Exemple #1
0
 private void HandlePlayerDiedEvent(PlayerDiedEvent playerDiedEvent)
 {
     if (playerDiedEvent.Player == Owner)
     {
         Break();
     }
 }
 private void OnPlayerDied(PlayerDiedEvent e)
 {
     leaderBoard.AddScore("default", score);
     PlayerPrefs.SetInt("score", score);
     Application.LoadLevel(2);
     Debug.Log("Online highScore updated");
 }
 private void HandlePlayerDiedEvent(PlayerDiedEvent diedEvent)
 {
     CustomCoroutine.WaitOneFrameThenExecute(() => {
         EventManager.TriggerEvent(new GameOverEvent());
         Time.timeScale = 0.5f;
     });
 }
 public void InvokePlayerDied()
 {
     InvokePauseLevel(true);
     PlayerDiedEvent?.Invoke();
     CallEndgameMenu();
     InvokeResetLevel();
 }
Exemple #5
0
    public void SendPlayerDiedEvent(Guid deadPlayerId)
    {
        PlayerDiedEvent playerDiedEvent = PlayerDiedEvent.Create();

        playerDiedEvent.DeadPlayerId = deadPlayerId;
        playerDiedEvent.Send();
    }
    int ReportPlayerDeath(PlayerDiedEvent e)
    {
        Debug.Log("The Player has died! He was killed by " + e.Killer
                  + " Who murderded his face off with over " + e.overkillDamage
                  + " damage! This news just in at " + e.timeOfDeath);

        return(0);
    }
 private void HandlePlayerDiedEvent(PlayerDiedEvent playerDiedEvent)
 {
     if (playerDiedEvent.Player == Player)
     {
         AlphaLerper.SetAlpha(0.0f);
         AlphaLerper.IntendedAlpha = 0.8f;
         gameObject.SetActive(true);
     }
 }
Exemple #8
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    // Example of a 1-off event
    void OnPlayerDiedEvent(PlayerDiedEvent e)
    {
        // It is ok to disconnect/connect/send events from within
        // an event call. However, added events within the same
        // event type will not be called on the event they are added.
        FFMessage <PlayerDiedEvent> .Disconnect(OnPlayerDiedEvent);

        Debug.Log("The Player died!, I am quite sad. I am going to be quiet now...  (One Time Event example)");
    }
Exemple #9
0
        private void CheckPlayerDied(IPlayerObject playerObject)
        {
            var isDead = playerObject.Stats[StatType.Health] < 1;

            if (isDead)
            {
                SetStat(playerObject.Id, StatType.Health, 0);
                playerObject.IsDead = true;
                PlayerDiedEvent?.Invoke(this, playerObject.Id);
            }
        }
 // Update is called once per frame
 void Update()
 {
     if (Input.GetKeyUp(KeyCode.K))  // Activator Triggered
     {
         PlayerDiedEvent e = new PlayerDiedEvent();
         e.Killer         = gameObject;
         e.timeOfDeath    = Time.realtimeSinceStartup;
         e.overkillDamage = 9001.0f;
         FFMessage <PlayerDiedEvent> .SendToLocal(e);
     }
 }
            public override void Init()
            {
                if (AnalyticsManager.Instance == null)
                {
                    return;
                }
                base.Init();
                PlayerDiedEvent _event = (PlayerDiedEvent)typeof(AnalyticsManager).GetField("_" + GetName()).GetValue(AnalyticsManager.Instance);

                killedBy.dataColumnName = _event.killedBy.dataColumnName;
            }
Exemple #12
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        void OnPlayerDied(PlayerDiedEvent evt)
        {
            var state = evt.PlayerState;

            state.Stocks    = (sbyte)Mathf.Max(0, state.Stocks - 1);
            evt.PlayerState = state;
            if (state.Stocks > 0)
            {
                PlayerUtil.RespawnPlayer(evt);
            }
        }
            public override void Init()
            {
                if (AnalyticsManager.instance == null)
                {
                    return;
                }
                base.Init();
                PlayerDiedEvent _event = AnalyticsManager.instance.GetMember <PlayerDiedEvent>("_" + GetName());

                score.dataColumnName = _event.score.dataColumnName;
            }
Exemple #14
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    // Start is called before the first frame update
    void Start()
    {
        this.playerDiedEvent = new PlayerDiedEvent();
        EventManager.AddPlayerDiedInvoker(this);

        EventManager.AddGameOverListener(gameOver);

        gameState = Camera.main.GetComponent <GameState>();

        maid = transform.parent.gameObject;
    }
        void OnPlayerDied(PlayerDiedEvent evt)
        {
            var state = evt.PlayerState;

            state.Stocks--;
            evt.PlayerState = state;
            if (state.Stocks > 0)
            {
                PlayerUtil.RespawnPlayer(evt);
            }
        }
Exemple #16
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    public static int ChangeHealth(int damage)
    {
        health -= damage;

        FindObjectOfType <UiManager>().updateHealth(health);

        if (health <= 0)
        {
            PlayerDiedEvent?.Invoke();
        }
        return(health);
    }
    //if a player dies and no more than one player remains, the game is over
    public override void OnEvent(PlayerDiedEvent evnt)
    {
        GameObjectManager.Instance.RemovePlayer(evnt.DeadPlayerId);

        if (BoltNetwork.IsServer)
        {
            if (GameObjectManager.Instance.Players.Count <= 1)
            {
                EventManager.Instance.SendGameOverEvent();
            }
        }
    }
Exemple #18
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    public void TakeDamage(float a_damageAmount)
    {
        if (entity.IsOwner)
        {
            state.Health -= a_damageAmount;
            state.Health  = Mathf.Clamp(state.Health, 0f, maxHealth);

            if (state.Health <= 0f)
            {
                var diedEvent = PlayerDiedEvent.Create(GlobalTargets.Everyone, ReliabilityModes.ReliableOrdered);
                diedEvent.DeadPlayerNum = playerNum;
                diedEvent.DeathPosition = transform.position;
                diedEvent.Send();
            }
        }

        OnDamaged(a_damageAmount);
    }
    private void OnPlayerDied(PlayerDiedEvent e)
    {
        int totalTargets = _group.m_Targets.Length;
        int addedPlayers = 0;

        CinemachineTargetGroup.Target[] newTargets = new CinemachineTargetGroup.Target[totalTargets - 1];

        for (int i = 0; i < totalTargets; i++)
        {
            if (_group.m_Targets[i].target != e.Player.transform)
            {
                newTargets[addedPlayers] = _group.m_Targets[i];
                addedPlayers++;
            }
        }

        _group.m_Targets = newTargets;
    }
    // Use this for initialization
    void Start()
    {
        this.animator = this.GetComponent <Animator>();
        this.rb       = this.GetComponent <Rigidbody2D>();

        this.playerDiedEvent = new PlayerDiedEvent();
        EventManager.AddPlayerDiedInvoker(this);

        EventManager.AddNextRoomListener(leftRoom);

        // Player starts the room standing at the start position
        this.startPosition      = transform.position;
        this.currentPlayerState = PlayerState.STANDING;
        IRoom currentRoom = Camera.main.GetComponent <RoomBuilder>().CurrentRoom;

        this.playerSpeedMultiplier = currentRoom.PlayerSpeedMultiplier;
        this.playerControlBehavior = currentRoom.PlayerControlBehavior;

        Vector2 playerSize = this.GetComponent <SpriteRenderer>().size;

        this.distToGround = playerSize.y / 2;
        this.halfWidth    = playerSize.x / 2;

        // set sprite orientation based on gravity direction
        float gravityDirection = Mathf.Sign(Physics2D.gravity.y);

        if (gravityDirection > 0f)
        {
            this.transform.Rotate(180, 0, 0);
        }

        this.trailRenderer = GetComponent <TrailRenderer>();

        this.gameState = Camera.main.GetComponent <GameState>();
        if (this.gameState.PlayerHasTheWeapon)
        {
            this.gameState.AddWeaponToPlayer(false);
        }

        this.commandHandler = this.gameState.GetCommandHandler();
    }
 public void GetPlayerDied(string login)
 {
     PlayerDiedEvent?.Invoke(login);
 }
Exemple #22
0
 void OnPlayerDied(PlayerDiedEvent evt) => PlayerUtil.RespawnPlayer(evt);
Exemple #23
0
        public void OnPlayerDied(PlayerDiedEvent @event)
        {
            _zazumo.Destroy();
            CreateZazumo();

            if (_mode == ZazumoActionMode.Shape)
                _mode = ZazumoActionMode.Normal;

            foreach (var actor in ActorRepository.GetAllActors<EnemyActor>())
            {
                if (!actor.IsMiniBoss)
                    actor.Destroy();
            }

            foreach (var actor in ActorRepository.GetAllActors<FrogActor>())
            {
                actor.Destroy();
            }

            foreach (var actor in ActorRepository.GetAllActors<PowerUpActor>())
            {
                actor.SetZIndex(100);
            }

            this._multiplier = 1;

            this._lives--;

            if (_lives == 0)
                this.Pop();

            this._livesTextBlock.Text = "X" + (_lives - 1).ToString();
        }
Exemple #24
0
 private void HandlePlayerDiedEvent(PlayerDiedEvent gameOverEvent)
 {
     PauseMusicState.SetValue();
 }
 void ReportPlayerDeath(PlayerDiedEvent e)
 {
     Debug.Log("The Player has died! He was killed by " + e.Killer
         + " Who murderded his face off with over " + e.overkillDamage
         + " damage! This news just in at " + e.timeOfDeath);
 }
Exemple #26
0
 public static void Encrypt(ref PlayerDiedEvent message)
 {
     // Specialization can be used for particularly important events
     // to increase difficulty of cheating to make hacking more difficult
     // and will be called automatically when that type is encountered
 }
Exemple #27
0
 private void OnPlayerDied(PlayerDiedEvent @event)
 {
     ThrowExceptionIfGameIsNotStarted();
     IsStarted = false;
     _eventBus.Publish(new GameFinishedEvent());
 }