private void loadScene() { SaveData data = SaveSystem.loadPlayer(); if (data.level == SceneManager.GetActiveScene().buildIndex) { Vector3 position = new Vector3(data.playerPosition[0], data.playerPosition[1], data.playerPosition[2]); Player.transform.position = position; HealthAndShield healthAndShield = Player.GetComponent <HealthAndShield>(); healthAndShield.health = data.health; healthAndShield.Shield = data.shield; GunPlaceHolderPlayer gunHolder = player.GetComponentInChildren <GunPlaceHolderPlayer>(); gunHolder.activePrimary = data.primaryGunID; gun Primary = gunHolder.findWeaponByID(data.primaryGunID).GetComponent <gun>(); Primary.ammoInBag = data.PrimaryAmmoInBag; Primary.ammoInMag = data.PrimaryAmmoInMag; gunHolder.activeSecondary = data.secondaryGunID; gun Secondary = gunHolder.findWeaponByID(data.secondaryGunID).GetComponent <gun>(); Secondary.ammoInBag = data.SecondaryAmmoInBag; Secondary.ammoInMag = data.SecondaryAmmoInMag; gunHolder.grenadeCount[0] = data.GrenadeCount[0]; gunHolder.grenadeCount[1] = data.GrenadeCount[1]; gunHolder.grenadeCount[2] = data.GrenadeCount[2]; gunHolder.switchWeapon(); gunHolder.switchWeapon(); } }
void reloadingAndNoAmmo() /* * gun g= gunPlaceHolderReference.ActiveGun.GetComponent<gun>(); * if (g.reloading) { * float reloadPercent = (g.ReloadCount / g.reloadTime) * 100; * ammo.text = ammo.text + " reloading:" + reloadPercent.ToString("F0") + "%"; * } * if (g.noAmmo) { * ammo.text = ammo.text + "NoAmmo"; * } */ { gun g = gunPlaceHolderReference.ActiveGun.GetComponent <gun>(); if (g.reloading) { float reloadPercent = (g.ReloadCount / g.reloadTime); reloadBar.fillAmount = 1 - reloadPercent; reloading.SetActive(true); } else { reloading.SetActive(false); } if (g.noAmmo) { noAmmo.SetActive(true); } else { noAmmo.SetActive(false); } }
// Use this for initialization void Start() { m_transform = this.transform; if (bossMake) { m_point = 0; } GameObject obj = GameObject.FindGameObjectWithTag("GameManager"); if (obj != null) { m_GameManager = obj.GetComponent <GameManager>(); } GameObject obj2 = GameObject.FindGameObjectWithTag("Player"); if (obj2 != null) { m_gun = obj2.GetComponent <gun>(); } if (m_GameManager.Stop) { getPlayerXY = new Vector3(m_gun.transform.position.x, m_gun.transform.position.y, 0); } }
void Shoot(gun gun) { if (currentGun.fireMode == "auto" || currentGun.fireMode == "semi" && !wasMouse1Pressed) { if (Input.GetMouseButton(0) && newGunFlicker <= gunFlickerDuration - newGunDisableDuration && !tooCloseToShoot && timeTilNextShot <= 0 && reloading <= 0) { if (ammoInClip > 0) { SpawnBullet(); SpawnMuzzleFlash(muzzle.transform.position, this.transform.rotation, muzzleFlashDuration, playerScript.direction); SpawnSoundEffect(currentGun.fireSoundClip, muzzle.transform.position, soundEffectDuration, soundEffectVolume, soundEffectPitch); ammoInClip -= 1; timeTilNextShot = currentGun.timeBetweenShots; spreadFromRecoil += currentGun.recoilRate; if (spreadFromRecoil > currentGun.recoilRate * 10) { spreadFromRecoil = currentGun.recoilRate * 10; } } else if (ammoInClip == 0 || (ammoInClip < 0 && !wasMouse1Pressed)) { SpawnSoundEffect(emptyclip_fire, muzzle.transform.position, soundEffectDuration, soundEffectVolume, soundEffectPitch); ammoInClip = -1; } } } }
public ActionResult CommitGunEdit(gun g) { string query = "update shooters.gun" + " set gDesc = '" + g.gDesc + "'" + " where gName = '" + g.gName + "'"; setSuccess(QueryUtils.query(query)); return(RedirectToAction("EditGun", "Guns", new { gName = g.gName })); }
void MakeInstance() { if (instance == null) { instance = this; } }
void Start() { g = gun.GetComponent <gun>(); ammo = g.getAmmo(); //healthBar = GameObject.Find("Ammunition").GetComponent<HealthBarController>(); t = GetComponent <Text>(); }
public IEnumerator UpdateUserBullets() { User user = Data.Usuario; gun gunClass = Data.UserGun; int bullets = Convert.ToInt32(gunClass.bulletsLeft + gunClass.currentBullets); WWWForm form = new WWWForm(); form.AddField("slotid", gunClass.idSlot); form.AddField("quantity", bullets); UnityWebRequest www = UnityWebRequest.Post("http://alienated.eastus2.cloudapp.azure.com:8080/inventory/update", form); yield return(www.SendWebRequest()); status = www.downloadHandler.text; if (status.Equals("Updated")) { print("Updated"); } else { print("Not Updated"); } }
public void EquipGun(gun gunToEquip) { if (equippedGun != null) { Destroy(equippedGun.gameObject); } equippedGun = Instantiate(gunToEquip, weaponhold.position, weaponhold.rotation) as gun; equippedGun.transform.parent = weaponhold; }
// Use this for initialization void Awake() { Gun = this.gameObject.GetComponent <gun>(); Gun.ChooseRocket += doChooseRocket; Gun2 = this.gameObject.GetComponent <AndroidTouch>(); Gun2.ChooseRocket += doChooseRocket; m_sprite2 = (SpriteRenderer)GetComponent("SpriteRenderer"); m_transform = this.transform; }
// Update is called once per frame void Update() { gun game_script = game.GetComponent <gun>(); //Debug.Log(game_script.points); myScore.text = "Score: " + Static.points; //myScore.text = "testing"; }
void RunToMap() { rifleClass = Data.UserRifle; gunClass = Data.UserGun; StartCoroutine(UpdateUserBulletsAK()); StartCoroutine(UpdateUserBulletsRifle()); StartCoroutine(UpdateUserConsumable()); Invoke("GoToMap", 1); audioSource.PlayOneShot(chickenSound); }
// Use this for initialization void Start() { line = GetComponent <LineRenderer>(); if (a) { guns = GetComponentInParent <gun>(); } else { } }
void PopulateGuns() { m4a4 = new gun( "m4a4", //weapon name "auto", //fireMode 25, //damage 30, //clipSize 2.5f, //reloadTime 0.1f, //timeBetweenShots - in seconds 0.3f, //bulletSpeed 15f, //maxRng - maximum range before bullet dissapears 3f, //falloffRng - range that damage starts falling off 1f, //falloffAmt - after falloffRng, amount that damage decreases per unit travelled 0.05f, //accuracy - subtracted from spread 0.25f, //recoilRate - amount of recoil per shot 1.0f, //recoilRecoveryRate - amount recoil recovers per second m4a4_fire, //fireSoundClip null //m4a4_reload //reloadSoundClip ); ak47 = new gun( "ak47", //weapon name "auto", //fireMode 30, //damage 30, //clipSize 2.5f, //reloadTime 0.125f, //timeBetweenShots - in seconds 0.35f, //bulletSpeed 15f, //maxRng - maximum range before bullet dissapears 5f, //falloffRng - range that damage starts falling off 1f, //falloffAmt - after falloffRng, amount that damage decreases per unit travelled 0.0f, //accuracy - subtracted from spread 0.3f, //recoilRate - amount of recoil per shot 0.8f, //recoilRecoveryRate - amount recoil recovers per second ak47_fire, //fireSoundClip null //ak47_reload //reloadSoundClip ); deagle = new gun( "deagle", //weapon name "semi", //fireMode 50, //damage 7, //clipSize 2f, //reloadTime 0.5f, //timeBetweenShots - in seconds 0.5f, //bulletSpeed 20f, //maxRng - maximum range before bullet dissapears 0f, //falloffRng - range that damage starts falling off 1.0f, //falloffAmt - after falloffRng, amount that damage decreases per unit travelled 0.0f, //accuracy - subtracted from spread 0.7f, //recoilRate - amount of recoil per shot 0.3f, //recoilRecoveryRate - amount recoil recovers per second deagle_fire, //fireSoundClip null //deagle_reload //reloadSoundClip ); }
void YouWin() { rifleClass = Data.UserRifle; gunClass = Data.UserGun; StartCoroutine(UpdateUserBulletsAK()); StartCoroutine(UpdateUserBulletsRifle()); StartCoroutine(UpdateUserConsumable()); StartCoroutine(UpdateUserExp()); Invoke("GotoYouWin", time); }
public ActionResult GunTypeAdd(string gName) { List <gunType> _curTypes = TableUtils.queryToTable <gunType>("SELECT * FROM shooters.gunType natural join shooters.gunTypeRel where gName = '" + gName + "'"); List <gunType> _newTypes = TableUtils.queryToTable <gunType>("SELECT * FROM shooters.gunType"); gun _gun = TableUtils.queryToObject <gun>("SELECT * FROM shooters.gun where gName = '" + gName + "'"); GunTypeAdder _tAdder = new GunTypeAdder(); _tAdder._currTypes = _curTypes; _tAdder._newTypes = _newTypes; _tAdder._gun = _gun; return(View(_tAdder)); }
public ActionResult EditGun(string gName) { gun _gun = TableUtils.queryToObject <gun>("SELECT * FROM shooters.gun where gName= '" + gName + "'"); GunSpec gs = new GunSpec(); gs._gun = _gun; List <gunType> _types = TableUtils.queryToTable <gunType>("SELECT * FROM shooters.gunTypeRel natural join shooters.gunType where gName= '" + gName + "'"); gs._specs = _types; ViewBag.gName = gName; return(View(gs)); }
public ActionResult CommitGun(gun g) { NpgsqlConnection connection = new NpgsqlConnection(RouteConfig.connectString); connection.Open(); NpgsqlCommand command = new NpgsqlCommand("insert into shooters.gun (gDesc, gName) values (@gDesc,'" + g.gName + "')", connection); command.Parameters.AddWithValue("@gDesc", g.gDesc); int num = command.ExecuteNonQuery(); connection.Close(); return(RedirectToAction("Guns")); }
public void PickupNewGun(gun gun, int slot) { if (slot == 1) { primaryGun = gun; primaryGunAmmo = gun.clipSize; } else if (slot == 2) { secondaryGun = gun; secondaryGunAmmo = gun.clipSize; } EquipNewGun(slot); }
// Use this for initialization void Start() { weather = Random.Range (0,3); thisgun = gameObject.GetComponent<gun> (); switch (weather) { case 0: thisgun.projectileGameObject = m; break; case 1: thisgun.projectileGameObject = r; break; case 2: thisgun.projectileGameObject = l; break; } }
public GameObject findWeaponByID(int id) { int type = id / 100; GameObject weapon = null; switch (type) { case 01: for (int i = 0; i < secondaryGuns.Length; i++) { gun testGun = secondaryGuns[i].GetComponent <gun>(); if (testGun.id == id) { weapon = testGun.gameObject; break; } } break; case 02: for (int i = 0; i < primaryGuns.Length; i++) { gun testGun = primaryGuns[i].GetComponent <gun>(); if (testGun.id == id) { weapon = testGun.gameObject; break; } } break; case 03: for (int i = 0; i < Grenades.Length; i++) { Grenades testGun = Grenades[i].GetComponent <Grenades>(); if (testGun.grenadeID == id) { weapon = testGun.gameObject; break; } } break; } return(weapon); }
void ammoUpdate() /* * gun g = gunPlaceHolderReference.ActiveGun.GetComponent<gun>(); * string text = "ammo:" + g.ammoInMag+"/" +g.ammoCapacityMag+" ammoInBag:"+g.ammoInBag; * ammo.text = text; */ { gun g = gunPlaceHolderReference.ActiveGun.GetComponent <gun>(); float ammoAmount = g.ammoInMag * 1f / (g.ammoCapacityMag); ammo.fillAmount = ammoAmount; ammoInBag.text = g.ammoInBag.ToString(); int activeGrenadeIndex = gunPlaceHolderReference.ActiveGrenade; activeGrenadeIndex %= 10; int GrenadeNumber = gunPlaceHolderReference.grenadeCount[activeGrenadeIndex]; grenadeCount.text = GrenadeNumber.ToString(); }
public override void interact() { base.interact(); GunPlaceHolderPlayer holder = gameManager.player.GetComponentInChildren <GunPlaceHolderPlayer>(); GameObject c = Instantiate(creator, transform.position, transform.rotation); pupCreater create = c.GetComponent <pupCreater>(); bool replacing; if (holder.activePrimary == id) { replacing = false; } else { replacing = true; ///// gun g = holder.findWeaponByID(holder.activePrimary).GetComponent <gun>(); create.id = g.id; create.ammo = g.ammoInBag + g.ammoInMag; g.ammoInMag = 0; } holder.activePrimary = id; if (holder.holdingPrimary) { holder.switchWeapon(); holder.switchWeapon(); } else { holder.switchWeapon(); } if (replacing) { holder.ActiveGun.GetComponent <gun>().ammoInBag = ammo; create.Create(); } else { holder.ActiveGun.GetComponent <gun>().ammoInBag += ammo; } Destroy(gameObject); }
// void Start () { // } // void Update () { // } void OnParticleCollision(GameObject other) { if (shootingGun == null) { shootingGun = transform.parent.GetComponent<gun> (); } if (shootingGun == null) { shootingGun = transform.parent.parent.GetComponent<gun> (); } // Debug.Log ("shootingGun = " + shootingGun); // Debug.Log ("OnParticleCollisionIndependant: " + gameObject.name + " & other: " + other.name); hpManager alive = other.GetComponent<hpManager> (); // Debug.Log ("alive = " + alive); if (shootingGun != null && alive != null) { alive.getHit (shootingGun.gunDamage); // } else { // Debug.Log ("parent or GrandParent has No GunDamage"); } // other.GetComponent<hpManager> ().getHit (gunDamage); // // //pay damage audio clip }
void EquipNewGun(int slot) { reloading = 0; if (currentWeaponSlot == 1) { primaryGunAmmo = ammoInClip; } else if (currentWeaponSlot == 2) { secondaryGunAmmo = ammoInClip; } if (slot == 1) { currentGun = primaryGun; ammoInClip = primaryGunAmmo; currentWeaponSlot = 1; } else if (slot == 2) { currentGun = secondaryGun; ammoInClip = secondaryGunAmmo; currentWeaponSlot = 2; } newGunFlicker = gunFlickerDuration; myAnimator.SetBool("changingGun", true); if (currentGun.weaponName == "m4a4") { myAnimator.SetInteger("currentGun", 1); } if (currentGun.weaponName == "ak47") { myAnimator.SetInteger("currentGun", 2); } if (currentGun.weaponName == "deagle") { myAnimator.SetInteger("currentGun", 3); } }
// Use this for initialization void Start() { Time.timeScale = 1; for (int i = 6; m_timer < i;) { m_timer = Random.value * 15; } m_score = change.NewScore; if (change.Hiscores[m_thisLevelNumber - 1] == 0) { change.Hiscores[m_thisLevelNumber - 1] = m_score; } m_hiscore = change.Hiscores[m_thisLevelNumber - 1]; // 取得主角 GameObject obj = GameObject.FindGameObjectWithTag("Player"); if (obj != null) { m_gun = obj.GetComponent <gun>(); } retran = change.GetRetarn(); }
void throwBullet(Vector2 direction) { GameObject shootedBullet = ammo [0]; gun g = guns[0]; float s = g.scale; Vector3 shootPlace = transform.position + transform.rotation * new Vector3(g.deltaPos.x * direction.x.CompareTo(0), g.deltaPos.y, 0) + transform.right * shootDistance; Vector2 shootDirection = Quaternion.Euler(0, 0, s) * transform.right; shootedBullet.SetActive(true); shootedBullet.GetComponent <SpriteRenderer>().enabled = true; shootedBullet.GetComponent <bulletBehaviour>().applyDirection(shootDirection, angle, shootPlace); if (shotFire) { shotFire.enabled = true; } ammo.Remove(shootedBullet); ammo.Add(shootedBullet); guns.Remove(g); guns.Add(g); }
public SaveData(GameObject player, GunPlaceHolderPlayer guns, HealthAndShield healthAndShield, int levelThis) { level = levelThis; playerPosition = new float[3]; playerPosition[0] = player.transform.position.x; playerPosition[1] = player.transform.position.y; playerPosition[2] = player.transform.position.z; primaryGunID = guns.activePrimary; GrenadeCount = new int[3]; secondaryGunID = guns.activeSecondary; GrenadeCount[0] = guns.grenadeCount[0]; GrenadeCount[1] = guns.grenadeCount[1]; GrenadeCount[2] = guns.grenadeCount[2]; health = healthAndShield.health; shield = healthAndShield.Shield; gun PrimaryGun = guns.findWeaponByID(guns.activePrimary).GetComponent <gun>(); PrimaryAmmoInBag = PrimaryGun.ammoInBag; PrimaryAmmoInMag = PrimaryGun.ammoInMag; gun SecondaryGun = guns.findWeaponByID(guns.activeSecondary).GetComponent <gun>(); SecondaryAmmoInBag = SecondaryGun.ammoInBag; SecondaryAmmoInMag = SecondaryGun.ammoInMag; }
private void doesChangeGun() { gunList [activeGunNb].SetActive (true); activeGun = gunList[activeGunNb].GetComponent<gun> (); activeGun.awake (); }
public void addweapon(gun newgun) { allGuns [numberofgun] = newgun; numberofgun++; }
void Start() { gunEquiped = gun.pistol; }
void Start() { scriptE = GameObject.Find("Player").GetComponentInChildren<gun>(); scriptF = GameObject.Find("HpText").GetComponentInChildren<Hpscript>(); }
public void addweapon(gun newgun) { gunController.addweapon(newgun); }
// Update is called once per frame void Update() { checkPlayerNearby(); attachedGun = gunScript.m4a4; attachedGunSlot = 1; }