public static Vector2 GetPlayerBorder(float playerLenth) { float upBoardEdgePosition = PlayerProperties.CalculateBoardEdgePostion(upBorder, true); float downBoardEdgePosition = PlayerProperties.CalculateBoardEdgePostion(downBorder, false); return(new Vector2(upBoardEdgePosition - playerLenth / 2, downBoardEdgePosition + playerLenth / 2)); }
private void LoadPlayersProperties() { BinaryFormatter formatter = new BinaryFormatter(); try { FileStream stream = new FileStream(FILENAME, FileMode.Open); PlayerProperties player1Properties = (PlayerProperties)formatter.Deserialize(stream); this.ctrlPlayer1.Type = player1Properties.Type; this.ctrlPlayer1.PlayerName = player1Properties.Name; this.ctrlPlayer1.MaxDepth = player1Properties.MaxDepth; PlayerProperties player2Properties = (PlayerProperties)formatter.Deserialize(stream); this.ctrlPlayer2.Type = player2Properties.Type; this.ctrlPlayer2.PlayerName = player2Properties.Name; this.ctrlPlayer2.MaxDepth = player2Properties.MaxDepth; stream.Close(); } catch (FileNotFoundException) { } catch (SerializationException) { } }
// Use this for initialization public virtual void Start() { if (isPickup) { return; } Transform tempObject = FindParent.FindParentTransformWithTag("Player", transform); while (FindParent.FindParentTransformWithTag("Player", tempObject) != null) { tempObject = FindParent.FindParentTransformWithTag("Player", tempObject); } Debug.Log(FindParent.callAmount); player = tempObject.gameObject; playerProperties = player.GetComponent <PlayerProperties>(); reticleUIElement = player.transform.Find("SinglePlayer UI/Reticle").gameObject; if (anim == null) { anim = GetComponent <Animator>(); } aud = GetComponent <AudioSource>(); updateAmmo = player.transform.Find("SinglePlayer UI/HUD/Ammo Count").GetComponent <UpdateAmmo>(); if (reticleGameObject && reticleGameObject.GetComponent <SpriteRenderer>()) { Debug.Log("There is a reticle gameObject attached to this weapon"); reticle = reticleGameObject.GetComponent <SpriteRenderer>().sprite; } }
public void LoadMainMenu() { SceneManager.LoadScene(0); _playerProperties = null; uiHandler.SetPlayerHudVisibility(false); uiHandler.SetMainMenuVisibility(true); }
public bool CanPlayerAttack(PlayerProperties targetPlayer) { bool areBothOnFrontRow = player.CurrentRowPosition == PhaseHandler.RowPosition.Front && targetPlayer.CurrentRowPosition == PhaseHandler.RowPosition.Front; bool isPlayerOnBackRow = player.CurrentRowPosition == PhaseHandler.RowPosition.Back; bool isTargetAlive = targetPlayer.currentHp > 0; bool isPlayerAlive = player.currentHp > 0; bool isBackRowProtected = GetTargetPlayer(PhaseHandler.RowPosition.Front).currentHp > 0; //print($"is target alive: {isTargetAlive}"); //print($"is player alive: {isPlayerAlive}"); //print($"both on front row (would be ok): {areBothOnFrontRow}"); //print($"is player on back row (would be ok): {isPlayerOnBackRow}"); if (isTargetAlive && isPlayerAlive) { // true if one of them evaluates to true // targetting back row from front row is okay while front is dead return(areBothOnFrontRow || isPlayerOnBackRow || !isBackRowProtected); } else { print("either the attacking player, or the target are dead."); return(false); } }
// load a effect-gameobject with the correct prefab GameObject LoadNewEffect(Vector3 scale, PlayerProperties targetPlayer) { Vector3 slightlyRight = new Vector3(0.5f, 0, 0); GameObject newEffect; GameObject prefabEffective = Resources.Load <GameObject>("Effects/Epic Toon FX/Prefabs/Combat/Text/KaPow") as GameObject; GameObject prefabIneffective = Resources.Load <GameObject>("Effects/Epic Toon FX/Prefabs/Combat/Text/Crack") as GameObject; GameObject prefabNormal = Resources.Load <GameObject>("Effects/Epic Toon FX/Prefabs/Combat/Text/Pow") as GameObject; print("entered effectfunction"); if (effective == true) { newEffect = Instantiate(prefabEffective, targetPlayer.transform.position + Vector3.up + slightlyRight, player.transform.rotation); } else if (ineffective == true) { newEffect = Instantiate(prefabIneffective, targetPlayer.transform.position + Vector3.up + slightlyRight, player.transform.rotation); } else { newEffect = Instantiate(prefabNormal, targetPlayer.transform.position + Vector3.up + slightlyRight, player.transform.rotation); } newEffect.transform.localScale = scale; return(newEffect); }
void Start() { player = transform.root.gameObject; control = player.GetComponent <PlayerInputControls>(); playerInventory = player.GetComponent <PlayerInventory>(); playerProperties = player.GetComponent <PlayerProperties>(); playerController = player.GetComponent <PlayerControllerSinglePlayer>(); playerStamina = player.GetComponent <Stamina>(); playerAmmo = player.GetComponent <PlayerAmmo>(); for (int i = 0; i < transform.childCount; i++) { int tempInt = i; itemImage.Add(transform.GetChild(i).transform.GetChild(1).GetComponent <Image>()); itemButtons.Add(transform.GetChild(i).GetComponent <Button>()); amountOfText.Add(transform.GetChild(i).transform.GetChild(2).GetComponent <Text>()); itemImage[i].rectTransform.localPosition = new Vector3(12.8f, -12.8f, 0); itemButtons[i].onClick.AddListener(() => ButtonClickFunction(tempInt)); EventTrigger trigger = itemButtons[tempInt].GetComponent <EventTrigger>(); EventTrigger.Entry entry = new EventTrigger.Entry(); entry.eventID = EventTriggerType.PointerEnter; entry.callback.AddListener((data) => { OnPointerEnterDelegate((PointerEventData)data, tempInt); }); trigger.triggers.Add(entry); numOfItemSlots++; UnityEvent rightClickTrigger = transform.GetChild(i).GetComponent <RightClickButton>().rightClick; rightClickTrigger.AddListener(() => OnRightClick(tempInt)); } for (int i = 0; i < 6; i++) { AddInventorySlot(); } playerArmor = player.GetComponent <PlayerArmor>(); playerHealth = player.GetComponent <HealthSinglePlayer>(); weaponSwitch = player.GetComponent <WeaponSwitch>(); }
/// <summary> /// Initializes AI. Gets all references, and starts moving. /// </summary> public void StartAI() { playerManager = this.GetComponent <PlayerManager>(); myProperties = this.GetComponent <PlayerProperties>(); navMeshAgent = this.GetComponent <NavMeshAgent>(); navMeshAgent.speed = myProperties.actualMovSpd; controlledLocally = true; this.FindNewPoint(); gamePanels = GameController.instance.GetGamePanels(); int enemyID = playerManager.myTeam.GetHashCode(); enemyID++; if (enemyID > TeamTypes.Orange.GetHashCode()) { enemyID = 0; } enemyTeam = (TeamTypes)enemyID; enemyTower = GameController.instance.GetTower(enemyTeam); enemies = GameController.instance.GetPlayersOfTeam(enemyTeam); }
void FixedUpdate() { if (!isServer || (isServer && isClient)) { return; } NetKeyState keyState; while (m_pendingInputs.Count > 0) { //TODO: cheat detection keyState = m_pendingInputs.Dequeue(); //apply movement m_input.Process(keyState.inputData); m_messageId = keyState.messageId; ProcessActions(m_input.GetInputData()); m_movement.ProcessInputs(m_input.GetInputData(), Time.fixedDeltaTime); PlayerProperties properties = m_movement.GetProperties(); //add new state to send buffer, respect limit while (m_sendBuffer.Count >= c_sendBufferLength) { m_sendBuffer.RemoveAt(0); } //pushing the player is not predicted - disable server reconciliation as long as pushing is active //if (properties.isPushed) Debug.Log("INHPUSH"); m_sendBuffer.Add(new ServerState(m_messageId, properties, keyState.inputData, properties.isPushed)); LagCompensator.Register(gameObject); } }
protected override PlayerProperties GetPlayerProperties() { //TODO:var item = this.GetItem(); //IPlayerMarkupGenerator generator = MediaFrameworkContext.GetPlayerMarkupGenerator(item); var properties = new Dictionary <string, string>(); if (this.AutoplayCheckbox != null && this.AutoplayCheckbox.Checked) { properties.Add(BrightcovePlayerParameters.Autoplay, this.AutoplayCheckbox.Value); } if (this.MutedCheckbox != null && this.MutedCheckbox.Checked) { properties.Add(BrightcovePlayerParameters.Muted, this.MutedCheckbox.Value); } properties.Add(BrightcovePlayerParameters.EmbedStyle, this.EmbedInput.Value); properties.Add(BrightcovePlayerParameters.Sizing, this.SizingInput.Value); properties.Add(BrightcovePlayerParameters.AspectRatio, this.AspectRatioList.Selected.FirstOrDefault().Value); var playerProps = new PlayerProperties(properties); playerProps.ItemId = this.SourceItemID; //TODO:playerProps.Template = item.TemplateID; //playerProps.MediaId = generator.GetMediaId(item); playerProps.PlayerId = !string.IsNullOrWhiteSpace(this.PlayersList?.Value) ? new ID(this.PlayersList.Value) : new ID(); playerProps.Width = Sitecore.MainUtil.GetInt(this.WidthInput.Value, MediaFrameworkContext.DefaultPlayerSize.Width); playerProps.Height = Sitecore.MainUtil.GetInt(this.HeightInput.Value, MediaFrameworkContext.DefaultPlayerSize.Height); return(playerProps); }
/* used for client interpolation */ public void ProcessInterpolation(PlayerProperties lastProps, PlayerProperties currentProps, float time, bool extrapolate = false) { Vector3 posOld = lastProps.position; Quaternion rotOld = lastProps.rotation; float jumpOld = lastProps.jumpTimer; Vector3 posCur = currentProps.position; Quaternion rotCur = currentProps.rotation; float jumpCur = currentProps.jumpTimer; m_properties = currentProps; //make sure all non interpolated properties are up to date //BUG: destroys local multiplayer stamina update on collect //should never run on client owner, but this function here is shared... //m_attributes.SyncSetValue(Attributes.STAMINA, m_properties.stamina); if (!extrapolate) { time = Mathf.Min(time, 1.0f); } if (time > 1.0f) { //extrapolate ProcessDirectMovement(posOld + (posCur - posOld) * time, rotCur, jumpCur); } else { //Interpolate Vector3 posLerped = Vector3.Lerp(posOld, posCur, time); Quaternion rotLerped = Quaternion.Slerp(rotOld, rotCur, time); float jumpLerped = Mathf.Lerp(jumpOld, jumpCur, time); ProcessDirectMovement(posLerped, rotLerped, jumpLerped); } }
protected void Page_Load(object sender, EventArgs e) { if (Page.IsPostBack) { return; } PlayerProperties properties = new PlayerProperties(this.Request.QueryString); var args = new MediaGenerateMarkupArgs { MarkupType = MarkupType.Html, Properties = properties }; MediaGenerateMarkupPipeline.Run(args); PlayerManager.RegisterDefaultResources(this.Page); if (!args.Aborted) { this.PlayerContainer.InnerHtml = args.Result.Html; this.PlayerContainer.Attributes["data-mf-params"] = properties.ToString(); PlayerManager.RegisterResources(this.Page, args.Result); } else { this.PlayerContainer.InnerHtml = PlayerManager.GetEmptyValue(); } }
public void SetProperties(PlayerProperties properties) { m_properties = properties; transform.position = m_properties.position; transform.rotation = m_properties.rotation; //controller.isGrounded will be set indirectly due to transform update }
public override void doAction() { GameObject player = GameObject.FindGameObjectWithTag("Player"); PlayerProperties playerProperties = (PlayerProperties)player.GetComponent(typeof(PlayerProperties)); playerProperties.healFor(heal); }
public bool OpCreateRoomWithProperties(string roomName, RoomOptions options, TypedLobby lobby) { PlayerProperties.CreatePlayerHashtable(); options.CustomRoomProperties = RoomProperties.GetRoomHashtable(); return(OpCreateRoom(roomName, options, lobby)); }
private IEnumerator Start() { PlayerProperties.CreatePlayerHashtable(); // initialize Transform t; t = transform.Find("Players"); playerTranformLeft = t.Find("Clients_Left"); playerTransformRight = t.Find("Clients_Right"); playerPrefab = playerTranformLeft.GetChild(0).gameObject; playerPrefab.SetActive(false); playerDictionary = new Dictionary <int, CharacterSelectPortrait>(); // wait for mode choice while (ModeSelect.Mode == 0) { yield return(null); } // Online // Create portraits based on who's connected if (ModeSelect.Mode == 2) { var players = NetworkManager.getSortedPlayers; foreach (var p in players) { AddPlayer(p.ID); } } }
void Awake() { enemyAI = gameObject.GetComponent <EnemyBehaviourAggressive>(); GameObject go = GameObject.FindGameObjectWithTag("Player"); player = go.GetComponent <PlayerProperties>(); }
private void Start() { drawPoints = new List <Vector3>(); prop = GetComponent <PlayerProperties>(); if (GetComponent <PlayerProperties>().PlayerID == 1) { direction = Vector3.right; MyBrush = GameManager.Player.GetPlayerBrush(1); myBeam = GameManager.Player.RedBeamPrefabs; myParticle = prop.SprayParticles[0]; GameManager.Player.PlayerLines[0].receiveShadows = false; } if (GetComponent <PlayerProperties>().PlayerID == 2) { direction = Vector3.left; MyBrush = GameManager.Player.GetPlayerBrush(2); myBeam = GameManager.Player.BlueBeamPrefabs; myParticle = prop.SprayParticles[1]; GameManager.Player.PlayerLines[1].receiveShadows = false; } myParticle.transform.GetChild(0).gameObject.SetActive(false); myParticle.Stop(); }
public ActionResult RenderVideo() { Rendering rendering = RenderingContext.Current.Rendering; if (!ID.IsID(rendering.DataSource)) { var emptyArgs = new MediaGenerateMarkupArgs(); emptyArgs.AbortPipeline(); return(this.View(this.RenderVideoViewPath, emptyArgs)); } PlayerProperties properties = new PlayerProperties(rendering.Parameters.ToDictionary(p => p.Key, p => p.Value)) { ItemId = new ID(rendering.DataSource) }; var args = new MediaGenerateMarkupArgs { MarkupType = MarkupType.Html, Properties = properties, }; MediaGenerateMarkupPipeline.Run(args); return(this.View(this.RenderVideoViewPath, args)); }
// Use this for initialization void Start() { playerProperties = GetComponent <PlayerProperties>(); cam = playerProperties.cam; camDefaultPosition = cam.transform.localPosition; control = GetComponent <PlayerInputControls>(); }
void Start() { GameObject player = GameObject.FindGameObjectWithTag("Player"); playerInvent = player.GetComponent <PlayerInventory>(); playerProperties = player.GetComponent <PlayerProperties>(); }
// Update is called once per frame void Update() { numPlayersDead = 0; foreach (var player in players) { PlayerProperties playerProperties = player.gameObject.GetComponent <PlayerProperties>(); print("player" + playerProperties.playerID + " health:" + playerProperties.playerHealth); print("player" + playerProperties.playerID + " spec:" + playerProperties.isSpectator); if (player.gameObject.GetComponent <PlayerProperties>().isSpectator) { print("found spectator"); numPlayersDead++; } } if (players.Length != 1) { if (numPlayersDead >= players.Length - 1) { StartCoroutine("ChangeScene", 0); } } //print(numPlayersInRoom); }
// Start is called before the first frame update void Start() { // access specific PlayerProperties of the gameobject where this script is attached to player = gameObject.GetComponent <PlayerProperties>(); playerMinifigController = gameObject.transform.parent.GetComponent <MinifigControllerGroupW>(); leftHandPosition = player.leftHandPosition; }
protected virtual void InsertMedia(PlayerProperties playerProperties) { if (playerProperties == null) { return; } var args = new MediaGenerateMarkupArgs { MarkupType = MarkupType.Frame, Properties = playerProperties }; MediaGenerateMarkupPipeline.Run(args); switch (this.Mode) { case "webedit": SheerResponse.SetDialogValue(args.Result.Html); this.EndWizard(); break; default: SheerResponse.Eval("scClose(" + StringUtil.EscapeJavascriptString(args.Result.Html) + ")"); break; } }
public void OnPreprocessBuild(BuildReport report) { PlayerProperties playerPropertiesAsset = Resources.Load <PlayerProperties>(PlayerProperties.ASSET_NAME); if (playerPropertiesAsset.RestoreOnBuild) { playerPropertiesAsset.Restore(); } QuestAsset questAsset = Resources.Load <QuestAsset>(QuestAsset.ASSET_NAME); if (questAsset.RestoreOnBuild) { questAsset.Restore(); } IntroductionAsset introAsset = Resources.Load <IntroductionAsset>(IntroductionAsset.ASSET_NAME); if (introAsset.RestoreOnBuild) { introAsset.Restore(); } MiniGameSettingAsset minigameAsset = Resources.Load <MiniGameSettingAsset>(MiniGameSettingAsset.ASSET_NAME); if (minigameAsset.RestoreOnBuild) { minigameAsset.Restore(); } Debug.Log($"Tried restoring scriptable object assets"); }
void OnTriggerEnter2D(Collider2D other) { float power = curve.Evaluate(curLife); if (other != null && other.gameObject != null) { if (owner != other.gameObject) { // This object is player and has no shield protecting it? PlayerProperties pl = other.gameObject.GetComponent <PlayerProperties>(); if (pl && !pl.shieldActivated) { pl.hit(power * damage, owner); } // This object is shield?? // Then we must to hit it Shield shield = other.gameObject.GetComponent <Shield>(); if (shield) { shield.hit(power * damage, owner); } } } }
public ServerState(int id, PlayerProperties plProperties, int input, bool inhibit) { messageId = id; properties = plProperties; inputData = input; inhibitReconciliation = inhibit; }
// Use this for initialization void Start() { if (startPoint != null) //if there's an object in startPoint transform { this.transform.position = startPoint.position; } pProp = GetComponent<PlayerProperties>(); }
public void UpdateSidebarStats(PlayerProperties properties) { sidebarLifeText.text = properties.baseHP + " + " + properties.hpModifier; sidebarDefenseText.text = properties.baseDef + " + " + properties.defModifier; sidebarDamageText.text = properties.baseAtk + " + " + properties.atkModifier; sidebarMovSpeedText.text = properties.baseMovSpd + " + " + properties.movSpdModifier; sidebarClipSizeText.text = properties.baseFireRate + " + " + properties.fireRateModifier; }
public void Other() { PlayerProperties.Reset(); Economy.mEconomyState = Economy.mEconomyState == Economy.EconomyState.GlobalRecession ? Economy.EconomyState.Overheating : Economy.EconomyState.GlobalRecession; SceneTransitionManager.StartTransition("Map"); }
void Start() { cc = GetComponent<CharacterController>(); pp = GetComponent<PlayerProperties>(); defCameraHt = Camera.main.transform.localPosition.y; minCameraHt = defCameraHt - defCameraHt / 2; }
internal virtual void Awake() { _playerProperties = new PlayerProperties(); _playerProperties.Character = GameObject.FindGameObjectWithTag(gameObject.tag); _playerProperties.RigidBody = _playerProperties.Character.GetComponent<Rigidbody2D>(); _playerProperties.RightPointToJump = GameObject.Find("RightPointToJump"); _playerProperties.LeftPointToJump = GameObject.Find("LeftPointToJump"); }
private void Awake() //Find relevant objects { _hud = GameObject.Find("HUD Manager").GetComponent <HUDManager>(); _playerProperties = transform.GetComponent <PMovement>().objectParameters; _playerInput = GetComponent <PlayerInput>(); _bullletInformation = bullet.GetComponent <ProjectileObject>(); AddNewWeapon(bullet); }
/// <summary> /// Index from myGuns array, defining the active gun. /// </summary> // int activeGunIndex; /// <summary> /// Initializes shooter system. /// </summary> public void Start() { myGuns = new GunTypes[] { GunTypes.Default, GunTypes.None }; // activeGunIndex = 0; timeSinceLastBullet = Time.time; playerManager = GetComponent<PlayerManager>(); myProperties = GetComponent<PlayerProperties>(); }
void Start() { GameObject playerGameObject = GameObject.Find("hero"); //get player and set to pProp pProp = playerGameObject.GetComponent<PlayerProperties>(); speechManager = GameObject.FindWithTag("kinect-speech").GetComponent<SpeechManager>(); intManager = GameObject.FindWithTag("kinect-interaction").GetComponent<InteractionManager>(); heartIcon = GameObject.Find("heart_icon").GetComponent<GUITexture>(); //coins and lives are slightly bigger if using a larger screen livesText.fontSize = Screen.width/40; if (livesText.fontSize < 20) livesText.fontSize = 20; //impose min size restriction coinsText.fontSize = livesText.fontSize; }
//apply pickup to Player void ApplyPickup(PlayerProperties playerStatus) { switch (pickupType) { case PickupType.Grow: if ((int)playerStatus.playerState == (int)PlayerProperties.PlayerState.PlayerSmall) { playerStatus.playerState = PlayerProperties.PlayerState.PlayerLarge; //change playerState to large if Player small playerStatus.changePlayer = true; //enable Player to change states } break; case PickupType.Coin: playerStatus.AddCoin(pickupValue); //add a coin to the current coin count break; case PickupType.ExtraLife: playerStatus.lives += pickupValue; //add a life to the current life amount break; } }
public int ApplyPowerUp(PlayerProperties playerStatus) { switch (powerUpType) { case PowerType.Projectile : if(playerStatus.playerState == PlayerProperties.PlayerState.CarNormal) { Debug.Log("We have a projectile!"); playerStatus.playerState = PlayerProperties.PlayerState.CarProjectile; playerStatus.hasProjectile = true; playerStatus.changeState = true; } break; case PowerType.Trap : if(playerStatus.playerState == PlayerProperties.PlayerState.CarNormal) { Debug.Log("We have a trap!"); playerStatus.playerState = PlayerProperties.PlayerState.CarTrap; playerStatus.hasTrap = true; playerStatus.changeState = true; } break; case PowerType.Boost : if(playerStatus.playerState == PlayerProperties.PlayerState.CarNormal) { Debug.Log("We have a boost!"); playerStatus.playerState = PlayerProperties.PlayerState.CarBoost; playerStatus.hasBoost = true; playerStatus.changeState = true; } break; } return (int)powerUpType; }
void Start() { pProp = GameObject.FindWithTag("Player").GetComponent<PlayerProperties>(); }
/// <summary> /// Initializes AI. Gets all references, and starts moving. /// </summary> public void StartAI() { playerManager = this.GetComponent<PlayerManager>(); myProperties = this.GetComponent<PlayerProperties>(); navMeshAgent = this.GetComponent<NavMeshAgent>(); navMeshAgent.speed = myProperties.actualMovSpd; controlledLocally = true; this.FindNewPoint(); gamePanels = GameController.instance.GetGamePanels(); int enemyID = playerManager.myTeam.GetHashCode(); enemyID++; if (enemyID > TeamTypes.Orange.GetHashCode()) { enemyID = 0; } enemyTeam = (TeamTypes)enemyID; enemyTower = GameController.instance.GetTower(enemyTeam); enemies = GameController.instance.GetPlayersOfTeam(enemyTeam); }
/// <summary> /// Start method. Gets all references. /// </summary> public void StartPlayer(bool playerControlled, TeamTypes myTeam, string playerPlayFabID, string playFabName) { this.playerPlayFabID = playerPlayFabID; this.myTeam = myTeam; this.playerControlled = playerControlled; this.playerPlayFabName = playFabName; myProperties = this.GetComponent<PlayerProperties>(); networkLayer = this.GetComponent<PlayerNetworkLayer>(); animationManager = this.GetComponent<PlayerAnimationManager>(); shooterManager = this.GetComponent<ShooterManager>(); aiManager = this.GetComponent<PlayerAIManager>(); shooterManager.CreateBuffer(myTeam); myTower = GameController.instance.GetTower(myTeam); playerExp = playerLevel = 0; myProperties.Initialize(); baseSprite.color = spriteTeamColors[myTeam.GetHashCode()]; Debug.Log("initializing player. is human? " + playerControlled+" is local? "+networkLayer.isMine); if (networkLayer.isMine) { if (playerControlled) { Camera.main.transform.SetParent(this.transform, true); //levelText = GameController.instance.GetLevelText(); expText = GameController.instance.GetExpText(); GameplayUI.instance.Initialize(myTeam,this); GameplayUI.instance.UpdateSidebarStats(myProperties); InGameStoreAndCurrencyManager.instance.SetUpgradesCallbacks(new ProjectDelegates.OnPlayerBoughtStatUpgradeCallback[]{ myProperties.IncreaseAtk,myProperties.IncreaseMovSpd,myProperties.IncreaseHP }); } this.transform.position = GameController.instance.GetRandomSpawnPoint(myTeam); } }
// Use this for initialization void Start() { player = GameObject.Find ("Player"); pp = player.GetComponent<PlayerProperties> (); }
// Use this for initialization void Start() { playerLink = GameObject.FindGameObjectWithTag("Player"); pProp = playerLink.GetComponent<PlayerProperties>(); pControls = playerLink.GetComponent<PlayerControls>(); }
/// <summary> /// Creates the playerproperties object which holdes the information and /// does not get destroyed when loading the maps /// </summary> private void CreatePlayerProperties() { playerPropertiesGO = new GameObject("PlayerProperties"); playerProperties = playerPropertiesGO.AddComponent<PlayerProperties>(); }
void Start() { pp = GetComponent<PlayerProperties>(); }
void Start() { tongue = transform.FindChild ("Tongue parent"); playerProps = GetComponent<PlayerProperties> (); tongueOriginalScale = tongue.localScale; tongueOriginalPosition = tongue.localPosition; }
// Use this for initialization void Start() { controller = GetComponent <PlayerControlScript> (); anim = GetComponentInChildren<AnimationScript>(); properties = GetComponent<PlayerProperties>(); /*facingRight = properties.facingRight; jumpForce = properties.jumpForce; moveForce = properties.moveForce; // Amount of force added to move the player left and right. maxSpeed = properties.maxSpeed; jumpTimer = properties.jumpTimer; float moveTimer = properties.moveTimer;*/ }
void Start() { pmc = GameObject.FindWithTag("kinect-pointMan").GetComponent<PointManController>(); player = GameObject.FindWithTag("Player"); lProp = GameObject.Find("levelProperties").GetComponent<LevelProperties>(); pProp = GameObject.Find("hero").GetComponent<PlayerProperties>(); }
int GetKey(PlayerProperties pp, GameObject door) { List<Color> keys = pp.keys; for (int i = 0; i < keys.Count; i++) { if (ToHex(keys[i]) == ToHex(Color.yellow) && door.transform.GetChild(0).GetComponent<MeshRenderer>().material.color == new Color(0.5f, 0.2f, 0, 0) || keys[i] == door.transform.GetChild(0).GetComponent<MeshRenderer>().material.color) return i; } return -1; }
void Start() { playerLayerMask = LayerMask.NameToLayer("Player"); platformLayerMask = LayerMask.NameToLayer("Platforms"); //groundLayerMask = LayerMask.NameToLayer("Ground"); controller = GetComponent<CharacterController>(); controller.center = new Vector3(0, centerY, 0); graphics.transform.localScale = new Vector3(scaleX, scaleY, 0.1f); //transform.localScale = new Vector3(scaleX, scaleY, 0.1f); sprite = GetComponent<AnimationSprite>(); sprite.AnimateSprite(4, 4, 0, 0, 14, 24); //playerSoundScript = GetComponent<PlayerSound>(); playerProperties = GetComponent<PlayerProperties>(); }
void Start() { playerGameObject = GameObject.FindGameObjectWithTag("Player"); playerProperties = playerGameObject.GetComponent<PlayerProperties>(); }
void Awake() { //singleton if (inst == null) { inst = this; } shealth = defaultHealth; }
void Start() { sprite = GetComponent<UISprite>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerProperties>(); }
public void UpdateSidebarStats(PlayerProperties properties) { sidebarLifeText.text = properties.baseHP + " + " + properties.hpModifier; sidebarDefenseText.text = properties.baseDef + " + " + properties.defModifier; sidebarDamageText.text = properties.baseAtk + " + " + properties.atkModifier; sidebarMovSpeedText.text = properties.baseMovSpd + " + " + properties.movSpdModifier; sidebarClipSizeText.text = properties.baseFireRate + " + " + properties.fireRateModifier; }
// Use this for initialization void Start() { anim = GetComponentInChildren<RyuAnimationScript>(); properties = GetComponent<PlayerProperties>(); }