private void SprawdzPoprawnoscLiczbICzyMoznaGracDalej(ModelPlayer gracz) { string liczby = txtbPodajWartosci.Text; gracz.WybierzLiczby(liczby); richtxtbPoleGry.AppendText("\n----------------------------------------------------------------"); richtxtbPoleGry.AppendText("\nWybrano liczby: " + liczby); richtxtbPoleGry.AppendText("\n----------------------------------------------------------------"); if (!(gra.SprawdzCzyWybranoPoprawneLiczby(gracz))) { gra.Wygrany = "\nPrzegrałeś! Wybrany podciąg nie spełnia warunków: parzystości, spójności lub nie istnieje."; richtxtbPoleGry.Text = ("\nKONIEC GRY: " + gra.Wygrany.ToUpper()); labelKomunikat.Text = ""; return; } gra.WyrzucWybraneLiczby(gracz); richtxtbPoleGry.AppendText("\nAktualna postać ciągu: "); richtxtbPoleGry.AppendText("\n"); StringBuilder sb = new StringBuilder(); foreach (var item in gra.TabWylosowaneLiczbyAsReadOnly) { richtxtbPoleGry.AppendText(item + " | "); } richtxtbPoleGry.AppendText("\n----------------------------------------------------------------"); if (!(gra.SprawdzCzyMoznaKontynuowac(gracz))) { gra.Wygrany = gracz.Name; } }
public ControllerPlayer(GameObject player, Vector3 spawnPoint, Controls controls) { this.view = GameObject.Instantiate(player, spawnPoint, Quaternion.identity, null).GetComponent <ViewPlayer>(); this.model = new ModelPlayer(controls); view.SetController(this); inputComponent = new InputComponent(this); }
private void OnEnable() { InputHandler.OnFingerSwipe += Move; curentDestination = new Vector3(); model = GetComponent <ModelPlayer>(); controller = GetComponent <CharacterController>(); }
private void OpenMainView(object arg) { Dictionary <string, GameObject> dicNodeName = arg as Dictionary <string, GameObject>; string playerPrefabName = "Blade_Warrior_Prefab"; GameObject playerObj = dicNodeName[playerPrefabName]; ModelAttackRoleData data = new ModelAttackRoleData(GetModel <MPlayerData>().PlayerHP, 0.5f, 30); m_player = new ModelPlayer(playerObj, data); m_monsterScaleFlag = GameSceneManager.DistanceToCamera(playerObj.transform.position); m_cameraTrans = dicNodeName[GameConst.PlayerCamera].transform; m_cameraRotationY = m_cameraTrans.rotation.eulerAngles.y; m_cameraHeight = m_cameraTrans.position.y - GameConfig.CameraHeightFix; m_cameraToPlayerDis = m_player.transform.position.z - m_cameraTrans.position.z; m_cameraToPlayerDisVec3 = m_player.transform.position - m_cameraTrans.position; GameView viewType = GameView.MainView; ViewManager.Open(GameViewInfo.GetViewName(Moudle, GameView.MainView), (GameObject gameObject) => { m_playerView = new PlayerView(Moudle, viewType, gameObject.GetComponent <UIPrefab>()); Vector3 position = GameSceneManager.ToScreenPoint(playerObj.transform.position); position.y += ModelRoleManager.GetModelRoleHpPosY(playerPrefabName); m_playerView.CreateHPProcess(playerPrefabName, position, 1, true); } ); EventManager.Register(GameEvent.Type.FrameUpdate, FrameUpdate); }
public void RpcSyncDamage(GameObject player, int damage) { ModelPlayer other = player.GetComponent <ModelPlayer>(); other.health -= damage; if (other.health <= 0) { GameObject death = Instantiate(deathFab, other.head.position, other.transform.rotation); Destroy(death, 4); other.myCollider.SetActive(false); other.rb.velocity = Vector3.zero; other.rb.useGravity = false; foreach (SkinnedMeshRenderer m in other.playerModel) { m.enabled = false; } other.gun.gameObject.SetActive(false); foreach (GameObject h in other.hitbox) { h.SetActive(false); } other.dead = true; } }
public void Init(bool right, ModelPlayer player) { direction = right ? Vector2.right : Vector2.left; myPlayer = player; rb = GetComponent <Rigidbody2D>(); initialize = true; Explode(); }
public ControllerPlayer(ModelPlayer pModel, ViewPlayer pView, Player pPlayer, Transform pCamara) { _model = pModel; _view = pView; _player = pPlayer; _model.Shoot += _player.ShootByType; _camara = pCamara; }
public void Awake() { bulletPool = GetComponent <NormalBulletGenerator>(); misilPool = GetComponent <MisilBulletGenerator>(); view = new ViewPlayer(); model = new ModelPlayer(this.transform, shield); controller = new ControllerPlayer(model, view, this, camara); automaticStrategy = new Automatic(canShot, fireRate, bullet, mainGun, bulletPool); tripleStrategy = new Triple(canShot, fireRate, bullet, mainGun, sideGunL, sideGunR, bulletPool); misilStrategy = new Misil(canShot, fireRate, bullet, mainGun, sideGunL, sideGunR, bulletPool, misilGunL, misilGunR, misilPool); }
private void Rozgrywka(ModelPlayer gracz) { if (gra.CzySaJeszczeRuchy && gra.CzyWybranoPoprawneLiczbyDoWyrzucenia) { SprawdzPoprawnoscLiczbICzyMoznaGracDalej(gracz); } if (gra.CzySaJeszczeRuchy == false) { richtxtbPoleGry.Text = ("KONIEC GRY, WYGRYWA: " + gra.Wygrany.ToUpper()); btnWybierzWartosci.Enabled = false; labelKomunikat.Text = ""; lblPodajWartosci.Visible = false; txtbPodajWartosci.Visible = false; btnWybierzWartosci.Visible = false; labelKomunikat.Visible = false; } }
void RpcSyncRespawn(GameObject player, Vector3 pos) { ModelPlayer playerScript = player.GetComponent <ModelPlayer>(); playerScript.myCollider.SetActive(true); playerScript.rb.useGravity = true; foreach (SkinnedMeshRenderer m in playerScript.playerModel) { m.enabled = true; } playerScript.gun.gameObject.SetActive(true); foreach (GameObject h in playerScript.hitbox) { h.SetActive(true); } playerScript.dead = false; playerScript.health = maxHealth; player.transform.position = pos; }
// Use this for initialization void Start() { mainCamera = Camera.main; player = model.GetComponent <ModelPlayer>(); }