コード例 #1
0
ファイル: MafiaHouse.cs プロジェクト: SuperSahil009/BankHeist
    private void OnCollisionEnter(Collision collision)
    {
        GameObject other = collision.gameObject;

        if (other.tag == "Player")
        {
            Player_Main pleyaCollided = other.GetComponent <Player_Main>();



            if (pleyaCollided.moneyOnPlayer >= maxMoney / 2)
            {
                // reward player on the basis of the money on player
                // reset the gamescene
                //leaderboard mein update krdo values ko TODO:
                if (pleyaCollided.moneyOnPlayer >= maxMoney / 2 && pleyaCollided.moneyOnPlayer < maxMoney * 8 / 10)// 50 - 80% wala case hai yeh
                {
                    //reward accordingly
                    pleyaCollided.score += 50;
                }
                if (pleyaCollided.moneyOnPlayer >= (maxMoney * 8) / 10 && pleyaCollided.moneyOnPlayer < maxMoney) //80-100% wala case hai yeh
                {
                    pleyaCollided.score += 80;
                }
                if (pleyaCollided.moneyOnPlayer == maxMoney)//100% wala case hai yeh
                {
                    pleyaCollided.score += 100;
                }

                photonView.RPC("SpawnGameMoney", PhotonTargets.All, new object[] { });
                photonView.RPC("ResetGame", PhotonTargets.AllBuffered, new object[] { });
            }
        }
    }
コード例 #2
0
    //Wird nach FixedUpdate aufgerufen
    void LateUpdate()
    {
        // Die Parameter des Animators werden aktualisiert
        if (!isKnockback && animator.GetInteger("die") == 0)
        {
            actualMoveY = (transform.position.y - PositionStartOfFrame.y) * 10;
            actualMoveX = (transform.position.x - PositionStartOfFrame.x) * 10;

            animator.SetFloat("speed_horizontal", actualMoveX);
            animator.SetFloat("speed_vertical", actualMoveY);


            //View Direction wird als Float übergeben, Zahlenwerte parallel zur Anordnung der Idle-Animationen im BlendTreeIdle
            Direction viewDirection = Player_Main.getViewDirection();
            if (viewDirection == Direction.DOWN)
            {
                animator.SetFloat("viewDirection", 1);
            }
            else if (viewDirection == Direction.RIGHT)
            {
                animator.SetFloat("viewDirection", 2);
            }
            else if (viewDirection == Direction.UP)
            {
                animator.SetFloat("viewDirection", 3);
            }
            else if (viewDirection == Direction.LEFT)
            {
                animator.SetFloat("viewDirection", 4);
            }
        }
    }
コード例 #3
0
    private void OnCollisionStay2D(Collision2D myColl)
    {
        if (myColl.gameObject.tag == "Player")
        {
            GameObject  Zahra = myColl.gameObject;
            Player_Main Plyr  = Zahra.GetComponent <Player_Main>();
            if (Plyr.PlayerHealthState != Player_States.PlayerHealthStates.Dead && Plyr.PlayerState != Player_States.PlayerStates.Damaged)
            {
                if (damageToPlayer < Plyr.HealthScript.MaxHealth)
                {
                    Plyr.DamageTaken(damageToPlayer);
                }
                else
                {
                    Plyr.DeathSetup();
                }
                Debug.Log("Player Hit");


                //If the hazard is a snake, it will retreat upon damaging the player.
                if (isSnake == true && snakeScript.retreat == false)
                {
                    snakeScript.aggro   = false;
                    snakeScript.retreat = true;
                    StartCoroutine(Retreating());
                }
            }
        }
    }
コード例 #4
0
    private void FixedUpdate()
    {
        //Testing how to tell input types.

        /*PlayerController playerActions = Controls;
         *
         * Debug.Log("Last Input Type: " + Controls.LastInputType);
         * Debug.Log("Last Device Class: " + playerActions.LastDeviceClass);
         * Debug.Log("Last Device Style: " + playerActions.LastDeviceStyle);*/

        //

        if (SceneBeginTimerGo < 0)
        {
            if (invertTimer <= 0 && Player.PlayerDebuffState == Player_States.PlayerDebuffState.InvertControls)
            {
                Player.PlayerDebuffState = Player_States.PlayerDebuffState.Normal;
            }

            if (!(Player.PlayerState == Player_States.PlayerStates.Damaged) && !(Player.PlayerHealthState == Player_States.PlayerHealthStates.Dead))
            {
                switch (Player.Grounded) //change speed based on if grounded or airborne.
                {
                case true:
                    PlayerSpeed = PlayerSpeedGrounded;
                    break;

                case false:
                    PlayerSpeed = PlayerSpeedAirborne;
                    break;

                default:
                    PlayerSpeed = PlayerSpeedGrounded;
                    break;
                }
                DoubleJumpCooldown -= Time.deltaTime;                                                        //brings down cooldown period for double jump. Required to have double jump function in Fixed Update, not needed if moved back to regular Update.
                JumpChargeup       -= Time.deltaTime;
                if (!Player.pauseCheck && Player.PlayerHealthState != Player_States.PlayerHealthStates.Dead) //Player isn't dead and game isn't paused.
                {
                    ClearMindChecking();
                    if (!(Player.PlayerState == Player_States.PlayerStates.Damaged) && !(Player.PlayerState == Player_States.PlayerStates.ClearMind)) //Player isn't currently taking damage
                    {
                        { MovementChecking(); }
                    }
                }
                else if (Player.pauseCheck && Player.PlayerHealthState != Player_States.PlayerHealthStates.Dead && !(Player.PlayerState == Player_States.PlayerStates.Damaged))
                {
                    Player_Main plyr = Player;
                    plyr.myAnim.SetInteger("AnimState", 0);
                    plyr.myAnim.SetBool("Dashing", false);
                    plyr.myAnim.SetBool("Jump", false);
                    plyr.myAnim.SetBool("Airborne", false);
                    plyr.myAnim.SetBool("Dashing", false);
                    plyr.MeleeScript.ResetMeleeState();
                    plyr.myAnim.SetBool("ClearMind", false);
                    plyr.MovementScript.moveInput = 0;
                }
            }
        }
    }
コード例 #5
0
 // Use this for initialization
 void Start()
 {
     //InputManager.Setup()
     Controls = PlayerController.CreateWithDefaultBindings();
     Player   = GetComponent <Player_Main>();
     ResetPauseMenuOptions();
     Player.PauseMenuObj.SetActive(false);
 }
コード例 #6
0
 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.CompareTag("Player"))
     {
         Player_Main player = other.GetComponent <Player_Main>();
         player.enhanceMaxHP(increasment, newHealthBarColor);
     }
 }
コード例 #7
0
 private void OnTriggerEnter2D(Collider2D other)
 {
     if (other.CompareTag("Player"))
     {
         Player_Main player = other.GetComponent <Player_Main>();
         player.takeHit(this.gameObject);    //, player.transform.position - transform.position, attackKnockback, falls man noch irgendwie Knockback haben möchte
         SelfDestruct();
     }
 }
コード例 #8
0
 private void OnTriggerExit2D(Collider2D myTrigg)
 {
     if (myTrigg.tag == "PlayerMelee")
     {
         Player      = myTrigg.gameObject.transform.parent.parent.GetComponent <Player_Main>();
         Damaged     = false;
         damageTaken = 0;
     }
 }
コード例 #9
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.tag == "Player" && picked == false)
     {
         picked = true;
         Player_Main pleya = other.gameObject.GetComponent <Player_Main>();
         PickUpMoney(pleya.photonView.viewID);
     }
 }
コード例 #10
0
 private void OnTriggerEnter2D(Collider2D myTrigg)
 {
     if (myTrigg.tag == "Player")
     {
         Player_Main PlayerScpt = myTrigg.GetComponent <Player_Main>();
         PlayerScpt.DamageTaken(Damage);
         BulletDeath();
     }
 }
コード例 #11
0
ファイル: TestLevelRespawn.cs プロジェクト: NebbiaOne/RAG
 private void OnCollisionEnter(Collision collision)
 {
     if (collision.gameObject.tag == "Player_01" || collision.gameObject.tag == "Player_02" || collision.gameObject.tag == "Player_03" || collision.gameObject.tag == "Player_04")
     {
         CurrentPlayer            = collision.gameObject;
         _PlayerMain              = CurrentPlayer.GetComponent <Player_Main>();
         _PlayerMain.playerLives -= 1;
         //CurrentPlayer.transform.position = WaterCollider.transform.position;
         CurrentPlayer.transform.position = new Vector3(0.0f, 20.0f, 0.0f);
     }
 }
コード例 #12
0
    // Update is called once per frame

    /*void Update () {
     *
     *  }*/

    void OnTriggerEnter2D(Collider2D daCollBwoy)
    {
        if (daCollBwoy.tag == "Player")
        {
            Debug.Log("fall to death");
            player    = daCollBwoy.gameObject;
            PlayerCon = player.GetComponent <Player_Main>();
            PlayerCon.HealthScript.HP   = 0;
            PlayerCon.PlayerHealthState = Player_States.PlayerHealthStates.Dead;
            //PlayerCon.DeathSetup();
            //meObj.SetActive(false);
        }
    }
コード例 #13
0
    // Update is called once per frame
    void Update()
    {
        if (LevelGM.Instance.PlayerInLevel != null)
        {
            playerObj      = LevelGM.Instance.PlayerInLevel;
            plyr           = playerObj.GetComponent <Player_Main>();
            targetPosition = ((plyr.HeadBonePosition != null) ? plyr.HeadBonePosition : playerObj.transform);
        }
        else
        {
            targetPosition = LevelGM.Instance.CurrentCheckpoint;
        }


        transform.position = targetPosition.position;
    }
コード例 #14
0
 void OnCollisionEnter2D(Collision2D myTrigg)
 {
     if (myTrigg.gameObject.tag == "Player")
     {
         Debug.Log("PlayerTouch");
         if (ChasingTarget)
         {
             PlayerIsHit = true;
             Player_Main plyr = myTrigg.gameObject.GetComponent <Player_Main>();
             plyr.DamageTaken(DamageOutput); Debug.Log("PlayerTakesDamage");
             plyr.MovementScript.invertTimer = InvertTimer;
             plyr.PlayerDebuffState          = Player_States.PlayerDebuffState.InvertControls;
             GhostVanishes();
         }
     }
 }
コード例 #15
0
 // Use this for initialization
 void Start()
 {
     SceneBeginTimerGo  = SceneBeginWaitTimer;
     Controls           = PlayerController.CreateWithDefaultBindings();
     moveInput          = 0;
     Player             = GetComponent <Player_Main>();
     YContraints[0]     = Player.myRB.constraints;
     YContraints[1]     = RigidbodyConstraints2D.FreezeRotation | RigidbodyConstraints2D.FreezePositionY;
     JumpChargeup       = 0;
     DoubleJumpCooldown = 0;
     invertTimer        = 0;
     JumpChargeMaxedOut = false;
     if (MyGravity <= 0)
     {
         MyGravity = Player.myRB.gravityScale;
     }
 }
コード例 #16
0
 private void OnTriggerEnter2D(Collider2D myTrigg)
 {
     if (myTrigg.tag == "PlayerMelee")
     {
         if (damageEnabled && !Damaged)
         {
             Player = myTrigg.gameObject.transform.parent.parent.GetComponent <Player_Main>();
             if (Player.MeleeScript.SwordsOwned > 0)
             {
                 Damaged     = true;
                 damageTaken = Player.MeleeScript.DamageDealt;
                 //MeleeImmunity = true;
                 damageEnabled = false;
             }
         }
     }
 }
コード例 #17
0
    // Update is called once per frame
    void Update()
    {
        if (FinalBoss_Main.Instance.BeginningSequence != 4)
        {
            Destroy(gameObject);
        }
        chaseSppedGoneBy -= Time.deltaTime;
        GameObject playerBody = GameObject.FindGameObjectWithTag("Player");

        if (playerBody != null)
        {
            plyr = playerBody.GetComponent <Player_Main>();
            Physics2D.IgnoreCollision(myColl, plyr.myColl);
        }
        if (SetMineOff && !BeginOperationsNow && !StopOperationsNow)
        {
            switch (MineType)
            {
            case Player_States.ProximityMineMasterTypes.Floating:
                SittingMine();
                break;

            case Player_States.ProximityMineMasterTypes.Tracking:
                ChasingMine();
                break;

            default:
                MineType = Player_States.ProximityMineMasterTypes.Floating;
                break;
            }
        }
        if (BeginOperationsNow && !StopOperationsNow)
        {
            transform.DOMove(TargetToChase.position, ChaseSpeed);
            if (chaseSppedGoneBy <= 0)
            {
                SittingMine();
            }
        }
        if (StopOperationsNow)
        {
            StopOperationsFunction();
        }
    }
コード例 #18
0
    void BulletHit(int hit_viewId, PhotonMessageInfo info)
    {
        Player_Main pleyaHit = PhotonView.Find(hit_viewId).gameObject.GetComponent <Player_Main>();

        if (pleyaHit != null)
        {
            pleyaHit.photonView.RPC("DealDamageToPlayer", PhotonTargets.All, new object[] { bulletDamage });
        }

        Bank bank = PhotonView.Find(hit_viewId).GetComponent <Bank>();

        if (bank != null)
        {
            bank.photonView.RPC("DamageDealtToBank", PhotonTargets.All, new object[] { bulletDamage });
        }


        DestroyBullet("Photon view wala");
    }
コード例 #19
0
    private void OnCollisionEnter2D(Collision2D myColl)
    {
        /*if(myColl.gameObject.tag == "PlayerProjectile")
         * {
         *  GameObject collideison = myColl.gameObject;
         *  BusterShot buster = collideison.GetComponent<BusterShot>();
         *  Physics2D.IgnoreCollision(buster.bulletColl, myCollider);
         *  buster.bulletHit = true;
         *  HealthScript.Health--;
         *  Debug.Log("Bat Enemy Hit");
         * }*/

        if (myColl.gameObject.tag == "Player")
        {
            GameObject  Zahra = myColl.gameObject;
            Player_Main Plyr  = Zahra.GetComponent <Player_Main>();
            Plyr.DamageTaken(1);
            Debug.Log("Player Hit");
        }
    }
コード例 #20
0
 private void OnTriggerEnter2D(Collider2D myTrigg)
 {
     if (myTrigg.tag == "Player")
     {
         if (EventsSequence == 0)
         {
             Game.current.Progress.GameplayPaused = true;
             plyr = CameraController.Instance.Player.GetComponent <Player_Main>();
             plyr.myRB.velocity = new Vector2(0, 0);
             plyr.myAnim.SetInteger("AnimState", 0);
             plyr.myAnim.SetBool("Dashing", false);
             plyr.myAnim.SetBool("Jump", false);
             plyr.myAnim.SetBool("Airborne", false);
             plyr.myAnim.SetBool("Dashing", false);
             plyr.MeleeScript.ResetMeleeState();
             plyr.myAnim.SetBool("ClearMind", false);
             EventsSequence = 1;
         }
     }
 }
コード例 #21
0
    void OnTriggerEnter2D(Collider2D myTrigg)
    {
        if (myTrigg.tag == "Player" && hasTriggered == false)
        {
            Game.current.Progress.GameplayPaused = false;
            dialogue.SetActive(true);

            plyr = CameraController.Instance.Player.GetComponent <Player_Main>();
            plyr.myRB.velocity = new Vector2(0, 0);
            plyr.myAnim.SetInteger("AnimState", 0);
            plyr.myAnim.SetBool("Dashing", false);
            plyr.myAnim.SetBool("Jump", false);
            plyr.myAnim.SetBool("Airborne", false);
            plyr.myAnim.SetBool("Dashing", false);
            plyr.MeleeScript.ResetMeleeState();
            plyr.myAnim.SetBool("ClearMind", false);

            hasTriggered = true;
        }
    }
コード例 #22
0
    private void OnTriggerEnter2D(Collider2D myTrigg)
    {
        if (myTrigg.tag == "Player")
        {
            plyr = CameraController.Instance.Player.GetComponent <Player_Main>();
            //plyr.myRB.velocity = new Vector2(0, 0);
            plyr.PlayerState      = Player_States.PlayerStates.Normal;
            plyr.myRB.constraints = RigidbodyConstraints2D.FreezePositionX | RigidbodyConstraints2D.FreezeRotation;
            plyr.myAnim.SetInteger("AnimState", 0);
            plyr.myAnim.SetBool("Dashing", false);
            plyr.myAnim.SetBool("Jump", false);
            plyr.myAnim.SetBool("Airborne", false);
            plyr.myAnim.SetBool("Dashing", false);
            plyr.MeleeScript.ResetMeleeState();
            plyr.myAnim.SetBool("ClearMind", false);

            plyr.myAnim.SetTrigger("Win");

            LevelEnd();
        }
    }
コード例 #23
0
 void Start()
 {
     _Overlord = Overlord_Main._Overlord_main;
     _Main     = transform.GetComponent <Player_Main> ();
     layerMask = ~layerMask;
     if (gameObject.tag == "Player_01")
     {
         rwInput = ReInput.players.GetPlayer(0);
     }
     if (gameObject.tag == "Player_02")
     {
         rwInput = ReInput.players.GetPlayer(1);
     }
     if (gameObject.tag == "Player_03")
     {
         rwInput = ReInput.players.GetPlayer(2);
     }
     if (gameObject.tag == "Player_04")
     {
         rwInput = ReInput.players.GetPlayer(3);
     }
 }
コード例 #24
0
 private void OnTriggerStay2D(Collider2D myTrigg)
 {
     if (myTrigg.tag == "Wall")
     {
         if (CollisionSwitch.SwitchOn)
         {
             Player_Main PlayCon = LevelGM.Instance.PlayerInLevel.GetComponent <Player_Main>();
             PlayCon.HealthScript.HP   = 0;
             PlayCon.PlayerHealthState = Player_States.PlayerHealthStates.Dead;
             //PlatformDeath();
             Physics2D.IgnoreCollision(myColl, PlayCon.gameObject.GetComponent <Collider2D>());
             foreach (GameObject otherObj in ChildObjects)
             {
                 Collider2D otherColl = otherObj.GetComponent <Collider2D>();
                 Physics2D.IgnoreCollision(otherColl, PlayCon.gameObject.GetComponent <Collider2D>());
             }
         }
     }
     if (myTrigg.tag == "Pitfall")
     {
         Destroy(this.gameObject);
     }
 }
コード例 #25
0
ファイル: Player_Movement.cs プロジェクト: NebbiaOne/RAG
 void Start()
 {
     _Overlord          = Overlord_Main._Overlord_main;
     _PlayerMain        = Player_Main._Player_Main;
     hud                = _PlayerMain.hud;
     dashRechargeAmount = dashCharges;
     if (gameObject.tag == "Player_01")
     {
         rwInput = ReInput.players.GetPlayer(0);
     }
     if (gameObject.tag == "Player_02")
     {
         rwInput = ReInput.players.GetPlayer(1);
     }
     if (gameObject.tag == "Player_03")
     {
         rwInput = ReInput.players.GetPlayer(2);
     }
     if (gameObject.tag == "Player_04")
     {
         rwInput = ReInput.players.GetPlayer(3);
     }
     rbPlayer = gameObject.transform.GetComponent <Rigidbody> ();
 }
コード例 #26
0
    // Update is called once per frame
    void Update()
    {
        PlayerObj = LevelGM.Instance.PlayerInLevel;
        if (SmokeInstance != null)
        {
            if (PlayerObj != null)
            {
                plyr = PlayerObj.GetComponent <Player_Main>();


                if (plyr.ClingToWall)
                {
                    transform.position = plyr.SmokeTrailPosition.position;
                    SmokeSystem.Play();
                }
                else
                {
                    if (SmokeSystem.isPlaying)
                    {
                        SmokeInstance.transform.parent = null;
                        SmokeSystem.Stop();
                        CreateNewSmoke();
                    }
                }
            }
            else
            {
                if (SmokeSystem.isPlaying)
                {
                    SmokeInstance.transform.parent = null;
                    SmokeSystem.Stop();
                    CreateNewSmoke();
                }
            }
        }
    }
コード例 #27
0
 private void OnTriggerEnter2D(Collider2D myTrigg)
 {
     if (!(Game.current.Progress.Sword1Cutscene && SwordNumber == SwordPickupNumberGeneral.Sword1) || !(Game.current.Progress.Sword2Cutscene && SwordNumber == SwordPickupNumberGeneral.Sword2))
     {
         if (myTrigg.tag == "Player")
         {
             plyr = myTrigg.gameObject.GetComponent <Player_Main>();
             //EventSequence = 1;
             plyr                  = CameraController.Instance.Player.GetComponent <Player_Main>();
             plyr.PlayerState      = Player_States.PlayerStates.Normal;
             plyr.myRB.constraints = RigidbodyConstraints2D.FreezePositionX | RigidbodyConstraints2D.FreezeRotation;
             plyr.myRB.velocity    = new Vector2(0, 0);
             plyr.myAnim.SetInteger("AnimState", 0);
             plyr.myAnim.SetBool("Dashing", false);
             plyr.myAnim.SetBool("Jump", false);
             plyr.myAnim.SetBool("Airborne", false);
             plyr.myAnim.SetBool("Dashing", false);
             plyr.MeleeScript.ResetMeleeState();
             plyr.myAnim.SetBool("ClearMind", false);
             plyr.MovementScript.moveInput = 0;
             EventSequence = 1;
         }
     }
 }
コード例 #28
0
ファイル: Player_Sensor.cs プロジェクト: NebbiaOne/RAG
 void Start()
 {
     _Main = gameObject.transform.parent.GetComponent <Player_Main>();
 }
コード例 #29
0
 public Player_Sprite(Player_Main pmain)
 {
     _pmain = pmain;
 }
コード例 #30
0
ファイル: Player_Main.cs プロジェクト: NebbiaOne/RAG
 void Awake()
 {
     _Player_Main = this;
 }