public void SetValues(RootCharacterController c, WeaponClass w, int n, int cN1, int cN2, int b, int e, SpFunctions s, clavisher cl, Vector3 p) { bTime = b; eTime = e; controller = c; weapon = w; numb = n; clavNumb1 = cN1; clavNumb2 = cN2; activity = weapon.moveset [numb]; stats = controller.gameObject.GetComponent<Organism> (); sp = s; clav = cl; pos = new Vector3 (p.x, p.y, p.z); }
public void SetValues(RootCharacterController c, WeaponClass w, int n, int b, int e, int cN, SpFunctions s, HitController h, clavisher cl) { bTime = b; eTime = e; controller = c; weapon = w; numb = n; claveNumb = cN; activity = weapon.moveset [numb]; stats = controller.gameObject.GetComponent<Stats> (); sp = s; hitBox = h; clav = cl; time = 0; }
public void SetValues(RootCharacterController c, WeaponClass w, int n, int b, int cN, SpFunctions s, clavisher cl) { bTime = b; controller = c; weapon = w; numb = n; claveNumb = cN; activity = weapon.moveset [numb]; stats = controller.gameObject.GetComponent<Organism> (); stats.shield = this; sp = s; clav = cl; time = 0; rigid = controller.gameObject.GetComponent<Rigidbody2D>(); animNumb = 0; }
//тип 6 номер 6 public void Shieldcontroller(ShieldController sh, RootCharacterController c, WeaponClass w, int n, int b,int cN, SpFunctions s, clavisher cl) { if (sh.stage == 0) sh.SetValues (c, w, n, b, cN, s, cl); sh.Work (); }
//тип 6 номер 3 public void Holdandunleash(HoldAndUnleash hld, RootCharacterController c, WeaponClass w, int n, int b, int e, int cN, SpFunctions s, HitController h, clavisher cl) { if (hld.stage == 0) hld.SetValues (c, w, n, b, e,cN, s, h, cl); hld.Work (); }
//тип 6 номер 4 public void Aimingshoot(AimingShoot a, RootCharacterController c, WeaponClass w, int n, int cN1, int cN2, int b, int e, SpFunctions s, clavisher cl, Vector3 p) { if (a.stage == 0) a.SetValues (c,w,n,cN1,cN2,b,e,s,cl,p); a.Work (); }
public bool ClaveComparation(ClaveNoteClass1.CLV kk, clavisher jj) { int j; for (int i=0; i<4; i++) k [i] = true; for (int i=0; i<kk.clv.Length;i++) { j=0; k[i]=false; while ((j<kk.clv[i].but.Length)&&(kk.clv[i].but[j].push!=jj.buttons[kk.clv[i].but[j].timer].push)) j++; if (j<kk.clv[i].but.Length) k[i]=true; } return k[0]&&k[1]&&k[2]&&k[3]; }
public int ChemByZanyatsya(ActivityClass.activites[] activities, Stats stats, int e, clavisher clav) { int j,i,h,k,jj; bool weapon; bool change=false; h = 0; while ((e!=stats.stats.employment)||(change)) { change=false; e=stats.stats.employment; j=-1; for (i=activities.Length-1; i>=0; i--) { k=0; if (activities[i].hasOwnActivities) { if ((activities[i].weapon!=null)) k=ChemByZanyatsya(activities[i].weapon.moveset, stats, 12, clav); if (k==1) { h=k; break; } } else if (ClaveComparation(activities[i].why.claves,clav)) if (FComparation(Mathf.Abs(stats.gameObject.rigidbody2D.velocity.x),activities[i].why.speedX*1f)&& FComparation(Mathf.Abs(stats.gameObject.rigidbody2D.velocity.y),activities[i].why.speedY*1f)&& IntComparation(stats.direction+2, activities[i].why.direction)&& IntComparation(stats.stats.groundness,activities[i].why.groundness)&& IntComparation(stats.stats.obstacleness,activities[i].why.obstacleness)&& IntComparation(stats.stats.groundness,activities[i].why.groundness)&& ComprFunctionality(stats.stats.maxInteraction,activities[i].why.maxinteraction)&& ComprFunctionality(stats.stats.interaction,activities[i].why.interaction)&& IntComparation(stats.stats.upness,activities[i].why.upness)&& IntComparation(stats.stats.specialness,activities[i].why.specialness)) { if (activities[i].weapon==null) weapon=true; else weapon=ComprFunctionality(activities[i].weapon.ready,activities[i].why.weaponReady); if (weapon) { if (i+1<activities.Length) { if ((activities[i+1].change)&&(activities[i].why.employment<=stats.stats.employment+activities[i+1].why.employment)) { change=true; j=i; break; } else if ((activities[i].why.employment<=stats.stats.employment)&& (!activities[i].chosen)) { j=i; break; } } if ((activities[i].why.employment<=stats.stats.employment)&& (!activities[i].chosen)) { j=i; break; } } } } if ((change)&&(j>=0)) { for (jj=0;jj<stats.gameObject.GetComponent<RootCharacterController>().whatToEmploy.Count;jj++) if (stats.gameObject.GetComponent<RootCharacterController>().whatToEmploy[jj].name.Equals(activities[j+1].name)) break; if (jj<stats.gameObject.GetComponent<RootCharacterController>().whatToEmploy.Count) { stats.gameObject.GetComponent<RootCharacterController>().whatToEmploy.Remove(stats.gameObject.GetComponent<RootCharacterController>().whatToEmploy[jj]); activities[j+1].chosen=false; activities[j+1].change=false; stats.stats.employment+=activities[j+1].employ; } } if (j>=0) { stats.gameObject.GetComponent<RootCharacterController>().whatToEmploy.Add (activities[j]); activities[j].timer=activities[j].timeOfAction; stats.stats.employment-=activities[j].employ; if (activities[j].soWhat.groundness>=0) stats.stats.groundness=activities[j].soWhat.groundness; if (activities[j].soWhat.obstacleness>=0) stats.stats.obstacleness=activities[j].soWhat.obstacleness; if (activities[j].soWhat.interaction>=0)stats.stats.interaction=activities[j].soWhat.interaction; if (activities[j].soWhat.upness>0)stats.stats.upness=activities[j].soWhat.upness-1; if (activities[j].soWhat.specialness>=0)stats.stats.specialness=activities[j].soWhat.specialness; activities[j].chosen=true; h=1; } } return h; }
void Awake() { actNumb = 0; rigid = gameObject.GetComponent<Rigidbody2D> (); stats = gameObject.GetComponent<Stats> (); animator = GetComponent<CharacterAnimator> (); actions = gameObject.GetComponent<Actions> (); infoGets = gameObject.GetComponent<InfoGets> (); clav = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<clavisher> (); Sp=GameObject.FindGameObjectWithTag (Tags.gameController).GetComponent<SpFunctions> (); equip = gameObject.GetComponent<Equipment> (); }