public void SetWinner(GameManager.Players to, int countXwins, int countOwins) { if (to == GameManager.Players.None) { winner.text = "Winner: Draw"; } else { winner.text = "Winner: " + to.ToString(); } // Set counter countXWins.text = "X: " + countXwins + " wins"; countOWins.text = "O: " + countOwins + " wins"; }
public void Set(GameManager.Players to) { currentValue = to; switch (currentValue) { default: case GameManager.Players.None: renderer.material = materialBase; break; case GameManager.Players.X: renderer.material = materialX; break; case GameManager.Players.O: renderer.material = materialO; break; } }
public string PlayerAxisName(GameManager.Players players) { if (players == GameManager.Players.PLAYER_ONE) { return("P1"); } else if (players == GameManager.Players.PLAYER_TWO) { return("P2"); } else if (players == GameManager.Players.PLAYER_THREE) { return("P3"); } else if (players == GameManager.Players.PLAYER_FOUR) { return("P4"); } return(string.Empty); }
public bool GetJoystickSubmit(GameManager.Players players) { if (players == GameManager.Players.PLAYER_ONE) { return(Input.GetKeyDown(KeyCode.Joystick1Button5)); } else if (players == GameManager.Players.PLAYER_TWO) { return(Input.GetKeyDown(KeyCode.Joystick2Button5)); } else if (players == GameManager.Players.PLAYER_THREE) { return(Input.GetKeyDown(KeyCode.Joystick1Button4)); } else if (players == GameManager.Players.PLAYER_FOUR) { return(Input.GetKeyDown(KeyCode.Joystick2Button5)); } return(false); }
public void PressOnPosition(int row, int column, GameManager.Players player) { //Debug.Log( string.Format( "We pressed on the position ({0},{1})", row, column ) ); // Calculate the position Vector3 position = grid[row, column].transform.localPosition * rotationForce; //Debug.Log( string.Format( "Original position ({0},{1},{2})", position.x, position.y, position.z ) ); // For some reason I have to "rotate" the X and Y axis for it to properly align with the model Vector3 correctedPosition = Quaternion.Euler(0, 90, 0) * position; // Debug.Log( string.Format( "Corrected position ({0},{1},{2})", correctedPosition.x, correctedPosition.y, correctedPosition.z ) ); // Apply the torque model.AddTorque(correctedPosition); // Set grid place grid[row, column].Set(player); // Play effects PlaySoundExplosion(); grid[row, column].PlayEffects(); tweenShake.Play(); // I-ll save this snippet for special considerations //switch (row) //{ // default: // case 1: // if (column == 1) // { // } // break; // case 2: // break; // case 3: // break; //} }
public IEnumerator SetWeapon(Pl_WeaponData.Weapons weapon) { Pl_WeaponData.Weapons oldWeapon = curWeapon; Pl_WeaponData wpn = Pl_WeaponData.WeaponList[(int)weapon]; if (Player.instance != null) { if (Player.instance.bodyColorDark && Player.instance.bodyColorDark.GetComponent <Misc_CopySprite>() != null) { cοpy_dark.spritePath = Player.instance.bodyColorDark.GetComponent <Misc_CopySprite>().spritePath; } if (Player.instance.bodyColorLight && Player.instance.bodyColorLight.GetComponent <Misc_CopySprite>() != null) { cοpy_light.spritePath = Player.instance.bodyColorLight.GetComponent <Misc_CopySprite>().spritePath; } if (Player.instance.bodyColorOutline && Player.instance.bodyColorOutline.GetComponent <Misc_CopySprite>() != null) { cοpy_outline.spritePath = Player.instance.bodyColorOutline.GetComponent <Misc_CopySprite>().spritePath; } cοpy_solids.spritePath = GameManager.GetPlayerSpritePath(Player.instance.curPlayer); cοpy_solids.spritePath = cοpy_solids.spritePath.Substring(0, cοpy_solids.spritePath.Length - 4) + "Blank"; if (wpn != null) { defaultColors = wpn.baseColors; if (defaultColors.colorDark.a == 0) { spr_dark.color = Player.instance.defaultColors.colorDark; } else { spr_dark.color = defaultColors.colorDark; } if (defaultColors.colorLight.a == 0) { spr_light.color = Player.instance.defaultColors.colorLight; } else { spr_light.color = defaultColors.colorLight; } if (defaultColors.colorOutline.a == 0) { spr_outline.color = Player.instance.defaultColors.colorOutline; spr_solids.color = Player.instance.defaultColors.colorOutline; } else { spr_outline.color = defaultColors.colorOutline; spr_solids.color = defaultColors.colorOutline; } ChangeColors(new Pl_WeaponData.WeaponColors(spr_light.color, spr_dark.color, spr_outline.color)); defaultColors = new Pl_WeaponData.WeaponColors(spr_light.color, spr_dark.color, spr_outline.color); } else { spr_dark.color = Player.instance.defaultColors.colorDark; spr_light.color = Player.instance.defaultColors.colorLight; spr_outline.color = Player.instance.defaultColors.colorOutline; spr_solids.color = Player.instance.defaultColors.colorOutline; defaultColors = new Pl_WeaponData.WeaponColors(spr_light.color, spr_dark.color, spr_outline.color); } cοpy_dark.Reload(); cοpy_light.Reload(); cοpy_outline.Reload(); cοpy_solids.Reload(); curPlayer = Player.instance.curPlayer; curWeapon = weapon; } else { cοpy_solids.spritePath = GameManager.GetPlayerSpritePath(GameManager.Players.MegaMan); cοpy_solids.spritePath = cοpy_solids.spritePath.Substring(0, cοpy_solids.spritePath.Length - 4) + "Blank"; cοpy_solids.Reload(); curWeapon = weapon; } if (curWeapon != oldWeapon) { charge = 0.0f; } yield return(new WaitForSeconds(0.125f)); }
public PlayerData(GameManager.Players _player) { player = _player; sprite = GameManager.GetPlayerMenuSprite(_player); }
public IEnumerator Behavior() { while (true) { anim.Play("Stand"); yield return(null); GameManager.Players curPlayer = GameManager.Players.MegaMan; if (Player.instance != null) { curPlayer = Player.instance.curPlayer; } int diceRoll = Random.Range(0, 8); switch (diceRoll) { // Thunder A case 0: if (curPlayer == GameManager.Players.MegaManJet) { break; } yield return(JumpToCenter()); yield return(FixedThunder()); anim.Play("Stand"); yield return(new WaitForSeconds(0.5f)); break; // Ground swipe case 1: if (curPlayer != GameManager.Players.MegaManJet && curPlayer != GameManager.Players.Bass) { break; } yield return(JetSliders(curPlayer == GameManager.Players.MegaManJet ? 2 : 1)); break; // Big Heart case 2: yield return(Earthquake()); yield return(HeartShot()); yield return(Jump(true, 0)); yield return(JumpToCenter()); while (!isGrounded) { yield return(null); } yield return(Jump(true, 0)); break; case 3: yield return(SlidersHor(2)); break; case 4: yield return(SlidersVer(2)); break; case 5: yield return(Shoot_MegaBuster(3)); break; case 6: yield return(ChasePlayer(3f)); break; case 7: yield return(Rollnado(10)); yield return(Dash()); anim.Play("Jump"); yield return(Earthquake()); break; } } }
public void GameEnd(GameManager.Players winner) { ChangeScene(Structs.GameScene.GameEnd); }
public float GetJoystickVerticalFromPlayer(GameManager.Players players) { return(Input.GetAxis("Vertical" + PlayerAxisName(players))); }