private void OnTriggerEnter(Collider other) { if (other.tag == "Player") { PlayerWeapons local = other.GetComponent <PlayerWeapons>(); GameObject ToAddInventory = Instantiate(activWeaponToInventory, other.transform.position, Quaternion.Euler(0, 0, 0)); ToAddInventory.SetActive(false); ToAddInventory.transform.SetParent(other.transform); // ToAddInventory.transform.localScale =Scale; local.activItem = ToAddInventory; //Spawn a canvas. GameObject toSpawnCanvas = Instantiate(canvas, new Vector3(0, 100, 0), Quaternion.Euler(0, 0, 0)); GameObject UIcanvas = GameObject.FindGameObjectWithTag("UI"); toSpawnCanvas.transform.SetParent(UIcanvas.transform, false); var canvasText = toSpawnCanvas.transform.GetChild(1); canvasText.GetComponent <Text>().text = this.name; UIcanvas.GetComponent <PopUpTextSorter> ().popUpsList.Add(toSpawnCanvas); Destroy(gameObject); } }
void HandlePlayerInput() { if (!isRotating) { if (Input.GetKeyDown("right")) { playerFacing = (Directions)(((int)playerFacing + 1) % 4); StartCoroutine(rotatePlayer(transform.rotation, transform.rotation * Quaternion.Euler(0, -90, 0), rotationDuration)); } else if (Input.GetKeyDown("left")) { StartCoroutine(rotatePlayer(transform.rotation, transform.rotation * Quaternion.Euler(0, 90, 0), rotationDuration)); playerFacing = (Directions)(((int)playerFacing + 3) % 4); //mod on negative doesn't work, this is equivalent to subtracting 1 } } if (!weaponDelayActive) { if (Input.GetKeyDown("up")) { spawners[(int)playerFacing].player_swing(currentWeapon); StartCoroutine(inputController()); } } if (Input.GetKeyDown("down")) { currentWeapon = (PlayerWeapons)(((int)currentWeapon + 1) % numberOfWeapons); playerAudioSource.PlayOneShot(weaponEquipSound[(int)currentWeapon], 0.3f); weaponDelayActive = false; } }
// Use this for initialization void Start() { S = this; if(delays.Length!=Projectiles.Length){ Debug.LogError("incorrect lengths for arrays in player weapons"); } }
public void player_swing(PlayerWeapons weapon) { if (enemies.Count > 0) { if (enemies[0] != null) { if (!enemies[0].source.GetComponent <EnemyLogic>().has_attacked_flag) { if (enemies[0].weakness == weapon) { enemies[0].kill(); playerAudioSource.PlayOneShot(enemyDeaths[(int)weapon]); enemies.RemoveAt(0); TopLevel.score++; TopLevel.score_text.GetComponent <Text>().text = "Score: " + TopLevel.score + ""; HandleScaling(mode); return; } } } } playerAudioSource.PlayOneShot(weaponMiss); return; }
// Start is called before the first frame update void Start() { Physics2D.queriesStartInColliders = false; instance = this; rb = GetComponent <Rigidbody2D>(); weapons = GetComponent <PlayerWeapons>(); playerQuests = GetComponent <PlayerQuests>(); //Set up the melee and ranged weapons meleeWeapon = weapons.getMeleeWeapon(); longRangeWeapon = weapons.getRangedWeapon(); //Give the player starter weapons inventory.addWeapon(meleeWeapon); inventory.addWeapon(longRangeWeapon); //Set up the camera offset offset = cam.transform.position - this.transform.position; camPos = cam.transform.position; //Set up the dash variables dashTime = startDashTime; dashTrail.gameObject.SetActive(false); }
public void Setup() { // Get references to the components. m_Movement = m_Instance.GetComponent<PlayerController> (); m_Weapons = m_Instance.GetComponent<PlayerWeapons> (); m_Health = m_Instance.GetComponent<PlayerHealth> (); m_Setup = m_Instance.GetComponent<PlayerSetup> (); // Get references to the child objects. m_Models = m_Health.m_Model; //Set a reference to that amanger in the health script, to disable control when dying m_Health.m_Manager = this; m_Movement.m_Manager = this; m_Weapons.m_Manager = this; m_Weapons._playerController = m_Movement; // Set the player numbers to be consistent across the scripts. m_Movement.m_PlayerNumber = m_PlayerNumber; m_Movement.m_LocalID = m_LocalPlayerID; //setup is use for diverse Network Related sync m_Setup.m_Color = m_PlayerColor; m_Setup.m_PlayerName = m_PlayerName; m_Setup.m_PlayerNumber = m_PlayerNumber; m_Setup.m_LocalID = m_LocalPlayerID; m_Setup.m_kills = m_Kills; DisableControl (); }
private void Start() { _playerWeapons = FindObjectOfType <PlayerWeapons>(); _player = _playerWeapons.gameObject; Drop = _player.GetComponent <PlayerWeapons>().DropWeapon; OnClick = false; }
/// <summary> /// Called on initialization. /// </summary> void Start() { #region Player Scripts _characterStatus = GetComponent <CharacterStatus>(); _playerWeapons = GetComponent <PlayerWeapons>(); #endregion Player Scripts #region GUI Components if (PlayerUI != null) { #region Life and Magic bars var lifeBar = PlayerUI.transform.FindChild("LifeBar"); var magicBar = PlayerUI.transform.FindChild("MagicBar"); _healthBar = lifeBar.GetComponent <CircleBar>(); _magicBar = magicBar.GetComponent <CircleBar>(); _healthBar.MaximumValue = _characterStatus.Data.MaxHealth; _healthBar.CurrentValue = _characterStatus.CurrentHealth; _magicBar.MaximumValue = _characterStatus.Data.MaxMagic; _magicBar.CurrentValue = _characterStatus.CurrentMagic; #endregion Life and Magic bars #region Equiped Weapons _primaryWeapon = PlayerUI.transform.FindChild("PrimaryItem").FindChild("Item").GetComponent <Image>(); _secondaryWeapon = PlayerUI.transform.FindChild("SecondaryItem").FindChild("Item").GetComponent <Image>(); #endregion Equiped Weapons } #endregion GUI Components }
private void OnTriggerEnter(Collider other) { if (other.tag == "Player") { PlayerWeapons local = other.GetComponent <PlayerWeapons>(); // Add mite to player "inventory" GameObject ToAddInventory = Instantiate(WeaponToInventory, other.transform.position, Quaternion.Euler(0, 0, 0)); ToAddInventory.SetActive(false); ToAddInventory.transform.SetParent(other.transform); ToAddInventory.transform.localScale = Scale; //Pop up text algorithm GameObject toSpawnCanvas = Instantiate(canvas, new Vector3(0, 100, 0), Quaternion.Euler(0, 0, 0)); GameObject UIcanvas = GameObject.FindGameObjectWithTag("UI"); toSpawnCanvas.transform.SetParent(UIcanvas.transform, false); var canvasText = toSpawnCanvas.transform.GetChild(1); //("PikableWeaponText"); canvasText.GetComponent <Text>().text = WeaponToInventory.GetComponent <WeaponStats>().weaponName; var canvasImage = toSpawnCanvas.transform.GetChild(2); canvasImage.GetComponent <Image>().sprite = WeaponToInventory.GetComponent <SpriteRenderer>().sprite; UIcanvas.GetComponent <PopUpTextSorter>().popUpsList.Add(toSpawnCanvas); local.AddItem(ToAddInventory); Destroy(gameObject); } }
public void Start() { weaponObj = transform.gameObject; PlayerWeaponsComponent = weaponObj.GetComponentInChildren <PlayerWeapons>(); WeaponBehaviorComponent = PlayerWeaponsComponent.CurrentWeaponBehaviorComponent; FPSWalkerComponent = Camera.main.transform.GetComponent <CameraControl>().playerObj.GetComponent <FPSRigidBodyWalker>(); }
private void Start() { rb = GetComponent <Rigidbody2D>(); weapons = GetComponent <PlayerWeapons>(); mainCam.enabled = true; overhead.enabled = false; }
public void BuyPriAmmo() { PlayerWeapons weapon = playerWeapon.GetComponent <PlayerWeapons>(); BulletInventory bullets = playerWeapon.GetComponent <BulletInventory>(); if (bullets.GetPriTotalBullets() < bullets.GetPriMaxTotalBullets()) { int BulletsToBuy = bullets.GetPriMaxTotalBullets() - bullets.GetPriTotalBullets(); int CashNeeded = 20 * BulletsToBuy; // if hvae enough money to fill up to max total bullets if (weapon.GetCash() >= CashNeeded) { weapon.AddCash(-CashNeeded); bullets.SetPriTotalBullets(bullets.GetPriMaxTotalBullets()); } else { // Not enough money to buy all of the "needed to fill up to max total bullets" // So we buy until have no money int BulletsICanBuy = weapon.GetCash() / 20; weapon.AddCash(-(BulletsICanBuy * 20)); bullets.SetPriTotalBullets(bullets.GetPriTotalBullets() + BulletsICanBuy); } } }
private void Awake() { _playerMotor = GetComponent <PlayerMotor>(); _playerWeapons = GetComponent <PlayerWeapons>(); _playerController = GetComponent <PlayerController>(); _playerRenderer = GetComponent <PlayerRenderer>(); }
void Start() { //set up object and component references myTransform = transform;//store this object's transform for optimization playerObjTransform = playerObj.transform; mainCameraTransform = Camera.main.transform; FPSPlayerComponent = playerObj.GetComponent <TPSPlayer>(); weaponObj = FPSPlayerComponent.weaponObj; MouseLookComponent = transform.parent.transform.GetComponent <SmoothMouseLook>(); GunSwayComponent = weaponObj.GetComponent <GunSway>(); FPSWalkerComponent = playerObj.GetComponent <FPSRigidBodyWalker>(); IronsightsComponent = playerObj.GetComponent <Ironsights>(); CamAndWeapAnimsComponent = transform.parent.transform.GetComponent <CamAndWeapAnims>(); PlayerWeaponsComponent = weaponObj.GetComponent <PlayerWeapons>(); InputComponent = playerObj.GetComponent <InputControl>(); if (playerObj.GetComponent <WorldRecenter>()) { WorldRecenterComponent = playerObj.GetComponent <WorldRecenter>(); } AnimatorComponent = GetComponent <Animator>(); offsetAmt = offset; currentDistance = 0.0f; zoomDistance = 0.0f; }
void Awake (){ m_IsAlive = true; m_HealthSlider.value = m_CurrentHealth = m_BaseHealth; m_HealthSlider.maxValue = m_BaseHealth; m_Collider = GetComponent<CircleCollider2D> (); m_Weapons = GetComponent<PlayerWeapons> (); }
public void Fire() { BulletInventory bullets = GetComponent <BulletInventory>(); PlayerWeapons weapons = GetComponent <PlayerWeapons>(); if (Time.timeScale == 0.0f) // if paused, return { return; } if (weapons.GetCurrWeaponType() == "Primary") { if (bullets.ShootPrimary(1)) { SpawnBullet(); } } else if (weapons.GetCurrWeaponType() == "Secondary") { if (bullets.ShootSecondary(1)) { SpawnBullet(); } } }
public void playerSwing(PlayerWeapons weapon) { //Sloppy implementation, kills all enemies of a type in a direction //May want to change to only kill closest enemy List <enemy> toRemove = new List <enemy>(); foreach (enemy x in enemies) { if (x.weakness == weapon) { x.kill(); toRemove.Add(x); //Todo Add death sound } } if (toRemove.Count > 0) { playerAudioSource.PlayOneShot(enemyDeaths[(int)weapon]); } else { playerAudioSource.PlayOneShot(weaponMiss); } foreach (enemy x in toRemove) { enemies.Remove(x); TopLevel.score++; if (mode != GameMode.tutorial) { HandleScaling(mode); } } }
void EndLevel() { Cursor.visible = true; playerFoodStore = FindObjectOfType <PlayerFoodStore>(); playerWeapons = FindObjectOfType <PlayerWeapons>(); Time.timeScale = 0.0F; gameUI.GameOnScreen.SetActive(false); gameUI.GameOverScreen.SetActive(true); /* * public Text WeaponChoice, WeaponChoiceRem, PlayerFoodStore, TimeRemaining, * WeekText, FoodHarvText, FoodReqText, KyleesRemText, StatusText; * HarvestReqLabel, HarvestReqText; */ gameUI.gameText.WeekText.text = CarryOverInfo.CurrentLevel.ToString(); gameUI.gameText.FoodHarvText.text = playerFoodStore.CurrentPlayerFoodStore.ToString(); gameUI.gameText.FoodReqText.text = CarryOverInfo.FoodRequired.ToString(); gameUI.gameText.KyleesRemText.text = playerWeapons.NumberOfHuntingBoomerangs.ToString(); if (playerFoodStore.CurrentPlayerFoodStore >= CarryOverInfo.FoodRequired) { EndGameSuccesful(); } else { EndGameFailure(); } }
void OnTriggerEnter(Collider other) { GameObject hitObject = other.gameObject; if (hitObject.tag == "Player" && renderer.enabled) { weaponController = hitObject.GetComponent <PlayerWeapons>(); if (!weaponController.HasWeaponCheck("SniperRifle")) { weaponController.AddWeapon("SniperRifle"); weaponController.SetCurrentWeapon("SniperRifle"); renderer.enabled = false; StartCoroutine(PickupReturn()); } else if (!weaponController.IsFullCheck("SniperRifle")) { curAmmo = weaponController.GetSniperCurrentAmmo(); weaponController.SetCurrentWeapon("SniperRifle"); weaponController.SetWeaponCurrentAmmo(curAmmo + plusAmmo); renderer.enabled = false; StartCoroutine(PickupReturn()); } } }
void Awake() { player = GetComponent <Player>(); weps = GetComponent <PlayerWeapons>(); gun = GetComponent <GunMove>(); menu = FindObjectOfType <MainMenu>(); }
void Start() { playerWeapons = GetComponent <PlayerWeapons>(); PlayerAnimator = GetComponent <Animator>(); playerSprite = GetComponent <SpriteRenderer>(); gameControlLoop = FindObjectOfType <GameControlLoop>(); }
public override bool CanPickupWeapon(string weaponModel) { if (PlayerWeapons.ContainsKey(WeaponSlots[weaponModel])) { return(false); } return(base.CanPickupWeapon(weaponModel)); }
void Awake() { rigi = GetComponent <Rigidbody>(); lit = GetComponent <Light>(); lr = GetComponent <LineRenderer>(); weps = GetComponent <PlayerWeapons>(); plyr = GetComponent <Player>(); }
private void Set() { Transform graphic = transform.Find("Graphic"); sR = graphic.GetComponent <SpriteRenderer>(); sR.sprite = weapon.Icon; playerWeapons = GameObject.Find("Player").GetComponent <PlayerWeapons>(); }
public override void Init(PlayerWeapons pw, int index) { base.Init(pw, 3); if (_gameController == null) { _gameController = FindObjectOfType <GameController>(); } }
void Start() { GameMode = GameModes.Hero; Ability = Abilities.Move; PlayerWeapon = PlayerWeapons.None; godCam = GameObject.FindGameObjectWithTag("GodCamera").GetComponent <Camera>() as Camera; isGodDisabled = false; }
public PlayerWeapons Weapons(string id) { var player = _Cache.GetPlayer(id); var constraints = GetTimeConstraints(); var weapons = new PlayerWeapons(player.Name, player.SteamId, GetPlayerWeapons(player, constraints)); return(weapons); }
// Use this for initialization void Start() { S = this; if (delays.Length != Projectiles.Length) { Debug.LogError("incorrect lengths for arrays in player weapons"); } }
void FixedUpdate() { //set up external script references FPSRigidBodyWalker FPSWalkerComponent = playerObj.GetComponent <FPSRigidBodyWalker>(); PlayerWeapons PlayerWeaponsComponent = gunObj.transform.parent.GetComponent <PlayerWeapons>(); if (Time.time > shellRemovalTime) { Object.Destroy(lerpShell.gameObject); Object.Destroy(gameObject); } //don't add rotation until a short time after shell is ejected for visual effect and stop adding torque after a time if (startTime + Time.fixedDeltaTime > Time.time) { //gradually increase rotation amount for smooth rotation transition rotateAmt = 0.1f; //apply torque to rigidbody rigidbody.AddRelativeTorque(Vector3.up * (Random.Range(rotateAmt * 1.75f, rotateAmt) * shellRotateSide)); rigidbody.AddRelativeTorque(Vector3.right * (Random.Range(rotateAmt * 4, rotateAmt * 6) * shellRotateUp)); } //Check if the player is on a moving platform to determine how to handle shell parenting and velocity if (playerObjTransform.parent == null) //if player is not on a moving platform //Make the shell's parent the weapon object for a short time after ejection //to the link shell ejection position with weapon object for more consistent movement, { if (((startTime + 0.35f < Time.time && parentState) //don't parent shell if switching weapon || (PlayerWeaponsComponent.switching && parentState) //don't parent shell if moving weapon to sprinting position || (FPSWalkerComponent.sprintActive && !FPSWalkerComponent.cancelSprint && parentState)) && FPSWalkerComponent.grounded) { Vector3 tempVelocity = playerObjTransform.rigidbody.velocity; tempVelocity.y = 0.0f; myTransform.parent = null; lerpShell.parent = null; //add player velocity to shell when unparenting from player object to prevent shell from suddenly changing direction if (!FPSWalkerComponent.sprintActive && !FPSWalkerComponent.canRun) //don't inherit parent velocity if sprinting to prevent visual glitches { rigidbody.AddForce(tempVelocity, ForceMode.VelocityChange); } parentState = false; } } else //if player is on elevator, keep gun object as parent for a longer time to prevent strange shell movements { if (startTime + 0.5f < Time.time && parentState) { myTransform.parent = null; lerpShell.parent = null; //add player velocity to shell when unparenting from player object to prevent shell from suddenly changing direction rigidbody.AddForce(playerObjTransform.rigidbody.velocity, ForceMode.VelocityChange); } } }
public void BuyRifle1() { PlayerWeapons weapon = playerWeapon.GetComponent <PlayerWeapons>(); if (weapon.GetCash() - 600 >= 0) { weapon.AddCash(-600); weapon.SetPriWeapon("AK-47"); } }
public void BuyRifle2() { PlayerWeapons weapon = playerWeapon.GetComponent <PlayerWeapons>(); if (weapon.GetCash() - 700 >= 0) { weapon.AddCash(-700); weapon.SetPriWeapon("M4A1"); } }
public void BuyPistol1() { PlayerWeapons weapon = playerWeapon.GetComponent <PlayerWeapons>(); if (weapon.GetCash() - 100 >= 0) { weapon.AddCash(-100); weapon.SetSecWeapon("228 Compact"); } }
public void BuyPistol2() { PlayerWeapons weapon = playerWeapon.GetComponent <PlayerWeapons>(); if (weapon.GetCash() - 200 >= 0) { weapon.AddCash(-200); weapon.SetSecWeapon("Desert Eagle"); } }
void Awake() { transform = GetComponent<Transform>(); _playerHealth = GetComponent<HealthSystem>(); _playerWeapons = GetComponent<PlayerWeapons>(); _plane = new Plane( Vector3.up, this.transform.position ); // create a ray casting layer mask that collides with only "Scenery" _dashLayerMask = 1 << LayerMask.NameToLayer( "Scenery" ); //_dashLayerMask = ~_dashLayerMask; // invert the mask _dashAvailable = true; }
public void EnterGame() { GameObject myAvatar = gameManager.SpawnPlayer(); my = new Player(); my.avatar = myAvatar; my.playerInfo = Network.player; gameManager.AssignCamera( myAvatar ); mainGUI = myAvatar.GetComponent<guiGame>(); weaponController = myAvatar.GetComponent<PlayerWeapons>(); my.name = mainGUI.id; }
void OnTriggerEnter(Collider other) { GameObject hitObject = other.gameObject; if ( hitObject.tag == "Player" && renderer.enabled ) { weaponController = hitObject.GetComponent<PlayerWeapons>(); curAmmo = weaponController.GetWeaponCurrentAmmo(); if ( ! weaponController.IsFullCheck() ) { weaponController.SetWeaponCurrentAmmo( curAmmo + plusAmmo ); renderer.enabled = false; StartCoroutine( PickupReturn() ); } } }
void Awake() { _perks = new Dictionary<PerkType, PerkData>(); _perkEnding = new Dictionary<PerkType, Coroutine>(); for ( int i = 0; i < startingPerks.Length; i++ ) { AddPerk( startingPerks[i] ); } _playerSpeed = GetComponent<PlayerMovement>(); _playerHealth = GetComponent<HealthSystem>(); _playerWeapons = GetComponent<PlayerWeapons>(); shield.GetComponent<DeathSystem>().RegisterDeathCallback( PlayerShieldDestroyed ); }
void OnEnable() { // get special weapon and total ammo, update with gun and current ammo _playerWeapons = GetComponentInParent<PlayerWeapons>(); _isGun = _playerWeapons.DetermineSpecialType(); if ( _isGun ) { _specialGun = _playerWeapons.weapons[PlayerWeapons.SPECIAL_WEAPON_SLOT].GetComponent<Gun>(); _initialAmmo = _specialGun.ammo; UpdateGunAmmoBar( _specialGun.ammo ); } else { _specialBeam = _playerWeapons.weapons[PlayerWeapons.SPECIAL_WEAPON_SLOT].GetComponent<BeamWeapon>(); _initialTime = _specialBeam.duration; UpdateBeamAmmoBar( _initialTime ); } }
protected void Awake() { if( !networkView.isMine ) { enabled = false; } if( string.IsNullOrEmpty(PlayerOptions.playerID) ) { id = "Jane Doe"; } else { id = PlayerOptions.playerID; } boostController = GetComponent<PlayerBoost>(); weaponController = GetComponent<PlayerWeapons>(); healthController = GetComponent<PlayerHP>(); movementController = GetComponent<PlayerMovement>(); maxHealth = healthController.GetMaxHP(); }
// Use this for initialization void Start() { lastTarget = null; Input.gyro.enabled = true; Input.gyro.updateInterval = 0.016f; deadzoneX = 3; deadzoneZ = 3; fighter = transform.GetComponent<PlayerFlight>(); weapons = transform.GetComponent<PlayerWeapons>(); }