Beispiel #1
0
 void OnDie()
 {
     isDead      = true;
     weaponIndex = m_WeaponsManager.activeWeaponIndex;
     // Tell the weapons manager to switch to a non-existing weapon in order to lower the weapon
     m_WeaponsManager.SwitchToWeaponIndex(-1, true);
 }
    void OnDie()
    {
        isDead = true;

        // Tell the weapons manager to switch to a non-existing weapon in order to lower the weapon
        //武器マネージャに、武器を下げるために存在しない武器に切り替えるように伝えます
        m_WeaponsManager.SwitchToWeaponIndex(-1, true);
    }
 void OnDie()
 {
     isDead          = true;
     network.isAlive = false;
     // Tell the weapons manager to switch to a non-existing weapon in order to lower the weapon
     m_WeaponsManager.SwitchToWeaponIndex(-1, true);
     gameObject.SetActive(false);
 }
Beispiel #4
0
    void OnDie()
    {
        isDead = true;
        GamebotData.step_request.Done = true;
        Debug.Log(isDead.ToString());

        // Tell the weapons manager to switch to a non-existing weapon in order to lower the weapon
        m_WeaponsManager.SwitchToWeaponIndex(-1, true);
    }
Beispiel #5
0
    void OnDie()
    {
        isDead = true;

        // Tell the weapons manager to switch to a non-existing weapon in order to lower the weapon
        m_WeaponsManager.SwitchToWeaponIndex(-1, true);
        var gm = FindObjectOfType <GameFlowManager>();

        gm.EndGame(false);
    }
    void OnDie()
    {
        isDead = true;

        // Tell the weapons manager to switch to a non-existing weapon in order to lower the weapon
        m_WeaponsManager.SwitchToWeaponIndex(-1, true);

        m_WeaponsManager.GetActiveWeapon().SetFX(false);

        GameFlowManager.Instance.GameOver();
    }
Beispiel #7
0
    // Send current coordinates to server
    internal void HandlePlayerUpdate()
    {
        if (player == null && isAlive)
        {
            player = Instantiate(prefabPlayer, RandomizePosition(), transform.rotation);
            Attributes attributes = player.GetComponent <Attributes>();
            attributes.setAttributes(playerAttrib.hp, playerAttrib.ammo, playerAttrib.exp);
            gameFlowManager.enabled = true;
        }
        else if (!isAlive)
        {
            return;
        }
        else if (isAlive && isRespawning)
        {
            player.SetActive(true);
            player.transform.position = RandomizePosition();
            Attributes attributes = player.GetComponent <Attributes>();
            attributes.fullstate();
            PlayerCharacterController playerCharacterController = player.GetComponent <PlayerCharacterController>();
            playerCharacterController.isDead = false;
            PlayerWeaponsManager playerWeaponsManager = player.GetComponent <PlayerWeaponsManager>();
            playerWeaponsManager.SwitchToWeaponIndex(0, true);
            Health health = player.GetComponent <Health>();
            health.IsDead    = false;
            Cursor.lockState = CursorLockMode.Locked;
            Cursor.visible   = false;
            isRespawning     = false;
        }
        else
        {
            PLAYER_TRANSFORM = player.transform;
            Attributes attributes = player.GetComponent <Attributes>();
            playerAttrib.hp   = attributes.getHp();
            playerAttrib.ammo = attributes.getAmmo();
            playerAttrib.exp  = attributes.getExp();
        }

        string position = PLAYER_TRANSFORM.position.x + "," + PLAYER_TRANSFORM.position.y + "," + PLAYER_TRANSFORM.position.z;

        string rotation = PLAYER_TRANSFORM.eulerAngles.x + "," + PLAYER_TRANSFORM.eulerAngles.y + "," + PLAYER_TRANSFORM.eulerAngles.z;

        if (!position.Equals(lastCoordinate))
        {
            SendMessage("position," + position + ",rotation," + rotation + ";");
        }


        lastCoordinate = position;
    }
Beispiel #8
0
    void OnDie()
    {
        isDead = true;

        var source = m_Health.LastDamageSource;

        if (source == null)
        {
            TelemetryLogger.LogPlayerDeath("Fall", transform.position);
        }
        else
        {
            TelemetryLogger.LogPlayerDeath("Damage", transform.position, source.name, source.transform.position);
        }

        // Tell the weapons manager to switch to a non-existing weapon in order to lower the weapon
        m_WeaponsManager.SwitchToWeaponIndex(-1, true);
    }
Beispiel #9
0
    // KURSSILLA TEHDYT

    void OnDie(string deathSource)
    {
        isDead = true;

        // KURSSILLA TEHDYT
        if (deathSource == "")
        {
            AnalyticsManager.Instance.SendEventPlayerDeath("Unexplained Way");
        }
        else
        {
            AnalyticsManager.Instance.SendEventPlayerDeath(deathSource);
        }
        // KURSSILLA TEHDYT

        // Tell the weapons manager to switch to a non-existing weapon in order to lower the weapon
        m_WeaponsManager.SwitchToWeaponIndex(-1, true);
    }