Esempio n. 1
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 void Awake()
 {
     _manager       = FindObjectOfType <Manager>();
     fireProjectile = fireProjectile.GetComponent <FireProjectile>();
     this.gameObject.DrawCircle(_attackRange, .05f);
     //_anim = GetComponent<Animator>();
 }
Esempio n. 2
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	void Start ()
	{
		effectScript = GameObject.Find("FireProjectile").GetComponent<FireProjectile>();
		getProjectileNames();
		MyButtonText = Button.transform.FindChild("Text").GetComponent<Text>();
		MyButtonText.text = projectileParticleName;
	}
Esempio n. 3
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 private void Awake()
 {
     droidMeshRender      = droid.GetComponent <MeshRenderer>();             // Set up the reference to the Mesh Renderer
     boxCollider          = GetComponent <BoxCollider>();                    // Set up the reference to the Box Collider
     playerControlScript  = GetComponent <PlayerControl>();                  // Set up the reference to the PlayerControl script
     fireProjectileScript = GetComponent <FireProjectile>();                 // Set up the reference to the FireProjectile script
 }
Esempio n. 4
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    public override void Start()
    {
        base.Start();

        b1 = p1.GetComponent <Boomerang>();
        b2 = p2.GetComponent <Boomerang>();

        path1 = Polar180(Poly(6));
        path1 = Mult(boomerangRadius, path1);
        path2 = Negx(path1);

        //mainCycle = TPAndStart(this.transform, MainCycler);

        teleportHP = teleportHP1;
        teleport   = firstTeleport;

        currentAttackTime = defaultAttackTime;

        fire     = new FireProjectile(shotPrefab, shotDamage, shotKnockback, shotSpeed);
        fireBall = new FireProjectile(ballPrefab, 10, 1, 5, 2);

        boomerangCycle = Burst6;

        invulnCooldown = new Cooldown(teleportFromTime + teleportToTime);
    }
Esempio n. 5
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 void Start()
 {
     effectScript = GameObject.Find("FireProjectile").GetComponent <FireProjectile>();
     getProjectileNames();
     MyButtonText      = Button.transform.Find("Text").GetComponent <Text>();
     MyButtonText.text = projectileParticleName;
 }
        public static FireProjectile CreateNew(Layer layer, float x = 0, float y = 0)
        {
            FireProjectile instance = null;

            instance = new FireProjectile(mContentManagerName ?? FlatRedBall.Screens.ScreenManager.CurrentScreen.ContentManagerName, false);
            instance.AddToManagers(layer);
            instance.X = x;
            instance.Y = y;
            foreach (var list in ListsToAddTo)
            {
                if (SortAxis == FlatRedBall.Math.Axis.X && list is PositionedObjectList <FireProjectile> )
                {
                    var index = (list as PositionedObjectList <FireProjectile>).GetFirstAfter(x, Axis.X, 0, list.Count);
                    list.Insert(index, instance);
                }
                else if (SortAxis == FlatRedBall.Math.Axis.Y && list is PositionedObjectList <FireProjectile> )
                {
                    var index = (list as PositionedObjectList <FireProjectile>).GetFirstAfter(y, Axis.Y, 0, list.Count);
                    list.Insert(index, instance);
                }
                else
                {
                    // Sort Z not supported
                    list.Add(instance);
                }
            }
            if (EntitySpawned != null)
            {
                EntitySpawned(instance);
            }
            return(instance);
        }
Esempio n. 7
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        protected virtual void ExecuteSpecificWeapon(FireProjectile shooter)
        {
            // Check if the shooter exist
            if (shooter == null || shooter.firing)
            {
                return;
            }

            // Single shoot mode
            switch (shooter.fireMode)
            {
            case FireProjectile.FiringMode.Single:
                // Fire the main weapon and send the current ship's velocity as momentum
                shooter.Fire(bulletSpeed, currentVelocity * WeaponMomentum);
                break;

            case FireProjectile.FiringMode.Continuous:
                // Shoot as long as burst beam duration allows it
                shooter.Fire(bulletSpeed, currentVelocity * WeaponMomentum);
                break;

            default:
                throw new ArgumentOutOfRangeException();
            }
        }
 private void Awake()
 {
     animator       = GetComponent <Animator>();
     agent          = GetComponent <NavMeshAgent>();
     health         = GetComponent <Health>();
     fireProjectile = GetComponent <FireProjectile>();
 }
Esempio n. 9
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    // Use this for initialization
    void Start()
    {
        if (networkView.isMine == true)
        {
            myTransform        = transform;
            firePointTransform = myTransform.FindChild("FirePoint");
            manaScript         = gameObject.GetComponent <Mana>();
            fireProjectile     = GetComponent <FireProjectile>();
            spawn = GameObject.Find("SpawnManager").GetComponent <SpawnScript>();


            if (spawn.amIOnTheRedTeam == true)
            {
                iAmOnTheRedTeam = true;
            }
            if (spawn.amIOnTheBlueTeam == true)
            {
                iAmOnTheBlueTeam = true;
            }
        }
        else
        {
            enabled = false;
        }
        source = gameObject.GetComponent <AudioSource>();
    }
 /// <summary>
 /// Makes the argument objectToMakeUnused marked as unused.  This method is generated to be used
 /// by generated code.  Use Destroy instead when writing custom code so that your code will behave
 /// the same whether your Entity is pooled or not.
 /// </summary>
 public static void MakeUnused(FireProjectile objectToMakeUnused, bool callDestroy)
 {
     if (callDestroy)
     {
         objectToMakeUnused.Destroy();
     }
 }
Esempio n. 11
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    // Use this for initialization
    void Start()
    {
        playerManager = GetComponent<PlayerManager>();
        health = GetComponent<Health>();
        fireProj = GetComponent<FireProjectile>();

        inputDir = new Vector3();
    }
Esempio n. 12
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    protected override void SpawnBullet()
    {
        base.SpawnBullet();

        FireProjectile bullet = fireProjectilePool.Rent() as FireProjectile;

        SetUpBullet(bullet);
    }
Esempio n. 13
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    //-----------------------------------------------------------------------

    /**
     * Draw the wand on the HUD when player collects
     */
    public void DrawWand(int yPositionIn)
    {
        if (FireProjectile.PlayerHasWand())
        {
            yPositionIn += 20;
            int xPosition = ((Screen.width / 20) * 19);
            GUI.Label(new Rect(xPosition + 6, yPositionIn, width, 50), magicWand);
        }
    }
    void Start()
    {
        GameObject fireProjectileS = GameObject.FindWithTag("Player");

        if (fireProjectileS != null)
        {
            fireProjectile = fireProjectileS.GetComponent <FireProjectile>();
        }
    }
Esempio n. 15
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 void Awake()
 {
     // Set up initial values
     playerController   = GetComponent <PlayerControl>();
     fireProjectile     = GetComponent <FireProjectile>();
     startingHealth     = health;                            // This records the initial health value to use when player is destroyed
     healthSlider.value = health;
     powerUsage         = (powerEfficiency / 10);
 }
Esempio n. 16
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 void SetUpBullet(FireProjectile bullet)
 {
     if (bullet)
     {
         bullet.SetTarget(target);
         bullet.transform.position = projectileSpawnPoint.transform.position;
         bullet.gameObject.SetActive(true);
     }
 }
        private static void FactoryInitialize()
        {
            const int numberToPreAllocate = 20;

            for (int i = 0; i < numberToPreAllocate; i++)
            {
                FireProjectile instance = new FireProjectile(mContentManagerName, false);
                mPool.AddToPool(instance);
            }
        }
Esempio n. 18
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 void Awake()
 {
     // Set up initial values
     playerController = GetComponent <PlayerControl>();
     fireProjectile   = GetComponent <FireProjectile>();
     startingHealth   = health;                              // This records the initial health value to use when player respawns
     // startingPower = power;                               // 5. This records the initial power value to use when player respawns
     healthSlider.value = health;
     // powerUsage = (powerEfficiency / 10);                 // 6. Uncomment this for droid power system
 }
    public void OnTriggerEnter(Collider c)
    {
        string tag = c.tag;

        //Give player the magic wand
        if ("Player" == tag)
        {
            FireProjectile.SetMagicWand(true);
            Destroy(gameObject);
        }
    }    //end OnTriggerEnter
Esempio n. 20
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    void SpawnProjectile()
    {
        if (status == 3 && projectile != null)
        {
            FireProjectile projectile = Instantiate(this.projectile, transform.position + facingDirection, Quaternion.identity);

            SoundManager.instance.PlaySingle(fireballSound);

            projectile.Direction = facingDirection;
        }
    }
Esempio n. 21
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    private void Start()
    {
        myTimer = GetComponent <CountdownTimer>();
        myTimer.ResetTimer(timeForLevel);

        GameGUI.SetBarrelsLeft(barrelsForLevel);
        //print ("BARRELS FOR LEVEL" + barrelsForLevel);
        GameGUI.SetFinalLevel(isFinalLevel);

        FireProjectile.SetMagicWand(playerHasWand);
    }
Esempio n. 22
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        public IProjectile FireProjectile()
        {
            if (this.Target != null && this.Target.Exists && this.frameCount >= this.Speed)
            {
                this.frameCount = 0;
                Projectile projectile = null;

                if (Math.Abs(this.lastAngle - this.towerAngle) < 1)
                {
                    switch (this.projectileType)
                    {
                    case ProjectileSelection.ArrowProjectile:
                        projectile = new ArrowProjectile(
                            this.Coordinates.X,
                            this.Coordinates.Y,
                            this.Target,
                            this.Damage);
                        break;

                    case ProjectileSelection.FireProjectile:
                        projectile = new FireProjectile(
                            this.Coordinates.X,
                            this.Coordinates.Y,
                            this.Target,
                            this.Damage);
                        break;

                    case ProjectileSelection.FreezeProjectile:
                        projectile = new FreezeProjectile(
                            this.Coordinates.X,
                            this.Coordinates.Y,
                            this.Target,
                            this.Damage);
                        break;

                    case ProjectileSelection.SniperProjectile:
                        projectile = new SniperProjectile(
                            this.Coordinates.X,
                            this.Coordinates.Y,
                            this.Target,
                            this.Damage);
                        break;
                    }

                    return(projectile);
                }
            }
            else
            {
                this.frameCount++;
            }

            return(null);
        }
Esempio n. 23
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    // Start is called before the first frame update
    void Start()
    {
        fProjectile = this.gameObject.GetComponent <FireProjectile>();
        fProjectile.SetProjectile(dartObj);

        if (shootDelay < 0.5f)
        {
            shootDelay = 0.5f;
        }

        canSpawnPart = true;
    }
Esempio n. 24
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    //private float Deathtimer = 100f;

    // Start is called before the first frame update
    void Start()
    {
        if (Player == null)
        {
            Player = GameObject.FindGameObjectWithTag("Player");
        }
        if (Bullet == null)
        {
            Bullet = (GameObject)Resources.Load("Prefabs/Bullet") as GameObject;
        }

        fireProj = this.gameObject.GetComponent <FireProjectile>();
        fireProj.SetProjectile(Bullet);

        m_SpawnPickup = this.gameObject.GetComponent <SpawnPickup>();

        Enemy = this.gameObject;
    }
Esempio n. 25
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 void Awake()
 {
     inputState     = GetComponent <InputState> ();
     walkBehavior   = GetComponent <Walk> ();
     animator       = GetComponent <Animator> ();
     collisionState = GetComponent <CollisionState> ();
     duckBehavior   = GetComponent <Duck> ();
     if (blockAnimationNeed)
     {
         blockBehavoir = GetComponent <Block> ();
     }
     if (shootAnimationInAirNeed)
     {
         fireBehavior = GetComponent <FireProjectile> ();
     }
     if (changeStateNeed)
     {
         changeStateBevavior = GetComponent <ChangeState> ();
     }
 }
Esempio n. 26
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    IEnumerator throwFireballUp()
    {
        for (int f = 0; f < nbFireballsUp; ++f)
        {
            yield return(new WaitForSeconds(timeBetweenFireballsUp));

            float posX = Random.Range(
                transform.position.x - 1.5f, transform.position.x + 1.5f
                );
            FireProjectile projectile = Instantiate(
                fireProjectilePrefab,
                new Vector3(posX, transform.position.y, transform.position.z),
                Quaternion.identity
                );
            projectile.GetComponent <Rigidbody2D>().velocity = new Vector2(
                0f, projectileSpeedUp
                );
            Destroy(projectile, ttlFireballUp);
        }
    }
Esempio n. 27
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        virtual protected void ExecuteSpecificWeapon(FireProjectile shooter)
        {
            // Check if the shooter exist
            if (shooter == null || shooter.firing)
            {
                return;
            }

            // Single shoot mode
            if (shooter.fireMode == FireProjectile.FiringMode.Single)
            {
                // Fire the main weapon and send the current ship's velocity as momentum
                shooter.Fire(bulletSpeed, currentVelocity * WeaponMomentum);
            }
            // Continuous shoot mode
            else if (shooter.fireMode == FireProjectile.FiringMode.Continuous)
            {
                // Shoot as long as burst beam duration allows it
                shooter.Fire(bulletSpeed, currentVelocity * WeaponMomentum);
            }
        }
    // Use this for initialization
    void Start()
    {
        fireProjectile = GetComponent <FireProjectile>();

        fireProjectileCooldown = gameObject.AddComponent <ActionCoolDown>();
        fireProjectileCooldown.cooldownTime = fireProjectileCooldownTime;

        facing       = gameObject.AddComponent <Facing>();
        basicPatrol  = transform.GetComponentInChildren <BasicPatrol>();
        basicSearch  = transform.GetComponentInChildren <BasicSearch>();
        lookRotation = transform.GetComponentInChildren <LookRotation>();
        visionRange  = transform.GetComponentInChildren <VisionRange>();
        navMeshAgent = transform.GetComponentInChildren <NavMeshAgent>();

        health = transform.GetComponentInChildren <Health>();

        if (target != null)
        {
            visionRange.validTargets = new List <GameObject> {
                target
            };
        }
    }
Esempio n. 29
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 void Start()
 {
     ip = new InputPacket();
     fp = GetComponent <FireProjectile>();
     ip.inputAction1 = true;
 }
Esempio n. 30
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 void Start()
 {
     effectScript = GameObject.Find("FireProjectile").GetComponent<FireProjectile>();
     getEffectNames();
 }
Esempio n. 31
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 void Start()
 {
     effectScript = GameObject.Find("FireProjectile").GetComponent <FireProjectile>();
     getEffectNames();
 }
Esempio n. 32
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 // Start is called before the first frame update
 void Start()
 {
     m_FireProjectile = this.gameObject.GetComponent <FireProjectile>();
     m_FireProjectile.SetProjectile(m_Projectile);
 }
Esempio n. 33
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	void Start() 
	{
		_projectileLauncher = gameObject.GetComponent<FireProjectile> ();
	}
Esempio n. 34
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 // Use this for initialization
 void Start()
 {
     agent = GetComponent<NavMeshAgent>();
     tankGun = gameObject.GetComponentInChildren<FireProjectile>();
     sinceLastShot += Random.Range(0, fireRate);
 }
 public void SetPlayerProjectile(FireProjectile projectile)
 {
     player.Projectile = projectile;
 }
Esempio n. 36
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 protected override void Awake()
 {
     base.Awake();
     myProjectile = gameObject.GetComponent<FireProjectile>();
 }