} // hàm thay đổi hình ảnh súng public static void ChangeGun(Player player) // hàm gọi class cannon thay đổi súng { if (player.WatchBullet() >= 150) { CannonManager.ChangeGunPrefabs(player, 6); } else if (player.WatchBullet() >= 125) { CannonManager.ChangeGunPrefabs(player, 5); } else if (player.WatchBullet() >= 100) { CannonManager.ChangeGunPrefabs(player, 4); } else if (player.WatchBullet() >= 75) { CannonManager.ChangeGunPrefabs(player, 3); } else if (player.WatchBullet() >= 50) { CannonManager.ChangeGunPrefabs(player, 2); } else if (player.WatchBullet() >= 25) { CannonManager.ChangeGunPrefabs(player, 1); } else { CannonManager.ChangeGunPrefabs(player, 0); } }
Vector3[] GetDepotPositions(GameObject player) { DeckManager deckManager = player.GetComponent <DeckManager> (); CannonManager cannonManager = player.GetComponent <CannonManager> (); Vector3[] result = new Vector3[cannonManager.cannonNumber]; float[] xPosUsed = new float[cannonManager.cannonNumber]; float zPos = 0; if (player == player1) { zPos = deckManager.deckHeight - (deckManager.deckHeight); } else if (player == player2) { zPos = player.GetComponent <Player> ().posOffsetZ + (deckManager.deckHeight - 1); } for (int i = 0; i < result.Length; i++) { float newX = GetRandomX(player, xPosUsed); xPosUsed [i] = newX; result [i] = new Vector3(newX, 0, zPos); } return(result); }
// Use this for initialization void Start() { ax = 0; //Find GameObject generator = GameObject.FindObjectOfType <Generator>(); Manager = GameObject.FindObjectOfType <CannonManager>(); isLeft = Manager.isLeft; radius = gameObject.GetComponent <SpriteRenderer>().bounds.size.x / 2; //Initiate cannonball velocity and accelerations if (isLeft) { initialv = Manager.muzzle1 / 100f; angle = Manager.angle1; vx = initialv * Mathf.Cos(angle * Mathf.Deg2Rad); vy = initialv * Mathf.Sin(angle * Mathf.Deg2Rad); } else { initialv = Manager.muzzle2 / 100f; angle = Manager.angle2; vx = -initialv *Mathf.Cos(angle *Mathf.Deg2Rad); vy = initialv * Mathf.Sin(angle * Mathf.Deg2Rad); } ay = -0.00098f; }
private void Start() { SelectionImage = GetComponent <Image>(); Cannon = CannonManager.instance; SelectionImage.enabled = false; if (IsEnabled) { Screen.SetActive(IsEnabled); Image.SetActive(!IsEnabled); } else { if (!IsBlank) { Screen.SetActive(IsEnabled); Image.SetActive(!IsEnabled); } else { Screen.SetActive(IsEnabled); } } //StartCoroutine(SpawnItem()); SpawnItemAnim(); }
private void Awake() { gameState = CoffeeMakerGameState.Pending; if (instance == null) { instance = this; } }
private void Start() { cannonManager = transform.parent.GetComponent <CannonManager>(); if (cannonManager == null) { print("can't find cannon Manager"); } }
public MapEditor(GameWindow window, ClientNetworking client, CannonManager cannonManager, List <CannonGroups> cannonGroups) { factory = GameObjectFactory.Instance; this.window = window; this.client = client; this.cannonManager = cannonManager; this.cannonGroups = cannonGroups; }
private void Start() { myImage = GetComponent <Image>(); Cannon = CannonManager.instance; if (!isLoading) { LoadingBar = transform.GetChild(0).GetComponent <Image>(); } }
public void SetUpCannon() { CannonManager cannonManager = activePlayer.GetComponent <CannonManager> (); if (cannonManager.cannonsCreated < cannonManager.cannonNumber) { cannonToDeploy = cannonManager.CreateCannon(this.transform); } }
void Start() { //creates the cannon manager singleton. CannonManager_script = CannonManager.S; //gets the renderer of this building spot. rendr = GetComponent <Renderer>(); //save the original color information. original_color = rendr.material.color; }
public MapEditor(GameWindow window, ClientNetworking client, CannonManager cannonManager, List <CannonGroups> cannonGroups, int screenconfiguration) { factory = GameObjectFactory.Instance; this.window = window; this.client = client; this.cannonManager = cannonManager; this.cannonGroups = cannonGroups; this.screenconfiguration = screenconfiguration; }
void Awake() { AudioManager.AddTracks(new Dictionary <string, string> { { "MenuMusic", "Ponies_and_Balloons" }, { "GamePlayMusic", "Racing_The_Clock" } }); InputManager = GetComponent <InputManager>(); CannonManager = GetComponent <CannonManager>(); }
public GamePlayState(InputManager inputManager, CannonManager cannonManager, GameData gameData) { InputManager = inputManager; CannonManager = cannonManager; GameData = gameData; GamePlayUIGroup = GameObject.Find("Canvas/GamePlayUI").GetComponent <CanvasGroup>(); ClockText = GameObject.Find("Canvas/GamePlayUI/Clock").GetComponent <Text>(); ScoreText = GameObject.Find("Canvas/GamePlayUI/Score").GetComponent <Text>(); GameTimer = new Timer(146); DifficultyIncreaseTimer = new Timer(GameTimer.Delay / ((MaxDifficulty - MinDifficulty + DifficultyStep) / DifficultyStep)); }
public static void GetKeyToChangeBullet(Player player, KeyCode SubKey, KeyCode AddKey) { if (Input.GetKeyDown(SubKey)) { player.SubBulletValue(5); CannonManager.ChangeGun(player); Debug.Log("player" + player.WatchBullet()); } if (Input.GetKeyDown(AddKey)) { player.AddBulletValue(5); CannonManager.ChangeGun(player); Debug.Log("player" + player.WatchBullet()); } } // hàm tăng giảm dame của đạn
void CreateCannons(GameObject player) { DeckManager deckManager = player.GetComponent <DeckManager> (); CannonManager cannonManager = player.GetComponent <CannonManager> (); Vector3[] positions = GetCannonPositions(player); for (int i = 0; i < cannonManager.cannonNumber; i++) { GameObject cannonToDeploy = cannonManager.CreateCannon(player.transform); int xPos = (int)positions [i].x; int zPos = (int)positions [i].z; cannonToDeploy.GetComponent <Cannon>().PlaceCannon(deckManager.RetrieveTile(xPos, zPos)); cannonManager.cannonsCreated += 1; } }
// Update is called once per frame void Update() { CannonManager.GetKeyToControl(0, KeyCode.Q, KeyCode.W); CannonManager.GetKeyToControl(1, KeyCode.E, KeyCode.R); CannonManager.GetKeyToControl(2, KeyCode.T, KeyCode.Y); CannonManager.GetKeyToControl(3, KeyCode.U, KeyCode.I); BulletManager.GetKeyToChangeBullet(PlayerManager.player[0], KeyCode.A, KeyCode.S); BulletManager.GetKeyToChangeBullet(PlayerManager.player[1], KeyCode.D, KeyCode.F); BulletManager.GetKeyToChangeBullet(PlayerManager.player[2], KeyCode.G, KeyCode.H); BulletManager.GetKeyToChangeBullet(PlayerManager.player[3], KeyCode.J, KeyCode.K); BulletManager.GetKeyToShoot(0, PlayerManager.player[0], KeyCode.Alpha1); BulletManager.GetKeyToShoot(1, PlayerManager.player[1], KeyCode.Alpha2); BulletManager.GetKeyToShoot(2, PlayerManager.player[2], KeyCode.Alpha3); BulletManager.GetKeyToShoot(3, PlayerManager.player[3], KeyCode.Alpha4); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here GameWorld.Initialize(0, 5700, this.Window.ClientBounds.Width, this.Window.ClientBounds.Height, new Vector2(0, 9.8f)); GameWorld.ViewPortXOffset = 0; SpriteCreators.Load("Content\\spritesheet.txt"); // Create the texture manager textureManager = new TextureManager(Content); // Now load the sprite creator factory helper factory = GameObjectFactory.Instance; factory.Initialize(textureManager); cannonManager = new CannonManager(); cannonGroups = new List <CannonGroups>(); client = new ClientNetworking(); client.Connect(); client.ActionHandler["shoot"] = new EventHandler(this.HandleNetworkShoot); client.ActionHandler["create"] = new EventHandler(this.HandleNetworkCreate); // Add a few sprite creators factory.AddCreator((int)GameObjectTypes.CAT, SpriteCreators.CreateCat); factory.AddCreator((int)GameObjectTypes.DOG, SpriteCreators.CreateDog); factory.AddCreator((int)GameObjectTypes.BOOM, SpriteCreators.CreateBoom); factory.AddCreator((int)GameObjectTypes.WOOD1, SpriteCreators.CreateWood1); factory.AddCreator((int)GameObjectTypes.WOOD2, SpriteCreators.CreateWood2); factory.AddCreator((int)GameObjectTypes.WOOD3, SpriteCreators.CreateWood3); factory.AddCreator((int)GameObjectTypes.WOOD4, SpriteCreators.CreateWood4); factory.AddCreator((int)GameObjectTypes.PLATFORM_LEFT, SpriteCreators.CreatePlatformLeft); factory.AddCreator((int)GameObjectTypes.PLATFORM_MIDDLE, SpriteCreators.CreatePlatformMiddle); factory.AddCreator((int)GameObjectTypes.PLATFORM_RIGHT, SpriteCreators.CreatePlatformRight); factory.AddCreator((int)GameObjectTypes.CANNON, SpriteCreators.CreateCannon); factory.AddCreator((int)GameObjectTypes.CANNONWHEEL, SpriteCreators.CreateCannonWheel); factory.AddCreator((int)GameObjectTypes.POWERMETERBAR, SpriteCreators.CreatePowerMeterBar); factory.AddCreator((int)GameObjectTypes.POWERMETERTAB, SpriteCreators.CreatePowerMeterTab); mapEditor = new MapEditor(Window, client, cannonManager, cannonGroups); base.Initialize(); }
void Start() { compass = GameObject.Find("Compass").GetComponent <Compass>(); gameManager = GameObject.FindObjectOfType <GameManager>().GetComponent <GameManager>(); animator = GetComponent <NetworkAnimator>(); foreach (SkinnedMeshRenderer renderer in GetComponentsInChildren <SkinnedMeshRenderer>()) { if (renderer.name == "Sails") { sailRenderer = renderer; } } spawnPoint = transform.position; foreach (CannonManager cannonManager in GetComponentsInChildren <CannonManager>()) { if (cannonManager.name == "Port Cannons") { portCannons = cannonManager; } else { starboardCannons = cannonManager; } } if (isLocalPlayer) { playerFlag = PlayerPrefsManager.GetPlayerFlag(); //PlayerPrefs.GetInt("player_flag"); CmdSetFlag(playerFlag); foreach (Player player in GameObject.FindObjectsOfType <Player>()) { if (!player.isLocalPlayer) { player.RpcUpdateFlag(); } } //CmdUpdateFlag(PlayerPrefs.GetInt("player_flag")); } }
void Update() { DepotManager depotManager = activePlayer.GetComponent <DepotManager> (); CannonManager cannonManager = activePlayer.GetComponent <CannonManager> (); PirateManager pirateManager = activePlayer.GetComponent <PirateManager> (); cannons.text = cannonManager.cannonsCreated.ToString(); pirates.text = activePlayer.GetComponent <PirateManager> ().piratesCreated.ToString(); ammoDepots.text = depotManager.ammoDepotsCreated.ToString(); woodDepots.text = depotManager.woodDepotsCreated.ToString(); if (!buildingDone) { if (playerOne.GetComponent <PirateManager>().BuildUpDone() && playerOne.GetComponent <CannonManager>().BuildUpDone() && playerOne.GetComponent <DepotManager>().BuildUpDone()) { if (playerTwo.GetComponent <PirateManager>().BuildUpDone() && playerTwo.GetComponent <CannonManager>().BuildUpDone() && playerTwo.GetComponent <DepotManager>().BuildUpDone()) { buildingDone = true; GetComponent <GameManager> ().EndBuildPhase(); } } } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here GameWorld.Initialize(0, 12234 - (1080 * 2), this.Window.ClientBounds.Width, this.Window.ClientBounds.Height, new Vector2(0, 9.8f)); GameWorld.ViewPortXOffset = 0; SpriteCreators.Load("Content\\spritesheet.txt"); MapLoaded = false; // Create the texture manager textureManager = new TextureManager(Content); //Create the audio manager AudioManager.Instance.Initialize(Content); // Now load the sprite creator factory helper factory = GameObjectFactory.Instance; factory.Initialize(textureManager); cannonManager = new CannonManager(); cannonGroups = new List <CannonGroups>(); client = new ClientNetworking(); client.Connect(); client.ActionHandler["shoot"] = new EventHandler(this.HandleNetworkShoot); client.ActionHandler["create"] = new EventHandler(this.HandleNetworkCreate); client.ActionHandler["plane"] = new EventHandler(this.HandleNetworkPlane); client.ActionHandler["createother"] = new EventHandler(this.HandleNetworkCreateOtherStuff); client.ActionHandler["reset"] = new EventHandler(this.HandleReset); client.ActionHandler["endgame"] = new EventHandler(this.HandleEndGame); client.ActionHandler["sendpoints"] = new EventHandler(this.HandleSendPoints); // Add a few sprite creators factory.AddCreator((int)GameObjectTypes.CAT, SpriteCreators.CreateCat); factory.AddCreator((int)GameObjectTypes.DOG, SpriteCreators.CreateDog); factory.AddCreator((int)GameObjectTypes.SUN, SpriteCreators.CreateSun); factory.AddCreator((int)GameObjectTypes.BOOM, SpriteCreators.CreateBoom); factory.AddCreator((int)GameObjectTypes.PUFF, SpriteCreators.CreatePuff); factory.AddCreator((int)GameObjectTypes.DINO, SpriteCreators.CreateDino); factory.AddCreator((int)GameObjectTypes.CLOUD1, SpriteCreators.CreateCloud1); factory.AddCreator((int)GameObjectTypes.CLOUD2, SpriteCreators.CreateCloud2); factory.AddCreator((int)GameObjectTypes.CLOUD3, SpriteCreators.CreateCloud3); factory.AddCreator((int)GameObjectTypes.CLOUD4, SpriteCreators.CreateCloud4); factory.AddCreator((int)GameObjectTypes.CLOUD5, SpriteCreators.CreateCloud5); factory.AddCreator((int)GameObjectTypes.CLOUD6, SpriteCreators.CreateCloud6); factory.AddCreator((int)GameObjectTypes.WOOD1, SpriteCreators.CreateWood1); factory.AddCreator((int)GameObjectTypes.WOOD2, SpriteCreators.CreateWood2); factory.AddCreator((int)GameObjectTypes.WOOD3, SpriteCreators.CreateWood3); factory.AddCreator((int)GameObjectTypes.WOOD4, SpriteCreators.CreateWood4); factory.AddCreator((int)GameObjectTypes.PLATFORM_LEFT, SpriteCreators.CreatePlatformLeft); factory.AddCreator((int)GameObjectTypes.PLATFORM_MIDDLE, SpriteCreators.CreatePlatformMiddle); factory.AddCreator((int)GameObjectTypes.PLATFORM_RIGHT, SpriteCreators.CreatePlatformRight); factory.AddCreator((int)GameObjectTypes.CANNON, SpriteCreators.CreateCannon); factory.AddCreator((int)GameObjectTypes.CANNONWHEEL, SpriteCreators.CreateCannonWheel); factory.AddCreator((int)GameObjectTypes.POWERMETERBAR, SpriteCreators.CreatePowerMeterBar); factory.AddCreator((int)GameObjectTypes.POWERMETERTAB, SpriteCreators.CreatePowerMeterTab); factory.AddCreator((int)GameObjectTypes.EXPLOSION1, SpriteCreators.CreateExplosion1); factory.AddCreator((int)GameObjectTypes.EXPLOSION1, SpriteCreators.CreateExplosion2); factory.AddCreator((int)GameObjectTypes.PLANE, SpriteCreators.CreatePlane); factory.AddCreator((int)GameObjectTypes.CATSPLODE, SpriteCreators.CreateCatsplode); factory.AddCreator((int)GameObjectTypes.DUSTSPLODE, SpriteCreators.CreateDustsplode); factory.AddCreator((int)GameObjectTypes.YOULOSE, SpriteCreators.CreateYouLose); factory.AddCreator((int)GameObjectTypes.YOUWIN, SpriteCreators.CreateYouWin); factory.AddCreator((int)GameObjectTypes.SCOREPLUS50, SpriteCreators.CreatePlus50); factory.AddCreator((int)GameObjectTypes.SCOREPLUS100, SpriteCreators.CreatePlus100); factory.AddCreator((int)GameObjectTypes.SCOREPLUS250, SpriteCreators.CreatePlus250); //factory.AddCreator((int)GameObjectTypes.EAHSCSLOGO, SpriteCreators.CreateEAHSCSLogo); mapEditor = new MapEditor(Window, client, cannonManager, cannonGroups, ScreenConfiguration); base.Initialize(); }
void Awake() { S = this; }
private void Awake() { instance = this; isEnabled = true; }