protected override void Start() { base.Start(); Map.map.SetMap(); FogOfWar.fog.InitializeFog(true); IEnumerable <object> objects = EntityManager.FindAllByTag("player"); List <Player> players = new List <Player>(); foreach (Entity ent in objects) { players.Add(ent.FindComponent <Player>()); } UIBehavior ui = UIBehavior.ui; ui.SetPlayers(players.ToArray()); ui.SetUI(); ui.ChangePlayer(0); //Force ui move to its original place WaveServices.Layout.PerformLayout(this); RenderManager.ActiveCamera2D.Owner.FindComponent <Camera2DBehavior>().SetDefaultValues(); //DStarDrawable dstarBeh = new DStarDrawable(); //this.AddSceneBehavior(dstarBeh, SceneBehavior.Order.PostUpdate); //dstarBeh.Set(); //And this is for the sounds UIBehavior.ui.Owner.AddComponent(new SoundHandler()); }
protected override void Start() { base.Start(); //Find players and set them IEnumerable <object> objects = EntityManager.FindAllByTag("player"); List <Player> players = new List <Player>(); foreach (Entity ent in objects) { players.Add(ent.FindComponent <Player>()); } //Set map Map.map.SetMap(); FogOfWar.fog.InitializeFog(true); //Set ui UIBehavior ui = UIBehavior.ui; ui.SetPlayers(players.ToArray()); ui.SetUI(); PopulateGame pop = new PopulateGame(); pop.SetWoods(); for (int i = 0; i < players.Count; i++) { pop.SetPlayer(players[i], i, players.Count); } //Force ui move to its original place WaveServices.Layout.PerformLayout(this); //Place camera RenderManager.ActiveCamera2D.Owner.FindComponent <Camera2DBehavior>().SetDefaultValues(); //this is for clearing the new changing visibility tiles, D* purposes this.AddSceneBehavior(new FogClearBehavior(), SceneBehavior.Order.PostUpdate); //And this is for the sounds UIBehavior.ui.Owner.AddComponent(new SoundHandler()); UIBehavior.ui.Owner.FindComponent <VictoryBehavior>().Enable(); }
private void SetAllElementsAndStart(bool bigField) { networkedScene.state.Text = "setting up GUI"; if (bigField) { Map.map.SetBounds(20, 20); } else { Map.map.SetBounds(10, 12); } Map.map.SetMap(); FogOfWar.fog.InitializeFog(true); UIBehavior ui = UIBehavior.ui; ui.SetPlayers(players); ui.SetUI(); ui.Owner.FindComponent <Camera2DBehavior>().SetDefaultValues(); for (int i = 0; i < players.Length; i++) { if (players[i].isLocalPlayer) { ui.playerButtons[i].IsChecked = true; new PopulateNetworkedGame().SetCameraPosition(i, players.Length, networkedScene); break; } } if (networkedScene.isHost && POPULATE) { PopulateNetworkedGame pop = new PopulateNetworkedGame(); pop.SetRiver(networkedScene.serverDispatcher); pop.SetWoods(networkedScene.serverDispatcher); for (int i = 0; i < players.Length; i++) { pop.SetPlayer(networkedScene.serverDispatcher, players[i], i, players.Length); if (players[i].isLocalPlayer) { pop.SetCameraPosition(i, players.Length, networkedScene); } } UIBehavior.ui.Owner.FindComponent <VictoryBehavior>().Enable(); } networkedScene.RemoveLobbyUI(); Trace.WriteLine("Messages: " + networkedScene.sentMessages); WaveServices.Layout.PerformLayout(); ui.Owner.IsActive = true; Map.map.Owner.IsActive = true; Map.map.Owner.IsVisible = true; //this class shows the costs for computing d* path on a selected WO //DStarDrawable dstarBeh = new DStarDrawable(); //networkedScene.AddSceneBehavior(dstarBeh, SceneBehavior.Order.PostUpdate); //dstarBeh.Set(); //this is for clearing the new changing visibility tiles, D* purposes networkedScene.AddSceneBehavior(new FogClearBehavior(), SceneBehavior.Order.PostUpdate); }