Beispiel #1
0
    void Awake()
    {
        plyArm        = GetComponent <PlayerArm>();
        textAmmo.text = "";

        gunAmmo = maxAmmo;
    }
Beispiel #2
0
 private void Awake()
 {
     commands      = GetComponent <PlayerCommands>();
     movement      = GetComponent <PlayerMovement>();
     arm           = GetComponent <PlayerArm>();
     bodyCollider  = GetComponent <CapsuleCollider2D>();
     spriteColorer = GetComponent <SpriteColorer>();
 }
 public override void Action(PlayerArm arm)
 {
     if (Ammo > 0)
     {
         Ammo--;
         Shot();
     }
     else
     {
         audioSource.PlayOneShot(outOfAmmoSound);
     }
 }
    public override void Action(PlayerArm arm)
    {
        var t = Physics2D.OverlapCircleAll(transform.position, .5f);

        foreach (var item in t)
        {
            if (item.tag == "BattreyLock")
            {
                arm.DropItem();
                item.GetComponent <BatteryLock>().LoadBattery(this);
            }
        }
    }
Beispiel #5
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 void OnCollisionEnter(Collision other)
 {
     if (other.gameObject.tag == "Player")
     {
         BalasManager bm = other.gameObject.GetComponent <BalasManager>();
         PlayerArm    pa = other.gameObject.GetComponent <PlayerArm>();
         audioSrc.Play();
         bm.StartCoroutine("RechargeGun");
         GetComponent <MeshRenderer>().enabled = false;
         GetComponent <BoxCollider>().enabled  = false;
         StartCoroutine("Respawn");
     }
 }
Beispiel #6
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        public override void Start()
        {
            base.Start();
            PlayerArm = GetComponentInChildren <PlayerArm>();

            if (!PlayerArm)
            {
                Debug.LogError("Could not find PlayerArm on which to enable machine gun.");
                Destroy(this);
            }
            else
            {
                PlayerArm.machinegun = true;
            }
        }
Beispiel #7
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    void Awake()
    {
        Time.timeScale      = 1f;
        body                = GetComponent <Rigidbody2D>();
        body.freezeRotation = true;
        arm           = transform.Find("Arm").GetComponent <PlayerArm>();
        animator      = GetComponent <Animator>();
        attackDetails = new float[2];
        currentHealth = maxHealth;
        healthbar     = GameObject.Find("HealthBar").GetComponent <HealthBar>();
        healthbar.SetMaxHealth(maxHealth);
        particles = GetComponent <ParticleSystemScript>();
        GameObject cageDoor = GameObject.Find("Cage").transform.Find("CageDoor").gameObject;

        Physics2D.IgnoreCollision(GetComponent <Collider2D>(), cageDoor.GetComponent <Collider2D>()); // Ignore collision with the door as the cage collision is enough
    }
Beispiel #8
0
    // Update is called once per frame
    void Update()
    {
        //// New Code
        if (HasBlockInput() && CheckCanBlock())
        {
            // shouldn't be called every frame
            Block();
        }
        else if (player.isBlocking && (HasBlockReleaseInput() || !CheckCanBlock()))
        {
            ReleaseBlock();
        }
        else if (actionCooldownTimer > 0) // on cooldown
        {
            actionCooldownTimer -= Time.deltaTime;
        }

        // assuming only one is true
        var leftAttack   = HasLeftPunchInput();
        var rightAttack  = HasRightPunchInput();
        var attackInput  = leftAttack || rightAttack;
        var attackingArm = leftAttack ? arms[0] : arms[1];

        if (isAttacking && !player.isBlocking)
        {
            punchExtentsion += Time.deltaTime; // reset this...

            if (punchExtentsion > timeToCancelAttack && hitBox == null)
            {
                CreateHitBox();
                StartAttackAnim();
            }
        }
        // shouldn't be able to start after an attack is cancel
        else if (attackInput && CheckCanAttack()) // start attack
        {
            this.attackingArm = attackingArm;
            isAttacking       = true;
        }
    }
Beispiel #9
0
    // Start is called before the first frame update
    void Start()
    {
        //GetComponents
        aud  = GetComponent <AudioSource>();
        anim = GetComponent <Animator>();
        rb   = GetComponent <Rigidbody2D>();

        //Get all Body Parts
        foreach (Transform c in transform)
        {
            if (c.gameObject.name.Equals("HeadPoint"))
            {
                head = c.gameObject.GetComponent <PlayerHead>();
            }
            if (c.gameObject.name.Equals("ChestPoint"))
            {
                chest = c.gameObject.GetComponent <PlayerChest>();
            }
            if (c.gameObject.name.Equals("GroinPoint"))
            {
                abdomin = c.gameObject.GetComponent <PlayerAbdomin>();
            }
            if (c.gameObject.name.Equals("LegPoint1"))
            {
                leg1 = c.gameObject.GetComponent <PlayerLeg>();
            }
            if (c.gameObject.name.Equals("LegPoint2"))
            {
                leg2 = c.gameObject.GetComponent <PlayerLeg>();
            }
            if (c.gameObject.name.Equals("ArmPoint1"))
            {
                arm1 = c.gameObject.GetComponent <PlayerArm>();
            }
            if (c.gameObject.name.Equals("ArmPoint2"))
            {
                arm2 = c.gameObject.GetComponent <PlayerArm>();
            }
        }
    }
 public virtual void Action(PlayerArm arm)
 {
 }
Beispiel #11
0
    public void UpdatePlayer()
    {
        playerCtrl = GetComponent <Player>();

        armScript0 = leftArm.GetComponent <PlayerArm>();
        armScript1 = rigthArm.GetComponent <PlayerArm>();

        ember       = GameController.Instance.playerEmber;
        breastPlate = GameController.Instance.player_breastPlate;
        helmet      = GameController.Instance.player_helmet;
        tozluk      = GameController.Instance.player_tozluk;
        haircut     = GameController.Instance.player_haircut;
        beard       = GameController.Instance.player_beard;
        moustache   = GameController.Instance.player_moustache;
        color       = GameController.Instance.player_haircolor_index;
        sword       = GameController.Instance.player_sword;
        mace        = GameController.Instance.player_mace;
        axe         = GameController.Instance.player_axe;
        shield      = GameController.Instance.player_shield;

        WearBreastPlate();
        WearHelmet();
        WearTozluk_R();
        WearTozluk_L();

        StartCoroutine(SetPersonSize());

        SetHair();
        SetMoustache();
        SetBeard();
        SetHairColor();

        if (shield != -1)
        {
            WearShield();
        }

        leftHand = transform.GetChild(0).GetChild(0).GetChild(0).GetChild(0).gameObject;


        if (sword != -1)
        {
            WearSword();
            weaponCategory                      = 0;
            weaponCategoryAndIndex[0]           = 0;
            weaponCategoryAndIndex[1]           = sword;
            GameController.Instance.player_mace = -1; // buralar eklendi
            GameController.Instance.player_axe  = -1; // buralar eklendi
        }

        if (mace != -1)
        {
            WearMace();
            weaponCategory                       = 1;
            weaponCategoryAndIndex[0]            = 1;
            weaponCategoryAndIndex[1]            = mace;
            GameController.Instance.player_sword = -1; // buralar eklendi
            GameController.Instance.player_axe   = -1; // buralar eklendi
        }

        if (axe != -1)
        {
            WearAxe();
            weaponCategory                       = 2;
            weaponCategoryAndIndex[0]            = 2;
            weaponCategoryAndIndex[1]            = axe;
            GameController.Instance.player_sword = -1;  // buralar eklendi
            GameController.Instance.player_mace  = -1;  // buralar eklendi
        }

        if (ember && (sword > 3 || mace > 3 || axe > 3))
        {
            switch (weaponCategory)
            {
            case 0:
                GameController.Instance.hotParticles = true;
                leftHand.transform.GetChild(sword).GetChild(1).gameObject.SetActive(true);
                leftHand.transform.GetChild(sword).GetChild(0).GetChild(0).GetComponent <ParticleSystem>().startColor = new Color(1f, 0.45f, 0f);
                break;

            case 1:
                GameController.Instance.hotParticles = true;
                leftHand.transform.GetChild(12 + mace).GetChild(1).gameObject.SetActive(true);
                leftHand.transform.GetChild(12 + mace).GetChild(0).GetChild(0).GetComponent <ParticleSystem>().startColor = new Color(1f, 0.45f, 0f);
                break;

            case 2:
                GameController.Instance.hotParticles = true;
                leftHand.transform.GetChild(20 + axe).GetChild(1).gameObject.SetActive(true);
                leftHand.transform.GetChild(20 + axe).GetChild(0).GetChild(0).GetComponent <ParticleSystem>().startColor = new Color(1f, 0.45f, 0f);
                break;
            }
        }
        else if (!ember && (sword > 3 || mace > 3 || axe > 3))
        {
            switch (weaponCategory)
            {
            case 0:
                GameController.Instance.hotParticles = false;
                leftHand.transform.GetChild(sword).GetChild(1).gameObject.SetActive(false);
                leftHand.transform.GetChild(sword).GetChild(0).GetChild(0).GetComponent <ParticleSystem>().startColor = new Color(1f, 1f, 1f);
                break;

            case 1:
                GameController.Instance.hotParticles = false;
                leftHand.transform.GetChild(12 + mace).GetChild(1).gameObject.SetActive(false);
                leftHand.transform.GetChild(12 + mace).GetChild(0).GetChild(0).GetComponent <ParticleSystem>().startColor = new Color(1f, 1f, 1f);
                break;

            case 2:
                GameController.Instance.hotParticles = false;
                leftHand.transform.GetChild(20 + axe).GetChild(1).gameObject.SetActive(false);
                leftHand.transform.GetChild(20 + axe).GetChild(0).GetChild(0).GetComponent <ParticleSystem>().startColor = new Color(1f, 1f, 1f);
                break;
            }
        }

        //SaveSystem.SavePlayer();
    }
Beispiel #12
0
 private void Awake()
 {
     playerMovement = GetComponent <PlayerMovement>();
     playerArm      = GetComponent <PlayerArm>();
 }