void Awake() { players = new List <Player>(); current_player_index = 0; current_movement_path = new Stack <Tile>(); instance = this; }
/// <summary> /// Keeping this around in case I support more mods that have helmets. It parses all the extracted XComHelmetContent files in a directory and generates a /// text file that has custom information on which helmets block things like hair and facial props /// </summary> /// <param name="rawHelmetFilesRootDir">The top level directory of the extracted files from the XCOM Editor</param> /// <param name="outputFilePath">The consolidated output text file location</param> static void ParseHelmetInfo(string rawHelmetFilesRootDir, string outputFilePath) { var overlord = new Overlord(); overlord.LoadCustomizationTemplates(); var files = new DirectoryInfo(rawHelmetFilesRootDir).GetFiles("*", SearchOption.AllDirectories); var sb = new StringBuilder(); foreach (var file in files) { var lines = File.ReadAllLines(file.FullName).Where(l => !string.IsNullOrEmpty(l)).Select(l => l.Trim().Replace("\"", "").Split('=')).Where(l => l.Length > 1).ToList(); string arcName = $"{file.Directory.Name}.{lines.First(l => l[0] == "Name")[1]}"; bool hideHair = !lines.Any(l => l[0] == "FallbackHairIndex"); bool hideUpper = lines.Any(l => l[0] == "bHideUpperFacialProps"); bool hideLower = lines.Any(l => l[0] == "bHideLowerFacialProps"); bool hideFacialHair = lines.Any(l => l[0] == "bHideFacialHair"); var matchingTemplate = overlord.Templates.First(t => t.ArchetypeName?.Equals(arcName, StringComparison.OrdinalIgnoreCase) ?? false); sb.AppendLine($"{matchingTemplate.Name}={(hideHair ? "" : "!")}HideHair,{(hideUpper ? "" : "!")}HideUpperFaceProps,{(hideLower ? "" : "!")}HideLowerFaceProps,{(hideFacialHair ? "" : "!")}HideFacialHair"); } File.WriteAllText(outputFilePath, sb.ToString()); }
protected override void Start() { Overlord o = FindObjectOfType <Overlord>(); if (o != null) { foreach (Item item in o.inventory) { for (int i = 0; i < item.abilities.Length; i++) { abilities.Add(item.abilities[i].ability); } this.strength += item.stats.strength; this.energy += item.stats.energy; this.endurance += item.stats.endurance; this.resilience += item.stats.resilience; } } this.health = PlayerPrefs.GetInt("player_health", 100); if (this.health <= 0) { this.health = 100; } base.Start(); }
void Awake() { players = new List<Player>(); current_player_index = 0; current_movement_path = new Stack<Tile>(); instance = this; }
public void GetReward() { _o = Overlord._instance; if (_o.currentEvent == null) { _o.currentEvent = _o.GetRandomEvent(Overlord.EventTypes.TREASURE); } animate = true; shake_timer = _SHAKE_TIME_; GetComponent <Button>().interactable = false; Item i = _o.currentEvent.rewards[Random.Range(0, _o.currentEvent.rewards.Length)]; Debug.Log(i.name); item.GetComponent <Image>().sprite = i.artwork; Text t = item.transform.Find("Text").GetComponent <Text>(); t.text = string.Format(_TREASURE_TEXT_, i.name, i.description); if (_o.inventorySlots <= _o.inventory.Count) { t.text += "\nYou can't carry more objects. Leaving this treasure behind drives you more insane."; } _o.InventoryAdd(i); }
private LogicNode CreateLogic(XmlNode node, Overlord overlord) { if (overlord.LogicConstructorInfos.ContainsKey(node.Name) == false) { throw new Exception("Logic class not found for " + node.Name); } List <object> args = new List <Object> { node }; if (overlord.LogicConstructorInfos [node.Name].ContainsLogic) { args.Add(new CreateLogicVessel(CreateLogic, overlord)); } if (overlord.LogicConstructorInfos [node.Name].ContainsExpressions) { args.Add(overlord.ExpressionConstructorInfos); } LogicNode logic = (LogicNode)Activator.CreateInstance(overlord.LogicConstructorInfos [node.Name].Type, args.ToArray()); return(logic); }
public void init(Overlord o, int vx) { overlord = o; worth = vx; if (overlord == null) { overlordSetup(); } else { active = true; } myUI = Instantiate(UI); try { myUI.GetComponent <InGameItemUI>().init(); myUI.transform.SetParent(this.transform); myUI.transform.position = this.transform.position; myUI.transform.Translate(0, 0, -3f); myUI.SetActive(false); } catch (System.Exception e) { Debug.LogError("@Morgan - Red alert, This function is busted at the init call!"); } }
/*TODO: * * Slection currently hard coded for only player units, needs to work for enemy too * * * * * */ //Class Constructor public virtual void Init(Generator mainmap, Overlord overlor, Vector2 loc) { //set cross variables mainMap = mainmap; overlord = overlor; stdMath = mainmap.stdMath; Random.InitState(stdMath.seed); //Initialize Character Controller anim = this.gameObject.GetComponent <Animator> (); //con = this.gameObject.AddComponent<CharacterController> (); //con.slopeLimit = 90; //con.center = new Vector3 (0, 1, 0); //set sight plane size tileLocation = loc; //set default layers defaultLayer = overlord.defualtLayer; defaultLayerOutline = overlord.defualtLayerOutline; //set friendly/enemy status baseStats.overlord = overlor; baseStats.isEnemy = !overlor.activePlayer; }
public override void LoadGame(Game game, Overlord overlord, XmlNode root) { XmlNode vars = root ["CustomVars"]; UniqueList <string> existing = new UniqueList <string> ("Duplicate custom var {{}}"); for (var i = 0; i < vars.ChildNodes.Count; i++) { XmlNode v = vars.ChildNodes [i]; XmlAttributeCollection attrs = v.Attributes; string name = attrs ["name"].Value; existing.Add(name); CustomVar customVar = null; if (v.Name == "CustomArrayVar") { string [] values = attrs ["values"].Value.Split(','); customVar = new CustomArrayVar(name, values); } else { string value = attrs ["value"].Value; customVar = new CustomSingleVar(name, value); } game.CustomVars.Add(customVar); } }
public static void RegisterOverlord(Overlord _overlord) { string _name = ""; foreach (GameObject _lobbyPlayerObj in GameObject.FindGameObjectsWithTag("LobbyPlayer")) { if (_lobbyPlayerObj != null) { LobbyPlayer _lobbyPlayer = _lobbyPlayerObj.GetComponent <LobbyPlayer>(); if (_lobbyPlayer.playerID == _overlord.playerID) { _name = _lobbyPlayer.name; } } } _name += "(Overlord)"; _overlord.SetName(_name); overlord = _overlord; registeredPlayers++; if (registeredPlayers == connectedPlayers) { InitiatePlayer(); } }
public PrototypesPage() { Resources.Add("Self", this); Resources.Add("OpenCommand", new DelegateCommand((sender) => { var dialog = new System.Windows.Forms.FolderBrowserDialog(); var result = dialog.ShowDialog(); if (result == System.Windows.Forms.DialogResult.OK) { var aomDir = new AOMDirectory(); aomDir.Load(dialog.SelectedPath); Overlord.FromAOMDirectory(aomDir, (log) => { }); } })); Resources.Add("SaveCommand", new DelegateCommand((sender) => { MessageBox.Show("Saving doesnt work yet"); /*var dialog = new SaveFileDialog() { }; * dialog.ShowDialog();*/ })); Resources.Add("CloseCommand", new DelegateCommand((sender) => { })); Resources.Add("PrototypeImageCommand", new DelegateCommand((prototype) => { var unitSettings = new UnitPrototypeSettings() { Prototype = prototype as PrototypeViewModel, }; unitSettings.Show(); })); InitializeComponent(); /*if (string.IsNullOrWhiteSpace(Overlord.Directory)) { * ((Storyboard)FileSourceGrid.Resources["FileSourceGridFlash"]).Begin(); * }*/ }
public override void RegisterExpressionConstructors(Overlord overlord) { overlord.ExpressionConstructorInfos.Add("Constant", new ExpressionConstructorInfo(typeof(Constant), false)); overlord.ExpressionConstructorInfos.Add("Concatenate", new ExpressionConstructorInfo(typeof(Concatenate), false)); overlord.ExpressionConstructorInfos.Add("RandomInt", new ExpressionConstructorInfo(typeof(RandomInt), false)); }
private void Awake() { if (_instance == null) { _instance = this; DontDestroyOnLoad(this); } else { DestroyImmediate(gameObject); } rng = new System.Random(); // If there are items in the inventory, add Cards to the collection if necessary. for (int i = 0; i < inventory.Count; i++) { Item item = inventory[i]; for (int j = 0; j < item.cards.Length; j++) { collection.Add(item.cards[j]); } } currentEvent = null; }
private void LoadAOMDirectory(AOMDirectory dir) { //LoadBar.IsIndeterminate = true; //LoadBar.Visibility = Visibility.Visible; if (dir.Loaded) { TryingLoad.Visibility = Visibility.Visible; NotLoaded.Visibility = Visibility.Collapsed; Overlord.FromAOMDirectory(dir, (log) => { string errors = log.ErrorsAsString, warnings = log.WarningsAsString, infos = log.InfosAsString; if (!string.IsNullOrWhiteSpace(errors) || !string.IsNullOrWhiteSpace(warnings) || !string.IsNullOrWhiteSpace(infos)) { string msg = "Load complete." + (!string.IsNullOrWhiteSpace(errors) ? "\n\nErrors:\n" + errors : "") + (!string.IsNullOrWhiteSpace(warnings) ? "\n\nWarnings:\n" + warnings : "") + (!string.IsNullOrWhiteSpace(infos) ? "\n\nInfo:\n" + infos : ""); SetValue(MessagesProperty, msg); Debug.WriteLine("Loaded AOM data from " + dir); } //LoadBar.IsIndeterminate = false; //LoadBar.Visibility = Visibility.Hidden; LoadError.Visibility = Visibility.Collapsed; WindowContent.Visibility = Visibility.Visible; }); } //((Storyboard)FileSourceGrid.Resources["FileSourceGridFlash"]).Stop(); }
private void frmTemplateBrowser_Load(object sender, EventArgs e) { _overlord = new Overlord(); _overlord.LoadCustomizationTemplates(); var dt = new DataTable(); using (var reader = ObjectReader.Create(_overlord.Templates)) dt.Load(reader); dt.Columns["Display"].SetOrdinal(0); dt.Columns["Name"].SetOrdinal(1); dt.Columns["Gender"].SetOrdinal(2); dt.Columns["Race"].SetOrdinal(3); dt.Columns["Language"].SetOrdinal(4); dt.Columns["ArchetypeName"].SetOrdinal(5); dt.Columns["CharacterTemplate"].SetOrdinal(6); dt.Columns["ArmorTemplate"].SetOrdinal(7); dt.Columns["Veteran"].SetOrdinal(8); dt.Columns["CanUseOnCivilian"].SetOrdinal(9); dt.Columns["SpecializedType"].SetOrdinal(10); dt.Columns["SetNames"].SetOrdinal(11); dt.Columns["Tech"].SetOrdinal(12); dt.Columns["PartType"].SetOrdinal(13); dt.Columns["Origin"].SetOrdinal(14); templateBs.DataSource = dt; dgvTemplates.DataSource = templateBs; dgvTemplates.Columns["Index"].Visible = false; dgvTemplates.Columns["PartTypeLocalized"].Visible = false; ApplyFilter(); }
private void LoadLogic(Game game, XmlNode node, Overlord overlord) { for (int i = 0; i < node.ChildNodes.Count; i++) { XmlNode n = node.ChildNodes [i]; game.Logic.Add(CreateLogic(n, overlord)); } }
new public void setOverlord(Overlord o) { this.overlord = o; this.camps = o.environmentCore.mapSlice.camps; this.campSlice.setOverlord(o); mb1.region = 4; mb2.region = 5; }
public bool active = false; //state of the resource core //----------------------------------------------------------------------------------------------------------------------------- //called by the overlord to configure this core new public void setOverlord(Overlord o) { //set the overlord reference to all objects managed in this core this.overlord = o; itemSlice.setOverlord(o); resourceSlice.setOverlord(o); // shopSlice.setOverlord(o); }
//locate and cache a pointer to the resource manager void updateReferences() { overlord = GameObject.FindGameObjectWithTag("master").GetComponent <Overlord>(); resCore = overlord.resourceCore; itemMagr = overlord.resourceCore.itemSlice; resMgr = resCore.resourceSlice; pls = overlord.requestPlayerList(); }
//Initialize class public void InitSight(Unit u, Overlord over, SphereCollider sight, float r, int tilewide) { unit = u; overlord = over; radius = r; tileWidth = tilewide; sightSphere = sight; }
public Model() { peers = new ObservableCollection <Node>(); shares = new SafeObservable <Share>(); messages = new SafeObservable <string>(); converstations = new SafeObservable <Conversation>(); transferSessions = new SafeObservable <TransferSession>(); node = new Node(); overlord = new Overlord(); }
public Model() { peers = new ObservableCollection<Node>(); shares = new SafeObservable<Share>(); messages = new SafeObservable<string>(); converstations = new SafeObservable<Conversation>(); transferSessions = new SafeObservable<TransferSession>(); node = new Node(); overlord = new Overlord(); }
//Class constructor public override void Init(STDMath math, Overlord over, Generator gen) { //set base controls base.Init(math, over, gen); //initialize input classes // mouse = this.gameObject.AddComponent<MouseInput>(); // keys = this.gameObject.AddComponent<KeyboardInput>(); // mouse.con = keys.con = this; }
/* Upgrades left: * * Ranger: 2,3 * * */ //Initializer public override void Init(Unit u, Overlord o, STDMath m) { base.Init(u, o, m); //set unit upgrade actions for (int i = 0; i < numUnitUpgrades; ++i) { SetUnitUpgradeAction(i, GetUnitAction(i, true), GetUnitAction(i, false)); } }
/* * //disgusting little button methods * * * void setW1() * { * controlsOne = 0; * } * void setI1() * { * controlsOne = 1; * } * void setA1() * { * controlsOne = 2; * } * void setM1() * { * controlsOne = 3; * } * * void setW2() * { * controlsTwo = 0; * } * void setI2() * { * controlsTwo = 1; * } * void setA2() * { * controlsTwo = 2; * } * void setM2() * { * controlsTwo = 3; * } * // */ public void begin() { if (!players) { Overlord.changeStage(1, controls[0], controls[1]); } else { Overlord.changeStage(2, controls[0], controls[1]); } }
//class constructor public override void Init(Generator mainmap, Overlord overlor, Vector2 loc) { //initialize unit base.Init(mainmap, overlor, loc); //Set scout base information SetUnitInformation(); //initialize support classes InitSupportClasses(); }
//Universal Initialization public virtual void Init(STDMath math, Overlord over, Generator gen) { //Reference cross class stdMath = math; overlord = over; map = gen; cam = Camera.main; //initalize classes select = this.gameObject.AddComponent <Selector>(); select.Init(this); }
//------------------------------------------------------------------------- public void seMatoEnemigo(Overlord enemigo) { if (activo) { if (enemigo == null) { _cantidadCazada++; tiposEnemigos.Remove(enemigo); Debug.Log("cantidad cazada" + _cantidadCazada); } } }
// Use this for initialization void Start() { _o = Overlord._instance; if (_o.currentEvent == null) { _o.currentEvent = _o.GetRandomEvent(Overlord.EventTypes.MERCHANT); } confirmationPanel.SetActive(false); RefreshInventory(); }
public void init(Camp camp, Overlord ol) { this.camp = camp; this.overlord = ol; stats = new EntityStats(); stats.attack = 10000; cSlice = this.gameObject.AddComponent <CombatSlice>(); //cSlice = new CombatSlice(); cSlice.init(stats, this, null, null); active = true; }
public override void OnInspectorGUI() { DrawDefaultInspector(); GUILayout.Space(30); GUILayout.Label("Functions for use in editor"); Overlord overlord = (Overlord)target; overlord.EditorInit(); MapSlice mSlice = overlord.environmentCore.mapSlice; if (GUILayout.Button("Generate map from file")) { mSlice.InitMap(); Debug.LogError("[WARNING - Game Breaker] Don't forget to set center hub as uncapturable!"); } if (GUILayout.Button("Clear Tiles")) { Transform[] res = mSlice.mapRoot.GetComponentsInChildren <Transform>(); foreach (Transform t in res) { if (t != mSlice.mapRoot.transform && t != null) { DestroyImmediate(t.gameObject); } } } if (GUILayout.Button("Toggle Hidden Tiles")) { mSlice.LoadTiles(); for (int x = 0; x < 35; x++) { for (int y = 0; y < 35; y++) { Tile t = mSlice.map.tMap[x, y]; if (t.hiddenBody) { if (t.bodyObj.activeInHierarchy) { t.bodyObj.SetActive(false); } else { t.bodyObj.SetActive(true); } } } } } }
//Initialize public void Init(bool active, STDMath math, Overlord over, Generator mp) { //Set ecternal variables stdMath = math; overlord = over; map = mp; activePlayer = active; //set empty action lists hireActions = new UnityAction[5]; controlActions = new UnityAction[5]; specialActions = new UnityAction[5]; }
// Use this for initialization void Start() { overlord = this; }
void Awake() { instance = this; }
public PrototypeViewModel(Overlord Overlord) { this.Overlord = Overlord; }
void Start() { instance = this; AudioListener.volume = 0; Notes = new List<AudioClip>() {A0, A1, A2, A3, A4, A5, A6, A7, A8, A9, B0, B1, B2, B3, B4, B5, B6, B7, B8, B9}; Random = new System.Random(); CBO = new CelestialBodyOverlord(); IO = new InputOverlord(); IO.Init(); StartCoroutine(IO.Delay()); Sun = GameObject.Instantiate(SunPrefab) as GameObject; Sun.transform.position = new Vector3(0, 0, 0); audio.volume = 0f; audio.Play(); //SetupSpace(); //CBO.AddBody(new Vector2(3, -3), new Vector2(.4f, 1f), PlanetPrefab); //CBO.AddBody(new Vector2(-3, -3), new Vector2(-.4f, 1f), PlanetPrefab); //CBO.AddBody(new Vector2(-2, 4), new Vector2(-.6f, -1f), PlanetPrefab); }
// Use this for initialization void Start() { ouch = GameObject.Find("Ouch").GetComponent<TextMesh>(); controller = GameObject.Find("GameController").GetComponent<Overlord>(); }
// Use this for initialization void Start() { points = GameObject.Find("Points").GetComponent<TextMesh>(); controller = GameObject.Find("GameController").GetComponent<Overlord>(); StartCoroutine(ResetPoints()); }