BrawlerAGD BrawlerAGD 0.0.0 ALPHA
An Automated Game Designer (AGD) Used for Creating Brawler Fighting Games. An Automated Game Designer for Brawler Video Games
ArenaManager Class Reference
Inheritance diagram for ArenaManager:

Public Member Functions

void InitializeGameByPath (string path, bool p1Playable, bool p2Playable, bool UIEnabled)
 If there is a folder/file there, read it, if not, generate a new random instance for the game. More...
 
void InitializeTutorialByPath (string path, bool p1Playable, bool p2Playable, bool UIEnabled)
 If there is a folder/file there, read it, if not, generate a new random instance for the game. More...
 
void InitializeGameByGameID (int gameID, bool p1Playable, bool p2Playable, bool UIEnabled)
 If there is a folder/file there, read it, if not, generate a new random instance for the game. More...
 
bool SpawnIsSafe (int spawnX, int spawnY, List< Platform > platforms)
 
bool SpawnInPlatform (int spawnX, int spawnY, int platX, int platSizeX, int platY, int platSizeY)
 
void GenerateGame (int gameID)
 
void ReadGame (string tempDirectoryPath)
 
void EndGame (string loser)
 
void SetGameOptions ()
 Sets various arena-level settings, mostly for testing/debug. More...
 
void InitUI ()
 
void DestroyUI ()
 
void SetPlayerToCPU (Player player, Player opponent)
 
void SetPlayerToJumpCPU (Player player, Player opponent)
 
void SetPlayerToWASD (Player player)
 
void SetPlayerToIJKL (Player player)
 
void WriteJson< T > (string filename, T serializedObj)
 
void SaveGameJSON (int gameID)
 Saves the current game based on a parameter. More...
 
void SaveGameJSONtoResultsFolder (string gamePath)
 
void UpdateNotifications (string message)
 
void ClearNotifications ()
 
IEnumerator NotificationCoroutine (string message)
 
IEnumerator ReturnToMenuCoroutine ()
 

Public Attributes

bool p1Playable
 
bool p2Playable
 
bool UIEnabled
 
GameObject p1HUD
 
Text p1HUDText
 
GameObject p2HUD
 
Text p2HUDText
 
GameObject notifications
 
Text notificationsText
 
Move move
 
Player player
 
Platforms platforms
 
Player player1
 
SerializedPlayer serializedPlayer1
 
SerializedMove serializedMove1Player1
 
Player player2
 
SerializedPlayer serializedPlayer2
 
SerializedMove serializedMove1Player2
 
GameResult result
 
float startTime
 
float gameLength
 

Member Function Documentation

◆ ClearNotifications()

void ArenaManager.ClearNotifications ( )

◆ DestroyUI()

void ArenaManager.DestroyUI ( )

◆ EndGame()

void ArenaManager.EndGame ( string  loser)

◆ GenerateGame()

void ArenaManager.GenerateGame ( int  gameID)

◆ InitializeGameByGameID()

void ArenaManager.InitializeGameByGameID ( int  gameID,
bool  p1Playable,
bool  p2Playable,
bool  UIEnabled 
)

If there is a folder/file there, read it, if not, generate a new random instance for the game.

◆ InitializeGameByPath()

void ArenaManager.InitializeGameByPath ( string  path,
bool  p1Playable,
bool  p2Playable,
bool  UIEnabled 
)

If there is a folder/file there, read it, if not, generate a new random instance for the game.

◆ InitializeTutorialByPath()

void ArenaManager.InitializeTutorialByPath ( string  path,
bool  p1Playable,
bool  p2Playable,
bool  UIEnabled 
)

If there is a folder/file there, read it, if not, generate a new random instance for the game.

◆ InitUI()

void ArenaManager.InitUI ( )

◆ NotificationCoroutine()

IEnumerator ArenaManager.NotificationCoroutine ( string  message)

◆ ReadGame()

void ArenaManager.ReadGame ( string  tempDirectoryPath)

◆ ReturnToMenuCoroutine()

IEnumerator ArenaManager.ReturnToMenuCoroutine ( )

◆ SaveGameJSON()

void ArenaManager.SaveGameJSON ( int  gameID)

Saves the current game based on a parameter.

◆ SaveGameJSONtoResultsFolder()

void ArenaManager.SaveGameJSONtoResultsFolder ( string  gamePath)

◆ SetGameOptions()

void ArenaManager.SetGameOptions ( )

Sets various arena-level settings, mostly for testing/debug.

◆ SetPlayerToCPU()

void ArenaManager.SetPlayerToCPU ( Player  player,
Player  opponent 
)

◆ SetPlayerToIJKL()

void ArenaManager.SetPlayerToIJKL ( Player  player)

◆ SetPlayerToJumpCPU()

void ArenaManager.SetPlayerToJumpCPU ( Player  player,
Player  opponent 
)

◆ SetPlayerToWASD()

void ArenaManager.SetPlayerToWASD ( Player  player)

◆ SpawnInPlatform()

bool ArenaManager.SpawnInPlatform ( int  spawnX,
int  spawnY,
int  platX,
int  platSizeX,
int  platY,
int  platSizeY 
)

◆ SpawnIsSafe()

bool ArenaManager.SpawnIsSafe ( int  spawnX,
int  spawnY,
List< Platform platforms 
)

◆ UpdateNotifications()

void ArenaManager.UpdateNotifications ( string  message)

◆ WriteJson< T >()

void ArenaManager.WriteJson< T > ( string  filename,
serializedObj 
)

Member Data Documentation

◆ gameLength

float ArenaManager.gameLength

◆ move

Move ArenaManager.move

◆ notifications

GameObject ArenaManager.notifications

◆ notificationsText

Text ArenaManager.notificationsText

◆ p1HUD

GameObject ArenaManager.p1HUD

◆ p1HUDText

Text ArenaManager.p1HUDText

◆ p1Playable

bool ArenaManager.p1Playable

◆ p2HUD

GameObject ArenaManager.p2HUD

◆ p2HUDText

Text ArenaManager.p2HUDText

◆ p2Playable

bool ArenaManager.p2Playable

◆ platforms

Platforms ArenaManager.platforms

◆ player

Player ArenaManager.player

◆ player1

Player ArenaManager.player1

◆ player2

Player ArenaManager.player2

◆ result

GameResult ArenaManager.result

◆ serializedMove1Player1

SerializedMove ArenaManager.serializedMove1Player1

◆ serializedMove1Player2

SerializedMove ArenaManager.serializedMove1Player2

◆ serializedPlayer1

SerializedPlayer ArenaManager.serializedPlayer1

◆ serializedPlayer2

SerializedPlayer ArenaManager.serializedPlayer2

◆ startTime

float ArenaManager.startTime

◆ UIEnabled

bool ArenaManager.UIEnabled

The documentation for this class was generated from the following file: