public void Detonate()
    {
        if (explosionPrefab != null)
        {
            GameObject explosion = (GameObject)Instantiate(explosionPrefab, transform.position, transform.rotation);
            Destroy(explosion, 5F);
            NetworkServer.Spawn(explosion);
        }

        Player_Fire shooterFireScript = Shooter.GetComponent <Player_Fire>();

        shooterFireScript.currentNuke = null; //Remove the current nuke

        CheckForPlayers();
        if (smokeTrail != null)  //UNITY 5.1.3 has problems with particle systems so I bult this failsafe just in case I disable them
        {
            smokeTrail.GetComponent <ParticleSystem>().startSize = 0;
            Destroy(smokeTrail, 5F);
        }
        print("Playing nuke sfx");
        //source.PlayOneShot(explosionSfx); //Play explosion sound
        Shooter.GetComponent <Audio_Sync>().PlaySound(8, transform.position); //Play nuke explosiion sfx via the shooter
        //Shooter.GetComponent<Projectile_daisyChain>().CmdDestroy(gameObject);
        Destroy(gameObject);
        //NetworkServer.Destroy(gameObject);
    }
Example #2
0
    // Use this for initialization
    void Start()
    {
        player_fire  = GetComponent <Player_Fire> ();
        yButtManager = GetComponent <YButtonManager> ();

        last_fire = Time.time;
    }
Example #3
0
    // Initialization
    void Start()
    {
        player_fire         = GetComponent <Player_Fire> ();
        player_missile_fire = GetComponent <Player_Missile_Fire> ();
        yButtManager        = GetComponent <YButtonManager> ();

        move = transform.root.GetComponentInChildren <PlayerMove> ();

        last_fire = Time.time;
    }
Example #4
0
    // Initialize
    void Start()
    {
        thisSR         = GetComponent <SpriteRenderer> ();
        PlayerTurretSR = PlayerTurret.GetComponent <SpriteRenderer> ();
        player_Fire    = PlayerTurret.GetComponent <Player_Fire> ();

        HP             = startingMaxHP;
        invuln         = false;
        checkColliders = false;
        dashing        = false;
        setAllColorScale(1);
    }
Example #5
0
    // Use this for initialization
    void Start()
    {
        //if (isLocalPlayer) {

        variablesScript       = GetComponent <variables>();
        playerBoostScript     = GetComponent <Player_Boost>();
        playerDeathScript     = GetComponent <Player_Death>();
        playerRespawnScript   = GetComponent <Player_Respawn>();
        playerFireScript      = GetComponent <Player_Fire>();
        playerHealthScript    = GetComponent <Player_Health>();
        playerIDScript        = GetComponent <Player_ID>();
        shipControlScript     = GetComponent <ShipControl>();
        playerEngineScript    = GetComponent <Player_Engine>();
        playerSpotlightScript = GetComponent <Player_Spotlight>();
        playerNetworkSetup    = GetComponent <Player_NetworkSetup>();

        if (isLocalPlayer)
        {
            playerType = PlayerPrefs.GetString("ShipType");
            //print("Setting player type to: " + playerType);
            if (playerType != "Large" && playerType != "Medium" && playerType != "Small")
            {
                playerType = "Medium";
            }
            if (playerType == "Small")
            {
                Cmd_EnableSmallShip();
            }
            else if (playerType == "Medium")
            {
                Cmd_EnableMediumShip();
            }
            else if (playerType == "Large")
            {
                Cmd_EnableLargeShip();
            }
            CmdTellServerMyShip(playerType);
        }

        /*
         * if (!isLocalPlayer) {
         *  if (playerTypeGlobal == "Small") {
         *      Cmd_EnableSmallShip();
         *  }
         *  else if (playerTypeGlobal == "Medium") {
         *      Cmd_EnableMediumShip();
         *  }
         *  else if (playerTypeGlobal == "Large") {
         *      Cmd_EnableLargeShip();
         *  }
         * }
         */
    }
Example #6
0
    // Initialize the upgrade settings to lvl1 if not already set
    void Start()
    {
        player_fire = GetComponent <Player_Fire> ();

        if (exploRadiusMult == 0f)
        {
            exploRadiusMult = lvl1ExploRadiusMult;
            maxCooldown     = lvl1Cooldown;
        }

        activeMissiles = new List <GameObject> ();

        // Testing:
        //UnlockMissiles(1);
        //EnableTracking (1);
        //EnableTripleShot(1);
        //UpgradeCooldown (1);
        //UpgradeExplosionRadius (1);
    }
Example #7
0
    // Use this for initialization
    void Start()
    {
        playerHealthScript = GetComponent <Player_Health>();
        variablesScript    = GetComponent <variables>();
        playerFireScript   = GetComponent <Player_Fire>();
        playerBoostScript  = GetComponent <Player_Boost>();

        healthText  = GameObject.Find("Health Text").GetComponent <Text> ();
        healthBar   = GameObject.Find("Health Bar").GetComponent <Image>();
        fireText    = GameObject.Find("Fire Text").GetComponent <Text>();
        fireBar     = GameObject.Find("Fire Bar").GetComponent <Image>();
        specialText = GameObject.Find("Special Text").GetComponent <Text>();
        specialBar  = GameObject.Find("Special Bar").GetComponent <Image>();
        boostText   = GameObject.Find("Boost Text").GetComponent <Text>();
        boostBar    = GameObject.Find("Boost Bar").GetComponent <Image>();


        healthText.text      = playerHealthScript.health.ToString();
        healthBar.fillAmount = 1;
    }
    void Awake()
    {
        //Get references
        p    = GetComponent <Player>();
        rb   = GetComponent <Rigidbody2D>();
        cf   = GetComponent <ConstantForce2D>();
        sr   = GetComponent <SpriteRenderer>();
        cc   = GetComponent <CapsuleCollider2D>();
        anim = GetComponent <Animator>();

        ph = GetComponent <Player_Health>();
        pf = GetComponent <Player_Fire>();
        pm = GetComponent <Player_Movement>();
        pj = GetComponent <Player_Jump>();
        pc = GetComponent <Player_Currency>();

        instance = this; //Set instance to this player

        //Get the collider for the player's dead state
        deadCollider         = transform.Find("Dead Collider").GetComponent <CapsuleCollider2D>();
        deadCollider.enabled = false; //Set inactive
    }
Example #9
0
    // Call this to purchase/enable a gunner upgrade
    public static void purchaseGunnerUpgrade(gunnerEffect toPurchase)
    {
        int total = gunnerUpgrades [toPurchase] + 1;

        gunnerUpgrades [toPurchase] = total;

        if (toPurchase == gunnerEffect.A_fireRate)
        {
            Player_Fire.UpgradeFireRate(total);
        }
        else if (toPurchase == gunnerEffect.A_range)
        {
            bullet_range.upgradeRange(total);
        }
        else if (toPurchase == gunnerEffect.A_ricochet)
        {
            Player_Fire.UpgradeRicochet(total);
        }
        else if (toPurchase == gunnerEffect.A_multishot)
        {
            Player_Fire.UpgradeMultishot(total);
        }
        else if (toPurchase == gunnerEffect.A_wideBullets)
        {
            Player_Fire.UpgradeBulletWidth(total);
        }
        else if (toPurchase == gunnerEffect.missile)
        {
            Player_Missile_Fire.UnlockMissiles(total);
        }
        else if (toPurchase == gunnerEffect.missile_cooldown)
        {
            Player_Missile_Fire.UpgradeCooldown(total);
        }
        else if (toPurchase == gunnerEffect.missile_explosions)
        {
            Player_Missile_Fire.UpgradeExplosionRadius(total);
        }
        else if (toPurchase == gunnerEffect.missile_tripleShot)
        {
            Player_Missile_Fire.EnableTripleShot(total);
        }
        else if (toPurchase == gunnerEffect.missile_tracking)
        {
            Player_Missile_Fire.EnableTracking(total);
        }
        else if (toPurchase == gunnerEffect.sword)
        {
            sword_script.upgrade_enabled(total);
        }
        else if (toPurchase == gunnerEffect.sword_destroyProj)
        {
            sword_script.upgrade_projectiles(total);
        }
        else if (toPurchase == gunnerEffect.sword_duration)
        {
            sword_script.upgrade_dur(total);
        }
        else if (toPurchase == gunnerEffect.sword_range)
        {
            sword_script.upgrade_range(total);
        }
        else if (toPurchase == gunnerEffect.sword_spin)
        {
            sword_script.upgrade_spins(total);
        }
        else if (toPurchase == gunnerEffect.Y_slowMo)
        {
            YButtonManager.UnlockSlowMo(total);
        }
        else if (toPurchase == gunnerEffect.Y_starMode)
        {
            YButtonManager.UnlockStarMode(total);
        }
    }
Example #10
0
 public void Doknockback(Vector3 po1, Vector3 po2, float length = 1f)
 {
     knockback = -Player_Fire.VectorRotation(Player_Fire.PointDirection(po1, po2)) * nockback_length * 0.1f * length;
 }
Example #11
0
 void Start()
 {
     pf = player.GetComponent <Player_Fire>();
 }