private void AddController(XboxController controller)
    {
        int id = ((int)controller) - 1;
        // If there's a container empty, then add a player into it. (Not sure if we should do this, or just match the ID to the connected controller).
        GameObject containerGO = this.GetContainerByID(id).gameObject;

        if (containerGO)
        {
            // Getting the container and checking if it already has a player
            PlayerContainer container = containerGO.GetComponent <PlayerContainer>();
            if (container.HasPlayer)
            {
                return;
            }

            // Setting up the container:
            container.ID         = id;
            container.Controller = controller;
            container.HasPlayer  = true;
            container.ToggleMech();
            ++assignedPlayers;
        }
        else
        {
            Debug.Log("Can't find container.");
        }
    }
        /// <summary>
        /// Load the view from from the provided JSON
        /// </summary>
        /// <param name="root">The JSON-object containing the serialized view</param>
        /// <param name="archive">Optional archive that the data points should be loaded from</param>
        /// <returns></returns>
        public async Task DeserializeView(JObject root, IDataStructure archive = null)
        {
            if (!await SerializableViewHelper.EnsureViewType(root, this, false, true))
            {
                return;
            }

            var figures = XamarinHelpers.GetAllChildElements <FigureView>(PlayerContainer);

            foreach (var figure in figures)
            {
                figure.RemoveThisView();
            }

            PlayerContainer.ViewerContext          = ViewerContext;
            FigureView.DeserializationFailedWarned = false;
            if (root["player_container"] is JObject playerContainerJson)
            {
                await PlayerContainer.DeserializeView(playerContainerJson, archive);
            }
            if (root["playbar"] is JObject playbarJson)
            {
                await Playbar.DeserializeView(playbarJson, archive);
            }
        }
示例#3
0
    public IEnumerator EndScene(string scene, bool stopTime=true, bool setCheckpoint = true, bool stopTimeOnLoad=false)
    {
        loadingScene = true;
        if(stopTime) Time.timeScale = 0;
        playerGO = GameObject.FindWithTag ("Player");
        if(playerGO!=null){
            player = playerGO.GetComponent<PlayerContainer> ();
            player.playerInControl = false;
        }
        if(setCheckpoint) markCheckpoint (scene);

        // Make sure the texture is enabled.
        ren.enabled = true;
        if(loadingIcon!=null) loadingIcon.SetActive (true);
        // Start fading towards black.
        while(ren.color.a < 0.95f) {
            yield return null;
            FadeToBlack();
        }

        AsyncOperation async = Application.LoadLevelAsync(scene); //Load scene
        yield return async;
        if(loadingIcon!=null) loadingIcon.SetActive (false);
        // If the texture is almost clear...
        while(ren.color.a > 0.001f) {
            FadeToClear();
            yield return null;
        }
        ren.color = Color.clear;
        ren.enabled = false;
        if(playerGO!=null) player.playerInControl = true;
        if(!stopTimeOnLoad)Time.timeScale = 1;
        loadingScene = false;
    }
示例#4
0
    //[Command]
    void Remove()
    {
        bool successful = PlayerContainer.Remove(player);

        UIDebugScript.write(successful.ToString());
        NetworkServer.Destroy(g_fighter);
        Debug.Log(player.ToString() + " quit the game.");
    }
        /// <summary>
        /// Store the important parts of the objects in the provided JSON object (or a new one if the provided one is null)
        /// </summary>
        /// <param name="root">The JSON object the view should be stored in</param>
        /// <returns>The serialized JSON-view</returns>
        public JObject SerializeView(JObject root = null)
        {
            root = SerializableViewHelper.SerializeDefaults(root, this);

            root["player_container"] = PlayerContainer.SerializeView();
            root["playbar"]          = Playbar.SerializeView();

            return(root);
        }
示例#6
0
 void OnTriggerEnter(Collider other)
 {
     if(other.tag == "Player") {
         inRange = true;
         data.nearInteractable = true;
         if(!autoSpeak && !npcObject) Speak();
         p = other.GetComponent<PlayerContainer>();
     }
 }
示例#7
0
        public PropertyBag(InfiniminerGame gameInstance)
        {
            // Initialize our network device.
            NetPeerConfiguration netConfig = new NetPeerConfiguration("InfiniminerPlus");

            netConfig.EnableMessageType(NetIncomingMessageType.DiscoveryResponse);
            netConfig.EnableMessageType(NetIncomingMessageType.ErrorMessage);
            netConfig.EnableMessageType(NetIncomingMessageType.DebugMessage);
            netConfig.EnableMessageType(NetIncomingMessageType.WarningMessage);
            netClient = new NetClient(netConfig);
            //netClient.SimulatedMinimumLatency = 0.1f;
            //netClient.SimulatedLatencyVariance = 0.05f;
            //netClient.SimulatedLoss = 0.1f;
            //netClient.SimulatedDuplicates = 0.05f;
            netClient.Start();

            // Initialize engines.
            Engines = new Dictionary <string, Tuple <IEngine, Type> >();

            RegisterEngine(new BlockEngine(gameInstance), "blockEngine");
            RegisterEngine(new InterfaceEngine(gameInstance), "interfaceEngine");
            RegisterEngine(new PlayerEngine(gameInstance), "playerEngine");
            RegisterEngine(new SkyplaneEngine(gameInstance), "skyplaneEngine");
            RegisterEngine(new ParticleEngine(gameInstance), "particleEngine");

            PlayerContainer          = new PlayerContainer();
            SettingsContainer        = new SettingsContainer();
            ChatContainer            = new ChatContainer();
            TeamContainer            = new TeamContainer();
            TeamContainer.BeaconList = new Dictionary <Vector3, Beacon>();

            PlayerList = new Dictionary <uint, Player>();

            // Create a camera.
            PlayerContainer.PlayerCamera = new Camera(gameInstance.GraphicsDevice);
            UpdateCamera();

            // Load sounds.
            if (!gameInstance.NoSound)
            {
                soundList[InfiniminerSound.DigDirt]         = gameInstance.Content.Load <SoundEffect>("sounds/dig-dirt");
                soundList[InfiniminerSound.DigMetal]        = gameInstance.Content.Load <SoundEffect>("sounds/dig-metal");
                soundList[InfiniminerSound.Ping]            = gameInstance.Content.Load <SoundEffect>("sounds/ping");
                soundList[InfiniminerSound.ConstructionGun] = gameInstance.Content.Load <SoundEffect>("sounds/build");
                soundList[InfiniminerSound.Death]           = gameInstance.Content.Load <SoundEffect>("sounds/death");
                soundList[InfiniminerSound.CashDeposit]     = gameInstance.Content.Load <SoundEffect>("sounds/cash");
                soundList[InfiniminerSound.ClickHigh]       = gameInstance.Content.Load <SoundEffect>("sounds/click-loud");
                soundList[InfiniminerSound.ClickLow]        = gameInstance.Content.Load <SoundEffect>("sounds/click-quiet");
                soundList[InfiniminerSound.GroundHit]       = gameInstance.Content.Load <SoundEffect>("sounds/hitground");
                soundList[InfiniminerSound.Teleporter]      = gameInstance.Content.Load <SoundEffect>("sounds/teleport");
                soundList[InfiniminerSound.Jumpblock]       = gameInstance.Content.Load <SoundEffect>("sounds/jumpblock");
                soundList[InfiniminerSound.Explosion]       = gameInstance.Content.Load <SoundEffect>("sounds/explosion");
                soundList[InfiniminerSound.RadarHigh]       = gameInstance.Content.Load <SoundEffect>("sounds/radar-high");
                soundList[InfiniminerSound.RadarLow]        = gameInstance.Content.Load <SoundEffect>("sounds/radar-low");
                soundList[InfiniminerSound.RadarSwitch]     = gameInstance.Content.Load <SoundEffect>("sounds/switch");
            }
        }
示例#8
0
    private void PlayerConnected(BoltConnection connection)
    {
        BoltConsole.Write("PlayerConnected", Color.yellow);

        PlayerContainer PC = new PlayerContainer(Random.Range(1000000, 9999999).ToString(), connection);

        players.Add(PC);

        RebuildRosterList();
    }
示例#9
0
 private void CreateInstance()
 {
     if (Instance == null)
     {
         Instance = this;
     }
     else
     {
         Destroy(gameObject);
     }
 }
示例#10
0
        public string GetPlayerIdFromName(string playerName)
        {
            string link = "https://masterbattlerite.com/";

            masterBattleriteClient = new RestClient(new Uri(link));
            var             req       = new RestRequest($"profile/{playerName}/lookup");
            var             response  = masterBattleriteClient.Execute(req);
            var             json      = response.Content;
            PlayerContainer container = JsonConvert.DeserializeObject <PlayerContainer>(json);

            return(container.Player.UserId);
        }
示例#11
0
    public void OnGameOver()
    {
        //Do something when time is over
        var    min    = result.result.OrderBy(kvp => kvp.Value).First();
        var    minKey = min.Key;
        string winner = PlayerContainer.Get(minKey).getName();

        server.SendResult(winner);
        result.SetWinner(winner);
        SceneManager.LoadScene("ResultScene");
        RpcOnGameOver(winner);
    }
示例#12
0
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            arial = this.Content.Load <SpriteFont>("Arial");

            this.rTater = new Rotator(348, 202);
            baseJeep    = Texture2d.FromFileName(this.GraphicsDevice, "Content/Jeep.png");
            var jeepFrames = FramesGenerator.GenerateFrames(new FrameInfo(243, 243), new Dimensions(baseJeep.Width, baseJeep.Height));

            player = new PlayerContainer(this.spriteBatch, this.baseJeep, new Character(jeepFrames), this.rTater, player1Keys, new Point(100, 125));
        }
示例#13
0
    /// <summary>
    /// Sends out the result messages based on the teamResult.
    /// </summary>
    /// <param name="teamResult">
    /// Lose = -1;
    /// Tie = 0;
    /// Win = 1;
    /// </param>
    void PropagateResultMessages(PlayerContainer[] players, int teamResult)
    {
        switch(teamResult) {
        case -1:
            for(int i=0; i<players.Length; i++) {
                if(players[i] != null && players[i].m_player != Network.player) {
                    Debug.Log ("Message sent to: " + players[i].m_player);
                    networkView.RPC("InitLoseSequence", players[i].m_player);
                } else if (players[i] != null && players[i].m_player == Network.player) {
                    Debug.Log ("Message sent to: server");
                    StartCoroutine("ClosingSequence", "YOU LOSE!");
                }
            }
            /*foreach(PlayerContainer p in players) {
                networkView.RPC ("InitLoseSequence", p.m_player);
            }*/
            break;
        case 0:
            for(int i=0; i<players.Length; i++) {
                if(players[i] != null && players[i].m_player != Network.player) {
                    Debug.Log ("Message sent to: " + players[i].m_player);
                    networkView.RPC("InitTieSequence", players[i].m_player);
                } else if (players[i] != null && players[i].m_player == Network.player) {
                    Debug.Log ("Message sent to: server");
                    StartCoroutine("ClosingSequence", "DRAW!");
                }
            }
            /*foreach(PlayerContainer p in players) {
                networkView.RPC ("InitTieSequence", p.m_player);
            }*/
            break;
        case 1:
            for(int i=0; i<players.Length; i++) {
                if(players[i] != null && players[i].m_player != Network.player) {
                    Debug.Log ("Message sent to: " + players[i].m_player);
                    networkView.RPC("InitWinSequence", players[i].m_player);
                } else if (players[i] != null && players[i].m_player == Network.player) {
                    Debug.Log ("Message sent to: server");
                    StartCoroutine("ClosingSequence", "YOU WIN!");
                }
            }
            /*foreach(PlayerContainer p in players) {
                networkView.RPC ("InitWinSequence", p.m_player);
            }*/
            break;
        }

        Debug.Log ("Messages Sent");
    }
示例#14
0
    private void PlayerDisconnected(BoltConnection connection)
    {
        BoltConsole.Write("PlayerDisconnected", Color.yellow);

        PlayerContainer PC = players.First(x => x.Connection == connection);

        PC.InGame = false;

        if (PC.HasPlayer)
        {
            BoltNetwork.Destroy(PC.Player);
        }

        RebuildRosterList();
    }
示例#15
0
        public void SetUp()
        {
            _subEventContext = Substitute.For <IEventContext>();
            _subEventContext.GetEvent(EventKey.FrameUpdate).Returns(new TofuEvent(EventKey.FrameUpdate));

            _subServiceContext = TestUtilities.BuildSubServiceContextWithServices(new Dictionary <string, object>
            {
                { "IEventContext", _subEventContext }
            });

            _playerContainer = new PlayerContainer();
            _playerContainer.Build();
            _playerContainer.BindServiceContext(_subServiceContext);
            _playerContainer.ResolveServiceBindings();
            _playerContainer.Initialize();
        }
 // Use this for initialization
 void Start()
 {
     master = GameObject.Find ("Master").GetComponent<PlayerContainer>();
     coin = GameObject.Find ("Coin_1");
     collectCount = 0;
     tries = 0;
     score = GameObject.Find ("Score");
     do {
         tmp.Set (UnityEngine.Random.Range (-115, 75),coin.transform.position.y,UnityEngine.Random.Range (-100, 86));
         result = Physics.OverlapSphere (tmp, 2f);
         tries++;
     } while(result.Length != 0 && tries < 5);
     coin.transform.position = tmp;
     startTime = DateTime.Now;
     pushedToDatabase = false;
 }
    // Use this for initialization
    void Start()
    {
        master = GameObject.Find ("Master").GetComponent("PlayerContainer") as PlayerContainer;
        player = GameObject.Find ("Player");
        titleMenu = GameObject.Find ("TitleMenu");

        inField = titleMenu.GetComponentInChildren<InputField> ();
        if (master.Player != null) {
            inField.text = master.Player.name;
        }
        if (master.race) {
            GameObject.Find("RawImage").SetActive(false);
        }
        if (Application.loadedLevelName == "FoodCourt") {
            GameObject.Find("RawImage").transform.position = new Vector3 (Screen.width - 70, Screen.height - 50, 0);
        }
    }
示例#18
0
    // Loops through the container list and returns the first container without a player.
    private PlayerContainer FindNextEmptyContainer()
    {
        for (int i = 0; i < playerContainers.Count; ++i)
        {
            // Checking if the container has a player, and skipping the return if it does:
            PlayerContainer container = playerContainers[i].GetComponent <PlayerContainer>();
            if (container.HasPlayer)
            {
                continue;
            }

            // Returning the empty container.
            return(container);
        }

        // Returns null if no empty container is found.
        return(null);
    }
示例#19
0
    /* Instantiate player GameObjects in
     *  the scene and init their data. */
    private List <PlayerData> InstantiatePlayerObjects()
    {
        List <PlayerData> playerDataList = new List <PlayerData>();

        /* Possible player control types. */
        GameObject human = Resources.Load <GameObject> (ResourcePath.playerHuman);
        GameObject ai    = Resources.Load <GameObject> (ResourcePath.playerAI);

        playerDataList.Clear( );

        for (int id = 0; id < playerControlType.Count; id++)
        {
            GameObject player;
            bool       isHuman;
            string     playerName = "";

            if (playerControlType[id])
            {
                isHuman    = true;
                player     = MonoBehaviour.Instantiate <GameObject> (human);
                playerName = "Human";
            }
            else
            {
                isHuman    = false;
                player     = MonoBehaviour.Instantiate <GameObject> (ai);
                playerName = "The AI";
            }

            if (player != null)
            {
                PlayerContainer.AttachToTransformAsChild(player);
                playerDataList.Add(new PlayerData(player, player.GetComponent <Player> ( ), id, isHuman, playerName));
                ++currentGamePlayerCount;
            }
            else
            {
                Debug.Log("[PlayerConfiguration][InstantiatePlayerObjects] GameObject 'player' is null ");
            }
        }
        //Resources.UnloadAsset ( human );
        //Resources.UnloadAsset ( ai );
        return(playerDataList);
    }
示例#20
0
    // Use this for initialization
    void Start()
    {
        master = GameObject.Find ("Master").GetComponent<PlayerContainer> ();
        this.participants = new List<Participant> ();
        participants.Add(new Participant(GameObject.Find("Player")));

        GameObject[] gameObjects = GameObject.FindGameObjectsWithTag("Participant");
        for (int j = 0; j < gameObjects.Length; j++) {
            Participant temp = new Participant(gameObjects[j]);
            participants.Add(temp);
        }
        for (int i = 0; i < participants.Count; i++) {
            Debug.Log(participants[i].gameObject.tag.ToString());
        }
        winner = 0;
        raceOver = false;
        pushedToDatabase = false;
        startTime = DateTime.Now;
    }
示例#21
0
    void CmdAdd(bool host)
    {
        GameInputManager i = FindObjectOfType <GameInputManager> ();

        isHost    = i.isHost;
        g_fighter = (GameObject)Instantiate(Mario);
        //g_fighter = (GameObject)Instantiate (Inkachu);
        fighter = g_fighter.GetComponent <Fighter> ();
        player  = PlayerContainer.Add(fighter);
        FindObjectOfType <ResultContainer> ().Add(player);
        this.gameObject.name = player.ToString();
        fighter.SetPlayer(player);
        fighter.setName(player.ToString());
        fighter.SetInput(this);
        fighter.SetLocalClient(isHost);
        NetworkServer.Spawn(g_fighter);
        Debug.Log(PlayerContainer.Get(player).getName() + " joined the game");
        RpcAdd(player);
    }
示例#22
0
        public async Task <bool> VerifySteam64IDAsync(long steamID)
        {
            using (HttpClient client = new HttpClient())
                using (HttpResponseMessage response = await client.GetAsync(SteamPlayerAPI + keyParameter + steamAPIKey + steamIDs + steamID))
                    using (HttpContent content = response.Content)
                    {
                        bool foundUser = false;

                        string result = await content.ReadAsStringAsync();

                        PlayerContainer player = JsonConvert.DeserializeObject <PlayerContainer>(result);

                        if (player.response.Player.Count() > 0)
                        {
                            foundUser = true;
                        }

                        return(foundUser);
                    }
        }
示例#23
0
    private void RemoveController(XboxController controller)
    {
        int        id          = ((int)controller) - 1;
        GameObject containerGO = this.GetContainerByID(id).gameObject;

        if (containerGO)
        {
            PlayerContainer container = containerGO.GetComponent <PlayerContainer>();
            if (!container.HasPlayer)
            {
                return;
            }
            container.ID         = -1;
            container.Controller = ((XboxController)0);
            container.HasPlayer  = false;
            container.ToggleMech();
            --assignedPlayers;
        }
        else
        {
            Debug.Log("Can't find container.");
        }
    }
    // Use this for initialization
    void Start()
    {
        pc = GameObject.Find ("Master").GetComponent ("PlayerContainer") as PlayerContainer;
        player = GameObject.Find("Player");
        rigidBody = player.GetComponent<Rigidbody>();
        titleMenu = GameObject.Find ("TitleMenu");
        arrow = GameObject.Find ("Arrow");
        if (Application.loadedLevelName != "TitleScreen") {
            titleMenu.SetActive(false);
            if(Application.loadedLevelName == "FoodCourt" && pc.race)
            {
                Vector3 temp = new Vector3(55.26f, player.transform.position.y, -7.3f);
                player.transform.position = temp;
                arrow.SetActive(false);
                GameObject.Find ("Coin_1").SetActive(false);
            }
        }
        paused = false;

        canvas = GameObject.Find ("Canvas");
        text = canvas.GetComponentInChildren<Text> ();
        race = Race.Instance ();
    }
    // Use this for initialization
    void Start()
    {
        obstacles = GameObject.Find ("Obstacles");
        pc = GameObject.Find ("Master").GetComponent("PlayerContainer") as PlayerContainer;
        if (!pc.race) {
            Collider[] result;
            temp = new Vector3 ();
            int tries;
            foreach (Transform child in obstacles.transform) {
                tries = 0;
                do {
                    temp.x = Random.Range (-112, 85);
                    temp.y = child.position.y;
                    temp.z = Random.Range (-105, 93);
                    result = Physics.OverlapSphere (temp, 10f);
                    tries++;
                } while(result.Length != 0 && tries < 5);

                child.position = temp;
            }
        } else {
            obstacles.SetActive(false);
        }
    }
示例#26
0
    void seePlayer(Collider other)
    {
        if(player!=null) pc = player.GetComponent<PlayerContainer>();
        // Create a vector from the enemy to the player and store the angle between it and forward.
        Vector3 direction = other.transform.position - transform.position;
        float angle = Vector3.Angle(direction, transform.forward);
        if (angle < fieldOfViewAngle) {
            RaycastHit hit;

            // ... and if a raycast towards the player hits something...
            if(Physics.Raycast(transform.position + transform.up, direction.normalized, out hit, sightRange))
            {
                Debug.DrawLine(transform.position, hit.point, Color.red);
                // ... and if the raycast hits the player...
                if (hit.collider.gameObject.tag == "Player")
                {

                    // ... the player is in sight.
                    if(pc.playerHiddenInCoffin() && !playerInSight) {
                        if(!checkedCoffin) {
                            Vector3 midPoint = Vector3.Lerp(player.transform.position, transform.position,0.5f);
                            playerLastSighting = midPoint;
                            checkedCoffin = true;
                        }
                    }
                    else if(canSee) {
                        playerInSight = true;
                        checkedCoffin = false;
                    }
                    //Debug.Log ("I SEE YOU!");
                    // Set the last global sighting is the players current position.
                    if(player == null || player.active == false) { //IN CASE PLAYER SWITCHES
                        player = GameObject.FindWithTag("Player").transform;
                        playerAnimator = player.GetComponent<Animator>();
                    }
                    if(canSee && !pc.playerHiddenInCoffin()) {
                        playerLastSighting = player.transform.position;
                        cautionTimer = 0; //Reset caution timer since player's busted
                    }
                }
                else playerInSight = false;
            }
            else playerInSight = false;
        }
        else playerInSight = false;

        //Exception: Get in the "personal bubble"
        float distanceFromPlayer = Vector3.Distance(player.transform.position, transform.position);
        if (distanceFromPlayer <= 2.5f) {
            // ... the player is in sight.
            playerInSight = true;
            //Debug.Log ("I SEE YOU!");
            // Set the last global sighting is the players current position.
            if(player == null || player.active == false) { //IN CASE PLAYER SWITCHES
                player = GameObject.FindWithTag("Player").transform;
                playerAnimator = player.GetComponent<Animator>();
            }
            playerLastSighting = player.transform.position;
            cautionTimer = 0; //Reset caution timer since player's busted
        }
    }
示例#27
0
 void startWalking()
 {
     player = GameObject.FindWithTag ("Player").GetComponent<PlayerContainer> ();
     player.StopAllCoroutines ();
     StartCoroutine (walk());
 }
示例#28
0
 public void CreatePlayer(GameObject at)
 {
     PlayerContainer =
         _assetProvider.Instantiate(AssetPath.PlayerPath, at.transform.position, at.transform.rotation).GetComponent <PlayerContainer>();
 }
示例#29
0
 public void UpdateMana(PlayerContainer[] team)
 {
     for(int i=0; i<team.Length; i++) {
         if(team[i] != null) {
             team[i].m_mana.Update();
         }
     }
 }
示例#30
0
    /// <summary>
    /// Fill the player list with all of the players currently in the game.
    /// This function is to be called after players have moved past the lobby.
    /// Typically, the best object to call this function would be the scene manager
    /// as it has access to data about which players are actively player and which
    /// are spectators.
    /// </summary>
    public void Initialize(params NetworkPlayer[] players)
    {
        if(Network.isServer) {
            // Create all player containers
            for(int i=0; i<players.Length; i++) {
                PlayerContainer newPlayer = new PlayerContainer();
                newPlayer.m_player = players[i];
                newPlayer.m_avatar = null;
                newPlayer.m_buffs = new BuffContainer();
                newPlayer.m_health = new Health();
                newPlayer.m_health.SetHealth(DEFAULT_HEALTH);
                newPlayer.m_mana = new Mana();
                newPlayer.m_mana.SetMana(DEFAULT_MANA);
                newPlayer.m_mana.SetRegenRate(DEFAULT_MANA_REGEN);
                newPlayer.m_team = i%2;

                this.players.Add(newPlayer);
            }

            // Decide teams at this time, this is only a temporary solution
            teamOne = new int[players.Length/2 + (players.Length%2==1 ? 1 : 0)];
            teamTwo = new int[players.Length/2];

            for(int i=0; i<players.Length; i++) {
                int j=0;
                if(i%2 == 0) {
                    teamOne[j] = i;
                } else {
                    teamTwo[j] = i;
                    j++;
                }
            }
        }
    }
示例#31
0
 void Awake()
 {
     animator = model.GetComponent<Animator>();
     player = GetActivePlayer.getActivePlayer().GetComponent<PlayerContainer>();
 }
示例#32
0
 public static void AttachToTransformAsChild(GameObject playerGameObject) {
     PlayerContainer container = FindObjectOfType<PlayerContainer> ( );
     playerGameObject.transform.SetParent ( container.transform );
 }
 private void TreeView_DataPointTapped(object sender, IDataPoint dataPoint)
 {
     PlayerContainer.DataPointSelected(dataPoint, ViewerContext);
 }
示例#34
0
 /// <summary>
 /// Filialo konstruktorius su parametrais
 /// </summary>
 /// <param name="race">Rasė</param>
 /// <param name="town">Miestas</param>
 public Branch(string race, string town)
 {
     Race    = race;
     Town    = town;
     Players = new PlayerContainer();
 }
示例#35
0
 void OnApplicationQuit()
 {
     PlayerContainer.Remove(player);
     Debug.Log(player.ToString() + " quit the game.");
 }
示例#36
0
 private void OnPlayerCreation(object sender, EventPlayerCreationArgs e)
 {
     target = e.player.GetComponentInChildren <PlayerContainer>();
 }
示例#37
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        }                                            //Veikėjų konteineris


        /// <summary>
        /// Filialo konstruktorius
        /// </summary>
        public Branch()
        {
            Players = new PlayerContainer();
        }