Ejemplo n.º 1
1
    void DestroyProjectileAndTwin(PlayerAim playerAim)
    {
        soundObject = Instantiate(SoundObject, transform.position, Quaternion.identity) as GameObject;
        if(soundObject.audio != null)
        {
            soundObject.audio.Stop();
            soundObject.audio.volume = 0.2f;
            soundObject.audio.pitch = 0.75f;
            soundObject.audio.clip = AudioManager.Instance.DiscGrab;
            soundObject.audio.Play();
        }

        if (IsOriginal)
            playerAim.CurrentShotAmount++;

        Destroy(gameObject);
    }
Ejemplo n.º 2
0
    public void Awake()
    {
        m_orbiter = GetComponent <PlayerAllyOrbiter>();
        m_aim     = GetComponent <PlayerAim>();

        ms_interactLayer = LayerMask.NameToLayer("Interactable");
    }
Ejemplo n.º 3
0
 public void Start()
 {
     m_motor           = GetComponent <PlayerMotor>();
     m_launchable      = GetComponent <Launchable>();
     m_aim             = GetComponent <PlayerAim>();
     m_skillController = GetComponent <PlayerSkillController>();
 }
Ejemplo n.º 4
0
 private void Start()
 {
     Health   = GetComponent <PlayerHealth>();
     Movement = GetComponent <PlayerMovement>();
     Aim      = GetComponent <PlayerAim>();
     Killer   = GameObject.FindGameObjectWithTag("PlayerKiller").GetComponent <PlayerKiller>();
 }
 private void Start()
 {
     if (transform.parent.gameObject.GetComponent <PlayerAim>())
     {
         pa = transform.parent.gameObject.GetComponent <PlayerAim>();
     }
 }
Ejemplo n.º 6
0
    void Start()
    {
        this.health = this.maxHealth;

        this.weapon = this.GetComponent <BaseWeapon>();
        playerAim   = this.GetComponent <PlayerAim>();
    }
Ejemplo n.º 7
0
 void Start()
 {
     playerAim           = GetComponent <PlayerAim>();
     playerRegularAttack = GetComponent <PlayerRegularAttack>();
     animator            = GetComponentInChildren <Animator>();
     controller          = GetComponent <CharacterController>();
 }
Ejemplo n.º 8
0
 public void StartNewCooldown(float duration, PlayerAim sender)
 {
     Task.Factory.StartNew(async() => {
         await Task.Delay((int)(duration * 1000));
         sender.IsOffCooldown = true;
     });
 }
Ejemplo n.º 9
0
 public void Start()
 {
     m_aim        = GetComponent <PlayerAim>();
     m_motor      = GetComponent <PlayerMotor>();
     m_motion     = GetComponent <MotionBuffer>();
     m_launchable = GetComponent <Launchable>();
 }
Ejemplo n.º 10
0
 void Awake()
 {
     aim  = FindObjectOfType <PlayerAim>();
     life = FindObjectOfType <PlayerLife>();
     //pupil = FindObjectOfType<ShieldPupil>();
     ball = FindObjectOfType <Ball>();
 }
Ejemplo n.º 11
0
 void Start()
 {
     camRack          = Camera.main.transform.parent;
     playerController = GetComponent <PlayerController>();
     gunController    = GetComponent <GunController>();
     playerAim        = GetComponent <PlayerAim>();
 }
Ejemplo n.º 12
0
 private void Awake()
 {
     instance     = this;
     playerBase   = gameObject.GetComponent <CharacterAim_Base>();
     healthSystem = new HealthSystem(100);
     SetStateNormal();
 }
    /// <summary>
    /// Returns a Vector3 for the camera offset based on where the currently controlled squad member is aiming.
    /// </summary>
    private Vector3 GetAimOffset()
    {
        if (_aimOffsetDistance > 0)
        {
            // Get a reference to the current squaddie's aim script
            SquaddieController currentSquaddie = stSquadManager.GetCurrentSquaddie;
            if (currentSquaddie)
            {
                PlayerAim aimScript = currentSquaddie.gameObject.GetComponent <PlayerAim>();
                if (aimScript)
                {
                    // Get aim point
                    if (aimScript.IsAiming)
                    {
                        Vector3 aimPoint    = aimScript.GetAimMousePoint;
                        Vector3 offsetPoint = aimPoint - currentSquaddie.transform.position;

                        // Get offset & track for next frame
                        Vector3 offset = offsetPoint * Mathf.Clamp01(_aimOffsetDistance);
                        _previousAimOffset = offset;

                        return(offset);
                    }
                    else
                    {
                        return(_previousAimOffset);
                    }
                }
            }
        }
        return(Vector3.zero);
    }
Ejemplo n.º 14
0
Archivo: Gun.cs Proyecto: niloy32/AVA
    private void Awake()
    {
        guiManager = FindObjectOfType <GUIManager>();
        playerAim  = GetComponentInParent <PlayerAim>();
        gunEffect  = GetComponent <GunEffect>();

        AddAmmo(0);
    }
Ejemplo n.º 15
0
 private void Start()
 {
     pMove   = GetComponent <PlayerMovement>();
     pAim    = GetComponent <PlayerAim>();
     lookDir = Quaternion.LookRotation(pAim.GetAimDirection());
     moveDir = Quaternion.LookRotation(pMove.GetMoveDirection());
     aniCon  = GetComponentInChildren <Animator>();
 }
Ejemplo n.º 16
0
 // Start is called before the first frame update
 void Awake()
 {
     animator    = GetComponentInChildren <Animator>();
     rb          = GetComponent <Rigidbody>();
     playerInput = GameManager.Instance.InputController;
     player      = GetComponent <Player>();
     m_PlayerAim = player.playerAim;
 }
Ejemplo n.º 17
0
 private void Start()
 {
     _buttonEvent = FindObjectOfType <ButtonEvent>();
     _buttonEvent.OnRotated.AddListener(InvokeRotation);
     _posCorrector = GetComponent <PlayerPositionCorrector>();
     _playerAim    = GetComponent <PlayerAim>();
     _sideDetector = GetComponent <SideDetector>();
 }
Ejemplo n.º 18
0
    public void Awake()
    {
        m_motion   = GetComponent <MotionBuffer>();
        m_animator = GetComponent <Animator>();
        m_aim      = GetComponent <PlayerAim>();

        m_animWalkingSpeed = Animator.StringToHash(ANIM_WALKING_SPEED);
    }
    // Use this for initialization
    void Start()
    {
        playerControl  = InputManager.ActiveDevice;
        playerMovement = GetComponent <PlayerMove> ();
        playerHealth   = GetComponent <PlayerHealth> ();
        int temp = InputManager.Devices.Count;

        if (name == "Player1")
        {
            if (temp < 1)
            {
                return;
            }
            playerControl = InputManager.Devices [0];
            playerAim     = GameObject.Find("Guide1").GetComponent <PlayerAim> ();
            playerNumber  = 1;
        }

        if (name == "Player2")
        {
            if (temp < 2)
            {
                return;
            }
            playerControl = InputManager.Devices [1];
            playerAim     = GameObject.Find("Guide2").GetComponent <PlayerAim> ();
            playerNumber  = 2;
        }

        if (name == "Player3")
        {
            if (temp < 3)
            {
                return;
            }
            playerControl = InputManager.Devices [2];
            playerAim     = GameObject.Find("Guide3").GetComponent <PlayerAim> ();
            playerNumber  = 3;
        }

        if (name == "Player4")
        {
            if (temp < 4)
            {
                return;
            }
            playerControl = InputManager.Devices[3];
            playerAim     = GameObject.Find("Guide4").GetComponent <PlayerAim>();
            playerNumber  = 4;
        }


        possessedBall.transform.position = this.transform.position;
        this.rigidbody.velocity          = Vector3.zero;
        isBallPossessed = true;
        playerColor     = this.renderer.material.color;
    }
Ejemplo n.º 20
0
 void Start()
 {
     playerAim           = GetComponent <PlayerAim>();
     playerRegularAttack = GetComponent <PlayerRegularAttack>();
     animator            = GetComponentInChildren <Animator>();
     controller          = GetComponent <CharacterController>();
     Cursor.visible      = false;
     Cursor.lockState    = CursorLockMode.Locked;
 }
Ejemplo n.º 21
0
 private void Awake()
 {
     playerAim               = gameObject.GetComponent <PlayerAim>();
     playerController        = gameObject.GetComponent <PlayerController>();
     playerControllerAndroid = gameObject.GetComponent <PlayerControllerAndroid>();
     playerEffectStatus      = gameObject.GetComponent <PlayerEffectStatus>();
     playerLife              = gameObject.GetComponent <PlayerLife>();
     playerMovement          = gameObject.GetComponent <PlayerMovement>();
 }
Ejemplo n.º 22
0
 private void Start()
 {
     _playerAim   = GetComponent <PlayerAim>();
     _shootButton = FindObjectOfType <ButtonEvent>();
     _shootButton.OnShoot.AddListener(Shoot);
     _ammoText          = GameObject.FindGameObjectWithTag("AmmoInfo").GetComponent <TextMeshProUGUI>();
     _objectPoolManager = FindObjectOfType <ObjectPoolManager>();
     _shootingMetadata  = new ShootingMetadata();
     UpdateAmmoText();
 }
Ejemplo n.º 23
0
    [HideInInspector] public PlayerThrow m_Throw; //esto son para poder habilitar y deshabilitar el control una vez que se realizo un lanzamiento, aun que dberia hacerlo de forma iterna

    public void Setup()                           //para establecer las referencias y valores inicales
    //m_Player = Instantiate(m_PlayerPrefab, m_SpawnPosition.position, m_SpawnPosition.rotation) as GameObject;//esta es para la forma 2//sin embargo este escript no es hernecia de MonoBehavior, por lo tanto no tengo la funcion Instantiate, por eso la forma 2 no funciona
    {
        m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">Jugador " + m_PlayerNumber + "</color>";//parecidoa  html
        m_FinLanzamiento    = false;
        m_Aim   = m_Player.GetComponent <PlayerAim>();
        m_Throw = m_Player.GetComponent <PlayerThrow>();
        m_Throw.m_PlayerNumber = m_PlayerNumber;
        m_Player.SetActive(false);//todos los jugadores deben iniciar inactivos, los cativara y desactivara el gamemanager cuadno seasu turno
    }
    private void Awake()
    {
        characterAimBase = GetComponent <CharacterAim_Base>();
        playerAim        = GetComponent <PlayerAim>();
        playerBase       = GetComponent <Player_Base>();
        playerPunch      = GetComponent <PlayerPunch>();

        playerBase.enabled  = false;
        playerPunch.enabled = false;
    }
Ejemplo n.º 25
0
    // Start is called before the first frame update
    void Start()
    {
        //anim = GetComponent<Animator>();
        //anim.speed = 2.5f;

        playerAim = GetComponent <PlayerAim>();
        nextFire  = 0;

        canShoot      = false;
        movingToCover = false;
    }
Ejemplo n.º 26
0
    void Start()
    {
        _camControl             = FindObjectOfType <CameraControl>();
        _inputHandler           = FindObjectOfType <InputHandler>();
        _playerManipulationArea = FindObjectOfType <PlayerManipulationArea>();

        _playerAim       = GetComponent <PlayerAim>();
        _playerGravity   = GetComponent <PlayerGravity>();
        _playerAnimation = GetComponentInChildren <PlayerAnimation>();

        ChangeSkillMode();
    }
    public override void Initialize()
    {
        hp           = player.GetComponent <Health>();
        aimDir       = player.GetComponent <PlayerAim>();
        bulletOrigin = player.transform.Find(firePointName);

        // Given fire point name is invalid, default the bullet origin to the player's transform
        if (!bulletOrigin)
        {
            bulletOrigin = player.transform;
        }
    }
Ejemplo n.º 28
0
    public void Start()
    {
        QuickBoltPrefab.CreatePool(10);
        StunBoltPrefab.CreatePool(2);

        m_motor      = GetComponent <PlayerMotor>();
        m_motion     = GetComponent <MotionBuffer>();
        m_aim        = GetComponent <PlayerAim>();
        m_launchable = GetComponent <Launchable>();

        Debug.Log("BoltSkill Awoken");
    }
Ejemplo n.º 29
0
    private void Awake()
    {
        rb       = this.GetComponent <Rigidbody>();
        movement = this.GetComponent <PlayerMovement>();
        aim      = this.GetComponent <PlayerAim>();
        aimUI    = this.GetComponentInChildren <PlayerAimUI>();
        attack   = this.GetComponent <PlayerAttack>();
        dash     = this.GetComponent <PlayerDash>();
        ability  = this.GetComponent <PlayerAbility>();

        input = this.gameObject.AddComponent <ControllerInput>();
        Debug.Log(playerNum);
        input.OnAwake(playerNum);
    }
Ejemplo n.º 30
0
    void Awake()
    {
        fsm = StateMachine <States> .Initialize(this, States.Init);

        rapidGun  = GetComponent <RapidGun>();
        playerAim = GetComponent <PlayerAim>();
        //anim = GetComponent<Animator>();
        DuckPosL  = new Vector3(-0.5F, 1.5f, -2f);
        DuckPosR  = new Vector3(0.5F, 1.5f, -2f);
        SwitchPos = new Vector3(0f, 2f, -4f);
        AimPos    = new Vector3(0.75f, 1.5f, -1.5f);
        RunPos    = new Vector3(0f, 1.5f, -1f);
        //switchDir = 1;
    }
Ejemplo n.º 31
0
    private void Awake()
    {
        characterAimBase = GetComponent <CharacterAim_Base>();
        playerAim        = GetComponent <PlayerAim>();
        playerBase       = GetComponent <Player_Base>();
        playerPunch      = GetComponent <PlayerPunch>();
        playerSword      = GetComponent <PlayerSword>();

        playerBase.enabled  = false;
        playerPunch.enabled = false;
        playerSword.enabled = false;

        characterAimBase.OnShoot += CharacterAimBase_OnShoot;
    }
Ejemplo n.º 32
0
    // Use this for initialization
    void Awake()
    {
        if (FindRightControllers.Instance != null)
        {
            if (FindRightControllers.Instance.PlayerSlotsToRemember[Id] != -10)
            {
                PlayerController = (PlayerIndex)FindRightControllers.Instance.PlayerSlotsToRemember[Id];
                HasBeenChosen = true;
            }
        }
        else if (FindRightControllers.Instance != null)
            HasBeenChosen = false;
        else if (FindRightControllers.Instance == null)
            HasBeenChosen = true;

        pTran = transform;

        if(RendererObject != null)
        {
            if(RendererObject.GetComponent<SkinnedMeshRenderer>() != null)
                BodyRenderer = RendererObject.GetComponent<SkinnedMeshRenderer>();
            if(RendererObject.GetComponentsInChildren<MeshRenderer>() != null)
            {
                HelmetRenderers = RendererObject.GetComponentsInChildren<MeshRenderer>();
                originalHelmetColors = new Color[HelmetRenderers.Length];
                for(int i=0; i<originalHelmetColors.Length; i++)
                {
                    // removed by Gustav
                    //originalHelmetColors[i] = HelmetRenderers[i].material.color;
                }
            }
        }

        switch(Id)
        {
            case 0:
            if (FindRightControllers.Instance == null)
                PlayerController = PlayerIndex.One;
            pMat = Materials[0];
            break;
            case 1:
            if (FindRightControllers.Instance == null)
                PlayerController = PlayerIndex.Two;
            pMat = Materials[1];
            break;
            case 2:
            if (FindRightControllers.Instance == null)
                PlayerController = PlayerIndex.Three;
            pMat = Materials[2];
            break;
            case 3:
            if (FindRightControllers.Instance == null)
                PlayerController = PlayerIndex.Four;
            pMat = Materials[3];
            break;
        }
        if(BodyRenderer != null)
        {
            BodyRenderer.material.color = pMat.color;
            //BodyRenderer.materials[1].color = pMat.color;
            PlayerColor = pMat.color;
        }
        else
        {
            renderer.material = pMat;
            PlayerColor = pMat.color;
        }

        spawnPoints = new GameObject[SpawnPoints.transform.GetChildCount()];

        for(int i = 0; i<spawnPoints.Length; i++)
        {
              spawnPoints[i] = SpawnPoints.transform.GetChild(i).gameObject;
        }

        PlayerControllerState = GetComponent<ControllerState>();
        playerAim = GetComponent<PlayerAim>();
        playerMove = GetComponent<PlayerMove>();
        playerJump = GetComponent<PlayerJump>();

        SpawnZone = transform.Find("SpawnZone").gameObject;
        SpawnZone.SetActive(false);

        if (GetComponent<TargetIDColor>() == null)
            Debug.Log("ERROR - player needs to have TargetIDColor component " + gameObject);

        Name = gameObject.name;
        Points = 0;

        TotalMissionPlayerHasCompleted = 0;
    }