public void Init(CharacterManager characterManager, StatManager statManager, EnemyActionManager enemyActionManager) { this.characterManager = characterManager; this.statManager = statManager; this.enemyActionManager = enemyActionManager; }
// Start is called before the first frame update void Start() { //The initial spawn has a shorter Delay to start the action quickly spawnTimer = 5f; counter = FindObjectOfType <StatManager>(); //Makes the enemies spawn facing the center of the level transform.LookAt(Vector3.zero); }
// Start is called before the first frame update void Start() { rbody = GetComponent <Rigidbody2D>(); gameManager = Toolbox.GetInstance().GetGameManager(); statManager = Toolbox.GetInstance().GetStatManager(); energyManager = Toolbox.GetInstance().GetEnergyManager(); }
public Pool(StatManager s, float costPerDamagePerSecondRatio, float damagePerSecondRatio, Slot slot, Element element) : base(s) { this.costPerDamagePerSecond = costPerDamagePerSecondRatio; this.damagePerSecondRatio = damagePerSecondRatio; this.slot = slot; this.element = element; }
private void Start() { pv = GetComponent <PhotonView>(); laderCor = LaderCor(); statMgr = transform.GetChild(0).GetComponent <StatManager>(); light = transform.GetChild(1).GetComponent <PlayerLight>(); offStat = transform.GetChild(0).GetComponent <offlineStat>(); }
public Buffable(StatManager target, bool isPersistant, float finishTime, int procs) { IsPersistant = isPersistant; _finishTime = finishTime; _amountOfProcs = procs; Target = target; Init(); }
public void exit_game() { Debug.Log("exit"); resume_game(); clear_level(false); StatManager.save_stat(); SceneManager.LoadScene("MapPick"); }
private void Start() { shopUI.enabled = false; flowerSpawner = FindObjectOfType <FlowerSpawner>(); pollenManager = FindObjectOfType <PollenManager>(); hive = FindObjectOfType <Hive>(); statManager = FindObjectOfType <StatManager>(); ResetPricesToDefault(); }
// if the player had not picked up a powerup this zone, set the counter to -1. Also, if check if player earned triple power-up achievement void CheckPowerupStatus() { zoneCountPowerups = -1; if (isShielded && isRecentlyHealed && isPenetrating) { StatManager.UnlockAchievement(6); } }
private void Awake() { if (Instance != null) { Debug.LogError("There can be only one statManager object loaded in the scene"); } Instance = this; BuiltObjectClasses = new Dictionary <object, Dictionary <string, StatBase> >(); }
// method to transition the game into to the next zone IEnumerator AdvanceZone() { while (true) { // tell the player script that the zone advanced in order to check for the zone specific achievements & check for zone X in one run achievement playerControlArr[0].CrossedIntoZone(); if (isFreshRun && zoneInt > 19) { StatManager.UnlockAchievement(13); } // allow blocks to spawn and get the times needed to spawn the tree area and advance the zone at the correct times canSpawn = true; GetZoneTimes(); // wait until the time to switch from blocks to trees is reached while (gameTime < treeTime) { yield return(null); } canSpawn = false; while (gameTime < treeTime + 0.3f) { yield return(null); } // set the appropirate tree material color and start a tree area treeMat.color = new Color(zoneColor.r, zoneColor.g, zoneColor.b, 1); treeManager.StartTreeArea(); // wait until the advance level time is reached + some time for the tree zone to end while (gameTime < advanceTime + 2.5f) { yield return(null); } // advance the zone int and increase the level speed and difficulty AdvanceZoneInt(false, 1); levelSpeed = startingLevelSpeed + levelAccelerationRate * zoneInt; randControl = startingRandControl + spawnRate * zoneInt; // place the advancing trans above the mobile trans position advancingTrans.position = new Vector3(0, mobileTrans.position.y + 250, 0); // wait one more second while (gameTime < advanceTime + 4) { yield return(null); } // update block color boxMat.color = new Color(zoneColor.r, zoneColor.g, zoneColor.b, 1); } }
public void ButtonPress() { #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #else Application.Quit(); #endif StatManager.Save(); }
public void TestGetCurrentAttributeKO() { Unit A = new Unit("test_A", null, null, new BasicSword()); Dictionary <AttributeEnum, int> baseAttributes = StatHelper.GetDefaultAttributes(); Dictionary <StatisticsEnum, Func <Unit, int> > statisticsComputer = StatHelper.GetDefaultComputer(); StatManager statManager = new StatManager(A, null, null); Assert.AreEqual(0, statManager.GetCurrentAttribute(AttributeEnum.Agility)); }
void Start() { stats = GetComponent <StatManager>(); m_atkTrigger = transform.FindChild("AttackTrigger"); m_atkTrigger.gameObject.SetActive(false); m_rb = GetComponent <Rigidbody2D>(); m_anim = GetComponent <Animator>(); m_ground_check = transform.Find("GroundCheck"); }
public void doDamage(ulong GUID) { int dmg = 0; StatManager.CalculateSpellDamage(client.Player, null, spell, out dmg); ServerPacket pkg9 = new ServerPacket(SMSG.SPELLNONMELEEDAMAGELOG); // Target GUID pkg9.Write((ulong)GUID); // Caster GUID pkg9.Write((ulong)client.Player.GUID); // spellID pkg9.Write((short)spellId); // Fill the hole pkg9.Write((UInt16)0); // damage done pkg9.Write((short)dmg); // Fill the hole pkg9.Write((UInt16)0); // flag? pkg9.Write((byte)0x01); // damage absorbed pkg9.Write((UInt32)0); pkg9.Write((byte)0); pkg9.Write((byte)0); // damage blocked pkg9.Write((UInt32)0); pkg9.Write((byte)0); pkg9.Finish(); client.Player.MapTile.Map.Send(pkg9, client.Player.Position, 25.0f); client.Player.UpdateData(); // LivingObject targetObject = (LivingObject)ObjectManager.GetWorldObjectByGUID(GUID); // if (targetObject.ObjectType==OBJECTTYPE.UNIT) UnitBase uobj = (UnitBase)ObjectManager.GetWorldObject(OBJECTTYPE.UNIT, GUID); if (uobj != null) { client.Player.LastPosition = client.Player.Position;; // UnitBase uobj = (UnitBase)targetObject; if (!uobj.Attacking) { uobj.StartCombat(client.Player.GUID); } uobj.DealDamage(client.Player, dmg); if (uobj.Dead && this.player.Selection != null && this.player.Selection.GUID == GUID) { this.player.StopCombat(); } } }
private void Awake() { GameObject.Find("BtnStart").GetComponent <Button>().onClick.AddListener(this.on_click_start); GameObject.Find("BtnQuit").GetComponent <Button>().onClick.AddListener(this.on_click_quit); var panel_gamemode = GameObject.Find("PanelGameMode"); GameObject.Find("BtnClosePanel").GetComponent <Button>().onClick.AddListener(delegate { panel_gamemode.SetActive(false); }); StatManager.load_stat(); //var sp = GameObject.Find("BtnSinglePlayer").GetComponent<Toggle>(); var mp = GameObject.Find("BtnMultiPlayer").GetComponent <Toggle>(); var easy = GameObject.Find("BtnEasy").GetComponent <Toggle>(); var hard = GameObject.Find("BtnHard").GetComponent <Toggle>(); Debug.Log(StatManager.get_state().game_mode); Debug.Log(StatManager.get_state().bot_level); //sp.onValueChanged.AddListener(b=>{if(b) StatManager.get_state().game_mode = 0;}); mp.onValueChanged.AddListener(b => { if (b) { StatManager.get_state().game_mode = 1; } }); easy.onValueChanged.AddListener(b => { if (b) { StatManager.get_state().bot_level = 0; StatManager.get_state().game_mode = 0; } }); hard.onValueChanged.AddListener(b => { if (b) { StatManager.get_state().bot_level = 2; StatManager.get_state().game_mode = 0; } }); GameObject.Find("BtnGameMode").GetComponent <Button>().onClick.AddListener(() => { panel_gamemode.SetActive(true); if (StatManager.get_state().game_mode == 1) { mp.isOn = true; } if (StatManager.get_state().game_mode == 0 && StatManager.get_state().bot_level == 2) { hard.isOn = true; } else { easy.isOn = true; } }); panel_gamemode.SetActive(false); }
public override void FireEvent() { if (!m_player.Dead && !m_player.RezSickness && (m_player.Health < m_player.MaxHealth || m_player.Power < m_player.MaxPower)) { StatManager.CalculateRegenTick(m_player); m_player.UpdateData(); } eventTime = DateTime.Now.Add(TimeSpan.FromSeconds(3)); EventManager.AddEvent(this); }
public void Pause(float gameSpeed) { Time.timeScale = gameSpeed; pauseButton.SetActive(!pauseButton.activeSelf); pauseMenuPanel.SetActive(!pauseMenuPanel.activeSelf); int coins = StatManager.ConvertToCoins(Player.stoneResource + Player.woodResource + Player.foodResource, wavSpawner.wavesSurvived, false); coins += StatManager.bonusCoins; coinsYouEarn.text = "You earn: " + (coins + StatManager.bonusCoins).ToString() + " coins!"; }
public Projectile(StatManager s, Slot slot, Element element, float dmgRatio, float costRatio) : base(s) { this.costRatio = costRatio; this.slot = slot; this.element = element; this.dmgRatio = dmgRatio; spawning = new Queue<GameObject>(); targets = new Queue<Vector3>(); }
private void Start() { controller = this.GetComponent <Controller2D>(); enemyController = this.GetComponent <EnemyController2D>(); gunnerController = this.GetComponent <GunnerController>(); stats = this.GetComponent <StatManager>(); charRenderer = this.GetComponent <SpriteRenderer>(); animator = this.GetComponent <Animator>(); }
public override void SetUp() { base.SetUp(); stats = MakeDummyStatManager(); pdm = MakeTestComponent <PlantDomesticationManager>(); Assert.IsNotNull(pdm.Stats); stats.Awake(); pdm.Start(); }
//투사체가 타겟에게 데미지를 주는 처리를 하는 메소드. 인터페이스 public void DealingDamage(GameObject target) { StatManager enemy = target.gameObject.GetComponent <StatManager>(); //타겟에게 데미지를 가함 enemy.TakeDamage(damage); // 투사체 소멸 Destroy(this.gameObject); }
public override void _Ready() { // Called every time the node is added to the scene. // Initialization here navPt = (NavPoint)GetNode("../navpoint_container"); sprite = (Sprite)GetNode("Sprite"); statManager = (StatManager)GetNode("/root/StatManager"); passOutAnimation = (AnimationPlayer)GetNode("../../CanvasLayer/PassOut"); passOutTimer = (Timer)GetNode("PassOutTimer"); }
public Beam(StatManager s, float damagePerSecondRatio, Slot slot, Element element, float costPerDamagePerSecond) : base(s) { this.damagePerSecondRatio = damagePerSecondRatio; this.element = element; this.slot = slot; this.costPerDamagePerSecond = costPerDamagePerSecond; if (BeamLength == 0) { BeamLength = BEAM_LENGTH_DEFAULT; } }
// Start is called before the first frame update void Awake() { AM = FindObjectOfType <AudioManager>(); spawntime = Time.time; AM.Play("EnemyBullet"); if (GameObject.FindGameObjectWithTag("Player") != null) { player = GameObject.FindGameObjectWithTag("Player"); PlayerSM = player.GetComponent <StatManager>(); } }
private void Start() { playerAnim = this.GetComponent <Animator>(); playerRB = this.GetComponent <Rigidbody>(); playerCol = this.GetComponent <CapsuleCollider>(); playerStats = this.GetComponent <StatManager>(); audioSource = this.GetComponent <AudioSource>(); attackCollider = this.transform.GetChild(0).GetComponent <SphereCollider>(); attackCollider.enabled = false; }
private void bind() { UmcPager1.PageSize = int.Parse(ddlPageSize.SelectedValue); DataSet ds = StatManager.GetInstance().GetConnectionLogList(CurrentPage, PageSize, SearchKeyword, SearchString); UmcPager1.RecordCount = int.Parse(ds.Tables[0].Rows[0][0].ToString()); dlList.DataSource = ds.Tables[1]; dlList.DataBind(); }
// Use this for initialization void Start() { int numberOfBar = System.Enum.GetNames(typeof(IndexEnumList.PointBarNames)).Length; int numberOfRectParameter = System.Enum.GetNames(typeof(IndexEnumList.RectParameter)).Length; posValues = new float[numberOfBar][]; for (int i = 0; i < posValues.Length; i++) { posValues [i] = new float[numberOfRectParameter]; } int barArrayLength = System.Enum.GetNames(typeof(IndexEnumList.BarValues)).Length; health = new int[barArrayLength]; mana = new int[barArrayLength]; exp = new int[barArrayLength]; StatManager stat = GetComponent <StatManager>(); CurrentHealth = stat.CurrentStats[(int)IndexEnumList.StatNames.currentHealth]; CurrentMana = stat.CurrentStats[(int)IndexEnumList.StatNames.currentSkillResource]; MaxHealth = stat.CurrentStats[(int)IndexEnumList.StatNames.maxHealth]; MaxMana = stat.CurrentStats[(int)IndexEnumList.StatNames.maxSkillResource]; health [MAX] = 1000; health [CURRENT] = 1000; mana [MAX] = 100; mana [CURRENT] = 100; exp[MAX] = 100; exp[CURRENT] = 1; posValues [FACEPIC][LEFT] = 5; posValues [FACEPIC][TOP] = 10; posValues [FACEPIC][WIDTH] = 50; posValues [FACEPIC][HEIGHT] = 50; posValues [HEALTHBAR][LEFT] = 60; posValues [HEALTHBAR][TOP] = 10; posValues [HEALTHBAR][WIDTH] = Screen.width / 4; posValues [HEALTHBAR][HEIGHT] = 20; posValues [MANABAR][LEFT] = 60; posValues [MANABAR][TOP] = 40; posValues [MANABAR][WIDTH] = Screen.width / 4; posValues [MANABAR][HEIGHT] = 20; posValues [EXPBAR][LEFT] = 60; posValues [EXPBAR][TOP] = 65; posValues [EXPBAR][WIDTH] = Screen.width / 4; posValues [EXPBAR][HEIGHT] = 10; }
private void Awake() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } }
public void ApplyStats(int Adding = 1) { StatManager sm = GameObject.FindObjectOfType <StatManager>(); foreach (ItemMod im in itemMods) { sm.ChangeValue(im.Stat, im.Value * Adding); } isActive = true; }
// Start is called before the first frame update private void Start() { VerticalSpeed = Random.Range(MinVerticalSpeed, MaxVerticalSpeed); if (GameObject.FindGameObjectWithTag("Player") != null) { player = GameObject.FindGameObjectWithTag("Player"); } SM = this.gameObject.GetComponent <StatManager>(); PlayerSM = player.GetComponent <StatManager>(); SpawnHeight = SM.forward_projectile_spawn_height; }
void Awake() { if (instance == null) { instance = this; } else { Destroy(this); } }
public override void _Ready() { // Initialization here GD.Print("VC Init"); replyTimer = (Timer)GetNode("ReplyTimer"); scrollTimer = (Timer)GetNode("MoveScrollTimer"); scrollDownTimer = (Timer)GetNode("ScrollDownTimer"); // To bring down UI statManager = (StatManager)GetNode("/root/StatManager"); msgScene = (PackedScene)ResourceLoader.Load("res://Scenes/Chat/Message.tscn"); doThemSay(); }
public static Item GenerateStartingItem(Slot slot, StatManager statManager) { return new Item(){ StatBoost = MORPHID_STARTING_ITEM_STATS, OffStatBoost = MORPHID_STARTING_ITEM_STATS, HealthBoost = MORPHID_STARTING_ITEM_STATS, MorphiumBoost = MORPHID_STARTING_ITEM_STATS, OffStatType = StatType.Attack, GrantedAbility = slot == Slot.Arm ? new Projectile(statManager, slot, Element.Physical, 1f/3f, 0f){castTime = 0.1f, cooldown = 1.5f} : null, Icon = null, FilledSlot = slot }; }
public Move(StatManager s, GameObject toMove) : base(s, toMove) { }
public Spawn(StatManager s) : base(s) { target = statManager.GetComponent<Target>(); }
public void Awake() { manager = GetComponent<StatManager>(); }
private void Awake() { // get references statManager = GetSafeComponent<Character>().myStats; myTransform = transform; }
public Ability(StatManager statManager) : this(statManager, statManager.gameObject) { }
public Pool(StatManager s) : this(s, DEFAULT_COST_PER_DAMAGE_PER_SECOND, DEFAULT_DPS_RATIO, DEFAULT_SLOT, DEFAULT_ELEMENT) { }
void Awake() { if (StatManager.instance != null && StatManager.instance != this) { Destroy(this.gameObject); } else { instance = this; DontDestroyOnLoad(this.gameObject); } }
public Move(StatManager s) : base(s) { }
void Awake () { ms_instance = this; }
public DoA(StatManager s) : base(s) { }
public Ability(StatManager statManager, GameObject host) { this.statManager = statManager; this.gameObject = host; }
/// <summary> /// Get magic ready for new character that has a myStats. /// </summary> /// <param name="stats"></param> public void Initialize(StatManager stats) { myStats = stats; currentMagic = (int)stats.magicPool.value; }
/// <summary> /// Set current and max health through the StatManager. /// </summary> /// <param name="statManager"></param> public void Initialize(StatManager stats) { currentHealth = maxHealth; this.statManager = stats; }
public DoA(StatManager s, GameObject g) : base(s, g) { }
public Projectile(StatManager s) : this(s, DEFAULT_SLOT, DEFAULT_ELEMENT, DEFAULT_DAMAGE_RATIO, DEFAULT_COST_RATIO) { }
void Update() { statManager = GameObject.FindGameObjectWithTag("Player").GetComponent<StatManager>(); }