void die_player() { player.gameObject.GetComponent <FirstPersonController>().GetEntity().GetState <IPlayerState>().deaths++; WeaponControl weapons = EquipmentUI.GetComponent <WeaponControl>(); weapons.openMenu(); var evnt = PlayerVisibilityChanged.Create(Bolt.GlobalTargets.Others); evnt.Player = player.GetComponent <FirstPersonController>().GetEntity(); evnt.Visible = false; evnt.Send(); player.SetActive(false); }
/// <summary> /// Unity lifecycle update method. Actviates the player's GameObject. Updates chunks based on the player's position. /// </summary> /// public void deactivate_Player() { FirstPersonController a = player.GetComponent <FirstPersonController>(); a.freeMouse(); var evnt = PlayerVisibilityChanged.Create(Bolt.GlobalTargets.Others); evnt.Player = player.GetComponent <FirstPersonController>().GetEntity(); evnt.Visible = false; evnt.Send(); player.SetActive(false); }
public void spawnPlayer() { var evnt = PlayerVisibilityChanged.Create(Bolt.GlobalTargets.Others); evnt.Player = player.GetComponent <FirstPersonController>().GetEntity(); evnt.Visible = true; evnt.Send(); player.SetActive(true); player.GetComponent <FirstPersonController>().bindMouse(); activate_ALIVE_UI(); ArmorAndWeapons armor = ArmorUI.GetComponent <ArmorAndWeapons>(); Stamina stamina = StaminaUI.GetComponent <Stamina>(); Hearts health = HealthUI.GetComponent <Hearts>(); WeaponControl weapons = EquipmentUI.GetComponent <WeaponControl>(); armor.resetArmor(); stamina.resetStamina(); health.resetHealth(); weapons.onSpawn(); player.transform.position = randomSpawnpoint(); }
/// <summary> /// Unity lifecycle start method. Initializes the world and its first chunk and triggers the building of further chunks. /// Player is disabled during Start() to avoid him falling through the floor. Chunks are built using coroutines. /// </summary> void Start() { /* * Vector3 ppos = player.transform.position; * player.transform.position = new Vector3(ppos.x, * Noise.GenerateHeight(ppos.x,ppos.z) + 2, * ppos.z); * lastbuildPos = player.transform.position; * player.SetActive(false); */ firstbuild = true; chunks = new ConcurrentDictionary <string, Chunk>(); /* * this.transform.position = Vector3.zero; * this.transform.rotation = Quaternion.identity; */ spawnPosX = worldSize * chunkSize / 2; spawnPosZ = worldSize * chunkSize / 2; Vector3 ppos = player.transform.position; player.transform.position = randomSpawnpoint(); /* * player.transform.position = new Vector3(spawnPosX, * Noise.GenerateHeight(spawnPosX,spawnPosZ) + 2, * spawnPosZ); * */ var evnt = PlayerVisibilityChanged.Create(Bolt.GlobalTargets.Others); evnt.Player = player.GetComponent <FirstPersonController>().GetEntity(); evnt.Visible = false; evnt.Send(); player.SetActive(false); BuildChunkAt((int)(player.transform.position.x / chunkSize), (int)(player.transform.position.y / chunkSize), (int)(player.transform.position.z / chunkSize)); DrawChunks(); for (int y = 0; y < columnHeight; y++) { BuildChunkAt((int)player.transform.position.x / chunkSize, y, (int)player.transform.position.z / chunkSize); } DrawChunks(); queue = new CoroutineQueue(maxCoroutines, StartCoroutine); for (int x = 0; x < worldSize; x++) { for (int z = 0; z < worldSize; z++) { for (int y = 0; y < columnHeight; y++) { BuildChunkAt(x, y, z); } } } // Draw starting chunk queue.Run(DrawChunks()); /* * // Create further chunks * queue.Run(BuildRecursiveWorld((int)(player.transform.position.x/chunkSize), * (int)(player.transform.position.y/chunkSize), * (int)(player.transform.position.z/chunkSize),radius,radius)); */ }