public void Activation(bool isATarget = false, bool isActivation = false) { myNavMesh = GetComponent <NavMeshAgent>(); myAnimator = GetComponentInChildren <Animator>(); RM = RoomManager.Instance; PM = Player_Movement.Instance; IAM = IAManager.Instance; RandomChangeRoom(); MoveLatence = Random.Range(7f, 20f); switch (myType) { case Type.Civilian: PortéeSurveillance = 0; break; case Type.Guard: PortéeSurveillance = 6; ads = gameObject.AddComponent <AudioSource>(); ads.clip = (AudioClip)Resources.Load("TalkPlice"); ads.volume = 0.6f; ads.enabled = false; break; case Type.Policeman: PortéeSurveillance = 10; ads = gameObject.AddComponent <AudioSource>(); ads.clip = (AudioClip)Resources.Load("TalkPlice"); ads.volume = 0.6f; ads.enabled = false; break; default: break; } Radar = transform.GetChild(1).gameObject; Radar.transform.localScale = new Vector3(PortéeSurveillance, PortéeSurveillance, 1); Radar.GetComponent <SpriteRenderer>().color = new Color(Color.yellow.r, Color.yellow.g, Color.yellow.b, Radar.GetComponent <SpriteRenderer>().color.a); if (isATarget) { IsTarget = true; } mySkin = GetComponentInChildren <aSkin>(); mySkin.LoadSkin(this); if (isActivation) { isBasePerso = true; } Actif = true; if (IAM.theRedAlert) { Radar.GetComponent <SpriteRenderer>().color = new Color(Color.red.r, Color.red.g, Color.red.b, Radar.GetComponent <SpriteRenderer>().color.a); PortéeSurveillance += 2; } UpdateRadar(); }
// Start is called before the first frame update void Awake() { viewMeshFilter = transform.GetChild(0).GetComponent <MeshFilter>(); viewMeshFilter2 = transform.GetChild(1).GetComponent <MeshFilter>(); viewMeshFilter3 = transform.GetChild(2).GetComponent <MeshFilter>(); myNavMeshAgent = GetComponent <NavMeshAgent>(); myVoice = transform.GetChild(5).GetComponent <AudioSource>(); myMoveSound = transform.GetChild(6).GetComponent <AudioSource>(); if (myClasse == Classe.Basic) { myAnimator = transform.GetChild(3).GetComponent <Animator>(); myMoveSound.clip = Resources.Load <AudioClip>("Audio/SFXClips/Propulsor"); } else { myAnimator = transform.GetChild(4).GetComponent <Animator>(); myMoveSound.clip = Resources.Load <AudioClip>("Audio/SFXClips/Drone"); } myMoveSound.pitch = Random.Range(0.6f, 1.2F); myMoveSound.PlayDelayed(Random.Range(0f, 0.4f)); SM = SpawnMANAGER.Instance; IAM = IAManager.Instance; SoundM = SoundManager.Instance; MM = MusicManager.Instance; SinglH = Human.Instance; if (!SM.myAIs.Contains(this)) { SM.myAIs.Add(this); } AISpawn(); }
void Awake() { Instance = this; }
public static void registerIAManager(IAManager iaM) { iaManager = iaM; }
static void Main(string[] args) { GridGame game = new GridGame(); Player p1 = new Player('X'); Player p2 = new Player('O'); IAManager IA = new IAManager(); int menu; do { Console.WriteLine(" 1 - Jogar vs IA"); Console.WriteLine(" 2 - Jogar vs Player"); Console.WriteLine(" 0 - Sair"); Console.Write(" Escolha: "); menu = int.Parse(Console.ReadLine()); Console.Clear(); switch (menu) { // Versus IA case 1: { char turn = 'X'; while (p1.SetName()) { Console.Clear(); } game.InitiateGrid(); do { Console.Clear(); Console.WriteLine(game); switch (turn) { case 'X': { turn = p1.Move(game); break; } case 'O': { turn = IA.Move(game); break; } } Console.Clear(); } while (GameManager.Verify(game, p1.Name, IA.Name) >= 3); Console.Clear(); break; } // Versus Player case 2: { char turn = 'X'; while (p1.SetName()) { Console.Clear(); } while (p2.SetName()) { Console.Clear(); } game.InitiateGrid(); do { Console.Clear(); Console.WriteLine(game); switch (turn) { case 'X': { turn = p1.Move(game); break; } case 'O': { turn = p2.Move(game); break; } } Console.Clear(); } while (GameManager.Verify(game, p1.Name, p2.Name) >= 3); Console.Clear(); break; } } } while (menu != 0); }
public void LoadSkin(IAMovement theIA) { SpriteRenderer[] LesSprites = GetComponentsInChildren <SpriteRenderer>(); for (int i = 0; i < LesSprites.Length; i++) { switch (LesSprites[i].gameObject.name) { case "Corps": Corps = LesSprites[i]; break; case "Tête": Tête = LesSprites[i]; break; case "EpauleDroite": EpauleDroite = LesSprites[i]; break; case "BrasDroite": BrasDroit = LesSprites[i]; break; case "MainDroite": MainDroite = LesSprites[i]; break; case "EpauleGauche": EpauleGauche = LesSprites[i]; break; case "BrasGauche": BrasGauche = LesSprites[i]; break; case "MainGauche": MainGauche = LesSprites[i]; break; } } myIA = GetComponentInParent <IAMovement>(); IAM = IAManager.Instance; if (theIA.myType == Type.Guard) { Corps.sprite = Resources.Load <Sprite>("Skins/Guard/Corps"); Tête.sprite = Resources.Load <Sprite>("Skins/Guard/Tête"); EpauleDroite.sprite = Resources.Load <Sprite>("Skins/Guard/Epaule"); EpauleGauche.sprite = Resources.Load <Sprite>("Skins/Guard/Epaule"); BrasDroit.sprite = Resources.Load <Sprite>("Skins/Guard/Bras"); BrasGauche.sprite = Resources.Load <Sprite>("Skins/Guard/Bras"); MainDroite.sprite = Resources.Load <Sprite>("Skins/Guard/Main"); MainGauche.sprite = Resources.Load <Sprite>("Skins/Guard/Main"); theIA.SkinChemin = "Skins/Guard"; } else if (theIA.myType == Type.Civilian && AlreadyAsignedOnTarget == false) { DirectoryInfo dir = new DirectoryInfo("Assets/Resources/Skins/Civil"); DirectoryInfo[] info = dir.GetDirectories("*.*"); int count = dir.GetDirectories().Length; int rnd = Random.Range(1, count + 1); Corps.sprite = Resources.Load <Sprite>("Skins/Civil/Civil_" + rnd + "/Corps"); Tête.sprite = Resources.Load <Sprite>("Skins/Civil/Civil_" + rnd + "/Tête"); EpauleDroite.sprite = Resources.Load <Sprite>("Skins/Civil/Civil_" + rnd + "/Epaule"); EpauleGauche.sprite = Resources.Load <Sprite>("Skins/Civil/Civil_" + rnd + "/Epaule"); BrasDroit.sprite = Resources.Load <Sprite>("Skins/Civil/Civil_" + rnd + "/Bras"); BrasGauche.sprite = Resources.Load <Sprite>("Skins/Civil/Civil_" + rnd + "/Bras"); MainDroite.sprite = Resources.Load <Sprite>("Skins/Civil/Civil_" + rnd + "/Main"); MainGauche.sprite = Resources.Load <Sprite>("Skins/Civil/Civil_" + rnd + "/Main"); theIA.SkinChemin = "Skins/Civil/Civil_" + rnd; if (myIA.IsTarget) { IAM.AddPortraits(theIA.SkinChemin); AlreadyAsignedOnTarget = true; } } else if (theIA.myType == Type.Policeman) { Corps.sprite = Resources.Load <Sprite>("Skins/Policeman/Corps"); Tête.sprite = Resources.Load <Sprite>("Skins/Policeman/Tête"); EpauleDroite.sprite = Resources.Load <Sprite>("Skins/Policeman/Epaule"); EpauleGauche.sprite = Resources.Load <Sprite>("Skins/Policeman/Epaule"); BrasDroit.sprite = Resources.Load <Sprite>("Skins/Policeman/Bras"); BrasGauche.sprite = Resources.Load <Sprite>("Skins/Policeman/Bras"); MainDroite.sprite = Resources.Load <Sprite>("Skins/Policeman/Main"); MainGauche.sprite = Resources.Load <Sprite>("Skins/Policeman/Main"); theIA.SkinChemin = "Skins/Policeman"; } }
// Start is called before the first frame update void Awake() { IAManager.Instance.SpawnPoints.Add(transform); IAM = IAManager.Instance; }