Esempio n. 1
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    /*--------------------------------------------------------------------------------*/

    public Vector2 GetVAInterPolated(float radialRatio, float angularRatio,
                                     Character2D.Mood innerface_1, Character2D.Mood innerface_2,
                                     Character2D.Mood outerface_1, Character2D.Mood outerface_2)
    {
        float innerValence, innerArousal, outerValence, outerArousal, valence, arousal;

        if (innerface_1 == 0 && innerface_2 == 0)
        {
            innerValence = Character2D.getValence(Character2D.Mood.NEUTRAL);

            innerArousal = Character2D.getArousal(Character2D.Mood.NEUTRAL);
        }
        else
        {
            innerValence  = angularRatio * Character2D.getValence(innerface_1);
            innerValence += (1 - angularRatio) * Character2D.getValence(innerface_2);

            innerArousal  = angularRatio * Character2D.getArousal(innerface_1);
            innerArousal += (1 - angularRatio) * Character2D.getArousal(innerface_2);
        }
        outerValence  = angularRatio * Character2D.getValence(outerface_1);
        outerValence += (1 - angularRatio) * Character2D.getValence(outerface_2);
        valence       = (1 - radialRatio) * innerValence + radialRatio * outerValence;

        outerArousal  = angularRatio * Character2D.getArousal(outerface_1);
        outerArousal += (1 - angularRatio) * Character2D.getArousal(outerface_2);
        arousal       = (1 - radialRatio) * innerArousal + radialRatio * outerArousal;

        return(new Vector2(valence, arousal));
    }
Esempio n. 2
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    private void OnTriggerEnter2D(Collider2D collision)
    {
        GameObject collidedObject = collision.gameObject;

        if (collidedObject.GetComponent <Character2D>() && collidedObject.layer != layerToIgnore && !hitCharacters.Contains(collidedObject) && collidedObject.layer != 13)
        {
            if (collidedObject.GetComponent <AI>())
            {
                if (!collidedObject.GetComponent <AI>().isDead)
                {
                    hitCharacters.Add(collidedObject);
                    Character2D characterHit = collidedObject.GetComponent <Character2D>();
                    characterHit.TakeDamage(Damage);
                    characterHit.Knockback(new Vector2(KnockbackDirection.x, 0.5f), KnockbackPower, KnockbackDuration);
                }
            }
            else
            {
                hitCharacters.Add(collidedObject);
                Character2D characterHit = collidedObject.GetComponent <Character2D>();
                characterHit.TakeDamage(Damage);
                characterHit.Knockback(new Vector2(KnockbackDirection.x, 0.5f), KnockbackPower, KnockbackDuration);
            }
        }
    }
Esempio n. 3
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    /*--------------------------------------------------------------------------------*/

    // TODO Solve Code Duplication!!!
    public void SetMoodInterPolatedHR(float radialRatio, float angularRatio,
                                      Character2D.MoodHighRes innerface_1, Character2D.MoodHighRes innerface_2,
                                      Character2D.MoodHighRes outerface_1, Character2D.MoodHighRes outerface_2)
    {
        float value, innerValue, outerValue;

        for (int key = 0; key < Character2D.MAX_FACE_KEYS; key++)
        {
            innerValue  = angularRatio * Character2D.getKeyShapeVal(Character2D.Part.FACE, innerface_1, key);
            innerValue += (1 - angularRatio) * Character2D.getKeyShapeVal(Character2D.Part.FACE, innerface_2, key);
            outerValue  = angularRatio * Character2D.getKeyShapeVal(Character2D.Part.FACE, outerface_1, key);
            outerValue += (1 - angularRatio) * Character2D.getKeyShapeVal(Character2D.Part.FACE, outerface_2, key);
            value       = (1 - radialRatio) * innerValue + radialRatio * outerValue;
            meshRendererFace.SetBlendShapeWeight(key, value);
        }

        for (int key = 0; key < Character2D.MAX_EYE_KEYS; key++)
        {
            innerValue  = angularRatio * Character2D.getKeyShapeVal(Character2D.Part.EYES, innerface_1, key);
            innerValue += (1 - angularRatio) * Character2D.getKeyShapeVal(Character2D.Part.EYES, innerface_2, key);
            outerValue  = angularRatio * Character2D.getKeyShapeVal(Character2D.Part.EYES, outerface_1, key);
            outerValue += (1 - angularRatio) * Character2D.getKeyShapeVal(Character2D.Part.EYES, outerface_2, key);
            value       = (1 - radialRatio) * innerValue + radialRatio * outerValue;
            meshRendererEyes.SetBlendShapeWeight(key, value);
        }
    }
Esempio n. 4
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        public static void GoToBed(GameObject generalGameObject, NeedStatus restNeed)
        {
            Character2D generalOne = generalGameObject.GetComponent <Character2D>();

            List <Bed> beds = new List <Bed>(Object.FindObjectsOfType <Bed>()).Where(x => x.Occupied == false).ToList();

            if (beds.Count <= 0)
            {
                return;
            }
            Bed chosenBed = beds[_randomGenerator.Next(0, beds.Count - 1)];

            chosenBed.Occupied = true;
            Vector2 bedPosition = chosenBed.transform.position;

            Stack <ITask> taskChain = new Stack <ITask>();

            taskChain.Push(new SleepTask(new SleepData
            {
                General  = generalOne,
                Bed      = chosenBed,
                RestNeed = restNeed
            }));
            taskChain.Push(new PathfindToLocationTask(new PathfindData
            {
                Character = generalOne,
                Location  = bedPosition
            }));

            generalOne.Tasks.AddToStack(new AITaskChain(taskChain));
        }
Esempio n. 5
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 public void EnterCombat(List <Character2D> LinkedCharacters)
 {
     if (EnterCombatRountine != null)
     {
         return;
     }
     if (LinkedCharacters.Count > 0)
     {
         for (int i = 0; i < LinkedCharacters.Count; i++)
         {
             if (LinkedCharacters[i] == null)
             {
                 Debug.LogError("Character " + i + " is null");
                 return;
             }
             if (LinkedCharacters[i].Health <= 0)
             {
                 Debug.LogError("Character " + LinkedCharacters[i].name + " has no hp");
                 return;
             }
         }
         CombatCharacters             = LinkedCharacters;
         SelectedCharacter            = CombatCharacters[0];
         PlayerCharacter              = SelectedCharacter;
         AttackingCharacterLabel.text = SelectedCharacter.name;
         EnterCombatRountine          = MyFader.StartCoroutine(EnterCombatRoutine());
     }
     else
     {
         Debug.LogError("No characters, so cannot enter combat.");
     }
 }
Esempio n. 6
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        private void ActionSelect()
        {
            // get tile selected
            // is tower on this tile? if so, select new tower

            // if it is a wall, show its health

            // if it is ground, show the build options

            // If building mode, build selected tower

            /*if (GoldCoins >= GoldCost)
             * {
             *  Vector3 SpawnPosition = Camera.main.ScreenPointToRay(Input.mousePosition).origin;
             *  SpawnPosition.z = 0;
             *  GameObject MySpawn = Instantiate(TestingMonsterPrefab, SpawnPosition, Quaternion.identity);
             *  MapData.Instance.SpawnedCharacters.Add(MySpawn);
             *  GoldCoins -= GoldCost;    // minus cost of it
             *  OnGoldCoinsChanged();
             * }*/
            Vector3     SpawnPosition   = GetMousePositionInMap();
            Character2D TowerAtPosition = GetTowerAtPosition(SpawnPosition);
            //if (TowerAtPosition)
            {
                SelectTower(TowerAtPosition);
            }
        }
Esempio n. 7
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        public static void GoToToilet(GameObject generalGameObject, NeedStatus bladderNeed)
        {
            Character2D character = generalGameObject.GetComponent <Character2D>();

            List <Toilet> toilets = new List <Toilet>(Object.FindObjectsOfType <Toilet>()).Where(x => x.Occupied == false).ToList();

            if (toilets.Count <= 0)
            {
                return;
            }
            Toilet chosenToilet = toilets[_randomGenerator.Next(0, toilets.Count - 1)];

            chosenToilet.Occupied = true;
            Vector2 toiletPosition = chosenToilet.transform.position;

            Stack <ITask> taskChain = new Stack <ITask>();

            taskChain.Push(new UseToiletTask(new ToiletData
            {
                General     = character,
                Toilet      = chosenToilet,
                BladderNeed = bladderNeed
            }));
            taskChain.Push(new PathfindToLocationTask(new PathfindData
            {
                Character = character,
                Location  = toiletPosition
            }));

            character.Tasks.AddToStack(new AITaskChain(taskChain));
        }
Esempio n. 8
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        public static void SitDown(GameObject generalGameObject, NeedStatus restNeed)
        {
            Character2D character = generalGameObject.GetComponent <Character2D>();

            List <Chair> chairs = new List <Chair>(GameObject.FindObjectsOfType <Chair>()).Where(x => x.Occupied == false).ToList();

            if (chairs.Count <= 0)
            {
                return;
            }
            Chair chosenChair = chairs[_randomGenerator.Next(0, chairs.Count - 1)];

            chosenChair.Occupied = true;
            Vector2 chairPosition = chosenChair.transform.position;

            Stack <ITask> taskChain = new Stack <ITask>();

            taskChain.Push(new SitTask(new SitData
            {
                General  = character,
                Chair    = chosenChair,
                RestNeed = restNeed
            }));
            taskChain.Push(new PathfindToLocationTask(new PathfindData
            {
                Character = character,
                Location  = chairPosition
            }));

            character.Tasks.AddToStack(new AITaskChain(taskChain));
        }
Esempio n. 9
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    // Update is called once per frame
    void Update()
    {
        if (player == null)
        {
            player = GameObject.FindGameObjectWithTag("Player").GetComponent <Character2D>();
        }

        if (player != null)
        {
            if (Input.GetKeyDown(KeyCode.E))
            {
                if (carryingGameObject != null)
                {
                    carryingGameObject.mouseobject.SetActive(false);
                }
                CloseInventory();
            }

            if (carryingGameObject != null && Input.GetMouseButtonDown(0))
            {
                RaycastHit2D ray = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
                if (ray.collider != null)
                {
                    Debug.Log("Colliding with " + ray.collider.name);
                    if (ray.collider.gameObject.name == carryingGameObject.targetObject)
                    {
                        Debug.Log("Drop it like it's hot");
                    }
                }
            }
        }
    }
        public void cleanUpMovementList()
        {
            //System.Console.WriteLine("Cleaning up movement list");
            int listCount = movementList.Values.Count;

            for (int i = 0; i < listCount; i++)
            {
                //System.Console.WriteLine("Iterating through movementlist");
                if (((MovementMessage)movementList.GetByIndex(i)).messageTerminated == true)
                {
                    MovementMessage message       = ((MovementMessage)movementList.GetByIndex(i));
                    String          messageTypeId = message.messageTypeId;
                    Character2D     character     = game.getSceneGraph().getGenericCharacter2D(message.objectId);

                    ////System.Console.WriteLine("Removing terminated message: " + message.messageTypeId);
                    movementList.RemoveAt(i);

                    if (messageTypeId.Equals(GameConstants.PLAYER_INITIAL_JUMP_MSG))
                    {
                        System.Console.WriteLine("Triggering fall message after cleanup");
                        //character.changeStatus(GameConstants.PLAYER_FALL_MSG);
                    }
                    else if (messageTypeId.Equals(GameConstants.PLAYER_INITIAL_JUMP_MOVING_LEFT_MSG))
                    {
                        ////System.Console.WriteLine("Triggering fall message after cleanup");
                        character.changeStatus(GameConstants.PLAYER_FALL_MOVING_LEFT_MSG);
                    }
                    else if (messageTypeId.Equals(GameConstants.PLAYER_INITIAL_JUMP_MOVING_RIGHT_MSG))
                    {
                        //System.Console.WriteLine("Triggering fall message after cleanup");
                        character.changeStatus(GameConstants.PLAYER_FALL_MOVING_RIGHT_MSG);
                    }
                }
            }
        }
    private void Awake()
    {
        // set the static variable so that other classes can easily use this class
        instance = this;

        character = GetComponent <Character2D>();
    }
Esempio n. 12
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 // Start is called before the first frame update
 void Start()
 {
     Anim  = GetComponent <Animator>();
     rb    = this.GetComponent <Rigidbody2D>();
     Ch    = this.GetComponent <Character2D>();
     Audio = this.GetComponent <AudioSource>();
 }
Esempio n. 13
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    void Awake()
    {
        character      = GetComponent <Character2D>();
        spriteRenderer = GetComponent <SpriteRenderer>();
        cameraShaker   = Camera.main.GetComponent <Shaker>();

        IRLSFXOMG = GetComponent <FuturoScript>();
    }
Esempio n. 14
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 void Start()
 {
     character = soldier.character2D;
     jumpJetEffectzzTimer = gameObject.AddComponent<zzTimer>();
     jumpJetEffectzzTimer.setInterval(jumpJetTime);
     jumpJetEffectzzTimer.addImpFunction(OffJumpJetEffect);
     jumpJetEffectzzTimer.enabled = false;
 }
Esempio n. 15
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    private void OnTriggerEnter(Collider other)
    {
        Character2D player = other.GetComponent <Character2D> ();

        if (player != null)
        {
            player.TookDamage(damage);
            Debug.Log("Hit");
        }
    }
        public void DrawScaledHorizontallyFlipped2DModel(Character2D a, Texture2D c)
        {
            //System.Console.WriteLine("Object Position coordinates X: " + a.objectPosition.X);
            // System.Console.WriteLine("Object Position coordinates Y: " + a.objectPosition.Y);
            spriteBatch.Begin();

            spriteBatch.Draw(c, correctPosition(a.objectPosition), null, Color.White, 0f, Vector2.Zero,
                             a.scale, SpriteEffects.FlipHorizontally, 0f);
            spriteBatch.End();
        }
Esempio n. 17
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    private void OnTriggerEnter2D(Collider2D collision)
    {
        GameObject collidedObject = collision.gameObject;

        if (collidedObject.GetComponent <Character2D>() && collidedObject.layer != 13)
        {
            Character2D character = collidedObject.GetComponent <Character2D>();
            character.TakeDamage(damage);
            character.Knockback(new Vector2(-character.XMovementDirection.x, 1), 10, 1f);
        }
    }
Esempio n. 18
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        private void OnKilledCharacter(Character2D DeadCharacter)
        {
            int GoldAdd = DeadCharacter.GetGoldCoinsDrop();

            GoldCoins += GoldAdd;// Mathf.FloorToInt(Random.Range(0, 1.99f));
            OnGoldCoinsChanged();
            if (GoldAdd > 0)
            {
                MapData.Instance.CreateHealthPopup(DeadCharacter.transform.position, GoldAdd, 1);
            }
        }
Esempio n. 19
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    void Awake()
    {
        character      = GetComponent <Character2D>();
        spriteRenderer = GetComponent <SpriteRenderer>();
        dropCollider   = GetComponent <Collider2D>();

        contactFilter.layerMask    = hittableLayers;
        contactFilter.useLayerMask = true;

        GM = GameObject.Find("SCRIPTS").GetComponent <GameManager>();
    }
 public void gravityHandler(Character2D character)
 {
     if (!isCollidingWithFloor(character.objectPosition, character.width, character.height))
     {
         //System.Console.WriteLine("Gravity Handler: changing status to falling");
         character.changeStatus(GameConstants.PLAYER_FALL_MSG);
     }
     else
     {
         Console.WriteLine("Gravity collision");
     }
 }
Esempio n. 21
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 //FIXME_VAR_TYPE transform;
 //void Start()
 //{
 //    //GameObject lOwner  = transform.parent.gameObject;
 //    if (!owner)
 //        return;
 //    if (Network.peerType != NetworkPeerType.Disconnected && networkView.isMine)
 //    {
 //        networkView.RPC("RPCSetOwner", RPCMode.Others, owner.networkView.viewID);
 //        networkView.enabled = true;
 //    }
 //}
 public void setOwner(GameObject pOwner)
 {
     gameObject.name = "NS";
     transform.parent = pOwner.transform;
     transform.localPosition = Vector3.zero;
     owner = pOwner;
     hero = owner.GetComponentInChildren<Hero>();
     character = hero.getCharacter();
     actionCommandControl = owner.GetComponentInChildren<ActionCommandControl>();
     life = owner.GetComponent<Life>();
     soldierModelSmoothMove = owner.GetComponent<SoldierModelSmoothMove>();
 }
Esempio n. 22
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        public void Execute()
        {
            Character2D character = _general.GetComponent <Character2D>();

            character.Tasks.AddToStack(new IdleTask(new IdleData
            {
                General = _general
            }));

            General.General general = _general.GetComponent <General.General>();
            general.SatisfyBiggestNeed();
            SetCompleted();
        }
Esempio n. 23
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 private void PreviewSelect()
 {
     if (CanBuild)
     {
         Vector3     SpawnPosition        = GetMousePositionInMap();
         Character2D HighlightedCharacter = GetTowerAtPosition(SpawnPosition);
         if (HighlightedCharacter != null && HighlightedCharacter != SelectedTower)//new Vector3(Mathf.CeilToInt(SpawnPosition.x), Mathf.CeilToInt(SpawnPosition.y), 0)) == (byte)255))
         {
             PreviewSprite.transform.position = SpawnPosition;
             PreviewSprite.enabled            = true;
         }
     }
 }
Esempio n. 24
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 public void SelectTower(Character2D TowerAtPosition, bool IsForce = false)
 {
     if (SelectedTower)
     {
         SelectedTower.RemoveGlow();
     }
     SelectedTower = TowerAtPosition;
     if (SelectedTower)
     {
         SelectedTower.Glow();
     }
     SelectedGui.SelectCharacter(SelectedTower, IsForce);
 }
Esempio n. 25
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    /*--------------------------------------------------------------------------------*/

    public void SetMood(Character2D.Mood newMood)
    {
        mood = newMood;
        for (int key = 0; key < Character2D.MAX_FACE_KEYS; key++)
        {
            meshRendererFace.SetBlendShapeWeight(key, Character2D.getKeyShapeVal(Character2D.Part.FACE, mood, key));
        }

        for (int key = 0; key < Character2D.MAX_EYE_KEYS; key++)
        {
            meshRendererEyes.SetBlendShapeWeight(key, Character2D.getKeyShapeVal(Character2D.Part.EYES, mood, key));
        }
    }
Esempio n. 26
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    // Use this for initialization
    void Start()
    {
        carryingGameObject = null;
        player             = null;
        GameState.activateInventoryObjectEvent += ActivateInventoryItem;

        foreach (InventoryItem i in items)
        {
            if (i != null)
            {
                i.gameObject.SetActive(false);
            }
        }
    }
    void Start()
    {
        rigid = GetComponent <Rigidbody2D>();

        char2D = GetComponent <Character2D>();

        theGun        = GameObject.Find("gun");
        weaponControl = theGun.GetComponent <WeaponControl>();

        crouchSpeed = 0.3f;
        normalSpeed = 0.5f;
        jumpSpeed   = 0.3f;

        slow = false;
    }
Esempio n. 28
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 public override void SelectCharacter(Character2D NewSelectedCharacter)
 {
     base.SelectCharacter(NewSelectedCharacter);
     if (MyCharacter && MyCharacter.CanMove && NewSelectedCharacter)
     {
         Debug.Log(name + " is now battling with " + NewSelectedCharacter.name);
         // Start a combat area
         if (MyCombatArea)
         {
             List <Character2D> InvolvedCharacters = new List <Character2D>();
             InvolvedCharacters.Add(MyCharacter);
             InvolvedCharacters.Add(NewSelectedCharacter);
             MyCombatArea.EnterCombat(InvolvedCharacters);
         }
     }
 }
Esempio n. 29
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    private void Update()
    {
        if (starting)
        {
            return;
        }
        int numberActive = 0, numberReady = 0;

        for (int i = 0; i < selectors.Length; i++)
        {
            if (selectors[i].gameObject.activeInHierarchy)
            {
                numberActive++;
                if (selectors[i].Ready)
                {
                    numberReady++;
                }
            }
        }
        if (numberActive <= 1 || numberActive != numberReady)
        {
            return;
        }
        else
        {
            for (int i = 0; i < selectors.Length; i++)
            {
                if (!selectors[i].gameObject.activeInHierarchy)
                {
                    break;
                }
                Instantiate(prefabs[selectors[i].Selection], players[i].transform);
                players[i].SwitchCurrentActionMap("Player");
            }
        }

        for (int i = 0; i < players.Count; i++)
        {
            Character2D character = players[i].GetComponentInChildren <Character2D>();
            character.Color = colors[i];
            bases[i].SetActive(true);
            bases[i].GetComponentInChildren <WaifuBase>().robotType = character.robotType;
            bases[i].GetComponentInChildren <Light2D>().color       = colors[i];
        }
        starting = true;
        StartCoroutine(StartGame());
    }
Esempio n. 30
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    void Start()
    {
        gun           = GameObject.Find("gun");
        weaponControl = gun.GetComponent <WeaponControl>();

        cylinder      = GameObject.Find("UI-Cylinder");
        bulletCasings = GameObject.FindGameObjectsWithTag("UI-Bullet");

        uiAmmo     = GameObject.Find("TotalAmmo");
        ammoText   = uiAmmo.GetComponent <Text>();      //
        uiHeart    = GameObject.Find("Heart");
        heartImg   = uiHeart.GetComponent <Image>();    //
        uiHP       = GameObject.Find("HP");
        hpText     = uiHP.GetComponent <Text>();        //
        uiBottle   = GameObject.Find("BottleText");
        bottleText = uiBottle.GetComponent <Text>();    //

        magCounter = 6;
        inMag      = weaponControl.inMag;
        ammo       = weaponControl.ammo;
        maxAmmo    = weaponControl.maxAmmo;
        fireRate   = weaponControl.fireRate;

        guy         = GameObject.Find("Guy");
        character2d = guy.GetComponent <Character2D>();
        hp          = character2d.health;
        maxHP       = character2d.maxHealth;
        bottles     = character2d.bottles;
        maxBottles  = character2d.maxBottles;

        spinning  = false;
        reloading = false;

        //spinTime = new Vector3(0, 0, 1.2245f); // Find better way to get accurate rotation
        spinTime = new Vector3(0, 0, 1.0f);

        ammoText.text   = "" + ammo;
        bottleText.text = "" + bottles;
        hpText.text     = "" + hp;

        heartImg.fillAmount = hp;

        userControl = guy.GetComponent <UserControl>();

        bulletTime     = GameObject.Find("UITimer");
        bulletTimeFill = bulletTime.GetComponent <Image>();
    }
Esempio n. 31
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        public void Execute()
        {
            if (_pause)
            {
                return;
            }

            if (_movementNodeGenerated == false)
            {
                _movementAI.ClearPath();
                _movementAI.CreatePathTo(_pathfindData.Location);
                _movementNodeGenerated = true;
            }

            Character2D character    = _pathfindData.Character;
            var         movementPath = _movementAI.GetCurrentPath();

            if (movementPath.Count <= 0)
            {
                character.Animator.SetBool("IDLE", true);
                SetCompleted();
                return;
            }

            Vector2 targetPosition = movementPath[movementPath.Count - 1].Position;
            float   distance       = targetPosition.x - character.transform.position.x;

            if (distance < 0.0f)
            {
                character.FaceRight();
                distance = -1.0f;
                character.Animator.SetBool("IDLE", false);
            }
            else if (distance > 0.0f)
            {
                character.FaceLeft();
                distance = 1.0f;
                character.Animator.SetBool("IDLE", false);
            }
            else
            {
                character.Animator.SetBool("IDLE", true);
            }

            _movementAI.CheckAndMoveToNextPathNode();
            character.transform.position = new Vector3(character.transform.position.x + (character.WalkSpeed * distance), character.transform.position.y, character.transform.position.z);
        }
Esempio n. 32
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        public void Teleport(Character2D MyCharacter)
        {
            TeleportedCharacter = MyCharacter;
            OriginalParent      = TeleportedCharacter.transform.parent;
            OriginalPosition    = TeleportedCharacter.transform.position;
            TeleportedCharacter.transform.position = transform.position;
            TeleportedCharacter.transform.SetParent(transform);
            TeleportedCharacter.SetMovement(false);
            TeleportedCharacter.SetHealthBarVisibility(true);
            Transform SpriteTransform = TeleportedCharacter.transform.GetChild(0);

            FoW.HideInFog MyFog = SpriteTransform.GetComponent <FoW.HideInFog>();
            if (MyFog)
            {
                MyFog.enabled = false;
            }
            TeleportedCharacter.transform.GetChild(0).GetComponent <SpriteRenderer>().enabled = true;
        }
Esempio n. 33
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    //class NetData
    //{
    //    public NetData(int p1, int p2, double pTimestamp)
    //    {
    //        part1 = p1;
    //        part2 = p2;
    //        timestamp = pTimestamp;
    //    }
    //    public int part1;
    //    public int part2;
    //    public double timestamp;
    //}
    //System.Collections.Generic.Queue<NetData> netDataQueue
    //    = new System.Collections.Generic.Queue<NetData>();
    void Awake()
    {
        if (!soldier)
            soldier = gameObject.GetComponentInChildren<Soldier>();
        //if(!soldier)
        //	soldier=gameObject.GetComponentInChildren<Soldier>().getCharacter();
        //character = gameObject.GetComponentInChildren<Soldier>().getCharacter();
        soldierModelSmoothMove = GetComponent<SoldierModelSmoothMove>();
        character = soldier.getCharacter();
        actionCommandControl = gameObject.GetComponentInChildren<ActionCommandControl>();
        if (!life)
            life = gameObject.GetComponentInChildren<Life>();

        if (Network.isClient)
        {
            Destroy(soldier.GetComponentInChildren<SoldierAI>());
            //disappearTimer = gameObject.AddComponent<zzTimer>();
            //disappearTimer.setInterval(disappearTime);
            //disappearTimer.addImpFunction(disappear);
            //life.addDieCallback((x) => disappearTimer.enabled = false);
            if (!networkDisappear)
            {
                networkDisappear = gameObject.AddComponent<NetworkDisappear>();
                networkDisappear.life = life;
                networkDisappear.disenableWhenDisappear = new MonoBehaviour[] { soldier };
                networkDisappear.addDisappearEventReceiver(showDisappear);
            }
        }
        //if(disenableWhenDisappear ==null||disenableWhenDisappear.Length==0)
        //{
        //    disenableWhenDisappear
        //}
        //if( !zzCreatorUtility.isMine(gameObject.networkView ) )
        //{
        //	Destroy(soldier.GetComponentInChildren<SoldierAI>());
        //}
        //if(!soldier)
        //	Debug.LogError(gameObject.name);
    }
Esempio n. 34
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 private void Awake()
 {
     m_Character = GetComponent<Character2D>();
     m_Player = GetComponent<PlayerScript> ();
 }
Esempio n. 35
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 private void Awake()
 {
     _character = GetComponent<Character2D>();
 }