Ejemplo n.º 1
0
    // Use this for initialization
    void Start()
    {
        mode_jeu = PlayerPrefs.GetInt("mode_jeu", mode_jeu);
        if (PlayerPrefs.HasKey("mode_jeu"))
        {
            mode_jeu = PlayerPrefs.GetInt("mode_jeu", mode_jeu);
        }
        else
        {
            PlayerPrefs.SetInt("mode_jeu", mode_jeu);
        }

        vie_restante = vaisseau.GetComponent <vie>();

        mort          = new string[vvv.Length, 3];
        all_vaisseaux = new vie[vvv.Length];
        for (int i = 0; i < vvv.Length; i++)
        {
            all_vaisseaux[i] = vvv[i].GetComponent <vie>();
            if (all_vaisseaux[i] == null)
            {
                all_vaisseaux[i] = vvv[i].GetComponentInChildren <vie>();
            }
        }
    }
    void Awake()
    {
        camera.enabled = networkView.isMine;
        //vie_restante = vaisseau.GetComponents<vie>()[0];

        vie_restante = vaisseau.GetComponent <vie>();
    }
Ejemplo n.º 3
0
    void nouveau_joueur()
    {
        Vector3 pos = Vector3.zero;

        System.Random rnd = new System.Random();
        pos.Set(rnd.Next(-100, 100), rnd.Next(-10, 50), rnd.Next(-100, 100));
        //pos.Set(50, 0, 0);
        //Debug.Log(Network.peerType);
        switch (choix)
        {
        case 1:
            vaisseau_multi = (GameObject)Network.Instantiate(vaisseau1_multi, pos, Quaternion.AngleAxis(0, Vector3.left), 0);
            break;

        case 2:
            vaisseau_multi = (GameObject)Network.Instantiate(vaisseau2_multi, pos, Quaternion.AngleAxis(0, Vector3.left), 0);
            break;

        case 3:
            vaisseau_multi = (GameObject)Network.Instantiate(vaisseau3_multi, pos, Quaternion.AngleAxis(0, Vector3.left), 0);
            break;
        }

        vie life = vaisseau_multi.GetComponent <vie>();

        if (life == null)
        {
            life = vaisseau_multi.GetComponentInChildren <vie>();
        }

        life.name           = this.name;
        life.all_spaceships = this.all_spaceships;
        life.global_cam     = this.camera;

        this.camera.enabled = false;

        int i = 0;

        while (i < all_spaceships.Length && all_spaceships[i] != null)
        {
            i++;
        }

        //Debug.Log(i);
        if (i < all_spaceships.Length)
        {
            all_spaceships[i] = vaisseau_multi;
            Camera             first        = all_spaceships[i].GetComponentInChildren <Camera>();
            controlcameramulti firstcontrol = first.GetComponent <controlcameramulti>();
            firstcontrol.vvv = this.all_spaceships;
        }

        //vaisseau.camera.enabled = true;
    }
Ejemplo n.º 4
0
    void OnGUI()
    {
        //Debug.Log ("test pv :" + life);
        try
        {
            Player = GameObject.Find("IL EST BEAU LE VAISSEAU OUI OUI");
        }
        catch
        {
            Player = GameObject.Find("vaisseau1");
        }
        vie bob = Player.GetComponent <vie>();

        life_gui.text = bob.VAFANCULO().ToString();
        if (bob.VAFANCULO() < 1)
        {
            life_gui.text = "";
        }
    }
Ejemplo n.º 5
0
    void OnGUI()
    {
        //Debug.Log ("test pv :" + life);
        try
        {
            thePlayer = GameObject.Find("le him is le player 2");
        }
        catch
        {
            thePlayer = GameObject.Find("vaisseau2");
        }
        vie bob = thePlayer.GetComponent <vie>();

        life_gui.text = bob.VAFANCULO().ToString();
        if (bob.VAFANCULO() < 1)
        {
            life_gui.text = "";
        }
    }
Ejemplo n.º 6
0
 // Use this for initialization
 void Start()
 {
     VI  = otherObject.GetComponent <vie>();
     cpl = otherObject.GetComponent <controlplayer>();
 }
Ejemplo n.º 7
0
    // Update is called once per frame
    void Update()
    {
        if ((limite_temps - Convert.ToInt32(Time.time - startTime)) < 1)
        {
            GameObject steveGameObject;
            try
            {
                stop = 1 / stop;
                try { steveGameObject = set.all_spaceships[0]; /*Debug.Log("Propre"); */ }
                catch { steveGameObject = GameObject.Find("IL EST BEAU LE VAISSEAU OUI OUI"); }
                /*Debug.Log("pdnt");*/
                AudioSource shut = steveGameObject.GetComponent <AudioSource>();
                //Debug.Log("avant");
                if (shut == null)
                {
                    shut = steveGameObject.GetComponentInChildren <AudioSource>();
                }
                //Debug.Log("apres");
                shut.audio.clip = endgame_sound;
                shut.PlayOneShot(endgame_sound);
                //Debug.Log("debug son");
                stop--;
            }
            catch
            { }
            try
            {
                foreach (var item in set.all_spaceships)
                {
                    item.GetComponent <controlcamera>();
                }
            }
            catch { /*Debug.Log("non");*/ }
            vie john = GameObject.Find("IL EST BEAU LE VAISSEAU OUI OUI").GetComponent <vie>();
            john.gameover("GAME DRAW");

            //GameObject vaisseau = set.all_spaceships[0];

            /*  int stockage = -100;
             * int index = 0;
             * bool egalite = false;
             * for (int i = 0; i < set.all_spaceships.Length; i++)
             * {
             *    vie life = set.all_spaceships[i].GetComponent<vie>();
             *    if(life == null)
             *    {
             *        life = set.all_spaceships[i].GetComponentInChildren<vie>();
             *    }
             *
             *    try
             *    {
             *        set.all_spaceships[i].GetComponent<controlplayer>().enabled = false;
             *    }
             *    catch
             *    {
             *        set.all_spaceships[i].GetComponentInChildren<controlplayer>().enabled = false;
             *    }
             *
             *    if (life.frag_limite >= stockage)
             *    {
             *        if (life.frag_limite == stockage)
             *        {
             *            egalite = true;
             *        }
             *        else
             *        {
             *            egalite = false;
             *            stockage = life.frag_limite;
             *            index = i;
             *        }
             *    }
             * }
             *
             * if (!egalite)
             * {
             *    try
             *    {
             *        set.all_spaceships[index].GetComponent<vie>().gameover(set.all_spaceships[index].GetComponent<vie>().name + " WIN");
             *    }
             *    catch
             *    {
             *        set.all_spaceships[index].GetComponentInChildren<vie>().gameover(set.all_spaceships[index].GetComponentInChildren<vie>().name + " WIN");
             *    }
             * }
             * else
             * {
             *    try
             *    {
             *        set.all_spaceships[0].GetComponent<vie>().gameover("GAME DRAW");
             *    }
             *    catch
             *    {
             *        set.all_spaceships[index].GetComponentInChildren<vie>().gameover("GAME DRAW");
             *    }
             * } */
        }
    }
Ejemplo n.º 8
0
    // Use this for initialization
    void Start()
    {
        #region PlayerPrefs Options
        volume = PlayerPrefs.GetFloat("Volume", volume);
        if (PlayerPrefs.HasKey("Volume"))
        {
            AudioListener.volume = PlayerPrefs.GetFloat("Volume");
        }
        else
        {
            PlayerPrefs.SetFloat("Volume", volume);
        }

        son = PlayerPrefs.GetInt("son", son);
        if (PlayerPrefs.HasKey("son"))
        {
            son = PlayerPrefs.GetInt("son", son);
            switch (son)
            {
            case 0:
                AudioSettings.speakerMode = AudioSpeakerMode.Mono;
                break;

            case 1:
                AudioSettings.speakerMode = AudioSpeakerMode.Stereo;
                break;

            case 2:
                AudioSettings.speakerMode = AudioSpeakerMode.Quad;
                break;

            case 3:
                AudioSettings.speakerMode = AudioSpeakerMode.Surround;
                break;

            case 4:
                AudioSettings.speakerMode = AudioSpeakerMode.Mode5point1;
                break;

            case 5:
                AudioSettings.speakerMode = AudioSpeakerMode.Mode7point1;
                break;
            }
        }
        else
        {
            PlayerPrefs.SetInt("son", son);
        }

        qualite_image = PlayerPrefs.GetInt("qualite_image", qualite_image);
        if (PlayerPrefs.HasKey("qualite_image"))
        {
            qualite_image = PlayerPrefs.GetInt("qualite_image", qualite_image);
            QualitySettings.SetQualityLevel(qualite_image);
        }
        else
        {
            PlayerPrefs.SetInt("qualite_image", qualite_image);
        }

        aliasing = PlayerPrefs.GetInt("aliasing", aliasing);
        if (PlayerPrefs.HasKey("aliasing"))
        {
            aliasing = PlayerPrefs.GetInt("aliasing", aliasing);
            switch (aliasing)
            {
            case 0:
                QualitySettings.antiAliasing = 0;
                break;

            case 1:
                QualitySettings.antiAliasing = 2;
                break;

            case 2:
                QualitySettings.antiAliasing = 4;
                break;

            case 3:
                QualitySettings.antiAliasing = 8;
                break;
            }
        }
        else
        {
            PlayerPrefs.SetInt("aliasing", aliasing);
        }

        anisotropic = PlayerPrefs.GetInt("anisotropic", anisotropic);
        if (PlayerPrefs.HasKey("anisotropic"))
        {
            qualite_image = PlayerPrefs.GetInt("anisotropic", anisotropic);
            switch (anisotropic)
            {
            case 0:
                QualitySettings.anisotropicFiltering = AnisotropicFiltering.Disable;
                break;

            case 1:
                QualitySettings.anisotropicFiltering = AnisotropicFiltering.Enable;
                break;

            case 2:
                QualitySettings.anisotropicFiltering = AnisotropicFiltering.ForceEnable;
                break;
            }
        }
        else
        {
            PlayerPrefs.SetInt("anisotropic", anisotropic);
        }
        #endregion

        if (mode_jeu == 1)
        {
            #region setup un joueur
            nb_joueur = PlayerPrefs.GetInt("nb_ia", nb_joueur);
            if (PlayerPrefs.HasKey("nb_ia"))
            {
                nb_joueur = PlayerPrefs.GetInt("nb_ia", nb_joueur);
            }
            else
            {
                PlayerPrefs.SetInt("nb_ia", nb_joueur);
            }

            nb_joueur++;

            all_spaceships = new GameObject[nb_joueur];

            choix = PlayerPrefs.GetInt("player", choix);
            if (PlayerPrefs.HasKey("player"))
            {
                choix = PlayerPrefs.GetInt("player", choix);
            }
            else
            {
                PlayerPrefs.SetInt("player", choix);
            }

            System.Random rnd = new System.Random();
            Vector3       pos = Vector3.zero;
            pos.Set(rnd.Next(-100, 100), rnd.Next(-10, 50), rnd.Next(-100, 100));

            //joueur
            switch (choix)
            {
            case 1:
                all_spaceships[0] = Instantiate(vaisseau1, pos, Quaternion.AngleAxis(0, Vector3.left)) as GameObject;
                break;

            case 2:
                all_spaceships[0] = Instantiate(vaisseau2, pos, Quaternion.AngleAxis(0, Vector3.left)) as GameObject;
                break;

            case 3:
                all_spaceships[0] = Instantiate(vaisseau3, pos, Quaternion.AngleAxis(0, Vector3.left)) as GameObject;
                break;

            default:
                all_spaceships[0] = Instantiate(vaisseau1, pos, Quaternion.AngleAxis(0, Vector3.left)) as GameObject;
                break;
            }


            //IAs
            for (int i = 1; i < nb_joueur; i++)
            {
                pos = Vector3.zero;
                pos.Set(rnd.Next(-100, 100), rnd.Next(-10, 50), rnd.Next(-100, 100));

                try
                {
                    switch (rnd.Next(0, 3))
                    {
                    case 0:
                        all_spaceships[i] = Instantiate(IA1, pos, Quaternion.AngleAxis(0, Vector3.left)) as GameObject;
                        break;

                    case 1:
                        all_spaceships[i] = Instantiate(IA2, pos, Quaternion.AngleAxis(0, Vector3.left)) as GameObject;
                        break;

                    case 2:
                        all_spaceships[i] = Instantiate(IA3, pos, Quaternion.AngleAxis(0, Vector3.left)) as GameObject;
                        break;

                    default:
                        all_spaceships[i] = Instantiate(IA1, pos, Quaternion.AngleAxis(0, Vector3.left)) as GameObject;
                        break;
                    }
                }
                catch { }
            }

            Camera        first        = all_spaceships[0].GetComponentInChildren <Camera>();
            controlcamera firstcontrol = first.GetComponent <controlcamera>();
            firstcontrol.vvv = this.all_spaceships;

            for (int i = 0; i < all_spaceships.Length; i++)
            {
                vie life = all_spaceships[i].GetComponent <vie>();
                if (life == null)
                {
                    life = all_spaceships[i].GetComponentInChildren <vie>();
                }

                life.global_cam     = this.camera;
                life.all_spaceships = this.all_spaceships;
                if (i == 0)
                {
                    life.name = "player";
                }
                else
                {
                    life.name = "computer " + i;
                }
            }
            #endregion
        }
        else if (mode_jeu == 2)
        {
            #region ecran splite
            nb_joueur = PlayerPrefs.GetInt("nb_ia", nb_joueur);
            if (PlayerPrefs.HasKey("nb_ia"))
            {
                nb_joueur = PlayerPrefs.GetInt("nb_ia", nb_joueur);
            }
            else
            {
                PlayerPrefs.SetInt("nb_ia", nb_joueur);
            }

            nb_joueur += 2;
            //aDebug.Log("nb joueur " + nb_joueur);

            all_spaceships = new GameObject[nb_joueur];

            choix = PlayerPrefs.GetInt("player", choix);
            if (PlayerPrefs.HasKey("player"))
            {
                choix = PlayerPrefs.GetInt("player", choix);
            }
            else
            {
                PlayerPrefs.SetInt("player", choix);
            }

            System.Random rnd = new System.Random();
            Vector3       pos = Vector3.zero;
            pos.Set(rnd.Next(-100, 100), rnd.Next(-10, 50), rnd.Next(-100, 100));

            //joueur
            switch (choix)
            {
            case 1:
                all_spaceships[0] = Instantiate(vaisseau1, pos, Quaternion.AngleAxis(0, Vector3.left)) as GameObject;
                all_spaceships[1] = Instantiate(vaisseau1, pos, Quaternion.AngleAxis(0, Vector3.left)) as GameObject;
                break;

            case 2:
                all_spaceships[0] = Instantiate(vaisseau2, pos, Quaternion.AngleAxis(0, Vector3.left)) as GameObject;
                all_spaceships[1] = Instantiate(vaisseau2, pos, Quaternion.AngleAxis(0, Vector3.left)) as GameObject;
                break;

            case 3:
                all_spaceships[0] = Instantiate(vaisseau3, pos, Quaternion.AngleAxis(0, Vector3.left)) as GameObject;
                all_spaceships[1] = Instantiate(vaisseau3, pos, Quaternion.AngleAxis(0, Vector3.left)) as GameObject;
                break;

            default:
                all_spaceships[0] = Instantiate(vaisseau1, pos, Quaternion.AngleAxis(0, Vector3.left)) as GameObject;
                all_spaceships[1] = Instantiate(vaisseau1, pos, Quaternion.AngleAxis(0, Vector3.left)) as GameObject;
                break;
            }

            //IAs
            for (int i = 2; i < nb_joueur; i++)
            {
                pos = Vector3.zero;
                pos.Set(rnd.Next(-100, 50), rnd.Next(-10, 50), rnd.Next(-100, 100));

                switch (rnd.Next(0, 3))
                {
                case 0:
                    all_spaceships[i] = Instantiate(IA1, pos, Quaternion.AngleAxis(0, Vector3.left)) as GameObject;
                    break;

                case 1:
                    all_spaceships[i] = Instantiate(IA2, pos, Quaternion.AngleAxis(0, Vector3.left)) as GameObject;
                    break;

                case 2:
                    all_spaceships[i] = Instantiate(IA3, pos, Quaternion.AngleAxis(0, Vector3.left)) as GameObject;
                    break;

                default:
                    all_spaceships[i] = Instantiate(IA1, pos, Quaternion.AngleAxis(0, Vector3.left)) as GameObject;
                    break;
                }
            }

            Camera first = all_spaceships[0].GetComponentInChildren <Camera>();
            first.rect = new Rect(0, 0, 1f, 0.5f);
            controlcamera firstcontrol = first.GetComponent <controlcamera>();
            firstcontrol.vvv = this.all_spaceships;
            inputs toucheplayer1 = all_spaceships[0].GetComponentInChildren <inputs>();
            toucheplayer1.i = 1;

            Camera second = all_spaceships[1].GetComponentInChildren <Camera>();
            second.rect = new Rect(0, 0.5f, 1f, 0.5f);
            second.GetComponent <AudioListener>().enabled = false;
            controlcamera secondcontrol = second.GetComponent <controlcamera>();
            secondcontrol.vvv = this.all_spaceships;
            inputs toucheplayer2 = all_spaceships[1].GetComponentInChildren <inputs>();
            toucheplayer2.i = 2;



            for (int i = 0; i < all_spaceships.Length; i++)
            {
                vie life = all_spaceships[i].GetComponent <vie>();
                if (life == null)
                {
                    life = all_spaceships[i].GetComponentInChildren <vie>();
                }

                life.global_cam     = this.camera;
                life.all_spaceships = this.all_spaceships;
                if (i <= 1)
                {
                    life.name = "player " + (i + 1);
                }
                else
                {
                    life.name = "computer " + (i - 1);
                }
            }
            #endregion
        }
        else if (mode_jeu == 3)
        {
            #region multijoueur
            menu  = 0;
            choix = PlayerPrefs.GetInt("player", choix);

            if (PlayerPrefs.HasKey("player"))
            {
                choix = PlayerPrefs.GetInt("player", choix);
            }
            else
            {
                PlayerPrefs.SetInt("player", choix);
            }
            #endregion
        }
    }