Esempio n. 1
0
    // * this function is meant to be called by the CharController upon player death and revival
    // update rightOfWay and camera targets based upon player death or revival
    void PlayerIsAlive(PlayerAlive pinfo)
    {
        if (!pinfo.alive)
        {
            UpdateRightOfWay(pinfo.playerid);
        }

        GetLivePlayers();
    }
Esempio n. 2
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    void Start()
    {
        cc = GetComponent <CharacterController>();

        anim = GetComponent <Animation>();

        rigidbodies = GetComponentsInChildren <Rigidbody>();

        playerAlive = GetComponent <PlayerAlive>();
    }
Esempio n. 3
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            private IEnumerator Main()
            {
                // 플레이어 생성
                PlayerAlive player = GameSystem._Instance.CreatePlayer<PlayerAlive>();
                player.Init(PlayName.player_black, 0.0f, -0.7f, 0.0f);
                // YO!
                // 보스 생성
                Boss boss = GameSystem._Instance.CreateEnemy<Boss>();
                boss.Init(BossName.boss_blue, 0.0f, GameSystem._Instance._MaxY + 0.1f, 0.0f);

                yield return null;
            }
Esempio n. 4
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            private IEnumerator Main()
            {
                // 플레이어 생성
                PlayerAlive player = GameSystem._Instance.CreatePlayer<PlayerAlive>();
                Vector2 PlayerSpawnPos = _PlayerSpawnPosition;
                player.Init("Common/Player_Black", PlayerSpawnPos.x, PlayerSpawnPos.y, 0.0f);

                // 보스 생성
                Boss boss = GameSystem._Instance.CreateEnemy<Boss>();
                boss.Init("Common/Boss_Orange", -0.5f, 1.3f, 0.0f);

                yield return null;
            }
Esempio n. 5
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 // Use this for initialization
 void Start()
 {
     nav            = GetComponent <NavMeshAgent>();
     anim           = GetComponent <Animator>();
     nav.radius     = 3f;
     nav.height     = 7f;
     nav.baseOffset = -1f;
     nav.speed      = 3.5f;
     anim.speed     = 1.2f;
     player         = GameObject.Find("Player");
     playerAlive    = GameObject.Find("Player").GetComponent <PlayerAlive>();
     alive          = playerAlive.alive;
 }
Esempio n. 6
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    private void OnTriggerEnter(Collider collision)
    {
        if (collision.gameObject.transform.CompareTag("Player"))
        {
            PlayerAlive pl = collision.transform.root.gameObject.GetComponent <PlayerAlive>();

            if (pl.isAlive == true)
            {
                Debug.Log("Dead");
                pl.isAlive = false;
                pl.health -= 1;
            }
        }
    }
Esempio n. 7
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            private IEnumerator Main()
            {
                PlayerAlive player = GameSystem._Instance.CreatePlayer <PlayerAlive>();

                player.Init(PlayName.player_black, 0.0f, -0.7f, 0.0f);
                // YO!
                Boss boss = GameSystem._Instance.CreateEnemy <Boss>();

                boss.Init(BossName.boss_blue, 0.0f, GameSystem._Instance._MaxY + 0.1f, 0.0f);
                //
                EditorSystem editorSystem = Object.FindObjectOfType <EditorSystem>();

                editorSystem.setBoss(boss);
                yield return(null);
            }
Esempio n. 8
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 private void Start()
 {
     pa = character.GetComponent <PlayerAlive>();
 }
Esempio n. 9
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 // Use this for initialization
 void Start()
 {
     nextSound = Time.time + 5f;
     audS      = GetComponent <AudioSource> ();
     alive     = GetComponent <PlayerAlive> ();
 }
Esempio n. 10
0
 // Use this for initialization
 void Start()
 {
     player = GetComponentInParent <PlayerAlive> ();
 }
Esempio n. 11
0
            private IEnumerator Main()
            {
                // 플레이어 생성
                PlayerAlive player = GameSystem._Instance.CreatePlayer<PlayerAlive>();
                Vector2 PlayerSpawnPos = _PlayerSpawnPosition;
                player.Init("Common/Player_Black", PlayerSpawnPos.x, PlayerSpawnPos.y, 0.0f);

                yield return new WaitForAbsFrames(300);
                _uiStageText.SetAlign(TextAnchor.MiddleCenter);
                _uiStageText.SetAnchorPoistion(0.5f, 0.5f);
                _uiStageText.SetText("Shooting Beats! Tutorial");
                _uiStageText.SetActive(true);

                yield return new WaitForAbsFrames(540);
                _uiStageText.SetText("with Ievan Polkka");

                yield return new WaitForAbsFrames(700);
                _uiStageText.SetText("Are you ready?");

                yield return new WaitForAbsFrames(900);
                _uiStageText.SetText("Let's start!");

                yield return new WaitForAbsFrames(960);
                _uiStageText.SetActive(false);

                yield return new WaitForAbsFrames(1026);
                // 아야챠챠
                _uiStageText.SetAlign(TextAnchor.MiddleRight);
                _uiStageText.SetAnchorPoistion(0.9f, 0.5f);
                _uiStageText.SetSize(_stageTextDefaultWidth * 0.6f, _stageTextDefaultHeight * 2.0f);
                _uiStageText.SetText("Dodge bullets\nby touch and drag");
                _uiStageText.SetActive(true);
                _coroutineManager.StartCoroutine(SideAim(0, 0.02f, 60, 16));

                // 마바 리빠빠

                yield return new WaitForFrames(60 * 4 * 2);
                // 야바린간
                _uiStageText.SetText("Colored rectangle is\nmove touch area");
                GameSystem._Instance._MoveInputArea.SetVisible(true);

                yield return new WaitForFrames(60 * 4);
                // 맀빠린단
                GameSystem._Instance._MoveInputArea.SetVisible(false);

                yield return new WaitForAbsFrames(1986);
                // 아야챠챠
                _uiStageText.SetText("Colored rectangle is\npause touch area");
                GameSystem._Instance._PauseInputArea.SetVisible(true);
                _coroutineManager.StartCoroutine(SideAim(2, 0.02f, 60, 8));

                yield return new WaitForFrames(60 * 4);
                // 마바 리빠빠
                GameSystem._Instance._PauseInputArea.SetVisible(false);

                yield return new WaitForFrames(60 * 4);
                // 야바린간
#if UNITY_ANDROID
                _uiStageText.SetText("You can also pause\n with the Back button");
#else
                _uiStageText.SetActive(false);
#endif
                _coroutineManager.StartCoroutine(SideAim(3, 0.02f, 60, 8));

                // 맀빠린단

                yield return new WaitForAbsFrames(2946);
                // 간주
                _uiStageText.SetActive(false);
                _coroutineManager.StartCoroutine(CornerAim(0.02f, 60, 2));
                yield return new WaitForFrames(60 * 4 * 2);
                _coroutineManager.StartCoroutine(CornerAim(0.02f, 30, 4));

                yield return new WaitForAbsFrames(3906);
                // YO!
                _uiStageText.SetText("Each beat has\nthe Beat Core");
                _uiStageText.SetActive(true);
                // 보스 생성
                Boss boss = GameSystem._Instance.CreateEnemy<Boss>();
                boss.Init("Common/Boss_Miku", 0.0f, GameSystem._Instance._MaxY + 0.1f, 0.0f);

                yield return new WaitForAbsFrames(4386);
                // 간주(야바린간)
                _uiStageText.SetText("Shooting Beat Core\nwill increase score");

                yield return new WaitForAbsFrames(4866);
                // 아야챠챠
                _uiStageText.SetAlign(TextAnchor.MiddleCenter);
                _uiStageText.SetAnchorPoistion(0.5f, 0.5f);
                _uiStageText.SetText("And the last tip:");
                _coroutineManager.StartCoroutine(SideAim(0, 0.02f, 60, 4));
                yield return new WaitForFrames(60 * 4);
                // 마바 리빠빠
                _uiStageText.SetText(RandomTip());
                _coroutineManager.StartCoroutine(SideAim(2, 0.02f, 60, 4));
                yield return new WaitForFrames(60 * 4);
                _uiStageText.SetText("Ready");
                _coroutineManager.StartCoroutine(SideAim(3, 0.02f, 60, 4));

                yield return new WaitForAbsFrames(5586);
                // 마마마 린간 덴간 린간 덴간
                _coroutineManager.StartCoroutine(SetTextLetsSpin());
            }