// Use this for initialization void Start() { /* every component that is a PlayerComponent must be initialized with the base player */ myInput = (PlayerInput)GetComponent <PlayerInput>().initialize(this); myMovement = (PlayerMovement)GetComponent <PlayerMovement>().initialize(this); myStats = (PlayerStats)GetComponent <PlayerStats>().initialize(this); myNetworking = (PlayerNetworking)GetComponent <PlayerNetworking>().initialize(this); myGUI = (PlayerGUI)GetComponent <PlayerGUI>().initialize(this); myEffects = (PlayerEffects)GetComponent <PlayerEffects>().initialize(this); PlayerAbility[] abilityCandidates = GetComponents <PlayerAbility>(); myAbilities = new PlayerAbility[abilityCandidates.Length]; int myAbilityIndex = 0; foreach (PlayerAbility playerAbility in abilityCandidates) { myAbilities[myAbilityIndex] = (PlayerAbility)playerAbility.initialize(this); myAbilityIndex++; } myAnimator = transform.GetChild(0).GetComponent <Animator>(); myRigid = GetComponent <Rigidbody>(); myCollider = GetComponent <Collider>(); myNoFrictionCollider = transform.Find("NoFrictionSides").GetComponent <Collider>(); myNetworkIdentity = this.GetComponent <NetworkIdentity>(); if (isServer) { playerId = Guid.NewGuid().ToString(); } }
void Awake() { mFunc = GetComponent <MouseFunctions>(); //bhandler = GetComponent<BuildHandler> (); UIClickFX = (AudioClip)(Resources.Load("Sounds/UIButtonclick", typeof(AudioClip))); needMoneySound = (AudioClip)(Resources.Load("Sounds/needMoney", typeof(AudioClip))); sourceSFX = Camera.main.GetComponent <AudioSource>(); BGMusic = Camera.main.transform.GetComponentInChildren <AudioSource> (); //spawner = spawnObject.GetComponent<SpawnUnit> (); normalCursor = (Texture2D)Resources.Load("Sprites/Arrow"); buildCursor = (Texture2D)Resources.Load("Sprites/BuildCursor"); attackCursor = (Texture2D)Resources.Load("Sprites/AttackCursor"); orbGhost = (GameObject)(Resources.Load("Towers/TowerGhosts/OrbGhost")); cannonGhost = (GameObject)(Resources.Load("Towers/TowerGhosts/CannonGhost")); laserGhost = (GameObject)(Resources.Load("Towers/TowerGhosts/LaserGhost")); lightGhost = (GameObject)(Resources.Load("Towers/TowerGhosts/LightGhost")); magicGhost = (GameObject)(Resources.Load("Towers/TowerGhosts/MagicGhost")); iceGhost = (GameObject)(Resources.Load("Towers/TowerGhosts/IceGhost")); myPN = GetComponent <PlayerNetworking> (); bank = GetComponent <Bank>(); }
void Awake() { kf = GetComponent <KeyboardFunctions>(); grid = GetComponent <Grid>(); bhandler = GetComponent <BuildHandler> (); bank = GetComponent <Bank>(); pathfind = GetComponent <PathFind>(); pn = GetComponent <PlayerNetworking> (); wallGhostLoaded = (GameObject)(Resources.Load("Walls/WallGhost")); wallIcon = Resources.Load <Sprite> ("Sprites/WallIcon"); orbIcon = Resources.Load <Sprite> ("Sprites/OrbIcon"); cannonIcon = Resources.Load <Sprite> ("Sprites/CannonIcon"); laserIcon = Resources.Load <Sprite> ("Sprites/LaserIcon"); iceIcon = Resources.Load <Sprite> ("Sprites/IceIcon"); lightIcon = Resources.Load <Sprite> ("Sprites/LightIcon"); magicIcon = Resources.Load <Sprite> ("Sprites/MagicIcon"); rangeIndicator = (GameObject)(Resources.Load("UI/RangeIndicator")); highlightCastleMaterial = (Material)(Resources.Load("Materials/Outlined_Object")); BuildFX = (AudioClip)(Resources.Load("Sounds/BuildingPlacement", typeof(AudioClip))); needMoneySound = (AudioClip)(Resources.Load("Sounds/needMoney", typeof(AudioClip))); cannotBuildSound = (AudioClip)(Resources.Load("Sounds/CannotBuild", typeof(AudioClip))); selectSound = Resources.Load <AudioClip> ("Sounds/CarDoorClose"); sourceSFX = Camera.main.GetComponent <AudioSource>(); }
public void setTarget(PlayerNetworking _target) { if (_target == null) { Debug.LogError("<Color=Red><a>Missing</a></Color> PlayMakerManager target for PlayerUI.SetTarget.", this); return; } target = _target; if (playerNameText != null) { playerNameText.text = target.GetComponent <PhotonView>().Owner.NickName; } }
void RpcImpact(Color Color_, Vector3 Position_, Vector3 Normal_) { _PaintManager.NewParticle(Color_, Position_, Normal_); // Green splash dmg if (Color_ == Color.green) { Collider[] Coll_ = Physics.OverlapSphere(Position_, 1); foreach (Collider hit in Coll_) { PlayerNetworking PN_ = hit.transform.gameObject.GetComponent <PlayerNetworking>(); if (PN_ != null && gameObject.name != "Local player") { PN_.RpcResolveHit(FireDamage * 0.5f); } } } }
void Awake() { //Set References //============================================================ kf = GetComponent <KeyboardFunctions> (); mf = GetComponent <MouseFunctions> (); bank = GetComponent <Bank>(); pn = GetComponent <PlayerNetworking> (); //Pre-load Objects //============================================================ //Walls wall2Way = (GameObject)(Resources.Load("Walls/Wall2Way")); wall3Way = (GameObject)(Resources.Load("Walls/Wall3Way")); wall4Way = (GameObject)(Resources.Load("Walls/Wall4Way")); wallEnd = (GameObject)(Resources.Load("Walls/WallEnd")); wallCorner = (GameObject)(Resources.Load("Walls/WallCorner")); wallSolo = (GameObject)(Resources.Load("Walls/WallSolo")); wallFloorOpen = (GameObject)(Resources.Load("Walls/WallDoorOpen")); wallFloorClose = (GameObject)(Resources.Load("Walls/WallDoorClose")); //Towers orbTower = (GameObject)(Resources.Load("Towers/BasicOrbTower")); cannonTower = (GameObject)(Resources.Load("Towers/CannonTower")); laserTower = (GameObject)(Resources.Load("Towers/LaserTower")); iceTower = (GameObject)(Resources.Load("Towers/IceTower")); lightTower = (GameObject)(Resources.Load("Towers/LightTower")); magicTower = (GameObject)(Resources.Load("Towers/MagicTower")); //Audio References sourceSFX = Camera.main.GetComponent <AudioSource> (); needMoneySound = (AudioClip)(Resources.Load("Sounds/needMoney", typeof(AudioClip))); cannotBuildSound = (AudioClip)(Resources.Load("Sounds/CannotBuild", typeof(AudioClip))); }
void CmdPlayerShot(float FireRate_, float FireDamage_) { // Fire rate if (Time.time > FireRateCD && WeaponManager_.GetCurAmmo() > 0) { // Set time when the gun can fire again FireRateCD = Time.time + FireRate_; // Remove a bullet from the ammo system WeaponManager_.ShotCurAmmo(); // Show muzzle smoke out of the gun RpcMuzzle(); // Play audio RpcPlayAudio(); RaycastHit hit; Vector3 rayPos = CameraPos.transform.position + CameraPos.transform.forward; Debug.DrawRay(rayPos, CameraPos.transform.forward, Color.green, 0.1f, true); if (Physics.Raycast(rayPos, CameraPos.transform.forward, out hit, 10)) { Debug.Log("Hit: " + hit.transform.gameObject.name); Debug.DrawRay(hit.point, hit.normal, Color.red, 2.0f); // Color switch (FireColor) { case FireColors.blue: RpcImpact(Color.blue, hit.point, hit.normal); break; case FireColors.red: RpcImpact(Color.red, hit.point, hit.normal); break; case FireColors.yellow: RpcImpact(Color.yellow, hit.point, hit.normal); break; case FireColors.green: RpcImpact(Color.green, hit.point, hit.normal); break; case FireColors.white: RpcImpact(Color.white, hit.point, hit.normal); break; } // Get Other playerNetworking PlayerNetworking PN_ = hit.transform.gameObject.GetComponent <PlayerNetworking>(); // Check if there is a PlayerNetworking script on the object if (PN_ != null) { PN_.RpcResolveHit(FireDamage_); } } Debug.Log(WeaponManager_.GetCurAmmo()); } else if (WeaponManager_.GetCurAmmo() < 1) { // No ammo left Debug.Log("No ammo left"); } }