public void Awake() { var blueTeam = GameObject.Find("Team_Blue").GetComponent <Team>(); var redTeam = GameObject.Find("Team_Red").GetComponent <Team>(); blueTeam.AddPlayer(this); redTeam.AddPlayer(this); Teams.Add(blueTeam); Teams.Add(redTeam); LocalPlayer = gameObject.AddComponent <PlayerBehaviour>(); LocalPlayer.Data = redTeam.Players[0]; GameObject.Find("Managers").GetComponent <DeploymentMenu>().LocalPlayer = LocalPlayer; _inputManager = FindObjectOfType <InputManager>() ?? gameObject.AddComponent <InputManager>(); _visibilityManager = FindObjectOfType <VisibilityManager>() ?? gameObject.AddComponent <VisibilityManager>(); _inputManager.Session = _inputManager.Session ?? this; _visibilityManager.LocalTeam = _visibilityManager.LocalTeam ?? LocalPlayer.Data.Team; // TODO: Pass terrain from future location of starting matches (no Find) PathData = new PathfinderData(GameObject.Find("Terrain").GetComponent <Terrain>()); Factory = new UnitFactory(this); Settings = new Settings(); }
public void SetActiveSearchCritera() { if (SearchCriteriaSelectedIndex == 0) { PopulateRetreivedRecordsLedgerFromSearchCriteria = new ListReceivingRecordsByDateRangeCommand(this); VisibilityManager.SetVisibility(SearchCriteriaVisibilityManager.ActiveCriteriaPanel.DateRange); } if (SearchCriteriaSelectedIndex == 1) { PopulateRetreivedRecordsLedgerFromSearchCriteria = new ListReceivingRecordsByDatePeriodCommand(this); VisibilityManager.SetVisibility(SearchCriteriaVisibilityManager.ActiveCriteriaPanel.DatePeriod); } if (SearchCriteriaSelectedIndex == 2) { PopulateRetreivedRecordsLedgerFromSearchCriteria = new ListReceivingRecordsBySpecificDateCommand(this); VisibilityManager.SetVisibility(SearchCriteriaVisibilityManager.ActiveCriteriaPanel.SpecificDate); } if (SearchCriteriaSelectedIndex == 3) { PopulateRetreivedRecordsLedgerFromSearchCriteria = new ListReceivingRecordsByPONumberCommand(this); VisibilityManager.SetVisibility(SearchCriteriaVisibilityManager.ActiveCriteriaPanel.PONumber); } NotifyPropertyChanged("PopulateRetreivedRecordsLedgerFromSearchCriteria"); }
private void BringStaticPanelIntoViewInternal(IStaticPanelDefinition definition) { definition.AssertParameterNotNull(nameof(definition)); LayoutAnchorable anchorable = null; try { anchorable = anchorableDefinitions.GetKeysForValue(definition).Single(); } catch (InvalidOperationException) { throw new Exception($"Error : Cannot find a unique registered anchorable associated with the static panel definition " + $"{definition.IView},{definition.View}, {definition.IViewModel}, {definition.ViewModel}"); } if (anchorable.IsHidden && definition.CanChangeVisibility(false)) { VisibilityManager.SetVisibility(anchorable, true); } else { var group = anchorable.Parent.SafeCast <LayoutAnchorablePane>(); group.SelectedContentIndex = group.Children.IndexOf(anchorable); } }
private void InvalidateStaticPanel(IStaticPanelDefinition definition) { if (!IsUILoaded) { return; } var anchorable = anchorableDefinitions.GetKeysForValue(definition).Single(); var config = definition.OfType <StaticPanelConfiguration>().Single(); var canOpen = config.CanOpen(); var canClose = config.CanClose(); if (canOpen == false && canClose == false) { throw new Exception($"Error invaidating static panel {definition.ViewModel}. CanOpen() and CanClose() defined " + $"in the panel definition's configuration metadata can't both return false at the same time."); } if (!canOpen && !anchorable.IsHidden) { VisibilityManager.SetVisibility(anchorable, false); } else if (!canClose && anchorable.IsHidden) { VisibilityManager.SetVisibility(anchorable, true); } anchorable.Title = config.Title(); EventAggregator.GetEvent <StaticPanelInvalidationEvent>().Publish(new StaticPanelInvalidationArgs(definition)); }
private void Awake() { Current = this; _networkManager = FindObjectOfType <NetworkManager>(); Team blueTeam = GameObject.Find("Team_Blue").GetComponent <Team>(); Team redTeam = GameObject.Find("Team_Red").GetComponent <Team>(); Deck bluePlayerDeck = ConfigReader.FindDeck("player-blue"); Deck redPlayerDeck = ConfigReader.FindDeck("player-red"); PlayerData bluePlayer = new PlayerData( bluePlayerDeck, blueTeam, (byte)Players.Count); Players.Add(bluePlayer); blueTeam.Players.Add(bluePlayer); PlayerData redPlayer = new PlayerData( redPlayerDeck, redTeam, (byte)Players.Count); Players.Add(redPlayer); redTeam.Players.Add(redPlayer); Teams.Add(blueTeam); Teams.Add(redTeam); LocalPlayer = gameObject.AddComponent <PlayerBehaviour>(); LocalPlayer.Data = redTeam.Players[0]; _unitRegistry = new UnitRegistry(LocalPlayer.Data.Team, Teams); _inputManager = FindObjectOfType <InputManager>(); if (!_inputManager) { _inputManager = gameObject.AddComponent <InputManager>(); } _inputManager.Session = _inputManager.Session ?? this; _visibilityManager = FindObjectOfType <VisibilityManager>(); if (!_visibilityManager) { _visibilityManager = gameObject.AddComponent <VisibilityManager>(); } _visibilityManager.UnitRegistry = _visibilityManager.UnitRegistry ?? _unitRegistry; _deploymentMenu.Initialize(_inputManager, LocalPlayer); // LoadedData ideally comes from the loading scene _loadedData = FindObjectOfType <LoadedData>(); if (_loadedData != null) { TerrainMap = _loadedData.terrainData; PathData = _loadedData.pathFinderData; Factory = new UnitFactory(); Settings = new Settings(); } }
// Token: 0x060010B1 RID: 4273 RVA: 0x0006DAF0 File Offset: 0x0006BEF0 private void OnApplicationQuit() { DevkitWindowLayout.save("Default"); VisibilityManager.save(); DevkitSelectionToolOptions.save(); DevkitLandscapeToolHeightmapOptions.save(); DevkitLandscapeToolSplatmapOptions.save(); DevkitFoliageToolOptions.save(); }
/// <summary> /// Respawns enemy ships according to the fleet of the player and the number of remaining enemy ships. /// </summary> // ReSharper disable once UnusedMember.Global private void RespawnShips() { if (GhostShip != null) { return; } var randomNumber = new Random(); var mapParts = RessourceManager.GetRessourceInt("mapParts"); if (mAiFisherShipList.Count < 12) { //spawn Fisherships until there are enough //random position var spawnPosition = new Vector2(randomNumber.Next(200, 5600), randomNumber.Next(200, 5600)); var cell = Game1.mMapScreen.mGridMap.GetCell(spawnPosition); if (cell.IsWalkable && !cell.Occupied && !VisibilityManager.IsVisible(spawnPosition)) { SpawnAiFisherShip(spawnPosition); } } if (mAiTradingShipList.Count < 7)//static number of tradingships { //spawn var spawnPosition = new Vector2(randomNumber.Next(300, 5600), randomNumber.Next(300, 5600)); var cell = Game1.mMapScreen.mGridMap.GetCell(spawnPosition); if (cell.IsWalkable && !cell.Occupied && !VisibilityManager.IsVisible(spawnPosition)) { SpawnAiTradingShip(spawnPosition); } } if (mAiBattleShipsList.Count < 2 + mapParts * 3)//by collecting more mapParts, the count of battleships increases { //spawn var spawnPosition = new Vector2(randomNumber.Next(400, 5600), randomNumber.Next(400, 5600)); var cell = Game1.mMapScreen.mGridMap.GetCell(spawnPosition); if (cell.IsWalkable && !cell.Occupied && !VisibilityManager.IsVisible(spawnPosition)) { SpawnAiBattleShip(spawnPosition); } } if (mAiFleetList.Count < mapParts - 2 && mAiFleetList.Count < 3)// only up to 3 fleets { //random SpawnPoint from List. var spawnPosition = mFleetSpawnPoints[randomNumber.Next(0, mFleetSpawnPoints.Count - 1)]; if (mapParts < 3) { SpawnAiFleet(spawnPosition, 2, 1); } else { SpawnAiFleet(spawnPosition, 3, 2);//increase strength of the fleets } } }
private void Start() { _anim = GetComponentInChildren <Animator>(); _visibilityManager = GetComponent <VisibilityManager>(); _visibilityManager.ObjectOffScreen += OnOffScreen; Main.Instance.PauseToggled += OnPauseToggled; }
static SpawnpointSystem() { SpawnpointSystem.spawnpointVisibilityGroup = VisibilityManager.registerVisibilityGroup <VisibilityGroup>(SpawnpointSystem.spawnpointVisibilityGroup); if (SpawnpointSystem.< > f__mg$cache0 == null) { SpawnpointSystem.< > f__mg$cache0 = new GLRenderHandler(SpawnpointSystem.handleGLRender); } GLRenderer.render += SpawnpointSystem.< > f__mg$cache0; }
static DeadzoneSystem() { DeadzoneSystem.deadzoneVisibilityGroup.color = new Color32(byte.MaxValue, 0, 0, byte.MaxValue); DeadzoneSystem.deadzoneVisibilityGroup = VisibilityManager.registerVisibilityGroup <VolumeVisibilityGroup>(DeadzoneSystem.deadzoneVisibilityGroup); if (DeadzoneSystem.< > f__mg$cache0 == null) { DeadzoneSystem.< > f__mg$cache0 = new GLRenderHandler(DeadzoneSystem.handleGLRender); } GLRenderer.render += DeadzoneSystem.< > f__mg$cache0; }
static KillVolumeSystem() { KillVolumeSystem.killVisibilityGroup.color = new Color32(220, 100, 20, byte.MaxValue); KillVolumeSystem.killVisibilityGroup = VisibilityManager.registerVisibilityGroup <VolumeVisibilityGroup>(KillVolumeSystem.killVisibilityGroup); if (KillVolumeSystem.< > f__mg$cache0 == null) { KillVolumeSystem.< > f__mg$cache0 = new GLRenderHandler(KillVolumeSystem.handleGLRender); } GLRenderer.render += KillVolumeSystem.< > f__mg$cache0; }
static WaterSystem() { WaterSystem.waterVisibilityGroup.color = new Color32(50, 200, 200, byte.MaxValue); WaterSystem.waterVisibilityGroup = VisibilityManager.registerVisibilityGroup <VolumeVisibilityGroup>(WaterSystem.waterVisibilityGroup); if (WaterSystem.< > f__mg$cache0 == null) { WaterSystem.< > f__mg$cache0 = new GLRenderHandler(WaterSystem.handleGLRender); } GLRenderer.render += WaterSystem.< > f__mg$cache0; }
// Token: 0x060008CE RID: 2254 RVA: 0x0004DBF0 File Offset: 0x0004BFF0 static AmbianceSystem() { AmbianceSystem.ambianceVisibilityGroup.color = new Color32(0, 127, 127, byte.MaxValue); AmbianceSystem.ambianceVisibilityGroup = VisibilityManager.registerVisibilityGroup <VolumeVisibilityGroup>(AmbianceSystem.ambianceVisibilityGroup); if (AmbianceSystem.< > f__mg$cache0 == null) { AmbianceSystem.< > f__mg$cache0 = new GLRenderHandler(AmbianceSystem.handleGLRender); } GLRenderer.render += AmbianceSystem.< > f__mg$cache0; }
// Token: 0x060009BF RID: 2495 RVA: 0x000504DC File Offset: 0x0004E8DC static EffectVolumeSystem() { EffectVolumeSystem.effectVisibilityGroup.color = new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue); EffectVolumeSystem.effectVisibilityGroup = VisibilityManager.registerVisibilityGroup <VolumeVisibilityGroup>(EffectVolumeSystem.effectVisibilityGroup); if (EffectVolumeSystem.< > f__mg$cache0 == null) { EffectVolumeSystem.< > f__mg$cache0 = new GLRenderHandler(EffectVolumeSystem.handleGLRender); } GLRenderer.render += EffectVolumeSystem.< > f__mg$cache0; }
static FoliageVolumeSystem() { FoliageVolumeSystem.foliageVisibilityGroup.color = new Color32(44, 114, 34, byte.MaxValue); FoliageVolumeSystem.foliageVisibilityGroup = VisibilityManager.registerVisibilityGroup <VolumeVisibilityGroup>(FoliageVolumeSystem.foliageVisibilityGroup); if (FoliageVolumeSystem.< > f__mg$cache0 == null) { FoliageVolumeSystem.< > f__mg$cache0 = new GLRenderHandler(FoliageVolumeSystem.handleGLRender); } GLRenderer.render += FoliageVolumeSystem.< > f__mg$cache0; }
// Update is called once per frame void Update() { var newRegion = VisibilityManager.getRegion(transform); if (currentRegion != newRegion) { //Debug.Log("region updated"); VisibilityManager.updateUnitRegion(this, newRegion); currentRegion = newRegion; } }
void Init() { rooms = new List <Room>(); tiles = new TileType[mapSize.y][]; for (int i = 0; i < mapSize.y; i++) { tiles[i] = new TileType[mapSize.x]; } tileRenderer = new TileRenderer(rooms); visibilityManager = VisibilityManager.GetInstance(); }
static PlayerClipVolumeSystem() { PlayerClipVolumeSystem.playerClipVisibilityGroup.color = new Color32(63, 0, 0, byte.MaxValue); PlayerClipVolumeSystem.playerClipVisibilityGroup = VisibilityManager.registerVisibilityGroup <VolumeVisibilityGroup>(PlayerClipVolumeSystem.playerClipVisibilityGroup); PlayerClipVolumeSystem.navClipVisibilityGroup = new VolumeVisibilityGroup("nav_clip_volumes", new TranslationReference("#SDG::Devkit.Visibility.Nav_Clip_Volumes"), true); PlayerClipVolumeSystem.navClipVisibilityGroup.color = new Color32(63, 63, 0, byte.MaxValue); PlayerClipVolumeSystem.navClipVisibilityGroup = VisibilityManager.registerVisibilityGroup <VolumeVisibilityGroup>(PlayerClipVolumeSystem.navClipVisibilityGroup); if (PlayerClipVolumeSystem.< > f__mg$cache0 == null) { PlayerClipVolumeSystem.< > f__mg$cache0 = new GLRenderHandler(PlayerClipVolumeSystem.handleGLRender); } GLRenderer.render += PlayerClipVolumeSystem.< > f__mg$cache0; }
public ConsoleMenuDisplay( ItemsCollection menuItems, IConsole console, List <string> titles, MenuConfig config, CloseTrigger closeTrigger) { this.menuItems = menuItems; this.console = console; this.titles = titles; this.config = config; this.visibility = new VisibilityManager(menuItems.Items.Count); this.closeTrigger = closeTrigger; this.noSelectorLine = new string(' ', this.config.Selector.Length); }
private Dictionary <int, List <GameObject> > levelsDict; // Dictionary storring all GameObjects of each level void Awake() { //Check if instance already exists if (instance == null) { //if not, set instance to this instance = this; } //If instance already exists and it's not this: else if (instance != this) { //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); } }
/// <summary> /// Sets a specified byte of an updatefield to the specified value /// </summary> /// <param name="field">The field to set</param> /// <param name="value">The value to set</param> /// <param name="index">The index of the byte in the 4-byte field. (Ranges from 0-3)</param> protected void SetByte(int iField, int iIndex, byte byValue) { if (m_UpdateValues[iField].GetByte(iIndex) == byValue) { return; } m_UpdateValues[iField].SetByte(iIndex, byValue); m_PrivateUpdateMask.SetBit(iField); if (VisibilityManager.IsPublicField(iField) == true) { m_PublicUpdateMask.SetBit(iField); } OnRequestUpdate(); }
protected void SetUInt32(int iField, uint uiValue) { if (m_UpdateValues[iField].UInt32 == uiValue) { return; } m_UpdateValues[iField].UInt32 = uiValue; m_PrivateUpdateMask.SetBit(iField); if (VisibilityManager.IsPublicField(iField) == true) { m_PublicUpdateMask.SetBit(iField); } OnRequestUpdate(); }
protected void SetInt16High(int iField, short sValue) { if (m_UpdateValues[iField].Int16High == sValue) { return; } m_UpdateValues[iField].Int16High = sValue; m_PrivateUpdateMask.SetBit(iField); if (VisibilityManager.IsPublicField(iField) == true) { m_PublicUpdateMask.SetBit(iField); } OnRequestUpdate(); }
protected void SetFloat(int iField, float fValue) { if (m_UpdateValues[iField].Float == fValue) { return; } m_UpdateValues[iField].Float = fValue; m_PrivateUpdateMask.SetBit(iField); if (VisibilityManager.IsPublicField(iField) == true) { m_PublicUpdateMask.SetBit(iField); } OnRequestUpdate(); }
static LandscapeHoleSystem() { LandscapeHoleSystem._Landscape_Holes_Count = Shader.PropertyToID("_Landscape_Holes_Count"); LandscapeHoleSystem._Landscape_Holes_List = Shader.PropertyToID("_Landscape_Holes_List"); LandscapeHoleSystem.landscapeHoles = new Matrix4x4[LandscapeHoleSystem.MAX_LANDSCAPE_HOLES]; LandscapeHoleSystem.holeVisibilityGroup = new VolumeVisibilityGroup("landscape_hole_volumes", new TranslationReference("#SDG::Devkit.Visibility.Landscape_Hole_Volumes"), true); LandscapeHoleSystem.holeVisibilityGroup.color = new Color32(71, 44, 20, byte.MaxValue); LandscapeHoleSystem.holeVisibilityGroup = VisibilityManager.registerVisibilityGroup <VolumeVisibilityGroup>(LandscapeHoleSystem.holeVisibilityGroup); if (LandscapeHoleSystem.< > f__mg$cache0 == null) { LandscapeHoleSystem.< > f__mg$cache0 = new UpdateHandler(LandscapeHoleSystem.handleUpdated); } TimeUtility.updated += LandscapeHoleSystem.< > f__mg$cache0; if (LandscapeHoleSystem.< > f__mg$cache1 == null) { LandscapeHoleSystem.< > f__mg$cache1 = new GLRenderHandler(LandscapeHoleSystem.handleGLRender); } GLRenderer.render += LandscapeHoleSystem.< > f__mg$cache1; }
protected override void Awake() { base.Awake(); GameSettings = GameSettings.Instance; UnitObjectManager = GameObject.FindObjectOfType <UnitObjectManager>(); UnitViewManager = GameObject.FindObjectOfType <UnitViewManager>(); InputManager = GameObject.FindObjectOfType <InputManager>(); PartViewsManager = GameObject.FindObjectOfType <PartViewsManager>(); ShotViewsManager = GameObject.FindObjectOfType <ShotViewsManager>(); UnitManager = new UnitManager(); PartsManager = new PartsManager(); TimeManager = new TimeManager(); SelectionManager = new SelectionManager(); CommandManager = new CommandManager(); InputContextManager = new InputContextManager(); PlayerManager = new PlayerManager(); VisibilityManager = new VisibilityManager(); ShotsManager = new ShotsManager(); _managers[UnitManager.ManagerType] = UnitManager; _managers[UnitViewManager.ManagerType] = UnitViewManager; _managers[UnitObjectManager.ManagerType] = UnitObjectManager; _managers[InputManager.ManagerType] = InputManager; _managers[SelectionManager.ManagerType] = SelectionManager; _managers[CommandManager.ManagerType] = CommandManager; _managers[TimeManager.ManagerType] = TimeManager; _managers[InputContextManager.ManagerType] = InputContextManager; _managers[PlayerManager.ManagerType] = PlayerManager; _managers[VisibilityManager.ManagerType] = VisibilityManager; _managers[ShotsManager.ManagerType] = ShotsManager; _managers[ShotViewsManager.ManagerType] = ShotViewsManager; _managers[PartsManager.ManagerType] = PartsManager; _managers[PartViewsManager.ManagerType] = PartViewsManager; foreach (var manager in _managers.Values) { manager.Init(); } }
void Start() { visibilityManager = VisibilityManager.Instance; selfEntity = GetComponentInParent <Entity>(); myVisionCollider = GetComponentsInChildren <Collider>().Where(x => visionMask == (visionMask | (1 << x.gameObject.layer))).FirstOrDefault(); visionMask = LayerManager.Instance.visionTargetMask; obstacleMask = LayerManager.Instance.visionBlockerMask; isClient = NetworkStatus.Instance.IsClient; if (isClient) { viewMesh = new Mesh { name = "View Mesh" }; viewMeshFilter.mesh = viewMesh; } StartCoroutine("FindTargetsWithDelay", .2f); }
public IEnumerator SegmentsClockwiseNE() { //Instantiate objects //GameObject gameObject = MonoBehaviour.Instantiate(Resources.Load<GameObject>("Prefabs/VisibilityManager")); visibilityManager = new VisibilityManager(); //Create segments Vector3[] segment = { new Vector3(1, 4), new Vector3(2, 0, 2) }; //Create origin Vector3 origin = new Vector3(1, 0, 1); //Give segments to program //get response //Assert.IsTrue(visibilityManager.Isclockwise(segment, origin)); yield return(new WaitForSeconds(0.1f)); Object.Destroy(visibilityManager.gameObject); }
public void initialize(Team t) { team = t; var o = Team.Blue; if (t == Team.Blue) { o = Team.Red; } setHostileTeam(VisibilityManager.getTeamMembers(o)); VisibilityManager.addVisibleBehaviour(this); if (team == Team.Red) { GetComponent <Renderer>().material.color = Color.red; } else { GetComponent <Renderer>().material.color = Color.blue; } updateTeamBelonging(); currentRegion = VisibilityManager.getRegion(transform); VisibilityManager.updateUnitRegion(this, currentRegion); }
public void onClick() { UIManagerBehaviour.currentTeam = team; VisibilityManager.updateTeamBelonging(); }