// Use this for initialization void Start() { //ActionType = 1; floor = GameObject.Find("Floor").GetComponent <Floor>(); pmotion = GetComponent <PlayerMotion>(); dlg = GameObject.Find("Canvas").GetComponent <ModalDialog>(); audio_source = gameObject.AddComponent <AudioSource>(); sounds = new Dictionary <string, AudioClip>() { { "walk", audio_walk }, { "turn", audio_turn }, { "hit_wall", audio_hit_wall }, }; radarLine = gameObject.AddComponent <LineRenderer>(); radarLine.material = new Material(Shader.Find("Particles/Additive")); radarLine.startColor = new Color32(12, 220, 12, 128); radarLine.endColor = radarLine.startColor; radarLine.startWidth = 0.1f; radarLine.endWidth = 0.1f; defaultColor = GetComponent <Transform>().Find("Body").GetComponent <Renderer>().material.color; routeRenderer = gameObject.AddComponent <RouteRenderer>(); }
void Reset() { dialogues = GetComponentInChildren <TalkativePlayer>(); sword = GetComponentInChildren <Sword>(); motion = GetComponent <PlayerMotion>(); dialogues = GetComponent <TalkativePlayer>(); }
void Update() { GameObject timeRef = this.gameObject; // GameObject timeRef = GameObject.Find("Character_2_withTime"); timeRefScript = (PlayerMotion) timeRef.GetComponent(typeof(PlayerMotion)); if(!timeRefScript.getIsDone() && !timeRefScript.getIsPaused()) { milliseconds += Time.deltaTime; if (milliseconds > 1) { seconds++; milliseconds = 0; } if (seconds > 60) { minutes++; seconds = 0; } } if (PlayerPrefs.GetInt("InvertX") == 0) { invertXButtonString = "button2"; } else { invertXButtonString = "button5"; } if (PlayerPrefs.GetInt("InvertY") == 0) { invertYButtonString = "button2"; } else { invertYButtonString = "button5"; } }
public override void UpdateLogic() { mNext = STATUS.NONE; if (shouldMove) { PlayerMotion playerMotion = CharacterManager.playerCS.pm; if (playerMotion.cs == null || playerMotion.cs.attackTarget == null || playerMotion.cs.isDie || playerMotion.cs.attackTarget.isDie) { return; } Vector3 relativePos = playerMotion.cs.attackTarget.transform.position - playerMotion.cs.transform.position; float tempDistance = Vector3.Distance(playerMotion.cs.transform.position, playerMotion.cs.attackTarget.transform.position); if (playerMotion.cs.mCurSkillNode != null) { if (tempDistance <= playerMotion.cs.mCurSkillNode.dist) { ReleaseSkill(); } else { mController.SetDirection(relativePos); mController.Move(relativePos); } } } else { mController.SetDirection(TouchHandler.GetInstance().mOffset); mController.Move(TouchHandler.GetInstance().mOffset); } }
// Start is called before the first frame update void Start() { player = transform.root.gameObject.GetComponent <PlayerMotion>(); x = player.PowerLevel * 3f / 5f; y = player.PowerLevel * 3f / 5f; z = player.PowerLevel * 3f / 5f; }
/// <summary> /// 立つ状態の判断 /// </summary> private void Stand() { if (diretion == Direction.UP || diretion == Direction.DOWN)//葉梨竜太 Down追加// && !IsThrowing()) { animePlayer.PlayAnimation(standAnime); playerMotion = PlayerMotion.STAND; } }
/// <summary> /// 横向きの状態の判断 /// </summary> private void StandSideWays() { if ((diretion == Direction.LEFT || diretion == Direction.RIGHT))// && !IsThrowing()) { animePlayer.PlayAnimation(sidewaysAnime); playerMotion = PlayerMotion.SIDEWAYS; } }
/// <summary> /// 走る状態の判断 /// </summary> private void Run() { if (diretion == Direction.LEFT || diretion == Direction.RIGHT)// && !IsThrowing()) { animePlayer.PlayAnimation(runAnime); playerMotion = PlayerMotion.RUN; } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { PlayerMotion pm = animator.GetComponent <PlayerMotion>(); pm.canAttackSwitch++; pm.canSkillSwitch++; pm.canMoveSwitch++; }
/// <summary> /// 立つ状態の判断(弱い火) /// </summary> private void LowStand() { if (diretion == Direction.UP || diretion == Direction.DOWN) //葉梨竜太 Down追加 { animePlayer.PlayAnimation(lowStandAnime); playerMotion = PlayerMotion.LOWSTAND; } }
private void Start() { //初期ダメージ inv_time = InvincibleTime; Player = GameObject.FindWithTag("Player"); PM = Player.GetComponent <PlayerMotion>(); audioSource = gameObject.AddComponent <AudioSource>(); }
/// <summary> /// 横向きの状態の判断(弱い火) /// </summary> private void LowStandSideWays() { if ((diretion == Direction.LEFT || diretion == Direction.RIGHT)) { //仮実装by長谷川 animePlayer.PlayAnimation(lowSidewaysAnime); playerMotion = PlayerMotion.SIDEWAYS; } }
// when player touches spike, // they should die and go back to last checkpoint // the same as if they touched an enemy. private void OnTriggerEnter2D(Collider2D collision) { if (collision.GetComponent <PlayerMotion>()) { PlayerMotion player = collision.GetComponent <PlayerMotion>(); player.PlayerPerish(); Debug.Log("oof"); } }
public void OnJump() { var move_x = Input.GetAxis("Horizontal"); JumpHoldTime = Time.time; PlayerMotion.ApplyImpulse(new Vector3(HorizontalJumpSpeed * move_x, JumpSpeed, 0.0f)); SetCollidersEnabled(false); AirColliders.gameObject.SetActive(true); Animator.ResetTrigger("Jump"); }
void Awake() { pm = GetComponent <PlayerMotion>(); cs = GetComponent <CharacterState>(); PlayerEffect(); if (cs.mCurMobalId == MobaObjectID.HeroJiansheng) { Invoke("DestoryMe", 2.7f); } }
//new Size(50,52)の中身を(64,64)に修正 /// <summary> /// コンストラクタ /// </summary> /// <param name="input"></param> /// <param name="position">位置</param> /// <param name="velocity">移動量</param> /// <param name="fires">投げ出した火のList、書き出す</param> public Player(GameDevice gameDevice, Vector2 position, Vector2 velocity, ref List <Fire> firesList, ref List <WaterLine> watersList, bool isView) : base("hero", position, velocity, true, "Player") { this.gameDevice = gameDevice; inputState = gameDevice.GetInputState(); sound = gameDevice.GetSound(); this.firesList = firesList; this.watersList = watersList; this.isView = isView; playerMotion = PlayerMotion.STAND; }
//コンポーネントの取得 void LoadComponents() { //タイトル画面じゃないなら取得 if (SceneManager.GetActiveScene().name == "MainScene") { playermotion = GameObject.Find("Player").GetComponent <PlayerMotion>(); playerRigidbody = GameObject.Find("Player").GetComponent <Rigidbody>(); game_stop_flg = true; pause_flg = false; } }
private void SetCsAndPm(Animator animator) { if (cs == null) { cs = animator.GetComponent <CharacterState>(); } if (pm == null) { pm = animator.GetComponent <PlayerMotion>(); } mTouchHandler = TouchHandler.GetInstance(); mFightTouch = FightTouch._instance; }
// Start is called before the first frame update void Start() { player = GameObject.Find("Sorceress"); player_c = player.GetComponent <PlayerControl>(); player_m = player.GetComponent <PlayerMotion>(); cam = GameObject.Find("Main Camera"); TrapOn = false; init_diablo = 10000; init_Izual = 2000; init_Hepasto = 2000; }
/****************************************************** * public method for disabling acceleration/reverse ******************************************************/ public void applyIdleMotion() { if (currentMotion == PlayerMotion.Idle) { return; } for (int i = 0; i < motionListeners.Count; i++) { motionListeners[i].OnIdle(); } currentMotion = PlayerMotion.Idle; }
/****************************************************** * public method for enabling reverse motion ******************************************************/ public void applyReverse() { if (currentMotion == PlayerMotion.Reverse) { return; } for (int i = 0; i < motionListeners.Count; i++) { motionListeners[i].OnReverse(); } currentMotion = PlayerMotion.Reverse; }
// リザルト処理 IEnumerator Result() { yield return(new WaitForEndOfFrame()); //プレイヤーを停止させる gameManager.game_stop_flg = true; gameManager.pause_flg = false; yield return(new WaitForSeconds(1.0f)); score = PlayerMotion.GetScore(); audioSource.PlayOneShot(score_se); ScoreText.text = score.ToString(); yield return(new WaitForSeconds(1.0f)); countdown = TimeManager.GetTime(); minites = Mathf.FloorToInt(countdown / 60F); seconds = Mathf.FloorToInt(countdown - minites * 60); mseconds = Mathf.FloorToInt((countdown - minites * 60 - seconds) * 100); audioSource.PlayOneShot(score_se); if (countdown == 0f) { timeText.text = "Over"; } else { timeText.text = string.Format("{0:00}:{1:00}:{2:00}", minites, seconds, mseconds); } bonus = Mathf.FloorToInt(countdown * 10); BonusText.text = "+" + bonus.ToString(); yield return(new WaitForSeconds(1.5f)); total = score + bonus; TotalText.text = total.ToString(); audioSource.PlayOneShot(total_se); yield return(new WaitForSeconds(1.5f)); // ランキング表示 naichilab.RankingLoader.Instance.SendScoreAndShowRanking(total); yield return(new WaitUntil(() => naichilab.RankingSceneManager.GetRanking() == true)); gameManager.GameOver(); }
// Use this for initialization void Start() { //base floor = GameObject.Find("Floor").GetComponent <Floor> (); pmotion = GetComponent <PlayerMotion> (); //modal dlg = GameObject.Find("Canvas").GetComponent <ModalDialog> (); //audio audio_source = gameObject.AddComponent <AudioSource>(); sounds = new Dictionary <string, AudioClip>() { { "walk", audio_walk }, { "turn", audio_turn }, { "hit_wall", audio_hit_wall }, }; }
IEnumerator ChangePlayerColor() { PlayerMotion Player_m = Player.GetComponent <PlayerMotion>(); SpriteRenderer Img = Player.GetComponent <SpriteRenderer>(); Player_m.walk_speed = 0.5f; Player_m.run_speed = 1.0f; Player.GetComponent <Animator>().SetFloat("walkSpeed", 0.3f); Player.GetComponent <Animator>().SetFloat("runSpeed", 0.3f); Img.color = new Color(0, 0, 255); yield return(new WaitForSeconds(6f)); Player_m.walk_speed = 1.5f; Player_m.run_speed = 1.7f; Player.GetComponent <Animator>().SetFloat("walkSpeed", 1.2f); Player.GetComponent <Animator>().SetFloat("runSpeed", 1.2f); Img.color = new Color(255, 255, 255); }
/****************************************************** * public method for enabling acceleration ******************************************************/ public void applyAcceleration() { if (!enabled) { return; } if (currentMotion == PlayerMotion.Accel) { return; } for (int i = 0; i < motionListeners.Count; i++) { motionListeners[i].OnAccelrate(); } currentMotion = PlayerMotion.Accel; }
// Use this for initialization prior to anything else happening void Awake() { playermotion = transform.GetComponent <PlayerMotion>(); m_childStates = new List <StateNode>(); //we must always add at least one, if we want the graph to run IdleState idlestate = new IdleState(this); m_childStates.Add(idlestate); //order matters!!! JumpState jumpstate = new JumpState(this); idlestate.addChildState(jumpstate); WalkState walkstate = new WalkState(this); idlestate.addChildState(walkstate); }
void Awake() { //Destroy( GetComponent<CharacterController>() ); //Destroy( GetComponent<CharacterState>() ); //if ( GetComponent<Monster_AI>() != null) //{ // GetComponent<Monster_AI>().enabled = false; //} //cameraAngle = Camera.main.transform.rotation.eulerAngles; playerMotion = GetComponent <PlayerMotion>(); if (GetComponent <UnityEngine.AI.NavMeshAgent>() == null) { gameObject.AddComponent <UnityEngine.AI.NavMeshAgent>(); } navMA = GetComponent <UnityEngine.AI.NavMeshAgent>(); navMA.enabled = false; rType = RoleType.monster; PlayPrepare(); }
List <int> GetDistances(List <Directions> availableDirs, GameObject target) { List <int> rList = new List <int>(); int len = availableDirs.Count; int[] targetPosition; PlayerMotion targetMotion = target.GetComponent <PlayerMotion>(); if (type == EnemyType.Aggressive || targetMotion.GetMoveDirection() == Directions.None) { targetPosition = MapUtility.TranslateWorldToMapCoordinates(target); } else { targetPosition = MapUtility.FindNextJunction(targetMotion.GetPosition(), targetMotion.GetCurrentDirection()); } int[] currentPosition = MapUtility.TranslateWorldToMapCoordinates(transform.gameObject); int[] junction = new int[2]; Vector3 junction1 = new Vector3(); for (int i = 0; i < len; i++) { try { junction = MapUtility.FindNextJunction(currentPosition, availableDirs[i]); } catch (Exception e) { e.GetType(); junction1 = MapUtility.GetDeadEndPosition(MapUtility.TranslateWorldToMapCoordinates(transform.gameObject), transform.gameObject, availableDirs[i]); junction = MapUtility.TranslateWorldToMapCoordinates(junction1); } rList.Add(MapUtility.GetDistance(targetPosition, junction)); } return(rList); }
private void RotatePlayer() { if (CharacterManager.playerCS == null || CharacterManager.playerCS.isDie) { return; } PlayerMotion pm = CharacterManager.playerCS.pm; if (!pm.CanMoveState()) { return; } //向量v围绕y轴旋转cameraAngle.y度 Vector3 q = Quaternion.Euler(0, 0, 0) * v; Quaternion qq = Quaternion.LookRotation(q); Transform playerTrans = CharacterManager.player.transform; playerTrans.rotation = Quaternion.Lerp(playerTrans.rotation, qq, Time.deltaTime * 100); ClientSendDataMgr.GetSingle().GetWalkSend().SendSelfPos(); }
/// <summary> /// 初期化メソッド /// </summary> public override void Initialize() { base.Initialize(); map = MapManager.GetNowMapData(); gForce = Parameter.GForce; diretion = Direction.RIGHT; firstFireNum = Parameter.FirstFireNum; fireNum = firstFireNum; runAnime = new Animation(Renderer.GetTexture("playerAnime"), 0.1f, true); standAnime = new Animation(Renderer.GetTexture("standAnime"), 0.1f, true); sidewaysAnime = new Animation(Renderer.GetTexture("sideAnime"), 0.1f, true); throwAnime = new Animation(Renderer.GetTexture("throwAnime"), 0.1f, false); deathAnime = new Animation(Renderer.GetTexture("deathAnime"), 0.1f, false); lowRunAnime = new Animation(Renderer.GetTexture("lowRunAnime"), 0.1f, true); lowSidewaysAnime = new Animation(Renderer.GetTexture("lowSideAnime"), 0.1f, true); lowStandAnime = new Animation(Renderer.GetTexture("lowStandAnime"), 0.1f, true); lowDeathAnime = new Animation(Renderer.GetTexture("lowDeathAnime"), 0.1f, false); isClear = false; isOnBalloon = false; playerMotion = PlayerMotion.STAND; animePlayer.PlayAnimation(standAnime); jumpEffectTimer = new Timer(0.15f); jumpEffectTimer.CurrentTime = 0; fallEffectTimer = new Timer(0.15f); fallEffectTimer.CurrentTime = 0; aim = new Vector2(Parameter.FireSpeed, 0); armsUpPos = new Vector2(560, 210); //FireDust fireDustList = new List <FireDust>(); makeFireDustTimer = new Timer(0.1f); //FireEnergy fireEnergy = new FireEnergy(position, 50); isthrow = true; }
void Awake() { cs = GetComponent <CharacterState>(); pm = GetComponent <PlayerMotion>(); foreach (Transform item in transform) { if (item.name == "Purse") { purse.Add(item.gameObject); } } index = purse.Count; foreach (Transform item in transform.parent) { if (item.gameObject.tag == Tag.auto) { autoPoints.Add(item.gameObject); } } }