/*--------------------------------------------------------------------------------*/ public Vector2 GetVAInterPolated(float radialRatio, float angularRatio, Character2D.Mood innerface_1, Character2D.Mood innerface_2, Character2D.Mood outerface_1, Character2D.Mood outerface_2) { float innerValence, innerArousal, outerValence, outerArousal, valence, arousal; if (innerface_1 == 0 && innerface_2 == 0) { innerValence = Character2D.getValence(Character2D.Mood.NEUTRAL); innerArousal = Character2D.getArousal(Character2D.Mood.NEUTRAL); } else { innerValence = angularRatio * Character2D.getValence(innerface_1); innerValence += (1 - angularRatio) * Character2D.getValence(innerface_2); innerArousal = angularRatio * Character2D.getArousal(innerface_1); innerArousal += (1 - angularRatio) * Character2D.getArousal(innerface_2); } outerValence = angularRatio * Character2D.getValence(outerface_1); outerValence += (1 - angularRatio) * Character2D.getValence(outerface_2); valence = (1 - radialRatio) * innerValence + radialRatio * outerValence; outerArousal = angularRatio * Character2D.getArousal(outerface_1); outerArousal += (1 - angularRatio) * Character2D.getArousal(outerface_2); arousal = (1 - radialRatio) * innerArousal + radialRatio * outerArousal; return(new Vector2(valence, arousal)); }
private void OnTriggerEnter2D(Collider2D collision) { GameObject collidedObject = collision.gameObject; if (collidedObject.GetComponent <Character2D>() && collidedObject.layer != layerToIgnore && !hitCharacters.Contains(collidedObject) && collidedObject.layer != 13) { if (collidedObject.GetComponent <AI>()) { if (!collidedObject.GetComponent <AI>().isDead) { hitCharacters.Add(collidedObject); Character2D characterHit = collidedObject.GetComponent <Character2D>(); characterHit.TakeDamage(Damage); characterHit.Knockback(new Vector2(KnockbackDirection.x, 0.5f), KnockbackPower, KnockbackDuration); } } else { hitCharacters.Add(collidedObject); Character2D characterHit = collidedObject.GetComponent <Character2D>(); characterHit.TakeDamage(Damage); characterHit.Knockback(new Vector2(KnockbackDirection.x, 0.5f), KnockbackPower, KnockbackDuration); } } }
/*--------------------------------------------------------------------------------*/ // TODO Solve Code Duplication!!! public void SetMoodInterPolatedHR(float radialRatio, float angularRatio, Character2D.MoodHighRes innerface_1, Character2D.MoodHighRes innerface_2, Character2D.MoodHighRes outerface_1, Character2D.MoodHighRes outerface_2) { float value, innerValue, outerValue; for (int key = 0; key < Character2D.MAX_FACE_KEYS; key++) { innerValue = angularRatio * Character2D.getKeyShapeVal(Character2D.Part.FACE, innerface_1, key); innerValue += (1 - angularRatio) * Character2D.getKeyShapeVal(Character2D.Part.FACE, innerface_2, key); outerValue = angularRatio * Character2D.getKeyShapeVal(Character2D.Part.FACE, outerface_1, key); outerValue += (1 - angularRatio) * Character2D.getKeyShapeVal(Character2D.Part.FACE, outerface_2, key); value = (1 - radialRatio) * innerValue + radialRatio * outerValue; meshRendererFace.SetBlendShapeWeight(key, value); } for (int key = 0; key < Character2D.MAX_EYE_KEYS; key++) { innerValue = angularRatio * Character2D.getKeyShapeVal(Character2D.Part.EYES, innerface_1, key); innerValue += (1 - angularRatio) * Character2D.getKeyShapeVal(Character2D.Part.EYES, innerface_2, key); outerValue = angularRatio * Character2D.getKeyShapeVal(Character2D.Part.EYES, outerface_1, key); outerValue += (1 - angularRatio) * Character2D.getKeyShapeVal(Character2D.Part.EYES, outerface_2, key); value = (1 - radialRatio) * innerValue + radialRatio * outerValue; meshRendererEyes.SetBlendShapeWeight(key, value); } }
public static void GoToBed(GameObject generalGameObject, NeedStatus restNeed) { Character2D generalOne = generalGameObject.GetComponent <Character2D>(); List <Bed> beds = new List <Bed>(Object.FindObjectsOfType <Bed>()).Where(x => x.Occupied == false).ToList(); if (beds.Count <= 0) { return; } Bed chosenBed = beds[_randomGenerator.Next(0, beds.Count - 1)]; chosenBed.Occupied = true; Vector2 bedPosition = chosenBed.transform.position; Stack <ITask> taskChain = new Stack <ITask>(); taskChain.Push(new SleepTask(new SleepData { General = generalOne, Bed = chosenBed, RestNeed = restNeed })); taskChain.Push(new PathfindToLocationTask(new PathfindData { Character = generalOne, Location = bedPosition })); generalOne.Tasks.AddToStack(new AITaskChain(taskChain)); }
public void EnterCombat(List <Character2D> LinkedCharacters) { if (EnterCombatRountine != null) { return; } if (LinkedCharacters.Count > 0) { for (int i = 0; i < LinkedCharacters.Count; i++) { if (LinkedCharacters[i] == null) { Debug.LogError("Character " + i + " is null"); return; } if (LinkedCharacters[i].Health <= 0) { Debug.LogError("Character " + LinkedCharacters[i].name + " has no hp"); return; } } CombatCharacters = LinkedCharacters; SelectedCharacter = CombatCharacters[0]; PlayerCharacter = SelectedCharacter; AttackingCharacterLabel.text = SelectedCharacter.name; EnterCombatRountine = MyFader.StartCoroutine(EnterCombatRoutine()); } else { Debug.LogError("No characters, so cannot enter combat."); } }
private void ActionSelect() { // get tile selected // is tower on this tile? if so, select new tower // if it is a wall, show its health // if it is ground, show the build options // If building mode, build selected tower /*if (GoldCoins >= GoldCost) * { * Vector3 SpawnPosition = Camera.main.ScreenPointToRay(Input.mousePosition).origin; * SpawnPosition.z = 0; * GameObject MySpawn = Instantiate(TestingMonsterPrefab, SpawnPosition, Quaternion.identity); * MapData.Instance.SpawnedCharacters.Add(MySpawn); * GoldCoins -= GoldCost; // minus cost of it * OnGoldCoinsChanged(); * }*/ Vector3 SpawnPosition = GetMousePositionInMap(); Character2D TowerAtPosition = GetTowerAtPosition(SpawnPosition); //if (TowerAtPosition) { SelectTower(TowerAtPosition); } }
public static void GoToToilet(GameObject generalGameObject, NeedStatus bladderNeed) { Character2D character = generalGameObject.GetComponent <Character2D>(); List <Toilet> toilets = new List <Toilet>(Object.FindObjectsOfType <Toilet>()).Where(x => x.Occupied == false).ToList(); if (toilets.Count <= 0) { return; } Toilet chosenToilet = toilets[_randomGenerator.Next(0, toilets.Count - 1)]; chosenToilet.Occupied = true; Vector2 toiletPosition = chosenToilet.transform.position; Stack <ITask> taskChain = new Stack <ITask>(); taskChain.Push(new UseToiletTask(new ToiletData { General = character, Toilet = chosenToilet, BladderNeed = bladderNeed })); taskChain.Push(new PathfindToLocationTask(new PathfindData { Character = character, Location = toiletPosition })); character.Tasks.AddToStack(new AITaskChain(taskChain)); }
public static void SitDown(GameObject generalGameObject, NeedStatus restNeed) { Character2D character = generalGameObject.GetComponent <Character2D>(); List <Chair> chairs = new List <Chair>(GameObject.FindObjectsOfType <Chair>()).Where(x => x.Occupied == false).ToList(); if (chairs.Count <= 0) { return; } Chair chosenChair = chairs[_randomGenerator.Next(0, chairs.Count - 1)]; chosenChair.Occupied = true; Vector2 chairPosition = chosenChair.transform.position; Stack <ITask> taskChain = new Stack <ITask>(); taskChain.Push(new SitTask(new SitData { General = character, Chair = chosenChair, RestNeed = restNeed })); taskChain.Push(new PathfindToLocationTask(new PathfindData { Character = character, Location = chairPosition })); character.Tasks.AddToStack(new AITaskChain(taskChain)); }
// Update is called once per frame void Update() { if (player == null) { player = GameObject.FindGameObjectWithTag("Player").GetComponent <Character2D>(); } if (player != null) { if (Input.GetKeyDown(KeyCode.E)) { if (carryingGameObject != null) { carryingGameObject.mouseobject.SetActive(false); } CloseInventory(); } if (carryingGameObject != null && Input.GetMouseButtonDown(0)) { RaycastHit2D ray = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero); if (ray.collider != null) { Debug.Log("Colliding with " + ray.collider.name); if (ray.collider.gameObject.name == carryingGameObject.targetObject) { Debug.Log("Drop it like it's hot"); } } } } }
public void cleanUpMovementList() { //System.Console.WriteLine("Cleaning up movement list"); int listCount = movementList.Values.Count; for (int i = 0; i < listCount; i++) { //System.Console.WriteLine("Iterating through movementlist"); if (((MovementMessage)movementList.GetByIndex(i)).messageTerminated == true) { MovementMessage message = ((MovementMessage)movementList.GetByIndex(i)); String messageTypeId = message.messageTypeId; Character2D character = game.getSceneGraph().getGenericCharacter2D(message.objectId); ////System.Console.WriteLine("Removing terminated message: " + message.messageTypeId); movementList.RemoveAt(i); if (messageTypeId.Equals(GameConstants.PLAYER_INITIAL_JUMP_MSG)) { System.Console.WriteLine("Triggering fall message after cleanup"); //character.changeStatus(GameConstants.PLAYER_FALL_MSG); } else if (messageTypeId.Equals(GameConstants.PLAYER_INITIAL_JUMP_MOVING_LEFT_MSG)) { ////System.Console.WriteLine("Triggering fall message after cleanup"); character.changeStatus(GameConstants.PLAYER_FALL_MOVING_LEFT_MSG); } else if (messageTypeId.Equals(GameConstants.PLAYER_INITIAL_JUMP_MOVING_RIGHT_MSG)) { //System.Console.WriteLine("Triggering fall message after cleanup"); character.changeStatus(GameConstants.PLAYER_FALL_MOVING_RIGHT_MSG); } } } }
private void Awake() { // set the static variable so that other classes can easily use this class instance = this; character = GetComponent <Character2D>(); }
// Start is called before the first frame update void Start() { Anim = GetComponent <Animator>(); rb = this.GetComponent <Rigidbody2D>(); Ch = this.GetComponent <Character2D>(); Audio = this.GetComponent <AudioSource>(); }
void Awake() { character = GetComponent <Character2D>(); spriteRenderer = GetComponent <SpriteRenderer>(); cameraShaker = Camera.main.GetComponent <Shaker>(); IRLSFXOMG = GetComponent <FuturoScript>(); }
void Start() { character = soldier.character2D; jumpJetEffectzzTimer = gameObject.AddComponent<zzTimer>(); jumpJetEffectzzTimer.setInterval(jumpJetTime); jumpJetEffectzzTimer.addImpFunction(OffJumpJetEffect); jumpJetEffectzzTimer.enabled = false; }
private void OnTriggerEnter(Collider other) { Character2D player = other.GetComponent <Character2D> (); if (player != null) { player.TookDamage(damage); Debug.Log("Hit"); } }
public void DrawScaledHorizontallyFlipped2DModel(Character2D a, Texture2D c) { //System.Console.WriteLine("Object Position coordinates X: " + a.objectPosition.X); // System.Console.WriteLine("Object Position coordinates Y: " + a.objectPosition.Y); spriteBatch.Begin(); spriteBatch.Draw(c, correctPosition(a.objectPosition), null, Color.White, 0f, Vector2.Zero, a.scale, SpriteEffects.FlipHorizontally, 0f); spriteBatch.End(); }
private void OnTriggerEnter2D(Collider2D collision) { GameObject collidedObject = collision.gameObject; if (collidedObject.GetComponent <Character2D>() && collidedObject.layer != 13) { Character2D character = collidedObject.GetComponent <Character2D>(); character.TakeDamage(damage); character.Knockback(new Vector2(-character.XMovementDirection.x, 1), 10, 1f); } }
private void OnKilledCharacter(Character2D DeadCharacter) { int GoldAdd = DeadCharacter.GetGoldCoinsDrop(); GoldCoins += GoldAdd;// Mathf.FloorToInt(Random.Range(0, 1.99f)); OnGoldCoinsChanged(); if (GoldAdd > 0) { MapData.Instance.CreateHealthPopup(DeadCharacter.transform.position, GoldAdd, 1); } }
void Awake() { character = GetComponent <Character2D>(); spriteRenderer = GetComponent <SpriteRenderer>(); dropCollider = GetComponent <Collider2D>(); contactFilter.layerMask = hittableLayers; contactFilter.useLayerMask = true; GM = GameObject.Find("SCRIPTS").GetComponent <GameManager>(); }
public void gravityHandler(Character2D character) { if (!isCollidingWithFloor(character.objectPosition, character.width, character.height)) { //System.Console.WriteLine("Gravity Handler: changing status to falling"); character.changeStatus(GameConstants.PLAYER_FALL_MSG); } else { Console.WriteLine("Gravity collision"); } }
//FIXME_VAR_TYPE transform; //void Start() //{ // //GameObject lOwner = transform.parent.gameObject; // if (!owner) // return; // if (Network.peerType != NetworkPeerType.Disconnected && networkView.isMine) // { // networkView.RPC("RPCSetOwner", RPCMode.Others, owner.networkView.viewID); // networkView.enabled = true; // } //} public void setOwner(GameObject pOwner) { gameObject.name = "NS"; transform.parent = pOwner.transform; transform.localPosition = Vector3.zero; owner = pOwner; hero = owner.GetComponentInChildren<Hero>(); character = hero.getCharacter(); actionCommandControl = owner.GetComponentInChildren<ActionCommandControl>(); life = owner.GetComponent<Life>(); soldierModelSmoothMove = owner.GetComponent<SoldierModelSmoothMove>(); }
public void Execute() { Character2D character = _general.GetComponent <Character2D>(); character.Tasks.AddToStack(new IdleTask(new IdleData { General = _general })); General.General general = _general.GetComponent <General.General>(); general.SatisfyBiggestNeed(); SetCompleted(); }
private void PreviewSelect() { if (CanBuild) { Vector3 SpawnPosition = GetMousePositionInMap(); Character2D HighlightedCharacter = GetTowerAtPosition(SpawnPosition); if (HighlightedCharacter != null && HighlightedCharacter != SelectedTower)//new Vector3(Mathf.CeilToInt(SpawnPosition.x), Mathf.CeilToInt(SpawnPosition.y), 0)) == (byte)255)) { PreviewSprite.transform.position = SpawnPosition; PreviewSprite.enabled = true; } } }
public void SelectTower(Character2D TowerAtPosition, bool IsForce = false) { if (SelectedTower) { SelectedTower.RemoveGlow(); } SelectedTower = TowerAtPosition; if (SelectedTower) { SelectedTower.Glow(); } SelectedGui.SelectCharacter(SelectedTower, IsForce); }
/*--------------------------------------------------------------------------------*/ public void SetMood(Character2D.Mood newMood) { mood = newMood; for (int key = 0; key < Character2D.MAX_FACE_KEYS; key++) { meshRendererFace.SetBlendShapeWeight(key, Character2D.getKeyShapeVal(Character2D.Part.FACE, mood, key)); } for (int key = 0; key < Character2D.MAX_EYE_KEYS; key++) { meshRendererEyes.SetBlendShapeWeight(key, Character2D.getKeyShapeVal(Character2D.Part.EYES, mood, key)); } }
// Use this for initialization void Start() { carryingGameObject = null; player = null; GameState.activateInventoryObjectEvent += ActivateInventoryItem; foreach (InventoryItem i in items) { if (i != null) { i.gameObject.SetActive(false); } } }
void Start() { rigid = GetComponent <Rigidbody2D>(); char2D = GetComponent <Character2D>(); theGun = GameObject.Find("gun"); weaponControl = theGun.GetComponent <WeaponControl>(); crouchSpeed = 0.3f; normalSpeed = 0.5f; jumpSpeed = 0.3f; slow = false; }
public override void SelectCharacter(Character2D NewSelectedCharacter) { base.SelectCharacter(NewSelectedCharacter); if (MyCharacter && MyCharacter.CanMove && NewSelectedCharacter) { Debug.Log(name + " is now battling with " + NewSelectedCharacter.name); // Start a combat area if (MyCombatArea) { List <Character2D> InvolvedCharacters = new List <Character2D>(); InvolvedCharacters.Add(MyCharacter); InvolvedCharacters.Add(NewSelectedCharacter); MyCombatArea.EnterCombat(InvolvedCharacters); } } }
private void Update() { if (starting) { return; } int numberActive = 0, numberReady = 0; for (int i = 0; i < selectors.Length; i++) { if (selectors[i].gameObject.activeInHierarchy) { numberActive++; if (selectors[i].Ready) { numberReady++; } } } if (numberActive <= 1 || numberActive != numberReady) { return; } else { for (int i = 0; i < selectors.Length; i++) { if (!selectors[i].gameObject.activeInHierarchy) { break; } Instantiate(prefabs[selectors[i].Selection], players[i].transform); players[i].SwitchCurrentActionMap("Player"); } } for (int i = 0; i < players.Count; i++) { Character2D character = players[i].GetComponentInChildren <Character2D>(); character.Color = colors[i]; bases[i].SetActive(true); bases[i].GetComponentInChildren <WaifuBase>().robotType = character.robotType; bases[i].GetComponentInChildren <Light2D>().color = colors[i]; } starting = true; StartCoroutine(StartGame()); }
void Start() { gun = GameObject.Find("gun"); weaponControl = gun.GetComponent <WeaponControl>(); cylinder = GameObject.Find("UI-Cylinder"); bulletCasings = GameObject.FindGameObjectsWithTag("UI-Bullet"); uiAmmo = GameObject.Find("TotalAmmo"); ammoText = uiAmmo.GetComponent <Text>(); // uiHeart = GameObject.Find("Heart"); heartImg = uiHeart.GetComponent <Image>(); // uiHP = GameObject.Find("HP"); hpText = uiHP.GetComponent <Text>(); // uiBottle = GameObject.Find("BottleText"); bottleText = uiBottle.GetComponent <Text>(); // magCounter = 6; inMag = weaponControl.inMag; ammo = weaponControl.ammo; maxAmmo = weaponControl.maxAmmo; fireRate = weaponControl.fireRate; guy = GameObject.Find("Guy"); character2d = guy.GetComponent <Character2D>(); hp = character2d.health; maxHP = character2d.maxHealth; bottles = character2d.bottles; maxBottles = character2d.maxBottles; spinning = false; reloading = false; //spinTime = new Vector3(0, 0, 1.2245f); // Find better way to get accurate rotation spinTime = new Vector3(0, 0, 1.0f); ammoText.text = "" + ammo; bottleText.text = "" + bottles; hpText.text = "" + hp; heartImg.fillAmount = hp; userControl = guy.GetComponent <UserControl>(); bulletTime = GameObject.Find("UITimer"); bulletTimeFill = bulletTime.GetComponent <Image>(); }
public void Execute() { if (_pause) { return; } if (_movementNodeGenerated == false) { _movementAI.ClearPath(); _movementAI.CreatePathTo(_pathfindData.Location); _movementNodeGenerated = true; } Character2D character = _pathfindData.Character; var movementPath = _movementAI.GetCurrentPath(); if (movementPath.Count <= 0) { character.Animator.SetBool("IDLE", true); SetCompleted(); return; } Vector2 targetPosition = movementPath[movementPath.Count - 1].Position; float distance = targetPosition.x - character.transform.position.x; if (distance < 0.0f) { character.FaceRight(); distance = -1.0f; character.Animator.SetBool("IDLE", false); } else if (distance > 0.0f) { character.FaceLeft(); distance = 1.0f; character.Animator.SetBool("IDLE", false); } else { character.Animator.SetBool("IDLE", true); } _movementAI.CheckAndMoveToNextPathNode(); character.transform.position = new Vector3(character.transform.position.x + (character.WalkSpeed * distance), character.transform.position.y, character.transform.position.z); }
public void Teleport(Character2D MyCharacter) { TeleportedCharacter = MyCharacter; OriginalParent = TeleportedCharacter.transform.parent; OriginalPosition = TeleportedCharacter.transform.position; TeleportedCharacter.transform.position = transform.position; TeleportedCharacter.transform.SetParent(transform); TeleportedCharacter.SetMovement(false); TeleportedCharacter.SetHealthBarVisibility(true); Transform SpriteTransform = TeleportedCharacter.transform.GetChild(0); FoW.HideInFog MyFog = SpriteTransform.GetComponent <FoW.HideInFog>(); if (MyFog) { MyFog.enabled = false; } TeleportedCharacter.transform.GetChild(0).GetComponent <SpriteRenderer>().enabled = true; }
//class NetData //{ // public NetData(int p1, int p2, double pTimestamp) // { // part1 = p1; // part2 = p2; // timestamp = pTimestamp; // } // public int part1; // public int part2; // public double timestamp; //} //System.Collections.Generic.Queue<NetData> netDataQueue // = new System.Collections.Generic.Queue<NetData>(); void Awake() { if (!soldier) soldier = gameObject.GetComponentInChildren<Soldier>(); //if(!soldier) // soldier=gameObject.GetComponentInChildren<Soldier>().getCharacter(); //character = gameObject.GetComponentInChildren<Soldier>().getCharacter(); soldierModelSmoothMove = GetComponent<SoldierModelSmoothMove>(); character = soldier.getCharacter(); actionCommandControl = gameObject.GetComponentInChildren<ActionCommandControl>(); if (!life) life = gameObject.GetComponentInChildren<Life>(); if (Network.isClient) { Destroy(soldier.GetComponentInChildren<SoldierAI>()); //disappearTimer = gameObject.AddComponent<zzTimer>(); //disappearTimer.setInterval(disappearTime); //disappearTimer.addImpFunction(disappear); //life.addDieCallback((x) => disappearTimer.enabled = false); if (!networkDisappear) { networkDisappear = gameObject.AddComponent<NetworkDisappear>(); networkDisappear.life = life; networkDisappear.disenableWhenDisappear = new MonoBehaviour[] { soldier }; networkDisappear.addDisappearEventReceiver(showDisappear); } } //if(disenableWhenDisappear ==null||disenableWhenDisappear.Length==0) //{ // disenableWhenDisappear //} //if( !zzCreatorUtility.isMine(gameObject.networkView ) ) //{ // Destroy(soldier.GetComponentInChildren<SoldierAI>()); //} //if(!soldier) // Debug.LogError(gameObject.name); }
private void Awake() { m_Character = GetComponent<Character2D>(); m_Player = GetComponent<PlayerScript> (); }
private void Awake() { _character = GetComponent<Character2D>(); }