public void hit(string id, int damage) { GameObject client = clients[id]; StatusPlayer clientStatus = client.GetComponent <StatusPlayer>(); clientStatus.hpPlayerDamage(damage); }
private void MovePlayer() { float xPos = Input.GetAxis("Horizontal"); //float ySpeed = rb2D.velocity.y; float ySpeedActual = rb2D.velocity.y; if (Mathf.Abs(xPos) > 0.01f) { playerAnimator.SetBool("Running", true); } else { playerAnimator.SetBool("Running", false); } if (status == StatusPlayer.Jumping) { status = StatusPlayer.Stop; if (IsInGround() == true) { rb2D.velocity = new Vector2(xPos * speed, jumpForce); } else { rb2D.velocity = new Vector2(xPos * speed, ySpeedActual); // Esto sirve para que cuando el player salte puede moverse en el aire } } else { rb2D.velocity = new Vector2(xPos * speed, ySpeedActual); } }
public Croupier() { Loss = 0; Win = 0; PlayerCards = new List <Card>(); State = StatusPlayer.Play; }
public void attackAnotherPlayer(RaycastHit2D rayHit) { GameObject targetGameObject = rayHit.transform.gameObject as GameObject; StatusPlayer status = targetGameObject.GetComponent <StatusPlayer>(); status.hpPlayerDamage(damageSize); }
public void BateuChao() { if (status != StatusPlayer.walk) { anim.SetInteger("chao", 2); status = StatusPlayer.idle; } }
void OnTriggerEnter(Collider other) { StatusPlayer player = other.GetComponent <StatusPlayer>(); if (player != null) { player.hpPlayerDamage(damageHP); } Destroy(this.gameObject); }
public void addClient(string id, Vector3 pos, Quaternion rot, GameObject objPrefab) { GameObject gameObject = Instantiate(objPrefab, pos, rot) as GameObject; gameObject.transform.rotation = rot; StatusPlayer status = gameObject.GetComponent <StatusPlayer>(); status.Id = id; clients.Add(id, gameObject); }
void OnCollisionEnter(Collision collision) { if (collision.gameObject.name == "Player") { Debug.Log("UPs"); player = collision.gameObject.GetComponent <StatusPlayer>(); player.hpPlayerDamage(damageHp); Destroy(gameObject); } }
async void OpenStatusPlayer(string id) { var ficha = PlayerList.FirstOrDefault(x => x.IdJogador == id); var page = new StatusPlayer(ficha, TheReino); page.Disappearing += (sender, e) => { BuscarFichas(); }; await Navigation.PushAsync(page); }
public void Jump() { if (onGround) { Rigidbody rb = this.GetComponent <Rigidbody>(); onGround = false; status = StatusPlayer.jump; anim.SetInteger("chao", 1); rb.AddForce(0, 3.7f * rb.mass, 0, ForceMode.Impulse); } }
public void MovePlayer(Vector2 input) { //Vector2 input = new Vector2(MSJoystickController.joystickInput.x, MSJoystickController.joystickInput.y); Vector3 movement = Vector3.zero; switch (posiCam) { case PositionCam.front: movement = new Vector3(input.x, 0, input.y); break; case PositionCam.right: movement = new Vector3(-input.y, 0, input.x); break; case PositionCam.left: movement = new Vector3(input.y, 0, -input.x); break; case PositionCam.back: movement = new Vector3(-input.x, 0, -input.y); break; } if (movement != Vector3.zero && holdingBox == 0) { if (status != StatusPlayer.jump) { status = StatusPlayer.walk; } transform.rotation = Quaternion.RotateTowards(this.transform.rotation, Quaternion.LookRotation(movement), 50 * Time.deltaTime * 15); body.transform.localRotation = Quaternion.Euler(Vector3.zero); body.transform.localPosition = Vector3.zero; } else { if (status != StatusPlayer.jump) { status = StatusPlayer.idle; } } movement = movement.normalized * speed * Time.deltaTime; if (holdingBox != 1) { transform.position += movement; //rb.velocity = new Vector3(movement.x, rb.velocity.y, movement.z); //transform.Translate(movement.normalized * speed * Time.deltaTime); if (holdingBox == 2) { boxHold.Move(movement); } } }
public void SetGame(Color startColor, StatusPlayer pl1, StatusPlayer pl2, int depth1, int depth2, Search s1, Search s2, Evaluate e1, Evaluate e2, StatusGame statusGame) { statusApplication = StatusApplication.game; color = startColor; statusPlayer[(int)color] = pl1; statusPlayer[(int)GetOtherColor(color)] = pl2; statusSearch[(int)color] = s1; statusSearch[(int)GetOtherColor(color)] = s2; statusDepth[(int)color] = depth1; statusDepth[(int)GetOtherColor(color)] = depth2; statusEvaluate[(int)color] = e1; statusEvaluate[(int)GetOtherColor(color)] = e2; this.statusGame = statusGame; }
async void OpenStatusPlayer() { var ficha = new Ficha() { IdJogador = "", Nome = "Novo Personagem" }; var page = new StatusPlayer(ficha, TheReino); page.Disappearing += (sender, e) => { BuscarFichas(); }; await Navigation.PushAsync(page); }
public override void CaculateStatus() { LoadCurrPosionPlayer(); base.CaculateStatus(); if (high >= 0.5f) { Status_Player = StatusPlayer.Jump; } else if (high < 0.5f) { Status_Player = StatusPlayer.Ground; } base.CaculateStatus(); }
void Start() { _StatusPlayer = gameObject.GetComponent <StatusPlayer>(); //_PlayerGui.InvBag.InventoryOpen += LoadItemsInBag; nameSaveStats += _StatusPlayer.personalName + ".stat"; nameSaveBag += _StatusPlayer.personalName + ".bag"; nameSaveEquip += _StatusPlayer.personalName + ".equip"; nameSaveStorage += _StatusPlayer.personalName + ".stor"; if (System.IO.File.Exists(System.IO.Path.Combine(Application.persistentDataPath, nameSaveBag))) { LoadBagFromSave(); } if (System.IO.File.Exists(System.IO.Path.Combine(Application.persistentDataPath, nameSaveEquip))) { LoadEquipFromSave(); } }
public void checkPlayer() { Vector3 point = transform.TransformDirection(Vector3.forward); RaycastHit hit; if (Physics.SphereCast(transform.position, 2, point, out hit)) { if (StenaLive == false) { spawnCam = transform.localPosition; } GameObject hitObject = hit.transform.gameObject; StatusPlayer player = hitObject.GetComponent <StatusPlayer>(); if (player != null) { dist = hit.distance; } } }
protected override void Start() { typeParentInv = TypeParentInv.equip; _StatusPlayer = PlayerController.currPlayer._StatusPlayer; _StatusPlayer.OnChangeExp = RefreshExpLvl; itemEquipTypes = new ItemEquipType[] { ItemEquipType.Agation, ItemEquipType.Head, ItemEquipType.Wings, ItemEquipType.WeaponRightHend, ItemEquipType.Chest, ItemEquipType.WeaponLeftHend, ItemEquipType.Hands, ItemEquipType.Pants, ItemEquipType.Shoes, ItemEquipType.RingRight, ItemEquipType.Necklace, ItemEquipType.RingLeft }; itemsEquipedData = new List <ItemEquipedData>(12); for (int i = 0; i < itemEquipTypes.Length; i++) { itemsEquipedData.Add(new ItemEquipedData(itemEquipTypes[i], new ItemEquip())); } base.Start(); }
public void Move() { Ray rayForward = new Ray(transform.position, transform.forward); RaycastHit hit; if (Physics.SphereCast(rayForward, 0.75f, out hit, 100.0f)) { GameObject hitObject = hit.transform.gameObject; StatusPlayer player = hitObject.GetComponent <StatusPlayer>(); if (player != null) { //player.hpPlayerDamage(damagePlayerHp); } if (hit.distance < obstacleRange && player == null) { float angle = Random.Range(-110, 110); transform.Rotate(0, angle, 0); } } }
public void FireRifle() { if (Input.GetKeyDown(KeyCode.Mouse0) && reloadActive == false && ammoRifle > 0 && polKursor == menuAlive.game && currentGun == CurrentWeapon.rifle) { audio.PlayOneShot(firePistol); ammoRifle--; int posx = Random.Range(1, 10); int posy = Random.Range(1, 10); Vector3 point = new Vector3(mainCamera.pixelWidth / 2 - posx + posy, mainCamera.pixelHeight / 2 + posx - posy, 0); Ray ray = mainCamera.ScreenPointToRay(point); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { GameObject hitObject = hit.transform.gameObject; ReactiveTarget target = hitObject.GetComponent <ReactiveTarget>(); StatusPlayer player = hitObject.GetComponent <StatusPlayer>(); if (target != null) { target.ReactToHit(); } else { iskra.transform.position = hit.point; iskra.Play(); if (player != null) { player.hpPlayerDamage(damageHP); } else { StartCoroutine(SphereIndicator(hit.point)); } } } } }
private void flipSprite() { status = StatusPlayer.WalkingL; if (Input.GetKeyDown(KeyCode.W)) { status = StatusPlayer.Jumping; print("W PULSADA"); } else if (Input.GetKey(KeyCode.D)) { status = StatusPlayer.WalkingR; playerSprite.flipX = false; } else if (Input.GetKeyDown(KeyCode.A)) { status = StatusPlayer.WalkingL; playerSprite.flipX = true; } else { status = StatusPlayer.Stop; } }
private void CreateCharacterStatus(BaseStatus.Character _character) { BaseStatus status; switch (_character) { case BaseStatus.Character.Player: status = new StatusPlayer(); status.SetStatus(hp_, mp_, attack_, speed_, name_, startLevel_, ID_); BaseStatus.CreateStatusObject <StatusPlayer>(status); break; case BaseStatus.Character.Enemy: status = new StatusEnemy(); status.SetStatus(hp_, mp_, attack_, speed_, name_, startLevel_, ID_); BaseStatus.CreateStatusObject <StatusEnemy>(status); break; default: status = new BaseStatus(); break; } }
public void SayEnough() { State = StatusPlayer.Enough; }
void Start() { posiçãoOBj = GetComponent <Transform>(); script = player.GetComponent <StatusPlayer>(); ballRb = posiçãoOBj.GetComponent <Rigidbody>(); }
public void SetStatusPlayers(StatusPlayer pl1, StatusPlayer pl2) { statusPlayer[0] = pl1; statusPlayer[1] = pl2; }
private void Awake() { statusPlayer = GetComponent <StatusPlayer>(); movementPlayer = GetComponent <MovementPlayer>(); animatorPlayer = GetComponent <AnimatorPlayer>(); }
private void Awake() { zonas = player.GetComponent <StatusPlayer>(); status = MestreMissao.GetComponent <QuestBegin>(); }