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);
        }
Esempio n. 6
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    // 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;
        }
    }
Esempio n. 7
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    // 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;
        }
    }
Esempio n. 8
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    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;
    }
Esempio n. 10
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 public void Start()
 {
     cc = GetComponent<CharacterController>(); // grab the character controller
     characterLook = GetComponentInChildren<CharacterLook>();
     player = GetComponentInChildren<Character>();
 }
Esempio n. 11
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        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);
        }
Esempio n. 13
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 public void Start()
 {
     cc            = GetComponent <CharacterController>(); // grab the character controller
     characterLook = GetComponentInChildren <CharacterLook>();
     player        = GetComponentInChildren <Character>();
 }
Esempio n. 14
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 // Use this for initialization
 void Start()
 {
     _characterMotor = GameObject.Find("PlayerMain").GetComponent <CharacterMotor>();
     _pShoot         = GameObject.Find("PlayerMain").GetComponent <PShoot>();
     _characterLook  = GameObject.Find("Camera").GetComponent <CharacterLook>();
 }