Ejemplo n.º 1
0
    void Start()
    {
        playerWeaponChange = GetComponent <PlayerWeaponChange> ();
        playerName         = PhotonNetwork.player.NickName;

        PhotonNetwork.player.SetStatus(playerHealth, 0, "HAND");
    }
Ejemplo n.º 2
0
 void Start()
 {
     currentOpenTab = 0;
     upg            = player.GetComponent <PlayerWeaponChange>();
     money          = 3000;
     moneyInfo.text = money.ToString();
 }
Ejemplo n.º 3
0
 // Use this for initialization
 void Start()
 {
     SFXman     = FindObjectOfType <SFXManager> ();
     weaponName = "/Player/Weapon/" + weaponName;
     weapon     = GameObject.Find(weaponName);
     inventory  = FindObjectOfType <PlayerWeaponChange>();
     pickable   = false;
 }
 void Start()
 {
     if (!isMine)
     {
         this.enabled = false;
     }
     else
     {
         playerWeaponChange = GetComponent <PlayerWeaponChange> ();
     }
 }
Ejemplo n.º 5
0
#pragma warning disable 0414

    void Awake()
    {
        if (!PhotonNetwork.connected)
        {
            Destroy(this);
        }

        if (!this.isMine)
        {
            if (HeatTarget.gameObject.activeSelf == false)
            {
                HeatTarget.gameObject.SetActive(true);
            }
        }

        m_PositionControl = new PhotonTransformViewPositionControl(m_PositionModel);
        m_RotationControl = new PhotonTransformViewRotationControl(m_RotationModel);
        m_ScaleControl    = new PhotonTransformViewScaleControl(m_ScaleModel);
        Controller        = this.GetComponent <bl_PlayerMovement>();
        weaponController  = this.GetComponent <PlayerWeaponController>();
        weaponChange      = this.GetComponent <PlayerWeaponChange>();
        attackController  = this.GetComponent <PlayerAttackController>();
    }
Ejemplo n.º 6
0
 private void Start()
 {
     weapons = GetComponentInParent <PlayerWeaponChange>();
 }
Ejemplo n.º 7
0
    void Update()
    {
        //If the player health is <= 0, destroy the player
        if(playerHealth <= 0.0f){
            if(playerIsAlive){ //Test to see if the player health has just crossed below 0.0

                centerMessageController.UpdateCenterMessage("Press Tab to Restart");
                centerMessageController.FlashCenterMessageAfterSeconds(0.5f);

                playerWeaponChange = playerGO.GetComponent<PlayerWeaponChange>();

                dropPoint = playerWeaponChange.dropPoint.position;
                //Test to see if the dropPoint is being blocked by an obstacle...
                RaycastHit wallHit;
                if(Physics.Raycast (playerWeaponChange.transform.position, (dropPoint - playerWeaponChange.transform.position), out wallHit, (dropPoint - playerWeaponChange.transform.position).magnitude, 1 << LayerMask.NameToLayer("Environment_Collision"))){
                    dropPoint = playerWeaponChange.transform.position+(wallHit.point-playerWeaponChange.transform.position)*0.8f;
                }

                usableWeapons = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<UsableWeapons>();

                if(playerWeaponChange.hasPrimaryWeap == true){
                    string equippedWeaponName = playerWeaponChange.primaryEquipped.gameObject.GetComponent<weaponIndex> ().weaponName;
                    int equippedWeaponIndex = usableWeapons.primaryUsableWeapons.IndexOf (equippedWeaponName);
                    dropWeapon = Instantiate(usableWeapons.worldPrimaryUsableWeapons [equippedWeaponIndex], dropPoint, playerWeaponChange.primarySpawnpoint.rotation) as Rigidbody;
                    dropWeapon.AddForce(playerGO.GetComponent<Rigidbody>().velocity*playerWeaponChange.dropForce);
                    dropWeapon.AddTorque (transform.up*playerWeaponChange.dropForce*Random.Range(-0.5f, 0.5f));
                    dropWeapon.GetComponent<weaponIndex>().ammoCount = playerWeaponChange.primaryEquipped.gameObject.GetComponent<weaponIndex> ().ammoCount;
                }
                if(playerWeaponChange.hasSecondaryWeap == true){
                    string equippedWeaponName = playerWeaponChange.secondaryEquipped.gameObject.GetComponent<weaponIndex> ().weaponName;
                    int equippedWeaponIndex = usableWeapons.secondaryUsableWeapons.IndexOf (equippedWeaponName);
                    dropWeapon = Instantiate(usableWeapons.worldSecondaryUsableWeapons [equippedWeaponIndex], dropPoint, playerWeaponChange.secondarySpawnpoint.rotation) as Rigidbody;
                    dropWeapon.AddForce(playerGO.GetComponent<Rigidbody>().velocity*playerWeaponChange.dropForce);
                    dropWeapon.AddTorque (transform.up*playerWeaponChange.dropForce*Random.Range(-0.5f, 0.5f));
                    dropWeapon.GetComponent<weaponIndex>().ammoCount = playerWeaponChange.secondaryEquipped.gameObject.GetComponent<weaponIndex> ().ammoCount;
                }
                deadBody = Instantiate (deadPlayer[damageTypeIndex], playerGO.transform.position, playerWeaponChange.primarySpawnpoint.rotation) as Rigidbody;

                //Check for helmet...
                if(deadBody.GetComponent<Animator>()){
                    Animator[] anims = playerGO.GetComponentsInChildren<Animator> ();
                    Animator deadBodyAnim = deadBody.GetComponent<Animator>();
                    foreach (Animator a in anims) {
                        AnimatorControllerParameter[] acps = a.parameters;
                        foreach (AnimatorControllerParameter acp in acps){
                            if(acp.name == "helmetEquipped"){
                                bool currentValue = a.GetBool ("helmetEquipped");
                                deadBodyAnim.SetBool ("helmetEquipped", currentValue);
                                break;
                            }
                        }
                    }
                    AnimatorControllerParameter[] deadBodyAcp = deadBodyAnim.parameters;
                    AnimatorControllerParameterType paramType = AnimatorControllerParameterType.Bool;
                    int randomIndex = 0;
                    while (paramType != AnimatorControllerParameterType.Trigger){
                        randomIndex = Random.Range (0, deadBodyAcp.Length); //Random.Range is exclusive for the 2nd value
                        paramType = deadBodyAcp[randomIndex].type;
                    }
                    deadBodyAnim.SetTrigger (deadBodyAcp [randomIndex].name);
                }
                //End check for helmet

                if(damageForce != Vector3.zero){
                    deadBody.AddForce (damageForce);
                }
                if(explosionForce != 0.0f){
                    //deadBody.AddExplosionForce(explosionForce, explosionLocation, explosionRadius);
                    deadBody.AddForce (explosionForce*((playerGO.transform.position - explosionLocation).normalized));
                }
            }
            playerIsAlive = false;
            Destroy(playerGO);

        }
    }