public static PlayerActions CreateWithJoystickBindings() { var actions = new PlayerActions(); actions.Green.AddDefaultBinding( InputControlType.Action1 ); actions.Red.AddDefaultBinding( InputControlType.Action2 ); actions.Blue.AddDefaultBinding( InputControlType.Action3 ); actions.Yellow.AddDefaultBinding( InputControlType.Action4 ); actions.Up.AddDefaultBinding( InputControlType.LeftStickUp ); actions.Down.AddDefaultBinding( InputControlType.LeftStickDown ); actions.Left.AddDefaultBinding( InputControlType.LeftStickLeft ); actions.Right.AddDefaultBinding( InputControlType.LeftStickRight ); actions.Up.AddDefaultBinding( InputControlType.DPadUp ); actions.Down.AddDefaultBinding( InputControlType.DPadDown ); actions.Left.AddDefaultBinding( InputControlType.DPadLeft ); actions.Right.AddDefaultBinding( InputControlType.DPadRight ); actions.RTrigger.AddDefaultBinding( InputControlType.RightTrigger ); actions.LTrigger.AddDefaultBinding( InputControlType.LeftTrigger ); actions.Start.AddDefaultBinding( InputControlType.Command ); return actions; }
// Use this for initialization void Start() { //rb2d = GetComponent<Rigidbody2D>(); anim = GetComponent<Animator>(); transform.localScale = new Vector2 (playerScale, playerScale); paRef = FindObjectOfType<PlayerActions>(); }
//Singlenton pattern void awake() { if (instance == null) instance = this; else if (instance != null) Destroy (this); }
void Awake() { gameOver = false; playerActions = new PlayerActions(); attackParamsByType = new Dictionary<Elements, ADParams>(); defenseParamsByType = new Dictionary<Elements, ADParams>(); runeByLetter = new Dictionary<Letters, Sprite>(); attackByType = new Dictionary<Elements, Sprite>(); runeByLetter.Add(Letters.NONE, emptyRune); runeByLetter.Add(Letters.ATTACK, attackRune); runeByLetter.Add(Letters.DEFEND, defenseRune); runeByLetter.Add(Letters.FIRE, fireRune); runeByLetter.Add(Letters.WATER, waterRune); runeByLetter.Add(Letters.AIR, airRune); runeByLetter.Add(Letters.EARTH, earthRune); attackByType.Add(Elements.FIRE, fireAttack); attackByType.Add(Elements.WATER, waterAttack); attackByType.Add(Elements.AIR, airAttack); attackByType.Add(Elements.EARTH, earthAttack); attackParamsByType.Add(Elements.FIRE, fireAttackParams); attackParamsByType.Add(Elements.WATER, waterAttackParams); attackParamsByType.Add(Elements.AIR, airAttackParams); attackParamsByType.Add(Elements.EARTH, earthAttackParams); defenseParamsByType.Add(Elements.FIRE, fireDefenseParams); defenseParamsByType.Add(Elements.WATER, waterDefenseParams); defenseParamsByType.Add(Elements.AIR, airDefenseParams); defenseParamsByType.Add(Elements.EARTH, earthDefenseParams); }
void OnEnable() { InputManager.OnDeviceDetached += OnDeviceDetached; keyboardListener1 = PlayerActions.CreateWithKeyboardBindings1(); keyboardListener2 = PlayerActions.CreateWithKeyboardBindings2(); joystickListener = PlayerActions.CreateWithJoystickBindings(); }
void Awake() { joyRect = GameObject.Find("GUIComponents/JoyPad").guiTexture.pixelInset; joyMid = new Vector2(joyRect.x + joyRect.width / 2f, joyRect.y + joyRect.height / 2f); joyDot = joyMid; actions = (PlayerActions)GameObject.Find("Player").GetComponent("PlayerActions"); joyTexture = GameObject.Find("GUIComponents/JoyDot").guiTexture; joyTexture.enabled = false; }
public PlayerStates validateNewAction(PlayerActions newAction) { if(transitions.ContainsKey(newAction)) { return transitions[newAction]; } return PlayerStates.NULL; }
public SearchState(AIController aiController) { this.aiController = aiController; playerActions = aiController.GetComponent<PlayerActions>(); pathManager = aiController.GetComponent<PathFinderManager>(); ChooseNewTarget(); lastPositionTarget = target; }
// Use this for initialization void Start() { playerObj = GameObject.Find("Hero"); playerScript = playerObj.GetComponent<PlayerActions>(); button = GameObject.Find("DefenceButton").GetComponent<Button>(); EventTriggerListener.Get(button.gameObject).onDown = OnButtonDown; EventTriggerListener.Get(button.gameObject).onUp = OnButtonUp; //EventTriggerListener.Get(button.gameObject).onClick = OnButtonClick; }
void Start() { // create player actions (not the same as in SimpleCharacterController, since // this stuff here will be ignored by the Oculus (I hope)) actions = PlayerActions.CreateWithDefaultBindings(); // invert Y axis if necessary actions.CamMove.InvertYAxis = settings.invertYAxis; FreeMove = false; }
private static void UpdateKeyBinding(string key, PlayerActions playerAction) { if(_keyBindings.ContainsKey(key)) { _keyBindings[key] = playerAction; } else { _keyBindings.Add(key, playerAction); } }
public void Awake() { playerActions = GameObject.Find("PlayerActions").GetComponent<PlayerActions>(); hexaCube = (Object.Instantiate(HexaCubePrefab) as GameObject).GetComponent<HexaCube>(); hexaCube.transform.parent = transform; hexaCube.transform.localPosition = Vector3.zero; hexaCube.gridPlace = this; displayTransform = hexaCube.transform.FindChild("LookRotation"); targetScale = Vector3.one; }
// Use this for initialization void Start() { m_tansform = this.transform; m_animation = this.GetComponent<SkeletonAnimation>(); playerObj = GameObject.Find("Hero"); m_playerScript = playerObj.GetComponent<PlayerActions>(); //m_animation.state.Event += state_Event; m_animation.state.End += state_End; m_audioManager = GameObject.Find("Audios").GetComponent<AudioManager>(); }
// Use this for initialization void Start() { var kvp = PlayerManager.Instance.GetPlayerFor( this.MatchupForPlayers ); if (kvp.HasValue) { this.IsActive = true; this.PlayerColor = kvp.Value.Key; this.playerActions = kvp.Value.Value; StartCoroutine( this.SpawnPlayer() ); } }
void Start () { rb = GetComponent<Rigidbody2D>(); tr = transform; actions = PlayerActions.CreateActionSet(); canDodge = true; velocity = new Vector2(); facingRight = true; myHealth = GetComponent<Health>(); myHealth.RestoreHealth(maxHealth); myHealth.vulnerable = true; anim = GetComponent<Animator>(); this.audio = this.GetComponent<AudioSource> (); }
public void AssignPlayerActions(PlayerActions playerActions) { Debug.Log("PlayerSelect.AssignPlayerActions() " + playerActions.Device.Name); this.PlayerActions = playerActions; this.AssignControllerText.SetActive(false); this.SelectionPanel.gameObject.SetActive(true); this.SelectStartingColor(); StartCoroutine("CheckGamepadInput"); }
public static PlayerActions CreateActionSet() { var actions = new PlayerActions(); actions.moveLeft.AddDefaultBinding(Key.A); actions.moveRight.AddDefaultBinding(Key.D); actions.moveUp.AddDefaultBinding(Key.W); actions.moveDown.AddDefaultBinding(Key.S); actions.prevSpell.AddDefaultBinding(Key.Q); actions.nextSpell.AddDefaultBinding(Key.E); actions.dodge.AddDefaultBinding(Key.Space); return actions; }
public void Init(PlayerActions input) { distanceFromCenter = 500; availableActions = GetComponents<actionController>(); currentInvul = invulPeriod; keyboardListener = PlayerActions.BindActionsWithKeyboard(); controllerListener = PlayerActions.BindActionsWithController(); initializeLocalUi(); initializeInfoUi(); setupLocalCamera(); tag = "Player" + playerNumber.ToString(); setupActions(input); isInitialized = true; }
public bool validateNewAction(PlayerActions newAction) { FSMState result = getCurrentState(); PlayerStates newState = result.validateNewAction(newAction); if(newState.Equals(PlayerStates.NULL)) { return false; } else { currentState=newState; return true; } }
public static PlayerActions CreateWithKeyboardBindings1() { var actions = new PlayerActions(); actions.Green.AddDefaultBinding( Key.O ); actions.Red.AddDefaultBinding( Key.P ); actions.Blue.AddDefaultBinding( Key.I ); actions.Up.AddDefaultBinding( Key.UpArrow ); actions.Down.AddDefaultBinding( Key.DownArrow ); actions.Left.AddDefaultBinding( Key.LeftArrow ); actions.Right.AddDefaultBinding( Key.RightArrow ); actions.Start.AddDefaultBinding( Key.Return ); return actions; }
public static PlayerActions CreateWithKeyboardBindings2() { var actions = new PlayerActions(); actions.Green.AddDefaultBinding( Key.V ); actions.Red.AddDefaultBinding( Key.B ); actions.Blue.AddDefaultBinding( Key.N ); actions.Up.AddDefaultBinding( Key.W ); actions.Down.AddDefaultBinding( Key.S ); actions.Left.AddDefaultBinding( Key.A ); actions.Right.AddDefaultBinding( Key.D ); actions.Start.AddDefaultBinding( Key.Return ); return actions; }
public static PlayerActions BindActionsWithKeyboard() { PlayerActions actions = new PlayerActions(); actions.up.AddDefaultBinding(Key.W); actions.down.AddDefaultBinding(Key.S); actions.left.AddDefaultBinding(Key.A); actions.right.AddDefaultBinding(Key.D); actions.primary.AddDefaultBinding(Key.Space); actions.secondary.AddDefaultBinding(Key.RightShift); actions.shield.AddDefaultBinding(Key.Slash); actions.item.AddDefaultBinding(Key.Period); actions.pause.AddDefaultBinding(Key.Escape); actions.quit.AddDefaultBinding(Key.F1); return actions; }
public static PlayerActions Create() { PlayerActions actions = new PlayerActions(); actions.L_Left.AddDefaultBinding(InputControlType.LeftStickLeft); actions.L_Right.AddDefaultBinding(InputControlType.LeftStickRight); actions.L_Down.AddDefaultBinding(InputControlType.LeftStickDown); actions.L_Up.AddDefaultBinding(InputControlType.LeftStickUp); actions.R_Left.AddDefaultBinding(InputControlType.RightStickLeft); actions.R_Right.AddDefaultBinding(InputControlType.RightStickRight); actions.R_Down.AddDefaultBinding(InputControlType.RightStickDown); actions.R_Up.AddDefaultBinding(InputControlType.RightStickUp); actions.Fire.AddDefaultBinding(InputControlType.RightTrigger); actions.Join.AddDefaultBinding(InputControlType.Action1); actions.IsKeyboard = false; return actions; }
public static PlayerActions CreateWithDefaultBindings() { var playerActions = new PlayerActions(); playerActions.Jump.AddDefaultBinding( Key.Space ); playerActions.Jump.AddDefaultBinding( InputControlType.Action1 ); playerActions.Left.AddDefaultBinding( Key.LeftArrow ); playerActions.Right.AddDefaultBinding( Key.RightArrow ); playerActions.Left.AddDefaultBinding( InputControlType.LeftStickLeft ); playerActions.Right.AddDefaultBinding( InputControlType.LeftStickRight ); playerActions.Left.AddDefaultBinding( InputControlType.DPadLeft ); playerActions.Right.AddDefaultBinding( InputControlType.DPadRight ); playerActions.Shift.AddDefaultBinding (Key.Shift); playerActions.Shift.AddDefaultBinding (InputControlType.Action2); return playerActions; }
public static PlayerActions BindActionsWithController() { PlayerActions actions = new PlayerActions(); actions.up.AddDefaultBinding(InputControlType.LeftStickUp); actions.down.AddDefaultBinding(InputControlType.LeftStickDown); actions.left.AddDefaultBinding(InputControlType.LeftStickLeft); actions.right.AddDefaultBinding(InputControlType.LeftStickRight); actions.primary.AddDefaultBinding(InputControlType.Action1); actions.secondary.AddDefaultBinding(InputControlType.Action2); actions.shield.AddDefaultBinding(InputControlType.LeftBumper); actions.item.AddDefaultBinding(InputControlType.RightBumper); actions.pause.AddDefaultBinding(InputControlType.Start); actions.pause.AddDefaultBinding(InputControlType.Menu); actions.quit.AddDefaultBinding(InputControlType.Back); actions.quit.AddDefaultBinding(InputControlType.View); return actions; }
public static PlayerActions Create() { PlayerActions playerActions = new PlayerActions(); //Move playerActions.LeftMove.AddDefaultBinding(Key.LeftArrow); playerActions.RightMove.AddDefaultBinding(Key.RightArrow); playerActions.UpMove.AddDefaultBinding(Key.UpArrow); playerActions.DownMove.AddDefaultBinding(Key.DownArrow); playerActions.LeftMove.AddDefaultBinding(InputControlType.LeftStickLeft); playerActions.RightMove.AddDefaultBinding(InputControlType.LeftStickRight); playerActions.UpMove.AddDefaultBinding(InputControlType.LeftStickUp); playerActions.DownMove.AddDefaultBinding(InputControlType.LeftStickDown); playerActions.LeftMove.AddDefaultBinding(InputControlType.DPadLeft); playerActions.RightMove.AddDefaultBinding(InputControlType.DPadRight); playerActions.UpMove.AddDefaultBinding(InputControlType.DPadUp); playerActions.DownMove.AddDefaultBinding(InputControlType.DPadDown); //Aim playerActions.LeftAim.AddDefaultBinding(InputControlType.RightStickLeft); playerActions.RightAim.AddDefaultBinding(InputControlType.RightStickRight); playerActions.UpAim.AddDefaultBinding(InputControlType.RightStickUp); playerActions.DownAim.AddDefaultBinding(InputControlType.RightStickDown); //Shoot playerActions.Shoot.AddDefaultBinding(Key.LeftControl); playerActions.Shoot.AddDefaultBinding(InputControlType.RightBumper); playerActions.Shoot.AddDefaultBinding(InputControlType.RightTrigger); //Misc playerActions.ListenOptions.IncludeUnknownControllers = true; return playerActions; }
// Use this for initialization void Start() { Interface_transform = Interface.transform; Interface_Script = Interface.GetComponent<InterfaceManager>(); playerObj = GameObject.Find("Hero"); playerScript = playerObj.GetComponent<PlayerActions>(); button = GameObject.Find("DefenceButton").GetComponent<Button>(); addButtonListener(button.gameObject); DefenceButton = GameObject.Find("DefenceBut"); m_UI_Hide = UI_Part.GetComponent<UI_PartHide>(); addButtonListener(WatchADs); addButtonListener(GiveUpRevive); addButtonListener(RestartButton); addButtonListener(HomeButton); addButtonListener(reviveButton); addButtonListener(StartButton); addButtonListener(QuitButton); addButtonListener(MusicButton); addButtonListener(AudioButton); //for (int i = 0; i < m_go.Length; i++) //{ // addButtonListener(m_go[i]); // isActive[i] = false; //} Input.multiTouchEnabled = true; clickJudgePixels = 1600 * Screen.width / 1080; m_gameMaster = GameObject.Find("MainScreen").GetComponent<GameMaster>(); //EventTriggerListener.Get(button.gameObject).onClick = OnButtonClick; }
// Start is called before the first frame update void Start() { playerActions = gameObject.GetComponentInParent <PlayerActions>(); }
public PlayerActionEventArgs(PlayerActions playerAction, IEnumerable <Meld> melds, Tile actionOnTile = null) { PlayerAction = playerAction; Melds = melds; ActionOnTile = actionOnTile; }
public void Init() { //get char cont if (this.gameObject.GetComponent <CharacterController>() != null) { charContRef = this.gameObject.GetComponent <CharacterController>(); } else { charContRef = this.gameObject.AddComponent <CharacterController>(); } //get char cont if (this.gameObject.GetComponent <GameInputManager>() != null) { gameInputManager = this.gameObject.GetComponent <GameInputManager>(); } else { gameInputManager = this.gameObject.AddComponent <GameInputManager>(); } //get move cont if (this.gameObject.GetComponent <PlayerMovement>() != null) { playerMovement = this.gameObject.GetComponent <PlayerMovement>(); } else { playerMovement = this.gameObject.AddComponent <PlayerMovement>(); } playerMovement.InitMove(this); //get action cont if (this.gameObject.GetComponent <PlayerActions>() != null) { playerActions = this.gameObject.GetComponent <PlayerActions>(); } else { playerActions = this.gameObject.AddComponent <PlayerActions>(); } playerActions.InitAct(this); //get action cont if (this.gameObject.GetComponent <PlayerDeath>() != null) { playerDeath = this.gameObject.GetComponent <PlayerDeath>(); } else { playerDeath = this.gameObject.AddComponent <PlayerDeath>(); } //get anim if (this.gameObject.GetComponent <PlayerAnimation>() != null) { playerAnimation = this.gameObject.GetComponent <PlayerAnimation>(); } else { playerAnimation = this.gameObject.AddComponent <PlayerAnimation>(); } playerAnimation.Init(); //camera if (cameraRef == null) { cameraRef = GameObject.FindObjectOfType <CameraController>(); } playerState = PlayerState.defaultMovement; //test joyInput = Vector3.zero; }
private static bool PlayerBusted(PlayerActions currentPlayer) { return(currentPlayer.GetHandValue() > BLACKJACK); }
public override void Use(Player p, string message, CommandData data) { if (message.Length == 0) { LevelOperations.OutputBackups(p, p.level); return; } string[] args = message.ToLower().SplitSpaces(); string mapArg = args.Length > 1 ? args[0] : p.level.MapName; string backupArg = args.Length > 1 ? args[1] : args[0]; string path; if (backupArg == currentFlag) { path = LevelInfo.MapPath(mapArg); if (!LevelInfo.MapExists(mapArg)) { if (Directory.Exists(LevelInfo.BackupBasePath(mapArg))) { p.Message("&WLevel \"{0}\" does not currently exist, &Showever:", mapArg); LevelOperations.OutputBackups(p, mapArg, LevelInfo.GetConfig(mapArg)); } else { p.Message("&WLevel \"{0}\" does not exist and no backups could be found.", mapArg); } return; } } else { if (!Directory.Exists(LevelInfo.BackupBasePath(mapArg))) { p.Message("Level \"{0}\" has no backups.", mapArg); return; } if (backupArg == latestFlag) { int latest = LevelInfo.LatestBackup(mapArg); if (latest == 0) { p.Message("&WLevel \"{0}\" does not have any numbered backups, " + "so the latest backup could not be determined.", mapArg); return; } backupArg = latest.ToString(); } path = LevelInfo.BackupFilePath(mapArg, backupArg); } if (!File.Exists(path)) { p.Message("Backup \"{0}\" for {1} could not be found.", backupArg, mapArg); return; } string formattedMuseumName; if (backupArg == currentFlag) { formattedMuseumName = "&cMuseum &S(" + mapArg + ")"; } else { formattedMuseumName = "&cMuseum &S(" + mapArg + " " + backupArg + ")"; } if (p.level.name.CaselessEq(formattedMuseumName)) { p.Message("You are already in this museum."); return; } if (Interlocked.CompareExchange(ref p.LoadingMuseum, 1, 0) == 1) { p.Message("You are already loading a museum level."); return; } try { Level lvl = LevelActions.LoadMuseum(p, formattedMuseumName, mapArg, path); PlayerActions.ChangeMap(p, lvl); } finally { Interlocked.Exchange(ref p.LoadingMuseum, 0); } }
// Use this for initialization void Start() { player = GetComponent <Player>(); playerActions = CreateWithDefaultBindings(); }
public virtual void CancelAction(SpriteObject spriteObject, PlayerActions playerAction) { }
public void CancelAction(SpriteObject spriteObject, PlayerActions playerAction) => Debug.Log($"SpriteObject [{spriteObject.name}] handling cancelled action [{playerAction}]");
public PlayerActionEventArgs(PlayerActions playerAction, Tile actionOnTile) { PlayerAction = playerAction; ActionOnTile = actionOnTile; }
private bool PlayerWins(PlayerActions player) { // Better score than the dealer, or dealer busted return(player.GetHandValue() > _dealer.GetHandValue() || _dealer.GetHandValue() > BLACKJACK); }
protected override void DoRound() { Player[] all = allPlayers.Items; foreach (Player p in all) { Get(p).Reset(Config.Difficulty); PlayerActions.Respawn(p); } Red.Score = 0; Blue.Score = 0; UpdateAllStatus1(); UpdateAllStatus2(); //Announcing Etc. // TODO: tidy up string Gamemode = "Free For All"; if (Config.Mode == TWGameMode.TDM) { Gamemode = "Team Deathmatch"; } string difficulty = "Normal"; string HitsToDie = "2"; string explosiontime = "medium"; string explosionsize = "normal"; switch (Config.Difficulty) { case TWDifficulty.Easy: difficulty = "Easy"; explosiontime = "long"; break; case TWDifficulty.Normal: difficulty = "Normal"; break; case TWDifficulty.Hard: HitsToDie = "1"; difficulty = "Hard"; break; case TWDifficulty.Extreme: HitsToDie = "1"; explosiontime = "short"; explosionsize = "big"; difficulty = "Extreme"; break; } string teamkillling = "Disabled"; if (cfg.TeamKills) { teamkillling = "Enabled"; } Chat.MessageGlobal("&cTNT Wars &Son " + Map.ColoredName + " &Shas started &3" + Gamemode + " &Swith a difficulty of &3" + difficulty + " &S(&3" + HitsToDie + " &Shits to die, a &3" + explosiontime + " &Sexplosion delay and with a &3" + explosionsize + " &Sexplosion size)" + ", team killing is &3" + teamkillling + " &Sand you can place &3" + cfg.MaxActiveTnt + " &STNT at a time and there is a score limit of &3" + cfg.ScoreRequired + "&S!!"); if (Config.Mode == TWGameMode.TDM) { Map.Message("Start your message with ':' to send it to team only!"); } GracePeriod(); RoundInProgress = true; MessageMap(CpeMessageType.Announcement, "&4TNT Wars has started!"); while (Running && RoundInProgress && !HasSomeoneWon()) { Thread.Sleep(250); } }
void OnTriggerEnter(Collider col) { if (col.gameObject.tag == "Enemy" && hitTimeEnemy >= 2) { EnemyAI enemy = col.gameObject.GetComponent <EnemyAI>(); if (player.animator.GetCurrentAnimatorStateInfo(0).IsName("espadazo") || player.animator.GetCurrentAnimatorStateInfo(0).IsName("espadazo_horizontal")) { if (!enemyAnimator.GetCurrentAnimatorStateInfo(0).IsName("blocking") && !enemyAnimator.GetCurrentAnimatorStateInfo(0).IsName("block")) { //Debug.Log("Enemy life: " + enemy.life); enemy.currentHealth -= 1; enemy.healthBar.setHealth(enemy.currentHealth); //Debug.Log("Enemy life: " + enemy.life); hitTimeEnemy = 0.0f; if (enemy.currentHealth == 0) { enemy.isDead = true; enemyAnimator.SetTrigger("death"); deathSound.Play(); Invoke("victory", 2.5f); } } else { if (enemyAnimator.GetCurrentAnimatorStateInfo(0).IsName("blocking") || enemyAnimator.GetCurrentAnimatorStateInfo(0).IsName("block")) { StartCoroutine(Part()); } } } } if (col.gameObject.tag == "Player" && hitTimePlayer >= 2) { PlayerActions player = col.gameObject.GetComponent <PlayerActions>(); if (enemyAnimator.GetCurrentAnimatorStateInfo(0).IsName("espadazo") || enemyAnimator.GetCurrentAnimatorStateInfo(0).IsName("espadazo_horizontal")) { //Debug.Log("Player life: " + player.life); if (!player.animator.GetCurrentAnimatorStateInfo(0).IsName("blocking") && !player.animator.GetCurrentAnimatorStateInfo(0).IsName("block")) { player.currentHealth -= 1; player.healthBar.setHealth(player.currentHealth); //Debug.Log("Player life: " + player.life); hitTimePlayer = 0.0f; if (player.currentHealth == 0) { player.isDead = true; player.animator.SetTrigger("death"); deathSound.Play(); Invoke("gameOver", 2.5f); } } else { if (player.animator.GetCurrentAnimatorStateInfo(0).IsName("blocking") || player.animator.GetCurrentAnimatorStateInfo(0).IsName("block")) { StartCoroutine(Part()); } } } } }
void Awake() { playerActions = GetComponent<PlayerActions>(); audioFootStep = GetComponent<AudioSource>(); }
private void Awake() { ///reference scripts, grabbing them through code instead of through inspector/// Player_A = GameObject.Find("MainCamera").GetComponent <PlayerActions>(); }
private void Start() { playerActions = PlayerActions.CreateWithDefaultBindings(); playerActions.Attack.WasPressedHandler += OnPrepareAttack; playerActions.Attack.WasReleasedHandler += OnAttack; }
// Use this for initialization void Start() { player = GetComponent <PlayerActions>(); boss = GameObject.Find("Boss").GetComponent <BossIA>(); }
public void addTransition(PlayerActions newAction,PlayerStates newState) { transitions.Add(newAction,newState); }
public static WeightedStat Stat(IPlayerActionManager manager, float weight, string subject, string obj) { IPlayerStatManager statManager = PlayerActions.StatManager(manager); return(new WeightedStat(statManager, 1, statManager.GetSummaryString)); }
public Player(PlayerActions playerActions, PlayerResources playerResources) { this.PlayerActions = playerActions; this.PlayerResources = playerResources; }
IEnumerator ClearBuffer(float time) { yield return(new WaitForSecondsRealtime(time)); nextAction = PlayerActions.None; }
void Start() { actions = player.playerActions; }
public virtual bool HandlePlayerAction(Level level, PlayerActions playerAction) => false;
void OnEnable() { playerActions = PlayerActions.CreateWithDefaultBindings(); LoadBindings(); }
// Token: 0x060019FB RID: 6651 RVA: 0x000893B8 File Offset: 0x000875B8 public TeamEliminationRoom(GameRoomData gameData, GamePeer peer) { GameState.Current.MatchState.RegisterState(GameStateId.MatchRunning, new MatchRunningState(GameState.Current.MatchState)); GameState.Current.MatchState.RegisterState(GameStateId.PregameLoadout, new PregameLoadoutState(GameState.Current.MatchState)); GameState.Current.MatchState.RegisterState(GameStateId.PrepareNextRound, new PrepareNextRoundState(GameState.Current.MatchState)); GameState.Current.MatchState.RegisterState(GameStateId.EndOfMatch, new EndOfMatchState(GameState.Current.MatchState)); GameState.Current.MatchState.RegisterState(GameStateId.WaitingForPlayers, new WaitingForPlayersState(GameState.Current.MatchState)); GameState.Current.MatchState.RegisterState(GameStateId.AfterRound, new AfterRoundState(GameState.Current.MatchState)); GameState.Current.PlayerState.RegisterState(PlayerStateId.Overview, new PlayerOverviewState(GameState.Current.PlayerState)); GameState.Current.PlayerState.RegisterState(PlayerStateId.Playing, new PlayerPlayingState(GameState.Current.PlayerState)); GameState.Current.PlayerState.RegisterState(PlayerStateId.PrepareForMatch, new PlayerPrepareState(GameState.Current.PlayerState)); GameState.Current.PlayerState.RegisterState(PlayerStateId.Killed, new PlayerKilledSpectatorState(GameState.Current.PlayerState, true)); GameState.Current.PlayerState.RegisterState(PlayerStateId.Paused, new PlayerPausedState(GameState.Current.PlayerState)); GameState.Current.PlayerState.RegisterState(PlayerStateId.AfterRound, new PlayerAfterRoundState(GameState.Current.PlayerState)); GameState.Current.PlayerState.RegisterState(PlayerStateId.Spectating, new PlayerSpectatingState(GameState.Current.PlayerState)); GameState.Current.PlayerData.SendJumpUpdate += base.Operations.SendJump; GameState.Current.PlayerData.SendMovementUpdate += base.Operations.SendUpdatePositionAndRotation; GameState.Current.RoomData = gameData; GameState.Current.Actions.ChangeTeam = new Action(base.Operations.SendSwitchTeam); GameState.Current.Actions.IncreaseHealthAndArmor = delegate(int health, int armor) { base.Operations.SendIncreaseHealthAndArmor((byte)health, (byte)armor); }; GameState.Current.Actions.RequestRespawn = new Action(base.Operations.SendRespawnRequest); GameState.Current.Actions.PickupPowerup = delegate(int pickupID, PickupItemType type, int value) { base.Operations.SendPowerUpPicked(pickupID, (byte)type, (byte)value); }; GameState.Current.Actions.OpenDoor = new Action <int>(base.Operations.SendOpenDoor); GameState.Current.Actions.EmitQuickItem = new Action <Vector3, Vector3, int, byte, int>(base.Operations.SendEmitQuickItem); GameState.Current.Actions.EmitProjectile = delegate(Vector3 origin, Vector3 direction, global::LoadoutSlotType slot, int projectileID, bool explode) { base.Operations.SendEmitProjectile(origin, direction, (byte)slot, projectileID, explode); }; GameState.Current.Actions.RemoveProjectile = new Action <int, bool>(base.Operations.SendRemoveProjectile); GameState.Current.Actions.SingleBulletFire = new Action(base.Operations.SendSingleBulletFire); GameState.Current.Actions.KillPlayer = delegate() { if (GameState.Current.IsInGame && GameState.Current.PlayerData.IsAlive) { base.Operations.SendDirectDeath(); } }; GameState.Current.Actions.DirectHitDamage = delegate(int targetCmid, ushort damage, BodyPart part, Vector3 force, byte slot, byte bullets) { base.Operations.SendDirectHitDamage(targetCmid, (byte)part, bullets, slot); if (PlayerDataManager.Cmid == targetCmid) { GameStateHelper.PlayerHit(targetCmid, damage, part, force); } }; GameState.Current.Actions.ExplosionHitDamage = delegate(int targetCmid, ushort damage, Vector3 force, byte slot, byte distance) { base.Operations.SendExplosionDamage(targetCmid, slot, distance, force); if (PlayerDataManager.Cmid == targetCmid) { GameStateHelper.PlayerHit(targetCmid, damage, BodyPart.Body, force); } }; GameState.Current.Actions.PlayerHitFeeback = new Action <int, Vector3>(base.Operations.SendHitFeedback); GameState.Current.Actions.ActivateQuickItem = new Action <QuickItemLogic, int, int, bool>(base.Operations.SendActivateQuickItem); GameState.Current.Actions.JoinTeam = delegate(TeamID team) { base.Operations.SendJoinGame(team); GameState.Current.MatchState.PopAllStates(); }; GameState.Current.Actions.JoinAsSpectator = delegate() { base.Operations.SendJoinAsSpectator(); GameState.Current.MatchState.PopAllStates(); }; GameState.Current.Actions.KickPlayer = new Action <int>(base.Operations.SendKickPlayer); GameState.Current.Actions.ChatMessage = new Action <string, byte>(base.Operations.SendChatMessage); GameState.Current.PlayerData.Actions.Clear(); PlayerActions actions = GameState.Current.PlayerData.Actions; actions.UpdateKeyState = (Action <byte>)Delegate.Combine(actions.UpdateKeyState, new Action <byte>(peer.Operations.SendUpdateKeyState)); PlayerActions actions2 = GameState.Current.PlayerData.Actions; actions2.SwitchWeapon = (Action <byte>)Delegate.Combine(actions2.SwitchWeapon, new Action <byte>(base.Operations.SendSwitchWeapon)); PlayerActions actions3 = GameState.Current.PlayerData.Actions; actions3.UpdatePing = (Action <ushort>)Delegate.Combine(actions3.UpdatePing, new Action <ushort>(peer.Operations.SendUpdatePing)); PlayerActions actions4 = GameState.Current.PlayerData.Actions; actions4.PausePlayer = (Action <bool>)Delegate.Combine(actions4.PausePlayer, new Action <bool>(base.Operations.SendIsPaused)); PlayerActions actions5 = GameState.Current.PlayerData.Actions; actions5.SniperMode = (Action <bool>)Delegate.Combine(actions5.SniperMode, new Action <bool>(base.Operations.SendIsInSniperMode)); PlayerActions actions6 = GameState.Current.PlayerData.Actions; actions6.AutomaticFire = (Action <bool>)Delegate.Combine(actions6.AutomaticFire, new Action <bool>(base.Operations.SendIsFiring)); PlayerActions actions7 = GameState.Current.PlayerData.Actions; actions7.SetReadyForNextGame = (Action <bool>)Delegate.Combine(actions7.SetReadyForNextGame, new Action <bool>(base.Operations.SendIsReadyForNextMatch)); TabScreenPanelGUI.SortPlayersByRank = new Action <IEnumerable <GameActorInfo> >(GameStateHelper.SortTeamMatchPlayers); Singleton <QuickItemController> .Instance.IsConsumptionEnabled = true; Singleton <QuickItemController> .Instance.Restriction.IsEnabled = true; Singleton <QuickItemController> .Instance.Restriction.RenewGameUses(); AutoMonoBehaviour <UnityRuntime> .Instance.OnUpdate += this.OnUpdate; global::EventHandler.Global.AddListener <GlobalEvents.InputChanged>(new Action <GlobalEvents.InputChanged>(this.OnInputChangeEvent)); }
public void addTransition(PlayerActions newAction, PlayerStates newState) { transitions.Add(newAction, newState); }
public void SetPlayerColorAndActions(PlayerColor playerColor, PlayerActions playerActions) { this.playerColor = playerColor; var energyBar = this.EnergyContainer.GetChild(0); energyBar.GetComponent<MeshRenderer>().material = this.EnergyMaterials[ (int) playerColor ]; this.playerActions = playerActions; PlayerSkillType[] skills = PlayerManager.Instance.GetSkillsForColor(playerColor); for (int i = 0; i < skills.Length; i++) { var skill = (GameObject) Instantiate ( this.SkillsPrefabs[ (int) skills[i] ], this.transform.position, Quaternion.identity ); skill.transform.localScale = Vector3.one; skill.transform.parent = this.transform; var playerSkill = skill.GetComponent<IPlayerSkill>(); this.playerSkills.Add( playerActions.Skills[i], (IPlayerSkill) playerSkill); } }
private void Start() { statements = new Queue <Statement>(); ClearAllText(); playerActions = PlayerActions.CreateWithDefaultBindings(); }
// Use this for initialization void Start () { input = PlayerActions.CreateWithDefaultBindings(PlayerIndex); }
private void Awake() { cameraActions = new PlayerActions(); cameraActions.MoveAction.Look.performed += ctx => lookVal = ctx.ReadValue <Vector2>(); }
private void OnTriggerEnter2D(Collider2D collision) { PlayerActions actions = gameObject.GetComponent <PlayerActions>(); float mapX = GameObject.FindGameObjectWithTag("Ground").GetComponent <Renderer>().bounds.size.x; float mapY = GameObject.FindGameObjectWithTag("Ground").GetComponent <Renderer>().bounds.size.y; if (gameObject.name == "Player1_ItemLocation") { if (collision.tag == "Player 1") { GameObject pickedObject = GameObject.FindGameObjectWithTag("Player 1").GetComponent <PlayerActions>().pickedItem; bool isRequired = false; int index = 0; foreach (GameObject item in gameObject.GetComponent <HouseState>().itemsToLvl) { if (pickedObject != null) { if (item.name + "(Clone)" == pickedObject.name) { index = gameObject.GetComponent <HouseState>().itemsToLvl.IndexOf(item); isRequired = true; GameObject.Find("Item Manager").GetComponent <ItemRequired>().SpawnSlide1(mapX, mapY, 1); } } } if (isRequired) { gameObject.GetComponent <HouseState>().itemsToLvl.RemoveAt(index); GameObject.FindGameObjectWithTag("Player 1").GetComponent <PlayerActions>().pickedItem = null; //actions.isPicked = false; Destroy(pickedObject); isRequired = false; } } } if (gameObject.name == "Player2_ItemLocation") { if (collision.tag == "Player 2") { GameObject pickedObject = GameObject.FindGameObjectWithTag("Player 2").GetComponent <PlayerActions>().pickedItem; bool isRequired = false; int index = 0; foreach (GameObject item in gameObject.GetComponent <HouseState>().itemsToLvl) { if (pickedObject != null) { if (item.name + "(Clone)" == pickedObject.name) { index = gameObject.GetComponent <HouseState>().itemsToLvl.IndexOf(item); isRequired = true; GameObject.Find("Item Manager").GetComponent <ItemRequired>().SpawnSlide2(mapX, mapY, 1); } } } if (isRequired) { gameObject.GetComponent <HouseState>().itemsToLvl.RemoveAt(index); GameObject.FindGameObjectWithTag("Player 2").GetComponent <PlayerActions>().pickedItem = null; //actions.isPicked = false; Destroy(pickedObject); isRequired = false; } } } }
public new void Start() { playerActions = GetPlayerActions(); GetPlayerEventListener().connect(this); animBody = GetComponent <Animator>(); }
public override void Use(Player p, string message, CommandData data) { if (message.Length == 0) { Help(p); return; } bool preciseTP = message.CaselessStarts(precisePrefix); if (preciseTP) { message = message.Substring(precisePrefix.Length); } string[] args = message.SplitSpaces(); if (args.Length >= 3) { TeleportCoords(p, args, preciseTP); return; } Player target = null; PlayerBot bot = null; if (args.Length == 1) { target = PlayerInfo.FindMatches(p, args[0]); if (target == null) { return; } if (!CheckPlayer(p, target, data)) { return; } } else if (args[0].CaselessEq("bot")) { bot = Matcher.FindBots(p, args[1]); if (bot == null) { return; } } else { Help(p); return; } SavePreTeleportState(p); Level lvl = bot != null ? bot.level : target.level; if (p.level != lvl) { PlayerActions.ChangeMap(p, lvl.name); } if (target != null && target.Loading) { p.Message("Waiting for " + target.ColoredName + " %Sto spawn.."); target.BlockUntilLoad(10); } // Player wasn't able to join target map, so don't move if (p.level != lvl) { return; } Position pos = bot != null ? bot.Pos : target.Pos; Orientation rot = bot != null ? bot.Rot : target.Rot; p.BlockUntilLoad(10); //Wait for player to spawn in new map p.SendPos(Entities.SelfID, pos, rot); }
// Start is called before the first frame update void Start() { bh = FindObjectOfType <BattleHandler>(); player = FindObjectOfType <PlayerActions>(); }