//---------------------------------------------------------------------------- // Damage //---------------------------------------------------------------------------- #region Damage public IEnumerator Damage() { WeaponObject weapon = MyAttackData.MyHasAttack.MyWeapon; SingleDamageID weaponDamageID = new SingleDamageID(weapon.MyDamageType, DamageSource.Roll); SingleDamageID modDamageID = new SingleDamageID(weapon.MyDamageType, DamageSource.Mod); int weaponDamage = (int)MyAttackRoll.MyDamageData.MyDamageDict[weaponDamageID]; int modDamage = (int)MyAttackRoll.MyDamageData.MyDamageDict[modDamageID]; MyTextMesh.text = "The attack deals " + weaponDamage + " + " + modDamage + " = " + MyAttackRoll.MyDamageData.GetDamage() + " damage. " + MyAttackData.MyIsVictim.Name + " flinches from the pain." + "Their health is now " + MyAttackData.MyIsVictim.MyHasHealth.GetHealth() + "/" + MyAttackData.MyIsVictim.MyHasHealth.GetMaxHealth(); while (!Input.GetMouseButton(0)) { yield return(null); } yield return(StartCoroutine(HideCanvas())); yield return(new WaitForSeconds(0.2f)); }
// Update is called once per frame void Update() { time += Time.deltaTime; timeB -= Time.deltaTime; if (ga != null) { if (time > 5f) { time = 0f; GameObject gb = GameObject.Instantiate(objs.Find(n => n.name == "weapon").objectItem); gb.transform.position = objectTransform.position; WeaponObject wp = gb.GetComponent <WeaponObject>(); NEAT.Person p = ga.results[random.Next(ga.results.Count - 1)]; wp.contained = p; } } if (timeB < 0f) { timeB = 10f; if (player.usedWepons.Count > 1) { breed(); } } }
//WEAPON PICKUP void PickupWeapon() { //Checks if there is any weapon around if (weaponsInRange.Count > 0) { //Gets the closest weapon WeaponObject closestWeaponObject = GetClosestWeaponObject(); //Clones the weapon he has found tempWeaponID = closestWeaponObject.weaponReference.weaponID; //If we dont have a weapon if (currentWeapon == null) { //Update it to null CmdUpdateWeapon(closestWeaponObject.weaponReference.indexPosition, 0, false); } else { //Update it to our current weapon CmdUpdateWeapon(closestWeaponObject.weaponReference.indexPosition, currentWeapon.weaponID, true); } //Equips the cloned weapon CmdEquipWeapon(tempWeaponID); } }
public void Generate(Color lightColor) { WeaponObject chosenWeapon = GameGenerator.instance.weaponData.GetRandomWeapon(); generator.AddToAlumno(chosenWeapon.alumno); BulletObject chosenBullet = GameGenerator.instance.weaponData.GetRandomBullet(); generator.AddToAlumno(chosenBullet.alumno); weapon.Assign(chosenWeapon, chosenBullet); light2D.color = lightColor; // Hats HatObject hat = GameGenerator.instance.characterData.hats[UnityEngine.Random.Range(0, GameGenerator.instance.characterData.hats.Length)]; GameGenerator.instance.AddToAlumno(hat.alumno); hatRenderer.sprite = hat.sprite; // Name Array values = Enum.GetValues(typeof(Alumno)); Alumno randomAlumno = (Alumno)values.GetValue(UnityEngine.Random.Range(0, values.Length)); playerName = randomAlumno.ToString(); AddScore(0); }
public void Load() { Start(); log.InfoFormat("ShipWeapon Load() [dy]"); var character = GetComponent <CharacterObject>(); var dropManager = DropManager.Get(nebulaObject.world.Resource()); var player = GetComponent <MmoActor>(); var app = nebulaObject.mmoWorld().application; bool isNew = false; var dbWeapon = WeaponDatabase.instance(app).LoadWeapon(player.GetComponent <PlayerCharacterObject>().characterId, resource as Res, out isNew); if (isNew) { GenerateNewWeapon(dropManager); string characterID = GetComponent <PlayerCharacterObject>().characterId; WeaponDatabase.instance(app).SaveWeapon(characterID, new ShipWeaponSave { characterID = characterID, weaponObject = weaponObject.GetInfo() }); } else { weaponObject = new WeaponObject(dbWeapon.weaponObject); } }
void Start() { Vector3 ownerPos = GetOwnerObject().transform.position; float reachLength = 1000.0f; if (WeaponObject.GetComponent <SwordObject>() != null) { reachLength = WeaponObject.GetComponent <SwordObject> ().ReachLength; } Vector3 moveDestPos = ownerPos; moveDestPos.x += reachLength; iTween.ValueTo(gameObject, iTween.Hash( "from", 1f, "to", 0f, "time", 0.15f, "onupdate", "SetValue", "oncomplete", "EffectCompleted" )); // Vector3 moveDestPos = GameManager.Instance.swordReachMarker.transform.position; moveDestPos.x -= transform.localScale.x / 2.0f; // Debug.LogError ("@@@@@@@markerPos: " + GameManager.Instance.swordReachMarker.transform.position + ", scale: " + transform.localScale.x + ", distPos: " + moveDestPos); iTween.MoveTo(gameObject, iTween.Hash( "position", moveDestPos, "islocal", false, "time", 0.15f )); }
public Weapon(byte spriteNum, string targetName, Vector3 indexPos = new Vector3(), WeaponObject weaponNetGameObject = null) { spriteType = spriteNum; associatedWeapon = weaponNetGameObject; indexPosition = indexPos; weaponName = targetName; }
public void RpcEquipWeapon(int weaponIndex) { // Make sure we don't lose any ammo between weapon switches if (currentAmmo > 0) { if (stored_currentAmmo.ContainsKey(weapon.ammoType.name) == false) { stored_currentAmmo.Add(weapon.ammoType.name, currentAmmo); } else { stored_currentAmmo[weapon.ammoType.name] = currentAmmo; } currentAmmo = 0; } weapon = weapons[weaponIndex]; currentWeaponIndex = weaponIndex; if (ammoPouch.ContainsKey(weapon.ammoType.name) == false) { ammoPouch.Add(weapon.ammoType.name, weapon.ammoType.magSize * weapon.startMagCount); } if (stored_currentAmmo.ContainsKey(weapon.ammoType.name) == false) { CmdReload(); } else { currentAmmo = stored_currentAmmo[weapon.ammoType.name]; } }
public void Assign(WeaponObject weapon, BulletObject bullet) { weaponObject = Instantiate(weapon.prefab, offsetPoint.transform); shootingPoints = weaponObject.GetComponentsInChildren <Shooting>(); this.bullet = bullet; }
public Weapon dropWeapon() { // if ostatnia bron int weaponsCount = 0; for (int i = 0; i < isWeapon.Length; i++) { if (isWeapon[i]) { weaponsCount++; } } if (weaponsCount < 2) { return(weapons[weaponIndex]); } // else Vector2 weaponPos = new Vector2(GameObject.FindGameObjectWithTag("Player").transform.position.x - 2, GameObject.FindGameObjectWithTag("Player").transform.position.y); WeaponObject io = Instantiate(weaponPrefab, weaponPos, Quaternion.identity); io.weapon = weapons[weaponIndex]; isWeapon[weaponIndex] = false; weapons[weaponIndex] = null; weaponSlot[weaponIndex].SetActive(false); return(changeWeapon()); }
private void GetEquipment() { foreach (WeaponObject weapon in Assets.assets.weaponTemp) { if (weapon.wpLevel == 0) { startWeaponList.Add(weapon); } } startWeapon = startWeaponList[Random.Range(0, startWeaponList.Count)]; foreach (ClothItemObject cloth in Assets.assets.clothTemp) { if (cloth.clothCategory == ClothScript.ClothCategory.StartGear) { switch (cloth.clothType) { case ClothScript.ClothType.Cloth: startCloth.Add(cloth); break; case ClothScript.ClothType.HeadGear: startHeadGear.Add(cloth); break; } } } cloth = startCloth[Random.Range(0, startCloth.Count)]; headGear = startHeadGear[Random.Range(0, startHeadGear.Count)]; }
public void GetData(WeaponObject wo) { this.wo = wo; GetComponent <SpriteRenderer>().sprite = wo.sprite; gameObject.name = wo.weaponName; //transform.position = Vector2.zero; }
public void UpdateWeapon(WeaponObject _weaponObject) { weaponObject = _weaponObject; spriteRenderer.sprite = weaponObject.Sprite; animator.SetFloat("Speed", weaponObject.Speed); }
public void Restart(Scene _sceneToUnload) { CarNumber = 0; Weapon = DefaultWeapon; LoadingManager.Instance.LoadScene("Main", _sceneToUnload); }
private void HitByWeapon(WeaponObject weaponObject) { Health -= 1; if (Health == 0) { gameManager.DestroyObstacle(this); } }
//[ClientRpc] //public void RpcChangeWeapon(int weaponIndex) //{ // equippedWeapon = weapons[weaponIndex]; // weaponSprite.sprite = equippedWeapon.inGameSprite; // if (isLocalPlayer) // { // WeaponChanged?.Invoke(equippedWeapon); // } // // weaponSprite.sprite = newEquipped.inGameSprite; //} public void OnChangeWeapon(string oldWeapon, string newWeapon) { equippedWeapon = newWeapon; WeaponObject weaponObj = Constants.WeaponObjects.uiWeaponsDict[newWeapon]; WeaponChanged?.Invoke(weaponObj); //weaponSprite.sprite = weaponObj.inGameSprite; }
public static void Create() { WeaponObject asset = ScriptableObject.CreateInstance <WeaponObject> (); AssetDatabase.CreateAsset(asset, "Assets/NewWeaponObject.asset"); EditorUtility.FocusProjectWindow(); Selection.activeObject = asset; }
public void Setup(WeaponObject _weaponObject, Vector3 _velocity) { weaponObject = _weaponObject; transform.localScale = weaponObject.SlashSize; rb.AddForce(transform.forward * weaponObject.SlashSpeed + _velocity, ForceMode.Impulse); }
public void CreateProjectile(WeaponObject wo, GameObject target) { this.wo = wo; range = wo.range /*+ Random.Range(-wo.spread, wo.spread)*/; targetPos.x = target.transform.position.x; targetPos.y = target.transform.position.y; targetPos.z = 0; }
public Local(GameObject character) : base(character) { player = character.GetComponent <Player>(); maxMoveSpeed = player.PlayerStats.MovementSpeed; maxTurnSpeed = 5; cannon = character.transform.GetChild(1); weapon = Object.Instantiate(GameObject.Find("Armory"), cannon).GetComponent <WeaponObject>(); }
public static void CreateWeaponObject() { WeaponObject asset = ScriptableObject.CreateInstance <WeaponObject>(); AssetDatabase.CreateAsset(asset, "Assets/Resources/WeaponsObjects/WeaponObjectAssets/You Just Created this weapon object. Give it a name!.asset"); AssetDatabase.SaveAssets(); EditorUtility.FocusProjectWindow(); Selection.activeObject = asset; }
public void loseWeapon() { primaryWeapon = null; var weaponVisual = FindWeaponVisual(); if (weaponVisual) { RemoveWeaponDisplay(weaponVisual); } }
// The function for picking up weapons- if there is not two equiped weapons, the picked up weapon // will be equiped by default public void PickUpWeapon(WeaponObject weapon) { weaponInventory.Add(weapon); Debug.Log(weaponInventory.Count); if (weaponEquipInventory.Count < 2) { weaponEquipInventory.Add(weapon); Debug.Log(weaponEquipInventory.Count); } }
public void AddWeapon(WeaponObject weapon) { if (weapons.Contains(weapon) == false) { weapons.Add(weapon); } else { CmdPickupAmmo(weapon.ammoType.name, weapon.startMagCount * weapon.ammoType.magSize); } }
private void Equip(WeaponObject weapon, int i) { if (weaponTransform == null) { return; } index = i; weaponTransform.localPosition = weapon.position; weaponTransform.GetComponent <SpriteRenderer> ().sprite = weapon.sprite; weaponHolder.GetComponent <WeaponRotation>().UpdateWeaponPosition(weaponInventory.weapons[index].barrelPosition); }
public void GetData(WeaponObject wpo) { weaponName = wpo.weaponName; description = wpo.description; range = wpo.range; fireRate = wpo.fireRate; damage = wpo.damage; cost = wpo.cost; sprite = wpo.sprite; gameObject.GetComponent <Image>().sprite = sprite; }
//---------------------------------------------------------------------------- // GetAttackMod //---------------------------------------------------------------------------- #region GetAttackMod public int GetAttackMod(WeaponObject weapon) { int strMod = GetStatMod(StatsType.Strength); int dexMod = GetStatMod(StatsType.Dexterity); if (weapon.Finesse && (dexMod > strMod)) { return(dexMod); } return(strMod); }
public override void OnInspectorGUI() { WeaponObject myTarget = (WeaponObject)target; base.OnInspectorGUI(); if (myTarget.hasProjectile) { myTarget.projectile = (GameObject)EditorGUILayout.ObjectField(myTarget.projectile, typeof(GameObject), false); myTarget.projectileType = (EffectRecycler.EffectType)EditorGUILayout.EnumPopup(myTarget.projectileType); } }
public bool PickUpWeapon(WeaponObject weapon) { if (this.weapons[0] == null) { this.weapons[0] = weapon; return(true); } else { return(false); } }
public void GetWeapon(string name) { foreach (WeaponObject wea in allWeapons) { wea.GetComponent <WeaponObject>().SelectThisWeapon(false); } try { WeaponObject temp = transform.Find(name).GetComponent <WeaponObject>(); weapons.Add(temp); SelectWeapon(); } catch { } }