// Use this for initialization void Start() { character = GameObject.Find("Character"); MoveCharacter characterControl = character.GetComponent <MoveCharacter>(); if (value > 0) { characterControl.loot++; } prueba = gameObject.GetComponent <Text>(); startTime = Time.time; if (value < 0) { startPosition = new Vector3(characterControl.xPos - 0.25f, 5.8f, 0); transform.position = startPosition; target = new Vector3(characterControl.xPos - 0.5f, 6.2f, 0); } else if (value == 0) { startPosition = new Vector3(characterControl.xPos, 5.8f, 0); transform.position = startPosition; target = new Vector3(characterControl.xPos, 6.2f, 0); } else { startPosition = new Vector3(characterControl.xPos + 0.25f, 5.8f, 0); transform.position = startPosition; target = new Vector3(characterControl.xPos + 0.5f, 6.2f, 0); } }
// Use this for initialization void Start () { rb = gameObject.GetComponent<Rigidbody2D>(); moveCharacter = gameObject.GetComponent<MoveCharacter>(); weaponController = gameObject.GetComponent<WeaponController>(); spellController = gameObject.GetComponent<SpellController>(); gameObject.GetComponent<Health>().OnDeath += onDeath; }
public void Update(MoveCharacter moveCharacter, MovementAction movementAction, Vector3 targetPosition, float rotation = 0f) { if (movementAction == MovementAction.DirectMove) { moveCharacter?.Invoke(targetPosition); return; } List <Vector3> forces = GetForces(movementAction, targetPosition, rotation); for (int i = 0; i < forces.Count; ++i) { Velocity += forces[i]; } if (IsOnWaterSurface && Velocity.Z > 0f) { Velocity = new Vector3(Velocity.X, Velocity.Y, 0f); } Velocity.Limit(WowInterface.MovementSettings.MaxVelocity); Vector3 currentPosition = WowInterface.ObjectManager.Player.Position; currentPosition.Add(Velocity); moveCharacter?.Invoke(currentPosition); }
public void Update(MoveCharacter moveCharacter, MovementAction movementAction, Vector3 targetPosition, float rotation = 0f) { if (movementAction == MovementAction.DirectMove) { moveCharacter?.Invoke(targetPosition); return; } List <Vector3> forces = GetForces(movementAction, targetPosition, rotation); foreach (Vector3 force in forces) { Velocity += force; } if (IsOnWaterSurface && Velocity.Z > 0f) { Velocity = new(Velocity.X, Velocity.Y, 0f); } float maxVelocity = Config.MovementSettings.MaxVelocity; if (Bot.Player.IsMounted) { maxVelocity *= 2; } Velocity.Limit(maxVelocity); Vector3 currentPosition = Bot.Player.Position; currentPosition.Add(Velocity); moveCharacter?.Invoke(currentPosition); }
private void adjustPlayerStats(ItemTypes itemType) { if (!player) { player = GameObject.Find("Player"); movement = player.GetComponent <MoveCharacter>(); } //maybe implement a timer for each boost switch (itemType) { case ItemTypes.AttackBoost: break; case ItemTypes.SpeedBoost: movement.playerSpeed = movement.playerSpeed + movement.playerSpeed * 0.5F; break; case ItemTypes.StealthBoost: break; case ItemTypes.Key: print("used key"); MoveCharacter.usedKey = true; break; } }
public IEnumerator moveCharacter_Move() { GameObject go = new GameObject("Player"); MoveCharacter moveChar = go.AddComponent <MoveCharacter>(); yield return(null); }
private void Awake() { if (instance == null) { instance = this; } _rigidbody2D = GetComponent <Rigidbody2D>(); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var movement = new MoveCharacter() { DeltaTime = Time.deltaTime, MaximumRotation = MaximumRotation }; return(movement.Schedule(this, inputDeps)); }
// Use this for initialization void Start () { if (playerObject == null) { playerObject = GameObject.Find("Player"); } moveCharacter = gameObject.GetComponent<MoveCharacter>(); gameObject.GetComponent<Health>().OnDeath += onDeath; scoreController = GameObject.Find("ScoreController").GetComponent<ScoreController>(); }
void OnEnable() { instance = this; characterController = GetComponent <CharacterController>(); anim = GetComponent <Animator>(); cam = Camera.main.transform; Debug.Log("Enable"); }
// Update is called once per frame void Update() { _speed = GameObject.FindGameObjectWithTag("Character").GetComponent <MoveCharacter>(); if (stop == true) { canvas.SetActive(true); } }
private void Start() { CharA = GameObject.Find("ACharacter").GetComponent <MoveCharacter>(); CharB = GameObject.Find("BCharacter").GetComponent <MoveCharacter>(); CharC = GameObject.Find("CCharacter").GetComponent <MoveCharacter>(); AplayerState = GameObject.Find("ACharacter").GetComponent <playerState>(); BplayerState = GameObject.Find("BCharacter").GetComponent <playerState>(); CplayerState = GameObject.Find("CCharacter").GetComponent <playerState>(); }
void Start() { player = GameObject.FindGameObjectWithTag("Player"); Move = GetComponent <MoveCharacter>(); Animate = GetComponent <AnimCharacter>(); status = GetComponent <Status>(); RandomZombie(); scriptUI = GameObject.FindObjectOfType(typeof(UIControl)) as UIControl; }
private void OnTriggerEnter(Collider obj) { prevMoveCharacter = obj.GetComponent <MoveCharacter>(); prevMovePattern = prevMoveCharacter.MovePattern; obj.GetComponent <MoveCharacter>().MovePattern = PowerUp.MovePattern; Invoke("RestoreMovePattern", TimeToRestore); gameObject.SetActive(false); }
void Start() { Dist = Vector2.zero; mc = GetComponent <MoveCharacter>(); cc = GetComponent <CharacterControl>(); //StartCoroutine(run); item = GetComponent <AddItem>(); stats = item.stats; AIplayer.AI.Add(GetComponent <Health>()); }
// Use this for initialization void Start() { Movement_OnTouch = Vector2.zero; mc = GetComponent <MoveCharacter>(); cc = GetComponent <CharacterControl>(); cam.SetActive(cc.IsMine); this.enabled = cc.IsMine; //gameObject.SetActive(mc.IsMine); //this.enabled = mc.IsMine; }
private void Start() { tr = GetComponent <Transform>(); target = targetA; transform.localEulerAngles = new Vector3(65, 0, 0); CharA = GameObject.Find("ACharacter").GetComponent <MoveCharacter>(); CharB = GameObject.Find("BCharacter").GetComponent <MoveCharacter>(); CharC = GameObject.Find("CCharacter").GetComponent <MoveCharacter>(); CharAll_Join = GameObject.Find("Together").GetComponent <JointoTogether>(); }
// Update is called once per frame void Update() { character = GameObject.Find("Character"); MoveCharacter characterControl = character.GetComponent <MoveCharacter>(); if (!characterControl.gameOver) { if (!characterControl.pauseToggle && Input.GetKeyDown("down") && (!Input.GetKeyDown("left") || Input.GetKeyDown("right"))) { ypos += 2; transform.position = new Vector3(xpos, ypos, 0); } if (xpos == character.transform.position.x && ypos == character.transform.position.y) { if (!isMined) { if (Input.GetKeyDown("left") || Input.GetKeyDown("right")) { characterControl.anim.SetBool("Lateral", true); } characterControl.moves += totalValue; characterControl.turnTime = characterControl.absoluteTurnTime; isMined = true; GameObject newNewLoot = Instantiate(newLoot, new Vector3(0, 8, 0), Quaternion.identity) as GameObject; newNewLoot.transform.SetParent(GameObject.FindGameObjectWithTag("Canvas").transform, false); NewLoot newLootControl = newNewLoot.GetComponent <NewLoot>(); newLootControl.value = value; if (loot != Loot.Nothing) { GameObject newNewLoot2 = Instantiate(newLoot, new Vector3(0, 8, 0), Quaternion.identity) as GameObject; newNewLoot2.transform.SetParent(GameObject.FindGameObjectWithTag("Canvas").transform, false); NewLoot newLootControl2 = newNewLoot2.GetComponent <NewLoot>(); newLootControl2.value = lootValue; loot = Loot.Nothing; lootSource.clip = lootSound; lootSource.Play(); } GroundSound(ground); } } if (ypos > 10) { DestroyGameObject(); } } else { } }
IEnumerator Start() { transform.name = "playerMe"; hm = transform.parent.parent.GetComponent <MoveCharacter>(); WorldView = transform.parent.parent; player = hm.transform.GetComponent <Health>(); cc = hm.transform.GetComponent <CharacterControl>(); while (!cc.Intialized) { yield return(new WaitForSeconds(Time.deltaTime)); } id = cc.player_id; }
void Start() { player = GameObject.FindWithTag("Player").transform; agent = GetComponent <NavMeshAgent>(); statusBoss = GetComponent <Status>(); animBoss = GetComponent <AnimCharacter>(); moveBoss = GetComponent <MoveCharacter>(); scriptUI = GameObject.FindObjectOfType(typeof(UIControl)) as UIControl; agent.speed = statusBoss.speed; sliderHPBoss.maxValue = statusBoss.Totalhealth; AtualizaInterface(); }
void Start() { anim = GetComponent <Animator>(); idle = true; attack = GetComponentInChildren <Attack>(); // maxHealth = inventory.health; //maxMana = inventory.mana; //defense = inventory.strength; //FindObjectOfType<GameManager>().Load(); FindObjectOfType <UIManager>().UpdateUI(); inventory = GameManager.inventory; move = GetComponent <MoveCharacter>(); //Debug.Log("start Fight" + inventory.playerPosX); SetPlayer(); }
bool attackable(Transform chess) { MoveCharacter mc = transform.GetComponent <MoveCharacter>(); bool able = false; if (!mc.MoveMode) { AttackCalculation atc = new AttackCalculation(chess); able = (atc.GetAttableTarget(atc.Attacker).Count > 0); } else { able = false; } return(able); }
// Use this for initialization void Start() { Title.transform.position = new Vector3(0.2f, 6f, 0); GameStartFlag = false; House = gameObject.transform.Find("HouseImage"); HouseImage = House.GetComponent <Image>(); mc = Player.GetComponent <MoveCharacter>(); mc.enabled = false; tmPro = Text.GetComponent <TextMeshProUGUI>(); material = tmPro.fontMaterial; th = Text.GetComponent <TextHighlight>(); TextRect = Text.GetComponent <RectTransform>(); sources = gameObject.GetComponents <AudioSource>(); //Debug.Log("STart"); }
public void Update(MoveCharacter moveCharacter, MovementAction movementAction, Vector3 targetPosition, float rotation, float maxSteering, float maxVelocity, float seperationDistance) { if (movementAction == MovementAction.DirectMove) { moveCharacter?.Invoke(targetPosition); return; } // adjust max steering based on time passed since last Update() call float timedelta = (float)(DateTime.UtcNow - LastUpdate).TotalSeconds; float maxSteeringNormalized = maxSteering * timedelta; Vector3 totalforce = GetForce(movementAction, targetPosition, rotation, maxSteeringNormalized, maxVelocity, seperationDistance); Velocity += totalforce; Velocity.Truncate(maxVelocity); moveCharacter?.Invoke(Bot.Player.Position + Velocity); LastUpdate = DateTime.UtcNow; }
static PureSettei() { gameRule = GameRule.DobutuShogi; // デフォルトでは、どうぶつしょうぎの 3x4 サイズ banYokoHaba = 3; banYokoHabaOld = 0; banTateHaba = 4; banTateHabaOld = 0; name_playerN = new string[] { "対局者1", "対局者2" }; random = new Random(); //#if DEBUG // ittedumeTukau = false; //#else ittedumeTukau = true; //#endif char_playerN = new MoveCharacter[] { MoveCharacter.HyokatiYusen, MoveCharacter.HyokatiYusen }; p1Com = false; p2Com = false; }
bool MoveCommand(Transform chess) { bool moveable = false; CharacterSelect chessSelect = chess.GetComponent <CharacterSelect>(); CharacterProperty chessProperty = chess.GetComponent <CharacterProperty>(); Transform localUnit = chessSelect.getMapPosition(); IList pathList = new List <Transform>(); Transform sel = decisions.GetMoveTarget(chess); if (sel != null) { pathList = chessSelect.FindPathList(localUnit, CurrentSel.GetSteps(localUnit, sel), sel); MoveCharacter mc = Camera.main.GetComponent <MoveCharacter>(); mc.SetSteps(chess, pathList); chessProperty.Moved = true; moveable = true; } else { moveable = false; } return(moveable); }
public Optionlist() { AspirationFukasa = 7; AspirationWindow = Hyokati.Hyokati_SeiNoSu_Hiyoko; BanTateHabaOld = 0; BanYokoHabaOld = 0; BanTateHaba = 4; BanYokoHaba = 3; BetaCutPer = 100; HanpukuSinkaTansakuTukau = true; JohoJikan = 3000; JosekiPer = 50; JosekiRec = false;// 定跡は記録しない Learn = false; NikomaHyokaKeisu = 1.0d; NikomaGakusyuKeisu = 0.001d;// HYOKA_SCALEが 1.0d のとき、GAKUSYU_SCALE 0.00001d なら、小数点部を広く使って じっくりしている☆(^~^) P1Com = false; P2Com = false; PNChar = new MoveCharacter[] { MoveCharacter.HyokatiYusen, MoveCharacter.HyokatiYusen }; PNName = new string[] { "対局者1", "対局者2" }; RandomCharacter = false; RandomNikoma = false; RandomStart = false; RenzokuTaikyoku = false; SagareruHiyoko = false; SaidaiEda = -1; // 負数なら未指定☆ SaidaiFukasa = 1; SeisekiRec = false; // 成績は記録しない SennititeKaihi = false; SikoJikan = 500; SikoJikanRandom = 500; TranspositionTableTukau = true; UseTimeOver = true; }
// Update is called once per frame void Update() { float angle = 0; bool player_stand; //是否站在能够旋转的方块上 bool player_stand_this; //所站位置是否为当前方块 GameObject player = GameObject.Find("Player"); MoveCharacter script = player.GetComponent("MoveCharacter") as MoveCharacter; player_stand = (script.StandingFloor.GetComponent("Rotating") != null); player_stand_this = (script.StandingFloor == gameObject); if (!playerRot && player_stand) { return; //判断playerRot能够允许旋转,能,旋转;不能,不旋转不能动; } //一下代码的前提都是playerRot能够允许旋转 if (Input.GetKey(KeyCode.Q)) { angle = -Time.deltaTime * 128; } else if (Input.GetKey(KeyCode.W)) { angle = Time.deltaTime * 128; } else { float dst = Mathf.Floor((m_Angle + 45) / 90) * 90; angle = dst - m_Angle; if (Mathf.Abs(angle) > 1) { angle *= 0.125f; } //Debug.Log(angle); if (rotating && angle == 0) { rotating = false; Vector3 pos = transform.position; transform.position = new Vector3(Mathf.Round(pos.x), Mathf.Round(pos.y), Mathf.Round(pos.z)); if (player_stand_this) { script.RecalcPlayerPos(); } } } m_Angle += angle; while (m_Angle > 360) { m_Angle -= 360; } while (m_Angle < 0) { m_Angle += 360; } transform.RotateAround(point, axis, angle); if (angle != 0) { rotating = true; script.StopMoving(); if (!player_stand) { script.RecalcPlayerPos(); //如果没有站在能够旋转的方格上就 重置player的位置 } if (player_stand_this) //如果站在当前的方块上,包括player一起旋转 { player.transform.RotateAround(point, axis, angle); } } }
// Use this for initialization void Start() { transform.name = "playerMe"; hm = transform.parent.GetComponent <MoveCharacter>(); WorldView = hm.transform.parent; }
private void Start() { mc = GetComponent <MoveCharacter>(); }
void Update() { if (selected) { GetComponent <Renderer>().material.color = Color.cyan; float angle = 0; bool player_stand; bool player_stand_this; GameObject player = GameObject.Find("Player"); MoveCharacter script = player.GetComponent("MoveCharacter") as MoveCharacter; player_stand = (script.StandingFloor.GetComponent("Rotating") != null); player_stand_this = (script.StandingFloor == gameObject); if (!playerRot && player_stand) { return; } if (Input.GetKey(KeyCode.Q)) { angle = -Time.deltaTime * 128; } else if (Input.GetKey(KeyCode.W)) { angle = Time.deltaTime * 128; } else { // 修正旋转的位置 float dst = Mathf.Floor((m_Angle + 45) / 90) * 90; angle = dst - m_Angle; if (Mathf.Abs(angle) > 1) { angle *= 0.125f; } if (rotating && angle == 0) { rotating = false; Vector3 pos = transform.position; transform.position = new Vector3(Mathf.Round(pos.x), Mathf.Round(pos.y), Mathf.Round(pos.z)); if (player_stand_this) { script.RecalcPlayerPos(); } } } m_Angle += angle; while (m_Angle > 360) { m_Angle -= 360; } while (m_Angle < 0) { m_Angle += 360; } // 判断玩家位置是否重叠(还没实现) transform.RotateAround(point, axis, angle); if (angle != 0) { rotating = true; script.StopMoving(); if (!player_stand) { script.RecalcPlayerPos(); } if (player_stand_this) { player.transform.RotateAround(point, axis, angle); } } } else { GetComponent <Renderer>().material.color = Color.grey; } }
// Start is called before the first frame update void Start() { thePlayer = FindObjectOfType <MoveCharacter>(); }