public void PullUpMenu(int PNum) { if (MenuActive == false && Time.timeScale == 1) { CurrentPlayer [PNum] = true; for (int i = 0; i < PCS.Length; i++) { if (PCS [i] != null) { PCS [i].EnableControls(false); } } MenuActive = true; Time.timeScale = 0; for (int i = 0; i <= 3; i++) { FullPauseMenu [i].SetColor(ES.GetColor(PNum) - new Color(.2f, .2f, .2f, 0f)); FullPauseMenu [i].MakeActive(); } for (int i = 4; i <= 11; i++) { FullPauseMenu [i].SetColor(ES.GetColor(PNum) + new Color(.3f, .3f, .3f, 0f)); FullPauseMenu [i].MakeActive(); } for (int i = 0; i < UIButton.Length; i++) { UIButton [i].SetBoarderColor(ES.GetColor(PNum) + new Color(.3f, .3f, .3f, 0f)); UIButton [i].MakeActive(); SetBoarderDeActive(0, i); } SetBoarderActive(PNum); } }
void FireBullet(Vector3 GunPoint, Quaternion PointerRotation) { GameObject TmpBullet = OPProjectile.FetchObject(); //= Instantiate (projectile, GunPoint, PointerRotation) as GameObject; TmpBullet.transform.rotation = PointerRotation; TmpBullet.transform.position = GunPoint; TmpBullet.SetActive(true); GameObject TmpTrail = OPTrail.FetchObject(); //Instantiate (Trail, GunPoint, PointerRotation) as GameObject; TmpTrail.SetActive(true); TmpTrail.GetComponent <TrailFollowScript>().SetThingToFollow(TmpBullet.transform); Material TColor = TmpTrail.GetComponent <TrailRenderer>().material; TColor.SetColor("_Color", ES.GetColor(PCS.GetPlayerNum())); TmpBullet.layer = 17 + PCS.GetPlayerNum(); TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum()); TmpBullet.GetComponentInChildren <HitScript>().SetBulletNumber(BulletNumber); Color CtoChange = ES.GetColor(PCS.GetPlayerNum()); CtoChange.r += .2f; CtoChange.g += .2f; CtoChange.b += .2f; TmpBullet.GetComponentInChildren <SpriteRenderer>().color = CtoChange; }
public void Shoot(Vector3 GunPoint, Quaternion PointerRotation) { if (CanShoot && AS.CheckCanShootPrimary()) { SPS.playShoot(); AS.ConsumePrimaryAmmo(); GameObject TmpBullet = OPProjectile.FetchObject(); //= Instantiate (projectile, GunPoint, PointerRotation) as GameObject; TmpBullet.transform.rotation = PointerRotation; TmpBullet.transform.position = GunPoint; GameObject TmpTrail = OPTrail.FetchObject(); //Instantiate (Trail, GunPoint, PointerRotation) as GameObject; TmpTrail.SetActive(true); TmpBullet.SetActive(true); TmpTrail.GetComponent <TrailFollowScript>().SetThingToFollow(TmpBullet.transform); Material TColor = TmpTrail.GetComponent <TrailRenderer>().material; TColor.SetColor("_Color", ES.GetColor(PCS.GetPlayerNum())); TmpBullet.layer = 17 + PCS.GetPlayerNum(); TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum()); Color CtoChange = ES.GetColor(PCS.GetPlayerNum()); CtoChange.r += .2f; CtoChange.g += .2f; CtoChange.b += .2f; TmpBullet.GetComponentInChildren <SpriteRenderer>().color = CtoChange; TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum()); TmpBullet.GetComponentInChildren <HitScript>().SetBulletNumber(BulletNumber); TmpBullet.GetComponentInChildren <ExplosionScript>().SetBulletNumber(BulletNumber); BulletNumber++; TmpBullet.GetComponentInChildren <ExplosionScript>().SetOwner(PCS.GetPlayerNum()); CanShoot = false; ShotTimer = 0; } }
public void Detonate() { Quaternion PointerRotation = Quaternion.identity; SPS.playExplosion(); for (int i = 0; i < 20; i++) { GameObject TmpBullet = OPProjectile.FetchObject(); //= Instantiate (projectile, transform.position, PointerRotation) as GameObject; TmpBullet.transform.rotation = PointerRotation; TmpBullet.transform.position = transform.position; GameObject TmpTrail = OPTrail.FetchObject(); //Instantiate (Trail, transform.position, PointerRotation) as GameObject; TmpTrail.GetComponent <TrailFollowScript> ().SetThingToFollow(TmpBullet.transform); Material TColor = TmpTrail.GetComponent <TrailRenderer> ().material; TColor.SetColor("_Color", ES.GetColor(PlayerNum)); TmpBullet.layer = 17 + PlayerNum; Color CtoChange = ES.GetColor(PlayerNum); CtoChange.r += .2f; CtoChange.g += .2f; CtoChange.b += .2f; PointerRotation = PointerRotation * Quaternion.Euler(0, 0, 18); //TmpBullet.GetComponent<ProjectileScript>().Speed = pSpeed; TmpBullet.SetActive(true); TmpTrail.SetActive(true); TmpBullet.GetComponentInChildren <HitScript> ().SetOwner(PlayerNum); TmpBullet.GetComponentInChildren <HitScript>().SetBulletNumber(BulletNumber); TmpBullet.GetComponentInChildren <SpriteRenderer> ().color = CtoChange; } gameObject.SetActive(false); }
public void Shoot(Vector3 GunPoint, Quaternion PointerRotation) { if (CanShoot && AS.CheckCanShootPrimary()) { SPS.PlayBoomerang(); AS.ConsumePrimaryAmmoNoReload(); GameObject TmpBullet = OPProjectile.FetchObject(); //= Instantiate (projectile, GunPoint, PointerRotation) as GameObject; TmpBullet.transform.rotation = PointerRotation; TmpBullet.transform.position = GunPoint; TmpBullet.SetActive(true); TmpBullet.GetComponent <ProjectileScript>().setPlayerReturn(transform); Component[] TrailArray; TrailArray = TmpBullet.GetComponentsInChildren <TrailRenderer> (); foreach (TrailRenderer Current in TrailArray) { Material TColor = Current.material; TColor.SetColor("_Color", ES.GetColor(PCS.GetPlayerNum())); } TmpBullet.layer = 17 + PCS.GetPlayerNum(); TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum()); TmpBullet.GetComponentInChildren <HitScript>().SetBulletNumber(BulletNumber); BulletNumber++; Color CtoChange = ES.GetColor(PCS.GetPlayerNum()); CtoChange.r += .2f; CtoChange.g += .2f; CtoChange.b += .2f; TmpBullet.GetComponentInChildren <SpriteRenderer>().color = CtoChange; CanShoot = false; ShotTimer = 0; } }
// Use this for initialization void Start() { RS = GameObject.Find("RespawnObject").GetComponent <RespawnScript>(); Stats = GameObject.Find("TotalStatsHolder").GetComponent <EndGameStatsScript>(); ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); WinText = GameObject.Find("WinTextObj").GetComponent <Text>(); WarBarP1 = GameObject.Find("KillBarP1").GetComponent <Image> (); WarBarP2 = GameObject.Find("KillBarP2").GetComponent <Image> (); WarBarP3 = GameObject.Find("KillBarP3").GetComponent <Image> (); WarBarP4 = GameObject.Find("KillBarP4").GetComponent <Image> (); WarBarP1.color = ES.GetColor(0); WarBarP2.color = ES.GetColor(1); WarBarP3.color = ES.GetColor(2); WarBarP4.color = ES.GetColor(3); WarBarP1.fillAmount = 0; WarBarP2.fillAmount = 0; WarBarP3.fillAmount = 0; WarBarP4.fillAmount = 0; P1Kills = 0; P2Kills = 0; P3Kills = 0; P4Kills = 0; KillsToWin = ES.GetKillNumber(); WinText.text = ""; WinText.enabled = false; // temporary dev tool KillsToWin = 10; }
public void Shoot(Vector3 GunPoint, Quaternion PointerRotation) { if (CanShoot && AS.CheckCanShootPrimary()) { SPS.PlayBoomerang(); AS.ConsumePrimaryAmmo(false); GameObject TmpBullet = OPProjectile.FetchObject(); TmpBullet.transform.position = GunPoint; TmpBullet.transform.rotation = PointerRotation; TmpBullet.SetActive(true); Material TColor = TmpBullet.GetComponentInChildren <TrailRenderer>().material; TmpBullet.layer = 17 + PCS.GetPlayerNum(); TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum()); TmpBullet.GetComponentInChildren <HitScript>().SetBulletNumber(BulletNumber); BulletNumber++; Color CtoChange = ES.GetColor(PCS.GetPlayerNum()); Component[] sprites = TmpBullet.GetComponentsInChildren <SpriteRenderer>(); foreach (SpriteRenderer s in sprites) { s.color = CtoChange; CtoChange.r += .2f; CtoChange.g += .2f; CtoChange.b += .2f; } TColor.SetColor("_Color", CtoChange); CanShoot = false; ShotTimer = 0; } }
//SoundPlayerScript SPS; //bool CanStepSound; //int StepCounter; // Use this for initialization void Start() { //CanStepSound = true; //StepCounter = 0; //SPS = GameObject.Find ("Main Camera").GetComponent<SoundPlayerScript> (); PauseScript = GameObject.Find("PauseMenuComponent").GetComponent <UIPauseMenuScript>(); ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); RB = GetComponent <Rigidbody2D> (); LR = GetComponent <LineRenderer> (); RS = GameObject.Find("RespawnObject").GetComponent <RespawnScript>(); PauseScript.SetPlayer(PlayerNumber, this); AimingCursor.SetActive(false); ReticleRB = AimingCursor.GetComponent <Rigidbody2D> (); AimingCursor.GetComponent <SpriteRenderer> ().color = GetComponent <SpriteRenderer> ().color; Color C = ES.GetColor(PlayerNumber); C.r += .2f; C.g += .2f; C.b += .2f; Color C2 = C; C2.a = .2f; LR.SetColors(C, C2); currentRot = Quaternion.identity; if (BounceReticle) { LR.SetVertexCount(4); } }
public void Shoot(Vector3 GunPoint, Quaternion PointerRotation) { if (CanShoot && AS.CheckCanShootSecondary()) { int Layer = 1 << 9; RaycastHit2D hit = Physics2D.Raycast(transform.position, transform.up, Mathf.Infinity, Layer); if (hit.collider != null && (hit.collider.tag == "Wall" || hit.collider.tag == "MovingWall") && hit.distance < .5f) { SPS.playGrenadeToss(); AS.ConsumeSecondaryAmmo(); GameObject TmpBullet = OPProjectile.FetchObject(); TmpBullet.transform.position = hit.point; Debug.Log(hit.normal); Debug.Log(Mathf.Atan2(hit.normal.x, hit.normal.y) * Mathf.Rad2Deg); TmpBullet.transform.rotation = Quaternion.identity; TmpBullet.transform.rotation = Quaternion.FromToRotation(TmpBullet.transform.up, hit.normal); TmpBullet.SetActive(true); TmpBullet.layer = 17 + PCS.GetPlayerNum(); TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum()); Color CtoChange = ES.GetColor(PCS.GetPlayerNum()); TmpBullet.GetComponentInChildren <SpriteRenderer>().color = CtoChange; TmpBullet.GetComponent <TripMineLineScript>().SetColors(CtoChange); TmpBullet.GetComponentInChildren <ExplosionScript>().SetOwner(PCS.GetPlayerNum()); CanShoot = false; ShotTimer = 0; TmpBullet.transform.parent = hit.collider.transform; } } }
public void Shoot(Vector3 GunPoint, Quaternion PointerRotation) { if (CanShoot && AS.CheckCanShootPrimary()) { Color CtoChange = ES.GetColor(PCS.GetPlayerNum()); CtoChange.r += .025f; CtoChange.g += .025f; CtoChange.b += .025f; AS.ConsumePrimaryAmmo(); GameObject TmpBullet = OPProjectile.FetchObject(); TmpBullet.GetComponent <LazerProjectileScript>().ShootLine(chargeLevel, CtoChange, transform.position, transform.up, PCS.GetPlayerNum(), BulletNumber); //if (chargeLevel > 2){ // diff = new Vector2( hit2.point.x - hit.point.x, hit2.point.y - hit.point.y); // hit3 = Physics2D.Raycast (hit2.point, Vector3.Reflect(diff.normalized, hit2.normal), Mathf.Infinity, Layer); // TmpBullet.GetComponent<LazerProjectileScript>().ShootLine(chargeLevel, CtoChange, transform.position, hit.point, hit2.point, hit3.point); // }else{ // TmpBullet.GetComponent<LazerProjectileScript>().ShootLine(chargeLevel, CtoChange, transform.position, hit.point, hit2.point); // } //TmpBullet.SetActive(true); //TmpBullet.layer = 17 + PCS.GetPlayerNum(); //TmpBullet.GetComponent<HitScript>().BulletDamage = chargeLevel; //TmpBullet.GetComponent<HitScript>().SetBulletNumber(BulletNumber); BulletNumber++; //TmpBullet.GetComponent<HitScript>().SetOwner(PCS.GetPlayerNum()); TmpBullet.GetComponentInChildren <LineRenderer>().SetColors(CtoChange, CtoChange); SPS.PlayLazerShoot(); CanShoot = false; ShotTimer = 0; chargeLevel = 1; chargeAmount = 0; particlesSystem.startColor = ES.GetColor(PCS.GetPlayerNum()); particlesOBJ.transform.localScale = new Vector2(1f, 1f); particlesSystem.emissionRate = 25f; particlesOBJ.SetActive(false); firstPress = true; } }
// checks health numbers for death void HealthCheck(int PlayerNum) { if (health <= 0) { DeathTrans.position = transform.position; DeathPaticles.Emit(25); SPS.playDeath(); Stats.IncrementDeaths(PCS.GetPlayerNum()); CCS.CancelDeathAnimations(); if (PlayerNum != PCS.GetPlayerNum()) { if (RHS.UpdateScore(PlayerNum)) { CCS.PlayDeathAnimations(transform.position, ES.GetColor(PlayerNum), true); } else { CCS.PlayDeathAnimations(transform.position, ES.GetColor(PlayerNum)); } } else { RHS.UpdateScore(PlayerNum, true); Stats.IncrementSuicides(PlayerNum); CCS.PlayDeathAnimations(transform.position, ES.GetColor(PlayerNum)); } Component[] DeathParticlesArray; CorpseObject.transform.position = transform.position; DeathParticlesArray = CorpseObject.GetComponentsInChildren <DeathAnimationScript> (); foreach (DeathAnimationScript Current in DeathParticlesArray) { Current.PlayDeathAnim(PlayerColor); } Component[] arrows = GetComponentsInChildren <WallStickScript>(); foreach (WallStickScript ws in arrows) { ws.transform.parent = null; } Destroy(gameObject); } }
void OnLevelWasLoaded(int level) { if (level == 2) { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); CurrentColor = ES.GetColor(PlayerNum); RedSlider.value = CurrentColor.r; GreenSlider.value = CurrentColor.g; BlueSlider.value = CurrentColor.b; } }
// Use this for initialization void Start() { SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); PCS = GetComponent <PlayerControlScript> (); ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); SpriteColor = GetComponent <SpriteRenderer> (); CurrentColor = ES.GetColor(PCS.GetPlayerNum()); SpriteColor.color = CurrentColor; Stats = GameObject.Find("TotalStatsHolder").GetComponent <EndGameStatsScript>(); }
public void Shoot(Vector3 GunPoint, Quaternion PointerRotation) { if (CanShoot && AS.CheckCanShootSecondary()) { SPS.playGrenadeToss(); AS.ConsumeSecondaryAmmo(); GameObject tmp = Instantiate(projectile, GunPoint, PointerRotation) as GameObject; Material TColor = tmp.GetComponentInChildren <TrailRenderer>().material; TColor.SetColor("_Color", ES.GetColor(PCS.GetPlayerNum())); tmp.layer = 17 + PCS.GetPlayerNum(); tmp.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum()); Color CtoChange = ES.GetColor(PCS.GetPlayerNum()); CtoChange.r += .2f; CtoChange.g += .2f; CtoChange.b += .2f; tmp.GetComponentInChildren <SpriteRenderer>().color = CtoChange; CanShoot = false; ShotTimer = 0; } }
void WinAnimations(int WinPnum) { PMS.disablePlayerControls(); Stats.ShowStats(); //Invoke("RestartMatch", 10f); CanCheck = false; RS.DisableControls(); GameObject tmp; tmp = Instantiate(RandomShooter, new Vector3(8, 4, 0), Quaternion.identity) as GameObject; tmp.GetComponent <ParticleSystem> ().startColor = ES.GetColor(WinPnum); tmp = Instantiate(RandomShooter, new Vector3(8, -4, 0), Quaternion.identity) as GameObject; tmp.GetComponent <ParticleSystem> ().startColor = ES.GetColor(WinPnum); tmp = Instantiate(RandomShooter, new Vector3(-8, 4, 0), Quaternion.identity) as GameObject; tmp.GetComponent <ParticleSystem> ().startColor = ES.GetColor(WinPnum); tmp = Instantiate(RandomShooter, new Vector3(-8, -4, 0), Quaternion.identity) as GameObject; tmp.GetComponent <ParticleSystem> ().startColor = ES.GetColor(WinPnum); tmp = Instantiate(RandomShooter, new Vector3(0, 4, 0), Quaternion.identity) as GameObject; tmp.GetComponent <ParticleSystem> ().startColor = ES.GetColor(WinPnum); tmp = Instantiate(RandomShooter, new Vector3(0, -4, 0), Quaternion.identity) as GameObject; tmp.GetComponent <ParticleSystem> ().startColor = ES.GetColor(WinPnum); for (int i = 0; i < 10; i++) { //WinBackgrounds[i].GetComponent<Image>().color = ES.GetColor(WinPnum); //WinBackgrounds[i].GetComponent<UIAnimationScript>().MakeActive(); } //WinText.enabled = true; }
void releaseCharge() { if (CanShoot && AS.CheckCanShootPrimary()) { // change to sword sound SPS.playShoot(); AS.ConsumePrimaryAmmo(); GameObject TmpBullet = Instantiate(projectile, GunPointPerm, RotationPerm) as GameObject; TmpBullet.transform.parent = transform; Material TColor = TmpBullet.GetComponentInChildren <TrailRenderer>().material; TColor.SetColor("_Color", ES.GetColor(PCS.GetPlayerNum())); TmpBullet.layer = 17 + PCS.GetPlayerNum(); TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum()); Color CtoChange = ES.GetColor(PCS.GetPlayerNum()); CtoChange.r += .2f; CtoChange.g += .2f; CtoChange.b += .2f; TmpBullet.GetComponentInChildren <SpriteRenderer>().color = CtoChange; CanShoot = false; ShotTimer = 0; ChargeAmount = 0; } }
public void Shoot(Vector3 GunPoint, Quaternion PointerRotation) { if (CanShoot && AS.CheckCanShootSecondary()) { SPS.playGrenadeToss(); POutline.SetActive(false); GameObject TMP = OPWall.FetchObject(); TMP.transform.position = GunPoint; TMP.transform.rotation = PointerRotation; TMP.GetComponent <SpriteRenderer>().color = ES.GetColor(PCS.GetPlayerNum()); TMP.SetActive(true); AS.ConsumeSecondaryAmmo(); } }
void StatsDelay() { InputEnabled = true; UIBars.transform.localPosition = new Vector2(0, -2000f); for (int x = 0; x < 4; x++) { Kfield[x].text = kills[x].ToString(); Dfield[x].text = deaths[x].ToString(); Sfield[x].text = shotsFired[x].ToString(); DamageDoneField[x].text = damageDone[x].ToString(); SuicideField[x].text = Suicides[x].ToString(); float Percent; if (shotsFired[x] == 0) { Percent = 0; } else { Percent = (((float)shotsHit[x] / (float)shotsFired[x]) * 100f); if (Percent > 100) { Percent = 100; } Percent = Mathf.Round(Percent); } Afield[x].text = Percent.ToString() + "%"; Color Ctmp = Color.grey; if (ES.GetActivePlayer(x)) { Ctmp = ES.GetColor(x); weaponText[x].text = getWeapon(x); Ctmp.a = .75f; SR[x].color = Ctmp; placementField[x].text = DeterminePlace(x); titleText[x].text = GetRandomLine(); } else { readyImage[x].color = Color.green; Ctmp.a = .75f; SR[x].color = Ctmp; DeterminePlace(x); placementField[x].text = "Non Participant"; } } Invoke("EndMatch", 30f); }
void OnDisable() { if (first) { first = false; } else { Quaternion PointerRotation = Quaternion.identity; SPS.playExplosion(); for (int i = 0; i < 20; i++) { GameObject TmpBullet = OPProjectile.FetchObject(); TmpBullet.transform.rotation = PointerRotation; TmpBullet.transform.position = transform.position; GameObject TmpTrail = OPTrail.FetchObject(); TmpTrail.GetComponent <TrailFollowScript> ().SetThingToFollow(TmpBullet.transform); Material TColor = TmpTrail.GetComponent <TrailRenderer> ().material; TColor.SetColor("_Color", ES.GetColor(PlayerNum)); TmpBullet.layer = 17 + PlayerNum; Color CtoChange = ES.GetColor(PlayerNum); CtoChange.r += .2f; CtoChange.g += .2f; CtoChange.b += .2f; PointerRotation = PointerRotation * Quaternion.Euler(0, 0, 18); TmpBullet.SetActive(true); TmpTrail.SetActive(true); TmpBullet.GetComponentInChildren <HitScript> ().SetOwner(PlayerNum); TmpBullet.GetComponentInChildren <HitScript> ().SetBulletNumber(BulletNumber); TmpBullet.GetComponentInChildren <SpriteRenderer> ().color = CtoChange; } } }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); PCS = GetComponent <PlayerControlScript> (); AS = GetComponent <AmmoScript>(); AS.SetSecondaryMagazineSize(2); PCS.SetSecondaryWeapon(ShootOutline); PCS.SetSecondaryWeaponRelease(Shoot); CanShoot = true; projectile = Resources.Load("ShieldPrefab") as GameObject; POutline = Instantiate(projectile, Vector3.zero, Quaternion.identity) as GameObject; Color CtoChange = ES.GetColor(PCS.GetPlayerNum()); CtoChange.a = .75f; POutline.GetComponent <SpriteRenderer> ().color = CtoChange; POutline.SetActive(false); }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); PCS = GetComponent <PlayerControlScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); OPProjectile = GameObject.Find("ObjectPoolerLazer").GetComponent <ObjectPoolScript> (); particlesOBJ = Resources.Load("ChargeParticleHolder") as GameObject; AS = GetComponent <AmmoScript>(); AS.SetPrimaryMagazineSize(6); AS.SetReloadTime(3f); PCS.SetPrimaryWeapon(Charge); PCS.SetPrimaryWeaponRelease(Shoot); ShotTimer = 0; chargeLevel = 1; ShootFireCooldown = 7; CanShoot = true; particlesOBJ = Instantiate(particlesOBJ, transform.position, transform.rotation) as GameObject; particlesSystem = particlesOBJ.GetComponentInChildren <ParticleSystem> (); particlesSystem.startColor = ES.GetColor(PCS.GetPlayerNum()); particlesOBJ.SetActive(false); }
public void Shoot(Vector3 GunPoint, Quaternion PointerRotation) { if (CanShoot && numOfMines > 2) { for (int x = 0; x < numOfMines; x++) { mines[x].GetComponent <SachelExplosionScript>().Detonate(); } numOfMines = 0; } else if (CanShoot && AS.CheckCanShootPrimary()) { SPS.playGrenadeToss(); AS.ConsumePrimaryAmmo(); GameObject TmpBullet = OPProjectile.FetchObject(); //= Instantiate (projectile, GunPoint, PointerRotation) as GameObject; TmpBullet.transform.rotation = PointerRotation; TmpBullet.transform.position = GunPoint; TmpBullet.SetActive(true); TmpBullet.layer = 17 + PCS.GetPlayerNum(); TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum()); Color CtoChange = ES.GetColor(PCS.GetPlayerNum()); CtoChange.r += .2f; CtoChange.g += .2f; CtoChange.b += .2f; TmpBullet.GetComponentInChildren <SpriteRenderer>().color = CtoChange; TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum()); TmpBullet.GetComponentInChildren <SachelExplosionScript>().SetOwner(PCS.GetPlayerNum()); TmpBullet.GetComponentInChildren <SachelExplosionScript>().SetBulletNumber(BulletNumber); BulletNumber++; CanShoot = false; mines[numOfMines] = TmpBullet; numOfMines++; ShotTimer = 0; } }
public void Shoot(Vector3 GunPoint, Quaternion PointerRotation) { if (CanShoot && AS.CheckCanShootSecondary() && FirstShot) { RaycastHit2D hit = Physics2D.Raycast(GunPoint, transform.up); Vector3 FinalPoint = hit.point; if (hit.point.x < transform.position.x) { FinalPoint.x += .1f; } else { FinalPoint.x -= .1f; } if (hit.point.y < transform.position.y) { FinalPoint.y += .1f; } else { FinalPoint.y -= .1f; } if (hit.collider != null) { SPS.playShoot(); AS.ConsumeSecondaryAmmo(); PrimaryBullet.SetActive(true); PrimaryBullet.transform.position = FinalPoint; PrimaryBullet.GetComponent <Rigidbody2D>().isKinematic = true; Color CtoChange = ES.GetColor(PCS.GetPlayerNum()); CtoChange.r -= .1f; CtoChange.g -= .1f; CtoChange.b -= .1f; PrimaryBullet.GetComponentInChildren <SpriteRenderer>().color = CtoChange; CanShoot = false; FirstShot = false; ShotTimer = 0; } } else if (CanShoot && AS.CheckCanShootSecondary()) { RaycastHit2D hit = Physics2D.Raycast(GunPoint, transform.up); Vector3 FinalPoint = hit.point; if (hit.point.x < transform.position.x) { FinalPoint.x += .1f; } else { FinalPoint.x -= .1f; } if (hit.point.y < transform.position.y) { FinalPoint.y += .1f; } else { FinalPoint.y -= .1f; } if (hit.collider != null) { SPS.playShoot(); AS.ConsumeSecondaryAmmo(); SecondaryBullet.SetActive(true); SecondaryBullet.transform.position = FinalPoint; SecondaryBullet.GetComponent <Rigidbody2D>().isKinematic = true; Color CtoChange = ES.GetColor(PCS.GetPlayerNum()); WPS.ActivateWall(CtoChange); CtoChange.r -= .1f; CtoChange.g -= .1f; CtoChange.b -= .1f; SecondaryBullet.GetComponentInChildren <SpriteRenderer>().color = CtoChange; } } }
void checkReady() { if (NumOfPlayers == NumOfPlayersReady) { int rNum = Random.Range(0, 100), x = 0; bool finding = true; while (finding) { if (rNum > 75 && LockedIn [3]) { if (ES.CheckLevelWins(3) > 0) { ES.ChangeLevelWins(3, -1); } else { x = 3; ES.ChangeLevelWins(3, 1); finding = false; } } else if (rNum > 50 && rNum < 75 && LockedIn [2]) { if (ES.CheckLevelWins(2) > 0) { ES.ChangeLevelWins(2, -1); } else { x = 2; ES.ChangeLevelWins(2, 1); finding = false; } } else if (rNum > 25 && rNum < 50 && LockedIn [1]) { if (ES.CheckLevelWins(1) > 0) { ES.ChangeLevelWins(1, -1); } else { x = 1; ES.ChangeLevelWins(1, 1); finding = false; } } else if (rNum > 0 && rNum < 25 && LockedIn [0]) { if (ES.CheckLevelWins(0) > 0) { ES.ChangeLevelWins(0, -1); } else { x = 0; ES.ChangeLevelWins(0, 1); finding = false; } } rNum = Random.Range(0, 100); } LevelToLoad = PlayerVote[x] + 4; AnimObjs [PlayerVote[x]].SetActive(true); Component[] PickedStageParts; PickedStageParts = AnimObjs[PlayerVote[x]].GetComponentsInChildren <Image> (); foreach (Image UIAnim in PickedStageParts) { UIAnim.color = ES.GetColor(x); } StartCoroutine(LevelTransitionAnimation()); Invoke("TransitionSound", .5f); Invoke("StartNextLevel", 3f); } }
void OnEnable() { PS.startColor = ES.GetColor(PNum); }
// Use this for initialization void Awake() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); GetComponent <Image> ().color = ES.GetColor(PNum); }
IEnumerator RespawnSub(int PlayerNum) { yield return(new WaitForSeconds(.1f)); Vector3 SpawnLocation = FindSpawn(PlayerNum); yield return(new WaitForSeconds(Delay)); int PrimaryWeapon, SecondaryWeapon; GameObject tmp; tmp = Instantiate(Character, SpawnLocation, Quaternion.identity) as GameObject; tmp = tmp.GetComponent <ChildReferenceScript> ().getObj(); tmp.GetComponent <SpriteRenderer> ().color = ES.GetColor(PlayerNum); PrimaryWeapon = ES.GetPrimary(PlayerNum); SecondaryWeapon = ES.GetSecondary(PlayerNum); tmp.GetComponent <PlayerControlScript> ().SetController(SpawnWithNoControls, PlayerNum); // set primary weapon if (PrimaryWeapon == 0) { tmp.AddComponent <AssultRifeScript> (); } else if (PrimaryWeapon == 1) { tmp.AddComponent <ShotgunScript> (); } else if (PrimaryWeapon == 2) { tmp.AddComponent <SniperProjectileScript> (); } else if (PrimaryWeapon == 3) { tmp.AddComponent <GrenadeLauncherScript> (); } else if (PrimaryWeapon == 4) { tmp.AddComponent <RngGunScript> (); } else if (PrimaryWeapon == 5) { tmp.AddComponent <BoomerangGunScript> (); } else if (PrimaryWeapon == 6) { tmp.AddComponent <LazerSniperScript> (); } else if (PrimaryWeapon == 7) { tmp.AddComponent <FireBowScript> (); } // set secondary weapon if (SecondaryWeapon == 0) { tmp.AddComponent <GrenadeScript> (); } else if (SecondaryWeapon == 1) { tmp.AddComponent <InterceptorScript> (); } else if (SecondaryWeapon == 2) { tmp.AddComponent <WallGunRevisedScript> (); } else if (SecondaryWeapon == 3) { tmp.AddComponent <SmokeBombScript> (); } else if (SecondaryWeapon == 4) { tmp.AddComponent <ShieldScript> (); } else if (SecondaryWeapon == 5) { tmp.AddComponent <TripMineScript> (); } yield return(new WaitForSeconds(Delay / 2)); }