void Start() { playerHealth = GetComponent <PlayerHealth>(); anim = GetComponent <Animator>(); playerMovement = GetComponent <PlayerMovement>(); weaponShoot = shooter.GetComponent <WeaponShoot>(); }
// Update is called once per frame void Update() { float inputX = Input.GetAxis("Horizontal2"); float inputY = Input.GetAxis("Vertical2"); movement = new Vector2( speed.x * inputX, speed.y * inputY); // Astuce pour ceux sous Mac car Ctrl + flèches est utilisé par le système Shield2 shield = GetComponentInChildren <Shield2>(); if (Input.GetButton("Fire2")) { shield.Protect(movement); } if (Input.GetButton("RotaD2")) { shield.RotaGauche(); } if (Input.GetButton("RotaG2")) { shield.RotaDroite(); } WeaponShoot weapon = GetComponent <WeaponShoot>(); if (weapon != null) { // false : le joueur n'est pas un ennemi weapon.Attack(false, 0); } var dist = (transform.position - Camera.main.transform.position).z; var leftBorder = Camera.main.ViewportToWorldPoint( new Vector3(0, 0, dist) ).x; var rightBorder = Camera.main.ViewportToWorldPoint( new Vector3(1, 0, dist) ).x; var topBorder = Camera.main.ViewportToWorldPoint( new Vector3(0, 0, dist) ).y; var bottomBorder = Camera.main.ViewportToWorldPoint( new Vector3(0, 1, dist) ).y; transform.position = new Vector3( Mathf.Clamp(transform.position.x, leftBorder, rightBorder), Mathf.Clamp(transform.position.y, topBorder, bottomBorder), transform.position.z ); }
private void Start() { collider = GetComponent <SphereCollider>(); collider.enabled = false; shooter = GameObject.FindGameObjectWithTag("Fire"); weaponShoot = shooter.GetComponent <WeaponShoot>(); playerGO = GameObject.FindGameObjectWithTag("Player"); playerHealth = playerGO.GetComponent <PlayerHealth>(); }
// Set the selected weapon to active(true) and others to active(false) void SwitchWeapon(int weapon) { for (int i = 0; i < nrWeapons; i++) { if (i == weapon) { weapons[i].gameObject.SetActive(true); weaponShoot = weapons[i].gameObject.GetComponentInChildren<WeaponShoot>(); } else { weapons[i].gameObject.SetActive(false); } weaponShoot.UpdateUI(); weaponShoot.ApplyUpgrades(); } }
// public Canvas gameoverCanvas; void Awake() { // Setting up the references. anim = GetComponent <Animator>(); playerAudio = GetComponent <AudioSource>(); playerMovement = GetComponent <FirstPersonController>(); playerShooting = GetComponentInChildren <WeaponShoot>(); // Set the initial health of the player. currentHealth = startingHealth; Enemy = GameObject.FindGameObjectsWithTag("Enemy"); Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; }
void Start() { canDie = true; playerHealth = GetComponent <PlayerHealth>(); player = GetComponent <Player>(); cam = camara.GetComponent <Camera>(); weaponShoot = player.shooter.GetComponent <WeaponShoot>(); cameraT = Camera.main.transform; animator = GetComponent <Animator>(); walkSpeed = 2; runSpeed = 6; turnSmoothTime = 0.2f; turnSmoothVelocity = 0; speedSmoothTime = 0.1f; speedSmoothVelocity = 0; currentSpeed = 0; }
private void Awake() { Owner = GetComponent<Actor>(); QueueLocators = new Queue<GameObject>(ShootLocators); m_hPool = GlobalFactory.GetPool(BulletPrefab); //Automatic State Machine Composition //One Ready State m_hTrigger = new WeaponReady(); //N Wait And Shoot for Barrage Implemenation IWeaponState hLast = m_hTrigger; if (BulletDelay > 0f) { for (int i = 0; i < Barrage; i++) { WeaponShoot hShoot = new WeaponShoot(this, Mode); WeaponWait hWait = new WeaponWait(BulletDelay); hLast.Next = hShoot; hShoot.Next = hWait; hLast = hWait; } } else { WeaponShoot hShoot = new WeaponShoot(this, Barrage, Mode); WeaponWait hWait = new WeaponWait(BulletDelay); hLast.Next = hShoot; hShoot.Next = hWait; hLast = hWait; } (hLast as WeaponWait).Delay = BarrageDelay; hLast.Next = m_hTrigger; m_hStateMachine = hLast; }
public void SetWeaponShootOwner(WeaponShoot newWeaponShoot) { whichWeapon = newWeaponShoot; }
public void SetHowMuch(int hm, WeaponShoot ww) { howMuchAmmo = hm; whichWeapon = ww; }
// Update is called once per frame void Update() { // Drop weapon when 'T' is pressed if (Input.GetKeyDown(KeyCode.T)) { // Is there a weapon to drop if (weapon != null) { // Remove weapon as a Child of Player weaponAttach.transform.DetachChildren(); // Turn collision back on StartCoroutine(EnableCollisions(1.0f)); // Turn Physics back on weapon.GetComponent <Rigidbody>().isKinematic = false; // Throw Weapon forward weapon.GetComponent <Rigidbody>().AddForce(weapon.transform.forward * weaponDropForce, ForceMode.Impulse); ammoText.text = string.Empty; } } if (Input.GetKeyDown(KeyCode.T)) { // Is there a weapon to drop if (weapon2 != null) { // Remove weapon as a Child of Player weaponAttach2.transform.DetachChildren(); // Turn collision back on StartCoroutine(EnableCollisions(1.0f)); // Turn Physics back on weapon2.GetComponent <Rigidbody>().isKinematic = false; // Throw Weapon forward weapon2.GetComponent <Rigidbody>().AddForce(weapon2.transform.forward * weaponDropForce, ForceMode.Impulse); ammoText.text = string.Empty; } } if (Input.GetKeyDown("1") && !isPrimaryWeapon && weapon != null) { isPrimaryWeapon = true; weapon.SetActive(true); if (weapon2.transform.parent == weaponAttach.transform) { weapon2.SetActive(false); } } else if (Input.GetKeyDown("2") && isPrimaryWeapon && weapon2 != null) { isPrimaryWeapon = false; weapon2.SetActive(true); if (weapon.transform.parent == weaponAttach.transform) { weapon.SetActive(false); } } // Check if the Fire key was pressed if (Input.GetButtonDown("Fire1")) { // Check if there is weapon attached to the Player if (weapon != null) { // Grab WeaponScript to fire projectile WeaponShoot ws = weapon.GetComponent <WeaponShoot>(); if (ws) { ammoText.text = ws.Shoot().ToString(); } } else if (weapon2 != null) { WeaponShoot ws = weapon2.GetComponent <WeaponShoot>(); if (ws) { ammoText.text = ws.Shoot().ToString(); } } } }
public ShootAlternateA(WeaponShoot owner) { m_hOwner = owner; }
public ShootSimultaneous(WeaponShoot owner) { m_hOwner = owner; }
public ShootModeFactory(WeaponShoot owner) { ShootModes = new Dictionary<ShootMode, IShootStrategy>(); ShootModes.Add(ShootMode.Simultaneous, new ShootSimultaneous(owner)); ShootModes.Add(ShootMode.AlternateA, new ShootAlternateA(owner)); ShootModes.Add(ShootMode.AlternateB, new ShootAlternateB()); }