Beispiel #1
0
    public bool CheckWinCondition(int level, PlayerControlScript player)
    {
        switch (level)
        {
        case 0:
            return(CheckWinConditionLevel1(player));

        case 1:
            return(CheckWinConditionLevel2(player));

        case 2:
            return(CheckWinConditionLevel3(player));

        case 3:
            return(CheckWinConditionLevel4(player));

        case 4:
            return(CheckWinConditionLevel5(player));

        case 5:
            return(CheckWinConditionLevel6(player));

        case 6:
            return(CheckWinConditionLevel7(player));

        default:
            return(false);
        }
    }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        Player1 = GameObject.Find("Player1");
        Player2 = GameObject.Find("Player2");

        GameOver = GameObject.Find("GameOver");
        GameOver.GetComponent <MeshRenderer>().enabled = false;

        Player1ControlScript = Player1.GetComponent <PlayerControlScript>();
        Player2ControlScript = Player2.GetComponent <PlayerControlScript>();

        player1Attacker = false;
        player2Attacker = false;

        attacker = Random.Range(1, 3);

        countDown = GameObject.Find("Countdown").GetComponent <TextMesh>();

        player1Score = GameObject.Find("Score1").GetComponent <TextMesh>();
        player2Score = GameObject.Find("Score2").GetComponent <TextMesh>();

        player1ScoreCounter = 0;
        player2ScoreCounter = 0;

        sonic         = GameObject.Find("Sonic");
        speedUpScript = sonic.GetComponent <SpeedUpScript>();


        timer   = 10.5f;
        timerOn = true;

        increaseSpeed = 0;
        increaseSize  = 0;
    }
Beispiel #3
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 void Start()
 {
     spawnerObject           = this.gameObject;
     timeToSpawn             = Random.Range(40, 60);
     playerSafeSpawnDistance = 6;
     playerScript            = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControlScript>();
 }
Beispiel #4
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    void Start()
    {
        if (instance != null && instance != this)
        {
            Destroy(this.gameObject);
        }
        else
        {
            instance = this;
        }

        startPos = transform.position;

        modelChoice = 0;
        alive       = true;
        onLand      = true;
        onLog       = false;

        currentDir  = up;
        nextPos     = Vector3.forward;
        destination = transform.position;


        ChooseModel(HoldCharacterSelect.CharacterSelect.characterSelected);
    }
Beispiel #5
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    // Update is called once per frame

    private void Start()
    {
        player    = GameObject.FindGameObjectWithTag("Player").transform;
        inventory = GameObject.FindGameObjectWithTag("Player").GetComponent <Inventory>();

        playerControlScript = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControlScript>();
    }
Beispiel #6
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 // Use this for initialization
 void Start()
 {
     game              = GetComponentInParent <Game>();
     source            = GetComponentInParent <AudioSource>();
     controls          = game.player.GetComponent <PlayerControlScript>();
     controls.playDash = PlayDash;
 }
 // Use this for initialization
 void Start()
 {
     pcs = GetComponent<PlayerControlScript>();
     //startAnimation = true;
     StartCoroutine(DoRunAnimation());
     StartCoroutine(DoJumpAnimation());
 }
    //GET PLAYERS HEALTH, if their health is half of that of the enemy, their bullets do not damage the player and the
    //player cannot damage the enemy
    //enemies will also ignore players who are half their health or lower
    //add item drops
    //spawner
    public void Start()
    {
        timeToShoot                     = Random.Range(40, 60);
        playerScript                    = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControlScript>();
        enemyBulletTransform            = enemyBullet1.transform;
        enemyBulletTransform.localScale = new Vector3(0.25f, 0.25f, 0);
        enemyTransform                  = transform;
        enemyBulletVelocity             = playerScript.bulletVelocity / 1f;
        if (player == null)
        {
            player = GameObject.FindGameObjectWithTag("Player");
        }
        attackStyle = 0;
        if (attackStyle == 0)
        {
            normalMovement = true;
        }

        rb = this.GetComponent <Rigidbody2D>();
        startingEnemyHP = enemyTransform.localScale.x;
        //for enemy normal movement
        latestDirectionChangeTime = -5f;
        NormalMovement();
        startingBulletSize = playerScript.bulletTransform.localScale;
    }
Beispiel #9
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    public void SingleClick(Vector2 vect)
    {
        if (GameRunningScript.getInstance().isClickActive == false)
        {
            return;
        }
        Ray        ray = cam.ScreenPointToRay(vect);
        RaycastHit point;

        if (Physics.Raycast(ray, out point, 20000, layerMask))
        {
            if (point.collider.gameObject.GetComponent <PlayerControlScript>() != null)
            {
                PlayerControlScript player = point.collider.gameObject.GetComponent <PlayerControlScript>();
                player.setSelected(true);
            }
            else if (point.collider.gameObject.GetComponent <CheckPoints>() != null)
            {
                CheckPoints check = point.collider.gameObject.GetComponent <CheckPoints>();
                if (!check.getClickable())
                {
                    return;
                }
                if (GameRunningScript.getInstance().selectedPlayer == null)
                {
                    return;
                }
                //TODO Do a method to decide the transport method
                GameRunningScript.getInstance().myPlayer.sendMove(check, TransportType.Cycle);
                GameRunningScript.getInstance().selectedPlayer.moveMyPlayer(check, TransportType.Cycle);
                Dev.log(Tag.GameClickListener, "Hit : " + check.name);
            }
        }
    }
Beispiel #10
0
 public bool CheckWinConditionLevel4(PlayerControlScript player)
 {
     if (player.CheckVictory() && player.AsteroidCount(Asteroid.TYPE.GOLD) < 2)
     {
         FailedLevel();
     }
     return(player.AsteroidCount(Asteroid.TYPE.GOLD) >= 2 && player.CheckVictory());
 }
Beispiel #11
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 public bool CheckWinConditionLevel3(PlayerControlScript player)
 {
     if (player.CheckVictory() && player.AsteroidCount(Asteroid.TYPE.IRON) < 5)
     {
         FailedLevel();
     }
     return(player.AsteroidCount(Asteroid.TYPE.IRON) >= 5 && player.CheckVictory());
 }
Beispiel #12
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 public bool CheckWinConditionLevel2(PlayerControlScript player)
 {
     if (player.CheckVictory() && player.AsteroidCount() < 10)
     {
         FailedLevel();
     }
     return(player.AsteroidCount() >= 5 && player.CheckVictory());
 }
Beispiel #13
0
 void OnTriggerEnter2D(Collider2D other)
 {
     player = other.GetComponent <PlayerControlScript>();
     if (player != null && animator.GetBool("Attack") == false)
     {
         animator.SetBool("Attack", true);
     }
 }
Beispiel #14
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 void attack()
 {
     if (player != null)
     {
         player.AddHp(damage);
     }
     player = null;
     gameObject.SetActive(false);
 }
Beispiel #15
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    private void OnTriggerEnter2D(Collider2D collision)
    {
        PlayerControlScript player = collision.GetComponent <PlayerControlScript>();

        if (player != null)
        {
            player.PassedGate();
            PortalNoise.Play();
        }
    }
Beispiel #16
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 public PlayerState(PlayerControlScript player)
 {
     position    = new float[2];
     hp          = player.currentHealth;
     level       = player.level;
     position[0] = player.position.x;
     position[1] = player.position.y;
     quickslots  = player.quickslots;
     bagslots    = player.bagslots;
 }
    // Players need to be told to apply their own explosive force to ensure they get knocked back
    void SyncPlayer(Rigidbody player)
    {
        PlayerControlScript script = player.GetComponent <PlayerControlScript>();

        if (script)
        {
            // Make the player apply it's own explosive force to ensure it reacts accordingly
            script.ApplyExplosiveForceOverNetwork(transform.position.x, transform.position.y, m_aoeRange, m_aoeMinExplosiveForce, m_aoeMaxExplosiveForce);
        }
    }
    private PlayerControlScript SpawnPlayer(Vector3 spawnPoint)
    {
        GameObject newPlayer = Instantiate(playerTemplate);

        PlayerControlScript newPlayerScript = newPlayer.GetComponent <PlayerControlScript>();

        newPlayerScript.SetManager(this);
        newPlayerScript.SetSpawnPosition(spawnPoint);
        return(newPlayerScript);
    }
    void Start()
    {
        GameObject vehicle = GameObject.FindGameObjectWithTag("Vehicle");

        if (vehicle == null)
        {
            vehicle = SingletonGodController.instance.vehicle;
        }
        Players = vehicle.GetComponent <FreddySpawnScript>().Freddies;
        Player  = Players[0];
    }
Beispiel #20
0
    // Use this for initialization
    void Start()
    {
        SPS               = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> ();
        PCS               = GetComponent <PlayerControlScript> ();
        ES                = GameObject.Find("EternalHolder").GetComponent <EternalScript> ();
        SpriteColor       = GetComponent <SpriteRenderer> ();
        CurrentColor      = ES.GetColor(PCS.GetPlayerNum());
        SpriteColor.color = CurrentColor;

        Stats = GameObject.Find("TotalStatsHolder").GetComponent <EndGameStatsScript>();
    }
Beispiel #21
0
 public PlayerState(PlayerControlScript player, float[] getposition, int leveladd)
 {
     position = new float[2];
     hp       = player.currentHealth;
     Debug.Log(player.level + leveladd);
     level       = player.level + leveladd;
     position[0] = getposition[0];
     position[1] = getposition[1];
     quickslots  = player.quickslots;
     bagslots    = player.bagslots;
 }
Beispiel #22
0
    // Use this for initialization
    void Start()
    {
        gameManager       = GameObject.Find("GameManager");
        gameManagerScript = gameManager.GetComponent <GameManagerScript>();

        player1 = GameObject.Find("Player1");
        player2 = GameObject.Find("Player2");

        Player1ControlScript = player1.GetComponent <PlayerControlScript>();
        Player2ControlScript = player2.GetComponent <PlayerControlScript>();
    }
Beispiel #23
0
 // Use this for initialization
 void Start()
 {
     PCS = GetComponent <PlayerControlScript> ();
     AS  = GetComponent <AmmoScript>();
     AS.SetSecondaryMagazineSize(3);
     PCS.SetSecondaryWeapon(Shoot);
     ShotTimer         = 0;
     ShootFireCooldown = 50;
     CanShoot          = true;
     projectile        = Resources.Load("ChaffPrefab") as GameObject;
 }
    void CyclePlayers()
    {
        int current = Players.IndexOf(Player);

        if (++current >= Players.Count)
        {
            current = 0;
        }
        // Debug.Log(currPlayer);
        Player = Players[current];
    }
Beispiel #25
0
    public static void Save(PlayerControlScript player, float[] getposition, int leveladd)
    {
        BinaryFormatter bifile    = new BinaryFormatter();
        string          file_path = Application.persistentDataPath + "/player_saved_state";
        FileStream      stream    = new FileStream(file_path, FileMode.Create);
        PlayerState     State     = new PlayerState(player, getposition, leveladd);

        bifile.Serialize(stream, State);
        stream.Close();
        Debug.Log("file saved");
    }
Beispiel #26
0
 // Use this for initialization
 void Start()
 {
     timer = GetComponentInParent <EnemyTimer> ();
     timer.generateAnEnemy     = GenerateEnemy;
     playerHitScript           = Player.GetComponent <PlayerHitDetection> ();
     playerHitScript.killEnemy = KillEnemy;
     playerControlScript       = Player.GetComponent <PlayerControlScript> ();
     gameOverCanvas.enabled    = false;
     sound   = GetComponentInParent <SoundScript> ();
     spawner = GetComponent <EnemySpawner> ();
     Floor2.SetActive(false);
 }
Beispiel #27
0
 // Start is called before the first frame update
 void Start()
 {
     playerControler       = FindObjectOfType <PlayerControlScript>();
     playerAnimator        = playerControler.GetComponent <Animator>();
     scoreGUI.text         = "Score: " + globalScore;
     lifeCounterGUI.text   = "Number of lives: " + NUMBER_OF_LIVES;
     levelGUI.text         = "Level: " + level;
     completeLevelGUI.text = "";
     loseGameGUI.text      = "";
     deathMessageGUI.text  = "";
     deathCounter          = 0;
 }
    private void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.gameObject.CompareTag("Player"))
        {
            PlayerControlScript cs = (PlayerControlScript)collision.gameObject.GetComponent("PlayerControlScript");
            var sceneName          = SceneManager.GetActiveScene().name;

            Debug.Log("ExitTrigger triggered in " + sceneName);
            var node = GameData.InnerDerp.Map[sceneName];
            node.exit(ExitName);
        }
    }
    /// <summary>
    /// Instantiates Player and decides position and assigns sprite
    /// </summary>
    /// <param name="playerNum">int position and color and type</param>
    /// <returns>PlayerConstrolScript of player created</returns>
    private PlayerControlScript InstantiatePlayer(int playerNum)
    {
        Vector3             position = Vector3.zero;
        PlayerControlScript freddy   = null;

        switch (playerNum)
        {
        case 0:
            position = new Vector3(-0.65f, 1f, 0);
            freddy   = Resources.Load <DriverControlScript>("Freddy_Driver");
            break;

        case 1:
            position = new Vector3(0.4f, -1.5f, 0);
            freddy   = Resources.Load <GunnerControlScript>("Freddy_Gunner");
            break;

        case 2:
            position = new Vector3(-0.8f, -0.8f, 0);
            freddy   = Resources.Load <GunnerControlScript>("Freddy_Gunner");
            break;

        case 3:
            position = new Vector3(0.8f, -0.8f, 0);
            freddy   = Resources.Load <GunnerControlScript>("Freddy_Gunner");
            break;

        case 4:
            position = new Vector3(-0.4f, -1.5f, 0);
            freddy   = Resources.Load <GunnerControlScript>("Freddy_Gunner");

            break;

        default:
            Debug.LogWarning("Unable to spawn player " + playerNum);
            break;
        }

        if (freddy != null)
        {
            Vector3             vehiclePos  = this.transform.position;
            PlayerControlScript freddySpawn = Instantiate(freddy, position * transform.localScale.x + vehiclePos, Quaternion.identity) as PlayerControlScript;
            freddySpawn.transform.parent = transform;
            freddySpawn.PlayerNumber     = playerNum;
            freddies_.Add(freddySpawn);
        }
        else
        {
            Debug.Log("Freddy failed to spawn.");
        }
        return(freddy);
    }
Beispiel #30
0
 // Use this for initialization
 void Start()
 {
     PCS = GetComponent <PlayerControlScript> ();
     SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> ();
     OP  = GameObject.Find("ObjectPoolerIntercept").GetComponent <ObjectPoolScript> ();
     AS  = GetComponent <AmmoScript>();
     AS.SetSecondaryMagazineSize(2);
     PCS.SetSecondaryWeapon(Shoot);
     ShotTimer         = 0;
     ShootFireCooldown = 50;
     CanShoot          = true;
     projectile        = Resources.Load("InterCeptorPrefab") as GameObject;
 }
Beispiel #31
0
 // Use this for initialization
 void Start()
 {
     ES           = GameObject.Find("EternalHolder").GetComponent <EternalScript> ();
     SPS          = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> ();
     OPProjectile = GameObject.Find("ObjectPoolerTripMine").GetComponent <ObjectPoolScript> ();
     PCS          = GetComponent <PlayerControlScript> ();
     AS           = GetComponent <AmmoScript>();
     AS.SetSecondaryMagazineSize(2);
     PCS.SetSecondaryWeapon(Shoot);
     ShotTimer         = 0;
     ShootFireCooldown = 25;
     CanShoot          = true;
 }
 // Use this for initialization
 void Start()
 {
     PCS = GetComponent<PlayerControlScript> ();
     RB = GetComponent<Rigidbody2D> ();
 }
    // Use this for initialization
    void Start()
    {
        controller = GetComponent <PlayerControlScript> ();
        anim = GetComponentInChildren<AnimationScript>();
        properties = GetComponent<PlayerProperties>();

        /*facingRight = properties.facingRight;
        jumpForce = properties.jumpForce;
        moveForce = properties.moveForce;			// Amount of force added to move the player left and right.
        maxSpeed = properties.maxSpeed;
        jumpTimer = properties.jumpTimer;
        float moveTimer = properties.moveTimer;*/
    }
 void Start()
 {
     // initialising reference variables
     anim = GetComponent<Animator>();
     controlScript = GameObject.Find("GameControl").GetComponent<GameControlScript>();
     player = GameObject.Find("Jack");
     pScript = player.GetComponent<PlayerControlScript>();
     if( transform.position.z < player.transform.position.z)
         isRunningLeft = false;
 }
Beispiel #35
0
	// Use this for initialization
	void Start () {
		RS = GameObject.Find ("RespawnObject").GetComponent<RespawnScript>();
		PCS = GetComponent<PlayerControlScript> ();
	}
 // Use this for initialization
 void Start()
 {
     playerScript = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerControlScript>();
 }