public override void Init(iGameMaster nMaster, string nteam, int level)
    {
        base.Init(nMaster, nteam, level);
        float sinAnsw = 0;

        if (sinIterator % 2 == 0)
        {
            sinAnsw = Mathf.Abs(Mathf.Sin(level * Mathf.Deg2Rad));
        }
        else
        {
            sinAnsw = Mathf.Abs(Mathf.Cos(level * Mathf.Deg2Rad));
        }
        if (sinAnsw > 0)
        {
            myBodyDamage += (sinIterator + sinAnsw) * myBodyBaseDamage; //charStats.CountDamageForGun(fireDamage, new WarriorStats(1));
        }
        else
        {
            sinIterator += 1;
        }
        int tmp = Random.Range(0, 100);

        if (tmp < 50 && lookingRight)
        {
            ChangeOrientation();
        }
        currentArmor  = armorOverride;
        currentHealth = healthOverride;
    }
Exemple #2
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 public override void Init(iGameMaster nMaster, string nteam, int level)
 {
     base.Init(nMaster, nteam, level);
     currentHealth = overrideHealth;
     beatSource    = GetComponent <AudioSource>();
     myDJ          = myDJObject.GetComponent <PlayerDJ>();
     myDJ.InitBaseObject(master, master.GetSoundMasterVolume(), master.GetMusicVolume(), master.GetSoundFXVolume());
 }
    public override void Init(iGameMaster nMaster, string nteam)
    {
        activeItems = new ActiveItem[activeItemsMaxCount];
        InitSelectedSkill();

        availableAmmo = new Dictionary <AmmoType, int>();
        DeserializeListsIntoDictionary();
        base.Init(nMaster, nteam);
        if (triggeringObjects == null)
        {
            triggeringObjects = new Dictionary <int, iInteractiveObject>();
        }
        else
        {
            triggeringObjects.Clear();
        }
        appliedPowerups = new List <iPowerUp>();

        if (Tools.IsDebugging())
        {
            moneyCount = 1000;
        }

        SetInputActions();

        UpdateAmmoIcon();
        UpdateItemsIcon(ItemType.Empty, 0, 0);
        UpdateItemsIcon(ItemType.Empty, 1, 0);
        UpdateItemsIcon(ItemType.Empty, 2, 0);
        UpdateItemsIcon(ItemType.Empty, 3, 0);
        myDJ = GetComponent <PlayerDJ>();

        UpdateHealthText();
        UpdateMoneyText();
        UpdateAmmoIcon();
        UpdateAmmoText();
        UpdateArmorText();
        UpdateGunIcon();
        master.UpdateSkillCooldownIcon(0, 0, 1);
        for (int i = 0; i < 4; i++)
        {
            activeItems[i]          = new ActiveItem();
            activeItems[i].count    = 0;
            activeItems[i].itemType = ItemType.Empty;
            UpdateItemsCount(i, activeItems[i].count);
            UpdateItemsIcon(activeItems[i].itemType, i, activeItems[i].count);
        }
        if (currentRifleObject != null)
        {
            master.UpdateAlternateFireIcon(currentRifleObject.GetComponent <iGun>().GetGunType());
        }
    }
Exemple #4
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 public override void Init(iGameMaster myMaster)
 {
     base.Init(myMaster);
     gameText = master.GetGameText();
 }
 public void Init(iGameMaster nMaster, string nteam, int level, bool willLookRight)
 {
     Init(nMaster, nteam, level);
     lookingRight = willLookRight;
 }