void Awake() { if( mInstance != null ) { Debug.LogError( string.Format( "Only one instance of PlayerAgent allowed! Destroying:" + gameObject.name +", Other:" + mInstance.gameObject.name ) ); Destroy( gameObject ); return; } mInstance = this; }
void Start() { battleArea = GetComponentInParent <BattleArea>(); myRigidBody = GetComponent <Rigidbody>(); Canvas canvas = FindObjectOfType <Canvas>(); canvasRect = canvas.GetComponent <RectTransform>(); agent = GetComponent <PlayerAgent>(); statusBar = Instantiate(statusBarPrefab, canvas.transform); battleArea.players.Add(this.gameObject); rotation = transform.eulerAngles.y; }
private void OnTriggerExit(Collider other) { // Debug.Log($"Left Trigger: {other}"); PlayerAgent playerAgent = other.gameObject.GetComponentInParent <PlayerAgent>(); if (playerAgent != null) { playerAgent.OnPlayerTriggerExit(this.GetComponent <Collider>(), other); _isAttacking = false; } }
internal void ViewProStopObjectUpdate(SimulationEvent ev) { String id = ((StringValue)ev["ObjectID"]).value; if (AllObjects.ContainsKey(id)) { AllObjects[id].ShouldProject = false; } if (PlayerAgent != null) { PlayerAgent.ViewProStopObjectUpdate(ev); } }
internal void Awake() { Instance.LogDebug($"{nameof(PlaceholderInteractionMonitor)}.{nameof(Awake)}()"); this.playerAgent = this.gameObject.GetComponent <PlayerAgent>(); this.interact = this.playerAgent.gameObject.AddComponent <Interact_ManualTimedWithCallback>(); this.interact.OnTrigger = (Il2CppSystem.Action) this.OnTrigger; this.interact.OnInteractionEvaluationAbort = (Il2CppSystem.Action) this.OnAbort; this.interact.AbortOnDotOrDistanceDiff = true; this.interact.OnlyActiveWhenLookingStraightAt = true; this.interact.InteractDuration = 0.6f; this.UpdateInteractionMessage("Blah"); this.interact.SetActive(true); }
protected override void Destroy() { Logger.Instance.LogKill(stats.name); Gamemaster.Instance.UpdatePlayerScore(stats.score); PlayerAgent pa = Gamemaster.Instance.player.GetComponent <PlayerAgent>(); pa.SetReward(.0005f); //Reward extra for destroying an enemy //Spawn a powerup here. SpawnScorePickup(); base.Destroy(); }
private IEnumerator Draw(Arena arena) { PlayerAgent first = arena.Players[0].PlayerAgent; PlayerAgent second = arena.Players[1].PlayerAgent; first.SetReward(DrawReward); second.SetReward(DrawReward); first.Done(); second.Done(); yield return(new WaitForFixedUpdate()); ResetEnv(arena); }
protected override void PerformAction(float timeStep) { PlayerAgent npcComponent = null; base.PerformAction(timeStep); if (!npcCreated) { if (stageComponent != null) { npcComponent = stageComponent.CreateNonPlayableCharacter(npcModel, placementNodeID, offsetWithinNode, sideToFace, isEnemy); npcCreated = (npcComponent != null); } } }
void NextPhase() { if (round < 0) { round = 0; } if (player < 0) { player = 0; } if (phase < 0) { phase = 0; } else { phase++; } if (phase >= runtimePhases[round].Count) { phase = 0; if (runtimePhases[round].forEachPlayer) { player++; if (player >= playerList.Count) { player = 0; NextRound(); } } else { NextRound(); } } currentPhase = runtimePhases[round][phase]; currentPlayer = runtimePhases[round].forEachPlayer ? playerTable[playerList[player]] : null; currentPhase.CurrentPlayer = currentPlayer; currentPhase.GameOver = false; timeElapsed = 0.0f; finishCurrentPhase.Clear(); currentPhase.OnEnter(); }
private void OnTriggerExit(Collider other) { // Debug.Log($"Left Trigger: {other}"); PlayerAgent playerAgent = other.gameObject.GetComponentInParent <PlayerAgent>(); if (playerAgent != null) { playerAgent.OnPlayerTriggerExit(this.GetComponent <Collider>(), other); attackStartTime = 0.0f; damageApplied = 0; attackStarted = false; } }
public static bool TryGetOrCreate(PlayerAgent player, out ExtendedPlayerAgent extendedPlayer) { if (!TryGet(player, out extendedPlayer)) { if (player == null) { return(false); } extendedPlayer = new ExtendedPlayerAgent(player); wrapped.Add(player.GlobalID, extendedPlayer); } return(true); }
public override void Clear() { /*halmeida - remove the transaction box from the manager.*/ if (transactionAgent != null) { if ((transactionBoxManager != null) && transactionCreated) { transactionBoxManager.RemoveTransaction(gameObject); transactionCreated = false; } transactionAgent = null; } runningMiddleWave = false; base.Clear(); }
public void Setup(FPSCamera camera, PlayerAgent agent) { FpsCamera = camera; PlayerAgent = agent; m_origin = new GameObject("Origin").AddComponent <PlayerOrigin>(); m_origin.Setup(PlayerAgent); m_snapTurn = gameObject.AddComponent <Snapturn>(); m_snapTurn.Setup(m_origin); gameObject.AddComponent <VRWorldSpaceUI>(); m_movementVignette = gameObject.AddComponent <MovementVignette>(); m_movementVignette.Setup(agent.Locomotion, GetComponent <PostProcessingBehaviour>()); m_weaponRadial = gameObject.AddComponent <WeaponRadialMenu>(); m_weaponRadial.Setup(m_origin.transform); m_weaponAmmoHolo = gameObject.AddComponent <WeaponAmmoHologram>(); m_weaponAmmoHolo.Setup(); GameObject laserPointer = new GameObject("LaserPointer"); m_pointer = laserPointer.AddComponent <LaserPointer>(); m_fade = FpsCamera.gameObject.AddComponent <CollisionFade>(); m_fade.Setup(PlayerAgent); FpsCamera.gameObject.AddComponent <SteamVR_Camera>(); FpsCamera.gameObject.AddComponent <VRRendering>(); FpsCamera.gameObject.AddComponent <SteamVR_Fade>(); m_watch = Instantiate(VRAssets.GetWatchPrefab(), Vector3.zero, Quaternion.identity, null).AddComponent <Watch>(); m_watch.Setup(m_origin.transform); m_haptics = gameObject.AddComponent <Haptics>(); m_haptics.Setup(); m_bhapticsIntegration = gameObject.AddComponent <BhapticsIntegration>(); m_bhapticsIntegration.Setup(agent); PlayerLocomotionEvents.OnPlayerEnterLadder += PlayerEnteredLadder; SteamVR_Events.NewPosesApplied.Listen(new Action(OnNewPoses)); VRConfig.configLightResMode.SettingChanged += LightResChanged; RefreshClusteredRenderingResolution(); }
private void PlayerInteractedHaptics(PlayerAgent source) { if (!VRConfig.configUseBhaptics.Value || (source != null && source != m_player)) { return; } if (Controllers.mainControllerType == HandType.Left) { m_hapticPlayer.SubmitRegistered(ARMS_INTERACT_ITEM_L_KEY); } else { m_hapticPlayer.SubmitRegistered(ARMS_INTERACT_ITEM_R_KEY); } }
private void OnTriggerEnter(Collider other) { // Debug.Log($"Triggered: {other}"); PlayerAgent playerAgent = other.gameObject.GetComponentInParent <PlayerAgent>(); if (playerAgent != null) { playerAgent.OnPlayerTriggerEnter(this.GetComponent <Collider>(), other); if (!player.IsPotionActive) { _isAttacking = true; } } }
void Start() { playerAgent = FindObjectOfType <PlayerAgent>(); gameOver = false; restart = false; earthPassed = false; restartText.text = ""; gameOverText.text = ""; score = 0; UpdateScore(); playerAgent.Initialize(Instantiate(playerShip), this); StartCoroutine(SpawnWaves()); StartCoroutine(SpawnBosses()); startTime = Time.time; bosscount = 1; }
public void AgentOnTriggerStay(PlayerAgent agent, Collider other) { if (!other.gameObject.activeInHierarchy) { return; } if (other.CompareTag("shop")) { // Debug.Log("Still at shop!", other); } else if (other.CompareTag("player-damage")) { // GameCoordinator.Instance.Health -= 1; } }
// Use this for initialization void Start() { // Load the table manager tm = transform.parent.GetComponent <TableManager>(); opponent = tm.PlayerAgents[Mathf.Abs(player - 1)]; goal = tm.Goals[player]; play_area = tm.PlayArea; if (player == 0) { direction_of_play = new Vector3(1.0f, 0.0f, 0.0f); } else { direction_of_play = new Vector3(-1.0f, 0.0f, 0.0f); } }
public void SetTargetPlayer(PlayerAgent newTargetPlayer, float newLerpFactor = 0f) { targetPlayer = newTargetPlayer; if (targetPlayer != null) { targetPlayerTransform = targetPlayer.gameObject.transform; targetMode = TARGET_MODE_PLAYER; targetReached = false; targetApproach = TARGET_APPROACH_LERP; lerpFactorPosition = (newLerpFactor > 0f) ? newLerpFactor : DEFAULT_LERP_FACTOR; GetOrthoLerpFromPositionLerp(); } else { ResetTargetting(); } }
public virtual void StartInteraction(PlayerAgent playerAgent) { if (CurrentUser != null) { Logger.Log($"Cannot start interaction as user({CurrentUser}) already using it"); return; } Logger.Log($"StartInteraction user \"{playerAgent}\""); CurrentUser = playerAgent; if (Icon != null) { Icon.SetBeingUsed(true); } AudioManger.PlayEvent("Interact"); }
public static void OnPlayerSpawned(FPSCamera fpsCamera, PlayerAgent playerAgent) { if (!playerAgent.IsLocallyOwned) { Log.Error("Got playerAgent spawn but we aren't the owner!?"); } Log.Info("Player and fpscamera have been spawned, references have been set..."); m_currentFPSCameraRef = fpsCamera; m_currentPlayerAgentRef = playerAgent; // Normally we add VR components after the player has been spawned // If a player rejoins he is destroyed in the elevator and respawned, so we need to check if this happens and add VR components if needed if (FocusStateEvents.IsInGame()) { Log.Debug("Player spawned while an in-game state was active"); Current.HandleIngameFocus(); } }
internal void ViewProMotionUpdate(SimulationEvent ev) { String id = ((StringValue)ev["ObjectID"]).value; if (AllObjects.ContainsKey(id)) { SimObject ob = AllObjects[id]; ob.ShouldProject = true; ob.Location = ((LocationValue)ev["Location"]); ob.DestinationLocation = ((LocationValue)ev["DestinationLocation"]); ob.Throttle = ((DoubleValue)ev["Throttle"]).value; ob.Velocity = BehaviorHelper.ComputeVelocityVector(ob.Location, ob.DestinationLocation, ob.MaximumSpeed, ob.Throttle); } if (PlayerAgent != null) { PlayerAgent.ViewProMotionUpdate(ev); } }
/*halmeida - this function receives an index that is valid across all relevant arrays and denotes * an element that is not null across all relevant arrays.*/ protected override void Trigger(int triggerIndex) { if (transactionAgent == null) { transactionAgent = triggerComponents[triggerIndex]; /*halmeida - the playerComponent is garanteed to be not null and not dead, because this was previously tested.*/ payment = paymentInitialValue; paymentChangeFactor = PAYMENT_CHANGE_FACTOR_1; paymentsDone = 0; /*halmeida - open the transaction interface element.*/ if ((transactionBoxManager != null) && transactionAgent.GetTransactionsTrigger()) { transactionCreated = transactionBoxManager.CreateTransaction(gameObject, this, VERTICAL_DISTANCE_TO_BOX, cost, paid, payment, true, true, worldSpaceGaugeModel); } } base.Trigger(triggerIndex); }
protected override void RemoveTriggeringObject(int triggeringIndex) { PlayerAgent triggeringToRemove = null; if (transactionAgent != null) { triggeringToRemove = triggeringComponents[triggeringIndex]; if (transactionAgent == triggeringToRemove) { if ((transactionBoxManager != null) && transactionCreated) { transactionBoxManager.CloseTransaction(gameObject); transactionCreated = false; } transactionAgent = null; } } base.RemoveTriggeringObject(triggeringIndex); }
private void OnTriggerEnter(Collider other) { // Debug.Log($"Triggered: {other}"); PlayerAgent playerAgent = other.gameObject.GetComponentInParent <PlayerAgent>(); if (playerAgent != null) { playerAgent.OnPlayerTriggerEnter(this.GetComponent <Collider>(), other); if (controller.IsAttacking) { attackStartTime = Time.time; damageApplied = 0; attackStarted = true; } } }
private void Start() { playerAgent = GetComponentInParent <PlayerAgent>(); // get the transform of the main camera if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) m_Character = GetComponent <ThirdPersonCharacter>(); }
void ResetGame() { scores[0] = 0; scores[1] = 0; scores[2] = 0; scores[3] = 0; foreach (GameObject player in players) { PlayerControl agent = player.GetComponent <PlayerControl>(); agent.PlayerReset(); if (agent.isAgent) { PlayerAgent pa = player.GetComponent <PlayerAgent>(); pa.Done(); } } Debug.Log("Restarted Game"); gameTime = 0f; }
protected virtual void ApplyContinuousEffect(PlayerAgent triggeringComponent, float timeStep) { int applicableEffect = 0; if (triggeringComponent != null) { switch (effectType) { case ItemData.EffectType.HP: accumulatedEffect += timeStep * effectSpeed; applicableEffect = (int)accumulatedEffect; if (applicableEffect != 0) { accumulatedEffect -= applicableEffect; triggeringComponent.AddToCurrentHP(applicableEffect, false); } break; } } }
static void Postfix(FPSCamera __instance, PlayerAgent ___m_owner) { if (!PlayerVR.VRSetup) { return; } // Repeat position inject or the transforms will get out of sync (Unity transform handling mumbo jumbo ensues, frame later or frame behind tracking) if (VRSettings.VR_TRACKING_TYPE.Equals(TrackingType.PositionAndRotation) && !FocusStateManager.CurrentState.Equals(eFocusState.InElevator)) { __instance.Position = ___m_owner.PlayerCharacterController.SmoothPosition + HMD.GetPosition(); } if ((VRSettings.VR_TRACKING_TYPE.Equals(TrackingType.PositionAndRotation) || VRSettings.VR_TRACKING_TYPE.Equals(TrackingType.Rotation))) { Vector3 euler = HMD.GetVRCameraEulerRotation(); AccessTools.FieldRefAccess <LookCameraController, float>((LookCameraController)__instance, "m_pitch") = euler.x; AccessTools.FieldRefAccess <LookCameraController, float>((LookCameraController)__instance, "m_yaw") = euler.y; } }
public void AgentOnTriggerEnter(PlayerAgent agent, Collider other) { if (!other.gameObject.activeInHierarchy) { return; } if (other.CompareTag("shop")) { Debug.Log("At a shop!", other); LevelManager.ChangeState(GameLevelManager.GameState.InStore); } else if (other.CompareTag("enemy")) { // } else if (other.CompareTag("Finish")) { LevelManager.ChangeState(GameLevelManager.GameState.Won); } }
void gameFinish() { Debug.Log("finish"); remainedPlayers = allPlayers; mag.newMagnetic(); for (int i = 0; i < spawnlist.Length; i++) { Transform temp = spawnlist[i]; int randomIndex = Random.Range(i, spawnlist.Length); spawnlist[i] = spawnlist[randomIndex]; spawnlist[randomIndex] = temp; } for (int i = 0; i < playerlist.Length; i++) { playerlist[i].transform.position = spawnlist[i].position; PlayerAgent pa = playerlist[i].GetComponent <PlayerAgent>(); playerlist[i].GetComponent <PlayerAgent>().Done(); } }
void Awake() { if( mInstance != null ) { Debug.LogError( string.Format( "Only one instance of PlayerAgent allowed! Destroying:" + gameObject.name +", Other:" + mInstance.gameObject.name ) ); return; } mInstance = this; playerControllers = new List<PlayerController>(); potentialMonstersByTime = new Dictionary<int, float>(); }
void Awake() { if( mInstance != null ) { Debug.LogError( string.Format( "Only one instance of PlayerAgent allowed! Destroying:" + gameObject.name +", Other:" + mInstance.gameObject.name ) ); Destroy( gameObject ); return; } mInstance = this; ballObjects = new List<GameObject>(); tallObjects = new List<GameObject>(); toggles = new List<GameObject>(); players = new List<GameObject>(); activePlayers = new bool[4]; }