Beispiel #1
0
 private void Update()
 {
     if (Input.touchCount > 0 && Input.touches[0].phase == TouchPhase.Stationary)
     {
         source.PlayOneShot(shuri);
         float posX;
         if (faceMouse.lookRight)
         {
             posX = transform.position.x + 1f;
         }
         else
         {
             posX = transform.position.x - 1f;
         }
         Vector2    pos      = new Vector2(posX, transform.position.y);
         GameObject shur     = Instantiate(shuriken, pos, Quaternion.identity);
         Shuriken   shurComp = shur.GetComponent <Shuriken>();
         if (faceMouse.lookRight)
         {
             shurComp.shoot(Vector2.right);
         }
         if (!faceMouse.lookRight)
         {
             shurComp.shoot(Vector2.left);
         }
     }
 }
Beispiel #2
0
    void IntersectionObjectWithSide(Shuriken shur)
    {
        Segment[] polySegments;

        Vector3 intersection = new Vector3();
        Vector3 inter        = new Vector3();

        polySegments = poly.GetSegments();
        float distance = polySegments[0].GetLenght();
        int   index    = 0;

        for (int i = 0; i < polySegments.Length; i++)
        {
            intersection = MathG.IntersectionTwoSegments(shur.GetSegment(), polySegments[i]);

            if (intersection != new Vector3() && shur.GetLastSegment() != polySegments[i])
            {
                if (polySegments[i].GetLenght() <= distance)
                {
                    distance = polySegments[i].GetLenght();
                    index    = i;
                    inter    = intersection;
                }
            }
        }
        if (inter != new Vector3())
        {
            shur.SetIntersection(inter);
            shur.SetLastSegment(polySegments[index]);
            Instantiate(MathG.CreateSphere(inter));
        }
    }
Beispiel #3
0
        public override void DoSpecial()
        {
            var proto = new Shuriken();

            foreach (var mob in Dungeon.Level.mobs)
            {
                if (!Level.fieldOfView[mob.pos])
                {
                    continue;
                }

                CurUser.Sprite.Parent.Recycle <MissileSprite>().Reset(CurUser.pos, mob.pos, proto, this);

                _targets.Add(this, mob);
            }

            if (_targets.Count == 0)
            {
                GLog.Warning(TxtNoEnemies);
                return;
            }

            CurUser.HP -= (CurUser.HP / 3);

            CurUser.Sprite.DoZap(CurUser.pos);
            CurUser.Busy();
        }
Beispiel #4
0
    public void Run()
    {
        font   = new Font("data/Joystix.ttf", 40);
        player = new Player();
        player.MoveTo(50, 60);

        Random rnd = new Random();

        /*
         * numEnemies = 2;
         * enemies = new Enemy[numEnemies];
         * for (int i = 0; i < numEnemies; i++)
         * {
         *  enemies[i] = new Enemy();
         *  enemies[i].MoveTo( rnd.Next(200, 800),
         *      rnd.Next(50, 400));
         *  enemies[i].SetSpeed(rnd.Next(1, 5) , 0);
         * }
         */
        complex = new Complex(retroLook);
        info    = new InfoPanel();

        /*
         * dog = new Dog();
         * dog.MoveTo(400, 200);
         */

        finished = false;
        weapon   = new Shuriken();
        weapon.Hide();

        // Game Loop
        MainLoop();
    }
Beispiel #5
0
    override protected void InitSkills(Transform owner)
    {
        Skill.SetGST(GameObject.Find("Manager").GetComponent <GlobalScriptTeam>());

        Transform attackPoint = owner.GetChild(2);


        Fist     fist     = new Fist(owner, "Fist", 10, 1, 0, 1f, Skill.SkillType.Melee, attackPoint, 100);
        Shuriken shuriken = new Shuriken(owner, "Shuriken", 25, 3, 10, 3f, Skill.SkillType.Ranged, 1000, 4, attackPoint);
        Grenade  grenade  = new Grenade(owner, "Grenade", 35, 12, 15, 10, Skill.SkillType.Ranged, 500, 5, attackPoint);

        _skills.set((int)AbilityType.Stype.None, fist);
        _skills.set((int)AbilityType.Stype.None, shuriken);
        _skills.set((int)AbilityType.Stype.None, grenade);

        FireBall fireBall = new FireBall(owner, "FireBall", 35, 3, 15, 3f, Skill.SkillType.Ranged, 1000, 4, attackPoint);

        _skills.set((int)AbilityType.Stype.Fire, fist);
        _skills.set((int)AbilityType.Stype.Fire, fireBall);

        Tornado tornado = new Tornado(owner, "Tornado", 100, 0, 20, 15, Skill.SkillType.OnArea, 5, 5);

        _skills.set((int)AbilityType.Stype.Wind, fist);
        _skills.set((int)AbilityType.Stype.Wind, tornado);
    }
Beispiel #6
0
 public void Initiation(Shuriken nextStar)
 {
     star = nextStar;
     //star.currentState = Shuriken.starState.SetLocation;
     star.gameObject.SetActive(true);
     peakTimer  = 0f;
     shootTimer = 0f;
 }
 void OnCollisionEnter2D(Collision2D collision)
 {
     if (collision.gameObject.tag == "Shuriken")
     {
         Shuriken shuriken = collision.gameObject.GetComponent <Shuriken>();
         shuriken.Direction = collision.contacts[0].normal;
     }
 }
 void CreateShuriken()
 {
     _animator.SetTrigger("Throw");
     //		GameObject go = Instantiate(shurikenPrefab, spawnPoint.position, Quaternion.identity) as GameObject;
     GameObject go = Network.Instantiate(shurikenPrefab, spawnPoint.position, Quaternion.identity, 0) as GameObject;
     shuriken = go.GetComponent<Shuriken>();
     shuriken.Character = this;
     shuriken.Direction = _shurikenDirection;
 }
Beispiel #9
0
 void SpawnShuriken()
 {
     if (shuriken.destroyed)
     {
         GameObject g = (GameObject)Instantiate(shurikenPref, new Vector3(0, -4), Quaternion.identity);
         shuriken = g.GetComponent<Shuriken>();
         shuriken.destroyed = false;
     }
 }
Beispiel #10
0
        public void ConstructorArgumentWithMatchingTypeShouldBeUsedIfUsingCallbackWithContextAndTarget()
        {
            var expectedWeapon = new Shuriken();

            this.kernel.Bind <Samurai>().ToSelf().WithConstructorArgument(typeof(IWeapon), (context, target) => expectedWeapon);

            var samurai = this.kernel.Get <Samurai>();

            samurai.Weapon.Should().Be(expectedWeapon);
        }
Beispiel #11
0
 public void CreateStars()
 {
     for (int i = 0; i < pooledAmount; i++)
     {
         Shuriken obj = Instantiate(starPrefab).GetComponent <Shuriken>();
         obj.gameObject.SetActive(false);
         stars.Add(obj);
         Initiation(stars[0]);
     }
 }
Beispiel #12
0
 void PeakAndShoot()
 {
     for (int i = 0; i < stars.Count; i++)
     {
         if (stars[i].gameObject.activeInHierarchy)
         {
             star = stars[i];
         }
     }
 }
Beispiel #13
0
    void CreateShuriken()
    {
        _animator.SetTrigger("Throw");
//		GameObject go = Instantiate(shurikenPrefab, spawnPoint.position, Quaternion.identity) as GameObject;
        GameObject go = Network.Instantiate(shurikenPrefab, spawnPoint.position, Quaternion.identity, 0) as GameObject;

        shuriken           = go.GetComponent <Shuriken>();
        shuriken.Character = this;
        shuriken.Direction = _shurikenDirection;
    }
Beispiel #14
0
    public void Attack()
    {
        Vector3 dir = _pointerTransform.position - transform.position;

        dir.Normalize();
        Shuriken s = Instantiate(_shurikenPrefab);

        s.transform.position = transform.position;
        s.SetDirection(dir);
        _myAnimator.SetBool("isAttacking", false);
    }
        public void GivenOnlyImplicitBindings_AllBindingsWillResolve()
        {
            var shortSword = new ShortSword();
            var shuriken   = new Shuriken();

            kernel.Bind <IWeapon>().ToConstant(shortSword).BindingConfiguration.IsImplicit = true;
            kernel.Bind <IWeapon>().ToConstant(shuriken).BindingConfiguration.IsImplicit   = true;
            var result = kernel.GetAll <IWeapon>();

            result.Should().Contain(shortSword);
            result.Should().Contain(shuriken);
        }
        public void GivenADefaultAndAConditionalBinding_AllBindingsWillResolve()
        {
            var shortSword = new ShortSword();
            var shuriken   = new Shuriken();

            kernel.Bind <IWeapon>().ToConstant(shortSword);
            kernel.Bind <IWeapon>().ToConstant(shuriken).When(_ => true);
            var result = kernel.GetAll <IWeapon>();

            result.Should().Contain(shortSword);
            result.Should().Contain(shuriken);
        }
Beispiel #17
0
 void SetWave()
 {
     for (int i = 0; i < waveLength; i++)
     {
         currentStar = stars[i];
         if (currentStar.gameObject.activeSelf == false)
         {
             stars[i].transform.position = waveLocations[i];
             currentStar.gameObject.SetActive(true);
         }
     }
 }
    private void FireShuriken()
    {
        _actualShuriken.transform.parent = null;

        Shuriken shuriken = _actualShuriken.GetComponent <Shuriken>();

        _throwType = GrabTypes.None;

        shuriken.Fire(shuriken.VelocityEstimator.GetVelocityEstimate().magnitude *transform.forward);

        _actualShuriken = null;
    }
Beispiel #19
0
    // Use this for initialization
    void Start()
    {
        //polySides = poly.GetVertices();

        enemies = new Shuriken[1];
        for (int i = 0; i < enemies.Length; i++)
        {
            enemies[i]            = new Shuriken();
            enemies[i].shurikenGO = Instantiate(shurikenGameObject);
            enemies[i].shurikenGO.transform.parent = this.transform.parent;
        }
    }
Beispiel #20
0
        private static void Main()
        {
            IWeapon sword    = new Sword();
            var     warrior1 = new Samurai(sword);

            IWeapon shuriken = new Shuriken();
            var     warrior2 = new Samurai(shuriken);

            const string enemies = "the evildoers";

            warrior1.Attack(enemies);
            warrior2.Attack(enemies);
        }
Beispiel #21
0
    public void Initiation()
    {
        Shuriken inactiveStar = stars.Find((x) => !x.gameObject.activeInHierarchy);

        if (inactiveStar != null)
        {
            Initiation(inactiveStar);
        }
        else
        {
            print("non ster");
        }
    }
Beispiel #22
0
    override protected void InitSkills(Transform owner)
    {
        Skill.SetGST(GameObject.Find("Manager").GetComponent <GlobalScriptTeam>());

        Transform attackPoint = owner.GetChild(2);
        Fist      fist        = new Fist(owner, "Fist", 10, 1, 0, 1f, Skill.SkillType.Melee, attackPoint, 100);
        Shuriken  shuriken    = new Shuriken(owner, "Shuriken", 25, 3, 10, 3f, Skill.SkillType.Ranged, 1000, 4, attackPoint);
        Grenade   grenade     = new Grenade(owner, "Grenade", 35, 12, 15, 10, Skill.SkillType.Ranged, 500, 5, attackPoint);

        _skills.set(fist);
        _skills.set(shuriken);
        _skills.set(grenade);
    }
Beispiel #23
0
    void ThrowShuriken()
    {
        Vector3 itemSpawnPos = new Vector3(transform.position.x, transform.position.y + 2f, transform.position.z);
        // add a little variance to shurikens
        float   varianceRange = Mathf.Sqrt(Vector3.Distance(targetUnit.transform.position, transform.position));
        Vector3 variance      = Vector3.forward * 1.5f + Vector3.left * Random.Range(-varianceRange, varianceRange);
        Vector3 dir           = targetUnit.transform.position - itemSpawnPos + Vector3.up * 2f + variance;
        //Quaternion rot = Quaternion.LookRotation(dir);
        Shuriken newShuriken = Instantiate(shurikenPrefab, itemSpawnPos, Quaternion.identity);

        newShuriken.Initialize(team, DAMAGE);
        NetworkServer.Spawn(newShuriken.gameObject);
        //newShuriken.transform.Rotate(90, 0, 0);
        newShuriken.GetComponent <Rigidbody>().AddForce(Vector3.Normalize(dir) * 40f, ForceMode.Impulse);
    }
        public void GivenAMixtureOfBindings_OnlyNonImplicitBindingsWillResolve()
        {
            var shortSword = new ShortSword();
            var sword      = new Sword();
            var shuriken   = new Shuriken();

            this.kernel.Bind <IWeapon>().ToConstant(shortSword);
            this.kernel.Bind <IWeapon>().ToConstant(sword);
            this.kernel.Bind <IWeapon>().ToConstant(shuriken).BindingConfiguration.IsImplicit = true;
            var result = this.kernel.GetAll <IWeapon>();

            result.Should().Contain(shortSword);
            result.Should().Contain(sword);
            result.Should().NotContain(shuriken);
        }
    private void ThrowShuriken()
    {
        if (_health.CheckIfDead())
        {
            return;
        }
        Shuriken shuriken = Instantiate(shurikenPrefab, shurikenSpawnPoint.transform.position, Quaternion.identity).GetComponent <Shuriken>();

        shurikenInstances.Add(shuriken);
        shurikenCount++;

        sounds.PlayShoot();

        onShoot?.Invoke();
    }
Beispiel #26
0
    public void SetShurikenWall()
    {
        for (int i = 0; i < pooledAmount; i++)
        {
            ranY        = Random.Range(6f, 8f);
            currentStar = stars[i];
            currentStar.transform.position = new Vector3(wallStartLocation, ranY, 0);
            currentStar.gameObject.SetActive(true);
            wallStartLocation = wallStartLocation + 0.9f;
            starsOnField.Add(currentStar);
        }
        int ran = Random.Range(0, 5);

        stars[ran].gameObject.SetActive(false);
        starsOnField.Remove(starsOnField[ran]);
    }
    public void Disparar()
    {
        chispas.Play();

        GameObject shuriken = Instantiate(prefabShuriken, puntoDeDisparo.position, Quaternion.identity) as GameObject;

        Shuriken componenteDelShuriken = shuriken.GetComponent <Shuriken>();

        if (transform.localScale.x < 0f)
        {
            componenteDelShuriken.direccion = Vector2.left;
        }
        else
        {
            componenteDelShuriken.direccion = Vector2.right;
        }
    }
Beispiel #28
0
        public override string attackStart()
        {
            //throw in only x weally fast or the other way of the x weally fast
            if (numShots > 0)
            {
                //find out the direction to shoot
                int x = parent.World.MouseX - parent.X > 0 ? 1 : -1;

                var shurukinian = new Shuriken(x * speed, 0);
                shurukinian.X = parent.X - 20;
                shurukinian.Y = parent.Y - 80;
                parent.World.Add(shurukinian);

                numShots -= 1;

                return("Release");
            }

            return("");
        }
Beispiel #29
0
 void Start()
 {
     roundManager      = GameObject.Find("GameManager").GetComponent <RoundManager>();
     player            = GameObject.Find("FingerTarget").GetComponent <Player>();
     audioManager      = GameObject.Find("AudioManager").GetComponent <AudioManager>();
     audioSource       = GetComponent <AudioSource>();
     waves             = GetComponent <Waves>();
     waveIsOver        = true;
     waves.amountStars = pooledAmount;
     waveLocations     = new Vector3[pooledAmount];
     //Create stars - put in available stars list
     for (int i = 0; i < pooledAmount; i++)
     {
         Shuriken obj = Instantiate(star);
         obj.gameObject.SetActive(false);
         stars.Add(obj);
         //obj.currentState = Shuriken.starState.inactive;
     }
     wallStartLocation = initialWallStartLocation;
     speed             = initialSpeed;
     hardReset         = 4f;
     weaponThreshold   = 5;
     katanaThreshold   = 5;
 }
 private void CreateShurikens()
 {
     Shuriken   shuriken           = new Shuriken(new Point(0, 0), new Vector3(1, 1, 0), MainSlideFigure.GetPoligon().GetPlaneNormal());
     GameObject ShurikenGameObject = Instantiate(ShurikenPrefab, shuriken.InitialPosition, shuriken.InitialRotation);
 }
 /// <summary>
 /// Gives the player +1 shuriken(duh)
 /// </summary>
 public void ReturnShuriken(Shuriken shuriken)
 {
     // Remove one shuriken from the scene
     shurikenCount--;
     shurikenInstances.Remove(shuriken);
 }
Beispiel #32
0
 // Use this for initialization
 void Start()
 {
     shuriken = GameObject.FindGameObjectWithTag("Shuriken").GetComponent<Shuriken>();
     InvokeRepeating("SpawnShuriken", 1, 1);
 }