Example #1
0
 void Awake()
 {
     instance = this;
     myAgent  = GetComponent <NavMeshAgent>();
     myAgent.updateRotation = false;
     myPointerRect          = Pointer_Manager.instance.GetComponent <RectTransform>();
 }
Example #2
0
 void OnCollisionEnter2D(Collision2D other)
 {
     if (other.gameObject.tag == "Miscellaneous food" || other.gameObject.tag == "Meat food" || other.gameObject.tag == "Herbivores")
     {
         foreach (ContactPoint2D point in other.contacts)
         {
             Instantiate(Geteffect, point.point, Quaternion.identity);
         }
         gamemanager.GetComponent <Player_Move>().countnext();
         transform.parent = Player.transform;
         SE.play(0);
     }
     if (other.gameObject.tag == "no touch")
     {
         foreach (ContactPoint2D point in other.contacts)
         {
             Instantiate(killeffect, point.point, Quaternion.identity);
         }
         Player_Move.controoff();
         gamemanager.GetComponent <Player_Move>().gameover();
         SE.play(2);
     }
     if (other.gameObject.tag == "goal")
     {
         foreach (ContactPoint2D point in other.contacts)
         {
             Instantiate(goalstar, point.point, Quaternion.identity);
         }
         gamemanager.GetComponent <Player_Move>().effectstart();
         SE.play(3);
     }
 }
 public void EndGame()
 {
     this.inGame = false;
     Koma_Rotate.EndRotate();
     Player_Move.EndGame();
     SceneManager.LoadScene("MainScene");
 }
Example #4
0
 void Start()
 {
     rb            = GetComponent <Rigidbody2D>();
     state         = GetComponent <Player_State>();
     animator      = GetComponent <Player_Animator>();
     timers        = GetComponent <Player_Timers>();
     attributes    = state.attributes;
     wallActions   = GetComponent <Player_Wall_Actions>();
     pJump         = GetComponent <Player_Jump>();
     pDash         = GetComponent <Player_Dash>();
     pDive         = GetComponent <Player_Dive>();
     pCol          = GetComponent <Player_Collisions>();
     pAttack       = GetComponent <Player_Attack>();
     move          = GetComponent <Player_Move>();
     playerManager = GetComponent <PlayerManager>();
     rb.drag       = 0.5f;
     rb.mass       = 1.5f;
     ReceiveValues();
     moveSpeed          = attributes.moveSpeed;
     jumpVelocity       = attributes.jumpVelocity;
     maxDescendAngle    = attributes.maxDescendAngle;
     dashSpeed          = attributes.dashSpeed;
     momentumFactor     = attributes.momentumFactor;
     wallSlideSpeed     = attributes.wallSlideSpeed;
     pivotTime          = attributes.pivotTime;
     diveAttackTime     = attributes.diveAttackTime;
     momentumTime       = attributes.momentumTime;
     wallStickCooldown  = attributes.wallStickCooldown;
     terminalVel        = new Vector2(dashSpeed / 2.0f, dashSpeed / 2.5f);
     airTerminalVel     = new Vector2(dashSpeed / 3.0f, dashSpeed);
     slopeCollisionMask = attributes.slopeCollisionMask;
     gravity            = attributes.gravity;
 }
Example #5
0
 void OnTriggerExit2D(Collider2D col)
 {
     if (col.gameObject.tag == "Player")
     {
         Player_Move PM = col.GetComponentInParent <Player_Move>();
         PM.Speed = PM.maxSpeed;
     }
 }
Example #6
0
 // Start is called before the first frame update
 void Start()
 {
     b  = GameObject.Find("MainButton").GetComponent <Button>();
     GO = GameObject.Find("GoldDonkey");
     PM = GO.GetComponent <Player_Move>();
     b.onClick.AddListener(() => PM.Jump());
     b.onClick.AddListener(Test);
 }
Example #7
0
 void Start()
 {
     g_work_array         = new int[4];
     g_player_move_Script = this.GetComponent <Player_Move>();
     g_timer            = g_start_timer;
     g_pushStart_Script = GameObject.Find("StartChackObj").GetComponent <PushStartScri>();
     g_undo_Script      = GameObject.Find("Game_Controller").GetComponent <Undo_Script>();
 }
Example #8
0
 public override void setCool()
 {
     com = _enemy.GetComponent<Enemy_Move>();
     user = com._player.GetComponent<Player_Move>();
     com.maxSpeed = 0.187f;
     com.accel = 0.006f;
     com.fricForce = 0.003f;
 }
 public void StartGame()
 {
     this.inGame = true;
     Camera_Animation.Instance.SetCameraState(1);
     Enemy_Chase.SetTargetPlayer(this.playerObject);
     EnemySpawner.Instance.StartGame();
     Player_Move.StartGame();
     SoundController.Instance.PlayBGM("Battle");
 }
 void Awake()
 {
     player        = GameObject.Find("Player");
     player_script = player.GetComponent <Player>();
     player_move   = gameObject.AddComponent <Player_Move>();
     player_status = new Player_Status();
     player_status.Initialize();
     player_action = gameObject.AddComponent <Player_Action>();
     action_stair  = gameObject.AddComponent <Action_On_Stair>();
 }
Example #11
0
    public void Start()
    {
        player        = Player_Manager.Instance.player_script;
        player_move   = Player_Manager.Instance.player_move;
        player_attack = Player_Manager.Instance.player_attack;
        action_stair  = Player_Manager.Instance.action_stair;
        actor_status  = Actor_Manager.Instance.actor_status;

        layer        = Dungeon_Manager.Instance.map_layer_2D;
        key_observer = Game.Instance.key_observer;
    }
Example #12
0
    // Use this for initialization
    void Start()
    {
        var masterPosition = new Vector3 {
            x = -7.75f, y = -4.719f, z = 0
        };

        var secondPosition = new Vector3 {
            x = -8.15f, y = -4.719f, z = 0
        };

        if (Player_Move.LocalPlayerInstance == null)
        {
            if (!PhotonNetwork.connected && Globals.TwoPlayer)
            {
                return;
            }

            if (PhotonNetwork.connected)
            {
                if (PhotonNetwork.isMasterClient)
                {
                    PhotonNetwork.Instantiate(this.PlayerPrefab.name, masterPosition, Quaternion.identity, 0);
                }
                else
                {
                    PhotonNetwork.Instantiate(this.PlayerPrefab.name, secondPosition, Quaternion.identity, 0);
                }
            }
            else
            {
                Instantiate(PlayerPrefab, masterPosition, Quaternion.identity);
            }
        }
        else
        {
            if (!Globals.TwoPlayer || PhotonNetwork.isMasterClient)
            {
                Player_Move.LocalPlayerInstance.transform.position = masterPosition;
            }
            else
            {
                Player_Move.LocalPlayerInstance.transform.position = secondPosition;
            }

            Player_Move player = Player_Move.LocalPlayerInstance.GetComponent <Player_Move>();

            if (player != null)
            {
                player.ResetMario();
            }
        }
    }
    private void Awake()
    {
        Application.targetFrameRate = 60;

        bool titleSceneLoaded = false;

        foreach (Scene s in SceneManager.GetAllScenes())
        {
            if (s.name == "TitleScene")
            {
                titleSceneLoaded = true;
            }
        }
        if (!titleSceneLoaded)
        {
            SceneManager.LoadScene("TitleScene", LoadSceneMode.Additive);
        }

        Koma_Rotate.EndRotate();
        Player_Move.EndGame();
    }
Example #14
0
    public override bool initialize()
    {
        System.Collections.Generic.List <Magnetic_Object> magnetic_objects = null;;
        try
        {
            magnetic_objects = new System.Collections.Generic.List <Magnetic_Object>();

            foreach (GameObject g in _game_objects)
            {
                magnetic_objects.Add(g.GetComponent <IMagnetic>().magnetic_object);
            }

            this._player_move = new Player_Move(Player_Info._Player_1, gameObject, this);
            this._rigidbody   = GetComponent <Rigidbody2D>();
            //Player_Info._Player_1.initialize();
        }catch
        {
            return(false);
        }
        this._magnetic_sector.add_magnetic_objects(magnetic_objects);
        return(true);
    }
 // Start is called before the first frame update
 void Start()
 {
     playerMove = GetComponent <Player_Move>();
 }
Example #16
0
 void Awake()
 {
     anim          = GetComponent <Animator>();
     playerMove    = GetComponent <Player_Move>();
     CurrentHealth = StartingHealth;
 }
Example #17
0
 // Use this for initialization
 void Start()
 {
     c2 = GameObject.Find("player").GetComponent <Player_Move>();
     c1 = GameObject.Find("EnemySpawner").GetComponent <EnemySpawner>();
 }
Example #18
0
 // Use this for initialization
 void Start()
 {
     playerScript = player.GetComponent<Player_Move>();
 }
Example #19
0
 void Awake()
 {
     P_Move = GameObject.Find("Player_Manager").GetComponent <Player_Move>();
     P_Stat = GameObject.Find("Player_Manager").GetComponent <Player_Stat>();
 }
Example #20
0
    private Player_Move playerMove;       //获取人物移动脚本


    private void Start()
    {
        playerMove = this.GetComponent <Player_Move>();
        target     = transform.position;
    }
Example #21
0
 // Start is called before the first frame update
 void Start()
 {
     self   = GetComponent <Rigidbody2D>();
     myMove = GetComponent <Player_Move>();
     anim   = GetComponent <Animator>();
 }
Example #22
0
    public override void setCool()
    {
        com = _enemy.GetComponent<Enemy_Move>();
        user = com._player.GetComponent<Player_Move>();

        dropCircle = (GameObject) Instantiate(defaultDropCircle, new Vector3(-1,-1,-1), Quaternion.identity);
        defaultDropCircle.GetComponent<DropCircle>().dropLevel = Variables.enemyLevel;

        skillWaitTime[1] = 300; // 300
        skillWaitTime[2] = 900; // 600
        skillWaitTime[3] = 540;
        skillWaitTime[4] = 100000;
        skillWaitTime[5] = 1360;
        skillWaitTime[0] = 500000;

        com.skillWaitTime = skillWaitTime;

        // 스킬 쿨타임, 기다리는 시간 후 그 범위 중 랜덤
        com.skillCool[1] = Random.Range(skillWaitTime[1]/2, skillWaitTime[1]);
        com.skillCool[2] = Random.Range(skillWaitTime[2]/2, skillWaitTime[2]);
        com.skillCool[3] = Random.Range(skillWaitTime[3]/2, skillWaitTime[3]);
        com.skillCool[4] = skillWaitTime[4];
        com.skillCool[0] = Random.Range(skillWaitTime[0]/2, skillWaitTime[0]);
        com.skillCool[5] = skillWaitTime[5];

        // 기본능력치
        com.defaultMaxSpeed = 0.187f;
        com.defaultAccel = 0.006f;
        com.drfaultFricForce = 0.003f;

        if (com._level == 0) // child 능력치 80%
        {
            com.defaultMaxSpeed *= 0.8f;
            com.defaultAccel *= 0.8f;
            com.drfaultFricForce *= 0.8f;
        }
        else if (com._level == 2) // adult 능력치 130%
        {
            com.defaultMaxSpeed *= 1.3f;
            com.defaultAccel *= 1.3f;
            com.drfaultFricForce *= 1.3f;
        }

        // 재삽입
        com.maxSpeed = com.defaultMaxSpeed;
        com.accel = com.defaultAccel;
        com.fricForce = com.drfaultFricForce;
    }
 // Start is called before the first frame update
 void Start()
 {
     playerMove = GetComponent <Player_Move>();
     SwapColors(white, blueAzure);
 }
Example #24
0
 void Start()
 {
     _player = GameObject.Find("Player");
     com = _player.GetComponent<Player_Move>();
     transform.LookAt(new Vector3(com.transform.position.x, com.transform.position.y, com.transform.position.z));
 }
Example #25
0
 void Start()
 {
     move  = this.GetComponent <Player_Move>();
     anima = this.GetComponent <Animation>();
 }
Example #26
0
 private void Awake()
 {
     movement2D = GetComponent <Player_Move>();
     animator   = GetComponent <Animator>();
 }
Example #27
0
    public override void setCool()
    {
        com = enemy.GetComponent<Enemy_Move>();
        user = com._player.GetComponent<Player_Move>();
        rader = (GameObject)Instantiate(defaultRader, new Vector3(transform.position.x, transform.position.y, transform.position.z), Quaternion.identity);
        rad = rader.GetComponent<Rader>();

        skillWaitTime[0] = 300;
        skillWaitTime[1] = 500;
        skillWaitTime[2] = 1200;
        skillWaitTime[3] = 100000;
        skillWaitTime[4] = 100000;
        skillWaitTime[5] = 1200;

        for (int i = 0; i < 6; ++i)
            com.skillWaitTime[i] = skillWaitTime[i];

        for (int i = 0; i < 5; ++i)
            com.skillCool[i] = Random.Range(0, skillWaitTime[i]);
        com.skillCool[5] = skillWaitTime[5];

        com.defaultMaxSpeed = 0.175f;
        com.defaultAccel = 0.008f;
        com.drfaultFricForce = 0.001f;
        if (com._level == 0)
        {
            com.defaultMaxSpeed *= 0.8f;
            com.defaultAccel *= 0.8f;
            com.drfaultFricForce *= 0.8f;
        }
        else if (com._level == 2)
        {
            com.defaultMaxSpeed *= 1.3f;
            com.defaultAccel *= 1.3f;
            com.drfaultFricForce *= 1.3f;
        }
        com.maxSpeed = com.defaultMaxSpeed;
        com.accel = com.defaultAccel;
        com.fricForce = com.drfaultFricForce;

        this.transform.position = new Vector3(0, 5, 0);
    }
Example #28
0
 void Start()
 {
     PM = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Move>();
     StartCoroutine(DestroyWeb());
 }
Example #29
0
    public override void setCool()
    {
        com = _enemy.GetComponent<Enemy_Move>();
        user = com._player.GetComponent<Player_Move>();
        howling = (GameObject)Instantiate(defaultHowling, new Vector3(0, -3, 0), Quaternion.identity);

        skillWaitTime[1] = 50000; // 만월 / 적월
        skillWaitTime[2] = 50000; // 영역표시
        skillWaitTime[3] = 550; // 할퀴기
        skillWaitTime[4] = 1000; // 하울링
        skillWaitTime[5] = 50000;
        skillWaitTime[0] = 50000;

        com.skillWaitTime[1] = skillWaitTime[1];
        com.skillWaitTime[2] = skillWaitTime[2];
        com.skillWaitTime[3] = skillWaitTime[3];
        com.skillWaitTime[4] = skillWaitTime[4];
        com.skillWaitTime[0] = skillWaitTime[0];
        com.skillWaitTime[5] = skillWaitTime[5];

        com.skillCool[1] = Random.Range(0, skillWaitTime[1]);
        com.skillCool[2] = Random.Range(0, skillWaitTime[2]);
        com.skillCool[3] = Random.Range(0, skillWaitTime[3]);
        com.skillCool[4] = Random.Range(0, skillWaitTime[4]);
        com.skillCool[0] = Random.Range(0, skillWaitTime[0]);
        com.skillCool[5] = skillWaitTime[5];

        com.defaultMaxSpeed = 0.225f;
        com.defaultAccel = 0.012f;
        com.drfaultFricForce = 0.002f;
        if (com._level == 0)
        {
            com.defaultMaxSpeed *= 0.8f;
            com.defaultAccel *= 0.8f;
            com.drfaultFricForce *= 0.8f;
        }
        else if (com._level == 2)
        {
            com.defaultMaxSpeed *= 1.3f;
            com.defaultAccel *= 1.3f;
            com.drfaultFricForce *= 1.3f;
        }
        com.maxSpeed = com.defaultMaxSpeed;
        com.accel = com.defaultAccel;
        com.fricForce = com.drfaultFricForce;
    }
Example #30
0
    public override void setCool()
    {
        com = _enemy.GetComponent<Enemy_Move>();
        user = com._player.GetComponent<Player_Move>();

        skillWaitTime[1] = 50000; // 만월 / 적월
        skillWaitTime[2] = 2500; // 영역표시
        skillWaitTime[3] = 300; // 할퀴기
        skillWaitTime[4] = 700; // 하울링
        skillWaitTime[5] = 2200;
        skillWaitTime[0] = 50000;

        if(this._enemy == Variables.enemy1)
        {
            moon = Instantiate(defaultMoon);
            this.howling = (GameObject)Instantiate(this.defaultHowling, new Vector3(0, -3, 0), Quaternion.identity);
            skillWaitTime[1] = 500;
        }
        else if (this._enemy == Variables.enemy2)
        {
            this.howling = (GameObject)Instantiate(this.defaultHowling, new Vector3(0, -3, 0), Quaternion.identity);
            skillWaitTime[1] = 50000;
            skillWaitTime[2] = 50000;
        }

        for(int i = 0; i<6;++i)
            com.skillWaitTime[i]=skillWaitTime[i];

        for (int i=0; i<5; ++i)
            com.skillCool [i] = Random.Range (0, skillWaitTime [i]);
        com.skillCool[5] = skillWaitTime[5];

        com.defaultMaxSpeed = 0.225f;
        com.defaultAccel=0.012f;
        com.drfaultFricForce=0.002f;
        if(com._level == 0)
        {
            com.defaultMaxSpeed*=0.8f;
            com.defaultAccel*=0.8f;
            com.drfaultFricForce*=0.8f;
        }
        else if(com._level == 2)
        {
            com.defaultMaxSpeed*=1.3f;
            com.defaultAccel*=1.3f;
            com.drfaultFricForce*=1.3f;
        }
        com.maxSpeed = com.defaultMaxSpeed;
        com.accel = com.defaultAccel;
        com.fricForce = com.drfaultFricForce;
    }
 // Use this for initialization
 void Start()
 {
     Score = GameObject.Find("Player").GetComponent <Player_Move>();
     score = Score.score;
 }
Example #32
0
 void Awake()
 {
     instance = this;
     myAgent = GetComponent<NavMeshAgent>();
     myAgent.updateRotation = false;
     myPointerRect = Pointer_Manager.instance.GetComponent<RectTransform>();
 }
Example #33
0
    public override void setCool()
    {
        skillWaitTime[0] = 300;
        skillWaitTime[1] = 900;
        skillWaitTime[2] = 1200;
        skillWaitTime[3] = 100000;
        skillWaitTime[4] = 100000;
        skillWaitTime[5] = 1200;

        com = _enemy.GetComponent<Enemy_Move>();

        for(int i = 0; i<6;++i)
            com.skillWaitTime[i]=skillWaitTime[i];

        for (int i=0; i<5; ++i)
            com.skillCool [i] = Random.Range (0, skillWaitTime [i]);
        com.skillCool[5] = skillWaitTime[5];
        user = com._player.GetComponent<Player_Move>();

        com.defaultMaxSpeed = 0.225f;
        com.defaultAccel=0.012f;
        com.drfaultFricForce=0.003f;
        if(com._level == 0)
        {
            com.defaultMaxSpeed*=0.8f;
            com.defaultAccel*=0.8f;
            com.drfaultFricForce*=0.8f;
        }
        else if(com._level == 2)
        {
            com.defaultMaxSpeed*=1.3f;
            com.defaultAccel*=1.3f;
            com.drfaultFricForce*=1.3f;
        }
        com.maxSpeed = com.defaultMaxSpeed;
        com.accel = com.defaultAccel;
        com.fricForce = com.drfaultFricForce;
    }
Example #34
0
 // Use this for initialization
 void Start()
 {
     gamePlayer = FindObjectOfType <Player_Move>();
 }
Example #35
0
    public void init()
    {
        Player_Move playerposition = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Move>();

        AngletoMouse = playerposition.AngletoMouse;
    }
    public override void setCool()
    {
        com = _enemy.GetComponent<Enemy_Move>();
        kang = GetComponent<kangaroo>();
        user = com._player.GetComponent<Player_Move>();

        skillWaitTime[1] = 500000;
        skillWaitTime[2] = 1200;
        skillWaitTime[3] = 720;
        skillWaitTime[4] = 100000;
        skillWaitTime[5] = 500000;
        skillWaitTime[0] = 500000;

        _dropCircle = (GameObject)Instantiate(dropCircle, new Vector3(-1, -1, -1), Quaternion.identity);

        com.skillWaitTime[1] = skillWaitTime[1];
        com.skillWaitTime[2] = skillWaitTime[2];
        com.skillWaitTime[3] = skillWaitTime[3];
        com.skillWaitTime[4] = skillWaitTime[4];
        com.skillWaitTime[0] = skillWaitTime[0];
        com.skillWaitTime[5] = skillWaitTime[5];

        com.skillCool[1] = Random.Range(skillWaitTime[1]/3, skillWaitTime[1]);
        com.skillCool[2] = Random.Range(skillWaitTime[2]/3, skillWaitTime[2]);
        com.skillCool[3] = Random.Range(skillWaitTime[3]/3, skillWaitTime[3]);
        com.skillCool[4] = skillWaitTime[4];
        com.skillCool[0] = Random.Range(skillWaitTime[0]/3, skillWaitTime[0]);
        com.skillCool[5] = skillWaitTime[5];

        // 기본능력치
        com.defaultMaxSpeed = 0.187f;
        com.defaultAccel = 0.006f;
        com.drfaultFricForce = 0.003f;

        if (com._level == 0) // child 능력치 80%
        {
            com.defaultMaxSpeed *= 0.8f;
            com.defaultAccel *= 0.8f;
            com.drfaultFricForce *= 0.8f;
        }
        else if (com._level == 2) // adult 능력치 130%
        {
            com.defaultMaxSpeed *= 1.3f;
            com.defaultAccel *= 1.3f;
            com.drfaultFricForce *= 1.3f;
        }

        com.maxSpeed = com.defaultMaxSpeed;
        com.accel = com.defaultAccel;
        com.fricForce = com.drfaultFricForce;
    }