void OnDie() { isDead = true; weaponIndex = m_WeaponsManager.activeWeaponIndex; // Tell the weapons manager to switch to a non-existing weapon in order to lower the weapon m_WeaponsManager.SwitchToWeaponIndex(-1, true); }
void OnDie() { isDead = true; // Tell the weapons manager to switch to a non-existing weapon in order to lower the weapon //武器マネージャに、武器を下げるために存在しない武器に切り替えるように伝えます m_WeaponsManager.SwitchToWeaponIndex(-1, true); }
void OnDie() { isDead = true; network.isAlive = false; // Tell the weapons manager to switch to a non-existing weapon in order to lower the weapon m_WeaponsManager.SwitchToWeaponIndex(-1, true); gameObject.SetActive(false); }
void OnDie() { isDead = true; GamebotData.step_request.Done = true; Debug.Log(isDead.ToString()); // Tell the weapons manager to switch to a non-existing weapon in order to lower the weapon m_WeaponsManager.SwitchToWeaponIndex(-1, true); }
void OnDie() { isDead = true; // Tell the weapons manager to switch to a non-existing weapon in order to lower the weapon m_WeaponsManager.SwitchToWeaponIndex(-1, true); var gm = FindObjectOfType <GameFlowManager>(); gm.EndGame(false); }
void OnDie() { isDead = true; // Tell the weapons manager to switch to a non-existing weapon in order to lower the weapon m_WeaponsManager.SwitchToWeaponIndex(-1, true); m_WeaponsManager.GetActiveWeapon().SetFX(false); GameFlowManager.Instance.GameOver(); }
// Send current coordinates to server internal void HandlePlayerUpdate() { if (player == null && isAlive) { player = Instantiate(prefabPlayer, RandomizePosition(), transform.rotation); Attributes attributes = player.GetComponent <Attributes>(); attributes.setAttributes(playerAttrib.hp, playerAttrib.ammo, playerAttrib.exp); gameFlowManager.enabled = true; } else if (!isAlive) { return; } else if (isAlive && isRespawning) { player.SetActive(true); player.transform.position = RandomizePosition(); Attributes attributes = player.GetComponent <Attributes>(); attributes.fullstate(); PlayerCharacterController playerCharacterController = player.GetComponent <PlayerCharacterController>(); playerCharacterController.isDead = false; PlayerWeaponsManager playerWeaponsManager = player.GetComponent <PlayerWeaponsManager>(); playerWeaponsManager.SwitchToWeaponIndex(0, true); Health health = player.GetComponent <Health>(); health.IsDead = false; Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; isRespawning = false; } else { PLAYER_TRANSFORM = player.transform; Attributes attributes = player.GetComponent <Attributes>(); playerAttrib.hp = attributes.getHp(); playerAttrib.ammo = attributes.getAmmo(); playerAttrib.exp = attributes.getExp(); } string position = PLAYER_TRANSFORM.position.x + "," + PLAYER_TRANSFORM.position.y + "," + PLAYER_TRANSFORM.position.z; string rotation = PLAYER_TRANSFORM.eulerAngles.x + "," + PLAYER_TRANSFORM.eulerAngles.y + "," + PLAYER_TRANSFORM.eulerAngles.z; if (!position.Equals(lastCoordinate)) { SendMessage("position," + position + ",rotation," + rotation + ";"); } lastCoordinate = position; }
void OnDie() { isDead = true; var source = m_Health.LastDamageSource; if (source == null) { TelemetryLogger.LogPlayerDeath("Fall", transform.position); } else { TelemetryLogger.LogPlayerDeath("Damage", transform.position, source.name, source.transform.position); } // Tell the weapons manager to switch to a non-existing weapon in order to lower the weapon m_WeaponsManager.SwitchToWeaponIndex(-1, true); }
// KURSSILLA TEHDYT void OnDie(string deathSource) { isDead = true; // KURSSILLA TEHDYT if (deathSource == "") { AnalyticsManager.Instance.SendEventPlayerDeath("Unexplained Way"); } else { AnalyticsManager.Instance.SendEventPlayerDeath(deathSource); } // KURSSILLA TEHDYT // Tell the weapons manager to switch to a non-existing weapon in order to lower the weapon m_WeaponsManager.SwitchToWeaponIndex(-1, true); }