protected Weapon(string weaponType, WeaponHandling weaponHandling, int damage, int range) { this.weaponType = weaponType; this.weaponHandling = weaponHandling; this.damage = damage; this.range = range; }
public void fire(FireProps fireProps, BulletManager bm, WeaponHandling wh) { switch (playerInfo.charEnum) { case CharacterEnum.Tesla: specialInstance.SetActive(true); specialInstance.GetComponent <WeaponSpecialTeslaLogic>().fire(); break; case CharacterEnum.Curie: specialInstance.SetActive(true); specialInstance.GetComponent <WeaponSpecialCurieLogic>().fire(fireProps); break; case CharacterEnum.DaVinci: specialInstance.GetComponent <WeaponSpecialDaVinciLogic>().fire(fireProps, wh); specialInstance.SetActive(true); //specialInstance.GetComponent<WeaponSpecialTeslaLogic>().fire(); break; case CharacterEnum.Einstein: specialInstance.SetActive(true); specialInstance.GetComponent <WeaponSpecialEinsteinLogic>().fire(fireProps); break; case CharacterEnum.Nobel: specialInstance.SetActive(true); specialInstance.GetComponent <WeaponSpecialNobelLogic>().fire(fireProps); break; } }
public void fire(FireProps fireProps, BulletManager bm, WeaponHandling wh) { switch (playerInfo.charEnum) { case CharacterEnum.Tesla: specialInstance.SetActive(true); specialInstance.GetComponent<WeaponSpecialTeslaLogic>().fire(); break; case CharacterEnum.Curie: specialInstance.SetActive(true); specialInstance.GetComponent<WeaponSpecialCurieLogic>().fire(fireProps); break; case CharacterEnum.DaVinci: specialInstance.GetComponent<WeaponSpecialDaVinciLogic>().fire(fireProps, wh); specialInstance.SetActive(true); //specialInstance.GetComponent<WeaponSpecialTeslaLogic>().fire(); break; case CharacterEnum.Einstein: specialInstance.SetActive(true); specialInstance.GetComponent<WeaponSpecialEinsteinLogic>().fire(fireProps); break; case CharacterEnum.Nobel: specialInstance.SetActive(true); specialInstance.GetComponent<WeaponSpecialNobelLogic>().fire(fireProps); break; } }
public Dagger( string weaponType = "Dagger", WeaponHandling weaponHandling = WeaponHandling.OneHanded, int damage = 45, int range = 2) : base(weaponType, weaponHandling, damage, range) { }
public BastardSword( string weaponType = "Bastard Sword", WeaponHandling weaponHandling = WeaponHandling.OneHanded, int damage = 45, int range = 2) : base(weaponType, weaponHandling, damage, range) { }
public GreatSword( string weaponType = "Great Sword", WeaponHandling weaponHandling = WeaponHandling.TwoHanded, int damage = 55, int range = 3) : base(weaponType, weaponHandling, damage, range) { }
public Bow( string weaponType = "Bow", WeaponHandling weaponHandling = WeaponHandling.TwoHanded, int damage = 50, int range = 6) : base(weaponType, weaponHandling, damage, range) { }
public Crossbow( string weaponType = "Crossbow", WeaponHandling weaponHandling = WeaponHandling.TwoHanded, int damage = 60, int range = 5) : base(weaponType, weaponHandling, damage, range) { }
public WarAxe( string weaponType = "War Axe", WeaponHandling weaponHandling = WeaponHandling.TwoHanded, int damage = 65, int range = 3) : base(weaponType, weaponHandling, damage, range) { }
public Hatchet( string weaponType = "Hatchet", WeaponHandling weaponHandling = WeaponHandling.OneHanded, int damage = 60, int range = 2) : base(weaponType, weaponHandling, damage, range) { }
public Wand( string weaponType = "Wand", WeaponHandling weaponHandling = WeaponHandling.OneHanded, int damage = 70, int range = 7) : base(weaponType, weaponHandling, damage, range) { }
void Die() { WeaponHandling player = this.GetComponent <WeaponHandling>(); player.dropWeapon(); this.setLost(true); this.GetComponent <CapsuleCollider>().direction = 0; Destroy(this.gameObject, 6); }
void Dies() { WeaponHandling player = this.GetComponent <WeaponHandling>(); player.dropWeapon(); this.setLost(true); GameObject Ragdoll = Instantiate(ragdoll, this.transform.position, this.transform.rotation); Ragdoll.SetActive(true); this.gameObject.SetActive(false); Destroy(this.gameObject, 6); }
private void CheckHealth() { if (this.Healthpoints <= 0) { if (this.GetComponent <FlyBehaviour>().fly == true) { this.GetComponent <NetwrokBehaviour>().FreezePlayer(); this.GetComponent <PlayerUI>().ScoreBoard.SetActive(true); GameManager.instance.Lose(); WeaponHandling player = this.GetComponent <WeaponHandling>(); player.dropWeapon(); this.setLost(true); GameObject Ragdoll = Instantiate(ragdoll, this.transform.position, this.transform.rotation); Ragdoll.SetActive(true); SpectateTeamMate(); Destroy(this.gameObject, 1); if (isServer) { RpcDies(); } else { CmdDies(); } } else { anim.SetTrigger("Death"); GameManager.instance.Lose(); Die(); if (isServer) { RpcDie(); } else { CmdDie(); } this.GetComponent <NetwrokBehaviour>().FreezePlayer(); this.GetComponent <PlayerUI>().ScoreBoard.SetActive(true); StartCoroutine(DelaySeconds()); } } }
public void fire(FireProps fp, WeaponHandling wh) { transform.position = fp.position; this.wh = wh; nullAllAnimBools(); animator.SetBool("returnToOrig", true); nullAllAnimBools(); animator.SetBool("startTank", true); hp = 100; fireProps = fp; update = true; exClicks = wb.existingClicks; wh.shootingEnabled = false; oldSpeed = playerBase.speed; playerBase.speed = fp.bulletSpeed; //playerBase.gameObject.GetComponent<Collider2D>().enabled = false; GetComponent<Collider2D>().enabled = true; }
public void fire(FireProps fp, WeaponHandling wh) { transform.position = fp.position; this.wh = wh; nullAllAnimBools(); animator.SetBool("returnToOrig", true); nullAllAnimBools(); animator.SetBool("startTank", true); hp = 100; fireProps = fp; update = true; exClicks = wb.existingClicks; wh.shootingEnabled = false; oldSpeed = playerBase.speed; playerBase.speed = fp.bulletSpeed; //playerBase.gameObject.GetComponent<Collider2D>().enabled = false; GetComponent <Collider2D>().enabled = true; }
public void setUpPB(Components c, PlayerInfo p) { lifes = p.lifes; score = 0; comp = c; playInfo = p; weaponHandling = GetComponent <WeaponHandling>(); setUpSprites(); setUpSounds(); weaponHandling.buletManager = transform.parent.GetComponent <BulletManager>(); weaponHandling.buletManager.createBullets(this); characterAnimator = GetComponent <Animator>(); //pičovina, pak to napojím na PLayerInfo a atribut playerNumber uplně smažu playerNumber = p.playerNumber; mapMinX = -4.75f; mapMinY = -4.75f; mapMaxX = 8.6f; mapMaxY = 4f; mapHeight = Math.Abs(mapMaxY - mapMinY); mapWidth = Math.Abs(mapMaxX - mapMinX); directionMapping.Add(up, 3); directionMapping.Add(down, 0); directionMapping.Add(left, 1); directionMapping.Add(right, 2); handsRenderer = transform.Find("hands_down").GetComponent <SpriteRenderer>(); //hands_down, protože sem zrovna na prefab přetáhl hands_down a nejde to změnit..normálně handsSprites = Resources.LoadAll <Sprite>("Sprites/Hands"); weaponHandling.weaponRenderer = transform.Find("weapon").GetComponent <SpriteRenderer>(); //setup position generator posGenerator = GameObject.Find("PositionGenerator").GetComponent <PositionGenerator>(); gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); }
public void SetUp(PlayerBase p) { player = p; weaponHandling = p.weaponHandling; color = p.playInfo.playerColor; playerColor = (Colors)Enum.Parse(typeof(Colors), UppercaseFirst(color)); sprite = p.playInfo.charEnum.ToString() + "_portrait"; sprite = sprite.ToLower(); SetupAvatar(sprite); ready = true; //name = GameObject.Find("name_"+color).GetComponent<Text>(); //hp = GameObject.Find("hp_" + color).GetComponent<Text>(); //ammo = GameObject.Find("ammo_" + color).GetComponent<Text>(); //name.text = p.playInfo.playerName; iconRenderer = transform.Find("weaponI_" + p.playInfo.playerColor).gameObject.GetComponent <SpriteRenderer>(); iconRenderer.sprite = Resources.Load <Sprite>("Sprites/HUD/" + "icon_" + p.playInfo.charEnum.ToString().ToLower() + "Pistol"); }
public void SetUp(PlayerBase p) { player = p; weaponHandling = p.weaponHandling; color = p.playInfo.playerColor; playerColor = (Colors)Enum.Parse(typeof(Colors), UppercaseFirst(color)); sprite = p.playInfo.charEnum.ToString() + "_portrait"; sprite = sprite.ToLower(); SetupAvatar(sprite); ready = true; //name = GameObject.Find("name_"+color).GetComponent<Text>(); //hp = GameObject.Find("hp_" + color).GetComponent<Text>(); //ammo = GameObject.Find("ammo_" + color).GetComponent<Text>(); //name.text = p.playInfo.playerName; iconRenderer = transform.Find("weaponI_" + p.playInfo.playerColor).gameObject.GetComponent<SpriteRenderer>(); iconRenderer.sprite = Resources.Load<Sprite>("Sprites/HUD/" + "icon_" + p.playInfo.charEnum.ToString().ToLower() + "Pistol"); }
private void OnCollisionStay(Collision collision) // Die by car run over { float minimumCollisionForce = 10f; if (this.gameObject.tag == "Player" && collision.gameObject.tag == "DriverPlayer" && collision.relativeVelocity.magnitude > minimumCollisionForce) { if (hasDefened) { hasDefened = false; return; } this.gameObject.GetComponent <Rigidbody>().constraints = RigidbodyConstraints.FreezePositionY; this.gameObject.GetComponent <CapsuleCollider>().isTrigger = true; if (!isLocalPlayer) { return; } this.GetComponent <NetwrokBehaviour>().FreezePlayer(); this.GetComponent <PlayerUI>().ScoreBoard.SetActive(true); GameManager.instance.Lose(); WeaponHandling player = this.GetComponent <WeaponHandling>(); player.dropWeapon(); this.setLost(true); GameObject Ragdoll = Instantiate(ragdoll, this.transform.position, this.transform.rotation); Ragdoll.SetActive(true); SpectateTeamMate(); Destroy(this.gameObject, 1); if (isServer) { RpcDies(); } else { CmdDies(); } } }
public void setUpPB(Components c, PlayerInfo p) { lifes = p.lifes; score = 0; comp = c; playInfo = p; weaponHandling = GetComponent<WeaponHandling>(); setUpSprites(); setUpSounds(); weaponHandling.buletManager = transform.parent.GetComponent<BulletManager>(); weaponHandling.buletManager.createBullets(this); characterAnimator = GetComponent<Animator>(); //pičovina, pak to napojím na PLayerInfo a atribut playerNumber uplně smažu playerNumber = p.playerNumber; mapMinX = -4.75f; mapMinY = -4.75f; mapMaxX = 8.6f; mapMaxY = 4f; mapHeight = Math.Abs(mapMaxY - mapMinY); mapWidth = Math.Abs(mapMaxX - mapMinX); directionMapping.Add(up, 3); directionMapping.Add(down, 0); directionMapping.Add(left, 1); directionMapping.Add(right, 2); handsRenderer = transform.Find("hands_down").GetComponent<SpriteRenderer>(); //hands_down, protože sem zrovna na prefab přetáhl hands_down a nejde to změnit..normálně handsSprites = Resources.LoadAll<Sprite>("Sprites/Hands"); weaponHandling.weaponRenderer = transform.Find("weapon").GetComponent<SpriteRenderer>(); //setup position generator posGenerator = GameObject.Find("PositionGenerator").GetComponent<PositionGenerator>(); gameManager = GameObject.Find("GameManager").GetComponent<GameManager>(); }
/*private GameObject obj; * public GameObject getobj() * { * return obj; * }*/ public void ShootWeapon(int weapon) { // Check conditions to shoot. if (!isAiming || isAimBlocked || behaviourManager.GetAnim.GetBool(reloadBool) || !weapons[weapon].Shoot()) { return; } else { // Update parameters: burst count, trigger for animation, crosshair change and recoil camera bounce. burstShotCount++; anim.SetTrigger(shootingTrigger); aimBehaviour.crosshair = shootCrosshair; behaviourManager.GetCamScript.BounceVertical(weapons[weapon].recoilAngle); if (WeaponHandle) { WeaponHandle.playsound(); } else { WeaponHandle = this.GetComponent <WeaponHandling>(); WeaponHandle.playsound(); } /* * // Cast the shot to find a target. * Vector3 imprecision = Random.Range(-shotErrorRate, shotErrorRate) * behaviourManager.playerCamera.right; * Ray ray = new Ray(behaviourManager.playerCamera.position, behaviourManager.playerCamera.forward + imprecision); * RaycastHit hit = default(RaycastHit); * // Target was hit. * if (Physics.Raycast(ray, out hit, 1000f, shotMask)) * { * * if (hit.collider.transform != this.transform) * { * // Handle shot effects on target. * DrawShoot(weapons[weapon].gameObject, hit.point, hit.normal, hit.collider.transform); * * // Call the damage behaviour of target if exists. * if (hit.collider.gameObject.GetComponent<HealthManager>()) * { * hit.collider.gameObject.GetComponent<HealthManager>().TakeDamage(hit.point, ray.direction, weapons[weapon].bulletDamage); * } * } * } * // No target was hit. * else * { * * Vector3 destination = (ray.direction * 500f) - ray.origin; * // Handle shot effects without a specific target. * DrawShoot(weapons[weapon].gameObject, destination, Vector3.up, null, false, false); * }*/ //AudioSource.PlayClipAtPoint(weapons[weapon].shotSound, gunMuzzle.transform.position,0.5f); // Reset shot lifetime. shotDecay = originalShotDecay; } }