// Use this for initialization void Start() { MainCamera = GameObject.FindWithTag("MainCamera"); CrossCheck = MainCamera.GetComponent <CrossHair>(); AddMineral = MainCamera.GetComponent <UIMain>(); MCollider = this.GetComponent <MeshCollider>(); }
public void HoldTrigger(CrossHair crossHair) { if (canShoot) { Shoot(current, crossHair); } }
// ================================================================================ // private methods // -------------------------------------------------------------------------------- private void Shoot(Weapon weapon, CrossHair crossHair) { _coolDown = new Timer(weapon.attackDuration); Vector2 targetPosition = crossHair.worldPosition; Vector2 distanceVector = targetPosition - _currentActor.actionPivot.position.Vector2(); float distance = distanceVector.magnitude; for (int i = 0; i < weapon.bulletCount; i++) { Vector2 scatter = Random.insideUnitCircle * distance * weapon.scatter; Vector2 actualTarget = targetPosition + scatter; Vector2 direction = actualTarget - _currentActor.actionPivot.position.Vector2(); // effects on the player and the camera if (i == 0) { _currentActor.GetComponent <Rigidbody2D>().AddForce(-direction.normalized * 55f); _cameraShake.Shake(0.2f); } var bulletObject = Game.Instance.prefabPool.Pop(weapon.shellPrefab, _currentActor.actionPivot.position); Bullet bullet = bulletObject as Bullet; bullet.Shoot(_currentActor, weapon, direction); } if (weapon.attackSound != null) { Game.Instance.audioManager.Play(weapon.attackSound); } }
private void Start() { audioSource = GetComponent <AudioSource>(); originPos = Vector3.zero; theCrosshair = FindObjectOfType <CrossHair>(); thePlayerController = FindObjectOfType <PlayerController>(); }
// Use this for initialization void Start() { MainCamera = GameObject.FindWithTag("MainCamera"); CrossCheck = MainCamera.GetComponent <CrossHair>(); //AddOxygen = MainCamera.GetComponent<UIMain>(); //BCollider = this.GetComponent<BoxCollider>(); }
private void doFloatingUpdate(CrossHair crossHair) { m_isAnimated = false; m_srcRect.X = 0; m_srcRect.Y = 100; m_thrust = 0f; m_direction = Vector2.Zero; deltaPosAim.X = crossHair.TargetPos.X - (m_pos.X); deltaPosAim.Y = crossHair.TargetPos.Y - (m_pos.Y); if (playerState == ActorState.Floating) { m_rotation = -(float)(Math.Atan2(deltaPosAim.X, deltaPosAim.Y) - (Math.PI * 0.5f)); } doFloatingMovement(); m_playerArm.Rotation = m_rotation; if (m_statePrompt) { if (m_controller.UsePressed) { playerState = ActorState.Bound; } } doAsteroidCollisionCheck(); doTileCollisionCheck(); doDamageFlash(); }
// Use this for initialization void Start() { MainCamera = GameObject.FindWithTag("MainCamera"); CrossCheck = MainCamera.GetComponent <CrossHair>(); Anim = ShieldGenerator.GetComponent <Animation>(); Audio = ShieldGenerator.GetComponent <AudioSource>(); }
void ReleaseDesignerOutlets() { if (CrossHair != null) { CrossHair.Dispose(); CrossHair = null; } if (ImagePreview != null) { ImagePreview.Dispose(); ImagePreview = null; } if (liveCameraStream != null) { liveCameraStream.Dispose(); liveCameraStream = null; } if (takeimageButton != null) { takeimageButton.Dispose(); takeimageButton = null; } }
private void doBoundActorMotionLeft(CrossHair crossHair) { if ((m_rotation < 1.6f) || (m_rotation > -1.6)) { if (crossHair.TargetPos.X > m_pos.X) { rewindCycle(); m_sEffect = SpriteEffects.None; m_playerArm.spriteEffect = SpriteEffects.None; } else { playCycle(); m_sEffect = SpriteEffects.FlipHorizontally; m_playerArm.spriteEffect = SpriteEffects.FlipVertically; } } if ((m_rotation > 1.6f) || (m_rotation < -1.6f)) { if (crossHair.TargetPos.X < m_pos.X) { playCycle(); m_sEffect = SpriteEffects.None; m_playerArm.spriteEffect = SpriteEffects.None; } else { rewindCycle(); m_sEffect = SpriteEffects.FlipHorizontally; m_playerArm.spriteEffect = SpriteEffects.FlipVertically; } } }
// Use this for initialization void Start() { Cursor.lockState = CursorLockMode.Locked; camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>(); cc = GetComponent <CharacterController>(); handCam = camera.transform.Find("Camera").GetComponent <Camera>(); handAnimator = camera.transform.Find("hand").GetComponent <Animator>(); m_HeadBob.Setup(camera, 5); transform.position = DataCenter.spawnPosition; transform.localEulerAngles = new Vector3(0, DataCenter.spawnRotation.y, 0); camera.transform.localEulerAngles = new Vector3(DataCenter.spawnRotation.z, 0, 0); NetworkManager.Register(ENUM_CMD.CS_ADD_BLOCK_NOTIFY, OnAddBlockNotify); NetworkManager.Register(ENUM_CMD.CS_DELETE_BLOCK_NOTIFY, OnDeleteBlockNotify); LoadingUI.Close(); CrossHair.Show(); Hand.Show(); blockMeshFilter = camera.transform.Find("hand/block").GetComponent <MeshFilter>(); blockMeshRenderer = camera.transform.Find("hand/block").GetComponent <MeshRenderer>(); handMeshRenderer = camera.transform.Find("hand").GetComponent <MeshRenderer>(); position = transform.position; forward = transform.forward; isInitialized = true; }
private void WriteLocalAim(SpaceMarine LocalPlayer) { _crosshairTransfer = LocalPlayer.CrossHair; _packetWriter.Write(_crosshairTransfer.TargetPos); _packetWriter.Write(_crosshairTransfer.Position); _packetWriter.Write(_crosshairTransfer.isFiring); }
public static Image GetCrossHairImage(CrossHair c) { switch (c) { case CrossHair.CROSSHAIR_1: return(Properties.Resources.crosshair_1); case CrossHair.CROSSHAIR_2: return(Properties.Resources.crosshair_2); case CrossHair.CROSSHAIR_3: return(Properties.Resources.crosshair_3); case CrossHair.CROSSHAIR_4: return(Properties.Resources.crosshair_4); case CrossHair.CROSSHAIR_5: return(Properties.Resources.crosshair_5); case CrossHair.CROSSHAIR_6: return(Properties.Resources.crosshair_6); case CrossHair.CROSSHAIR_7: return(Properties.Resources.crosshair_7); case CrossHair.NONE: return(Properties.Resources.crosshair_None); default: return(Properties.Resources.crosshair_2); } }
public void Shoot(Actor user, CrossHair crossHair, World currLevel) { if ((user.State == ActorState.Floating) || (user.State == ActorState.Bound)) { m_delay--; if (m_delay <= 0) { m_projectileDir = new Vector2(m_pos.X - crossHair.TargetPos.X, m_pos.Y - crossHair.TargetPos.Y); m_projectileDisplacement = -Vector2.Normalize(m_projectileDir) * m_projectileSpeed + user.Velocity; m_projectileRot = (float)Math.Atan2(m_projectileDisplacement.Y, m_projectileDisplacement.X); if (m_itemAmmo > 0) { if (m_name.Contains("Plasma")) { user.ProjectileList.Add(new PlasmaBolt(m_txrAmmo, m_pos, m_projectileDisplacement, m_rotation, currLevel, user, this)); } else if (m_name.Contains("MachineGun") || m_name == ("Pistol")) { user.ProjectileList.Add(new BalisticBullet(m_txrAmmo, m_pos, m_projectileDisplacement, m_rotation, currLevel, user, this)); } else if (m_name.Contains("Laser")) { user.ProjectileList.Add(new Lazer(m_txrAmmo, m_pos, m_projectileDisplacement, m_rotation, currLevel, user, this)); } m_itemAmmo -= 1; } m_delay = m_shootTimer; } } }
// Use this for initialization void Start() { ballkAudioSource = GetComponent <AudioSource>(); ballRG = GetComponent <Rigidbody2D>(); ballRG.isKinematic = true; padle = FindObjectOfType <Paddle>(); crossHair = FindObjectOfType <CrossHair>(); }
private CrossHair ReadRemoteAim() { _crosshairTransfer = new CrossHair(_assetManager.SpriteLib["Crosshair"]); _crosshairTransfer.TargetPos = _packetReader.ReadVector2(); _crosshairTransfer.Position = _packetReader.ReadVector2(); _crosshairTransfer.isFiring = _packetReader.ReadBoolean(); return(_crosshairTransfer); }
// Use this for initialization void Start() { MainCamera = GameObject.FindWithTag("MainCamera"); CrossCheck = MainCamera.GetComponent <CrossHair>(); //AddMineral = MainCamera.GetComponent<UIMain>(); //BCollider = SMGPart.GetComponent<BoxCollider>(); }
void Start() { MainCamera = GameObject.FindWithTag("MainCamera"); CrossCheck = MainCamera.GetComponent <CrossHair>(); Player = GameObject.FindWithTag("Player"); FPSController = Player.GetComponent <FirstPersonController>(); AddResource = MainCamera.GetComponent <UIMain>(); }
void Start() { MainCamera = GameObject.FindWithTag("MainCamera"); CrossCheck = MainCamera.GetComponent <CrossHair>(); ControlPanelStateOpen = controlPanel.transform.FindChild("ControlPanelStateOpen").gameObject; rendCPSO = ControlPanelStateOpen.GetComponent <Renderer>(); }
private void updateAim(CrossHair crossHair) { deltaPosAim.X = crossHair.TargetPos.X - (m_pos.X); deltaPosAim.Y = crossHair.TargetPos.Y - (m_pos.Y); m_rotation = -(float)(Math.Atan2(deltaPosBound.X, deltaPosBound.Y)); m_armRotation = -(float)(Math.Atan2(deltaPosAim.X, deltaPosAim.Y) - (Math.PI * 0.5f)); m_playerArm.Rotation = m_armRotation; }
private void HandleShootPrimaryWeapon() { if (input.IsRegularFirePressed() && !PrimaryWeaponCharging && !SpecialWeaponCharging && PrimaryAmmo > 0) { PrimaryWeaponCharging = true; SpeedPrimaryWeapon = 10f; } if (PrimaryWeaponCharging) { CrossHair.enabled = true; CrossHair.startWidth = 0.1f; CrossHair.endWidth = 0.6f; // HACK this is only needed because assets are f*****g flipped Vector3 shootingDirectionAbsolute = new Vector3(Math.Abs(ShootingDirection.x) * -1, ShootingDirection.y, 0); Vector3 ch = (shootingDirectionAbsolute * (SpeedPrimaryWeapon / PrimaryWeapon.MaxSpeed) * 0.6f * 10); // vector for crosshair ch.z = 1; CrossHair.SetPositions(new Vector3[] { Vector3.zero, ch }); var maxSpeed = PrimaryWeapon.MaxSpeed; if (SpeedPrimaryWeapon != maxSpeed) { SpeedPrimaryWeapon += Time.deltaTime * PrimaryWeapon.SpeedStep; // apply charging animation var width = SpeedPrimaryWeapon / maxSpeed * 0.6f; SpriteCharge.size = new Vector2(width, SpriteCharge.size.y); if (SpeedPrimaryWeapon > maxSpeed) { SpeedPrimaryWeapon = maxSpeed; } } } else { CrossHair.enabled = false; } if (input.IsRegularFireReleased() && PrimaryWeaponCharging) { PrimaryWeaponCharging = false; SpriteCharge.size = new Vector2(0, SpriteCharge.size.y); // throw primary weapon var throwable = Instantiate(PrimaryWeapon); throwable.gameObject.transform.position = Position.position + ThrowOffset; throwable.Thrower = Player; throwable.SetSpeed(ShootingDirection, SpeedPrimaryWeapon); animator.Play("throw"); SoundManager.instance.playThrowIt(); CrossHair.SetPositions(new Vector3[] { Vector3.zero }); --PrimaryAmmo; } }
private void MouseControl() { mouseInput.x = Mathf.Lerp(mouseInput.x, playerInput.mouseInput.x, 1f / mouseControl.damping.x); mouseInput.y = Mathf.Lerp(mouseInput.y, playerInput.mouseInput.y, 1f / mouseControl.damping.y); // mouseInput.y = playerInput.mouseInput.y; transform.Rotate(Vector3.up * mouseInput.x * mouseControl.sensitivity.x); CrossHair.LookHeight(mouseInput.y * mouseControl.sensitivity.y); }
void Start() { originPos = Vector3.zero; audioSource = GetComponent <AudioSource>(); crossHair = FindObjectOfType <CrossHair>(); WeaponManager.currentWeapon = currentGun1.GetComponent <Transform>(); WeaponManager.currentWeaponAni = currentGun1.ani; }
protected void GetComponentMethod() { rg = this.GetComponent <Rigidbody>(); FlightM = this.GetComponent <ReFlightMode>(); FireBulletS = this.GetComponent <FireBullet>(); Hppoint = GameObject.Find("DEMO_GM").GetComponent <Hp>(); CrossDot = GameObject.Find("Dot").GetComponent <CrossHair>(); ForceShield = GameObject.Find("PlayerShield").GetComponent <ForceShield>(); }
//뛸때는 shoot()이 안되게 anim 조작을 위해 curruentgun의 애니메이션의 .. void Start() { originPos = Vector3.zero; audioSource = GetComponent <AudioSource>(); theCrossHair = FindObjectOfType <CrossHair>(); /* WeaponManager.currentWeapon = currentGun.GetComponent<Transform>(); * WeaponManager.currentWeaponAnim = currentGun.animator;*/ }
void Start() { capsuleCollider = GetComponent <CapsuleCollider>(); myrigid = GetComponent <Rigidbody>(); applyspeed = walkspeed; originposY = thecamera.transform.localPosition.y; applyCrunchposY = originposY; gunController = FindObjectOfType <GunController>(); crossHair = FindObjectOfType <CrossHair>(); }
// Start void Start() { camPivot = GameObject.FindWithTag("CamPivot").transform; toggleMouseLook = camPivot.GetComponent <ToggleMouseLook>(); crossHair = this.GetComponent <CrossHair>(); // Input manager inputManager = GameObject.Find("InputManager").GetComponent <InputManager>(); scoreboardButton = inputManager.GetButtonIndex("scoreboard"); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); assetManager = new AssetManager(Content); sessionManager = new SessionManager(assetManager); crossHair = new CrossHair(assetManager.SpriteLib["Crosshair"]); gameInterface = new GameUI(this, assetManager); menu = new MainMenu(assetManager); backGround = new BackGround(assetManager, ScreenRes_X, ScreenRes_Y); createLoadingLabel(); }
public void ResumeGame() { Time.timeScale = 1; PauseMenuPanel.SetActive(false); IsStopped = false; Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; HUD.SetActive(true); CrossHair.SetActive(true); }
private void Awake() { if (_instance == null) { _instance = this; } else { Debug.LogError("AN INSTANCE ALREADY EXISTS"); } }
public TilePlayer(Game game, Vector2 userPosition, List <TileRef> sheetRefs, int frameWidth, int frameHeight, float layerDepth) : base(game, userPosition, sheetRefs, frameWidth, frameHeight, layerDepth) { DrawOrder = 1; crossHair = new CrossHair(game, new List <TileRef>() { new TileRef(11, 6, 0) }, userPosition, 1); crossHair.DrawOrder = 2; }
public void ChangeCrosshair() { activeCrosshair = GameObject.FindGameObjectWithTag("CrossHairManager").GetComponent<CrossHairManager>().activeCrosshair; }
private void UpdateCrossHair(CrossHair crossHair, PointF referenceImagePoint) { DicomImagePlane closestTargetPlane; PointF closestTargetImagePoint; GetPlaneClosestToReferenceImagePoint(referenceImagePoint, GetTargetImagePlanes(crossHair.ImageBox), out closestTargetPlane, out closestTargetImagePoint); if (closestTargetPlane == null) { crossHair.Image = null; } else { crossHair.Image = closestTargetPlane.SourceImage; crossHair.ImagePoint = closestTargetImagePoint; } }
private CrossHair GetCrosshair(IImageBox imageBox) { CrossHair crossHair = _crosshairs.Find( delegate(CrossHair test) { return test.ImageBox == imageBox; }); if (crossHair == null) { crossHair = new CrossHair(imageBox, this); _crosshairs.Add(crossHair); } return crossHair; }
IEnumerator Init() { string hud; yield return new WaitForSeconds(0.1f); hud = transform.GetComponentInChildren<Player_Info>().PlayerHUD.ToString(); _CrossHair = GameObject.Find(hud); foreach (Transform obj in _CrossHair.transform) { if (obj.tag == "CrossHair") c_CrossHair = _CrossHair.GetComponentInChildren<CrossHair>(); yield return null; } initComplete = true; yield return null; }