public void Awake() { RIP Rip = new RIP(); sprite = GetComponentInChildren <SpriteRenderer>(); Rip = Resources.Load <RIP>("RIP"); }
public void SpawnRIP(Panzee target, string lastWord) { GameObject obj = RIPPool.DequeueObjectPool(); Vector2 pos = target.transform.position; obj.transform.position = pos; RIP rip = obj.GetComponent <RIP>(); if (!lastWord.Equals(String.Empty)) { rip.text.text = lastWord; } else { rip.text.text = target.text.text; } LayoutRebuilder.ForceRebuildLayoutImmediate(rip.textBubble); rip.textBubble.gameObject.SetActive(!rip.text.text.Equals(String.Empty)); rip.nameText.text = target.name; RIPList.Add(rip); obj.SetActive(true); }
private static WikiPerson GetPersonFromJsonElement(JsonElement item) { int id = 0; if (item.TryGetProperty("item", out JsonElement itemId)) { int.TryParse(itemId.GetProperty("value").ToString().Substring(32), out id); } var name = String.Empty; if (item.TryGetProperty("itemLabel", out JsonElement itemLabel)) { name = itemLabel.GetProperty("value").ToString(); } var description = String.Empty; if (item.TryGetProperty("itemDescription", out JsonElement itemDescription)) { description = itemDescription.GetProperty("value").ToString(); } DateTime birthday = DateTime.MinValue; if (item.TryGetProperty("DR", out JsonElement DR)) { DateTime.TryParse(DR.GetProperty("value").ToString(), out birthday); } DateTime death = DateTime.MinValue; if (item.TryGetProperty("RIP", out JsonElement RIP)) { DateTime.TryParse(RIP.GetProperty("value").ToString(), out death); } var image = string.Empty; if (item.TryGetProperty("image", out JsonElement imageE)) { image = imageE.GetProperty("value").ToString(); } var link = String.Empty; if (item.TryGetProperty("article", out JsonElement article)) { link = article.GetProperty("value").ToString(); } var person = new WikiPerson { Id = id, Name = name, Description = description, Birthday = birthday, Death = death, Image = image, Link = link, //Rating = rating }; return(person); }
public void OnTriggerEnter2D(Collider2D collider) { RIP Rip = collider.GetComponent <RIP>(); }
public void Update(GameTime gameTime) { //Save the previous state of the keyboard and game pad so we can determine single key/button presses previousGamePadState = currentGamePadState; //Previous state becomes current state (GamePad) previousKeyboardState = currentKeyboardState; //Previous state becomes current state (Keyboard) //Read the current state of the keyboard and gamepad and store it currentGamePadState = GamePad.GetState(PlayerIndex.One); //Get state of player ones gamepad currentKeyboardState = Keyboard.GetState(); //Get the state of the keyboard and store // Read the current state of the Mouse and store it previousMouseState = currentMouseState; //Previous state becomes current state(Mouse) currentMouseState = Mouse.GetState(); //Get state of mouse and store //Get Mouse State then Capture the Button type and Respond Button Press Vector2 mousePosition = new Vector2(currentMouseState.X, currentMouseState.Y); //Mouse moves to coordinates of point clicked onscreen //Get Thumbsticks Controls Position.X += currentGamePadState.ThumbSticks.Left.X * playerMoveSpeed; //Moves up and down at playerspeed Position.Y += currentGamePadState.ThumbSticks.Left.Y * playerMoveSpeed; //Moves left and right at playerspeed //Use the Keyboard/DPad //Checks if the left key or left button is being pressed if (currentKeyboardState.IsKeyDown(Keys.A) || currentGamePadState.DPad.Left == ButtonState.Pressed) { if (Position.X < 0) //If the x position goes beyond zero { Position.X = 0; //Then reset the x position to zero } else //If the position is not beyond 0 { playerAnimation = left; Position.X -= playerMoveSpeed; //Move the player left at a speed playerAnimation.frameTime = 150; playerState = 1; } } //Checks if the right key or right button is being pressed else if (currentKeyboardState.IsKeyDown(Keys.D) || currentGamePadState.DPad.Right == ButtonState.Pressed) { if (Position.X > worldWidth) //If the x position goes beyond 750 { Position.X = worldWidth; //Reset the x position to 750 } else //If the position is not beyond 750 { playerAnimation = right; Position.X += playerMoveSpeed; //Move the player right at a speed playerAnimation.frameTime = 150; playerState = 2; } } //Checks if the up key or up button is being pressed else if (currentKeyboardState.IsKeyDown(Keys.W) || currentGamePadState.DPad.Up == ButtonState.Pressed) { if (Position.Y < 0) //Checks if the y position goes beyond zero { Position.Y = 0; //Reset the position to zero } else //If the y position is not beyond zero { playerAnimation = up; Position.Y -= playerMoveSpeed; //Move the player up at a speed playerAnimation.frameTime = 150; playerState = 4; } } //Checks if the down key or button is being pressed else if (currentKeyboardState.IsKeyDown(Keys.S) || currentGamePadState.DPad.Down == ButtonState.Pressed) { if (Position.Y > worldHeight) //If the y position goes beyond 450 { Position.Y = worldHeight; //Reset the y position to 450 } else //If the y position is not beyond 450 { playerAnimation = down; Position.Y += playerMoveSpeed; //Move the player down at a speed playerAnimation.frameTime = 150; playerState = 3; } } else if (currentKeyboardState == previousKeyboardState) { playerAnimation.sourceRectangle = new Rectangle(128, 0, 64, 64); playerAnimation.currentFrame = 2; playerAnimation.frameTime = 0; } //Checks if the left mouse button is being pressed if (currentMouseState.LeftButton == ButtonState.Pressed) { Vector2 posDelta = mousePosition - Position; posDelta.Normalize(); posDelta = posDelta * playerMoveSpeed; Position = Position + posDelta; } //--------------------------------Player DEATH foreach (EnemyBullets L in EnemyBulletManager.bullets) { bulletRectangle = new Rectangle((int)L.Position.X, (int)L.Position.Y, L.Width, L.Height); PlayerRec = new Rectangle((int)Position.X, (int)Position.Y, 64, 64); if (bulletRectangle.Intersects(PlayerRec)) { //dieing sound //score //enemy health Health -= 5; hurt.Play(); if (Health <= 0) //If the player health reaches zero { RIP.Play(); playerAnimation = dying; //The death animation is played Active = false; //The player becomes inactive } GUI.PlayerHealth = Health; L.Active = false; } } //-------------------------------- playerAnimation.Position = Position; //Updates the position via the player animation playerAnimation.Update(gameTime); //Updates the playeranimation via gametime }