void Start() { shipClass = GetComponent <ShipClass>(); camera = Camera.main; movement = GetComponent <MovementController>(); weapons = GetComponentInChildren <WeaponsController>(); }
public bool SetPilot(GameObject player) { if (pilot) { return(false); } GUIHandler.instance.ToggleGUI(); hull = transform.Find("Hull").gameObject; pilot = player; InputManager = pilot.GetComponent <InputManager>(); pilotCamController = GetComponent <PilotCamController>(); pilotCamController.enabled = true; pilotCamController.SetCamera(pilot.transform.Find("MainCamera").gameObject); pilot.transform.localPosition = pilotPosition.transform.position; pilot.transform.rotation = transform.rotation; pilot.transform.SetParent(hull.transform); weaponsController = GetComponent <WeaponsController>(); weaponsController.InputManager = InputManager; weaponsController.enabled = true; return(true); }
private void Start() { Instance = this; _controllers = new GameObject("Controllers"); _objManager = GetComponent <ObjManager>(); _otherStuffCollector = GetComponent <OtherStuffCollector>(); _inputController = _controllers.AddComponent <InputController>(); _weaponsController = _controllers.AddComponent <WeaponsController>(); _botsControlCenter = _controllers.AddComponent <BotsControlCenter>(); _spawnController = _controllers.AddComponent <SpawnController>(); }
private void Start() { EntityManager.Instance.RegisterCar(this); UpdateEngineSounds(); Transform firstPersonTransform = _transform.Find("Chassis/FirstPerson"); WeaponsController = new WeaponsController(this, Vcf, firstPersonTransform); SpecialsController = new SpecialsController(Vcf, firstPersonTransform); }
void Start() { myInfo = GetComponent <UnitInfo>(); weaponsController = GetComponent <WeaponsController>(); myRigidbody = GetComponent <Rigidbody>(); if (HUDController.Instance != null) { HUDController.Instance.SetThrottleTextPercentage(throttlePercentage); } }
private void Start() { Instance = this; _controllersGameObject = new GameObject { name = "Controllers" }; _inputController = _controllersGameObject.AddComponent <InputController>(); _flashlightController = _controllersGameObject.AddComponent <FlashlightController>(); _weaponsController = _controllersGameObject.AddComponent <WeaponsController>(); _objectManager = GetComponent <ObjectManager>(); }
void Awake() { if (!weaponsController) { weaponsController = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }
public PlayerFactory(Engine engine, SignalBus signalBus, DiContainer container, WeaponsController weaponsController) { _weaponsController = weaponsController; _container = container; _signalBus = signalBus; _engine = engine; container.BindMemoryPool <PlayerView, PlayerView.Pool>() .WithInitialSize(PollCount) .FromComponentInNewPrefabResource("PlayerEntity") .UnderTransformGroup("Pool_PlayerEntity"); _pool = container.Resolve <PlayerView.Pool>(); }
private void Start() { sr = GetComponent <SpriteRenderer>(); pc2d = GetComponent <PolygonCollider2D>(); wc = GetComponent <WeaponsController>(); pm = GetComponent <PlayerMovement>(); ps = GetComponentInChildren <ParticleSystem>(); playerCurrentHealth = playerStartHealth; gc = FindObjectOfType <GameController>(); startPosition = new Vector3(transform.position.x, transform.position.y, transform.position.z); }
public static void ResetPlayerStats() { singletonInstance.playerObject.transform.position = singletonInstance.offscreenPosition; string param = PlayerController.GetSizeParameter(); SetAnimationParameter(param, false); ResetPlayerSpeed(); ResetSizeParameter(); WeaponsController.ResetShellSpeed(); singletonInstance.gameObject.GetComponent <PlayerController>().enabled = false; singletonInstance.gameObject.GetComponent <WeaponsController>().enabled = false; singletonInstance.playerObject.GetComponent <Rigidbody2D>().velocity = Vector2.zero; singletonInstance.playerObject.GetComponent <Animator>().enabled = false; }
IEnumerator PickUp(Collider2D player) { // increase the fire rate for a period then revert back WeaponsController wc = player.GetComponent <WeaponsController>(); wc.firingRate = fireRateIncrease; GetComponent <Collider2D>().enabled = false; GetComponent <SpriteRenderer>().enabled = false; GetComponent <PolygonCollider2D>().enabled = false; yield return(new WaitForSeconds(2.0f)); wc.firingRate = fireRateNormal; Destroy(gameObject); }
// Inizializza la navetta public void Init() { _shipData = data.shipData; // Rimuovo tutti gli elementi all'interno del model container // Nel caso avessi già instanziato una navetta precedentemente foreach (Transform t in modelContainer.transform) { Destroy(t.gameObject); } GameObject ship = GameObject.Instantiate(_shipData.shipPrefab, modelContainer.transform); ship.name = _shipData.modelName; // Se la navetta possiede un renderer, procedo alla sostituzione dei colori if (ship.GetComponentInChildren <Renderer> () != null) { // Recupero l'elenco dei materiali della navetta Material[] shipMaterials = ship.GetComponentInChildren <Renderer> ().materials; // Ciclo sui colori all'interno del mio ScriptableObject for (int i = 0; i < _shipData.shipColors.Length; i++) { // Se l'indice del colore che sto considerando è presente nella lista // dei materiali... if (i <= shipMaterials.Length) { // ...assegno il colore shipMaterials [i].color = _shipData.shipColors [i]; } } } _weaponsController = gameObject.GetComponent <WeaponsController> (); if (_weaponsController != null) { _weaponsController.Init(data.weaponsData); } _enginesController = gameObject.GetComponent <EnginesController> (); if (_enginesController != null) { _enginesController.Init(data.enginesData); } }
public bool Execute(string[] commandParams, WeaponsController weaponsController) { var commandName = commandParams[0]; switch (commandName) { case "Create": { weaponsController.CreateWeapon(commandParams.Skip(1).ToArray()); return(false); } case "Add": { var gemParams = commandParams[3]; var socketIndex = int.Parse(commandParams[2]); var weaponName = commandParams[1]; weaponsController.AddGem(gemParams, socketIndex, weaponName); return(false); } case "Remove": { var weaponName = commandParams[1]; var socketIndex = int.Parse(commandParams[2]); weaponsController.RemoveGem(socketIndex, weaponName); return(false); } case "Print": { var weaponName = commandParams[1]; weaponsController.PrintWeapon(weaponName); return(false); } case "END": { weaponsController.Print(); return(true); } default: throw new ArgumentException("Invalid Command Name!"); } }
public static void UpdateAmmoDisplay() { for (int i = 0; i < singletonInstance.shellDisplay.Count; i++) { if (isReloading[i] == 0) { singletonInstance.shellDisplay[i].GetComponent <RawImage>().texture = singletonInstance.availableShell; singletonInstance.shellDisplay[i].GetComponent <RawImage>().color = new Color32(255, 255, 255, 255); } } for (int i = singletonInstance.shellDisplay.Count - 1; i > WeaponsController.GetCurrentMaxAmmo() - 1; i--) { singletonInstance.shellDisplay[i].GetComponent <RawImage>().texture = singletonInstance.disabledShell; singletonInstance.shellDisplay[i].GetComponent <RawImage>().color = new Color32(75, 75, 75, 255); } }
private void OnTriggerEnter2D(Collider2D collider) { var playerCol = collider.GetComponent <CharacterController2D>(); if (playerCol) { Debug.Log("Player collided"); ctrl = player.GetComponentInChildren <WeaponsController>(); if (ctrl) { Debug.Log("Weapons controller"); //ctrl.setRapidFire(); Destroy(gameObject); } } }
private void GiveUpgrade(PlayerActor player) { _onPickUpCue?.Play(); // Get weapons WeaponsController playerWeapons = player.GetComponent <WeaponsController>(); if (Hand) { playerWeapons.Right.UpgradeWeapon(_rightWeaponUpgrade); } else { playerWeapons.Left.UpgradeWeapon(_leftWeaponUpgrade); } Active = false; _upgradeParticleSystem?.gameObject.SetActive(false); }
float maxTargetLength = 10.0f; // Maximum amount of time to have a target before searching for a new one void Start() { myInfo = GetComponent <UnitInfo>(); weaponsController = GetComponent <WeaponsController>(); myRigidbody = GetComponent <Rigidbody>(); target = GetEasiestTarget(); myHealth = GetComponent <Health> (); phase = 1; shieldsOn = true; boosted = false; if (!UnitTracker.GetActiveUnits().Contains(this.gameObject)) { UnitTracker.AddUnit(this.gameObject); } // set target on spawn messageTxt = GameObject.Find("MessageText").GetComponent <MessageTextController>(); messageTxt.DisplayMessage("Their shields are too strong for our weapons. Try to find a weak point."); }
private void Explode() { _rigidBody.AddForce(Vector3.up * _rigidBody.mass * 5f, ForceMode.Impulse); CarInput carInputController = GetComponent <CarInput>(); if (carInputController != null) { Destroy(carInputController); } AudioSource explosionSource = _cacheManager.GetAudioSource(_gameObject, "xcar"); if (explosionSource != null) { explosionSource.volume = 0.9f; explosionSource.Play(); } EngineRunning = false; Destroy(_engineLoopSound); Destroy(_engineStartSound); Movement.Destroy(); Movement = null; AI = null; WeaponsController = null; SpecialsController = null; SystemsPanel = null; GearPanel = null; _compassPanel = null; RadarPanel = null; Destroy(transform.Find("FrontLeft").gameObject); Destroy(transform.Find("FrontRight").gameObject); Destroy(transform.Find("BackLeft").gameObject); Destroy(transform.Find("BackRight").gameObject); }
/// <summary> /// Init player, must be called before 'Start' /// </summary> public void Init() { MainCamera = GetComponentInChildren <Camera>(); // player must be faced to world forward transform.forward = Vector3.forward; // init vehicle Vehicle = GetComponentInChildren <PlayerVehicle>(true); Debug.Assert(Vehicle != null, "There must be a 'PlayerVehicle' as child object", this); Vehicle.Init(this); steeringWheel = Vehicle.SteeringWheel; // init weapons weaponsController = GetComponentInChildren <WeaponsController>(); weaponsController.SetOwner(this); SignToEvents(); }
// called once when object is instantiated void Start() { myInfo = GetComponent <UnitInfo>(); weaponsController = GetComponent <WeaponsController>(); myRigidbody = GetComponent <Rigidbody>(); // reference to head of turret for proper movement turretHead = this.gameObject.transform.GetChild(0).gameObject; // reference to radar on head of turret for proper movement; turretRadar = turretHead.transform.GetChild(0).gameObject; if (targetObject == null) { AcquireTarget(); } // if target not specified assume you are targeting playerfighter1 if (targetObject == null) { targetObject = GameObject.Find("PlayerFighter1"); } }
IEnumerator DrawPixels() { int currentPixelRow = 0; ShellDisplay.isReloading[shellDisplayIndex] = 1; //this line is so that other shells now this one is reloading isCurrentlyLoading = true; //this is one is so that the coroutine just runs once //filling a part of the temporary texture with the target texture while (currentPixelRow < targetTexture.height) { //Debug.Log("currentPixel: " + currentPixelRow); for (int y = currentPixelRow; y < currentPixelRow + 1; y++) { for (int x = 0; x < tmpTexture.width; x++) { tmpTexture.SetPixel(x, y, targetTextureColors[x, y]); } tmpTexture.Apply(); gameObject.GetComponent <RawImage>().texture = tmpTexture; } currentPixelRow++; yield return(new WaitForSeconds(Time.deltaTime * reloadingTimeFactor)); } isCurrentlyLoading = false; int ammo = WeaponsController.GetCurrentAmmo(); WeaponsController.SetCurrentAmmo(ammo + 1); ShellDisplay.isReloading[shellDisplayIndex] = 0; WeaponsController.SetShellAsLoaded(shellDisplayIndex); ResetTextures(); enabled = false; }
// Use this for initialization void Start() { turretHead = transform.Find("TurretHead").gameObject; wc = GetComponent <WeaponsController>(); if (isChildTurret) { GetComponent <UnitInfo>().TeamID = transform.parent.GetComponent <UnitInfo>().TeamID; } if (isInvulnerable) { GetComponent <CapsuleCollider>().enabled = false; } else { GetComponent <CapsuleCollider>().enabled = true; } if (blueMaterial != null && redMaterial != null) { Material chosenMaterial = blueMaterial; if (color == TurretColor.RED) { chosenMaterial = redMaterial; } Material[] mats = transform.Find("TurretBody").GetComponent <MeshRenderer>().materials; mats[1] = chosenMaterial; transform.Find("TurretBody").GetComponent <MeshRenderer>().materials = mats; mats = transform.Find("TurretHead/Model").GetComponent <MeshRenderer>().materials; mats[0] = chosenMaterial; transform.Find("TurretHead/Model").GetComponent <MeshRenderer>().materials = mats; } }
float maxTargetLength = 10.0f; // Maximum amount of time to have a target before searching for a new one void Awake() { myInfo = GetComponent <UnitInfo>(); weaponsController = GetComponent <WeaponsController>(); myRigidbody = GetComponent <Rigidbody>(); }
private void InitializeSingleton() { singletonInstance = this; }
public Engine() { this.weaponsController = new WeaponsController(new WeaponsDatabase()); this.commandExecutor = new CommandExecutor(); }
public PresenterWeapons(SignalBus signalBus, WeaponsController weaponsController) { _weaponsController = weaponsController; _signalBus = signalBus; }
private void Awake() { _statsController = GetComponent <StatsController>(); _wpController = GetComponent <WeaponsController>(); _nextShoot = 0; }
private void OnPlayerLaserFiredEvent(WeaponsController weapons) { // Move towards wherever the shot came from waypoint.position = weapons.transform.position; }
void GetShipComponents() { playerShipEngines = playerObject.GetComponentInChildren <Engines>(); playerShipWeapons = playerObject.GetComponentInChildren <WeaponsController>(); }
public bool Execute(string[] commandParams, WeaponsController weaponsController) { var commandName = commandParams[0]; switch (commandName) { case "Create": { weaponsController.CreateWeapon(commandParams.Skip(1).ToArray()); return(false); } case "Add": { var gemParams = commandParams[3]; var socketIndex = int.Parse(commandParams[2]); var weaponName = commandParams[1]; weaponsController.AddGem(gemParams, socketIndex, weaponName); return(false); } case "Remove": { var weaponName = commandParams[1]; var socketIndex = int.Parse(commandParams[2]); weaponsController.RemoveGem(socketIndex, weaponName); return(false); } case "Print": { var weaponName = commandParams[1]; weaponsController.PrintWeapon(weaponName); return(false); } case "END": { return(true); } //case "Author": // { // Console.WriteLine($"Author: Pesho"); // return false; // } //case "Revision": // { // Console.WriteLine($"Revision: 3"); // return false; // } //case "Description": // { // Console.WriteLine($"Class description: Used for C# OOP Advanced Course - Enumerations and Attributes."); // return false; // } //case "Reviewers": // { // Console.WriteLine($"Reviewers: Pesho, Svetlio"); // return false; // } //default: // throw new ArgumentException("Invalid Command Name!"); // return true; } return(this.GetAttributeProperties(commandName)); }