public void setState(int aState) { this._state = aState; if (this._state == 0) { this.ResetAllPalyer(); this._roundNumber++; } else if (this._state == 1) { this._messageText.text = string.Empty; } else if (this._state == 2) { this._roundWinner = null; this._roundWinner = this.GetRoundWinner(); if (this._roundWinner != null) { this._roundWinner.setWin(this._roundWinner.getWin() + 1); } this._gameWinner = this.GetGameWinner(); string text = this.EndMessage(); this._messageText.text = text; } }
void Awake() { _col = GetComponent <CapsuleCollider>(); _stat = GetComponent <CSoldierStat>(); _anim = GetComponent <CSoldierAnimation>(); _playerManager = GameObject.Find("Manager").GetComponent <CPlayerManager>(); }
public void SetTarget(CPlayerManager target) { if (target == null)//targetがいなければエラーをConsoleに表示 { Debug.LogError("<Color=Red><a>Missing</a></Color> PlayMakerManager target for PlayerUI.SetTarget.", this); return; } //targetの情報をこのスクリプト内で使うのでコピー _target = target; _targetTransform = _target.GetComponent <Transform>(); //CharacterController取得 //CharacterController _characterController = _target.GetComponent<CharacterController>(); //PlayerManagerの頭上UIに表示したいデータをコピー //if (_characterController != null) //{ // _characterControllerHeight = _characterController.height; //} if (PlayerNameText != null) { PlayerNameText.text = _target.photonView.Owner.NickName; //プレイヤー名 } //if (PlayerHPSlider != null) //{ // PlayerHPSlider.value = _target.HP; //HP //} //if (ChatText != null) //{ // ChatText.text = _target.ChatText; //頭上チャットText //} }
private void Awake() { _pTarget = GameObject.Find("CameraLookAtPostion").GetComponent <Transform>(); _pBossMonster = GameObject.FindGameObjectWithTag("Boss").GetComponent <Transform>(); player = GameObject.FindWithTag("Player").GetComponent <CPlayerManager>(); _CamMgr = GetComponent <CCameraMgr>(); }
//1//////////////////////////////// void Awake() { _tileManager = GetComponent <CTileManager>(); _playerManager = GetComponent <CPlayerManager>(); _enemyManager = GetComponent <CEnemyManager>(); stage = 1; Debug.Log(SceneManager.sceneCount); }
private void Awake() { if (_inst != null && _inst != this) { Destroy(gameObject); return; } DontDestroyOnLoad(this.gameObject); _inst = this; }
//---------------------------------------------------------------------- // コンストラクタ //---------------------------------------------------------------------- // @Param none // @Return none // @Date 2014/10/31 @Update 2014/10/31 @Author T.Kawashita //---------------------------------------------------------------------- void Awake() { m_soccerBallManager = GameObject.Find("BallGameObject").GetComponent <CSoccerBallManager>(); CPlayerManager.SetData(); m_player1Script = GameObject.Find("P1&P2").transform.FindChild("Player1").transform.FindChild("player").GetComponent <CPlayer1> (); m_player2Script = GameObject.Find("P1&P2").transform.FindChild("Player2").transform.FindChild("player").GetComponent <CPlayer2> (); m_player3Script = GameObject.Find("P3&P4").transform.FindChild("Player3").transform.FindChild("player").GetComponent <CPlayer3> (); m_player4Script = GameObject.Find("P3&P4").transform.FindChild("Player4").transform.FindChild("player").GetComponent <CPlayer4> (); }
protected override void Awake() { base.Awake(); _stateSystem = GetComponent <WitchStateSystem>(); _stateSystem.Witch = this; _skillSystem = GetComponent <WitchSkillSystem>(); _skillSystem.Witch = this; _curState = WitchState.Groggy; _player = FindObjectOfType <CPlayerManager>(); _receiveDamage = 0.0f; _collider = FindObjectOfType <WitchWeaponCollider>(); //_footHoldSpawnTime = WitchValueManager.I.FootholdContinueTime; _spawner = FindObjectOfType <WitchMonsterSpawnerObject>(); _isGravity = true; }
private void Awake() { transform.position = new Vector3(-188.47f, 0.7f, 3.41f); transform.eulerAngles = new Vector3(0.0f, 80.0f, 0.0f); _instance = this; _rigid = GetComponent <Rigidbody>(); _anim = GetComponent <Animator>(); _CameraTr = GameObject.FindWithTag("MainCamera").transform; _stat.CurHP = _stat.MaxHP; _stat.CurDashGauge = _stat.MaxDashGauge; PlayerStateVal(); layerMask = (1 << 16); HitObj.SetActive(false); Cursor.visible = true; // 지우의 요청으로 커서 보이게함. UltMeshFalse(); }
private void Awake() { _instance = this; _anim = GetComponentInChildren <Animator>(); _stat.CurHP = _stat.MaxHP; _rigid = GetComponentInParent <Rigidbody>(); _pathfinding = GameObject.Find("AStar").GetComponent <Pathfinding>(); _PlayerMgr = GameObject.FindGameObjectWithTag("Player").GetComponent <CPlayerManager>(); pPlayerTransform = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); grid = GameObject.Find("AStar").GetComponent <Grid>(); _stat.CurMoveSpeed = _stat.MaxMoveSpeed; RespawnPoint = GameObject.FindGameObjectsWithTag("RespawnPoint"); Ready_BossState(); pCameraShake = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <CCameraShake>(); DeadDelay = 4.5f; }
protected const float TAKE_BALL_SPACE = 10.0f; // AIがボールを取りに行く距離 //---------------------------------------------------------------------- // コンストラクタ //---------------------------------------------------------------------- // @Param none // @Return none // @Date 2014/12/7 @Update 2014/12/7 @Author T.Takeuchi //---------------------------------------------------------------------- protected void CGoalKeeperInit(int teamNo) { this.Init(); // プレイヤーのデータをセット if (teamNo == 0) { CPlayerManager.SetPlayerData(this.m_playerData, CPlayerManager.AI_2); } else { CPlayerManager.SetPlayerData(this.m_playerData, CPlayerManager.AI_4); } m_pos = this.transform.localPosition; // 国の情報をセット / 国によってマテリアルを変更 m_human = CHumanManager.GetWorldInstance(TeamData.teamNationality[teamNo]); if (teamNo == 0) { this.transform.FindChild("polySurface14").GetComponent <CGoalKeeper1Mesh>().ChangeMaterial(TeamData.teamNationality[0]); } else { this.transform.FindChild("polySurface14").GetComponent <CGoalKeeper2Mesh>().ChangeMaterial(TeamData.teamNationality[1]); } // CPU用の値をセット this.SetData(); // サッカーボールの情報を取得 this.soccerBallObject = GameObject.Find("SoccerBall"); // プレイヤーのアニメーターをセット m_animator = this.gameObject.transform.parent.GetComponent <CPlayerAnimator>(); // 向きをセット this.transform.LookAt(new Vector3(0.0f, 0.0f, 0.0f)); // ホームポジションをセット this.HOME_POSITION = new Vector3(this.m_playerData.m_xPos, this.m_playerData.m_yPos, this.m_playerData.m_zPos); // ゲームマネージャをセット this.gameManager = GameObject.Find("GameManager").GetComponent <CGameManager>(); }
public override void OnInitObject() { base.OnInitObject(); // INIT SOCKET CSocketManager.Instance.Init(); CPlayerManager.GetInstance(); // ADMOB CAdmobManager.Init(); CAdmobManager.InitBanner(); CAdmobManager.InitRewardedVideo(); CAdmobManager.LoadBanner(); CAdmobManager.LoadRewardedVideo(); if (CGameSetting.HasTimeToAd() == false) { CGameSetting.ResetTimerToAd(); } // EVENTS CSocketManager.Instance.On("welcome", this.OnReceiveWelcome); }
//---------------------------------------------------------------------- // コンストラクタ //---------------------------------------------------------------------- // @Param none // @Return none // @Date 2014/10/15 @Update 2014/10/31 @Author T.Kawashita // @Date 2014/12/1 @Update 2014/12/1 @Author T.Takeuchi //---------------------------------------------------------------------- void Start() { this.Init(); // プレイヤーのデータをセット CPlayerManager.SetPlayerData(this.m_playerData, CPlayerManager.PLAYER_1); this.SetData(); m_pos = this.transform.localPosition; // 国の情報をセット / 国によってマテリアルを変更 m_human = CHumanManager.GetWorldInstance(TeamData.teamNationality[0]); Debug.Log(m_human); // プレイヤーの情報をマップにセット // Color color = Color.red; // CPlayerManager.m_playerManager.SetMap(this.gameObject, color); // プレイヤーのアニメーターをセット m_animator = this.gameObject.transform.parent.GetComponent <CPlayerAnimator>(); }
//---------------------------------------------------------------------- // コンストラクタ //---------------------------------------------------------------------- // @Param none // @Return none // @Date 2014/12/1 @Update 2014/12/1 @Author T.Kawashita // @Date 2014/12/1 @Update 2014/12/1 @Author T.Takeuchi //---------------------------------------------------------------------- void Start() { this.Init(); // プレイヤーのデータをセット CPlayerManager.SetPlayerData(this.m_playerData, CPlayerManager.AI_1); m_pos = this.transform.localPosition; // 国の情報をセット / 国によってマテリアルを変更 m_human = CHumanManager.GetWorldInstance(TeamData.teamNationality[0]); this.transform.FindChild("polySurface14").GetComponent <CCpu1Mesh>().ChangeMaterial(TeamData.teamNationality[0]); // CPU用の値をセット this.SetData(); // サッカーボールの情報を取得 this.soccerBallObject = GameObject.Find("SoccerBall"); // プレイヤーのアニメーターをセット m_animator = this.gameObject.transform.parent.GetComponent <CPlayerAnimator>(); }
//---------------------------------------------------------------------- // コンストラクタ //---------------------------------------------------------------------- // @Param none // @Return none // @Date 2014/10/15 @Update 2014/10/31 @Author T.Kawashita //---------------------------------------------------------------------- void Start() { this.Init(); // プレイヤーのデータをセット CPlayerManager.SetPlayerData(this.m_playerData, CPlayerManager.PLAYER_4); // 国の情報をセット / 国によってマテリアルを変更 m_human = CHumanManager.GetWorldInstance(TeamData.teamNationality[1]); this.transform.FindChild("polySurface14").GetComponent <CPlayer4Mesh>().ChangeMaterial(TeamData.teamNationality[1]); m_gauge.m_teamNo = 2; // プレイヤーごとの値をセット this.SetData(); // プレイヤーのアニメーターをセット m_animator = this.gameObject.transform.parent.GetComponent <CPlayerAnimator>(); // カメラをセット m_camera = this.gameObject.transform.parent.FindChild("Player4Camera").GetComponent <PlayerCamera>(); m_trans = this.transform.Find("LookTrans").transform; }
public bool m_isRotation; // 현재 플레이어가 회전중인가 void Start() { CPlayerManager._instance = this; _CPlayerMove = GetComponent <CPlayerMove>(); _CPlayerAni_Contorl = GetComponent <CPlayerAni_Contorl>(); _CPlayerCombe = GetComponent <CPlayerCombe>(); _CPlayerSkill = GetComponent <CPlayerSkill>(); _PlayerController = GetComponent <CharacterController>(); _CPlayerSwap = GetComponent <CPlayerSwap>(); _CPlayerShild = GetComponent <CPlayerShild>(); // 플레이어 스탯 설정 m_fMoveSpeed = 6; m_fGravity = 10; m_fPlayerHp = 100; m_fPlayerStm = 100; m_fPlayerGauge = 100; m_nAttackCombo = 0; m_bMove = true; m_bAnimator = true; }
// GetMyPlayer 自キャラのオブジェクトをmyPlayerに登録 bool GetMyPlayer() { //自キャラのID取得 int player_id = PhotonNetwork.LocalPlayer.ActorNumber; //全てのプレイヤーオブジェクトを取得 players = GameObject.FindGameObjectsWithTag("Player"); //全てのプレイヤーオブジェクトから自キャラをIDで検索し、取り出す foreach (GameObject player in players) { int playerLoostring_PID = player.GetComponent <PhotonView>().Owner.ActorNumber; if (playerLoostring_PID == player_id) { //自プレイヤーオブジェクトを取得 myPlayer = player; PlayerManager = myPlayer.GetComponent <CPlayerManager>(); myID = playerLoostring_PID; PlayerName = player.GetComponent <PhotonView>().Owner.NickName; return(true); } } return(false); }
private void Awake() { _BossTransform = GameObject.FindGameObjectWithTag("Boss").GetComponent <Transform>(); pPlayerMgr = GameObject.FindGameObjectWithTag("Player").GetComponent <CPlayerManager>(); _manager = GetComponent <CEnemyManager>(); }
private void Start() { CPlayerAttackEffect._instance = this; m_manager = GetComponent <CPlayerManager>(); }
void Awake() { CPlayerManager._instance = this; Init(); }
public void SetManager(CPlayerManager manager) { _manager = manager; }
private void Awake() { _manager = GetComponent <CPlayerManager>(); }
//check what was hit on collisions void OnTriggerEnter(Collider col) { //cache corresponding gameobject that was hit GameObject obj = col.gameObject; //try to get a player component out of the collided gameobject CPlayerManager player = obj.GetComponent <CPlayerManager>(); //we actually hit a player //do further checks if (player != null) { /* * //ignore ourselves & disable friendly fire (same team index) * if (player.gameObject == owner) return; * else if (player.GetView().GetTeam() == owner.GetComponent<Player>().GetView().GetTeam()) return; */ //create clips and particles on hit if (hitFX) { CPoolManager.Spawn(hitFX, transform.position, Quaternion.identity); } // if (hitClip) AudioManager.Play3D(hitClip, transform.position); //on the player that was hit, set the killing player to the owner of this bullet //maybe this owner really killed the player, but that check is done in the Player script // player.killedBy = owner; } else if (bounce > 0) { /* * //a player was not hit but something else, and we still have some bounces left * //create a ray that points in the direction this bullet is currently flying to * Ray ray = new Ray(transform.position - transform.forward, transform.forward); * RaycastHit hit; * * //perform spherecast in the flying direction, on the default layer * if (Physics.SphereCast(ray, sphereCol.radius, out hit, speed, 1 << 0)) * { * //something was hit in the direction this projectile is flying to * //get new reflected (bounced off) direction of the colliding object * Vector3 dir = Vector3.Reflect(ray.direction, hit.normal); * //rotate bullet to face the new direction * transform.rotation = Quaternion.LookRotation(dir); * //reassign velocity with the new direction in mind * OnSpawn(); * * //play clip at the collided position * if (hitClip) AudioManager.Play3D(hitClip, transform.position); * //substract bouncing count by one * bounce--; * //exit execution until next collision * return; * } */ } //despawn gameobject // PoolManager.Despawn(gameObject); //the previous code is not synced to clients at all, because all that clients need is the //initial position and direction of the bullet to calculate the exact same behavior on their end. //at this point, continue with the critical game aspects only on the server if (!PhotonNetwork.isMasterClient) { return; } //apply bullet damage to the collided player // if (player) player.TakeDamage(this); }
void Awake() { _playerManager = GetComponent <CPlayerManager>(); _gameManager = GetComponent <CGameManager>(); }
void Awake() { _PlayerManager = GetComponent <CPlayerManager>(); }