Inheritance: MonoBehaviour
コード例 #1
0
ファイル: GuidedMissile.cs プロジェクト: deimosx6/Autopilot
        /// <summary>
        /// Creates a missile with homing and target finding capabilities.
        /// </summary>
        public GuidedMissile(IMyEntity missile, IMyCubeBlock firedBy, TargetingOptions opt, Ammo ammo, LastSeen initialTarget = null, bool isSlave = false)
            : base(missile, firedBy)
        {
            myLogger = new Logger("GuidedMissile", () => missile.getBestName(), () => m_stage.ToString());
            myAmmo = ammo;
            myDescr = ammo.Description;
            if (ammo.Description.HasAntenna)
                myAntenna = new MissileAntenna(missile);
            TryHard = true;

            AllGuidedMissiles.Add(this);
            missile.OnClose += missile_OnClose;

            if (myAmmo.IsCluster && !isSlave)
                myCluster = new Cluster(myAmmo.MagazineDefinition.Capacity - 1);
            accelerationPerUpdate = (myDescr.Acceleration + myAmmo.MissileDefinition.MissileAcceleration) / 60f;
            addSpeedPerUpdate = myDescr.Acceleration / 60f;

            Options = opt;
            Options.TargetingRange = ammo.Description.TargetRange;
            myTargetSeen = initialTarget;

            myLogger.debugLog("Options: " + Options, "GuidedMissile()");
            //myLogger.debugLog("AmmoDescription: \n" + MyAPIGateway.Utilities.SerializeToXML<Ammo.AmmoDescription>(myDescr), "GuidedMissile()");
        }
コード例 #2
0
    void Awake()
    {
        anim = GetComponent<Animator>();
        ammoScript = GetComponent<Ammo>();

        Weapon weap = (Weapon) Instantiate(spawnWeapon, Vector3.zero, Quaternion.identity);
        PickUpWeapon(weap);
    }
コード例 #3
0
ファイル: AmmoUIObject.cs プロジェクト: Avatarchik/Duel-Off
	public void updateAmmo(GunUIObject selected, int ammoIndex)
	{
		if( itemLocale == SuppliesUIObject._ItemLocale.StashBottom )
		{
			switch( gameObject.name )
			{
			case "Ammo Type 1": 
				ammo = selected.gunObj.compatibleAmmo[1];
				mWidget.spriteName = ammo.spriteName;
				mWidget.alpha = ( ammo.amountOwned > 0 && ammo.isPurchased) ? 1f : 0.5f;
				break;
			case "Ammo Type 2":
				ammo = selected.gunObj.compatibleAmmo[2];
				mWidget.spriteName = ammo.spriteName;
				mWidget.alpha = ( ammo.amountOwned > 0 && ammo.isPurchased) ? 1f : 0.5f;
				break;
			case "Ammo Type 3":
				ammo = selected.gunObj.compatibleAmmo[3];
				mWidget.spriteName = ammo.spriteName;
				mWidget.alpha = ( ammo.isPurchased ) ? 1f : 0.5f;
				break;
			default:
				break;
			}
		}
		if( itemLocale == SuppliesUIObject._ItemLocale.StoreGridItem )
		{
			SupplyGrid parentGrid = transform.parent.GetComponent<SupplyGrid>();
			switch( gameObject.name )
			{
			case "Ammo0":
				ammo = selected.gunObj.compatibleAmmo[1];
				mWidget.spriteName = ammo.spriteName;
				if( parentGrid.isActive )
					mWidget.alpha = ( ammo.amountOwned > 0 & ammo.isPurchased) ? 1f : 0.5f;
				break;
			case "Ammo1":
				ammo = selected.gunObj.compatibleAmmo[2];
				mWidget.spriteName = ammo.spriteName;
				if( parentGrid.isActive )
					mWidget.alpha = ( ammo.amountOwned > 0 && ammo.isPurchased) ? 1f : 0.5f;
				break;
			case "Ammo2":
				ammo = selected.gunObj.compatibleAmmo[3];
				mWidget.spriteName = ammo.spriteName;
				if( parentGrid.isActive )
					mWidget.alpha = ( ammo.isPurchased) ? 0.5f : 1f;
				break;
			default:
				break;
			}
		}
	}
コード例 #4
0
 public override GameObject DropOneAmmo(Ammo a)
 {
     if (bulletAmmo.Contains(a))
     {
         DropAmmo();
         UpdateAmmoGraphics();
         return(NumberManager.inst.CreateNumber(a.ammoValue, Player.inst.transform.position));           // create a brand new number that something was asking for
     }
     else
     {
         return(null);
     }
 }
コード例 #5
0
ファイル: GuidedMissile.cs プロジェクト: Souper07/Autopilot
        /// <summary>
        /// Creates a missile with homing and target finding capabilities.
        /// </summary>
        public GuidedMissile(IMyEntity missile, GuidedMissileLauncher launcher, out Target initialTarget)
            : base(missile, launcher.CubeBlock)
        {
            myLogger = new Logger("GuidedMissile", () => missile.getBestName(), () => m_stage.ToString());
            m_launcher = launcher;
            myAmmo = launcher.loadedAmmo;
            m_owner = launcher.CubeBlock.OwnerId;
            if (myAmmo.Description.HasAntenna)
                myAntenna = new RelayNode(missile, () => m_owner, ComponentRadio.CreateRadio(missile, 0f));
            TryHard = true;
            SEAD = myAmmo.Description.SEAD;

            AllGuidedMissiles.Add(this);
            MyEntity.OnClose += MyEntity_OnClose;

            acceleration = myDescr.Acceleration + myAmmo.MissileDefinition.MissileAcceleration;
            addSpeedPerUpdate = myDescr.Acceleration * Globals.UpdateDuration;
            if (!(launcher.CubeBlock is Sandbox.ModAPI.Ingame.IMyLargeTurretBase))
                m_rail = new RailData(Vector3D.Transform(MyEntity.GetPosition(), CubeBlock.WorldMatrixNormalizedInv));

            Options = m_launcher.m_weaponTarget.Options.Clone();
            Options.TargetingRange = myAmmo.Description.TargetRange;

            RelayStorage storage = launcher.m_relayPart.GetStorage();
            if (storage == null)
            {
                myLogger.debugLog("failed to get storage for launcher", Logger.severity.WARNING);
            }
            else
            {
                myLogger.debugLog("getting initial target from launcher", Logger.severity.DEBUG);
                GetLastSeenTarget(storage, myAmmo.MissileDefinition.MaxTrajectory);
            }
            initialTarget = CurrentTarget;

            if (myAmmo.RadarDefinition != null)
            {
                myLogger.debugLog("Has a radar definiton");
                m_radar = new RadarEquipment(missile, myAmmo.RadarDefinition, launcher.CubeBlock);
                if (myAntenna == null)
                {
                    myLogger.debugLog("Creating node for radar");
                    myAntenna = new RelayNode(missile, () => m_owner, null);
                }
            }

            Registrar.Add(missile, this);

            myLogger.debugLog("Options: " + Options + ", initial target: " + (myTarget == null ? "null" : myTarget.Entity.getBestName()));
            //myLogger.debugLog("AmmoDescription: \n" + MyAPIGateway.Utilities.SerializeToXML<Ammo.AmmoDescription>(myDescr), "GuidedMissile()");
        }
コード例 #6
0
ファイル: Actions.cs プロジェクト: cnburrows/UnitySimpleFPS
 // Update is called once per frame
 void Update()
 {
     if ((Input.GetButton("Fire1") || Input.GetAxis("Fire1") < -0.1) && playerGUI.alive)
     {
         currentAction.GetComponent <Weapon>().Shoot();
     }
     if (Input.GetButtonDown("Reload"))
     {
         currentAction.GetComponent <Weapon>().Reload();
     }
     if (Input.GetButtonDown("Interact"))
     {
         RaycastHit hit;
         if (Physics.Raycast(PlayerCamera.transform.position, PlayerCamera.transform.forward, out hit))
         {
             if (Vector3.Distance(hit.collider.transform.position, transform.position) < 5)
             {
                 Ammo a = hit.collider.gameObject.GetComponent <Ammo>();
                 if (a != null)
                 {
                     currentAction.GetComponent <Weapon>().AddAmmo(a.ammo);
                     if (a.isMissionPickup)
                     {
                         GetComponent <PlayerGUI>().Pickup();
                     }
                     a.despawn();
                 }
                 Health h = hit.collider.gameObject.GetComponent <Health>();
                 if (h != null)
                 {
                     GetComponent <PlayerGUI>().AddHealth(h.health);
                     if (h.isMissionPickup)
                     {
                         GetComponent <PlayerGUI>().Pickup();
                     }
                     h.despawn();
                 }
             }
         }
     }
     if (Input.GetButtonDown("Grenade"))
     {
         if (g == null)
         {
             PlayerPrefs.SetInt("Shots", PlayerPrefs.GetInt("Shots") + 1);
             g = Instantiate(grenade, new Vector3(PlayerCamera.transform.position.x + 0.5f, PlayerCamera.transform.position.y, PlayerCamera.transform.position.z), PlayerCamera.transform.rotation) as GameObject;
             g.GetComponent <Rigidbody>().AddForce(g.transform.forward * 750);
             g.GetComponent <Grenade>().SetAI(ais);
         }
     }
 }
コード例 #7
0
 private void Start()
 {
     PreSpawnLogic();
     owner      = Player.Get(gameObject);
     owner.Role = Role;
     Timing.CallDelayed(0.1f, () =>
     {
         if (Health > 0)
         {
             owner.Health    = Health;
             owner.MaxHealth = Health;
         }
         if (!Tag.IsEmpty())
         {
             owner.PlayerInfoArea  &= ~PlayerInfoArea.Role;
             owner.CustomPlayerInfo = Tag;
         }
         if (!Ammo.IsEmpty() && Ammo.Length == 3)
         {
             owner.Ammo[(int)AmmoType.Nato556] = Ammo[0];
             owner.Ammo[(int)AmmoType.Nato762] = Ammo[1];
             owner.Ammo[(int)AmmoType.Nato9]   = Ammo[2];
         }
         if (!Inventory.IsEmpty())
         {
             owner.ClearInventory();
             foreach (ItemType itm in Inventory)
             {
                 owner.AddItem(itm);
             }
         }
         if (Spawnpoint != RoomType.Unknown)
         {
             owner.Position = Map.Rooms.Where(r => r.Type == Spawnpoint).FirstOrDefault().Position;
         }
         if (!Broadcast.IsEmpty())
         {
             owner.Broadcast(5, Broadcast);
         }
         if (!ConsoleMessage.IsEmpty())
         {
             owner.SendConsoleMessage(ConsoleMessage, "yellow");
         }
         if (!GlobalBroadcast.IsEmpty())
         {
             Map.Broadcast(5, GlobalBroadcast);
         }
         PostSpawnLogic();
         Initialized = true;
     });
 }
コード例 #8
0
    void Fire()
    {
        Transform player       = transform.parent.parent;
        Ammo      playerScript = player.GetComponent <Ammo>();

        playerScript.ammo--;
        Rigidbody2D bPrefab = Instantiate(bulletPrefab, new Vector3(transform.position.x + xValue, transform.position.y + yValue, transform.position.z), transform.rotation) as Rigidbody2D;

        bPrefab.GetComponent <Rigidbody2D>().AddForce(transform.right * bulletSpeed);
        AudioSource audio = GetComponent <AudioSource>();

        audio.Play();
        coolDown = Time.time + attackSpeed;
    }
コード例 #9
0
    private bool IsValidAmmoFireSpawnPoint(Ammo currentAmmo, Transform enemyFireSpawPoint)
    {
        bool validSpawnPoint = false;

        if (enemyFireSpawPoint.CompareTag(currentAmmo.GetAmmoChildTag()))
        {
            validSpawnPoint = true;
            return(validSpawnPoint);
        }
        else
        {
            return(validSpawnPoint);
        }
    }
コード例 #10
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    // Start is called before the first frame update
    void Start()
    {
        rb2d           = GetComponent <Rigidbody2D>();
        ammoObjectList = new List <GameObject>();

        for (int i = 0; i < 10; i++)
        {
            ammoObjectList.Add((GameObject)Instantiate(ammoObject, transform.position, Quaternion.identity));
        }
        foreach (GameObject Ammo in ammoObjectList)
        {
            Ammo.SetActive(false);
        }
    }
コード例 #11
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    private void SwitchAmmo() // sprwadzic te metode
    {
        int activeAmmoIndex = GetIndexOfActiveAmmo();

        if (activeAmmoIndex == ActiveWeapon.Ammo.Count - 1)
        {
            ActiveAmmo = ActiveWeapon.Ammo[0];
        }
        else
        {
            ActiveAmmo = ActiveWeapon.Ammo[activeAmmoIndex + 1];
        }
        SetAmmo(ActiveAmmo);
    }
コード例 #12
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 protected void UseAmmo()
 {
     if (currentAmmo == Ammo.RedShell)
     {
         return;
     }
     else
     {
         if (--AmmoCount <= 0)
         {
             currentAmmo = Ammo.RedShell;
         }
     }
 }
コード例 #13
0
ファイル: Reload.cs プロジェクト: Paladin-Danse/3D-FPS
    IEnumerator Weapon_Reload()
    {
        On_Reload_Delay = true;
        NowTime         = 0;

        Debug.Log(On_Reload_Delay);

        yield return(new WaitForSeconds(ReloadTime));

        Ammo            = Magazine;
        AmmoText.text   = Ammo.ToString() + " / " + Magazine.ToString();
        On_Reload_Delay = false;
        Debug.Log(On_Reload_Delay);
    }
コード例 #14
0
ファイル: SeedBasedItem.cs プロジェクト: radtek/ZeldaOracle
        //-----------------------------------------------------------------------------
        // Overridden methods
        //-----------------------------------------------------------------------------

        // Called when the item is added to the inventory list.
        public override void OnAdded(Inventory inventory)
        {
            base.OnAdded(inventory);

            currentAmmo = 0;

            ammo = new Ammo[] {
                inventory.GetAmmo("ammo_ember_seeds"),
                inventory.GetAmmo("ammo_scent_seeds"),
                inventory.GetAmmo("ammo_pegasus_seeds"),
                inventory.GetAmmo("ammo_gale_seeds"),
                inventory.GetAmmo("ammo_mystery_seeds"),
            };
        }
コード例 #15
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ファイル: WeaponData.cs プロジェクト: Luminoth/CatFight
        private void PoolAmmo(WeaponType weaponType, Ammo ammo, int poolSize)
        {
            PooledObject pooledObject = ammo?.GetComponent <PooledObject>();

            if (null != pooledObject)
            {
                ObjectPoolManager.Instance.InitializePool(GetAmmoPool(weaponType), pooledObject, poolSize);
            }

            if (null != ammo?.ImpactPrefab)
            {
                PoolImpact(weaponType, ammo.ImpactPrefab, poolSize);
            }
        }
コード例 #16
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 static void Prefix(Ammo __instance, Identifiable.Id id)
 {
     PlortMarket.Log("[AncientWater-Prefix] id: " + id.ToString());
     if (id == Identifiable.Id.MAGIC_WATER_LIQUID)
     {
         PlortMarket.Log("[AncientWater-Prefix] ID == MAGIC_WATER_LIQUID");
         isAncientWater = true;
     }
     else
     {
         //PlortMarket.Log("[AncientWater-Prefix] ID != MAGIC_WATER_LIQUID");
         isAncientWater = false;
     }
 }
コード例 #17
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    /* para que cada municao seja atirada apenas no ponto de origem desejado,
     * cada ponto de origem DO OBJETO UPGRADEPART tera filhos indicando
     * quais das municoes A,B OU C OU A,B E C poderão ser disparadas dela ;D */
    private bool IsValidAmmoFireSpawnPoint(Ammo currentAmmo, Transform WeaponFireSpawPoint)
    {
        bool validSpawnPoint = false;

        foreach (Transform fireSpawPointChild in WeaponFireSpawPoint)
        {
            if (fireSpawPointChild.CompareTag(currentAmmo.GetAmmoChildTag()))
            {
                validSpawnPoint = true;
                return(validSpawnPoint);
            }
        }
        return(validSpawnPoint);
    }
コード例 #18
0
        //-----------------------------------------------------------------------------
        // Overridden methods
        //-----------------------------------------------------------------------------
        // Called when the item is added to the inventory list.
        public override void OnAdded(Inventory inventory)
        {
            base.OnAdded(inventory);

            currentAmmo = 0;

            ammo = new Ammo[] {
                inventory.GetAmmo("ammo_ember_seeds"),
                inventory.GetAmmo("ammo_scent_seeds"),
                inventory.GetAmmo("ammo_pegasus_seeds"),
                inventory.GetAmmo("ammo_gale_seeds"),
                inventory.GetAmmo("ammo_mystery_seeds"),
            };
        }
コード例 #19
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        public override void OnMiss(Mobile attacker, Mobile defender)
        {
            double arrowChance = 0.4;

            if (!ArenaFight.AllowFreeConsume(attacker, typeof(Arrow)))
            {
                if (attacker.Player && arrowChance >= Utility.RandomDouble())
                {
                    Ammo.MoveToWorld(new Point3D(defender.X + Utility.RandomMinMax(-1, 1), defender.Y + Utility.RandomMinMax(-1, 1), defender.Z), defender.Map);
                }
            }

            base.OnMiss(attacker, defender);
        }
コード例 #20
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    private void Update()
    {
        ammo         = FindObjectOfType <Ammo>();
        shotCounter -= Time.deltaTime;
        if (isFiring)
        {
            Shoot();
        }

        if (Input.GetKeyDown(KeyCode.M))
        {
            SwitchGunMode();
        }
    }
コード例 #21
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        public void Reload_CurrentMaxAmmoLessThanMaxAmmoPerClip_CurrentMaxAmmoReturnsZero()
        {
            const int maxAmmo        = 5;
            const int maxAmmoPerClip = 10;

            _ammo = new Ammo(maxAmmo, maxAmmoPerClip);
            const int reduceAmount = 8;

            _ammo.ReduceCurrentAmmo(reduceAmount);

            _ammo.Reload();

            Assert.AreEqual(0, _ammo.CurrentMaxAmmo);
        }
コード例 #22
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 public void AddItemToInventory(int index)
 {
     if (chestContents.contents[index].itemType == Item.ItemType.Ammo)
     {
         Ammo ammo = (Ammo)chestContents.contents[index];
         playerInventory.GetComponent <PlayerAmmo>().AddAmmo(chestContents.itemNumberInStack[index], ammo.ammoType);
         chestContents.contents.RemoveAt(index);
         chestContents.itemNumberInStack.RemoveAt(index);
     }
     else
     {
         playerInventory.AddItemToInventory(chestContents.contents[index], chestContents, index);
     }
 }
コード例 #23
0
ファイル: Gun.cs プロジェクト: techntt/flipgun
    void Start()
    {
        //Update ammo.
        Ammo.AmmoUpdate();

        //If in challenge mode make gun to rise from bottom.
        if (ChallengeMenu.challengeMode)
        {
            transform.position = new Vector2(0, -4);
        }

        //First time gun will fly up automatically.
        StartCoroutine(ShootVerticallyUp(1f));
    }
コード例 #24
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        public override void OnMiss(Mobile attacker, Mobile defender)
        {
            if (attacker == null || defender == null)
            {
                return;
            }

            if (attacker.Player && 0.4 >= Utility.RandomDouble())
            {
                Ammo.MoveToWorld(new Point3D(defender.X + Utility.RandomMinMax(-1, 1), defender.Y + Utility.RandomMinMax(-1, 1), defender.Z), defender.Map);
            }

            base.OnMiss(attacker, defender);
        }
コード例 #25
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 public override void handleAttackBuilding(Building attacked, Ammo attacker)
 {
     if (attacked.State == Building.BuildingState.destroyed)
     {
         // handles stack overflow;P
         return;
     }
     attacked.Health -= attacker.Damage;
     if (attacked.Health <= 0)
     {
         InfoLog.WriteInfo("destroying building ", EPrefix.SimulationInfo);
         destroyBuilding(attacked);
         OnBuildingDestroyed(attacked);
     }
 }
コード例 #26
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 public override void handleAttackUnit(Unit attacked, Ammo attacker)
 {
     if (attacked.State == Unit.UnitState.destroyed)
     {
         // handles stack overflow;P
         return;
     }
     attacked.Health -= attacker.Damage;
     if (attacked.Health <= 0)
     {
         InfoLog.WriteInfo("Destroying unit ", EPrefix.SimulationInfo);
         destroyUnit(attacked);
         OnUnitDestroyed(attacked);
     }
 }
コード例 #27
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    void Awake()
    {
        // object pool
        if (ammoPool == null)
        {
            ammoPool = new List <Ammo>();
        }

        for (int i = 0; i < poolSize; i++)
        {
            Ammo ammoObject = Instantiate(ammoPrefab);
            ammoObject.gameObject.SetActive(false);
            ammoPool.Add(ammoObject);
        }
    }
コード例 #28
0
 /// <summary>
 /// Active the UI of the ammo equiped
 /// </summary>
 /// <param name="ammoType">The ammo equiped in this moment</param>
 public void EquipAmmo(Constants.AMMO_TYPE ammoType)
 {
     foreach (Ammo ammo in ammoList)
     {
         if (ammo.info.ammoType == ammoType)
         {
             ammo.ammoUIEquiped.SetActive(true);
             actualAmmo = ammo;
         }
         else
         {
             ammo.ammoUIEquiped.SetActive(false);
         }
     }
 }
コード例 #29
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    public void FireAmmo()
    {
        GameObject ammo = Instantiate(ammoPrefab, theTransform.position, theTransform.rotation) as GameObject;

        Ammo     ammoComponent     = ammo.GetComponent <Ammo> ();
        Movement movementComponent = ammo.GetComponent <Movement> ();


        ammoComponent.damage   = ammoDamage;
        ammoComponent.lifetime = ammoLifetime;

        movementComponent.speed = ammoSpeed;

        Invoke("FireAmmo", Random.Range(timeDelayRange.x, timeDelayRange.y));
    }
コード例 #30
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    /*
     *  Adding ammo based on type.
     */
    public bool AddAmmo(AmmoType type, int amountToAdd)
    {
        for (int i = 0; i < ammos.Length; i++)
        {
            Ammo a = ammos[i];
            if (a.type == type)
            {
                inventoryUpdated = true;
                return(a.AddAmmo(amountToAdd));
            }
        }

        print($"Cannot add ammo of type {type.ToString()} as it doesn't exist in our inventory!");
        return(false);
    }
コード例 #31
0
    // Shooting on ammo
    private IEnumerator Shooting(Vector3 direction)
    {
        for (int i = 0; i < countAmmo; i++)
        {
            Ammo ammoObject = PoolManager.Singleton.GetObject(Ammo).GetComponent <Ammo>();

            ammoObject.MyTransform.position = Ball.position + direction * 0.4f;
            float d = Mathf.Lerp(14f, 16.5f, сountBоll / 100f);
            ammoObject.Push(direction * d);
            shootingCountAmmo++;
            сountBоll--;
            UpdateCountBall();
            yield return(null);
        }
    }
コード例 #32
0
    void FireAmmo(Vector3 target)
    {
        GameObject ammo = SpawnAmmo(transform.position);

        if (ammo != null)
        {
            ammo.transform.rotation  = Quaternion.Euler(0, 0, calculate_angle(enemyAIChasing.target.position, this.transform.position) * Mathf.Rad2Deg);
            ammo.transform.position += Vector3.up * 0.1f;
            StandardBullet bulletScript = ammo.GetComponent <StandardBullet>();
            Ammo           ammoScript   = ammo.GetComponent <Ammo>();
            ammoScript.piercing        = false;
            ammoScript.damageInflicted = 1;
            bulletScript.StartTravelBullet(target, weaponVelocity);
        }
    }
コード例 #33
0
ファイル: Hero.cs プロジェクト: Lajbert/ludum_dare_48
        private void AddAmmo(Ammo ammo)
        {
            int weaponIdx = 0;

            if (ammo.WeaponType.Equals(typeof(Machinegun)))
            {
                weaponIdx = 1;
            }
            else if (ammo.WeaponType.Equals(typeof(Shotgun)))
            {
                weaponIdx = 2;
            }

            weapons[weaponIdx].AddAmmo(ammo.Amount);
        }
コード例 #34
0
    /// <summary>
    /// Subscribe to input events.
    /// </summary>
    private void Awake()
    {
        controls = new GameControls();

        shoot = GetComponent <Shoot>();
        ammo  = GetComponent <Ammo>();

        controls.Gameplay.Shoot.performed += context => shoot.StartCharge();
        controls.Gameplay.Shoot.performed += context => ammo.OnShootPressed();
        controls.Gameplay.Shoot.canceled  += context => shoot.OnShoot();
        controls.Gameplay.Shoot.canceled  += context => ammo.OnShootReleased();

        controls.Gameplay.Move.performed += context => move = context.ReadValue <Vector2>();
        controls.Gameplay.Move.canceled  += context => move = Vector2.zero;
    }
コード例 #35
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        public void AmmoPickupTest()
        {
            Ammo moneyPickup = new Ammo()
            {
                Bullets = 4, Grenades = 1
            };

            map[0, 0].placeObject(moneyPickup);
            int playerBullets  = player.RangedWeapon.Ammo;
            int playerGrenades = player.GrenadeWeapon.Ammo;

            new PickupCommand(player).execute();
            Assert.AreEqual(player.RangedWeapon.Ammo, playerBullets + 4);
            Assert.AreEqual(player.GrenadeWeapon.Ammo, playerGrenades + 1);
        }
コード例 #36
0
    // Update is called once per frame
    protected override void Update()
    {
        base.Update();
        float percentLeft = (float)amountLeft / (float)capacity;

        if (percentLeft < 0)
        {
            percentLeft = 0;
        }

        if (percentLeft == 0)
        {
            Destroy(this.gameObject);
        }

        int numCasesToShow = (int)(percentLeft * numCases);

        Ammo[] cases = GetComponentsInChildren<Ammo>();

        if (numCasesToShow >= 0 && numCasesToShow < cases.Length)
        {
            Ammo[] sortedCases = new Ammo[cases.Length];

            //sortiert liste von höchstem zu niedrigstem
            foreach (Ammo ammo in cases)
            {
                sortedCases[cases.Length - int.Parse(ammo.name)] = ammo;
            }

            for (int i = numCasesToShow+1; i < sortedCases.Length; i++) //+1 damit Kisten erst verschwinden nachdem sie "leer" sind
            {
                sortedCases[i].GetComponent<Renderer>().enabled = false;
                CalculateBounds();
            }
        }
    }
コード例 #37
0
ファイル: GuidedMissile.cs プロジェクト: Sutima/Autopilot
		public GuidedMissile(Cluster missiles, IMyCubeBlock firedBy, TargetingOptions opt, Ammo ammo, LastSeen initialTarget = null)
			: this (missiles.Master, firedBy, opt, ammo, initialTarget)
		{
			myCluster = missiles;
		}
コード例 #38
0
ファイル: Tower.cs プロジェクト: splashdamage/AntsVsMice
 public virtual void Reload(Ammo newAmmo)
 {
     if (currentAmmo == null) {
         if (newAmmo == null) {
             newAmmo = ((GameObject) GameObject.Instantiate(currentLevel.ammoPrefab, launchFrom.position, currentLevel.ammoPrefab.transform.rotation)).GetComponent<Ammo>();
         }
         newAmmo.flightTime = currentLevel.rateOfFire;
         newAmmo.launchFrom = launchFrom;
         newAmmo.transform.parent = launchFrom;
         newAmmo.transform.localPosition = Vector3.zero;
         newAmmo.transform.localRotation = Quaternion.identity;
         currentAmmo = newAmmo;
     }
 }
コード例 #39
0
 public AmmoCollection(Ammo arrows, Ammo bombs)
 {
     this.arrows = arrows;
     this.bombs = bombs;
 }
コード例 #40
0
 void ReloadPartial(Ammo ammo, int amount)
 {
     DecrementAmmo(ammo, amount);
     currentAmmo += amount;
 }
コード例 #41
0
    int GetAmmoCount(Ammo ammo)
    {
        int ammount = 0;
        int slotID = inventory.GetItemPosition(itemDatabase.GetItemByTitle(ammo.Title));

        if (slotID != -1)
        {
            ammount = GetItemDataBySlot(slotID).amount;
        }

        return ammount;
    }
コード例 #42
0
ファイル: Gun.cs プロジェクト: Avatarchik/Duel-Off
	public void populateCompatibleAmmo()
	{
		/** This below population of compatibleAmmo is a workaroud.  Tried creating new Ammo[3]
		 *  inside of DBAccess.getCompatibleAmmo to return directly, but was constantly getting
		 *  null reference exceptions when setting the values through query.Step().  For some
		 *  reason, creating a new Ammo() instance during Awake() / Start() cycles does not 
		 *  allocate the Ammo() correctly, so System.Object[,] was used instead
		 */ 
		System.Object[,] buffer = DBAccess.instance.getCompatibleAmmo(_gunID);
		
		for( int i = 0; i < 4; i++ )
		{
			Ammo a = new Ammo();
			a.ammoName = Convert.ToString(buffer[i,0]);
			a.dmgModifier = Convert.ToSingle(buffer[i,1]);
			a.recoilModifier = Convert.ToSingle(buffer[i,2]);
			a.magSize = Convert.ToInt32(buffer[i,3]);
			a.spriteName = Convert.ToString(buffer[i,4]);
			a.price = Convert.ToInt32(buffer[i,5]);
			a.isPurchased = ( Convert.ToInt32(buffer[i,6]) == 1 ) ? true : false;
			a.unlockLevel = Convert.ToInt32(buffer[i,7]);
			a.amountOwned = Convert.ToInt32(buffer[i,8]);
			a.ammoID = Convert.ToInt32(buffer[i,9]);
			
			compatibleAmmo.Insert(i,a);
		}
		
		loadedAmmo = compatibleAmmo[0];
	}
コード例 #43
0
ファイル: GuidedMissile.cs プロジェクト: Sutima/Autopilot
		/// <summary>
		/// Creates a missile with homing and target finding capabilities.
		/// </summary>
		public GuidedMissile(IMyEntity missile, IMyCubeBlock firedBy, TargetingOptions opt, Ammo ammo, LastSeen initialTarget = null)
			: base(missile, firedBy)
		{
			myLogger = new Logger("GuidedMissile", () => missile.getBestName(), () => m_stage.ToString());
			myAmmo = ammo;
			myDescr = ammo.Description;
			if (ammo.Description.HasAntenna)
				myAntenna = new MissileAntenna(missile);
			TryHard = true;

			AllGuidedMissiles.Add(this);
			AddMissileOwner(MyEntity, CubeBlock.OwnerId);
			MyEntity.OnClose += MyEntity_OnClose;

			accelerationPerUpdate = (myDescr.Acceleration + myAmmo.MissileDefinition.MissileAcceleration) / 60f;
			addSpeedPerUpdate = myDescr.Acceleration / 60f;

			Options = opt;
			Options.TargetingRange = ammo.Description.TargetRange;
			myTargetSeen = initialTarget;

			myLogger.debugLog("Options: " + Options + ", initial target: " + (initialTarget == null ? "null" : initialTarget.Entity.getBestName()), "GuidedMissile()");
			//myLogger.debugLog("AmmoDescription: \n" + MyAPIGateway.Utilities.SerializeToXML<Ammo.AmmoDescription>(myDescr), "GuidedMissile()");
		}
コード例 #44
0
ファイル: MakeAmmo.cs プロジェクト: Krill156/SharpEMU
 private static int getArrowAmount(Player p, Ammo item)
 {
     if (item == null || p == null) {
         return 0;
     }
     int amt = item.isBolt() ? 12 : 15;
     int itemOneAmount = p.getInventory().getItemAmount(item.getItemOne());
     int itemTwoAmount = p.getInventory().getItemAmount(item.getItemTwo());
     int lowestStack = itemOneAmount > itemTwoAmount ? itemTwoAmount : itemOneAmount;
     int finalAmount = lowestStack > amt ? amt : lowestStack;
     return finalAmount;
 }
コード例 #45
0
ファイル: MakeAmmo.cs プロジェクト: Krill156/SharpEMU
 private static string getMessage(Ammo item, int amount)
 {
     string s = amount > 1 ? "s" : "";
     string s1 = amount > 1 ? "some" : "a";
     string s2 = amount > 1 ? "some" : "an";
     if (!item.isBolt()) {
         s = amount > 1 ? "s" : "";
         s1 = amount > 1 ? "some" : "a";
         s2 = amount > 1 ? "some" : "an";
         if (item.getItemType() == 0) {
             return "You attach Feathers to " + s1 + " of your Arrow shafts, you make " + amount + " " + ItemData.forId(item.getFinishedItem()).getName() + s + ".";
         } else {
             return "You attach " + s2 + " Arrowtip" + s + " to " + s1 + " Headless arrow" + s + ", you make " + amount + " " + ItemData.forId(item.getFinishedItem()).getName() + s + ".";
         }
     } else {
         s = amount > 1 ? "s" : "";
         s1 = amount > 1 ? "some of your bolts" : "a bolt";
         s2 = amount > 1 ? "some" : "a";
         if (item.getItemType() < 8) {
             return "You attach Feathers to " + s1 + ", you make " + amount + " " + ItemData.forId(item.getFinishedItem()).getName()+".";
         } else {
             s = amount > 1 ? "s" : "";
             s2 = amount > 1 ? "some" : "a";
             return "You attach " + s2 + " bolt tip" + s + " to " + s2 + " headless bolt" + s + ", you make " + amount + " " + ItemData.forId(item.getFinishedItem()).getName() + ".";
         }
     }
 }
コード例 #46
0
ファイル: Tower.cs プロジェクト: splashdamage/AntsVsMice
 public virtual void Launch(tk2dAnimatedSprite sprite, tk2dSpriteAnimationClip clip, tk2dSpriteAnimationFrame frame, int frameNum)
 {
     currentAmmo.LaunchAt(foundTarget);
     currentAmmo = null;
 }
コード例 #47
0
ファイル: MainWindow.xaml.cs プロジェクト: HeKnOw/Merlin
        //**************************************************************
        //***************************************************************
        //**************8 MAIN LOOP 8***********************************
        //***************************************************************
        void gameLoop_Tick(object sender, EventArgs e)
        {
            double timeElapsedsec = stopwatch.ElapsedMilliseconds / 1000;

            canvas.Children.Remove(title);
            canvas.Children.Remove(display);
            canvas.Children.Remove(magic);
            canvas.Children.Remove(lives);
            canvas.Children.Remove(scoreText);
            //if(ammoCount == 100)
            //{
            //    ammoCount = 0;
            //}

            if(timeElapsedsec < 60 && !(timeElapsedsec > 60))
            {

                enemies[0].update();
                enemies[1].update();
                enemies[2].update();
                enemies[3].update();
                enemies[4].update();
                enemies[5].update();
                enemies[6].update();
                enemies[7].update();

                //enemies[i].setPosition = random(0, sizeofwindow);
                //timer has to check for collision between bullet and monster
                //fucntion collision needs to return the index of the enemy
            }
            else if(timeElapsedsec < 120 && !(timeElapsedsec >120))
            {
                enemies[0].update();
                enemies[1].update();
                enemies[2].update();
                enemies[3].update();
                enemies[4].update();
                enemies[5].update();
                enemies[6].update();
                enemies[7].update();
                enemies[8].update();
                enemies[9].update();
                enemies[10].update();
                enemies[11].update();

            }
            else
            {
                enemies[0].update();
                enemies[1].update();
                enemies[2].update();
                enemies[3].update();
                enemies[4].update();
                enemies[5].update();
                enemies[6].update();
                enemies[7].update();
                enemies[8].update();
                enemies[9].update();
                enemies[10].update();
                enemies[11].update();
                enemies[12].update();
                enemies[13].update();
                enemies[14].update();
                enemies[15].update();
                enemies[16].update();
                enemies[17].update();
                enemies[18].update();
                enemies[19].update();
            }
            for (int i = 0; i < 20; i++)
            {
                lifeUnit -= enemies[i].enemyOnTarget;
                if (enemies[i].enemyOnTarget == 15)
                {
                    enemies[i].canvasRemove = canvas;
                    enemies[i].element = enemies[i].drawEnemy();

                    Stream std = Properties.Resources.Pain_SoundBible_com_1883168362;
                    SoundPlayer sn = new SoundPlayer(std);
                    sn.Play();
                    enemies[i].enemyOnTarget = 0;
                }

            }

            wizard.update();
            if(magicUnit < 10)
            {
                overheat = true;
            }
            if(!overheat)
            {
                if (Keyboard.IsKeyDown(Key.Space))
                {
                   // ammunition[ammoCount].currentAngle = wizard.currentAngle;
                    //ammunition[ammoCount].element = ammunition[ammoCount].drawAmmo;
                    Ammo ammo = new Ammo();
                    ammunition.Add(ammo);
                    if (ammunition[ammoCount].available)
                    {
                        ammunition[ammoCount].element = ammunition[ammoCount].drawAmmo;
                        ammunition[ammoCount].canvas = canvas;
                        ammunition[ammoCount].available = false;
                        ammoCount++;

                    }

                    magicUnit -= 5.0;
                }
            }
            //+++++++++++++++++++++++++++++++++++++++++++++++++++++
            //++++UPDATE AMMO +++++++++++++++++++++++++++++++
            //++++++++++++++++++++++++++++++++++++++++++++++++
            for (int i = ii; i < ammunition.Count; i++)
            {
                if (!ammunition[i].available)
                {
                    ammunition[i].updateAmmo();
                }
                if(ammunition[i].X <= -150 || ammunition[i].X >=650)
                {
                    ammunition[i].canvasRemove = canvas;
                    ammunition[i].available = true;
                    //ammunition[i].reloaded = true;
                    ii++;
                }
                if(ammunition[i].Y <=-150 || ammunition[i].Y >= 750)
                {
                    ammunition[i].canvasRemove = canvas;
                    ammunition[i].available = true;
                    //ammunition[i].reloaded = true;
                    ii++;
                }
            }

            //+++++++++++++++++++++++++++++++++++++++++++++++++
            //++++CHECK ENEMIES++++++++++++++++++++++++++++
            //+++++++++++++++++++++++++++++++++++++++++++++++
            for (int i = 0; i < 20; i++)
            {
                if (enemies[i].destroyed)
                {
                    enemies[i].element = enemies[i].drawEnemy();
                    //enemies[i].canvas = canvas;
                    enemies[i].destroyed = false;
                    score += 10;
                }

            }

            //*************************************************************
            //***************DESTROY ENEMIES******************************
            //*********************************************************
            for (int i = ii; i < ammunition.Count;i++ )
            {
                if (!ammunition[i].available)
                {
                    for (int k = 0; k < 20;k++)
                    {
                        if((ammunition[i].X >= enemies[k].X - 30 && ammunition[i].X <= enemies[k].X + 30) &&
                            (ammunition[i].Y >= enemies[k].Y - 30 && ammunition[i].Y <= enemies[k].Y + 30))
                        {
                            enemies[k].canvasRemove = canvas;
                            enemies[k].destroyed = true;
                            ammunition[i].available = true;
                            ammunition[i].canvasRemove = canvas;
                            Stream str = Properties.Resources.Spacecraft_Hatch_Opening_SoundBible_com_1577619787;
                            SoundPlayer snd = new SoundPlayer(str);
                            snd.Play();
                        }
                    }

                }

            }

            //**********************************************************
            //***************   TEXT CHECK*******************************
            //display.Text = Canvas.GetTop(enemies[0].element).ToString();
            display.Text = "Magic";
            display.FontSize = 20.0;
            display.Foreground = new SolidColorBrush(Colors.White);
            display.Margin = new Thickness(5, 5, 40, 20);
            canvas.Children.Add(display);
            //positionX = Mouse.GetPosition(canvas).ToString();
            //title.Text = positionX;
            //canvas.Children.Add(title);
            title.Text = "Life";
            title.Margin = new Thickness(5, 35, 70, 30);
            canvas.Children.Add(title);
            lives.Height = 5.0;
            lives.Width = lifeUnit;
            Canvas.SetTop(lives, 60);
            Canvas.SetLeft(lives, 5);
            lives.Fill = Brushes.Red;
            canvas.Children.Add(lives);
            magic.Height = 5.0;
            magic.Width = magicUnit;
            Canvas.SetTop(magic, 30);
            Canvas.SetLeft(magic, 5);
            magic.Fill = Brushes.Aqua;
            canvas.Children.Add(magic);
            scoreText.Text = "Score: " + score.ToString();
            scoreText.FontSize = 20.0;
            scoreText.Foreground = new SolidColorBrush(Colors.White);
            scoreText.Margin = new Thickness(270, 5, 310, 20);
            canvas.Children.Add(scoreText);

            //*************************************************************
            if (magicUnit < 200.0)
            {
                magicUnit++;
            }
            if(magicUnit == 200)
            {
                overheat = false;
            }
              if(lifeUnit <= 10)
            {
                Stream s = Properties.Resources.Scream_And_Die_Fx_SoundBible_com_299479967;
                SoundPlayer snt = new SoundPlayer(s);
                snt.Play();

                canvas.Children.Remove(title);
                canvas.Children.Remove(display);
                canvas.Children.Remove(magic);
                canvas.Children.Remove(lives);
                canvas.Children.Remove(scoreText);
                wizard.canvasRemove = canvas;
                stopwatch.Stop();
                gameLoop.Stop();
                for (int i = 0; i < 20; i++)
                {
                    enemies[i].canvasRemove = canvas;
                    enemies[i].element = enemies[i].drawEnemy();
                    enemies[i].enemyOnTarget = 0;
                }
                for (int i = ammunition.Count - 1; i > 0; i--)
                {
                    //ammunition[i].canvasRemove = canvas;
                    //ammunition[i].available = true;
                    ammunition.Remove(ammunition[i]);
                }
                restart = true;
                pgSafeCheck = false;
                lifeUnit = 200.0;
                magicUnit = 200.0;
                ii = 0;
                score = 0;
                ammoCount = 0;
                overheat = false;
                DisplayMainMenu();
            }
        }
コード例 #48
0
ファイル: Gun.cs プロジェクト: Avatarchik/Duel-Off
	public virtual void Reload( Ammo ammo ) 
	{ 	
		/** Prevent loading of an inferior ammo when a greater ammo is loaded.
		 *  
		 *  The or signifies if it is a lesser ammo and it's magsize is greater than current capacity
		 *  then it is ok to reload
		 * 
		 */ 
		if( compatibleAmmo.IndexOf( ammo ) >= compatibleAmmo.IndexOf( loadedAmmo ) || ammo.magSize > capacity )
		{
			float reloadTime = ( ammo.magSize * 0.05f ) - ( capacity * 0.05f );	
			
			isReloading = true;
			
			loadedAmmo = ammo;	
			
			// If not infinite lead ammo, decrement
			if( compatibleAmmo.IndexOf( ammo ) > 0 )
			{
				loadedAmmo.amountOwned--;
				//Debug.Log("amountOwned--");
			}
			
			onReloadStart( reloadTime, this );
		}
	}
コード例 #49
0
    void Start()
    {
        isFiring = false;
        firstShot = true;
        active = true;
        shootTimer = 0;
        shotTimer = new ShotTimer [WeaponInfo.getWeaponCount () + 1];
        ammo = new Ammo[WeaponInfo.getWeaponCount () + 1];

        for (int i = 0; i < WeaponInfo.getWeaponCount(); i++) {
            shotTimer [i] = new ShotTimer ();
            ammo [i] = new Ammo (100, 100);
        }
    }
コード例 #50
0
		//private void ClusterMain_OnClose(IMyEntity obj)
		//{
		//	myLogger.debugLog("clusterMain closed, on cooldown", "ClusterMain_OnClose()", Logger.severity.DEBUG);
		//	StartCooldown();
		//}

		private void UpdateLoadedMissile()
		{
			if (myInventory.CurrentMass == prev_mass && myInventory.CurrentVolume == prev_volume && nextCheckInventory > DateTime.UtcNow)
				return;

			nextCheckInventory = DateTime.UtcNow + checkInventoryInterval;
			prev_mass = myInventory.CurrentMass;
			prev_volume = myInventory.CurrentVolume;

			Ammo newAmmo = Ammo.GetLoadedAmmo(CubeBlock);
			if (newAmmo != null && newAmmo != loadedAmmo)
			{
				loadedAmmo = newAmmo;
				myLogger.debugLog("loaded ammo: " + loadedAmmo.AmmoDefinition, "UpdateLoadedMissile()");
			}
		}
コード例 #51
0
	public void findAmmoAndSetAsPurchased( Ammo a )
	{
		Debug.Log("findAmmoAndSetAsPurchased");
		for( int i = 0; i < _allGuns.Count; i++ )
		{
			for( int j = 0; j < _allGuns[i].compatibleAmmo.Count; j++ )
			{
				if( a.ammoID == _allGuns[i].compatibleAmmo[j].ammoID )
				{
					_allGuns[i].compatibleAmmo[j].isPurchased = true;
					_allGuns[i].compatibleAmmo[j].amountOwned++;
					_allGuns[i].compatibleAmmo[j].CommitToDB();
					CommitToDB(true);
				}
			}
		}
	}
コード例 #52
0
ファイル: MakeAmmo.cs プロジェクト: Krill156/SharpEMU
 private static bool canFletch(Player p, Ammo item)
 {
     if (item == null || item.getAmount() <= 0) {
         return false;
     }
     string s = item.getItemOne() == HEADLESS_ARROW ? "s." : ".";
     string s1 = item.getItemTwo() == HEADLESS_ARROW ? "s." : ".";
     if (p.getSkills().getGreaterLevel(Skills.SKILL.FLETCHING) < item.getLevel()) {
         p.getPackets().sendMessage("You need a Fletching level of " + item.getLevel() + " to make that.");
         return false;
     }
     if (!p.getInventory().hasItem(item.getItemOne())) {
         p.getPackets().sendMessage("You don't have any " + ItemData.forId(item.getItemOne()).getName() + s);
         return false;
     }
     if (!p.getInventory().hasItem(item.getItemTwo())) {
         p.getPackets().sendMessage("You don't have any " + ItemData.forId(item.getItemTwo()).getName() + s1);
         return false;
     }
     return true;
 }
コード例 #53
0
ファイル: TimeActions.cs プロジェクト: bwrsandman/Stream-Game
 void Start()
 {
     anim = GetComponent<Animator>();
     ammoScript = GetComponent<Ammo>();
     setCheckpoint();
 }
コード例 #54
0
ファイル: Firearm.cs プロジェクト: choephix/G11
    public override void Init( Unit owner )
    {
        base.Init( owner );

        actions.Add( new ActionsBook.Reload( owner, this ) );

        if( ammoHolder && ammoClip ) {
            ammoClip = Instantiate( ammoClip, ammoHolder.position, ammoHolder.rotation ) as Ammo;
            ammoClip.transform.parent = ammoHolder;
            ammoClip.transform.localScale = Vector3.one;
        }

        Reload();

        shotLine.enabled = false;
    }
コード例 #55
0
 void ReloadFull(Ammo ammo)
 {
     DecrementAmmo(ammo, playerWeapon.Mag);
     currentAmmo += playerWeapon.Mag;
 }
コード例 #56
0
    void SwitchAmmo()
    {
        if (Input.GetKeyDown(KeyCode.LeftControl) || Input.GetKeyDown(KeyCode.RightControl))
        {
            m_Sound.PlaySwitchAmmoSound();

            if (m_SelectedAmmo == Ammo.DestroyWave)
            {
                m_SelectedAmmo = Ammo.PushWave;
                Debug.Log("Ammo switched to Push Wave");
            }

            else
            {
                m_SelectedAmmo = Ammo.DestroyWave;
                Debug.Log("Ammo switched to Destroy Wave");
            }
        }
    }
コード例 #57
0
 void DecrementAmmo(Ammo ammo, int amount)
 {
     for (int i = 0; i < amount; i++)
     {
         inventory.RemoveItem(itemDatabase.GetItemByTitle(ammo.Title).ID);
     }
 }
コード例 #58
0
 void Start()
 {
     m_playerState = PlayerState.Idle;
     m_rgbd = GetComponent<Rigidbody2D>();
     m_boxColl = GetComponent<BoxCollider2D>();
     m_FacingRight = true;
     m_Animator = GetComponentInChildren<Animator>();
     m_SelectedAmmo = Ammo.PushWave;
     m_Pv = 3;
     m_MaxPV = 3;
     m_IsVulnerable = true;
     m_IsShooting = false;
     m_RendList = gameObject.GetComponentsInChildren<SpriteRenderer>(true);
     m_Sound = GetComponent<CharacterSound>();
 }
コード例 #59
0
ファイル: Sprayer.cs プロジェクト: splashdamage/AntsVsMice
 public override void Reload(Ammo newAmmo)
 {
 }
コード例 #60
0
ファイル: turboLaser.cs プロジェクト: yaelschlotman/DeathStar
 public turboLaser(string gas)
 {
     ammo = new Ammo(gas); 
 }