Beispiel #1
0
 // Use this for initialization
 private void Start()
 {
     ShieldIsUp           = false;
     shieldAnimator       = shieldObject.GetComponent <Animator>();
     gun                  = gunObject.GetComponent <PlayerGun>();
     originalShotInterval = gun.ShotInterval;
 }
    private void Update()
    {
        Vector2 aimingVector = PlayerGun.GetAimingVector();

        AimFollow.position = new Vector2(PlayerTransform.position.x + (aimingVector.x * MaxX),
                                         PlayerTransform.position.y + (aimingVector.y * MaxY));
    }
Beispiel #3
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    internal void SetControllerNumber(int number)
    {
        controllerNumber    = number;
        horizontalAxis      = "J" + controllerNumber + "Horizontal";
        verticalAxis        = "J" + controllerNumber + "Vertical";
        horizontalRightAxis = "J" + controllerNumber + "RightHorizontal";
        verticalRightAxis   = "J" + controllerNumber + "RightVertical";
        aButton             = "J" + controllerNumber + "A";
        xButton             = "J" + controllerNumber + "X";
        rightTriggerButton  = "J" + controllerNumber + "RightTrigger";
        startButton         = "J" + controllerNumber + "Start";

        // Set all controls
        GameObject PCBinding = GameObject.Find("PCBinding");
        ControllerPlayerBinding cpBinding = PCBinding.GetComponent <ControllerPlayerBinding>();

        Crosshair player_tank_crosshair_script = player_tank_crosshair.GetComponent <Crosshair>();

        if (cpBinding.getControllerBinding(tank_number) == 5)
        {
            isKeyboard = true;
        }
        player_tank_crosshair_script.SetCrosshairControls(horizontalRightAxis, verticalRightAxis, isKeyboard);

        player_tank_gun_script = player_tank_gun.GetComponent <PlayerGun>();
        print(player_tank_gun_script);
        player_tank_gun_script.SetGunController(xButton, rightTriggerButton);
    }
Beispiel #4
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    // TODO ?
    // setup custom constructed class with HP, ammo?, and wich class is currently being used. http://ilkinulas.github.io/development/unity/2016/05/30/monobehaviour-constructor.html

    public void SetCrosshair(GameObject crosshair_tank)
    {
        player_tank_crosshair = crosshair_tank;
        PlayerGun player_tank_gun_script = player_tank_gun.GetComponent <PlayerGun>();

        player_tank_gun_script.SetCrosshairBarrel(player_tank_crosshair);
    }
Beispiel #5
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    void Start()
    {
        crouchTrigger.enabled = false;

        //Defaults to facing right.
        facingRight = true;

        //Enables mobility.
        canMove = true;

        //SpawnPoint
        respawnPosition = transform.position;

        //References to other scripts.
        theLevelManager     = FindObjectOfType <LevelManager>();
        lastPositionScript  = FindObjectOfType <LastPosition>();
        evolveScript        = FindObjectOfType <Evolve>();
        thePlayerController = FindObjectOfType <PlayerController>();
        playerGun           = FindObjectOfType <PlayerGun>();


        //Assign variables
        rb2d = gameObject.GetComponent <Rigidbody2D>();
        anim = gameObject.GetComponent <Animator>();

        //Start with full health
        currentHealth = maxHealth;

        transform.position = lastPositionScript.pos;
    }
        public PlayerItem(ContentManager content, Vector2 position, Stage stage, string itemType) : base(content, position, stage, itemType)
        {
            _imageTexture  = content.Load <Texture2D>(string.Format("Sprites/Enemies/PlayerItem{0}", itemType));
            ExplosionSound = content.Load <SoundEffect>("Sounds/playeritem");
            ExplosionAnimation.Initialize(content.Load <Texture2D>("Sprites/Explosion1"), this.WorldPosition, 36, 36, 3, 150, Color.White, 1f, false, false, this.CurrentStage);
            CollisionIsHazardous = false;
            VulnerableToBullets  = false;

            switch (itemType)
            {
            case "MachineGun":
                Gun = new PlayerGun();
                Gun.Initialize(content, GunType.MachineGun);
                break;

            case "RapidGun":
                Gun         = new PlayerGun();
                Gun.GunType = GunType.Rapid;
                break;

            case "SpreadGun":
                Gun = new PlayerGun();
                Gun.Initialize(content, GunType.Spread);
                break;
            }

            Velocity.X     = 0.7f;
            IsOnGround     = true;
            JumpInProgress = true;
            IsJumping      = true;

            JumpLaunchVelocity  = -1200f;
            GravityAcceleration = 300f;
            MaxJumpTime         = 0.6f;
        }
Beispiel #7
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 void Update()
 {
     if (player == null)
     {
         player       = GameObject.FindGameObjectWithTag("Player");
         playerScript = player.GetComponent <PlayerControl>();
         dashScript   = player.GetComponent <DashScript>();
         shootScript  = player.GetComponent <PlayerGun>();
     }
     if (Input.GetKeyDown(KeyCode.C))           // fix this to implement on collider
     {
         if (paused == true)
         {
             Resume();
             playerScript.enabled = true;
             dashScript.enabled   = true;
             shootScript.enabled  = true;
         }
         else
         {
             Pause();
             playerScript.enabled = false;
             dashScript.enabled   = false;
             shootScript.enabled  = false;
         }
     }
 }
Beispiel #8
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    private void OnTriggerEnter(Collider collision)
    {
        if (collision.gameObject.tag == "Player")
        {
            PlayerGun playerGun = collision.gameObject.GetComponent <PlayerGun>();

            if (!playerGun.fireObject)
            {
                playerGun.fireObject = true;
                playerGun.iFire      = this;

                currentDuration = maxDuration;
                fireTrue        = false;

                audioSource.clip = pickUpBullet;
                audioSource.Play();
            }
        }

        if (!fireTrue)
        {
            return;
        }

        if (collision.gameObject.tag == "EnemyBullet")
        {
            collision.gameObject.GetComponent <EnemyBulletScript>().DestroyObject();
            Instantiate(hitEnemyParticle, transform.position, hitEnemyParticle.transform.rotation);
            TimeManager.Instance.DoSlowMotionEnemyHit();
            Camera.main.transform.DOShakePosition(.4f, .5f, 20, 90, false, true);

            audioSource.clip = hitOtherBullet;
            audioSource.Play();
        }
    }
 void Start()
 {
     player             = FindObjectOfType <PlayerGun>();
     rb                 = GetComponent <Rigidbody>();
     transform.rotation = Quaternion.Euler(rotation);
     SetAbility();
 }
Beispiel #10
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 void Awake()
 {
     playerGun = GameObject.FindGameObjectWithTag("Player").GetComponent < PlayerGun > ();
     ammoText = GetComponentsInChildren < Text > ()[Constants.INDEX_AMMOUI_TXT_COUNT];
     ammoSlider = GetComponentInChildren < Slider > ();
     sliderFill = GetComponentsInChildren < Image > () [Constants.INDEX_AMMOUI_IMG_FILL];
 }
Beispiel #11
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 // Use this for initialization
 void Start()
 {
     myRigidbody = GetComponent <Rigidbody2D> ();
     anim        = GetComponent <Animator>();
     dashScript  = GetComponent <DashScript>();
     gunScript   = GetComponent <PlayerGun>();
 }
Beispiel #12
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 void Awake()
 {
     gunDictionary     = new Dictionary <string, PlayerWeapon>();
     PlayerGunInstance = this;
     audio2            = GetComponent <AudioSource>();
     GetGunConfig();
 }
Beispiel #13
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    void Start()
    {
        controller = gameObject.GetComponent <CharacterController>();
        movement   = new Movement(gameObject, controller
                                  , _moveAcc: moveAcc, _moveMax: moveMax
                                  , _friction: moveFriction, _gravity: moveGravity)
        {
            isRetainMotionEnabled = true
        };

        movementProfileNormal = new MovementProfile(_moveAcc: moveAcc, _moveMax: moveMax
                                                    , _friction: moveFriction, _gravity: moveGravity, _isMoveEnabled: true
                                                    , _isFrictionEnabled: true, _isGravityEnabled: true, _isRetainMotionEnabled: false);

        movementProfileAirdash = new MovementProfile(_moveAcc: moveAccAirdash, _moveMax: moveMax
                                                     , _friction: moveFrictionAirdash, _gravity: moveGravity, _isRetainMotionEnabled: true);


        cameraScript = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <MoveCamera>();

        currentGun       = transform.Find("Main Camera/Handgun").gameObject;
        currentGunScript = currentGun.GetComponent <PlayerGun>();

        thisTransform = gameObject.transform;
    }
Beispiel #14
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 private void OnTriggerEnter2D(Collider2D c)
 {
     if (c.tag == "Player")
     {
         PlayerGun player = c.GetComponent <PlayerGun>();
         player.bombCount += quantity;
     }
 }
Beispiel #15
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    public void setTankNumber(int tanknr)
    {
        tank_number = tanknr;
        string    player_b  = "Barrel " + tanknr;
        PlayerGun playerGun = GameObject.Find(player_b).GetComponent <PlayerGun>();

        angle_shot = playerGun.angle;
    }
Beispiel #16
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 private void Start()
 {
     compilerstatus.SetActive(false);
     player       = GameObject.FindGameObjectWithTag("Player");
     playerScript = player.GetComponent <PlayerControl>();
     dashScript   = player.GetComponent <DashScript>();
     shootScript  = player.GetComponent <PlayerGun>();
 }
    // Start is called before the first frame update
    void Start()
    {
        PG = FindObjectOfType <PlayerGun>();
        PM = FindObjectOfType <PlayerMovement>();

        StartCoroutine(SlowDown());
        StartCoroutine(ScreenChange());
    }
 private void Awake()
 {
     m_Rigidbody         = GetComponent <Rigidbody>();
     m_Gun               = GetComponentInChildren <PlayerGun>();
     visuals             = GetComponentInChildren <MeshRenderer>().gameObject;
     visualsBasePosition = visuals.transform.localPosition;
     visualsBaseRotation = visuals.transform.localRotation;
 }
Beispiel #19
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 public void DrawGun(PlayerGun gun)
 {
     DrawShopIcon(
         new GUIContent(gun.Name, gun.Description),
         contentColors[gun.rare],
         gunBackColors[0],
         Vector3.zero, true);
 }
Beispiel #20
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 // Update is called once per frame
 void Update()
 {
     if (!gun)
     {
         gun = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerGun>();
     }
     chargeSlider.value = gun.ammo;
 }
Beispiel #21
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 public void DrawGun(PlayerGun gun)
 {
     DrawShopIcon(
         new GUIContent(gun.Name, gun.Description),
         contentColors[gun.rare],
         gunBackColors[0],
         Vector3.zero, true);
 }
Beispiel #22
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 void OnStart()
 {
     levelManagerScript = FindObjectOfType <LevelManager>();
     tvPlayer           = FindObjectOfType <PlayerController>();
     playerGunScript    = FindObjectOfType <PlayerGun>();
     playerRouterScript = FindObjectOfType <PlayerRouter>();
     plasmaPlayer       = FindObjectOfType <PlasmaPlayer>();
 }
Beispiel #23
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 void Awake()
 {
     shootableMask = LayerMask.GetMask("Shootable");
     gunParticles = GetComponent < ParticleSystem > ();
     gunLine = GetComponent < LineRenderer > ();
     gunAudio = GetComponents < AudioSource > ();
     gunLight = GetComponent < Light > ();
     playerGun = GetComponentInParent < PlayerGun > ();
 }
Beispiel #24
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 public override void Shoot()
 {
     if (NbBullets > 0)
     {
         PlayerGun.ShootBullet(4f);
         PlayerGun.ShootBullet();
         PlayerGun.ShootBullet(-4f);
         NbBullets--;
     }
 }
Beispiel #25
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 // Use this for initialization
 void Start()
 {
     tvPlayer              = FindObjectOfType <PlayerController>();
     plasmaPlayer          = FindObjectOfType <PlasmaPlayer>();
     theLevelManagerScript = FindObjectOfType <LevelManager>();
     playerGunScript       = FindObjectOfType <PlayerGun>();
     playerRouterScript    = FindObjectOfType <PlayerRouter>();
     bossScript            = FindObjectOfType <Boss>();
     levelCompleteImage.SetActive(false);
 }
Beispiel #26
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 // Use this for initialization
 void Start()
 {
     gun          = GetComponent <PlayerGun>();
     keyQueue     = new KeyQueue();
     notes        = GameObject.FindGameObjectWithTag("Keytar").GetComponents <AudioSource>();
     music        = GameObject.FindGameObjectWithTag("Music").GetComponent <Music>();
     songKey      = music.getSongKey();
     startingNote = music.getNoteKey();
     stats        = GetComponent <PlayerStats>();
 }
Beispiel #27
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    void Awake()
    {
        floorMask = LayerMask.GetMask("Floor");
        animChar = GetComponent < Animator > ();
        animHUD = GameObject.Find ("HUDCanvas").GetComponent < Animator > ();
        playerRigidbody = GetComponent < Rigidbody > ();
        playerAudio = GetComponents < AudioSource > ();

        playerGun = GetComponent < PlayerGun > ();
        playerShooting = GetComponentInChildren<PlayerShooting> ();
    }
Beispiel #28
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    /// <summary>
    /// Activates the guns.
    /// </summary>
    /// <param name="gunsToActivate">Guns to activate.</param>
    public void ActivateGuns(PlayerGun[] gunsToActivate)
    {
        guns.ForEach (g => g.gameObject.SetActive(false));

        for (int i = 0; i < gunsToActivate.Length; i++)
        {
            int index = (int)gunsToActivate[i];

            guns[index].gameObject.SetActive(true);
        }
    }
 private void Awake()
 {
     if (instance != null)
     {
         Destroy(this.gameObject);
     }
     else
     {
         instance = this;
     }
 }
Beispiel #30
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 // Start is called before the first frame update
 void Start()
 {
     shopScreenUI.SetActive(false);
     Dialog.SetActive(false);
     ShieldsMessage.SetActive(false);
     VPNMessage.SetActive(false);
     vpnHUDImage.SetActive(false);
     tvPlayer           = FindObjectOfType <PlayerController>();
     playerGunScript    = FindObjectOfType <PlayerGun>();
     levelManagerScript = FindObjectOfType <LevelManager>();
     playerRouterScript = FindObjectOfType <PlayerRouter>();
 }
Beispiel #31
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 // Called when the node enters the scene tree for the first time.
 public override void _Ready()
 {
     boostSnd       = GetNode <AudioStreamPlayer>("boostSnd");
     medSnd         = GetNode <AudioStreamPlayer>("medSnd");
     hurtSnd        = GetNode <AudioStreamPlayer>("hurtSnd");
     head           = GetNode <Spatial>("Head");
     camera         = GetNode <Camera>("Head/Camera");
     gun            = GetNode <PlayerGun>("Head/Gun");
     healthMeter    = GetNode <TextureProgress>("HUD/HealthMeter");
     fuelMeter      = GetNode <TextureProgress>("HUD/FuelMeter");
     healthNum      = GetNode <Label>("HUD/HealthMeter/HealthNum");
     healthNum.Text = healthMeter.Value.ToString();
     Input.SetMouseMode(Input.MouseMode.Captured);
 }
Beispiel #32
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 public override void Update()
 {
     if (_numberOfShots == 0)
     {
         return;
     }
     _currentTime += Time.deltaTime;
     if (_currentTime > 0.1f)
     {
         _currentTime = 0f;
         _numberOfShots--;
         PlayerGun.ShootBullet();
     }
 }
Beispiel #33
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 private void Start()
 {
     codeBlockPanel    = GameObject.FindGameObjectWithTag("CodeBlocks");
     solutionPanel     = GameObject.FindGameObjectWithTag("SolutionBlocks");
     outputText        = GameObject.Find("OutputText").GetComponent <Text>();
     popUpText         = transform.GetChild(1).gameObject.GetComponent <Text>();
     popUpText.enabled = false;
     screen            = transform.GetChild(0).gameObject;
     screen.SetActive(false);
     player       = GameObject.FindGameObjectWithTag("Player");
     playerScript = player.GetComponent <PlayerControl>();
     dashScript   = player.GetComponent <DashScript>();
     shootScript  = player.GetComponent <PlayerGun>();
 }
    private void Awake()
    {
        Instance = this;

        #region Add Player Script Components
        playerWalkMove = GetComponent <PlayerWalkMove>();
        playerCarMove  = GetComponent <PlayerCarMove>();
        rb             = GetComponent <Rigidbody>();
        inventory      = GetComponent <PlayerInventory>();
        playerGun      = GetComponentInChildren <PlayerGun>();
        playerCollider = GetComponent <CapsuleCollider>();
        #endregion

        playerWalkMove.enabled = true;
        playerCarMove.enabled  = false;
    }
    private void Update()
    {
        PlayerGun pRoot = FindObjectOfType <PlayerGun>();

        if (pRoot != null)
        {
            player = pRoot.transform;
            if (Vector3.Distance(player.position, transform.position) <= distanceToPickup)
            {
                if (!inZone)
                {
                    AudioManager.Play(soundEffect, 1, 1, false);
                    FindObjectOfType <PlayerStats>().health += 20;
                    Destroy(gameObject);
                }
                inZone = true;
            }
            else
            {
                inZone = false;
            }
        }

        // Find enemies in vicinity
        Enemy[] enemies      = FindObjectsOfType <Enemy>();
        bool    foundEnemies = false;

        foreach (Enemy enemy in enemies)
        {
            if (Vector3.Distance(enemy.transform.position, transform.position) <= distanceToPickup)
            {
                foundEnemies = true;
                if (!enemyInZone)
                {
                    enemyInZone   = true;
                    enemy.health += 20;
                    Destroy(gameObject);
                }
            }
        }

        if (!foundEnemies && enemyInZone)
        {
            enemyInZone = false;
        }
    }
Beispiel #36
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 void Awake()
 {
     playerGun = GameObject.FindGameObjectWithTag("Player").GetComponent < PlayerGun > ();
     gunText = GetComponent < Text > ();
 }
    // Use this for initialization
    void Start()
    {
        // this is to count the rays that spot the player
        rayCount = 0;
        script = GetComponent<EnemyController> ();
        meshes = GetComponentsInChildren<MeshRenderer> ();
        boxes = GetComponentsInChildren<BoxCollider> ();
        enemySounds = GetComponents<AudioSource> ();

        //set spawn to original point on map for respawn
        agent = GetComponent<NavMeshAgent> ();
        transform.position = patrolPoints [0].position;
        currentPoint = 0;
        spawningPoint = transform.position;
        healthDamage = health / 10;
        // make sure the enemy has the player gameObject to find
        if (player == null) {
            player = GameObject.FindGameObjectWithTag ("Player");
        }
        playerAct = player.GetComponentInChildren<PlayerGun> ();
        direction = (new Vector3(Random.Range(-1.0f,1.0f), Random.Range(-1.0f,1.0f),0.0f)).normalized;
        transform.Rotate(direction);
    }