void Awake() { photonView = GetComponent <PhotonView>(); // #Important // used in GameManager.cs: we keep track of the localPlayer instance to prevent instantiation when levels are synchronized if (photonView.IsMine) { NetworkPlayer.LocalPlayerInstance = this.gameObject; } // #Critical // we flag as don't destroy on load so that instance survives level synchronization, thus giving a seamless experience when levels load. DontDestroyOnLoad(this.gameObject); // Add ourself to InputManager cursor = GetComponentInChildren <PlayerCursor>(); NetworkInputManager.playerInputs.Add(cursor); Debug.LogFormat("Instanciated player {0}", photonView.Owner.NickName); if (PhotonNetwork.IsMasterClient) { SendPlayerID(photonView.Owner.NickName, PhotonNetwork.CurrentRoom.PlayerCount - 1); } }
public void Hit() { if (m_state != STATE.Walking) { return; } // TODO: Splatter VFX, +1 if (m_SFX_splat) { m_SFX_splat.PlayRandom(); } if (m_SFX_scream) { if (Random.Range((int)1, (int)5) == 1) { m_SFX_scream.PlayRandom(); } } m_state = STATE.Dying; m_deathTimer = 1.0f; PlayerCursor player = PlayerCursor.GetPlayer(m_playerID); if (player) { ++player.m_score; } }
public void ShouldFreezePlayerAndThenUnfreeze( int iterations, int expectedIndexPlayer, bool shouldFreeze) { //Arrange _dice. Setup(_ => _.Roll()). Returns(_twoDiceSame); var cursor = new PlayerCursor(_players, _dice.Object); //Act PlayerMove playerMove = null; for (var i = 0; i < iterations; i++) { playerMove = cursor.Next(); } //Assert playerMove.Total.Should().Be(shouldFreeze ? 0 : _twoDiceSame.Sum()); playerMove.Frozen.Should().Be(shouldFreeze); playerMove.Player.Should().Be(_players[expectedIndexPlayer]); }
public void Attack(ActionScheduler scheduler, PlayerCursor cursor) { float timePerAttack = 1 / stats.GetStat(Stat.AttackSpeed); if (Time.time < lastAttackTime + timePerAttack) { return; } if (!scheduler.StartAction(this, false)) { return; } if (!stamina.UseStamina(currentWeapon.baseItem.staminaUse)) { return; } lastAttackTime = Time.time; animator.ResetTrigger("cancelAttack"); animator.SetTrigger("attack"); if (currentWeapon) { currentWeapon.hitArea.AdjustDirection(cursor.Position - transform.position); } currentWeapon.DamageAreaLockState(true); }
void OnEnable() { m_default_tool = new DefaultTool(); SetActiveTool(m_default_tool); m_tools = new Tool[] { m_default_tool, new DigTool(KeyCode.Mouse0, -m_dig_rate), new DigTool(KeyCode.Mouse1, m_fill_rate), new SprayTool(KeyCode.E, m_liquid_fill_rate), new FloodTool(KeyCode.Q, m_liquid_fill_rate) }; m_cursor = GameObject.Instantiate(m_cursor_prefab); var camera = Camera.main; foreach (var tool in m_tools) { tool.transform = transform; tool.camera = camera; tool.m_raycast_distance = m_raycast_distance; tool.m_cursor = m_cursor; tool.m_cursor_tuning = m_cursor.m_cursor_tuning; } }
public override void Start() { base.Start(); m_sets.Add("players"); HandleSets(true); // to be replaced m_players.Add(this); m_rewiredPlayer = ReInput.players.GetPlayer(m_playerId); m_mouse = GetComponent <PlayerCursor>(); m_mouse.Init(m_playerId); m_playerController = GetComponent <PlayerController>(); m_playerController.m_player = this; m_feedbackColor = Constants.TRANSPARENT; // TODO: TEMP int hotkey = 1; foreach (Ability ability in Ability.m_abilities) { AbilityWrapper wrapper = new AbilityWrapper(); wrapper.AbilityName = ability.m_name; wrapper.Learned = true; wrapper.TrainingLevel = 1; wrapper.HotkeySlot = hotkey; m_abilities.Add(wrapper); hotkey++; } }
public override void Select(PlayerCursor cursor) { if (Game.Instance == null) { return; } Game.Instance.PauseMenu.UnPause(); SceneManager.LoadScene("Title"); }
private void Awake() { inventory = GetComponent <PlayerInventory>(); stats = GetComponent <CharacterStats>(); animator = GetComponent <Animator>(); cursor = GetComponent <PlayerCursor>(); stamina = GetComponent <Stamina>(); cooldownDisplay = FindObjectOfType <AttackColdownDisplay>(); }
public void Reload(PlayerCursor pc) { MoveSlots.Clear(); foreach (Move m in pc.Pokemon.Moves) { MoveSlots.Add(new MoveSlot(m)); } pc.MovePos = new CursorPosition(0, 0, 0, MoveSlots.Count() - 1); this.pc = pc; }
public override void Select(PlayerCursor cursor) { if (Game.Instance == null) { return; } Game.Instance.PauseMenu.UnPause(); controlsScreen.SetActive(false); optionsScreen.SetActive(false); }
// Use this for initialization void Start() { players = FindObjectsOfType <PlayerController>(); Debug.Log("Number of players: " + players.Length); enemies = FindObjectsOfType <EnemyController>(); Debug.Log("Number of enemies: " + enemies.Length); cursor = FindObjectOfType <PlayerCursor>(); stack = new PlayerMovesStack(); map = FindObjectOfType <MapController>(); enemyPhaseStarted = false; }
public void ShouldGetAllPlayers() { //Arrange var cursor = new PlayerCursor(_players, _dice.Object); //Act var result = cursor.GetAll(); //Assert result.Count.Should().Be(2); }
private void Awake() { mover = GetComponent <Mover>(); fighter = GetComponent <PlayerFighter>(); interacter = GetComponent <Interacter>(); health = GetComponent <Health>(); playerCursor = GetComponent <PlayerCursor>(); abilityManager = GetComponent <AbilityManager>(); animator = GetComponent <Animator>(); scheduler = GetComponent <ActionScheduler>(); }
void updateGrid() { Debug.Log("Update Grid"); for (int x = 0; x < grid.GetLength(0); x++) { for (int y = 0; y < grid.GetLength(1); y++) { grid[x, y].update(PlayerCursor.allPlayerCursorPositions()); } } }
public override void Select(PlayerCursor cursor) { if (GameModeSelect.gameMode == GameMode.Mode.RagOfTheHill) { SceneManager.LoadScene("RagOfTheHill"); //MenuActions.ToCharacterSelect(); } else { MenuActions.ToLevelSelect(); } }
void OnPointerDown(PlayerCursor pointer) { // Debug.LogFormat("pointer down at frame {0} from player {1}", Time.frameCount, pointer.playerID); selected = !selected; if (selected) { spriteRenderer.color = selectColor; } else { spriteRenderer.color = startColor; } }
/*public float drag = 3; public float maxVel = 30; public float accel = 5; public float deadzone = 0.6f;*/ //private Animator animator; public override void Start() { base.Start(); AIManager.staticManager.AddPeloton(myPeloton); //Avisar al AIManager cursor = GameObject.Find("Cursor").GetComponent<PlayerCursor>(); cursor.SetLeader(gameObject); callArea = gameObject.GetComponentInChildren<Projector>(); callText = GameObject.Find("CallText"); healthSlider = GameObject.Find("Slider").GetComponent<Slider>(); pelotonSource = GetComponent<AudioSource>(); radio = GameObject.Find(Names.RADIO).GetComponent<Radio>(); }
public void ShouldCyclePlayers(int iterations, int expectedIndexPlayer) { //Arrange _dice. Setup(_ => _.Roll()). Returns(_twoDiceDifferent); var cursor = new PlayerCursor(_players, _dice.Object); //Act PlayerMove playerMove = null; for (var i = 0; i < iterations; i++) { playerMove = cursor.Next(); } //Assert playerMove.Total.Should().Be(_twoDiceDifferent.Sum()); playerMove.Player.Should().Be(_players[expectedIndexPlayer]); }
private void Awake() { #region Singleton if (Instance == null) { Instance = this; } else { Destroy(gameObject); } DontDestroyOnLoad(gameObject); #endregion SetCursor(defaultCursor); foreach (CursorAnimation cursorAnimation in animations) { animationDictionary.Add(cursorAnimation.animName, cursorAnimation); } }
// Use this for initialization void Start() { black = new Color(0f, 0f, 0f, 190f / 255f); red = new Color(1f, 0f, 0f, 16f / 255f); //yellow = new Color(1f, 1f, 0f, 8f/255f); //green = new Color(0f, 1f, 0.5f, 8f/255f); blue = new Color(0f, 0.5f, 1f, 8f / 255f); shining = new Color(1f, 1f, 1f, 50f / 255f); white = new Color(0f, 0f, 0f, 8 / 255f); //GameObject moonObj = GameObject.FindGameObjectWithTag("Moon"); // Debug.Log ("Moon"); ParticleSystem partsys = GetComponentInChildren <ParticleSystem> (); // Debug.Log ("Moon2"); mLevelGap = introLevelGap; moonPart = partsys.main; MoonLevel = "blue"; pc = FindObjectOfType <PlayerCursor> (); if (FindObjectOfType <Player> () != null) { curPlayer = FindObjectOfType <Player> ().gameObject; } }
void OnPointerExit(PlayerCursor pointer) { spriteRenderer.color = startColor; }
public override void Select(PlayerCursor cursor) { CharacterSelect.playerSelections[cursor.playerNumber].color = color; CharacterSelect.playerSelections[cursor.playerNumber].size = size; cursor.hasControl = false; }
// Use this for initialization void Start() { Main.instance.input.AddButtonCall(InputAction.Act, InputAct); Main.instance.input.AddButtonCall(InputAction.Fire, InputFire); Main.instance.input.AddButtonCall(InputAction.Menu, InputMenu); Main.instance.input.AddButtonCall(InputAction.SummonSelect, InputSummonSelect); Main.instance.input.AddButtonCall(InputAction.SummonSelectNext, InputSummonSelectNext); Main.instance.input.AddButtonCall(InputAction.SummonSelectPrev, InputSummonSelectPrev); Main.instance.input.AddButtonCall(InputAction.Summon, InputSummon); Main.instance.input.AddButtonCall(InputAction.UnSummon, InputUnSummon); Main.instance.input.AddButtonCall(InputAction.Recall, InputRecall); FlockGroup playerGroup = FlockGroup.GetGroup(mPlayer.stats.flockGroup); if(playerGroup != null) { playerGroup.addCallback += OnGroupUnitAdd; playerGroup.removeCallback += OnGroupUnitRemove; } mCursor = PlayerCursor.GetByType(mPlayer.stats.flockGroup); if(mCursor != null) { mCursor.origin = transform; } //TODO: get config from user data mTypeSummons[0].Init(UnitType.sheepMelee); mTypeSummons[1].Init(UnitType.sheepRange); mTypeSummons[2].Init(UnitType.sheepAssault); mTypeSummons[3].Init(UnitType.sheepHexer); SpawnStart(); }
void OnPointerUp(PlayerCursor pointer) { }
public override void Select(PlayerCursor cursor) { //Set the static to the opposite of what it is LevelSelect.pipesMove = !LevelSelect.pipesMove; updateDisplay(); }
private void Awake() { s_singleton = this; }
public override void Select(PlayerCursor cursor) { CreditsScreen.SetActive(true); cursor.hasControl = false; }
void Update() { for (int i = 0; i < NetworkInputManager.playerInputs.Count; i++) { PlayerCursor cursor = NetworkInputManager.playerInputs[i]; if (cursor == null) { continue; // may happen in the first frames of joining a room } bool lastOverState = false; if (lastCursorOverState.ContainsKey(cursor.playerID)) { lastOverState = lastCursorOverState[cursor.playerID]; } bool currentOverState = false; // check if cursor is inside collider Ray r = Camera.main.ScreenPointToRay(cursor.screenPosition); RaycastHit hit; if (col.Raycast(r, out hit, Mathf.Infinity)) { currentOverState = true; } // On Enter if (lastOverState == false && currentOverState == true) { // if using delegate if (onPointerEnter != null) { onPointerEnter(cursor); } // if using Unity Component Messages SendMessage("OnPointerEnter", cursor, SendMessageOptions.DontRequireReceiver); } if (lastOverState == true && currentOverState == false) { // if using delegate if (onPointerExit != null) { onPointerExit(cursor); } // if using Unity Component Messages SendMessage("OnPointerExit", cursor, SendMessageOptions.DontRequireReceiver); } if (currentOverState == true) { // if using delegate if (onPointerOver != null) { onPointerOver(cursor); } // if using Unity Component Messages SendMessage("OnPointerOver", cursor, SendMessageOptions.DontRequireReceiver); if (cursor.downThisFrame) { SendMessage("OnPointerDown", cursor, SendMessageOptions.DontRequireReceiver); } if (cursor.upThisFrame) { SendMessage("OnPointerUp", cursor, SendMessageOptions.DontRequireReceiver); } } lastCursorOverState[cursor.playerID] = currentOverState; } }
abstract public void Select(PlayerCursor cursor);
void OnPointerEnter(PlayerCursor pointer) { spriteRenderer.color = highlightColor; }
public void setPlayerCursor(PlayerCursor playerCursor) { this.playerCursor = playerCursor; }
void OnPointerOver(PlayerCursor pointer) { }