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); }
protected override void Start() { player = PlayerInput.instance.GetComponent <Character_Player>(); attributes = PlayerInput.instance.GetComponent <Attributes>(); attributes.UIChangeEvent += OnUIChange; player.DangerSignEvent += OnDangerSign; }
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; }
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(); }
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)); }
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; } } } }
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(); } }
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(); } } } }
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); }
private void Start() { player = PlayerInput.instance.GetComponent <Character_Player>(); InGameManager.instance.RegistEnemy(this); ChangeState(AIState.Idle); }
private void Start() { player = PlayerInput.instance.GetComponent <Character_Player>(); Hooks.Add(this); }
private void Start() { m_Player = Character_Player.instance; }
private void Start() { m_player = GameManager.Player; }
public override void BeginMission() { m_currenState = MissionState.IN_PROGRESS; m_player = GameObject.FindGameObjectWithTag("Player").GetComponent <Character_Player>(); }
public DialogManager(Character_Player pPlayer) { m_playerChar = pPlayer; }
private void Awake() { character = GetComponent <Character_Player>(); instance = this; }
private void Start() { player = PlayerInput.instance.GetComponent <Character_Player>(); Offset = player.transform.position - transform.position; }