// Use this for initialization void Start() { _controller = GameObject.FindGameObjectWithTag("Controller").GetComponent <Controller>(); _abilities = GetComponent <AbilityController>(); // Assign the players hearts/score to the rankings object so it stays in the top left of the screen Hearts.transform.parent = GameObject.FindGameObjectWithTag("Rankings").transform; // You can buy speed boosts if (_controller.Requested.ContainsKey("speed")) { Speed += _controller.Requested["speed"]; } _initialPosition = new Vector3(transform.localPosition.x, transform.localPosition.y, transform.localPosition.z); _connected = false; Damage = false; InGame = false; Server = false; Client = false; Score = 0; State = 0; ID = -1; Mode = 2; Time = 99999; // Assign each player a colour if (isServer) { _colour = GameObject.FindGameObjectsWithTag("Player").Length - 1; } SetColour(); }
// Start is called before the first frame update void Start() { gameController = GameObject.Find("GameController"); mapManager = gameController.GetComponent <ManageMap>(); tutorialManager = gameController.GetComponent <TutorialManager>(); uiControl = gameController.GetComponent <UIControl>(); turnManager = gameController.GetComponent <TurnManager>(); resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>(); abilityController = GameObject.Find("Player").GetComponent <AbilityController>(); if (QuickSaveRoot.Exists(resourceAndUpgradeManager.ResourceAndUpgradeDataSaveFileName)) //use the quicksave feature to check if a save file exists { QuickSaveReader instReader = QuickSaveReader.Create(resourceAndUpgradeManager.ResourceAndUpgradeDataSaveFileName); //create an instance of the quick save reader to pull in the save file MaxPlayerHealth = instReader.Read <int>("currentMaxHealth"); maxPlayerShields = instReader.Read <int>("currentMaxShields"); uiControl.SetHealthState(maxPlayerHealth, currentPlayerHealth, maxPlayerShields, currentPlayerShields); } else { MaxPlayerHealth = resourceAndUpgradeManager.CurrentMaxHealth; maxPlayerShields = resourceAndUpgradeManager.CurrentMaxShields; currentPlayerHealth = maxPlayerHealth; currentPlayerShields = maxPlayerShields; uiControl.SetHealthState(maxPlayerHealth, currentPlayerHealth, maxPlayerShields, currentPlayerShields); } movementController = gameObject.GetComponent <MovementController>(); }
public PlayerController(Data data, InputModel inputModel, PlayerModel playerModel, PauseModel pauseModel) { _controllerList = new ControllerList(); var cameraFactory = new CameraFactory(data.CameraData); var laserFactory = new LaserFactory(); var cameraModel = new CameraModel(cameraFactory); var moveController = new MoveController(inputModel.GetInputKeyboard(), data.PlayerData, playerModel.Transform); var shootController = new ShootController(data.BulletData, playerModel, laserFactory); var cameraController = new CameraController(cameraModel, playerModel, data.CameraData, pauseModel); var explosion = new Explosion(data.ExplosionData, playerModel); var abilityController = new AbilityController(inputModel, explosion); _controllerList.Add(moveController).Add(shootController). Add(cameraController).Add(abilityController).Initialize(); }
void Awake() { audioCont = FindObjectOfType <AudioController>(); abilityCont = FindObjectOfType <AbilityController>(); challengeCont = FindObjectOfType <ChallengeController>(); spawnCont = FindObjectOfType <SpawnController>(); UICont = FindObjectOfType <UIController>(); isFollowing = true; fireParticles = GetComponentsInChildren <ParticleSystem>(); healthBarCont = FindObjectOfType <HealthBarController>(); float[] zeroDataFloat = new float[11]; for (int i = 0; i < zeroDataFloat.Length; i++) { zeroDataFloat[i] = 0; } damageTaken = zeroDataFloat; gameCont = FindObjectOfType <GameController>(); life = defaultLife; camera = FindObjectOfType <CameraController>(); transform.position = new Vector3(Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y, 0); rig = GetComponent <Rigidbody2D>(); position = transform.position; isMobileBuild = (Application.platform == RuntimePlatform.Android || Application.platform == RuntimePlatform.IPhonePlayer) ? true : false; StartCoroutine(RestartPosition()); effect = Instantiate(abilityEffects[abilityCont.GetActiveAbility()], transform); effect.transform.localPosition = Vector3.zero; //audioSource = effect.GetComponentInChildren<AudioSource>(); comboCount = 0; comboSum = 0; }
// Start is called before the first frame update void Start() { player = GameObject.Find("Player"); starGate = GameObject.FindWithTag("StarGate"); gridLayout = GameObject.Find("Grid").GetComponent <GridLayout>(); //get a reference to the grid layout abilityController = player.GetComponent <AbilityController>(); movementController = player.GetComponent <MovementController>(); planetTrigger = player.GetComponent <PlanetTrigger>(); gameController = GameObject.Find("GameController"); mapManager = gameController.GetComponent <ManageMap>(); uiControl = gameController.GetComponent <UIControl>(); resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>(); explainedMining = false; explainedCombat = false; if (mapManager.saveName == "TutorialFile") { flowchart = GameObject.Find("Flowchart").GetComponent <Flowchart>(); //Debug.Log("Number of variables are: "+flowchart.Variables.Count); //Debug.Log("The value of exploration is : "+flowchart.GetBooleanVariable("Exploration")); } }
public virtual IEnumerator CastAbilityBasicCoroutine() { while (targetObject != null) { if (!_statsGeneral.CheckCooldown()) { StatsGeneral tempstats = basicAbilityPrefab.GetComponent <StatsGeneral>(); //Rotate to target Quaternion targetRotation = Quaternion.LookRotation(targetObject.transform.position - transform.position); targetRotation.x = 0; targetRotation.z = 0; thisTransform.rotation = targetRotation; Debug.Log("PEW"); // Cast ability GameObject clone = (GameObject)Instantiate(basicAbilityPrefab, thisTransform.position, thisTransform.rotation); cachedAbilityBasicController = clone.GetComponent <AbilityController>(); // Set target and stats cachedAbilityBasicController.SetTargetObject(targetObject); cachedAbilityBasicController.GenerateCombatStatistics(_statsGeneral, _statsOffense, _statsDefense); // Start global cooldown _statsGeneral.StartGlobalCooldown(_statsOffense._combatAttackSpeed); } yield return(null); } }
public void Init() { _Setup(); _abilityController = new AbilityController(); _authorizationServiceMock = new Mock <IAbilityAuthorizationService>(); HeroConfig.Initialize(_authorizationServiceMock.Object); }
public override void Init() { movementController = GetComponent <PlayerMovementController>(); actionController = GetComponent <PlayerActionController>(); rotationController = GetComponent <PlayerRotationController>(); animationController = GetComponent <PlayerAnimationController>(); inventoryController = GetComponent <PlayerInventoryController>(); weaponController = GetComponent <PlayerWeaponController>(); healthController = GetComponent <HealthController>(); reloadController = GetComponent <PlayerReloadController>(); interactionController = GetComponent <InteractionSearcherController>(); executionController = GetComponent <PlayerExecutionController>(); limbsController = GetComponentInChildren <LimbsController>(); hitboxController = GetComponentInChildren <HitboxController>(); abilityController = GetComponent <AbilityController>(); tickPlayer.value = true; movementController.Init(); actionController.Init(); rotationController.Init(); animationController.Init(); weaponController.Init(); inventoryController.Init(); healthController.Init(); reloadController.Init(); interactionController.Init(); executionController.Init(); limbsController.Init(); hitboxController.Init(); abilityController.Init(); }
void Start() { Instance = this; myRigidbody = GetComponent <Rigidbody2D>(); myAbilityController = GetComponent <AbilityController>(); myAnimator = GetComponent <Animator>(); myAudioSource = GetComponent <AudioSource>(); }
private void Awake() { stats = GetComponent <CharacterStats>(); playerHealthSystem = GetComponent <PlayerHealthSystem>(); playerController = GetComponent <PlayerController>(); abilityController = GetComponent <AbilityController>(); playerRigidbody2D = GetComponent <Rigidbody2D>(); }
void Awake() { playerAbilityController = GameManager.Instance.player.GetComponent <AbilityController>(); MainMenuUI.OnAbilityBookToggledOn += Init; MainMenuUI.OnAbilityBookToggledOff += Close; nextButton.InvokeOnPageButtonClicked += ChangePage; backButton.InvokeOnPageButtonClicked += ChangePage; }
private void Awake() { agentMovementController = GetComponent <AgentMovementController>(); select = GetComponentInChildren <SelectableComponent>(); agentUI = FindObjectOfType <AgentUI>(); abilityController = FindObjectOfType <AbilityController>(); renderer = GetComponentInChildren <MeshRenderer>(); }
private void Deselect() { selected = false; deck.cards.Add(this); deck.activeCards.Remove(this); AbilityController.DeactivateAbility(cardAbility); GetComponent <Image>().color = Color.white; }
private void Awake() { player = transform.parent.transform; abilities = GetComponentInParent <AbilityController>(); line = GetComponent <LineRenderer>(); line.startWidth = 0.025f; }
void Start() { movementSpeed = walkSpeed; canJump = true; currentGravity = 0f; ac = GetComponent <AbilityController>(); }
private void Select() { selected = true; deck.activeCards.Add(this); deck.cards.Remove(this); AbilityController.ActivateAbility(cardAbility); GetComponent <Image>().color = Color.yellow; }
public override void TriggerAbility(Vector3 source, Vector3 destination) { GameObject go = AbilityController.Instantiate(Prefab, destination, Quaternion.Euler(0, 0, 0)); ForceField ff = go.GetComponent <ForceField>(); ff.Initialize(Damage, Radius, HitForce, TimeToLive, UpForce); base.TriggerAbility(source, destination); }
// Use this for initialization void Start() { ability = GameObject.Find("ItemControllers").GetComponent <AbilityController>(); gameObject.transform.SetParent(parentPanel.transform, false); Button theBtn = gameObject.GetComponent <Button>(); theBtn.onClick.AddListener(SendToAbility); UpdateText(); }
public void GameStart() { abilityController = FindObjectOfType <AbilityController>(); playerCharacterController = FindObjectOfType <PlayerCharacterController>(); enemyController = FindObjectOfType <EnemyController>(); InitCharacter(); InitEnemy(); InitTurnList(); BattleStart(); }
public override void Initialise(GameObject obj) { ac = obj.GetComponent <AbilityController>(); pc = obj.GetComponent <PlayerController>(); ropeRenderer = pc.GetComponent <LineRenderer>(); cameraTransform = obj.transform.GetChild(0);//not sure if this works onCooldown = false; ropeRenderer.enabled = false; }
public void ShowTargetPanel(GameObject enemy) { currentTargetHealthController = enemy.GetComponentInParent <HealthController>(); currentTargetAbilityController = enemy.GetComponentInParent <AbilityController>(); currentTargetHealthController.ShowEnemyHealthBar(); gameObject.SetActive(true); currentTargetHealthController.Initialize(currentTargetHealthController.CurrentHealthPoints); currentTargetAbilityController.Initialize(currentTargetAbilityController.CurrentEnergyPoints); RegisterForHealthEvents(); }
public override void InitAbility(AbilityController controller) { base.InitAbility(controller); deltaTimer = GetResource.DeltaTimer(); movementController = controller.GetComponent <PlayerMovementController>(); isPressingMovementKeys = Resources.Load("Player/Movement/Player - Is Pressing Movement Keys") as ScriptableBool; hitboxController = controller.GetComponent <PlayerController>().hitboxController; animController = controller.GetComponent <PlayerAnimationController>(); movementInput = Resources.Load("Player/Movement/Movement Inputs") as PlayerMovementInputs; isInAction = Resources.Load("Player/Actions/Is Player In Action") as ScriptableBool; }
// Singleton private void Awake() { if (_current != null && _current != this) { Destroy(gameObject); } else { _current = this; } }
// Use this for initialization void Start() { stat = GameObject.Find("MenuControllers").GetComponent <StatusMenuController>(); party = GameObject.Find("PlayerParty").GetComponent <PartyController>(); ac = GameObject.Find("ItemControllers").GetComponent <AbilityController>(); able = GameObject.Find("MenuControllers").GetComponent <AbilityMenuController>(); gameObject.transform.SetParent(holderPanel.transform, false); UpdateText(); Button theBtn = gameObject.GetComponent <Button>(); theBtn.onClick.AddListener(SendToUse); }
public PlayerController SpawnPlayer() { GameObject prefabCreated = Instantiate(playerData.playerPrefab.value); prefabCreated.transform.position = transform.position; prefabCreated.transform.rotation = transform.rotation; // PlayerInventoryController inventoryController = prefabCreated.GetComponent<PlayerInventoryController>(); AbilityController abilityController = prefabCreated.GetComponent <AbilityController>(); abilityController.currentAbility = playerData.equippedAbility; return(prefabCreated.GetComponent <PlayerController>()); }
void RenderLine(AbilityGroupSO abilityLine) { GameObject line = Instantiate(abilityLinePrefab, this.transform); TMP_Text title = line.GetComponentInChildren <TMP_Text>(); title.text = abilityLine.groupTitle; for (int i = 0; i < 3; i++) { GameObject icon = Instantiate(iconPrefab, line.transform); AbilityController ac = icon.GetComponent <AbilityController>(); ac.ability = abilityLine.level[i]; } }
public void init() // initilise new instance of unit { pathEnd = null; //active = true; currentPath = null; thereIsAPath = false; map = GameObject.FindGameObjectWithTag("Map").GetComponent <MapGenerator>(); unitInfoDisplay = this.GetComponentInChildren <Text>(); canvas = GameObject.FindGameObjectWithTag("UI").GetComponent <CanvasController>(); unitCanvasTransform = transform; abilitys = Instantiate(Resources.Load("AbilityControllerHolder", typeof(AbilityController)) as AbilityController); abilitys.Init(); }
public virtual void SetAbilities(GameObject basic, GameObject Q, GameObject W, GameObject E, GameObject R) { basicAbilityPrefab = basic; abilityQPrefab = Q; abilityWPrefab = W; abilityEPrefab = E; abilityRPrefab = R; abilityBasicController = basicAbilityPrefab.GetComponent <AbilityController>(); abilityQController = abilityQPrefab.GetComponent <AbilityController>(); abilityWController = abilityWPrefab.GetComponent <AbilityController>(); abilityEController = abilityEPrefab.GetComponent <AbilityController>(); abilityRController = abilityRPrefab.GetComponent <AbilityController>(); }
public void AbilityControllerCreation() { try { var http = new HttpClient(); var con = new ConfigurationBuilder(); var config = con.Build(); var cont = new AbilityController(http, config); Assert.True(true); } catch { return; } }
void Start() { gameController = GameObject.Find("GameController"); player = GameObject.Find("Player"); tutorialManager = gameController.GetComponent <TutorialManager>(); mapManager = gameController.GetComponent <ManageMap>(); uiController = gameController.GetComponent <UIControl>(); resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>(); abilityController = player.GetComponent <AbilityController>(); movementController = player.GetComponent <MovementController>(); playerHealthControl = player.GetComponent <PlayerHealthControl>(); firstTurn = false; combatActive = false; }
// Use this for initialization void Start() { var playerObj = GameObject.FindGameObjectsWithTag("Player").First(o => o.GetComponent<Player>().isLocal); localPlayer = playerObj.GetComponent<Player>(); abilityController = playerObj.GetComponent<AbilityController>(); playerAbilities = localPlayer.getAbilities(); Debug.Log("Ability UI player" + localPlayer); Debug.Log("Ability UI playerAbilities" + playerAbilities); foreach (Ability ability in playerAbilities) Debug.Log(ability.Name); mouse = GameObject.Find("Mouse").GetComponent<Mouse>(); abilityButtonPrefab = (GameObject)Resources.Load("Prefabs\\AbilityButton"); plusButtonPrefab = Resources.Load<GameObject>("Prefabs\\PlusButton"); canvas = GameObject.Find("Canvas").transform.Find("Abilities").gameObject; // Get ability icon sprites foreach (Sprite sprite in abilitySprites) abilitySpritesDict[(AbilityName)Enum.Parse(typeof(AbilityName), sprite.name)] = sprite; // Get the height of each button for positioning RectTransform buttonRect = abilityButtonPrefab.GetComponent<RectTransform>(); float offset = buttonRect.rect.height * buttonRect.localScale.y * 1.1f; Debug.Log("Button local scale " + buttonRect.localScale); float yOffset = -playerAbilities.Count / 2 * offset; Countdowns = new Dictionary<AbilityName, Text>(); foreach (Ability ability in playerAbilities) { InstantiateButton(yOffset, ability.Name); Debug.Log("instantiated button"); AbilityButtons[ability.Name].name = ability.Name.ToString(); yOffset += offset; Countdowns[ability.Name] = AbilityButtons[ability.Name].transform.Find("Countdown").gameObject.GetComponent<Text>(); Countdowns[ability.Name].gameObject.SetActive(false); } }
void Start () { // Access components abilityController = GetComponent<AbilityController>(); audioSource = GetComponent<AudioSource> (); animator = GetComponent<Animator> (); rigidBody = GetComponent<Rigidbody> (); // Set input keys AssignInput(); // Initialise animation isFrozen = false; animator.SetBool ("isFrozen", isFrozen); // Initialise direction vectors directionVector3D = new Vector3 (0, 0, -1); // World Space directionVector2D = new Vector3(0, -1, 0); // Local 2D // Initialise isComplete = false; isWinner = false; }
// Use this for initialization void Start() { audio = GetComponent<AudioSource>(); audio.PlayOneShot(SoundInGameBGM); // Get food controller and mouse references foodController = GameObject.Find("FoodController").GetComponent<FoodController>(); mouse = GameObject.Find("Mouse").GetComponent<Mouse>(); foodPool = GetComponent<ObjectPool>(); foodPool.PoolObject = Resources.Load("Prefabs/Normal") as GameObject; abilityController = GameObject.FindGameObjectsWithTag("Player") .First(o => o.GetComponent<AbilityController>().isLocalPlayer) .GetComponent<AbilityController>(); abilityController.AttachToFoodController() .AttachToMouse() .AttachToLevelController() .AttachToAbilityUi() .AttachToMessageBox(); // Get Combo UI comboUI = GameObject.Find("Combo"); comboText = GameObject.Find("ComboText"); comboTextAnimator = comboText.GetComponent<Animator>(); comboChange = GameObject.Find("ComboChange"); comboChangeAnimator = comboChange.GetComponent<Animator>(); comboMouse = GameObject.Find("ComboMouse"); comboText.SetActive(false); comboMouse.SetActive(false); for (int i = 0; i < comboImages.Length; i++) { Transform comboChild = comboUI.transform.GetChild(i); comboImages[i] = comboChild.GetChild(0).GetComponent<Image>(); comboBackgrounds[i] = comboChild.GetComponent<Image>(); comboAnimators[i] = comboChild.GetComponent<Animator>(); comboAnimators[i].enabled = false; // disable or it will override sprite renderer } // Get players UI playerAvatarUI = GameObject.Find("PlayerUI"); // Get Frenzy UI frenzyText = GameObject.Find("FeedingFrenzy"); frenzyBackground = GameObject.Find("FrenzyBackground"); frenzyFed = GameObject.Find("FrenzyFed"); frenzyMouseAnimator = GameObject.Find("FrenzyMouse").GetComponent<Animator>(); frenzyText.SetActive(false); frenzyBackground.SetActive(false); frenzyFed.SetActive(false); // Get Scary Cat UI scaryCatShock = GameObject.Find("Shock"); scaryCat = GameObject.Find("Cat"); scaryCatShock.SetActive(false); scaryCat.SetActive(false); // Get EndGame UI endGame = GameObject.Find("EndGame"); endGame.SetActive(false); // Initialization for food combo // All treats are eligible eligibleFoods = foodController.FoodValues.Where(kvp => kvp.Value > 0).Select(x => x.Key).ToArray<string>(); /*eligibleFoods = foodController.MaxFoodCounts.Where(kvp => kvp.Value * foodController.FoodSpawnWeights[kvp.Key] / foodController.TotalFoodSpawnWeight >= WeightedFoodCountMin && foodController.FoodValues[kvp.Key] > 0). Select(x => x.Key).ToArray<string>();*/ foreach (string food in eligibleFoods) Debug.Log("Eligible foods are " + food); // Start updating food combo StartCoroutine(primer()); StartCoroutine(updateFoodCombo()); }
// Update references to current character void CharacterComponentsUpdate(GameObject character) { GameObject player = character; abilityControl = player.GetComponent<AbilityController>(); characterStatus = player.GetComponent<CharacterStatus>(); AddLock(); Invoke("RemoveLock", 0.25f); }
void Start () { player = GetComponent<PlayerController>(); abilityController = GetComponent<AbilityController>(); }