volume of a character from 1 to 0.
    ///</summary>
    private IEnumerator fadeAudioIn(CHARACTER character)
    {
        yield return(new WaitForSeconds(CHARACTER_ENTER_DELAY));

        StartCoroutine(lerpAudio(character, 1));
    }
示例#14
0
    ///<summary>
    /// Lerps the volume of a character from 1 to 0.
    ///</summary>
    private IEnumerator fadeAudioOut(CHARACTER character)
    {
        yield return(new WaitForSeconds(CHARACTER_LEAVE_DELAY));

        StartCoroutine(lerpAudio(character, 0, leaveDelay: true));
    }