// Use this for initialization void Start () { if(LOCAL==null) { LOCAL = this; DontDestroyOnLoad(this); } }
// Use this for initialization void Start() { pro_main = GetComponent<ProjectileMain> (); plr_main = pro_main.Creator; line_rend = gameObject.GetComponentInChildren<LineRenderer> (); direction = plr_main.UpperTorsoDir; startPos = plr_main.transform.position; }
// Use this for initialization void Start() { pro_main=GetComponent<ProjectileMain>(); plr_main = pro_main.Creator; transform.position = plr_main.transform.position; transform.localScale*=pro_main.mod_stats.Radius; plr_main.setInvulnerable(true); }
// Use this for initialization void Start() { force=GetComponent<ProjectileMain>().mod_stats.Knockback; radius=GetComponent<ProjectileMain>().mod_stats.Radius; plr = GetComponent<ProjectileMain>().Creator; plr.IgnoreExplosion(); NotificationCenter.Instance.sendNotification(new Explosion_note(plr.transform.position+Vector3.down, force*10000, radius)); NotificationCenter.Instance.sendNotification (new Knockback_note (plr.transform.position, force, radius,1f,null)); }
IEnumerator Jump(PlayerMain player) { float dis=0.5f,dis_extra=dis+2f; Vector3 dir=player.transform.TransformDirection(player.LowerTorsoDir), start_pos=player.transform.position, end_pos=start_pos+dir*dis; //player.transform.position=end_pos; //return; //Debug.Log("COLLISION CHECK::: DIS: "+Vector3.Distance(start_pos,end_pos)); var hits=Physics.RaycastAll(start_pos,dir,dis_extra).OrderBy(r=>Vector3.Distance(start_pos,end_pos)).ToArray(); /* foreach (var h in hits){ Debug.Log("hit dis "+h.distance); }*/ float current_warp_dis=dis; Ray ray=new Ray(start_pos,dir); bool jump=true; for (int i=0;i<hits.Length;i++){ var hit=hits[i]; float hit_dis=(new Vector2(start_pos.x,start_pos.z)-new Vector2(hit.collider.transform.position.x,hit.collider.transform.position.z)).magnitude, hit_rad=hit.collider.bounds.size.x/2f, min_dif=0.5f+hit_rad, dis_dif=current_warp_dis-hit_dis; if (Mathf.Abs(dis_dif)>min_dif){ //good pos jump break; } else{ //too close change pos current_warp_dis=Mathf.Max (dis,hit_dis-min_dif); if (current_warp_dis<=0.5f){//too close no jump! jump=false; break; } } } if (jump) player.transform.position=ray.GetPoint(current_warp_dis); yield return null; }
// Use this for initialization void Start() { pro_main=GetComponent<ProjectileMain>(); player = pro_main.Creator; heading = player.LowerGraphicsDir*Vector3.forward; force=pro_main.mod_stats.Speed; power=pro_main.mod_stats.Power; knockback=pro_main.mod_stats.Knockback; speedVector=heading * (force / 2f); player.DashStart(speedVector); }
IEnumerator doJump(PlayerMain player) { int i=0; while (i<5){ Debug.Log("JUMP! "+i); //yield return jump(player); player.StartCoroutine(Jump(player)); yield return new WaitForSeconds(0); Debug.Log("JUMP DONE! "+i); i++; } yield return null; }
void Start() { _player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerMain>(); if (_player.getSceneLoadData() != null) { Debug.Log("Prepping scene"); string destination = _player.getSceneLoadData().destination; string source = _player.getSceneLoadData().source; prepare_scene(destination, source); } else { alt_prepare_scene(); } }
public AbilityContainer(PlayerMain player,AbilityItem ability) { cooldown=new Timer(1000,OnTimer,true); cooldown.Active=false; this.player=player; Ability=ability; ability_prefab=Ability.Ability; upgrade_stats=Ability.Stats; projectile_prefab=ability_prefab.GetComponent<AbilityStats>().ProjectilePrefab; ProStats = ability_prefab.GetComponent<ProjectileStats>(); sfx = ability_prefab.GetComponent<StoreSounds>(); }
void Awake() { if (instance == null) instance = this; // GetComponent m_EMFSM = GetComponent<EnemyMainFSM> (); thisRB = GetComponent<Rigidbody2D> (); PMain = GameObject.Find("Player_Cell").GetComponent<PlayerMain>(); // Size nInitialNutrientNum = Settings.s_nEnemyMainInitialNutrientNum; nCurrentNutrientNum = nInitialNutrientNum; // Speed fSpeed = Settings.s_fEnemyMainInitialVertSpeed; fSpeedFactor = 1f; fSpeedTemp = fSpeed; bIsDefend = false; fDefendFactor = 0.9f; // Initialization of horizontal movement // Randomize direction int nDirection = Random.Range (0, 2); if (nDirection == 0) bMovingLeft = true; else bMovingLeft = false; // Horizontal speed fMinHoriSpeed = Settings.s_fEnemyMainMinHiriSpeed; fHoriSpeed = Random.Range (fMinHoriSpeed, fMinHoriSpeed * 2f); bCanChangeHori = true; // Velocity velocity = new Vector2 (fHoriSpeed, fSpeed * fSpeedFactor); thisRB.velocity = velocity; pushBackVel = new Vector2 (0.0f, -5.0f); pushForwardVel = new Vector2 (0.0f, 1.0f); stunVel = new Vector2 (0.0f, -0.5f); // Damage nDamageNum = 0; // State bPushed = false; bStunned = false; bCanPush = true; bCanStun = true; bJustAttacked = false; fAttackElapsedTime = 0.1f; fDefaultStunTime = Settings.s_fDefaultStunTime; fCurrentStunTime = fDefaultStunTime; fStunCoolDown = fDefaultStunTime * 2.0f; fDefaultStunTolerance = Settings.s_fDefaultStunTolerance; fCurrentStunTolerance = fDefaultStunTolerance; bIsMainBeingAttacked = false; bIsAllChildWithinMain = false; fNumOfDefaultCells = Settings.s_nEnemyMainInitialChildCellNum; }
public void UseSkill(ProjectileStatsContainer mod_stats,PlayerMain player) { float dis=mod_stats.Radius,dis_extra=dis+2f; Vector3 dir=player.transform.TransformDirection(player.AimDir), start_pos=player.transform.position ;//end_pos=start_pos+dir*dis; Ray ray=new Ray(start_pos,dir); var hits=Physics.RaycastAll(ray,dis_extra).OrderByDescending(r=>r.distance).ToArray(); float current_warp_dis=dis; bool jump=true; for (int i=0;i<hits.Length;i++){ var hit=hits[i]; float hit_dis=(new Vector2(start_pos.x,start_pos.z)-new Vector2(hit.collider.transform.position.x,hit.collider.transform.position.z)).magnitude, hit_rad=hit.collider.bounds.size.x/2f, min_dif=0.5f+hit_rad, dis_dif=Mathf.Abs(current_warp_dis-hit_dis), min_legal=0.1f, next_to_hit=hit_dis-min_dif; if (current_warp_dis<=min_legal){ //Too close. No jump. jump=false; break; } if (dis_dif<min_dif){ //too close to this collider->Change current to min legal distance from collider and continue; current_warp_dis=next_to_hit; }else{ if (next_to_hit>dis){ //this object is not on the way. Continue iterating continue; } //totally legit position. Go for it! break; } /* if (next_valid_jump_dis>distance){ continue;//over legal distance. }else if (){ continue;//under legal distance { */ /* if (Mathf.Abs(dis_dif)>min_dif){ //good pos jump current_warp_dis=dis_dif; break; } else{ //too close change pos current_warp_dis=Mathf.Max (dis,hit_dis-min_dif); if (current_warp_dis<=0.5f){//too close no jump! jump=false; break; } } */ } if (jump){ var start=Resources.Load("TeleStart") as GameObject; var end=Resources.Load("TeleEnd") as GameObject; Instantiate(start,player.transform.position,Quaternion.identity); player.transform.position=ray.GetPoint(current_warp_dis); Instantiate(end,player.transform.position,Quaternion.identity); } }
public Knockback_note(Vector3 position,float force,float radius,float seconds_disabled,PlayerMain ignore) : base(NotificationType.HaxKnockback) { ignore_this=ignore; Position=position; Force=force; Radius=radius; Seconds=seconds_disabled; }
public static void ResetStatics() { s_Instance = null; }
void Awake() { if (PlayerMain.s_Instance == null) { PlayerMain.s_Instance = this; } else { Destroy(this.gameObject); } m_bIsAlive = true; m_bNeedsResizing = false; m_nHealth = Settings.s_nPlayerInitialHealth; m_nMaxHealth = m_nHealth; mAnimate = new Animate(this.transform); spriteRen = gameObject.GetComponent<SpriteRenderer>(); m_surroundingEnemyCells = null; m_Scale = new Vector3(m_fMaxScale, m_fMaxScale, m_fMaxScale); m_nDeathAnimStage = 0; transform.localScale = m_Scale; }
public PlayerAnimations(PlayerMain player) { this.player=player; }
// Called by the engine when all objects are created void Start() { _player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerMain>(); _inventory = GetComponent<ItemInventory>(); // set item prices _prices.Add(101, 5); _prices.Add(102, 15); _prices.Add(201, 5); _prices.Add(202, 15); _prices.Add(301, 5); _prices.Add(302, 15); _prices.Add(401, 5); _prices.Add(402, 15); _prices.Add(501, 5); _prices.Add(502, 15); // load or create inventory var try_loading = _inventory.loadFromDisk("merchant"); if (!try_loading) { // no data on disk, create it //This was stuff put in for testing //_inventory.addItem(1,10); _inventory.addItem(101); _inventory.addItem(102); _inventory.addItem(201); _inventory.addItem(202); _inventory.addItem(301); _inventory.addItem(302); _inventory.addItem(401); _inventory.addItem(402); _inventory.addItem(501); _inventory.addItem(502); //_player.addItem(0,100); //foreach (int i in _inventory.getItemList().Keys){ // _prices.Add(i, 1); //} } }
private void Start() { player = GameManager.Instance.Players[0]; followTransform = player.transform.FindChild("FollowTarget"); }
// Use this for initialization void Start() { pro_main=GetComponent<ProjectileMain>(); plr_main = pro_main.Creator; line_rend=gameObject.GetComponentInChildren<LineRenderer>(); }
public void UseSkill(ProjectileStatsContainer mod_stats,PlayerMain player) { player.StartCoroutine(doJump(player)); }
public void addHero(PlayerMain hero) { m_hero = hero as PlayerMain; addPlayer(m_hero); }
void Awake() { reference = this; }
private void Awake() { player = GameManager.Instance.Players[0]; }