void Start() { cam = GetComponentInChildren <Camera>().transform; motor = GetComponent <CharacterMotor>(); weapon = GetComponent <WeaponHolder>(); hunter = GetComponent <Hunter>(); }
// Start is called before the first frame update private void Start() { // // Ensure rigidbody is present m_rigidbody = GetComponent <Rigidbody>(); Assert.IsNotNull(m_rigidbody); // // Ensure WeaponHolder is present m_weaponHolder = GetComponent <WeaponHolder>(); Assert.IsNotNull(m_weaponHolder); // // Ensure BonusHolder is present m_bonusHolder = GetComponent <BonusHolder>(); Assert.IsNotNull(m_bonusHolder); // // Initialize / Reset ResetWallJump(); // // m_audioSource = GetComponent <AudioSource>(); Assert.IsNotNull(m_audioSource); // m_fWaftTimer = m_fWaftCooldown; }
public void OnDie() { if (null != stocks) { --stocks; } percentage = 0.0f; // // Notify death if (null != UiManager) { UiManager.OnPlayerDied(this); } WeaponHolder weaponHolder = gameObject.GetComponent <WeaponHolder>(); if (null != weaponHolder) { // Remove current weapon weaponHolder.OnPlayerDied(); } // // Emit die sounds int iSound = Random.Range(0, m_aAudioClipsScream.Length); AudioManager.GetInstance().PlaySoundEffect(m_aAudioClipsScream[iSound], 0.6f); AudioManager.GetInstance().PlaySoundEffect(m_aAudioClipImplose, 1.0f); gameObject.SetActive(false); }
override public void PickUpObject(PickUpSystem WhoPicked) { WeaponHolder cmp = WhoPicked.gameObject.GetComponentInChildren <WeaponHolder>(); Debug.Log(WhoPicked.name + "Picked Up Ammo"); if (cmp.Ammo[weaponid] + numberofammo <= cmp.maxAmmo[weaponid]) { cmp.Ammo[weaponid] += numberofammo; //WhoPicked.Global.PickUps.Remove(this); if (photonView.IsMine) { PhotonNetwork.Destroy(this.gameObject); //Destroy(this.gameObject); } else // Вроде и так работает, но на всякий { Debug.Log("transfering ownership from " + photonView.Owner.NickName); //photonView.RequestOwnership(); //photonView.TransferOwnership(PhotonNetwork.LocalPlayer); //Debug.Log("owner is now " + photonView.Owner.NickName + " / should be " + PhotonNetwork.LocalPlayer.NickName); photonView.SetOwnerInternal(PhotonNetwork.LocalPlayer, PhotonNetwork.LocalPlayer.ActorNumber); Debug.Log("owner is now " + photonView.Owner.NickName + " / should be " + PhotonNetwork.LocalPlayer.NickName); PhotonNetwork.Destroy(this.gameObject); } } else { numberofammo -= cmp.maxAmmo[weaponid] - cmp.Ammo[weaponid]; cmp.Ammo[weaponid] = cmp.maxAmmo[weaponid]; } }
/// <summary>Set the Active Holder Transform for the Active Holder Side </summary> protected virtual void SetActiveHolder(WeaponHolder holder) { ActiveHolderSide = holder; switch (ActiveHolderSide) { case WeaponHolder.None: ActiveHolderTransform = HolderBack; // Set BACK As default the HolderBack break; case WeaponHolder.Left: ActiveHolderTransform = HolderLeft ? HolderLeft : HolderBack; break; case WeaponHolder.Right: ActiveHolderTransform = HolderRight ? HolderRight : HolderBack; break; case WeaponHolder.Back: ActiveHolderTransform = HolderBack; break; default: break; } }
/// <summary>Is called to swap weapons </summary> public virtual void Change_Weapon_Holder_Inputs(WeaponHolder holder) { if (debug) { Debug.Log($"Change Holder to: <b>{holder}</b>"); } if (ActiveHolderSide != holder && WeaponAction == WA.Idle) //if there's a weapon on hand, Store it and draw the other weapon from the next holder { StartCoroutine(SwapWeaponsHolder(holder)); } else if (ActiveHolderSide != holder && WeaponAction == WA.None) //if there's no weapon draw the weapon from the next holder { SetActiveHolder(holder); Draw_Weapon(); } else { if (!CombatMode) { if (WeaponAction == WA.None) { Draw_Weapon(); //Draw a weapon if we are on Action None } } else { if (WeaponAction == WA.Idle) { Store_Weapon(); //Store a weapon if we are on Action Idle } } } }
void Start() { weaponHolder = FindObjectOfType <WeaponHolder>(); ChangeGunInDisplay(); ChangeConsumableInDisplay(); weaponHolder.OnGunSwap.AddListener(ChangeGunInDisplay); weaponHolder.OnConsumableSwap.AddListener(ChangeConsumableInDisplay); LevelManager.Instance.OnEnemyKill.AddListener(ChangeKillsDisplay); LevelManager.Instance.OnStartNextStage.AddListener(ChangeKillsDisplay); PlayerManager.Instance.OnGunEnable.AddListener(ToggleCrosshair); PlayerManager.Instance.OnGunDisable.AddListener(ToggleCrosshair); objectiveBannerTimer = 0f; objectiveBannerWasJustDisabled = false; clockTickTimer = 0f; ChangeAmmoDisplay(); if (weaponHolder.EquippedConsumable) { ChangeConsumablesDisplay(); } ChangeKillsDisplay(); }
public void Assign(WeaponHolder holderScript, int index) { if (EditorUtility.DisplayDialog("Assign New Frame Position", "Are you sure you want to change the weapon's position on frame " + (holderScript.index + 1) + " of the animation " + holderScript.stringState + " ?", "Assign", "Cancel")) { switch (holderScript.weaponState) { case (WeaponHolder.WeaponAnimation.IDLE): holderScript.idlePosRot[holderScript.index] = new Vector3(holderScript.gameObject.transform.localPosition.x, holderScript.gameObject.transform.localPosition.y, holderScript.gameObject.transform.localEulerAngles.z); break; case (WeaponHolder.WeaponAnimation.ATTACK): holderScript.swingPosRot[holderScript.index] = new Vector3(holderScript.gameObject.transform.localPosition.x, holderScript.gameObject.transform.localPosition.y, holderScript.gameObject.transform.localEulerAngles.z); break; case (WeaponHolder.WeaponAnimation.WALK): holderScript.walkPosRots[holderScript.index] = new Vector3(holderScript.gameObject.transform.localPosition.x, holderScript.gameObject.transform.localPosition.y, holderScript.gameObject.transform.localEulerAngles.z); break; case (WeaponHolder.WeaponAnimation.STUN): holderScript.stunPosRot[holderScript.index] = new Vector3(holderScript.gameObject.transform.localPosition.x, holderScript.gameObject.transform.localPosition.y, holderScript.gameObject.transform.localEulerAngles.z); break; } } }
protected override void FireWeapon() { if (WeaponStats.BulletsInClip > 0 && !Reloading && !WeaponHolder.Controller.IsRunning) { base.FireWeapon(); if (!FiringEffect) { FiringEffect = Instantiate(FiringAnimation, ParticleSpawnLocation).GetComponent <ParticleSystem>();; } Ray screenRay = MainCamera.ScreenPointToRay(new Vector3(CrosshoarComponent.CurrentAimPosition.x, CrosshoarComponent.CurrentAimPosition.y, 0)); if (!Physics.Raycast(screenRay, out RaycastHit hit, WeaponStats.FireDistance, WeaponStats.WeaponHitLayer)) { return; } HitLocation = hit.point; Vector3 hitDirection = hit.point - MainCamera.transform.position; Debug.DrawRay(MainCamera.transform.position, hitDirection.normalized * WeaponStats.FireDistance, Color.red, 1.0f); } else if (WeaponStats.BulletsInClip <= 0) { if (!WeaponHolder) { return; } WeaponHolder.StartReloading(); } }
private void OnCollisionEnter(Collision collision) { WeaponHolder componentWeaponHolder = collision.gameObject.GetComponent <WeaponHolder>(); if (null != componentWeaponHolder) { // // Show correct weapon in body bool bCanSwitch = componentWeaponHolder.SetWeaponTypeToSwitchTo(_Weapon.WeaponType, gameObject.GetComponent <WeaponShot>().loaderSize); // // Destroy current weapon if (bCanSwitch) { Destroy(gameObject); // // Play the pick sound AudioManager.GetInstance().PlaySoundEffect(m_pickSound, 1.0f); } else { float fSpeed = gameObject.GetComponent <Rigidbody>().velocity.magnitude; if (fSpeed >= 5.0f) { PlayerGameplay player = collision.gameObject.GetComponent <PlayerGameplay>(); Vector3 dir = collision.contacts[0].point - transform.position; player.TakeDamages(30.0f, dir, 1.3f); } } } }
// Start is called before the first frame update void Start() { rigidBody = GetComponent <Rigidbody2D>(); livingThing = GetComponent <LivingThing>(); weaponHolder = GetComponent <WeaponHolder>(); triggerDownAfterShot = false; }
///────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────── /// <summary> /// Is called to swap weapons /// </summary> protected virtual void Change_Weapon_Holder_Inputs(WeaponHolder holder) { if (ActiveHolderSide != holder && _weaponAction == WeaponActions.Idle) //if there's a weapon on hand, Store it and draw the other weapon from the next holder { StartCoroutine(SwapWeaponsHolder(holder)); } else if (ActiveHolderSide != holder && _weaponAction == WeaponActions.None) //if there's no weapon draw the weapon from the next holder { SetActiveHolder(holder); Draw_Weapon(); LinkAnimator(); } else { if (!isInCombatMode) { if (_weaponAction == WeaponActions.None) { Draw_Weapon(); //Draw a weapon if we are on Action None } } else { if (_weaponAction == WeaponActions.Idle) { Store_Weapon(); //Store a weapon if we are on Action Idle } } LinkAnimator(); //Links the animator to the values } }
protected override void OnWindowGUIBeforeContent() { base.OnWindowGUIBeforeContent(); bool playerExists = Ped.Instance != null; if (playerExists) { GUILayout.BeginHorizontal(); if (GUILayout.Button("Remove all weapons", GUILayout.ExpandWidth(false))) { Ped.Instance.WeaponHolder.RemoveAllWeapons(); } GUILayout.Space(5); if (GUILayout.Button("Give ammo", GUILayout.ExpandWidth(false))) { foreach (var weapon in Ped.Instance.WeaponHolder.AllWeapons) { WeaponHolder.AddRandomAmmoAmountToWeapon(weapon); } } GUILayout.EndHorizontal(); GUILayout.Space(15); } }
public static void LoadAssets() { PlayerHolder.Initialize(); EnemyHolder.Initialize(); WeaponHolder.Initialize(); AmmunitionDropHolder.Initialize(); ProjectileHolder.Initialize(); SoundHolder.Initialize(); VisualEffectHolder.Initialize(); AnimationHolder.Initialize(); MapHolder.Initialize(); OnLoadingStatus += PlayerHolder.CurrentLoadingPercentage; OnLoadingStatus += EnemyHolder.CurrentLoadingPercentage; OnLoadingStatus += WeaponHolder.CurrentLoadingPercentage; OnLoadingStatus += ProjectileHolder.CurrentLoadingPercentage; OnLoadingStatus += SoundHolder.CurrentLoadingPercentage; OnLoadingStatus += VisualEffectHolder.CurrentLoadingPercentage; OnLoadingStatus += AnimationHolder.CurrentLoadingPercentage; OnLoadingStatus += AmmunitionDropHolder.CurrentLoadingPercentage; OnLoadingStatus += MapHolder.CurrentLoadingPercentage; PlayerHolder.LoadAssets(); EnemyHolder.LoadAssets(); WeaponHolder.LoadAssets(); ProjectileHolder.LoadAssets(); SoundHolder.LoadAssets(); VisualEffectHolder.LoadAssets(); AnimationHolder.LoadAssets(); AmmunitionDropHolder.LoadAssets(); MapHolder.LoadAssets(); }
// Start is called before the first frame update protected virtual void Start() { gridSize = GameControl.instance.gridSize; freezePosition = false; rb = GetComponent <Rigidbody>(); weaponHolder = GetComponentInChildren <WeaponHolder>(); }
protected override void OnWindowGUI() { // display all weapons from the game // add option to add them to player bool playerExists = Ped.Instance != null; // var defs = Item.GetDefinitions<Importing.Items.Definitions.WeaponDef> (); var datas = Importing.Weapons.WeaponData.LoadedWeaponsData.DistinctBy(wd => wd.weaponType); foreach (var data in datas) { GUILayout.Label("Id: " + data.modelId1 + " Name: " + data.weaponType + " Slot: " + data.weaponslot + " Flags: " + (null == data.gunData ? "" : string.Join(" ", data.gunData.Flags))); if (playerExists) { if (GUILayout.Button("Give", GUILayout.Width(70))) { // give weapon to player Ped.Instance.WeaponHolder.SetWeaponAtSlot(data.modelId1, data.weaponslot); Ped.Instance.WeaponHolder.SwitchWeapon(data.weaponslot); WeaponHolder.AddRandomAmmoAmountToWeapon(Ped.Instance.WeaponHolder.GetWeaponAtSlot(data.weaponslot)); } } GUILayout.Space(5); } }
private void PrepareGun(GameObject gun) { float cameraAngle = 35f; WeaponHolder weaponHolder = gun.GetComponent <WeaponHolder>(); weaponHolder.Load(); GameObject ammo = weaponHolder.bullet_object; gun = weaponHolder.gun_object; gun.GetComponent <GunScript>().enabled = false; // We don't want OnEnabled to be called in edit mode // Prepare Target GameObject model = Instantiate(gun, Vector3.zero, Quaternion.identity); model.transform.rotation = Quaternion.Euler(Vector3.forward * 90f + Vector3.right * 180); // Determine bounds Bounds bounds = GetBounds(model); // Translate object to match the ground model.transform.position = Vector3.up * (bounds.size.y - bounds.center.y); bounds.center = bounds.center + Vector3.up * (bounds.size.y - bounds.center.y); bounds = GetBounds(model); last = bounds; DrawBounds(bounds, Color.red, 10); // DEBUG // Move Camera in place cam.transform.rotation = Quaternion.Euler(60f, cameraAngle - 90, 0); PositionCameraToFit(bounds); }
protected new void FireWeapon() { if (WeaponStats.AmmoInClip > 0 && !Reloading && !WeaponHolder.Controller.IsRunning) { base.FireWeapon(); Ray screenRay = ViewCamera.ScreenPointToRay(new Vector3(Crosshair.CurrentAimPosition.x, Crosshair.CurrentAimPosition.y, 0)); if (Physics.Raycast(screenRay, out RaycastHit hit, WeaponStats.FireDistance, WeaponStats.WeaponHitLayer)) { Vector3 RayDirection = HitLocation.point - ViewCamera.transform.position; Debug.DrawRay(ViewCamera.transform.position, RayDirection * WeaponStats.FireDistance, Color.red); HitLocation = hit; Instantiate(launchRound, HitLocation.point, Quaternion.LookRotation(HitLocation.normal)); Rigidbody lr = launchRound.GetComponent <Rigidbody>(); } ; } else if (WeaponStats.AmmoInClip <= 0) { if (!WeaponHolder) { return; } WeaponHolder.StartReloading(); } }
void Update() { if (player != null) { health = player.Health; } else { health = 0; // If we can't find the player, we aren't in a scene with action GameObject obj = GameObject.FindGameObjectWithTag("Player"); if (obj) { player = obj.GetComponent <Damagable>(); if (player != null) { weapon = player.GetComponent <Player>().Weapon; } } } restartText.SetActive(player == null); // link up to lives from character object for (int i = 0; i < HealthObjects.Count; i++) { HealthObjects[i].SetActive(i < health); } enemyText.enabled = (EnemyKillVictory.Count != -1); enemy.SetActive(EnemyKillVictory.Count != -1); enemyText.GetComponent <Text>().text = EnemyKillVictory.Count.ToString(); }
// Start is called before the first frame update void Start() { movement = GetComponent <MovementRigidBody>(); hlth = GetComponent <health>(); weapon = GetComponentInChildren <WeaponHolder>(); ChoseCharacterTarget(); //movement.input.Set(1.0f, 1.0f); }
public override void OnPickup(GameObject player) { base.OnPickup(player); WeaponHolder holder = GameObject.Find("Player").GetComponent <WeaponHolder>(); holder.weapons[1] = new Rifle(); }
private void Start() { attackRange = 0.8f; playerStat = GetComponentInParent <PlayerStat>(); graphic = transform.gameObject; weaponHolder = graphic.GetComponentInChildren <WeaponHolder>(); rb = GetComponent <Rigidbody2D>(); }
// Use this for initialization void Start() { control = GetComponent <CharacterController>(); if (Weapon == null) { Weapon = GetComponent <WeaponHolder>(); } }
// Start is called before the first frame update protected virtual void Start() { weaponHolder = this.GetComponentInChildren <WeaponHolder>(); weaponHolder.owner = this; rb = this.GetComponent <Rigidbody2D>(); sr = GetComponent <SpriteRenderer>(); anim = GetComponent <Animator>(); }
private void Start() { //Find UI GameObjects and the player's weaponHolder in the scene goCanvas = GameObject.Find("Canvas"); sliderAttackInterval = goCanvas.transform.Find("Attack Interval Slider").GetComponent <Slider>(); sliderWeaponCharge = goCanvas.transform.Find("Weapon Charge Slider").GetComponent <Slider>(); sliderPrototypeCharge = goCanvas.transform.Find("Prototype Charge Slider").GetComponent <Slider>(); weaponHolderPlayer = GameObject.Find("Player").GetComponent <WeaponHolder>(); }
// Start is called before the first frame update public virtual void Start() { muzzle = this.transform.GetChild(0); hitbox = GetComponent <BoxCollider2D>(); hitbox.enabled = false; cam = FindObjectOfType <CameraController>(); anim = GetComponent <Animator>(); weaponHolder = GetComponentInParent <WeaponHolder>(); // sketch }
private void Awake() { _Anim = GetComponent <Animator>(); _RB = GetComponent <Rigidbody2D>(); _WH = GetComponentInChildren <WeaponHolder>(); _TAnimCont = GetComponentInChildren <TailAnimationController>(); _Health = GetComponent <Health>(); _GS = UIManager.Instance.GetScreen <GameScreen>(); }
protected override void Awake() { OwnedBy = playerData.playerTeam; pc = GetComponent <PlayerController>(); pa = transform.FindChild("Sprite").GetComponent <PlayerAnimator>(); pw = GetComponent <WeaponHolder>(); base.sprite = transform.FindChild("Sprite").GetComponent <SpriteRenderer>(); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); coll = GetComponent <Collision>(); weaponHolder = GetComponent <WeaponHolder>(); input = GetComponent <PlayerInput>(); sr = GetComponentInChildren <SpriteRenderer>(); anim = GetComponentInChildren <Animator>(); }
private void SetupGun() { WeaponHolder weaponHolder = mainAsset.GetComponent <WeaponHolder>(); // Set the display name to the bundle name if no custom name is provided if (weaponHolder.display_name == "My Gun") { weaponHolder.display_name = name; } }
public void Init() { if(user)cha = user.GetComponentInChildren<Hunter>(); if(user)hea = user.GetComponentInChildren<Health>(); if(user)wep = user.GetComponentInChildren<WeaponHolder>(); Camera cam = GetComponentInChildren<Camera>(); ratio = cam.orthographicSize/cam.pixelHeight; camsize = new Vector2(cam.pixelWidth*ratio,cam.pixelHeight*ratio); screensize = camsize/ratio; }
public void Emit(Vector2 position, Vector2 velocity, WeaponHolder owner) { _owner = owner; switch (_owner.myTeam) { case WeaponHolder.Team.PLAYER: _targetMask = 1 << LayerMask.NameToLayer("Enemy"); break; case WeaponHolder.Team.ENEMY: _targetMask = 1 << LayerMask.NameToLayer("Player"); break; } // Before emitting a bullet we check to see if the shnozzle of this gun is colliding with anything // First, cast against target BoxCollider2D weaponCol = _myWeapon.GetComponent<BoxCollider2D>(); Vector2 topLeft = (Vector2)(weaponCol.bounds.center) - (weaponCol.size * 0.5f); Vector2 bottomRight = topLeft + weaponCol.size; int count = Physics2D.OverlapAreaNonAlloc(topLeft, bottomRight, _collisions, _targetMask); //int count = Physics2D.OverlapPointNonAlloc(position, _collisions, _targetMask); if(count > maxHitsPerBullet) count = maxHitsPerBullet; bool hitSummat = false; if(count != 0) // then we hit something { for(int j = 0; j < count; j++) // for every collision of this particle... { switch(owner.myTeam) { case WeaponHolder.Team.PLAYER: Enemy enemy = _collisions[j].gameObject.GetComponentInParent<Enemy>(); enemy.LoseHealth(_myWeapon.strength); _myWeapon.ApplyKnockback(enemy.GetComponent<Mover>(), velocity); break; } hitSummat = true; } } else // try casting against scenery { count = Physics2D.OverlapPointNonAlloc(position, _collisions, _sceneMask); if(count > 0) hitSummat = true; } // Return straight away if hit something (e.g. shnozzle is over enemy or scenery or whatnot) if(hitSummat) return; // Acually emit bullet _bullets.Emit(position, velocity, _bullets.startSize, _bullets.startLifetime, _bullets.startColor); }
public void Shot(Bullets bulletsManager, Vector2 velocity, WeaponHolder owner) { _owner = owner; _firedFrom = _owner.weapon; switch (owner.myTeam) { case WeaponHolder.Team.PLAYER: _targetLayer = 1 << LayerMask.NameToLayer("Enemy"); break; case WeaponHolder.Team.ENEMY: _targetLayer = 1 << LayerMask.NameToLayer("Player"); break; } ownerFiringSystem = bulletsManager; _rigidBody.velocity = velocity; }
public void Shot(Bullets bulletsManager, Vector2 velocity, WeaponHolder owner) { _owner = owner; switch (owner.myTeam) { case WeaponHolder.Team.PLAYER: //_targetMask = 1 << LayerMask.NameToLayer("Enemy"); //print(_targetMask); //gameObject.layer = _targetMask; break; case WeaponHolder.Team.ENEMY: ////_targetMask = 1 << LayerMask.NameToLayer("Player"); //gameObject.layer = _targetMask; break; } ownerFiringSystem = bulletsManager; rigidBody.velocity = velocity *-1; }
void Start() { disable_springs = false; disable_recoil = true; holder = GameObject.Find("gui_skin_holder").GetComponent<GUISkinHolder>(); weapon_holder = holder.weapon.GetComponent<WeaponHolder>(); magazine_obj = weapon_holder.mag_object; gun_obj = weapon_holder.gun_object; casing_with_bullet = weapon_holder.bullet_object; if(Random.Range(0.0f,1.0f) < 0.35f){ held_flashlight = Instantiate(holder.flashlight_object); held_flashlight.GetComponent<FlashlightScript>().TurnOn(); holder.has_flashlight = true; } rotation_x = transform.rotation.eulerAngles.y; view_rotation_x = transform.rotation.eulerAngles.y; gun_instance = Instantiate(gun_obj); var renderers = gun_instance.GetComponentsInChildren<Renderer>(); foreach (Renderer renderer in renderers) { renderer.shadowCastingMode = ShadowCastingMode.On; } main_camera = GameObject.Find("Main Camera").gameObject; character_controller = GetComponent<CharacterController>(); for(var i=0; i<kMaxHeadRecoil; ++i){ head_recoil_delay[i] = -1.0f; } for(var i=0; i<10; ++i){ weapon_slots[i] = new WeaponSlot(); } var num_start_bullets = 30;// Random.Range(0, 10); if(GetGunScript().gun_type == GunType.AUTOMATIC){ var num_start_mags= Random.Range(0,3); for(var i=1; i<num_start_mags+1; ++i){ weapon_slots[i].type = WeaponSlotType.MAGAZINE; weapon_slots[i].obj = Instantiate(magazine_obj); } } else { num_start_bullets += Random.Range(0,20); } loose_bullets = new List<GameObject>(); loose_bullet_spring = new List<Spring>(); for(var i=0; i<num_start_bullets; ++i){ AddLooseBullet(false); } audiosource_tape_background = gameObject.AddComponent<AudioSource>(); audiosource_tape_background.loop = true; audiosource_tape_background.clip = holder.sound_tape_background; audiosource_audio_content = gameObject.AddComponent<AudioSource>(); audiosource_audio_content.loop = false; //int count= 0; foreach(var tape in holder.sound_tape_content){ total_tapes.Add(tape); /*++count; if(count >= 2){ break; }*/ } var temp_total_tapes= new List<AudioClip>(total_tapes); while(temp_total_tapes.Count > 0){ var rand_tape_id= Random.Range(0,temp_total_tapes.Count); tapes_remaining.Add(temp_total_tapes[rand_tape_id]); temp_total_tapes.RemoveAt(rand_tape_id); } }
public void Throw(Vector2 force, bool spin) { transform.parent = null; _owner = null; gameObject.layer = _layIgnorePlayer; _rigid.isKinematic = false; _pickupTrigger.SetActive(true); _rigid.AddForce(force, ForceMode2D.Impulse); _spinning = spin; }
public void Shoot(Vector2 position, Vector2 velocity, WeaponHolder owner) { GameObject newBullet = GetObject(); newBullet.GetComponent<Bullet>().Shot(this, velocity, owner); newBullet.transform.position = position; }
public void Pickup(WeaponHolder weaponHolder, Vector2 offset) { // Set Enemy weaponHolder.weapon = this; transform.parent = weaponHolder.transform; _owner = weaponHolder; //Set the holder of the weapon Pickup(offset); OnPickup(); }
public void DropMe() { transform.parent = null; _owner = null; gameObject.layer = _layIgnorePlayer; _rigid.isKinematic = false; _pickupTrigger.SetActive(true); }
public virtual void Init(RefMob refMob, int level, int evolution) { m_navAgent = GetComponent<NavMeshAgent>(); m_targeting = null; m_ingTakenDamageEffect = 0; m_pushbackSpeedOnDamage = 0; m_behaviourType = BehaviourType.ALive; m_weaponHolder = transform.Find("WeaponHolder").gameObject.GetComponent<WeaponHolder>(); m_weaponHolder.Init(); if (transform.Find("Body/WeaponPoint") != null) { m_weaponHolder.transform.position = transform.Find("Body/WeaponPoint").transform.position; } damagedTexture = Resources.Load<Texture>("ani/damage monster"); normalTexture = Resources.Load<Texture>("ani/monster"); ChangeNormalColor(); m_refMob = refMob; m_creatureProperty.init(this, m_refMob.baseCreatureProperty, level, evolution); rigidbody.mass = refMob.mass; m_navAgent.baseOffset = m_refMob.baseCreatureProperty.navMeshBaseOffset; m_aimpoint = transform.Find("Body/Aimpoint").gameObject; m_hppoint = m_aimpoint; if (transform.Find("Body/HPPoint")) { m_hppoint = transform.Find("Body/HPPoint").gameObject; } m_animator = transform.Find("Body").GetComponent<Animator>(); m_prefDamageSprite = Resources.Load<GameObject>("Pref/DamageNumberSprite"); }
public void Pickup(PlayerController player, Vector2 offset) { // Set Player player.weapon = this; transform.parent = player.transform; //transform.position += new Vector3 (player.facingDirection, 0, 0); _owner = player; Pickup (offset); OnPickup(); }
public void Pickup(Enemy enemy, Vector2 offset) { // Set Enemy enemy.weapon = this; transform.parent = enemy.transform; _owner = enemy; //Set the holder of the weapon Pickup (offset); OnPickup(); }
public override void Init(Creature mob) { base.Init(mob); m_weaponHolder = mob.transform.Find("WeaponHolder").gameObject.GetComponent<WeaponHolder>(); }