public ControllerPlayer(ViewPlayer player) { model = new ModelPlayer(); inputComponent = new InputComponent(this); view = GameObject.Instantiate(player.gameObject, model.position, Quaternion.identity, null).GetComponent <ViewPlayer>(); view.SetController(this); }
public ControllerPlayer(GameObject player, Vector3 spawnPoint, Controls controls) { this.view = GameObject.Instantiate(player, spawnPoint, Quaternion.identity, null).GetComponent <ViewPlayer>(); this.model = new ModelPlayer(controls); view.SetController(this); inputComponent = new InputComponent(this); }
public async void OnNavigatedTo(INavigationParameters parameters) { if (App.User == null) { var response = parameters.GetValue <Player>("player"); var user = new ViewPlayer { Id = response.Id, FirstName = response.FirstName, LastName = response.LastName, Picture = response.Picture, Login = response.Login }; App.User = user; } this.User = App.User; AllInfo = await _playerService.GetMobileInfo(this.User.Id); PreviousGames = new ObservableCollection <Game>(AllInfo.Where(g => AllInfo.IndexOf(g) != 0)); var actualGame = AllInfo.Where(g => DateTime.Now >= g.CreationDate && g.FinalTime == null).ToList(); if (actualGame == null && !actualGame.Any()) { IsInGame = false; } else { IsInGame = true; } }
private void butCancel_Click(object sender, EventArgs e) { this.Hide(); ViewPlayer player = new ViewPlayer(); player.Show(); }
public ControllerPlayer(ModelPlayer pModel, ViewPlayer pView, Player pPlayer, Transform pCamara) { _model = pModel; _view = pView; _player = pPlayer; _model.Shoot += _player.ShootByType; _camara = pCamara; }
public ViewPlayer generate_other_viewPlayer(int clientID) { GameObject instance = spawn_view_player(clientID); ViewPlayer v_player = instance.GetComponent <ViewPlayer>(); viewPlayers.Add(clientID, v_player); return(v_player); }
public void Awake() { bulletPool = GetComponent <NormalBulletGenerator>(); misilPool = GetComponent <MisilBulletGenerator>(); view = new ViewPlayer(); model = new ModelPlayer(this.transform, shield); controller = new ControllerPlayer(model, view, this, camara); automaticStrategy = new Automatic(canShot, fireRate, bullet, mainGun, bulletPool); tripleStrategy = new Triple(canShot, fireRate, bullet, mainGun, sideGunL, sideGunR, bulletPool); misilStrategy = new Misil(canShot, fireRate, bullet, mainGun, sideGunL, sideGunR, bulletPool, misilGunL, misilGunR, misilPool); }
public void OnShootJudging(ViewPlayer origin_viewPlayer, Ray shootRay) { RaycastHit hit; // origin_viewPlayer.Animator.SetBool("isShooting", true); origin_viewPlayer.Shoot(); if (Physics.Raycast(shootRay, out hit, 500f, shootableMask)) { ViewPlayer hit_viewPlayer = hit.collider.GetComponent <ViewPlayer>(); if (hit_viewPlayer != null) { Debug.Log("&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& hit_viewPlayer.connectID = " + hit_viewPlayer.connectID + "origin_viewPlayer.connectID = " + origin_viewPlayer.connectID); if (hit_viewPlayer.connectID == origin_viewPlayer.connectID)//原来的Player发出的打到了自己身上 { } else { hit_viewPlayer.TakeDamage(); } } } // origin_viewPlayer.Animator.SetBool("isShooting", false); }
public void bind_view_player(ViewPlayer viewPlayer) { this.viewPlayer = viewPlayer; this.viewPlayer.connectID = connectID; }
public void bind_currentViewPlayer(ViewPlayer currentViewPlayer) { this.currentViewPlayer = currentViewPlayer; }
public void OnNavigatedTo(INavigationParameters parameters) { ActualGame = parameters.GetValue <Game>("allInfo"); User = parameters.GetValue <ViewPlayer>("user"); ActualStep = parameters.GetValue <ViewStep>("step"); }