IEnumerator isAttackGround(float time) { time += Time.deltaTime; if (!sulfuras.GetComponent <Sulfuars>().isCollide || time <= 1f) { yield return(new WaitForEndOfFrame()); StartCoroutine(isAttackGround(time)); } else { yield return(null); Vector3 pos = sulfuras.transform.localPosition; pos.y = 0; KOFItem.InstantiateByPool(fireStamp, pos, Quaternion.Euler(0, 90, 0), GameController.instance.transform, gameObject.layer); GameObject[] traps = GameController.Register.LeftHero.HeroRegister.SearchCompontent("FireTrap"); GameObject[] nearbytrips; int n_near; n_near = isTrapNearby(traps, out nearbytrips); if (n_near != 0) { FireWall instance = KOFItem.InstantiateByPool(fireWall, pos, Quaternion.Euler(0, 90, 0), GameController.instance.transform, gameObject.layer); instance.damage = new RagnarosDamage(n_near * 50, DamageType.Fire, gameObject.layer); foreach (GameObject go in nearbytrips) { go.GetComponent <FireTrap>().BeTrumped(); } } //gameObject.GetComponent<RagnarosFireWall>().StartSkill(n_near); } }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("GameOver")) { GameManager.Instance.LoseGame(); } if (other.CompareTag("Fireball")) { SoundController.Instance.PlayCollision(); Fireball fireball = other.GetComponent <Fireball>(); Collide(fireball.MoveDelay); rb.velocity = Vector3.zero; rb.AddForce(Vector3.up * fireball.HitForce.y, ForceMode.Impulse); if (Random.value < 0.5) { rb.AddForce(Vector3.left * fireball.HitForce.x, ForceMode.Impulse); } else { rb.AddForce(Vector3.right * fireball.HitForce.x, ForceMode.Impulse); } if (Random.value < 0.5) { rb.AddForce(Vector3.forward * fireball.HitForce.z, ForceMode.Impulse); } else { rb.AddForce(Vector3.back * fireball.HitForce.z, ForceMode.Impulse); } } if (other.CompareTag("GameWon")) { GameManager.Instance.WinGame(); } if (other.CompareTag("WallOfFire")) { SoundController.Instance.PlayCollision(); FireWall fireWall = other.GetComponentInParent <FireWall>(); Collide(fireWall.MoveDelay); rb.velocity = Vector3.zero; rb.AddForce(Vector3.up * fireWall.HitForce.y, ForceMode.Impulse); if (Random.value < 0.5) { rb.AddForce(Vector3.left * fireWall.HitForce.x, ForceMode.Impulse); } else { rb.AddForce(Vector3.right * fireWall.HitForce.x, ForceMode.Impulse); } if (Random.value < 0.5) { rb.AddForce(Vector3.forward * fireWall.HitForce.z, ForceMode.Impulse); } else { rb.AddForce(Vector3.back * fireWall.HitForce.z, ForceMode.Impulse); } } }
void SpawnFireWall() { GameObject go = Object.Instantiate(Resources.Load("Prefabs/Fire Wall"), new Vector3(transform.position.x, transform.position.y, transform.position.z), Quaternion.identity) as GameObject; FireWall firewall = go.GetComponent <FireWall> (); firewall.Initialize(speed, direction, travelDistance); firewall.transform.parent = transform; }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Hardrive")) { if (boom != null) { Instantiate(boom, transform.position, Quaternion.identity); } if (damage != null) { damage(attackPower); } Destroy(gameObject); } else if (other.CompareTag("FireWall") && !worm) { gm.EnemiesDestroyed += 1; gm.Currency += 50; Destroy(gameObject); fireWallUnit = other.GetComponent <FireWall>(); fireWallUnit.Defense -= 100; } else if (other.CompareTag("Patch")) { gm.EnemiesDestroyed += 1; gm.Currency += 50; Destroy(gameObject); patchUnit = other.GetComponent <Patch>(); patchUnit.Defense -= 1; } if (other.CompareTag("Scan")) { if (gm.upgradeLevel[2] == 2) { gm.Currency += 150; } else if (gm.upgradeLevel[2] == 1) { gm.Currency += 100; } else { gm.Currency += 50; } Destroy(gameObject); } }
protected override void Start() { base.Start(); minigame = Resources.Load(Paths.firewallMinigame) as GameObject; if (minigame == null) { throw new System.Exception(Errormessage.resourceNull); } wall = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <FireWall> (); input = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <FetchTerminalInput> (); }
public void If_Wall_Is_Between_Two_Server_Then_Two_Server_Cannot_Connection_To_Eachother() { Mock <IHumanPlayer> humanmock = new Mock <IHumanPlayer>(); IActiveNetworkController active = new ServerObject(humanmock.Object, 100, 25, 25, 100); INetworkController target = new ServerObject(10, 125, 25, 100); IFireWall fireWall = new FireWall(75, 25); this.game.GameObjects.Add(active); this.game.GameObjects.Add(target); this.game.GameObjects.Add(fireWall); this.game.ConnectTwoServer(active, target); Assert.That(active.Utps.Count == 0); }
public void OnClickFirewall(GameObject panelLeft, GameObject panelRight, FireWall firewall) { this.data = data; currentLeftPanel.SetActive(false); currentLeftPanel = panelLeft; currentLeftPanel.SetActive(true); currentRightPanel.SetActive(false); currentRightPanel = panelRight; currentRightPanel.SetActive(true); //set the right firewall for rules management ToggleControl currentToggleControl = currentRightPanel.GetComponentInChildren <ToggleControl> (); currentToggleControl.firewall = firewall; }
// Updates the volume of the fire sound based on distance from the firewall // also distorts sound when underwater private void updateFireSound() { // No updating if the firewall hasn't been created yet if (_firewall == null) { GameObject wall = GameObject.FindGameObjectWithTag("FireWall"); if (wall == null) { return; } else { _firewall = wall.GetComponent <FireWall>(); } } float distFromCenter = Vector2.Distance(new Vector2(cameraTransform.position.x, cameraTransform.position.z), new Vector2(_firewall.transform.position.x, _firewall.transform.position.z)); float distFromWall = Mathf.Abs(_firewall.transform.localScale.x / 2 - distFromCenter); _fire.volume = (distFromWall > 0 ? 0.05f + 0.95f * Mathf.Pow(1 - distFromWall / 250, 4) : 1) / 3 * effectVolume; }
public static async Task <bool> SetQosRuleList(Model.QosRuleList qosRules) { try { string json = "{ \"qos_enable\": \"1\", \"qos_type\": \"2\", \"qos_bw_rulelist\": \"{0}\", \"action_mode\": \"apply\" }"; json = json.Replace("{0}", qosRules.ToString()); var res = await ApplyApp(json); if (res != null) { return(await FireWall.RestartFireWall()); } else { return(false); } } catch (Exception) { return(false); } }
private void SorceressSkill_VisibleChanged(object sender, EventArgs e) { FireVolt.SetSkillPoints = "0"; Wram.SetSkillPoints = "0"; Inferno.SetSkillPoints = "0"; Blaze.SetSkillPoints = "0"; FireBall.SetSkillPoints = "0"; FireWall.SetSkillPoints = "0"; Inchent.SetSkillPoints = "0"; Meteo.SetSkillPoints = "0"; FireMastary.SetSkillPoints = "0"; Hydra.SetSkillPoints = "0"; FireVolt.setTextBoxColor(); Wram.setTextBoxColor(); Inferno.setTextBoxColor(); Blaze.setTextBoxColor(); FireBall.setTextBoxColor(); FireWall.setTextBoxColor(); Inchent.setTextBoxColor(); Meteo.setTextBoxColor(); FireMastary.setTextBoxColor(); Hydra.setTextBoxColor(); }
public override void ControlCharacter() { //Debug.Log(state, Department.PLAYER, Color.PINK); curr_hp = health.GetCurrentHealth(); // First check if you are alive if (curr_hp > 0) { //Check play breath audio base.CheckHealth(curr_hp, max_hp, "DaenerysBreathing"); // Check if player is moving to block attacks/abilities if (!movement.IsMoving()) { /* Player is alive */ switch (state) { case State.IDLE: { //Check For Input + It has to check if she's moving to block attack (¿?) CheckAttack(); break; } case State.ATTACKING: { AttackLeftTimer += Time.deltaTime; //Check for end of the Attack animation if (anim_controller.IsAnimationStopped("Idle")) { if (anim_controller.IsAnimOverXTime(0.6f) && play_audio_roar) { GameObject flamethr = Instantiate("CorrectDaenerysFireBreath"); flamethr.transform.SetPosition(GetFlameBreathPosition(curr_position)); flamethr.transform.SetRotation(flamethr.transform.GetRotation()); Fireball fballscript = flamethr.GetComponent <Fireball>(); fballscript.vfront = curr_forward; fballscript.SetDamage(left_ability_dmg); fballscript.SetDistance(left_ability_distance); GameObject coll_object = PhysX.RayCast(curr_position, curr_forward, 254.0f); if (coll_object != null) { coll_object.GetTag(); if (coll_object.CompareTag("Enemy")) { fballscript.vfront = GetSecondaryForwardToEnemy(flamethr.transform.GetPosition(), coll_object.transform.GetPosition()); } } PlayFx("DaenerysDragonRoar"); play_audio_roar = false; } if (anim_controller.IsAnimationStopped("AttackLeft")) { state = State.IDLE; } } else if (play_audio_roar == false) { state = State.IDLE; } if (AttackLeftTimer >= 1.35f) { state = State.IDLE; } break; } case State.FIRE_WALL: { //Check for end of the Attack animation if (anim_controller.IsAnimationStopped("Idle")) { if (set_fire_wall == false && anim_controller.IsAnimOverXTime(0.3f)) { int tile_x, tile_y; movement.GetPlayerPos(out tile_x, out tile_y); Vector3 player_pos = player.GetComponent <Transform>().GetPosition(); player_pos.y -= 9.1f; MovementController.Direction direction = movement.curr_dir; switch (direction) { case MovementController.Direction.NORTH: { tile_y -= 1; player_pos.z -= 25.4f; break; } case MovementController.Direction.SOUTH: { tile_y += 1; player_pos.z += 25.4f; break; } case MovementController.Direction.EAST: { tile_x += 1; player_pos.x += 25.4f; break; } case MovementController.Direction.WEST: { tile_x -= 1; player_pos.x -= 25.4f; break; } default: { break; } } //GET TILE POS! GameObject fire_wall = Instantiate("FireWall"); fire_wall.transform.SetPosition(player_pos); FireWall fire_wall_controller = fire_wall.GetComponent <FireWall>(); fire_wall_controller.SetTiles(tile_x, tile_y); fire_wall_controller.SetDamage(right_ability_dmg); set_fire_wall = true; } if (anim_controller.IsAnimOverXTime(0.8f)) { state = State.IDLE; } } else if (set_fire_wall == true && IsAnimationStopped("AttackRight")) { state = State.IDLE; } break; } case State.HIT: { //Check for end of the Attack animation if (anim_controller.IsAnimationStopped("Hit")) { state = State.IDLE; } break; } case State.DEAD: { break; } default: { break; } } } } }
public void Awake() { thisObject = gameObject.GetComponent <FireWall> (); }
/// <inheritdoc/> public void LoadMap(IMap map) { this.GameType = GameType.Campaign; this.MapNumber = map.Id; IMapDatas datas = map.MapData; this.TickCount = 0; this.Score = this.startscore; this.MapHeight = (int)datas.MapSize.Height; this.MapWidth = (int)datas.MapSize.Width; this.LifeLimit = datas.PowerLimit; this.LocalPlayer = AllPlayers[PlayerType.LocalHumanPlayer] as IHumanPlayer; this.Players.Clear(); foreach (var item in datas.Players) { this.Players.Add(AllPlayers[(PlayerType)Enum.Parse(typeof(PlayerType), item)]); } this.Messages.Clear(); this.GameObjects.Clear(); foreach (var item in datas.Servers) { string[] data = item.Split('#'); if (data[0] == "Active") { IGameObject server = new ServerObject( AllPlayers[(PlayerType)Enum.Parse(typeof(PlayerType), data[1])], int.Parse(data[2]), int.Parse(data[3]), int.Parse(data[4]), this.LifeLimit); this.GameObjects.Add(server); } else { IGameObject server = new ServerObject( int.Parse(data[1]), int.Parse(data[2]), int.Parse(data[3]), this.LifeLimit); this.GameObjects.Add(server); } } foreach (var item in datas.Routers) { string[] data = item.Split('#'); if (data[0] == "Active") { IGameObject router = new Router( AllPlayers[(PlayerType)Enum.Parse(typeof(PlayerType), data[1])], int.Parse(data[2]), int.Parse(data[3]), int.Parse(data[4]), this.LifeLimit); this.GameObjects.Add(router); } else { IGameObject router = new Router( int.Parse(data[1]), int.Parse(data[2]), int.Parse(data[3]), this.LifeLimit); this.GameObjects.Add(router); } } foreach (var item in datas.FireWalls) { string[] data = item.Split('#'); IGameObject firewall = new FireWall(int.Parse(data[0]), int.Parse(data[1])); this.GameObjects.Add(firewall); } this.SortGameObjects(); }
void setFireWall() { FireWall fireWall = fireWallPrefab.GetComponent <FireWall>(); fireWall.bulletNum = 20; }
void Awake() { rb = GetComponent <Rigidbody> (); head = FindObjectOfType <CardboardHead> (); fireWall = FindObjectOfType <FireWall> (); }
public void initInventory() { inventorySkills = new baseSkill[14]; inventorySkills [0] = new Arrays (); inventorySkills [1] = new BreakAndContinue (); inventorySkills [2] = new DDOS (); inventorySkills [3] = new DefaultFunctions (); inventorySkills [4] = new FireWall (); inventorySkills [5] = new FunctionsWithInputOutput (); inventorySkills [6] = new FunctionsWithOutput (); inventorySkills [7] = new Hash (); inventorySkills [8] = new IfElse (); inventorySkills [9] = new InfiniteLoop (); inventorySkills [10] = new Loop (); inventorySkills [11] = new PacketSniffing (); inventorySkills [12] = new Recursion (); inventorySkills [13] = new Stack (); Debug.Log ("Finished Loading Inventory"); }
public void Start() { player = GameObject.FindGameObjectWithTag(Tags.miniPlayer).transform; wall = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <FireWall>();; speed = 0.8f; }