// 初始P-BaseDefense游戏相关设定 public void Initinal() { // 场景状态控制 m_bGameOver = false; // 游戏系统 m_GameEventSystem = new GameEventSystem(this); // 游戏事件系统 m_CampSystem = new CampSystem(this); // 兵营系统 m_StageSystem = new StageSystem(this); // 关卡系统 m_CharacterSystem = new CharacterSystem(this); // 角色管理系统 m_ApSystem = new APSystem(this); // 行动力系统 m_AchievementSystem = new AchievementSystem(this); // 成就系统 // 界面 m_CampInfoUI = new CampInfoUI(this); // 兵营信息 m_SoldierInfoUI = new SoldierInfoUI(this); // Soldier信息 m_GameStateInfoUI = new GameStateInfoUI(this); // 游戏资料 m_GamePauseUI = new GamePauseUI(this); // 游戏暂停 // 注入到其它系统 EnemyAI.SetStageSystem(m_StageSystem); // 载入存档 LoadData(); // 注册游戏事件系统 ResigerGameEvent(); }
// 初始P-BaseDefense遊戲相關設定 public void Initinal() { // 場景狀態控制 m_bGameOver = false; // 遊戲系統 m_GameEventSystem = new GameEventSystem(this); // 遊戲事件系統 m_CampSystem = new CampSystem(this); // 兵營系統 m_StageSystem = new StageSystem(this); // 關卡系統 m_CharacterSystem = new CharacterSystem(this); // 角色管理系統 m_ApSystem = new APSystem(this); // 行動力系統 m_AchievementSystem = new AchievementSystem(this); // 成就系統 // 界面 m_CampInfoUI = new CampInfoUI(this); // 兵營資訊 m_SoldierInfoUI = new SoldierInfoUI(this); // Soldier資訊 m_GameStateInfoUI = new GameStateInfoUI(this); // 遊戲資料 m_GamePauseUI = new GamePauseUI(this); // 遊戲暫停 // 注入到其它系統 EnemyAI.SetStageSystem(m_StageSystem); // 載入存檔 LoadData(); // 註冊遊戲事件系統 ResigerGameEvent(); }
void SendOrder(Order order, CharacterSystem targetUnit) { if (targetUnit != null) { targetUnit.RecieveOrder(order, _originUnit); } }
private CameraController cam_controller; // referencia para o controlador da camera // referencias para a camera // on awake private void Awake() { // define a forma do jogador como Aike char_info.shape = PlayerShape.Aike; // inicia o jogador e a camera no mundo de acordo com o spawn point // guarda referencia para o controlador do jogador char_system_ = GameObject.Instantiate(PlayerObject, Spawner_point.position, Spawner_point.rotation). GetComponent <CharacterSystem>(); // guarda referencia para o transform do jogador char_transform_ = char_system_.transform; // indica que o jogador pode trocar de forma char_system_.CanGoArif(true); // torna o jogador vivo char_system_.RespawnPlayer(); // confirma a escala do tempo para o jogador char_system_.game_settings_.SetTimeMultiplier(1f); // inicia a camera cam_controller = GameObject.Instantiate(CameraControllerObject, Spawner_point.position, Spawner_point.rotation).GetComponent <CameraController>(); // defini volume dos listenners char_system_.game_settings_.SetListenerVolume(); // determinar qual portal está aberto ConfirmPortals(); }
public void Set(OrderImpulse order, CharacterSystem originUnit, Vector3 targetPosition) { _order = order; _originUnit = originUnit; _targetPosition = targetPosition; _integrateUnitFound = false; }
public void EquipItemAI() { if (isServer) { if (!alreadyEquip) { for (int i = 0; i < AIs.Length; i++) { if (AIs[i] != null) { CharacterSystem character = AIs[i].GetComponent <CharacterSystem>(); if (character != null) { character.inventory.ApplyStarterItem(); } AICharacterShooterNav ai = AIs[i].GetComponent <AICharacterShooterNav>(); if (ai != null) { ai.Fighting = true; } } } alreadyEquip = true; } } }
private void damageUpdate() { // damage a players if they out of the blue area every second if (Time.time >= dmTimeTmp + 1) { for (int i = 0; i < allPlayer.Length; i++) { if (allPlayer[i] != null) { CharacterSystem player = allPlayer[i].GetComponent <CharacterSystem>(); if (player != null) { if (lastDeadArea != null && lastDeadArea.activeSelf) { Vector3 playerPos = player.transform.position; playerPos.y = 0; Vector3 deadAreaPos = lastDeadArea.transform.position; deadAreaPos.y = 0; float distance = Vector3.Distance(player.transform.position, lastDeadArea.transform.position); if (distance > (lastDeadArea.transform.localScale.x / 2.0f)) { // apply damage 1 to player player.ApplyDamage(currentAreaDamage, Vector3.up, -1, 0); } } } } } dmTimeTmp = Time.time; } }
void Update() { var distance = Vector3.Distance(transform.position, Camera.main.transform.position); if (distance < 12.5f) { m_audiosource.volume = 1; } else { m_audiosource.volume = 0; } if (activeDelayCount <= Time.time) { activeDelayCount = Time.time + activeDelay; m_animator.SetTrigger("Active"); m_audiosource.PlayOneShot(activeSound); } if (isActive) { var startPoint = new Vector2(transform.position.x + m_coliderChecker.offset.x, transform.position.y + m_coliderChecker.offset.y); var hit = Physics2D.OverlapBox(startPoint, m_coliderChecker.size, 0f, LayerMask.GetMask("Player", "Enemy")); if (hit) { CharacterSystem temp = hit.GetComponent <CharacterSystem>(); if (temp) { temp.SetDead(transform.position); isActive = false; m_animator.SetBool("isKill", true); m_audiosource.PlayOneShot(killSound); } } } }
protected virtual void Start() { weaponSystem = GetComponent <WeaponSystem>(); characterSystem = GetComponent <CharacterSystem>(); abilitySystem = GetComponent <AbilitySystem>(); healthSystem = GetComponent <HealthSystem>(); }
void Start() { animator = this.GetComponent <Animator>(); audioSource = this.GetComponent <AudioSource>(); if (this.transform.root) { character = this.transform.root.GetComponent <CharacterSystem>(); fpsController = this.transform.root.GetComponent <FPSController>(); if (character == null) { character = this.transform.root.GetComponentInChildren <CharacterSystem>(); } if (fpsController == null) { fpsController = this.transform.root.GetComponentInChildren <FPSController>(); } } else { character = this.transform.GetComponent <CharacterSystem>(); fpsController = this.transform.GetComponent <FPSController>(); } timeTemp = Time.time; if (ItemIndicator) { preplacingObject = (GameObject)GameObject.Instantiate(ItemIndicator.gameObject, this.transform.position, ItemIndicator.transform.rotation); } }
string currentPatch = string.Empty; //current patch; // Use this for initialization IEnumerator Start() { ICharacterSystem sys = new CharacterSystem(); yield return(StartCoroutine(sys.Initialize())); clothData = ClothModel.GetData(); IniClothType(); playerParent = GameObject.Find("Stage/playerRoot"); EventTriggerListener.Get(male).onClicks.Add(male_Click); EventTriggerListener.Get(female).onClicks.Add(female_Click); EventTriggerListener.Get(lod1).onClicks.Add(delegate() { TaskServices.CreateTask(lod_Click(1)).Start(); }); EventTriggerListener.Get(lod2).onClicks.Add(delegate() { TaskServices.CreateTask(lod_Click(2)).Start(); }); EventTriggerListener.Get(lod3).onClicks.Add(delegate() { TaskServices.CreateTask(lod_Click(3)).Start(); }); EventTriggerListener.Get(lod4).onClicks.Add(delegate() { TaskServices.CreateTask(lod_Click(4)).Start(); }); EventTriggerListener.Get(lod5).onClicks.Add(delegate() { TaskServices.CreateTask(lod_Click(5)).Start(); }); EventTriggerListener.Get(lod6).onClicks.Add(delegate() { TaskServices.CreateTask(lod_Click(0)).Start(); }); EventTriggerListener.Get(tempBtn).onClicks.Add(tempBtn_Click); female_Click(); //male_Click(); UseTimeAlphaManager.StartTimeAlpha(UseTimeAlphaManager.LoadRole); }
public void Init() { mArchievementSystem = new ArchievementSystem(); mCampSystem = new CampSystem(); mCharacterSystem = new CharacterSystem(); mEnergySystem = new EnergySystem(); mGameEventSystem = new GameEventSystem(); mStageSystem = new StageSystem(); mCampInfoUI = new CampInfoUI(); mGamePauseUI = new GamePauseUI(); mGameStateInfoUI = new GameStateInfoUI(); mSoldierInfoUI = new SoldierInfoUI(); mArchievementSystem.Init(); mCampSystem.Init(); mCharacterSystem.Init(); mEnergySystem.Init(); mGameEventSystem.Init(); mStageSystem.Init(); mCampInfoUI.Init(); mGamePauseUI.Init(); mGameStateInfoUI.Init(); mSoldierInfoUI.Init(); LoadMemento(); }
void Start() { character = this.GetComponent <CharacterSystem>(); ai = character.GetComponent <AICharacterShooterNav>(); timeTmp = Time.time; TimeWait = Random.Range(TimeWait / 2, TimeWait); }
//存储玩家 public void SavePlayer(CharacterSystem character) { if (UnitZ.gameManager == null || character == null) { return; } PlayersRegister(UnitZ.gameManager.UserID); PlayerSaveData playersave = new PlayerSaveData(); playersave.UID = UnitZ.gameManager.UserID; playersave.PlayerName = UnitZ.gameManager.UserName; playersave.CharacterKey = character.CharacterKey; playersave.ItemData = character.inventory.GetItemDataText(); playersave.EquipData = character.inventory.GenStickerTextData(); playersave.FPSItemIndex = character.inventory.GetCollectorFPSindex(); playersave.Position = character.transform.position.x + "," + character.transform.position.y + "," + character.transform.position.z; playersave.LevelName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name; playersave.Health = character.HP; CharacterLiving living = character.GetComponent <CharacterLiving> (); if (living) { playersave.Food = living.Hungry; playersave.Water = living.Water; } WriteData(playersave); }
// 初始P-BaseDefense遊戲相關設定 public void Initinal() { // 場景狀態控制 m_bGameOver = false; // 遊戲系統 m_GameEventSystem = new GameEventSystem(this); // 遊戲事件系統 m_CampSystem = new CampSystem(this); // 兵營系統 m_StageSystem = new StageSystem(this); // 關卡系統 m_CharacterSystem = new CharacterSystem(this); // 角色管理系統 m_ApSystem = new APSystem(this); // 行動力系統 m_AchievementSystem = new AchievementSystem(this); // 成就系統 // 界面 m_CampInfoUI = new CampInfoUI(this); // 兵營資訊 m_SoldierInfoUI = new SoldierInfoUI(this); // Soldier資訊 m_GameStateInfoUI = new GameStateInfoUI(this); // 遊戲資料 m_GamePauseUI = new GamePauseUI (this); // 遊戲暫停 // 注入到其它系統 EnemyAI.SetStageSystem( m_StageSystem ); // 載入存檔 LoadData(); // 註冊遊戲事件系統 ResigerGameEvent(); }
public void Init() { systems = new List <IGameSystem>(); achievementSystem = new AchievementSystem(); campSystem = new CampSystem(); CharacterSystem = new CharacterSystem(); EnergySystem = new EnergySystem(); EventSystem = new GameEventSystem(); StageSystem = new StageSystem(); CampInfoUI = new CampInfoUI(); gamePauseUI = new GamePauseUI(); GameStateInfoUI = new GameStateInfoUI(); soldierInfoUI = new SoldierInfoUI(); systems.Add(achievementSystem); systems.Add(campSystem); systems.Add(CharacterSystem); systems.Add(EnergySystem); systems.Add(EventSystem); systems.Add(StageSystem); systems.Add(CampInfoUI); systems.Add(gamePauseUI); systems.Add(GameStateInfoUI); systems.Add(soldierInfoUI); systems.ForEach(s => s.Init()); var memento = CareTaker.RetrieveMemento(); //取回备忘录 achievementSystem.RestoreMemento(memento); //根据备忘录,恢复成就系统 }
void Awake() { character = this.GetComponent<CharacterSystem>(); GameObject fpscam = this.transform.FindChild ("FPScamera").gameObject; if (fpscam) FPScamera = fpscam.GetComponent<FPSCamera> (); }
void Awake() { m_Instance = this; Application.targetFrameRate = 60; gameObject.SetActive(false); SceneManager.LoadSceneAsync(2, LoadSceneMode.Additive); }
void Start() { animator = this.GetComponent <Animator>(); audioSource = this.GetComponent <AudioSource>(); if (this.transform.root) { character = this.transform.root.GetComponent <CharacterSystem>(); fpsController = this.transform.root.GetComponent <FPSController>(); if (character == null) { character = this.transform.root.GetComponentInChildren <CharacterSystem>(); } if (fpsController == null) { fpsController = this.transform.root.GetComponentInChildren <FPSController>(); } } else { character = this.transform.GetComponent <CharacterSystem>(); fpsController = this.transform.GetComponent <FPSController>(); } timeTemp = Time.time; if (AutoUse) { Use(); Debug.Log("Using"); } }
// metodos privados // inicializar o jogador private void InicializePlayer() { // define a forma do jogador para Aike char_info_.shape = PlayerShape.Aike; // instancia o jogador e a camera no mundo de acordo com o primeiro spawnPoint // guarda a refenrecia para o controlador ao instanciar char_system_ = GameObject.Instantiate(PlayerObject, StartSpawn.position, StartSpawn.rotation). GetComponent <CharacterSystem>(); // guarda tambem a referencia para o transform do jogador char_transform_ = char_system_.transform; // define valores iniciais para o estado do jogador para evitar que seja transportado de outras cenas char_system_.CanGoArif(true); // torna o jogador activo tambem char_system_.RespawnPlayer(); // confirma o valor da escala de tempo char_system_.game_settings_.SetTimeMultiplier(1f); // inicia a camera, guardando referencia para o controlador da camera cam_controller_ = GameObject.Instantiate(CameraControllerObject, StartSpawn.position, StartSpawn.rotation). GetComponent <CameraController>(); // define o volume do listenner char_system_.game_settings_.SetListenerVolume(); // apos o jogador estar iniciado, indica ao Fenrir a existencia deste fenrir_behaviour.ActivateFenrir(char_transform_); }
//最好先Awake, 再Init. Awake中初始化数据, Init中再new对象之类的 //不然部分new对象比较分散的,就不好给System初始化进行排序,有耦合。比如EventSubject public void Init() { m_AchievementSystem = new AchievementSystem(); m_CampSystem = new CampSystem(); m_CharactorSystem = new CharacterSystem(); m_EnergySystem = new EnergySystem(); m_GameEventSystem = new GameEventSystem(); m_StageSystem = new StageSystem(); m_FileDataSystem = new FileDataSystem(); m_CampInfoUI = new CampInfoUI(); m_GamePauseUI = new GamePauseUI(); m_GameStateInfoUI = new GameStateInfoUI(); m_SolderInfoUI = new SoldierInfoUI(); m_FileDataSystem.Init(); m_AchievementSystem.Init(); m_CampSystem.Init(); m_CharactorSystem.Init(); m_EnergySystem.Init(); m_GameEventSystem.Init(); m_StageSystem.Init(); m_CampInfoUI.Init(); m_GamePauseUI.Init(); m_GameStateInfoUI.Init(); m_SolderInfoUI.Init(); LoadMemento(); }
private SoldierInfoUI m_SoldierInfoUI; //战士信息 public void Init() { m_ArchievementSystem = new ArchievementSystem(); m_CampSystem = new CampSystem(); m_CharacterSystem = new CharacterSystem(); m_EnergySystem = new EnergySystem(); m_GameEventSystem = new GameEventSystem(); m_StageSystem = new StageSystem(); m_CampInfoUI = new CampInfoUI(); m_GamePauseUI = new GamePauseUI(); m_GameStateInfoUI = new GameStateInfoUI(); m_SoldierInfoUI = new SoldierInfoUI(); m_ArchievementSystem.Init(); m_CampSystem.Init(); m_CharacterSystem.Init(); m_EnergySystem.Init(); m_GameEventSystem.Init(); m_StageSystem.Init(); m_CampInfoUI.Init(); m_GamePauseUI.Init(); m_GameStateInfoUI.Init(); m_SoldierInfoUI.Init(); }
void Start() { character = this.GetComponent <CharacterSystem> (); InvokeRepeating("stomachUpdate", 1.0f, 1.0f); InvokeRepeating("hungryUpdate", 1.0f, 15.0f); InvokeRepeating("thirstilyUpdate", 1.0f, 10.0f); }
public override void Pickup(CharacterSystem character) { if (Door) { Door.Access(character); } base.Pickup(character); }
void Start() { character = this.gameObject.GetComponent <CharacterStatus>(); characterAttack = this.gameObject.GetComponent <CharacterAttack>(); characterSystem = this.gameObject.GetComponent <CharacterSystem>(); itemManager = (ItemManager)FindObjectOfType(typeof(ItemManager)); ItemsEquiped = new ItemSlot[ItemEmbedSlot.Length]; }
void Start() { character = gameObject.GetComponent<CharacterSystem> (); living = gameObject.GetComponent<CharacterLiving> (); StyleManager style = (StyleManager)GameObject.FindObjectOfType(typeof(StyleManager)); if(style && !Skin){ Skin = style.GetSkin(0); } }
void Awake() { return; this._mapSystem = new MapSystem(); this._characterSystem = new CharacterSystem(); this._itemSystem = new ItemSystem(); this._poolManager = PoolManager.Instance; }
IEnumerator CreateMouseOrder() { // Get order type RaycastHit2D hit = Physics2D.Raycast(new Vector2(_debug_mainCamera.ScreenToWorldPoint(Input.mousePosition).x, _debug_mainCamera.ScreenToWorldPoint(Input.mousePosition).y), Vector2.zero, 0f); if (hit.collider != null && hit.collider.tag == "unit") { // Impulse or link // Debug.Log("Impulse/Link order started"); CharacterSystem startUnit = hit.collider.gameObject.GetComponent <CharacterSystem>(); for (;;) { if (Input.GetMouseButtonUp(0)) { hit = Physics2D.Raycast(new Vector2(_debug_mainCamera.ScreenToWorldPoint(Input.mousePosition).x, _debug_mainCamera.ScreenToWorldPoint(Input.mousePosition).y), Vector2.zero, 0f); if (hit.collider != null && hit.collider.tag == "unit") { // Link } else { // Impulse Vector3 dragEnd = _debug_mainCamera.ScreenToWorldPoint(Input.mousePosition); Vector3 dragDelta = Vector2.zero; Vector2 impulse = new Vector2((startUnit.transform.position - dragEnd).x, (startUnit.transform.position - dragEnd).y); startUnit.RecieveDirectOrder(new OrderImpulse(impulse * _debug_speed)); // Debug.Log("Impulse sent"+ impulse); } yield break; } yield return(null); } } else { // Camera drag Vector3 dragStart = _debug_mainCamera.ScreenToWorldPoint(Input.mousePosition); Vector3 cameraStart = _debug_mainCamera.transform.position; // Debug.Log("Camera drag order started"); for (;;) { Vector3 dragEnd = _debug_mainCamera.ScreenToWorldPoint(Input.mousePosition); Vector3 dragDelta = dragStart - dragEnd; dragDelta.z = 0; _debug_mainCamera.transform.position = cameraStart + dragDelta * _debug_cameraDragSpeed; if (Input.GetMouseButtonUp(0)) { yield break; } yield return(null); } yield return(null); } }
public void Initinal() { isGameOver = false; apSystem = new APSystem(this); campSystem = new CampSystem(this); stageSystem = new StageSystem(this); gameEventSystem = new GameEventSystem(this); characterSystem = new CharacterSystem(this); achievementSystem = new AchievementSystem(this); }
//接受数据并应用 public void ReceiveDataAndApply(string datatext, CharacterSystem character) { //Debug.Log ("Received From Server " + datatext); PlayerSaveData playersave = new PlayerSaveData(); playersave = GetSaveDataFromText(datatext); ApplyPlayerData(playersave, character); }
public void OnUpdate() { ArchievementSystem.OnUpdate(); CampSystem.OnUpdate(); CharacterSystem.OnUpdate(); EnergySystem.OnUpdate(); GameEventSystem.OnUpdate(); StageSystem.OnUpdate(); UISystem.OnUpdate(); }
void Start() { animator = this.GetComponent <Animator>(); character = this.GetComponent <CharacterSystem>(); if (headCamera == null) { FPSCamera fpscam = this.GetComponentInChildren <FPSCamera>(); headCamera = fpscam.gameObject.transform; } }
public void PickUpStock(CharacterSystem character) { if (character && character.IsMine) { character.inventory.PeerTrade = inventory; OpenStock(); UnitZ.Hud.OpenSecondInventory(inventory, "Stock"); } characterTemp = character; }
void Start() { audioSource = this.GetComponent<AudioSource>(); if (this.transform.root) { character = this.transform.root.GetComponent<CharacterSystem> (); } else { character = this.transform.GetComponent<CharacterSystem> (); } if(character) character.DamageSound = DamageSound; }
public void Set(OrderImpulse order, CharacterSystem originUnit, CharacterSystem targetUnit) { _order = order; _originUnit = originUnit; _targetUnit = targetUnit; _integrateUnitFound = false; if (originUnit == _targetUnit) { StartCoroutine(InitiateDestruction()); return; } }
void Start() { //AImange = (AIManager)GameObject.FindObjectOfType (typeof(AIManager)); character = gameObject.GetComponent<CharacterSystem> (); positionTemp = this.transform.position; aiState = 0; attackTemp = Time.time; lifeTimeTemp = Time.time; jumpTemp = Time.time; soundTime = Time.time; soundTimeDuration = Random.Range (0, IdleSoundDelay); character.ID = ""; }
public virtual void Pickup(CharacterSystem character) { if (character && (character.IsMine || (!Network.isClient && !Network.isServer))) { CharacterDriver driver = character.GetComponent<CharacterDriver> (); if (driver) { for (int i=0; i<Seats.Length; i++) { if (Seats [i].passenger == null) { Debug.Log ("Pick up " + character.name); Seats [i].GetIn (driver); break; } } } } }
void Start() { animator = this.GetComponent<Animator> (); audioSource = this.GetComponent<AudioSource> (); if (this.transform.root) { character = this.transform.root.GetComponent<CharacterSystem> (); fpsController = this.transform.root.GetComponent<FPSController> (); if (character == null) character = this.transform.root.GetComponentInChildren<CharacterSystem> (); if (fpsController == null) fpsController = this.transform.root.GetComponentInChildren<FPSController> (); } else { character = this.transform.GetComponent<CharacterSystem> (); fpsController = this.transform.GetComponent<FPSController> (); } timeTemp = Time.time; }
// When integrating a chain public static void IntegratePathBehindUnit(CharacterSystem frontUnit, CharacterSystem newBackUnit) { // from // frontUnit._backUnit => frontUnit // to // frontUnit._backUnit => newBackUnit => frontUnit if (frontUnit._backUnit == null) { // If the front unit has no back unit, add the new back unit as the front unit's back unit frontUnit._backUnit = newBackUnit; /* newBackUnit._frontUnits = new List<CharacterSystem>(); newBackUnit._frontUnits.Add(frontUnit); */ } else { if (newBackUnit._backUnit != frontUnit._backUnit) { newBackUnit._backUnit = frontUnit._backUnit; frontUnit._backUnit = newBackUnit; } else { newBackUnit._backUnit = null; frontUnit._backUnit = newBackUnit; return; } if (newBackUnit._backUnit._frontUnits.Contains(frontUnit)) { newBackUnit._backUnit._frontUnits.Remove(frontUnit); } newBackUnit._backUnit._frontUnits.Add(newBackUnit); // Reset front units newBackUnit._frontUnits = new List<CharacterSystem>(); // Add the most recent order giver as unique front unit newBackUnit._frontUnits.Add(frontUnit); // Set order giver to the new unit foreach (OrderSystem orderSystem in newBackUnit._backUnit._pendingOrder) { orderSystem._originUnit = newBackUnit; } } }
void Update() { if (PlayerManage == null || Canvas == null) return; mainCharacter = PlayerManage.playingCharacter; if (PlayerManage.playingCharacter != null) { Canvas.gameObject.SetActive (true); } else { Canvas.gameObject.SetActive (false); } if (mainCharacter) { InputController (); if (HPbar) { HPbar.Value = mainCharacter.HP; HPbar.ValueMax = mainCharacter.HPmax; } if (FoodBar && living) { FoodBar.Value = living.Hungry; FoodBar.ValueMax = living.HungryMax; } if (WaterBar && living) { WaterBar.Value = living.Water; WaterBar.ValueMax = living.WaterMax; } if (living == null) living = mainCharacter.GetComponent<CharacterLiving> (); } else { living = null; } }
private void findPlayerCharacter() { CharacterSystem[] characters = (CharacterSystem[])GameObject.FindObjectsOfType (typeof(CharacterSystem)); for (int i=0; i<characters.Length; i++) { if (characters [i].IsMine) { playingCharacter = characters [i]; return; } } }
void ApplyPlayerData(PlayerSaveData playersave, CharacterSystem character) { if (character && character.inventory) { //Debug.Log ("Applying "); //Debug.Log ("with " + PlayerSaveDataText (playersave)); character.inventory.SetItemsFromText (playersave.ItemData); character.inventory.UpdateOtherInventory (playersave.EquipData); if (character.inventory.Items.Count > playersave.FPSItemIndex) character.inventory.EquipItemByCollector (character.inventory.Items [playersave.FPSItemIndex]); string[] positionraw = playersave.Position.Split ("," [0]); if (positionraw.Length > 2) { Vector3 position = Vector3.zero; float.TryParse (positionraw [0], out position.x); float.TryParse (positionraw [1], out position.y); float.TryParse (positionraw [2], out position.z); character.transform.position = position; } character.HP = playersave.Health; CharacterLiving living = character.GetComponent<CharacterLiving> (); if (living) { living.Hungry = playersave.Food; living.Water = playersave.Water; } // if new save, all parameter must be set by default. if (playersave.Food <= 0 && playersave.Water <= 0 && playersave.Health <= 0) { character.HP = character.HPmax; if (living) { living.Hungry = living.HungryMax; living.Water = living.WaterMax; } } character.InitializeData (); } }
void Start() { reloading = false; animator = this.GetComponent<Animator> (); audioSource = this.GetComponent<AudioSource> (); if (this.transform.root) { character = this.transform.root.GetComponent<CharacterSystem> (); fpsController = this.transform.root.GetComponent<FPSController> (); if (character == null) character = this.transform.root.GetComponentInChildren<CharacterSystem> (); if (fpsController == null) fpsController = this.transform.root.GetComponentInChildren<FPSController> (); } else { character = this.transform.GetComponent<CharacterSystem> (); fpsController = this.transform.GetComponent<FPSController> (); } if (character) character.DamageSound = DamageSound; if (fpsController) fpsController.zooming = false; Hide (true); timeTemp = Time.time; StyleManager style = (StyleManager)GameObject.FindObjectOfType (typeof(StyleManager)); if (style && !Skin) { Skin = style.GetSkin (0); } if (animator) { animationSpeedTemp = animator.speed; } }
public void ReceiveDataAndApply(string datatext, CharacterSystem character) { //Debug.Log ("Received From Server " + datatext); PlayerSaveData playersave = new PlayerSaveData (); playersave = GetSaveDataFromText (datatext); ApplyPlayerData (playersave, character); }
public void SavePlayer(CharacterSystem character) { if (UnitZ.gameManager == null || character == null) return; PlayersRegister (UnitZ.gameManager.UserID); string hasKey = UnitZ.gameManager.UserID; PlayerSaveData playersave = new PlayerSaveData (); playersave.UID = hasKey; playersave.PlayerName = UnitZ.gameManager.UserName; playersave.ItemData = character.inventory.GetItemDataText (); playersave.EquipData = character.inventory.GenStickerTextData (); playersave.FPSItemIndex = character.inventory.GetCollectorFPSindex (); playersave.Position = character.transform.position.x + "," + character.transform.position.y + "," + character.transform.position.z; playersave.LevelName = Application.loadedLevelName; playersave.Health = character.HP; CharacterLiving living = character.GetComponent<CharacterLiving> (); if (living) { playersave.Food = living.Hungry; playersave.Water = living.Water; } if ((!Network.isServer && !Network.isClient) || Network.isServer) { WriteData (playersave); } else { if (networkViewer) networkViewer.RPC ("SaveToServer", RPCMode.Server, PlayerSaveDataText (playersave)); } }
void Start() { networkViewer = this.GetComponent<NetworkView> (); character = this.GetComponent<CharacterSystem> (); InvokeRepeating ("stomachUpdate", 1.0f, 1.0f); InvokeRepeating ("hungryUpdate", 1.0f, 15.0f); InvokeRepeating ("thirstilyUpdate", 1.0f, 10.0f); }
void Start() { character = gameObject.GetComponent<CharacterSystem> (); PlayerView pv = gameObject.GetComponent<PlayerView>(); if(pv && FPSCamera == null){ FPSCamera = pv.FPScamera.MainCamera; FPSViewPart = pv.FPScamera.transform; } motor = GetComponent<CharacterMotor> (); if (GetComponent<Rigidbody>()) GetComponent<Rigidbody>().freezeRotation = true; originalRotation = transform.localRotation; if(FPSCamera){ fovTemp = FPSCamera.fieldOfView; fovTarget = fovTemp; } }
// When recieving other unit's order void ContinuePath(CharacterSystem trueFrontUnit) { Debug.Log("ContinuePath : " + this); // Transmit the new back unit to the front units Debug.Log("trueFrontUnit : " + trueFrontUnit); // Rearange the front unit list for the new back unit if (_backUnit != null) { /* foreach (CharacterSystem frontUnit in _backUnit._frontUnits) { frontUnit._backUnit = _backUnit; }*/ _backUnit._frontUnits = _frontUnits; if (!_backUnit._frontUnits.Contains(this)) _backUnit._frontUnits.Add(this); } }
void SendOrder(Order order, CharacterSystem targetUnit) { if (targetUnit != null) targetUnit.RecieveOrder(order,_originUnit); }
public void SetNewTarget(CharacterSystem newTarget) { wayPoints = new List<Vector3>(); wayPoints.Add(newTarget.transform.position); currentWaypointId = 0; }
void OnTriggerEnter2D(Collider2D collider) { if (collider.transform.tag == "unit") { if ( _state == States.WAITING_ORIGIN || _state == States.WAITING_TARGET || _state == States.TRAVELING ) { // Retrieve unit to integrate CharacterSystem unitToIntegrate = collider.gameObject.GetComponent<CharacterSystem>(); if ( unitToIntegrate != null && (unitToIntegrate == _originUnit || unitToIntegrate == _targetUnit) ) return; if (unitToIntegrate._frontUnits.Contains(_originUnit)) return; CharacterSystem.IntegratePathBehindUnit( _originUnit, unitToIntegrate ); // Remove this order from old target's waiting list if (_targetUnit != null) _targetUnit._pendingOrder.Remove(this); // Set unit to integrate as new target _targetUnit = unitToIntegrate; _targetUnit.transform.position = transform.position; if (_targetUnit._currentOrder != null) _targetUnit._orderCompleated = true; _integrateUnitFound = true; // _targetUnit._frontUnits.Add(_originUnit); // Add this order to the new target waiting list /* if (_targetUnit != null) _targetUnit._pendingOrder.Add(this); */ if (_state == States.TRAVELING) { // Desactivate de delay feedback _durationTransform.gameObject.SetActive(false); // Recalculate the particle feedback _particle.SetNewTarget(_targetUnit); return; } } } }
void Start() { animator = this.GetComponent<Animator>(); character = this.GetComponent<CharacterSystem>(); }
public void RecieveOrder(Order order, CharacterSystem newFrontUnit) { // /* if(!_frontUnits.Contains(newFrontUnit) && newFrontUnit != this) _frontUnits.Add(newFrontUnit); */ // Check if the order is valide if (order == null || order._orderType == Order.OrderType.NULL) { if (_pendingOrder.Count > 0) { _pendingOrder.RemoveAt(0); } return; } ContinuePath(newFrontUnit); ExecuteOrder(order); }
void Start() { networkViewer = this.GetComponent<NetworkView> (); character = this.GetComponent<CharacterSystem> (); }
public void InstantiateCharacter(CharacterSystem character, string hasKey) { Debug.Log ("Instantiat Character save"); if (character == null) return; MainCharacter = character; if ((!Network.isServer && !Network.isClient) || Network.isServer) { PlayerSaveData playersave = new PlayerSaveData (); playersave = ReadData (hasKey); // Apply data to host ApplyPlayerData (playersave); // apply data to clients if (Network.isServer) { if (MainCharacter.networkViewer) MainCharacter.networkViewer.RPC ("ApplyData", RPCMode.Others, PlayerSaveDataText (playersave)); } } MainCharacter = null; }
void Start() { animator = this.GetComponent<Animator> (); audioSource = this.GetComponent<AudioSource> (); if (this.transform.root) { character = this.transform.root.GetComponent<CharacterSystem> (); fpsController = this.transform.root.GetComponent<FPSController> (); if (character == null) character = this.transform.root.GetComponentInChildren<CharacterSystem> (); if (fpsController == null) fpsController = this.transform.root.GetComponentInChildren<FPSController> (); } else { character = this.transform.GetComponent<CharacterSystem> (); fpsController = this.transform.GetComponent<FPSController> (); } timeTemp = Time.time; if (ItemIndicator) { preplacingObject = (GameObject)GameObject.Instantiate (ItemIndicator.gameObject, this.transform.position, ItemIndicator.transform.rotation); } }
public void LoadPlayer(CharacterSystem character) { if (UnitZ.gameManager == null || character == null) return; MainCharacter = character; string hasKey = UnitZ.gameManager.UserID + "_" + Application.loadedLevelName + "_" + UnitZ.gameManager.UserName; //Debug.Log("LOAD : HAS KEY "+hasKey); if ((!Network.isServer && !Network.isClient) || Network.isServer) { PlayerSaveData playersave = new PlayerSaveData (); playersave = ReadData (hasKey); ApplyPlayerData (playersave); } else { if (networkViewer) networkViewer.RPC ("RequestLoadFromServer", RPCMode.Server, hasKey); } }
bool InstantiatePlayerObject(string playerID, string userID, string userName, int index, string team, int spawner) { if (UnitZ.characterManager == null || UnitZ.characterManager.CharacterPresets.Length < index || index < 0) return false; characterBase = UnitZ.characterManager.CharacterPresets [index].CharacterPrefab; PlayerSpawner[] spawnPoint = (PlayerSpawner[])GameObject.FindObjectsOfType (typeof(PlayerSpawner)); if (spawner < 0 || spawner >= spawnPoint.Length) { spawner = Random.Range (0, spawnPoint.Length); } if (characterBase && spawnPoint.Length > 0) { CharacterSystem character = spawnPoint [spawner].Spawn (characterBase.gameObject).GetComponent<CharacterSystem> (); character.Team = team; character.UserID = userID; character.UserName = userName; character.ReceivePlayerID (playerID); if (UnitZ.playerSave != null && character != null) { string haskey = userID + "_" + Application.loadedLevelName + "_" + userName; UnitZ.playerSave.InstantiateCharacter (character, haskey); } if (playerID == UnitZ.gameManager.PlayerID) { playingCharacter = character; } characterLoaded = false; MouseLock.MouseLocked = true; return true; } return false; }
void Awake() { networkViewer = this.gameObject.GetComponent<NetworkView> (); character = this.gameObject.GetComponent<CharacterSystem> (); itemManager = (ItemManager)GameObject.FindObjectOfType (typeof(ItemManager)); if (this.transform.GetComponentsInChildren (typeof(ItemSticker)).Length > 0) { var items = this.transform.GetComponentsInChildren (typeof(ItemSticker)); itemStickers = new ItemSticker[items.Length]; for (int i=0; i<items.Length; i++) { itemStickers [i] = items [i].GetComponent<ItemSticker> (); itemStickers [i].ItemIndex = -1; } } PlayerView pv = gameObject.GetComponent<PlayerView> (); if (pv && FPSItemView == null) { FPSItemView = pv.FPScamera.FPSItemView.GetComponent<ItemSticker> (); } int shortkey = 0; for (int i=0; i< StarterItems.Length; i++) { if (StarterItems [i].item != null) { AddItemByIdemData (StarterItems [i].item, StarterItems [i].Num, -1,shortkey); shortkey++; } } if (Items.Count > 0 && Items [0] != null) EquipItemByCollector (Items [0]); }