Ejemplo n.º 1
0
    private void Start()
    {
        _rigidbody       = GetComponent <Rigidbody>();
        _crowdController = FindObjectOfType <CrowdController>();

        _moveSpeed = 0f;
    }
Ejemplo n.º 2
0
    public void RestartLevel()
    {
        bool reload = true;

        if (reload)
        {
            GameLord.Instance.LoadLevel(GameLord.Instance.CurrentLevelIndex);
        }
        else
        {
            if (_player != null)
            {
                //_player.ResetPlayer();
            }

            if (OnGameReset != null)
            {
                OnGameReset();
            }

            CrowdController.ResetAll();

            ChangeGameState(GameState.GS_WARM_UP);
        }
    }
Ejemplo n.º 3
0
    public override void PlayerPunched(int dmg, PlayerPunch punch)
    {
        if (state == ChinbaldState.Peeking)
        {
            audioSource.clip = punchSound;
            audioSource.Play(0);
            DoStun(dmg, punch);
            player.BossHurt();
            CrowdController.AddHype(0.3f);
        }

        if (state == ChinbaldState.Cower)
        {
            DoCowerBlock();
        }

        if (state == ChinbaldState.Stunned)
        {
            audioSource.clip = punchSound;
            audioSource.Play(0);
            DoHurt(dmg, punch);
            CrowdController.AddHype(0.3f);
            player.BossHurt();
        }
    }
Ejemplo n.º 4
0
    private void InitGameManager()
    {
        GameManager._instance = this;

        ConnectEvents(true);

        _currentGameState = GameState.GS_NONE;

        _crowController = GameObject.FindObjectOfType <CrowdController>();

        _player = GameObject.FindObjectOfType <Player>();

        ChangeGameState(GameState.GS_NONE);
    }
Ejemplo n.º 5
0
    private void InitCrowdController()
    {
        if (!_wasInited)
        {
            instance = this;
            dummies  = this.transform.GetComponentsInChildren <Dummy>();

            _dummyPool = new ComponentBasedObjectPool <Dummy>(_prefab, _dummyParent, crowdSize);

            _dummyCount = dummies.Length;

            _wasInited = true;
        }
    }
Ejemplo n.º 6
0
    void addCrowd(Vector3 pos)
    {
        Quaternion spawnRotation = Quaternion.identity;
        //pos.y = hitGroundAtPos(pos).y;
        GameObject ncrowd = Instantiate(crowdtemplate, pos, spawnRotation);

        crowdlist.Add(ncrowd);
        crowdtot++;
        CrowdController cScript = (CrowdController)ncrowd.GetComponent("CrowdController");

        RlCrowdTot += cScript.getValue();
        /*To print how many crowd objects exist */
        /* Debug.Log("New Crowd Total:" + RlCrowdTot);*/
        //CreateObject(baseCrowdAgent, hit.point, "CrowdAgent (" + crowdCount + ")", crowdAgents.transform).GetComponent<NavMeshAgent>();
    }
Ejemplo n.º 7
0
    //write the locations of all the crowd to a file
    void WriteCrowdLocation()
    {
        StreamWriter sw = new StreamWriter(compositionfile);
        string       towrite;

        foreach (GameObject crowd in crowdlist)
        {
            //clear towrite
            towrite = "";
            //add type
            CrowdController cc = crowd.GetComponent <CrowdController>();
            //variables delimited by ;
            towrite += cc.getCrowdType() + ";";
            //add location
            //x y z separation delimited by ,
            towrite += crowd.transform.position.x + "," + crowd.transform.position.y + "," + crowd.transform.position.z;

            sw.WriteLine(towrite);
        }
        sw.Close();
    }
Ejemplo n.º 8
0
    private void InitGameManager()
    {
        GameManager._instance = this;

        ConnectEvents(true);

        _currentGameState = GameState.GS_NONE;

        _crowController = GameObject.FindObjectOfType<CrowdController>();

        _player = GameObject.FindObjectOfType<Player>();

        ChangeGameState(GameState.GS_NONE);
    }
Ejemplo n.º 9
0
 private void Awake()
 {
     controller = gameObject.GetComponentInParent(typeof(CrowdController)) as CrowdController;
     anim       = GetComponent <Animator>();
     SetSprites();
 }
Ejemplo n.º 10
0
    private void InitCrowdController()
    {
        if (!_wasInited)
        {
            instance = this;
            dummies = this.transform.GetComponentsInChildren<Dummy>();

            _dummyPool = new ComponentBasedObjectPool<Dummy>(_prefab, _dummyParent, crowdSize);

            _dummyCount = dummies.Length;

            _wasInited = true;
        }
    }
Ejemplo n.º 11
0
    void Start()
    {
        //positionHolders = new List<GameObject>(GameObject.FindGameObjectsWithTag("PositionPlaceholder"));

        idolHUDPanel   = GameObject.Find("IdolHUDs");
        skillHUDPanel  = GameObject.Find("SkillHUD");
        originalHUDPos = skillHUDPanel.transform.localPosition;
        RectTransform rt = skillHUDPanel.transform.GetComponent <RectTransform>();

        hudOffscreenPos = originalHUDPos;
        //hudOffscreenPos.x += rt.sizeDelta.x * rt.localScale.x;
        hudOffscreenPos.x = rt.rect.width;
        print(hudOffscreenPos.x + "");

        skillCards[0] = GameObject.Find("SkillCard (0)").GetComponent <SkillCardController>();
        skillCards[1] = GameObject.Find("SkillCard (1)").GetComponent <SkillCardController>();
        skillCards[2] = GameObject.Find("SkillCard (2)").GetComponent <SkillCardController>();
        skillCards[3] = GameObject.Find("SkillCard (3)").GetComponent <SkillCardController>();
        skillCards[4] = GameObject.Find("SkillCard (4)").GetComponent <SkillCardController>();

        currentSkillPanel = GameObject.Find("CurrentSkill");
        currentSkillPanel.SetActive(false);
        currentSkillCard = currentSkillPanel.GetComponentInChildren <SkillCardController>();

        position1 = GameObject.Find("position1");
        position1.gameObject.GetComponent <SpriteRenderer>().sortingLayerName = backgroundLayer;
        position2 = GameObject.Find("position2");
        position2.gameObject.GetComponent <SpriteRenderer>().sortingLayerName = backgroundLayer;
        position3 = GameObject.Find("position3");
        position3.gameObject.GetComponent <SpriteRenderer>().sortingLayerName = backgroundLayer;



        idols = new List <IdolStateMachine>();

        GameObject       idol  = (GameObject)UnityEditor.AssetDatabase.LoadAssetAtPath <Object>("Assets/Prefabs/Idol Achan.prefab");
        GameObject       clone = GameObject.Instantiate(idol, position1.transform.position, idol.transform.rotation);
        IdolStateMachine ism   = clone.GetComponent <IdolStateMachine>();

        ism.setHUD(GameObject.Find("IdolHUD (1)").transform);

        idols.Add(ism);


        idol  = (GameObject)UnityEditor.AssetDatabase.LoadAssetAtPath <Object>("Assets/Prefabs/Idol Bchan.prefab");
        clone = GameObject.Instantiate(idol, position2.transform.position, idol.transform.rotation);
        ism   = clone.GetComponent <IdolStateMachine>();
        ism.setHUD(GameObject.Find("IdolHUD (2)").transform);

        idols.Add(ism);


        idol  = (GameObject)UnityEditor.AssetDatabase.LoadAssetAtPath <Object>("Assets/Prefabs/Idol Cchan.prefab");
        clone = GameObject.Instantiate(idol, position3.transform.position, idol.transform.rotation);
        ism   = clone.GetComponent <IdolStateMachine>();
        ism.setHUD(GameObject.Find("IdolHUD (3)").transform);

        idols.Add(ism);

        currentState = BattleState.STARTING;

        crowdMan = new CrowdController();
    }
 private void Awake()
 {
     Instance = this;
 }