// Use this for initialization void Start() { oldTargetPosition = follow.transform.position; oldRotation = gun.transform.parent.transform.localEulerAngles.y; myLineRenderer = reticle.GetComponent <LineRenderer>(); // init ammo swap ammoCombos.Add(AmmoTypes.CarePackage, care_package_combo); ammoCombos.Add(AmmoTypes.Shield, shield_combo); ammoCombos.Add(AmmoTypes.Airstrike, airstrike_combo); comboButtons.Add(care_package_combo, care_package_buttons); comboButtons.Add(shield_combo, shield_buttons); comboButtons.Add(airstrike_combo, airstrike_buttons); // Init anim = commanderPanel.GetComponent <Animator>(); anim.enabled = true; inputMngr = GameObject.Find("InputManager"); playerRoles = inputMngr.GetComponent <PlayerRoles>(); playerRoles.HidePanel(anim); playerRoles.SetComboTextures(comboButtons); playerID = inputMngr.GetComponent <PlayerRoles>().commander; abilityIcon.GetComponent <Image>().sprite = abilityIcons[selectedMode]; }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody>(); rotateSpeed = hullRotateSpeed; //harpoonActive = true; // init ammo swap ammoCombos.Add(AmmoTypes.Boost, boost_combo); ammoCombos.Add(AmmoTypes.Flamethrower, flamethrower_combo); ammoCombos.Add(AmmoTypes.Harpoon, harpoon_combo); comboButtons.Add(boost_combo, boost_buttons); comboButtons.Add(flamethrower_combo, flamethrower_buttons); comboButtons.Add(harpoon_combo, harpoon_buttons); // Init anim = driverPanel.GetComponent <Animator>(); anim.enabled = true; inputMngr = GameObject.Find("InputManager"); playerRoles = inputMngr.GetComponent <PlayerRoles>(); playerRoles.HidePanel(anim); playerRoles.SetComboTextures(comboButtons); playerID = inputMngr.GetComponent <PlayerRoles>().driver; }
// Use this for initialization void Start() { oldRotation = tankTop.transform.parent.transform.localEulerAngles.y; // pull in rockets script rockets = GetComponent <Rockets>(); // init ammo swap ammoCombos.Add(AmmoTypes.Default, standard_shot_combo); ammoCombos.Add(AmmoTypes.HighExplosive, he_shot_combo); ammoCombos.Add(AmmoTypes.ArmorPiercing, ap_shot_combo); comboButtons.Add(standard_shot_combo, standard_shot_buttons); comboButtons.Add(ap_shot_combo, ap_shot_buttons); comboButtons.Add(he_shot_combo, he_shot_buttons); // init anim = gunnerPanel.GetComponent <Animator>(); anim.enabled = true; inputMngr = GameObject.Find("InputManager"); playerRoles = inputMngr.GetComponent <PlayerRoles>(); playerRoles.HidePanel(anim, ammoPanel, reloadPanel); playerRoles.SetComboTextures(comboButtons); playerID = inputMngr.GetComponent <PlayerRoles>().gunner; abilityIcon.GetComponent <Image>().sprite = abilityIcons[selectedAmmo]; }
// Use this for initialization void Start() { aimDistance = 13f; reloadTime = 2f; // init ammo swap ammoCombos.Add(AmmoTypes.Default, standard_grenade_combo); ammoCombos.Add(AmmoTypes.Mine, mine_grenade_combo); ammoCombos.Add(AmmoTypes.Magnet, magnet_grenade_combo); ammoCombos.Add(AmmoTypes.Slow, slow_grenade_combo); comboButtons.Add(standard_grenade_combo, standard_grenade_buttons); comboButtons.Add(mine_grenade_combo, mine_grenade_buttons); comboButtons.Add(magnet_grenade_combo, magnet_grenade_buttons); comboButtons.Add(slow_grenade_combo, slow_grenade_buttons); // Init anim = engineerPanel.GetComponent <Animator>(); anim.enabled = true; inputMngr = GameObject.Find("InputManager"); playerRoles = inputMngr.GetComponent <PlayerRoles>(); playerRoles.HidePanel(anim, ammoPanel); //playerRoles.SetComboTextures(comboButtons); playerID = inputMngr.GetComponent <PlayerRoles>().engineer; }
public void OnChangeRole(PlayerRoles role, int entityID) { if (EntityId != entityID) { return; } //do a check to make sure you arent already that role currentRole = role; }
public PlayerBase(SoccerTeam homeTeam, int homeRegionIndex, Vector2D heading, Vector2D velocity, double mass, double maxForce, double maxSpeed, double maxTurnRate, double scale, PlayerRoles role) : base(homeTeam.Pitch.GetRegion(homeRegionIndex).VectorCenter, scale * 10.0, velocity, maxSpeed, heading, mass, new Vector2D(scale, scale), maxTurnRate, maxForce) { _playerRole = role; _team = homeTeam; _distanceToBallSquared = double.MaxValue; _homeRegionIndex = homeRegionIndex; _kickoffRegionIndex = homeRegionIndex; Vector2D[] player = new Vector2D[4] { new Vector2D(-3, 8), new Vector2D(3, 10), new Vector2D(3, -10), new Vector2D(-3, -8) }; for (int vertexIndex = 0; vertexIndex < 4; vertexIndex++) { _vecPlayerVB.Add(player[vertexIndex]); //set the bounding radius to the length of the //greatest extent if (Math.Abs(player[vertexIndex].X) > BoundingRadius) { BoundingRadius = Math.Abs(player[vertexIndex].X); } if (Math.Abs(player[vertexIndex].Y) > BoundingRadius) { BoundingRadius = Math.Abs(player[vertexIndex].Y); } } //set up the steering behavior class _steeringBehaviors = new SteeringBehaviors(this, Ball); //a player's start target is its start position (because it's just waiting) _steeringBehaviors.Target = _team.Pitch.GetRegion(_homeRegionIndex).VectorCenter; AutoList <PlayerBase> .GetAllMembers().Add(this); _defaultHomeRegionIndex = _homeRegionIndex; }
public PlayerBase(SoccerTeam homeTeam, int homeRegionIndex, Vector2D heading, Vector2D velocity, double mass, double maxForce, double maxSpeed, double maxTurnRate, double scale, PlayerRoles role) : base(homeTeam.Pitch.GetRegion(homeRegionIndex).VectorCenter, scale * 10.0, velocity, maxSpeed, heading, mass, new Vector2D(scale, scale), maxTurnRate, maxForce) { _playerRole = role; _team = homeTeam; _distanceToBallSquared = double.MaxValue; _homeRegionIndex = homeRegionIndex; _kickoffRegionIndex = homeRegionIndex; Vector2D[] player = new Vector2D[4] { new Vector2D(-3, 8), new Vector2D(3, 10), new Vector2D(3, -10), new Vector2D(-3, -8) }; for (int vertexIndex = 0; vertexIndex < 4; vertexIndex++) { _vecPlayerVB.Add(player[vertexIndex]); //set the bounding radius to the length of the //greatest extent if (Math.Abs(player[vertexIndex].X) > BoundingRadius) { BoundingRadius = Math.Abs(player[vertexIndex].X); } if (Math.Abs(player[vertexIndex].Y) > BoundingRadius) { BoundingRadius = Math.Abs(player[vertexIndex].Y); } } //set up the steering behavior class _steeringBehaviors = new SteeringBehaviors(this, Ball); //a player's start target is its start position (because it's just waiting) _steeringBehaviors.Target = _team.Pitch.GetRegion(_homeRegionIndex).VectorCenter; AutoList<PlayerBase>.GetAllMembers().Add(this); _defaultHomeRegionIndex = _homeRegionIndex; }
/// <summary>PlayerRoles 实体转换</summary> public static PlayerRoles ToPlayerRoles(tg_role model, string name, string identity, int grade) { var role = new PlayerRoles() { id = model.id, name = name, roleid = model.role_id, state = model.role_state, level = model.role_level, identity = identity, equip_weapon = model.equip_weapon, equip_barbarian = model.equip_barbarian, equip_mounts = model.equip_mounts, equip_armor = model.equip_armor, equip_gem = model.equip_gem, equip_tea = model.equip_tea, equip_craft = model.equip_craft, equip_book = model.equip_book, captain = tg_role.GetSingleTotal(RoleAttributeType.ROLE_CAPTAIN, model), force = tg_role.GetSingleTotal(RoleAttributeType.ROLE_FORCE, model), brains = tg_role.GetSingleTotal(RoleAttributeType.ROLE_BRAINS, model), govern = tg_role.GetSingleTotal(RoleAttributeType.ROLE_GOVERN, model), charm = tg_role.GetSingleTotal(RoleAttributeType.ROLE_CHARM, model), }; switch (grade) { case 1: role.quality = "白"; break; case 2: role.quality = "蓝"; break; case 3: role.quality = "紫"; break; case 4: role.quality = "橙"; break; case 5: role.quality = "红"; break; } return(role); }
private void SetCurrentRole(PlayerRoles newRole) { //Remove the current role PlayerRoles currentRole = GetCurrentRole(); switch (currentRole) { case PlayerRoles.Employee: observableEmployee.Value = null; componentManager.Remove <PlayerEmployee>(); break; case PlayerRoles.Chef: observableChef.Value = null; componentManager.Remove <PlayerChef>(); break; case PlayerRoles.Manager: //TODO break; } //Add the new role switch (newRole) { case PlayerRoles.Employee: observableEmployee.Value = componentManager.AddSynced <PlayerEmployee>(); break; case PlayerRoles.Chef: observableChef.Value = componentManager.AddSynced <PlayerChef>(); break; case PlayerRoles.Manager: //TODO break; } }
public void OnReceiveRole(RoleData roleData) { Role = (PlayerRoles)int.Parse(roleData.id); }
public void SelectRole(PlayerRoles role) { GameManager.instance.localPlayerRole.Value = role; Destroy(gameObject); }