Beispiel #1
0
    public void OnLocalDeath(bl_KillCam kc)
    {
        if (GetGameMode != GameMode.DM)
        {
            return;
        }

        bl_DemolitionBombManager.Instance.OnLocalDeath();
        LocalKillCamera = kc;
        Player friend = null;

        //after local die, and round have not finish, find a team player to spectating
        if (PhotonNetwork.LocalPlayer.GetPlayerTeam() == Team.Team1)
        {
            if (Team1AlivePlayers.Values.Count > 0)
            {
                friend = Team1AlivePlayers.Values.ElementAt(UnityEngine.Random.Range(0, Team1AlivePlayers.Values.Count));
            }
        }
        else
        {
            if (Team2AlivePlayers.Values.Count > 0)
            {
                friend = Team2AlivePlayers.Values.ElementAt(UnityEngine.Random.Range(0, Team2AlivePlayers.Values.Count));
            }
        }
        if (friend != null)
        {
            GameObject player = FindPhotonPlayer(friend);
            LocalKillCamera.SpectPlayer(player.transform);
        }
    }
Beispiel #2
0
    void Death(string Killer)
    {
        GameObject DeatBody = Instantiate(m_ragdoll, Camera.main.transform.position, Camera.main.transform.rotation) as GameObject;
        bl_KillCam killcam  = DeatBody.GetComponent <bl_KillCam>();

        killcam.Send_Target(Killer, Respawn_Time);
        Destroy(this.gameObject);
    }
Beispiel #3
0
    public override void OnInspectorGUI()
    {
        bl_KillCam script            = (bl_KillCam)target;
        bool       allowSceneObjects = !EditorUtility.IsPersistent(script);

        EditorGUILayout.BeginVertical("window");
        EditorGUILayout.BeginVertical("Box");
        EditorGUILayout.LabelField("", "UI Style", "Button");
        script.UI.Skin           = EditorGUILayout.ObjectField("GUI Skin", script.UI.Skin, typeof(UnityEngine.GUISkin), allowSceneObjects) as UnityEngine.GUISkin;
        script.UI.KillCamEffect  = EditorGUILayout.ObjectField("Kill Cam Effect ", script.UI.KillCamEffect, typeof(UnityEngine.Texture2D), allowSceneObjects) as UnityEngine.Texture2D;
        script.UI.InfoBackGround = EditorGUILayout.ObjectField("Info Effect ", script.UI.InfoBackGround, typeof(UnityEngine.Texture2D), allowSceneObjects) as UnityEngine.Texture2D;
        script.UI.UIColor        = EditorGUILayout.ColorField("UI Color ", script.UI.UIColor);
        script.KillCamTitle      = EditorGUILayout.TextField("Kill Cam Title", script.KillCamTitle);
        EditorGUILayout.EndVertical();
        EditorGUILayout.BeginVertical("Box");
        EditorGUILayout.LabelField("", "Targets", "Button");
        script.TagTargets = EditorGUILayout.TagField("Enemy", script.TagTargets);
        script.Provide    = EditorGUILayout.ObjectField("Provide", script.Provide, typeof(UnityEngine.Transform), allowSceneObjects) as UnityEngine.Transform;
        script.m_wait     = EditorGUILayout.IntField("Wait for Controll", script.m_wait);
        EditorGUILayout.Space();
        script.distanceMax = EditorGUILayout.FloatField("Max Distance", script.distanceMax);
        script.distanceMin = EditorGUILayout.FloatField("Min Distance", script.distanceMin);
        EditorGUILayout.Space();
        script.xSpeed = EditorGUILayout.FloatField("X Speed", script.xSpeed);
        script.ySpeed = EditorGUILayout.FloatField("Y Speed", script.ySpeed);
        EditorGUILayout.Space();
        script.yMaxLimit = EditorGUILayout.FloatField("Max Y Limit", script.yMaxLimit);
        script.yMinLimit = EditorGUILayout.FloatField("Min Y Litmit", script.yMinLimit);
        if (script.SmoothMovement)
        {
            script.SpeedSmooth = EditorGUILayout.FloatField("Smooth Speed", script.SpeedSmooth);
        }
        EditorGUILayout.Space();
        EditorGUILayout.EndVertical();
        EditorGUILayout.BeginVertical("Box");
        EditorGUILayout.LabelField("", "Bools", "Button");
        script.SmoothMovement = EditorGUILayout.Toggle("Smooth Movement", script.SmoothMovement);
        script.Can_See_Other  = EditorGUILayout.Toggle("Can see others", script.Can_See_Other);
        EditorGUILayout.EndVertical();
        EditorGUILayout.EndVertical();
    }
Beispiel #4
0
    public void OnLocalDeath(bl_KillCam kc)
    {
        if (GetGameMode != GameMode.ELIM)
        {
            return;
        }
        LocalKillCamera = kc;
        MFPSPlayer friend = null;

        //after local die, and round have not finish, find a team player to spectating
        if (PhotonNetwork.LocalPlayer.GetPlayerTeam() == Team.Team1)
        {
            if (Team1AlivePlayers.Count > 0)
            {
                friend = Team1AlivePlayers.Values.ElementAt(Random.Range(0, Team1AlivePlayers.Values.Count));
            }
        }
        else
        {
            if (Team2AlivePlayers.Count > 0)
            {
                friend = Team2AlivePlayers.Values.ElementAt(Random.Range(0, Team2AlivePlayers.Values.Count));
            }
        }
        if (friend != null && friend.Actor != null)
        {
            GameObject player = friend.Actor.gameObject;
            if (player != null)
            {
                LocalKillCamera.SpectPlayer(player.transform);
            }
        }
        else
        {
            Debug.Log("Any friend available to spectate");
        }
    }