Exemple #1
0
    public override void OnInspectorGUI()
    {
        if (script == null)
        {
            script = (Minigun)target;
        }
        base.OnInspectorGUI();

        float dmg = script.damage;
        float rpm = script.fireRate;
        float dps = (dmg * rpm) / 60f;
        float ttk = 100f / dps;

        EditorGUILayout.Space();
        GUILayout.Label("Stats:");
        GUILayout.Label(
            $"DMG = {dmg:0.00}\n" +
            $"RPM = {rpm:0.00}\n" +
            $"DPS = {dps:0.00}\n" +
            $"TTK = {ttk:0.00}"
            );

        dmg = script.lvld_damage;
        rpm = script.lvld_fireRate;
        dps = (dmg * rpm) / 60f;
        ttk = 100f / dps;

        GUILayout.Label("Leveled stats:");
        GUILayout.Label(
            $"DMG = {dmg:0.00}\n" +
            $"RPM = {rpm:0.00}\n" +
            $"DPS = {dps:0.00}\n" +
            $"TTK = {ttk:0.00}"
            );
    }
        public void SwapWorksCorrectly()
        {
            IWeapon freshWeapon = null;

            switch (this._savedWeapon.Category)
            {
            case Category.Light:
                freshWeapon = new Pistol(21, 500, 400);
                break;

            case Category.Medium:
                freshWeapon = new Minigun(21, 500, 500);
                break;

            case Category.Heavy:
                freshWeapon = new Cannon(21, 100, 80);
                break;

            default:
                break;
            }

            this._inventory.Add(freshWeapon);
            Assert.AreEqual(21, this._inventory.Capacity);

            var allWeapons  = this._inventory.RetrieveAll();
            int firstIndex  = allWeapons.IndexOf(this._savedWeapon);
            int secondIndex = allWeapons.IndexOf(freshWeapon);

            this._inventory.Swap(this._savedWeapon, freshWeapon);
            allWeapons = this._inventory.RetrieveAll();

            Assert.AreEqual(firstIndex, allWeapons.IndexOf(freshWeapon));
            Assert.AreEqual(secondIndex, allWeapons.IndexOf(this._savedWeapon));
        }
Exemple #3
0
        public void LevelUpWithPoints()
        {
            var world  = new World(11, 11);
            var player = new Character(new Stats(10, 50, 10), world, true)
            {
                Position = new Point(0, 0)
            };
            var minigun = new Minigun();
            var targets = new List <Character>
            {
                new Character(new Stats(), world),
                new Character(new Stats(), world),
                new Character(new Stats(), world),
                new Character(new Stats(), world),
                new Character(new Stats(), world)
            };

            world.PlaceItem(minigun, player.Position);
            player.PickUpItem(minigun);
            player.ChangeWeapon(minigun);
            foreach (var target in targets)
            {
                player.Reload();
                player.Attack(target);
            }
            player.LevelUp(Tier.Agility);
            Assert.AreEqual(2, player.Statistics.Level);
        }
        public ConcreteMediator()
        {
            minigun      = new Minigun(this);
            assaultRifle = new AssaultRifle(this);
            flamethrower = new Flamethrower(this);
            shotgun      = new Shotgun(this);
            sniperRifle  = new SniperRifle(this);

            assaultRifleGreen = new AssaultRifle(this);
            new GreenLaser(assaultRifleGreen, this);
            assaultRifleRed = new AssaultRifle(this);
            new RedLaser(assaultRifleRed, this);

            sniperRifleGreen = new SniperRifle(this);
            new GreenLaser(sniperRifleGreen, this);
            sniperRifleRed = new SniperRifle(this);
            new RedLaser(sniperRifleRed, this);

            weaponsList = new List <Weapon>();
            weaponsList.Add(minigun);
            weaponsList.Add(assaultRifle);
            weaponsList.Add(flamethrower);
            weaponsList.Add(shotgun);
            weaponsList.Add(sniperRifle);
            weaponsList.Add(assaultRifleGreen);
            weaponsList.Add(assaultRifleRed);
            weaponsList.Add(sniperRifleGreen);
            weaponsList.Add(sniperRifleRed);
        }
    // Start is called before the first frame update
    void Start()
    {
        player          = FindObjectOfType <Player>();
        minigun         = FindObjectOfType <Minigun>();
        heatLevelSlider = GetComponent <Slider>();

        UpdateDisplay();
    }
    public float GetHeatLevel()
    {
        Minigun minigun = gameObject.GetComponent <Minigun>();

        if (minigun)
        {
            return(minigun.GetCurrentHeatLevel());
        }

        return(1.0f);
    }
Exemple #7
0
    void Start()
    {
        DontDestroyOnLoad(gameObject);
        rg = GetComponent <Rigidbody2D>();

        hover   = new Hover(1f, rg);
        dash    = new Dash(transform, 0.35f, 3.0f);
        minigun = new Minigun(20, 1.5f, transform, proiettile);

        StartCoroutine(GamePadController.SetColorePs4(coloreBase));
    }
Exemple #8
0
    void UseMinigun(float delta)
    {
        if (wep == null)
        {
            wep = this.GetComponent <Minigun>();
        }

        isGunning     = false;
        fireTime      = 5f;
        prepareToFire = 1f;
        StartCoroutine(BeforeShoot(prepareToFire, fireTime, delta));
    }
Exemple #9
0
 protected override void Start()
 {
     base.Start();
     AudioSource[] audios = GetComponents <AudioSource>();
     audio1     = audios[0];
     audio2     = audios[1];
     audio3     = audios[2];
     halfHealth = health / 2;
     anim       = gameObject.GetComponent <Animator>();
     transform.LookAt(boat.transform);
     shootingOne = minigunOne.GetComponent <Minigun>();
     shootingTwo = minigunTwo.GetComponent <Minigun>();
     InvokeRepeating("Shooting", anim.GetCurrentAnimatorStateInfo(0).length, 0.15f);
 }
        public Pickupable GetPickupable()
        {
            int    num = GameState.GetInstance().Random.Next(8);
            Weapon spawn;

            switch (num)
            {
            case 0:
                spawn = new Minigun(GameApplication.GetInstance().mediator);
                break;

            case 1:
                spawn = new SniperRifle(GameApplication.GetInstance().mediator);
                break;

            case 2:
                spawn = new Flamethrower(GameApplication.GetInstance().mediator);
                break;

            case 3:
                spawn = new Shotgun(GameApplication.GetInstance().mediator);
                break;

            // Weapons with laser
            case 4:
                spawn = new SniperRifle(GameApplication.GetInstance().mediator);
                new RedLaser(spawn, GameApplication.GetInstance().mediator);
                break;

            case 5:
                spawn = new AssaultRifle(GameApplication.GetInstance().mediator);
                new RedLaser(spawn, GameApplication.GetInstance().mediator);
                break;

            case 6:
                spawn = new SniperRifle(GameApplication.GetInstance().mediator);
                new GreenLaser(spawn, GameApplication.GetInstance().mediator);
                break;

            case 7:
                spawn = new AssaultRifle(GameApplication.GetInstance().mediator);
                new GreenLaser(spawn, GameApplication.GetInstance().mediator);
                break;

            default:
                spawn = new AssaultRifle(GameApplication.GetInstance().mediator);
                break;
            }
            return(spawn);
        }
Exemple #11
0
        public void AttackAndKill()
        {
            var world  = new World(11, 11);
            var player = new Character(new Stats(8, 5, 10), world, true)
            {
                Position = new Point(0, 0)
            };
            var target = new Character(new Stats(8, 5, 10), world)
            {
                Position = new Point(0, 1)
            };
            var minigun = new Minigun();

            world.PlaceItem(minigun, player.Position);
            player.PickUpItem(minigun);
            player.Attack(target);
            player.Attack(target);
            player.Attack(target);
            player.Attack(target);
            Assert.AreEqual(world.Map[0, 1], Essence.Terrain);
        }
Exemple #12
0
        public void AttackKillGetExp()
        {
            var world  = new World(11, 11);
            var player = new Character(new Stats(8, 10, 10), world, true)
            {
                Position = new Point(0, 0)
            };
            var target = new Character(new Stats(1, 1, 1), world)
            {
                Position = new Point(0, 1)
            };
            var minigun = new Minigun();

            world.PlaceItem(minigun, player.Position);
            player.PickUpItem(minigun);
            player.ChangeWeapon(minigun);
            player.Reload();
            player.Attack(target);
            player.Attack(target);
            Assert.AreEqual(50, player.Statistics.ExperiencePoint);
        }
    void Awake()
    {
        shotgunflash = GetComponentInChildren <ParticleSystem>();
        shotgunstart = GetComponent <AudioSource>();
        enemyHealth  = GetComponent <EnemyHealth>();
        gunAudio     = GetComponent <AudioSource>();
        shotgunPU    = GetComponent <ShotgunPowerup>();
        plasmagun    = playersPlasmagun.GetComponent <PlasmaGun>();
        plasmagunPU  = GetComponent <PlasmagunPowerup>();
        flamer       = playersFlamer.GetComponent <FlameThrower2>();
        minigun      = playersMinigun.GetComponent <Minigun>();
        gunFire      = GetComponentInChildren <Animation>();
        // gunFire = GetComponentInChildren<Animation>();

        zanicHealth = GetComponent <ZanicHealth>();
        RingPU      = GetComponent <RingPowerup>();

        zem = GetComponent <ActivateZem>();

        // Start is called before the first frame update
    }
Exemple #14
0
 protected override void Start()
 {
     base.Start();
     minigun            = GetComponentInChildren <Minigun>();
     skillDmgMultiplier = 1.7f;
 }
Exemple #15
0
 // Start is called before the first frame update
 void Awake()
 {
     minigun = GetComponent <Minigun>();
 }
Exemple #16
0
 public override void AssignWeapon(Weapon weap)
 {
     weapon = (Minigun)weap;
 }
Exemple #17
0
    private Weapon SetupWeapon(WEAPONTYPE weapon)
    {
        Weapon weap = null;

        switch (weapon)
        {
        case WEAPONTYPE.SYRINGE:
            weap = new Syringe();
            break;

        case WEAPONTYPE.AXE:
            weap = new Axe();
            break;

        case WEAPONTYPE.SHOTGUN:
            weap = new Shotgun();
            break;

        case WEAPONTYPE.SUPERSHOTGUN:
            weap = new SuperShotgun();
            break;

        case WEAPONTYPE.NAILGUN:
            weap = new NailGun();
            break;

        case WEAPONTYPE.SUPERNAILGUN:
            weap = new SuperNailGun();
            break;

        case WEAPONTYPE.GRENADELAUNCHER:
            weap = new GrenadeLauncher();
            break;

        case WEAPONTYPE.PIPEBOMBLAUNCHER:
            weap = new PipebombLauncher();
            break;

        case WEAPONTYPE.ROCKETLAUNCHER:
            weap = new RocketLauncher();
            break;

        case WEAPONTYPE.MINIGUN:
            weap = new Minigun();
            break;

        case WEAPONTYPE.INCENDIARYCANNON:
            weap = new IncendiaryCannon();
            break;

        case WEAPONTYPE.FLAMETHROWER:
            weap = new Flamethrower();
            break;

        case WEAPONTYPE.NONE:
        default:

            break;
        }

        if (weap != null)
        {
            weap.Init(_game);
            weap.Spawn(this, nameof(weap));
        }

        return(weap);
    }
Exemple #18
0
    static public void ToggleSpin(Player pl)
    {
        Minigun mg = pl.Weapon1 as Minigun;

        mg.Idle = !mg.Idle;
    }