Beispiel #1
0
    // 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];
    }
Beispiel #2
0
    // 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;
    }
Beispiel #3
0
    // 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];
    }
Beispiel #4
0
    // 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;
    }
Beispiel #5
0
    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;
        }
Beispiel #8
0
        /// <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);
        }
Beispiel #9
0
        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;
            }
        }
Beispiel #10
0
 public void OnReceiveRole(RoleData roleData)
 {
     Role = (PlayerRoles)int.Parse(roleData.id);
 }
Beispiel #11
0
 public void SelectRole(PlayerRoles role)
 {
     GameManager.instance.localPlayerRole.Value = role;
     Destroy(gameObject);
 }