void Start() { m_PlayerMovement = GetComponent <PlayerMovement>(); m_PlayerStance = GetComponent <PlayerStance>(); m_PlayerCombatHandler = GetComponent <PlayerCombatHandler>(); m_SkillHandler = GetComponent <SkillHandler>(); }
// Start is called before the first frame update void Start() { MaxLifeAmount = lifeAmount; combatHandler = GetComponent <PlayerCombatHandler>(); //uiLifeBar = GameObject.Find("IngameUICanvas").transform.Find("lifeBar/front").gameObject; animator = GetComponent <Animator>(); }
void initRope() { CombatHandler ch = _weapon.GetOwner(); PlayerCombatHandler mpch = (PlayerCombatHandler)ch; if (mpch.RopeSlotStart == null) { GameObject go = PhotonNetwork.Instantiate("Rope_05", ch.transform.position, Quaternion.identity, 0); _rh = go.GetComponent <RopeHandler> (); ch.MyRope = _rh; _rh.Owner = ch; _rh.StartTarget = mpch.transform; // _rh.StartAttachPoint = mpch.RopeTiePoint; _rh.SetAttachPoint(RopeHandler.ATTACH_SIDE.START, RopeHandler.ATTACH_TYPE.CHARACTER, mpch.GetComponent <PhotonView> ().viewID); _rh.EndTarget = transform; // _rh.EndAttachPoint = transform; _rh.SetAttachPoint(RopeHandler.ATTACH_SIDE.END, RopeHandler.ATTACH_TYPE.OTHER, GetComponent <PhotonView> ().viewID); mpch.RopeSlotStart = _rh; } else { _rh = mpch.RopeSlotStart; _rh.StartTarget = transform; // _rh.StartAttachPoint = transform; _rh.SetAttachPoint(RopeHandler.ATTACH_SIDE.START, RopeHandler.ATTACH_TYPE.OTHER, GetComponent <PhotonView> ().viewID); mpch.RopeSlotStart = null; _rh.IsSetup = false; } }
void Start() { m_PlayerMovement = GetComponent <PlayerMovement>(); m_PlayerCombatHandler = GetComponent <PlayerCombatHandler>(); m_PlayerAnimation = GetComponent <PlayerAnimation>(); SetWeaponActive(); }
void Start() { AetherInput.GetPlayerActions().Jump.performed += JumpInputCallback; AetherInput.GetPlayerActions().Dodge.performed += DodgeInputCallback; m_CharacterController = GetComponent <CharacterController>(); m_PlayerStance = GetComponent <PlayerStance>(); m_PlayerCombatHandler = GetComponent <PlayerCombatHandler>(); }
/// <summary> /// Updates the player equipped weapon in case of a inventory change /// </summary> /// <param name="weapon">Weapon to equip</param> public void UpdateWeapon() { if (CompareTag("Player")) { Debug.Log("Updating!"); PlayerCombatHandler handler = GetComponent <PlayerCombatHandler>(); handler.WeaponEquipped = (Weapon)inventory[handler.actualWeapon]; } //Make enemies etc handler case }
public PlayerCharacter() : base() { controller = new PlayerCombatHandler(this); input = new PlayerInputComponent(); Movement = new PlayerMovementComponent(this); SetToTile(TileMapManager.Instance.CurrentMap.GetTile((int)TileMapManager.Instance.CurrentMap.mapSize.x / 2, (int)TileMapManager.Instance.CurrentMap.mapSize.y / 2)); Stats.GetHealth().Initialise(this); //Stats.GetHealth(). CameraController.instance.target = Graphics.entity.transform; //IEntity.isSelected = true; }
private void Awake() { // Initialize player components this.animator = this.GetComponentInChildren <PlayerAnimator> (); this.combatHandler = this.GetComponent <PlayerCombatHandler> (); this.health = this.GetComponentInChildren <Health> (); this.animator.initialize_components(this); this.combatHandler.initialize_components(this); this.health.initialize_components(this.soHealth, this); }
// Use this for initialization void Start() { // if (photonView == null || photonView.isMine) { if (photonView == null || photonView.isMine) { _playerCombatHandler = GetComponent <PlayerCombatHandler> (); } //dev if (GetComponent <DevPlayerAIBehavior> () != null || PhotonNetwork.offlineMode) { _playerCombatHandler = GetComponent <PlayerCombatHandler> (); } }
private void Start() { m_Player = GetComponent <Player>(); m_PlayerNetworkObject = m_Player.networkObject; m_PlayerMovement = GetComponent <PlayerMovement>(); m_PlayerAnimation = GetComponent <PlayerAnimation>(); m_HealthHandler = GetComponent <HealthHandler>(); m_SkillHandler = GetComponent <SkillHandler>(); m_PlayerStance = GetComponent <PlayerStance>(); m_PlayerCombatHandler = GetComponent <PlayerCombatHandler>(); m_PlayerAnimationLookat = GetComponentInChildren <PlayerAnimationLookat>(); // Make sure animator exists Debug.Assert(m_Animator != null, "Animator should not be null"); }
private void Start() { myRigi = GetComponent <Rigidbody>(); myTransform = transform; networkedPlayer = GetComponent <NetworkedPlayerController>(); combatHandler = GetComponent <PlayerCombatHandler>(); Debug.Log(" PLAYER CONTROLLER : " + networkedPlayer.networkObject.IsOwner); if (networkedPlayer.isLocalOwner) { myCam = FindObjectOfType <CinemachineFreeLook>(); myCam.Follow = transform.Find("CamFollow"); myCam.LookAt = transform; } }
/// <summary> /// Assists position. In other words, /// Find the closest target to be hit & moves to a position to better ensure hit. /// </summary> /// <param name="seconds">Seconds.</param> protected void assistPosition(float seconds) { //how close does an enemy need to be for this to be activated float positionValidDistance = 3f; //move position that is this far from the target float distanceFromTarget = 2f; PlayerCombatHandler pch = _weapon.GetOwner() as PlayerCombatHandler; //find close enemy // if (EnemyAIHandler.EnemyList.Count > 0) { if (CombatHandler.GET_ENEMIES(pch.GetTeam(), true).Count > 0) { Transform ownerTransform = _weapon.GetOwner().transform; Vector3 camForward = Vector3.Scale(CameraController.CC.CombatCamera.transform.forward, new Vector3(1, 0, 1)).normalized; Vector3 searchPos = ownerTransform.position + camForward; //if an enemy is close to valid distance, assist position // if (EnemyAIHandler.GetClosestEnemyDistance (searchPos) < positionValidDistance) { if (pch.GetClosestEnemyDistance(searchPos) < positionValidDistance) { CombatHandler closestEnemy = pch.GetClosestEnemy(searchPos); //direction from target to this character Vector3 direction = ownerTransform.position - closestEnemy.transform.position; direction = new Vector3(direction.x, 0f, direction.z); direction = direction.normalized * distanceFromTarget; //position a certain distance(distanceFromTarget) from the target direction = closestEnemy.transform.position + direction; //move towards that position StartCoroutine(MathHelper.IELerpRBPositionOverTime(ownerTransform.GetComponent <Rigidbody> (), ownerTransform.position, direction, seconds)); // //dev // GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); // cube.transform.position = direction; // Debug.Break (); // Quaternion toRotation = Quaternion.LookRotation (direction); // StartCoroutine (MathHelper.IELerpRotationOverTime (ownerTransform, ownerTransform.rotation, toRotation, seconds)); } } }
protected override void setHealth(int newHealth) { if (_photonView.isMine) { PhotonNetwork.player.SetCustomProperties(new ExitGames.Client.Photon.Hashtable() { { RoomLevelHelper.CUSTOM_PLAYER_PROPERTY_HEALTH, newHealth }, }); } // print ("Archer hit"); if (_health > newHealth) { // print ("Archer damaged"); //Archer falls off when attacked PlayerCombatHandler pch = GetComponent <PlayerCombatHandler> (); if (pch.GetClass() == CHARACTER_CLASS.ARCHER) { foreach (var a in pch.GetAbilities()) { if (a is AbilityCoopRide) { AbilityCoopRide acr = (AbilityCoopRide)a; if (acr.Riding) { acr.FallDown(); // print ("Archer falling down"); } break; } } } } base.setHealth(newHealth); }
/// <summary> /// Assists aim. In other words, /// Find the closest target to be hit & aims towards the target automatically. /// </summary> /// <param name="seconds">How fast does this character aim</param> protected void assistAim(float seconds) { float aimValidDistance = 3f; PlayerCombatHandler pch = _weapon.GetOwner() as PlayerCombatHandler; // _targetFound = false; //find close enemy // if (EnemyAIHandler.EnemyList.Count > 0) { if (CombatHandler.GET_ENEMIES(pch.GetTeam(), true).Count > 0) { Transform ownerTransform = _weapon.GetOwner().transform; Vector3 camForward = Vector3.Scale(CameraController.CC.CombatCamera.transform.forward, new Vector3(1, 0, 1)).normalized; Vector3 searchPos = ownerTransform.position + camForward; //if an enemy is close to valid distance, use aimAssist if (pch == null) { Debug.LogWarning("WARNING : Playercharacter must have PlayerCombatHandler"); } else { if (pch.GetClosestEnemyDistance(searchPos) < aimValidDistance) { CombatHandler closestEnemy = pch.GetClosestEnemy(searchPos); // EnemyAIHandler closeEnemey = EnemyAIHandler.GetClosestEnemy (searchPos); // _targetPos = closeEnemey.transform.position; Vector3 direction = closestEnemy.transform.position - ownerTransform.position; direction = new Vector3(direction.x, 0f, direction.z); Quaternion toRotation = Quaternion.LookRotation(direction); StartCoroutine(MathHelper.IELerpRotationOverTime(ownerTransform, ownerTransform.rotation, toRotation, seconds)); // _targetFound = true; } // else { // print ("Not close enough, target : " + EnemyAIHandler.GetClosestEnemy (searchPos).name + ", distance : " + EnemyAIHandler.GetClosestEnemyDistance (searchPos)); // } } } }