/*########### # SPAWN # ###########*/ public void spawnPlayer(string weapon, GameObject spawnPlace, string team) { GameObject player = PhotonNetwork.Instantiate("soldierPrefab", spawnPlace.transform.position, Quaternion.identity, 0); Debug.Log(player); //we set the soldier a child of the playerCreator and we set it alive player.transform.parent = transform; //We select the weapon slot in the right hand GameObject weapSlot = player.gameObject.transform.Find("Armature/Dos/Haut_Dos/Epaule_D/Bras_D/Avant_Bras_D/Main_D/Paume_D/Majeur_1_D/weaponSlot").gameObject; Debug.Log(weapSlot); //We spawn the weapon GameObject weaponSelec = PhotonNetwork.Instantiate(weapon, weapSlot.transform.position, Quaternion.identity, 0); shotScript shootingScript = weaponSelec.GetComponent <shotScript>(); weaponSelec.transform.parent = weapSlot.transform; playerNetwork playerNet = player.GetComponent <playerNetwork>(); //playerNet.enabled = true; playerNet.playerTeam = team; Debug.Log("Spawned player on team " + team); //GameObject soldier = player.gameObject.transform.Find("Soldier").gameObject; }
//shoot from an other script //create a shoot if possible public void Attack(int team) { if (CanAttack || !CanAttack) { shootCooldown = shootingRate; //create an object (from prefabs) var shotTransform = Instantiate(shotPrefab) as Transform; // Position shotTransform.position = transform.position; // properties of the script shotScript shot = shotTransform.gameObject.GetComponent <shotScript>(); if (shot != null) { shot.team = team; } //direction of the motion moveObjectScript move = shotTransform.gameObject.GetComponent <moveObjectScript>(); if (move != null) { move.direction = this.transform.right; // ici la droite sera le devant de notre objet } } }
// When the object is loaded and starts running void Awake() { Transform playerCam = transform.Find("Camera"); /*-------------- WE SET THE CUSTOM FOV ON THE CAMERA -----------------*/ Camera playerCamera = playerCam.GetComponent <Camera>(); FOV = PlayerPrefs.GetInt("playerFOV"); if (FOV != null) { playerCamera.fieldOfView = FOV; } /*-------------------------------------------------------------------*/ Transform bras_D = gameObject.transform.Find("Armature/Dos/Haut_Dos/Epaule_D/Bras_D"); armAim armAim_D = bras_D.GetComponent <armAim>(); Transform bras_G = gameObject.transform.Find("Armature/Dos/Haut_Dos/Epaule_G/Bras_G"); armAim armAim_G = bras_G.GetComponent <armAim>(); MouseLook mouseCam = playerCam.GetComponent <MouseLook>(); MouseLook mouselook = GetComponent <MouseLook>(); shotScript shotEn = GetComponent <shotScript>(); PhotonView photonView = PhotonView.Get(this); //We enable the scripts only for our player, and not for the other players in the room if (photonView.isMine) { //MINE: local player, simply enable the local scripts mouselook.enabled = true; mouseCam.enabled = true; armAim_D.enabled = true; armAim_G.enabled = true; shotEn.enabled = true; playerCam.gameObject.active = true; } else { mouselook.enabled = false; armAim_D.enabled = false; armAim_G.enabled = false; shotEn.enabled = false; mouseCam.enabled = false; playerCam.gameObject.active = false; //playerControl.enabled = false; } gameObject.name = gameObject.name + photonView.viewID; //networkManager netMan= (networkManager)GameObject.Find("multiScripts").GetComponent("networkManager"); }
void OnTriggerEnter2D(Collider2D collider) { // is it a shot? shotScript shot = collider.gameObject.GetComponent <shotScript>(); if (shot != null) { Destroy(shot.gameObject); } }
void OnTriggerEnter2D(Collider2D collider) { shotScript shot = collider.gameObject.GetComponent <shotScript>(); if (shot != null) { soundEffectScript.Instance.MakeExplosionSound(); // same/other team if (shot.team != team) { takeHealthOff(); } } }
// Update is called once per frame void Update() { //Getting the player transform //shotScript shotS=null; foreach (Transform child in transform.root) { if (child.name != "globalHUD" && child.name != "scoreBoardUI" && child.name != "InGameMenu" && child.name != "littleScoreBoardUI" && child.name != "PlayerHUD") { shotScript shotS = child.gameObject.GetComponent <shotScript>(); reload = shotS.isReloading; actualMun = shotS.actualAmmo; maxMun = shotS.mun_max; reloadStat = shotS.getReloadStatus(); } } titleObj = transform.Find("WeaponTitle"); infoObj = transform.Find("WeaponInfo"); statusObj = transform.Find("ReloadStatus"); titleText = titleObj.GetComponent <Text>(); infoText = infoObj.GetComponent <Text>(); statSlider = statusObj.GetComponent <Slider>(); titleText.text = globalWeaponStats.weaponNames[0]; //If we're not reloading if (!reload) { infoText.text = actualMun.ToString() + " | " + maxMun.ToString(); statusObj.gameObject.active = false; } else { infoText.text = "RELOADING"; statusObj.gameObject.active = true; statSlider.minValue = 0f; statSlider.maxValue = 100f; statSlider.value = reloadStat; } }
void OnTriggerEnter2D(Collider2D trigger) { Debug.Log("Trigger enemy"); enemyCounter--; Debug.Log(enemyCounter); shotScript laser = trigger.gameObject.GetComponent <shotScript>(); if (laser != null) { health = health - laser.damage; if (health <= 0) { enemyExplosion(); Destroy(gameObject, 0.0f); if (enemyCounter == 0) { EnemySpawner spawner = gameObject.GetComponent <EnemySpawner>(); spawner.drawEnemies(); } } } }