private void CreatePlayers()
    {
        _heroSpawnPosition   = GameObject.Find("Hero_SpawnPosition").transform;
        _girlSpawnPosition   = GameObject.Find("Girl_SpawnPosition").transform;
        _spriteSpawnPosition = GameObject.Find("Sprite_SpawnPosition").transform;

        //Create the Hero character and add it to the characterlist
        var heroCharacter = new Character_Player(Character.Characters.HERO);

        heroCharacter.IsActive = true;
        heroCharacter.VisualCharacter.transform.position = _heroSpawnPosition.position;
        _characterList.Add(heroCharacter);

        //Create the Girl character and add it to the characterlist
        var girlCharacter = new Character_Player(Character.Characters.GIRL);

        (girlCharacter.VisualCharacter as Character_PlayerBehaviour).Target = heroCharacter.VisualCharacter.transform;
        girlCharacter.VisualCharacter.transform.position = _girlSpawnPosition.position;
        _characterList.Add(girlCharacter);

        //Create the Sprite character and add it to the characterlist
        var spriteCharacter = new Character_Player(Character.Characters.SPRITE);

        (spriteCharacter.VisualCharacter as Character_PlayerBehaviour).Target = heroCharacter.VisualCharacter.transform;
        spriteCharacter.VisualCharacter.transform.position = _spriteSpawnPosition.position;
        _characterList.Add(spriteCharacter);

        //Set selected character to hero
        SelectedCharacter = heroCharacter;

        //Set the camera to the selected character.
        Camera.main.GetComponent <PlayerCamera>().SetCameraTarget(SelectedCharacter.VisualCharacter.transform);
    }
 protected override void Start()
 {
     base.Start();
     m_Player = Character_Player.instance;
     SetState(m_DefaultState);
     SetAlertState(EnemyAlertState.Passive);
 }
Esempio n. 3
0
 protected override void Start()
 {
     player     = PlayerInput.instance.GetComponent <Character_Player>();
     attributes = PlayerInput.instance.GetComponent <Attributes>();
     attributes.UIChangeEvent += OnUIChange;
     player.DangerSignEvent   += OnDangerSign;
 }
Esempio n. 4
0
 void Awake()
 {
     // Determine the current platform
     m_isWindows          = ((Application.platform == RuntimePlatform.WindowsPlayer) || (Application.platform == RuntimePlatform.WindowsEditor || Application.platform == RuntimePlatform.WindowsWebPlayer) ? true : false);
     m_bIsUsingController = Input.GetJoystickNames().Length != 0;
     m_player             = GameObject.FindGameObjectWithTag("Player").GetComponent <Character_Player>();
     m_dialogManager      = new DialogManager(m_player);
     m_instance           = this;
 }
Esempio n. 5
0
    protected override void Effect()
    {
        Character_Player player = Caster as Character_Player;

        if (player && target)
        {
            target.attribute.TakeDamage(10000, Caster.gameObject, false, false);
        }
        else
        {
            OnActionEnd();
        }
    }
    protected override void Awake()
    {
        if (instance != null)
        {
            Destroy(gameObject);
        }
        else
        {
            instance = this;
        }

        base.Awake();
    }
Esempio n. 7
0
    protected override void Effect()
    {
        Character_Player player = Caster as Character_Player;

        if (player && target)
        {
            target.attribute.ReduceStance(25);
        }
        else
        {
            OnActionEnd();
        }
        EffectManager.instance.CreateEffectByIndex(Caster.transform.position + Caster.GetForward() * 0.6f, 1, 5);
    }
    // returns true if the enemy sees an object of interest
    private bool LookForObjectsOfInterestInFOV(ref Plane[] planes, Character_Player player)
    {
        if (player == null)
        {
            Debug.Log("null player");
        }

        if (planes == null)
        {
            Debug.Log("Null planes");
        }

        return(GeometryUtility.TestPlanesAABB(planes, player.GetComponent <Collider>().bounds));
    }
Esempio n. 9
0
    public override void OnActionStart(Character_Base character)
    {
        base.OnActionStart(character);

        Character_Player player = Caster as Character_Player;

        if (player.HooKTarget)
        {
            pointB = player.HooKTarget.transform;
            player.FacePosition(player.HooKTarget.transform.position);
        }
        else
        {
            OnActionEnd();
        }
    }
 private void OnTriggerEnter(Collider other)
 {
     if (other.tag == "Player")
     {
         if (mission.GetMissionState == Mission.MissionState.IN_PROGRESS)
         {
             Character_Player player = other.gameObject.GetComponent <Character_Player>();
             //if(!player.PlayerInventory.Contains(m_itemToGive) )
             if (m_itemToGive != null)
             {
                 player.PlayerInventory.AddItem(m_itemToGive);
                 m_itemToGive = null;
             }
         }
     }
 }
Esempio n. 11
0
    public override void OnActionStart(Character_Base character)
    {
        base.OnActionStart(character);
        Caster.isImmortal = true;

        Character_Player player = Caster as Character_Player;

        target = player.executeTarget;
        if (player && target)
        {
            player.executeTarget.BeExecuted();
            player.executeTarget.FacePosition(player.transform.position);
        }
        else
        {
            OnActionEnd();
        }
    }
Esempio n. 12
0
    public void SelectCharacter(string characterKey)
    {
        //Spawns player
        if (m_CharacterDictionary.ContainsKey(characterKey))
        {
            GameObject characterToSpawn = m_CharacterDictionary[characterKey];
            GameObject player           = Instantiate(characterToSpawn, PlayerSpawn.instance.transform.position, Quaternion.identity);
            m_Player = Character_Player.instance;
        }

        //Enables enemies
        foreach (Character_Enemy enemy in m_Enemies)
        {
            enemy.enabled = true;
        }

        //Enables camera
        CameraFollower.instance.enabled = true;
    }
 void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.tag == "Player")
     {
         if (mission.GetMissionState == Mission.MissionState.INVALID)
         {
             Character_Player player = other.GetComponent <Character_Player>();
             if (mission.CheckRequirements(player))
             {
                 player.PlayerMissionManager.AddMission(mission);
             }
         }
         else if (mission.GetMissionState == Mission.MissionState.IN_PROGRESS)
         {
             if (mission.CheckForCompletion())
             {
                 mission.EndMission();
             }
         }
     }
 }
Esempio n. 14
0
 public virtual bool CheckRequirements(Character_Player player)
 {
     //check to see if the player meets the necessary requirements to start
     //returns true by default for missions that have no requirements
     return(true);
 }
Esempio n. 15
0
 private void Start()
 {
     player = PlayerInput.instance.GetComponent <Character_Player>();
     InGameManager.instance.RegistEnemy(this);
     ChangeState(AIState.Idle);
 }
Esempio n. 16
0
 private void Start()
 {
     player = PlayerInput.instance.GetComponent <Character_Player>();
     Hooks.Add(this);
 }
Esempio n. 17
0
 private void Start()
 {
     m_Player = Character_Player.instance;
 }
 private void Start()
 {
     m_player = GameManager.Player;
 }
Esempio n. 19
0
 public override void BeginMission()
 {
     m_currenState = MissionState.IN_PROGRESS;
     m_player      = GameObject.FindGameObjectWithTag("Player").GetComponent <Character_Player>();
 }
Esempio n. 20
0
 public DialogManager(Character_Player pPlayer)
 {
     m_playerChar = pPlayer;
 }
Esempio n. 21
0
 private void Awake()
 {
     character = GetComponent <Character_Player>();
     instance  = this;
 }
Esempio n. 22
0
 private void Start()
 {
     player = PlayerInput.instance.GetComponent <Character_Player>();
     Offset = player.transform.position - transform.position;
 }