private IEnumerator ExplodeAndDie()
    {
        if (Linking.Count > 0)
        {
            for (int i = 0; i < Linking.Count; i++)
            {
                ExplosionManager.SpawnExplosion(Linking[i].Coordinates);

                yield return(new WaitForSeconds(0.07f));
            }

            SetCurrentVertex(Linking.First());
        }
        else
        {
            ExplosionManager.SpawnExplosion(transform.position);

            yield return(new WaitForSeconds(0.1f));
        }

        if (CurrentLine != null)
        {
            Destroy(CurrentLine.gameObject);
        }

        CurrentLine = null;
        Linking.Clear();

        _isDying = false;

        PlayerDied?.Invoke();
    }
Exemple #2
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        public static void HandleData(GetDataEventArgs args, MemoryStream data, PvPPlayer player)
        {
            switch (args.MsgID)
            {
            case PacketTypes.PlayerHurtV2:
                PlayerHurt?.Invoke(typeof(DataHandler), new PlayerHurtArgs(args, data, player));
                return;

            case PacketTypes.TogglePvp:
                PvPToggled?.Invoke(typeof(DataHandler), new TogglePvPArgs(player));
                return;

            case PacketTypes.PlayerSlot:
                PlayerSlotUpdated?.Invoke(typeof(DataHandler), new PlayerSlotArgs(data, player));
                return;

            case PacketTypes.PlayerDeathV2:
                PlayerDied?.Invoke(typeof(DataHandler), new PlayerDeathArgs(player));
                return;

            case PacketTypes.ProjectileNew:
                ProjectileNew?.Invoke(typeof(DataHandler), new ProjectileNewArgs(args, data, player));
                return;

            case PacketTypes.ProjectileDestroy:
                ProjectileDestroyed?.Invoke(typeof(DataHandler), new ProjectileDestroyArgs(data));
                return;

            case PacketTypes.PlayerUpdate:
                PlayerUpdated?.Invoke(typeof(DataHandler), new PlayerUpdateArgs(data, player));
                return;
            }
        }
Exemple #3
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 void FlagLevelLoad()
 {
     if (Time.time > this.startTime + player.deathTime)
     {
         PlayerDied.Invoke();
     }
 }
Exemple #4
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 public static void OnPlayerDied(Player player)
 {
     if (PlayerDied != null)
     {
         PlayerDied.Invoke(player);
     }
 }
    public void Die()
    {
        PlayerDied?.Invoke();
        Destroy(gameObject);
        int deaths = PlayerPrefs.GetInt("Deaths");

        PlayerPrefs.SetInt("Deaths", deaths + 1);
    }
Exemple #6
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 public void ApplyDamage(int damage)
 {
     Lifes -= damage;
     if (Lifes <= 0)
     {
         PlayerDied?.Invoke();
     }
 }
Exemple #7
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 private void OnPlayerDie()
 {
     _player.Died -= OnPlayerDie;
     
     _isDied = true;
     _spawnDelay = SpawnDelay;
     
     PlayerDied?.Invoke();
 }
Exemple #8
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    public virtual void Die()
    {
        GameManager.instance.screenUIController.gameResultUIController.ShowGameResultUI(false);
        GameManager.instance.screenUIController.playerUIController.OnDisable();

        PlayerDied?.Invoke(this);
        contactCollider.enabled = false;

        AnimationController.SetAnimationParameter(PlayerAnimatorParameter.Die); //AnimationController.SetDie();
    }
Exemple #9
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    void Update()
    {
        Camera  camera   = Camera.main;
        Vector3 position = camera.ViewportToWorldPoint(new Vector3(0, 0, camera.nearClipPlane));

        if (transform.position.y < position.y)
        {
            PlayerDied?.Invoke();
        }
    }
Exemple #10
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    public void ApplyDamage(int damage)
    {
        _currentHealth -= damage;

        if (_currentHealth <= 0)
        {
            _animator.Play("Die");
            PlayerDied?.Invoke();
        }
    }
Exemple #11
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 public GameEvents()
 {
     // Register a wrapper function to EntityDied which forwards player deaths to the more specific "PlayerDied"
     // (PlayerDied should never be directly invoked)
     EntityDied += (data) => {
         if (data.DeadEntity.Type == Entity.EntityType.Player)
         {
             PlayerDied?.Invoke(data);
         }
     };
 }
        private void TakeDamageFrom(Player player)
        {
            VerifyIsNotDead();

            HitPoints -= player.AttackPower;

            if (IsDead)
            {
                PlayerDied?.Invoke(this);
            }
        }
Exemple #13
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    /// <summary>
    /// Called when hit by a bomb
    /// </summary>
    /// <param name="collision">an object that collided with player</param>
    void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.gameObject.CompareTag("Bomb"))
        {
            // Destroy bomb and player
            Destroy(collision.gameObject);
            Destroy(gameObject);

            // Invoke player died event
            playerDied.Invoke();
        }
    }
Exemple #14
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    public void TakeDamage(int damage)
    {
        _audioSource.clip = _hurtSound;
        _audioSource.Play();
        _currentHealth -= damage;
        HealthChanged?.Invoke(_currentHealth, _health);

        if (_currentHealth <= 0)
        {
            PlayerDied?.Invoke();
            gameObject.SetActive(false);
        }
    }
Exemple #15
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    public void TakeDamage(int damage)
    {
        _animator.SetTrigger("TakeDamage");
        _audioSource.Play();

        _currentHealth -= damage;
        HealthChanged?.Invoke(_currentHealth, _health);

        if (_currentHealth <= 0)
        {
            gameObject.SetActive(false);
            PlayerDied?.Invoke();
        }
    }
Exemple #16
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    void Death()
    {
        // Set the death flag so this function won't be called again.
        isDead = true;

        // Turn off any remaining shooting effects.
        playerShooting.DisableEffects();

        // Turn off the movement and shooting scripts.
        playerMovement.enabled = false;
        playerShooting.enabled = false;

        if (PlayerDied != null)
        {
            PlayerDied.Invoke();
        }
    }
    public void TakeDamage(float damageAmount)
    {
        health -= damageAmount;
        health  = health > maxHealth ? maxHealth : health; // make sure health doesn't exceed max

        if (isPlayer)
        {
            PlayerTakeDamage.Invoke(health);
        }

        if (health <= 0)
        {
            if (isPlayer)
            {
                PlayerDied.Invoke();
            }
        }
    }
Exemple #18
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    public void TakeDamage()
    {
        Debug.Log("Player " + playerNumber + " Taking damage!");

        hitAudioSource.Play();

        IsAlive = false;

        //disable player rigidbody and colliders
        //this way they fall over and off the map
        //also doesnt allow multiple damage to be taken
        playerRigidbody2D.constraints  = RigidbodyConstraints2D.None;
        playerBoxCollider2D.enabled    = false;
        playerCircleCollider2D.enabled = false;

        if (PlayerDied != null)
        {
            PlayerDied.Invoke(this);
        }
    }
Exemple #19
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        public static void FireEventsFromMessage(Message message)
        {
            switch (message.Id)
            {
            case Messages.IngameBotStart:
                IngameBotStart?.Invoke();
                return;

            case Messages.AreaChanged:
                AreaChanged?.Invoke(null, new AreaChangedArgs(message));
                return;

            case Messages.CombatAreaChanged:
                CombatAreaChanged?.Invoke(null, new AreaChangedArgs(message));
                return;

            case Messages.PlayerDied:
                PlayerDied?.Invoke(message.GetInput <int>());
                return;

            case Messages.PlayerResurrected:
                PlayerResurrected?.Invoke();
                return;

            case Messages.PlayerLeveled:
                PlayerLeveled?.Invoke(message.GetInput <int>());
                return;

            case Messages.ItemLootedEvent:
                ItemLootedEvent?.Invoke(message.GetInput <CachedItem>());
                return;

            case Messages.ItemStashedEvent:
                ItemStashedEvent?.Invoke(message.GetInput <CachedItem>());
                return;

            case Messages.ItemsSoldEvent:
                ItemsSoldEvent?.Invoke(null, new ItemsSoldArgs(message));
                return;
            }
        }
Exemple #20
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    public void Die(string sourceID)
    {
        if (getStatus == PlayerStatus.Dead)
        {
            return;
        }
        else if (getStatus == PlayerStatus.Alive)
        {
            if (GameManager.instance.isRoyale)
            {
                if (isServer)
                {
                    RoyaleManager.PlayerDied(netId.ToString());
                }

                Zombify();
            }
        }
        getStatus = PlayerStatus.Dead;

        if (isServer && playerDied != null)
        {
            playerDied.Invoke();
        }

        // Show kill feed event
        if (!isServer)
        {
            GameManager.instance.onPlayerKilledCallback.Invoke(username, sourceID);
        }

        DisableComponents();

        // Activate death screen
        if (isLocalPlayer)
        {
            GetComponent <PlayerComponents>().playerUIInstance.deathScreen.SetActive(true);
        }

        StartCoroutine(Respawn());
    }
 public void PlayerDeath()
 {
     PlayerDied?.Invoke();
     Destroy(gameObject);
 }
Exemple #22
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 public static void CallPlayerDied()
 {
     PlayerDied?.Invoke();
 }
 private void OnDeath()
 {
     animator.SetTrigger("Death");
     PlayerDied?.Invoke();
 }
Exemple #24
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 //BROADCASTER METHODS
 //Call to broadcast event
 public static void NotifyPlayerDied()
 {
     PlayerDied?.Invoke();
 }
Exemple #25
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 private void IAmKilled(int id)
 {
     _Players.First(p => p.Player.Id == id).Death = true;
     PlayerDied?.Invoke(new DeathArguments(id));
 }
Exemple #26
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 private void Die()
 {
     PlayerDied?.Invoke();
 }
Exemple #27
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 public void CallPlayerDied(GameObject go)
 {
     PlayerDied?.Invoke(go);
 }
 protected virtual void OnPlayerDied() => PlayerDied?.Invoke(this, EventArgs.Empty);
Exemple #29
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 public static void OnPlayerDied()
 {
     PlayerDied?.Invoke();
 }
Exemple #30
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 protected virtual void OnPlayerDied()
 {
     PlayerDied?.Invoke(this, new PlayerEventArgs());
 }