//If target respawn //If zombie respawn on random position on map //If player respawn on player layer on map public void Respawn() { death = false; if (zombie) { coll.enabled = true; do { Vect = new Vector3(Random.Range(0, 100), transform.position.y, Random.Range(0, 100)); }while (Vect.x < 20f || Vect.z < 20f); nav.Warp(Vect); } else { do { Vect = new Vector3(Random.Range(1, 10), transform.position.y, Random.Range(1, 10)); }while (Vect.x > 10f || Vect.z > 10f); transform.position = Vect; } transform.rotation = Quaternion.AngleAxis(Random.Range(0, 360), Vector3.up); Data_PlayerFile_Sr d = RoomsManager.GetPlayerData(index); d.SetHP(d.HPMax); NetworkWriter wr = new NetworkWriter(); wr.StartMessage(Networking_msgType_Sr.Respawn); wr.Write(index); wr.Write(transform.position); wr.Write(transform.rotation); wr.FinishMessage(); RoomsManager.SendReliableAtRoom(wr, index); }
public bool DisconnectPlayer(int index) { bool yes = false; if (index >= 0 && playersData.Count > index) { AccountData acc = Networking_OnConnect.GetAccountData(playersData[index].sessionID); if (acc != null) { yes = true; //Remove rooms data at account data acc.indexInRoom = -1; acc.roomID = -1; Message_Sr.DisconnectPlayer disc = new Message_Sr.DisconnectPlayer(); disc.ID = playersData[index].sessionID; RoomsManager.SendReliableToRoom(Networking_msgType_Sr.DisconnectPlayer, disc, roomID); //Remove player weapon Player_MovePlayer controll = playersData[index].playerMoveScript; if (controll.weaponOnMe) { RoomsManager.SendIntToAllRoom(Networking_msgType_Sr.RemoveItemOnScene, controll.weaponOnMe.index, roomID); RemoveItem(controll.weaponOnMe.index); } //Remove player data Destroy(playersData[index].playerObj); playersData[index] = null; playerListNULLVALLUE.Add(index); playerNumber--; } } return(yes); }
/// <summary> /// Damage zombie /// </summary> /// <param name="damage">damage</param> /// <param name="indexPlayer">player index</param> public void ZombieDamage(int damage, int indexPlayer) { //Take damage Data_PlayerFile_Sr zm = RoomsManager.GetPlayerData(index); zm.Damage(damage); //If zombie not have target follow the attacking if (target == null) { Player_MovePlayer player = RoomsManager.GetPlayerController(indexPlayer); if (player) { target = player; player.AddFollowZombie(index); } } //If zombie death if (zm.HP <= 0) { Death(); string zmName = RoomsManager.GetPlayerData(index).nick; if (!string.IsNullOrEmpty(zmName)) { SQL_SavePlayerData.Kill(indexPlayer, zmName); } } }
void CalculateDropChance() { Data_PlayerFile_Sr zombie = RoomsManager.GetPlayerData(index); int dropID = 0; if (zombie.HPMax >= 100) { dropID = 2; if (zombie.HPMax >= 200) { dropID = Random.Range(2, 3); } if (zombie.HPMax >= 300) { dropID = Random.Range(3, 4); } float chance = zombie.HPMax * zombie.attackPower / (float)dropID / 1000; Random.seed = (int)Time.time; float var1 = Random.value; Random.seed = (int)Time.time * Random.Range(3, 7); float var2 = Random.value; if (Mathf.Abs(var1 - var2) < chance) { AccountData acc = Networking_OnConnect.GetAccountData(index); Player_Weapon_Sr weap = RoomsManager.InstantiateWeapon((weaponType_Sr)dropID, transform.position, acc.roomID); weap.DropWeapon(true); } } }
public IHttpActionResult DeleteRoom([FromUri] int id) { RoomsManager rm = new RoomsManager(); rm.DeleteRoom(id); return(Ok()); }
public static void Load(ReceivePacket p) { uint UniqueRoomId = p.readUD(); int gen2 = p.readD(); int slot = (int)p.readC(); int num = (int)p.readC(); Room room = RoomsManager.getRoom(UniqueRoomId, gen2); if (room == null) { return; } if (num == 0) { RoomsManager.RemoveRoom(UniqueRoomId); } else { Player player = room.getPlayer(slot, false); if (player != null) { player.ResetAllInfos(); } } }
public void Init(string version) { instance = this; serializer = new BinaryFormatterSerializer(); objectPool = new ObjectPool(); provider = new PhotonNetworkProvider(); messenger = new HoloNetMessenger(); players = new PlayersManager(); objectsManager = new NetObjectsManager(); stateSynchronizer = new StateSynchronizer(); tickSynchronizer = new TickSynchronizer(); rooms = new RoomsManager(); provider.Init(version); objectsManager.Init(); stateSynchronizer.Init(); tickSynchronizer.Init(); messenger.Pause(); tickSynchronizer.Pause(); serializer.RegisterSerializationRule <Vector3>(new Vector3SerializationRule()); serializer.RegisterSerializationRule <Quaternion>(new QuaternionSerializationRule()); serializer.RegisterSerializationRule <HoloNetPlayer>(new HoloNetPlayerSerializationRule()); }
public void destroy() { Vector2 pos = new Vector2(transform.position.x, transform.position.y); RoomsManager.removeRoom(nPos); Destroy(gameObject); }
private static void LoadPacket(byte[] buffer) { ReceivePacket p = new ReceivePacket(buffer); switch (p.readH()) { case 1: RespawnSync.Load(p); break; case 2: RemovePlayerSync.Load(p); break; case 3: uint UniqueRoomId = p.readUD(); int gen2 = p.readD(); int num = (int)p.readC(); Room room = RoomsManager.getRoom(UniqueRoomId, gen2); if (room != null) { room._serverRound = num; } break; } }
public void Init(Camera camera, FirstPersonController controller) { this.camera = camera; this.cameraFading = FadingManager.GetInstance(); this.controller = controller; roomsManager = RoomsManager.GetManager(); }
public void ResetRoomInfo(int gen2) { for (int id = 0; id < 200; ++id) { this._objects[id] = new ObjectInfo(id); } this._mapId = RoomsManager.getGenV(gen2, 1); this.stageType = RoomsManager.getGenV(gen2, 2); this._sourceToMap = -1; this.Map = (MapModel)null; this.LastRound = 0; this._dropCounter = 0; this._isBotMode = false; this._hasC4 = false; this._serverRound = 0; this._objsSyncRound = 0; this.LastObjsSync = new DateTime(); this.LastPlayersSync = new DateTime(); this.BombPosition = new Half3(); if (!Config.isTestMode) { return; } Logger.warning("A room has been reseted by server.", false); }
//If target death //if zombie respawn automaticly //If player block move and fire, wait click respawn void Death() { death = true; NetworkWriter wr = new NetworkWriter(); wr.StartMessage(Networking_msgType_Sr.Death); wr.Write(index); wr.FinishMessage(); RoomsManager.SendReliableAtRoom(wr, index); if (zombie) { coll.enabled = false; CancelInvoke(); Invoke("Respawn", 20f); target.ZombieStopFollow(index); target = null; nav.destination = transform.position; CalculateDropChance(); } else { w = false; s = false; a = false; d = false; move = Vector3.zero; while (ZombieFollowMe.Count != 0) { RoomsManager.GetPlayerController(ZombieFollowMe[0]).FollowTargetDead(); ZombieFollowMe.RemoveAt(0); } } }
private void Start() { roomsManager = RoomsManager.GetManager(); dispatcher = Dispatcher.GetInstance(); address = dispatcher.GetFreeAddress(); dispatcher.Subscribe(EBEventType.RoomSpawningTrigger, address, gameObject); dispatcher.Subscribe(EBEventType.ItemCollected, address, gameObject); }
public BaseViewModel() { _classesManager = new ClassesManager(); _clientsManager = new ClientsManager(); _roomsManager = new RoomsManager(); _workersManager = new WorkersManager(); _workPlanManager = new WorkPlanManager(); }
public RoomsViewModel() { _roomsManager = GetRoomsManager(); AddRoomCommand = new BaseCommand(AddRoom); EditRoomCommand = new BaseCommand(EditRoom); SaveCommand = new BaseCommand(SaveChanges); CancelCommand = new BaseCommand(Cancel); }
//Save player kills and rang to DB public static void Kill(int sessionID, string zombie) { Data_PlayerFile_Sr player = RoomsManager.GetPlayerData(sessionID); if ("strongzombie" == zombie) { player.zombieStrong++; } else if ("mutantzombie" == zombie) { player.zombieMutant++; } else if ("zombie" == zombie || "sickzombie" == zombie || "policezombie" == zombie) { player.zombie++; } player.PlayerScores = player.zombie + (player.zombieMutant * 2) + (player.zombieStrong * 3); if (player.rang != 11) { int rang = CheckRang(player.PlayerScores); if (rang > player.rang) { player.rang = rang; NetworkWriter wr = new NetworkWriter(); wr.StartMessage(Networking_msgType_Sr.Rang); wr.Write(sessionID); wr.Write(player.rang); wr.FinishMessage(); RoomsManager.SendReliableAtRoom(wr, sessionID); string title = SetTitle(player.rang); if (!string.IsNullOrEmpty(title)) { player.title = title; wr = new NetworkWriter(); wr.StartMessage(Networking_msgType_Sr.Title); wr.Write(sessionID); wr.Write(title); wr.FinishMessage(); RoomsManager.SendReliableAtRoom(wr, sessionID); } } } Linq.CommandText = string.Format("UPDATE charecter SET zombie = '{0}', zombie_mutant = '{1}', zombie_strong = '{2}', PlayerScores = '{3}', rang = '{4}', title = '{5}' WHERE PlayerName = '{6}'", player.zombie, player.zombieMutant, player.zombieStrong, player.PlayerScores, player.rang, player.title, player.nick); MySqlDataReader Reader = Linq.ExecuteReader(); try { Reader.Read(); Reader.Close(); } catch (MySqlException ex) { Debug.Log(ex.ErrorCode + ex.Message); } Reader.Close(); }
public virtual void StartReload() { reload = true; Message_Sr.Reload_Sr rel = new Message_Sr.Reload_Sr(); rel.index = shooterIndex; rel.reloadTime = reloadTime; RoomsManager.SendUnreliableToRoom(Networking_msgType_Sr.Reload, rel, roomID); Invoke("ReloadDone", reloadTime); }
public void loadTorches() { List <Vector3> torches = RoomsManager.getTorches(roomName); foreach (Vector3 torchPos in torches) { GameObject torch = Instantiate(torchPrefab); torch.transform.position = transform.position + torchPos; } }
public IHttpActionResult PostRoom([FromBody] RoomDto rc) { RoomsManager rm = new RoomsManager(); IMapper iMapper = AutomapperInitialize(); var source = rc; var destination = iMapper.Map <RoomDto, Room>(source); rm.CreateRoom(destination); return(Ok()); }
//Zombie start attack and block move public void ZombieAttack() { attack = true; NetworkWriter wr = new NetworkWriter(); wr.StartMessage(Networking_msgType_Sr.ZombieAttack); wr.Write(index); wr.FinishMessage(); RoomsManager.SendReliableAtRoom(wr, index); Invoke("ZombieAttackDone", 1.8f); }
public void Connect(RoomsManager <RoomEventType, IRoom, object> manager) { manager.RoomsChanger.OnAfterRoomOpened += (room) => { manager.Hooks.Invoke(room, RoomEventType.OnOpen); }; manager.RoomsChanger.OnBeforeRoomClosed += (room) => { manager.Hooks.Invoke(room, RoomEventType.OnClosed); }; }
private static void QueuePlayer(NetworkMessage data) { data.DecodeData(); RoomsManager.EnqueuePlayer(new PlayerInfoModel { PlayerID = data.senderID, Name = data.data.ToString(), }); Interface.Log(string.Format("Player {0}:{1} queued!", data.data, data.senderID)); }
/// <summary> /// Player drop weapon if he have him /// </summary> public void DropWeapon() { if (weaponOnMe) { weaponOnMe.DropWeapon(true); Message_Sr.DropWeapon_Sr dropped = new Message_Sr.DropWeapon_Sr(); dropped.index = index; RoomsManager.SendReliableAtRoom(Networking_msgType_Sr.DropWeapon, dropped, index); } }
//Sync move target void SyncMove() { Message_Sr.PlayerGoTo_Sr run = new Message_Sr.PlayerGoTo_Sr(); run.index = index; run.sendVec = transform.position; run.rotate = transform.rotation; RoomsManager.SendReliableAtRoom(Networking_msgType_Sr.PlayerMove, run, index); if (syncMove) { Invoke("SyncMove", syncTime); } }
void SyncPosition() { NetworkWriter wr = new NetworkWriter(); wr.StartMessage(Networking_msgType_Sr.ItemPositionUpdate); wr.Write(index); wr.Write(transform.position); wr.Write(transform.rotation); wr.FinishMessage(); RoomsManager.SendUnreliableToRoom(wr, roomID); Invoke("SyncPosition", syncTime); }
void Start() { roomsManager = RoomsManager.GetManager(); roomsManager.RegisterRoomEntry(this); itemsManager = ItemsManager.GetInstance(); door = GetComponentInChildren <Door>(); dispatcher = Dispatcher.GetInstance(); address = dispatcher.GetFreeAddress(); dispatcher.Subscribe(EBEventType.RoomSpawningTrigger, address, gameObject); dispatcher.Subscribe(EBEventType.DoorClosingTrigger, address, gameObject); dispatcher.Subscribe(EBEventType.HallMovingTriggerEntered, address, gameObject); }
public static void SendTopList(NetworkMessage netMsg) { Message_Sr.PlayerAction act = netMsg.ReadMessage <Message_Sr.PlayerAction>(); if (Networking_OnConnect.AccountVerefication(act.index, act.log, act.pass)) { NetworkConnection con = RoomsManager.GetPlayerConnection(act.index); if (con != null) { con.SendWriter(top, 1); } } }
// Start is called before the first frame update void Start() { roomsManager = GameObject.FindGameObjectWithTag("RoomsManager").GetComponent <RoomsManager>(); itemLocalPositions = new Dictionary <int, Vector3>(); itemGridPositions = new Dictionary <Vector2, int>(); itemObjects = new Dictionary <int, GameObject>(); selectedGridPosition = Vector2.zero; targetPosition = inactivePosition; itemLocalPositionAnchor = new Vector3(-1, 3, -2); //position of the first item //Debug.Log(Object.ReferenceEquals(items[0] , items[1])); }
// Start is called before the first frame update void Start() { roomsManager = GameObject.FindGameObjectWithTag("RoomsManager").GetComponent <RoomsManager>(); if (roomsManager.returnMode) { Instantiate(plant1, transform); } else { Instantiate(plant2, transform); } }
void OnDisconnect(NetworkMessage netmsg) { try { RoomsManager.Disconnect(netmsg.conn.connectionId); netmsg.conn.Disconnect(); Debug.Log("Disconnection successful " + netmsg.conn); } catch { Debug.Log("Disconnection fail " + netmsg.conn); } }