Beispiel #1
0
    private void Awake()
    {
        instance = this;

        CurState = WarriorState.Move;
        m_image  = GetComponent <Image>();
    }
Beispiel #2
0
 void Start()
 {
     playerReference   = FindObjectOfType <WarriorController>();
     m_rigidbody       = GetComponent <Rigidbody2D>();
     m_spriteRenderer  = GetComponent <SpriteRenderer>();
     m_originalGravity = m_rigidbody.gravityScale;
 }
Beispiel #3
0
    public WarriorController GetWarriorControllerByIndex(int index)
    {
        WarriorController c = null;

        WarriorControllerDic.TryGetValue(index, out c);
        return(c);
    }
    public PlayerController GetLocalPlayer()
    {
        GameObject player1 = GameObject.Find("Verde");
        GameObject player2 = GameObject.Find("Rojo");
        GameObject player3 = GameObject.Find("Amarillo");

        if (player1)
        {
            MageController player1Controller = player1.GetComponent <MageController>();
            if (player1Controller.localPlayer)
            {
                return(player1Controller);
            }
        }

        if (player2)
        {
            WarriorController player2Controller = player2.GetComponent <WarriorController>();
            if (player2Controller.localPlayer)
            {
                return(player2Controller);
            }
        }

        if (player3)
        {
            EngineerController player3Controller = player3.GetComponent <EngineerController>();
            if (player3Controller.localPlayer)
            {
                return(player3Controller);
            }
        }

        return(null);
    }
    public WarriorController GetWarrior()
    {
        GameObject        player = GameObject.Find("Rojo");
        WarriorController script = player.GetComponent <WarriorController>();

        return(script);
    }
Beispiel #6
0
    public PlayerController GetLocalPlayer()
    {
        GameObject player1 = GameObject.Find("Mage");
        GameObject player2 = GameObject.Find("Warrior");
        GameObject player3 = GameObject.Find("Engineer");

        if (player1 != null)
        {
            MageController player1Controller = player1.GetComponent <MageController>();
            if (player1Controller.localPlayer)
            {
                return(player1Controller);
            }
        }

        if (player2 != null)
        {
            WarriorController player2Controller = player2.GetComponent <WarriorController>();
            if (player2Controller.localPlayer)
            {
                return(player2Controller);
            }
        }

        if (player3 != null)
        {
            EngineerController player3Controller = player3.GetComponent <EngineerController>();
            if (player3Controller.localPlayer)
            {
                return(player3Controller);
            }
        }

        return(null);
    }
Beispiel #7
0
        private EnemyController CreateController()
        {
            EnemyController controller;

            switch (this.enemyType)
            {
            case EnemyType.Mine:
                controller = new MineController(this);
                break;

            case EnemyType.Drone:
                controller = new DroneController(this);
                break;

            case EnemyType.MineLayer:
                controller = new MineLayerController(this);
                break;

            case EnemyType.Warrior:
                controller = new WarriorController(this);
                break;

            case EnemyType.Warlord:
                controller = new WarriorController(this);
                break;

            default:
                controller = new MineController(this);
                break;
            }
            return(controller);
        }
Beispiel #8
0
    private void OnCollisionExit2D(Collision2D collision)
    {
        WarriorController warriorController = collision.collider.GetComponent <WarriorController>();

        if (warriorController)
        {
            warrior = null;
        }
    }
Beispiel #9
0
 void OnButtonPress()
 {
     Debug.Log("jump button pressed!");
     playerControl = Game.instance.thePlayer.GetComponent<WarriorController>();;
     Debug.Log(playerControl.gameObject);
     Debug.Log(playerControl.isAcceptInput());
     if (playerControl.isAcceptInput()) {
         playerControl.StartJump();
     }
 }
    //MeshRenderer rend;


    void Start()
    {
        controller       = GetComponent <WarriorController>();
        triggers         = GetComponent <WarriorTriggers>();
        player           = player = GameObject.Find("Player");
        playerController = player.GetComponent <PlayerController>();
        //rend = transform.GetChild(0).GetComponent<MeshRenderer>();

        controller.state = State.standing;
    }
Beispiel #11
0
 // Use this for initialization
 void Awake()
 {
     nivel             = 1;
     generadorText     = GetComponent <GeneradorTextHit>();
     jugador           = GetComponent <WarriorController>();
     salud             = GetComponent <Salud>();
     expSiguienteNivel = CurvaExperiencia(nivel);
     ActualizarBarraDeExp();
     LlamarBotonesAtributos();
 }
Beispiel #12
0
    public WarriorController GetWarrior()
    {
        if (players == null)
        {
            return(null);
        }

        GameObject        player = players[1];
        WarriorController script = player.GetComponent <WarriorController>();

        return(script);
    }
Beispiel #13
0
        public void OnClick()
        {
            List <Warrior> warriorList = BattleLogicPVE.m_BattleUnitManagerPVE.WarriorList;
            Warrior        warrior     = warriorList [m_Index];

            if (!warrior.m_HasCastSuperSkill)
            {
                WarriorController controller = BattleLogicPVE.m_BattleUnitManagerPVE.GetWarriorControllerByIndex(m_Index);
                if (controller != null)
                {
                    controller.CastSuperSkill();
                }
            }
        }
 void OnTriggerEnter(Collider _other)
 {
     if (_other.tag == "player_movement") {
         Debug.Log("###111### player collide with platform.");
         player = _other.transform.root.GetComponent<WarriorController>();
         //if (_other.transform.position.y > transform.position.y) {
         if (player.FSM_Control.FsmVariables.GetFsmBool("isAffectedByGravity").Value == true) {
             Debug.Log("###222### player collide from above.");
             player.currentPlatform = this;
             player.transform.position = new Vector3(player.transform.position.x,
                                            stayHeight, player.transform.position.z);
             player.OnPlatformUpdate();
         }
     }
 }
        public void WarrioControllIndecDI()
        {
            //Arrange
            var                mockConfig = new Mock <IConfiguration>();
            Startup            su         = new Startup(mockConfig.Object);
            IServiceCollection serviceCollection;

            serviceCollection = new ServiceCollection();

            su.ConfigureServices(serviceCollection);
            ServiceProvider spTester;

            spTester = serviceCollection.BuildServiceProvider();

            //Act
            var controller = new WarriorController(spTester.GetService <IWarrior>());
            var result     = (ViewResult)controller.Index();

            //Assert
            Assert.AreEqual(typeof(Samurai), result.Model.GetType());
        }
    private void HandlePlayerIdCoordination(string[] msg)
    {
        if (NotInClientScene())
        {
            int incomingId = Int32.Parse(msg[1]);
            Debug.LogError("Incoming ID is: " + incomingId);
            switch (incomingId)
            {
            case 0:
            {
                LevelManager   lManager = GameObject.FindObjectOfType <LevelManager>();
                MageController mage     = lManager.GetMage();
                mage.playerId = incomingId;
                Debug.LogError("Now Mage has the ID: " + incomingId);
            }
            break;

            case 1:
            {
                LevelManager      lManager = GameObject.FindObjectOfType <LevelManager>();
                WarriorController warrior  = lManager.GetWarrior();
                warrior.playerId = incomingId;
                Debug.LogError("Now Warrior has the ID: " + incomingId);
            }
            break;

            case 2:
            {
                LevelManager       lManager = GameObject.FindObjectOfType <LevelManager>();
                EngineerController engin    = lManager.GetEngineer();
                engin.playerId = incomingId;
                Debug.LogError("Now Engineer has the ID: " + incomingId);
            }
            break;

            default:
                return;
            }
        }
    }
Beispiel #17
0
        public void WarriorsControllerIndex()
        {
            // Arrange
            var                mockConfig = new Mock <IConfiguration>();    //Mock the website config
            Startup            su         = new Startup(mockConfig.Object); //Get a web startup object
            IServiceCollection serviceCollection;

            serviceCollection = new ServiceCollection();

            su.ConfigureServices(serviceCollection);    //run the Startup Configure Services
            ServiceProvider _serviceProviderTester;     //get a _service provider to test

            _serviceProviderTester = serviceCollection.BuildServiceProvider();

            var controller = new WarriorController(_serviceProviderTester.GetService <IWarrior>());

            // Act
            var result = (ViewResult)controller.Index();

            // Assert
            Assert.AreEqual(typeof(ViewResult), result.GetType());
            Assert.AreEqual("Warrior Home", result.ViewName);
        }
Beispiel #18
0
    /// <summary>
    /// 创建神将;
    /// </summary>
    /// <returns></returns>
    public WarriorController CreateWarrior(int index, Vector3 pos, float orient, BattleTypes battleType)
    {
        Warrior warrior = m_WarriorList [index];

        Quaternion rotate     = Quaternion.Euler(new Vector3(0, orient * Mathf.Rad2Deg, 0));
        GameObject prefab     = ResourcesManager.Instance.LoadUnitObject(warrior.Model, UNIT_TYPE.WARRIOR);
        GameObject warriorObj = GameObject.Instantiate(prefab) as GameObject;

        warriorObj.transform.position = pos;
        warriorObj.transform.rotation = rotate;

        UnityEngine.AI.NavMeshAgent agent = warriorObj.AddComponent <UnityEngine.AI.NavMeshAgent>();
        agent.speed        = 0;
        agent.acceleration = 0;
        agent.angularSpeed = 0;
        //agent.avoidancePriority = (int)NavmeshPriority.WARRIOR;
        agent.height           = warrior.Height;
        agent.radius           = warrior.Radius;
        agent.stoppingDistance = 0.5f;
        //agent.obstacleAvoidanceType = ObstacleAvoidanceType.HighQualityObstacleAvoidance;

        CharacterController collider = warriorObj.AddComponent <CharacterController>();

        collider.height = warrior.Height;
        collider.radius = warrior.Radius;
        collider.center = Vector3.up * (Mathf.Max(collider.height / 2.0f, collider.radius) + 0.03f);
        warriorObj.SetLayerRecursively(LayerMask.NameToLayer("Warrior"));

        WarriorController controller = warriorObj.AddComponent <WarriorController>();

        m_WarriorControllerDic.Add(index, controller);
        controller.CurCombatUnit = warrior;
        //controller.m_BattleType = battleType;

        return(controller);
    }
Beispiel #19
0
        private void ProcessUserInput()
        {
            if (!EventSystem.current.IsPointerOverGameObject())
            {
                var offsetVector = new Vector3(0, 0, 1);
                if (Input.GetMouseButtonDown(0) && !brushMode)//select flag
                {
                    #region Select flag

                    var worldPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                    var coll       = Physics2D.OverlapCircle(worldPoint, 0.5f, LayerMask.GetMask("PlayerFlags"));

                    if (coll)
                    {
                        if (currentlySelectedPlayer != null)
                        {
                            currentlySelectedPlayer.GetComponent <SpriteRenderer>().color = Color.white;
                        }
                        currentlySelectedPlayer = coll.GetComponent <PlayerController>();
                        currentlySelectedPlayer.GetComponent <SpriteRenderer>().color = Color.green;
                    }
                    else
                    {
                        if (currentlySelectedPlayer != null)
                        {
                            currentlySelectedPlayer.GetComponent <SpriteRenderer>().color = Color.white;
                        }
                        currentlySelectedPlayer = null;
                    }

                    #endregion Select flag

                    #region Select warrior

                    worldPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                    coll       = Physics2D.OverlapCircle(worldPoint, 0.5f, LayerMask.GetMask(HelperConstants.warriorTag));

                    if (coll)
                    {
                        currentlySelectedWarr = coll.GetComponent <WarriorController>();

                        selectedWarrStPanel.DrawGenome(simInst.coEvaluator.playerNetsDict[(PlayerController)currentlySelectedWarr.PlayerOwner][currentlySelectedWarr.ai.network]);
                    }
                    else
                    {
                        currentlySelectedWarr = null;
                    }

                    #endregion Select warrior
                }
                if (isEditorMode)
                {
                    #region Not brush mode things

                    if (!brushMode)
                    {
                        if (Input.GetMouseButton(0) && currentlySelectedPlayer != null)//set position
                        {
                            var worldPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);

                            currentlySelectedPlayer.transform.position = (Vector2)worldPoint;
                            currentlySelectedPlayer.pointsToVisitDuringTraining.Clear();
                            currentlySelectedPlayer.defaultPos = (worldPoint);
                        }
                        if (Input.GetMouseButtonDown(1) && currentlySelectedPlayer != null)
                        {
                            var worldPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);

                            currentlySelectedPlayer.pointsToVisitDuringTraining.Add(new Vector3(worldPoint.x, worldPoint.y) - offsetVector);
                        }
                        if (Input.GetMouseButtonDown(2) && currentlySelectedPlayer != null)//reset points
                        {
                            currentlySelectedPlayer.pointsToVisitDuringTraining.Clear();
                        }
                    }

                    #endregion Not brush mode things

                    #region Brush mode things

                    else
                    {
                        #region Paint

                        if (Input.GetMouseButton(0))
                        {
                            var worldPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                            var colls      = Physics2D.OverlapCircleAll(worldPoint, HelperConstants.brushSize, LayerMask.GetMask(HelperConstants.tileTag));

                            foreach (var item in colls)
                            {
                                simInst.CreateNewBlock(item.transform.position, false);
                                Destroy(item.gameObject);
                            }
                        }

                        #endregion Paint

                        #region Erase

                        if (Input.GetMouseButton(1))
                        {
                            var worldPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                            var colls      = Physics2D.OverlapCircleAll(worldPoint, HelperConstants.brushSize, LayerMask.GetMask(HelperConstants.obstacleTag));

                            foreach (var item in colls)
                            {
                                simInst.CreateNewBlock(item.transform.position, true);
                                Destroy(item.gameObject);
                            }
                        }

                        #endregion Erase
                    }

                    #endregion Brush mode things
                }
            }
        }
 private void Start()
 {
     micolisionador = GetComponent <BoxCollider2D>();
     player         = GameManager.instancia.jugador.GetComponent <WarriorController>();
 }
 void Awake()
 {
     controller = transform.root.GetComponent<WarriorController>();
 }
    // Update is called once per frame
    void Update()
    {
        /*
         * all of this should be handled differently when a player chooses a character.  this is just for testing purposes
         */
        if (lcm.plr1Set && player1 != null)
        {
            player1Health.maxValue = player1.maxHealth;
            player1Health.value    = player1.currentHealth;
            if (player1.GetComponent <WarriorController>() != null)
            {
                WarriorController warrior = player1.GetComponent <WarriorController>();
                player1Resource.maxValue = warrior.maxRage;
                player1Resource.value    = warrior.currentRage;
                if (warrior.cleaveCooldown > Time.time)
                {
                    player1ability1.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player1ability1.color = new Color(1, 1, 1, 1);
                }
                if (warrior.tauntCooldown > Time.time)
                {
                    player1ability2.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player1ability2.color = new Color(1, 1, 1, 1);
                }
                if (warrior.shieldBashCooldown > Time.time)
                {
                    player1ability3.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player1ability3.color = new Color(1, 1, 1, 1);
                }
                if (warrior.berserkerCooldown > Time.time)
                {
                    player1ability4.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player1ability4.color = new Color(1, 1, 1, 1);
                }
            }
            else if (player1.GetComponent <SharpShooterController>() != null)
            {
                SharpShooterController sharpshooter = player1.GetComponent <SharpShooterController>();
                player1Resource.maxValue = sharpshooter.maxEnergy;
                player1Resource.value    = sharpshooter.currentEnergy;
                if (sharpshooter.multiShotCooldown > Time.time)
                {
                    player1ability1.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player1ability1.color = new Color(1, 1, 1, 1);
                }
                if (sharpshooter.mineCooldown > Time.time)
                {
                    player1ability2.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player1ability2.color = new Color(1, 1, 1, 1);
                }
                if (sharpshooter.invisibleCooldown > Time.time)
                {
                    player1ability3.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player1ability3.color = new Color(1, 1, 1, 1);
                }
                if (sharpshooter.ultimateCooldown > Time.time)
                {
                    player1ability4.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player1ability4.color = new Color(1, 1, 1, 1);
                }
            }
            else if (player1.GetComponent <MedicPlayerController>() != null)
            {
                MedicPlayerController medic = player1.GetComponent <MedicPlayerController>();
                player1Resource.maxValue = medic.maxEnergy;
                player1Resource.value    = medic.currentEnergy;
                if (medic.dogHealTime > Time.time)
                {
                    player1ability1.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player1ability1.color = new Color(1, 1, 1, 1);
                }
                if (medic.grenadeTime > Time.time)
                {
                    player1ability2.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player1ability2.color = new Color(1, 1, 1, 1);
                }
                if (medic.jumpTime > Time.time)
                {
                    player1ability3.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player1ability3.color = new Color(1, 1, 1, 1);
                }
                if (medic.ultimateTime > Time.time)
                {
                    player1ability4.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player1ability4.color = new Color(1, 1, 1, 1);
                }
            }
            else
            {
                MageController mage = player1.GetComponent <MageController>();
                player1Resource.maxValue = mage.maxEnergy;
                player1Resource.value    = mage.currentEnergy;
                if (mage.randomAttackCooldown > Time.time)
                {
                    player1ability1.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player1ability1.color = new Color(1, 1, 1, 1);
                }
                if (mage.gravityCooldown > Time.time)
                {
                    player1ability2.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player1ability2.color = new Color(1, 1, 1, 1);
                }
                if (mage.phaseCooldown > Time.time)
                {
                    player1ability3.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player1ability3.color = new Color(1, 1, 1, 1);
                }
                if (mage.meteorCooldown > Time.time)
                {
                    player1ability4.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player1ability4.color = new Color(1, 1, 1, 1);
                }
            }
        }
        if (lcm.plr2Set && player2 != null)
        {
            player2Health.maxValue = player2.maxHealth;
            player2Health.value    = player2.currentHealth;
            if (player2.GetComponent <WarriorController>() != null)
            {
                WarriorController warrior = player2.GetComponent <WarriorController>();
                player2Resource.maxValue = warrior.maxRage;
                player2Resource.value    = warrior.currentRage;
                if (warrior.cleaveCooldown > Time.time)
                {
                    player2ability1.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player2ability1.color = new Color(1, 1, 1, 1);
                }
                if (warrior.tauntCooldown > Time.time)
                {
                    player2ability2.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player2ability2.color = new Color(1, 1, 1, 1);
                }
                if (warrior.shieldBashCooldown > Time.time)
                {
                    player2ability3.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player2ability3.color = new Color(1, 1, 1, 1);
                }
                if (warrior.berserkerCooldown > Time.time)
                {
                    player2ability4.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player2ability4.color = new Color(1, 1, 1, 1);
                }
            }
            else if (player2.GetComponent <SharpShooterController>() != null)
            {
                SharpShooterController sharpshooter = player2.GetComponent <SharpShooterController>();
                player2Resource.maxValue = sharpshooter.maxEnergy;
                player2Resource.value    = sharpshooter.currentEnergy;
                if (sharpshooter.multiShotCooldown > Time.time)
                {
                    player2ability1.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player2ability1.color = new Color(1, 1, 1, 1);
                }
                if (sharpshooter.mineCooldown > Time.time)
                {
                    player2ability2.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player2ability2.color = new Color(1, 1, 1, 1);
                }
                if (sharpshooter.invisibleCooldown > Time.time)
                {
                    player2ability3.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player2ability3.color = new Color(1, 1, 1, 1);
                }
                if (sharpshooter.ultimateCooldown > Time.time)
                {
                    player2ability4.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player2ability4.color = new Color(1, 1, 1, 1);
                }
            }
            else if (player2.GetComponent <MedicPlayerController>() != null)
            {
                MedicPlayerController medic = player2.GetComponent <MedicPlayerController>();
                player2Resource.maxValue = medic.maxEnergy;
                player2Resource.value    = medic.currentEnergy;
                if (medic.dogHealTime > Time.time)
                {
                    player2ability1.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player2ability1.color = new Color(1, 1, 1, 1);
                }
                if (medic.grenadeTime > Time.time)
                {
                    player2ability2.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player2ability2.color = new Color(1, 1, 1, 1);
                }
                if (medic.jumpTime > Time.time)
                {
                    player2ability3.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player2ability3.color = new Color(1, 1, 1, 1);
                }
                if (medic.ultimateTime > Time.time)
                {
                    player2ability4.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player2ability4.color = new Color(1, 1, 1, 1);
                }
            }
            else
            {
                MageController mage = player2.GetComponent <MageController>();
                player2Resource.maxValue = mage.maxEnergy;
                player2Resource.value    = mage.currentEnergy;

                if (mage.randomAttackCooldown > Time.time)
                {
                    player2ability1.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player2ability1.color = new Color(1, 1, 1, 1);
                }
                if (mage.gravityCooldown > Time.time)
                {
                    player2ability2.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player2ability2.color = new Color(1, 1, 1, 1);
                }
                if (mage.phaseCooldown > Time.time)
                {
                    player2ability3.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player2ability3.color = new Color(1, 1, 1, 1);
                }
                if (mage.meteorCooldown > Time.time)
                {
                    player2ability4.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player2ability4.color = new Color(1, 1, 1, 1);
                }
            }
        }
        if (lcm.plr3Set && player3 != null)
        {
            player3Health.maxValue = player3.maxHealth;
            player3Health.value    = player3.currentHealth;
            if (player3.GetComponent <WarriorController>() != null)
            {
                WarriorController warrior = player3.GetComponent <WarriorController>();
                player3Resource.maxValue = warrior.maxRage;
                player3Resource.value    = warrior.currentRage;

                if (warrior.cleaveCooldown > Time.time)
                {
                    player3ability1.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player3ability1.color = new Color(1, 1, 1, 1);
                }
                if (warrior.tauntCooldown > Time.time)
                {
                    player3ability2.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player3ability2.color = new Color(1, 1, 1, 1);
                }
                if (warrior.shieldBashCooldown > Time.time)
                {
                    player3ability3.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player3ability3.color = new Color(1, 1, 1, 1);
                }
                if (warrior.berserkerCooldown > Time.time)
                {
                    player3ability4.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player3ability4.color = new Color(1, 1, 1, 1);
                }
            }
            else if (player3.GetComponent <SharpShooterController>() != null)
            {
                SharpShooterController sharpshooter = player3.GetComponent <SharpShooterController>();
                player3Resource.maxValue = sharpshooter.maxEnergy;
                player3Resource.value    = sharpshooter.currentEnergy;
                if (sharpshooter.multiShotCooldown > Time.time)
                {
                    player3ability1.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player3ability1.color = new Color(1, 1, 1, 1);
                }
                if (sharpshooter.mineCooldown > Time.time)
                {
                    player3ability2.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player3ability2.color = new Color(1, 1, 1, 1);
                }
                if (sharpshooter.invisibleCooldown > Time.time)
                {
                    player3ability3.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player3ability3.color = new Color(1, 1, 1, 1);
                }
                if (sharpshooter.ultimateCooldown > Time.time)
                {
                    player3ability4.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player3ability4.color = new Color(1, 1, 1, 1);
                }
            }
            else if (player3.GetComponent <MedicPlayerController>() != null)
            {
                MedicPlayerController medic = player3.GetComponent <MedicPlayerController>();
                player3Resource.maxValue = medic.maxEnergy;
                player3Resource.value    = medic.currentEnergy;
                if (medic.dogHealTime > Time.time)
                {
                    player3ability1.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player3ability1.color = new Color(1, 1, 1, 1);
                }
                if (medic.grenadeTime > Time.time)
                {
                    player3ability2.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player3ability2.color = new Color(1, 1, 1, 1);
                }
                if (medic.jumpTime > Time.time)
                {
                    player3ability3.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player3ability3.color = new Color(1, 1, 1, 1);
                }
                if (medic.ultimateTime > Time.time)
                {
                    player3ability4.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player3ability4.color = new Color(1, 1, 1, 1);
                }
            }
            else
            {
                MageController mage = player3.GetComponent <MageController>();
                player3Resource.maxValue = mage.maxEnergy;
                player3Resource.value    = mage.currentEnergy;
                if (mage.randomAttackCooldown > Time.time)
                {
                    player3ability1.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player3ability1.color = new Color(1, 1, 1, 1);
                }
                if (mage.gravityCooldown > Time.time)
                {
                    player3ability2.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player3ability2.color = new Color(1, 1, 1, 1);
                }
                if (mage.phaseCooldown > Time.time)
                {
                    player3ability3.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player3ability3.color = new Color(1, 1, 1, 1);
                }
                if (mage.meteorCooldown > Time.time)
                {
                    player3ability4.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player3ability4.color = new Color(1, 1, 1, 1);
                }
            }
        }
        if (lcm.plr4Set && player4 != null)
        {
            player4Health.maxValue = player4.maxHealth;
            player4Health.value    = player4.currentHealth;
            if (player4.GetComponent <WarriorController>() != null)
            {
                WarriorController warrior = player4.GetComponent <WarriorController>();
                player4Resource.maxValue = warrior.maxRage;
                player4Resource.value    = warrior.currentRage;

                if (warrior.cleaveCooldown > Time.time)
                {
                    player4ability1.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player4ability1.color = new Color(1, 1, 1, 1);
                }
                if (warrior.tauntCooldown > Time.time)
                {
                    player4ability2.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player4ability2.color = new Color(1, 1, 1, 1);
                }
                if (warrior.shieldBashCooldown > Time.time)
                {
                    player4ability3.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player4ability3.color = new Color(1, 1, 1, 1);
                }
                if (warrior.berserkerCooldown > Time.time)
                {
                    player4ability4.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player4ability4.color = new Color(1, 1, 1, 1);
                }
            }
            else if (player4.GetComponent <SharpShooterController>() != null)
            {
                SharpShooterController sharpshooter = player4.GetComponent <SharpShooterController>();
                player4Resource.maxValue = sharpshooter.maxEnergy;
                player4Resource.value    = sharpshooter.currentEnergy;
                if (sharpshooter.multiShotCooldown > Time.time)
                {
                    player4ability1.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player4ability1.color = new Color(1, 1, 1, 1);
                }
                if (sharpshooter.mineCooldown > Time.time)
                {
                    player4ability2.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player4ability2.color = new Color(1, 1, 1, 1);
                }
                if (sharpshooter.invisibleCooldown > Time.time)
                {
                    player4ability3.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player4ability3.color = new Color(1, 1, 1, 1);
                }
                if (sharpshooter.ultimateCooldown > Time.time)
                {
                    player4ability4.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player4ability4.color = new Color(1, 1, 1, 1);
                }
            }
            else if (player4.GetComponent <MedicPlayerController>() != null)
            {
                MedicPlayerController medic = player4.GetComponent <MedicPlayerController>();
                player4Resource.maxValue = medic.maxEnergy;
                player4Resource.value    = medic.currentEnergy;
                if (medic.dogHealTime > Time.time)
                {
                    player4ability1.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player4ability1.color = new Color(1, 1, 1, 1);
                }
                if (medic.grenadeTime > Time.time)
                {
                    player4ability2.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player4ability2.color = new Color(1, 1, 1, 1);
                }
                if (medic.jumpTime > Time.time)
                {
                    player4ability3.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player4ability3.color = new Color(1, 1, 1, 1);
                }
                if (medic.ultimateTime > Time.time)
                {
                    player4ability4.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player4ability4.color = new Color(1, 1, 1, 1);
                }
            }
            else
            {
                MageController mage = player4.GetComponent <MageController>();
                player4Resource.maxValue = mage.maxEnergy;
                player4Resource.value    = mage.currentEnergy;

                if (mage.randomAttackCooldown > Time.time)
                {
                    player4ability1.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player4ability1.color = new Color(1, 1, 1, 1);
                }
                if (mage.gravityCooldown > Time.time)
                {
                    player4ability2.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player4ability2.color = new Color(1, 1, 1, 1);
                }
                if (mage.phaseCooldown > Time.time)
                {
                    player4ability3.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player4ability3.color = new Color(1, 1, 1, 1);
                }
                if (mage.meteorCooldown > Time.time)
                {
                    player4ability4.color = new Color(1, 1, 1, 0.25f);
                }
                else
                {
                    player4ability4.color = new Color(1, 1, 1, 1);
                }
            }
        }
    }
 // Start is called before the first frame update
 void Start()
 {
     m_warrior   = WarriorController.instance;
     isFirstTime = true;
 }
        public ProjectileController CreateNewProjectile(Vector2 start, Vector2 direction, float damage, WarriorController shooter)
        {
            var newObj = Instantiate(projectilePref, projectilesParent.transform);

            var scrpt = newObj.GetComponent <ProjectileController>();

            scrpt.Initialize(start, direction, damage, shooter);

            return(scrpt);
        }
 // Use this for initialization
 void Start()
 {
     knockDist          = 3f;
     warrior_controller = gameObject.GetComponentInParent <WarriorController>();
 }
Beispiel #26
0
 void Awake()
 {
     playerController = transform.GetComponent<WarriorController>();
     charBuild = transform.GetComponent<CharacterBuild>();
     animation["walk"].speed = playerController.moveSpeed/120.0f;
 }