void OnCollisionEnter2D(Collision2D collision) { //Debug.Log (transform.tag+" "+transform.name+"COLLISION WITH: "+collision.transform.tag); //Debug.Log ("Player: "+player.name); //Debug.Log (""+collision.gameObject.GetComponentInParent<Transform>().gameObject.name); if (collision.transform.tag != transform.tag && collision.transform.tag != player.tag && collision.transform.tag.Contains("Player")) { Debug.Log("TREFFER!" + collision.transform.name + " " + collision.transform.tag); StatusControl status = collision.transform.GetComponent <PlatformerCharacter2D> ().statusScript; if (status != null) { Debug.Log("DAMAGE!: " + damage); if (!status.subHealth(damage)) { collision.transform.GetComponent <PlatformerCharacter2D> ().die(); } } Destroy(gameObject); } else if (collision.transform.tag.Equals("Shield")) { Debug.Log("SHIELD!"); } else if (collision.transform.tag != player.tag) { Destroy(gameObject); } }
private void Launcher_Load(object sender, EventArgs e) { this.statusControl = new StatusControl(); this.controlsPanel.Controls.Add(this.statusControl); this.backgroundWorker.RunWorkerAsync(); }
public FeatureFactory AddRadioSelectList(SortedDictionary <string, double> textOptions, ControlLocation location = null, EControlUse controlUse = EControlUse.NotSpecified) { if (textOptions == null) { throw new ArgumentNullException(nameof(textOptions)); } foreach (var textOption in textOptions) { if (_feature.HasControlForValue(textOption.Value)) { throw new ArgumentException($"The value {textOption.Value} already has a control bound to it.", nameof(textOptions)); } //TODO radio select list location var dropDownOption = new StatusControl(EControlType.RadioOption) { TargetValue = textOption.Value, Label = textOption.Key, ControlUse = controlUse, Location = location ?? new ControlLocation() }; _feature.AddStatusControl(dropDownOption); } return(this); }
public Editor(TrueTypeFont font) { Font = font; Buffer = new EditorBuffer(); Options = new EditorOptions { HighlightCurrentLine = true, TabSize = 2 }; Hotkeys = new List <Hotkey>(); TextRenderer = new TextRenderer(this); Window = new Window(this); ModeLine = new ModeLine(Font); Cursor = new Cursor { ForceVisible = true }; _ = new FileSystem(this); _ = new Modification(this); _ = new Navigation(this); _ = new StatusControl(this); }
internal void RemoveStatusControl(StatusControl statusControl) { var currentStatusControls = _statusControls ?? new StatusControlCollection(); if (Changes.ContainsKey(EProperty.StatusControls)) { currentStatusControls = Changes[EProperty.StatusControls] as StatusControlCollection ?? new StatusControlCollection(); } currentStatusControls.Remove(statusControl); if (Changes.ContainsKey(EProperty.StatusControls)) { Changes[EProperty.StatusControls] = currentStatusControls; } else { Changes.Add(EProperty.StatusControls, currentStatusControls); } if (_cacheChanges) { return; } _statusControls = currentStatusControls; }
// Update is called once per frame void Update() { if (attackList.Count > 0 && canAttack) { try{ StatusControl sc = attackList[0].GetComponent <StatusControl>(); if (sc.battelStatus != BattelStatus.DEAD) { switch (attackList[0].layer) { case 8: JobBase jb = attackList[0].GetComponent <JobBase>(); jb.skillUsing.skillMethod(jb.skillUsing, jb._target, jb.skillUsing.s_effectTime); break; case 12: EnemyBase eb = attackList[0].GetComponent <EnemyBase>(); eb.skillUsing.skillMethod(eb._target, eb.skillUsing.s_effectTime); break; } canAttack = false; } else { ReadyNextAttack(); } } catch (MissingReferenceException) { ReadyNextAttack(); } } }
public void DestroyControl(Control control) { if (_statusControl == control) { _statusControl = null; } }
public DataAccess() { autentification = new Autentefication(); projectControl = new ProjectControl(); taskControl = new TaskControl(); commentControl = new CommentControl(); accountControl = new AccountControl(); statusControl = new StatusControl(); historyControl = new HistoryControl(); }
public static void StartCombat(Player player, Monster monster) { _player = player; playerStatusC = new StatusControl(_player); _monster = monster; monsterStatusC = new StatusControl(_monster); _player.Status.Weaken = 2; //_player.Status.Fury = 1; NewTurn(); //ResetPlayer(); //playerStatusC.HasTurnStart(); //playerStatusC.ActivateStatus(); //monsterStatusC.HasTurnStart(); //monsterStatusC.ActivateStatus();//Old new turn stuff... }
public PricerSheet(Worksheet sheet) : base(sheet) { _status = ControlRoot.AddControl(new StatusControl(sheet.Range["I4"], 10, 1, 6)); ControlRoot.UnhandledException += ex => { _status.Append(ex); // TODO: _log.Warn(ex); }; var marketSettings = ControlRoot.AddControl(new PropertyGridControl(sheet.Range["B3"])); var market = new DropDownSelector { Values = new[] { "Live", "Close" }.ToReadOnly(), SelectedValue = "Live" }; var valuationDate = new DateEditorControl { Value = Today }; System.Action onMarketChanged = () => valuationDate.IsDisabled = market.SelectedValue == "Live"; market.SelectedValueChanged += onMarketChanged; onMarketChanged(); marketSettings.AddProperty("Valuation Date", valuationDate); marketSettings.AddProperty("Market", market); var trades = new List <TradeRowView>(); trades.Add(new FXForwardRowView { Domestic = { Value = Eur(10000) }, Foreign = { Value = Usd(12000) }, SettlementDate = { Value = Today.AddMonths(3) }, ForwardRate = { Value = 1.2m } }); trades.Add(new FXVanillaOptionRowView { Domestic = { Value = Rub(10000) }, Foreign = { Value = Sgd(-12000) }, SettlementDate = { Value = Today.AddMonths(6) }, Strike = { Value = 1.4m } }); var tradeArea = ControlRoot.AddControl(new DynamicDataGridControl(sheet.Range["B15"], trades)); tradeArea.AddColumns(new[] { "Settlement Date", "Domestic" }); }
public ControlsStore( MainForm mainForm, ProxySettingsControl proxySettingsControl, TargetControl targetControl, AttackOptionsControl attackOptionsControl, WorkersControl workersControl, StatusControl statusControl, TabPage tabAttackOptions ) { MainForm = mainForm; ProxySettingsControl = proxySettingsControl; TargetControl = targetControl; AttackOptionsControl = attackOptionsControl; WorkersControl = workersControl; StatusControl = statusControl; TabAttackOptions = tabAttackOptions; }
/// <summary> /// Add a color picker control to the feature /// </summary> /// <remarks> /// Color pickers do not use the value of the feature to operate. They use a control string; /// so the <see cref="targetValue"/> is superficial and does not correspond to the actual selected color. /// </remarks> /// <param name="targetValue">The value this control occupies on the feature.</param> /// <param name="location">The location of the control in the grid</param> /// <param name="controlUse">The specific use for this control</param> /// <returns>A FeatureFactory with the new color control added</returns> /// <exception cref="ArgumentException">Thrown when a control, targeting the specified value, already exists</exception> public FeatureFactory AddColorPicker(double targetValue, ControlLocation location = null, EControlUse controlUse = EControlUse.NotSpecified) { if (_feature.HasControlForValue(targetValue)) { throw new ArgumentException($"The value {targetValue} already has a control bound to it.", nameof(targetValue)); } var colorPicker = new StatusControl(EControlType.ColorPicker) { TargetValue = targetValue, ControlUse = controlUse, Location = location ?? new ControlLocation() }; _feature.AddStatusControl(colorPicker); return(this); }
/// <summary> /// Add a color picker control to the feature /// </summary> /// <remarks> /// Color pickers do not use the value of the feature to operate. They use a control string; /// so the <see cref="targetRange"/> is superficial and does not correspond to the actual selected color. /// </remarks> /// <param name="targetRange">The values this control occupies on the feature.</param> /// <param name="location">The location of the control in the grid</param> /// <param name="controlUse">The specific use for this control</param> /// <returns>A FeatureFactory with the new color control added</returns> /// <exception cref="ArgumentException">Thrown when a control, targeting the specified value, already exists</exception> public FeatureFactory AddColorPicker(ValueRange targetRange, ControlLocation location = null, EControlUse controlUse = EControlUse.NotSpecified) { if (_feature.HasControlForRange(targetRange)) { throw new ArgumentException($"Some or all of the values in the range {targetRange.Min}-{targetRange.Max} already has a control bound to it.", nameof(targetRange)); } var colorPicker = new StatusControl(EControlType.ColorPicker) { TargetRange = targetRange, IsRange = true, ControlUse = controlUse, Location = location ?? new ControlLocation() }; _feature.AddStatusControl(colorPicker); return(this); }
private void Awake() { Instance = this; PhotonView = GetComponent <PhotonView>(); turn = 1; if (PhotonNetwork.isMasterClient) { active = true; MaxActionPoints = 3; count = 1; ActionPoints = MaxActionPoints; } else { MaxActionPoints = 4; ActionPoints = MaxActionPoints; } UnitRemaining = GameManager.Instance.MainTypeUnit.Count; }
public FeatureFactory AddValueDropDown(ValueRange targetRange, ControlLocation location = null, EControlUse controlUse = EControlUse.NotSpecified) { if (targetRange == null) { throw new ArgumentNullException(nameof(targetRange)); } if (_feature.HasControlForRange(targetRange)) { throw new ArgumentException($"Some or all of the values in the range {targetRange.Min}-{targetRange.Max} already has a control bound to it.", nameof(targetRange)); } var dropDown = new StatusControl(EControlType.ValueRangeDropDown) { TargetRange = targetRange, ControlUse = controlUse, Location = location ?? new ControlLocation() }; _feature.AddStatusControl(dropDown); return(this); }
void OnCollisionEnter2D(Collision2D collision) { if (collision.collider.gameObject.GetComponents <RespawnScript>() == null) { return; } if (collision.collider.gameObject.tag.StartsWith("Player") && collision.collider.gameObject.GetComponents <RespawnScript>() != null) { //UpdatePlayer StatusControl script = collision.collider.gameObject.GetComponent <PlatformerCharacter2D>().statusScript; if (script != null) { script.addEnergy(energyValue); } gameObject.GetComponent <AudioSource>().Play(); //Number stuff controller.maxBalls++; Destroy(gameObject); } }
public FeatureFactory AddNumberInputField(double targetValue, string hintText, ControlLocation location = null, EControlUse controlUse = EControlUse.NotSpecified) { if (string.IsNullOrWhiteSpace(hintText)) { throw new ArgumentNullException(nameof(hintText)); } if (_feature.HasControlForValue(targetValue)) { throw new ArgumentException($"The value {targetValue} already has a control bound to it.", nameof(targetValue)); } var numInput = new StatusControl(EControlType.TextBoxNumber) { TargetValue = targetValue, Label = hintText, ControlUse = controlUse, Location = location ?? new ControlLocation() }; _feature.AddStatusControl(numInput); return(this); }
//Add Controls public FeatureFactory AddButton(double targetValue, string targetStatus, ControlLocation location = null, EControlUse controlUse = EControlUse.NotSpecified) { if (string.IsNullOrWhiteSpace(targetStatus)) { throw new ArgumentNullException(nameof(targetStatus)); } if (_feature.HasControlForValue(targetValue)) { throw new ArgumentException($"The value {targetValue} already has a control bound to it.", nameof(targetValue)); } var button = new StatusControl(EControlType.Button) { TargetValue = targetValue, Label = targetStatus, ControlUse = controlUse, Location = location ?? new ControlLocation() }; _feature.AddStatusControl(button); return(this); }
public void StopGameCall() { //this is in case all the Neutral cells died if (NeutralFlock.GetComponent <Flock>().agents.Count == 0) { GetCurrentCellNumbers(); endGame = true; lose = true; } //this is in case all the good cells died if (GoodFlock.GetComponent <Flock>().agents.Count == 0) { // this first if is checking if the player is still wining without the Good cells if (BadFlock.GetComponent <Flock>().agents.Count > NeutralFlock.GetComponent <Flock>().agents.Count) { //if he is not winning the timer will start timer -= Time.deltaTime; } //in case the player wins without the good cells if (BadFlock.GetComponent <Flock>().agents.Count == 0) { GetCurrentCellNumbers(); endGame = true; win = true; } // when the timer runs out if (timer <= 0) { GetCurrentCellNumbers(); endGame = true; lose = true; } } //this is in case all the Bad cells died if (BadFlock.GetComponent <Flock>().agents.Count == 0) { if (GoodHuntVar >= StatusControl.GetHuntVar()) //last stand is true { lastStand = true; if (GoodFlock.GetComponent <Flock>().agents.Count == 0) { GetCurrentCellNumbers(); endGame = true; win = true; } else if (NeutralFlock.GetComponent <Flock>().agents.Count == 0) { GetCurrentCellNumbers(); endGame = true; lose = true; } } else //last stand is false { if (NeutralFlock.GetComponent <Flock>().agents.Count > GoodFlock.GetComponent <Flock>().agents.Count) { GetCurrentCellNumbers(); endGame = true; win = true; } else if (NeutralFlock.GetComponent <Flock>().agents.Count < GoodFlock.GetComponent <Flock>().agents.Count) { GetCurrentCellNumbers(); // the line of code below might change to a "partial win scenario" later endGame = true; win = true; } } } }
public Control MakeControl() { _statusControl = new StatusControl(this); _statusControl.Update(); return(_statusControl); }
void Start() { statusScript = gameObject.GetComponent <PlatformerCharacter2D> ().statusScript; controlsScript = gameObject.GetComponent <Platformer2DUserControl>(); }
public void setStatusControl(GameObject statusControl) { Debug.Log("StatusControl"); this.statusControl = statusControl; this.statusScript = statusControl.GetComponent <StatusControl>(); }
/// <summary> /// Magic Damage the specified target /// </summary> /// <param name="target">Target.</param> /// <param name="skill">Skill.</param> /// <param name="time">攻撃のタイミング.</param> public IEnumerator MagicDamage(GameObject target, Skill skill, float a_time, string effect, float e_time) { if (skill.s_range > 0) { CreateRange(); GameObject.FindGameObjectWithTag("Range").GetComponent <SphereCollider>().radius = skill.s_range; } float timer = 0; bool useMagic = false; while (true) { try { timer += Time.deltaTime; if (timer >= a_time && !useMagic) { GameObject effectObj = Instantiate(Resources.Load(effect), target.transform.position, Quaternion.identity) as GameObject; effectObj.transform.parent = this.transform; useMagic = true; } if (timer >= e_time) { float s_power = 1; //精霊の力 if (CheckFlag(ConditionStatus.MAGIC_UP)) { s_power = 1.5f; } if (skill.s_range > 0) { foreach (var r_target in GameObject.FindGameObjectWithTag("Range").GetComponent <RangeDetect>().targets) { if (r_target.layer != LayerMask.NameToLayer("Player")) { continue; } Target_Damage(r_target, skill.s_power, s_power); } } else { StatusControl status = target.GetComponent <StatusControl>(); int damage = 0; if (target.layer == LayerMask.NameToLayer("Enemy")) { damage = (int)((_attack + skill.s_power) * s_power * -1); status.Set_HP(damage); } else { Target_Damage(target, skill.s_power, s_power); } } if (GameObject.FindGameObjectWithTag("Range")) { DeleteRange(); } StartCoroutine(SkillRecast(skill, skill.s_recast)); yield break; } } catch (MissingReferenceException) { yield break; } yield return(new WaitForEndOfFrame()); } }
// Use this for initialization void Start() { statusControl = playerStatusControl.GetComponent <StatusControl> (); LoadMahouData(); LoadStatusLevel(); }
// Use this for initialization void Start() { statusControl = playerStatusControl.GetComponent <StatusControl> (); }