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| public class InputPlayer : IInput | |
| { | |
| public bool ShouldPlay{get{ | |
| return !GameSettings.PauseOnInaction || | |
| ( | |
| Input.GetKey(KeyCode.W) || | |
| Input.GetKey(KeyCode.A) || | |
| Input.GetKey(KeyCode.S) || | |
| Input.GetKey(KeyCode.D) || |
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| public interface IInput | |
| { | |
| void GetInput(); | |
| void EndInput(); | |
| void StartInput(); | |
| bool ShouldPlay {get;} | |
| } | |
| public enum InputTypes{ | |
| Player, |
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| public class Player : MonoBehaviour, ITimed | |
| { | |
| [SerializeField] | |
| float speed = 1; | |
| [SerializeField] | |
| bool isStartingPlayer = false; | |
| public bool IsStartingPlayer {get{return isStartingPlayer;}} | |
| [SerializeField] | |
| CollDetector forwardDetector; |
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| public class TimedState | |
| { | |
| SeriealizedState data; | |
| ITimed timed; | |
| public ITimed Target { get { return timed; } } | |
| public SeriealizedState Data { get { return data; } } | |
| public TimedState(ITimed timedObject, SeriealizedState serialized) |
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| public class Timeline | |
| { | |
| int currentFrame = 0; | |
| public int CurrentFrame | |
| { | |
| get { return currentFrame; } | |
| set { currentFrame = value; } | |
| } |
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| public interface ITimed | |
| { | |
| TimedState Serialize(); | |
| void Hydrate(SeriealizedState state); | |
| void Play(float time); | |
| void ProcessAction(Action action); | |
| } |
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| public enum ActionEnum | |
| { | |
| PressForward, | |
| ReleaseForward, | |
| PressRight, | |
| ReleaseRight, | |
| PressBack, | |
| ReleaseBack, | |
| PressLeft, |
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| public class Action | |
| { | |
| System.Object value; | |
| public System.Object Value { get { return value; } } | |
| ActionEnum type; | |
| public ActionEnum Type { get { return type; } } | |
| ITimed timed; | |
| public ITimed Timed{get{return timed;}} | |
| public Action(ITimed timedObj, ActionEnum actionEnum, System.Object valueToStore = null){ |
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| const transformData = dataArray =>{ | |
| //transforms the data in some way | |
| } | |
| const dataToObj = dataArray =>{ | |
| //converts the data to a new form | |
| } | |
| //The final object will be an object that contains all dependencies in this file. |
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| module.exports = (io)=>{ | |
| let roomID = 0; | |
| let rooms = []; | |
| let createRoom = function(id){ | |
| roomID++; | |
| let room = { | |
| isFull: function(){ return this.sockets.length >= this.capacity;}, | |
| capacity: 2, | |
| sockets: [], | |
| id : roomID, |