private void OnUpdate(EventArgs args) { if (!Enabled || !Game.IsInGame || Game.CurrentMatchState != MatchState.InRound || (LocalPlayer.Instance.CharName != "Shen Rao" && !string.IsNullOrEmpty(LocalPlayer.Instance.CharName))) { return; } if (MenuHandler.UseSkill(AbilitySlot.Ability6) && AbilitySlot.Ability6.IsReady() && LocalPlayer.Instance.Energized.Energy >= 25 && LocalPlayer.Instance.Living.MaxRecoveryHealth - LocalPlayer.Instance.Living.Health >= 22) { LocalPlayer.PressAbility(AbilitySlot.Ability6, true); return; } if (LocalPlayer.Instance.AbilitySystem.IsCasting && !LocalPlayer.Instance.AbilitySystem.IsPostCasting) { if (_combo || MenuHandler.AimUserInput) { Aiming.GetTargetAndAim(); } } else if (_combo && HasUltBuff()) { //ult logic? } else if (_combo && (!LocalPlayer.Instance.AbilitySystem.IsCasting || LocalPlayer.Instance.AbilitySystem.IsPostCasting)) { Casting.CastLogic(); } }
// Use this for initialization void Start() { shoot = transform.GetChild(0).GetComponent <ShootScript>(); aim = transform.GetChild(0).GetChild(0).GetComponent <Aiming>(); controller = GetComponent <FirstPersonController>(); mapCam = GameObject.Find("MapCamera").GetComponent <Camera>(); }
IEnumerator DeathAnimation(GameObject boat) { //turns off scripts for player action Aiming aim = boat.GetComponentInChildren <Aiming>(); Shooting shoot = boat.GetComponentInChildren <Shooting>(); MovePlayer1 move = boat.GetComponent <MovePlayer1>(); aim.enabled = !aim.enabled; move.enabled = !move.enabled; shoot.enabled = !shoot.enabled; //stops bgm and starts death sound GameManager.aud.Stop(); GameManager.aud.PlayOneShot(death); //plays death animation for (int i = 0; i < 50; i++) { yield return(new WaitForEndOfFrame()); boat.transform.eulerAngles = boat.transform.eulerAngles + new Vector3(0f, 0f, 18.1f); //rotates object boat.transform.localScale = boat.transform.localScale - new Vector3(.11f, .11f, 0f); //shrinks object } SceneManager.LoadScene(2); //loads death scene }
public void Initialize() { IWM = GetComponentInParent <ImprovedWeaponManager>(); //chargedArea = gameObject.GetComponentInChildren<ChargedLaserArea>(); aim = GameObject.FindGameObjectWithTag("TPCamera").GetComponent <Aiming>(); chargedDamage = initChargedDamage; //chargedArea.Initialize(); }
// Use this for initialization void Start() { disable = GetComponent <DisableOtherScripts> (); player_num = GetComponent <Movement> ().player_num; player_camera = GetComponentInChildren <Camera> ().gameObject; aimingScript = GetComponent <Aiming> (); rb = GetComponent <Rigidbody> (); }
public DifficultyCalculator() { Aiming = new Aiming(); Clicking = new Clicking(); Reading = new Reading(); Skills.Add(Aiming); Skills.Add(Clicking); Skills.Add(Reading); }
void Start() { messageText = messageTextGameObject.GetComponent <Text>(); messageGameObject.SetActive(false); mensajeSalteableBotonObjeto.SetActive(false); cam = FindObjectOfType <Camera_Controller>(); aim = FindObjectOfType <Aiming>(); descript = FindObjectOfType <Setexts>(); }
// Start is called before the first frame update void Start() { weaponHandler = GetComponent <Aiming>(); equipment = GetComponent <Equipment>(); RaycastWeapon existingWeapon = GetComponentInChildren <RaycastWeapon>(); if (existingWeapon) { Equip(existingWeapon); } }
//ActivateCannon active; // Use this for initialization void Start() { shooting = GetComponent <Shooting> (); movement = GetComponent <Movement> (); collectSnow = GetComponent <CollectSnow> (); collectFort = GetComponent <CollectSnowFort> (); aiming = GetComponent <Aiming> (); rb = GetComponent <Rigidbody>(); heal = GetComponent <HealSnowmanProximity>(); //active = GetComponent<ActivateCannon> (); }
private void Start() { if (instance == null) { instance = this; } Bullet.moveSpeed = 5; NumberGun = 0; joystickBG = transform.GetChild(0).GetComponent <Image>(); }
/// <summary> /// 背景オブジェクトの有効化 /// </summary> protected void Activate_Background() { MeshRenderer mr = InstantiateBackgroundObject(); mr.material.color = symbolColor; //追尾設定 Aiming aiming = mr.gameObject.GetComponent <Aiming>(); aiming.SetTarget(gameObject, new Vector3(0f, 0f, collisionRadius * 2f)); //レンダラの登録 backgroundObjectRenderer = mr; }
/// <summary> /// Устанавить позицию /// </summary> private void SetBubblePosition(Vector2 tensionPos) { //Ограничение позиции натяжения _tensionPos = _startPos - Vector2.ClampMagnitude(_startPos - tensionPos, shootInfo.maxAimingRadius); Bubble.RigidBody.MovePosition(_tensionPos); //Отправляем параметры прицеливания Aiming?.Invoke(_tensionPos, shootInfo.maxStartVelocity / shootInfo.maxAimingRadius * (_startPos - _tensionPos), Bubble.Collider.radius * _tr.localScale.x); }
void UpdateDashDirection() { Aiming aim = GetComponentInChildren <Aiming>(); if (aim.isLeftFacing() && currState != MovementState.Dash) { dashDirection = Direction.Left; } else if (currState != MovementState.Dash) { dashDirection = Direction.Right; } }
void OnEnable() { fireCount = fireRate; audioSource = GetComponent <AudioSource>(); aim = transform.GetChild(0).GetComponent <Aiming>(); weaponManagement = transform.GetChild(0).GetChild(0).GetComponent <WeaponManagement>(); GetComponent <AudioSource>().enabled = true; GetComponent <Camera>().enabled = true; transform.Find("ClipingCam").gameObject.SetActive(true); transform.Find("WeaponSlot").gameObject.GetComponent <Aiming>().enabled = true; transform.Find("WeaponSlot").gameObject.layer = LayerMask.NameToLayer("MainWeapon"); playerDatas = transform.parent.GetComponent <PlayerDatas>(); playerNetAgent = transform.parent.GetComponent <PlayerNetworkAgent>(); }
public ExtendedView(Settings settings, GameState gameState, ITobiiTracker tobiiTracker, Aiming aiming, DebugOutput debugOutput ) { _settings = settings; _gameState = gameState; _aiming = aiming; _debugOutput = debugOutput; _tobiiTracker = tobiiTracker; _aimTransitionState = 1; _extendedViewCamera = World.CreateCamera(new Vector3(), Vector3.Zero, 60f); _forwardCamera = World.CreateCamera(new Vector3(), Vector3.Zero, 60f); }
void Start() ///initialise start game variables and attach links to other scripts needed for interaction { throwCharge = minThrowForce; rb = GetComponent <Rigidbody>(); rb.velocity = Vector3.zero; velocityChange = rb.velocity; aim = GameObject.FindGameObjectWithTag("Arrow").GetComponent <Aiming>(); aim.gameObject.SetActive(false); anim = GetComponent <Animator>(); //get the animator component sound = GetComponent <AudioSource>(); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.name == "End") { collision.GetComponent <EndGame>().OnGameEnd(); } if (collision.name == "AK-47") { Transform gun = collision.gameObject.transform; gun.SetParent(rb2d.transform, false); gun.transform.position = new Vector3(rb2d.transform.position.x + 0.2f, rb2d.transform.position.y - 0.3f, 0); gun.transform.rotation = Quaternion.identity; gun.transform.transform.localScale = new Vector3(2, 2, 0); Aiming aiming = rb2d.gameObject.GetComponent <Aiming>(); aiming.enabled = true; } }
private void OnUpdate(EventArgs args) { if (!Enabled || !Game.IsInGame || Game.CurrentMatchState != MatchState.InRound || LocalPlayer.Instance.CharName != "Jumong") { DebugOutput = ""; return; } if (LocalPlayer.Instance.AbilitySystem.IsCasting && !LocalPlayer.Instance.AbilitySystem.IsPostCasting) { if (_combo || MenuHandler.AimUserInput) { Aiming.GetTargetAndAim(); } } else if (_combo && (!LocalPlayer.Instance.AbilitySystem.IsCasting || LocalPlayer.Instance.AbilitySystem.IsPostCasting)) { Casting.CastLogic(); } }
public void Aim(Aiming aimingType) { Vector3 rot; switch (aimingType) { case Aiming.UPRIGHT: rot = aimingUpRight; break; case Aiming.UPLEFT: rot = aimingUpLeft; break; case Aiming.DOWNRIGHT: rot = aimingDownRight; break; case Aiming.DOWNLEFT: rot = aimingDownLeft; break; case Aiming.LEFT: rot = aimingLeft; break; case Aiming.RIGHT: rot = aimingRight; break; default: throw new ArgumentOutOfRangeException(nameof(aimingType), aimingType, null); } transform.rotation = Quaternion.Euler(rot); }
private void Start() { GetAimingScript = GetComponent <Aiming>(); currentPower = maximumPower; // Initialize Unit Health spriteRenderer = GetComponent <SpriteRenderer>(); }
public void fire(string animName, Facing facing, Aiming aiming, ProjectileType projType) { Vector2 shootPoint = AnimationController.getShootPoint(this.DrawPosition); Vector2 projDirection = Vector2.Zero; if (!animName.Contains("Hold")) { if (facing == Facing.Left) { projDirection.X -= 1; } else if (facing == Facing.Right) { projDirection.X += 1; } } if (aiming == Aiming.Up) { projDirection.Y -= 1; } else if (aiming == Aiming.Down) { projDirection.Y += 1; } ProjectileController projectile; switch (projType) { case ProjectileType.Missile: if (MissileCount < 1) return; MissileCount -= 1; projectile = new MissileController( this, shootPoint, m_previousVelocity, projDirection); break; case ProjectileType.Bullet: default: projectile = new BulletController( this, shootPoint, m_previousVelocity, projDirection); break; } GameplayManager.ActiveZone.add(projectile); }
protected override void updateInternal() { if (!roomsVisited.Contains(GameplayManager.ActiveZone.TopLeftPosition)) { roomsVisited.Add(GameplayManager.ActiveZone.TopLeftPosition); this.model.setStat("roomsVisited", this.model.getStat("roomsVisited") + 1); } #region Gather Movement Inputs if (!IsAirborne && InputSet.getInstance().getButton(InputsEnum.BUTTON_1) && (m_previousHeight != Height.Ball || Inventory.HasItem(Item.SpringBall))) { m_attemptedVelocity.Y -= 40; } // Debug movement, flies through stuff if (InputSet.getInstance().getButton(InputsEnum.BUTTON_4)) { Vector2 debugDp = new Vector2(); if (InputSet.getInstance().getLeftDirectionalX() > 0) debugDp.X = 10; if (InputSet.getInstance().getLeftDirectionalX() < 0) debugDp.X = -10; if (InputSet.getInstance().getLeftDirectionalY() > 0) debugDp.Y = -10; if (InputSet.getInstance().getLeftDirectionalY() < 0) debugDp.Y = 10; this.getCollider().move(debugDp); this.m_attemptedVelocity = Vector2.Zero; if (InputSet.getInstance().getButton(InputsEnum.BUTTON_3)) { Direction d = Direction.Up; bool dirSelected = true; if (InputSet.getInstance().getLeftDirectionalX() > 0) d = Direction.Right; else if (InputSet.getInstance().getLeftDirectionalX() < 0) d = Direction.Left; else if (InputSet.getInstance().getLeftDirectionalY() > 0) d = Direction.Up; else if (InputSet.getInstance().getLeftDirectionalY() < 0) d = Direction.Down; else dirSelected = false; if (dirSelected) { InputSet.getInstance().setToggle(InputsEnum.LEFT_DIRECTIONAL); GameplayManager.DebugZoneTransition(d); } } return; } Facing facing = Facing.None; if (InputSet.getInstance().getLeftDirectionalX() > 0) { facing = Facing.Right; } else if (InputSet.getInstance().getLeftDirectionalX() < 0) { facing = Facing.Left; } Facing facingPressed = facing; Aiming aiming = Aiming.None; bool downPressed = false; bool upPressed = false; if (InputSet.getInstance().getLeftDirectionalY() > 0) { aiming = Aiming.Up; upPressed = true; } else if (InputSet.getInstance().getLeftDirectionalY() < 0) { aiming = Aiming.Down; downPressed = true; } if (InputSet.getInstance().getButton(InputsEnum.LEFT_TRIGGER) && InputSet.getInstance().getButton(InputsEnum.RIGHT_TRIGGER)) { aiming = Aiming.None; } else if (InputSet.getInstance().getButton(InputsEnum.LEFT_TRIGGER)) { aiming = Aiming.Down; } else if (InputSet.getInstance().getButton(InputsEnum.RIGHT_TRIGGER)) { aiming = Aiming.Up; } #endregion #region Determine States & Animation State nextState = m_previousState; Height nextHeight = m_previousHeight; switch (m_previousState) { case State.Idle: if (m_attemptedVelocity.Y < 0 && aiming != Aiming.None) { nextState = State.Airborne; } else if (m_attemptedVelocity.Y < 0) { nextState = State.Takeoff; } else if (IsAirborne) { nextState = State.Airborne; } else if (facing != Facing.None && facing != m_previousFacing) { nextState = State.Turning; } else if (facing != Facing.None && facing == m_previousFacing && nextHeight != Height.Ball) { nextState = State.Moving; nextHeight = Height.Stand; } else if (facing != Facing.None && facing == m_previousFacing && nextHeight == Height.Ball) { nextState = State.Moving; nextHeight = Height.Ball; } else if (m_previousHeight == Height.Stand && downPressed) { nextState = State.Idle; nextHeight = Height.Crouch; InputSet.getInstance().setToggle(InputsEnum.LEFT_DIRECTIONAL); } else if (m_previousHeight == Height.Crouch && upPressed) { nextState = State.Idle; nextHeight = Height.Stand; } else if (m_previousHeight == Height.Crouch && downPressed && Inventory.HasItem(Item.MorphingBall)) { nextState = State.Idle; nextHeight = Height.Ball; } else if (m_previousHeight == Height.Ball && upPressed) { nextState = State.Idle; nextHeight = Height.Crouch; InputSet.getInstance().setToggle(InputsEnum.LEFT_DIRECTIONAL); } else { nextState = State.Idle; } break; case State.Moving: if (m_attemptedVelocity.Y < 0 && aiming == Aiming.None) { nextState = State.Spin; } else if (m_attemptedVelocity.Y < 0) { nextState = State.Takeoff; } else if (IsAirborne) // fell { nextState = State.Airborne; } else if (facing != Facing.None && facing != m_previousFacing) { nextState = State.Turning; } else if (facing != m_previousFacing) { nextState = State.Idle; } else { nextState = State.Moving; } break; case State.Turning: nextState = State.Idle; break; case State.Spin: if (aiming != Aiming.None) { m_previousState = State.Airborne; // yes, it's a hack } // yes, this is indeed a goto - it's the C# way of supporting fall through. // because it doesn't support real fall through. // ...even though "break" is required at the end of each case. goto case State.Airborne; case State.Airborne: if (!InputSet.getInstance().getButton(InputsEnum.BUTTON_1)) { m_attemptedVelocity.Y = Math.Max(0, m_attemptedVelocity.Y); } if (!IsAirborne && aiming == Aiming.None) { nextState = State.Landing; } else if (!IsAirborne) { nextState = State.Idle; } else { nextState = m_previousState; // see Spin hack } break; case State.Takeoff: nextState = State.Airborne; break; case State.Landing: if (m_previousFacing == facing || facing == Facing.None) { nextState = State.Idle; if (nextHeight != Height.Ball) nextHeight = Height.Stand; } else { nextState = State.Turning; } break; } if (facing == Facing.None && nextState != State.Turning) { facing = m_previousFacing; } bool addHold = facingPressed == Facing.None && ((nextState == State.Idle && upPressed) || (nextState == State.Airborne && (upPressed || downPressed))); string animName = String.Format("{0}{1}{2}{3}{4}", (nextHeight != Height.Ball) ? nextState.ToString() : "", (nextHeight != Height.Ball) ? facing.ToString() : "", (nextState != State.Takeoff && nextState != State.Landing && nextState != State.Spin && nextHeight != Height.Ball) ? aiming.ToString() : "", addHold ? "Hold" : "", (nextState == State.Idle || nextState == State.Turning || nextHeight == Height.Ball) ? nextHeight.ToString() : "" ); try { AnimationController.requestAnimation(animName, AnimationController.AnimationCommand.Play); //System.Console.WriteLine(animName); } catch { System.Console.WriteLine(String.Format("Animation '{0}' not found", animName)); } #endregion #region Handle Movement if (nextState == State.Moving) { if (facing == Facing.Left) { m_attemptedVelocity.X -= m_speedMax; } else if (facing == Facing.Right) { m_attemptedVelocity.X += m_speedMax; } } if ((nextState == State.Airborne || nextState == State.Spin) && facingPressed != Facing.None) { if (facing == Facing.Left) { m_attemptedVelocity.X -= m_speedMax * 2 / 3; } else if (facing == Facing.Right) { m_attemptedVelocity.X += m_speedMax * 2 / 3; } } #endregion #region Handle Shooting //Fire a weapon if (InputSet.getInstance().getButton(InputsEnum.BUTTON_3) && nextState != State.Spin && nextHeight != Height.Ball) { model.setStat("shots", model.getStat("shots") + 1); InputSet.getInstance().setToggle(InputsEnum.BUTTON_3); if (this.SelectedWeapon == ProjectileType.Bullet) { fire(animName, facing, aiming, ProjectileType.Bullet); } else if (this.SelectedWeapon == ProjectileType.Missile) { fire(animName, facing, aiming, ProjectileType.Missile); } } if (InputSet.getInstance().getButton(InputsEnum.BUTTON_2)) { InputSet.getInstance().setToggle(InputsEnum.BUTTON_2); if (this.SelectedWeapon == ProjectileType.Bullet) { this.SelectedWeapon = ProjectileType.Missile; } else if (this.SelectedWeapon == ProjectileType.Missile) { this.SelectedWeapon = ProjectileType.Bullet; } } #endregion m_previousFacing = facing; m_previousAiming = aiming; m_previousHeight = nextHeight; m_previousState = nextState; DoubleRect oldBounds = this.getCollider().Bounds; double heightDiff = oldBounds.Height - Math.Min(AnimationController.CurrentSprite.box.Height * AnimationController.Scale - 5, m_baseCollisionBoxHeight); DoubleRect newBounds = oldBounds; newBounds.Height -= heightDiff; newBounds.Y += heightDiff; if (this.getCollider().queryDetector(oldBounds).Count < this.getCollider().queryDetector(newBounds).Count) { newBounds = oldBounds; } this.getCollider().Bounds = newBounds; }
private void Awake() { aim = GetComponentInParent <Aiming>(); aidImageObject = transform.GetChild(0).gameObject; }
void Awake() { Instance = this; }
void Awake() { //Lifetime = 0; aiming = gameObject.GetComponent <Aiming>(); }
void Awake() { //实例化自身 instance = this; }
private void Awake() { cameraController = CameraController.Instance; aiming = GetComponent <Aiming>(); firePoint = transform; }
void Awake() { //Lifetime = 0; buildManager = BuildManager.singleton; aiming = gameObject.GetComponent <Aiming>(); }