PlayerBehaviour() { if(mInstance!=null) { Destroy(this); } mInstance=this; }
//State methods private void WhileSearching() { //Stop firing machineGun.triggerPulled = false; //Rotate in a circle Vector3 euler = targetRot.eulerAngles; euler.x = 0; euler.y += searchRotSpeed * Time.deltaTime; targetRot.eulerAngles = euler; //Rotate towards the target rot transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRot, rotSpeed * Time.deltaTime); //Scan for a target List<PlayerBehaviour> hits = visionCone.Scan<PlayerBehaviour>(); //Start attacking the first hit in the list if (hits.Count > 0) { target = hits[0].GetComponent<PlayerBehaviour>(); currentState = State.attacking; //TODO: Play some kind of sound effect } }
public override void EndEvent(PlayerBehaviour _currentPlayer) { if (hatAnim != null) { GameObject.Destroy(hatAnim); hatAnim = null; } }
void Start() { PlayerBehaviour = GameObject.FindWithTag ("Player").GetComponent<PlayerBehaviour>(); scaleUSize = PlayerBehaviour.scaleUpSize; scaleSSize = PlayerBehaviour.scaleDownSize; }
public override void StartEvent(PlayerBehaviour _currentPlayer) { //Do a footstep thing? Like, play a sound? Why isn't this using Unity's drag and drop? if (DuelManagerBehaviour.Instance.footstepAnim != null) { GameObject step = (GameObject)GameObject.Instantiate(DuelManagerBehaviour.Instance.footstepAnim, _currentPlayer.transform.position + new Vector3(0f, -1.3f, 2f), Quaternion.identity); } }
public override void StartEvent(PlayerBehaviour _currentPlayer) { //Do an animation, but only if this is the first one to set one up... if (rabbitAnim == null) { rabbitAnim = GameObject.Instantiate<GameObject>(DuelManagerBehaviour.Instance.rabbitAnim); } }
public override void StartEvent(PlayerBehaviour _currentPlayer) { //Do an animation, but only if this is the first one to set one up... if (windAnim == null) { windAnim = GameObject.Instantiate<GameObject>(DuelManagerBehaviour.Instance.windAnim); windAnim.transform.position = new Vector3(Random.Range(-6f, 6f), Random.Range(0f, 2f), 0f); } }
public bool MakeGuess(char guess, ref PlayerBehaviour player, int scoreVal) { Debug.Log(player.id + " IS MAKING GUESS WITH: " + guess.ToString()); // Remove letter from remaining list when guessing correctly if (allLetters.Contains(char.ToUpper(guess))) { if (remainingCorrectLetters.Contains(char.ToUpper(guess))) { remainingCorrectLetters.Remove(char.ToUpper(guess)); if (GameManager.Instance.clientPlayer.id == player.id) { // Add score when player guesses correctly, add bonus score when player opens whole word player.roundScore += scoreVal * charToIndexDict[char.ToUpper(guess)].Count; // Multiplier bonus } if (remainingCorrectLetters.Count <= 0 && GameManager.Instance.clientPlayer.id == player.id) // All letters have been correctly guessed { player.roundScore += (int)Score.WHOLEWORDPOINT; PlayerInfo.numWins++; } } } // Add letter to wrong list when guessing wrong else { if (!wrongLetters.Contains(char.ToUpper(guess)) && (guess != ' ' || guess != '\0')) { wrongLetters.Add(char.ToUpper(guess)); } // Show list of missed letters on screen string wrongString = ""; for (int i = 0; i < wrongLetters.Count; i++) { wrongString += wrongLetters[i].ToString(); wrongString += (i == wrongLetters.Count - 1) ? "" : " , "; } missedLetters.faceColor = new Color32(251, 241, 24, 255); missedLetters.text = wrongString; return(false); } // Test code - need better implementation if (charToIndexDict.ContainsKey(char.ToUpper(guess))) { foreach (int index in charToIndexDict[char.ToUpper(guess)]) { solutionPanels[index].GetComponentInChildren <TextMeshProUGUI>().enabled = true; } } return(true); // Guessed correctly }
/************************************************** * User Defined Functions **************************************************/ /// <summary> /// 効果の付与 /// </summary> /// <param name="target">付与対象</param> protected override void GiveEffect(PlayerBehaviour target) { target.GetHealed(1); GameObject healthPopup = Instantiate(healthPopupPrefab, target.gameObject.transform.position, Quaternion.identity, target.gameObject.transform.parent); healthPopup.GetComponent <ImagePopupBehaviour>().Initialize(); base.GiveEffect(target); }
public override void StartEvent(PlayerBehaviour _currentPlayer) { //Do an animation, but only if this is the first one to set one up... if (hatAnim == null) { hatAnim = GameObject.Instantiate<GameObject>(DuelManagerBehaviour.Instance.hatAnim); hatAnim.transform.SetParent(_currentPlayer.transform); hatAnim.transform.localPosition = new Vector3(0f, 1f, 0.5f); } }
private void Init() { playerBehaviour = this; rigidbody2 = gameObject.GetComponent <Rigidbody2D>(); gameManager = GameFacade.GetInstance().gameManager; StartCoroutine(LoadData()); // gameObject.transform.parent.gameObject.transform.position = StartPosition.position; }
// Start is called before the first frame update void Start() { health = 100; rigidbody2D = GetComponent <Rigidbody2D>(); rampDirection = RampDirection.NONE; player = GameObject.FindObjectOfType <PlayerBehaviour>(); hitSound = GetComponent <AudioSource>(); animator = GetComponent <Animator>(); spriteRenderer = GetComponent <SpriteRenderer>(); }
// Use this for initialization void Start() { player = FindObjectOfType <PlayerBehaviour>(); if (player.transform.localScale.x < 0) { speed = -speed; rotationSpeed = -rotationSpeed; } }
public PlayerCellphoneState(PlayerBehaviour player, Person target) { player.CellScreen.SetActive(true); GameObject.FindGameObjectsWithTag("Thinkbox").ToList().ForEach(tb => tb.SetActive(false)); Debug.Log("Celphone"); _player = player; _target = target; SetIcons(_target); currentApp = 0; }
private void OnCollisionEnter(Collision c) { PlayerBehaviour pb = c.gameObject.GetComponent <PlayerBehaviour>(); if (pb != null) { pb.Manager.TakeDamage(Mathf.FloorToInt(rigidbody.velocity.sqrMagnitude / 8), manager.ShooterId); gameObject.SetActive(false); } }
// Start is called before the first frame update void Start() { shieldButton = GetComponent <Button>(); shieldButton.onClick.AddListener(OnClick); player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerBehaviour>(); if (player.ShieldBehaviour == null) { gameObject.SetActive(false); } }
//玩家使用技能完毕 public void OnSkillOver(PlayerBehaviour sender) { if (sender != currentPlayer) { Debug.Log("!="); return; } //更新显示玩家金钱等讯息 SendPlayerMessageToUI(); isSkillEnd = true; }
private void CmdAskReport(PlayerBehaviour reportPlayer) { float distance = Vector2.Distance(reportPlayer.transform.position, transform.position); if (reportPlayer.State == PlayerState.Dead && distance <= ReportDistance) { GameManager.Instance.ReportPlayerServer(reportPlayer, this); reportPlayer.RpcReport(this); } }
public override bool OnInteract(PlayerBehaviour player) { if (isEnabled && itemStack.Count > 0 && player.HasStackSpace()) { player.PushItemStack(popItemFromStack()); return(true); } return(false); }
// Use this for initialization void Start() { text = gameObject.GetComponent<Text>(); GameObject o = GameObject.Find("Player"); if (o != null) { player = o.GetComponent<PlayerBehaviour>(); } }
private void Start() { player = GetComponent <PlayerBehaviour>(); if (!IsDebug) { InitializePlayerCards(); SetCamera(); } }
private void OnTriggerEnter2D(Collider2D collision) { PlayerBehaviour pB = collision.GetComponent <PlayerBehaviour>(); if (pB != null) { pB.hitPoints += hitPointsAmount; Destroy(gameObject); } }
public int GetReserveAmmunition(int unitId, Weapon weapon) { if (CheckIfCorrectTeam(unitId)) { PlayerBehaviour player = gc.GetPlayerBehaviours()[unitId]; return(player.GetReserveAmmunition(weapon)); } throw new System.UnauthorizedAccessException("Error: Can not access enemy reserve ammunition"); }
public void Atacar(PlayerBehaviour alvo) { float distancia = Vector3.Distance(this.transform.position, alvo.transform.position); if (distancia < 2) { // TODO Animação de atacar com a baioneta(Coronhada). alvo.LevaDano(this.dano); } }
// Use this for initialization void Start() { player = GameObject.FindWithTag("Player"); playerTransform = player.transform; playerBehaviour = player.GetComponent <PlayerBehaviour>(); anim = GetComponent <Animator>(); updateHealthBar(); spawnScript = GameObject.FindGameObjectWithTag("Spawn").GetComponent <SpawnScript>(); enemy = GameObject.FindGameObjectWithTag("Enemy"); }
/* * Destroy the powerup and reset animation */ protected virtual void removePowerUpEffect(PlayerBehaviour player) { // Then we destroy the powerup if (destoryable && !expiresOnTime) { Destroy(gameObject.transform.root.gameObject); } // and in all cases, reset the animation back player.setAnimation("Normal"); }
private void OnCollisionEnter2D(Collision2D target) { if (target.gameObject.tag == "Player") { PlayerBehaviour player = target.gameObject.GetComponent <PlayerBehaviour>(); player.TakeDamage(damage); } DecreaseEnergy(); }
// Use this for initialization void Start() { GM = GameObject.Find("GameManager").GetComponent <GameManager>(); playerBehaviour = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerBehaviour>(); PrS = GameObject.Find("InkSpray").GetComponent <ParticleSystem>(); collisionEvents = new List <ParticleCollisionEvent>(); settings = PrS.main; settings.startColor = new ParticleSystem.MinMaxGradient(ClearColour); ammoBehaviour = FindObjectOfType <AmmoBehaviour>(); }
public PlayerData(PlayerBehaviour player) { health = player.currentHealth; position = new float[3]; position[0] = player.controller.transform.position.x; position[1] = player.controller.transform.position.y; position[2] = player.controller.transform.position.z; sword = player.gotSword; shield = player.gotShield; }
private void OnTriggerEnter2D(Collider2D collision) { PlayerBehaviour pB = collision.GetComponent <PlayerBehaviour>(); if (pB != null) { pB.teleportCells += teleportCellAmount; Destroy(gameObject); } }
public void teleporte() { player = FindObjectOfType(typeof(PlayerBehaviour)) as PlayerBehaviour; player.gameObject.transform.position = new Vector3(-0.78f, -30f, -0.28f); player.addLife(30); //popUpDie.gameObject.SetActive(false); }
public void SetManager(Transform init) { _manager = init.root.GetComponentInChildren <FW02FSMManager>(); attack = _manager.GetComponentInChildren <FW02ATTACK>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerBehaviour>(); pos = attack.playerTrans; startPos = attack.FirePos; //Vector3.MoveTowards(pos, 5f * Time.deltaTime); //GetComponent<Rigidbody>().AddForce(transform.forward * speed); }
/// <summary> /// Wenn der Spieler getroffen wird, ziehe ihm /// den Schaden ab, welcher im Inspector eingestellt ist. /// Der Schaden richtet sich nach der Geschwindigkeit, kann aber niemals /// den Schaden aus dem Inspector überschreiten. /// </summary> /// <param name="collision">Collision-Objekt</param> private void HandlePlayerCollision(Collision collision) { PlayerBehaviour player = collision.gameObject.GetComponent <PlayerBehaviour>(); if (player != null) { float damage = Mathf.Clamp(damageFactor * rig.velocity.magnitude, 0.0f, damageFactor); player.LooseHealth(damage); } }
public void UseChangeBlockSkill(PlayerBehaviour player) { if (player == gameCharacter.controllingPlayer) { AudioSource.PlayClipAtPoint(gameCharacter.witchesLaughter[player.GameUiPosition], gameCharacter.gameObject.transform.position); parryActive = true; Debug.Log("BlockSkill"); StartCoroutine(BlockDuration()); } }
// Use this for initialization void Start() { player = FindObjectOfType <PlayerBehaviour>(); if (player.transform.position.x < transform.position.x) { speed = -speed; rotationSpeed = -rotationSpeed; } }
private void Start() { player = GetComponent <PlayerBehaviour>(); waterLine = GameController.instance.waterline; animLine = GameController.instance.animline; // Debug.Log("WE : " + waterLine); underwater = lastUnderwater = transform.position.y <= waterLine; }
// Start is called before the first frame update void Start() { navMeshAgent = GetComponent <NavMeshAgent>(); animator = GetComponent <Animator>(); healthBar.SetMaxHealth(maxHealth); //currentHealth = maxHealth; originalPosition = transform.position; playerBehaviour = player.GetComponent <PlayerBehaviour>(); healthBar.SetHealth(currentHealth); }
void Awake() { if (instance == null) { instance = this; } pointsSystem = new PointsSystem(); spriteRenderer = GetComponent <SpriteRenderer>(); animator = GetComponent <SpriteRendererAnimator>(); }
private void OnCollisionEnter(Collision collision) { PlayerBehaviour playerHit = collision.gameObject.GetComponent <PlayerBehaviour>(); if (playerHit) { playerHit.SetPlayerState(PlayerState.Dead); //playerHit.transform.SetParent(transform); } }
// Use this for initialization void Start() { ScriptPlayer = Player.GetComponent<PlayerBehaviour>(); var menu = GameObject.Find("Menu"); MenuScript = menu.GetComponent<MenuBehaviour>(); StartStage1(); Instance = this; }
// Use this for initialization void Start () { m_animator = GetComponent<Animator> (); m_playerBehaviour = new PlayerBehaviour (m_animator,transform,m_cam, m_aura,m_miniMonster,m_boss); m_inventoryNotOpen = false; m_visible = m_inventoryCanvas.GetComponent<CanvasGroup> ().alpha; m_healthSlider = GameObject.FindObjectOfType<Slider> (); m_health = 100; m_attack = 10; m_defence = 5; }
// Use this for initialization void Start () { hookStart = GameObject.Find("chainStart"); player = GameObject.Find("Player"); playerBehaviour = GameObject.Find("Player").GetComponent<PlayerBehaviour>(); joint = GameObject.Find("Player").GetComponent<DistanceJoint2D>(); joint.enabled = false; line = GameObject.Find("grapplinghook").GetComponent<LineRenderer>(); line.enabled = false; maxDistance = 20f; }
//Events void Awake() { //Set the instance instance = this; //Swap to the first weapon. RightHandWeapon.OnSwapIn(); //Lock the cursor Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; cursorCaptured = true; }
public void SwitchActivePlayer() { this.ActivePlayer.MyScore.text = this.ActivePlayer.power.ToString(); if (this.ActivePlayer == Player1) { this.ActivePlayer = Player2; } else { this.ActivePlayer = Player1; } this.ActivePlayer.MyScore.text = this.ActivePlayer.power.ToString() + " <"; }
// Use this for initialization void Start() { player=FindObjectOfType(typeof(PlayerBehaviour)) as PlayerBehaviour; //meshSlender.enabled=false; //player.SetFeedBackAlpha(0.1f); gameController=FindObjectOfType(typeof(GameController)) as GameController; currentScareFactory=scareFactory; currentRadieusToSpawn=radiusToSpawn; arduino=FindObjectOfType(typeof(ArduinoConnection)) as ArduinoConnection; }
// Use this for initialization void Start() { gm = GameObject.FindObjectOfType<GameManager> (); if (gm != null) { lives = gm.numberOfLifes; } else { lives = 1; } freezIcon = GameObject.Find ("FreezeIcon"); disappearIcon = GameObject.Find ("DisappearIcon"); plScript = player.GetComponent<PlayerBehaviour> (); livesText = GameObject.Find ("LivesAmount"); cfre = player.GetComponent<CubeFreezer> (); cdis = player.GetComponent<CubeDisappearer> (); }
void Start() { this.player = GameObject.FindGameObjectWithTag("Player"); this.treadmillBehaviour = (TreadmillBehaviour)GameObject.Find ("Treadmill").GetComponent("TreadmillBehaviour"); this.levelGenerator = new LevelGenerator( this.treadmillBehaviour ); this.gameRunning = true; // Score TextMesh GameObject scoreText = GameObject.Find("ScoreText"); this.scoreText = scoreText.GetComponent(typeof(TextMesh)) as TextMesh; // Listen for coin collection event this.playerBehaviour = this.player.GetComponent("PlayerBehaviour") as PlayerBehaviour; this.playerBehaviour.coinCollected += new PlayerBehaviour.CoinCollectedHandler( HandleCoinsCollected ); this.playerBehaviour.SetTreadmill(this.treadmillBehaviour); }
public void AddPlayer(PlayerBehaviour player, bool keyboardControl) { players.Add(player, keyboardControl); player.SetModel((GameObject)Instantiate(player.GetModel(), playerSpawn, player.GetModel().transform.rotation)); //player.SetShipModel(); float distance = transform.position.z - UnityEngine.Camera.main.transform.position.z; Vector3 leftMost = UnityEngine.Camera.main.ViewportToWorldPoint(new Vector3(0, 0, distance)); Vector3 rightMost = UnityEngine.Camera.main.ViewportToWorldPoint(new Vector3(1, 0, distance)); xMin = leftMost.x + hPadding; xMax = rightMost.x - hPadding; Vector3 bottomMost = UnityEngine.Camera.main.ViewportToWorldPoint(new Vector3(0, 0, distance)); Vector3 topMost = UnityEngine.Camera.main.ViewportToWorldPoint(new Vector3(0, 1, distance)); yMin = bottomMost.y + vPadding + thrusterVSize; yMax = topMost.y - vPadding; minRotation = 90 - tiltAngle; maxRotation = 90 + tiltAngle; }
private void Start() { mBack= transform.GetChild(0).gameObject.GetComponent<Image>(); mStartAlpha=mBack.color.a; mParentUI=transform.GetChild (1).gameObject; mPlayer=PlayerBehaviour.Singleton(); imageToSet.material.EnableKeyword("_EMISSION"); }
void OnTriggerEnter2D(Collider2D other) { //Debug.Log("OnTriggerEnter2D"); layerName = LayerMask.LayerToName(other.gameObject.layer); switch (layerName) { case "Player": break; case "AI": if (canSpin) { //other.gameObject.GetComponent<AIComponent> ().healthBar.SetActive (false); //other.gameObject.GetComponent<AIComponent> ().Death (); } break; case "EnemyTrigger0": Debug.Log("touched trigger " + other.gameObject.name); LevelManager.instance.activateAISpawn[0] = true; other.gameObject.SetActive(false); break; case "EnemyTrigger1": Debug.Log("touched trigger " + other.gameObject.name); LevelManager.instance.activateAISpawn[1] = true; other.gameObject.SetActive(false); break; case "EnemyTrigger2": Debug.Log("touched trigger " + other.gameObject.name); LevelManager.instance.activateAISpawn[2] = true; other.gameObject.SetActive(false); break; case "EnemyTrigger3": Debug.Log("touched trigger " + other.gameObject.name); LevelManager.instance.activateAISpawn[3] = true; other.gameObject.SetActive(false); break; case "EnemyTrigger4": Debug.Log("touched trigger " + other.gameObject.name); LevelManager.instance.activateAISpawn[4] = true; other.gameObject.SetActive(false); break; case "EnemyTrigger5": Debug.Log("touched trigger " + other.gameObject.name); LevelManager.instance.activateAISpawn[5] = true; other.gameObject.SetActive(false); break; case "EnemyTrigger6": Debug.Log("touched trigger " + other.gameObject.name); LevelManager.instance.activateAISpawn[6] = true; other.gameObject.SetActive(false); break; case "Door0": if (LevelManager.instance.stageCompleted[0]) { LevelManager.instance.doorsToBeOpened[0].GetComponent<Doors>().OpenDoor(); } break; case "Door1": if (LevelManager.instance.stageCompleted[1]) { LevelManager.instance.doorsToBeOpened[1].GetComponent<Doors>().OpenDoor(); } break; case "Door2": if (LevelManager.instance.stageCompleted[2]) { LevelManager.instance.doorsToBeOpened[2].GetComponent<Doors>().OpenDoor(); } break; case "Door3": if (LevelManager.instance.stageCompleted[3]) { LevelManager.instance.doorsToBeOpened[3].GetComponent<Doors>().OpenDoor(); } break; case "Door4": if (LevelManager.instance.stageCompleted[4]) { LevelManager.instance.doorsToBeOpened[4].GetComponent<Doors>().OpenDoor(); } break; case "Door5": if (LevelManager.instance.stageCompleted[5]) { LevelManager.instance.doorsToBeOpened[5].GetComponent<Doors>().OpenDoor(); } break; case "Door6": if (LevelManager.instance.stageCompleted[6]) { LevelManager.instance.doorsToBeOpened[6].GetComponent<Doors>().OpenDoor(); } break; case "Portal": Debug.Log("LevelsCleared, portal : " + GameGlobalVariablesManager.LevelsCleared); LevelManager.instance.ClosePortal(); GameGlobalVariablesManager.OnLevelCleared(); SavedData.Inst.SaveAllData(); Application.LoadLevel(GameGlobalVariablesManager.LevelSelection); break; case "WallLightLayer": Debug.Log("WallLightLayer: " + transform.position + other.gameObject.name); Idle(); playerBehaviour = PlayerBehaviour.IDLE; break; default: break; } }
void Update() { animatorStateInfo = characterAnimator.GetCurrentAnimatorStateInfo(0); if (!GameGlobalVariablesManager.isKnifeThrow) { if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject()) { target = Camera.main.ScreenToWorldPoint(Input.mousePosition); hit = Physics2D.Raycast(target, Vector2.zero); if (hit.collider != null) { layerName = LayerMask.LayerToName(hit.collider.gameObject.layer); Debug.Log(layerName); switch (layerName) { case "AI": selectedObject = hit.collider.gameObject; distanceToAttack = initialSpeed; if (selectedObject.GetComponent<AIComponent>().selectionMarker != null) { selectedObject.GetComponent<AIComponent>().selectionMarker.SetActive(true); } touchPos = selectedObject.transform.position; isAttack = true; nextAttackTimer = 0; playerBehaviour = PlayerBehaviour.MOVE; break; case "Objects": selectedObject = hit.collider.gameObject; distanceToAttack = intialDistanceToAttack / 2; touchPos = selectedObject.transform.position; Debug.Log("clicked on Objects"); isAttack = true; nextAttackTimer = 0; playerBehaviour = PlayerBehaviour.MOVE; break; case "WallLightLayer": touchPos = this.transform.position; isAttack = false; nextAttackTimer = 0; break; case "AreaLock": touchPos = this.transform.position; isAttack = false; nextAttackTimer = 0; break; case "Player": touchPos = this.transform.position; isAttack = false; nextAttackTimer = 0; break; default: touchPos = Camera.main.ScreenToWorldPoint(Input.mousePosition); if (selectedObject != null) { //ponz.2do null check //selectedObject.GetComponent<AIComponent>().selectionMarker.SetActive (false); if (selectedObject.GetComponent<AIComponent>() != null) selectedObject.GetComponent<AIComponent>().selectionMarker.SetActive(false); } isAttack = false; nextAttackTimer = 0; playerBehaviour = PlayerBehaviour.MOVE; break; }// end of switch } //if collider != null else { touchPos = Camera.main.ScreenToWorldPoint(Input.mousePosition); Debug.Log("collider = null =" + touchPos); if (selectedObject != null) { // ponz.2do if (selectedObject.GetComponent<AIComponent>() != null) selectedObject.GetComponent<AIComponent>().selectionMarker.SetActive(false); selectedObject = null; } playerBehaviour = PlayerBehaviour.MOVE; } } if (GameGlobalVariablesManager.isPlayerSpin) { canSpin = true; sTime -= Time.deltaTime; Spin(); } } else { if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject() && !canThrow) { distanceToThrow = initialDistanceToThrow; target = Camera.main.ScreenToWorldPoint(Input.mousePosition); hit = Physics2D.Raycast(target, Vector2.zero); if (hit.collider != null) { layerName = LayerMask.LayerToName(hit.collider.gameObject.layer); Debug.Log(layerName); switch (layerName) { case "AI": selectedObject = hit.collider.gameObject; if (selectedObject.GetComponent<AIComponent>().selectionMarker != null) { selectedObject.GetComponent<AIComponent>().selectionMarker.SetActive(true); } touchPos = selectedObject.transform.position; canThrow = true; CoolOffKnife = 3.0f; playerBehaviour = PlayerBehaviour.MOVEANDTHROW; break; case "Objects": selectedObject = hit.collider.gameObject; touchPos = selectedObject.transform.position; Debug.Log("touch pos is generated"); canThrow = true; playerBehaviour = PlayerBehaviour.MOVEANDTHROW; break; case "WallLightLayer": touchPos = this.transform.position; break; case "AreaLock": touchPos = this.transform.position; break; default: touchPos = Camera.main.ScreenToWorldPoint(Input.mousePosition); if (selectedObject != null) { selectedObject.GetComponent<AIComponent>().selectionMarker.SetActive(false); } playerBehaviour = PlayerBehaviour.MOVEANDTHROW; break; } } else { touchPos = Camera.main.ScreenToWorldPoint(Input.mousePosition); if (selectedObject != null) { selectedObject.GetComponent<AIComponent>().selectionMarker.SetActive(false); selectedObject = null; } playerBehaviour = PlayerBehaviour.MOVEANDTHROW; } } } switch (playerBehaviour) { case PlayerBehaviour.IDLE: break; case PlayerBehaviour.MOVE: if (!GameGlobalVariablesManager.isFireBallThrown) MoveTowardsPoint(); break; case PlayerBehaviour.MOVEANDTHROW: MoveTowardsThrowPoint(); break; case PlayerBehaviour.ATTACK: break; case PlayerBehaviour.REACT: break; } if (GameGlobalVariablesManager.isFireBallThrown) { fTimer -= Time.deltaTime; ShowFireBallCircle(); } PlayerDead(); Debug.DrawLine(wallColliderObj.transform.position, touchPos, Color.red, 0.5f); if (CoolOffTime < 0) { CoolOffTime = 10.0f; UpdateAttackCombo(0); } else { CoolOffTime -= Time.deltaTime; } if (canThrow) { CoolOffKnife -= Time.deltaTime; if (CoolOffKnife < 0) { CoolOffKnife = 3.0f; canThrow = false; } } }
void Start() { //Specify reference location, script is componnent of Object tagged "Player" playerInfo = GameObject.FindWithTag("Player").GetComponent<PlayerBehaviour>(); //gameObject.SetActive (true); }
// Use this for initialization void Start() { playerInfo = gameObject.GetComponent<PlayerBehaviour>(); }
void OnLevelWasLoaded (int level) { // When the DayScene(1) is loaded, get the MainCharacter if (level == SceneManager.GetSceneByName ("DayScene").buildIndex) { mainCharacter = GameObject.Find ("MainCharacter"); if (mainCharacter == null) { Debug.LogError ("No 'MainCharacter' was found in the scene " + level + "."); } else { playerBehave = mainCharacter.GetComponent<PlayerBehaviour> (); if (playerBehave == null) { Debug.LogError ("No PlayerBehaviour script was found in the 'mainCharacter'."); } } } }
// Use this for initialization void Start() { inputManager = InputManager.Instance; gameManager = gameObject.GetComponent<GameManager>(); spawnManager = gameObject.GetComponent<EnemySpawnManager>(); mainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>(); inputManager.Mouse_Moved += ProcessMousePosition; playerInfo = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerBehaviour>(); //Get the HUD, populate player health and game stats HUDBar = mainCamera.transform.FindChild("HUDBar").gameObject; for (int i = 0; i < playerInfo.Health; i++) { Vector3 newBlipLocalPosition = new Vector3(healthBlipStartPos.x, healthBlipStartPos.y, 0); GameObject newHealthBlip = GameObject.Instantiate(Resources.Load("Prefabs/Health_Blip") ) as GameObject; float blipWidth = newHealthBlip.GetComponent<SpriteRenderer>().bounds.extents.x * 2; newBlipLocalPosition.x += blipWidth * i; newHealthBlip.transform.parent = HUDBar.transform; newHealthBlip.transform.localPosition = newBlipLocalPosition; healthBlips.Add(newHealthBlip); } waveNumDisplay[0] = HUDBar.transform.FindChild("Wave_Ones").gameObject; waveNumDisplay[1] = HUDBar.transform.FindChild("Wave_Tens").gameObject; waveNumDisplay[2] = HUDBar.transform.FindChild("Wave_Hundreds").gameObject; enemyNumDisplay[0] = HUDBar.transform.FindChild("Enemies_Ones").gameObject; enemyNumDisplay[1] = HUDBar.transform.FindChild("Enemies_Tens").gameObject; enemyNumDisplay[2] = HUDBar.transform.FindChild("Enemies_Hundreds").gameObject; moneyNumDisplay[0] = HUDBar.transform.FindChild("Money_Ones").gameObject; moneyNumDisplay[1] = HUDBar.transform.FindChild("Money_Tens").gameObject; moneyNumDisplay[2] = HUDBar.transform.FindChild("Money_Hundreds").gameObject; crosshair = GameObject.Find("Crosshair"); gameOverPanel = HUDBar.transform.FindChild("GameOverPanel").gameObject; scoreSubmissionStatus = gameOverPanel.transform.FindChild("SubmissionStatus").gameObject; gameOverScoreDisplay[0] = gameOverPanel.transform.FindChild("Score_Ones").gameObject; gameOverScoreDisplay[1] = gameOverPanel.transform.FindChild("Score_Tens").gameObject; gameOverScoreDisplay[2] = gameOverPanel.transform.FindChild("Score_Hundreds").gameObject; numberSprites = Resources.LoadAll<Sprite>("Sprites/UI/UI_Numbers"); ShowHideGameOver(false); shopManager = HUDBar.transform.FindChild("ShopDisplay").GetComponent<ShopManager>(); shopManager.ShowHideShop(false, false); breakTimePanel = HUDBar.transform.FindChild("WaveTimeDisplay").gameObject; breakTimeDisplay[0] = breakTimePanel.transform.FindChild("Seconds_Ones").gameObject; breakTimeDisplay[1] = breakTimePanel.transform.FindChild("Seconds_Tens").gameObject; gameManager.GameOverEvent += OnGameOver; }
void LevelGenerator() { GameObject tmp; m_levelStaticsObj = new ArrayList(); m_levelPosition = new ArrayList(); m_levelPacdot = new ArrayList(); for (int i = 0; i < LevelMap.Length; ++i) { int x = (i % (int) m_lenght.x); int y = (i / (int)m_lenght.x * (-1)); float fX = x - (m_lenght.x / 2) + 0.5f; float fY = y + (m_lenght.y / 2) - 0.5f; m_levelPosition.Add(new Vector2(fX, fY)); switch (m_levelMap[i]) { case 1: tmp = (GameObject) GameObject.Instantiate(Resources.Load("CornerTopLeft")); tmp.transform.position = new Vector2(fX, fY); m_levelStaticsObj.Add(tmp); break; case 2: tmp = (GameObject) GameObject.Instantiate(Resources.Load("CornerTopRight")); tmp.transform.position = new Vector2(fX, fY); m_levelStaticsObj.Add(tmp); break; case 3: tmp = (GameObject) GameObject.Instantiate(Resources.Load("CornerDownLeft")); tmp.transform.position = new Vector2(fX, fY); m_levelStaticsObj.Add(tmp); break; case 4: tmp = (GameObject) GameObject.Instantiate(Resources.Load("CornerDownRight")); tmp.transform.position = new Vector2(fX, fY); m_levelStaticsObj.Add(tmp); break; case 5: tmp = (GameObject) GameObject.Instantiate(Resources.Load("HorizontalWall")); tmp.transform.position = new Vector2(fX, fY); m_levelStaticsObj.Add(tmp); break; case 6: tmp = (GameObject) GameObject.Instantiate(Resources.Load("VerticalWall")); tmp.transform.position = new Vector2(fX, fY); m_levelStaticsObj.Add(tmp); break; case 7: tmp = (GameObject) GameObject.Instantiate(Resources.Load("ClosedDoorHorizontal")); tmp.transform.position = new Vector2(fX, fY); m_levelStaticsObj.Add(tmp); break; case 8: tmp = (GameObject) GameObject.Instantiate(Resources.Load("ClosedDoorVertical")); tmp.transform.position = new Vector2(fX, fY); m_levelStaticsObj.Add(tmp); break; case 9: tmp = (GameObject) GameObject.Instantiate(Resources.Load("Pacdot")); tmp.transform.position = new Vector2(fX, fY); m_levelPacdot.Add(tmp); break; } } tmp = (GameObject)GameObject.Instantiate(Resources.Load("Player")); m_player = tmp.GetComponent<PlayerBehaviour>(); }
// Use this for initialization void Start() { player = playerObj.GetComponent<PlayerBehaviour>(); col = gameObject.GetComponent<Collider>(); }
void Start() { player = GetComponent<PlayerBehaviour>(); pData = GetComponent<PlayerData>(); pInput = GetComponent<PlayerInput>(); controller = GetComponent<CharacterController>(); myTransform = transform; rayDistance = controller.height * .5f + controller.radius; slideLimit = controller.slopeLimit - .1f; jumpTimer = antiBunnyHopFactor; }
// Use this for initialization void Start() { fShootCooldownReset = fShootCooldown; playerBehaviour = gameObject.GetComponent<PlayerBehaviour>(); }
public PlayerState(PlayerFSM fsm, PlayerBehaviour character) { this.fsm = fsm; this.character = character; }