public override void OnPlayerTick(SimulationPlayer player)
        {
            Entity avatar    = player.Avatar;
            var    extension = avatar.GetExtension <MoverExt>();

            extension.SetMaximumSpeed(15f);
        }
 public void OnPlayerTick(SimulationPlayer player)
 {
     foreach (var target in hooks)
     {
         target.OnPlayerTick(player);
     }
 }
 public static void AvatarDestroyed(SimulationPlayer player)
 {
     try
     {
         _instance._logger.Debug($"Avatar Destroyed: {player?.Avatar?.name}");
         _instance.OnAvatarDestroyed?.Invoke(_instance._game, player);
     }
     catch (Exception ex)
     {
         _instance._logger.Error(nameof(AvatarDestroyed) + "GAME UPDATED: Error occurred: \r\n" + ex.ToString());
     }
 }
Beispiel #4
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        public override void OnPlayerTick(SimulationPlayer player)
        {
            //base.OnPlayerTick(player);
            //GameObject b = new GameObject();

            //was testing if we can do this, there was a class inhereting MonoBehavior but now may be un-needed.
            ///<summary>

            /*
             * MonoBehaviour script = b.AddComponent(typeof(MonoBehaviour)) as MonoBehaviour;
             * script = new GuiBehavior();
             * b.SetActive(true);
             */

            /// </summary>
            ///
        }
Beispiel #5
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 public static void AvatarDestroyed(SimulationPlayer player)
 {
     _instance._logger.Debug($"Avatar Destroyed: {player?.Avatar?.name}");
     _instance.OnAvatarDestroyed?.Invoke(_instance._game, player);
 }
        public override void OnPlayerTick(SimulationPlayer player)
        {
            ScrollCanvas(0.5f);
            player_ref = player;
            bool took_hit = false;

            ///summary
            /// Try to curse the player every time they take damage


            Entity avatar = player_ref.Avatar;

            HealthExt e         = avatar.GetExtension <HealthExt>();
            MoverExt  extension = avatar.GetExtension <MoverExt>();

            if (e.CurrentHP < lasthp)
            {
                if (!slowed)
                {
                    float potspeed = extension.MaximumSpeed;
                    if (potspeed > speed)
                    {
                        speed = potspeed;
                    }
                }


                int chance = UnityEngine.Random.Range(0, 3);
                switch (chance)
                {
                case 1:
                    e.AddRandomCurse(HealthExt.CurseType.Major, avatar);
                    took_hit = true;
                    break;

                case 2:
                    if (!slowed)
                    {
                        slowed = true;
                        CreatePlayerPopup("SLOWNESS EFFECT");
                        slowness_ticks_remaining = slowness_ticks_base;
                        normal_speed             = speed;
                        extension.SetMaximumSpeed(normal_speed / 3f);
                        speed = (normal_speed / 3f);
                    }
                    break;
                }
            }


            lasthp = e.CurrentHP;

            if (e.CurrentHP < 60 && took_hit)
            {
                CreatePlayerPopup("It hurts, I can feel my health sapping away!");
            }


            //Unslow the player
            //And tick
            if (slowed)
            {
                slowness_ticks_remaining -= 1;
                if (slowness_ticks_remaining <= 0)
                {
                    slowness_ticks_remaining = 0;
                    slowed = false;
                    extension.SetMaximumSpeed(normal_speed);
                    speed = normal_speed;
                    CreatePlayerPopup("SLOWNESS FADED");
                }
            }

            int value = UnityEngine.Random.Range(0, 1000);

            if (player_ref != null)
            {
                if (value == 5)
                {
                    CreatePlayerPopup(postmessages[UnityEngine.Random.Range(0, postmessages.Count - 1)]);
                }
            }
        }