Inheritance: NetworkBehaviour
 void GetReferences()
 {
     m_PlayerHealth = GetComponent <PlayerHealth>();
     m_PlayerSetup  = GetComponent <PlayerSetup>();
     m_PlayerShoot  = GetComponent <PlayerShoot>();
     m_RB           = GetComponent <Rigidbody>();
 }
示例#2
0
 void DeathRPC(bool life, PhotonMessageInfo pmi)
 {
     if (life)
     {
         PlayersManager.FindPlayer(pmi.sender).score = PlayersManager.FindPlayer(pmi.sender).score / 7;
         Instantiate(explosion, body.transform.position, body.transform.rotation);
         tankStore.stan.SetActive(false);
         body.material = deathMat;
         head.material = deathMat;
         PlayersManager.FindPlayer(pmi.sender).gameObject.GetComponent <TankEvolution>().HullGameObject.tag = TagsManager.GetTag(Tag.StaticGameObject);
     }
     else
     {
         tankStore.stan.SetActive(true);
         body.material = defaultMat;
         head.material = defaultMat;
         PlayerSetup ps = PlayersManager.FindPlayer(pmi.sender).gameObject.GetComponent <PlayerSetup>();
         GameObject  myColliderObject = GetComponent <TankEvolution>().HullGameObject;
         if (ps.photonView.isMine)
         {
             TagsManager.SetGameObjectTag(myColliderObject, Tag.LocalPlayerBody);
             LayerManager.SetGameObjectLayer(myColliderObject, Layer.LocalPlayer);
         }
         else
         {
             TagsManager.SetGameObjectTag(myColliderObject, Tag.RemotePlayerBody);
             LayerManager.SetGameObjectLayer(myColliderObject, Layer.RemotePlayer);
         }
     }
 }
示例#3
0
	public void Setup() {
		// Get references to the components.
		m_Movement = m_Instance.GetComponent<PlayerController> ();
		m_Weapons = m_Instance.GetComponent<PlayerWeapons> ();
		m_Health = m_Instance.GetComponent<PlayerHealth> ();
		m_Setup = m_Instance.GetComponent<PlayerSetup> ();

		// Get references to the child objects.
		m_Models = m_Health.m_Model;

		//Set a reference to that amanger in the health script, to disable control when dying
		m_Health.m_Manager = this;
		m_Movement.m_Manager = this;
		m_Weapons.m_Manager = this;
		m_Weapons._playerController = m_Movement;

		// Set the player numbers to be consistent across the scripts.
		m_Movement.m_PlayerNumber = m_PlayerNumber;
		m_Movement.m_LocalID = m_LocalPlayerID;

		//setup is use for diverse Network Related sync
		m_Setup.m_Color = m_PlayerColor;
		m_Setup.m_PlayerName = m_PlayerName;
		m_Setup.m_PlayerNumber = m_PlayerNumber;
		m_Setup.m_LocalID = m_LocalPlayerID;
		m_Setup.m_kills = m_Kills;

		DisableControl ();
	}
    public void StartLocalGame()
    {
        int playerCount = GetPlayerCount();

        if (playerCount < 2)
        {
            return;
        }

        terrain.Init(TerrainType.value, Random.Range(0f, 360f));
        manager.PlayerTanks = new List <Tank>();

        float offset  = terrain.MapWidth / (playerCount + 1);
        int   counter = 0;

        for (int i = 0; i < PlayerDataList.Count; i++)
        {
            PlayerSetup playerData = PlayerDataList[i];
            if (playerData.Active.activeInHierarchy)
            {
                Vector3          position    = new Vector3((counter + 1) * offset, 0f, 0f);
                Tank             tank        = Instantiate(TankPrefab, position, Quaternion.identity, TankParent).GetComponent <Tank>(); // todo - init with photon
                Tank.ControlType controlType = playerData.GetControlType();
                tank.Init(playerData.GetName(), counter, playerData.GetColor(), controlType);
                manager.PlayerTanks.Add(tank);
                counter++;
            }
        }

        manager.Init(FromOnlineSetup);

        gameObject.SetActive(false);
    }
    public void StartOnlineGame()
    {
        OnlineGameStarted = true;
        PhotonNetwork.CurrentRoom.IsOpen = false;

        float seed = (float)PhotonNetwork.CurrentRoom.CustomProperties["TerrainSeed"];

        terrain.Init(TerrainType.value, seed);

        int   playerCount = GetPlayerCount();
        float offset      = terrain.MapWidth / (playerCount + 1);
        int   counter     = 0;

        for (int i = 0; i < PlayerDataList.Count; i++)
        {
            PlayerSetup playerData = PlayerDataList[i];
            if (playerData.Active.activeInHierarchy)
            {
                if (playerData.OnlineNumber == PhotonNetwork.LocalPlayer.ActorNumber)
                {
                    Vector3 position = new Vector3((counter + 1) * offset, 0f, 0f);
                    Tank    tank     = PhotonNetwork.Instantiate(TankPrefab.name, position, Quaternion.identity).GetComponent <Tank>();
                    tank.transform.parent = TankParent;
                    tank.Init(playerData.GetName(), counter, playerData.GetColor(), Tank.ControlType.LocalPlayer);
                    manager.PlayerTanks.Add(tank);
                }
                counter++;
            }
        }

        WaitingForOthersToStart = true;
        NumLoadedTanks++;
    }
示例#6
0
        public async Task <IActionResult> ConfigurePlayer()//[FromBody]PlayerSetup setup)
        {
            var setup = new PlayerSetup();

            await TryUpdateModelAsync(setup);

            var player = _ctx.Players
                         .Include(p => p.Game)
                         .SingleOrDefault(p => p.PlayerId == setup.PlayerId);

            if (player == null)
            {
                return(NotFound());
            }

            player.Name = setup.Name;

            var game = new BattleshipGame(player.Game);

            game.PlaceShip(player, setup.IsShipHorizontal, setup.ShipX, setup.ShipY);

            _ctx.SaveChanges();

            return(RedirectToAction(nameof(Player), new { playerId = player.PlayerId }));
        }
示例#7
0
    public MainGameManager(GameSetup gameSetup)
    {
        MapAssetSet assetSet = gameSetup.MapDefinition.GetMapAssetSet();
        Map         map      = new Map(assetSet.MapSetup);

        IEnumerable <PlayerSetup> playerSetups = PlayerSetup.CreateFromMapDefinition(assetSet.MapSetup);
        GameTurnTransition        initialState = GetInitialState(playerSetups, map);

        _turns.Add(initialState);
        _provinceNeighbors = new ProvinceNeighborsTable(CurrentState);

        ObjectManager = new UnityObjectManager(map,
                                               assetSet,
                                               gameSetup.MapPrefab,
                                               gameSetup.FactionPrefab,
                                               gameSetup.OrderIndicatorPrefab,
                                               gameSetup.ScreenCanvas,
                                               initialState.AfterEverything,
                                               playerSetups);
        InteractionManager = new InteractionManager(this,
                                                    map,
                                                    gameSetup,
                                                    ObjectManager,
                                                    playerSetups);
        DisplayManager = new GameDisplayManager(this,
                                                gameSetup,
                                                playerSetups.Select(item => item.Faction),
                                                map,
                                                ObjectManager,
                                                InteractionManager.Factions,
                                                initialState.AfterEverything);
    }
示例#8
0
 // Start is called before the first frame update
 void Start()
 {
     animator             = GetComponent <Animator>();
     playerSetup          = GetComponent <PlayerSetup>();
     health               = startHealth;
     HealthBar.fillAmount = health / startHealth;
 }
 private void Start()
 {
     m_pSetup    = GetComponent <PlayerSetup>();
     m_pMovement = GetComponent <PlayerMovement>();
     m_pCast     = GetComponent <PlayerCast>();
     m_pHealth   = GetComponent <PlayerHealth>();
 }
示例#10
0
    private void OnEnable()
    {
        _session = GameSession.CURRENT;
        _session.ServerConnection.OtherJoinedRoom += ServerConnection_OtherJoinedRoom;
        _session.ServerConnection.OtherLeftRoom += ServerConnection_OtherLeftRoom;
        _session.ServerConnection.OtherChangedSetup += ServerConnection_OtherChangedSetup;
        _header.text = _session.ServerConnection.ConnectedRoom.Name;

        // Load current setup
        foreach (RoomPlayerInfo info in _session.ServerConnection.ConnectedRoom.Players)
        {
            if (info.PlayerID == _session.ServerConnection.PlayerID)
            {
                _setup = info.Setup;
                _boatInput.value = _setup.BoatID;
                _colorInput.value = _setup.FlagColorID;
                _readyInput.isOn = _setup.Ready;
                break;
            }
        }
        if (_setup == null)
        {
            Debug.Log("Failed to load player setup.");
            gameObject.SetActive(false);
        }

        _updateList = true;
    }
示例#11
0
 public override void OnStartLocalPlayer()
 {
     base.OnStartLocalPlayer();
     status = GetComponent<PlayerStatus>();
     setup = GetComponent<PlayerSetup>();
     pauseMenu = Singleton.Get<MenuManager>().GetMenu<PauseMenu>();
 }
 // Use this for initialization
 void Start()
 {
     m_health = GetComponent <PlayerHealth>();
     m_shoot  = GetComponent <PlayerAttack>();
     m_motor  = GetComponent <PlayerMotorOld>();
     m_setup  = GetComponent <PlayerSetup>();
 }
示例#13
0
        public void syncCombatantsLists()
        {
            CombatData       combat  = this._app.Game.CombatData.GetCombat(this._app.GameDatabase, this._combatID, this._systemID, this._turn);
            PlayerCombatData player1 = combat.GetPlayer(this._app.LocalPlayer.ID);

            foreach (PlayerInfo playerInfo in this._app.GameDatabase.GetPlayerInfos())
            {
                PlayerInfo player = playerInfo;
                if (combat.GetPlayer(player.ID) != null)
                {
                    DiplomacyInfo diplomacyInfo = this._app.GameDatabase.GetDiplomacyInfo(player1.PlayerID, player.ID);
                    string        itemGlobalId;
                    if (diplomacyInfo.State == DiplomacyState.WAR)
                    {
                        this._app.UI.AddItem("enemiesList", "", player.ID, "");
                        itemGlobalId = this._app.UI.GetItemGlobalID("enemiesList", "", player.ID, "");
                        this.EnemyPlayers.Add(player.ID);
                    }
                    else
                    {
                        this._app.UI.AddItem("alliesList", "", player.ID, "");
                        itemGlobalId = this._app.UI.GetItemGlobalID("alliesList", "", player.ID, "");
                    }
                    PlayerSetup playerSetup   = this._app.GameSetup.Players.FirstOrDefault <PlayerSetup>((Func <PlayerSetup, bool>)(x => x.databaseId == player.ID));
                    string      propertyValue = playerSetup == null || !(playerSetup.Name != "") ? player.Name : playerSetup.Name;
                    this._app.UI.SetPropertyString(this._app.UI.Path(itemGlobalId, "name"), "text", propertyValue);
                    this._app.UI.SetPropertyString(this._app.UI.Path(itemGlobalId, "playeravatar"), "texture", player.AvatarAssetPath);
                    this._app.UI.SetPropertyString(this._app.UI.Path(itemGlobalId, "badge"), "texture", player.BadgeAssetPath);
                    this._app.UI.SetPropertyColorNormalized(this._app.UI.Path(itemGlobalId, "primaryColor"), "color", player.PrimaryColor);
                    this._app.UI.SetPropertyColorNormalized(this._app.UI.Path(itemGlobalId, "secondaryColor"), "color", player.SecondaryColor);
                    this._app.UI.SetPropertyString(this._app.UI.Path(itemGlobalId, "avatarButton"), "id", "avatarButton|" + (diplomacyInfo.State == DiplomacyState.WAR ? "E|" : "A|") + player.ID.ToString());
                }
            }
        }
示例#14
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    public static void ShowWindow()
    {
        PlayerSetup charSetup = (PlayerSetup)EditorWindow.GetWindow(typeof(PlayerSetup), true, "");

        charSetup.minSize = new Vector2(325, 225);
        charSetup.maxSize = new Vector2(325, 225);
    }
示例#15
0
    public void HandlePlayerWon(Color winnerColor)
    {
        PlayerSetup.AllowInput = false;

        var playersAndColors = PlayerSetup.GetPlayerColors();

        foreach (var player in playersAndColors)
        {
            foreach (var playerScore in PlayerScores)
            {
                if (playerScore.PlayerID == player.Item1)
                {
                    playerScore.Setup(player.Item2, ScoreSystem.GetScoreFromPlayerID(player.Item1).ToString());
                    playerScore.gameObject.SetActive(true);
                }
            }
        }
        WinText.color = winnerColor;
        if (winnerColor == Color.white)
        {
            WinText.text = "Everyone won!";
        }
        else
        {
            WinText.text = $"{GetColorNameFromColor(winnerColor)} wins this round!";
        }
        Panel.SetActive(true);
        StartText.SetActive(true);
        showing = true;
    }
示例#16
0
文件: MenuScene.cs 项目: Tuxar1/NGJ19
 private void StartGame()
 {
     PlayerSetup.ResetPlayers();
     for (int i = 0; i < joinedPlayers.Length; i++)
     {
         var player = joinedPlayers[i];
         if (player == null)
         {
             continue;
         }
         if (player.InputType == InputType.Joystick)
         {
             PlayerSetup.SetUpJoystickPlayer(player.InputID, i, BaseJoyName + player.InputID + HorizontalName, BaseJoyName + player.InputID + JumpName, BaseJoyName + player.InputID + AttackName, player.SelectedColor);
         }
         else if (player.InputType == InputType.JoyCon)
         {
             PlayerSetup.SetUpJoystickPlayer(player.InputID, i, BaseJoyName + player.InputID + HorizontalName + "A", BaseJoyName + player.InputID + JumpName, BaseJoyName + player.InputID + AttackName, player.SelectedColor);
         }
         else
         {
             var jumpKey   = GetJumpKeyCodeForKeyBoardInput(player.InputID);
             var attackKey = GetAttackKeyCodeForKeyBoardInput(player.InputID);
             PlayerSetup.SetUpKeyboardPlayer(player.InputID, i, "Key" + player.InputID + HorizontalName, jumpKey, attackKey, player.SelectedColor);
         }
     }
     ScoreSystem.ResetScore();
     SceneManager.LoadScene(1);
 }
示例#17
0
 void Start()
 {
     playerSetup      = GetComponentInParent <PlayerSetup>();
     attackBoxManager = GetComponentInParent <AttackBoxManager>();
     PlayerName       = playerSetup.transform.name;
     Debug.Log("Attackbox: " + PlayerName);
 }
示例#18
0
        public async Task CreateGame(string mapName, Race opponentRace, Difficulty opponentDifficulty)
        {
            RequestCreateGame createGame = new RequestCreateGame
            {
                Realtime = false,
                LocalMap = new LocalMap {
                    MapPath = mapName
                }
            };


            var player1 = new PlayerSetup();

            createGame.PlayerSetup.Add(player1);
            player1.Type = PlayerType.Participant;

            var player2 = new PlayerSetup();

            createGame.PlayerSetup.Add(player2);
            player2.Race       = opponentRace;
            player2.Type       = PlayerType.Computer;
            player2.Difficulty = opponentDifficulty;

            Request request = new Request {
                CreateGame = createGame
            };
            Response response = await proxy.SendRequest(request);
        }
示例#19
0
 public RoomPlayerInfo(int id, string name, int spawnPointID, PlayerSetup setup)
 {
     PlayerID = id;
     PlayerName = name;
     SpawnPointID = spawnPointID;
     Setup = setup;
 }
示例#20
0
        internal static void SyncPlayerSetupWidget(App game, string panelName, PlayerSetup player)
        {
            string str = null;

            if (!string.IsNullOrEmpty(player.Faction))
            {
                str = Path.GetFileNameWithoutExtension(game.AssetDatabase.GetFaction(player.Faction).NoAvatar);
            }
            game.UI.SetPropertyString(game.UI.Path(panelName, "imgFaction"), "sprite", App.GetFactionIcon(player.Faction));
            game.UI.SetPropertyString(game.UI.Path(panelName, "imgAvatar"), "sprite", string.IsNullOrEmpty(player.Avatar) ? str ?? string.Empty : player.Avatar);
            game.UI.SetPropertyString(game.UI.Path(panelName, "imgBadge"), "sprite", player.Badge ?? string.Empty);
            game.UI.SetPropertyString(game.UI.Path(panelName, "lblPlayerName"), "text", player.Name ?? string.Empty);
            game.UI.SetPropertyString(game.UI.Path(panelName, "lblEmpireName"), "text", string.IsNullOrEmpty(player.EmpireName) ? App.Localize("@GAMESETUP_RANDOM_EMPIRE_NAME") : player.EmpireName);
            game.UI.SetPropertyString(game.UI.Path(panelName, "lblFactionDescription"), "text", App.GetFactionDescription(player.Faction));
            Vector4 vector4_1 = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
            Vector4 vector4_2 = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);

            if (player.EmpireColor.HasValue)
            {
                vector4_1 = new Vector4(Player.DefaultPrimaryPlayerColors[player.EmpireColor.Value] * (float)byte.MaxValue, (float)byte.MaxValue);
            }
            vector4_2 = new Vector4(player.ShipColor * (float)byte.MaxValue, (float)byte.MaxValue);
            game.UI.SetPropertyColor(game.UI.Path(panelName, "imgEmpireColor"), "color", vector4_1);
            game.UI.SetPropertyColor(game.UI.Path(panelName, "sample"), "color", vector4_2);
            game.UI.SetPropertyColor(game.UI.Path(panelName, "LC"), "color", vector4_1);
            game.UI.SetPropertyColor(game.UI.Path(panelName, "RC"), "color", vector4_1);
            game.UI.SetPropertyColor(game.UI.Path(panelName, "BG"), "color", vector4_1);
            game.UI.SetPropertyColor(game.UI.Path(panelName, "RC"), "color", vector4_2);
        }
        private async Task CreateGame(string mapName, Race opponentRace, Difficulty opponentDifficulty)
        {
            var createGame = new RequestCreateGame();

            createGame.Realtime = false;

            var mapPath = Path.Combine(starcraftMaps, mapName);

            if (!File.Exists(mapPath))
            {
                Logger.Info("Unable to locate map: " + mapPath);
                throw new Exception("Unable to locate map: " + mapPath);
            }

            createGame.LocalMap         = new LocalMap();
            createGame.LocalMap.MapPath = mapPath;

            var player1 = new PlayerSetup();

            createGame.PlayerSetup.Add(player1);
            player1.Type = PlayerType.Participant;

            var player2 = new PlayerSetup();

            createGame.PlayerSetup.Add(player2);
            player2.Race       = opponentRace;
            player2.Type       = PlayerType.Computer;
            player2.Difficulty = opponentDifficulty;

            var request = new Request();

            request.CreateGame = createGame;
            var response = await proxy.SendRequest(request);
        }
示例#22
0
    public int BuildBlock(BlockType b, PlayerSetup pSetup)
    {
        Vector3 localPos = this.position;
        Vector3 chunkPos = this.owner.chunk.transform.position;

        Vector3 blockWorldPos = chunkPos + localPos;

        if (pSetup.CheckFences(blockWorldPos, pSetup.username))
        {
            return(2);
        }

        if (b == BlockType.REDSTONE)
        {
            if (pSetup.isServer)
            {
                Debug.Log("Red stone build 1");
                pSetup.RpcFenceSync(true, blockWorldPos, pSetup.username);
            }
            else
            {
                Debug.Log("Red stone build 2");
                pSetup.RpcFenceSync(false, blockWorldPos, pSetup.username);

                //pSetup.CmdFenceSync2(true, blockWorldPos, pSetup.username);
            }
        }

        SetType(b);
        owner.Redraw();
        return(1);
    }
示例#23
0
        //END TEST CODE
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            //Create a list of players
            //logic = new GameLogicBattle(game.GetPlayers());


            logic = new GameLogicClassic();

            boardToShare = logic.GameLogicSetup(plays);

            start       = new Start(BoardWidth, BoardHeight, 0, 0);
            setup       = new Setup(BoardWidth, BoardHeight, 0, 0);
            playerSetup = new PlayerSetup(BoardWidth, BoardHeight, 0, 0);
            endScreen   = new EndScreen(BoardWidth, BoardHeight, 0, 0);

            IsMouseVisible     = true;
            mouseState         = Mouse.GetState();
            previousMouseState = mouseState;
            padState           = GamePad.GetState(PlayerIndex.One);
            prevPadState       = padState;
            //screenCenter = new Point(((BoardWidth / 2)), 0);
            gameState    = GameState.StartMenu;
            screenNumber = 0;
            //scoreBoard.Initialize(this);
            base.Initialize();
        }
示例#24
0
 private static void SetupGameSessionRequirements()
 {
     p1      = new AI_Guess();
     p2      = new AI_Guess();
     p1Setup = new PlayerSetup("P1");
     p2Setup = new PlayerSetup("P2");
 }
示例#25
0
        public async Task CreateGame(String mapName, Race opponentRace, Difficulty opponentDifficulty)
        {
            RequestCreateGame createGame = new RequestCreateGame();

            createGame.Realtime = false;

            string mapPath = Path.Combine(starcraftDir, "maps", mapName);

            if (!File.Exists(mapPath))
            {
                throw new Exception("Could not find map at " + mapPath);
            }
            createGame.LocalMap         = new LocalMap();
            createGame.LocalMap.MapPath = mapPath;

            PlayerSetup player1 = new PlayerSetup();

            createGame.PlayerSetup.Add(player1);
            player1.Type = PlayerType.Participant;

            PlayerSetup player2 = new PlayerSetup();

            createGame.PlayerSetup.Add(player2);
            player2.Race       = opponentRace;
            player2.Type       = PlayerType.Computer;
            player2.Difficulty = opponentDifficulty;

            Request request = new Request();

            request.CreateGame = createGame;
            Response response = await proxy.SendRequest(request);
        }
示例#26
0
 void Start()
 {
     pMotor  = GetComponent <PlayerMotor>();
     pShoot  = GetComponent <PlayerShoot>();
     pHealth = GetComponent <PlayerHealth>();
     pSetup  = GetComponent <PlayerSetup>();
 }
示例#27
0
    public void Setup()
    {
        // Get references to the components.
        m_Movement = m_Instance.GetComponent <PlayerMovement>();
        m_Shooting = m_Instance.GetComponent <PlayerShooting>();
        m_Health   = m_Instance.GetComponent <PlayerHealth>();
        m_Setup    = m_Instance.GetComponent <PlayerSetup>();

        // Get references to the child objects.
        m_PlayerGEO = m_Health.m_PlayerGEO;

        //Set a reference to that amanger in the health script, to disable control when dying
        m_Health.m_Manager = this;

        // Set the player numbers to be consistent across the scripts.
        m_Movement.m_PlayerNumber = m_PlayerNumber;
        m_Movement.m_LocalID      = m_LocalPlayerID;

        m_Shooting.m_PlayerNumber = m_PlayerNumber;
        m_Shooting.m_localID      = m_LocalPlayerID;

        //setup is use for diverse Network Related sync
        m_Setup.m_Color        = m_PlayerColor;
        m_Setup.m_PlayerName   = m_PlayerName;
        m_Setup.m_PlayerNumber = m_PlayerNumber;
        m_Setup.m_LocalID      = m_LocalPlayerID;
    }
示例#28
0
 private void Start()
 {
     setup              = GetComponent <PlayerSetup>();
     view               = GetComponent <PhotonView>();
     stats              = GetComponent <CharacterStats>();
     stats.onPlayerDie += DropCoins;
 }
示例#29
0
 // Use this for initialization
 void Start()
 {
     gameManager = GameObject.Find("GameManager").GetComponent <GameManager>();
     motor       = GetComponent <PlayerMotor>();
     playerSetup = GetComponent <PlayerSetup>();
     player      = GetComponent <Player>();
 }
示例#30
0
 private void PlayerSetup_NameChanged(PlayerSetup arg1, string arg2)
 {
     // Set all the reflectors to have the same name!
     foreach (Collider collider in reflectorColliders)
     {
         collider.name = arg2;
     }
 }
示例#31
0
 public void AddPlayer(PlayerSetup pSetup)
 {
     if (m_playerCount < m_maxPlayers)
     {
         pSetup.m_playerColor = m_PlayerColors[m_playerCount];
         pSetup.m_playerNum   = m_playerCount + 1;
     }
 }
示例#32
0
    //public Image healthBar;

    // Start is called before the first frame update
    void Start()
    {
        PV            = GetComponent <PhotonView>();
        playerSetup   = GetComponent <PlayerSetup>();
        playerSpawner = GameObject.Find("PlayerSpawner").GetComponent <PlayerSpawner>();
        laser.enabled = false;
        isRespawn     = false;
    }
示例#33
0
 public FenceObject(Vector3 A, Vector3 B, PlayerSetup pSetup)
 {
     this.pointA = A;
     this.pointB = B;
     //prefab = pSetup.GetComponent<FenceObject>().prefab;
     this.gameObj = Instantiate(Resources.Load("FenceObject")) as GameObject;
     this.Draw();
 }
示例#34
0
 public void PlayerAbilitiesSetUp(PlayerSetup playerSetup)
 {
     ProgressBar[] progressBars = GameObject.FindObjectsOfType<ProgressBar>();
     player = playerSetup.playerNum;
     for (var i = 0; i < 4; i++)
     {
         if (progressBars[i].player == player)
         {
             progressBar = progressBars[i];
         }
     }
 }
    public void OnSetupColor()
    {
        // Arrange
        PlayerSetup playerSetupController = new PlayerSetup();
        var playerSetup = GetPlayerSetupMock();
        playerSetupController.SetNetworkSetup(playerSetup);
        GameObject[] goArray = new GameObject[3];
        goArray[0] = new GameObject();
        goArray[1] = new GameObject();
        goArray[2] = new GameObject();

        // Act
        playerSetupController.SetUpColor(Color.magenta, goArray); // passing in null

        // Assert
        playerSetup.Received(3).SetMaterialForGameObject(Arg.Any<GameObject>(), Arg.Any<Material>());
    }
 private void OnEnable()
 {
     playerSetup = new PlayerSetup();
     playerSetup.SetNetworkSetup(this);
     // This is messy, but helps with testing..
     playerSetup.magentaBody = magentaBody;
     playerSetup.redBody = redBody;
     playerSetup.cyanBody = cyanBody;
     playerSetup.blueBody = blueBody;
     playerSetup.greenBody = greenBody;
     playerSetup.yellowBody = yellowBody;
     playerSetup.magentaMirror = magentaMirror;
     playerSetup.redMirror = redMirror;
     playerSetup.cyanMirror = cyanMirror;
     playerSetup.blueMirror = blueMirror;
     playerSetup.greenMirror = greenMirror;
     playerSetup.yellowMirror = yellowMirror;
 }
示例#37
0
 public int NewPlayerSetUpNumber(PlayerSetup player)
 {
     for(var i = 0; i < 4; i++)
     {
         if(players[i] == null)
         {
             numOfPlayers++;
             players[i] = player;
             return i;
         }
         if(players[i] != null && players[i].playerNum == PlayerSetup.PlayerEnum.empty)
         {
             numOfPlayers++;
             players[i] = player;
             return i;
         }
     }
     return -1;
 }
示例#38
0
    // if not local player, disable components in array. set components in unity inspector
    void Start()
    {
        PS = this;
        player = GetComponent<Player>();
        if (!isLocalPlayer)
        {
            DisableComponents();
            AssignRemoteLayer(); // changes layer name
		} else {
			sceneCam = Camera.main;
			if(sceneCam != null)
			{
				sceneCam.gameObject.SetActive(false);
			}
            player.isPlayerReady = true;

            //set player name
            nameString = instanceName;
            Cmd_UpdateNameServer(playerID, nameString);
        }
	}
    public void ChangeSetup(PlayerSetup newSetup)
    {
        if (!_logedIn) return;

        BeginSend(PackageFactory.Pack(PackageType.SetupChange, new PlayerSetupData(newSetup)));
    }
示例#40
0
    public void Setup()
    {
        //Get references to the components
        playerSetup = instance.GetComponent<PlayerSetup>();
        playerControl = instance.GetComponent<PlayerControl>();
        playerCamera = instance.GetComponent<PlayerCamera>();

        playerSetup.colorIndex = playerColorIndex;
        playerSetup.playerName = playerName;
        playerSetup.playerNumber = playerNumber;
        playerSetup.randomTerrainSeed = randomTerrainSeed;
    }
示例#41
0
 public void FromBytes(byte[] data, ref int offset)
 {
     PlayerID = new PlayerIDData(data, ref offset).PlayerID;
     Setup = new PlayerSetupData(data, ref offset).Setup;
 }
示例#42
0
 public PlayerSetupData(PlayerSetup setup)
 {
     Setup = setup;
 }
示例#43
0
 public void FromBytes(byte[] data, ref int offset)
 {
     int boatID = (int)data[offset++];
     int flagID = (int)data[offset++];
     bool ready = data[offset++] == (byte)1;
     Setup = new PlayerSetup(boatID, flagID, ready);
 }