void Start() { gear = GetComponent <PlayerGear>(); anim = GetComponent <Animator>(); stats = GetComponent <StickStats>(); movement = GetComponent <MovementController>(); cursor = GameObject.FindObjectOfType <CursorTag>().gameObject; registry = GameObject.FindObjectOfType <Registry>().GetComponent <Registry>(); registry.damageAcceptors.AddDamageAcceptor(this); slevel = GetComponent <SticknessLevel>(); ui = GameObject.Find("UI"); deadStickyNote = ui.transform.Find("DeadStickyNote").gameObject; gpParent = GameObject.Find("GeneralPurposeParent"); health = ui.transform.Find("Health").GetComponent <Text>(); health.text = ((int)(stats.currentHitPoints)).ToString(); originalMoveSpeed = movement.moveSpeed; originalJumpSpeed = movement.jumpSpeed; groups = new List <string>(); groups.Add("players"); stats.currentHitPoints = stats.totalHitPoints; stats.currentArmorPoints = stats.totalArmorPoints; Time.timeScale = 1f; if (findStartPoint) { this.enabled = false; InvokeRepeating("WaitForStartPoint", 0.1f, 0.1f); } }
public override void Attach(PlayerController controller, PlayerGear gear) { _collider.enabled = false; PlayerController = controller; PlayerGear = gear; PlayerRigidbody = controller.Rigidbody; }
public void OnTriggerEnter2D(Collider2D coll) { // go forwards, if possible PlayerGear player = coll.GetComponent<PlayerGear>(); if (player) { SetState(2); this.player = player; //print("OnTriggerEnter2D: "+name); } }
public void TryOpen(PlayerGear playerGear) { if (playerGear.Buy(cost)) { anim.Play("Open"); opened = true; GameManager.Instance.UpdateAccessibleRooms(this); } else { Debug.Log("Not enough money to open door"); } }
public override void Interact(GameObject playerRoot) { if (opened) { return; } PlayerGear playerGear = playerRoot.GetComponent <PlayerGear>(); if (playerGear) { TryOpen(playerGear); } else { Debug.LogError("Can't find PlayerGear in " + playerRoot.name); } }
private void Update() { if (!_hasJumped) { return; } if (_detachTimer > 0) { _detachTimer -= Time.deltaTime; return; } if (PlayerRigidbody.velocity.y < 0) { PlayerGear.DetachLegs(this); } // Recycle powerup }
public override void Interact(GameObject playerRoot) { PlayerGear playerMoney = playerRoot.GetComponent <PlayerGear>(); if (playerMoney) { if (playerMoney.Buy(repairCost)) { repairBarricade(); } else { Debug.Log("Not enough money to repair"); } } else { Debug.LogError("Can't find PlayerGear in " + playerRoot.name); } }
private void Update() { sliderHealth.value = GameManager.Instance.player.stats.CurrentHealth; sliderArmor.value = GameManager.Instance.player.stats.armor.GetValue(); PlayerShooter shooter = GameManager.Instance.player.GetComponent <PlayerShooter>(); if (shooter.CurrentWeapon) { bulletMagazineText.text = $"{shooter.CurrentWeapon.LoaderAmount}/{shooter.CurrentWeapon.BulletsAmount}"; } else { bulletMagazineText.text = ""; } PlayerGear playerGear = GameManager.Instance.player.GetComponent <PlayerGear>(); moneyText.text = $"${playerGear.CurrentMoney}"; }
public override void Interact(GameObject playerRoot) { PlayerShooter playerShooter = playerRoot.GetComponent <PlayerShooter>(); PlayerGear playerGear = playerRoot.GetComponent <PlayerGear>(); if (playerShooter && playerGear) { if (playerGear.Buy(weaponPrefab.data.cost)) { playerShooter.PickUpWeapon(weaponPrefab); } else { Debug.Log("Not enough money to buy " + weaponPrefab.data.name); } } else { Debug.LogError("Can't find PlayerShooter or PlayerGear in " + playerRoot.name); } }
public void TakeHit(int damages) { CurrentHealth -= damages; if (CurrentHealth <= 0) { PlayerGear gear = GameManager.Instance.player.GetComponent <PlayerGear>(); if (gear) { gear.AddMoney(rewardAmount); } Destroy(gameObject); UIManager.Instance.IncrementScore(); } else if (CurrentHealth <= maxHealth.GetValue() * 0.33f) { ChangeColor(damaged33Color); } else if (CurrentHealth <= maxHealth.GetValue() * 0.66f) { ChangeColor(damaged66Color); } }
private void Finish() { PlayerController.ExitBoost(); PlayerGear.DetachBody(this); _isBoosting = false; }
public abstract void Attach(PlayerController controller, PlayerGear gear);
void Awake() { pGear = GetComponent <PlayerGear>(); pGear.SetPlayer(player); }
public SpawnPlayer(Character Character, bool isPlayerPlayer) : base(0x32) { SetCapacity((ushort)(59 + Character.Player.Name.Length)); writer.Write(Character.WorldId); writer.Write(Character.Player.Name.ToCharArray()); writer.Write((byte)0); if (isPlayerPlayer) { writer.Write((byte)((byte)0x80 | (byte)Character.Player.Class)); } else { writer.Write((byte)Character.Player.Class); } //Coordinates writer.Write(Character.Position.X); writer.Write(Character.Position.Y); writer.Write(Character.Position.Z); writer.Write((short)1); if (Character.IsAlive) { writer.Write((byte)0); // Alive } else { writer.Write((byte)2); // Dead } writer.Write((short)0); writer.Write((byte)0); /// /// Gear /// PlayerGear gear = Character.Gear as PlayerGear; writer.Write(gear.Slots[1]); writer.Write(gear.Slots[2]); writer.Write(gear.Slots[3]); writer.Write(gear.Slots[4]); writer.Write(gear.Slots[5]); writer.Write(gear.Slots[6]); writer.Write(gear.Slots[7]); /// /// Look /// writer.Write((byte)Character.Player.Face); writer.Write((byte)Character.Player.Hair); for (int i = 0; i < 19; i++) { writer.Write((byte)0); } }
public override void Attach(PlayerController controller, PlayerGear gear) { PlayerController = controller; PlayerGear = gear; PlayerRigidbody = controller.Rigidbody; }