Inheritance: MonoBehaviour
Beispiel #1
0
        public virtual void SpawnV2()
        {
            InitAIV2();
            var spawn = new SpawnPlayer((CharacterBase)Clone());

            Simulator.Log.Add(spawn);
        }
Beispiel #2
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 // Use this for initialization
 void Start()
 {
     avatars    = GameObject.FindObjectsOfType <MovementTypeA>();
     completed  = new List <int>();
     SP         = GameObject.FindObjectOfType <SpawnPlayer>();
     yourAvatar = NetworkView.Find(Globals.NVID).GetComponent <MovementTypeA>();
 }
Beispiel #3
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    private void Start()
    {
        Instance = this;
        Vector3 _spawnPos = SpawnersTransform[Random.Range(0, SpawnersTransform.Length)].position;

        PhotonNetwork.Instantiate(nameof(Player), _spawnPos, Quaternion.identity);
    }
Beispiel #4
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        /// <summary>
        /// Spawns the entity.
        /// </summary>
        /// <param name="e">E.</param>
        public void SpawnEntity(Entity e)
        {
            lock (Entities) {              // -- Add them to our personal entities list..
                if (!Entities.Contains(e)) // -- Enumeration..
                {
                    Entities.Add(e);
                }
                else
                {
                    return;
                }
            }
            e.EntityMoved += SomeoneMoved;

            var spawn = new SpawnPlayer {
                // -- Spawn them on this client.
                Location   = e.Location,
                PlayerId   = e.ClientId,
                PlayerName = e.PrettyName
            };

            if (e == Entity) // -- If this is us, we need to flip the ID to -1.
            {
                spawn.PlayerId = -1;
            }

            _client.SendPacket(spawn);
        }
Beispiel #5
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    // Use this for initialization
    void Start()
    {
        if (GameObject.Find("TowerA") == null)
        {
            FinalDestinationName = "TowerA (1)";
        }
        if (GameObject.Find("TowerA (1)") == null)
        {
            FinalDestinationName = "TowerA";
        }

        agent          = GetComponent <NavMeshAgent>();
        my_FieldOfView = GetComponent <FieldOfView>();
        spawnPlayer    = GameObject.Find("Ui").GetComponent <SpawnPlayer>();



        FinalDestinationName   = spawnPlayer.FinalDestination;
        FinalDestinationObject = GameObject.Find(spawnPlayer.FinalDestination);



        target = GameObject.Find(FinalDestinationName).transform;



        Enemy             = false;
        Tower             = false;
        AttackEnable      = false;
        ResetTimetoAttack = TimeBetweenAttack;
    }
Beispiel #6
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    protected override void Awake()
    {
        base.Awake();

        players          = new List <Player>();
        spawner          = GetComponent <SpawnPlayer>();
        instancedSystems = new List <GameObject>();
    }
Beispiel #7
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 void Awake()
 {
     isMine           = TNManager.isThisMyObject;
     playerController = GetComponent <PlayerController>();
     spawner          = GameObject.FindGameObjectWithTag("PSpawner").GetComponent <SpawnPlayer>();
     camSmoothFollow  = Camera.main.gameObject.GetComponent <SmoothFollowPlayer>();
     Invoke("SetIsReady", invincibleTime);
 }
    public void AddDeath(NetworkPlayer Player)
    {
        if (!Network.isServer) return;
        SpawnPlayer p = new SpawnPlayer();
        p._player = Player;
        p._deathTime = Time.time;

        toSpawnList.Add(p);
    }
Beispiel #9
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 private void Awake()
 {
     filename    = Path.Combine(Application.persistentDataPath, "game.dat");
     spawnPlayer = GetComponent <SpawnPlayer>();
     if (ownedShipPrefabs == null)
     {
         ownedShipPrefabs = new List <GameObject>();
     }
 }
Beispiel #10
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 public void AllBlack()
 {
     if (Arrived())
     {
         GetComponent <Renderer>().material = BlackMaterial;
     }
     SP = blocks.GetComponent <SpawnPlayer>();
     SP.AllBlack(BlackMaterial);
 }
 // Update is called once per frame
 void Update()
 {
     if (lvlInstance)
     {
         if (!Player.GetInstance() && SpawnPlayer.GetInstance())
         {
             SpawnPlayer.GetInstance().Spawn(player);
         }
     }
 }
Beispiel #12
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    // Use this for initialization
    void Start()
    {
        SP = GameObject.FindObjectOfType <SpawnPlayer>();

        if (aButton && SP)
        {
            //aButton.onClick.RemoveAllListeners();
            // Lambdas are da shit.
            aButton.onClick.AddListener(() => Execute());
        }
    }
    // Simply gets the needed references.
    private void ManagerSetProperties()
    {
        mg            = GetComponent <MapGenerator>();
        drawer        = GetComponent <MapDrawer>();
        playerSpawner = GetComponent <SpawnPlayer>();
        dfs           = GetComponent <SpaceDFS>();

        spawner = GetComponent <SpawnObjects>();

        scaler = statScaler.GetComponent <Scaler>();
    }
Beispiel #14
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 private void Awake()
 {
     _instance       = this;
     _input          = GetComponent <IInput>();
     _movement       = GetComponent <IMovement>();
     _animator       = GetComponent <IAnimator>();
     _groundCheck    = GetComponent <IGroundCheck>();
     _playerUI       = GetComponent <PlayerUI>();
     _characterStats = GetComponent <CharacterStats>();
     _spawnPlayer    = GetComponent <SpawnPlayer>();
     _playerDeath    = GetComponent <PlayerDeath>();
 }
    void Start()
    {
        grid = new Tile[areaWidth, areaHeight];
        GameObject floor = Instantiate(forestFloor, transform.position, Quaternion.identity);

        floor.transform.localScale = new Vector3(areaWidth, 1, areaHeight);
        treePool = GetComponent <TreeObjectPool>();
        treePool.CreatePool(areaWidth, areaHeight);
        spawnScript = GameObject.FindWithTag("Player").GetComponent <SpawnPlayer>();

        GenerateDungeon();
    }
        private void Awake()
        {
            roomGen     = GetComponent <RoomGenerator>();
            graphGen    = GetComponent <GraphGenerator>();
            corridorGen = GetComponent <CorridorGenerator>();
            spawnPlayer = GetComponent <SpawnPlayer>();

            if (autoBuildAtStart)
            {
                Generate();
            }
        }
Beispiel #17
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 private void Awake()
 {
     if (sp == null)
     {
         sp = this;
     }
     else if (sp != this)
     {
         Debug.Log("Instance already exists, destroying object");
         Destroy(this);
     }
 }
Beispiel #18
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 private void Awake()
 {
     // If the instance doesn't exist yet, then assign 'this' script to it.
     if (instance == null)
     {
         instance = this;
     }
     // If the instance is not 'this' instance, then delete this instance.
     else if (instance != this)
     {
         Destroy(this);
     }
 }
Beispiel #19
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    public void AddDeath(NetworkPlayer Player)
    {
        if (!Network.isServer)
        {
            return;
        }
        SpawnPlayer p = new SpawnPlayer();

        p._player    = Player;
        p._deathTime = Time.time;

        toSpawnList.Add(p);
    }
Beispiel #20
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    IEnumerator HitEnemyCoroutine()
    {
        anim.Play("VGHit");
        freeze = true;

        yield return(new WaitForSeconds(animationTimes.GetTime("VGHit")));

        // Destroy and respawn Player
        SpawnPlayer spawnPlayer = FindObjectOfType <SpawnPlayer>();

        spawnPlayer.Spawn();
        Destroy(gameObject);
    }
Beispiel #21
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        public static void SetCloak(Client player, string type)
        {
            if (type == null)
            {
                player.Settings.Cloaked = null;
            }
            else
            {
                try
                {
                    MobType mt = (MobType)Enum.Parse(typeof(MobType), type);
                    player.Settings.Cloaked = mt.ToString();

                    cloakBack.Remove(player.MinecraftUsername);
                    cloakBack.Add(player.MinecraftUsername, player.Session.Position);
                } catch (Exception)
                {
                    player.TellSystem(Chat.DarkRed, "Unknown mob: " + type);
                }
            }
            player.SaveProxyPlayer();

            VanillaSession rs = player.Session as VanillaSession;

            if (rs != null)
            {
                if (player.Settings.Cloaked == null)
                {
                    SpawnPlayer spawnNamedEntity = new SpawnPlayer(rs.EID, player);
                    spawnNamedEntity.Position = rs.Position;
                    spawnNamedEntity.Pitch    = rs.Pitch;
                    spawnNamedEntity.Yaw      = rs.Yaw;
                    PlayerList.QueueToAll(spawnNamedEntity);
                    player.Queue.Queue(new DestroyEntities(rs.EID));

                    player.Session.World.Send("gamemode 0 " + player.MinecraftUsername);
                }
                else
                {
                    PlayerList.QueueToAll(new DestroyEntities(rs.EID));

                    player.Session.World.Send("gamemode 1 " + player.MinecraftUsername);
                }
            }

            TellMode(player);

            PlayerList.UpdateTabPlayers();
        }
Beispiel #22
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    // Update is called once per frame
    void Update()
    {
        //Life
        text            = nb_vie.ToString();
        canvas_vie.text = "Vie : " + text;

        //Combo
        timer += Time.deltaTime;         //Temps depuis le début du jeu
        if (timer > combotime)
        {
            in_combo = false;
        }
        if (in_combo == false)
        {
            canvas_combo.enabled = false;
            barre_combo.enabled  = false;
            comboValue           = 0;
        }
        else
        {
            barre_combo.transform.localScale = new Vector2(0.7f * (combotime - timer) / (float)combotime, 0.05f);
        }

        //Spawn des reliques
        timer_relique += Time.deltaTime; //Temps depuis le début du jeu
        if (timer_relique > random_time)
        {
            int random_number = Random.Range(0, relique_spawn.Length);
            random_relique = Random.Range(0, relique.Length);

            Instantiate(relique[random_relique], relique_spawn[random_number].transform.position, Quaternion.identity);
            timer_relique = 0;
            random_time   = Random.Range(25, 40);
        }

        //Spawn des ennemis
        timer_ennemy += Time.deltaTime;
        Vector2 Player_position = new Vector2(Player.transform.position.x, Player.transform.position.y);

        if (timer_ennemy > time_to_spawn)
        {
            int random_number = Random.Range(0, ennemy_spawn.Length);
            random_ennemy = Random.Range(0, ennemy_type.Length);

            SpawnPlayer.Spawn_near_player();
            Instantiate(ennemy_type[random_ennemy], ennemy_spawn[random_number].transform.position, Quaternion.identity);
            timer_ennemy = 0;
        }
    }
Beispiel #23
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    // Use this for initialization
    void Start()
    {
        addUserSwitch = false;
        _spawnPlayer  = GetComponent <SpawnPlayer> ();
        _networkState = GetComponent <NetworkState> ();
        ClientID      = ClientState.id;

        moveUserSwitch = false;

        users = new List <GameObject> ();

        SocketStarter.Socket.On("createPlayerRES", (data) =>
        {                                //접속한 플레이어가 있을때 호출된다.
            string temp = data.Json.args[0].ToString();
            string[] pos;
            Vector3 spawnPos;

            pos   = temp.Split(':');
            addId = pos[0];            //접속한 유저의 아이디
            pos   = pos[1].Split(',');

            spawnPos = new Vector3(float.Parse(pos[0]),
                                   float.Parse(pos[1]),
                                   float.Parse(pos[2]));

            _networkState.addPlayer(addId, spawnPos);   //플레이어의 아이디와 위치 저장
            users_name = _networkState.getPlayerList(); //users 아이디의 배열을 얻어온다.

            _spawnPlayer.setSpawn(addId, spawnPos);     //해당 user를 instantiate한다.

            addUserSwitch = true;                       //하이어아키에 만들어진 유저오브젝트를 찾아서 추가한다.

            for (int i = 0; i < users_name.Length; i++)
            {
                Debug.Log("list: " + users_name[i]);
            }
        });

        SocketStarter.Socket.On("movePlayerRES", (data) =>
        {
            string[] temp   = data.Json.args[0].ToString().Split(':');
            resID           = temp[0];
            string[] resPos = temp[1].Split(',');
            newPos          = new Vector3(float.Parse(resPos[0]),
                                          float.Parse(resPos[1]),
                                          float.Parse(resPos[2]));
            moveUserSwitch = true;
        });
    }
Beispiel #24
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    public static bool inventoryPause, pause;   // playPause za inventory pauzira, pause pauzira za pause menu

    // Use this for initialization
    IEnumerator Start()
    {
        // ako ne radi obrisi
        speed = 12;

        playerSpotlight = GameObject.Find("PlayerSpotlight");
        targetSpotlight = GameObject.Find("DestinationSpotlight");

        eog = false;
        // pronadji listu zvukova
        sounds = GameObject.Find("MusicContainer").GetComponents <AudioSource>();

        pause          = false;
        inventoryPause = false;

        animator = GetComponent <Animator>();
        //animator.SetBool("Run", true);

        GameObject inventory = GameObject.Find("Inventory");

        ic = inventory.GetComponent <InventoryController>();

        // inicijalizacija koja je potrebna zbog menua
        goBack        = false;
        popAgain      = true;
        visitedTarget = new Stack <Item>();

        // kraj inicijalizacije prouzrokovane menuom

        target = SpawnPlayer.getVisitedList();

        /*print("target.Count-> " + target.Count);
         * for (int kk = 0; kk < target.Count; kk++)
         *  print("target[" + kk + "]->" + target[kk].Num);*/

        //yield return new WaitForSeconds(1);
        yield return(new WaitUntil(() => target != null));

        target = SpawnPlayer.getVisitedList();
        animator.SetBool("Run", true);              // run animacija krece tek kada player ima cilj ka kome ide
        //print("target.Count-> " + target.Count);

        /* for (int kk = 0; kk < target.Count; kk++)
         * {
         *   print("target[" + kk + "]->" + target[kk].Num);
         *   print("target[" + kk + "] tip->" + target[kk].ItemObject.GetType() + " name->" + target[kk].ItemObject.name);
         * }*/
    }
Beispiel #25
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    // Use this for initialization
    void Start()
    {
        SP = GameObject.FindObjectOfType <SpawnPlayer>();

        if (SP)
        {
            if (Network.peerType == NetworkPeerType.Client)
            {
                SP.networkView.RPC("OnClientLoadedLevel", RPCMode.Server);
            }

            // Server will ALWAYS load after the clients..
            //if(Network.peerType == NetworkPeerType.Server)
            //	SP.networkView.RPC ("SpawnYourself", RPCMode.All);
        }
    }
Beispiel #26
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        public void UpdateEntity(SpawnPlayer spawn)
        {
            Player m = null;

            lock (entities)
            {
                if (entities.ContainsKey(spawn.EID))
                {
                    m = entities[spawn.EID] as Player;
                }
                if (m == null)
                {
                    m = new Player(spawn.EID, spawn.PlayerUUID);
                    entities[spawn.EID] = m;
                }
            }
            m.Update(spawn);
        }
Beispiel #27
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    IEnumerator HitEnemyCoroutine(Enemy enemy)
    {
        yield return(new WaitForEndOfFrame());

        if (enemy.dangerous)
        {
            velocity.x = enemy.pushBackForce * Mathf.Sign(transform.position.x - enemy.transform.position.x);
            anim.Play("FrogHit");
            _freeze = true;

            // Wait for the time of the FrogHit animation to be finished
            yield return(new WaitForSeconds(animationTimes.GetTime("FrogHit")));

            SpawnPlayer spawnPlayer = FindObjectOfType <SpawnPlayer>();
            spawnPlayer.Spawn();

            _freeze = false;
            Destroy(gameObject);
        }
        hitEnemy = null;
    }
Beispiel #28
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        /// <summary>
        /// To be called by Join(Client player)
        /// </summary>
        protected void Join(ConstructSession cs, Client player)
        {
            base.Join(cs);

            SendStartup(cs, player);

            //Dont show cloaked
            if (player.Settings.Cloaked != null)
            {
                return;
            }

            //Send named entity
            SpawnPlayer n = new SpawnPlayer(player.EntityID, player);

            n.Position = cs.Position;

            foreach (ConstructSession c in Players)
            {
                if (c == cs)
                {
                    continue;
                }

                //Spawn new player in front of c
                c.Player.Queue.Queue(n);
                Debug.WriteLine("Spawn " + n.PlayerUUID + " in front of " + c.Player.MinecraftUsername);

                //Spawn c in front of new player
                SpawnPlayer nes = new SpawnPlayer(
                    c.Player.MinecraftUsername.GetHashCode(),
                    c.Player);
                nes.Position = c.Position;
                nes.Pitch    = c.Pitch;
                nes.Yaw      = c.Yaw;

                cs.Player.Queue.Queue(nes);
            }
        }
Beispiel #29
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        public static Client GetPlayerBySpawn(SpawnPlayer sp)
        {
            Guid id  = sp.PlayerUUID;
            int  eid = sp.EID;

            foreach (Client p in List)
            {
                var vs = p.Session as VanillaSession;
                if (vs == null)
                {
                    continue;
                }
                if (vs.OfflineUUID == id)
                {
                    return(p);
                }
                if (vs.EID == eid)
                {
                    return(p);
                }
            }
            return(null);
        }
Beispiel #30
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    // Start is called before the first frame update
    void Start()
    {
        IPHolder IP = FindObjectOfType <IPHolder>();

        if (IP != null)
        {
            if (IP.IPAddress != "")
            {
                //IPHolder IP = FindObjectOfType<IPHolder>();
                ServerIP = IP.IPAddress;
                Init();
                spawn = FindObjectOfType <SpawnPlayer>();
                SerialVector3 bob = new Vector3(0, 0, 0);

                checkMoving.Hosting = false;
                checkMoving.Cli     = this;
                //Player.ServerOwned = false;
                if (new SerialVector3(0, 0, 0) == bob)
                {
                }
                DontDestroyOnLoad(this);
            }
        }
    }
Beispiel #31
0
 private void Awake()
 {
     spawnInstance = this;
 }