// Start is called before the first frame update void Start() { if (player1) { axissetting = "Horizontal"; inputsetting = "w"; blocksetting = "s"; } else { axissetting = "Vertical"; inputsetting = "up"; blocksetting = "down"; } lifeController = gameObject.GetComponent <LifeController>(); lifeController.setLife(maxLife); reload = gameObject.GetComponent <Reload>(); reload.setBullet(limitedBullets); life = maxLife; playable = false; blocked = false; shooting = true; }
void OnApplicationActivated() { if (mException != null) { return; } Reload.IfWorkspaceConfigChanged( mPlasticAPI, mWkInfo, mIsGluonMode, ExecuteFullReload); if (mWkInfo == null) { return; } ((IWorkspaceWindow)mWorkspaceWindow).UpdateTitle(); NewIncomingChanges.LaunchUpdater( mDeveloperNewIncomingChangesUpdater, mGluonNewIncomingChangesUpdater); // When Unity Editor window is activated it writes some files to its Temp folder. // This causes the fswatcher to process those events. // We need to wait until the fswatcher finishes processing the events, // otherwise the NewChangesInWk method will return TRUE, causing // the pending changes view to unwanted auto-refresh. // So, we need to delay the auto-refresh call in order // to give the fswatcher enough time to process the events. // Note that the OnFocus event is not affected by this issue. mCooldownAutoRefreshPendingChangesAction.Ping(); mViewSwitcher.AutoRefreshIncomingChangesView(); }
IEnumerator ReloadingSequence() { Reload.Play(); Reloading = true; Anim.SetBool("IsReloading", true); Anim.SetBool("IsAiming", false); Anim.SetBool("IsShooting", false); yield return(new WaitForSeconds(2.5f)); if (Shots > 0) //if the shots are bigger than 0, then subtract the Whole Ammo from the remainder of a the Ammo Clip to create a Full Ammo Clip { Ammoleft -= ShotsFired; Shots = full; } if (Shots <= 0) //if the shots are less than or equal than 0, then refill the Empty Clip to a Full Clip abd subtract it from the Whole Ammo { Ammoleft -= full; Shots = full; } if (Shots > 0 && Ammoleft < 0) //if the shots are bigger than 0 and the Whole Ammo left is less than 0, then add the last ammount of Ammo into the clip { Shots += Ammoleft; Ammoleft -= ShotsFired; } Anim.SetBool("IsReloading", false); ShotsFired = 0; //return the remainder to 0 Reloading = false; }
// Use this for initialization void Start() { building = true; PlayerCamera = GameObject.Find("Main Camera").GetComponent <Camera>(); reloadValue = transform.Find("Reloader").gameObject; r = reloadValue.GetComponent <Reload> (); }
void NotifyReload(NodeProxy proxy, bool reloadChildren) { if (proxy != null) { Reload?.Invoke(this, new ReloadEventArgs(proxy, reloadChildren)); } }
internal void Equip(int index) { DeactivateWeaopns(); canfire = true; canSwitch = true; activeWeapon = weapons[index]; activeWeapon.Equip(); for (int i = 0; i < weapons.Length; i++) { weapons[i].gameObject.SetActive(true); } if (weapons[index].name == "Sword") { swordIcon.SetActive(true); gunIcon.SetActive(false); } if (weapons[index].name == "Hand Gun") { gunIcon.SetActive(true); swordIcon.SetActive(false); } Reload reloader = weapons[index].GetComponent <Reload>(); int amountInInventory = reloader.roundsRemainingInInventory; int amountInClip = reloader.roundsRemainingInClip; ammoUI.text.text = string.Format("{0}/{1}", amountInClip, amountInInventory); }
new static void Main(string[] args) { AppBase.Program <AppSettings> .Main(args); Reload.Execute(ref AppSettings); while (true) { Console.Write("> "); var input = Console.ReadLine(); var arg = input.Contains(" ") ? new string[] { input.Substring(0, input.IndexOf(" ")), input.Substring(input.IndexOf(" ") + 1) } : new string[] { input }; Parser.Default .ParseArguments <Login, CreateQuery, UpdateQuery, InsertQuery, DeleteQuery, Print, Reload, Exit>(arg) .MapResult( (Login opts) => Login.Execute(ref AppSettings, ref Generator, opts), (CreateQuery opts) => new CreateQuery().Execute(ref AppSettings, ref Generator, opts), (UpdateQuery opts) => new UpdateQuery().Execute(ref AppSettings, ref Generator, opts), (InsertQuery opts) => new InsertQuery().Execute(ref AppSettings, ref Generator, opts), (DeleteQuery opts) => new DeleteQuery().Execute(ref AppSettings, ref Generator, opts), (Print opts) => Print.Execute(ref AppSettings, opts), (Reload opts) => Reload.Execute(ref AppSettings, opts), (Exit opts) => Exit.Execute(opts), errs => 1); if (arg.Length == 1 && arg[0] == "exit") { break; } } Exit.Execute(); }
public override void OnStart() { float delta = 0; jr = ((RangedWeapon)it).jerkShutter; re = ((RangedWeapon)it).reload; if (jr.chamberAmmo) { GameObject o = jr.chamberAmmo.gameObject; o.SetActive(true); o.transform.SetParent(visualisationBasis); o.transform.position = magazineBasis.position; GameManager.instance.TranslatePositionObject(o.transform, Vector3.zero, visualisationTimeDelta, GameManager.PositionTranslationObject.maxSpeedDefault, GameManager.PositionTranslationObject.errorDefault / 10, re.magazineAmmo.Length * visualisationTimeDelta); o.transform.rotation = Quaternion.LookRotation(visualisationBasis.forward); delta += visualisationPositionDelta; } for (int i = 0; i < re.magazineAmmo.Length; i++) { GameObject o = re.magazineAmmo[i]?.gameObject; if (!o) { break; } o.SetActive(true); o.transform.SetParent(visualisationBasis); o.transform.position = magazineBasis.position; GameManager.instance.TranslatePositionObject(o.transform, -visualisationBasis.up * delta, visualisationTimeDelta, GameManager.PositionTranslationObject.maxSpeedDefault, GameManager.PositionTranslationObject.errorDefault / 10, (re.magazineAmmo.Length - i - 1) * visualisationTimeDelta); //o.transform.localPosition = (AmmoVisualisationPointTransform.position - magazineTransform.position).normalized * delta; o.transform.rotation = Quaternion.LookRotation(visualisationBasis.forward); delta += visualisationPositionDelta; } }
void OnApplicationActivated() { if (mException != null) { return; } Reload.IfWorkspaceConfigChanged( mPlasticAPI, mWkInfo, mIsGluonMode, ExecuteFullReload); if (mWkInfo == null) { return; } NewIncomingChanges.LaunchUpdater( mDeveloperNewIncomingChangesUpdater, mGluonNewIncomingChangesUpdater); if (mViewSwitcher != null) { mViewSwitcher.AutoRefreshPendingChangesView(); mViewSwitcher.AutoRefreshIncomingChangesView(); } }
new static void Main(string[] args) { AppBase.Program <AppSettings> .Main(args); Reload.Execute(ref AppSettings); while (true) { Console.Write("> "); var arg = Console.ReadLine().Split(' '); Parser.Default .ParseArguments <Exit, Login, Run, Reload, Print>(arg) .MapResult( (Login opts) => Login.Execute(ref AppSettings, ref Updater, opts), (Run opts) => Run.Execute(ref AppSettings, ref Updater, opts), (Reload opts) => Reload.Execute(ref AppSettings, opts), (Print opts) => Print.Execute(ref AppSettings, opts), (Exit opts) => Exit.Execute(opts), errs => 1); if (arg.Length == 1 && arg[0] == "exit") { break; } } Exit.Execute(); }
private void MBtnAddUser_Click(object sender, EventArgs e) { if (!AddUserValidatorList.All(a => a.IsValid)) { var InvalidValidatingControl = AddUserValidatorList.First(f => !f.IsValid); InvalidValidatingControl.ControlToValidate.Focus(); return; } if (!mTxtAddPassword.Text.Equals(mTxtAddConfirmPassword.Text)) { MessageBox.Show("Nhập lại mật khẩu không chính xác!"); return; } UserAdd = new User { Username = mTxtAddUsername.Text, Password = mTxtAddPassword.Text, FirstName = mTxtAddFirstName.Text, LastName = mTxtAddLastName.Text, Dob = mDateTimeAddDob.Value, Phone = mTxtAddPhone.Text, Status = true, RoleTypeId = (int)mCbAddRoleType.SelectedValue }; AddUser?.Invoke(this, null); Reload?.Invoke(this, null); }
private void SPM_Connect_KeyDown(object sender, KeyEventArgs e) { if (e.Alt && e.KeyCode.ToString() == "A") { Reload.PerformClick(); } }
public FrmDictDialog(Reload reLoad, string type) { Add = true; reload = reLoad; InitializeComponent(); txb_type.Text = type; }
private async void TasksTable_CellClick(object sender, DataGridViewCellEventArgs e) { if (e.RowIndex < 0) { return; } if (e.ColumnIndex != TasksTable.Columns["Delete"].Index && e.ColumnIndex != TasksTable.Columns["Open"].Index) { return; } var active = TasksTable.CurrentRow; int id = Int32.Parse(active.Cells["Id"].Value.ToString()); if (e.ColumnIndex == TasksTable.Columns["Delete"].Index) { await RemoveTask?.Invoke(id); Reload?.Invoke(); } else { OpenTask?.Invoke(id); } }
private void FileChanged_Handler(object o, FileSystemEventArgs e) { if (!_houston.InvokeRequired) { _fileWatch.EnableRaisingEvents = false; WriteToLog("input file updated by another application"); // MessageBox.Show("Another application has updated file " + _inputFile.Filename + "\nReload it?","Houston",MessageBoxButtons.YesNo); Reload reload = new Reload(); reload.Question.Text = "Another application has updated file\n" + _inputFile.Filename + "\nReload it?"; _houston.Enabled = false; if (reload.ShowDialog(_houston) == DialogResult.Yes) { ReadData(e.FullPath); WriteToLog("input file update by other application applied"); } else { WriteToLog("input file update by other application discarded"); if (reload.undochanges.Checked) { StreamWriter SW = new StreamWriter(_inputFile.Filename, false, System.Text.Encoding.ASCII); SW.Write(_inputText); SW.Close(); WriteToLog("input file on disk restored"); } } _houston.Enabled = true; _fileWatch.EnableRaisingEvents = true; } else //We are on a non GUI thread. { _houston.Invoke(new FileChangedDelegate(FileChanged_Handler), new object[] { o, e }); } }
// Start is called before the first frame update async void Start() { objectRenderer = GetComponent <Renderer>(); await Task.Run(() => ListenEvents(source.Token)); reloadX = FindObjectOfType <Reload>(); currentAmmo = maxAmmo; //set the starting ammo to max }
public static void Register(Reload repository) { lock (FRepositories) { FRepositories.Add(repository); } repository(); }
public FrmDictDialog(Reload reLoad, Sysdic cS) { Add = false; reload = reLoad; cSDic = cS; InitializeComponent(); txb_type.Text = cS.Dicname; }
/// <summary> /// Connect on startup if autoConnect is set to true. /// </summary> protected virtual void Start() { reloadX = FindObjectOfType <Reload>(); ///// This will find the script Reload attached to an object with int reload. if (autoConnect) { Connect(); } }
public void Recharge() { if (model.threadStart) { Reload r = new Reload(); r.num = model.number; Writing(r); } }
public void Update() { if (inputController.mouseWheelDown || inputController.mouseWheelUp) { shoot = hand.GetComponentInChildren <Shoot>(); reloader = hand.GetComponentInChildren <Reload>(); HandleOnAmmoChanged(); } }
Task IEventHandler <OutcomeCreated> .HandleAsync(OutcomeCreated payload) { if (Key.IsEmpty || payload.CategoryKey.Equals(Key)) { Reload?.Invoke(); } return(Task.CompletedTask); }
private void ReloadGameButton_Click(object sender, RoutedEventArgs e) { BlockGroupBox.IsEnabled = true; HitGroupBox.IsEnabled = true; FightButton.IsEnabled = true; ReloadGameButton.IsEnabled = true; ReloadGameButton.Visibility = Visibility.Hidden; Reload?.Invoke(this, EventArgs.Empty); }
public Reload parseReloadJSON() { StreamReader fs = File.OpenText(Properties.Settings.Default.ReloadJSONFilePath); string JSON = fs.ReadToEnd(); Reload reload = JsonConvert.DeserializeObject <Reload>(JSON); fs.Close(); return(reload); }
// Any damage boosts go here /* protected Damage getDamage(){ * return Config.instance.damageFactory.getDamage(weapon, caster); * }*/ override public Action performPrepareAction(GameObject trg) { Action act; if (weapon.clip == 0) { act = new Reload(); act.init(caster); return(makePrepareAction(act, trg, trg)); } return(base.performPrepareAction(trg)); }
void Start() { theRigidbody2DProjectile = GetComponent <Rigidbody2D>(); theSpringJoint2D = GetComponent <SpringJoint2D>(); theSpriteRenderer = GetComponent <SpriteRenderer>(); theGameManager = GameObject.FindGameObjectWithTag("GM"); theInstantiateScript = theGameManager.GetComponent <Instantiate>(); theReloadScript = theGameManager.GetComponent <Reload>(); theSpringJoint2D.frequency = 5f; }
void shoot() { shootMax -= 1; Debug.Log("shoot"); isCall = false; if (shootMax < 1) { isReload = true; } Reload reload = FindObjectOfType <Reload>(); Skill skill = FindObjectOfType <Skill>(); if (skill.ready) { GameObject KingPanel = Instantiate(skill.KingPanelPrefab, new Vector3(50, 0, 1), transform.rotation) as GameObject; skill.kingSkill = true; skill.ready = false; } else { if (shootMax <= 0) { if (skill.kingSkill) { isReload = false; shootMax = Const.SHOOT_NUM; } else { isReload = true; } } //Instantiate (ballPrefab, transform.position, Quaternion.identity); // 弾を生成 Vector3 PlayerPos = transform.position; Vector3 ballPos = new Vector3(PlayerPos.x + movePos.x / 2f, PlayerPos.y + movePos.y / 2f, PlayerPos.z); GameObject shot = Instantiate(ballPrefab, ballPos, transform.rotation) as GameObject; // Shotスクリプトオブジェクトを取得 BallController s = shot.GetComponent <BallController>(); //打つボールを取得(配列から1つ取り出す) int BallId = reload.ShootBall(); s.ballType(BallId, charge, rot); //ボールのテクスチャを変更 s.ChangeSprite(reload.BallSptite(BallId)); //次に打つボールのセット reload.BallLoad(); } }
public override int GetHashCode() { unchecked { return(base.GetHashCode() + (Version.GetHashCode() * 3) + (Reload.GetHashCode() * 3) + (Update.GetHashCode() * 3) + (ConnectedClients.GetHashCode() * 3) + (ConnectedServers.GetHashCode() * 3) + (ConnectedAirports.GetHashCode() * 3) * 17); } }
private void Reload() { var command = new Reload(); var context = GetContext(); if (!command.CanExecute(context)) { return; } AppHost.Usage.ReportCommand(command, context); command.Execute(context); }
private void setUpGun() { m_ShootableMask = LayerMask.GetMask("Shootable"); m_GunParticles = GetComponent <ParticleSystem> (); m_GunAudio = GetComponent <AudioSource> (); m_GunLight = GetComponent <Light> (); m_GunAnimator = GetComponentInParent <Animator> (); m_Reload = GetComponent <Reload> (); m_GunAudioSource = GetComponent <AudioSource> (); // m_FirstPersonController = transform.parent.GetComponentInChildren<UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); }