void Start () { level = GameObject.Find("LevelManager").GetComponent<Level>(); Invoke("ReproduceFollowers", reproductionRate); playerInput = GameObject.FindGameObjectWithTag("GameController").GetComponent<PlayerInputManager>(); Renderer r = GetComponent<Renderer>(); if(r) { Material m = r.material; m.color = god.tint; r.material = m; } else { Debug.Log("SHITSHITSHIT"); } }
// Start is called before the first frame update void Start() { pd = GameObject.Find("PenguinNoize").GetComponent <PlayableDirector>(); pim = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerInputManager>(); }
//public MonkScript PREFAB_MONK_SCRIPT; // Use this for initialization private void Awake() { ME = this; DontDestroyOnLoad(this.gameObject); }
public IEnumerator LevelUpdate() { while (GameManager.Instance.CurrentState() == StateType.PLAYING || GameManager.Instance.CurrentState() == StateType.GAMEOVER) { switch (State) { case LevelState.FIRSTLOAD: { for (int i = 0; i < GameManager.Instance.blackboard.players; i++) { _Inputs.Add(GameManager.Instance.blackboard.GetPlayerDataWithId(i).inputsHandler); } State = LevelState.SEEDING; break; } case LevelState.SEEDING: { int levelId = (int)Random.Range(0, _PrefabTerrains.Length); if (levelId != _LastLevelId) { _LastLevelId = levelId; State = LevelState.LOADINGDATA; } break; } case LevelState.LOADINGDATA: { Blocks = new List <BlockController>(); _Terrain = Instantiate(_PrefabTerrains[_LastLevelId]); CurrentData = _Terrain.GetComponent <LevelData>(); _MatBlock.SetColor("_BaseColor", Color.black); _MatBeat.SetColor("_EmissionColor", CurrentData._ScenaryColor); if (_Terrain.transform.Find("Blocks")) { Blocks.AddRange(_Terrain.transform.Find("Blocks").GetComponentsInChildren <BlockController>()); Blocks.Shuffle(); } _Bullets = new GameObject("Bullets"); GameManager.Instance.blackboard.BulletContainer = _Bullets.transform; _Players = new List <GameObject>(); _playerInputManager = GetComponent <PlayerInputManager>(); _PlayerSpawners = _Terrain.GetComponentsInChildren <PlayerSpawner>(); State = LevelState.UPDATINGBACKGROUND; break; } case LevelState.UPDATINGBACKGROUND: { Gradient meshCurrentGradient = _Background.GetComponent <MeshGenerator>()._lineGradient; GradientColorKey[] bgck = CurrentData._BackgroundGradient.colorKeys; int nextNumKeys = bgck.Length; GradientColorKey[] gck = new GradientColorKey[nextNumKeys]; GradientAlphaKey[] gak = meshCurrentGradient.alphaKeys; AudioPeer.main.SetMatColor(CurrentData._BarsMainColor, CurrentData._BarsSecondColor); for (int i = 0; i < nextNumKeys; i++) { gck[i] = new GradientColorKey(meshCurrentGradient.Evaluate(bgck[i].time), bgck[i].time); yield return(null); } meshCurrentGradient.SetKeys(gck, gak); while (gck[0].color != bgck[0].color) { for (int i = 0; i < nextNumKeys; i++) { Color mcg = gck[i].color; mcg = Color.Lerp(mcg, bgck[i].color, Time.deltaTime * 35f); gck[i] = new GradientColorKey(mcg, gck[i].time); yield return(null); } meshCurrentGradient.SetKeys(gck, gak); _Background.GetComponent <MeshGenerator>().SetGradient(meshCurrentGradient); yield return(new WaitForSeconds(secondsBetweenBlock * 0.5f)); } _Background.GetComponent <MeshGenerator>().SetGradient(CurrentData._BackgroundGradient); State = LevelState.LOADINGLEVEL; break; } case LevelState.LOADINGLEVEL: { foreach (BlockController bc in Blocks) { bc.Move(); yield return(new WaitForSeconds(secondsBetweenBlock)); } while (Blocks[Blocks.Count - 1].HasToMove || Blocks[Blocks.Count - 1].IsOut) { yield return(null); } State = LevelState.LOADINGPLAYERS; break; } case LevelState.LOADINGPLAYERS: { Color tempColor = Color.black; while (tempColor != CurrentData._ScenaryColor) { tempColor = Color.Lerp(tempColor, CurrentData._ScenaryColor, Time.deltaTime * 10f); _MatBeat.SetColor("_EmissionColor", tempColor * Mathf.Pow(2f, AudioPeer._AmplitudeBuffer)); yield return(null); } int startPlayerSpawner = Random.Range(0, _PlayerSpawners.Length - 1); GameObject go; for (int i = 0; i < GameManager.Instance.blackboard.players; i++) { go = Instantiate(_PrefabPlayer); go.transform.position = _PlayerSpawners[startPlayerSpawner].GetPosition(); startPlayerSpawner++; if (startPlayerSpawner >= _PlayerSpawners.Length) { startPlayerSpawner = 0; } PlayerController pc = go.GetComponent <PlayerController>(); pc.Create(i, _Inputs[i]); _Players.Add(go); yield return(null); } State = LevelState.PLAYING; break; } case LevelState.PLAYING: { _MatBeat.SetColor("_EmissionColor", CurrentData._ScenaryColor * Mathf.Pow(2f, AudioPeer._AmplitudeBuffer)); int dead = 0; foreach (GameObject pl in _Players) { PlayerController pc = pl.GetComponent <PlayerController>(); if (pc.IsDead) { dead++; } if (Reset && !pc.IsDead) { _UI.AddPoint(pc.Idx); break; } yield return(null); } if (Reset) { Reset = false; dead = 0; State = LevelState.REMOVINGLEVEL; } if (_Players.Count - 1 <= dead) { Reset = true; } break; } case LevelState.REMOVINGLEVEL: { foreach (GameObject go in _Players) { go.SetActive(false); } for (int i = 0; i < Blocks.Count; i++) { Blocks[i].Move(); yield return(new WaitForSeconds(secondsBetweenBlock)); } while (Blocks[Blocks.Count - 1].transform.position.y > -3f) { yield return(null); } Debug.Log("Level Out"); State = LevelState.RESETINGLEVEL; break; } case LevelState.RESETINGLEVEL: { Debug.Log("Destroying Level"); foreach (GameObject go in _Players) { Destroy(go); } if (_Terrain) { Destroy(_Terrain); } if (_Bullets) { Destroy(_Bullets); } Blocks.Clear(); State = LevelState.SEEDING; break; } case LevelState.ENDGAME: { while (GameManager.Instance.TimeScale > SlowmoMinScale) { GameManager.Instance.TimeScale -= Time.deltaTime * SlowmoMultiplier; yield return(null); } GameManager.Instance.TimeScale = SlowmoMinScale; Material winnerBg = _UIWinner.transform.Find("Background").GetComponent <UnityEngine.UI.Image>().material; float blurVal = 0; winnerBg.SetFloat("_BlurValue", blurVal); _UIWinner.transform.Find("Background").gameObject.SetActive(true); while (winnerBg.GetFloat("_BlurValue") < 0.002f) { blurVal += Time.deltaTime * 0.025f; winnerBg.SetFloat("_BlurValue", blurVal); yield return(null); } winnerBg.SetFloat("_BlurValue", 0.002f); int winningPl = GameManager.Instance.blackboard.WinningPlayer; string playerWinner = "PLAYER " + (winningPl + 1) + " WINS"; if (GameManager.Instance.blackboard.RoundNumber <= 1 || winningPl < 0) { playerWinner = "NO ONE WINS"; } _UIWinner.transform.Find("Winner").GetComponent <UnityEngine.UI.Text>().text = playerWinner; _UIWinner.transform.Find("Winner").gameObject.SetActive(true); yield return(new WaitForSeconds(2.5f * SlowmoMinScale)); while (!Input.anyKey) { yield return(null); } GameManager.Instance.CurrentState(StateType.MENU); break; } case LevelState.WAITING: { break; } } yield return(null); } yield return(null); }
// Start is called before the first frame update void Start() { inputManager = GetComponent <PlayerInputManager>(); inputManager.playerPrefab.transform.position = playerOneSpawn.transform.position; }
// Start is called before the first frame update void Start() { pim = GetComponent <PlayerInputManager>(); }
public override HitRenderer CreateHitRendererWith(Beatmap beatmap, PlayerInputManager input = null) => new OsuHitRenderer { Beatmap = beatmap, InputManager = input };
public static bool ValidInput(this PlayerInputManager.InputPair pair, PlayerInputManager.InputTypes inputType) { return (inputType == pair.inputType); }
private void Update() { if (dashBoosted && attackBoosted && shieldBoosted) { multiplyRate = 3; } else if ((dashBoosted && attackBoosted) || (dashBoosted && shieldBoosted) || (attackBoosted && shieldBoosted)) { multiplyRate = 2; } else { multiplyRate = 1; } shieldSlider.value -= emptyingRate * multiplyRate * Time.timeScale; damageSlider.value -= emptyingRate * multiplyRate * Time.timeScale; dashSlider.value -= emptyingRate * multiplyRate * Time.timeScale; #region Boost Shield if (PlayerInputManager.PowerShield() && !buttonPressed && coreCount > 0) { shieldEffectParticles.Play(); buttonPressed = true; shieldParticles.Play(); FindObjectOfType <Script_ArmorBar>().fullShield(); FindObjectOfType <Script_CArmorBar>().fullShield(); coreCount--; shieldBoosted = true; shieldSlider.gameObject.SetActive(true); GetComponent <PlayerSoundManager>().PlayClip(4); } if (boostedArmor.GetComponent <Slider>().value == 0 && shieldBoosted) { shieldBoosted = !shieldBoosted; shieldParticles.Stop(); GetComponent <PlayerSoundManager>().PlayClip(5); } if (shieldBoosted) { GameObject.Find("Shield_Couldown_Bar").GetComponent <Slider>().value = GameObject.Find("Shield_Couldown_Bar").GetComponent <Slider>().value - (emptyingRate * Time.timeScale * multiplyRate); } #endregion #region Boost Damage if (PlayerInputManager.PowerWeapon() && !buttonPressed && coreCount > 0 && !attackBoosted) { damageEffectParticles.Play(); buttonPressed = true; coreCount--; transform.GetChild(4).gameObject.SetActive(false); damageSlider.gameObject.SetActive(true); laserBeamParticles.Play(); ParticleSystem.MainModule mainLaserParticles = laserParticles.main; mainLaserParticles.simulationSpeed = 100f; attackBoosted = true; GetComponent <PlayerSoundManager>().PlayClip(7); StartCoroutine(PoweringUp()); } if (attackBoosted) { transform.GetChild(2).gameObject.SetActive(true); } #endregion #region Boost Move if (PlayerInputManager.PowerDash() && !buttonPressed && coreCount > 0) { dashEffectParticle.Play(); buttonPressed = true; GetComponent <CharacterMovement>().dashCount = 3; dashCountSlider.value = 3; coreCount--; transform.GetChild(4).gameObject.SetActive(false); dashSlider.gameObject.SetActive(true); dashBoosted = true; GetComponent <PlayerSoundManager>().PlayClip(6); } if (dashCountSlider.value < 1) { dashCountSlider.value += dashReload; if (dashBoosted) { dashBoosted = !dashBoosted; } } else if (dashCountSlider.value > 1 && !dashBoosted) { dashCountSlider.value = 1; GetComponent <CharacterMovement>().dashCount = 1; } if (dashBoosted) { transform.GetChild(3).gameObject.SetActive(true); } #endregion UpdateCoreText(); }
public IEnumerator LevelUpdate() { while (GameManager.Instance.CurrentState() == StateType.PRACTICE || GameManager.Instance.CurrentState() == StateType.ENDPRACTICE) { switch (State) { case LevelState.FIRSTLOAD: { for (int i = 0; i < GameManager.Instance.blackboard.players; i++) { InputsHandler ih = default; if (i == 0) { ih = PlayerInput.Instantiate(_PrefabInputPlayer, controlScheme: "WASD", pairWithDevice: Keyboard.current).transform.GetComponent <InputsHandler>(); } else if (i == 1) { ih = PlayerInput.Instantiate(_PrefabInputPlayer, controlScheme: "Arrows", pairWithDevice: Keyboard.current).transform.GetComponent <InputsHandler>(); } _Inputs.Add(ih); } State = LevelState.LOADINGDATA; break; } case LevelState.LOADINGDATA: { Blocks = new List <BlockController>(); _Terrain = Instantiate(_PrefabTerrain); CurrentData = _Terrain.GetComponent <LevelData>(); _MatBlock.SetColor("_BaseColor", Color.black); _MatBeat.SetColor("_EmissionColor", CurrentData._ScenaryColor); if (_Terrain.transform.Find("Blocks")) { Blocks.AddRange(_Terrain.transform.Find("Blocks").GetComponentsInChildren <BlockController>()); Blocks.Shuffle(); } _Bullets = new GameObject("Bullets"); GameManager.Instance.blackboard.BulletContainer = _Bullets.transform; _Players = new List <GameObject>(); _playerInputManager = GetComponent <PlayerInputManager>(); _PlayerSpawner = _Terrain.GetComponentsInChildren <PlayerSpawner>(); _BotSpawners = _Terrain.GetComponentsInChildren <BotSpawner>(); State = LevelState.UPDATINGBACKGROUND; break; } case LevelState.UPDATINGBACKGROUND: { Gradient meshCurrentGradient = _Background.GetComponent <MeshGenerator>()._lineGradient; GradientColorKey[] bgck = CurrentData._BackgroundGradient.colorKeys; int nextNumKeys = bgck.Length; GradientColorKey[] gck = new GradientColorKey[nextNumKeys]; GradientAlphaKey[] gak = meshCurrentGradient.alphaKeys; FindObjectsOfType <AudioPeer>()[0].SetMatColor(CurrentData._BarsMainColor, CurrentData._BarsSecondColor); for (int i = 0; i < nextNumKeys; i++) { gck[i] = new GradientColorKey(meshCurrentGradient.Evaluate(bgck[i].time), bgck[i].time); yield return(null); } meshCurrentGradient.SetKeys(gck, gak); while (gck[0].color != bgck[0].color) { for (int i = 0; i < nextNumKeys; i++) { Color mcg = gck[i].color; mcg = Color.Lerp(mcg, bgck[i].color, Time.deltaTime * 35f); gck[i] = new GradientColorKey(mcg, gck[i].time); yield return(null); } meshCurrentGradient.SetKeys(gck, gak); _Background.GetComponent <MeshGenerator>().SetGradient(meshCurrentGradient); yield return(new WaitForSeconds(secondsBetweenBlock * 0.5f)); } _Background.GetComponent <MeshGenerator>().SetGradient(CurrentData._BackgroundGradient); State = LevelState.LOADINGLEVEL; break; } case LevelState.LOADINGLEVEL: { foreach (BlockController bc in Blocks) { bc.Move(); yield return(new WaitForSeconds(secondsBetweenBlock)); } while (Blocks[Blocks.Count - 1].HasToMove || Blocks[Blocks.Count - 1].IsOut) { yield return(null); } State = LevelState.LOADINGPLAYERS; break; } case LevelState.LOADINGPLAYERS: { Color tempColor = Color.black; while (tempColor != CurrentData._ScenaryColor) { tempColor = Color.Lerp(tempColor, CurrentData._ScenaryColor, Time.deltaTime * 10f); _MatBeat.SetColor("_EmissionColor", tempColor * Mathf.Pow(2f, AudioPeer._AmplitudeBuffer)); yield return(null); } int startPlayerSpawner = Random.Range(0, _PlayerSpawner.Length - 1); GameObject go = Instantiate(_PrefabPlayer); go.transform.position = _PlayerSpawner[startPlayerSpawner].GetPosition(); PlayerController pc = go.GetComponent <PlayerController>(); pc.Create(0, _Inputs[0]); _Players.Add(go); State = LevelState.PLAYING; break; } case LevelState.PLAYING: { _MatBeat.SetColor("_EmissionColor", CurrentData._ScenaryColor * Mathf.Pow(2f, AudioPeer._AmplitudeBuffer)); foreach (GameObject pl in _Players) { if (pl.GetComponent <PlayerController>()) { PlayerController pc = pl.GetComponent <PlayerController>(); if (pc.IsDead) { _Players.Remove(pl); Destroy(pl); _UI.RemPoint(0); Reset = true; break; } } yield return(null); } if (Reset) { Reset = false; State = LevelState.LOADINGPLAYERS; } break; } case LevelState.REMOVINGLEVEL: { foreach (GameObject go in _Players) { go.SetActive(false); } for (int i = 0; i < Blocks.Count; i++) { Blocks[i].Move(); yield return(new WaitForSeconds(secondsBetweenBlock)); } while (Blocks[Blocks.Count - 1].transform.position.y > -3f) { yield return(null); } State = LevelState.RESETINGLEVEL; break; } case LevelState.RESETINGLEVEL: { foreach (GameObject go in _Players) { Destroy(go); } if (_Terrain) { Destroy(_Terrain); } if (_Bullets) { Destroy(_Bullets); } Blocks.Clear(); State = LevelState.SEEDING; break; } case LevelState.ENDGAME: { while (GameManager.Instance.TimeScale > SlowmoMinScale) { GameManager.Instance.TimeScale -= Time.deltaTime * SlowmoMultiplier; yield return(null); } GameManager.Instance.TimeScale = SlowmoMinScale; Material winnerBg = _UIEnd.transform.Find("Background").GetComponent <UnityEngine.UI.Image>().material; float blurVal = 0; winnerBg.SetFloat("_BlurValue", blurVal); _UIEnd.transform.Find("Background").gameObject.SetActive(true); while (winnerBg.GetFloat("_BlurValue") < 0.002f) { blurVal += Time.deltaTime * 0.025f; winnerBg.SetFloat("_BlurValue", blurVal); yield return(null); } winnerBg.SetFloat("_BlurValue", 0.002f); string playerWinner = "YOU GOT " + GameManager.Instance.blackboard.Player1Score + " POINT/S\n IN " + GameManager.Instance.blackboard.timerPractice + " SECONDS"; _UIEnd.transform.Find("Winner").GetComponent <UnityEngine.UI.Text>().text = playerWinner; _UIEnd.transform.Find("Winner").gameObject.SetActive(true); yield return(new WaitForSeconds(2.5f * SlowmoMinScale)); while (!Input.anyKey) { yield return(null); } GameManager.Instance.CurrentState(StateType.MENU); break; } case LevelState.WAITING: { break; } } yield return(null); } yield return(null); }
void Awake() { pim = GetComponent <PlayerInputManager>(); players = new List <Player>(); }
void Awake() { animator = GetComponentInChildren <Animator> (); playerInputManager = GetComponent <PlayerInputManager> (); body = GetComponent <Rigidbody2D> (); }
public override void Start() { base.Start(); inputManager = FindObjectOfType <PlayerInputManager>(); }
// Use this for initialization void Start() { moveable = GetComponent <PlayerMovement>(); inputManager = GetComponent <PlayerInputManager>(); }
void Awake() { this.input = GetComponent<PlayerInputManager>(); }
private void Start() { healthBar = Resources.Load("WhiteSquare") as Texture; stats = GetComponent<PlayerStats>(); inputManager = GetComponent<PlayerInputManager>(); controller = GetComponent<ThirdPersonController>(); elements["HealthBackground"] = Resources.Load("GUI/HealthBackground") as Texture2D; elements["HealthForeground"] = Resources.Load("GUI/HealthActive") as Texture2D; elements["ManaBackground"] = Resources.Load("GUI/ManaBackground") as Texture2D; elements["ManaForeground"] = Resources.Load("GUI/ManaActive") as Texture2D; elements["StaminaBackground"] = Resources.Load("GUI/StamBackground") as Texture2D; elements["StaminaForeground"] = Resources.Load("GUI/StamActive") as Texture2D; elements["ActionSocketBezel"] = Resources.Load("GUI/ActionSocketBezel") as Texture2D; elements["ActionBackground"] = Resources.Load("GUI/ActionBackground") as Texture2D; elements["CastRed"] = Resources.Load("SpellIcons/CastRed") as Texture2D; elements["OneHandedRed"] = Resources.Load("GUI/OneHandedRed") as Texture2D; elements["SpellcastForeground"] = Resources.Load("GUI/SpellcastForeground") as Texture2D; elements["Button"] = Resources.Load("GUI/Button") as Texture2D; elements["Gold"] = Resources.Load("GUI/STOLEN_GoldCoin") as Texture2D; StartCoroutine(LoadNetworkRequiredComponents()); skin = Util.ISEGUISkin; }
public PlayerInputManager() { Instance = this; }
// Update is called once per frame public virtual void Update() { // ジャミング状態なら返す if (m_IsJamming) { return; } // デルタタイムの取得 float time = Time.deltaTime; // 命令の実行 for (int i = 0; i != m_OrderNumbers.Count; ++i) { m_Orders[m_OrderNumbers[i]][m_OrderStatus[m_OrderNumbers[i]]].Action(time, gameObject); } // 命令(仮) 音声認識でプレイヤーから命令してもらう if (m_IsDebug) { // OKボタンが押されたら、移動命令を行う if (PlayerInputManager.GetInputDown(InputState.INPUT_OK)) { ChangeOrder(OrderStatus.MOVE); } if (PlayerInputManager.GetInputDown(InputState.INPUT_CANCEL)) { ChangeOrder(OrderStatus.ALLSTOP); } if (PlayerInputManager.GetInputDown(InputState.INPUT_TRIGGER_LEFT)) { ChangeOrder(OrderStatus.TURN, OrderDirection.LEFT); } if (PlayerInputManager.GetInputDown(InputState.INPUT_TRIGGER_RIGHT)) { ChangeOrder(OrderStatus.TURN, OrderDirection.RIGHT); } //if (PlayerInputManager.GetInputDown(InputState.INPUT_TRIGGER_LEFT)) ChangeOrder(OrderStatus.TURN, OrderDirection.LEFT); //if (PlayerInputManager.GetInputDown(InputState.INPUT_TRIGGER_RIGHT)) ChangeOrder(OrderStatus.TURN, OrderDirection.RIGHT); //// 持ち上げサンプル //if (PlayerInputManager.GetInputDown(InputState.INPUT_X)) ChangeOrder(OrderStatus.LOOK, OrderDirection.UP); if (PlayerInputManager.GetInputDown(InputState.INPUT_X)) { ChangeOrder(OrderStatus.LIFT); } if (PlayerInputManager.GetInputDown(InputState.INPUT_Y)) { ChangeOrder(OrderStatus.LIFT_UP); } //if (PlayerInputManager.GetInputDown(InputState.INPUT_Y)) ChangeOrder(OrderStatus.LIFT_UP); //if (PlayerInputManager.GetInputDown(InputState.INPUT_Y)) ChangeOrder(OrderStatus.ATTACK_MOW_DOWN); //if (PlayerInputManager.GetInputDown(InputState.INPUT_X)) ChangeOrder(OrderStatus.PULL_OUT); //if (PlayerInputManager.GetInputDown(InputState.INPUT_Y)) ChangeOrder(OrderStatus.TAKE_DOWN); //if (PlayerInputManager.GetInputDown(InputState.INPUT_Y)) stopOrder(OrderStatus.ATTACK_HIGH); // 攻撃サンプル //if (PlayerInputManager.GetInputDown(InputState.INPUT_X)) ChangeOrder(OrderStatus.MOVE, OrderDirection.RIGHT); //if (PlayerInputManager.GetInputDown(InputState.INPUT_X)) ChangeOrder(OrderStatus.ATTACK_HIGH); //if (PlayerInputManager.GetInputDown(InputState.INPUT_Y)) ChangeOrder(OrderStatus.ATTACK_LOW); } switch (m_OrderDir) { case OrderDirection.UP: m_LookObject.transform.localPosition = Vector3.up; break; case OrderDirection.DOWN: m_LookObject.transform.localPosition = Vector3.down; break; case OrderDirection.FORWARD: m_LookObject.transform.localPosition = Vector3.zero; break; case OrderDirection.BACKWARD: m_LookObject.transform.localPosition = -Vector3.forward; break; case OrderDirection.LEFT: m_LookObject.transform.localPosition = Vector3.left; break; case OrderDirection.RIGHT: m_LookObject.transform.localPosition = Vector3.right; break; } //if (m_OrderDir == OrderDirection.UP) m_LookObject.transform.localPosition = Vector3.up; //else if (m_OrderDir == OrderDirection.DOWN) m_LookObject.transform.localPosition = Vector3.down; //else if (m_OrderDir == OrderDirection.FORWARD) m_LookObject.transform.localPosition = Vector3.zero; //print(m_OrderDir.ToString()); m_StateTimer += time; m_Rigidbody.velocity = new Vector3(0.0f, m_Rigidbody.velocity.y, 0.0f); // 一定時間命令がなかったら、寝そべる if (m_StateTimer >= 20.0f) { } // 接地していない場合は、重力加算 if (!m_IsGround) { //this.transform.position += Vector3.down * 9.8f * time; } }
void Awake() { _instance = this; }
private void Awake() { playerInputManager = GetComponent <PlayerInputManager>(); SetHost(transform.parent); }
void OnLevelWasLoaded(int level) { if (level == 1) { player = GameObject.Find ("Player").GetComponent<PlayerInputManager> (); playerEntity = player.GetComponent<Entity>(); player.PlayerID = myPlayerID; players[myPlayerID] = player; if (connected) { string hostString = "Host Code: "; for (var i=0; i<4; i++) { hostString += hostCode[i]; } GameObject.Find ("HostPanel").GetComponentInChildren<Text>().text = hostString; } confirmed = true; } }
// Use this for initialization void Start() { PlayerInputManager.getins().But1Down += Sprint; }
protected virtual void InitPlayerInputManager() { PlayerInputManager = new PlayerInputManager(); }
public void Disable() { PlayerInputManager.GetAxisFromString(InputAxis).onKey -= HorizontalPressed; PlayerInputManager.GetAxisFromString(InputLaunch).onKeyDown -= LaunchPressed; PlayerInputManager.GetAxisFromString(InputJump).onKeyDown -= JumpPressed; }
// Use this for initialization void Start() { inputManager = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerInputManager>(); }
void Start() { GameManager manager = FindObjectOfType <GameManager>(); PlayerHealth playerHealth = FindObjectOfType <PlayerHealth>(); //Transform playerTransform = null; int playerCount = 0; Debug.Log("LevelController::Start"); GameObject playerOne = null, playerTwo = null; if (manager) { if (manager.playerOneActive) { playerOne = Instantiate(manager.GetPlayerOne()); playerOne.transform.position = playerOneSpawnPoint.transform.position; playerOne.GetComponent <PlayerController>().SetPlayerNumber(1); playerCount++; } if (manager.playerTwoActive) { playerTwo = Instantiate(manager.GetPlayerTwo()); playerTwo.GetComponent <PlayerController>().SetPlayerNumber(2); playerTwo.transform.position = playerTwoSpawnPoint.transform.position; playerCount++; } } CinemachineTargetGroup targetGroup = GetComponentInChildren <CinemachineTargetGroup>(); if (targetGroup) { targetGroup.m_Targets = new CinemachineTargetGroup.Target[playerCount]; for (int i = 0; i < playerCount; i++) { CinemachineTargetGroup.Target target; target.target = i == 0 ? playerOne.transform : playerTwo.transform; target.weight = 1.0f; target.radius = 0.0f; targetGroup.m_Targets[i] = target; } } else { Debug.LogWarning("Cinemachine Target Group not configured correctly, get ready for a boring view"); } PlayerInputManager inputManager = FindObjectOfType <PlayerInputManager>(); if (inputManager) { inputManager.Restart(); } else { Debug.LogWarning("Couldn't find the input manager, get ready for a boring game!"); } }
private void Start() { playerInputManager = GetComponent <PlayerInputManager>(); InputUser.listenForUnpairedDeviceActivity = 4; InputUser.onUnpairedDeviceUsed += ListenForUnpairedDevices; }
void Start() { playInputManager = new PlayerInputManager(); playerinput = new PlayerInput(); }
private void Awake() { playerInputManager = this; }
void Awake() { playerInputManager = GetComponent <PlayerInputManager>(); }
// Start is called before the first frame update void Start() { instance = this; inputManager = GetComponent <PlayerInputManager>(); gamepadInputs = new NewGamepadInput[inputManager.maxPlayerCount]; }
void Start() { playerInput = GameObject.FindGameObjectWithTag("GameController").GetComponent<PlayerInputManager>(); }
// Use this for initialization public virtual void Start() { inputManager = FindObjectOfType <PlayerInputManager>(); }
void Start() { this.axisNames = new PlayerInputManager (); this.axisNames.Init (playerNumber); transform.position = new Vector3 (0, 1.3f, 0); }
public void Init(Transform character, Transform camera, PlayerInputManager playerInputManager) { m_CharacterTargetRot = character.localRotation; m_CameraTargetRot = camera.localRotation; m_PlayerInputManager = playerInputManager; }
void Awake() { inputList = new List<InputPair>(); instance = this; }
void Awake() { inputList = new List <InputPair>(); instance = this; }