void Start() { Screen.lockCursor = true; Screen.showCursor = false; ballTime = 0.0f; playerHandler = GameObject.Find ("GameHandler").GetComponent<StaticsOfGame> ().nonStaticMainPlayer.transform.GetComponent<PlayerHandler>(); }
public static void RegisterPlayer(string netId, PlayerHandler player) { string playerId = PLAYER_ID_PREFIX + netId; players.Add(playerId, player); player.transform.name = playerId; }
public SPlayer(Player player, ClientService session) : base(player) { Session = session; Handler = new PlayerHandler(this); OnDirectionEnablement += new DirectionEventHandler(SPlayer_OnDirectionEnablement); OnDirectionDisablement += new DirectionEventHandler(SPlayer_OnDirectionEnablement); }
void Start(){ gm = GameObject.FindGameObjectWithTag ("GM").GetComponent<GameManager> (); player = gm.localPlayer.GetComponent<PlayerHandler> (); //bh = GameObject.FindGameObjectWithTag ("bh").GetComponent<DescBoxHandler> (); if (isSkill) { skill = SkillDatabase.GetSkillByUniqueName (skill_uname); } else { item = ItemDatabase.items [id]; } }
public void Start() { warpPosition = warpReset; controller = GetComponent<CharacterController>(); playerHander = GetComponent<PlayerHandler>(); mouseLook = GetComponent<MouseLook>(); camera = GetComponentInChildren<Camera>(); animator = GetComponent<Animator>(); mouseLook.Init(transform, camera.transform); }
private void LookForPlayerHandler() { foreach (PlayerHandler playerHandlerInstance in FindObjectsOfType<PlayerHandler>()) { if (playerHandlerInstance.GetComponent<NetworkView>().isMine) { playerHandler = playerHandlerInstance; break; } } }
public void Startup(PlayerHandler player) { this.player = player; chats = new Dictionary <ChatID, Chat>(); eventsQueue = new Queue <NetworkManager.ChatMessage>(); player.OnChat += OnChatReceived; Chats.SetActive(false); if (instance == null) { instance = this; } }
protected void Page_Load(object sender, EventArgs e) { if (!Page.IsPostBack) { cmdSave.Visible = IsLoggedIn && (!string.IsNullOrEmpty(Request["id"]) || !string.IsNullOrEmpty(Request["load"])); } // We store the game in the Session, but use a dictionary keyed by GUIDs which // are stored in the ViewState. This allows the same user in the same browser // to open multiple games in different browser tabs. if (Games == null) { Games = new Dictionary<string, PlayerHandler>(); } if (OutputBuffers == null) { OutputBuffers = new Dictionary<string, OutputBuffer>(); } if (Resources == null) { Resources = new SessionResources(); } m_gameId = (string)ViewState["GameId"]; if (m_gameId == null) { m_gameId = Guid.NewGuid().ToString(); ViewState["GameId"] = m_gameId; } if (Page.IsPostBack) { if (Games.ContainsKey(m_gameId)) { m_player = Games[m_gameId]; } if (!OutputBuffers.ContainsKey(m_gameId)) { // TO DO: Think this only ever happens while debugging? return; } m_buffer = OutputBuffers[m_gameId]; } else { m_buffer = new OutputBuffer(); OutputBuffers.Add(m_gameId, m_buffer); } }
// Use this for initialization void Start() { GameObject _p = GameObject.Find("Player"); if (_p != null) { player = _p; playerHandler = player.GetComponent<PlayerHandler>(); } animationHandler = this.GetComponent<AnimationHandler>(); }
public async Task LoginCommand() { if (!await PlayerHandler.AttemptLogin(Context.User)) { await ReplyAsync(Context.User.Mention + ": " + Modules.NOT_REGISTERED_MSG); return; } Player p = PlayerHandler.GetPlayer(Context.User); await ReplyAsync(Context.User.Mention + ": " + Modules.LOGGED_IN_AS + p.name); }
private void CheckForSplashDamage() { // Clearing the hit players list: hitPlayers.Clear(); // Getting all the colliders within the sphere: Collider[] hitColliders = Physics.OverlapSphere(transform.position, splashDamageRadius); // Looping through the hit colliders: for (int i = 0; i < hitColliders.Length; ++i) { GameObject hitObject = hitColliders[i].gameObject; if (LayerMask.LayerToName(hitObject.layer).Contains("Player")) { // Handler of the other player. PlayerHandler player = hitObject.GetComponentInParent <PlayerHandler>(); // Checking if the player is already in the array. if (player && player.ID != shooterHandler.ID && !player.AddToSplashCheck) { // Toggling the splash check flag in the player: player.AddToSplashCheck = true; // Adding the player to the array. hitPlayers.Add(player); } } } foreach (PlayerHandler handler in hitPlayers) { // Dealing damage to the player, then checking if their health is 0: //Debug.Log("Dealing splash damage to player" + handler.ID); if (handler.IsInMech()) { if (handler.Mech_TakeDamage(splashDamage) == 0) { // Adding a mech kill to the player stats: shooterHandler.PlayerStats.KilledMech(); } } else { if (handler.Core_TakeDamage(splashDamage) == 0) { // Adding a core kill to the player stats: shooterHandler.PlayerStats.KilledCore(); } } handler.AddToSplashCheck = false; } }
// Update is called once per frame void Update() { if (!gameStarted) { powerUpTimer = PowerUpTimer; gameTimer = GameTimer; if (TileMap) { TileMap.Initialize(Players); } gameStarted = true; return; } gameTimer -= Time.deltaTime; int minutes = Mathf.FloorToInt(gameTimer / 60); int seconds = Mathf.FloorToInt(gameTimer - (minutes * 60)); GameTimerUI.text = (minutes < 10 ? "0" + minutes.ToString() : minutes.ToString()) + ":" + (seconds < 10 ? "0" + seconds.ToString() : seconds.ToString()); powerUpTimer -= Time.deltaTime; if (powerUpTimer < 0.0f) { // Spawn power up powerUpTimer = PowerUpTimer; } if (gameTimer < 0.0f) { // End the game //ResetGame(); int winningPlayer = 0; int highestPoints = 0; for (int index = 0; index < Players.Count; ++index) { PlayerHandler handler = Players[index].GetComponent <PlayerHandler>(); if (handler) { if (handler.GetPoints() > highestPoints) { winningPlayer = index; highestPoints = handler.GetPoints(); } } } endGameScreen.ShowPlayerWins(winningPlayer); } }
public void FixedUpdate() { if (canLaunch) { GameObject collidedObject = trigger.CollidedGameObject(); if (collidedObject && collidedObject.tag == "Player") { PlayerHandler playerHandler = collidedObject.GetComponentInParent <PlayerHandler>(); if (playerHandler.IsGrounded) { hasLaunched = false; } if (trigger.IsEnabled()) { hasLaunched = true; animator.SetTrigger("Jump"); } else { hasLaunched = false; } if (hasLaunched) { if (playerHandler.CurrentState == StateManager.PLAYER_STATE.Mech) { playerHandler.MechController.ResetGravity(); playerHandler.MechImpactRecevier.AddImpact(forceDirection.transform.up, mechLaunchForce); } else { playerHandler.CoreRigidbody.AddForce(forceDirection.transform.up * coreLaunchForce, ForceMode.Impulse); } hasLaunched = false; canLaunch = false; } } } else { // Cool down timer to prevent constant launch: cooldownTimer += Time.deltaTime; if (cooldownTimer >= maxCooldown) { cooldownTimer = 0f; canLaunch = true; } } }
public void Reset() { GameObject[] players = GameObject.FindGameObjectsWithTag("Player"); GameObject[] containers = new GameObject[players.Length]; for (int i = 0; i < players.Length; i++) { containers[i] = players[i].transform.parent.gameObject; } for (int i = 0; i < players.Length; i++) { PlayerHandler ph = containers[i].GetComponent <PlayerHandler>(); if (!ph.photonView.IsMine) { continue; } //containers[i].transform.rotation = ph.start_rot; players[i].transform.localPosition = new Vector3(0.0f, 0.0f, ph.player_local_z_start); players[i].GetComponent <TrailRenderer>().Clear(); players[i].GetComponent <PositionCache>().data.Clear(); ph.enabled = true; ph.ResetFly(); } int max_iters = 50; int iter = 0; GameObject cols = GameObject.Find("Colliders"); BoxCollider[] boxes = cols.GetComponents <BoxCollider>(); do { if (iter == max_iters) { break; } foreach (BoxCollider box in boxes) { Destroy(box); } boxes = cols.GetComponents <BoxCollider>(); iter++; } while (boxes.Length > 0); ColliderHandler ch = cols.GetComponent <ColliderHandler>(); ch.first_time = new bool[] { true, true, true, true }; ch.data_iter = new int[] { 0, 0, 0, 0 }; GameObject.Find("Text").GetComponent <Text>().text = ""; //Globals.running = true; }
// Start is called before the first frame update void Start() { _structurePanel = transform.GetChild(0).gameObject; _player = transform.parent.parent.gameObject.GetComponent <PlayerHandler>(); _panelRect = _structurePanel.GetComponent <RectTransform>(); _closeBtn = WaitForChild(_structurePanel, 0).GetComponent <Button>(); _upgradeBtn = WaitForChild(_structurePanel, 3).GetComponent <Button>(); _strutName = WaitForChild(_structurePanel, 1).GetComponent <TMP_Text>(); _strutDesc = WaitForChild(_structurePanel, 2).GetComponent <TMP_Text>(); _reclaimBtn = WaitForChild(_structurePanel, 4).GetComponent <Button>(); _reclaimBtn.onClick.AddListener(() => Reclaim()); _closeBtn.onClick.AddListener(() => CloseActiveStructure()); }
void OnTriggerStay(Collider collider) { Debug.Log(collider.name); PlayerHandler targetPH = collider.gameObject.GetComponent <PlayerHandler>(); if (!targetPH.canBeStriked()) { return; } //targetPH.rotTowards(selfPH.transform.position); targetPH.strikeMe(); GetComponent <BoxCollider>().enabled = false; }
public static void SavePlayer(PlayerHandler player) { BinaryFormatter binaryFormatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/player.data"; FileStream fileStream = new FileStream(path, FileMode.Create); PlayerData playerData = new PlayerData(player); binaryFormatter.Serialize(fileStream, playerData); fileStream.Close(); }
private void GameOver(PlayerHandler activePlayer) { if (playerHandlers.Length == 1) { victoryCanvas.GetComponentInChildren <Text>().text = "You have completed the game!"; } else { victoryCanvas.GetComponentInChildren <Text>().text = activePlayer.gameObject.name + " has won!"; } victoryCanvas.enabled = true; FindObjectOfType <MenuHandler>().PauseGame(); }
void Start() { player = GameObject.FindGameObjectWithTag("Player"); playerHandler = FindObjectOfType <PlayerHandler>(); currentScene = SceneManager.GetActiveScene().buildIndex; if (PlayerPrefs.GetInt("tutorialComplete") == 1) { player.GetComponent <PlayerAimWeapon>().enabled = true; player.GetComponent <PlayerShoot>().enabled = true; } }
private void Start() { //Make the cursor invisible. Cursor.visible = false; //Lock it. Cursor.lockState = CursorLockMode.Locked; //Get a reference to the player handler. pHandler = Manager.Instance.PlayerHandler; //Save the position the camera has while standing. normalPosition = transform.localPosition; }
private void Start() { upgradeHandler = GameObject.Find("UpgradeHandler").GetComponent <UpgradeHandler>(); infoText = GameObject.Find("InfoText").GetComponent <Text>(); playerHandler = GameObject.Find("PlayerHandler").GetComponent <PlayerHandler>(); button = GetComponent <Button>(); button.onClick.AddListener(OnClick); if (cell == null) { return; } cellScript = cell.GetComponent <Cell>(); }
public void ResetGame() { endGameScreen.HideUI(); for (int index = 0; index < Players.Count; ++index) { PlayerHandler handler = Players[index].GetComponent <PlayerHandler>(); if (handler) { handler.ResetPlayerPoints(); } } gameStarted = false; }
public JudgementPhase( GameUI gameUI, PlayerHandler playerHandler, TrialVoteHandler trialVotes, JudgementVoteHandler judgementVotes, float duration) : base("Judgement", duration) { gameUi = gameUI; this.playerHandler = playerHandler; this.trialVotes = trialVotes; this.judgementVotes = judgementVotes; }
private void Start() { PlayerHandler ph = GetComponentInParent <PlayerHandler>(); if (ph != null) { PickUp(ph); } else { Drop(); } }
// Use this for initialization void Start() { GameObject _p = GameObject.Find("Player"); if (_p != null) { player = _p; playerHandler = player.GetComponent <PlayerHandler>(); } animationHandler = this.GetComponent <AnimationHandler>(); }
protected override void OnInitialized(EventArgs e) { base.OnInitialized(e); this.DataContext = this; playerHandler = PlayerHandler.Instance; ListOfRaiseMortgagedProperties = new ObservableCollection <Property>(playerHandler.GetCurrentPlayer().ListOfProperties.Where(l => l.Status == Property.MORTGAGED).ToList()); if (ListOfRaiseMortgagedProperties.Count() == 0) { EmptyList.Visibility = Visibility.Visible; } }
public override void RefreshSettings() { base.RefreshSettings(); Debug.Log("Refreshing options in player settings menu"); playerToUpdate = GetComponentInParent <PlayerHandler>(); // Updates interactable options to represent the current settings fieldOfView.value = playerToUpdate.movement.fieldOfView.defaultValue; cameraSensitivityX.value = playerToUpdate.movement.sensitivityX; cameraSensitivityY.value = playerToUpdate.movement.sensitivityY; toggleCrouch.isOn = playerToUpdate.movement.toggleCrouch; toggleADS.isOn = playerToUpdate.weapons.toggleAim; }
public void spawnPlayers() { Players.Add(Instantiate(Characters["RedComet"], new Vector3(-2.5f, 0, 0), Quaternion.identity)); Players[Players.Count - 1].name = "Player1"; PlayerHandler ph = Players[Players.Count - 1].GetComponent <PlayerHandler>(); ph.controllable = true; ph.PlayerInfoPanel = PlayerInfoPanels.transform.Find("Player1Panel").gameObject; ph.CharacterName = "Red Comet"; ph.PlayerName = "Player 1"; ph.InitPlayer(); }
public PaintGunMod(PaintGun_GameSession session) : base(MOD_NAME, session) { string msg = "### PaintGun v23"; VRage.Utils.MyLog.Default.WriteLineAndConsole(msg); Log.Info(msg); session.SetUpdateOrder(MyUpdateOrder.AfterSimulation); // define what update types the modAPI session comp should trigger DisablePaintGunVanillaShoot(); // Systems Caches = new Caches(this); Constants = new Constants(this); PlayerHandler = new PlayerHandler(this); NetworkLibHandler = new NetworkLibHandler(this); if (IsPlayer) { TextAPI = new TextAPI(this); DrawUtils = new DrawUtils(this); GameConfig = new GameConfig(this); } // Features Palette = new Palette(this); Painting = new Painting(this); if (IsPlayer) { CheckPlayerField = new CheckPlayerField(this); Settings = new Settings(this); PaletteInputHandler = new PaletteInputHandler(this); PaletteScheduledSync = new PaletteScheduledSync(this); HUDSounds = new HUDSounds(this); LocalToolHandler = new LocalToolHandler(this); LocalToolDescription = new LocalToolDescription(this); SelectionGUI = new SelectionGUI(this); ToolHandler = new ToolHandler(this); ChatCommands = new ChatCommands(this); Notifications = new Notifications(this); PaletteHUD = new PaletteHUD(this); ColorPickerGUIWarning = new ColorPickerGUIWarning(this); ConfigMenuHandler = new ConfigMenuHandler(this); } if (Constants.EnableTestComponent) { TestComp = new TestComp(this); } }
/** * 客户端请求用户信息 * @param playerInfoData 玩家信息 * @param bazooPersonalInfo 玩家信息 */ public void GC_QUERY_PLAYER_INFO(InputMessage data) { int i, size; PlayerInfoData playerInfoData = new PlayerInfoData(); playerInfoData.playerId = data.GetLong(); //玩家id playerInfoData.name = data.GetString(); //名字 playerInfoData.img = data.GetString(); //图片 playerInfoData.gold = data.GetLong(); //玩家筹码 playerInfoData.diamond = data.GetLong(); //钻石 playerInfoData.charm = data.GetLong(); //玩家筹码 playerInfoData.level = data.GetLong(); //等级 playerInfoData.sex = data.GetInt(); //性别 playerInfoData.viplevel = data.GetInt(); //vip等级 playerInfoData.countries = data.GetString(); //国籍 playerInfoData.age = data.GetInt(); //年龄 playerInfoData.slotRotate = data.GetLong(); //总转次数 playerInfoData.slotWin = data.GetLong(); //总赢得分 playerInfoData.slotSingleWin = data.GetLong(); //单次赢取最大 playerInfoData.slotWinNum = data.GetLong(); //玩家总胜利次数 playerInfoData.integral = data.GetLong(); //排行榜积分 playerInfoData.isRequest = data.GetInt(); //是否已经申请添加好友 0:未申请,1:已申请 playerInfoData.newGuyGift = data.GetInt(); //新手大礼包:1已购买,0 未购买 playerInfoData.clubId = data.GetString(); //俱乐部id,空字符串表示未加入俱乐部 playerInfoData.clubIco = data.GetInt(); //俱乐部图标 playerInfoData.clubInvitedTimes = data.GetInt(); //被俱乐部邀请次数,0为未被邀请 playerInfoData.achieveRate = data.GetString(); //无双吹牛 成就 完成个数/总个数 ArrayList bazooPersonalInfo = new ArrayList(); size = data.GetShort(); for (i = 0; i < size; i++) { BazooPersonalInfo bazooPersonalInfo_Datas = new BazooPersonalInfo(); bazooPersonalInfo_Datas.modeType = data.GetInt(); //性别 bazooPersonalInfo_Datas.numberOfGame = data.GetInt(); //所有模式:局数 bazooPersonalInfo_Datas.singleTopGold = data.GetLong(); bazooPersonalInfo_Datas.rateOfWinning = data.GetInt(); //吹牛模式:胜率 bazooPersonalInfo_Datas.aWinningStreak = data.GetInt(); //吹牛模式:连胜 bazooPersonalInfo_Datas.passToKill = data.GetInt(); //牛牛模式:通杀 bazooPersonalInfo_Datas.bigPatterns = data.GetString(); //牛牛模式:最大牌型 bazooPersonalInfo_Datas.pantherNumber = data.GetInt(); //梭哈模式:豹子数 bazooPersonalInfo_Datas.threeKill = data.GetInt(); //三杀 bazooPersonalInfo_Datas.fourKill = data.GetInt(); //四杀 bazooPersonalInfo_Datas.fiveKill = data.GetInt(); //五杀 bazooPersonalInfo_Datas.dayProfit = data.GetLong(); bazooPersonalInfo_Datas.weekProfit = data.GetLong(); bazooPersonalInfo_Datas.monthProfit = data.GetLong(); bazooPersonalInfo.Add(bazooPersonalInfo_Datas); } PlayerHandler.Instance().GC_QUERY_PLAYER_INFO(playerInfoData, bazooPersonalInfo); }
///////////////////////// // OnPlayerSpawn(PlayerClient player, bool useCamp, RustProto.Avatar avatar) // Called when a player spawns (after connection or after death) ///////////////////////// void OnPlayerSpawn(PlayerClient player, bool useCamp, RustProto.Avatar avatar) { if (hasPermission(player.netUser)) { return; } PlayerHandler phandler = player.GetComponent <PlayerHandler>(); if (phandler == null) { phandler = player.gameObject.AddComponent <PlayerHandler>(); phandler.timeleft = GetPlayerData(player); } timer.Once(0.1f, () => phandler.StartCheck()); }
public AdminCore() { //TODO: check EnableRuntime before creating these objects to save memory Database = new SQLHandler(this); Server = new ServerManager(this); WebAdmin = new WebServer(this); Rcon = new RconClient(this); Players = new PlayerHandler(this); Announce = new AnnounceHandler(this); Game = new GameHandler(this); Commands = new CommandDispatcher(this); Mods = new LvlWriter(this); Plugins = new PluginManager(this); }
private static Player GetOrCreatePlayer(string name) { var player = PlayerHandler.GetPlayerByName(name); if (player == null) { player = PlayerHandler.AddPlayer(new Player { Name = name }); } return(player); }
/// <inheritdoc/> public override void OnDisabled() { UnregisterItems(); Server.ReloadedConfigs -= serverHandler.OnReloadingConfigs; Events.AddClassEvent.AddClass -= playerHandler.OnAddingSubclass; harmonyInstance?.UnpatchAll(); serverHandler = null; playerHandler = null; base.OnDisabled(); }
public static EnemyHandler CreateEnemy(Vector3 spawnPosition, PlayerHandler playerHandler) { Transform enemyTransform = Instantiate(GameAssets.i.pfEnemyTransform, spawnPosition, Quaternion.identity); EnemyHandler enemyHandler = enemyTransform.GetComponent <EnemyHandler>(); HealthSystem healthSystem = new HealthSystem(150 + (GameControl.control.lvl * 10)); HealthBar healthBar = Instantiate(GameAssets.i.pfHealthBar, spawnPosition + new Vector3(0, 1.5f), Quaternion.identity, enemyTransform).GetComponent <HealthBar>(); healthBar.Setup(healthSystem); enemyHandler.Setup(playerHandler, healthSystem); return(enemyHandler); }
public ExecutionPhase( GameUI gameUI, WaypointCamera camera, PlayerHandler playerHandler, TrialVoteHandler trialVotes, JudgementVoteHandler judgementVote) : base("Execution") { gameUi = gameUI; this.camera = camera; this.playerHandler = playerHandler; this.trialVotes = trialVotes; this.judgementVote = judgementVote; }
private void OnTriggerEnter(Collider other) { PlayerHandler player = other.gameObject.GetComponent <PlayerHandler>(); if (!player) { return; } if (!target) { StartAttack(other.transform); } }
void OnTriggerStay(Collider other) { if (other.tag == "Player") { //if (Vector2.Distance(transform.position, other.transform.position) < 0.58f) //{ PlayerHandler playerScript = other.GetComponent <PlayerHandler>(); if (playerScript.dashVector.magnitude <= 0.01f) { playerScript.SetFallingDown(); } //} } }
// Use this for initialization void Start() { int currentXp = 0; int xpToIncrease = 50; for (int i = 0; i < 20; i++) { currentXp += xpToIncrease; levelList.Add(currentXp); xpToIncrease = (int)(xpToIncrease * 1.25); } playerHandler = this.GetComponent<PlayerHandler>(); animationHandler = this.GetComponent<AnimationHandler>(); }
private void CreatePlayerHandler() { playerHandler = gameObject.AddComponent<PlayerHandler>(); playerHandler.playerInfo = this; foreach (Kart kartObject in FindObjectOfType<CharacterList>().karts) { if (kart == kartObject.kartEnumValue) { playerHandler.kart = kartObject.variations[kartVariation]; break; } } playerHandler.driver = FindObjectOfType<CharacterList>().drivers[(int)gender]; NetworkView playerHandlerNetworkView = gameObject.AddComponent<NetworkView>(); playerHandlerNetworkView.stateSynchronization = NetworkStateSynchronization.Unreliable; playerHandlerNetworkView.observed = playerHandler; }
void Start() { currentCameraIndex = 0; playerHandler = null; }
// Use this for initialization void Start() { playerHandler = player.GetComponent<PlayerHandler>(); }
void Start() { PC = this.gameObject.GetComponent<PlayerHandler>(); CurrentGesture = Gesture.NOTHING; delayCount = 0; }
private string LoadGame(string gameFile, string id, string folder, string loadData, AzureFileManager.ApiGame apiGameData) { if (string.IsNullOrEmpty(gameFile) && loadData == null) { return "No game specified"; } string rootPath = folder ?? ConfigurationManager.AppSettings["GameFolder"]; string libPath = ConfigurationManager.AppSettings["LibraryFolder"]; string filename; if (Config.ReadGameFileFromAzureBlob) { filename = gameFile; } else { filename = WebPlayer.Play.GetGameFilename(gameFile, rootPath); if (filename == null) { return "Invalid filename"; } } List<string> errors; try { m_player = new PlayerHandler(filename, m_buffer); m_player.LoadData = loadData; m_player.ApiGameData = apiGameData; m_player.GameId = m_gameId; m_player.LibraryFolder = libPath; Games[m_gameId] = m_player; m_player.BeginWait += m_player_BeginWait; m_player.BeginPause += m_player_BeginPause; m_player.ShowMenuDelegate = m_player_ShowMenu; m_player.ShowQuestionDelegate = m_player_ShowQuestion; m_player.AddResource += AddResource; m_player.PlayAudio += m_player_PlayAudio; m_player.StopAudio += m_player_StopAudio; if (Config.ReadGameFileFromAzureBlob) { m_player.ResourceUrlRoot = AzureFileManager.GetResourceUrlRoot(id); } if (m_player.Initialise(out errors)) { Resources.AddGame(m_player.Game); // Successful game start return m_player.ClearBuffer(); } } catch (Exception ex) { return "<b>Error loading game:</b><br/>" + ex.Message; } string output = string.Empty; foreach (string error in errors) { output += error + "<br/>"; } return output; }
void m_player_PlayAudio(object sender, PlayerHandler.PlayAudioEventArgs e) { string functionName = null; if (e.Filename.EndsWith(".wav", StringComparison.InvariantCultureIgnoreCase)) functionName = "playWav"; if (e.Filename.EndsWith(".mp3", StringComparison.InvariantCultureIgnoreCase)) functionName = "playMp3"; if (functionName == null) return; string url = m_player.GetURL(e.Filename); m_buffer.AddJavaScriptToBuffer( functionName, new StringParameter(url), new BooleanParameter(e.Synchronous), new BooleanParameter(e.Looped)); }
void Start() { myView = GetComponent<NetworkView>(); position = 0; for (int testPosition = 1; testPosition <= 4; testPosition++) { bool matchFound = false; foreach (PlayerInfo playerInfo in FindObjectsOfType<PlayerInfo>()) { if (testPosition == playerInfo.position) { matchFound = true; break; } } if (!matchFound) { position = testPosition; break; } } queueNumber = position; playerHandler = null; loadingFinished = false; kartSelected = false; DontDestroyOnLoad(gameObject); }
// Update is called once per frame void Update() { if (PC == null) { if (this.transform.parent.gameObject.tag == "Tetris") { PC = this.transform.parent.parent.GetComponent<PlayerHandler>(); } else { PC = this.transform.parent.GetComponent<PlayerHandler>(); } } else { if (this.transform.parent.gameObject.tag == "Tetris") { if (this.transform.parent.GetComponent<TetriminoHandler>().isPreview) { checkCollisions(); checkBounds(); } else { updatePriority(); checkLevel(); } } else { updatePriority(); checkLevel(); } } }
// This is good for basic stuff. But if I wanted to do something more advanced I can't. // Maybe look for a good way to implement special skills? void Awake(){ gm = GameObject.FindGameObjectWithTag ("GM").GetComponent<GameManager> (); p = gm.localPlayer.GetComponent<PlayerHandler>(); }
/// <summary> /// Creates a player. /// </summary> /// <param name="playerId">The player's ID.</param> /// <param name="playerHandler">The player's Handler.</param> /// <param name="playerColor">The player's color.</param> public Player(int playerId, PlayerHandler playerHandler, Color playerColor) { this.playerId = playerId; this.playerHandler = playerHandler; this.playerColor = playerColor; }
void Start() { PC = this.transform.GetComponent<PlayerHandler>(); waitCount = waitDuration/5; // Don't feel like waiting as long for the first tetris block to spawn //getNextTetris(); }
// Use this for initialization void Start() { PC = this.transform.parent.GetComponent<PlayerHandler>(); setAction(Action.WALKING); CurrentDirection = Vector3.forward; walkCount = 0; bestLevel = 0; blocksClimbed = new List<GameObject>(); }