public void Out(PlayerCore pc) { poleAnimator.Play("Out"); laser.SetActive(true); lightL.SetActive(false); lightR.SetActive(false); }
void Start() { bed = GameObject.Find("bed"); player = GameObject.Find("Player"); wave = GameObject.Find("Enemies").GetComponent <Wave>(); playerScript = player.GetComponent <PlayerCore>(); gun = playerScript.guns.GetComponent <Guns>(); multiplier = Random.Range(1, 4); transform.localScale = new Vector3(0.5f, 0.5f, 0.5f) + new Vector3(0.05f * multiplier, 0.05f * multiplier, 0.05f * multiplier); hp *= multiplier; speed /= multiplier; scoreWorth *= multiplier; moneyWorth *= multiplier; damage *= multiplier; agent = GetComponent <NavMeshAgent>(); anim = GetComponent <Animator>(); lastTarget = bed; agent.speed = speed; agent.angularSpeed = 1200 * multiplier; agent.Warp(transform.position); MoveToTarget(bed); }
void Start() { PlayerCore = GetComponent <PlayerCore>(); _inputProvider = GetComponent <IInputProvider>(); OnStart(); Initialize(); }
void PollRangeCircle() { foreach (var ability in abilities) { if (ability.GetRange() > 0 && circles.ContainsKey(ability)) { if (ability.IsDestroyed()) { circles[ability].enabled = false; continue; } else { circles[ability].enabled = true; } circles[ability].color = ability.TimeUntilReady() > 0 ? Color.gray : PlayerCore.GetPlayerFactionColor(); var range = ability.GetRange(); var cameraPos = CameraScript.instance.transform.position; cameraPos.z = 0; range = Camera.main.WorldToScreenPoint(cameraPos + new Vector3(0, range)).y - Camera.main.WorldToScreenPoint(cameraPos).y; range *= 2; circles[ability].rectTransform.anchoredPosition = Camera.main.WorldToScreenPoint(ability.transform.position); circles[ability].rectTransform.sizeDelta = new Vector2(range, range); //Debug.Log(Camera.main.ScreenToWorldPoint((Vector3)rangeCircle.rectTransform.anchoredPosition + // new Vector3(0,range / 2,CameraScript.zLevel) ) - abilities[0].transform.position); } } }
// Update is called once per frame void FixedUpdate() { playerScan.Clone(); if (strike == false) { chasing = false; if (playerScan[0]) { chasing = true; Chase(playerScan[0].transform); } animator.SetBool("Chasing", chasing); } if (strike == true) { if (animator.GetCurrentAnimatorStateInfo(0).normalizedTime > 0.95f) { Instantiate(debris, transform.position, transform.rotation); Destroy(transform.parent.gameObject); PlayerCore pc = playerScan[0].GetComponent <PlayerCore>(); pc.score += scoreAdd; pc.UIManager.UpdateScore(); } } cameraTrigger.position = transform.position; }
// Use this for initialization private void Awake() { playerCore = new PlayerCore(spd, mp, atn, hit); playerCore.equipWeapon(new Weapon()); moveDir = Vector2.zero; rigidbody = GetComponent <Rigidbody2D>(); }
void Start() { anim = GetComponent <Animator>(); unitCore = GetComponent <UnitCore>(); playerCore = GetComponent <PlayerCore>(); states = GetComponent <HERO_StateController>(); if (isLocalPlayer && isClient) { //HUD HUDPointer = GameObject.Find("HUD/WeaponCore").GetComponent <Image>(); HUDBackground = HUDPointer.transform.GetChild(0).GetComponent <Image>(); HUDBar[0] = HUDBackground.transform.GetChild(0).GetComponent <Image>(); HUDBar[1] = HUDBackground.transform.GetChild(1).GetComponent <Image>(); HUDItemBackground = HUDPointer.transform.GetChild(1).GetComponent <CanvasGroup>(); HUDItemBar = HUDItemBackground.transform.GetChild(0).GetComponent <Image>(); //Cursor Cursor.visible = false; Cursor.lockState = CursorLockMode.Confined; } //Test Weapons EquipWeapon(MasterListDatabase.i.FetchItem(0), 0); EquipWeapon(MasterListDatabase.i.FetchItem(2), 1); }
IEnumerator pathPlayer(PlayerCore player) { player.SetIsInteracting(false); PathData.Node current = GetNode(0); while (current != null) { Vector2 delta = current.position - (Vector2)player.transform.position - player.GetComponent <Rigidbody2D>().velocity *Time.fixedDeltaTime; player.MoveCraft(delta.normalized); if (delta.sqrMagnitude < PathAI.minDist) { if (current.children.Count > 0) { int next = Random.Range(0, current.children.Count); current = GetNode(current.children[next]); } else { current = null; } } yield return(null); } player.SetIsInteracting(true); if (!asynchronous) { continueTraversing(); } }
// Update is called once per frame IEnumerator MoveTo(Transform other) { PlayerCore pc = other.GetComponent <PlayerCore>(); pc.score += scoreAdd; pc.UIManager.UpdateScore(); switch (objType) { case Type.spring: audioSource.PlayOneShot(MainDefSounds.defaultSounds.spring); break; case Type.dashPad: audioSource.PlayOneShot(MainDefSounds.defaultSounds.dashPad); break; case Type.normalRamp: audioSource.PlayOneShot(MainDefSounds.defaultSounds.normalRamp); break; case Type.trickRamp: audioSource.PlayOneShot(MainDefSounds.defaultSounds.trickRamp); pc.playerSoundCore.PlayTrick(); break; case Type.dashRing: audioSource.PlayOneShot(MainDefSounds.defaultSounds.dashRing); break; case Type.trickDashRing: audioSource.PlayOneShot(MainDefSounds.defaultSounds.trickDashRing); pc.playerSoundCore.PlayTrick(); break; } Vector3 dir = (destination.position - other.position).normalized; if (setCameraDirection == true) { if (camDirNeg) { pc.orbitCam.transform.rotation = Quaternion.LookRotation(-dir); } else { pc.orbitCam.transform.rotation = Quaternion.LookRotation(-dir); } } while (Vector3.Distance(other.position, destination.position) > stopDistance) { //rb.MovePosition(Vector3.MoveTowards(other.position, destination.position, speed * 60f * Time.deltaTime)); pc.rb.velocity = (destination.position - other.position).normalized * speed; pc.ball = false; yield return(new WaitForFixedUpdate()); } //set final velocity here yield return(new WaitForFixedUpdate()); }
/// <summary> /// 部屋に入ったとき /// </summary> void EnterRoom() { Debug.Log("enter room"); if (!_player) { _player = FindObjectOfType <PlayerCore>(); } _currentRoomView = _player.transform.GetComponentInParent <RoomView>(); _playerPosition = _currentRoomView.Room.Coordinate; //プレイヤーのいた部屋を移動 if (_prevStayRoom.X != -1) { _mapData[_prevStayRoom.Y * 2, _prevStayRoom.X * 2] &= ~(int)MinimapObject.Players; } _mapData[_playerPosition.Y * 2, _playerPosition.X * 2] |= (int)MinimapObject.Floor; _mapData[_playerPosition.Y * 2, _playerPosition.X * 2] |= (int)MinimapObject.Players; _prevStayRoom = _playerPosition; OnMapChanged?.Invoke(_mapData); }
// Use this for initialization void Start() { player = GameManager.Player; transform.position = new Vector3(player.transform.position.x + xOffset, transform.position.y, transform.position.z); }
void CreateNewPlayerCoreData() { ensureDirectoryExists(rootPath); string path = rootPath + "/" + userID + ".json"; PlayerCore newData = new PlayerCore(); newData.userID = userID; string jsonSaveFile; if (hashingEnabled) { HashedPlayerCore hashedData = new HashedPlayerCore(); hashedData.playerData = newData; string resultHash = DataUtility.Md5Sum(JsonUtility.ToJson(hashedData.playerData, true)); hashedData.hash = resultHash; jsonSaveFile = JsonUtility.ToJson(hashedData, true); } else { jsonSaveFile = JsonUtility.ToJson(newData, true); } File.WriteAllText(path, jsonSaveFile); }
private PlayerCore player; // associated player /// <summary> /// Initializes the Health Bar UI /// </summary> public void Initialize(PlayerCore player) { this.player = player; barsArray = new UnityEngine.UI.Image[3]; // initialize arrays gleamArray = new UnityEngine.UI.Image[3]; gleaming = new bool[barsArray.Length]; gleamed = new bool[barsArray.Length]; Color[] colors = new Color[] { Color.green, new Color(0.8F, 0.8F, 0.8F), new Color(0.4F, 0.8F, 1.0F) }; for (int i = 0; i < barsArray.Length; i++) // iterate through array { barsArray[i] = Instantiate(inputBar).GetComponent <Image>(); // instantiate the image barsArray[i].fillAmount = 0; // initialize fill to 0 for cool animation barsArray[i].color = colors[i]; Vector3 tmp = barsArray[i].transform.position; tmp.y -= 24 * i; barsArray[i].transform.position = tmp; barsArray[i].transform.SetParent(transform, false); // set as parent to the object this script is on gleamArray[i] = Instantiate(inputBar).GetComponent <Image>(); // instantiate the image if (gleamArray[i].GetComponentInChildren <Text>()) { foreach (Text text in gleamArray[i].GetComponentsInChildren <Text>()) { Destroy(text.gameObject); } } gleamArray[i].fillAmount = 0; // initialize fill to 0 for cool animation tmp = gleamArray[i].transform.position; tmp.y -= 24 * i; gleamArray[i].transform.position = tmp; gleamArray[i].transform.SetParent(transform, false); // set as parent to the object this script is on } initialized = true; // set to initialized }
void Awake() { _master = GameMaster.GetInstance(); _player = _master.GetPlayer().GetComponent <PlayerCore>(); _progress = _master.gameObject.GetComponent <GameProgress>(); _ui = _master.GetUI().GetComponent <UserInterfaceCore>(); }
private static void Main() { if (InstanceExists()) { return; } Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(true); // TODO: Resolve factory as a depenedency by means of some DI solution. DefaultFactory Factory = new DefaultFactory(); try { PlayerCore Core = new PlayerCore(Factory); MainForm MainForm = new MainForm(Core) { Icon = Resource.HOLO }; Core.SetView(MainForm); Application.Run(MainForm); Core.SaveDatabase(); } catch (Exception E) { Logger.FatalException("Unhandled exception at the top level.", E); MessageBox.Show(E.Message, "Error", MessageBoxButtons.OK, MessageBoxIcon.Error); } }
// Update is called once per frame void Update() { t += Time.deltaTime; //blink when close to expiration //Lifetime expiration if (t > 15.0f) { Destroy(this.gameObject); } //Collision detection //Abstraction inefficiency float x = this.gameObject.transform.position.x; float y = this.gameObject.transform.position.y; Vector2 center = new Vector2(x, y); float r = this.gameObject.GetComponent <CircleCollider2D>().radius; Collider2D player = Physics2D.OverlapCircle(center, r, 1 << LayerMask.NameToLayer("Player")); //TODO: do an intro timer? Delay before pickup is enabled. if (player != null) { PlayerCore pl = player.gameObject.GetComponent <PlayerCore>(); pl.hp = Mathf.Min(pl.hp + 25.0f, pl.max_hp); Destroy(this.gameObject); } }
void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { PlayerCore pc = other.GetComponent <PlayerCore>(); pc.score += scoreAdd; pc.UIManager.UpdateScore(); switch (objType) { case Type.spring: audioSource.PlayOneShot(MainDefSounds.defaultSounds.spring); break; case Type.dashPad: audioSource.PlayOneShot(MainDefSounds.defaultSounds.dashPad); pc.groundedPhysics.currentForce = force.magnitude; break; case Type.normalRamp: audioSource.PlayOneShot(MainDefSounds.defaultSounds.normalRamp); break; case Type.trickRamp: audioSource.PlayOneShot(MainDefSounds.defaultSounds.trickRamp); pc.playerSoundCore.PlayTrick(); break; case Type.dashRing: audioSource.PlayOneShot(MainDefSounds.defaultSounds.dashRing); break; case Type.trickDashRing: audioSource.PlayOneShot(MainDefSounds.defaultSounds.trickDashRing); pc.playerSoundCore.PlayTrick(); break; } pc.rb.velocity = transform.TransformDirection(force); if (setCameraDirection == true) { if (camDirNeg) { Vector3 dir = -force; pc.orbitCam.transform.rotation = Quaternion.LookRotation(-dir); } else { Vector3 dir = force; pc.orbitCam.transform.rotation = Quaternion.LookRotation(-dir); } } pc.ball = false; StartCoroutine(Set(pc)); } }
IEnumerator pathPlayer(PathData data) { var player = PlayerCore.Instance; // TODO: Jank workaround, fix eventually PathData.Node current = data.waypoints[0]; while (current != null) { if (PlayerCore.getDirectionalInput() != Vector2.zero || (currentPathData == null || !currentPathData.waypoints.Contains(current))) { if (currentPathData == null || (!currentPathData.waypoints.Contains(current))) { yield break; } else { foreach (var renderer in reticleRenderersByNode.Values) { if (renderer) { Destroy(renderer.gameObject); } } reticleRenderersByNode.Clear(); } break; } Vector2 delta = current.position - (Vector2)player.transform.position - (Vector2)player.GetComponent <Rigidbody2D>().velocity *Time.fixedDeltaTime; Vector2 originalDelta = current.position - lastPosition + (Vector2)player.GetComponent <Rigidbody2D>().velocity *Time.fixedDeltaTime; player.MoveCraft(delta.normalized); var lastNode = current.ID - 1 > 0 ? GetNode(currentPathData, current.ID - 1) : null; var lineRenderer = reticleRenderersByNode[current].GetComponent <LineRenderer>(); reticleRenderersByNode[current].color = lineRenderer.startColor = lineRenderer.endColor = Color.Lerp(new Color32((byte)100, (byte)100, (byte)100, (byte)255), Color.green, (1 - (delta.magnitude / originalDelta.magnitude))); if (delta.sqrMagnitude < PathAI.minDist) { Destroy(reticleRenderersByNode[current].gameObject, 5); reticleRenderersByNode.Remove(current); if (current.children.Count > 0) { lastPosition = current.position; int next = Random.Range(0, current.children.Count); current = GetNode(data, current.children[next]); } else { current = null; } } yield return(null); } nodeID = 1; currentPathData = null; }
IEnumerator Set(PlayerCore pc) { yield return(null); yield return(null); pc.ball = false; }
public bool FlipPauseState(PlayerCore pc) { caller = pc; isPaused = !isPaused; pauseObject.SetActive(isPaused); Time.timeScale = isPaused ? 0.0f : 1.0f; return(isPaused); }
void Start() { m_playerCore = GameObject.Find("Player").GetComponentInChildren <PlayerCore>(); m_playerEnter = m_playerCore.transform.GetComponent <PlayerEnter>(); m_text = GetComponent <Text>(); m_recordKey = YamagenLib.PlayInstructor.instance.GetLoadStage().ToString() + "Time"; m_elapsedTime = 0.0f; }
void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { PlayerCore pc = other.GetComponent <PlayerCore>(); pc.playerAnimationManager.playerAnimator.Play(animationToPlay); } }
void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { PlayerCore pc = other.GetComponent <PlayerCore>(); particles.Play(); } }
// TODO: fix bug where arrow is disabled initially even though it was enabled in the main menu public void Initialize(PlayerCore player) { if (active) { this.player = player; init = true; } }
private void Start() { Player = GetComponent <PlayerCore>(); // Player.OnInitializeAsync.Subscribe(_ => OnInitialize()).AddTo(this); OnStart(); }
void Start() { _Core = GameObject.FindWithTag("Player").GetComponent <PlayerCore>(); _Core.CurrentHealth .Subscribe(_ => UpdateHPData()) .AddTo(_Core); }
public virtual void SetOwner(PlayerCore weaponOwner) { this.weaponOwner = weaponOwner; foreach (var effect in Effects) { Destroy(effect); } }
/// <summary> /// GameReusltManagerが実行する /// </summary> /// <param name="results"></param> public void ShowResult(IEnumerable<ResultInfo> results, PlayerCore winner) { resultPanel.SetActive(true); var lt = results.Select((x, index) => string.Format("{0}位: {1}({2:F1}秒)\n", index + 2, x.PlayerCore.PlayerName, x.DeadTime)) .Aggregate((p, c) => p + c); loaserText.text = lt; winnerText.text = string.Format("1位: {0}", winner.PlayerName); }
private GUIText sta_text; //Actual GUI Text object #endregion Fields #region Methods // Use this for pre-initialization void Awake() { player_core = player.GetComponent<PlayerCore>(); hp_text = hp_text_obj.GetComponent<GUIText>(); hp_bar = hp_bar_obj.GetComponent<GUITexture>(); hp_bar_cap_r = hp_bar_cap_r_obj.GetComponent<GUITexture>(); sta_text = sta_text_obj.GetComponent<GUIText>(); sta_bar = sta_bar_obj.GetComponent<GUITexture>(); sta_bar_cap_r = sta_bar_cap_r_obj.GetComponent<GUITexture>(); }