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; }
// 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); } } } }
void Awake() { player = GameObject.FindWithTag("Player"); selection = player.GetComponentInChildren <WeaponSelection>(); weapon = player.GetComponentInChildren <BaseWeapon>(); reader = GetComponent <XMLReader>(); }
void Start() { controller = GetComponent <PlayerMovement>(); selection = GetComponentInChildren <WeaponSelection>(); screenMovementSpace = Quaternion.Euler(0, cam.eulerAngles.y, 0); screenMovementForward = screenMovementSpace * Vector3.forward; screenMovementRight = screenMovementSpace * Vector3.right; }
public void OnWeaponSelected(WeaponSelection selection) { if (selection.player == 1) { _playerOneSelection = selection.weaponType; } else { _playerTwoSelection = selection.weaponType; } }
void Start() { animator = GetComponent <Animator>(); weapon = GetComponentInChildren <BaseWeapon>(); input = GetComponent <LocalInput>(); selection = GetComponentInChildren <WeaponSelection>(); if (animator.layerCount >= 2) { animator.SetLayerWeight(1, 1); } }
// 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; }
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; }
// 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; } }
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; }
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); }
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; }
// Use this for initialization void Start() { WeapSelect = Player.GetComponent <WeaponSelection>(); powCount = Player.GetComponent <PowerCounter>(); }
public void Reset() { selection = GameController.Instance.GetPlayer().GetComponentInChildren <WeaponSelection>(); tut = GameObject.Find("Tutorial").GetComponent <Tutorial>(); }
// Start is called before the first frame update void Start() { weaponSelection = GameObject.FindObjectOfType <WeaponSelection>(); weaponSelection.gameObject.SetActive(false); }
public void Reset() { selection = GameObject.Find("WeaponSelection").GetComponent <WeaponSelection>(); holder = GameObject.Find("AbilityHolder"); manager = GameObject.FindWithTag(Globals.PLAYER).GetComponentInChildren <WeaponManager>(); }
// 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); }
// 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); }
private void Start() { weaponSelection = GetComponent <WeaponSelection>(); }
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; } }