void OnTriggerEnter(Collider other) { // CollectResource Resource = (CollectResource)other.gameObject.GetComponent(typeof(CollectResource)); ResourceCollisionHandling Player = (ResourceCollisionHandling)other.gameObject.GetComponent(typeof(ResourceCollisionHandling)); Owner = Player.GetPlayer(); StartCapturing(); }
// Use this for initialization void Start() { Player = GameObject.Find ("Player"); resources = Player.GetComponent<PlayerResources>(); //intial amount of resource given resCount = 10; }
//Create the overhead UI public void Overheads(string name, Color color) { this.prefab = Resources.Load("Prefabs/Overheads") as GameObject; this.overheads = Instantiate(this.prefab).GetComponent <Overheads>(); this.resources = this.overheads.resources; this.overheads.name = name; this.overheads.color = color; this.overheads.player = this; }
public FuelGenerator(Actor self, FuelGeneratorInfo info) { Info = info; var source = info.UseFuelReserve ? self.Owner.PlayerActor : self; fueltank = source.Trait <Fueltank>(); resources = self.Owner.PlayerActor.TraitOrDefault <PlayerResources>(); ticks = info.Interval; }
protected override void Created(Actor self) { // Special case handling is required for the Player actor. // Created is called before Player.PlayerActor is assigned, // so we must query player traits from self, which refers // for bot modules always to the Player actor. playerPower = self.TraitOrDefault <PowerManager>(); playerResources = self.Trait <PlayerResources>(); positionsUpdatedModules = self.TraitsImplementing <IBotPositionsUpdated>().ToArray(); }
void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner) { // Unlink any harvesters foreach (var harv in GetLinkedHarvesters()) { harv.Trait.UnlinkProc(harv.Actor, self); } playerResources = newOwner.PlayerActor.Trait <PlayerResources>(); }
public BaseBuilder(HackyAI ai, string category, Player p, PowerManager pm, PlayerResources pr) { this.ai = ai; world = p.World; player = p; playerPower = pm; playerResources = pr; this.category = category; failRetryTicks = ai.Info.StructureProductionResumeDelay; }
void INotifyCreated.Created(Actor self) { // Special case handling is required for the Player actor. // Created is called before Player.PlayerActor is assigned, // so we must query other player traits from self, knowing that // it refers to the same actor as self.Owner.PlayerActor var playerActor = self.Info.Name == "player" ? self : self.Owner.PlayerActor; playerResources = playerActor.Trait <PlayerResources>(); }
/// <summary> /// Called when the attached Behaviour is destroying. /// </summary> private void OnDestroy() { movement?.Disable(); ClearLastResourcesHero(); if (!PlayerResources.IsNullOrMissing()) { PlayerResources.OnNewSourceHero -= OnNewResourceHeroHandler; } }
void Awake() { PlayerManager = GameObject.Find("PlayerManager").GetComponentInChildren <PlayerResources>(); goldAmount = GameObject.Find("GoldText").GetComponent <Text>(); foodAmount = GameObject.Find("FoodText").GetComponent <Text>(); swordAmount = GameObject.Find("SwordText").GetComponent <Text>(); axeAmount = GameObject.Find("AxeText").GetComponent <Text>(); gunnerAmount = GameObject.Find("GunnerText").GetComponent <Text>(); looterAmount = GameObject.Find("LooterText").GetComponent <Text>(); }
public ProductionQueue(Actor self, Actor playerActor, ProductionQueueInfo info) { this.self = self; this.Info = info; playerResources = playerActor.Trait <PlayerResources>(); PlayerPower = playerActor.Trait <PowerManager>(); Race = self.Owner.Country; Produceable = InitTech(playerActor); }
// Start is called before the first frame update void Start() { er = GetComponent <EnemyResources>(); rb = GetComponent <Rigidbody2D>(); player = GameObject.FindGameObjectWithTag("Player"); attackReady = false; pr = player.GetComponent <PlayerResources>(); anim = GetComponent <Animator>(); ps = GetComponentInChildren <ParticleSystem>(); }
void Start() { //Start the coroutine we define below named ExampleCoroutine. //StartCoroutine(ExampleCoroutine()); playerTurn = true; gameGrid = GameObject.FindGameObjectWithTag("GridManager").GetComponent <TileMouseOver>(); playerResources = GetComponent <PlayerResources>(); behaviourController = GetComponent <BehaviourController>(); ticTac.SetActive(false); }
void Start() { _player = GameObject.Find("Player"); _playerResources = _player.GetComponent <PlayerResources>(); _playerExperience = _player.GetComponent <PlayerExperience>(); resourceQuantity = maxQuantity + Convert.ToInt32(UnityEngine.Random.Range(-maxQuantity * 0.3f, maxQuantity * 0.3f)); _animator = _player.GetComponent <Animator>(); audioManager = GameObject.FindGameObjectWithTag("AudioManager").GetComponent <CustomAudioManager>(); _playerEq = _player.GetComponent <PlayerEquipment>(); }
public SupportPowerBotASModule(Actor self, SupportPowerBotASModuleInfo info) : base(info) { world = self.World; player = self.Owner; self.World.AddFrameEndTask(w => { playerResource = player.PlayerActor.Trait <PlayerResources>(); }); }
//Finds car's movement script ... private void Start() { carMovement = GetComponentInParent <CarMovement>(); playerResources = GameObject.FindWithTag(PlayerTag).GetComponent <PlayerResources>(); losingController = GameObject.FindWithTag(LosingControllerTag).GetComponent <LosingController>(); speedTextOffPoint = carMovement.Road.commonPath.GetControlPoint(15).z; checkResourcesPoint = carMovement.Road.commonPath.GetControlPoint(47).z; SetTextParameters(); }
private void Die() { StartCoroutine(AnimatedDeath()); GameObject controller = GameObject.Find("Game Control"); PlayerResources resourceControl = controller.GetComponent <PlayerResources>(); resourceControl.AddSpikes(spikeResource); resourceControl.AddCrawlbits(crawlResource); resourceControl.AddScrap(scrapResource); }
void UpdateResources() { currencyCount.text = PlayerResources.GetCurrentCurrencyValue().ToString(); buildingMaterialsCount.text = PlayerResources.GetCurrentBuildingMaterialsValue().ToString(); toolPartsCount.text = PlayerResources.GetCurrentToolPartsValue().ToString(); bookPagesCount.text = PlayerResources.GetCurrentBookPagesValue().ToString(); felledTreesCount.text = HomesteadStockpile.GetTreesCountAsString(); logsCount.text = HomesteadStockpile.GetLogsCountAsString(); firewoodCount.text = HomesteadStockpile.GetFirewoodCountAsString(); }
public void Start() { res = GameObject.FindObjectOfType <PlayerResources>(); StartCoroutine("Cooldown"); // Handle visuals GameObject.FindObjectOfType <WeaponVisController>().AddWeapon(weaponType); pool = GameObject.FindObjectOfType <PoolController>(); }
private void OnTriggerEnter(Collider other) { if (other.tag != "Player") { return; } GetComponent <MeshRenderer>().enabled = false; PlayerResources.CollectCoin(); Destroy(gameObject); }
// Start is called before the first frame update void Start() { if (player == null) { player = GameObject.FindGameObjectWithTag("Player"); } if (scoutLocationsParent == null) { scoutLocationsParent = GameObject.FindGameObjectWithTag("ScoutLocations").transform; } if (fleeLocationsParent == null) { fleeLocationsParent = GameObject.FindGameObjectWithTag("FleeLocations").transform; } if (collider == null) { collider = GameObject.FindGameObjectWithTag("MainCamera").transform; } if (anim == null) { anim = GetComponent <Animator>(); } if (spawner == null) { spawner = GameObject.FindGameObjectWithTag("Spawner").GetComponent <AISpawner>(); } enemyResources = GetComponent <PlayerResources>(); enemyResources.SetHealth(100); enemyBehaviour = EnemyBehaviours.Scouting; // Get nav mesh agent from gameobject enemyNavMeshAgent = GetComponent <NavMeshAgent>(); // Add each scout point to scoutLocations list foreach (Transform child in scoutLocationsParent) { scoutLocations.Add(child); } // Add each flee point to fleeLocations list foreach (Transform child in fleeLocationsParent) { fleeLocations.Add(child); } // Assign first scout location int randomIndex = Random.Range(0, scoutLocations.Count); nextLocation = scoutLocations[randomIndex]; //anim = GetComponent<Animator>(); }
public void LoadMenu() { Time.timeScale = 1f; gameIsPaused = false; // Dear future me, it's not the best idea to reset the game // state from the Pause Menu. Please think of something better, // regards, past (present?) me. PlayerResources.Reset(); SceneManager.LoadScene("MainMenu"); }
// Use this for initialization void Start() { desireability = 1; HouseLevel = 1; Level2Model = GameObject.FindGameObjectWithTag("Game Control").GetComponent <HouseModels> ().House2; Level3Model = GameObject.FindGameObjectWithTag("Game Control").GetComponent <HouseModels> ().House3; PopManager = GameObject.FindGameObjectWithTag("Game Control").GetComponent <PopulationManager>(); ElapsedTime = GameObject.FindGameObjectWithTag("Game Control").GetComponent <ElapsedTime>(); discontent = GameObject.FindGameObjectWithTag("Game Control").GetComponent <Discontent>(); pResource = GameObject.FindGameObjectWithTag("Game Control").GetComponent <PlayerResources>(); prosp = GameObject.FindGameObjectWithTag("Game Control").GetComponent <Prosperity>(); }
public void AddPlayer(Vector3Int capitalPos, int playerId) { AddCapital(capitalPos, playerId); PlayerResources playerResources = new PlayerResources { Diamonds = 10000, Force = 10000, Wood = 10000 }; PlayersResources.Add(playerId, playerResources); }
public void Init() { DebugLog.DebugWrite($"INIT"); var playerTransform = Locator.GetPlayerTransform(); _playerResources = playerTransform.GetComponent <PlayerResources>(); _spaceSuit = Locator.GetPlayerSuit(); _playerSpawner = FindObjectOfType <PlayerSpawner>(); _suitPickupVolumes = FindObjectsOfType <SuitPickupVolume>(); _fluidDetector = Locator.GetPlayerCamera().GetComponentInChildren <FluidDetector>(); _playerSpawnPoint = GetSpawnPoint(); }
private void DrawResourceIcon(PlayerResources type, int iconLeft, int textLeft, int topPos) { // Draws icon Texture2D icon = playerResourceIcons[type]; GUI.DrawTexture(new Rect(iconLeft, topPos, ICON_WIDTH, ICON_HEIGHT), icon); // Draws value string text = playerResources[type].ToString(); GUI.Label(new Rect(textLeft, topPos, TEXT_WIDTH, TEXT_HEIGHT), text); }
private void OnTriggerEnter(Collider other) { if (other.tag == "Player") { PlayerResources.CollectItem(itemID, itemName, itemDescription); if (OnPickUpItemDestroyed != null) { OnPickUpItemDestroyed(gameObject.name); } Destroy(gameObject); } }
public void Tick(PlayerResources pr) { if (!Started) { var time = Queue.GetBuildTime(Item); if (time > 0) { RemainingTime = TotalTime = time; } Started = true; } if (Done) { if (OnComplete != null) { OnComplete(); } return; } if (Paused) { return; } if (pm.PowerState != PowerState.Normal) { if (--slowdown <= 0) { slowdown = Queue.Info.LowPowerSlowdown; } else { return; } } var costThisFrame = RemainingCost / RemainingTime; if (costThisFrame != 0 && !pr.TakeCash(costThisFrame)) { return; } RemainingCost -= costThisFrame; RemainingTime -= 1; if (RemainingTime > 0) { return; } Done = true; }
// Definieren der Funktion OnMouseOver, welche die Funktion open() aufruft, wenn mit links(0) draufgeklickt wird void OnMouseOver() { availableMoney = GameObject.FindGameObjectWithTag("GameController").GetComponent <PlayerResources>(); if (Input.GetMouseButtonDown(0)) { availableMoney.money = availableMoney.money + 50; } else if (Input.GetMouseButtonDown(1)) { availableMoney.money = availableMoney.money - 50; } }
void Update() { if (!UIHealthBar || !UIHealthBar.enabled) { print("Missing Health bar slider on " + gameObject.name); return; } if (!UIHealthText || !UIHealthText.enabled) { print("Missing Health bar text on " + gameObject.name); return; } if (!Player) { Player = GameObject.FindGameObjectWithTag("Player"); } else if (!PR) { PR = Player.GetComponent <PlayerResources>(); } else { if (UIHealthBar) { UIHealthBar.maxValue = PR.GetMaxHealth(); UIHealthBar.value += (PR.GetHealth() - UIHealthBar.value) * healthSegmentDrop; UIHealthBar.value = Mathf.Clamp(UIHealthBar.value, 0, UIHealthBar.maxValue); if (UIHealthText) { textHealthint = (int)(UIHealthBar.value + 0.1f); UIHealthText.text = textHealthint.ToString(); } } if (expBar) { if (tmpExp != MasterObjectControl.masterObject.mocExperience) { tmpExp = MasterObjectControl.masterObject.mocExperience; int myExp = tmpExp; while (myExp > (lvlScalar * lvl)) { myExp -= (lvlScalar * lvl); lvl++; } expBar.maxValue = lvlScalar * lvl; expBar.value = myExp % (lvlScalar * lvl - 1); expBar.value = Mathf.Clamp(expBar.value, 0, lvlScalar * lvl); } } } }
private void Awake() { s_cultureInfo = CultureInfo.CreateSpecificCulture("de-DE");; if (s_instance != null) { Debug.LogErrorFormat("There is already an instance of type {0}. Destroying this object.", GetType().Name); Destroy(gameObject); } else { s_instance = this; } }
//start off in a random direction //if you collide with the Room layer you bounce off //if you collide with the player you deal damage and bounce off void Start() { fly = GameObject.FindGameObjectWithTag("FireFly").GetComponent <FireFlyResources>(); pr = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerResources>(); anim = GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); br = GetComponentInParent <BossResources>(); startTimeBtwDamage = fly.rateOfFire; terra = GetComponentInParent <SpawnOfTerra>(); ps = GetComponentsInChildren <ParticleSystem>(); movement = new Vector2(Random.Range(-1f, 1f), Random.Range(-1f, 1f)); rb.velocity = movement * 5; }
//player data load success callback private void OnLoadSuccess() { EventsAggregator.Network.RemoveListener(ENetworkEvent.PlayerDataLoadSuccess, OnLoadSuccess); //TODO: assign correct values Resources = new PlayerResources(10, 2500, 100); Inventory = new PlayerInventory(); Heroes = new PlayerHeroes(new BaseHero[] { new BaseHero(UnitsConfig.Instance.GetHeroData(EUnitKey.Hero_Sniper), 0) }, 0); HeroSkills = new PlayerHeroSkills(); City = new PlayerCity(); StoryProgress = new PlayerStoryProgress(); Statistics = new PlayerStatistics(); VIPStatus = EPlayerVIP.None; }
// Use this for initialization void Start() { if (gameObject.name == "Enemy(Clone)") { maxHP = HP = 40; damage = 10; } else if (gameObject.name == "Enemy2(Clone)") { maxHP = HP = 60; damage = 15; } Player = GameObject.Find ("Player"); ps = Player.GetComponent<PlayerStats> (); pr = Player.GetComponent<PlayerResources> (); }
public CavernaPlayer(int food, IServerSocket serverSocket) { _serverSocket = serverSocket; tilesManager = new CavernaPlayerTilesManager(this); animalManager = new AnimalManager(); _playerResources = new PlayerResources(); _newRoundBonuses = new List<List<string>>(); //these will trigger a ui update, in case you started a new game Wood = 0; Ore = 0; Stone = 0; Veg = 0; Grain = 0; Food = food; Rubies = 0; Gold = 0; BeggingCards = 0; _dwarves.Add(new Dwarf(false, _dwarves.Count+1)); _dwarves.Add(new Dwarf(false, _dwarves.Count+1)); CalculatePlayerScore(); }
// Use this for initialization void Start() { movement = player.GetComponent<PlayerMovementScript> (); resources = player.GetComponent<PlayerResources> (); NewApocalypse (); currentApocalypse.GetComponent<PolygonGenerator> ().player = this.player; }
void Awake() { _sr = GetComponent<SpriteRenderer>(); _pr = FindObjectOfType<PlayerResources>(); _costsText = GameObject.Find("UpgradeCosts").GetComponent<Text>(); }
// Use this for initialization void Start() { Player = GameObject.Find ("Player"); stats = Player.GetComponent<PlayerStats> (); resources = Player.GetComponent<PlayerResources>(); isPaused = false; }
// Use this for initialization void Start() { Player = GameObject.Find ("Player"); resources = Player.GetComponent<PlayerResources>(); }
// Use this for initialization void Start() { Player = GameObject.Find ("Player"); stats = Player.GetComponent<PlayerStats> (); resources = Player.GetComponent<PlayerResources>(); isPaused = false; healthBarLength = Screen.width / 2; }
void Start() { _pr = FindObjectOfType<PlayerResources>(); }
void Awake() { _pr = FindObjectOfType<PlayerResources>(); _anim = GetComponent<Animator>(); }
// Use this for initialization void Start() { //Change these once we set up persistant stat levels. precisionGuns = powerGuns = sharpWeapon = bluntWeapon = charm = intimidate = movement = medical = crafting = repairing = 20; if (PlayerPrefs.GetInt("Talent0") == 1) { precisionGuns += 10; powerGuns += 10; sharpWeapon += 10; bluntWeapon += 10; } pr = gameObject.GetComponent<PlayerResources> (); //Inv slots 3 -> 9 reserved for Mark. //Inv slots 10 -> 16 reserved for Kyle. inv = new float[17]; currDam = 10; //fill the player's inventory with persistent items //Commenting this out for the moment, until we have the remnants of the //crafted items removed so as to not confuse the new inventory system. //This will likely return for if we have scene changes within one life. /* for (int i = 0; i<inv.Length; i++){ inv [i] = PlayerPrefs.GetFloat("Inventory " + i.ToString()); }*/ currDef = 0; }
// Use this for initialization void Start() { pr = gameObject.GetComponent<PlayerResources> (); spriteRender = GetComponent<SpriteRenderer>(); stats = GameObject.Find ("Player").GetComponent<PlayerStats> (); // terrain = GameObject.Find ("Terrain").GetComponent<PolygonGenerator>(); animator = GetComponent<Animator>(); //for sprite animation animator.SetTrigger ("snot"); lastDir = 2; knockBackTimer = 11; colorChangeTimer = 0; yellowTimer = 0; blueTimer = 0; isRed = false; isYellow = false; isGreen = false; isBlue = false; }