public void MoveTo(Board board, Position newPosition) { if (HeroMovement.IsValidMovement(board, newPosition)) { this.Position = newPosition; } }
public override void Action(GameObject target) { base.Action(target); _cardAction = target.GetComponent <HeroMovement>(); _cardAction.enabled = true; }
// Use this for initialization void Start() { if (!tbmExists) { tbmExists = true; DontDestroyOnLoad(transform.gameObject); } else { Destroy(gameObject); } hero = FindObjectOfType<HeroMovement>(); if (textFile != null) { textLines = (textFile.text.Split('\n')); } if(endAtLine == 0) { endAtLine = textLines.Length - 1; } if (isActive) { EnableTextBox(); } else { DisableTextBox(); } }
void playMiningAnimation() { Animator animator = GameObject.Find("Hero").GetComponent <Animator> (); string side = new HeroMovement().findSide(); animator.SetBool(side + "Mining", true); }
// Start is called before the first frame update void Start() { heroMovement = GetComponent <HeroMovement>(); maxHealth = 100; health = maxHealth; SetMaxHealth(); }
// Update is called once per frame void Update() { if (hm == null) hm = ObstacleController.PLAYER.GetComponent<HeroMovement>(); Vector3 newPos = Target.transform.position; CameraSmoothing(hm.Rage); newPos.x += OffsetX; newPos.y += OffsetY + (UseBump ? Mathf.Sin(y_bump) * 10f * Time.deltaTime : 0); newPos.z += OffsetZ; if (rageCurrent > 0) { Vector3 pos = ObstacleController.PLAYER.transform.position; Vector3 cam = transform.position; Vector3 direction = (cam - pos).normalized; direction *= rageCurrent * 2; newPos += direction; } y_bump += 0.15f; transform.position = newPos; }
public void AnimateMovement(HeroManager hero) { if (animator == null) { OnAvatarCreated(); return; } string animation = Idle; HeroMovement h = hero.heroMovement; if (h.xzMovement != Vector3.zero) { if (h.xMove) { animation = Run; } if (h.zMove) { if (h.zMotion > 0) { if (h.isWalking) { animation = Walk; } else { animation = Run; } } else { animation = BackPedal; } } } if (!h.isGrounded) { if (h.yMovement.y > 0) { animation = Fall; } else { animation = Fall; } } if (hero.heroCombat.health == 0) { animation = Death; } if (lastMovementAnim != animation) { CmdStartAnimation(animation); } lastMovementAnim = animation; }
private void SetDestinationSystem(int targetSystem, string task) { float offence = 0f; int hero = -1; bool foundHero = false; for (int k = 0; k < player.playerOwnedHeroes.Count; ++k) { heroScript = player.playerOwnedHeroes[k].GetComponent <HeroScriptParent>(); if (offence < heroScript.assaultDamage && heroScript.isBusy == false) { offence = heroScript.assaultDamage; hero = k; foundHero = true; } } if (foundHero == true) { HeroMovement heroMovement = player.playerOwnedHeroes[hero].GetComponent <HeroMovement>(); heroScript = player.playerOwnedHeroes[hero].GetComponent <HeroScriptParent>(); heroMovement.FindPath(heroScript.heroLocation, MasterScript.systemListConstructor.systemList[targetSystem].systemObject, true); heroScript.isBusy = true; if (task == "Invade") { heroScript.aiInvadeTarget = targetSystem; } } }
// Use this for initialization void Start() { //In order to figure out which way the character is facing I need to access the HeroMovement script hm = gameObject.GetComponent <HeroMovement>(); myAttribute = gameObject.GetComponent <AttributeController>(); animator = gameObject.GetComponent <Animator>(); }
protected override void Start() { base.Start(); AbilityWParticle = GameObject.FindGameObjectWithTag("PW").GetComponent <ParticleSystem>(); AbilityWParticle.Stop(); movement = heroInfo.GetComponent <HeroMovement>(); }
protected override void OnCollectEffect(HeroMovement Hero) { if (activated) { GameManager.Instance.ChangeScene(SceneName); } }
// Use this for initialization public void Start() { //loading scripts hero = GameObject.FindWithTag("Player"); heroScript = hero.GetComponent <HeroMovement> (); combatMan = GameObject.FindGameObjectWithTag("Manager"); combatScript = combatMan.GetComponent <combatManagerScript> (); }
// Use this for initialization void Start() { mapTheme = mapThemes[Random.Range(0, 4)]; mapTheme.SetActive(!mapTheme.activeInHierarchy); startTheGame(); getMovementScript = player.GetComponent <HeroMovement>(); getPlayer = player.GetComponent <Player>(); }
void Start() { hm = GetComponent <HeroMovement>(); if (gameObject.name == "Kitty(Clone)" || gameObject.name == "Kitty") { isKitty = true; } }
void Start() { if (ObstacleController.PLAYER != null) { hm = ObstacleController.PLAYER.GetComponent<HeroMovement>(); } levelLength = LevelCreator.LengthConverter(LevelCreator.LEVEL_LENGTH) * 64 - 32; SetFellowActive(false); }
// Use this for initialization void Start() { myMovement = gameObject.GetComponent <HeroMovement>(); myAttribute = gameObject.GetComponent <AttributeController>(); hasWall = false; BigAttack = false; LittleAttack = false; animator = gameObject.GetComponent <Animator>(); }
// Use this for initialization void Start() { photon = this.GetComponent <PhotonView>(); animator = this.GetComponent <Animator>(); isAttacking = false; canPerformAttack = false; heroMovement = this.GetComponent <HeroMovement>(); hero = this.GetComponent <Hero>(); }
// Use this for initialization void Start() { heroAvatar = GetComponent <HeroAvatar> (); heroMovement = GetComponent <HeroMovement> (); heroCombat = GetComponent <HeroCombat> (); heroHud = GetComponent <HeroHud> (); characterController = GetComponent <CharacterController> (); camera = GetComponentInChildren <Camera>(true); camera.gameObject.tag = "LocalHeroCamera"; }
// Use this for initialization void Start() { flippers.enabled = !flippers.enabled; iceaxes.enabled = !iceaxes.enabled; gameoverpanel.SetActive(false); winpanel.SetActive(false); heroMovement = hero.GetComponent<HeroMovement>(); sec = 0; min = 0; text.text = "0"; }
// Use this for initialization void Start() { flippers.enabled = !flippers.enabled; iceaxes.enabled = !iceaxes.enabled; gameoverpanel.SetActive(false); winpanel.SetActive(false); heroMovement = hero.GetComponent <HeroMovement>(); sec = 0; min = 0; text.text = "0"; }
void Start() { heroAge = Time.time; heroShip = gameObject.GetComponent <HeroShip> (); heroMovement = gameObject.GetComponent <HeroMovement> (); system = MasterScript.RefreshCurrentSystem(heroLocation); movementSpeed = 1; currentHealth = 100; }
// Use this for initialization void Start() { hero = FindObjectOfType<HeroMovement>(); if (isActive) { EnableLevelPanel(); } else { DisableLevelPanel(); } }
public void WhenMove_ThenReturnTheHeroPosition( Directions direction, int initialPositionX, int initialPositionY) { var hero = new HeroSpawner() .CreateHero(_map, initialPositionX, initialPositionY); var subjectUnderTest = new HeroMovement(hero, _map); var result = subjectUnderTest.Move(direction); // Assert Assert.AreEqual(hero.PositionX, result.PositionX); Assert.AreEqual(hero.PositionY, result.PositionY); }
// Use this for initialization void Start() { hero = FindObjectOfType<HeroMovement>(); if (hero.startPoint == pointName) { hero.transform.position = transform.position; cam = FindObjectOfType<CameraFollow>(); cam.transform.position = new Vector3(transform.position.x, transform.position.y, cam.transform.position.z); } }
public void WhenMove_ThenUpdateTheHeroPosition( Directions direction, int initialPositionX, int initialPositionY, int expectedPositionX, int expectedPositionY) { var hero = new HeroSpawner().CreateHero(_map, initialPositionX, initialPositionY); var subjectUnderTest = new HeroMovement(hero, _map); subjectUnderTest.Move(direction); // Assert Assert.AreEqual(expectedPositionX, hero.PositionX); Assert.AreEqual(expectedPositionY, hero.PositionY); }
public void WhenMove_ThenUpdateTheHeroPositionInTheMap( Directions direction, int initialPositionX, int initialPositionY, int expectedPositionX, int expectedPositionY) { var hero = new HeroSpawner().CreateHero(_map, initialPositionX, initialPositionY); var subjectUnderTest = new HeroMovement(hero, _map); subjectUnderTest.Move(direction); // Assert Assert.IsTrue(_map.ContainsAHero(expectedPositionX, expectedPositionY), "The hero is not in the expected position"); }
// Use this for initialization void Start() { cameraTransform = GetComponentInChildren <Camera>(true).transform; if (!isLocalPlayer) { return; } cameraTransform.gameObject.SetActive(true); movement = GetComponent <HeroMovement> (); x = transform.eulerAngles.y; y = transform.eulerAngles.x; }
public override void OnEpisodeBegin() { count = 7000; heroMovement = GetComponent<HeroMovement>(); transform.position = startingHeroPosition; enemy.position = startingEnemyPosition; enemy2.position = e2; enemy3.position = e3; //transform.localPosition = new Vector3(-9, -4f, 0); //enemy.localPosition = new Vector3(12.1f, 0, 0); //enemy2.localPosition = new Vector3(1.9f, -2, 0); //enemy3.localPosition = new Vector3(7.1f, -1, 0); //enemy5.localPosition = new Vector3(9.9f, 3, 0); }
protected override void Start() { base.Start(); movement = GetComponent <HeroMovement>(); mana = maxMana; invMaxMana = 1.0f / maxMana; Attacked += HeroAttacked; Destroyed += HeroDeath; if (GameManager.Avail) { GameManager.Instance.AddHero(this); } TheHeroAudio = GetComponent <HeroAudio>(); idleTimer = 8.0f; }
public void Start() { myMovement = gameObject.GetComponent <HeroMovement>(); myBody = gameObject.GetComponent <Rigidbody2D>(); if (gameObject.layer != 13) { myLayer = gameObject.layer; } health = maxHealth; if (gameObject.tag == "Enemy") { enemyAI = gameObject.GetComponent <EnemyAI>(); speed = enemyAI.maxSpeed; } }
public void SetUp() { input = Substitute.For <Input>(); var heroPrefab = AssetDatabase.LoadAssetAtPath <GameObject>("Assets/Prefabs/Hero.prefab"); var heroInstance = Object.Instantiate(heroPrefab); heroView = heroInstance.GetComponent <HeroView>(); var map = MapFactory.AMap.Build(); var hero = new HeroSpawner().CreateHero(map, 0, 0); var heroMovement = new HeroMovement(hero, map); var movementController = new MovementController(heroView, heroMovement); heroView.Configure(input, movementController); }
// Use this for initialization void Start() { hero = GameObject.FindGameObjectWithTag("Player"); //Initializing gameobjects and scripts. heroScript = hero.GetComponent <HeroMovement> (); comMan = GameObject.FindGameObjectWithTag("Manager"); combatScript = comMan.GetComponent <combatManagerScript>(); //enemyTextObject = Find texts = GetComponentsInChildren <GUIText>(); //Figuring out which script belongs to which variable through this array and 4 for-loops, checking for each script name. for (int i = 0; i < 4; i++) { if (texts[i].name == "enemyText") { enemyText = texts[i]; } } for (int i = 0; i < 4; i++) { if (texts[i].name == "heroText") { heroText = texts[i]; } } for (int i = 0; i < 4; i++) { if (texts[i].name == "enemyDamText") { enemyDamText = texts[i]; } } for (int i = 0; i < 4; i++) { if (texts[i].name == "heroDamText") { heroDamText = texts[i]; } } guiTexture.color = Color.clear; //Since the game does not start in combat, the text needs to be invisible. guiTexture.enabled = false; enemyText.color = Color.clear; heroText.color = Color.clear; enemyDamText.color = Color.clear; heroDamText.color = Color.clear; }
public void TestJump() { GameObject testObj = new GameObject("testGO"); testObj.AddComponent <Rigidbody2D>(); testObj.AddComponent <Animator>(); HeroMovement heroMovement = testObj.AddComponent(typeof(HeroMovement)) as HeroMovement; Rigidbody2D rb2d = heroMovement.gameObject.GetComponent <Rigidbody2D>(); Assert.AreEqual(rb2d.velocity.y, 0); heroMovement.Start(); heroMovement.OnJump(); Assert.Greater(rb2d.velocity.y, 0); }
public void CheckIfCanHire(TurnInfo player, string heroType) { if (player.wealth >= 50 && player.playerOwnedHeroes.Count < 7) { int i = MasterScript.RefreshCurrentSystem(GameObject.Find(player.homeSystem)); GameObject instantiatedHero = (GameObject)Instantiate(MasterScript.heroGUI.heroObject, MasterScript.systemListConstructor.systemList[i].systemObject.transform.position, MasterScript.systemListConstructor.systemList[i].systemObject.transform.rotation); instantiatedHero.name = "Basic Hero_" + heroCounter; HeroScriptParent tempHero = instantiatedHero.GetComponent <HeroScriptParent>(); tempHero.heroType = heroType; tempHero.heroLocation = MasterScript.systemListConstructor.systemList[i].systemObject; tempHero.heroOwnedBy = player.playerRace; HeroMovement tempMove = instantiatedHero.GetComponent <HeroMovement>(); instantiatedHero.transform.position = tempMove.HeroPositionAroundStar(tempHero.heroLocation); ++heroCounter; player.wealth -= 50; player.playerOwnedHeroes.Add(instantiatedHero); switch (tempHero.heroType) { case "Soldier": tempHero.classModifier = 1.75f; break; case "Infiltrator": tempHero.classModifier = 1f; break; case "Diplomat": tempHero.classModifier = 1.5f; break; } } }
// Use this for initialization void Start() { numOfEnemies = 0; listOfEnemies [0] = 0; listOfEnemies [1] = 0; listOfEnemies [2] = 0; listOfEnemies [3] = 0; comPlayer = GameObject.FindGameObjectWithTag("Player"); heroScript = comPlayer.GetComponent <HeroMovement> (); cText = GameObject.Find("combatTextBox"); t = cText.GetComponent <combatTextScript>(); vic = GameObject.Find("VictoryConditionObject"); vScript = vic.GetComponent <victoryScript>(); }
// Use this for initialization void Start() { hero = FindObjectOfType<HeroMovement>(); if (textFile != null) { textLines = (textFile.text.Split('\n')); } if(endAtLine == 0) { endAtLine = textLines.Length - 1; } if (isActive) { EnableTextBox(); } else { DisableTextBox(); } }
private GameObject m_CanvasGameObject; // Used to disable the world space UI during the Starting and Ending phases of each round. public void Setup () { // Get references to the components. m_Movement = m_Instance.GetComponent<HeroMovement> (); m_Shooting = m_Instance.GetComponent<HeroShooting> (); m_CanvasGameObject = m_Instance.GetComponentInChildren<Canvas> ().gameObject; // Set the player numbers to be consistent across the scripts. m_Movement.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_PlayerNumber = m_PlayerNumber; // Create a string using the correct color that says 'PLAYER 1' etc based on the tank's color and the player's number. m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; // Get all of the renderers of the tank. MeshRenderer[] renderers = m_Instance.GetComponentsInChildren<MeshRenderer> (); // Go through all the renderers... for (int i = 0; i < renderers.Length; i++) { // ... set their material color to the color specific to this tank. renderers[i].material.color = m_PlayerColor; } }
// Update is called once per frame void Update() { if (hm == null && ObstacleController.PLAYER != null) { hm = ObstacleController.PLAYER.GetComponent<HeroMovement>(); } pZ = ObstacleController.PLAYER.transform.position.z; aZ = transform.position.z; if (pZ > levelLength && !LevelCreator.INF_MODE) { return; } dZ = pZ - aZ; speedMod = 1.05f * InfSpeedMod; if (dZ < VisibleDistance + 3) { SetFellowActive(true); } else { SetFellowActive(false); } if (!AreClose) { if (dZ < VisibleDistance) { // SetFellowActive(true); AreClose = true; closeTimer = 0; } else { // SetFellowActive(false); AreClose = false; GetTrampled = false; } } if (dZ <= 0) { if (!hm.dead) hm.Kill(); } if (AreClose) { if (closeTimer < MaxClose) { closeTimer += Time.deltaTime; speedMod = 1; } else { GetTrampled = true; trampleSpeed = 1.05f; AreClose = false; } } if (GetTrampled) { speedMod = trampleSpeed; transform.position += (new Vector3(0, 0, hm.MoveSpeed * speedMod) * Time.deltaTime); } else { transform.position += (new Vector3(0, 0, AreClose ? Mathf.Min(hm.MoveSpeed, hm.CurrentSpeed) : hm.MoveSpeed * speedMod) * Time.deltaTime); } if (dZ < VisibleDistance + 3) { RaycastHit rh; Vector3 tmpPos = transform.position; tmpPos.y += 5; if (Physics.Raycast(tmpPos, Vector3.down, out rh, 6)) { if (rh.collider.tag.Equals("Road")) { transform.position = rh.point; } } } }
void Start() { hm = ObstacleController.PLAYER.GetComponent<HeroMovement>(); }
// Update is called once per frame void Update() { if (hm == null) hm = ObstacleController.PLAYER.GetComponent<HeroMovement>(); if (started) { screencountdown -= Time.deltaTime; if (screencountdown < 0) { screencountdown = 0; started = false; } } else if (lost) { prescreencountdown -= Time.deltaTime; if (prescreencountdown <= 0) { screencountdown -= Time.deltaTime; if (screencountdown < 0) { screencountdown = 0; CurrentGameState.highscorecondition = EndState.Lost; if (CurrentGameState.InfiniteMode) CompleteLevel(); else { CurrentGameState.currentScore = SCORE; Application.LoadLevel(4); } } } } if (!PERFECT_RUN && lcs.perfectRun) { lcs.perfectRun = false; } soldierAnim += Time.deltaTime; if (soldierAnim > 1) soldierAnim -= 1; currentZ = ObstacleController.PLAYER.transform.position.z; if (showLinger) { if (lingerTimer > ShowLingerTime) { engagePercent = 0; releasePercent = 0; fixedEngagePercent = 0; engageFixed = false; showLinger = false; } else { lingerTimer += Time.deltaTime; } } }
// Use this for initialization void Start() { int moduleCount = (int)LevelCreator.LengthConverter(LevelCreator.LEVEL_LENGTH); maxScore = moduleCount * 5000; maxZ = (moduleCount * 64) - 32; HitList = new List<HitAccuracy>(); soldierAnim = 0; Screen.lockCursor = false; music.useGlobal = false; started = true; screencountdown = 1f; PERFECT_RUN = true; guin = GetComponent<GUINavigation>(); guin.maxKeys = 0; lcs = GetComponent<LevelCompleteScript>(); lost = false; prescreencountdown = 0f; countdown = 0; if (ObstacleController.PLAYER != null) hm = ObstacleController.PLAYER.GetComponent<HeroMovement>(); }
void Start() { hero = FindObjectOfType<HeroMovement>(); }
void Update() { if (Time.timeScale <= 0) return; if (hm.Charging) { charging = false; GUI.ResetBar(); GUI.BarActive = false; anim.SetInteger("AttackState", 0); } //if (anim != null) // print(anim.GetInteger("AttackState") + ", charging: " + charging); if (hm == null) { hm = ObstacleController.PLAYER.GetComponent<HeroMovement>(); anim = ObstacleController.PLAYER.GetComponent<Animator>(); anim.SetLayerWeight(1, 1); anim.SetLayerWeight(2, 1); anim.SetLayerWeight(3, 1); } if (Input.GetButtonDown("Fire1") && !hm.Charging) { //print("Fire1 down"); // Start charging attack charging = true; chargePercent = 0; chargeTime = 0; GUI.BarActive = true; GUI.lastEngagePercent = 0; anim.SetInteger("AttackState", 1); } if (charging) { if (chargeTime > MaxCharge * 1.1f) { // Stop attacking - overcharged charging = false; GUI.ResetBar(); GUI.BarActive = false; anim.SetInteger("AttackState", 0); return; } else { // Continue charging attack chargeTime += Time.deltaTime; //if (false) //{ // chargePercent = chargeTime; //} //else //{ lastChargePercent = chargePercent; chargePercent = ChargeSmoothing(chargeTime); //} //print("ChargePercent: " + chargePercent); float percent = chargePercent * 100; if (lastChargePercent > chargePercent) { percent = (1 + (1 - chargePercent)) * 100; } //print("chargePercent: " + chargePercent + ", percent: " + percent + ", time: " + chargeTime); GUI.engagePercent = percent; } } else if (anim != null && anim.GetInteger("AttackState") == 2) { if (attackAnimCountdown > 0) attackAnimCountdown -= Time.deltaTime; else { attackAnimCountdown = 0; anim.SetInteger("AttackState", 0); } } if (Input.GetButtonUp("Fire1")) { //print("Fire1 up"); // Release attack - hit if in a collider box anim.SetInteger("AttackState", 2); attackAnimCountdown = attackAnimLength; GUI.ResetBar(); GUI.BarActive = false; if (charging) { if (hitableEnemies.Count > 0) { int ri = UnityEngine.Random.Range(0, 2); if (ri == 1) SoundKill1.Play(); else SoundKill2.Play(); HitAccuracy ha = new HitAccuracy(); ha.Accuracy = chargePercent; ha.NumberOfHits = hitableEnemies.Count; ha.CurrentSpeed = hm.CurrentSpeed; //print(ha.ToString()); hm.SpeedUp += 0.5f; //capped at 4.0f in the setter if (!hm.Charging) { hm.Rage = Mathf.Min(hm.Rage + chargePercent / 5, 1); } GUI.AddHit(ha); // GUI.AttackFeedback(chargePercent); if (chargePercent > MIN_CHARGE) { foreach (GameObject enemy in hitableEnemies) { KillEnemy(enemy); } } hitableEnemies.Clear(); } else { HitAccuracy ha = new HitAccuracy(); ha.Accuracy = -1; ha.NumberOfHits = 0; ha.CurrentSpeed = hm.CurrentSpeed; GUI.AddHit(ha); if (!hm.complete && !hm.dead) SoundMiss.Play(); } } charging = false; GUI.lastEngagePercent = 0; } }
private void Start() { Hero = FindObjectOfType <HeroMovement>(); }
// Use this for initialization void Start() { if (ObstacleController.PLAYER != null) { hm = ObstacleController.PLAYER.GetComponent<HeroMovement>(); anim = ObstacleController.PLAYER.GetComponent<Animator>(); anim.SetInteger("AttackState", 0); anim.SetLayerWeight(1, 1); anim.SetLayerWeight(2, 1); anim.SetLayerWeight(3, 1); } attackAnimCountdown = 0f; AttackList = new List<GameObject>(); GUI = Camera.mainCamera.GetComponent<GUIScript>(); hitableEnemies = new List<GameObject>(); // Time.timeScale = 0.5f; LstSquQuadRegr solvr = new LstSquQuadRegr(); solvr.AddPoints(0, 0); solvr.AddPoints(MaxCharge / 2, 1); solvr.AddPoints(MaxCharge, 0); a = (float)solvr.aTerm(); b = (float)solvr.bTerm(); c = (float)solvr.cTerm(); //print("a: " + a + ", b: " + b + ", c: " + c); }