public Player(string name, Color color, PlayerType type) { this.Name = name; this.Color = color; initPlayerControl(type); this.UnlockedDesigns = new HashSet <PredefinedDesign>(); this.Intelligence = new Intelligence(); this.Orders = new PlayerOrders(); #if DEBUG this.id = NextId(); #endif }
private void OnTriggerEnter2D(Collider2D collision) { //add blueberries if (collision.gameObject.tag == "Blueberries") { if (Input.GetAxis("Topping" + playerNum) != 0) { PlayerOrders.eachOrderHas[0] = true; } } //add syrup if (collision.gameObject.tag == "Syrup") { if (Input.GetAxis("Topping" + playerNum) != 0) { PlayerOrders.eachOrderHas[1] = true; } } //add nuts if (collision.gameObject.tag == "Nuts") { if (Input.GetAxis("Topping" + playerNum) != 0) { PlayerOrders.eachOrderHas[2] = true; } } //add chocochips if (collision.gameObject.tag == "ChocoChips") { if (Input.GetAxis("Topping" + playerNum) != 0) { PlayerOrders.eachOrderHas[3] = true; } } //add whipped cream if (collision.gameObject.tag == "Whipcream") { if (Input.GetAxis("Topping" + playerNum) != 0) { PlayerOrders.eachOrderHas[4] = true; } } //check against order 1 if (collision.gameObject.tag == "Order1") { if (Input.GetAxis("Interact" + playerNum) != 0) { PlayerOrders.checkOrder(0); PlayerOrders.eachOrderHas = new List <bool>(7); } } //check against order 2 if (collision.gameObject.tag == "Order2") { if (Input.GetAxis("Interact" + playerNum) != 0) { PlayerOrders.checkOrder(1); PlayerOrders.eachOrderHas = new List <bool>(7); } } //check against order 3 if (collision.gameObject.tag == "Order3") { if (Input.GetAxis("Interact" + playerNum) != 0) { PlayerOrders.checkOrder(2); PlayerOrders.eachOrderHas = new List <bool>(7); } } //check against order 4 if (collision.gameObject.tag == "Order4") { if (Input.GetAxis("Interact" + playerNum) != 0) { PlayerOrders.checkOrder(3); PlayerOrders.eachOrderHas = new List <bool>(7); } } //check against order 5 if (collision.gameObject.tag == "Order5") { if (Input.GetAxis("Interact" + playerNum) != 0) { PlayerOrders.checkOrder(4); PlayerOrders.eachOrderHas = new List <bool>(7); } } }
private static Tuple <StatesDB, Player[], Player> loadSaveData(IkonComposite saveData, ObjectDeindexer deindexer, StaticsDB statics) { var stateData = saveData[MainGame.StatesKey].To <IkonComposite>(); var ordersData = saveData[MainGame.OrdersKey].To <IkonArray>(); var stars = new StarCollection(); foreach (var rawData in stateData[StatesDB.StarsKey].To <IEnumerable <IkonComposite> >()) { stars.Add(StarData.Load(rawData, deindexer)); } var planets = new PlanetCollection(); foreach (var rawData in stateData[StatesDB.PlanetsKey].To <IEnumerable <IkonComposite> >()) { planets.Add(Planet.Load(rawData, deindexer)); } var wormholes = new WormholeCollection(); foreach (var rawData in stateData[StatesDB.WormholesKey].To <IEnumerable <IkonComposite> >()) { wormholes.Add(Wormhole.Load(rawData, deindexer)); } var players = new List <Player>(); foreach (var rawData in saveData[MainGame.PlayersKey].To <IEnumerable <IkonComposite> >()) { players.Add(Player.Load(rawData, deindexer)); } var organellePlayer = Player.Load(saveData[MainGame.OrganellePlayerKey].To <IkonComposite>(), deindexer); var developments = new DevelopmentProgressCollection(); foreach (var rawData in stateData[StatesDB.DevelopmentAdvancesKey].To <IEnumerable <IkonComposite> >()) { developments.Add(DevelopmentProgress.Load(rawData, deindexer)); } var research = new ResearchProgressCollection(); foreach (var rawData in stateData[StatesDB.ResearchAdvancesKey].To <IEnumerable <IkonComposite> >()) { research.Add(ResearchProgress.Load(rawData, deindexer)); } var treaties = new TreatyCollection(); foreach (var rawData in stateData[StatesDB.TreatiesKey].To <IEnumerable <IkonComposite> >()) { treaties.Add(Treaty.Load(rawData, deindexer)); } var reports = new ReportCollection(); foreach (var rawData in stateData[StatesDB.ReportsKey].To <IEnumerable <IkonComposite> >()) { reports.Add(ReportFactory.Load(rawData, deindexer)); } var designs = new DesignCollection(); foreach (var rawData in stateData[StatesDB.DesignsKey].To <IEnumerable <IkonComposite> >()) { var design = Design.Load(rawData, deindexer); design.CalcHash(statics); designs.Add(design); deindexer.Add(design.ConstructionProject, design.ConstructionProject.IdCode); } var colonizations = new ColonizationCollection(); foreach (var rawData in stateData[StatesDB.ColonizationKey].To <IEnumerable <IkonComposite> >()) { colonizations.Add(ColonizationProject.Load(rawData, deindexer)); } var fleets = new FleetCollection(); foreach (var rawData in stateData[StatesDB.IdleFleetsKey].To <IEnumerable <IkonComposite> >()) { fleets.Add(Fleet.Load(rawData, deindexer)); } var colonies = new ColonyCollection(); foreach (var rawData in stateData[StatesDB.ColoniesKey].To <IEnumerable <IkonComposite> >()) { colonies.Add(Colony.Load(rawData, deindexer)); } var stellarises = new StellarisCollection(); foreach (var rawData in stateData[StatesDB.StellarisesKey].To <IEnumerable <IkonComposite> >()) { stellarises.Add(StellarisAdmin.Load(rawData, deindexer)); } for (int i = 0; i < players.Count; i++) { players[i].Orders = PlayerOrders.Load(ordersData[i].To <IkonComposite>(), deindexer); } organellePlayer.Orders = PlayerOrders.Load(saveData[MainGame.OrganelleOrdersKey].To <IkonComposite>(), deindexer); return(new Tuple <StatesDB, Player[], Player>( new StatesDB(stars, wormholes, planets, colonies, stellarises, developments, research, treaties, reports, designs, fleets, colonizations), players.ToArray(), organellePlayer )); }
public Player(GraphicsDevice gd, Texture2D unittex, string name = "default") { Units = new LocalUnits(gd, unittex); Orders = new PlayerOrders(); Name = name; }