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(); }
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); } }
// 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)"); }
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; }
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; }
// 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); } }
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(); } } }
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); }
void OnPlayerDied(PlayerDiedEvent evt) => PlayerUtil.RespawnPlayer(evt);
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(); }
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); }
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 }
private void OnPlayerDied(PlayerDiedEvent @event) { ThrowExceptionIfGameIsNotStarted(); IsStarted = false; _eventBus.Publish(new GameFinishedEvent()); }