public GameObject dropSheep() { if (sheepPickedup.Count == 0) { return(null); } GameObject droppedSheep = sheepPickedup.Pop(); SheepMovement droppedSheep_movement = droppedSheep.GetComponentInChildren <SheepMovement>(); Animator droppedSheep_animator = droppedSheep.GetComponentInChildren <Animator>(); Rigidbody droppedSheep_rb = droppedSheep.GetComponent <Rigidbody>(); // set state to available and anim state to iddle droppedSheep_movement.setAvailable(); IAnimState animState = new Iddle(ref droppedSheep_animator); droppedSheep_movement.SetAnimState(animState); sheepCollideWithBases(droppedSheep); changePlayerSpeed(); droppedSheep_rb.velocity = Vector3.zero; droppedSheep_rb.useGravity = true; SendDroppedSheepMessage(droppedSheep.transform.name, droppedSheep_movement.getState(), droppedSheep_animator.GetInteger("Index")); return(droppedSheep); }
private void pickupSheep() { GameObject sheepToPickup = sheepColliding[0]; sheepColliding.RemoveAt(0); SheepMovement sheepToPickup_movement = sheepToPickup.GetComponentInChildren <SheepMovement>(); Animator sheepToPickup_animator = sheepToPickup.GetComponentInChildren <Animator>(); Rigidbody sheepToPickup_rb = sheepToPickup.GetComponent <Rigidbody>(); // set state to unavaiable and anim state to ball sheepToPickup_movement.setUnavailable(); IAnimState animState = new Ball(ref sheepToPickup_animator); sheepToPickup_movement.SetAnimState(animState); sheepGhostBases(sheepToPickup); sheepToPickup_rb.velocity = Vector3.zero; sheepToPickup_rb.angularVelocity = Vector3.zero; sheepToPickup_rb.useGravity = false; sheepPickedup.Push(sheepToPickup); changePlayerSpeed(); }
public void processDroppedSheepMessage(DroppedSheepMessage _msg) { GameObject sheep = GameObject.Find(_msg.sheepName); if (sheep != null) { SheepMovement sheep_movement = sheep.GetComponent <SheepMovement>(); Rigidbody sheep_rb = sheep.GetComponent <Rigidbody>(); sheep_rb.velocity = Vector3.zero; sheep_rb.useGravity = true; sheep_movement.setPickedUpBy(""); sheep_movement.setState(_msg.sheepState); } }
public void processLandSheepMessage(LandSheepMessage _msg) { GameObject sheep = GameObject.Find(_msg.sheepName); if (sheep != null) { SheepMovement sheep_movement = sheep.GetComponent <SheepMovement>(); Animator sheep_animator = sheep.GetComponentInChildren <Animator>(); // set state to available and anim state to iddle sheep_movement.setAvailable(); IAnimState animState = new Iddle(ref sheep_animator); sheep_movement.SetAnimState(animState); // ignoreCollisionWithBases(sheep, true); ignoreCollisionWithPlayers(sheep, true); } }
public void processPickedUpSheepMessage(PickedUpSheepMessage _msg) { GameObject sheep = GameObject.Find(_msg.sheepName); if (sheep != null) { SheepMovement sheep_movement = sheep.GetComponent <SheepMovement>(); Rigidbody sheep_rb = sheep.GetComponent <Rigidbody>(); sheep_rb.velocity = Vector3.zero; sheep_rb.angularVelocity = Vector3.zero; sheep_rb.useGravity = false; sheep_movement.setPickedUpBy(_msg.playerName); sheep_movement.setState(_msg.sheepState); sheep_movement.localMove(_msg.sheepPosition, _msg.sheepRotation, _msg.time, _msg.sheepAnimation); } }
void Start() { sheepScript = GetComponent <Sheep>(); gmScript = GameObject.Find("_manager").GetComponent <GameManager>(); moveScript = GetComponent <SheepMovement>(); sheepAnim = GetComponent <Animator>(); isDeathTimerRunning = true; isSheepTimeUp = false; wolfTimer = Random.Range(wolfTimerMin, wolfTimerMax); initTime = Time.timeSinceLevelLoad; //Invoke("WolfTimerCounter", wolfTimer); if (wolfSpawnLocation == null) { wolfSpawnLocation = GameObject.Find("WolfSpawnLocation"); } }
public void processSheepMovementMessage(SheepMovementMessage _msg) { //server does not care about sheep movement receiving messages if (isServer) { return; } GameObject sheep = GameObject.Find(_msg.objectTransformName); if (sheep != null) { SheepMovement sheep_movement = sheep.GetComponent <SheepMovement>(); if (sheep_movement.getState() != (int)State.Unavailable) { sheep_movement.localMove(_msg.objectPosition, _msg.objectRotation, _msg.time, _msg.objectAnimation); } } }
private void shootSheep() { if (pickupSheep.getSheepStack().Count == 0) { impulseAccel = InitialImpulseAccel; impulseStrenthSpeed = InitialImpulseSpeed; impulseStrenth = InitialImpulseStrenght; updateImpulseUI(); return; } orientPlayer(); pickupSheep.updateSheepRotation(); hideMira(); GameObject sheep = pickupSheep.prepareToShoot(); SheepMovement sheep_movement = sheep.GetComponentInChildren <SheepMovement>(); Animator sheep_animator = sheep.GetComponentInChildren <Animator>(); Rigidbody sheep_rb = sheep.GetComponent <Rigidbody>(); // set state to flying and anim state to shot sheep_movement.setFlying(); IAnimState animState = new Shot(ref sheep_animator); sheep_movement.SetAnimState(animState); sheep_rb.velocity = Vector3.zero; sheep_rb.useGravity = true; // sheepCollideWithBases(sheep); sheepCollideWithPlayers(sheep); sheep_movement.setPickedUpBy(""); SendShootSheepMessage(sheep.transform.name, sheep_movement.getState(), sheep_animator.GetInteger("Index"), impulseStrenth); resetImpulseAndUI(); }
public void processShootSheepMessage(ShootSheepMessage _msg) { GameObject sheep = GameObject.Find(_msg.sheepName); if (sheep != null) { SheepMovement sheep_movement = sheep.GetComponent <SheepMovement>(); Animator sheep_animator = sheep.GetComponentInChildren <Animator>(); Rigidbody sheep_rb = sheep.GetComponent <Rigidbody>(); // set state to flying and anim state to shot sheep_movement.setFlying(); IAnimState animState = new Shot(ref sheep_animator); sheep_movement.SetAnimState(animState); sheep_rb.velocity = Vector3.zero; sheep_rb.useGravity = true; // ignoreCollisionWithBases(sheep, false); ignoreCollisionWithPlayers(sheep, false); sheep_movement.setPickedUpBy(""); } }