// Start is called before the first frame update void Start() { float rand = Random.value; if (rand <= 0.25f) { pickupType = PickupType.Speed; } else { pickupType = PickupType.Bullet; } int integer = (int)pickupType; switch (integer) { case 0: GetComponentInChildren <MeshRenderer>().material = pickupColour[0]; break; case 1: GetComponentInChildren <MeshRenderer>().material = pickupColour[1]; break; } }
public bool Equals(Pickup other) { if (other == null) { return(false); } return(Index.Equals(other.Index) && Unknown04h.Equals(other.Unknown04h) && Unknown08h.Equals(other.Unknown08h) && Amount.Equals(other.Amount) && Unknown10h.Equals(other.Unknown10h) && Unknown14h.Equals(other.Unknown14h) && Blip.Equals(other.Blip) && Timer.Equals(other.Timer) && Position.Equals(other.Position) && Unknown2Ch.Equals(other.Unknown2Ch) && Unknown30h.Equals(other.Unknown30h) && Rotation.Equals(other.Rotation) && Unknown40h.Equals(other.Unknown40h) && ObjectId.Equals(other.ObjectId) && RefNum.Equals(other.RefNum) && PickupType.Equals(other.PickupType) && Flags.Equals(other.Flags) && Flags2.Equals(other.Flags2) && Unknown4Bh.Equals(other.Unknown4Bh) && Unknown4Ch.Equals(other.Unknown4Ch) && Unknown50h.Equals(other.Unknown50h)); }
public void Init(StatType type, int amount) { PickupType pickup = PickupType.BLUE_KEY; switch (type) { case StatType.LIFE: pickup = PickupType.LIFE; break; case StatType.POWER: pickup = PickupType.POWER; break; case StatType.DEFENSE: pickup = PickupType.DEFENSE; break; case StatType.EXPERIENCE: pickup = PickupType.EXPERIENCE; break; } this.pickup = pickup; this.amount = amount; }
public void SpawnRandomPickup(int index, Vector3 spawnPos) { PickupType pickupType = (PickupType)Random.Range((int)PickupType.None + 1, (int)PickupType.MaxPickup); GameObject obj = Instantiate(GetPrefabForType(pickupType), spawnPos, Quaternion.identity) as GameObject; activePickups.Add(new PickupObject(obj, index, pickupType)); }
bool SetSwapPlayers() { players = new GameObject[0]; players = GameObject.FindGameObjectsWithTag("Player"); m_CurrentPlayer = new GameObject(); m_SwapPlayer = new GameObject(); float tempHighest = 0.0f; for (int i = 0; i < players.Length; i++) { if (players[i].transform.position.y > tempHighest) { tempHighest = players[i].transform.position.y; m_SwapPlayer = players[i]; } if (players[i].GetComponent <CharacterController>().name == m_PlayerNumber) { m_CurrentPlayer = players[i]; } } if (m_CurrentPlayer == m_SwapPlayer)//Cant swap withself { return(false); } else { m_Type = PickupType.empty; return(true); } }
public void Collect(PickupType type) { // increment respective collectables switch (type) { case PickupType.coin: coinCount++; uiCoins.text = "Coins: " + coinCount; break; case PickupType.gem: gemCount++; uiGems.text = "Gems: " + gemCount + "/5"; if (gemCount >= 5) { uiWinText.enabled = true; } break; case PickupType.xp: xpCount++; uiXPBar.value = ((float)xpCount) / ((float)levelUpThreshold); if (xpCount == levelUpThreshold) { LevelUp(); } break; case PickupType.xpCase: //do nothing break; } }
void DisplayKey(PickupType keyToDisplay) { foreach (var key in ItemDictionary.Keys) { ItemDictionary[key].SetActive(key == keyToDisplay); } }
public cPickupInfo(PickupType pickup_type, cBaseRenderer renderer, Vector2f hit_rect_size, PickupEffectFunction effect) { this.pickupType = pickup_type; this.renderer = renderer; this.hitRectSize = hit_rect_size; this.effect = effect; }
public void AddItem(ItemType itemType, int amount, PickupType pickupType) { if (m_Items.ContainsKey(itemType) == true) { m_Items[itemType] += amount; } else { m_Items.Add(itemType, amount); } if (amount > 0) { ItemData itemData = Database.Item.FindItem(itemType); if (itemData != null) { if (itemData.GetPickupAnimation(pickupType) != ItemData.PickupAnimation.None) { m_MovementModel.ShowItemPickup(itemType, pickupType); } if (itemData.IsEquipable == ItemData.EquipPosition.SwordHand) { m_MovementModel.EquipWeapon(itemType); } else if (itemData.IsEquipable == ItemData.EquipPosition.ShieldHand) { m_MovementModel.EquipShield(itemType); } } } }
public cPickupInfo() { this.pickupType = PickupType.UNKNOWN; this.renderer = null; this.hitRectSize = new Vector2f(0, 0); this.effect = null; }
/// <summary> /// Restores the general variable parameters /// Called from within the MSTSWagon class. /// </summary> public void Restore(BinaryReader inf) { FreightWeight = inf.ReadSingle(); var fType = inf.ReadInt32(); FreightType = (PickupType)fType; LoadedOne = null; foreach (var freightAnim in Animations) { if (freightAnim is FreightAnimationContinuous) { if ((freightAnim as FreightAnimationContinuous).LinkedIntakePoint != null) { if ((freightAnim as FreightAnimationContinuous).LinkedIntakePoint.Type == FreightType) { LoadedOne = freightAnim as FreightAnimationContinuous; LoadedOne.LoadPerCent = FreightWeight / LoadedOne.FreightWeightWhenFull * 100; } else { (freightAnim as FreightAnimationContinuous).LoadPerCent = 0; } } } } StaticFreightWeight = inf.ReadSingle(); }
private void ResetPickup() { Anim.SetBool("Cycling", false); CurrentPickup = PickupType.None; GetComponent <BoxCollider2D>().enabled = true; }
public void SetPickup(PickupType Type) { if (CurrentPickup == PickupType.None) // If the player does not have a pickup { //Joey Running.SetActive(true); CurrentPickup = Type; // Then set the pickup switch (Type) // And check which pickup it is, to set it's properties to the player { case PickupType.Bike: Anim.SetBool("Cycling", true); //Joey Running.SetActive(false); CantPickUp = true; break; case PickupType.ColaBottle: GlobalInitSpeed = Global.Instance.Speed; break; default: break; } } }
public void CreateRandomPickups() { foreach (Map map in TheLastSliceGame.MapManager.Maps) { int numPickups = TheLastSliceGame.Random.Next(1, 1); int numIngredients = TheLastSliceGame.Random.Next(1, 1); for (int i = 0; i < numIngredients; i++) { IngredientType type = (IngredientType)TheLastSliceGame.Random.Next(0, Enum.GetNames(typeof(IngredientType)).Length); Vector2 cell = GetRandomValidCell(map); if (!cell.Equals(Vector2.Zero)) { map.AddEntity(EntityType.Ingredient, (int)cell.Y, (int)cell.X, type.ToString()); } } for (int i = 0; i < numPickups; i++) { PickupType type = (PickupType)TheLastSliceGame.Random.Next(1, Enum.GetNames(typeof(PickupType)).Length); Vector2 cell = GetRandomValidCell(map); if (!cell.Equals(Vector2.Zero)) { map.AddEntity(EntityType.Pickup, (int)cell.Y, (int)cell.X, type.ToString()); } } } }
public void Reset() { mCurrentPickup = PickupType.NONE; mUpgradelevel = 0; RemoveArmor(); }
/* * // Handles picking something up */ public void PickUp() { transform.FindChild("PickupSound").GetComponent <AudioSource>().Play(); var amount = Enum.GetNames(typeof(PickupType)).Length; int t = Mathf.FloorToInt(UnityEngine.Random.Range(1, amount)); _PickupText.text = Enum.GetName(typeof(PickupType), t); // Weapon pickup swaps between default weapon and other option if (_PickupText.text.Equals("Swap")) { if (_DefaultWeapon == WeaponType.Laser) { _PickupText.text = "Shotgun"; } else { _PickupText.text = "Laser"; } } _AvailablePickup = (PickupType)t; _HasPickup = true; }
public void ShowItemPickup(ItemType itemType, PickupType pickupType) { if (PreviewItemParent == null) { return; } ItemData itemData = Database.Item.FindItem(itemType); if (itemData == null) { return; } SetDirection(new Vector2(0, -1)); SetFrozen(true, true, true); m_PickingUpObject = itemType; m_PickingUpObjectType = pickupType; m_PickupItem = (GameObject)Instantiate(itemData.Prefab); m_PickupItem.transform.parent = PreviewItemParent; m_PickupItem.transform.localPosition = Vector2.zero; m_PickupItem.transform.localRotation = Quaternion.identity; MonoBehaviour[] components = m_PickupItem.GetComponentsInChildren <MonoBehaviour>(); foreach (MonoBehaviour component in components) { component.enabled = false; //This disables literally every component in the item } }
public void Initalise(GraphicsDevice graphicsDevice, PickupType type) { switch (type) { case PickupType.Health: texture2D = content.Load <Texture2D>("Graphics/World/health pickup"); appearDelay = 6.0f; break; case PickupType.Magic: texture2D = content.Load <Texture2D>("Graphics/World/mana pickup"); appearDelay = 5.0f; break; } p_type = type; r_type = RefillType.Neutral; InitialPosSet = false; position = Vector2.Zero; // Placing it above the window startingPosY = graphicsDevice.Viewport.Y - 100; position.Y = startingPosY; bounds = new Rectangle(texture2D.Bounds.X, texture2D.Bounds.Y, texture2D.Width, texture2D.Height); appearTimer = 0.0f; fallSpeed = 200.0f; }
private void SetupLayoutGroup() { if (_layoutGroups.Count > 0) { for (int i = 0; i < _layoutGroups.Count; i++) { _layoutGroups[i].SetAlpha(1 - i * _alphaAmount); } _toolRequired = _layoutGroups[0].GetRepairStageGroup().PickupType; _currentAmountItemDone = 0; _amountItemToDo = _layoutGroups[0].GetRepairStageGroup().Amount; } //EVERYTHING IS DONE! else { _needRepair = false; if (RepairDoneEvent != null) { RepairDoneEvent(this); } JustGotWholeAgain(); } }
/// <summary> /// Returns the fraction of diesel oil already in tank. /// </summary> /// <param name="pickupType">Pickup type</param> /// <returns>0.0 to 1.0. If type is unknown, returns 0.0</returns> public override float GetFilledFraction(PickupType pickupType) { if (pickupType == PickupType.FuelDiesel) { return(FuelController.CurrentValue); } return(0f); }
private void ResetPickup() { GetComponent<BoxCollider2D>().enabled = true; Anim.SetBool("Cycling", false); CurrentPickup = PickupType.None; }
public GameObject SpawnPickup(Vector3 pos, PickupType pickupType = PickupType.Normal) { GameObject pickupPrefab = pickupType == PickupType.Normal ? _normalPickupPrefab : _bigScorePickupPrefab; GameObject pickup = Instantiate(pickupPrefab, pos, Quaternion.identity); Utils.PickupObserver.Subscribe(pickup.GetComponent <Pickup>()); return(pickup); }
private Vector3 NextRandomPosition(PickupType pickupType) { PickupSpawnZone spawnZone = pickupType == PickupType.Normal ? _normalPickupSpawnZone : _biggerScorePickupSpawnZone; float x = Random.Range(spawnZone.Zone.xMin, spawnZone.Zone.xMax); float y = Random.Range(spawnZone.Zone.yMin, spawnZone.Zone.yMax); return(new Vector3(x, y, -1)); }
/// <summary> /// Entity Spawner 사용 시 등록때 설정 값 /// </summary> /// <param name="entity"></param> /// <param name="amount"></param> /// <param name="targetTags"></param> /// <param name="objs"></param> public virtual void Spawn(Entity entity, PickupType pickupType, int amount, List <string> targetTags, string[] objs = null) { this.entity = entity; this.pickupType = pickupType; this.amount = amount; this.targetTags = targetTags; this.objs = objs; }
public void Init(Main main, PickupType pickupType) { this.main = main; this.pickupType = pickupType; this.pickupProperties = Pickup.pickupTypeToProperties[pickupType]; gridSpacing = main.GetGridSpacing(); groundYPos = (pickupProperties.scale.y / 2) - main.GetPlayerHeight() / 2; }
void InstantiatePickup(Transform trans, GameObject prefab, PickupType type) { Vector3 spawnPos = trans.position + (Vector3.up * 0.75f); GameObject newPickup = (GameObject)Instantiate(prefab, spawnPos, trans.rotation); newPickup.GetComponent <PickUpBase>().pickupType = type; NetworkServer.Spawn(newPickup); }
private void ActivatePowerup(PickupType type) { if (activePowerups == null) { activePowerups = new List <PickupType>(); } activePowerups.Add(type); }
private IEnumerator NextSpawn(PickupType pickupType, float lifetimeS) { GameObject pickup = SpawnPickup(NextRandomPosition(pickupType), pickupType); yield return(new WaitForSeconds(lifetimeS)); Destroy(pickup); yield break; }
void OnTriggerEnter(Collider collider) { if(collider.tag == "Pickup") { tempPickup = collider.gameObject.GetComponent<PickupType>(); inventory[tempPickup.pickupType] ++; Destroy(collider.gameObject); tempPickup = null; currentPickup++; } }
public PickupAble(int x, int y, int value, PickupType type) : base() { Type = type; Value = value; X = x / Map.tileSize; Y = y / Map.tileSize; position.X = x; position.Y = y; }
public void AddItem(ItemType itemType, int amount, PickupType pickupType) { Debug.Log("Code has reached AddItem, adding: " + itemType); if (amount > 0) { ItemData itemData = Database.Item.FindItem(itemType); Debug.Log(itemType + " is a " + itemData.name); if (itemData != null) { if (itemData.Animation != ItemData.PickupAnimation.None) { m_MovementModel.ShowItemPickup(itemType, pickupType); } if (itemData.EquipOnPickup == true) { Debug.Log("Enter the equipping zone with " + itemData.EquipableHand); if (itemData.EquipableHand == ItemData.EquipPosition.SwordHand) { m_EquipModel.EquipWeapon(itemType); } else if (itemData.EquipableHand == ItemData.EquipPosition.ShieldHand) { m_EquipModel.EquipShield(itemType); } WeaponItem weapon = itemData.Item as WeaponItem; EquipScreen.MyInstance.EquipWeapon(weapon); } } if (itemData.EquipOnPickup != true) { for (int i = 0; i < amount; i++) //this SHOULD call additem once for every amount you pick up { Debug.Log("Inventory For loop reached"); if (itemType != ItemType.Money) { inventory.FindItemBeforeAdd(itemType); } if (itemType == ItemType.Money) { if (inventory.m_Items.ContainsKey(itemType) == true) { inventory.m_Items[itemType] += amount; //This will add one of the item as declared by the enum Debug.Log("Adding money"); } else { inventory.m_Items.Add(itemType, amount); //This will add the enum item to the dictionary if its not already there Debug.Log("Adding money"); break; } } } } Debug.Log(amount + " " + itemType + " added"); } }
public bool HaveCurrentTool(PickupType typeHolding) { if (_toolRequired == PickupType.NOTHING) { return(true); } return(typeHolding == _toolRequired); }
// Use this for initialization void Start () { m_SwapTimer = m_SwapChargeUpTime; m_UIManager = GameObject.FindGameObjectWithTag ("UIManager"); m_Type = PickupType.empty; m_PlayerNumber = gameObject.GetComponent<CharacterController>().name; m_ID = gameObject.GetComponent<CharacterController>().m_PlayerNumber; m_ControllerType = gameObject.GetComponent<CharacterController>().m_ControllerType; }
void Start () { _player = GameObject.Find("Player"). GetComponent<Player>(); _particleManager = GameObject.Find("ParticleManager").GetComponent<ParticleEffectsManager>(); _xForm = transform; _pool = GameObject.Find("GameManager"). GetComponent<GameManager>().BulletPool; _weapons = _player. GetComponent<Weapons>(); CreatePath(); pickupType = PickupType.BulletVel; SetPickupType(); }
public static Pickup CreatePickup(Vector3 position, Model model, PickupType type) { model.Load(); var retval = Internal.Function.Call<Pickup>(0x0213, model, (int)type, position); PickupHandler.Register(retval); model.Release(); retval._origPos = position; return retval; }
public Pickup(PickupType type, Room room, Vector3 pos) { Type = type; Room = room; Position = pos; Rotation = (float)Helper.Random.NextDouble() * MathHelper.TwoPi; Active = true; switch (Type) { case PickupType.Health: numFrames = 3; frameOffset = 8; break; } }
public Pickup(Vector2 inPos, PickupType p) { position = inPos; pickupType = p; collisionRadius = PlayerBuffs.tex.Width * 0.1f / Game1.graphics.GraphicsDevice.DisplayMode.Width; switch (pickupType) { case PickupType.missileAdd: coreColor = Color.Green; break; case PickupType.slowMo: coreColor = Color.Red; break; case PickupType.shieldAdd: coreColor = Color.Blue; break; } }
public void SetPickup(PickupType Type) { if(CurrentPickup == PickupType.None) // If the player does not have a pickup { CurrentPickup = Type; // Then set the pickup switch(Type) // And check which pickup it is, to set it's properties to the player { case PickupType.Bike: Anim.SetBool("Cycling", true); break; case PickupType.ColaBottle: GlobalInitSpeed = Global.Instance.Speed; break; default: break; } } }
private void GeneratePickup() { int randIndex = Random.Range(0, 4); switch (randIndex) { case 0: currentPickupType = PickupType.Spread; break; case 1: currentPickupType = PickupType.Boomerang; break; case 2: currentPickupType = PickupType.Enlarge; break; case 3: currentPickupType = PickupType.Homing; break; } string pickupName = "Pickup_" + currentPickupType.ToString(); gameObject.GetComponent<SpriteRenderer>().sprite = Resources.Load<Sprite>("Sprites/Pickups/" + pickupName); }
void RotateAll() { Rotate[] tempArray = GameObject.FindObjectsOfType<Rotate>(); foreach (Rotate tempRotate in tempArray) { tempRotate.MakeRotate(1 * Mathf.Sign(Random.Range(-1, 1))); } m_Type = PickupType.empty; }
public void ChangePower(int ID, PickupType type) { m_UIImage [ID - 1].sprite = m_PowerUpSprites [(int)type]; }
public PickupProperties(PickupType type, float value) { this.type = type; this.value = value; }
void EmpowerBullet() { gameObject.GetComponent<CharacterFire>().empoweredType = 1; m_Type = PickupType.empty; }
public void Spawn(PickupType type, Room room, Vector3 pos) { Pickups.Add(new Pickup(type, room, pos)); }
void EnableTimeSlow(float time) { gameObject.GetComponent<CharacterController>().EnableTimeSlow(time); m_Type = PickupType.empty; }
void Start() { inventory = new int[4]; tempPickup = null; }
private void ResetPickup() { Debug.Log("reset"); GetComponent<BoxCollider2D>().enabled = true; Anim.SetBool("Cycling", false); CurrentPickup = PickupType.None; _colaPickupActive = false; }
void EnableReverseControls(float time) { //gameObject.GetComponent<CharacterFire> ().empoweredType = 2; ///////////////DM: Below would just apply the debuff to all players other than the powerup user.(Tested and works) players = new GameObject[0]; players = GameObject.FindGameObjectsWithTag("Player"); m_PulseEmmiter.Play (); foreach (GameObject player in players) { if (player.GetComponent<CharacterController>().name!= m_PlayerNumber && Vector3.Distance(transform.position, player.transform.position)<m_PulseRange) { player.GetComponent<CharacterController>().EnableReverseControls(time); } } m_Type = PickupType.empty; }
public void ChangePickup(PickupType type) { m_Type = type; m_UIManager.GetComponent<UIPlayerDisplay> ().ChangePower (m_ID,type); }
bool SetSwapPlayers() { players = new GameObject[0]; players = GameObject.FindGameObjectsWithTag("Player"); m_CurrentPlayer = new GameObject(); m_SwapPlayer = new GameObject(); float tempHighest = 0.0f; for (int i = 0; i < players.Length; i++) { if (players[i].transform.position.y > tempHighest) { tempHighest = players[i].transform.position.y; m_SwapPlayer = players[i]; } if (players[i].GetComponent<CharacterController>().name == m_PlayerNumber) { m_CurrentPlayer = players[i]; } } if (m_CurrentPlayer == m_SwapPlayer)//Cant swap withself { return false; } else { m_Type = PickupType.empty; return true; } }