Beispiel #1
0
    private static IEnumerator Arrows(Gun gun, BulletScript script)
    {
        script.coroutines_running++;
        Quaternion rot = Quaternion.LookRotation(
            gun.barrel_end.forward
            ) *
                         Quaternion.Euler(0, 90, 0);
        Flurry     Gun = (Flurry)gun;
        GameObject b   = Instantiate(Gun.Bullet, gun.barrel_end.position, rot) as GameObject;

        NetworkServer.Spawn(b);
        Gun.Claimed_Gun_Mods -= Arrows;
        Gun.ReadyWeaponForFire(ref b);
        Gun.RpcFire(b.transform.forward, b);
        rot = Quaternion.LookRotation(
            gun.barrel_end.forward
            ) *
              Quaternion.Euler(0, -90, 0);
        b = Instantiate(Gun.Bullet, gun.barrel_end.position, rot) as GameObject;
        NetworkServer.Spawn(b);
        Gun.ReadyWeaponForFire(ref b);
        Gun.RpcFire(b.transform.forward, b);
        while (!script.Target && !Gun.HasReloaded(-.2f))
        {
            yield return(new WaitForFixedUpdate());
        }
        Gun.Claimed_Gun_Mods += Arrows;
        script.coroutines_running--;
    }
Beispiel #2
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 public static IEnumerator Diverge(Gun gun, BulletScript script)
 {
     if (rand.NextDouble() < .1)
     {
         Flurry ggun = (Flurry)gun;
         script.coroutines_running++;
         while (!script.Target)
         {
             yield return(new WaitForEndOfFrame());
         }
         for (float i = 0; i < 360; i += 36)
         {
             GameObject bullet = Instantiate(ggun.Bullet,
                                             script.transform.position,
                                             Quaternion.Euler(0, i, 0));
             BulletScript s = bullet.GetComponent <BulletScript>();
             Destroy(s.homer);
             NetworkServer.Spawn(bullet);
             ggun.Claimed_Gun_Mods -= Diverge;
             ggun.ReadyWeaponForFire(ref bullet);
             s.can_pierce = true;
             ggun.RpcFire(bullet.transform.forward, bullet);
             ggun.Claimed_Gun_Mods += Diverge;
         }
         script.coroutines_running--;
     }
     else
     {
         yield return(null);
     }
 }
Beispiel #3
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    void Start()
    {
        // Initialize Flurry once.
        new Flurry.Builder()
        .WithCrashReporting(true)
        .WithLogEnabled(true)
        .WithLogLevel(Flurry.LogLevel.LogVERBOSE)
        .WithAppVersion("1.0")
        .Build(FLURRY_API_KEY);

        // Example to get Flurry versions.
        Debug.Log("AgentVersion: " + Flurry.GetAgentVersion());
        Debug.Log("ReleaseVersion: " + Flurry.GetReleaseVersion());

        // Set users preferences.
        Flurry.SetAge(36);
        Flurry.SetGender(Flurry.Gender.Female);
        Flurry.SetReportLocation(true);

        // Log Flurry events.
        Flurry.EventRecordStatus status = Flurry.LogEvent("Unity Event");
        Debug.Log("Log Unity Event status: " + status);

        // Log Flurry timed events with parameters.
        IDictionary <string, string> parameters = new Dictionary <string, string>();

        parameters.Add("Author", "Flurry");
        parameters.Add("Status", "Registered");
        status = Flurry.LogEvent("Unity Event Params Timed", parameters, true);
        Debug.Log("Log Unity Event with parameters timed status: " + status);

        Flurry.EndTimedEvent("Unity Event Params Timed");
    }
    private bool Setup()
    {
        if (!firstTime)
        {
            return(true);
        }

        firstTime = false;

        try
        {
                        #if UNITY_ANDROID
            FlurryAndroidManager.adAvailableForSpaceEvent    += onContentAvailable;
            FlurryAndroidManager.adNotAvailableForSpaceEvent += onContentUnavailable;
                        #endif

            Flurry.Start(key);

            return(true);
        }
        catch
        {
            return(Error(API, ERROR_STARTUP_OBJECT));
        }
    }
Beispiel #5
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    private void Start()
    {
        Flurry.SetLogEnabled(true);
        Flurry.SetUserId("15704");
#if UNITY_ANDROID
        Flurry.Init(FlurryAPIKey.ANDROID);
#elif UNITY_IOS
        Flurry.Init(FlurryAPIKey.IOS);
#endif
    }
Beispiel #6
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    public void OnClickLogEvent(string eventId)
    {
//		Dictionary<string, string> pp = new Dictionary<string, string>();
//		pp["param0"] = "hello";
//		pp["param1"] = "hello2";
//		FlurryIOS.LogEvent("hello", pp);
//		return;

        if (string.Equals(eventId, "hello2"))
        {
            Dictionary <string, string> parameters = new Dictionary <string, string> ();
            parameters ["param0"] = "hello";
            parameters ["param1"] = "world";
            Flurry.LogEvent(eventId, parameters);
        }
        else
        {
            Flurry.LogEvent(eventId);
        }
    }
Beispiel #7
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    void Start()
    {
        // Note: When enabling Messaging, Flurry Android should be initialized by using AndroidManifest.xml.
        // Initialize Flurry once.
        new Flurry.Builder()
        .WithCrashReporting(true)
        .WithLogEnabled(true)
        .WithLogLevel(Flurry.LogLevel.VERBOSE)
        .WithMessaging(true)
        .WithPerformanceMetrics(Flurry.Performance.ALL)
        .Build(FLURRY_API_KEY);

        // Example to get Flurry versions.
        Debug.Log("AgentVersion: " + Flurry.GetAgentVersion());
        Debug.Log("ReleaseVersion: " + Flurry.GetReleaseVersion());

        // Set user preferences.
        Flurry.SetAge(36);
        Flurry.SetGender(Flurry.Gender.Female);
        Flurry.SetReportLocation(true);

        // Set user properties.
        Flurry.UserProperties.Set(Flurry.UserProperties.PROPERTY_REGISTERED_USER, "True");

        // Set Messaging listener
        Flurry.SetMessagingListener(new MyMessagingListener());

        // Log Flurry events.
        Flurry.EventRecordStatus status = Flurry.LogEvent("Unity Event");
        Debug.Log("Log Unity Event status: " + status);

        // Log Flurry timed events with parameters.
        IDictionary <string, string> parameters = new Dictionary <string, string>();

        parameters.Add("Author", "Flurry");
        parameters.Add("Status", "Registered");
        status = Flurry.LogEvent("Unity Event Params Timed", parameters, true);
        Debug.Log("Log Unity Event with parameters timed status: " + status);
        // ...
        Flurry.EndTimedEvent("Unity Event Params Timed");
    }
Beispiel #8
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    void Start()
    {
        AIController AI      = GetComponentInChildren <AIController>();
        ModDisplay   display = GetComponentInParent <ModDisplay>();

        display.Mods.Add("<color=red>Boss: Adhutlio</color>");
        AI.StartCoroutine(AI.SetState(AIController.Type.Conquer, Vector3.zero));
        //AI.StartCoroutine(AI.PaintShell(Color.black));
        Flurry  flurry  = GetComponentInChildren <Flurry>();
        Blaster blaster = GetComponentInChildren <Blaster>();
        string  Layer   = LayerMask.LayerToName(gameObject.layer);

        flurry.SetBaseStats(Layer);
        blaster.SetBaseStats(Layer);
        flurry.level  = 3;
        blaster.level = 3;
        flurry.AddAbility(blaster.GetGunModAbility(5));
        flurry.AddAbility(4);
        flurry.AddAbility(7);
        blaster.AddAbility(5);
        blaster.AddAbility(9);
        blaster.AddAbility(flurry.GetGunModAbility(6));
    }
 public void DebugFlurryVersion()
 {
     Debug.Log("AgentVersion: " + Flurry.GetAgentVersion());
     Debug.Log("ReleaseVersion: " + Flurry.GetReleaseVersion());
 }
 public override void LogEvent(string eventString, MemorySystemData data, Dictionary <string, object> parameters)
 {
     Flurry.EventRecordStatus status = Flurry.LogEvent(eventString);
 }
Beispiel #11
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 public void SetupTracking(string iosKey, string androidKey)
 {
     _service = Flurry.Instance;
     _service.SetLogLevel(LogLevel.All);
     _service.StartSession(iosKey, androidKey);
 }
Beispiel #12
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 void Start()
 {
     flurry = new Flurry();
 }
Beispiel #13
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 public void OnClickLogPayment()
 {
     Flurry.LogPayment("10coin", "6003", 1, 0.99, "USD", string.Empty);
 }