public async Task <CharacterLookDto> GetCharacterLook(int characterId) { CharacterLook characterLook = await _unitOfWork.CharacterRepository.GetCharacterLook(characterId); CharacterLookDto characterLookToReturn = _mapper.Map <CharacterLookDto>(characterLook); return(characterLookToReturn); }
// Use this for initialization void Start() { playerUpgrades.SetActive(false); _uiManager = GameObject.Find("UI").GetComponent <UIManager>(); _characterMotor = GameObject.Find("PlayerMain").GetComponent <CharacterMotor>(); _pShoot = GameObject.Find("PlayerMain").GetComponent <PShoot>(); _characterLook = GameObject.Find("Camera").GetComponent <CharacterLook>(); }
public async Task <IActionResult> GetFullCharacterAvatar(string characterName) { var character = await RankingCharacter.GetCharacter(characterName); CharacterLook look = character.GetAvatarLook(); int[] items = new int[] { look.Cap, look.Cape, look.Coat, look.EarAccessory, look.EyeAccessory, look.Face, look.FaceAccessory, look.Glove, look.Hair, look.Pants, look.Shield, look.Shoes, look.Weapon } .Where(c => c != -1).ToArray(); return(LocalRedirect($"/api/gms/latest/character/{2000 + look.Skin}/{string.Join(",", items)}")); }
public async Task <bool> SaveCharacterLook(int id, CharacterLook characterLook) { if (!_context.CharacterLooks.Any(x => x.CharacterId == id)) { Add <CharacterLook>(characterLook); return(await SaveAll()); } Update <CharacterLook>(characterLook); return(await SaveAll()); }
public async Task <bool> SaveCharacterLook(int id, CharacterLookDto characterLookDto) { CharacterLook characterLook = _mapper.Map <CharacterLook>(characterLookDto); characterLook.CharacterId = id; if (!await _unitOfWork.CharacterRepository.SaveCharacterLook(id, characterLook)) { return(false); } return(true); }
// Use this for initialization void Start() { _uIManager = GameObject.Find("UI").GetComponent <UIManager>(); _characterShoot = GameObject.Find("PlayerMain").GetComponent <PShoot>(); _characterLook = GameObject.Find("Camera").GetComponent <CharacterLook>(); _characterMotor = GameObject.Find("PlayerMain").GetComponent <CharacterMotor>(); _gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); if (_gameManager.usedRepairKits.Contains(repairKitID)) { Destroy(gameObject); return; } }
// Use this for initialization void Start() { _uIManager = GameObject.Find("UI").GetComponent <UIManager>(); _characterShoot = GameObject.Find("PlayerMain").GetComponent <PShoot>(); _characterLook = GameObject.Find("Camera").GetComponent <CharacterLook>(); _characterMotor = GameObject.Find("PlayerMain").GetComponent <CharacterMotor>(); if (ammoID == "Undefined") { Debug.LogError("Ammo ID not generated"); } _gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); if (_gameManager.usedAmmo.Contains(ammoID)) { Destroy(gameObject); return; } }
void Awake() { characterLook = GetComponentInChildren <CharacterLook>(); rb = GetComponent <Rigidbody>(); capsuleCollider = GetComponent <CapsuleCollider>(); creator = GetComponentInChildren <CharacterCreator>(); join = FindObjectOfType <PlayersJoin>(); rb.position = creator.transform.position; bodyOriginOrientation = transform.localRotation; headOriginOrientation = headPoint.localRotation; // Initialize the current ground check distance currentGroundCheckDistance = groundCheckDistance; initialized = true; OnValidate(); }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody>(); _gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); transform.position = _gameManager.startPos; armor = _gameManager.gm_Armor; health = _gameManager.gm_health; maxHealth = _gameManager.gm_maxHealth; speed = _gameManager.gm_speed; jump = _gameManager.gm_jump; maxLightPower = _gameManager.gm_maxLightPower; _cursorshown = false; lightOn = false; spotLight.SetActive(false); interactE = false; _uiManager = GameObject.Find("UI").GetComponent <UIManager>(); _pShoot = GetComponent <PShoot>(); _characterLook = GameObject.Find("Camera").GetComponent <CharacterLook>(); if (_gameManager.gameState == GameState.Menu) { canShoot = false; canMove = false; Cursor.lockState = CursorLockMode.None; Cursor.visible = true; } else if (_gameManager.gameState == GameState.Play) { canShoot = true; canMove = true; Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; } //powerCoresCollected = _gameManager.gm_PowerCores; }
public void Start() { cc = GetComponent<CharacterController>(); // grab the character controller characterLook = GetComponentInChildren<CharacterLook>(); player = GetComponentInChildren<Character>(); }
public virtual void Process() { CharacterLook.Process(); CameraRig.Process(); }
public async Task <CharacterLook> GetCharacterLook(int id) { CharacterLook characterLook = await _context.CharacterLooks.SingleOrDefaultAsync(l => l.CharacterId == id); return(characterLook); }
public void Start() { cc = GetComponent <CharacterController>(); // grab the character controller characterLook = GetComponentInChildren <CharacterLook>(); player = GetComponentInChildren <Character>(); }
// Use this for initialization void Start() { _characterMotor = GameObject.Find("PlayerMain").GetComponent <CharacterMotor>(); _pShoot = GameObject.Find("PlayerMain").GetComponent <PShoot>(); _characterLook = GameObject.Find("Camera").GetComponent <CharacterLook>(); }