// Start is called before the first frame update void Start() { playerMovement = GetComponent <PlayerMovement>(); playerAttacking = GetComponent <PlayerAttacking>(); mouseMovement = GetComponentInChildren <MouseMovement>(); powersHotkey = GetComponent <PowersHotkey>(); }
private void init() { wrap = GetComponent <ScreenWrap>(); if (!wrap) { wrap = gameObject.AddComponent <ScreenWrap>(); } move = GetComponent <ForwardMovement>(); if (!move) { move = gameObject.AddComponent <ForwardMovement>(); } move.Speed = speed; rotate = GetComponent <Rotator>(); if (!rotate) { rotate = gameObject.AddComponent <Rotator>(); } rotate.deltaAngle = angleSpeed; mouse = GetComponent <MouseMovement>(); if (!mouse) { mouse = gameObject.AddComponent <MouseMovement>(); } sound = GetComponent <AudioSource>(); flames = GetComponentInChildren <SpriteAnimator>(); }
public override void OnLobbyServerSceneLoadedForPlayer(NetworkManager manager, GameObject lobbyPlayer, GameObject gamePlayer) { LobbyPlayer lobby = lobbyPlayer.GetComponent <LobbyPlayer>(); MouseMovement localPlayer = gamePlayer.GetComponent <MouseMovement> (); localPlayer.mi_color = lobby.playerColor; }
/// <summary> /// Catch the mouse movement event, save it in the buffer and forward the event in /// case a client registered for it. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private static async void MouseListener_MouseMoveExt(object sender, MouseEventExtArgs e) { await Task.Run(() => { MouseMovementBuffer.Enqueue(new MouseMovementSnapshot(e)); MouseMovement?.Invoke(new MouseMovementSnapshot(e)); }); }
void Awake() { Debug.Assert(activeContext != null); mousePointer = GetComponent <MousePointer>(); Debug.Assert(mousePointer != null); mouseMovement = GetComponent <MouseMovement>(); Debug.Assert(mouseMovement != null); }
protected void Start() { Held = false; thePlayer = GameObject.FindGameObjectWithTag("Player"); mouse = thePlayer.GetComponent <MouseMovement>(); spr = GetComponent <SpriteRenderer>(); oldColor = spr.color; enter = true; originalAmmo = Ammo; }
private void Awake() { _dropdown = FindObjectOfType <Dropdown>(); mouseMovement = FindObjectOfType <MouseMovement>(); if (_dropdown == null || mouseMovement == null) { Debug.LogError("Not found DropDown or MouseMovement elements."); Destroy(this); } _dropdown.onValueChanged.AddListener(onValueChanged); }
void Start() { health = GetComponent <PlayerHealth>(); anim = GetComponent <Animator>(); movement = GetComponent <PlayerMovement>(); rb = GetComponent <Rigidbody2D>(); mouse = GetComponent <MouseMovement>(); chargeRing = transform.Find("charge_ring"); chargeRing.GetComponent <SpriteRenderer>().color = new Color(0, 0, 0, 0); origChargeScale = chargeRing.localScale; }
public Canvas() { InitializeComponent(); highlightedInstance = new InstanceInformationFacade(this); mouseMovement = new MouseMovement(this); Initialize3DModel(); HookupEventHandlers(); DataContext = App.ViewModel; AutoloadLastProject(); }
void Start() { coroutineSpeed = speedIncrease(); StartCoroutine(coroutineSpeed); coroutineScore = scoreIncrease(); StartCoroutine(coroutineScore); playerFuelScript = GameObject.Find("Player").GetComponent <PlayerFuel>(); mouseMovementScript = GameObject.Find("GameManager").GetComponent <MouseMovement>(); player = GameObject.Find("Player"); }
void Start() { //Finding the checkpoints checkpoint = GameObject.FindGameObjectsWithTag("Checkpoint"); //Sorting gameobjects by name Array.Sort(checkpoint, CompareObNames); //playerMovement = PlayerMovement.Instance; //startTouchSpeed = playerMovement.TouchSpeed; //startForwardSpeed = playerMovement.ForwardSpeed; mouseMovement = MouseMovement.Instance; startMouseSpeed = mouseMovement.MouseSpeed; startForwardSpeed = mouseMovement.ForwardSpeed; }
private static void InitEngine() { Controller controller = new Controller(UserIndex.One); ControllerGamepad controllerGamepad = new ControllerGamepad(controller); ControllerState controllerState = new ControllerState(); MouseMovement mouseMovement = new MouseMovement(); while (controllerGamepad.IsConnected(controller)) { controllerGamepad.Update(controllerState); Thread.Sleep(10); mouseMovement.MoveCursor(controllerState.rightThumb); }//data structure }
public void Setup() { m_Movement = m_Instance.GetComponent <MouseMovement>(); m_Movement.m_PlayerNumber = m_PlayerNumber; MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer>(); for (int i = 0; i < renderers.Length; i++) { // ... set their material color to the color specific to this tank. renderers[i].material.color = m_PlayerColor; } }
//private SelectorScript SelectionSprite; //public static bool CameraChanged = false; /* Properties */ /* Start & Update */ void Start() { mainGUI = this.GetComponent<GUIScript>(); MouseMove = this.gameObject.AddComponent<MouseMovement>(); UpdateManager.OnUpdate += DoUpdate; // Get SelectionRectangle /*foreach (GameObject rectangle in GameObject.FindGameObjectsWithTag("Rectangles")) { if (rectangle.gameObject.name == "SelectionRectangle") { SelectionSprite = rectangle.GetComponent<SelectorScript>(); break; } }*/ }
public void MouseMove(int dx, int dy) { // Calculate number of steps in x and y to be decremented every call to PollMouseBits MouseMovement nextMove = new MouseMovement(Math.Abs(dx), Math.Abs(dy), Math.Sign(dx), Math.Sign(dy)); _lock.EnterWriteLock(); _moves.Enqueue(nextMove); if (ScriptManager.IsRecording) { ScriptManager.Recorder.MouseMoveRelative(dx, dy); } _lock.ExitWriteLock(); }
// Start is called before the first frame update public override void Start() { base.Start(); mouseMovement = GetComponent <MouseMovement>(); // Set the position of the sprite into the center of the tile // incase its alittle off center Vector2Int currentTilePos = MapManager.Instance.GetWorldToTilePos(transform.position); Vector2 tilePosition2D = MapManager.Instance.GetTileToWorldPos(currentTilePos); // set the position transform.position = tilePosition2D; StartCoroutine("CheckForObjectsInRange"); StartCoroutine("CheckForObjectsInView"); }
//private SelectorScript SelectionSprite; //public static bool CameraChanged = false; /* Properties */ /* Start & Update */ void Start() { mainGUI = this.GetComponent <GUIScript>(); MouseMove = this.gameObject.AddComponent <MouseMovement>(); UpdateManager.OnUpdate += DoUpdate; // Get SelectionRectangle /*foreach (GameObject rectangle in GameObject.FindGameObjectsWithTag("Rectangles")) * { * if (rectangle.gameObject.name == "SelectionRectangle") * { * SelectionSprite = rectangle.GetComponent<SelectorScript>(); * break; * } * }*/ }
// Start is called before the first frame update void Start() { kittenDetection = GetComponent <KittenDetection>(); m_rigidBody = GetComponent <Rigidbody2D>(); if (kittenDetection.ratObject != null) { mouseMovement = kittenDetection.ratObject.GetComponent <MouseMovement>(); } startingPos = MapManager.Instance.GetWorldToTilePos(transform.position); ListOfTilesTravelled.Add(startingPos); Vector2 startingDir = Vector2.zero; switch (kittenDetection.startingDir) { case Detection.DIRECTIONS.UP: startingDir = new Vector2(0, 1); break; case Detection.DIRECTIONS.DOWN: startingDir = new Vector2(0, -1); break; case Detection.DIRECTIONS.LEFT: startingDir = new Vector2(-1, 0); break; case Detection.DIRECTIONS.RIGHT: startingDir = new Vector2(1, 0); break; } UpdateAnimation(false, startingDir); }
void Start() { mouseMovementScript = this.GetComponent<MouseMovement>(); boardManagerScript = FindObjectOfType<BoardManager>(); scoreManagerScript = FindObjectOfType<ScoreManager>(); playerManagerScript = FindObjectOfType<PlayerManager>(); tileList = boardManagerScript.tiles; this.renderer.material.color = Color.black; myTransform = this.transform; myTransform.rotation = Quaternion.Euler(0, 0, 300); // Starting rotation. }
public void StartIRCProcessing() { var GameCore = THS.Windows.THS.GameCore; CommandChat cmd; while (!_stop) { while (Queue.IsEmpty || GameCore == null || GameCore.Game == null) { Thread.Sleep(100); } Queue.TryDequeue(out cmd); if (!GameCore.Running || !GameCore.Game.User.IsPlaying) { if (cmd.Type.Equals(PlayType.Queue)) { MouseMovement.Requeue(int.Parse(cmd.Other)); while (!GameCore.Running) { Thread.Sleep(200); } } continue; } HSApp.HSCard name, target; switch (cmd.Type) { case PlayType.Play: if (GameCore.Game.User.GetHandCard(cmd.Name, cmd.NamePos) == null) { IO.LogDebug("FAIL " + cmd.ToString(), IO.DebugFile.Input); continue; } if (cmd.Target == null) { MouseMovement.PlayCard(GameCore.Game.User.Hand.Count, GameCore.Game.User.GetHandCard(cmd.Name, cmd.NamePos).ZonePos - 1); } else { name = GameCore.Game.User.GetHandCard(cmd.Name, cmd.NamePos); var _namepos = name.ZonePos - 1; if (cmd.TargetUser.Equals('e') || cmd.TargetUser.Equals('\0')) { if ((target = GameCore.Game.Opponent.GetPlayCard(cmd.Target, cmd.NamePos)) != null) { MouseMovement.PlayCardOn(GameCore.Game.User.Hand.Count, _namepos, true, GameCore.Game.GetOpponentMinions().Count, target.ZonePos - 1); } else if (GameCore.Game.Opponent.EqualsHeroName(cmd.Target)) { MouseMovement.PlayCardOn(0, 0, true, 0, 0, true); } } else if (cmd.TargetUser.Equals('m') || cmd.TargetUser.Equals('\0')) { if ((target = GameCore.Game.User.GetPlayCard(cmd.Target, cmd.NamePos)) != null) { MouseMovement.PlayCardOn(GameCore.Game.User.Hand.Count, _namepos, false, GameCore.Game.GetUserMinions().Count, target.ZonePos - 1); } else if (GameCore.Game.User.EqualsHeroName(cmd.Target)) { MouseMovement.PlayCardOn(0, 0, false, 0, 0, true); } } } break; case PlayType.HeroPower: if (GameCore.Game.User.Mana >= 2 && !GameCore.Game.User.HeroPower.Exhausted) { if (cmd.Target == null) { MouseMovement.HeroPower(); } else { if (cmd.TargetUser.Equals('e') || cmd.TargetUser.Equals('\0')) { if ((target = GameCore.Game.Opponent.GetPlayCard(cmd.Target, cmd.TargetPos)) != null) { MouseMovement.HeroPower(GameCore.Game.GetOpponentMinions().Count, target.ZonePos - 1, true); } else if (GameCore.Game.Opponent.EqualsHeroName(cmd.Target)) { MouseMovement.HeroPower(true); } } else if (cmd.TargetUser.Equals('m') || cmd.TargetUser.Equals('\0')) { if ((target = GameCore.Game.User.GetPlayCard(cmd.Target, cmd.TargetPos)) != null) { MouseMovement.HeroPower(GameCore.Game.GetUserMinions().Count, target.ZonePos - 1, false); } else if (GameCore.Game.User.EqualsHeroName(cmd.Target)) { MouseMovement.HeroPower(false); } } } } break; case PlayType.Attack: if (GameCore.Game.User.GetPlayCard(cmd.Name, cmd.NamePos) == null && !GameCore.Game.User.EqualsHeroName(cmd.Name)) { IO.LogDebug("FAIL " + cmd.ToString(), IO.DebugFile.Input); continue; } if (GameCore.Game.Opponent.GetPlayCard(cmd.Target, cmd.NamePos) == null && !GameCore.Game.Opponent.EqualsHeroName(cmd.Target)) { IO.LogDebug("FAIL " + cmd.ToString(), IO.DebugFile.Input); continue; } if ((name = GameCore.Game.User.GetPlayCard(cmd.Name, cmd.NamePos)) != null) { if ((target = GameCore.Game.Opponent.GetPlayCard(cmd.Target, cmd.NamePos)) != null) { MouseMovement.AttackCard(GameCore.Game.GetUserMinions().Count, name.ZonePos - 1, GameCore.Game.GetOpponentMinions().Count, target.ZonePos - 1); } else if (GameCore.Game.Opponent.EqualsHeroName(cmd.Target)) { MouseMovement.AttackCard(GameCore.Game.GetUserMinions().Count, name.ZonePos - 1, 0, 0, true); } } else if ((name = GameCore.Game.User.Hero).Name.ToLower().Equals(cmd.Name) || GameCore.Game.User.EqualsHeroName(cmd.Name)) { if ((target = GameCore.Game.Opponent.GetPlayCard(cmd.Target, cmd.NamePos)) != null) { MouseMovement.AttackHero(GameCore.Game.GetOpponentMinions().Count, target.ZonePos - 1); } else if (GameCore.Game.Opponent.EqualsHeroName(cmd.Target)) { MouseMovement.AttackHero(0, 0, true); } } break; case PlayType.Incorrect: IO.LogDebug(cmd.ToString()); break; case PlayType.Mulligan: char[] mull = cmd.Other.ToCharArray(); if (mull.Length == 3) { MouseMovement.Mulligan(mull[0].Equals('0') ? 0 : 1, mull[1].Equals('0') ? 0 : 1, mull[2].Equals('0') ? 0 : 1); } else { MouseMovement.MulliganCoin(mull[0].Equals('0') ? 0 : 1, mull[1].Equals('0') ? 0 : 1, mull[2].Equals('0') ? 0 : 1, mull[3].Equals('0') ? 0 : 1); } break; case PlayType.Discover: MouseMovement.Discover(int.Parse(cmd.Other)); break; case PlayType.Choose: MouseMovement.ChooseOne(int.Parse(cmd.Other)); break; case PlayType.Queue: break; case PlayType.Emote: if (cmd.Other.Equals("greetings")) { MouseMovement.Emote(HSPoints.EmoteGreetings); } else if (cmd.Other.Equals("wellplayed")) { MouseMovement.Emote(HSPoints.EmoteWellPlayed); } else if (cmd.Other.Equals("thanks")) { MouseMovement.Emote(HSPoints.EmoteThanks); } else if (cmd.Other.Equals("wow")) { MouseMovement.Emote(HSPoints.EmoteWow); } else if (cmd.Other.Equals("oops")) { MouseMovement.Emote(HSPoints.EmoteOops); } else if (cmd.Other.Equals("threaten")) { MouseMovement.Emote(HSPoints.EmoteThreaten); } break; case PlayType.Concede: MouseMovement.Concede(); break; case PlayType.EndTurn: MouseMovement.EndTurn(); break; case PlayType.SeeDeck: MouseMovement.SeeDeck(); break; case PlayType.Other: break; default: break; } } }
// Update is called once per frame void FixedUpdate() { if (m_Stop) { return; } // theres some issues with restarting // where this ends up being null if (mouseMovement == null) { mouseMovement = kittenDetection.ratObject.GetComponent <MouseMovement>(); } // if the cat is currently chasing if (kittenDetection.characterState == Detection.STATE.CHASING || kittenDetection.characterState == Detection.STATE.TIRED) { //Vector2 distanceVector = (Vector2)transform.position - startingPos; //float distanceFromStarting = distanceVector.magnitude; // Only check if it can get tired while chasing // this is so that it wont repeatedly check to see if its tired if (kittenDetection.characterState == Detection.STATE.CHASING) { // Check rat movement // If the target's tile position isn't a zero vector // it means it has a path if (mouseMovement.targetTilePosition != Vector2.zero) { Vector2Int tileToAdd = mouseMovement.targetTilePosition; //// if it doesnt contain the target tile position if (ListOfRatTiles.Contains(tileToAdd) == false) { // add it to the list ListOfRatTiles.Add(tileToAdd); Debug.Log("Added rat tile in movement" + tileToAdd); } } if (currentIndex > maxTravelDistance) { // if the mouse is tired // clear the list of tiles because it doesnt need to chase anymore ListOfRatTiles.Clear(); currentRatIndex = 0; // To clear target object and reset character state kittenDetection.StopMovement(); kittenDetection.characterState = Detection.STATE.TIRED; StopMovement(); UpdateAnimation(false); return; } } Vector3 nextPos = transform.position + directionVector * moveSpeed * Time.fixedDeltaTime; if (targetTilePosition != Vector2.zero) { // If it is moving along the X Axis if (movingDir == Detection.DIRECTIONS.LEFT) { float targetXPos = MapManager.Instance.GetTileToWorldPos(targetTilePosition).x; //Debug.Log("kitten target tile position" + targetTilePosition); //Debug.Log("kitten position" + transform.position); if (nextPos.x <= targetXPos) { // it reached the tile targetReached = true; } } else if (movingDir == Detection.DIRECTIONS.RIGHT) { float targetXPos = MapManager.Instance.GetTileToWorldPos(targetTilePosition).x; if (nextPos.x >= targetXPos) { // it reached the tile targetReached = true; } } else if (movingDir == Detection.DIRECTIONS.UP) { float targetYPos = MapManager.Instance.GetTileToWorldPos(targetTilePosition).y; if (transform.position.y >= targetYPos) { targetReached = true; } } else if (movingDir == Detection.DIRECTIONS.DOWN) { float targetYPos = MapManager.Instance.GetTileToWorldPos(targetTilePosition).y; if (transform.position.y <= targetYPos) { targetReached = true; } } else if (movingDir == Detection.DIRECTIONS.NONE) { // it shouldn't reach here lol targetTilePosition = Vector2Int.zero; } if (targetReached == true) { // it reached the tile //transform.position = MapManager.Instance.GetTileToWorldPos(targetTilePosition); m_rigidBody.MovePosition(MapManager.Instance.GetTileToWorldPos(targetTilePosition)); StopMovement(); return; } } // if there is no target tile yet // find the target tile if (targetTilePosition == Vector2.zero) { // If the kitten is tired // move based on the list of tiles instead of a target object if (kittenDetection.characterState == Detection.STATE.TIRED) { // im gonna need to change this later probably if (currentIndex <= 0) { transform.position = MapManager.Instance.GetTileToWorldPos(startingPos); UpdateAnimation(false); kittenDetection.characterState = Detection.STATE.IDLE; //Clear the list ListOfTilesTravelled.Clear(); // add the starting position ListOfTilesTravelled.Add(startingPos); // reset the index //currentIndex = 1; StopMovement(); return; } // set the target to the last position on the list targetTilePosition = ListOfTilesTravelled[currentIndex - 1]; Vector2Int Vec2Direction = (targetTilePosition - MapManager.Instance.GetWorldToTilePos(transform.position)); directionVector = new Vector3(Vec2Direction.x, Vec2Direction.y, 0); UpdateAnimation(true); currentIndex--; // Get the direction to the next tile movingDir = kittenDetection.GetTargetDirection(targetTilePosition); // Set the viewing direction to be the same as the kitten's moving dir kittenDetection.SetViewDirection(movingDir); } else { // if there are tiles to follow if (ListOfRatTiles.Count > 0) { if (currentRatIndex < ListOfRatTiles.Count) { // set the target tiles targetTilePosition = ListOfRatTiles[currentRatIndex]; Vector2Int Vec2Direction = (targetTilePosition - MapManager.Instance.GetWorldToTilePos(transform.position)); directionVector = new Vector3(Vec2Direction.x, Vec2Direction.y, 0); directionVector.Normalize(); UpdateAnimation(true); // increment the rat index to keep track currentRatIndex++; // Add it to the list of travelled tiles ListOfTilesTravelled.Add(targetTilePosition); // increment the curent index also currentIndex++; // Get the moving direction movingDir = kittenDetection.GetTargetDirection(targetTilePosition); kittenDetection.SetViewDirection(movingDir); } } else { // if it is not in its starting pos if (MapManager.Instance.GetWorldToTilePos(transform.position) != startingPos) { kittenDetection.characterState = Detection.STATE.TIRED; } } ////Get the moving Direction //if (GetMovingDirection()) //{ // targetTilePosition = GetNextTile(); // directionVector = (targetTilePosition - (Vector2)transform.position).normalized; // UpdateAnimation(true); // // For checking if the kitten is tired // // Store the tiles it traversed in a list // ListOfTilesTravelled.Add(targetTilePosition); // // Increment the index everytime it changes // currentIndex++; //} } } if (targetTilePosition != Vector2.zero) { PlayWalkingSound(); } m_rigidBody.MovePosition(transform.position + directionVector * moveSpeed * Time.fixedDeltaTime); } }
private void Start() { playerMover = GetComponent <MouseMovement>(); }
public GameObject ultimateSPObject; // Represents the Ultimate Skill Points Object // initialize the GUI skills based on the character class void Start() { SkillSlot1 = GameObject.Find("skillSlotOne"); SkillSlot2 = GameObject.Find("skillSlotTwo"); SkillSlot3 = GameObject.Find("skillSlotThree"); SkillSlot4 = GameObject.Find("skillSlotFour"); GameObject content = transform.GetChild(0).gameObject; /* Initialises and retrieves the Skill Point Display Objects */ regularSPObject = GameObject.Find("RegularSkillPoints"); ultimateSPObject = GameObject.Find("UltimateSkillPoints"); /* Initialises and retrieves the Character Classes and associated behaviours */ if (GameObject.Find("TeamSelectionOBJ").GetComponent <teamselectiondata>().playertype == 0) { catCharObject = GameObject.Find("Cat(Clone)"); // Retrieves the Hunter Class Object catChar = catCharObject.GetComponent <CatMovement>(); // Retrieves the Hunter Class behaviours } else { mouseCharObject = GameObject.Find("Mouse(Clone)"); mouseChar = mouseCharObject.GetComponent <MouseMovement>(); } // if hunter if (GameObject.Find("TeamSelectionOBJ").GetComponent <teamselectiondata>().playertype == 0) { content.transform.GetChild(1).transform.GetChild(0).GetComponent <SkillButton>().SetName("Hunter/HeightenedSensesIcon"); content.transform.GetChild(1).transform.GetChild(1).GetComponent <Text>().text = "Heightened Senses - An alert will show when nearby an Explorer. Passive ability."; content.transform.GetChild(2).transform.GetChild(0).GetComponent <SkillButton>().SetName("Hunter/LieInWaitIcon"); content.transform.GetChild(2).transform.GetChild(1).GetComponent <Text>().text = "Lie in Wait - After 3 seconds of not moving or using any abilities, become invisible until your next combat action or ability use. Passive ability."; content.transform.GetChild(3).transform.GetChild(0).GetComponent <SkillButton>().SetName("Hunter/FocusIcon"); content.transform.GetChild(3).transform.GetChild(1).GetComponent <Text>().text = "Focus - After 10 seconds of not attacking, your next attack deals 200% damage. Passive ability."; content.transform.GetChild(5).transform.GetChild(0).GetComponent <SkillButton>().SetName("Hunter/LeapIcon"); content.transform.GetChild(5).transform.GetChild(1).GetComponent <Text>().text = "Leap - A powerful jump that carries you much farther than a normal jump. 5 second cooldown."; content.transform.GetChild(6).transform.GetChild(0).GetComponent <SkillButton>().SetName("Hunter/RecoupIcon"); content.transform.GetChild(6).transform.GetChild(1).GetComponent <Text>().text = "Recoup - Restore 75 health over 10 seconds. 45 second cooldown."; content.transform.GetChild(7).transform.GetChild(0).GetComponent <SkillButton>().SetName("Hunter/StalkerIcon"); content.transform.GetChild(7).transform.GetChild(1).GetComponent <Text>().text = "Stalker - Become invisible and lower the volume of your footsteps for 5 seconds. 20 second cooldown."; content.transform.GetChild(9).transform.GetChild(0).GetComponent <SkillButton>().SetName("Hunter/BashIcon"); content.transform.GetChild(9).transform.GetChild(1).GetComponent <Text>().text = "Bash - Perform a heavy attack a short range in front of you, dealing damage and stunning the target for 3 seconds. 20 second cooldown."; content.transform.GetChild(10).transform.GetChild(0).GetComponent <SkillButton>().SetName("Hunter/LassoIcon"); content.transform.GetChild(10).transform.GetChild(1).GetComponent <Text>().text = "Lasso - Throw out a rope that pulls the first enemy hit to you. 15 second cooldown."; content.transform.GetChild(11).transform.GetChild(0).GetComponent <SkillButton>().SetName("Hunter/TrapIcon"); content.transform.GetChild(11).transform.GetChild(1).GetComponent <Text>().text = "Trap - Lay down a steel trap that lasts 300 seconds that will snare the first enemy that steps on it for 4 seconds. Maximum of 5 traps at once. 10 second cooldown."; content.transform.GetChild(13).transform.GetChild(0).GetComponent <SkillButton>().SetName("Hunter/TheHunterIcon"); content.transform.GetChild(13).transform.GetChild(1).GetComponent <Text>().text = "The Hunter - Channel for 2 seconds, then teleport behind the closest Explorer. 100 second cooldown. "; content.transform.GetChild(14).transform.GetChild(0).GetComponent <SkillButton>().SetName("Hunter/RelaodIcon"); content.transform.GetChild(14).transform.GetChild(1).GetComponent <Text>().text = "Reload - Instantly refreshes all of your other ability cooldowns. 60 second cooldown."; /* Sets the number of Skill Points available */ /* Retrieves the number of each type of Skill Point available */ this.RegularSP = catChar.getRegularSP(); this.UltimateSP = catChar.getUltimateSP(); } // explorer else { content.transform.GetChild(1).transform.GetChild(0).GetComponent <SkillButton>().SetName("Explorer/TagTeamIcon"); content.transform.GetChild(1).transform.GetChild(1).GetComponent <Text>().text = "Tag Team - Gain 50% bonus movement speed when near another Explorer. Passive ability."; content.transform.GetChild(2).transform.GetChild(0).GetComponent <SkillButton>().SetName("Explorer/TreasureHunterIcon"); content.transform.GetChild(2).transform.GetChild(1).GetComponent <Text>().text = "Treasure Hunter - An alert will show when nearby chests or keys. Passive ability."; content.transform.GetChild(3).transform.GetChild(0).GetComponent <SkillButton>().SetName("Explorer/ProblemSolverIcon"); content.transform.GetChild(3).transform.GetChild(1).GetComponent <Text>().text = "Problem Solver - An alert will show when nearby puzzle rooms. Passive ability."; content.transform.GetChild(5).transform.GetChild(0).GetComponent <SkillButton>().SetName("Explorer/SmokescreenIcon"); content.transform.GetChild(5).transform.GetChild(1).GetComponent <Text>().text = "Smokescreen - Throw down a cloud of smoke, causing you to become invisible for 5 seconds. 30 second cooldown."; content.transform.GetChild(6).transform.GetChild(0).GetComponent <SkillButton>().SetName("Explorer/BandageIcon"); content.transform.GetChild(6).transform.GetChild(1).GetComponent <Text>().text = "Bandage - Restore 40 health over 10 seconds. 45 second cooldown."; content.transform.GetChild(7).transform.GetChild(0).GetComponent <SkillButton>().SetName("Explorer/Demolish"); content.transform.GetChild(7).transform.GetChild(1).GetComponent <Text>().text = "Demolish - An attack in front of the Explorer. Can destroy walls. 30 second cooldown."; content.transform.GetChild(9).transform.GetChild(0).GetComponent <SkillButton>().SetName("Explorer/DisengageIcon"); content.transform.GetChild(9).transform.GetChild(1).GetComponent <Text>().text = "Disengage - Instantly jump a large distance backwards. 20 second cooldown."; content.transform.GetChild(10).transform.GetChild(0).GetComponent <SkillButton>().SetName("Explorer/CrippleIcon"); content.transform.GetChild(10).transform.GetChild(1).GetComponent <Text>().text = "Cripple - Perform an attack that cripples the first target hit, slowing their movement speed by 30% for 3 seconds. 20 second cooldown."; content.transform.GetChild(11).transform.GetChild(0).GetComponent <SkillButton>().SetName("Explorer/BrawlerIcon"); content.transform.GetChild(11).transform.GetChild(1).GetComponent <Text>().text = "Brawler - Your attacks deal 50% extra damage, and you become immune to enemy abilities. Lasts 5 seconds. 45 second cooldown."; content.transform.GetChild(13).transform.GetChild(0).GetComponent <SkillButton>().SetName("Explorer/TheHuntedIcon"); content.transform.GetChild(13).transform.GetChild(1).GetComponent <Text>().text = "The Hunted - Instantly become invisible, gain 50% bonus movement speed, and mute your footsteps completely for 6 seconds. 120 second cooldown."; content.transform.GetChild(14).transform.GetChild(0).GetComponent <SkillButton>().SetName("Explorer/SleepDartIcon"); content.transform.GetChild(14).transform.GetChild(1).GetComponent <Text>().text = "Sleep Dart - Shoot a dart towards target location, putting the first enemy hit to sleep for 5 seconds, rendering them unable to take any action until the sleep wears off or they take damage. 100 second cooldown. "; this.RegularSP = mouseChar.getRegularSP(); this.UltimateSP = mouseChar.getUltimateSP(); } /* Displays the number of each type of Skill Point available */ this.regularSPObject.GetComponent <Text>().text = "Regular Skill Points: " + this.RegularSP.ToString(); // Displays the number of Regular Skill Points available this.ultimateSPObject.GetComponent <Text>().text = "Ultimate Skill Points: " + this.UltimateSP.ToString(); // Displays the number of Ultimate Skill Points available /* * NameList.Add("Alan"); * NameList.Add("Amy"); * NameList.Add("Brian"); * NameList.Add("Carrie"); * NameList.Add("David"); * NameList.Add("Joe"); * NameList.Add("Jason"); * NameList.Add("Michelle"); * NameList.Add("Stephanie"); * NameList.Add("Zoe"); * * foreach(string str in NameList) * { * GameObject go = Instantiate(Button_Template) as GameObject; * go.SetActive(true); * SkillButton TB = go.transform.GetChild(0).GetComponent<SkillButton>(); * TB.SetName(str); * go.transform.SetParent(Button_Template.transform.parent); * * }*/ }
void Start() { mouse = FindObjectOfType <MouseMovement>(); mainCam = Camera.main; topPanel = transform.GetChild(0); }
void Start() { mouseEnable = GameObject.FindObjectOfType <MouseMovement>(); fpsEnable = GetComponent <FPS>(); disableScript = true; }
void Start() { movement = GameObject.Find("Player").GetComponent<MouseMovement>(); }
private void Awake() { Instance = this; }