void OnCollisionEnter2D(Collision2D collison) { movePlayer move_script = collison.otherCollider.gameObject.GetComponent <movePlayer>(); if (collison.gameObject.tag.Contains("Player")) { InventoryScript inventory = collison.gameObject.GetComponent <InventoryScript>(); if (inventory != null) { SoundEffectScript.Instance.playUpgradeSound(gameObject.transform.position); inventory.addPuntigamerCount(1); // spwan puntigamer icon Vector3 position = collison.gameObject.transform.position + new Vector3(0.0f, 3.0f, 0.0f); GameObject icon = Instantiate(puntigamer_sprite, position, Quaternion.identity); icon.transform.SetParent(collison.gameObject.transform); ParticleEffectsScript.Instance.speedBoostEffect(position, collison.gameObject, 1.0f); Destroy(gameObject); } } else { if (collison.relativeVelocity.magnitude > max_impact) { SoundEffectScript.Instance.playBreakingGlass(gameObject.transform.position); Collider2D collider = gameObject.GetComponent <Collider2D>(); Vector3 offset = new Vector3(0.0f, collider.bounds.max.y * 0.5f, 0.0f); ParticleEffectsScript.Instance.beerExplosion(transform.position + offset); Destroy(gameObject); } } }
public void setInfo(movePlayer currentPlayer) { GameTileColors = GetComponent <organizeGameSpaces>().colorList; string ownings = ""; //create a dictionary of the categories of properties the player owns Dictionary <Color, int> playerCategories = new Dictionary <Color, int>(); foreach (GameObject prop in currentPlayer.player.owned) { // ownings += prop.name + "\n"; realEstate real = prop.GetComponent <realEstate> (); int posY = 0; //this is for determining whether user can buy hotels if (playerCategories.ContainsKey(real.tile.category)) { playerCategories [real.tile.category]++; // Debug.Log (currentPlayer); if (playerCategories [real.tile.category] == GameTileColors[real.tile.category]) { // Debug.Log ("buy a hotel"); propUp.upgrade(real.tile.category); } } else { playerCategories.Add(real.tile.category, 1); } ownings += prop.name + "\n"; } info.text = "Player: " + currentPlayer.gameObject.name + "\nMoney: " + currentPlayer.player.money + "\n" + ownings; }
// Start is called before the first frame update void Start() { move_script = GetComponent <movePlayer>(); combat_script = GetComponent <CombatScript>(); inventory_script = GetComponent <InventoryScript>(); grab_script = GetComponent <GrabScript>(); }
public void rentInfo(GameObject tile, movePlayer player) { // Debug.Log ("RENTING"); realEstate prop = tile.GetComponent <realEstate> (); Text txt = rentInfoText.GetComponent <Text> (); txt.text = "Would you like to pay rent to " + prop.tile.owner + "\nAt: " + prop.tile.name + "\nFor: " + prop.tile.rent; }
// public void proposeTrade(){ // Dictionary<Color,int> categoriesOwned; // foreach(GameObject property in _playerBuys.player.owned){ // realEstate realestate = property.GetComponent<realEstate> (); // if (categoriesOwned.ContainsKey (realestate.tile.category)) { // categoriesOwned [realestate.tile.category]++; // } else { // categoriesOwned.Add (realestate.tile.category, 1); // } // } // //TODO prioritize what property you want to trade, based on if any multiples are owned within a color category. // //the AI will propose a trade every turn // //They select the highest priority category they want to buy from, and see if any other player has property in that category // //iterate through list from highest priority to lowest priority, looking to see if other players own property in that category. // //propose a trade, with details sent to the target player's moveplayer.player class, // //and on Turn() function it verifies if there is any wanting trades, and processes whether it accepts the terms. // //can either trade property or cash // //maybe i should do the prioritizing in the AI brain script // } public void endTurn() { _playerBuys = null; _propBuys = null; endTurnButton.SetActive(false); turnButton.SetActive(true); Turn(); }
// Start is called before the first frame update void Start() { PlayerMoveScript = Player.GetComponent <movePlayer>(); PowerUpScriptVar = SpeedPU.GetComponent <SpeedPowerUpScript>(); PlayerLifeScript = Player.GetComponent <PlayerLifeCountAndDie>(); IPUScript = InvinciblePU.GetComponent <InvincibilityCharacterScript>(); SpeedTrail.SetActive(false); }
void Start() { if (isClient && isServer && isLocalPlayer) { test(); } movePlayer = gameObject.GetComponent<movePlayer>(); }
private void Start() { move_script = GetComponent <movePlayer>(); health_script = GetComponent <HealthScript>(); combat_script = GetComponent <CombatScript>(); consume_doener = false; consume_frankfurter = false; consume_puntigamer = false; }
// Start is called before the first frame update void Start() { //Basically just repeats the function spawn // InvokeRepeating("spawn", 0, 4); Invoke("spawn", 4); thePlayer = FindObjectOfType <movePlayer>(); lastPlayerPosition = thePlayer.transform.position; // Invoke("hello", 2); }
// Update is called once per frame public void setOwner(movePlayer buyer) { GameObject ownerText = new GameObject("Owner"); ownerText.transform.parent = transform; TextMesh textM = ownerText.AddComponent <TextMesh> (); textM.text = buyer.gameObject.name; textM.characterSize = 0.02f; textM.fontSize = 65; textM.color = new Color(0, 0, 0); ownerText.transform.localPosition = new Vector3(-0.452f, 0.528f, -0.2f); ownerText.transform.rotation = Quaternion.Euler(90, 0, 0); }
//this determines whether the player lands on a property or game mech tile. //It plays after the dice is rolled, and triggers the end turn button private void turnAction(GameObject thisTile, movePlayer thisPlayer) { setPlayerInfo info = GetComponent <setPlayerInfo> (); info.setInfo(thisPlayer); //is it a property tile or a game mechanic tile? if (thisTile.GetComponent <realEstate>() != null) { realEstate property = thisTile.GetComponent <realEstate> (); Debug.Log("real estate tile"); //is it owned by a player? if (property.tile.owner != null) { Debug.Log("Someone Owns it"); //is it owned by the player? if (thisPlayer.gameObject == property.tile.owner) { Debug.Log("You Owns it"); } else { //the player chooses to pay rent or no Debug.Log(thisPlayer.gameObject.name + " Owns it"); rentButton.SetActive(true); _playerBuys = thisPlayer; _propBuys = thisTile; info.rentInfo(thisTile, thisPlayer); } info.setInfo(thisPlayer); // turnButton.SetActive (true); } else { //the player can buy the tile //set info for this specific tile buyButtonInfo.GetComponent <Text>().text = "Would you like to buy " + thisTile.name + "?\nPrice: " + property.tile.price + "\nRent: " + property.tile.rent; buyButton.SetActive(true); _playerBuys = thisPlayer; _propBuys = thisTile; } } else if (thisTile.GetComponent <goTile>() != null) { Debug.Log("game mechanic tile"); info.setInfo(thisPlayer); } endTurnButton.SetActive(true); }
void GotoNextPoint() { // Returns if no points have been set up if (points.Length == 0) { return; } // Set the agent to go to the currently selected destination. agent.destination = points[destPoint].position; // Choose the next point in the array as the destination, // cycling to the start if necessary. destPoint = (destPoint + 1) % points.Length; GameObject obj = GameObject.FindGameObjectWithTag("Player"); movePl = obj.GetComponent <movePlayer>(); }
public void payRent(bool rent) { setPlayerInfo info = GetComponent <setPlayerInfo> (); realEstate realestate = _propBuys.GetComponent <realEstate> (); movePlayer owner = realestate.tile.owner.GetComponent <movePlayer> (); if (rent == true) { int rentNumber = GetComponent <determineRent>().rentCalc(realestate); _playerBuys.player.money -= realestate.tile.rent; owner.player.money += realestate.tile.rent; rentButton.SetActive(false); info.setInfo(_playerBuys); } else { rentButton.SetActive(false); } }
// Update is called once per frame void Update() { if (collision_damage > 0.0f) { takeHealth(collision_damage); collision_damage = 0.0f; } //check health and destroy game object (or other stuff) if (health <= 0 && gameObject.tag == "Player") { // Player died, fall down and disable animations game_over_timer -= Time.deltaTime; // fall down Rigidbody2D rigidbody = gameObject.GetComponent <Rigidbody2D>(); if (rigidbody != null) { Vector3 force = new Vector3(0.01f, 0.0f, 0.0f); rigidbody.AddForce(force); rigidbody.freezeRotation = false; } // disable movement and animations movePlayer move_script = gameObject.GetComponent <movePlayer>(); if (move_script != null) { move_script.animator.SetInteger("WalkState", 0); move_script.enabled = false; } // display game over screen if (game_over_timer <= 0.0f) { PlayerPrefs.SetString("LastScene", SceneManager.GetActiveScene().name); SceneManager.LoadScene("GameOver"); } } }
public void buyHouses(GameObject property) { realEstate realestate = property.GetComponent <realEstate> (); movePlayer player = realestate.tile.owner.GetComponent <movePlayer> (); //find out if there's any houses on the property if (realestate.tile.houses == 4) { Debug.Log("hotel"); //delete all children houses of that tile foreach (Transform child in property.transform) { Debug.Log(child.gameObject.name); if (child.gameObject.tag == "house") { Destroy(child.gameObject); } } GameObject thisHotel = (GameObject)Instantiate(hotel, property.transform.position + new Vector3((Random.Range(0.1f, 3) / 10f) - 0.3f, 1, (Random.Range(0, 10) / 10f)), Quaternion.identity, property.transform); realestate.tile.hotels++; realestate.tile.houses = 0; player.player.money -= realestate.tile.housePrice; GetComponent <setPlayerInfo> ().setInfo(player); } else if (realestate.tile.hotels == 1) { //the property is full of houses, etc Debug.Log("no more hotels, houses"); } else { GameObject thisHouse = (GameObject)Instantiate(house, property.transform.position + new Vector3((Random.Range(0.1f, 3) / 10f) - 0.3f, 1, (Random.Range(0, 10) / 10f)), Quaternion.identity, property.transform); realestate.tile.houses++; player.player.money -= realestate.tile.housePrice; Debug.Log("house"); } realestate.updateRent(GetComponent <determineRent>()); }
//The Turn function is first triggered after the players are create in addPlayers.cs, and subsequently is //activated by the endTurn function. public void Turn() { setPlayerInfo info = GetComponent <setPlayerInfo> (); if (playerNumber == 0) { playerNumber = playerList.Count; } //determine the current player GameObject currentPlayer = playerList[currentTurn]; camera.GetComponent <moveCamera> ().move(currentPlayer); _playerBuys = currentPlayer.GetComponent <movePlayer> (); if (currentTurn == playerNumber - 1) { currentTurn = 0; } else { currentTurn++; } turnButton.SetActive(true); info.setInfo(_playerBuys); }
void Start() { movePlayer = PlayerGameObject.GetComponent <movePlayer>(); }
// Use this for initialization void Start() { coins = player.gameObject.GetComponent<movePlayer>(); }
// Start is called before the first frame update void Start() { thePlayer = FindObjectOfType <movePlayer>(); lastPlayerPosition = thePlayer.transform.position; }
void Start() { movePlayer = PlayerGameObject.GetComponent <movePlayer>(); GetComponent <Renderer>().material = InActiveMaterial; }
void Start() { mp = PlayerGameObject.GetComponent <movePlayer>(); v = transform.localPosition; }
void Awake() { playerCtrl = transform.root.GetComponent <movePlayer>(); CharInv = transform.root.GetComponent <Inventory>(); speed = 2f; // The speed the rocket will fire at. }
void Start() { this.movePlayerScript = this.girlPlayer.GetComponent <movePlayer>(); }
void Start() { myPlayer = GameObject.Find("CapsulePlayer").GetComponent <movePlayer> (); }
void Start() { myPlayer = GameObject.Find ("CapsulePlayer").GetComponent<movePlayer> (); }
void Start() { move_script = GetComponent <movePlayer>(); health_script = GetComponent <HealthScript>(); combat_script = GetComponent <CombatScript>(); }
public void mutatedMethod() { movePlayer player = FindObjectOfType <movePlayer>(); player.mutate(player.moveRight); }
void Start() { ResumeButton.SetActive(false); MoveScript = Player.GetComponent <movePlayer>(); }
void Start() { MoveScript = Player.GetComponent <movePlayer>(); }
void Start() { mp = PlayerGameObject.GetComponent <movePlayer>(); tmr = FlashTime * 1.1f; }