private void SpawnNPCMock(string vehicleId, NPCS npcData, int npcControllerSeed, Color color, Vector3 position, Quaternion rotation) // TODO can this use SpawnNPC method? { var go = new GameObject("NPC " + vehicleId); go.SetActive(false); go.transform.SetParent(transform); go.layer = LayerMask.NameToLayer("NPC"); go.tag = "Car"; var rb = go.AddComponent <Rigidbody>(); rb.mass = 2000; rb.interpolation = RigidbodyInterpolation.Interpolate; rb.collisionDetectionMode = CollisionDetectionMode.Discrete; rb.position = position; rb.rotation = rotation; go.transform.SetPositionAndRotation(position, rotation); go.AddComponent <NPCController>(); var npc_name = Instantiate(npcData.Prefab, go.transform).name; go.name = npc_name + vehicleId; var NPCController = go.GetComponent <NPCController>(); NPCController.Size = npcData.NPCType; NPCController.NPCColor = color; NPCController.NPCLabel = GetNPCLabel(npc_name); NPCController.id = vehicleId; NPCController.Init(NPCSeedGenerator.Next()); CurrentPooledNPCs.Add(NPCController); SimulatorManager.Instance.UpdateSegmentationColors(go); //Add required components for cluster simulation ClusterSimulationUtilities.AddDistributedComponents(go); }
public Level1() : base(Environment.Explosion1X, Environment.Explosion1Y, Environment.Mario1X, Environment.Mario1Y) { logicToken = new CancellationTokenSource(); generateToken = new CancellationTokenSource(); background = Properties.Resources.back; passPoints = 4; NPCS.Add(new Princess(Environment.Princess1X, Environment.Princess1Y)); NPCS.Add(new Mushroom(Environment.Mushroom1X, Environment.Mushroom1Y)); }
private void LookupFightByNPCID(int IDLOOKUP) { _NpcList = _nPCS.GetNPCS(); foreach (NPCS nPCS in _NpcList) { if (nPCS.NPCID == IDLOOKUP) { currentFlight = nPCS; } } }
public Level2() : base(Environment.Explosion2X, Environment.Explosion2Y, Environment.Mario2X, Environment.Mario2Y) { logicToken = new CancellationTokenSource(); generateToken = new CancellationTokenSource(); background = Properties.Resources.back2; passPoints = 8; NPCS.Add(new Princess(Environment.Princess2X, Environment.Princess2Y)); NPCS.Add(new Mushroom(Environment.Mushroom2X, Environment.Mushroom2Y)); NPCS.Add(new Dragon(Environment.Dragon2X, Environment.Dragon2Y)); }
public override void PrepareMinigameObjects() { StageElementsToModify = GameObject.FindGameObjectsWithTag("Disable_BossBattle"); foreach (var ele in StageElementsToModify) { ele.SetActive(false); } BossMonster boss_instance = Instantiate(Boss); boss_instance.Initialize(); NPCS.Add(boss_instance.GetComponent <BossMonster>()); }
/// <summary> /// /// </summary> void Awake() { npcDialogs = SceneResourceReader.GetMidgardResource <NPCS>(SceneResourceReader.MidgardNPC); artifactDialogs = SceneResourceReader.GetMidgardResource <Artifacts>(SceneResourceReader.MidgardArtficats); artifactByName = new Dictionary <string, Artifact>(); npcByName = new Dictionary <string, NPC>(); //Konvertiere ConvertListsToDictionary <Artifact>(artifactDialogs.artifactListe); ConvertListsToDictionary <NPC>(npcDialogs.npcListe); }
public override NPC ChooseNpc() { Random random = new Random(); var r = random.Next(1, 100); if (r >= 75) { return(NPCS.ElementAt(0)); } else { return(NPCS.ElementAt(1)); } }
private BytesStack GetSpawnMessage(string vehicleId, NPCS npcData, int npcControllerSeed, Color color, Vector3 position, Quaternion rotation) { var bytesStack = new BytesStack(); var indexOfPrefab = NPCVehicles.FindIndex(npc => npc.Equals(npcData)); bytesStack.PushCompressedRotation(rotation); bytesStack.PushCompressedPosition(position); bytesStack.PushCompressedColor(color, 1); bytesStack.PushInt(npcControllerSeed); bytesStack.PushInt(indexOfPrefab, 2); bytesStack.PushString(vehicleId); bytesStack.PushEnum <NPCManagerCommandType>((int)NPCManagerCommandType.SpawnNPC); return(bytesStack); }
private void SpawnNPC(string vehicleId, NPCS npcData, Color color, int npcControllerSeed) { var genId = vehicleId; var go = new GameObject("NPC " + genId); go.SetActive(false); go.transform.SetParent(transform); go.layer = LayerMask.NameToLayer("NPC"); go.tag = "Car"; var rb = go.AddComponent <Rigidbody>(); rb.mass = 2000; rb.interpolation = RigidbodyInterpolation.Interpolate; rb.collisionDetectionMode = CollisionDetectionMode.Discrete; go.AddComponent <NPCController>(); var npc_name = Instantiate(npcData.Prefab, go.transform).name; go.name = npc_name + genId; var NPCController = go.GetComponent <NPCController>(); NPCController.Size = npcData.NPCType; NPCController.NPCColor = color; NPCController.NPCLabel = GetNPCLabel(npc_name); NPCController.id = genId; NPCController.Init(NPCSeedGenerator.Next()); CurrentPooledNPCs.Add(NPCController); SimulatorManager.Instance.UpdateSemanticTags(go); //Add required components for distributing rigidbody from master to clients if (SimulatorManager.Instance.Network.IsMaster) { if (go.GetComponent <DistributedObject>() == null) { go.AddComponent <DistributedObject>(); } if (rb.gameObject.GetComponent <DistributedRigidbody>() == null) { rb.gameObject.AddComponent <DistributedRigidbody>(); } BroadcastMessage(new Message(Key, GetSpawnMessage(genId, npcData, npcControllerSeed, color, rb.position, rb.rotation), MessageType.ReliableUnordered)); } }
private void SpawnNPCMock(string vehicleId, NPCS npcData, int npcControllerSeed, Color color, Vector3 position, Quaternion rotation) { var go = new GameObject("NPC " + vehicleId); go.SetActive(false); go.transform.SetParent(transform); go.layer = LayerMask.NameToLayer("NPC"); go.tag = "Car"; var rb = go.AddComponent <Rigidbody>(); rb.mass = 2000; rb.interpolation = RigidbodyInterpolation.Interpolate; rb.collisionDetectionMode = CollisionDetectionMode.Discrete; rb.position = position; rb.rotation = rotation; go.AddComponent <NPCController>(); var npc_name = Instantiate(npcData.Prefab, go.transform).name; go.name = npc_name + vehicleId; var NPCController = go.GetComponent <NPCController>(); NPCController.Size = npcData.NPCType; NPCController.NPCColor = color; NPCController.NPCLabel = GetNPCLabel(npc_name); NPCController.id = vehicleId; NPCController.Init(NPCSeedGenerator.Next()); CurrentPooledNPCs.Add(NPCController); SimulatorManager.Instance.UpdateSemanticTags(go); //Add required components for distributing rigidbody from master to clients if (go.GetComponent <MockedObject>() == null) { go.AddComponent <MockedObject>().Initialize(); } if (rb.gameObject.GetComponent <MockedRigidbody>() == null) { rb.gameObject.AddComponent <MockedRigidbody>(); } }
private DistributedMessage GetSpawnMessage(string vehicleId, NPCS npcData, int npcControllerSeed, Color color, Vector3 position, Quaternion rotation) { var message = MessagesPool.Instance.GetMessage( ByteCompression.RotationMaxRequiredBytes + ByteCompression.PositionRequiredBytes + 12 + BytesStack.GetMaxByteCount(vehicleId)); var indexOfPrefab = NPCVehicles.FindIndex(npc => npc.Equals(npcData)); message.AddressKey = Key; message.Content.PushCompressedRotation(rotation); message.Content.PushCompressedPosition(position); message.Content.PushCompressedColor(color, 1); message.Content.PushInt(npcControllerSeed); message.Content.PushInt(indexOfPrefab, 2); message.Content.PushString(vehicleId); message.Content.PushEnum <NPCManagerCommandType>((int)NPCManagerCommandType.SpawnNPC); message.Type = DistributedMessageType.ReliableOrdered; return(message); }
private void SpawnPeople(EntityStateSystem entityStateSystem) { var spawnPointPosition = Locations.OutsideDoorLocation(); NPCS.SpawnNpc(entityStateSystem, NPCS.Q, spawnPointPosition); NPCS.SpawnNpc(entityStateSystem, NPCS.Tolstoy, spawnPointPosition); NPCS.SpawnNpc(entityStateSystem, NPCS.Jannet, spawnPointPosition); NPCS.SpawnNpc(entityStateSystem, NPCS.McGraw, spawnPointPosition); NPCS.SpawnNpc(entityStateSystem, NPCS.Ellie, spawnPointPosition); NPCS.SpawnNpc(entityStateSystem, NPCS.GenerateAnon(SpeciesType.Human), spawnPointPosition); NPCS.SpawnNpc(entityStateSystem, NPCS.GenerateAnon(SpeciesType.Human), spawnPointPosition); NPCS.SpawnNpc(entityStateSystem, NPCS.GenerateAnon(SpeciesType.Human), spawnPointPosition); NPCS.SpawnNpc(entityStateSystem, NPCS.GenerateAnon(SpeciesType.Human), spawnPointPosition); NPCS.SpawnNpc(entityStateSystem, NPCS.GenerateAnon(SpeciesType.BirdPerson), spawnPointPosition); NPCS.SpawnNpc(entityStateSystem, NPCS.GenerateAnon(SpeciesType.ShadowPerson), spawnPointPosition); NPCS.SpawnNpc(entityStateSystem, NPCS.GenerateHallwayWalker(), Locations.RandomHallwayEndLocation()); NPCS.SpawnNpc(entityStateSystem, NPCS.GenerateHallwayWalker(), Locations.RandomHallwayEndLocation()); NPCS.SpawnNpc(entityStateSystem, NPCS.GenerateHallwayWalker(), Locations.RandomHallwayEndLocation()); NPCS.SpawnNpc(entityStateSystem, NPCS.GenerateHallwayWalker(), Locations.RandomHallwayEndLocation()); }
private void Fight(CharacterSuperModel u, NPCS enemy) { CharacterSuperModel CurrentStatus = u; NPCS EnemyCurrentStatus = enemy; int yourATK = 0; while (CurrentStatus.CharacterHealth > 0 && EnemyCurrentStatus.HP > 0) { Repeat: GameService.NewPage($"\n{EnemyCurrentStatus.NPCName}\n" + $"Hp:{EnemyCurrentStatus.HP}/{enemy.HP}\n\n\n\n\n" + $"{CurrentStatus.CharacterName}\n" + $"Hp: {CurrentStatus.CharacterHealth}/{CurrentStatus.CharacterMaxHealth}\n" + "[1. Attack]\n" + "[2. Drink Hp Pot]: " + (CurrentStatus.PotionCount) + " Remaining \n" + "[3. Run]\n" , "battle"); char response = Console.ReadKey().KeyChar; switch (response) { case '1': { EnemyCurrentStatus.HP -= YourAtkResult(DisplayAndPickAtkOptions(_characterSuperModel.CharacterAttacks).DMG); break; } case '2': { if (CurrentStatus.PotionCount > 0) { CurrentStatus.PotionCount--; if (CurrentStatus.CharacterHealth != CurrentStatus.CharacterMaxHealth) { if ((CurrentStatus.CharacterHealth + 10) <= CurrentStatus.CharacterMaxHealth) { CurrentStatus.CharacterHealth += 10; } else { CurrentStatus.CharacterHealth = CurrentStatus.CharacterMaxHealth; } Console.WriteLine("You Feel Better."); } else { Console.WriteLine("You're already at max health."); goto Repeat; } Console.ReadLine(); } else { Console.WriteLine("You are out of Potions!"); Console.ReadLine(); goto Repeat; } break; } case '3': { Console.WriteLine("You Ran..."); Console.ReadLine(); goto EndFight; } default: { goto Repeat; } } if (enemy.HP >= 1) { EnemyAtk(enemy.ATK); } } if (_characterSuperModel.CharacterHealth > 0) { _characterSuperModel.CharacterLevel++; _characterSuperModel.CharacterBaseHealth += 2; _characterSuperModel.CharacterMaxHealth += 2; _characterSuperModel.CharacterHealth = _characterSuperModel.CharacterMaxHealth; _characterSuperModel.Gold += ((enemy.ATK) * 2); } else { _characterSuperModel.IsDead = true; } EndFight :; }
internal Data Create(Row _Row) { Data _Data; switch (this.Index) { case 1: _Data = new Abilities(_Row, this); break; case 2: _Data = new Achievements(_Row, this); break; case 3: _Data = new Alliance_Badges(_Row, this); break; case 4: _Data = new Alliance_Roles(_Row, this); break; case 5: _Data = new Area_Effect(_Row, this); break; case 6: _Data = new Arenas(_Row, this); break; case 7: _Data = new Buildings(_Row, this); break; case 8: _Data = new Character_Buffs(_Row, this); break; case 9: _Data = new Characters(_Row, this); break; case 10: _Data = new Chest_Order(_Row, this); break; case 11: _Data = new Configuration_Definitions(_Row, this); break; case 12: _Data = new Content_Tests(_Row, this); break; case 13: _Data = new Decos(_Row, this); break; case 14: _Data = new Draft_Deck(_Row, this); break; case 15: _Data = new Event_Categories(_Row, this); break; case 16: _Data = new Event_Category_Definitions(_Row, this); break; case 17: _Data = new Event_Category_Enums(_Row, this); break; case 18: _Data = new Event_Category_Object_Definitions(_Row, this); break; case 19: _Data = new Exp_Levels(_Row, this); break; case 20: _Data = new Gamble_Chests(_Row, this); break; case 21: _Data = new Game_Modes(_Row, this); break; case 22: _Data = new Globals(_Row, this); break; case 23: _Data = new Heroes(_Row, this); break; case 24: _Data = new Locales(_Row, this); break; case 25: _Data = new Locations(_Row, this); break; case 26: _Data = new NPCS(_Row, this); break; case 27: _Data = new Predefined_Decks(_Row, this); break; case 28: _Data = new Projectiles(_Row, this); break; case 29: _Data = new Rarities(_Row, this); break; case 30: _Data = new Regions(_Row, this); break; case 31: _Data = new Resource_Packs(_Row, this); break; case 32: _Data = new Resources(_Row, this); break; case 33: _Data = new Shop(_Row, this); break; case 34: _Data = new Spell_Sets(_Row, this); break; case 35: _Data = new Spells_Buildings(_Row, this); break; case 36: _Data = new Spells_Characters(_Row, this); break; case 37: _Data = new Spells_Heroes(_Row, this); break; case 38: _Data = new Spells_Others(_Row, this); break; case 39: _Data = new Survival_Modes(_Row, this); break; case 40: _Data = new Taunts(_Row, this); break; case 41: _Data = new Tournament_Tiers(_Row, this); break; case 42: _Data = new Treasure_Chests(_Row, this); break; case 43: _Data = new Tutorials_Home(_Row, this); break; case 44: _Data = new Tutorial_NPC(_Row, this); break; default: { _Data = new Data(_Row, this); break; } } return(_Data); }
public NPCLoaderTest() { midgardNPCS = SceneResourceReader.GetMidgardResource <NPCS> (SceneResourceReader.MidgardNPCTest); }
public DialogParserFertigkeitTest() { midgardNPCSorig = SceneResourceReader.GetMidgardResource <NPCS> (SceneResourceReader.MidgardNPC); midgardNPCS = SceneResourceReader.GetMidgardResource <NPCS> (SceneResourceReader.MidgardNPCTest); midgardNPCS2 = SceneResourceReader.GetMidgardResource <NPCS> (SceneResourceReader.MidgardNPCTest2); }