internal void Awake()
 {
     if (this.gameObject.tag == "PlayerOne" || this.gameObject.tag == "PlayerTwo")
     {
         firstPersonMovement = this.gameObject.GetComponent <FirstPersonMovement>();
         playerHealth        = GetComponent <PlayerHealth>();
         checkpoint          = GetComponent <CheckpointController>();
         playerSlow          = GetComponent <PlayerSlow>();
         GameObject Player2 = GameObject.FindGameObjectWithTag("PlayerTwo");
         if (Player2 != null)
         {
             Fadeout.GetComponent <RectTransform>().sizeDelta = new Vector2(Screen.width / 2.0f, Screen.height);
         }
         else
         {
             Fadeout.GetComponent <RectTransform>().sizeDelta = new Vector2(Screen.width, Screen.height);
         }
     }
     else
     {
         Fadeout.GetComponent <RectTransform>().sizeDelta = new Vector2(Screen.width, Screen.height);
     }
     Fadeout.enabled = false;
     Fadeout.color   = Color.clear;
     totalFadeout    = 0.0f;
     completedCourse = false;
 }
Exemple #2
0
        public Sniper(float rotationSpeed, GameObject[] activationColliders, GameObject sniper, float shootDelay, float speedPenalty, float damage, AudioSource sniperFire, Vector3[] colorSet)
            : base(rotationSpeed, sniper)
        {
            this.sniper          = sniper;
            this.playerOne       = GameObject.FindGameObjectWithTag("PlayerOne");
            this.playerTwo       = GameObject.FindGameObjectWithTag("PlayerTwo");
            playerOneHealth      = playerOne.GetComponent <PlayerHealth>();
            playerOneLifeHandler = playerOne.GetComponent <PlayerLifeHandler>();
            PlayerSlow playerOneSlow = playerOne.GetComponent <PlayerSlow>();

            playerTwoHealth      = null;
            playerTwoLifeHandler = null;
            PlayerSlow playerTwoSlow = null;

            if (playerTwo != null)
            {
                playerTwoHealth      = playerTwo.GetComponent <PlayerHealth>();
                playerTwoSlow        = playerTwo.GetComponent <PlayerSlow>();
                playerTwoLifeHandler = playerTwo.GetComponent <PlayerLifeHandler>();
            }
            HitFlash hitFlash = GameObject.FindGameObjectWithTag("GameManager").GetComponent <HitFlash>();

            colliders = new BoxCollider[activationColliders.Length];
            for (int i = 0; i < activationColliders.Length; ++i)
            {
                colliders[i] = activationColliders[i].GetComponent <BoxCollider>();
            }

            Random.seed             = System.Environment.TickCount;
            lineRenderer            = sniper.GetComponent <LineRenderer>();
            currentTarget           = Vector3.zero;
            previousDirection       = new Vector3(1000f, 1000f, 1000f);
            inverseIgnoredColliders = ~(1 << LayerMask.NameToLayer("SniperCollider") | 1 << LayerMask.NameToLayer("Checkpoint") | 1 << LayerMask.NameToLayer("Drone"));
            targetedPlayer          = 0;
            heightOffset            = new Vector3(0, playerOne.GetComponent <CharacterController>().center.y, 0);
            transformScale          = new Vector3(1.0f / sniper.transform.lossyScale.x,
                                                  1.0f / sniper.transform.lossyScale.y,
                                                  1.0f / sniper.transform.lossyScale.z);

            sniperWeapon = new SniperWeapon(damage, shootDelay, playerOneHealth, playerTwoHealth, playerOneSlow, playerTwoSlow, sniperFire, hitFlash, speedPenalty);
            Vector3 rgb         = colorSet[ColorIndex(shootDelay, damage, speedPenalty)];
            Color   threatColor = new Color(rgb[0] / 255f, rgb[1] / 255f, rgb[2] / 255f, 1);

            sniper.GetComponent <LineRenderer>().SetColors(threatColor, threatColor);
            if (colliders.Length > 0)
            {
                GenerateRandomTarget();
            }
        }
Exemple #3
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 public SniperWeapon(float damage,
                     float shootRate,
                     PlayerHealth playerOneHealth,
                     PlayerHealth playerTwoHealth,
                     PlayerSlow playerOneSlow,
                     PlayerSlow playerTwoSlow,
                     AudioSource sniperFireSound,
                     HitFlash hitFlash,
                     float speedPenalty) : base(damage, shootRate, hitFlash, playerOneHealth, playerTwoHealth)
 {
     this.playerOneSlow   = playerOneSlow;
     this.playerTwoSlow   = playerTwoSlow;
     this.sniperFireSound = sniperFireSound;
     this.speedPenalty    = speedPenalty;
 }