void InstantiateWeapon(GameObject obj, Data_ItemFile data) { if (obj) { GameObject go = Instantiate(obj); Player_Weapon weap = go.GetComponent <Player_Weapon>(); if (data.droped) { go.transform.position = data.pos; go.transform.rotation = data.rotate; } else { if (data.owner != -1) { Player_AnimateControl controll = Data_ListPlayerOnScene.GetPlayerControll(data.owner); if (controll) { weap.TakeWeapon(controll.rightHand, controll); } } } weap.index = data.index; Data_ListPlayerOnScene.WriteNewItem(weap, data.index); } else { Debug.Log("mobel not found!"); } }
protected Non_PLayer(NPC_Names npName, NPC_Class npClass, int npHealth, Player_Weapon npWeapon) { _name = npName; _class = npClass; _health = npHealth; _weapon = npWeapon; }
public void DropWeapon() { if (weapon) { weapon.Drop(); weapon = null; } }
// Use this for initialization void Start() { // set owned m_Owner = transform.parent.GetComponent <Player_Weapon>(); if (m_Owner == null) { Debug.LogError("This weaponcollisionmanager has no weapon attached!"); } }
public override void OnInspectorGUI() { Player_Weapon pw = (Player_Weapon)target; base.OnInspectorGUI(); if (GUILayout.Button("Set position in model", GUILayout.Width(150), GUILayout.Height(20))) { pw.SetModelPoint(); } }
void Start() { m_NetworkPackagesList = new ArrayList(); rigidbody = GetComponent<Rigidbody>(); Direction = Vector3.zero; m_CurrentState = PlayerState.movement; m_CurrentStateStartTime = 0; // Load Player Weapon if (Prefab_PlayerWeapon == null) Debug.LogWarning("Player: " + Photonplayer.name + " does not have a weapon assigned!"); GameObject playerWeaponObject = (GameObject) Instantiate(Prefab_PlayerWeapon , transform.position, transform.rotation); m_Weapon = playerWeaponObject.GetComponent<Player_Weapon>(); playerWeaponObject.transform.SetParent(this.transform); }
public static Non_PLayer Generate_NPC() { Non_PLayer npc = null; Array values = Enum.GetValues(typeof(NPC_Names)); Random random = new Random(); NPC_Names randomName = (NPC_Names)values.GetValue(random.Next(values.Length)); Array rValues = Enum.GetValues(typeof(NPC_Class)); Random cRandom = new Random(); NPC_Class randomClass = (NPC_Class)rValues.GetValue(cRandom.Next(rValues.Length)); Array wValues = Enum.GetValues(typeof(Player_Weapon)); Random wRandom = new Random(); Player_Weapon randomWeapon = (Player_Weapon)wValues.GetValue(wRandom.Next(wValues.Length)); switch (randomClass) { case NPC_Class.Egnor: npc = new Egnor(randomName, randomWeapon); break; case NPC_Class.Erstine: npc = new Erstine(randomName, randomWeapon); break; case NPC_Class.Tyrania: npc = new Erstine(randomName, randomWeapon); break; default: Text_Buffer.Add("No Player Detected..."); break; } return(npc); }
void Start() { rigidbody = GetComponent <Rigidbody>(); Direction = Vector3.zero; m_CurrentState = PlayerState.movement; m_CurrentStateStartTime = 0; // Update player color GetComponentInChildren <Renderer>().material.color = PlayerColor; // Load Player Weapon if (Prefab_PlayerWeapon == null) { Debug.LogWarning("PlayerController: " + Photonplayer.name + " does not have a weapon assigned!"); } GameObject playerWeaponObject = (GameObject)Instantiate(Prefab_PlayerWeapon, transform.position, transform.rotation); m_Weapon = playerWeaponObject.GetComponent <Player_Weapon>(); playerWeaponObject.transform.SetParent(this.transform); }
void Start() { rigidbody = GetComponent<Rigidbody>(); Direction = Vector3.zero; m_CurrentState = PlayerState.movement; m_CurrentStateStartTime = 0; // Update player color GetComponentInChildren<Renderer>().material.color = PlayerColor; // Load Player Weapon if (Prefab_PlayerWeapon == null) Debug.LogWarning("PlayerController: " + Photonplayer.name + " does not have a weapon assigned!"); GameObject playerWeaponObject = (GameObject)Instantiate(Prefab_PlayerWeapon, transform.position, transform.rotation); m_Weapon = playerWeaponObject.GetComponent<Player_Weapon>(); playerWeaponObject.transform.SetParent(this.transform); }
public Erstine(NPC_Names _name, Player_Weapon eWeapon) : base(_name, NPC_Class.Erstine, 250, eWeapon) { this._X_Position = 0; this._Y_Position = 1; }
public Egnor(NPC_Names _name, Player_Weapon eWeapon) : base(_name, NPC_Class.Egnor, 150, eWeapon) { this._X_Position = 0; this._Y_Position = 1; }
public static Player GeneratePlayer() { Player p = null; string n = string.Empty; bool correct = false; Text_Buffer.Add("\nPlease enter your name: "); Text_Buffer.prompt(); n = Console.ReadLine(); while (!correct) { string newName; Text_Buffer.Add("\nIf " + n + " is correct, press < enter >\n\n\tIf it's not, please re-enter your name now:"); Text_Buffer.prompt(); newName = Console.ReadLine(); if (newName == string.Empty) { Text_Buffer.Add("\nWhat a good, strong name, " + n + "!"); correct = true; } else { n = newName; } } Player_Class pc = 0; Text_Buffer.Add("\nThere are 3 races in this game."); Text_Buffer.Add("\tThey are:"); Text_Buffer.Add("\n\t1. Rankari"); Text_Buffer.Add("\t2. Nobellus"); Text_Buffer.Add("\t3. Ginoba"); Text_Buffer.Add("\nPlease choose one: "); Text_Buffer.prompt(); string t = Console.ReadLine(); correct = false; int i = 0; while (!correct) { if (t == "1" || t == "2" || t == "3") { i = int.Parse(t); correct = true; } else { Console.WriteLine("That is not a valid choice. Try again..."); t = Console.ReadLine(); } } switch (i) { case 1: pc = Player_Class.Rankari; correct = true; break; case 2: pc = Player_Class.Nobellus; correct = true; break; case 3: pc = Player_Class.Ginoba; correct = true; break; default: Text_Buffer.Add("No race selected!"); pc = Player_Class.INCOGNITO; Text_Buffer.print(); break; } Player_Weapon pw = 0; Text_Buffer.Add("\nThere are 4 weapons in this game."); Text_Buffer.Add("\tThey are:"); Text_Buffer.Add("\n\t1. Knife"); Text_Buffer.Add("\t2. Sword"); Text_Buffer.Add("\t3. Axe"); Text_Buffer.Add("\t4. Warhammer"); Text_Buffer.Add("\nPlease choose one: "); Text_Buffer.prompt(); string s = Console.ReadLine(); correct = false; int j = 0; while (!correct) { if (s == "1" || s == "2" || s == "3" || s == "4") { j = int.Parse(s); correct = true; } else { Console.WriteLine("That is not a valid choice. Try again..."); s = Console.ReadLine(); } } switch (j) { case 1: pw = Player_Weapon.Knife; break; case 2: pw = Player_Weapon.Sword; break; case 3: pw = Player_Weapon.Axe; break; case 4: pw = Player_Weapon.WarHammer; break; default: Text_Buffer.Add("No weapon selected!"); Text_Buffer.print(); break; } switch (pc) { case Player_Class.Rankari: p = new Rankari(n, pw); break; case Player_Class.Nobellus: p = new Nobellus(n, pw); break; case Player_Class.Ginoba: p = new Ginoba(n, pw); break; default: Text_Buffer.Add("No Player Detected..."); break; } return(p); }
public Tyrania(NPC_Names _name, Player_Weapon tWeapon) : base(_name, NPC_Class.Tyrania, 400, tWeapon) { this._X_Position = 0; this._Y_Position = 1; }
public Rankari(string rName, Player_Weapon rWeapon) : base(rName, Player_Class.Rankari, 300, rWeapon) { }
public Ginoba(string gName, Player_Weapon gWeapon) : base(gName, Player_Class.Ginoba, 200, gWeapon) { }
public void TakeWeapon(Player_Weapon weap) { weapon = weap; }
public Nobellus(string nName, Player_Weapon nWeapon) : base(nName, Player_Class.Nobellus, 400, nWeapon) { }
// Use this for initialization void Start () { // set owned m_Owner = transform.parent.GetComponent<Player_Weapon>(); if (m_Owner == null) Debug.LogError("This weaponcollisionmanager has no weapon attached!"); }
// Use this for initialization void Start () { // set owned m_Owner = transform.parent.GetComponent<Player_Weapon>(); if (m_Owner == null) Debug.LogError("This "); }