override protected void InitSkills(Transform owner) { Skill.SetGST(GameObject.Find("Manager").GetComponent <GlobalScriptTeam>()); Transform attackPoint = owner.GetChild(2); Fist fist = new Fist(owner, "Fist", 10, 1, 0, 1f, Skill.SkillType.Melee, attackPoint, 100); Shuriken shuriken = new Shuriken(owner, "Shuriken", 25, 3, 10, 3f, Skill.SkillType.Ranged, 1000, 4, attackPoint); Grenade grenade = new Grenade(owner, "Grenade", 35, 12, 15, 10, Skill.SkillType.Ranged, 500, 5, attackPoint); _skills.set((int)AbilityType.Stype.None, fist); _skills.set((int)AbilityType.Stype.None, shuriken); _skills.set((int)AbilityType.Stype.None, grenade); FireBall fireBall = new FireBall(owner, "FireBall", 35, 3, 15, 3f, Skill.SkillType.Ranged, 1000, 4, attackPoint); _skills.set((int)AbilityType.Stype.Fire, fist); _skills.set((int)AbilityType.Stype.Fire, fireBall); Tornado tornado = new Tornado(owner, "Tornado", 100, 0, 20, 15, Skill.SkillType.OnArea, 5, 5); _skills.set((int)AbilityType.Stype.Wind, fist); _skills.set((int)AbilityType.Stype.Wind, tornado); }
// Use this for initialization void Start() { stars = transform.Find("Stars").gameObject; stars.SetActive(false); rb = GetComponent <Rigidbody2D>(); rb.freezeRotation = true; me = GetComponent <PlayerInfo>(); camScript = cam.GetComponent <Camera2DFollow>(); playerNum = me.playerNum; inventory = GetComponent <Inventory>(); mycolor = GetComponent <SpriteRenderer>().color; aimIndicator = transform.Find("AimIndicator").gameObject; aimIndicator.GetComponent <SpriteRenderer>().color = mycolor; SetControls(); //Idle timeSinceLastMoved = 0f; idle = false; idleLF = false; // movement pMovCurrentSpeed = speed; pMovHandle = pMovHandleBase; // punching fist = transform.Find("Fist").GetComponent <Fist>(); transform.FindDeepChild("FistSprite").GetComponent <SpriteRenderer>().color = mycolor; }
private async void FistAndChain() { Log.Debug("starting combo"); while (Config.FistAndComboKey.Value.Active) { var target = Selector.Active.GetTargets().FirstOrDefault(); if (target != null) { if (Fist.CanBeCasted() && Fist.CanHit(target)) { Fist.UseAbility(target.Position); Log.Debug("Fist usages"); await Task.Delay(25); } if (Chains.CanBeCasted()) { if (Me.Distance2D(target) <= 400) { Chains.UseAbility(); Log.Debug("Chains usages"); await Task.Delay(100); } } } await Task.Delay(1); } }
internal SFist(dynamic head, Fist tail) { if (nilf.Equals(head)) { throw new ArgumentException("DFist head cannot be nilf"); } this.head = head; this.tail = tail; }
public override void OnHitNPC(Item item, NPC target, int damage, float knockback, bool crit) { if (celRanger) { CelRanger.ApplyDebuffs(target); } if (fist) { Fist.ApplyDebuffs(target); } }
override protected void InitSkills(Transform owner) { Skill.SetGST(GameObject.Find("Manager").GetComponent <GlobalScriptTeam>()); Transform attackPoint = owner.GetChild(2); Fist fist = new Fist(owner, "Fist", 10, 1, 0, 1f, Skill.SkillType.Melee, attackPoint, 100); Shuriken shuriken = new Shuriken(owner, "Shuriken", 25, 3, 10, 3f, Skill.SkillType.Ranged, 1000, 4, attackPoint); Grenade grenade = new Grenade(owner, "Grenade", 35, 12, 15, 10, Skill.SkillType.Ranged, 500, 5, attackPoint); _skills.set(fist); _skills.set(shuriken); _skills.set(grenade); }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody2D> (); bc = GetComponent <BoxCollider2D> (); weaponSlots = new Weapon[4]; weaponSlots[0] = new Fist(); inHands = weaponSlots[0]; weaponSlotLeft.GetComponent <SpriteRenderer> ().sortingLayerName = "Weapons"; weaponSlotRight.GetComponent <SpriteRenderer> ().sortingLayerName = "Weapons"; weaponSlotLocationLeft = weaponSlotLeft.transform.localPosition; weaponSlotLocationRight = weaponSlotRight.transform.localPosition; }
public static int?Comparison(Fist Fist1, Fist Fist2) { switch (Fist1.State()) { case FistType.rock: switch (Fist2.State()) { case FistType.rock: return(0); case FistType.paper: return(-1); case FistType.scissors: return(1); } break; case FistType.paper: switch (Fist2.State()) { case FistType.rock: return(1); case FistType.paper: return(0); case FistType.scissors: return(-1); } break; case FistType.scissors: switch (Fist2.State()) { case FistType.rock: return(-1); case FistType.paper: return(1); case FistType.scissors: return(0); } break; } return(null); }
public void LateStart() { _startPosition = m_Player.m_Transform.position.z; Fist selectedFist = Systems.GameState.Instance.SelectedFist; if (selectedFist != null) { m_Player.m_FistSprite.sprite = selectedFist.m_Sprite.sprite; } GameEventsController.Instance.OnSetFist += SetFistSprite; GameEventsController.Instance.OnPointerUpDown += CheckInput; GameEventsController.Instance.OnGameStateChanged += CheckState; GameEventsController.Instance.OnShowHitAnimation += ShowHitAnimation; }
public void Trigger(Fist fist, Vector3 force) { fists[fist.handIndex] = fist; float pvpc = ProductVertPC(); HUD.shared.SetProp("VertPC", pvpc.ToString()); if (indicatorRenderer.enabled) { return; } moveForce[fist.handIndex] = force; bool moveToHeadDirection = true; if (Mathf.Abs(pvpc) > 1.0f) { //triggered indicatorRenderer.enabled = true; fists[0].ResetVerticalPowerCharge(); fists[1].ResetVerticalPowerCharge(); // float sign = Mathf.Sign(pvpc); moveVelocity = new Vector3( (moveForce[0].x + moveForce[1].x) * pvpc * 2.0f, moveForce[0].y + moveForce[1].y, (moveForce[0].z + moveForce[1].z) * pvpc * 2.0f ); if (moveToHeadDirection) { moveVelocity = Player.instance.hmdTransforms[0].forward * moveVelocity.magnitude * pvpc * 2.0f; moveVelocity.y = 0.0f; } transform.position = Player.instance.hmdTransforms[0].position + new Vector3(0.0f, -0.1f, 0.0f); audioSource.PlayOneShot(audioSource.clip); } }
private Windows.FistItemView CreateFistItem(Fist fistModel) { bool isPurchased = false; if (m_PurchasedFists.Contains(fistModel.m_Id)) { isPurchased = true; } Windows.FistItemView fistItem = Instantiate <Windows.FistItemView>(m_ItemPrefab, m_Content); fistItem.Init(fistModel, isPurchased, OnBuyItemClick, OnSelectItemClick); // select if needed if (fistModel.m_Id == m_SelectedFistName) { OnSelectItemClick(fistItem); } return(fistItem); }
// Update is called once per frame void Update() { if (Input.GetButtonDown("XButton")) { //load scene with coffee Player.setPowerUpType(1); SceneManager.LoadScene("MainGame"); } else if (Input.GetButtonDown("AButton")) { //load scene with power bar Fist.setPunchPower(130); Player.setPowerUpType(2); SceneManager.LoadScene("MainGame"); } else if (Input.GetButtonDown("BButton")) { //load scene with hall pass Player.setPowerUpType(3); SceneManager.LoadScene("MainGame"); } }
internal MFist(Fist src, Funf fun) { switch (src) { case (var head, Nilf _): this.Head = new Lazy <dynamic>(() => { var h = call(fun, head); return(h); }); this.Tail = new Lazy <Fist>(() => nilf); break; case var _: this.Head = new Lazy <dynamic>(() => { var h = call(fun, src.head); return(h); }); this.Tail = new Lazy <Fist>(() => new MFist(src.tail, fun)); break; } }
// Update is called once per frame void FixedUpdate() { if (cont == null)//set controller { cont = GetComponentInParent <Hand>().controller; } else { if (speedImmune > 0) { speedImmune--; } if (punchBuffer > 0) { punchBuffer--; } if (cont.GetHairTriggerDown()) { punchBuffer = punchWaiter + 1; } if (cont.GetPressDown(Valve.VR.EVRButtonId.k_EButton_Axis0)) { lFist = null; rFist = null; } if (lFist == null || reSync) { if (cont == SteamVR_Controller.Input(SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.FarthestLeft))) { lFist = this; } if (cont == SteamVR_Controller.Input(SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.FarthestRight))) { rFist = lFist; rFist = this; } } if (rFist == null || reSync) { if (cont == SteamVR_Controller.Input(SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.FarthestRight))) { rFist = this; } if (cont == SteamVR_Controller.Input(SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.FarthestLeft))) { lFist = rFist; lFist = this; } } if (rFist == this) {// right fist stuff if (speedImmune > 0) { speedImmune--; } if (cont.GetState().rAxis0.x >= .1f || cont.GetState().rAxis0.x <= -.1f)//rotate here { rigidScript.Rig3D.transform.Rotate(new Vector3(0, 1, 0), cont.GetState().rAxis0.x * 2f); } transform.GetChild(0).localScale = new Vector3(-50, -50, 50);//boxing glove scale } else { //setup for movement Vector3 ovel = rigidScript.Rig3D.velocity; Vector3 vel = rigidScript.Rig3D.velocity; Vector2 axis = new Vector3(cont.GetState().rAxis0.x, cont.GetState().rAxis0.y); float y = vel.y; ovel.y = 0; vel.y = 0; if (GroundScript.OnGround) { if (axis.sqrMagnitude > .01f) { rigidScript.Rig3D.useGravity = false; if (axis.x < 0) //left { if (axis.y < 0) //backwards { vel += Vector3.ClampMagnitude(GroundScript.Back.normalized * Mathf.Abs(axis.y) + GroundScript.Left.normalized * Mathf.Abs(axis.x), (GroundScript.OnGround) ? Acceleration : .08f) * axis.magnitude; } else//forwards { vel += Vector3.ClampMagnitude(GroundScript.Forward.normalized * Mathf.Abs(axis.y) + GroundScript.Left.normalized * Mathf.Abs(axis.x), (GroundScript.OnGround) ? Acceleration : .08f) * axis.magnitude; } } else//right { if (axis.y < 0)//backwards { vel += Vector3.ClampMagnitude(GroundScript.Back.normalized * Mathf.Abs(axis.y) + GroundScript.Right.normalized * Mathf.Abs(axis.x), (GroundScript.OnGround) ? Acceleration : .08f) * axis.magnitude; } else//forwards { vel += Vector3.ClampMagnitude(GroundScript.Forward.normalized * Mathf.Abs(axis.y) + GroundScript.Right.normalized * Mathf.Abs(axis.x), (GroundScript.OnGround) ? Acceleration : .08f) * axis.magnitude; } } } else { rigidScript.Rig3D.useGravity = true; } } else { vel += Vector3.ClampMagnitude(Head.lookDir * axis.y + Head.rightDir * axis.x, (GroundScript.OnGround) ? Acceleration : .12f) * axis.magnitude; vel += Vector3.ClampMagnitude(Head.lookDir * axis.y + Head.rightDir * axis.x, (GroundScript.OnGround) ? Acceleration : .12f) * axis.magnitude; } if (vel.magnitude > MoveSpeed * axis.sqrMagnitude && ovel.magnitude > vel.magnitude) { //this is where we move vel.y = y; if (GroundScript.OnGround) { rigidScript.Rig3D.velocity = vel * .9f;//NOW WITH 10 PERCENT TIGHTER TURNS } } else if (Vector3.Dot(axis, vel) > MoveSpeed) { //this is so we dont break velocity cap } else { //this is also a valid move condiditon vel.y = y; rigidScript.Rig3D.velocity = vel; } transform.GetChild(0).localScale = new Vector3(-50, -50, -50);//fist scale } if (punchTimer > 0)//this is where we set the fists ideal location to the punch destination { idealPoint = new Vector3(0, -maxDist / 2, -.065f + maxDist / 2); punchTimer--; punchWaiter = 20; } else { if (punchWaiter > 0)//this is where we wait to punch { punchWaiter--; if (transform.localPosition == idealPoint && punchWaiter < 19) { punchWaiter = 0; } } else if (punchBuffer > 0)//this is where we punch { canLaunch = true; punchTimer = 20; if (whoosh != null) { whoosh.pitch = Random.Range(0.8f, 1.2f); // randomizes pitch whoosh.Play(); // plays whoosh sound when punch } } idealPoint = new Vector3(0, 0, -.065f); } transform.localPosition = transform.localPosition + Vector3.ClampMagnitude(idealPoint - transform.localPosition, maxSpeed); if (cont.GetPress(Valve.VR.EVRButtonId.k_EButton_Grip) && Physics.Raycast(transform.position - (transform.forward - transform.up).normalized * .1f, transform.forward - transform.up, maxDist)) { for (int i = 0; i < transform.childCount; i++) { if (transform.GetChild(i).CompareTag("Projection")) { transform.GetChild(i).gameObject.SetActive(true); } } } else { for (int i = 0; i < transform.childCount; i++) { if (transform.GetChild(i).CompareTag("Projection")) { transform.GetChild(i).gameObject.SetActive(false); } } } if (cont.GetAxis(Valve.VR.EVRButtonId.k_EButton_Axis1).x > .01 && Physics.Raycast(transform.position - (transform.forward - transform.up).normalized * .1f, transform.forward - transform.up, out info, .4f)) { if (info.transform.tag == "playButton") { Scene currentScene = SceneManager.GetActiveScene(); SceneManager.LoadScene((currentScene.buildIndex + 1) % SceneManager.sceneCountInBuildSettings); } if (info.transform.tag == "Enemy") { Destroy(info.transform.gameObject); } if (info.transform.tag == "Missile") { Destroy(info.transform.gameObject); } if (info.transform.tag != "Boost" && info.transform.tag != "enemy" && info.transform.name != "Player" && canLaunch) { canLaunch = false; cont.TriggerHapticPulse(3000, Valve.VR.EVRButtonId.k_EButton_Axis4); Vector3 vel = rigidScript.Rig3D.velocity; vel.y = 0; if ((vel + ((transform.forward - transform.up).normalized * -.3f / Time.deltaTime * .55f)).magnitude < vel.magnitude) { vel += ((transform.forward - transform.up).normalized * -.3f / Time.deltaTime * .55f) * 2; } else { vel += ((transform.forward - transform.up).normalized * -.3f / Time.deltaTime * .55f); } punchTimer = 0; rigidScript.Rig3D.velocity = vel; if (info.collider.gameObject.tag == "Pillar") { rigidScript.Rig3D.AddForce(((transform.forward - transform.up).normalized * -.3f / Time.deltaTime * 800f * 2)); } if (punch != null) { punch.pitch = Random.Range(0.8f, 1.2f); punch.Play(); } } } } if (speedImmune > 0) { rigidScript.Rig3D.velocity = Vector3.ClampMagnitude(rigidScript.Rig3D.velocity, 25 * speedImmune * speedImmune); } else { rigidScript.Rig3D.velocity = Vector3.ClampMagnitude(rigidScript.Rig3D.velocity, 25); } prevLocalPos = transform.localPosition; prevpos = transform.position; ////////////Wind Sounds/////////// if (wind != null) { if (GroundScript.OnGround) { wind.volume -= 0.5f * Time.deltaTime; // fade out } else if (rigidScript.Rig3D.velocity.magnitude != 0) { wind.volume = (rigidScript.Rig3D.velocity.magnitude / 25); // wind volume depends on velocity } else { wind.volume -= 0.2f * Time.deltaTime; // fade out } } /////////Footstep Sounds///////// if (foot1 != null) { int num = Random.Range(1, 3); if (GroundScript.OnGround && rigidScript.Rig3D.velocity.magnitude > 1.0f && rigidScript.Rig3D.velocity.magnitude < 5.0f && timeForSteps > 50.0f) // walking speed { foot1.pitch = Random.Range(0.8f, 1.2f); foot1.Play(); timeForSteps = 0; } else if (GroundScript.OnGround && rigidScript.Rig3D.velocity.magnitude >= 5.0f && timeForSteps > 25.0f) // running speed { foot1.pitch = Random.Range(0.8f, 1.2f); foot1.Play(); timeForSteps = 0; } timeForSteps++; } //////////Landing Sound/////////// if (wind != null) { if (GroundScript.OnGround == false) { wasInAir = true; } if (GroundScript.OnGround == true && wasInAir == true) { landing.Play(); wasInAir = false; } } }
public void Deconstruct(out dynamic head, out Fist tail) { head = nilf; tail = nilf; }
public void Deconstruct(out dynamic head, out Fist tail) { head = this.head; tail = this.tail; }
public FistEnumerator(Fist list) { // the nullable logic is here because MoveNext is called before the first value is read this.InitialList = list; this.List = default; }
public void Deconstruct(out dynamic head, out Fist tail) { head = this.Head.Value; tail = this.Tail.Value; }
public override void Added() { base.Added(); fists[0] = new Fist(true, Parent as Player); fists[1] = new Fist(false, Parent as Player); }
public static Fist create(Fist source, Funf predicate) => drop_until(source, predicate) switch {
static void Main(string[] args) { Fist MyFist = new Fist(); Fist YourFist = new Fist(); ConsoleKeyInfo Keypress; int GameCount = 1, WinCount = 0, LossCount = 0, TieCount = 0; Console.WriteLine("ROCK, PAPER, SCISSORS"); Console.WriteLine("====================="); do { Console.WriteLine("Press R to throw Rock, P for Paper, S for Scissors, "); Console.WriteLine("and any other key to throw randomly. "); Console.WriteLine("Press Escape to exit the program."); Keypress = Console.ReadKey(true); MyFist.Throw(); switch (Keypress.Key) { case ConsoleKey.R: YourFist.SetState(FistType.rock); break; case ConsoleKey.P: YourFist.SetState(FistType.paper); break; case ConsoleKey.S: YourFist.SetState(FistType.scissors); break; default: YourFist.Throw(); break; } Console.WriteLine(); Console.WriteLine("Game " + GameCount++); Console.WriteLine("Your fist threw " + YourFist.ToString()); Console.WriteLine("My fist threw " + MyFist.ToString()); if (MyFist > YourFist) { Console.WriteLine("I win!"); WinCount++; } else if (MyFist < YourFist) { Console.WriteLine("You win!"); LossCount++; } else { Console.WriteLine("It's a tie!"); TieCount++; } Console.WriteLine("Wins: {0}, Losses: {1}, Ties: {2}", LossCount, WinCount, TieCount); Console.WriteLine(); } while (Keypress.Key != ConsoleKey.Escape); }
void Start() { _controller = new Controller (); fist = GameObject.FindObjectOfType<Fist> (); }