public void CreateShadow() { if (shadow == null) { shadow = new PlayerShadow(this); } }
public void SetInitialPlayerInfo(Vector3 pos, string network_id, bool is_client, GameObject shadow, int life = 0) { player_model = gameObject.transform.GetChild(0).gameObject; player_marker = gameObject.transform.GetChild(1).gameObject; gameObject.transform.position = pos; _network_id = network_id; _is_client = is_client; _shadow = shadow.GetComponent <PlayerShadow>(); _life = life; gameObject.GetComponent <PlayerShadow>().enabled = false; }
public void SpawnPlayer(RTPacket _packet, string id) { bool local_player = false; for (int p = 0; p < net_manager.match.GetPlayerList().Count; p++) { if (id == game_manager.playerID) { local_player = true; break; } } int pos_x = (int)_packet.Data.GetInt(5); int pos_y = (int)_packet.Data.GetInt(6); Vector3 pos = nav_map.GridToWorldPoint(pos_x, pos_y).transform.position; // Create GameObjects GameObject player_go = Instantiate(player_prefab); GameObject player_shadow_go = Instantiate(player_prefab); // Setup Player Player player_script = player_go.GetComponent <Player>(); player_script.SetInitialPlayerInfo(pos, id, local_player, player_shadow_go); player_script.SetStealth(true); PlayerShadow player_shadow_script = player_shadow_go.GetComponent <PlayerShadow>(); player_shadow_script.SetInitialPlayerShadowInfo(player_go); player_shadow_script.Appear(); if (local_player) { player_script.SetMarkerColor(new Color(0, 0.3f, 0)); player_shadow_script.SetMarkerColor(new Color(0, 1, 0)); SetLifeText(3); } else { player_script.Desappear(); } // Add player players.Add(player_go); }
public Player(int id, string name, Client c, Vector2 position, Map m) : base(position, m) { this.id = id; playerName = name; client = c; shadow = new PlayerShadow(this); dashCooldown = new Timer(stats.DashCooldown, false); dodgeCooldown = new Timer(stats.DodgeCooldown, true); ownedWeapons.Add(WeaponList.Pistol); size = size * 1.4f; }
public Player(int id, string name, Vector2 position, Map m) : base(position, m) { playerID = id; playerName = name; keyboard = new KeyboardWatch(); mouse = new MouseWatch(); mouse.Perspective = Map.GameCamera; float charHeight = 165f; float h = (float)playerTileset.Height / charHeight; float w = ((float)playerTileset.Width / playerTileset.Height); playerMesh = sprite.Mesh; playerMesh.Tileset = playerTileset; playerMesh.Vertices2 = new Vector2[] { new Vector2(-0.5f * w * h, -0.5f + h), new Vector2(0.5f * w * h, -0.5f + h), new Vector2(0.5f * w * h, -0.5f), new Vector2(-0.5f * w * h, -0.5f) }; playerMesh.UV = new Vector2[] { new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0), new Vector2(0, 0) }; shadow = new PlayerShadow(this, playerMesh); dashCooldown = new Timer(stats.DashCooldown, false); dodgeCooldown = new Timer(stats.DodgeCooldown, true); hud = new PlayerHud(this); ownedWeapons.Add(WeaponList.Pistol); size = size * 1.4f; }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); sr = GetComponent <SpriteRenderer>(); anim = GetComponent <Animator>(); ps = GetComponent <PlayerShadow>(); phb = hitBox.GetComponent <PlayerHitBox>(); aso = GetComponent <AudioSource>(); h = 0; moveCam = true; direction = 1; temp_speed = speed; temp_speed2 = speed * 3; DashCooldown = false; dash_cooldown = dashTimeCoolDown; onetimehit = false; hit_time = 0.6f; canJump = true; jump_Count = 1; inair = false; health = 100; }