/// <summary> /// /// </summary> /// <param name="actionType"></param> public virtual void StartAction(GameActionTypeEnum actionType) { if (CurrentAction != null && CurrentAction.Type == actionType) { CurrentAction.Start(); } switch (actionType) { case GameActionTypeEnum.MAP: Map.SpawnEntity(this); break; case GameActionTypeEnum.SKILL_HARVEST: case GameActionTypeEnum.MAP_MOVEMENT: MovementHandler.Dispatch(WorldMessage.GAME_ACTION(actionType, Id, CurrentAction.SerializeAs_GameAction())); break; case GameActionTypeEnum.MAP_TELEPORT: StopAction(GameActionTypeEnum.MAP); StopAction(GameActionTypeEnum.MAP_TELEPORT); // Switch back to world context WorldService.Instance.AddUpdatable(this); break; } }
private void KeyboardAction(KeyboardState kbState) { foreach (var key in this.KbKeys.Where(kbState.IsKeyDown)) { switch (key) { case Keys.D: MovementHandler.MoveRight(this); this.MovementAngle = GlobalVariables.RightAngle; break; case Keys.W: MovementHandler.MoveUp(this); this.MovementAngle = GlobalVariables.UpAngle; break; case Keys.S: MovementHandler.MoveDown(this); this.MovementAngle = GlobalVariables.DownAngle; break; case Keys.A: MovementHandler.MoveLeft(this); this.MovementAngle = GlobalVariables.LeftAngle; break; } CollisionHandler.PlayerReaction(this, key); } }
public static void ExistingOrCreateNewMainCamera() { GameObject TempCamera; Transform targetLookAt; CameraController MyCamera; if (Camera.main != null) { TempCamera = Camera.main.gameObject; } else { TempCamera = new GameObject("Main Camera"); TempCamera.AddComponent <Camera>(); TempCamera.AddComponent <AudioListener>(); TempCamera.AddComponent <AudioSource>(); TempCamera.AddComponent <FlareLayer>(); TempCamera.tag = ("MainCamera"); } TempCamera.AddComponent <CameraController>(); MyCamera = TempCamera.GetComponent("CameraController") as CameraController; targetLookAt = MovementHandler.getInstance().lookAt; if (targetLookAt == null) { GameObject targetObject = new GameObject("cameraTarget"); targetLookAt = targetObject.transform; targetLookAt.transform.parent = MovementHandler.getInstance().gameObject.transform; targetLookAt.transform.localPosition = new Vector3(0f, 0.25f, 0f); } MyCamera.TargetLookAt = targetLookAt.transform; }
public override void Process(CmdTrigger <RealmServerCmdArgs> trigger) { var vertSpeed = trigger.Text.NextFloat(); var horSpeed = trigger.Text.NextFloat(vertSpeed); MovementHandler.SendKnockBack(trigger.Args.Character, trigger.Args.Target, vertSpeed, horSpeed); }
internal (bool startMovement, PointI hexToMoveTo) CheckForUnitMovementFromMouseInitiation(Point mouseLocation) { MovementHandler.HexLibrary = HexLibrary; var startUnitMovement = MovementHandler.CheckForUnitMovement(MovementHandler.CheckForUnitMovementFromMouseInitiation, Stack, (WorldView.CellGrid, mouseLocation, WorldView.Camera)); return(startUnitMovement); }
internal (bool startMovement, PointI hexToMoveTo) CheckForUnitMovementFromKeyboardInitiation(Keys key) { MovementHandler.HexLibrary = HexLibrary; var startUnitMovement = MovementHandler.CheckForUnitMovement(MovementHandler.CheckForUnitMovementFromKeyboardInitiation, Stack, key); return(startUnitMovement); }
void Awake() { movementHandler = GetComponent<MovementHandler>(); controller = movementHandler.controller; cam = movementHandler.cam; gravity = GetComponent<Gravity>(); }
void OnMouseUp() { if (xAxisFree || yAxisFree) { yAxisFree = false; xAxisFree = false; if (translatedObjects != null && translatedObjects.Count > 0) { while (translatedObjects.Count > 0) { FieldElement tempField = new FieldElement(new Vector2(100, 100)); foreach (FieldElement field in translatedObjects) { if (Vector2.Distance(field.Coordinate, FieldContainer.GetFreeFieldElement().Coordinate) < Vector2.Distance(tempField.Coordinate, FieldContainer.GetFreeFieldElement().Coordinate)) { tempField = field; } } MovementHandler.newHoldPoint(tempField.fieldObject); tempField.fieldObject.transform.DOLocalMove(MovementHandler.GetObjectPosition(tempField.fieldObject), 0.5f); translatedObjects.Remove(tempField); } translatedObjects.Clear(); } MovementHandler.newHoldPoint(this.gameObject); gameObject.transform.DOLocalMove(MovementHandler.GetObjectPosition(this.gameObject), 0.5f); ResultHandler.CheckResult(); } }
void SpawnPeasants() { peasants = new List <GameObject>(); for (var i = 0; i < numberOfPeasants; i++) { GameObject peasant = Instantiate(peasantPrefab, spawnPoint.position + new Vector3(i * spawnOffset, 0, 0), Quaternion.LookRotation(Vector3.forward, Vector3.up)); var visHandler = peasant.GetComponent <VisualHandler>(); if (visHandler) { visHandler.chestID = Random.Range(2, 6); visHandler.headID = Random.Range(2, 6); visHandler.legsID = Random.Range(2, 6); } MovementHandler movementHandler = peasant.GetComponent <MovementHandler>(); peasants.Add(peasant); if (movementHandler != null) { float speed = Random.Range(minSpeed, maxSpeed); movementHandler.speed = speed; movementHandler.destination = destination.position + new Vector3(i * positionOffset / numberOfPeasants + Random.Range(-randomOffsetX, randomOffsetX), Random.Range(-randomOffsetY, randomOffsetY) * numberOfPeasants, 0); } } }
private void AddToMovementList(MovementHandler newMovement) { foreach (BodyController controller in bodyControllers) { controller.movement.Add(newMovement); } }
private void Awake() { rb = GetComponent <Rigidbody>(); velocityLine = GetComponent <LineRenderer>(); movementHandler = GetComponent <MovementHandler>(); defaultFov = mainCamera.fieldOfView; }
void RpcSetBullet(GameObject bullet, GameObject target) { if (!isServer) { MovementHandler movementHandler = bullet.GetComponent <MovementHandler>(); movementHandler.moveToTarget(target.transform, null); } }
public NetworkReceiver(BaseNetwork baseNetwork) { m_UnityServer = UnityServer.Instance; m_BaseNetwork = baseNetwork; m_LoginHandler = new LoginHandler(); m_MovementHandler = new MovementHandler(); }
public override void Process(CmdTrigger <RealmServerCmdArgs> trigger) { float num = trigger.Text.NextFloat(); float verticalSpeed = trigger.Text.NextFloat(num); MovementHandler.SendKnockBack(trigger.Args.Character, trigger.Args.Target, num, verticalSpeed); }
void Awake() { rh = FindObjectOfType <RotationHandler>(); mh = FindObjectOfType <MovementHandler>(); rotationStatusText = GameObject.Find("RotationStatusText").GetComponent <Text>(); movementStatusText = GameObject.Find("MovementStatusText").GetComponent <Text>(); }
// Use this for initialization void Start() { _input = GameObject.Find("GameController").GetComponent <InputHandler> (); _health = GetComponent <HealthHandler> (); _move = GetComponent <MovementHandler> (); _shoot = GetComponent <ShootHandler> (); _collision = GetComponent <CollisionHandler> (); }
public override void Spawn(TriggerManager tm) { if (this.scene == GameManager.instance.sceneName) { this.go = new GameObject(); this.movementHandler = go.AddComponent <MovementHandler>().Initialize(this.logic, tm); } }
// Our method to finish path logic on the request manager, and pass a callback method // to whatever unit was asking for the path in the first place. public void FinishedProcessingPath(Vector3[] path, bool success, MovementHandler movementHandler) { // Pass the path vector3[] and status of success/failure to the interested unit currentPathRequest.callback(path, success); // Reset our manager's statemachine so it can accept/process additional path requests. isProcessingPath = false; TryProcessNext(movementHandler); }
public override void Load(ContentManager content) { PlayerTextureLeft = content.Load <Texture2D>("playerleft"); PlayerTextureRight = content.Load <Texture2D>("playerright"); PlayerTexture = PlayerTextureRight; PlayerRectangle = new Rectangle((int)PlayerPosition.X, (int)PlayerPosition.Y, PlayerTexture.Width, PlayerTexture.Height); PlayerMoves += inJump; PlayerMoves += inFall; }
private void Awake() { animator = GetComponent <Animator>(); shieldAbility = GetComponent <ShieldAbility>(); movementHandler = GetComponent <MovementHandler>(); //Debug.Log(animator.GetCurrentAnimatorStateInfo(0)); }
void Start() { //Added for character loading system. Needs to start here for it to work if (SceneManager.GetActiveScene().name != "TrainingStage") { if (transform.parent.name == "Player1") { Horizontal = "Horizontal_P1"; Vertical = "Vertical_P1"; L3 = "L3_P1"; opponent = GameObject.Find("Player2").transform.GetChild(0).transform; } else { Horizontal = "Horizontal_P2"; Vertical = "Vertical_P2"; L3 = "L3_P2"; opponent = GameObject.Find("Player1").transform.GetChild(0).transform; } OpponentProperties = opponent.GetComponent <CharacterProperties>(); } // Application.targetFrameRate = 60; pushBox.enabled = true; pushBox.offset = pushCenter; pushBox.size = pushSize; sigil = Instantiate(sigilPrefab, new Vector3(transform.position.x, transform.position.y, transform.position.z), Quaternion.identity, transform.root); if (sigilImage != null) { sigil.GetComponent <SpriteRenderer>().sprite = sigilImage; } sigil.GetComponent <SpriteRenderer>().color = sigilTint; sigil.GetComponent <Sigil>().tint = sigilTint; opponentMove = opponent.GetComponent <MovementHandler>(); airID = Animator.StringToHash("Airborne"); crouchID = Animator.StringToHash("Crouch"); runID = Animator.StringToHash("Run"); walkFID = Animator.StringToHash("WalkForward"); walkBID = Animator.StringToHash("WalkBack"); backDashID = Animator.StringToHash("Backdash"); jumpID = Animator.StringToHash("Jump"); landID = Animator.StringToHash("Land"); lowGuardID = Animator.StringToHash("LowGuard"); highGuardID = Animator.StringToHash("HighGuard"); airGuardID = Animator.StringToHash("AirGuard"); hitAirID = Animator.StringToHash("HitAir"); wallStickID = Animator.StringToHash("WallStick"); groundBounceID = Animator.StringToHash("GroundBounce"); wallBounceID = Animator.StringToHash("WallBounce"); yVeloID = Animator.StringToHash("VertVelocity"); KOID = Animator.StringToHash("KOed"); KDID = Animator.StringToHash("KnockDown"); }
/// <summary> /// Stops at the current position /// </summary> public void Stop() { if (m_moving) { UpdatePosition(); MovementHandler.SendStopMovementPacket(m_owner); m_moving = false; } }
void Awake() { movementHandler = GetComponent <MovementHandler>(); controller = movementHandler.controller; playerManager = GetComponentInParent <PlayerManager>(); cam = movementHandler.cam; gravity = GetComponent <Gravity>(); inputSpeed = walkSpeed; }
public void HandleAttack(Dictionary <string, object> Params, int ID, object Caller) { object attackerObj, defenderObj; Params.TryGetValue("Attacker", out attackerObj); BaseUnit attacker = attackerObj as BaseUnit; Params.TryGetValue("Defender", out defenderObj); BaseUnit defender = defenderObj as BaseUnit; // Damage calculation Debug.Log(attacker.unitName + " makes an attack on " + defender.unitName + "..."); float damage = CalculateDamage(attacker, defender); Debug.Log(defender.unitName + " takes " + damage + " points of damage."); if (damage >= defender.currHP) { Vector2Int nPos = new Vector2Int(defender.xPos, defender.yPos); Debug.Log(defender.unitName + " dies in battle."); defender.currHP = 0; defender.onDeath(); if (attacker.RNG == 1 && attacker.boardSpace.movePiece(new Vector2Int(attacker.xPos, attacker.yPos), nPos)) { // We succeeded a move on the board space so we can update the SO now MovementHandler.Instance().moveEvent.raise(0, this, new Dictionary <string, object> { { "Unit", attacker }, { "x", nPos.x }, { "y", nPos.y } }); } return; } defender.currHP -= damage; // Check to see if the defender gets a counter attack int dist = (attacker.xPos - defender.xPos) + (attacker.yPos - attacker.yPos); if (dist <= defender.RNG) { int counterRoll = dice.Next(0, 100); if (counterRoll >= 100 - defender.CTR * 100) { Debug.Log(defender.unitName + " makes a counter attack..."); damage = CalculateDamage(defender, attacker); Debug.Log(attacker.unitName + " takes " + damage + " points in damage."); if (damage >= attacker.currHP) { Debug.Log(attacker.unitName + " dies in battle."); attacker.currHP = 0; attacker.onDeath(); return; } attacker.currHP -= damage; } } }
public FollowPathToTargetAction(Transform character, Transform target, float movementSpeed, LayerMask obstacleMask, WaypointManager waypointManager, MovementHandler movementHandler) : base(character, movementSpeed, obstacleMask, waypointManager, movementHandler) { m_Target = target; }
private void Start() { rb = GetComponent <Rigidbody2D>(); //Set in the Inspector //rb.gravityScale = 0; //rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous; //rb.constraints = RigidbodyConstraints2D.FreezeRotation; movementHandler = GetComponent <MovementHandler>(); }
private static bool CheckFull(BaseInstance instance, Character chr) { if (instance.MaxPlayerCount == 0 || instance.PlayerCount < instance.MaxPlayerCount || chr.GodMode) { return(true); } MovementHandler.SendTransferFailure(chr.Client, instance.Id, MapTransferError.TRANSFER_ABORT_MAX_PLAYERS); return(false); }
private void Start() { combatant = GetComponent <CombatHandler>(); playerTarget = GameObject.FindWithTag("Player"); healthManager = GetComponent <HealthManager>(); mover = GetComponent <MovementHandler>(); pather = GetComponent <PatrolPath>(); guardingPosition = transform.position; }
public override void _Ready() { playerSprintParticles = GetNode <Particles2D>("PlayerSpriteParitcles"); inventory = GetNode <Inventory>("Inventory"); healthbar = GetTree().CurrentScene.GetNode <Healthbar>("Hud/HealtbarRoot"); movementHandler = new MovementHandler(400f, 70f, 200f, 250f, 500f, 350f); Connect("SPlayerDied", GetTree().CurrentScene, "OnPlayerDied"); }
private void Start() { this.gameObject.tag = "Player"; maxHealth = 500; minhealth = 0; currHealth = 500; ref_movement = GetComponent <MovementHandler> (); ref_rgbdy = GetComponent <Rigidbody2D> (); ref_animation = GetComponent <AnimationHandler> (); }
void Start() { characterController = GetComponent<CharacterController>(); self = this; canJump = true; canMove = true; externalMovementLock = false; //We're so sorry (not sorry at all) CameraController.ExistingOrCreateNewMainCamera(); }