Ejemplo n.º 1
0
    void Awake()
    {
        GameController.Instance.canShoot         = false;
        GameController.Instance.canChangeWeapons = false;
        UIManager.Instance.displayUI             = false;

        GameObject vendor = GameObject.Find("Vendor");

        weaponPanel       = vendor.GetComponent <WeaponPanelGUI>();
        mainPanel         = vendor.GetComponent <MainPanelGUI>();
        buildPanel        = vendor.GetComponent <BuildPanelGUI>();
        abilityPanel      = vendor.GetComponent <AbilityPanelGUI>();
        buildUpgradePanel = vendor.GetComponent <BuildUpgradeGUI>();

        selection = GameController.Instance.GetPlayer().GetComponentInChildren <WeaponSelection>();
        selection.changingWeapons = false;
        selection.drawWeapon      = false;

        style                  = new GUIStyle();
        style.alignment        = TextAnchor.MiddleCenter;
        style.normal.textColor = Color.white;
        style.font             = UIManager.Instance.skin.font;
        style.fontSize         = 50;

        Tutorial tut = GameObject.Find("Tutorial").GetComponent <Tutorial>();

        tut.displaySatelliteInfo = true;
    }
Ejemplo n.º 2
0
//
    void Start()
    {
        try
        {
            activeWeapons = new List <GameObject>();     // Set Temporary List for Active Weapon Buttons.
                                                         // Cycles through all of the Weapons.
            foreach (GameObject weapon in Weapons)
            {
                // Checks if the current weapon is active, if it is, then it adds it to a temporary list.
                if (weapon.activeInHierarchy)
                {
                    activeWeapons.Add(weapon);
                }
            }
        }
        catch (NullReferenceException)
        {
            Debug.Log("Not all weapons set in ActiveWeapons!");
        }
        sel = FindObjectOfType <WeaponSelection> ();
        if (activeWeapons.Count > 0)
        {
            for (int i = 0; i < sel.models.Count; i++)
            {
                if (sel.models [i].name == activeWeapons [0].name)
                {
                    sel.models [i].SetActive(true);
                }
            }
        }
    }
Ejemplo n.º 3
0
 void Awake()
 {
     player    = GameObject.FindWithTag("Player");
     selection = player.GetComponentInChildren <WeaponSelection>();
     weapon    = player.GetComponentInChildren <BaseWeapon>();
     reader    = GetComponent <XMLReader>();
 }
Ejemplo n.º 4
0
 void Start()
 {
     controller            = GetComponent <PlayerMovement>();
     selection             = GetComponentInChildren <WeaponSelection>();
     screenMovementSpace   = Quaternion.Euler(0, cam.eulerAngles.y, 0);
     screenMovementForward = screenMovementSpace * Vector3.forward;
     screenMovementRight   = screenMovementSpace * Vector3.right;
 }
Ejemplo n.º 5
0
 public void OnWeaponSelected(WeaponSelection selection)
 {
     if (selection.player == 1)
     {
         _playerOneSelection = selection.weaponType;
     }
     else
     {
         _playerTwoSelection = selection.weaponType;
     }
 }
Ejemplo n.º 6
0
    void Start()
    {
        animator  = GetComponent <Animator>();
        weapon    = GetComponentInChildren <BaseWeapon>();
        input     = GetComponent <LocalInput>();
        selection = GetComponentInChildren <WeaponSelection>();

        if (animator.layerCount >= 2)
        {
            animator.SetLayerWeight(1, 1);
        }
    }
Ejemplo n.º 7
0
 // Use this for initialization
 void Start()
 {
     MapCanvas.SetActive(false);
     Paused     = false;
     MapPaused  = false;
     ItemPaused = false;
     MenuPause.SetActive(false);
     WeapSelect = Player.GetComponent <WeaponSelection>();
     powCount   = Player.GetComponent <PowerCounter>();
     audioSrc   = GetComponent <AudioSource>();
     MapCamPos  = Player.transform.position;
     MapCamRot  = Player.transform.rotation;
 }
Ejemplo n.º 8
0
    public void UpdateInfo(string key, WeaponSelection ws)
    {
        image        = GetComponent <Image>();
        selectButton = GetComponent <Button>();
        flowerType   = key;
        if (!weaponSelection)
        {
            weaponSelection = ws;

            selectButton.onClick.AddListener(delegate {
                weaponSelection.selectWeapon(this);
            });
        }
        image.sprite = JsonManager.Instance.getPlant(flowerType).sprite;
    }
Ejemplo n.º 9
0
    // Update is called once per frame
    void Update()
    {
        if (GameInput.WeaponAxis.sqrMagnitude != 0)
        {
            m_WeaponUI.alpha = 1.0F;

            var axis = GameInput.WeaponAxis;

            if (axis.y == 1)
            {
                m_WeaponSelections[0].OnSelected();
                mSelectedWeapon = m_WeaponSelections[0];
            }

            if (axis.x == 1)
            {
                m_WeaponSelections[1].OnSelected();
                mSelectedWeapon = m_WeaponSelections[1];
            }

            if (axis.x == -1)
            {
                m_WeaponSelections[2].OnSelected();
                mSelectedWeapon = m_WeaponSelections[2];
            }

            foreach (var weaponSelection in m_WeaponSelections)
            {
                if (weaponSelection != mSelectedWeapon)
                {
                    weaponSelection.OnDeselected();
                }
            }
        }
        else
        {
            if (mSelectedWeapon != null)
            {
                m_WeaponInventory.SelectWeapon(mSelectedWeapon.m_Weapon);
            }

            mSelectedWeapon  = null;
            m_WeaponUI.alpha = 0.0F;
        }
    }
Ejemplo n.º 10
0
    private void Start()
    {
        InvokeRepeating("EstimatePlayerVelocity_InvokeRepeating", 1.0f, velocityPollPeriod);

        WeapSelect  = GetComponent <WeaponSelection>();
        controller  = GetComponent <CharacterController>();
        PlayST      = GetComponent <PlayerStats>();
        playerInt   = GetComponent <Interaction>();
        audioSrc    = GetComponent <AudioSource>();
        rb          = GetComponent <Rigidbody>();
        SwordAni    = SwordModel.GetComponent <AnimatedSword>();
        playerSpeed = walkSpeed;
        rayDistance = controller.height * .5f + controller.radius;
        slideLimit  = controller.slopeLimit - .1f;
        jumpTimer   = antiBunnyHopFactor;
        myTransform = transform;
        canRun      = true;
    }
Ejemplo n.º 11
0
        public WeaponSelection Select(string name)
        {
            var data        = collectionSelector.SelectFrom(TableNameConstants.Collections.Set.WeaponData, name).ToArray();
            var damagesData = collectionSelector.SelectFrom(TableNameConstants.Collections.Set.WeaponDamages, name).ToArray();

            var damages = new List <List <Damage> >();

            foreach (var damageData in damagesData)
            {
                var sizeDamagesData = damageHelper.ParseEntries(damageData);
                var sizeDamages     = new List <Damage>();

                foreach (var sizeDamageData in sizeDamagesData)
                {
                    sizeDamages.Add(new Damage
                    {
                        Roll      = sizeDamageData[DataIndexConstants.Weapon.DamageData.RollIndex],
                        Type      = sizeDamageData[DataIndexConstants.Weapon.DamageData.TypeIndex],
                        Condition = sizeDamageData[DataIndexConstants.Weapon.DamageData.ConditionIndex],
                    });
                }

                damages.Add(sizeDamages);
            }

            var selection = new WeaponSelection();

            selection.ThreatRange                 = Convert.ToInt32(data[DataIndexConstants.Weapon.ThreatRange]);
            selection.Ammunition                  = data[DataIndexConstants.Weapon.Ammunition];
            selection.CriticalMultiplier          = data[DataIndexConstants.Weapon.CriticalMultiplier];
            selection.SecondaryCriticalMultiplier = data[DataIndexConstants.Weapon.SecondaryCriticalMultiplier];

            var sizes = TraitConstants.Sizes.All().ToArray();

            for (var i = 0; i < sizes.Length; i++)
            {
                var critIndex = i + sizes.Length;
                selection.DamagesBySize[sizes[i]]         = damages[i];
                selection.CriticalDamagesBySize[sizes[i]] = damages[critIndex];
            }

            return(selection);
        }
Ejemplo n.º 12
0
        public PlayerManager(
            Texture2D texture,  
            Rectangle initialFrame,
            int frameCount,
            Rectangle screenBounds)
        {
            weapon = WeaponSelection.ONESHOT;

            playerSprite = new Sprite(
                new Vector2(500, 500),
                texture,
                initialFrame,
                Vector2.Zero);

            PlayerShotManager = new ShotManager(
                texture,
                new Rectangle(0, 300, 5, 5),
                4,
                2,
                250f,
                screenBounds);

            playerAreaLimit =
                new Rectangle(
                    0,
                    screenBounds.Height / 2,
                    screenBounds.Width,
                    screenBounds.Height / 2);

            for (int x = 1; x < frameCount; x++)
            {
                playerSprite.AddFrame(
                    new Rectangle(
                        initialFrame.X + (initialFrame.Width * x),
                        initialFrame.Y,
                        initialFrame.Width,
                        initialFrame.Height));
            }
            playerSprite.CollisionRadius = playerRadius;
        }
Ejemplo n.º 13
0
 // Use this for initialization
 void Start()
 {
     WeapSelect = Player.GetComponent <WeaponSelection>();
     powCount   = Player.GetComponent <PowerCounter>();
 }
Ejemplo n.º 14
0
 public void Reset()
 {
     selection = GameController.Instance.GetPlayer().GetComponentInChildren <WeaponSelection>();
     tut       = GameObject.Find("Tutorial").GetComponent <Tutorial>();
 }
Ejemplo n.º 15
0
 // Start is called before the first frame update
 void Start()
 {
     weaponSelection = GameObject.FindObjectOfType <WeaponSelection>();
     weaponSelection.gameObject.SetActive(false);
 }
Ejemplo n.º 16
0
 public void Reset()
 {
     selection = GameObject.Find("WeaponSelection").GetComponent <WeaponSelection>();
     holder    = GameObject.Find("AbilityHolder");
     manager   = GameObject.FindWithTag(Globals.PLAYER).GetComponentInChildren <WeaponManager>();
 }
Ejemplo n.º 17
0
        //
        void createWeaponFromPrefab()
        {
            pre      = Instantiate(prefab, new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
            pre.name = prefab.name;
            weapons.Add(pre.name);                         // add new weapon to "Weapons" ScriptableObject.

            W = GameObject.FindWithTag("WeaponSelection"); // finding weaponSelection to parent new weapon to it.
            pre.transform.SetParent(W.transform);
            //
            // instantiate weapon prefab and parent it to weapon.

            // 2
            //
            //adding new new Weapon on weapons panel.
            // creating new "Weapon" Gameobject, parent it to weapon panel and add Button and Image components.
            b = new GameObject("" + pre.name);
            b.AddComponent <Image>();
            if (WeaponImage)
            {
                b.GetComponent <Image>().sprite         = WeaponImage;
                b.GetComponent <Image>().preserveAspect = true;
            }
            b.AddComponent <Button>();
            b.layer = 5;
            //Debug.Log("2");
            GameObject weaponpanel = GameObject.Find("Panel");// finding weapon Panel to parent new weapon to it.

            b.transform.SetParent(weaponpanel.transform);
            b.transform.localScale = new Vector3(1, 1, 1);
            //
            // create new Text GameObject and parent it to weapon.
            pb = new GameObject(pre.name + "Ammo");
            Debug.Log("3");
            pb.transform.SetParent(b.transform);
            pb.AddComponent <Text>();
            Debug.Log("4");
            Text text = pb.GetComponent <Text>();

            text.font      = w.MainFont;
            text.fontSize  = 30;
            text.color     = new Color32(50, 50, 50, 255);
            text.alignment = TextAnchor.MiddleCenter;
            pb.layer       = 5;
            RectTransform TEXTrect = pb.GetComponent <RectTransform>();

            TEXTrect.localScale = new Vector3(1, 1, 1);
            TEXTrect.anchorMin  = new Vector2(0.6187f, 0f);
            TEXTrect.anchorMax  = new Vector2(1, 1);
            TEXTrect.offsetMin  = new Vector2(0, 0);
            TEXTrect.offsetMax  = new Vector2(20, 0);
            //
            activeWeap = FindObjectOfType <ActiveWeapons>(); // Reference to ActiveWeapons.
            activeWeap.Weapons.Add(b);                       // Add Weapon to Activeweapons List.
            weaponIndex = activeWeap.Weapons.Count - 1;
            startWeap   = FindObjectOfType <StartWeapons>(); // Reference to StartWeapons.
            startWeap.Weapons.Add(b);                        // Add Weapon to Activeweapons List.
                                                             //
            Button            butten  = b.GetComponent <Button>();
            WeaponSelection   waepsel = FindObjectOfType <WeaponSelection>();
            UnityAction <int> action  = new UnityAction <int>(waepsel.Select);

            UnityEventTools.AddIntPersistentListener(butten.onClick, action, weaponIndex);
            GameManager gameManager = FindObjectOfType <GameManager>();

            gameManager.WeaponsDamage.Add(weaponDamage);
        }
Ejemplo n.º 18
0
        //
        void createWeapon()
        {
            //
            // 1
            //
            // creating new "Weapon" Gameobject, parent it to weapon selection and add weaponMobile component.
            g = new GameObject("" + weaponName);
            g.AddComponent <weaponHolder>();
            if (WeaponImage)
            {
                g.GetComponent <SpriteRenderer>().sprite = WeaponImage;
            }
            W = GameObject.FindWithTag("WeaponSelection");// finding weaponSelection to parent new weapon to it.
            g.transform.SetParent(W.transform);
            //
            // create new GameObject and parent it to weapon.
            p = new GameObject("GameObject");
            p.transform.SetParent(g.transform);
            //
            // add name to new weapon
            string www = weaponName;

            g.name = www;
            weapons.Add(g.name); // add new weapon to "Weapons" ScriptableObject.
                                 //
            // 2
            //
            //adding new new Weapon on weapons panel.
            // creating new "Weapon" Gameobject, parent it to weapon panel and add Button and Image components.
            b = new GameObject("" + weaponName);
            b.AddComponent <Image>();
            b.GetComponent <Image>().sprite = WeaponImage;
            b.AddComponent <Button>();
            b.layer = 5;
            GameObject weaponpanel = GameObject.Find("Panel");// finding weapon Panel to parent new weapon to it.

            b.transform.SetParent(weaponpanel.transform);
            b.transform.localScale = new Vector3(1, 1, 1);
            //
            // create new Text GameObject and parent it to weapon.
            string[] results2             = AssetDatabase.FindAssets("_Weapons");
            string   ScriptableObjectpath = AssetDatabase.GUIDToAssetPath(results2[0]);

            w  = (Weapons)AssetDatabase.LoadAssetAtPath(ScriptableObjectpath, typeof(Weapons));
            pb = new GameObject(weaponName + "Ammo");
            pb.transform.SetParent(b.transform);
            pb.AddComponent <Text>();
            Text text = pb.GetComponent <Text>();

            text.font      = w.MainFont;
            text.fontSize  = 30;
            text.color     = new Color32(50, 50, 50, 255);
            text.alignment = TextAnchor.MiddleCenter;
            pb.layer       = 5;
            RectTransform TEXTrect = pb.GetComponent <RectTransform>();

            TEXTrect.localScale = new Vector3(1, 1, 1);
            TEXTrect.anchorMin  = new Vector2(0.6187f, 0f);
            TEXTrect.anchorMax  = new Vector2(1, 1);
            TEXTrect.offsetMin  = new Vector2(0, 0);
            TEXTrect.offsetMax  = new Vector2(20, 0);
            //
            activeWeap = FindObjectOfType <ActiveWeapons>(); // Reference to ActiveWeapons.
            activeWeap.Weapons.Add(b);                       // Add Weapon to Activeweapons List.
            weaponIndex = activeWeap.Weapons.Count - 1;
            startWeap   = FindObjectOfType <StartWeapons>(); // Reference to StartWeapons.
            startWeap.Weapons.Add(b);                        // Add Weapon to Activeweapons List.
                                                             //
            Button            butten  = b.GetComponent <Button>();
            WeaponSelection   waepsel = FindObjectOfType <WeaponSelection>();
            UnityAction <int> action  = new UnityAction <int>(waepsel.Select);

            UnityEventTools.AddIntPersistentListener(butten.onClick, action, weaponIndex);
            GameManager gameManager = FindObjectOfType <GameManager>();

            gameManager.WeaponsDamage.Add(weaponDamage);
        }
Ejemplo n.º 19
0
 private void Start()
 {
     weaponSelection = GetComponent <WeaponSelection>();
 }
Ejemplo n.º 20
0
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Alpha1))
        {
            if (weaponSelection != WeaponSelection.Bullet)
            {
                var blaster = Instantiate(this.blaster, this.mountpoint.gameObject.transform.position, transform.rotation, this.mountpoint.gameObject.transform) as GameObject;
                Destroy(currentweapon);
                currentweapon = blaster;
            }
            weaponSelection = WeaponSelection.Bullet;
        }
        if (Input.GetKeyDown(KeyCode.Alpha2) && GameController.Handler.HasRocketLauncher)
        {
            if (weaponSelection != WeaponSelection.Missle)
            {
                var launcher = Instantiate(this.launcher, transform.position, transform.rotation, this.gameObject.transform) as GameObject;
                Destroy(currentweapon);
                currentweapon = launcher;
            }
            weaponSelection = WeaponSelection.Missle;
        }
        if (Input.GetKeyDown(KeyCode.Alpha3))
        {
            if (weaponSelection != WeaponSelection.Sword)
            {
                var heldbladeinstance = Instantiate(this.heldblade, transform.position, transform.rotation, this.gameObject.transform) as GameObject;
                Destroy(currentweapon);
                currentweapon = heldbladeinstance;
            }
            weaponSelection = WeaponSelection.Sword;
        }
        if (Input.GetKeyDown(KeyCode.Alpha4))
        {
            if (weaponSelection != WeaponSelection.Bomb)
            {
                var heldbombinstance = Instantiate(this.heldbomb, transform.position, transform.rotation, this.gameObject.transform) as GameObject;
                Destroy(currentweapon);
                currentweapon = heldbombinstance;
            }
            weaponSelection = WeaponSelection.Bomb;
        }

        //@todo why isn't this acutally changing the mountpoint transform?
        //@todo why isn't this acutally changing the mountpoint transform?
        //@todo why isn't this acutally changing the mountpoint transform?
        var rb = GetComponent <Rigidbody>();

        if (rb.velocity.x > 0)
        {
            GetComponent <SpriteRenderer>().flipX = false;
            this.currentweapon.GetComponent <SpriteRenderer>().flipX = false;
            this.mountpoint.localPosition = new Vector3(3, 0.12f, 0);
        }
        else if (rb.velocity.x < 0)
        {
            GetComponent <SpriteRenderer>().flipX = true;
            this.currentweapon.GetComponent <SpriteRenderer>().flipX = true;
            this.mountpoint.localPosition = new Vector3(-3, 0.12f, 0);
        }

        if (Input.GetButton("Fire1") && Time.time > nextFire)
        {
            nextFire = Time.time + fireRate;

            var vel = new Vector3(1, 0, 0);
            if (GetComponent <SpriteRenderer>().flipX)
            {
                vel = vel * -1;
            }

            if (weaponSelection == WeaponSelection.Bullet)
            {
                var bullet = Instantiate(this.bullet, transform.position, transform.rotation) as GameObject;
                bullet.GetComponent <Rigidbody>().velocity    = vel * speed;
                bullet.GetComponent <DestroyByWall>().creator = this.gameObject;
            }
            else if (weaponSelection == WeaponSelection.Missle && GameController.Handler.MissleCount > 0)
            {
                var missle = Instantiate(this.missle, transform.position, transform.rotation) as GameObject;
                missle.GetComponent <Rigidbody>().velocity    = vel * speed;
                missle.GetComponent <DestroyByWall>().creator = this.gameObject;
                GameController.Handler.MissleCount--;
                GameController.Handler.playerammo.text = GameController.Handler.MissleCount.ToString();
            }
            else if (weaponSelection == WeaponSelection.Sword)
            {
                var sword = Instantiate(this.sword, transform.position, transform.rotation) as GameObject;
                sword.GetComponent <Rigidbody>().velocity    = vel * speed;
                sword.GetComponent <DestroyByWall>().creator = this.gameObject;
            }
            else if (weaponSelection == WeaponSelection.Bomb)
            {
                var missle = Instantiate(this.bomb, transform.position, transform.rotation) as GameObject;
                bomb.GetComponent <Rigidbody>().velocity    = vel * speed;
                bomb.GetComponent <DestroyByWall>().creator = this.gameObject;
            }
        }
        // The player is grounded if a linecast to the groundcheck position hits anything on the ground layer.
        //grounded = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));

        // If the jump button is pressed and the player is grounded then the player should jump.
        if (Input.GetButtonDown("Jump"))
        {
            jump = true;
        }
    }