Exemple #1
0
 private void OnPlayerEnter(PlayerShooter player)
 {
     if (mgr.NumKills < 1)
     {
         hearticles.Play();
     }
 }
    float timeToMergePos = 1f; //Time for blob to go to mergePos



    void Start()
    {
        myCollider    = GetComponent <Collider2D>();
        animator      = GetComponent <Animator>();
        playerShooter = mergePos.GetComponent <PlayerShooter>();
        rigidBody     = GetComponent <Rigidbody2D>();
    }
Exemple #3
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 public void Shoot(PlayerShooter shooter)
 {
     if (GameManager.isRestarting == false && !GameManager.GameIsPaused &&
         !GameManager.playerPauseTheGame)
     {
         if (shooter.currentWeapon.FireRate <= 0f)
         {
             if (Input.GetButtonDown("Fire1"))
             {
                 shooter.Shoot();
             }
         }
         else
         {
             if (Input.GetButtonDown("Fire1"))
             {
                 shooter.ShootRepeating();
             }
             else if (Input.GetButtonUp("Fire1"))
             {
                 shooter.CancelShoot();
             }
         }
     }
     else
     {
         shooter.CancelShoot();
     }
 }
Exemple #4
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 private void OnPlayerExit(PlayerShooter player)
 {
     if (hearticles.isPlaying)
     {
         hearticles.Stop();
     }
 }
    // Start is called before the first frame update
    void Start()
    {
        _shooter = GetComponent <PlayerShooter>();

        grabber.pickupActions[Pickup.PickupItem.Mask]      = MaskAction;
        grabber.pickupActions[Pickup.PickupItem.Sanitizer] = SanitizerAction;
    }
    private void Magnetic(float value)
    {
        PlayerShooter shooter = _player.GetComponent <PlayerShooter>();

        shooter.magneticSnowballs     = true;
        shooter.magnetForceMultiplier = value;
    }
    // Start is called before the first frame update
    void Start()
    {
        myText        = GetComponent <Text>();
        playerShooter = FindObjectOfType <PlayerShooter>();

        SetAmmoCount();
    }
 void Awake()
 {
     m_FloorMask = LayerMask.GetMask("World");
     m_Rigidbody = GetComponent<Rigidbody>();
     m_Transform = GetComponent<Transform>();
     m_Weapon = GetComponentInChildren<PlayerShooter>();
 }
    private PlayerShooter playerShooter;   //플레이어 슈터 컴포넌트

    private void Awake()
    {
        playerAnimator    = GetComponent <Animator>();
        playerAudioPlayer = GetComponent <AudioSource>();
        playerMovement    = GetComponent <PlayerMovement>();
        playerShooter     = GetComponent <PlayerShooter>();
    }
Exemple #10
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        // Gets the keyboard input from the user, if it's movement related - returns the new X-Direction.
        // if enter is pressed, shoot player bullet.
        private Vector2 getKeyboardInput(GameTime i_GameTime)
        {
            Vector2 newVelocity = Vector2.Zero;

            // We only want to detect one click of enter to shoot.
            if (InputManager.KeyPressed(PlayerController.ShootKey))
            {
                PlayerShooter.ShootBullet();
            }

            // We keep all if statements in case of multiple key presses. We increment\decrement by one
            // to indicate that a key was pressed.
            if (InputManager.KeyboardState.IsKeyDown(PlayerController.RightKey))
            {
                newVelocity.X++;
            }

            if (InputManager.KeyboardState.IsKeyDown(PlayerController.LeftKey))
            {
                newVelocity.X--;
            }

            Vector2 changeInPosition = newVelocity * (k_KeyboardMovementSpeedPlayerShip * (float)i_GameTime.ElapsedGameTime.TotalSeconds);

            return(changeInPosition);
        }
Exemple #11
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        // Gets the mouse input from the user, if it's movement related - returns the new X-Direction.
        // if left click is pressed, shoot player bullet.
        private Vector2 getMouseInput(out bool o_IsMouseTriggered)
        {
            o_IsMouseTriggered = false;

            // Init vector to unreachable location on screen.
            Vector2 newPosition = Vector2.Zero;

            // If mouse is outside of screen, don't allow movement of the ship in order to keep offset at ship location.
            bool isMouseWithinScreen =
                InputManager.MouseState.Position.X > (Game as BaseGame).GameWindowBounds.Left &&
                InputManager.MouseState.Position.X < (Game as BaseGame).GameWindowBounds.Right;

            if (isMouseWithinScreen && InputManager.MousePositionDelta != Vector2.Zero)
            {
                o_IsMouseTriggered = true;
                newPosition.X      = InputManager.MousePositionDelta.X;
            }

            // If a click was detected (switch from pressed to released)
            if (InputManager.ButtonPressed(eInputButtons.Left))
            {
                PlayerShooter.ShootBullet();
            }

            return(newPosition);
        }
Exemple #12
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 private void Start()
 {
     spawnPoints   = FindObjectsOfType <SpawnPoint>().Where(sp => sp.gameObject.activeInHierarchy).ToArray();
     playerMotor   = GetComponent <PlayerMotor>();
     playerShooter = GetComponent <PlayerShooter>();
     playerHealth  = GetComponent <PlayerHealth>();
 }
 private void Start()
 {
     playerInput         = GetComponent <PlayerInput>();
     playerShooter       = GetComponent <PlayerShooter>();
     animator            = GetComponent <Animator>();
     characterController = GetComponent <CharacterController>();
     followCam           = Camera.main;
 }
    void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }
        else
        {
            Destroy(gameObject);
            return;
        }

#if UNITY_STANDALONE_WIN
        activeInput = new Keyboard();
#elif UNITY_ANDROID
        Mobile     mobile = new Mobile();
        GameObject ui     = GameObject.Find("MobileUI");
        for (int i = 0; i < ui.transform.childCount; i++)
        {
            ui.transform.GetChild(i).gameObject.SetActive(true);
        }

        mobile.moveJoystick = ui.GetComponentInChildren <FixedJoystick>();
        mobile.touchField   = ui.GetComponentInChildren <FixedTouchField>();
        FixedButton[] buttons = ui.GetComponentsInChildren <FixedButton>();
        for (int i = 0; i < buttons.Length; i++)
        {
            if (buttons[i].gameObject.name == "ShootButton")
            {
                mobile.shootButton = buttons[i];
            }
            else if (buttons[i].gameObject.name == "PauseButton")
            {
                mobile.pauseButton = buttons[i];
            }
            else
            {
                Debug.Log("Buttons names cant be recognize");
            }
        }

        activeInput = mobile;
#else
        activeInput = new Keyboard();
#endif

        if (m_player)
        {
            m_controller = m_player.GetComponent <PlayerController>();
            m_motor      = m_player.GetComponent <PlayerMotor>();
            m_shooter    = m_player.GetComponent <PlayerShooter>();
        }
        else
        {
            m_player = GameObject.FindGameObjectWithTag("Player");
            Debug.Log("InputManager: player is null");
        }
    }
Exemple #15
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 void Start()
 {
     rb                 = GetComponent <Rigidbody2D>();
     spriteRenderer     = GetComponent <SpriteRenderer>();
     originalCol        = spriteRenderer.color;
     healthDisplay.text = GameManager.instance.GetHealth().ToString();
     ItemManager.instance.onPriorityItemChange += UpdatePriorityItem;
     playerShooter = GetComponent <PlayerShooter>();
 }
    void GetPlayerComnponents()
    {
        animator          = GetComponent <Animator>();
        playerAudioPlayer = GetComponent <AudioSource>();

        playerHealth   = GetComponent <PlayerHealth>();
        playerMovement = GetComponent <PlayerMovement>();
        playerShooter  = GetComponent <PlayerShooter>();
    }
Exemple #17
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        private void OnTriggerExit2D(Collider2D other)
        {
            PlayerShooter player = other.GetComponent <PlayerShooter>();

            if (player != null)
            {
                OnPlayerExit(player);
            }
        }
Exemple #18
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 void Start()
 {
     for (int i = 0; i < guns.Length; i++)
     {
         gunDictionary.Add(guns[i].gunName, guns[i]);
     }
     playerInput    = GetComponent <PlayerInput>();
     playerShooter  = GetComponent <PlayerShooter>();
     playerAnimator = GetComponent <Animator>();
 }
    void Start()
    {
        //startSpeed = speed;

        scriptPlayerShoot = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerShooter>();
        InvokeRepeating("ShowAndHide", 0.1f, 0.1f);

        sideBar = GameObject.Find("Side Bar");
        prefabSmoke = (GameObject)Resources.Load("SparkleParticles");
    }
    void Start()
    {
        //startSpeed = speed;

        scriptPlayerShoot = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerShooter>();
        InvokeRepeating("ShowAndHide", 0.1f, 0.1f);

        sideBar     = GameObject.Find("Side Bar");
        prefabSmoke = (GameObject)Resources.Load("SparkleParticles");
    }
Exemple #21
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    public void Deactivate()
    {
        player = null;
        active = false;

        foreach (IObserver observer in observers)
        {
            observer.OnNotify();
        }
    }
Exemple #22
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    public void Use(GameObject target)
    {
        PlayerShooter playerShooter = target.GetComponent <PlayerShooter>(); //전달받은 게임 오브젝트로 부터 playershooter컴포넌트 가져옴

        if (playerShooter != null && playerShooter.gun != null)
        {
            //오브젝트가 존재하면
            playerShooter.gun.photonView.RPC("AddAmmo", RpcTarget.All, ammo); //총 남은 탄환수를 ammo만큼 더하기, 모든 클라이언트 실행
        }
        PhotonNetwork.Destroy(gameObject);                                    //모든 클라이언트에서 자신 파괴
    }
Exemple #23
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    public void Use(GameObject target)
    {
        PlayerShooter playerShooter = target.GetComponent <PlayerShooter>();

        if (playerShooter != null)
        {
            playerShooter.gun.ammoRemain += ammo;
        }

        Destroy(gameObject);
    }
    // Start is called before the first frame update
    private void Start()
    {
        playerMovement        = GetComponent <PlayerMovement>();
        playerShooter         = GetComponent <PlayerShooter>();
        playerHealth          = GetComponent <PlayerHealth>();
        playerAudioPlayer     = GetComponent <AudioSource>();
        playerHealth.OnDeath += HandleDeath;

        UIManager.Instance.UpdateLifeText(lifeRemains);
        Cursor.visible = false;
    }
Exemple #25
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    // 게임오버 UI 활성화
    public void SetActiveGameoverUI(bool active)
    {
        gameoverUI.SetActive(active);

        PlayerHealth   ph = Player.GetComponent <PlayerHealth>();
        PlayerShooter  ps = Player.GetComponent <PlayerShooter>();
        MoveController mc = Player.GetComponent <MoveController>();

        mc.moveJoystick.gameObject.SetActive(false);     // 움직임 컨트롤러
        ps.attackJoystick.gameObject.SetActive(false);   // 공격버튼 컨트롤러
        ps.reloadJoystick.gameObject.SetActive(false);   // 재장전버튼 컨트롤러

        for (int i = 0; i < hideInGameUI.Length; i++)
        {
            hideInGameUI[i].SetActive(false);
        }

        nickNameText.text = Social.localUser.userName;

        rank = GameManager.Instance.currentPlayers;

        if (rank <= 0)
        {
            rank = 1;
        }

        rankText.text         = "#" + rank.ToString();
        totalPlayersText.text = PhotonNetwork.CurrentRoom.MaxPlayers.ToString();

        if (rank <= 40 && rank > 10)
        {
            announceText.text = "그럴 수 있어. 이런 날도 있지 뭐.";
        }
        else if (rank <= 10 && rank >= 2)
        {
            announceText.text = "TOP 10 달성!!";
        }
        else if (rank <= 1)
        {
            announceText.text = "이겼닭! 오늘 저녁은 치킨이닭!";
        }

        killPoint      = ph.GetKillCount();
        hitPoint       = ps.GetHitPoint();
        totalPoint     = hitPoint + killPoint;
        ratingPoint    = rank;
        aliveTimePoint = TimeManager.Instance.gamingSecondTime;

        killPointText.text      = killPoint.ToString();
        hitPointText.text       = hitPoint.ToString();
        totalPointText.text     = totalPoint.ToString();
        ratingPointText.text    = ratingPoint.ToString();
        aliveTimePointText.text = aliveTimePoint.ToString();
    }
Exemple #26
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    private void Start()
    {
        playerMovement    = GetComponent <PlayerMovement>();
        playerShooter     = GetComponent <PlayerShooter>();
        playerHealth      = GetComponent <PlayerHealth>();
        playerAudioPlayer = GetComponent <AudioSource>();

        playerHealth.OnDeath += HandleDeath;

        Cursor.visible = false;
    }
Exemple #27
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    private void Start()
    {
        healthSlider.minValue = 0f;
        SetMaxHealth(health);
        if (AffectiveManager.instance.AffectiveEnabled())
        {
            AffectiveManager.instance.emotionManager.onNewEmotion += HandleEmotion;
        }

        playerShooter = GetComponent <PlayerShooter>();
    }
Exemple #28
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    public void Activate(PlayerShooter player)
    {
        this.player = player;
        active      = true;
        transitionSFX.Play();

        foreach (IObserver observer in observers)
        {
            observer.OnNotify();
        }
    }
Exemple #29
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    private void Awake()
    {
        if (myUnityEvent == null)
        {
            myUnityEvent = new UnityEvent();
        }

        pc    = GetComponentInChildren <ParticleSystem>();
        refPS = FindObjectOfType <PlayerShooter>();

        Time.timeScale = 0;
    }
Exemple #30
0
    public int ammo = 30; // 충전할 총알 수

    public void Use(GameObject target)
    {
        // 전달 받은 게임 오브젝트로부터 PlayerShooter 컴포넌트를 가져오기 시도
        PlayerShooter playerShooter = target.GetComponent <PlayerShooter>();

        // PlayerShooter 컴포넌트가 있으며, 총 오브젝트가 존재하면
        if (playerShooter != null && playerShooter.gun != null)
        {
            playerShooter.gun.photonView.RPC("AddAmmo", RpcTarget.All, ammo); // 총의 남은 탄환 수를 ammo만큼 더하기. 모든 클라이언트에서 실행
        }

        PhotonNetwork.Destroy(gameObject); // 모든 클라이언트에서 자신 파괴
    }
Exemple #31
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    private void Awake()
    {
        _shooter        = GetComponent <PlayerShooter>();
        _playerAnimator = GetComponent <PlayerAnimator>();
        _mover          = GetComponent <PlayerMover>();
        _health         = GetComponent <Health>();
        _mana           = GetComponent <Mana>();
        _playerAudio    = GetComponent <CharacterAudio>();

        _gameControls = new GameControls();
        _gameControls.Gameplay.Shoot.started  += OnShootActionStarted;
        _gameControls.Gameplay.Shoot.canceled += OnShootActionCancelled;
    }
    // Use this for initialization
    void Start()
    {
        Mover       = GetComponentInParent <PlayerMover>();
        Inventory   = GetComponentInParent <PlayerInventory>();
        Input       = GetComponentInParent <PlayerInput>();
        Shooter     = GetComponentInParent <PlayerShooter>();
        CurrentTurn = FindObjectOfType <Turn>();

        //meshes
        firingMesh.SetActive(false);
        meleeMesh.SetActive(false);

        acting = false;
    }