Beispiel #1
0
    // Use this for initialization
    void Start()
    {
        if (gameControllerObject == null)
        {
            gameControllerObject = GameObject.FindGameObjectWithTag("GameController");
        }
        gameManager     = gameControllerObject.GetComponent <GameManager>();
        PlayerRigidBody = this.GetComponent <Rigidbody2D>();
        Dodging         = false;
        NewPos          = transform.position;
        animator        = GetComponent <Animator>();
        AS            = GetComponent <AudioSource>();
        shootPosition = transform.Find("ShootPosition");
        particles     = transform.Find("ParticleEffect").gameObject;
        animator.SetLayerWeight(BASE_ANIMATION_LAYER, 0f);
        animator.SetLayerWeight(SHOTGUN_ANIMATION_LAYER, 100f);
        animator.SetLayerWeight(LAZER_ANIMATION_LAYER, 0f);

        healthbar       = GameObject.FindGameObjectWithTag("Health Bar").GetComponent <HealthBar>();
        cooldownBar     = GameObject.FindGameObjectWithTag("Cooldown Bar").GetComponent <CooldownBar>();
        radiationEffect = GameObject.FindGameObjectWithTag("RadiationEffect");
        if (radiationEffect)
        {
            radiationEffect.SetActive(false);
        }
    }
Beispiel #2
0
    //Add spell to the cooldown list
    //Precondition: isFull() = false;
    public bool add(string root, float cooldown, Ref <float> curr_time, Ref <bool> is_finished)
    {
        CooldownBar c = new CooldownBar(bar_prefab, transform, root, transform.position, curr_time, cooldown);

        c.bar.transform.Translate(Vector3.down * spells.Count * bar_distance, 0);
        c.bar.transform.Translate(Vector3.left * 0.25F, 0);
        spells.Add(c);
        refs.Add(is_finished);
        flots.Add(curr_time);
        StartCoroutine(timer(cooldown, curr_time, is_finished, c));
        return(true);
    }
Beispiel #3
0
    // Use this for initialization
    void Start()
    {
        fire_bullets       = null;
        bullet_prefab      = Resources.Load("Bullet");
        swap_attack_prefab = Resources.Load("Swap");

        stop_bullet_fire_time      = -fire_bullet_delay;
        swap_attack_cooldown_start = -swap_attack_cooldown;
        swap_attack_cooldown_bar   = swap_attack_cooldown_bar_go.GetComponent <CooldownBar>();

        player_comp         = this.GetComponent <Player>();
        player_manager_comp = this.GetComponent <PlayerManager>();
        player = player_comp.player;
    }
Beispiel #4
0
    // keep track of time, update bars, and delete bars if done
    IEnumerator timer(float finish_time, Ref <float> curr_time, Ref <bool> is_finished, CooldownBar c)
    {
        is_finished.Obj = false;
        while (curr_time.Obj < finish_time)
        {
            yield return(new WaitForEndOfFrame());

            yield return(new WaitWhile(() => BattleManagerS.main.pause));

            curr_time.Obj += Time.deltaTime;
        }
        spells.Remove(c);
        GameObject.Destroy(c.bar.gameObject);
        is_finished.Obj = true;
        curr_time.Obj   = 0;
        rePosition();
    }
 public UserSprite(CatAndMouseGame game, Texture2D texture, Vector2 position)
     : base(game, texture, position)
 {
     Cooldown = new CooldownBar(game, COOLDOWN_MAX, COOLDOWN_BAR_WIDTH, this);
 }