public TournamentAdminInfo ToTournamentAdminInfo(SanityHtmlBuilder htmlBuilder) { return(new TournamentAdminInfo { Slug = Slug?.Current, MainImage = MainImage?.Asset?.Value?.Url, Logo = Logo?.Asset?.Value?.Url, Title = Title?.GetForCurrentCulture(), Body = Body?.GetForCurrentCulture(htmlBuilder), ToornamentId = ToornamentId, RegistrationForm = RegistrationForm?.GetForCurrentCulture(), RegistrationOpen = RegistrationOpen, TelegramLink = TelegramLink, LiveStream = LiveStream, LiveChat = LiveChat, Game = Game?.Value?.ToGame(), Id = Id, SignupType = SignupType, RequiredInformation = RequiredInfo?.Select(s => s.GetForCurrentCulture()).ToList(), TeamSize = TeamSize, SoloPlayers = SoloPlayers?.Select(p => p.ToParticipant()).ToList(), CategoryIds = Categories?.Select(c => c.Ref).ToList(), Winner = Winner?.Value?.Name, Contacts = Contacts, Responsible = Responsible?.Value, ResponsibleId = Responsible?.Ref, ParticipantTeams = Teams?.Select(t => t.ToParticipant()).ToList(), }); }
// Use this for initialization void Start() { p1SP = player1.GetComponent <SoloPlayers> (); p2SP = player2.GetComponent <SoloPlayers> (); player1Transform = player1.transform.localPosition; player2Transform = player2.transform.localPosition; }
public virtual void OnCollisionEnter2D(Collision2D coll) { //Handles collisions with players. if (coll.gameObject.tag == "Player") { SoloPlayers p = coll.gameObject.GetComponent <SoloPlayers> (); if (p.playerNum != owner) { hitPlayer(p); } //Ignores collision if colliding with player who performed that attack (so you can't hit yourself). if (p.playerNum == owner) { Physics2D.IgnoreCollision(coll.gameObject.GetComponent <Collider2D> (), GetComponent <Collider2D> ()); } } if (coll.gameObject.tag == "Fusion") { Physics2D.IgnoreCollision(coll.gameObject.GetComponent <Collider2D> (), GetComponent <Collider2D> ()); } if (coll.gameObject.tag == "Wall") { Doors d = coll.gameObject.GetComponent <Doors> (); if (d != null) { if (owner == d.playerNum) { Destroy(coll.gameObject); killProjectile(); } } } }
public void defuse(Vector3 p1Pos, Vector3 p2Pos) { fusion.GetComponent <IYHFusionPlayer> ().separationCountDown = fusion.GetComponent <IYHFusionPlayer> ().maxSeparationCountDown; fusion.SetActive(false); // Camera.main.GetComponent<DynamicCamera> ().fused = false; p1.SetActive(true); p1.transform.position = p1Pos; p2.SetActive(true); p2.transform.position = p2Pos; SoloPlayers p1SP = p1.GetComponent <SoloPlayers> (); SoloPlayers p2SP = p2.GetComponent <SoloPlayers> (); p1SP.actionable = true; p1SP.incapacitated = false; p1SP.HP = p1SP.maxHP; p2SP.actionable = true; p2SP.incapacitated = false; p2SP.HP = p1SP.maxHP; }
void OnCollisionEnter2D(Collision2D coll) { //Reset Jumps upon touching ground if (coll.gameObject.tag == "Floor") { touchingGround = true; } if (coll.gameObject.tag == "Wall") { touchingWall = true; } if (coll.gameObject.tag == "Player") { SoloPlayers other = coll.gameObject.GetComponent <SoloPlayers> (); if (readyToFuse == true && other.readyToFuse == true) { if (incapacitated == false) { if (other.incapacitated == false) { this.gameObject.SetActive(false); coll.gameObject.SetActive(false); GameManager gm = GameObject.Find("GameManager").GetComponent <GameManager> (); gm.IYHcreateFusion(transform.position, "Both"); } else { this.gameObject.SetActive(false); coll.gameObject.SetActive(false); GameManager gm = GameObject.Find("GameManager").GetComponent <GameManager> (); gm.IYHcreateFusion(transform.position, this.gameObject.name); } } } } }
// Update is called once per frame void Update() { altControl(); //detect whether input sth if (Input.GetAxis("LeftStickX_P" + owner) == 0 && Input.GetAxis("LeftStickY_P" + owner) == 0) { noInput = true; } else { noInput = false; } sp = GetComponentInParent <SoloPlayers> (); //two smaller ones fp = GetComponentInParent <IYHFusionPlayer> (); //two player together sr = GetComponent <SpriteRenderer> (); // Debug.Log(initPos); transform.localPosition = new Vector3(placement.x, placement.y, 0); //if it is fusionIndicator, it shows the in-between arrow of both arrows if (fusionIndicator == false) { //Debug.Log(movementX); //direction pointing at pointDirection = new Vector3((Input.GetAxis(movementX)), (Input.GetAxis(movementY)) * -1, 0); //Debug.Log(pointDirection); if (pointDirection != Vector3.zero) { //calc the angle it points at float angle = Mathf.Atan2(pointDirection.y, pointDirection.x) * Mathf.Rad2Deg; transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward); } placement = new Vector2(Input.GetAxis(movementX), (Input.GetAxis(movementY) * -1)).normalized; //solo player is not null // if (sp != null) { // if (sp.touchingGround == true) // { //// if (placement.y <= 0) { //// transform.localPosition = new Vector2 (placement.x, 0); //// } // if (placement.x == 0) // { // placement.x = sp.directionModifier; // placement.y = 0; // } // } // } //fusion player is not null if (fp != null) { if (fp.touchingGround == true) { if (placement.y <= 0) { transform.localPosition = new Vector2(placement.x, 0); } } } } else { placement = new Vector2(fp.stickPosX, fp.stickPosY * -1); pointDirection = new Vector3(fp.stickPosX, fp.stickPosY * -1, 0); if (pointDirection != Vector3.zero) { //Debug.Log("in"); float angle = Mathf.Atan2(pointDirection.y, pointDirection.x) * Mathf.Rad2Deg; //transform.LookAt(transform.position+pointDirection); transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward); } } //Debug.Log(transform.localRotation.eulerAngles.z); //try to flip it but not working now // if (transform.localRotation.eulerAngles.z <= 180 && transform.localRotation.eulerAngles.z > 90) { // Debug.Log("flip"); // Debug.Log(transform.localRotation.eulerAngles.z); // GetComponent<SpriteRenderer> ().flipY = true; // } else if(transform.localRotation.eulerAngles.z >= 0 && transform.localRotation.eulerAngles.z <= 90) { // Debug.Log("unflip"); // GetComponent<SpriteRenderer> ().flipY = false; // } if (pointDirection == Vector3.zero) { sr.color = alphadOut; } else { if (overlapping) { sr.color = fusionColor; } else { if (owner == 1) { sr.color = p1Color; } if (owner == 2) { sr.color = p2Color; } if (fusionIndicator) { sr.color = fusionColor; } } } }
//Hanldes the colliions interaction between players and projectiles (same as in Attack Script). public virtual void hitPlayer(SoloPlayers p) { killProjectile(); p.takeDamage(damage); }