private void ResetReload(IShooter shooter, float dt) { if (shooter.Reload > 0) { shooter.Reload -= dt; } }
public SetSequences(SetSequencesData data, PlayerControllerInput playerController, IShooter controller) { this.data = data; this.playerController = playerController; this.controller = controller; commands = new List <CommandSequence>(); foreach (CommandSequenceData sequences in data.comboSections) { CommandSequence command = new CommandSequence(sequences, this.playerController, this.controller); command.onCompletedSequence += NextSection; command.onWrongInput += RemoveSequence; commands.Add(command); } commands[0].onStartSequence += StartSection; this.playerController.OnInputPressed += CheckPressedInput; this.controller.OnDestroy += UnsubscribeEvent; currentSection = commands[0]; canExecute = true; cooldownCorutine = CooldownCorutine(); }
void GameEvent.IPlayerShoot.OnShoot(IShooter player) { if (GunData == null) { return; } var bullet = UiObjectsPooler.Instance.Get <UiBullet>(GunData.Bullet); //define bullet direction var xDirection = UiPlayer.Sprite.flipX ? -1 : 1; //define starting position bullet.transform.position = BulletSpawn.position; //go var velocity = GunData.Velocity; var precision = GunData.Precision; var adjustment = GunData.Adjustment; var info = new UiBullet.BulletTriggerInfo { Damage = GunData.Damage, LifeSpan = GunData.BulletLifeSpan, Adjustment = adjustment, Velocity = velocity, Direction = xDirection, Precision = precision }; bullet.Fire(info); }
void ChangeActiveShooterTo(IShooter shooter) { _activeShooter = shooter; if (_activeShooter is ShotgunShooter) { _shooterDisplay.sprite = shotgunImage; } else if (_activeShooter is MachineGunShooter) { _shooterDisplay.sprite = machinegunImage; } else if (_activeShooter is SimpleShooter) { _shooterDisplay.sprite = gunImage; } if (gunLevel == 0) { _shooterBackground.color = Color.yellow; } else if (gunLevel == 1) { _shooterBackground.color = Color.cyan; } else if (gunLevel == 2) { _shooterBackground.color = Color.magenta; } }
public GameManager(GameObject ui, ICourseInspector courseInspector, IShooter shooter, ICelestialBody startingPosition) { this.overviewUI = ui; this.courseInspector = courseInspector; this.shooter = shooter; this.currentGolfingPosition = startingPosition; this.normal = Vector3.up; }
public virtual void Start() { mWeapons = GetComponents <Weapon> (); mShooter = ServiceLocator.GetService <IShooter>(); mShooter.LevelChangedEvent += HandleLevelChangedEvent; mShooter.GameOverEvent += HandleGameOverEvent; }
public void OnKill(IShooter i_MyKiller) { (Game as GameWithScreens).SpriteSoundEffects["MotherShipKill"].Play(); m_IsDying = true; Velocity = new Vector2(0); m_Animations.Restart(); i_MyKiller.OnHit(this); }
void Start() { m_seeker = GetComponent <Seeker>(); m_controlledEnemy = GetComponent <Rigidbody2D>(); m_shooter = GetComponent <IShooter>(); InvokeRepeating("UpdatePath", 0f, .5f); }
void Start() { mPlayAgain = (UIButton)GetItem("BtnPlayAgain"); mShooter = ServiceLocator.GetService <IShooter>(); mShooter.GameOverEvent += HandleGameOverEvent; mShooter.StartGameEvent += HandleStartGameEvent; }
public void init(Color color, IShooter shooter, Vector3 direction) { this.shooter = shooter; this.direction = direction; lifeTimer = life; spriteRenderer.color = color; }
void Start() { mBtnResume = (UIButton)GetItem("BtnResume"); mBtnQuit = (UIButton)GetItem("BtnQuit"); mShooter = ServiceLocator.GetService <IShooter>(); mShooter.PauseGameEvent += HandlePauseGameEvent; }
public Gun(Game i_Game, IShooter i_Shooter, int i_MaxNumOfBullets, Vector2 i_BulletsVelocity, Color i_BulletsColor) : base(i_Game) { m_BulletsVelocity = i_BulletsVelocity; m_MaxNumOfBullets = i_MaxNumOfBullets; m_Shooter = i_Shooter; m_BulletsColor = i_BulletsColor; m_AliveBullets = new LinkedList <Bullet>(); m_NonActiveBullet = new LinkedList <Bullet>(); }
public override void OnClick(Selectable item) { if (item.name.Equals(mBtnStart.name)) { IShooter shooter = ServiceLocator.GetService <IShooter>(); shooter.StartGame(); SetVisiblity(false); } }
public CommandSequence(CommandSequenceData data, PlayerControllerInput playerController, IShooter controller) { this.data = data; this.playerController = playerController; this.controller = controller; //this.playerController.OnInputPressed += CheckPressedInput; this.controller.OnDestroy += UnsubscribeEvent; }
private void addScore(int i_Score, IShooter i_Shooter) { PlayerSpaceship shooter = i_Shooter as PlayerSpaceship; if (shooter != null) { shooter.AddScore(i_Score); } }
public void AlignWithTarget(IShooter target, Action OnAlignComplete) { Vector3 alignTo = new Vector3(target.GetPosition().x, GetPosition().y, GetPosition().z); StartAligning(alignTo, () => { OnAlignComplete(); playerState = State.Idle; }); }
/// <summary> /// Applies damage tho itself. /// </summary> /// <param name="instigator"></param> public void ApplyDamage(IShooter instigator) { currentLifeText.text = life.ToString(); life -= instigator.getDamage(); if (life <= 0) { CheckDestruction(); } }
// Start is called before the first frame update void Start() { base.Start(); playerParentTransform = GameObject.FindGameObjectWithTag("Player").transform.parent; transform.parent = playerParentTransform; status = Statuses.GettingClose; timer = 0; distanceToPlayer = Vector2.Distance(transform.position, playerParentTransform.position); _shooter = new RadialShooter(24, playerParentTransform.gameObject); }
public void Shoot(float _speed, Vector3 _dir, int _damageAmount, IShooter _shooter, Vector3 _shootPosition) { hitSound.Init(); speed = _speed; direction = _dir; damageAmount = _damageAmount; shooter = _shooter; this.transform.position = _shootPosition; this.transform.right = _dir.normalized; this.gameObject.SetActive(true); }
public Gun(IShooter i_Shooter, int i_MaxBulletsInScreen) { r_BulletsFired = new HashSet <Bullet>(); r_Shooter = i_Shooter; r_MaxBulletsInScreen = i_MaxBulletsInScreen; r_BulletsFactory = r_Shooter.Game.Services.GetService <BulletsFactory>(); if (r_BulletsFactory == null) { r_BulletsFactory = new BulletsFactory(r_Shooter.Game); } }
public override void Awake() { base.Awake(); steerable = GetComponent <SteerableBehaviour>(); shooter = steerable as IShooter; if (shooter == null) { throw new MissingComponentException("Esse GameObject não implementa IShooter"); } }
private bool hitEnemyBullet(ICollidable i_CollidingObject) { bool hitBullet = false; if (i_CollidingObject is Bullet) { IShooter collidingBulletShooter = (i_CollidingObject as Bullet).Shooter; hitBullet = (collidingBulletShooter is PlayerSpaceship && Shooter is Enemy) || (collidingBulletShooter is Enemy && Shooter is PlayerSpaceship); } return(hitBullet); }
public virtual void Shoot(Vector3 shootPosition, Vector3 direction, IShooter _shooter) { shooter = _shooter; transform.position = shootPosition; state = State.Shooted; returnTime = Time.time + _duration; OnPreShoot?.Invoke(); OnShoot?.Invoke(); if (vfx != null) { vfx.Play(); } }
public void Process_WeaponStraightShootingAction(IShooter shooter, int weaponDamagePower, List <IEnemy> allEnemies, List <System.Windows.Controls.Image> allShootingArrowImages, System.Drawing.Point newPoint) { var selectedStrikeStrategy = _strikeStrategyInvoker.GetStrikeStrategy(Enums.StrikeStrategiesEnum.Shoot); var shootingStrategy = (IStraightShootStrikeStrategy)selectedStrikeStrategy.StrikeStrategyType; foreach (var arrowImage in allShootingArrowImages) { if (arrowImage.Visibility == System.Windows.Visibility.Visible) { shootingStrategy.ShootStraightStrike(arrowImage, newPoint); } WeaponStrikeTarget(shooter, weaponDamagePower, arrowImage, allEnemies); } }
void Start() { mItemLife = (UIText)GetItem("LblLivesValue"); mItemScore = (UIText)GetItem("LblScoreValue"); mHighscore = (UIText)GetItem("LblHighscoreValue"); mBtnPause = (UIButton)GetItem("BtnPause"); mShooter = ServiceLocator.GetService <IShooter>(); mShooter.GameOverEvent += HandleGameOverEvent; mShooter.StartGameEvent += HandleStartGameEvent; mShooter.PauseGameEvent += HandlePauseGameEvent; mShooter.LivesUpdatedEvent += HandleLivesUpdatedEvent; mShooter.HighscoreUpdatedEvent += HandleHighscoreUpdatedEvent; mShooter.PointUpdatedEvent += HandlePointUpdatedEvent; }
public void WeaponStrikeTarget(IShooter shooter, int weaponDamagingPoints, System.Windows.Controls.Image weaponImage, List <IEnemy> allActiveEnemies) { foreach (var target in allActiveEnemies) { if (target.GetHealthPoints() > 0) { var weaponHitEnemy = _imageManager.ImagesCollisionDetected_Adaptor(weaponImage, target.EnemyImage); if (weaponHitEnemy) { target.ReduceHealth(weaponDamagingPoints); //hero increases total strike points shooter.IncreasePointForStrikingTarget(weaponDamagingPoints); } } } }
// Start is called before the first frame update void Start() { if (mThruster == null) { mThruster = GetComponent <IThruster>(); } if (mTurner == null) { mTurner = GetComponent <ITurner>(); } if (mShooter == null) { mShooter = GetComponent <IShooter>(); } }
public override void Awake() { base.Awake(); Transition Patrulha = new Transition(); Patrulha.condition = new ConditionDistGT(transform, GameObject.FindWithTag("Player").transform, 2.0f); Patrulha.target = GetComponent <StatePatrulhaWaypoints>(); transitions.Add(Patrulha); steerable = GetComponent <SteerableBehaviour>(); shooter = steerable as IShooter; if (shooter == null) { throw new MissingComponentException("Este GameObject não implementa IShooter"); } }
public override void Awake() { base.Awake(); Transition ToPatrolState = new Transition(); ToPatrolState.condition = new ConditionDistGT(transform, GameObject.FindWithTag("Player").transform, 5.0f); ToPatrolState.target = GetComponent <PatrolState>(); // Adicionamos a transição em nossa lista de transições transitions.Add(ToPatrolState); steerable = GetComponent <SteerableBehaviour>(); // acho que caguei kkkkk shooter = steerable as IShooter; if (shooter == null) { throw new MissingComponentException("Este GameObject não implementa IShooter"); } }
public void Update(Time dt) { foreach (FloatRect rect in _tileMap.Collidables) { foreach (Entity entity in _entities) { Box a = new Box(entity); Box b = new Box(rect); float x; float y; if (Box.AABB(a, b, out x, out y)) { Vector2f pos = entity.Position; pos.X += x; pos.Y += y; entity.Position = pos; //if(y != 0) // Console.WriteLine("x:{0},y:{1}",x,y); //todo: fix this shit. if (y < 0) { entity.Velocity = new Vector2f(entity.Velocity.X, 0); entity.Jumping = false; } if (y > 0 && entity.Jumping) { entity.Velocity = entity.Jumping ? new Vector2f(entity.Velocity.X, 0) : new Vector2f(entity.Velocity.X, entity.Velocity.Y); } } IShooter shooter = entity as IShooter; if (shooter != null) { foreach (var proj in shooter.Projectiles.ProjectileList.Where(proj => Box.AABBCheck(new Box(proj), b))) { shooter.Projectiles.Explode(proj); } } } } }
public MouseAimer(MouseButton button, IShooter shooter) { _shooter = Add(shooter); Add(new MouseButtonBinding(button, Shoot, _shooter.Release)); }