示例#1
0
文件: Rules.cs 项目: Conzar/FlyCasual
 static Rules()
 {
     WinConditions        = new WinConditionsRule();
     DistanceBonus        = new DistanceBonusRule();
     EndPhase             = new EndPhaseCleanupRule();
     Stress               = new StressRule();
     OffTheBoard          = new OffTheBoardRule();
     Collision            = new CollisionRules();
     DuplicatedActions    = new DuplicatedActionsRule();
     AsteroidLanded       = new AsteroidLandedRule();
     AsteroidHit          = new AsteroidHitRule();
     MineHit              = new MineHitRule();
     AsteroidObstruction  = new AsteroidObstructionRule();
     Initiative           = new InitiativeRule();
     TargetIsLegalForShot = new TargetIsLegalForShotRule();
     Ionization           = new IonizationRule();
     TargetLocks          = new TargetLocksRule();
     Cloak = new CloakRule();
 }
示例#2
0
    static Rules()
    {
        Game = UnityEngine.GameObject.Find("GameManager").GetComponent <GameManagerScript>();

        WinConditions        = new WinConditionsRule(Game);
        DistanceBonus        = new DistanceBonusRule();
        EndPhase             = new EndPhaseCleanupRule();
        Stress               = new StressRule();
        OffTheBoard          = new OffTheBoardRule(Game);
        Collision            = new CollisionRules();
        DuplicatedActions    = new DuplicatedActionsRule();
        AsteroidLanded       = new AsteroidLandedRule();
        AsteroidHit          = new AsteroidHitRule();
        AsteroidObstruction  = new AsteroidObstructionRule();
        Initiative           = new InitiativeRule();
        TargetIsLegalForShot = new TargetIsLegalForShotRule();
        Ionization           = new IonizationRule();
        TargetLocks          = new TargetLocksRule();
        Cloak = new CloakRule();
    }
示例#3
0
 static Rules()
 {
     WinConditions        = new WinConditionsRule();
     DistanceBonus        = new DistanceBonusRule();
     EndPhase             = new EndPhaseCleanupRule();
     Stress               = new StressRule();
     OffTheBoard          = new OffTheBoardRule();
     Collision            = new CollisionRules();
     DuplicatedActions    = new DuplicatedActionsRule();
     AsteroidLanded       = new AsteroidLandedRule();
     AsteroidHit          = new AsteroidHitRule();
     MineHit              = new MineHitRule();
     AsteroidObstruction  = new AsteroidObstructionRule();
     Initiative           = new InitiativeRule();
     TargetIsLegalForShot = new TargetIsLegalForShotRule();
     Ionization           = new IonizationRule();
     Jammed               = new JammedRule();
     TargetLocks          = new TargetLocksRule();
     Cloak           = new CloakRule();
     WeaponsDisabled = new WeaponsDisabledRule();
     BullseyeArc     = new BullseyeArcRule();
     Docking         = new DockingRule();
     TractorBeam     = new TractorBeamRule();
 }