// Use this for initialization void Start () { playerClass = GameObject.FindObjectOfType<PlayerClass>(); maxEnergy = playerClass.GetMaxEnergy(); energyBarImage = GetComponent<Image>(); playerEnergyText = GetComponentInChildren<Text>(); }
void Awake() { charGender = PlayerGender.Unspecified; charClass = PlayerClass.NonSelected; charRace = PlayerRace.NonSelected; }
//public GameObject drawn; void Awake () { facade = GetComponent<SpriteRenderer>(); facade.sprite = s; orig = prefab.transform.position; numAnimated = 0; pos = new List<Vector3>(); pos.Add(new Vector3(orig.x-8, orig.y, orig.z)); //L1 pos.Add(new Vector3(orig.x - 6.5F, orig.y, orig.z)); //L2 pos.Add(new Vector3(orig.x - 5, orig.y, orig.z));//L3 pos.Add(new Vector3(orig.x + 8, orig.y, orig.z));//R1 pos.Add(new Vector3(orig.x + 6.5F, orig.y, orig.z));//R2 pos.Add(new Vector3(orig.x + 5, orig.y, orig.z));//R3 pos.Add(new Vector3(orig.x - 3.5F, orig.y, orig.z));//L4 pos.Add(new Vector3(orig.x + 3.5F, orig.y, orig.z));//R4 pos.Add(new Vector3(orig.x - 2, orig.y, orig.z));//L5 pos.Add(new Vector3(orig.x + 2, orig.y, orig.z));//R5 VictimGenerator v = new VictimGenerator(); PlayerClass[] p = new PlayerClass[2]; p[0] = new PlayerClass("PETA player", "insert room name here", 1, "PETA"); p[1] = new PlayerClass("AARP player", "insert room name here", 1, "AARP"); d = new Deck(v, 1, p, prefab); Debug.Log("The Deck is aware of " + d.affiliations.Length + " distinct player affiliations among " + p.Select(x => x.getAffiliation()).Distinct().Aggregate((i, j) => i + ", " + j)); foreach (GameObject c in d.cards) { Debug.Log("The Deck contains " + c.GetComponent<LayeredCardModel>().v.ToString()); } }
public static string GetClassString(PlayerClass c) { switch (c) { case PlayerClass.Scout: return SCOUT; case PlayerClass.Soldier: return SOLDIER; case PlayerClass.Pyro: return PYRO; case PlayerClass.Demoman: return DEMOMAN; case PlayerClass.Heavy: return HEAVY; case PlayerClass.Engineer: return ENGINEER; case PlayerClass.Medic: return MEDIC; case PlayerClass.Sniper: return SNIPER; case PlayerClass.Spy: return SPY; default: return "ERR"; } }
public void PlayerAttackPlayer(PlayerClass attacker, PlayerClass target) { target.TakeDamage(attacker); Debug.Log(target.gameObject.name + " " + target.Percentage); if (target.Percentage <= 0) fireOnDeathEvent(target); }
public Vote(List<Victim> k, List<Victim> s, int r, PlayerClass[] p) { killedVictims = k; savedVictims = s; round = r; players = p; }
// Use this for initialization void Start () { playerClass = GameObject.FindObjectOfType<PlayerClass>(); maxHealth = playerClass.GetMaxHealth(); healthBarImage = GetComponent<Image>(); playerHealthText = GetComponentInChildren<Text>(); }
public Player() { name = "Gandalf"; playerClass = PlayerClass.Mage; level = 1; expAtual = 0; gold = 0; attack = 1; defense = 1; Weapon = new Item(); Armor = new Item(); Trinket = new Item(); Pet = new Item(); talentLv3 = new Talent(); talentLv6 = new Talent(); talentLv9 = new Talent(); talentLv12 = new Talent(); talentLv15 = new Talent(); talentLv18 = new Talent(); talentLv21 = new Talent(); talentLv24 = new Talent(); talentLv27 = new Talent(); talentLv30 = new Talent(); LevelExp(); Eficiences(); percDecreaseDurationQuest = 0; percIncreaseEarnedGold = 0; }
public PlayerDataOld() { Name = ""; NumberPlate = ""; Inventory = new List<Item>(); Weapons = new List<WeaponDefinition>(); Skills = GM.Copy(SkillRepository.Skills); Quests = GM.Copy(QuestRepository.Quests); Money = 1000; CompletedContracts = 0; Motive = PlayerMotive.Rebel; Gender = Gender.Male; Class = PlayerClass.Time_Master; CarColor = VehicleColor.MetallicClassicGold; CarSecondaryColor = VehicleColor.MetallicClassicGold; SkillSlots = new[] { new SkillSlot {Key = Keys.T}, new SkillSlot {Key = Keys.Y}, new SkillSlot {Key = Keys.CapsLock}, new SkillSlot {Key = Keys.U}, new SkillSlot {Key = Keys.B}, }; Setup = new Setup(); Tutorial = new Tutorial(); LastContracts = new[] { "","","", "", "" }; ModelVariations = new Dictionary<int, int>(); }
public virtual void ChangeHat(Hat newHat, float transmissionChance, PlayerClass initiator, PlayerClass self) { if (self != null && self.playerClass == Class.Detective) { return; } if (initiator != null && initiator.playerClass == Class.TrendSetter && initiator != self) initiator.score += 0.5f; // update the current hat SetCurrentHat(newHat); if(self != null && self.playerClass == Class.BaldMan) { self.BaldModeOff(); //self.baldMode = false; } // display swap animation (must be done in main thread) AnimTriggerString = "Hat"; AnimTriggerWaiting = true; // trigger local trend if (transmissionChance > 0) InitiateTrend(newHat, transmissionChance, initiator); // initiate hat cooldown HatOnCooldown = true; HatCooldownTimer.Start(); }
public override void ChangeHat(Hat newHat, float transmissionChance, PlayerClass initiator, PlayerClass self) { if (newHat != CurrentHat) StartSameTrendTimer = true; base.ChangeHat(newHat, transmissionChance, initiator, self); NoActionTimer.Stop(); }
public PlayerClass(PlayerClass other) { this.playerIcon = other.playerIcon; this.playerName = other.playerName; this.playerID = other.playerID; this.playerIcon = other.playerIcon; this.playerIconIndex = other.playerIconIndex; }
void Awake () { cooldownTimerText = GetComponentInChildren<Text>(); playerClass = GameObject.FindObjectOfType<PlayerClass>(); // in awake b/c these componenets are disabled immediately afterwards // causing NullReferenceExceptions cooldownBackgroundImage = transform.parent.FindChild("Cooldown Background").GetComponent<Image>(); skillButtonDesign = gameObject.transform.FindChild("Design").GetComponent<Image>(); skillButtonComponent = GetComponent<Button>(); }
void OnTriggerEnter(Collider collider) { if (collider.tag == "Player") { lastPlayer = collider.transform.GetComponent<PlayerClass>(); if (lastPlayer != null) { lastPlayer.saveCheckpoint(pos); } } }
void Awake () { enemyActionBar = GameObject.FindObjectOfType<EnemyActionBar>(); playerClass = GameObject.FindObjectOfType<PlayerClass>(); skillButtonControllers = GameObject.FindObjectsOfType<SkillButtonController>(); enemyMonster = GameObject.FindObjectOfType<EnemyMonster>(); winBattleResults = GameObject.Find("Win Battle Results"); loseBattleResults = GameObject.Find("Lose Battle Results"); winBattleResults.SetActive(false); loseBattleResults.SetActive(false); levelUpHeader.SetActive(false); }
void EnergyRecoverCalculate() { GameObject energyHudText = GameObject.Find("EnergyHudText"); if (remainingSec > 0) { if (GameObject.Find("EnergyRecoverTimer") == null) { EnergyRecoverTimer = GameObject.CreatePrimitive(PrimitiveType.Cube); EnergyRecoverTimer.name = "EnergyRecoverTimer"; EnergyRecoverTimer.AddComponent <TimerWithSpan>(); EnergyRecoverTimer.GetComponent <TimerWithSpan>().zavTime = new int[] { 00, 00, remainingSec }; EnergyRecoverTimer.GetComponent <TimerWithSpan>().targTime = new int[] { 00, 00, 00 }; EnergyRecoverTimer.GetComponent <TimerWithSpan>().Reset = false; EnergyRecoverTimer.GetComponent <TimerWithSpan>().runTimer = true; EnergyRecoverTimer.GetComponent <TimerWithSpan>().zvon.AddListener(() => { energyHudText.GetComponent <Text>().text = "+1"; StartCoroutine(PlayerClass.ChangeAttr("energy_bar", 1)); Destroy(EnergyRecoverTimer, 0.001f); }); } } else { int energyBar = PlayerPrefs.GetInt("Energy"); int maxEnergyVal = PlayerClass.GetAttributes()["energy"]; if (energyBar < maxEnergyVal) { if (GameObject.Find("EnergyRecoverTimer") == null) { EnergyRecoverTimer = GameObject.CreatePrimitive(PrimitiveType.Cube); EnergyRecoverTimer.name = "EnergyRecoverTimer"; EnergyRecoverTimer.AddComponent <TimerWithSpan>(); EnergyRecoverTimer.GetComponent <TimerWithSpan>().zavTime = new int[] { 00, 00, 60 }; EnergyRecoverTimer.GetComponent <TimerWithSpan>().targTime = new int[] { 00, 00, 00 }; EnergyRecoverTimer.GetComponent <TimerWithSpan>().Reset = false; EnergyRecoverTimer.GetComponent <TimerWithSpan>().runTimer = true; EnergyRecoverTimer.GetComponent <TimerWithSpan>().zvon.AddListener(() => { energyHudText.GetComponent <Text>().text = "+1"; StartCoroutine(PlayerClass.ChangeAttr("energy_bar", 1)); Destroy(EnergyRecoverTimer, 0.001f); }); } else { remainingSec = int.Parse(EnergyRecoverTimer.GetComponent <TimerWithSpan>().timeString.Substring(6, 2)); } } } }
// Use this for initialization void Start () { //Players a = new PlayerClass("a", "room", 5, "PETA"); b = new PlayerClass("b", "room", 5, "AARP"); c = new PlayerClass("c", "room", 5, "NAACP"); d = new PlayerClass("d", "room", 5, "ALG"); e = new PlayerClass("e", "room", 5, "CI"); f = new PlayerClass("f", "room", 5, "EA"); g = new PlayerClass("g", "room", 5, "NAS"); h = new PlayerClass("h", "room", 5, "FRAC"); i = new PlayerClass("i", "room", 5, "NAMBLA"); VictimGenerator generator = new VictimGenerator(); generator = new VictimGenerator(); players = new PlayerClass[]{ a, b, c, d, e, f, g, h, i}; v1 = generator.generateVictim(); v2 = generator.generateVictim(); v3 = generator.generateVictim(); v4 = generator.generateVictim(); v5 = generator.generateVictim(); v6 = generator.generateVictim(); v7 = generator.generateVictim(); v8 = generator.generateVictim(); v9 = generator.generateVictim(); v10 = generator.generateVictim(); v11 = generator.generateVictim(); v12 = generator.generateVictim(); v13 = generator.generateVictim(); v14 = generator.generateVictim(); v15 = generator.generateVictim(); List < Victim > k1 = new List<Victim> { v1, v2, v3 }; List<Victim> k2 = new List<Victim> { v4, v5, v6 }; List<Victim> k3 = new List<Victim> { v7, v8, v9 }; List<Victim> k4 = new List<Victim> { v10, v11, v12 }; List<Victim> k5 = new List<Victim> { v13, v14, v15 }; List<Victim> s1 = new List<Victim> { v13, v14, v15 }; List<Victim> s2 = new List<Victim> { v10, v11, v12 }; List<Victim> s3 = new List<Victim> { v7, v8, v9 }; List<Victim> s4 = new List<Victim> { v4, v5, v6 }; List<Victim> s5 = new List<Victim> { v4, v5, v6 }; //Votes Vote vote1 = new Vote(k1, s1, 1, players); Vote vote2 = new Vote(k2, s2, 2, players); Vote vote3 = new Vote(k3, s3, 3, players); Vote vote4 = new Vote(k4, s4, 4, players); Vote vote5 = new Vote(k5, s5, 5, players); Vote[] votes = new Vote[] { vote1, vote2, vote3, vote4, vote5 }; Statistics test = new Statistics(votes); }
public void CloseShop() { if (ActivePlayer != null) { ActivePlayer = null; SumOfCosts = 0; ConfirmButton.interactable = false; CartController.EmptyCart(); ShopInventoryController.Empty(); StartCoroutine(CoroutineCloseShop()); } }
// Use this for initialization void Start () { world = GameObject.Find("World"); battle = GameObject.Find("Battle"); playerMovement = GameObject.FindObjectOfType<PlayerMovement>(); playerClass = GameObject.FindObjectOfType<PlayerClass>(); enemySpawnerController = GameObject.FindObjectOfType<EnemySpawnerController>(); transitionPanel = GameObject.Find("Transition Panel"); battle.SetActive(false); bossStatusController = GameObject.FindObjectOfType<BossStatusController>(); playerInteractableController = GameObject.FindObjectOfType<PlayerInteractableController>(); modeTransitionController = GameObject.FindObjectOfType<ModeTransitionController>(); puzzleObjectController = GameObject.FindObjectOfType<PuzzleObjectController>(); unityAdsExample = GameObject.FindObjectOfType<UnityAdsExample>(); }
// Start is called before the first frame update void Start() { player = GameObject.Find("Player").GetComponent <PlayerClass>(); textScoreCorrect = GameObject.Find("Correct").GetComponent <Text>(); textScoreIncorrect = GameObject.Find("Incorrect").GetComponent <Text>(); textBasket = GameObject.Find("Basket").GetComponent <Text>(); textDialogue = GameObject.Find("Dialogue").GetComponent <Text>(); flowerArray = GameObject.FindGameObjectsWithTag("Flower"); ResetFlowers(); ClearDialogue(); }
public virtual void StartBuff(PlayerClass player) { PlayerClass = player; if (!BuffRunning) { AbsAmountAdded = BuffAbsAmount + BuffAbsPerLevelAmount * player.playerControl.Level; RelAmountAdded = BuffRelAmount + BuffRelPerLevelAmount * player.playerControl.Level; PlayerClass.GetAttribute(attribute).AddValue(AbsAmountAdded); PlayerClass.GetAttribute(attribute).AddMult(RelAmountAdded); } Renew(); }
//---------------------------------- // This changes the current player and saves it as default as // Well as saving the current PLayers list public void ChangePlayer(string name) { foreach (PlayerClass pc in players) { if (pc.PlayerName == name) { currentPlayer = pc; PlayerPrefs.SetString("PlayerName", name); PlayerName = pc.PlayerName; SetPlayerDefaults(); SavePlayerData(); } } }
internal static Game CreateGame(GameResult result, PlayerClass player, PlayerClass opponent, Deck deck, string archetype) { var game = new Game(); game.Deck = deck; game.Result = result; game.PlayerClass = player; game.OpponentClass = opponent; game.Note = new Note() { Archetype = archetype }; return(game); }
public void DeusVultMode() { PlayerClass t = new PlayerClass(); // [ Defensive Options ] t.MaximumHealth = SelectedClass.MaximumHealth; t.DamageReduction = SelectedClass.DamageReduction; t.DamageResistance = SelectedClass.DamageResistance; t.LifePerKill = SelectedClass.LifePerKill; t.LifePerSecond = SelectedClass.LifePerSecond; t.CrowdControlReduction = SelectedClass.CrowdControlReduction; t.MaxCrowdControlReduction = SelectedClass.MaxCrowdControlReduction; // [ Offensive Options ] t.BaseDamage = SelectedClass.BaseDamage; t.CritDamage = SelectedClass.CritDamage; t.CritChance = SelectedClass.CritChance; // [ Magic Options ] t.MaximumEnergy = SelectedClass.MaximumEnergy; t.EnergyPerSecond = SelectedClass.EnergyPerSecond; t.CooldownReduction = SelectedClass.CooldownReduction; t.MaximumCooldownReduction = SelectedClass.MaximumCooldownReduction; t.SkillCostReduction = SelectedClass.SkillCostReduction; t.MaximumSkillCostReduction = SelectedClass.MaximumSkillCostReduction; // [ Misc Options ] t.MoveSpeed = SelectedClass.MoveSpeed; t.DamageReflection = SelectedClass.DamageReflection; t.CurrentExperience = SelectedClass.CurrentExperience; t.Level = SelectedClass.Level; t.MaximumLevel = SelectedClass.MaximumLevel; //t.name = SelectedClass.name; t.MaximumHealth = 10000; t.MaximumEnergy = 10000; t.BaseDamage = 5000; t.CooldownReduction = 95; t.MaximumSkillCostReduction = 95; t.EnergyPerSecond = 50; t.LifePerSecond = 50; t.CritChance = 100; t.CritDamage = 500; SelectedClass = t; }
public static Information GetInformation(PlayerClass player) { switch (player) { default: case PlayerClass.Fighter: return(new Information(1, 1.5f, 110, 9, 11)); case PlayerClass.Mage: return(new Information(2, 1, 90, 14, 7)); case PlayerClass.Rogue: return(new Information(0.5f, 2, 80, 6, 14)); case PlayerClass.Archer: return(new Information(1.5f, 0.5f, 120, 12, 9)); } }
public static void LoadStatus(PlayerClass characterStats) { if (PlayerPrefs.HasKey(characterStats.name)) { characterStats.name = PlayerPrefs.GetString(characterStats.name); characterStats.hp = PlayerPrefs.GetInt("HP" + characterStats.name); characterStats.experience = PlayerPrefs.GetInt("Exp" + characterStats.name); characterStats.level = PlayerPrefs.GetInt("Level" + characterStats.name); characterStats.experienceToNextLevel = PlayerPrefs.GetInt("ExpToNextLvl" + characterStats.name); characterStats.experiencePoints = PlayerPrefs.GetInt("ExpPoints" + characterStats.name); PlayerClass.ingredients = PlayerPrefs.GetInt("Ingredients"); //Debug.Log("Loudou"); } }
public void SetupGame(int numberOfDeaths, PlayerClass playerclass, Ability[] abilities) { if (gameSetup) { return; } this.numberOfDeaths = numberOfDeaths; SelectedClass = playerclass; Abilities = abilities; SetupGame(); }
void OnTriggerExit(Collider col) { if (col.gameObject.tag == "Player") { PlayerClass player = col.gameObject.GetComponent <PlayerClass>(); player.removeImageAbovePlayer(); if (ismoved) { agent = GetComponent <NavMeshAgent>(); agent.destination = pos1; ismoved = false; } } }
public void SetItem(PlayerClass player, CraftingController.CraftableItem item, int itemNum) { if (player.item != null) { Debug.Log("DSASDA"); CraftingController.instance.DisableItem(player.item, player.itemNum); } player.item = item; player.itemNum = itemNum; item.gameObject.transform.position = player.playerGO.transform.position; item.gameObject.transform.parent = player.playerGO.transform; item.gameObject.SetActive(true); }
[SerializeField] public bool isWarrior = false; //Holds switch to see if player picks this class void Awake() { ///Singleton if (instance == null) { DontDestroyOnLoad(gameObject); instance = this; } else if (instance != this) { Destroy(gameObject); } }
public void IncDecTimeExt(bool val) { PlayerClass p = GlobalControl.control.GetCurrentPlayer(); if (val) { p.AddTimeExt(); } else if (p.GetTimeExt() > 0) { p.SubtractTimeExt(); } TimeExtText.text = "5 Sec Time Extensions: " + p.GetTimeExt().ToString(); }
void OnTriggerEnter(Collider col) { if (col.gameObject.tag == "Player") { PlayerClass player = col.gameObject.GetComponent <PlayerClass>(); player.displayImageAbovePlayer(key_appears); player.TargetsList.Remove(GameObject.Find("Target7")); player.TargetsList.Remove(GameObject.Find("Target8")); player.changeTargetPriority(player.Target_Gate); player.changeDest(); } }
public static Offset <PlayerConfiguration> CreatePlayerConfiguration(FlatBufferBuilder builder, PlayerClass variety_type = PlayerClass.NONE, int varietyOffset = 0, StringOffset nameOffset = default(StringOffset), int team = 0, Offset <PlayerLoadout> loadoutOffset = default(Offset <PlayerLoadout>)) { builder.StartObject(5); PlayerConfiguration.AddLoadout(builder, loadoutOffset); PlayerConfiguration.AddTeam(builder, team); PlayerConfiguration.AddName(builder, nameOffset); PlayerConfiguration.AddVariety(builder, varietyOffset); PlayerConfiguration.AddVarietyType(builder, variety_type); return(PlayerConfiguration.EndPlayerConfiguration(builder)); }
public void IncDecKeyHint(bool val) { PlayerClass p = GlobalControl.control.GetCurrentPlayer(); if (val) { p.AddKeyHint(); } else if (p.GetKeyHints() > 0) { p.SubtractKeyHint(); } KeyHintText.text = "Key Hints: " + p.GetKeyHints().ToString(); }
public void IncDecReveals(bool val) { PlayerClass p = GlobalControl.control.GetCurrentPlayer(); if (val) { p.AddReveal(); } else if (p.GetReveals() > 0) { p.SubtractReveal(); } RevealText.text = "Reveals: " + p.GetReveals().ToString(); }
public void Initialize() { player1 = players[0]; player2 = players[1]; player3 = players[2]; player4 = players[3]; dummy = new PlayerClass(); dummy.score = -100; rank = new PlayerClass[4]; rankp = new List <PlayerClass>(); ranking = new List <PlayerClass>(); pos = new Vector2[4]; nextState = null; map1 = new Map(); }
private void Flush(PlayerClass player) { switch (player.vt.Flush()) { case VT100.FlushReturnState.Success: break; case VT100.FlushReturnState.Timeout: break; case VT100.FlushReturnState.Error: RemovePlayer(player); throw new PlayerRemovedException(); } }
public Character(string name, PlayerClass playerClass, PlayerAspect playerAspect, int[] playerAtts, bool male) { data = manager.GetComponent <DictionaryDatabase>(); characterName = name; characterClass = playerClass; characterAspect = playerAspect; characterMale = male; for (int i = 0; i < 6; i++) { baseAtts[i] = playerAtts[i]; } echeLevel = 1; }
public void Switch(PlayerClass playerClass) { switch (state) { case State.None: state = State.Grabbed; playerClass.SetMaximumSpeed(2f); break; default: state = State.None; playerClass.SetMaximumSpeed(5f); break; } }
void Initialisation() { //todo : import fichier json dans liste PlayerClass pl1 = new PlayerClass("Noob1", 12, 3, 9); PlayerClass pl2 = new PlayerClass("Noob2", 777, 31, 0); PlayerClass pl3 = new PlayerClass("Ariane da best intern", 21, 1000, 1000); players.Add(pl1); players.Add(pl2); players.Add(pl3); Input_fields = new List <InputField>(); Input_fields.Add(Input_nom); Input_fields.Add(Input_age); Input_fields.Add(Input_force); Input_fields.Add(Input_vitesse); desactivate_when_empty = new List <GameObject>(); desactivate_when_empty.Add(ModifButton.gameObject); desactivate_when_empty.Add(ChoisirButton.gameObject); desactivate_when_empty.Add(age); desactivate_when_empty.Add(force); desactivate_when_empty.Add(vitesse); desactivate_when_empty.Add(combos); desactivate_when_empty.Add(profilepic); desactivate_when_empty.Add(delete); CharButtons = new List <Button>(); CharButtons.Add(bt1); CharButtons.Add(bt2); CharButtons.Add(bt3); CharButtons.Add(bt4); CharButtons.Add(bt5); CharButtons.Add(bt6); CharButtons.Add(bt7); foreach (Button b in CharButtons) { b.gameObject.SetActive(false); } under_modification = false; under_deletion = false; under_creation = false; normal_mode = true; BackToNormal(); }
public Hero(Texture2D texture, Vector2 position, bool isWall, Rectangle hitbox, ReadManager rm, ContentManager content, Texture2D fakeTexture) : base(texture, position, isWall, hitbox) { // TextureData for pixel collision textureData = new Color[fakeTexture.Width * fakeTexture.Height]; fakeTexture.GetData(textureData); // Vectors centre = new Vector2(5, 5); savedCombatPos = new Vector2(0, 74); // Booleans hasJumped = true; attack = false; yourTurn = true; combatMovement = false; spell1 = false; spell3 = false; spell4 = false; loadParticles = true; drawParticles = false; // ints and floats rotation = 0; acceleration = 2; size = 1; frame = 3; frameTimer = 100; frameInterval = 100; // Extra rnd = new Random(); this.rm = rm; this.content = content; this.fakeHitbox = fakeTexture; pClass = PlayerClass.Mage; // Stats damage = 10 + (int)((strength / 10) * rnd.Next(1, 3)); speed = 2 + (int)(agility * 0.1); level = 1; currentExp = 0; maxExp = 200 + (level * 200); skillPoint = 0; // Skills spell1Rank = 1; spell2Rank = 1; spell3Rank = 1; spell4Rank = 1; // Animation particleTextures.Add(content.Load <Texture2D>("floor")); pe = new ParticleEngine(particleTextures, position + new Vector2(110, 730)); }
public override void Initialize(PlayerClass playerWhoThrow) { this.PlayerWhoThrow = playerWhoThrow; if(this.PlayerWhoThrow.Platformer.m_FacingRight != this.isFacingRight) { Vector3 theScale = this.myObject.transform.localScale; theScale.z *= -1; this.myObject.transform.localScale = theScale; } this.myThrowableCollider.enabled = false; this.AttackCollider.isTrigger = true; this.myRigidbody.isKinematic = true; this.SetAttackState(true); }
/* * public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId, NetworkReader extraMessagereader) * { * PlayerInfoMessage msg = extraMessagereader.ReadMessage<PlayerInfoMessage>(); * Debug.Log(msg.playerClass); * GameObject playerPrefab = spawnPlayerFromClass(msg.playerClass); * NetworkServer.AddPlayerForConnection(conn, playerPrefab, playerControllerId); * } */ public GameObject spawnPlayerFromClass(PlayerClass playerClass) { GameObject playerPrefab = null; switch (playerClass) { case PlayerClass.player: playerPrefab = playerPrefab; break; case PlayerClass.camera: playerPrefab = cameraPrefab; break; } return(GameObject.Instantiate(playerPrefab, myvectr, Quaternion.identity)); }
public void StartMatch(string selectedStage, PlayerClass currentPlayer) { CurrentMatchClass.availableHints = 5; CurrentMatchClass.currentStage = "5"; CurrentMatchClass.playerTokenPosition = 0; CurrentMatchClass.ComputerTokenPosition = 0; PlayerPrefs.SetInt("playerToken1Position", 0); PlayerPrefs.SetInt("playerToken2Position", 0); PlayerPrefs.SetInt("ComputerToken1Position", 0); PlayerPrefs.SetInt("ComputerToken2Position", 0); Debug.Log("Available Rerolls" + myPlayer.AvailableRerolls + ":" + CurrentMatchClass.availableHints); // Script.matchClass = CurrentMatchClass; CurrentMatchClass = new MatchClass(selectedStage, availableHints, playerTokenPosition, ComputerTokenPosition); }
// Start is called before the first frame update void Start() { rigidbody2d = GetComponent <Rigidbody2D>(); currentHealth = maxHealth; animator = GetComponent <Animator>(); playerClass = GetComponent <Warrior>(); chargeEffect = GetComponent <ParticleSystem>(); chargeEffectRotation = GetComponent <ParticleSystem>().shape.rotation.z; clickHandler = GetComponent <ClickHandler>(); spellHandler = GetComponent <SpellHandler>(); targetingController = GetComponent <TargetingController>(); timeSinceAutoAttack = attackSpeed; lastCharge = Time.time; energyBar = Camera.main.GetComponentInChildren <EnergyBar>(); healthBar = Camera.main.GetComponentInChildren <HealthBar>(); }
public EditCharacterClassWindow(PlayerClass _class) { if (_class != null) { this._class.CopyValues(_class); } InitializeComponent(); ClassDefinition tempClass = ClassList.Find(x => StringComparer.CurrentCultureIgnoreCase.Compare(x.Name, this._class.Name) == 0); if (tempClass != null) { UpdateNotes(tempClass); } }
public virtual void UpdateSkill(PlayerClass player) { CooldownTimer -= Time.deltaTime * player.GetAttributeValue(AttributeType.ATTACKSPEED); CooldownTimer = Mathf.Clamp(CooldownTimer, 0f, SkillCooldown); if (Running()) { SkillRunTimer -= Time.deltaTime * player.GetAttributeValue(AttributeType.ATTACKSPEED); if (SkillRunTimer <= 0) { SkillFinished(player); skillRunning = false; PlayerClass.SkillFinished(this); } } }
// Update is called once per frame void Update () { if (!playerClass) { playerClass = GameObject.FindObjectOfType<PlayerClass>(); } UpdateStatusEffect(); if (enableStatusTimer) { remainingStatusTime -= Time.deltaTime; if (remainingStatusTime <= 0) { playerClass.SetCurrentStatus(StatusEffect.None); enableStatusTimer = false; } } }
public void NextPlayer() { _indexPlayer++; if (_indexPlayer >= Players.Count) { _indexPlayer = 0; } if (Players[_indexPlayer].Race == "None") { NextPlayer(); } else { CurrentPlayer = Players[_indexPlayer]; } }
void Awake() { VictimGenerator v = new VictimGenerator(); PlayerClass[] p = new PlayerClass[2]; p[0] = new PlayerClass("PETA player","insert room name here",1, "PETA"); p[1] = new PlayerClass("AARP player","insert room name here",1, "AARP"); d = new Deck(v,1,p,prefab); //Aggregate((i, j) => i + delimeter + j) Debug.Log("The Deck is aware of "+d.affiliations.Length+" distinct player affiliations among "+p.Select(x=>x.getAffiliation()).Distinct().Aggregate((i,j)=>i+", "+j)); foreach (GameObject c in d.cards) { Debug.Log("The Deck contains " + c.GetComponent<LayeredCardModel>().v.ToString()); } // Debug.Log("We just drew the first card. It's " + d.draw().GetComponent<LayeredCardModel>().v.ToString()); }
/** * Set the human class of the alien */ public void SetHumanClass() { Player playerScript = Player.MyPlayer.GetComponent<Player>(); switch (humanClassType) { case Classes.ENGINEER: humanClass = new EngineerClass(playerScript); break; case Classes.MARINE: humanClass = new MarineClass(playerScript); break; case Classes.SCOUT: humanClass = new ScoutClass(playerScript); break; case Classes.TECHNICIAN: humanClass = new TechnicianClass(playerScript); break; default: throw new System.NotSupportedException("Need to assign a valid human class to alien"); } }
void OnEnable () { // TODO create name and summary/description fields for monster if (!playerClass) { playerClass = GameObject.FindObjectOfType<PlayerClass>(); } monsterImage.sprite = playerClass.GetMonsterSprite(); nameText.text = playerClass.GetName(); speciesText.text = playerClass.GetSpecies(); levelText.text = playerClass.GetPlayerLevel().ToString(); float expPercentage = playerClass.GetCurrentExperiencePoints() / playerClass.GetExperiencePointsForNextLevel() * 100; expThisLevelText.text = expPercentage.ToString() + "%"; hpText.text = playerClass.GetCurrentHealth().ToString() + " / " + playerClass.GetMaxHealth().ToString(); epText.text = playerClass.GetCurrentEnergy().ToString() + " / " + playerClass.GetMaxEnergy().ToString(); baseAttackText.text = playerClass.GetAttackStat().ToString(); monsterDescription.text = playerClass.GetDescription(); }
readonly string assetPath = "Card Sprites";//"Assets/Card Sprites"; public Deck(VictimGenerator vg, int rounds, PlayerClass[] players, GameObject cardPrefab){ this.vg = vg; numRounds = rounds; //Debug.Log("Deck knows all players: " + players.Where(x => x != null).Select(x => x.getName()).Aggregate((c, n) => c + ", " + n)); //Debug.Log("Deck knows player affiliations: " + players.Where(x => x != null).Select(x => x.getAffiliation()).Aggregate((current, next) => current + "," + next)); //Debug.Log("Deck knows there are " + rounds + " rounds"); affiliations = (from player in players select player.getAffiliation()).Distinct().ToArray(); populateVictims(); currentRound = 1; cards = new GameObject[numRounds*10]; for (int i = 0; i < cards.Length; i++) { //TODO: use this PhotonNetwork.Instantiate() method instead once we have a room. //cards[i] = PhotonNetwork.Instantiate("CardPrefab", new Vector3(0, 0, 0), new Quaternion(0, 0, 0,0), 1); //only use this in final app cards[i]= (GameObject)Instantiate(cardPrefab); fillInCardSprites(i); cards[i].GetComponent<LayeredCardModel>().v = victims[i]; generateText(victims[i],cards[i].GetComponent<LayeredCardModel>()); //Debug.Log("card "+i+" has victim "+cards[i].GetComponent<CardModel>().v.ToString()); //can dynamically change sprites too!!!!! } }
// Use this for initialization void Start() { playerRigidBody = GetComponent<Rigidbody2D> (); myInfo = GetComponent<PlayerClass> (); audioPlayer = GetComponent<AudioSource> (); theBall = null; RegisterInput(); canJump = true; didJump = false; grounded = false; hasBall = false; floatingCheck = true; checkStarted = false; firstHit = false; impulseRate = 15f; respawnPoint = this.transform.position; spriteHandler.setSprites (myInfo.Data.PlayerCountry); }
void OnEnable () { if (Time.realtimeSinceStartup > 5) { if (!playerClass) { playerClass = GameObject.FindObjectOfType<PlayerClass>(); } if (skill1 == null) { skill1 = playerClass.GetSkill1(); skill2 = playerClass.GetSkill2(); skill3 = playerClass.GetSkill3(); } if (!skillOneStats) { skillOneStats = GameObject.Find("Skill 1 Stats"); } if (!skillTwoStats) { skillTwoStats = GameObject.Find("Skill 2 Stats"); } if (!skillThreeStats) { skillThreeStats = GameObject.Find("Skill 3 Stats"); } if (playerClass.SkillOneUnlocked()) { Debug.Log("skill one is unlocked"); skillOneStats.SetActive(true); image1.sprite = skill1.GetSprite(); nameText1.text = skill1.GetName(); damageText1.text = skill1.GetBaseDamage().ToString(); costText1.text = skill1.GetEnergyCost().ToString(); cooldownText1.text = skill1.GetCooldown().ToString(); statusEffectText1.text = skill1.GetStatusEffect().ToString(); chanceText1.text = (skill1.GetChanceOfEffect() * 100).ToString() + "%"; } else { skillOneStats.SetActive(false); } if (playerClass.SkillTwoUnlocked()) { skillTwoStats.SetActive(true); image2.sprite = skill2.GetSprite(); nameText2.text = skill2.GetName(); damageText2.text = skill2.GetBaseDamage().ToString(); costText2.text = skill2.GetEnergyCost().ToString(); cooldownText2.text = skill2.GetCooldown().ToString(); statusEffectText2.text = skill2.GetStatusEffect().ToString(); chanceText2.text = (skill2.GetChanceOfEffect() * 100).ToString() + "%"; } else { skillTwoStats.SetActive(false); } if (playerClass.SkillThreeUnlocked()) { skillThreeStats.SetActive(true); image3.sprite = skill3.GetSprite(); nameText3.text = skill3.GetName(); damageText3.text = skill3.GetBaseDamage().ToString(); costText3.text = skill3.GetEnergyCost().ToString(); cooldownText3.text = skill3.GetCooldown().ToString(); statusEffectText3.text = skill3.GetStatusEffect().ToString(); chanceText3.text = (skill3.GetChanceOfEffect() * 100).ToString() + "%"; } else { skillThreeStats.SetActive(false); } } }
void Awake () { playerClass = GameObject.FindObjectOfType<PlayerClass>(); }
// Use this for initialization void Start() { _player = GameObject.Find("Player").GetComponent<PlayerClass>(); }
public void AddPlayer( Player player, PlayerClass desiredClass ) { Players[desiredClass].Add( player ); this.Skill += player.Skill; }
public string GetImage(PlayerClass @class) { return _classIcons[@class]; }
// Use this for initialization void Start () { playerClass = GameObject.FindObjectOfType<PlayerClass>(); enemyMonster = GameObject.FindObjectOfType<EnemyMonster>(); eventSystem = GameObject.FindObjectOfType<EventSystem>(); enemyStatusController = GameObject.FindObjectOfType<EnemyStatusController>(); }