public virtual void Init() { // Cache the usual suspects iRigid = GetComponent <Rigidbody>(); iGameobject = gameObject; iTransform = transform; // Add default keyboard input default_input = iGameobject.GetComponent <Keyboard_Input>(); // Cache a reference to player controller PlayerController = iGameobject.GetComponent <BasePlayerManager>(); // Call base class init PlayerController.Init(); // With this simple vehicle code, we set the center of mass low to try to keep the car from toppling over iRigid.centerOfMass = new Vector3(0, -4f, 0); // See if we cant find an engine sound source, if we need to if (engineSoundSource == null) { engineSoundSource = iGameobject.GetComponent <AudioSource>(); } }
public void Init() { // cache our transform myTransform = transform; // cache our gameObject myGO = gameObject; if (weaponControl == null) { // try to find weapon controller on this gameobject weaponControl = myGO.GetComponent <Standard_SlotWeaponController>(); } if (rendererToTestAgainst == null) { // we need a renderer to find out whether or not we are on-screen, so let's try and find one // in our children if we don't already have one set in the editor rendererToTestAgainst = myGO.GetComponentInChildren <Renderer>(); } // if a player manager is not set in the editor, let's try to find one if (myPlayerManager == null) { myPlayerManager = myGO.AddComponent <BasePlayerManager>(); } myDataManager = myPlayerManager.DataManager; myDataManager.SetName("Enemy"); myDataManager.SetHealth(thisEnemyStrength); canFire = true; didInit = true; }
// main logic public override void Init() { base.Init(); // do god mode, if needed) if (!godMode) { MakeVulnerable(); } else { MakeInvulnerable(); } // start out with no control from the player canControl = false; // if a player manager is not set in the editor, let's try to find one if (myPlayerManager == null) { myPlayerManager = myGO.GetComponent <BasePlayerManager>(); } // set up the data for our player myDataManager = myPlayerManager.GetDataManager(); myDataManager.SetName("Player1"); myDataManager.SetHealth(3); isFinished = false; // get a ref to the player manager GameController_Plt2D.Instance.UpdateLivesP1(myDataManager.GetHealth()); }
public void InitThis() { // Cache our transform iTransform = transform; // Cache our gameobject iGameobject = gameObject; if (weaponControl == null) { // Try to find weapon controller on this gameObject weaponControl = iGameobject.GetComponent <StandardWeaponSlotController>(); } if (rendererToTestAgainst == null) { // We need to find out whether or not we are on the screen, so let's try and find one in our children // if we don't already have one set in the editor rendererToTestAgainst = iGameobject.GetComponentInChildren <Renderer>(); } // If a player manager is not set in the editor, let's try to find one if (iPlayerManager == null) { iPlayerManager = iGameobject.AddComponent <BasePlayerManager>(); } iDatamanager = iPlayerManager.DataManager; iDatamanager.SetName("Enemy"); iDatamanager.SetHealth(ThisEnemyStrength); _canFire = true; didInit = true; }
// main logic public override void Init() { base.Init(); didInit = false; if (weaponControl == null) { // try to find weapon controller on this gameobject weaponControl = myGO.GetComponent <Standard_SlotWeaponController> (); } if (rendererToTestAgainst == null) { // we need a renderer to find out whether or not we are on-screen rendererToTestAgainst = myGO.GetComponentInChildren <Renderer> (); } // if a player manager is not set in the editor, let's try to find one if (myPlayerManager == null) { myPlayerManager = myGO.AddComponent <BasePlayerManager> (); } myDataManager = myPlayerManager.GetDataManager(); myDataManager.SetName("Enemy"); myDataManager.SetHealth(thisEnemyStrength); canFire = true; didInit = true; }
private void Start() { UIcontroller = FindObjectOfType <UIManager>(); NPCdata = FindObjectsOfType <BaseNPC>().ToList(); playerdata = GameObject.FindWithTag("主角").GetComponent <BasePlayerManager>(); DialogueUI = GameObject.FindWithTag("UI").transform.Find("對話視窗").gameObject; DialogueUI.SetActive(UIcontroller.Dia_status); }
void SetupPlayer() { if (isLocalPlayer) { playerManager = GetComponent <BasePlayerManager>(); } else { } }
public override void Init() { if (myPlayerData == null) { myPlayerData = myGameObject.GetComponent <BasePlayerManager> (); } myDataManager = myPlayerData.DataManager; myDataManager.SetName("Amroo"); myDataManager.SetHealth(150); didInit = true; }
public override void Init() { if (iPlayerManager == null) { iPlayerManager = iGameobject.GetComponent <BasePlayerManager>(); } iDataManager = iPlayerManager.DataManager; iDataManager.SetName("Player"); iDataManager.SetHealth(3); didInit = true; }
public override void Init() { // if a player manager is not set in the editor, let's try to find one if (myPlayerManager == null) { myPlayerManager = myGameObject.GetComponent <BasePlayerManager>(); } myDataManager = myPlayerManager.DataManager; myDataManager.SetName("Player"); myDataManager.SetHealth(3); didInit = true; }
private void Start() { //取得玩家部分 player = GameObject.FindWithTag("主角"); player_script = FindObjectOfType <BasePlayerManager>(); player_sprite = player.GetComponent <SpriteRenderer>(); //取得NPC部分 NPC_Anime = GetComponent <Animator>(); NPC_sprite = GetComponent <SpriteRenderer>(); //取得對話氣球 ChooseTag = transform.GetChild(0).gameObject; ChooseTag.SetActive(false); }
public override void Init() { // hide the invulnerability shield(!) if (!godMode) { MakeVulnerable(); } else { MakeInvulnerable(); } // get a ref to the weapon controller weaponControl = myGO.GetComponent <Standard_SlotWeaponController>(); // tell weapon control who we are (so all weapon control can tell projectiles who sent them) weaponControl.SetOwner(ownerID); // if a player manager is not set in the editor, let's try to find one if (myPlayerManager == null) { myPlayerManager = myGO.GetComponent <BasePlayerManager>(); } myDataManager = myPlayerManager.DataManager; myDataManager.SetName("Player"); myDataManager.SetHealth(3); // update UI lives if (ownerID == 1) { // if our owner ID is 1, we must be player 1 GameController_IP.Instance.UpdateLivesP1(myDataManager.GetHealth()); } else { // we are player 2, so set that UI instead GameController_IP.Instance.UpdateLivesP2(myDataManager.GetHealth()); } if (isMouseControlled) { // if we are going to use mouse controls, add a mouse input controller mouse_input = gameObject.AddComponent <Mouse_Input>(); } didInit = true; }
public virtual void Init() { // cache te usual suspects iRigid = GetComponent <Rigidbody>(); iGameobject = gameObject; iTransform = transform; // add default keyboard input default_input = iGameobject.AddComponent <Keyboard_Input>(); // cache a reference to the player controller iPlayerController = iGameobject.GetComponent <BasePlayerManager>(); if (iPlayerController != null) { iPlayerController.Init(); } }
public virtual void Init() { myRigrdBody = rigidbody; myTransform = transform; myGameObject = gameObject; default_input = myGameObject.AddComponent <Keyboard_Input> (); myPlayerController = myGameObject.GetComponent <BasePlayerManager> (); if (myPlayerController != null) { myPlayerController.Init(); } }
public virtual void Init() { // cache the usual suspects myBody = GetComponent <Rigidbody>(); myGO = gameObject; myTransform = transform; // add default keyboard input default_input = myGO.AddComponent <Keyboard_Input>(); // cache a reference to the player controller myPlayerController = myGO.GetComponent <BasePlayerManager>(); if (myPlayerController != null) { myPlayerController.Init(); } }
public virtual void Init() { myRigrdBody = rigidbody; myGameObject = gameObject; myTransform = transform; default_input = myGameObject.AddComponent <Keyboard_Input>(); myPlayerController = myGameObject.GetComponent <BasePlayerManager>(); myPlayerController.Init(); myRigrdBody.centerOfMass = new Vector3(0, -4f, 0); if (engineSound == null) { engineSound = myGameObject.GetComponent <AudioSource>(); } }
// main logic public override void Init() { base.Init(); // add default keyboard input if (!default_input) { default_input = myGO.AddComponent <Keyboard_Input> (); } // cache a reference to the player controller if (!myPlayerController) { myPlayerController = myGO.GetComponent <BasePlayerManager> (); } if (myPlayerController != null) { myPlayerController.Init(); } }
public override void Init() { Debug.Log("CarController_MVD Init called."); // cache the usual suspects myBody = GetComponent <Rigidbody>(); myGO = gameObject; myTransform = transform; // allow respawning from the start canRespawn = true; // save our accelMax value for later, incase we need to change it to // do AI catch up originalAccelMax = accelMax; // add default keyboard input if we don't already have one if (default_input == null) { default_input = myGO.AddComponent <Keyboard_Input>(); } // cache a reference to the player controller myPlayerController = myGO.GetComponent <BasePlayerManager>(); // call base class init myPlayerController.Init(); // with this simple vehicle code, we set the center of mass low to try to keep the car from toppling over myBody.centerOfMass = new Vector3(0, -3.5f, 0); // see if we can find an engine sound source, if we need to if (engineSoundSource == null) { engineSoundSource = myGO.GetComponent <AudioSource>(); } AddRaceController(); // reset our lap counter raceControl.ResetLapCounter(); // get a ref to the weapon controller weaponControl = myGO.GetComponent <Standard_SlotWeaponController>(); // if a player manager is not set in the editor, let's try to find one if (myPlayerManager == null) { myPlayerManager = myGO.GetComponent <BasePlayerManager>(); } // cache ref to data manager myDataManager = myPlayerManager.DataManager; // set default data myDataManager.SetName("Player"); myDataManager.SetHealth(startHealthAmount); if (isAIControlled) { // set our name to an AI player myDataManager.SetName("AIPlayer"); // set up AI InitAI(); } //GameController_MVD.Instance.UpdateWrongWay(false); }
public override void Init() { Debug.Log("CarController_TB Init called."); // cache the usual suspects myBody = GetComponent <Rigidbody>(); myGO = gameObject; myTransform = transform; // allow respawning from the start canRespawn = true; // save our accelMax value for later, incase we need to change it to // do AI catch up originalAccelMax = accelMax; // add default keyboard input if we don't already have one default_input = myGO.GetComponent <Keyboard_Input>(); if (default_input == null) { default_input = myGO.AddComponent <Keyboard_Input>(); } // cache a reference to the player controller myPlayerController = myGO.GetComponent <BasePlayerManager>(); // call base class init myPlayerController.Init(); // with this simple vehicle code, we set the center of mass low to try to keep the car from toppling over myBody.centerOfMass = new Vector3(0, -6.5f, 0); // see if we can find an engine sound source, if we need to if (engineSoundSource == null) { engineSoundSource = myGO.GetComponent <AudioSource>(); } AddBattleController(); // get a ref to the weapon controller weaponControl = myGO.GetComponent <BaseWeaponController>(); // if a player manager is not set in the editor, let's try to find one if (myPlayerManager == null) { myPlayerManager = myGO.GetComponent <BasePlayerManager>(); } // cache ref to data manager myDataManager = myPlayerManager.DataManager; // set default data myDataManager.SetName("Player"); myDataManager.SetHealth(startHealthAmount); if (isAIControlled) { // set our name to an AI player myDataManager.SetName("AIPlayer"); // set up AI InitAI(); } isGameRunning = true; // store respawn point respawnPoint = myTransform.position; respawnRotation = myTransform.eulerAngles; MakeVulnerable(); // grab volume from sound controller for our engine sound GetComponent <AudioSource>().volume = BaseSoundController.Instance.volume; }
public virtual void Init() { Debug.Log("BaseVehicle Init called."); // cache the usual suspects myBody = GetComponent <Rigidbody>(); myGO = gameObject; myTransform = transform; // add default keyboard input if (myGO.GetComponent <Keyboard_Input>() == null) { default_input = myGO.AddComponent <Keyboard_Input>(); } // cache a reference to the player controller myPlayerController = myGO.GetComponent <BasePlayerManager>(); // call base class init myPlayerController.Init(); // with this simple vehicle code, we set the center of mass low to try to keep the car from toppling over myBody.centerOfMass = new Vector3(0, -4f, 0); // see if we can find an engine sound source, if we need to if (engineSoundSource == null) { engineSoundSource = myGO.GetComponent <AudioSource>(); } // now lets copy over our friction and suspension values to the wheels (keeping these values in one place // rather than having to change them on each wheel is a neater way to work!) // set up curves for front and sideways values WheelFrictionCurve curveF = new WheelFrictionCurve(); curveF.extremumSlip = forwardFrictionExtremumSlip; curveF.extremumValue = forwardFrictionExtremumValue; curveF.asymptoteSlip = forwardFrictionAsymptoteSlip; curveF.asymptoteValue = forwardFrictionAsymptoteValue; curveF.stiffness = forwardFrictionStiffnessFactor; WheelFrictionCurve curveS = new WheelFrictionCurve(); curveS.extremumSlip = sidewaysFrictionExtremumSlip; curveS.extremumValue = sidewaysFrictionExtremumValue; curveS.asymptoteSlip = sidewaysFrictionAsymptoteSlip; curveS.asymptoteValue = sidewaysFrictionAsymptoteValue; curveS.stiffness = sidewaysFrictionStiffnessFactor; // set up JointSpring for the suspension settings JointSpring suspensionJointSpring = new JointSpring(); suspensionJointSpring.damper = suspensionDamper; suspensionJointSpring.spring = suspensionSpring; // front left frontWheelLeft.mass = wheelMass; frontWheelLeft.radius = wheelRadius; frontWheelLeft.suspensionDistance = suspensionDistance; frontWheelLeft.suspensionSpring = suspensionJointSpring; frontWheelLeft.forwardFriction = curveF; frontWheelLeft.sidewaysFriction = curveS; // front right frontWheelRight.mass = wheelMass; frontWheelRight.radius = wheelRadius; frontWheelRight.suspensionDistance = suspensionDistance; frontWheelRight.suspensionSpring = suspensionJointSpring; frontWheelRight.forwardFriction = curveF; frontWheelRight.sidewaysFriction = curveS; // rear left rearWheelLeft.mass = wheelMass; rearWheelLeft.radius = wheelRadius; rearWheelLeft.suspensionDistance = suspensionDistance; rearWheelLeft.suspensionSpring = suspensionJointSpring; rearWheelLeft.forwardFriction = curveF; rearWheelLeft.sidewaysFriction = curveS; // rear right rearWheelRight.mass = wheelMass; rearWheelRight.radius = wheelRadius; rearWheelRight.suspensionDistance = suspensionDistance; rearWheelRight.suspensionSpring = suspensionJointSpring; rearWheelRight.forwardFriction = curveF; rearWheelRight.sidewaysFriction = curveS; Debug.Log("BaseVehicle wheels setup and Init() complete."); }