public Frame RefreshAndReturnFrame() { Frame buf_Frame; myBuffer.RefreshFrame(); AimLine.ClearAimLines(); // if(Player.player_type==PLAYER_TYPE.MASTER) // for(;(buf_Frame=myBuffer.PopBufferFrame())!=null;) // { // GetComponent<PhotonView>().RPC ("PushFrame",PhotonTargets.OthersBuffered,new Packet(buf_Frame,prev_Frame).m_packet); // prev_Frame=new Frame(buf_Frame); // } buf_Frame = myBuffer.GetCurrentFrame(); if (!buf_Frame.is_playing) { onPlayingEnded(); } if (buf_Frame.ballballcollisionvolume > 0) { audio_player.PlayAudio("ball", buf_Frame.ballballcollisionvolume); } if (buf_Frame.ballwallcollisionvolume > 0) { audio_player.PlayAudio("wall", buf_Frame.ballwallcollisionvolume); } if (buf_Frame.ballpocketvolume > 0) { audio_player.PlayAudio("pocket", buf_Frame.ballpocketvolume); } return(buf_Frame); }
public ExtendedAimlineModifier() { aimline = GameObject.FindObjectOfType <AimLine>(); OnReadyForNextBubble(); GlobalState.EventService.AddEventHandler <ReadyForNextBubbleEvent>(OnReadyForNextBubble); }
private void InstantiateAimLine() { Vector2 instantiationPoint = GameManager.instance.mainCamera.ScreenToWorldPoint(Input.mousePosition); GameObject currentAimLine = Instantiate(this.aimLinePrefab, instantiationPoint, new Quaternion()) as GameObject; this.aimLine = currentAimLine.GetComponent <AimLine>(); this.aimLine.OnAimLineReleased += CreateAsteroidGenerator; this.aimLine.SetupAimLine(); }
void GameEnd1(int win0) // second Game End, before web. { Player.win = win0; int isWin = ((Player.win == 1)?1:0); GlobalInfo.playCnt++; GlobalInfo.winCnt += isWin; AimLine.HideAimLines(); //net Net.instance.SendMsg(new Game.GameEnd(this)); }
public void HoldFire() { AimLine.SetActive(false); holsterPivot.rotation = crossHair.rotation; Pistol.transform.SetParent(holsterPivot.transform.GetChild(0)); Pistol.transform.localScale = Vector3.one; Pistol.transform.localPosition = Vector3.zero; Pistol.transform.DOLocalRotate(new Vector3(0, 0, 0), 0.15f, RotateMode.Fast).SetEase(Ease.Linear); holsterPivot.DOLocalRotate(new Vector3(0, -180, 0), 0.15f, RotateMode.Fast).SetEase(Ease.Linear).OnComplete(() => { MovePlayer(); }); }
public void TakeAim() { holsterPivot.DOLocalRotate(crossHair.localRotation.eulerAngles, 0.15f, RotateMode.Fast).SetEase(Ease.Linear).OnComplete(() => { Pistol.transform.SetParent(crossHair.transform.GetChild(0)); Pistol.transform.localScale = Vector3.one; Pistol.transform.localPosition = Vector3.zero; Pistol.transform.DOLocalRotate(new Vector3(0, 0, 0), 0.15f, RotateMode.Fast).SetEase(Ease.Linear).OnComplete(() => { AimLine.SetActive(true); isFired = false; }); }); }
public void PlayDead() { AimLine.SetActive(false); Pistol.SetActive(false); GameManager.gameState = "Result"; playerMesh.DOMove(deadPosition.position, 0.5f, false).OnComplete(() => { mainCam.DOMove(PathSpawner.instance.levelBlocks[0].GetComponent <LevelProperties>().Enemies[0].endCamPoint.position, 0.3f); mainCam.DORotate(PathSpawner.instance.levelBlocks[0].GetComponent <LevelProperties>().Enemies[0].endCamPoint.rotation.eulerAngles, 0.1f); }); playerMesh.DORotate(deadPosition.rotation.eulerAngles, 0.3f, RotateMode.Fast); GameManager.instance.DelayedReload(3); }
private void Start() { //m_InputSetting = InputMM.Instance.InputSettingMap[2]; m_PlayerFSM = new PlayerFSMSystem(this); m_Player = this.GetComponent <Player>(); m_WeaponController = this.GetComponent <WeaponController>(); m_StratagemController = this.GetComponent <StratagemController>(); m_GrenadesController = this.GetComponent <GrenadesController>(); m_PAC = this.GetComponent <PlayerAnimationsContorller>(); m_Controller = this.GetComponent <CharacterController>(); m_Collider = m_Controller.GetComponent <Collider>(); m_AimLine = this.GetComponent <AimLine>(); if (Camera.main != null) { m_Cam = Camera.main.transform; } #region PlayerFSMMap m_Animator = m_PAC.Animator; PlayerFSMStartState m_StartState = new PlayerFSMStartState(); PlayerFSMGunState m_GunState = new PlayerFSMGunState(); PlayerFSMReloadState m_RelodaState = new PlayerFSMReloadState(); PlayerFSMMeleeAttackState m_MeleeAttackState = new PlayerFSMMeleeAttackState(); PlayerFSMStratagemState m_StratagemState = new PlayerFSMStratagemState(); PlayerFSMThrowState m_ThrowState = new PlayerFSMThrowState(); PlayerFSMThrowBombState m_ThrowBombState = new PlayerFSMThrowBombState(); PlayerFSMSwitchWeaponState m_SwitchWeaponState = new PlayerFSMSwitchWeaponState(); PlayerFSMPickUpState m_PickUpState = new PlayerFSMPickUpState(); m_StartState.AddTransition(ePlayerFSMTrans.Go_Gun, m_GunState); m_GunState.AddTransition(ePlayerFSMTrans.Go_MeleeAttack, m_MeleeAttackState); m_GunState.AddTransition(ePlayerFSMTrans.Go_Reload, m_RelodaState); m_GunState.AddTransition(ePlayerFSMTrans.Go_ThrowBomb, m_ThrowBombState); m_GunState.AddTransition(ePlayerFSMTrans.Go_Stratagem, m_StratagemState); m_GunState.AddTransition(ePlayerFSMTrans.Go_SwitchWeapon, m_SwitchWeaponState); m_GunState.AddTransition(ePlayerFSMTrans.Go_PickUp, m_PickUpState); m_MeleeAttackState.AddTransition(ePlayerFSMTrans.Go_Gun, m_GunState); m_ThrowBombState.AddTransition(ePlayerFSMTrans.Go_Gun, m_GunState); m_RelodaState.AddTransition(ePlayerFSMTrans.Go_Gun, m_GunState); m_StratagemState.AddTransition(ePlayerFSMTrans.Go_Throw, m_ThrowState); m_StratagemState.AddTransition(ePlayerFSMTrans.Go_Gun, m_GunState); m_ThrowState.AddTransition(ePlayerFSMTrans.Go_Gun, m_GunState); m_SwitchWeaponState.AddTransition(ePlayerFSMTrans.Go_Gun, m_GunState); m_PickUpState.AddTransition(ePlayerFSMTrans.Go_Gun, m_GunState); PlayerFSMRollState m_RollState = new PlayerFSMRollState(); PlayerFSMVictoryState m_VictoryState = new PlayerFSMVictoryState(); PlayerFSMDeadState m_DeadState = new PlayerFSMDeadState(); PlayerFSMReliveState m_ReliveState = new PlayerFSMReliveState(); m_ReliveState.AddTransition(ePlayerFSMTrans.Go_Gun, m_GunState); m_PlayerFSM.AddGlobalTransition(ePlayerFSMTrans.Go_Roll, m_RollState); m_PlayerFSM.AddGlobalTransition(ePlayerFSMTrans.Go_Victory, m_VictoryState); m_PlayerFSM.AddGlobalTransition(ePlayerFSMTrans.Go_Dead, m_DeadState); m_PlayerFSM.AddGlobalTransition(ePlayerFSMTrans.Go_Relive, m_ReliveState); m_PlayerFSM.AddState(m_StartState); m_PlayerFSM.AddState(m_GunState); m_PlayerFSM.AddState(m_MeleeAttackState); m_PlayerFSM.AddState(m_ThrowBombState); m_PlayerFSM.AddState(m_RelodaState); m_PlayerFSM.AddState(m_SwitchWeaponState); m_PlayerFSM.AddState(m_StratagemState); m_PlayerFSM.AddState(m_ThrowState); m_PlayerFSM.AddState(m_PickUpState); m_PlayerFSM.AddState(m_VictoryState); m_PlayerFSM.AddState(m_DeadState); m_PlayerFSM.AddState(m_RollState); #endregion }
void Update() { if (!started || Player.win != 0 || GameManager.noPhysics) { return; } UpdateTopUI(); Transform sideCue = Player.IsPlayer()?sideCueLeft:sideCueRight; Transform sideOppositeCue = Player.IsPlayer()?sideCueRight:sideCueLeft; sideCue.gameObject.SetActive(false); sideOppositeCue.gameObject.SetActive(true); //sideOppositeCue.GetComponent<CanvasGroup>().alpha=1.0f; if (send_rate++ % 15 == 0 && Player.player_type == PLAYER_TYPE.MASTER) { SerializeCue(); } ballController.transform.position = CurrentFrame.Balls[0].r = cuePivot.position = BallControllers[0].transform.position; if (GetPlayingStatus()) { ShowFrame(); //cueRotation.position=new Vector3(cueRotation.position.x,1000.0f,cueRotation.position.z); cueRotation.localScale = new Vector3(0.0f, 0.0f, 0.0f); return; } if (Player.player_type == PLAYER_TYPE.SLAVE) { SyncedMovement(); } else if (Player.player_type == PLAYER_TYPE.AI) { AIUPdate(); } //AI Action rotationDisplacement = (new Vector2(cueBallPivot.PositionX, cueBallPivot.PositionY)); if (whiteballmoving) { AimLine.HideAimLines(); } else { drawAimLine(); } cueRotation.position = new Vector3(cueRotation.position.x, 10.0f, cueRotation.position.z); Vector3 vec_MouseDown = Camera.main.ScreenToWorldPoint(Input.mousePosition); //user Event if (Input.GetMouseButtonDown(0) && Player.IsPlayer()) { cueDisplacement = 0.0f; #if UNITY_ANDROID || UNITY_IOS if (Mathf.Abs(vec_MouseDown.x) > 16.0f) { sideControlled = true; } else { sideControlled = false; } #endif if (Mathf.Abs(vec_MouseDown.z) < 8.2f) { hand.SetActive(false); cueStrPos = GetWorldPointConvertedPosition(); Debug.Log("cueStrPos : " + cueStrPos); #if UNITY_ANDROID || UNITY_IOS canControlled = true; #else sideControlled = true; #endif } } if (Input.GetMouseButtonUp(0)) { if (cueDisplacement != 0.0f && sideControlled && canUpdate && !whiteballmoving) { Debug.Log(cueDisplacement + " : cueDisplacement"); isShoting = true; } //cueRotation.localPosition = checkCuePosition - cueDisplacement*Vector3.forward; #if MOBILE canControlled = false; #else else { sideControlled = false; } #endif whiteballmoving = false; #if UNITY_ANDROID || UNITY_IOS if (GameManager.isMobileScene) { CurNodeBack.transform.position = new Vector3(CurNodeBackPosition0.x, CurNodeBackPosition0.y, CurNodeBackPosition0.z); ControlCue.transform.position = new Vector3(ControlCuePosition0.x, ControlCuePosition0.y, ControlCuePosition0.z); } #endif }