static void Main(string[] args) { Revolver revolver = new Revolver(); Rifle rifle = new Rifle(); Shotgun shotgun = new Shotgun(); Gatling gatling = new Gatling(); IWeapon[] soldierWeapons = { revolver, rifle, shotgun, gatling }; Soldier soldier = new Soldier(soldierWeapons); Console.WriteLine("The soldier is trying his weapons: "); for (int i = 0; i < soldierWeapons.Length; i++) { Console.WriteLine(soldier.Shoot(soldierWeapons[i])); } Console.WriteLine(); Console.WriteLine("The tank operators are doing some weapon tests: "); TankGun tankGun = new TankGun(); MachineGun machineGun = new MachineGun(); Missile missile = new Missile(); IWeapon[] tankWeapons = { tankGun, machineGun, missile }; Tank tank = new Tank(tankWeapons); for (int i = 0; i < tankWeapons.Length; i++) { Console.WriteLine(tank.Shoot(tankWeapons[i])); } }
// Use this for initialization void Start() { machineGun = GetComponent<MachineGun>(); rocketLauncher = GetComponent<RocketLauncher>(); gun = GetComponent<Gun>(); shotgun = GetComponent<Shotgun>(); }
public MachineGun(MachineGun copy) { this.m_sWeaponName = copy.m_sWeaponName; this.WeaponID = copy.WeaponID; this.Default = copy.Default; this.m_iAmmoMaxInAClip = copy.m_iAmmoMaxInAClip; this.m_iMaxClip = copy.m_iMaxClip; this.m_iPrice = copy.m_iPrice; this.m_fReloadTime = copy.m_fReloadTime; //inherited members m_sCrossHair.Initalize(copy.m_sCrossHair.CrossHairBasicOffSet, copy.m_sCrossHair.CrossHairOffSetModifier, copy.m_sCrossHair.CrossHairStability, copy.m_sCrossHair.CrossHairMaxOffSet); m_sStats.Initialize(copy.m_sStats.FireRate, copy.m_sStats.WeaponDamage, copy.m_sStats.Force, copy.m_sStats.Range); this.m_tIconTexture = copy.m_tIconTexture; ammoLeft = m_iAmmoMaxInAClip; clipsLeft = m_iMaxClip; recoils = copy.recoils; }
void Start() { if (WeaponManager.Instance) { MachineGun machineGun = WeaponManager.Instance.GetComponentInChildren <MachineGun>(); LaserGun laserGun = WeaponManager.Instance.GetComponentInChildren <LaserGun>(); SingleShot singleShotGun = WeaponManager.Instance.GetComponentInChildren <SingleShot>(); ForkGun forkGun = WeaponManager.Instance.GetComponentInChildren <ForkGun>(); SideShot sideGun = WeaponManager.Instance.GetComponentInChildren <SideShot>(); RadialGun radialGun = WeaponManager.Instance.GetComponentInChildren <RadialGun>(); WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node24>(laserGun); WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node25>(singleShotGun); WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node26>(singleShotGun); WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node27>(radialGun); WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node28>(sideGun); WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node29>(singleShotGun); WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node30>(singleShotGun); WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node31>(forkGun); WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node32>(singleShotGun); WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node33>(machineGun); WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node34>(laserGun); WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node35>(radialGun); WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node36>(singleShotGun); WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node57>(singleShotGun); } }
static void Main(string[] args) { Gun mGun = new MachineGun(); Gun sGun = new ShotGun(); Gun mGunWithClip = new GunClip(mGun, 40); Gun mGunWithTwoClips = new GunClip(mGunWithClip, 60); Gun mGunWithEverything = new GunSilencer(mGunWithTwoClips, 0.9f); Console.Write("MachineGun:\n\t"); mGun.Fire(); Console.Write("ShotGun:\n\t"); sGun.Fire(); Console.Write("MachineGun with clip:\n\t"); mGunWithClip.Fire(); Console.Write("MachineGun with two clips:\n\t"); mGunWithTwoClips.Fire(); Console.Write("MachineGun with everything:\n\t"); mGunWithEverything.Fire(); try { new GunSilencer(mGun, 1.2f); } catch (InvalidOperationException ioe) { Console.WriteLine(ioe.Message); } finally { Console.WriteLine("Thanks for shooting!!"); } }
private void Die() { playerDead = true; isSmoking = false; Destroy(smoke); GameObject explosion = Instantiate(explosionPrefab, gameObject.transform.position, Quaternion.identity); //Can't destroy the plane without breaking lots of stuff. // move it off screen, and disable all input from the user // the explosion prefab takes care of switching the the main menu PlayerHealth healthScript = gameObject.GetComponent <PlayerHealth>(); Destroy(healthScript); MachineGun mgScript = gameObject.GetComponent <MachineGun>(); Destroy(mgScript); PlayerMovement pmScript = gameObject.GetComponent <PlayerMovement>(); Destroy(pmScript); gameObject.transform.position = new Vector2(1000, 1000); }
void Awake() { machinevars = this.getvars <MachineGun>(); size = 0.5f; bullets.Add(transform.GetChild(0)); bullets[0].localPosition = size * Vector3.right; OnDisable(); }
private void Awake() { _machineGun = this.SearchComponent <MachineGun>(); _skin = this.SearchComponent <SkinManager>(); _bullets.Add(transform.GetChild(0)); _bullets[0].localPosition = Size * Vector3.right; OnDisable(); }
// Use this for initialization void Start() { machineGun = GetComponentInChildren<MachineGun>(); playerState = GetComponent<PlayerState>(); baseHealth = 100; playerState.CurPlayerState = playerState.playerMoving; }
// Use this for initialization void Start() { targetImg.SetActive(false); pAnimator = GetComponent <Animator>(); machineGun = GetComponentInChildren <MachineGun>(); health = 100; specialMeter = 10; drivingState = true; }
void Start() { player = GameObject.Find("Player"); cargoShip = GameObject.Find("Cargo ship"); line = gameObject.GetComponent<LineRenderer>(); flight = gameObject.GetComponent<DroneFlight>(); gun = gameObject.GetComponent<MachineGun>(); target = player; }
//功能:初始化 //計算血條長度、執行功能"PlayStepSounds" void Awake() { maximumHitPoints = hitPoints; machineGun = GetComponentInChildren <MachineGun>(); rocketLauncher = GetComponentInChildren <RocketLauncher>(); audio = GetComponent <AudioSource> (); healthGUIWidth = healthGUI.pixelInset.width; }
protected override void Awake() { base.Awake(); m_rgb2d = GetComponent <Rigidbody2D>(); MachineGun weapon = new MachineGun(this, "bulletMachineGun", BulletStartPosition); SetWeapon(weapon); }
void Start() { cargoShip = GameObject.Find("Cargo ship"); line = gameObject.GetComponent<LineRenderer>(); flight = gameObject.GetComponent<DroneFlight>(); gun = gameObject.GetComponent<MachineGun>(); var c = 2 * Mathf.PI * circleRadius; var xySpeed = Mathf.Sqrt(Mathf.Pow(flight.speed, 2) - Mathf.Pow(cargoShip.GetComponent<CargoShipAI>().speed, 2)); radPerSec = 2 * Mathf.PI * xySpeed / c; this.transform.localPosition = NextCircleSpot(); }
void Awake() { rigi = GetComponentInParent <Rigidbody>(); SpeedZ = 8000f; PitchRate = 70; RollRate = -70; YawRate = 70; Physics.gravity = new Vector3(0f, -91.8f, 0f); Gun = GetComponentInChildren <MachineGun>(); Health = 200; FuelTimer = 0; Fuel = 100; }
void Start() { myIsAlive = true; myCanMove = false; myAudioSource = GetComponent <AudioSource>(); myPlayerDeath = Resources.Load <AudioClip>("player-death"); myPlayer = GameObject.FindGameObjectWithTag("Player"); myMachineGun = GetComponent <MachineGun>(); myShotGun = GetComponent <ShotGun>(); myGame = GameObject.FindGameObjectWithTag("Game").GetComponent <Game>(); }
/// <summary> /// Shows interception of an class method. /// </summary> private static void ClassInvocation() { Console.WriteLine("ClassInvocation"); //Wraping the class MachineGun machineGun = _engine.WrapClass(typeof(MachineGun)) as MachineGun; //Not intercepted. It isn't a virtual method. machineGun.Fire(5); //Intercepted. machineGun.FireTenTimes(); }
IEnumerator doPowerUp(MachineGun machineGun) { newColor = orange; Stats.SetActivePowerUp("pUpRF"); machineGun.setFireRate(5f); goHide(); yield return(new WaitForSeconds(10)); machineGun.setFireRate(2f); newColor = Color.white; Stats.SetActivePowerUp(""); Destroy(gameObject); }
private void Awake() { rigi = GetComponent <Rigidbody>(); Speed = 60000f; RotationRate = 700f; AttackDistance = 200f; EscapeDistance = 100f; Gun = GetComponentInChildren <MachineGun>(); Health = 100; if (!Player) { GameObject go = GameObject.Find("Player"); Player = go.transform; } }
// Update is called once per frame void OnTriggerEnter2D(Collider2D hitInfo) { MachineGun mg = hitInfo.gameObject.GetComponent <MachineGun>(); if (mg != null) { Stats.SetActivePowerUp("pUpL"); GameObject sfxPlayer = GameObject.FindGameObjectWithTag("SFX_Player"); SFX_Player player = sfxPlayer.GetComponent <SFX_Player>(); player.Play("powerUp"); mg.activeWeapon = "laser"; goHide(); } }
public void updateWeaponState(MachineGun weapon) { if (weapon.getState() == MachineGun.WeaponState.OUT_OF_AMMO) { GetComponent <TextMesh>().text = "OUT OF AMMO"; } else if (weapon.getState() == MachineGun.WeaponState.REALOAD) { GetComponent <TextMesh>().text = "RELOAD"; } else { GetComponent <TextMesh>().text = weapon.getAmmo() + "/" + weapon.getMagazine(); } }
static void Main(string[] args) { MachineGun mg = new MachineGun(); Katana k = new Katana(); MyWeapon mw = new MyWeapon(mg); mw.myWeapon.shoot(); mw.myWeapon.reload(); Console.WriteLine(); mw.myWeapon = k; mw.myWeapon.shoot(); mw.myWeapon.reload(); Console.Read(); }
private static void Second() { Blade blade = new Blade(124, 1, "Катана", "Холодное оружие", 3.5); Console.WriteLine("Class Balde:"); Console.WriteLine(blade + "\n"); Gun gun = new Gun("Автомат", "Огнестрельное оружие", 3.2, 30, 5.45); Console.WriteLine("Class Gun:"); Console.WriteLine(gun + "\n"); MachineGun machine = new MachineGun("ПКТ", "Огнестрельное оружие", 112.4, 300, 12.7, "БМП", 7.3, 150); Console.WriteLine("Class MachineGun:"); Console.WriteLine(machine + "\n"); }
protected override void _OnGUI() { base._OnGUI(); MachineGun g = owner as MachineGun; if (g != null) { if (Fight.f != null && Fight.f.fight_active) { int tex_id = Mathf.Clamp(Mathf.FloorToInt(g.sec_until_artillery_fire / g.post_mortem_cooldown * atlas_textures), 0, atlas_textures - 1); GUI.DrawTextureWithTexCoords(new Rect(Screen.width * 0.5f - texw * 0.5f, texh, texw, texh), aimer_atlas, new Rect(atlasw * (tex_id % atlas_width), atlash * (tex_id / atlas_width), atlasw, atlash)); } } }
private Map() { level = 0; name = "<insert name here>"; description = "<insert desc here>"; flags = new MapFlags(128); InitialScore = 0; InitialLivesCount = 5; InitialWeapon = new MachineGun(); events = new List <Event>(); EnemyRessourcesToLoad = new List <BadGuy>(); MusicRessourcesToLoad = new List <MySong>(); Ended = EndMode.None; StartTime = 0.0f; }
static void Main(string[] args) { IWeapon machineGun = new MachineGun(); IBehavior landBehavior = new LandBehavior(); Unit ryan = new Unit("Ryan", machineGun, landBehavior); ryan.Move(50, 50); ryan.Attack(100, 100); Unit ben = new Unit("Ben", machineGun, landBehavior); ben.Move(1000, 1000); ben.Attack(50, 50); ben.Weapon = new Cannon(); Console.WriteLine("Ben changes weapon."); ben.Attack(50, 50); }
protected override void _Update() { base._Update(); MachineGun g = owner as MachineGun; if (g != null) { anim.SetBool("armed", g.artillery_shots_left > 0); if (g.artillery_shots_left > 0) { barrel = artillery; } else { barrel = left_barrel ? left : right; } } }
private void OnEnable() { ControllableObject.OnButtonDown += OnButtonDown; PlayerHealth.UpdateHealth += ShowHideIcon; _shotgunAmmo = GameObject.Find("SGAmmoType").GetComponent <Image>(); _machineGunAmmo = GameObject.Find("MGAmmoType").GetComponent <Image>(); _shotgun = GetComponent <Shotgun>(); _machineGun = GetComponent <MachineGun>(); if (_shotgun.enabled) { EnableShotgun(); } else if (_machineGun.enabled) { EnableMachineGun(); } }
public Player(TGCGame game, Camera camera, float yPosition = 0, Matrix?scaling = null) { this.Camera = camera; NewPosition = Camera.Position + new Vector3(0, yPosition, 0); UpVertex = NewPosition + HitboxSize; BottomVertex = NewPosition - HitboxSize; // Remover Weapons = new List <Weapon>(); Weapon machineGun = new MachineGun(); Weapon handgun = new Handgun(); Weapon rpg7 = new Rpg7(); Weapon shotgun = new Shotgun(); Weapons.Add(handgun); Weapons.Add(machineGun); Weapons.Add(shotgun); Weapons.Add(rpg7); CurrentWeapon = Weapons[0]; }
//get colided objects void OnTriggerEnter2D(Collider2D hitInfo) { MachineGun mg = hitInfo.gameObject.GetComponent <MachineGun>(); if (mg != null) { Stats.ActivePowerUp = "pUpRF"; GameObject sfxPlayer = GameObject.FindGameObjectWithTag("SFX_Player"); SFX_Player player = sfxPlayer.GetComponent <SFX_Player>(); player.Play("powerUp"); planeModel.color = orange; planeModel.color = orange; planeModel.color = orange; planeModel.color = orange; planeModel.color = orange; StartCoroutine(doPowerUp(mg)); } }
private void Start() { state = new PlayerState(this); rgdb = GetComponent <Rigidbody2D>(); spriteRenderer = GetComponent <SpriteRenderer>(); position = rgdb.position; ChangeStance(PlayerStances.standing); rgdb.freezeRotation = true; rotation = rgdb.rotation; keyNames[0] = playerNumber == 0 ? "Horizontal" : "Horizontal" + playerNumber; keyNames[1] = playerNumber == 0 ? "Vertical" : "Vertical" + playerNumber; keyNames[2] = playerNumber == 0 ? "Fire" : "Fire" + playerNumber; keyNames[3] = playerNumber == 0 ? "Switch" : "Switch" + playerNumber; machineGun = new MachineGun(machineGunBullet); pistol = new Pistol(pistolBullet); silencedPistol = new SilencedPistol(silencedBullet); ammo = new int[3] { 0, 0, 0 }; healthBar.SetActive(false); }
// Update is called once per frame void Update() { Transform theSpot = gun.GetComponent <Transform>(); transform.position = new Vector2(theSpot.position.x, theSpot.position.y); pUpTimer -= Time.deltaTime; if (pUpTimer <= 0) { Destroy(gameObject); ///MachineGun.cs activeWeapon = "bullet"; GameObject player = GameObject.FindWithTag("Player"); if (player != null) { MachineGun gunScript = player.GetComponent <MachineGun>(); gunScript.activeWeapon = "bullet"; Stats.SetActivePowerUp(""); } } }
private static void MakeRifleShoot(Environment environment, MachineGun machineGun) { var mousePosition = MouseExtension.Position; var rifleBound = machineGun.Sprite.GetLocalBounds(); var rifleLength = rifleBound.Width * machineGun.Sprite.Scale.X; //В случае, если юзверь тыкнул на позицию игрока с винтовкой, пуля не должна вылетать //DIMAN UPDATE: Почему? Лучше пусть стреляет. Только здесь ошибка в коде: если нажать слишком близко, //то пуля летит обратно //TODO: поправить с.м. выше if (rifleLength >= VectorMath.GetLength(machineGun.Sprite.Position, mousePosition)) { return; } //Левая верхня точка спрайта оружия var barrelPosition = VectorMath.GetPointOnVector(rifleLength, machineGun.Sprite.Position, mousePosition); //Точка, относительно которой вращалась винтовка var barrelOrigin = machineGun.Sprite.Origin.RotateAt(new Vector2f(), machineGun.Sprite.Rotation); //угол поворота винтовки var rifleAngle = VectorMath.ConvertToRadians(machineGun.Sprite.Rotation); //центр винтовки по Y var rifleYCenter = rifleBound.Height * machineGun.Sprite.Scale.Y / 2.0f; //Смещение дула до центра с поворота на угол rifleAngle var barrelOffset = rifleYCenter * new Vector2f( -(float)Math.Sin(rifleAngle), (float)Math.Cos(rifleAngle) ); var moveUnitVector = barrelPosition.GetUnitVectorTo(mousePosition); environment.Bullets.Add(CreateBullet(barrelPosition + barrelOffset - barrelOrigin, moveUnitVector)); //Звук выстрела из винтовки machineGun.Sound.Play(); }
/* * motor:wheel * 1ª 3,596:1 * 2ª 2,378:1 * 3ª 1,531:1 * 4ª 1,000:1 * Ré 4,229:1 * Diferencial 3,92:1 */ void Start() { Transform cg = transform.FindChild("CG"); rigidbody.centerOfMass = cg.localPosition; /*turnLightRL = transform.Find("Model/maverick/RL_Turn_Light").gameObject; turnLightRR = transform.Find("Model/maverick/RR_Turn_Light").gameObject;*/ machineGun = transform.Find("MachineGun").GetComponent<MachineGun>(); Control = new CarControl(); }
internal void updateWeapon(MachineGun machineGun) { BroadcastMessage("updateWeaponState", machineGun); }
void Start() { playerMG = GameObject.FindGameObjectWithTag("Player").GetComponent <MachineGun>(); }
void Start() { // Init private variables ctrlThrottle = 0.5f; ctrlStickPitch = 0.0f; ctrlStickYaw = 0.0f; ctrlSkating = false; normalDrag = rigidbody.drag; // add the gun if(GunMount != null) { gun = (MachineGun)Instantiate (Weapon); gun.transform.parent = GunMount; gun.transform.position = GunMount.position; gun.transform.rotation = GunMount.rotation; } }