private void OnTriggerEnter(Collider collider_) { if (collider_.gameObject.layer == i_LayerMask_Player) { GameObject go_Player = collider_.gameObject; C_PlayerController playerController = go_Player.GetComponent <C_PlayerController>(); if (playerController.HasObjective) { // Determine what team to score for TeamColor oppositeTeamColor = TeamColor.Red; if (playerController.TeamColor == TeamColor.Red) { oppositeTeamColor = TeamColor.Blue; } // Remove objective from player inventory playerController.HasObjective = false; // Set score team earns for Entry Goal GoalLogic.Score(2, oppositeTeamColor); } } // Ball passes through else if (collider_.gameObject.layer == i_LayerMask_Ball) { GoalLogic.Score(1); } }
private void OnTriggerEnter(Collider collider_) { // Ignore the player firing the bullet if (collider_.gameObject == go_Owner) { return; } if (collider_.gameObject.GetComponent <C_PlayerController>()) { GameObject go_Player = collider_.gameObject; C_PlayerController playerController = go_Player.GetComponent <C_PlayerController>(); // If hits a player if (playerController.TeamColor == enemyTeamColor) { playerController.ApplyDamage(go_Owner, DamagePerPellet); } } // if (collider_.gameObject.layer == LayerMask.NameToLayer("Bullet")) return; // If it hits any (other) obstacle DestroyBullet(); }
public C_PendulumController(C_PlayerController player, GrapplingHookController hook) { Hook = hook; Pivots = hook.Pivots; Pendulum = hook.Body; Player = player; Radius = 20; AnchorObject = player; PendulumObject = hook; Anchor = Player.body; }
/*int[,] map = * { * {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1}, * {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 0}, * {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0}, * {0, 0, 0, 3, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0}, * {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0}, * {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0}, * {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0}, * {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0}, * {1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1} * }; */ // Use this for initialization void Awake() { //CellularAutomata(); //BuildMap(); PlatformGenerator pg = new PlatformGenerator(); replaceArea(5, 0, pg.CreateIsland(40, 40)); replaceArea(10, 50, pg.CreateIsland(20, 40)); replaceArea(80, 70, pg.CreateIsland(30, 50)); replaceArea(60, 40, pg.CreateIsland(20, 30)); replaceArea(145, 55, pg.CreateIsland(30, 60)); replaceArea(100, 5, pg.CreateIsland(30, 60)); map[0, width / 2] = 2; GameObject clone = new GameObject(); for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { switch (map[height - y - 1, x]) { case Tiles.GROUND_TILE: clone = Instantiate(GTile, new Vector3(x, y, 0), Quaternion.identity); break; case Tiles.PLAYER: GameObject temp = Instantiate(Player, new Vector3(x, y, 0), Quaternion.identity); C_PlayerController controller = temp.GetComponent <C_PlayerController> (); controller.spawn = new Vector2(x, y); break; case Tiles.HAZARD: clone = Instantiate(Hazard, new Vector3(x, y, 0), Quaternion.identity); break; case Tiles.RAMP_LEFT: clone = Instantiate(Ramp_Left, new Vector3(x, y, 0), Quaternion.identity); break; case Tiles.RAMP_RIGHT: clone = Instantiate(Ramp_Right, new Vector3(x, y, 0), Quaternion.identity); break; default: break; } // Puts objects under "Level" Hierarchy. clone.transform.parent = GameObject.Find("Level").transform; } } }
public void GivePlayerPickup(GameObject player_) { // Give player the weapon C_PlayerController player = player_.GetComponent <C_PlayerController>(); // if the player already owns the weapon, return out if (player.DoesPlayerOwnWeapon(WeaponToGive)) { return; } // Give the player the weapon player.PickWeaponUp(WeaponToGive); // Disable collider for time DisableTimer = TimeToDisable; Collider.enabled = false; // Turn off weapon WeaponModelParent.SetActive(false); }
void SetPlayerIndex() { // Set Player Index PlayerController = gameObject.GetComponent <C_PlayerController>(); PlayerIndex = PlayerController.player; // TeamColor = PlayerController.TeamColor; // HUD Connections if (PlayerIndex == PlayerIndex.One) { go_HUD = GameObject.Find("HUD_PlayerOne"); } else if (PlayerIndex == PlayerIndex.Two) { go_HUD = GameObject.Find("HUD_PlayerTwo"); } else if (PlayerIndex == PlayerIndex.Three) { print("PLAYER THREE HUD NOT FOUND IN HEALTH MANAGER"); return; } else if (PlayerIndex == PlayerIndex.Four) { print("PLAYER FOUR HUD NOT FOUND IN HEALTH MANAGER"); return; } // Health Bar Connections go_Healthbar = go_HUD.transform.Find("HealthBar").gameObject; go_HealthBar_Left = go_Healthbar.transform.Find("HP_1").gameObject; HealthBar_Left = go_HealthBar_Left.GetComponent <Image>(); go_HealthBar_Center = go_Healthbar.transform.Find("HP_2").gameObject; HealthBar_Center = go_HealthBar_Center.GetComponent <Image>(); go_HealthBar_Right = go_Healthbar.transform.Find("HP_3").gameObject; HealthBar_Right = go_HealthBar_Right.GetComponent <Image>(); go_ArmorBar = go_Healthbar.transform.Find("ArmorBar").gameObject; ArmorBar = go_ArmorBar.GetComponent <Image>(); }
public void SetPendulum(C_PlayerController player) { PlayerObject = player; PlayerBody = player.gameObject.GetComponent <Rigidbody2D> (); }