// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.N)) { MultiplayerEventManager.TriggerNextPhase(); } }
void SwitchPhase() { currentPhase = (currentPhase + 1) % 5; switch (currentPhase) { case 0: MultiplayerEventManager.TriggerAllowCurrentPlayerToMove(currentPlayer); break; case 1: MultiplayerEventManager.TriggerDisallowCurrentPlayerToMove(currentPlayer); break; case 2: MultiplayerEventManager.TriggerAllowCurrentPlayerToFire(currentPlayer); break; case 3: MultiplayerEventManager.TriggerDisallowCurrentPlayerToFire(currentPlayer); break; case 4: int lastPlayer = currentPlayer; NextPlayer(); MultiplayerEventManager.TriggerNextPlayer(lastPlayer, currentPlayer); break; default: break; } }
void NextPlayer() { ChangePhaseHud("Next player"); playersData[currentPlayer].gameObject.tag = "Enemy"; int lastPlayer = currentPlayer; do { currentPlayer = (currentPlayer + 1) % playersData.Length; } while (playersData[currentPlayer].dead && currentPlayer != lastPlayer); if (currentPlayer == lastPlayer) { MultiplayerEventManager.TriggerPlayerWon(currentPlayer); } else { playersData[currentPlayer].gameObject.tag = "Player"; phase = 0; ChangeCurrentPlayerHud("Player " + (currentPlayer + 1)); changeTimerTime(4.0f); timer.Enable(); PowerBarDamage powerBar = playersData[currentPlayer].gameObject.GetComponentInChildren <PowerBarDamage>(); powerBar.IncreasePower(10); } }
public void DicreaseHealth(int dmg) { currentHealth -= dmg; healthBar.UpdateBar(currentHealth, maxHealth); if (currentHealth <= mediumHealth) { healthBar.UpdateColor(Color.yellow); } if (currentHealth <= criticalHealth) { healthBar.UpdateColor(Color.red); } if (currentHealth <= 0) { GameObject player = gameObject.transform.parent.transform.parent.gameObject; if (blood != null) { Instantiate(blood, player.transform.position, new Quaternion()); } MultiplayerEventManager.TriggerPlayerDead(player.GetComponent <MultiplayerPlayerId>().GetId()); Destroy(player); } }
private void destroyObject() { MultiplayerEventManager.TriggerSpellEnd(); hitCount++; if (hitCount >= MaxHit) { Destroy(gameObject); } }
private void FallOutOfMap() { if (gameObject.tag == "Player" || gameObject.tag == "Enemy") { AudioForCharacter.FallDeathSound(); MultiplayerEventManager.TriggerPlayerDead(gameObject.GetComponent <MultiplayerPlayerId>().GetId()); } Destroy(gameObject); }
private void Fire() { Bullet.GetComponent <MoveScript>().speed = fleche.transform.localScale.x * Bullet.GetComponent <MoveScript>().speedMutiplier; GameObject instanceOfBullet = Instantiate(Bullet, bulletEmitter.transform.position, fleche.transform.rotation); instanceOfBullet.GetComponent <SpellColision>().SetFriends(player); player.gameObject.GetComponentInChildren <PowerBarDamage>().DecreasePower(Bullet.transform.GetComponent <ShotScript>().power); fired = true; AudioForCharacter.CastASpell(); MultiplayerEventManager.TriggerPlayerCast(); }
private void InstantiatePlayers() { deadPlayer = new bool[players.Length]; for (int i = 0; i < players.Length; i++) { players [i] = Instantiate(players[i], spawnPoints[i], new Quaternion()); players [i].GetComponent <MultiplayerPlayerId> ().SetId(i); deadPlayer [i] = false; } for (int i = 0; i < players.Length; i++) { MultiplayerEventManager.TriggerNextPlayer(currentPlayer, ((currentPlayer + 1) % players.Length)); currentPlayer = (currentPlayer + 1) % players.Length; } }
public void CheckIfWinner() { int nbOfAlive = 0; int winnerId = -1; for (int i = 0; i < players.Length; i++) { if (!deadPlayer[i]) { nbOfAlive++; winnerId = i; } } if (nbOfAlive == 1) { MultiplayerEventManager.TriggerPlayerWon(winnerId); } }
private void Update() { if (enable) { currentTime -= Time.deltaTime; if (currentTime < 0.0f) { currentTime = 0.0f; } if (currentTime == 0.0f) { Disable(); lastPhaseTriggerTimerEnd = phase; MultiplayerEventManager.TriggerTimerEnd(); } } UpdateTimer(); }
public void MainMenu() { MultiplayerEventManager.UnsubscribeAllSubscriber(); Time.timeScale = 1; SceneManager.LoadScene(0); }
public void OnClickNextPlayer() { MultiplayerEventManager.TriggerNextPlayerButtonClick(); NextButton.SetActive(false); }