void hdrNewTeam(GameData.TEAM team) { IS_NEW_INPUT = true; TEAM_SELECTED = team; m_UITeam.SetActive(false); m_UIHero.SetActive(true); }
public void init( NetworkPrefabLoader loader, GameData.TEAM team, EntityPlayer entity, Rigidbody rigidBody, Vector3 position, Vector3 to) { PhysicsLayer.SET_ATTACK(prefab, team); reader.enabled = true; reader.m_entity = entity; loadRocketModel.networkloader = loader; loadExplosionModel.networkloader = loader; loadRocketModel.team = team; loadExplosionModel.team = team; move.m_rigidBody = rigidBody; destroyNetworkObject.obj = entity.gameObject; destroyNetworkObject.isNetworkedObject = true; if (team == GameData.TEAM.RED) { loadExplosionPlayer.layer = PHYSICS_LAYER.LAYER_RED_ATTACK; } else { loadExplosionPlayer.layer = PHYSICS_LAYER.LAYER_BLUE_ATTACK; } this.transform.parent = entity.transform; this.transform.localPosition = Vector3.zero; this.transform.localRotation = Quaternion.identity; entity.transform.position = position; entity.transform.LookAt(to); }
public static void SET_ATTACK(Prefab prefab, GameData.TEAM team) { int layer = (team == GameData.TEAM.RED) ? ME.LAYER_RED_ATTACK : ME.LAYER_BLUE_ATTACK; for (int i = 0; i < prefab.m_colldiers.Count; i++) { prefab.m_colldiers[i].gameObject.layer = layer; } }
public void RpcChangeTeam(GameData.TEAM team) { Debug.Log("TEAM CHANGED TIO " + team); if (m_entity == null) { return; } Game.SET_PLAYER_POSITION(m_entity.transform, team); m_entity.m_team = team; }
void instantiateAvatar(GameData.TEAM team, GameData.TYPE hero) { Debug.Log("INSTA " + team + " , " + hero); Avatar avt = null; EntityMotorActions actions = null; avt = PrefabBank.GET_AVATAR(hero); actions = EntityMotorActionBank.GET(hero); if (avt == null) { return; } m_entityMotor.resetState(); if (m_avatar != null) { GameObject.Destroy(m_avatar.gameObject); } if (m_entityMotorActions != null) { m_entityMotorActions.unLink(this.m_entityMotor); GameObject.Destroy(m_entityMotorActions.gameObject); m_entityMotorActions = null; } Avatar me = GameObject.Instantiate <Avatar>(avt); me.transform.parent = this.transform; me.transform.localPosition = Vector3.zero; me.transform.localRotation = Quaternion.identity; //Debug.Log(team); if (team == GameData.TEAM.RED) { me.setMaterial(BANK_PREFAB.MAT_TEAM_RED); } else if (team == GameData.TEAM.BLUE) { me.setMaterial(BANK_PREFAB.MAT_TEAM_BLUE); } if (me.m_head == null) { m_netTransformChildHead.enabled = false; } else { m_netTransformChildHead.enabled = true; m_netTransformChildHead.target = me.m_head.transform; } m_avatar = me; if (actions != null) { m_entityMotorActions = GameObject.Instantiate <EntityMotorActions>(actions); m_entityMotorActions.link(m_entityMotor); } }
public static void SET_PLAYER_POSITION(Transform trnasform, GameData.TEAM team) { if (team == GameData.TEAM.RED) { trnasform.position = ME.SPAWN_RED.position; } else if (team == GameData.TEAM.BLUE) { trnasform.position = ME.SPAWN_BLUE.position; } }
static void hprSetShieldColor(Prefab p, GameData.TEAM team) { if (team == GameData.TEAM.RED) { p.setMaterial(ME.MAT_SHIELD_RED); } else { p.setMaterial(ME.MAT_SHIELD_BLUE); } }
static void hprSetTeamColor(Prefab p, GameData.TEAM team) { if (team == GameData.TEAM.RED) { p.setMaterial(ME.MAT_TEAM_RED); } else { p.setMaterial(ME.MAT_TEAM_BLUE); } }
public void ROCKET(GameData.TEAM team, Vector3 position, Vector3 to) { NetworkPrefabLoader networkObj = Instantiate <NetworkPrefabLoader>(NETWORK_PREFAB); EntityPlayer entity = networkObj.GetComponent <EntityPlayer>(); Rigidbody body = networkObj.GetComponent <Rigidbody>(); RocketScript script = Instantiate <RocketScript>(PREFAB_ROCKET_SCRIPT); script.init(networkObj, team, entity, body, position, to); NetworkServer.Spawn(networkObj.gameObject); //networkObj.RpcLoadPrefab_ParentMe(PREFAB_ID.ROCKET, team); }
public void RpcLoadPrefab_INDEPENDENT(PREFAB_ID id, GameData.TEAM team) { var t = PrefabBank.SPAWN(id, team); if (t == null) { return; } //t.transform.parent = this.transform; t.transform.position = this.transform.position; t.transform.rotation = this.transform.rotation; }
public void RpcLoadPrefab_Separate(PREFAB_ID id, GameData.TEAM team, Vector3 pos, Vector3 dirLook) { var t = PrefabBank.SPAWN(id, team); if (t == null) { return; } //t.transform.parent = this.transform; t.transform.position = pos; t.transform.LookAt(pos + dirLook); //t.transform.rotation = this.transform.rotation; }
public static Transform SPAWN(PREFAB_ID id, GameData.TEAM team) { switch (id) { case PREFAB_ID.MONK_PUNCH_SHIELD: var monkPunchShield = Instantiate <Prefab>(ME.PRF_MONK_PUNCH_SHIELD); PhysicsLayer.SET_SHIELD(monkPunchShield, team); monkPunchShield.gameObject.name = "MONK PUNCH SHIELD"; hprSetShieldColor(monkPunchShield, team); return(monkPunchShield.transform); case PREFAB_ID.MONK_PUNCH: var punch = Instantiate <Prefab>(ME.PRF_MONK_PUNCH); hprSetTeamColor(punch, team); return(punch.transform); case PREFAB_ID.ROCKET: var rocket = Instantiate <Prefab>(ME.PRF_ROCKET); hprSetTeamColor(rocket, team); return(rocket.transform); case PREFAB_ID.GRENADE: var grenade = Instantiate <Prefab>(ME.PRF_GRENADE); if (team == GameData.TEAM.RED) { grenade.setMaterial(ME.MAT_TEAM_RED); } else { grenade.setMaterial(ME.MAT_TEAM_BLUE); } return(grenade.transform); case PREFAB_ID.ROCKET_EXPLOSION: if (team == GameData.TEAM.RED) { return(Instantiate(ME.PRF_ROCKET_EXPLOSION_RED).transform); } return(Instantiate(ME.PRF_ROCKET_EXPLOSION_BLUE).transform); case PREFAB_ID.GREANDE_EXPLOSION: if (team == GameData.TEAM.RED) { return(Instantiate(ME.PRF_GRENADE_EXPLOSION_RED).transform); } return(Instantiate(ME.PRF_GRENADE_EXPLOSION_BLUE).transform); } return(null); }
public void MONK_PUNCH(GameData.TEAM team, Vector3 position, Vector3 to) { NetworkPrefabLoader networkObj = Instantiate <NetworkPrefabLoader>(NETWORK_PREFAB); networkObj.transform.position = position; networkObj.transform.LookAt(to); NetworkServer.Spawn(networkObj.gameObject); EntityPlayer entity = networkObj.GetComponent <EntityPlayer>(); Rigidbody body = networkObj.GetComponent <Rigidbody>(); var script = Instantiate <MonkPunchScript>(SCRIPT_MONKPUNCH); script.transform.parent = networkObj.transform; script.transform.position = networkObj.transform.position; script.transform.rotation = networkObj.transform.rotation; script.init(networkObj, team, entity, body, position, to); //networkObj.RpcLoadPrefab_ParentMe(PREFAB_ID.ROCKET, team); }
//public NEntity.NScript.EntityScriptReader reader; //public NEntity.NScript.LoadNetworkPrefab loadRocketModel; //public NEntity.NScript.MoveForward move; //public NEntity.NScript.LoadNetworkPrefab loadExplosionModel; //public NEntity.NScript.LoadPrefab loadExplosionPlayer; //public NEntity.NScript.GameObjectDestroy destroyNetworkObject; public void init( NetworkPrefabLoader loader, GameData.TEAM team, EntityPlayer entity, Rigidbody krigidBody, Vector3 position, Vector3 to) { PhysicsLayer.SET_ATTACK(m_prefab, team); m_team = team; m_networkloader = loader; m_networkloader.RpcLoadPrefab_ParentMe(PREFAB_ID.GRENADE, team); krigidBody.AddForce(entity.transform.rotation * m_initialForce, ForceMode.Impulse); //krigidBody.isKinematic = false; //m_explosion.gameObject.SetActive(false); m_entity = entity; m_rigidbody = krigidBody; //Debug.Log(m_rigidbody); m_networkloader = loader; m_triggerEnter.m_isRepeat = true; m_triggerEnter.resetCollisionCheck(); m_triggerEnter.addHdr(onCollision); m_prefab.setLayer(PhysicsLayer.GET_LAYER( (team == GameData.TEAM.RED) ? PHYSICS_LAYER.LAYER_RED_ATTACK : PHYSICS_LAYER.LAYER_BLUE_ATTACK)); }
public void getPlayerBulletTrail(GameData.TEAM team, NetworkInstanceId playerMotorId, Vector3 to) { //Trail prefab; //switch (team) { // default: // case GameData.TEAM.SPECTATOR: // prefab = PREFAB_TRAIL_GREY; // break; // case GameData.TEAM.RED: // prefab = PREFAB_TRAIL_RED; // break; // case GameData.TEAM.BLUE: // prefab = PREFAB_TRAIL_BLUE; // break; //} getBulletTrail(true, playerMotorId, to); //var prefab = (team == GameData.TEAM.RED) ? PREFAB_TRAIL_RED : PREFAB_TRAIL_BLUE; //var trail = GameObject.Instantiate<Trail>(PREFAB_TRAIL_ALLY); //var playerObjMotorAvatar = ClientScene.FindLocalObject(playerMotorId).GetComponent<PlayerMotor>().getAvatar(); // //trail.init(playerObjMotorAvatar.m_weapon.transform.position, to); //ClientCommunication.ME.CmdEffectPlayerBulletTrail( playerMotorId, to); }
public void CmdChangeTeam(GameData.TEAM team) { RpcChangeTeam(team); }
public void TargetInstantiateAvatar(NetworkConnection target, GameData.TEAM team, GameData.TYPE hero) { this.m_entity.m_team = team; this.m_entity.m_type = hero; instantiateAvatar(team, hero); }
void h_teamB() { newInput = true; m_teamSelected = GameData.TEAM.BLUE; }
void h_teamA() { newInput = true; m_teamSelected = GameData.TEAM.RED; }
public void init(GameData.TEAM team) { PhysicsLayer.SET_ATTACK(m_prfAttack, team); PhysicsLayer.SET_SHIELD(m_prfShield, team); }
public void RpcInit(GameData.TEAM team) { init(team); }
/* * public override void useProcess(NEntity.Entity entity, NMotor.Motor motor) * { * //Debug.Log("Fired"); * base.useProcess(entity, motor); * Avatar avatar = motor.m_avatarManager.getAvatar(); * * fire(motor.m_playerInfo.team, motor.netId, avatar.m_head.transform.position, avatar.m_head.transform.forward , m_damage, m_maxTravelDistance, m_bounce); * * } * */ public void fire( GameData.TEAM team, NetworkInstanceId myMotor, Vector3 posBegin, Vector3 direction, float damage, float maxTravelDistance, int bounce, bool isBouncing = false) { /* * bool isHitSomething = false; * float travelDistance = 0; * var ray = new Ray(posBegin, direction); * RaycastHit hit; * Physics.Raycast(ray, out hit); * * if (hit.transform == null || hit.distance > maxTravelDistance) * { * travelDistance = maxTravelDistance; * //hit the air * } * else * { * travelDistance = hit.distance; * isHitSomething = true; * // trail.transform.LookAt(hit.point); * * } * if (!isBouncing) * EffectManager.ME.getPlayerBulletTrail(team, myMotor, posBegin + direction * travelDistance); * else * EffectManager.ME.getPlayerBulletTrail(team, myMotor, posBegin, posBegin + direction * travelDistance); * * if (hit.transform != null) * { * var targetEntity = hit.transform.GetComponent<NEntity.Entity>(); * if (targetEntity != null && targetEntity.IsTakeDamage) * { * var targetMotor = hit.transform.GetComponent<NetworkIdentity>(); * //Debug.Log(ClientCommunication.ME.gameObject.name); * //ClientCommunication.ME.CmdTest(); * //ClientCommunication.ME.CmdDamage(myMotor, targetMotor.netId, hit.point, targetEntity.howMuchDamageWillBeTaken(damage / 2), damage / 2); * * } * else * { * * if (bounce > 0) * { * var dirNew = Vector3.Reflect(direction, hit.normal); * // var posNew = hit.point;// hit.normal * fire(team, myMotor, hit.point, dirNew, damage, maxTravelDistance, bounce - 1, true); * //fire() * * } * } * * //ClientCommunication.ME.CmdDamage_(myMotor, targetMotor.netId, hit.point, targetEntity.howMuchDamageWillBeTaken(damage / 2), damage / 2); * //return; * } * */ //return this.transform.position + this.transform.forward * travelDistance; // trail.transform.position = transform.position; }