public static Directory Spawn(Directory directory, PhotoClass PhotoClass, GameOutput GameOutput, Vector2 Position, Transform Parent) { directory.PhotoClass = PhotoClass; directory.GameOutput = GameOutput; directory.Text.text = PhotoClass.ClassName; return(directory); }
private IEnumerator HandleGameResults(GameOutput output, GameInput input) { yield return(Connection.HandleOutput(output, input)); exitButton.interactable = true; yield return(null); }
public ProtocolAction(Dictionary <ClientView, IView> views, Client client, ClientDataPackageProvider clientDataPackageProvider, GameOutput game) { _clientDataPackageProvider = clientDataPackageProvider; _clientDataProvider = new ClientDataProvider(); _client = client; _views = views; _game = game; #region ahhhhhhhhhhhhhhhh2 _serverTableView = views[ClientView.ServerTable] as IUpdateOutputView; _commandListOutputView = views[ClientView.CommandList] as IUpdateOutputView; _boardOutputView = views[ClientView.Board] as IUpdateOutputView; _errorView = views[ClientView.Error] as IErrorView; _gameInfoOutputView = views[ClientView.GameInfo] as IUpdateOutputView; _turnInfoOutputView = views[ClientView.TurnInfo] as IUpdateOutputView; _afterTurnOutputView = views[ClientView.AfterTurnOutput] as IUpdateOutputView; _mainMenuOutputView = views[ClientView.MenuOutput] as IUpdateOutputView; _lobbyInfoDisplayView = views[ClientView.LobbyInfoDisplay] as IUpdateOutputView; _infoOutputView = views[ClientView.InfoOutput] as IUpdateOutputView; _finishInfoView = views[ClientView.FinishInfo] as IUpdateOutputView; _finishSkull1View = views[ClientView.FinishSkull1] as IUpdateOutputView; _finishSkull3View = views[ClientView.FinishSkull3] as IUpdateOutputView; _finishSkull2View = views[ClientView.FinishSkull2] as IUpdateOutputView; _enterToRefreshView = views[ClientView.EnterToRefresh] as IUpdateOutputView; #endregion _protocolActions = new Dictionary <ProtocolActionEnum, Action <DataPackage, ICommunication> > { }; _outputWrapper = new OutputWrapper(); }
private void Start() { text.text = output.Points.ToString(); StartCoroutine(HandleGameResults(output, input)); output = null; input = null; }
public Game(GameOutput gameIO) { playing = false; parser = new Parser(new CommandWords()); player = new Player(createWorld(), gameIO); }
// Use this for initialization public void Start() { gameIO = new GameOutput(output); game = new Game(gameIO); gameIO.clear(); game.start(); inputField.ActivateInputField(); }
public ClassicRules(GameOutput game, IConfigurationProvider configurationProvider) { _game = game; _configurationProvider = configurationProvider; _entityFactory = new Dictionary <EntityType, Func <XElement, IEntity> > { { EntityType.Eel, (config) => CreateEel(config) }, { EntityType.Escalator, (config) => CreateEscalator(config) }, }; }
//<Constructors> public Client(ICommunication communication) { _game = new GameOutput(); _clientDataPackageProvider = new ClientDataPackageProvider(); _viewDictionary = new ViewDictionary(); _communication = communication; _actionHandler = new ProtocolAction(_viewDictionary._views, this, _clientDataPackageProvider, _game); _inputHandler = new InputAction(_actionHandler, _viewDictionary._views, this, _clientDataPackageProvider); _outputWrapper = new OutputWrapper(); _viewUpdater = new ViewUpdater(_viewDictionary._views); _actionHandler._enterToRefreshView.ViewEnabled = true; _actionHandler._enterToRefreshView.SetUpdateContent("Press enter to refresh\nafter you typed a command."); }
private void Start() { if (input == null) { Loading.GoToScene(); } playerName.text = Connection.loginData.login; output = new GameOutput(input); trash.GameOutput = output; Directory.Spawn(dir1, input.MainClass, output, class1Pos.position, gameObject.transform); Directory.Spawn(dir2, input.OtherClass, output, class2Pos.position, gameObject.transform); }
private static string GetGameDescription(GameOutput output) { switch (Thread.CurrentThread.CurrentCulture.TwoLetterISOLanguageName) { case "ru": return(output.DescriptionRu ?? output.Description); case "en": return(output.Description); default: throw new ArgumentOutOfRangeException(); } }
void Start() { turn = StartTurn; GaneLogic.instance.init_board(SetupGrid.instance.width, SetupGrid.instance.height); SetupGrid.instance.DrawBoard(); GameOutput.LightColumn((int)SetupGrid.instance.width / 2); curr_colum = (int)SetupGrid.instance.width / 2; if (turn == 1) { text1.text = "Player Turn"; } else { text1.text = "AI Turn"; } text2.text = "Moves: 0"; text4_depth.text = "Starting depth*: " + Depth.ToString(); }
public IEnumerable <Warrior> GenerateWarriors(int numberOfWarriors) { GameOutput.Report($"Generating {numberOfWarriors} warriors!"); for (var i = 0; i < numberOfWarriors; i++) { if (i == 1) { yield return(new SuperWarrior()); } else { yield return(new BasicWarrior { Name = NameGenerator.GetRandomName() }); } } }
public static IEnumerator HandleOutput(GameOutput output, GameInput input) { if (output.Points > 100) { Debug.Log("Archivement \"Get 100 Points.\" Unlocked!"); } var class1 = input.MainClass; var class2 = input.OtherClass; var mainSelected = output.MainClassSelection.Distinct(); var otherSelected = output.OtherClassSelection.Distinct(); var main = mainSelected.Except(otherSelected).Select(p => p.ID); var others = otherSelected.Except(mainSelected).Select(p => p.ID); yield return(SendCorrectPictures(main, others)); Debug.Log(string.Format("Class {0} classified {1} photos", class1.ClassName, main.Count())); Debug.Log(string.Format("Class {0} classified {1} photos", class2.ClassName, others.Count())); }
private void gameControlInputHandler() { if (Input.GetKeyDown(KeyCode.Space)) { if (CircleAdder.AddCircle(curr_colum)) { updateTurn(); } } if (Input.GetKeyDown(KeyCode.LeftArrow)) { curr_colum--; GameOutput.LightColumn(curr_colum); } else if (Input.GetKeyDown(KeyCode.RightArrow)) { curr_colum++; GameOutput.LightColumn(curr_colum); } }
void Update() { if (run) { if (turn == 2) // AI turn { Tuple <int, int> moveMadeByAI; if (movesNumber == 0) { moveMadeByAI = Tuple.Create(0, SetupGrid.instance.width / 2); } else { var MoveTimer = System.Diagnostics.Stopwatch.StartNew(); moveMadeByAI = AIScrpt.instance.AIMove(Depth, movesNumber, 2, 1); MoveTimer.Stop(); var elapsed = MoveTimer.ElapsedMilliseconds / 1000.0; text3_timer.text = "That move took:" + elapsed.ToString(); } if (moveMadeByAI.Item1 != -1) { GaneLogic.instance.SetBoardValue(moveMadeByAI.Item1, moveMadeByAI.Item2); updateTurn(); GameOutput.ShowBoard(GaneLogic.instance.Board); ShowWinner(); } } else //Player turn (or secound AI turn) { if (!AIvsAI) { gameControlInputHandler(); //UpdateTurn inside input GameOutput.ShowBoard(GaneLogic.instance.Board); ShowWinner(); } else { Tuple <int, int> moveMadeByAI; if (movesNumber == 0) { moveMadeByAI = Tuple.Create(0, SetupGrid.instance.width / 2); } else { var watch = System.Diagnostics.Stopwatch.StartNew(); moveMadeByAI = AIScrpt.instance.AIMove(Depth, movesNumber, 1, 2); watch.Stop(); var elapsed = watch.ElapsedMilliseconds / 1000.0; text3_timer.text = "That move took:" + elapsed.ToString(); } if (moveMadeByAI.Item1 != -1) { GaneLogic.instance.SetBoardValue(moveMadeByAI.Item1, moveMadeByAI.Item2); updateTurn(); GameOutput.ShowBoard(GaneLogic.instance.Board); ShowWinner(); } } } } else { GameTimer.Stop(); var elapsed = GameTimer.ElapsedMilliseconds / 1000.0; text4_round_timer.text = "Round time:" + elapsed.ToString(); } /* * /// DEBUG ///EvalRowsColumnDiagnals(int[,] board, bool debug_print = false, int rewardFor3InRow = 2) * if (Input.GetKeyDown(KeyCode.L)) * { * //Debug.Log("wartosc 0 0"); * //Debug.Log(GaneLogic.instance.Board[0, 0]); * AIScrpt.instance.EvalRowsColumnDiagnals(GaneLogic.instance.Board, true); * } */ }
public Player(Room room, GameOutput output) { _currentRoom = room; _io = output; }
public ClassicRules(GameOutput game) : this(game, new ConfigurationProvider()) { }
public GamePlayerShould() { _gameInput = new GameInput(); _gameOutput = new GameOutput(); _gamePlayer = new GamePlayer(_gameInput, _gameOutput); }
public static void GoToScene(GameOutput output, GameInput input) { Summary.output = output; Summary.input = input; SceneManager.LoadScene("Summary"); }