void OnTriggerEnter2D(Collider2D col) { //if the collision is with player and the pwrup count is below 3, //give corresponding pwrup then delete the obj if (col.gameObject.tag == "Player") { pc = col.gameObject.GetComponent <Player_control> (); if (this.gameObject.tag == "red_power_up") { if (pc.held_power_ups.Count <= 2) { pc.held_power_ups.Push('r'); Destroy(this.gameObject); } } else if (this.gameObject.tag == "blue_power_up") { if (pc.held_power_ups.Count <= 2) { pc.held_power_ups.Push('b'); Destroy(this.gameObject); } } else if (this.gameObject.tag == "yellow_power_up") { if (pc.held_power_ups.Count <= 2) { pc.held_power_ups.Push('y'); Destroy(this.gameObject); } } } }
// Start is called before the first frame update void Start() { checker = GetComponent <BoxCollider2D>(); player_control = GameObject.FindWithTag("Player").GetComponent <Player_control>(); gameState = GameObject.FindWithTag("GameState").GetComponent <GameState>(); }
//++++++++++++++++++++++++++++++ private void Start() { //Deshabilita todos los cuadros de dialogo en el UI. dialog.enabled = false; textA.enabled = false; textB.enabled = false; player = FindObjectOfType <Player_control>(); //Se obtiene el script de control del jugador. }
private void BeginGame() { int index; GameObject aux; Initialize(); RpcInitialize(); RpcSetEmojisButtonEnabled(); RpcEliminateNotPossibleCube(); for (int i = 0; i < 54; i++) { cardsSpawned[i] = Instantiate(cards[i], transform.position, cards[i].transform.rotation); NetworkServer.Spawn(cardsSpawned[i]); } for (int i = 0; i < 54; i++) { index = UnityEngine.Random.Range(0, 54); aux = cardsSpawned[i]; cardsSpawned[i] = cardsSpawned[index]; cardsSpawned[index] = aux; } for (int i = 0; i < 54; i++) { RpcAddCard(cardsSpawned[i]); } numPlayers = GameObject.FindGameObjectsWithTag("Player").Length; numCardsForPlayer = 54 / numPlayers; playerTurn = UnityEngine.Random.Range(0, numPlayers); lastGame.Insert(0, -1); lastGame.Insert(1, -1); position = 1; RpcSendNameOfPlayers(Player_control.getplayersName()); if (!startedGame) { RpcSetPuntuationTo0(Player_control.getplayersName()); } RpcDealCards(numCardsForPlayer, numPlayers); RpcChangePlayerTurn(playerTurn, playersHaveFinished); RpcRefreshButtonsInteraction(playerTurn); timeNumber = remainingTime; RpcSetTime(timeNumber); StartCoroutine(ReduceTime(throwNumber)); }
void Start() { player = GameObject.FindWithTag("Player"); meter = GameObject.Find("Starting_Area"); player_control = player.GetComponent <Player_control>(); player_velo = player.GetComponent <Rigidbody2D>(); meter_start = meter.GetComponent <Meter_Start>(); totalDistance = GameObject.FindWithTag("TotalDistance").GetComponent <TMPro.TextMeshProUGUI>(); lastPosition = new Vector3(player.transform.position.x, 0, 0); }
// Use this for initialization void Awake() { char_ = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_control>(); //obetenemos los objetos que contiene el score de la interfaz grafica score_text = GameObject.Find("UI_Score"); score = score_text.GetComponent <Text> (); Retry_button = GameObject.FindGameObjectWithTag("Canvas").transform.Find("Retry").gameObject; Quit_button = GameObject.FindGameObjectWithTag("Canvas").transform.Find("End").gameObject; //obetenemos los objetos que contiene el score de la interfaz grafica //obtenemos el score de el scrip Score y End_level score_ = GameObject.FindGameObjectWithTag("Score").GetComponent <Score>(); end_level = GameObject.FindGameObjectWithTag("End_level").GetComponent <End_level> (); //obtenemos el score de el scrip Score y End_level }
public void Receive() { try { string data = ""; while (true) { data = ReadData.ReadLine(); if (data != "") { Direct_From_Sign(data); } } } catch { this.Client.Close(); Player_control.SetDefault(); } }
//this detects if the damage object has made contact with the player and //it is not experiencing I-frames, if so it deals damage, this results in //power up loss or life lost depending if the player has a power up void OnCollisionEnter2D(Collision2D col) { pc = col.gameObject.GetComponent <Player_control>(); if (col.gameObject.tag == "Player" && pc.hitframes == false) { if (Enumerable.SequenceEqual(pc.poweruparray, new int[3])) { ContactPoint2D contact = col.contacts[0]; Quaternion rot = Quaternion.FromToRotation(Vector3.up, contact.normal); Vector3 pos = contact.point; Instantiate(explosionPrefab, pos, rot); Destroy(col.gameObject); StartCoroutine(lifeDown()); } else { pc.LosePowerUp(); } } }
//---------------------------------------------------------------- void StartGame() { player_object = GameObject.Find("Player"); player = player_object.GetComponent <Player_control>(); Ui = canvas.GetComponent <Ui_game_control>(); map = map_prefab.GetComponent <Column_creator>(); column = column_prefab.GetComponent <Add_force>(); dir_light = directional_light.GetComponent <Light>(); time_introduction = 8; time_freeTime = -1; //Uniknięcie zrównania czasu po rozpocząciu gry event_num = 0; event_columnUp = 2; column_beforeEvent = 0; player.GetComponent <Player_control>().speed_max = 74; //Po rozgrzewce 80 ResetGameSetings(); play = true; time_beforeStart = (int)Time.time; }
public void PlayerTestSimplePasses() { //Initialize player controller object Player_control pctrl = new Player_control(); //Create vector to mime inputs Vector2 inputs = new Vector2(0.0f, 0.0f); Vector2 movement = new Vector2(0.0f, 0.0f); //Testing for the movement vector calculator for all possible inputs for (int i = 0; i < 2; i++) { for (int j = 0; j < 2; j++) { inputs = new Vector2(-1.0f + i, -1.0f + j); movement = pctrl.movement_calculator(inputs.x, inputs.y); inputs.Normalize(); Assert.AreEqual(movement.x, inputs.x); Assert.AreEqual(movement.y, inputs.y); } } }
private void CmdAddPlayer(string playerLocalName, int numPlayer) { Player_control.addPlayerName(playerLocalName, numPlayer); //Debug.Log(Player_control.getplayersName()[numPlayer]); }
private void Receiver_Alarm() { Player_control.Stop_TimeCount(true); Player_control.Alarm_Activity(); }
private void Receiver_Answer(string answer_data) { Player_control.SetAnswerContent(answer_data); Player_control.Stop_TimeCount(true); }
void Start() { player = GameObject.FindWithTag("Player"); player_control = player.GetComponent <Player_control>(); }
//++++++++++++++++++++++++++++++ private void Start() { //Se obtienen los componentes necesarios player = FindObjectOfType <Player_control>(); cam = FindObjectOfType <CameraFollow>(); }
//++++++++++++++++++++++++++++++ private void Start() { //Se obtiene el script de control del jugador y la imagen de UI que representa la barra de salud. HealthB = GetComponent <Image>(); player = FindObjectOfType <Player_control>(); }
//+++++++++++++++++++++++++++ private void Awake() { player = FindObjectOfType <Player_control>(); //Se busca el script de control del jugador. }
//++++++++++++++++++++++++++++++ private void Start() { player = FindObjectOfType <Player_control>(); //Se obtiene el script de control del jugador. }
//++++++++++++++++++++++++++++++ private void Awake() { player = FindObjectOfType <Player_control>(); //Se accede al script del control del jugador }