// Use this for initialization void Start() { currentResetIntervalCount = 0; maxGunChangeCount = gunsStatus.getChangeWeaponTime; currentGunChangeCount = maxGunChangeCount; audioSource = gameObject.GetComponent <AudioSource>(); bulletDangerText.SetActive(false); guns = new BaseGun[NUM_GUN_TYPE]; guns[0] = new HandGun(); guns[1] = new SubmachineGun(); guns[2] = new ShotGun(); for (int i = 0; i < NUM_GUN_TYPE; i++) { guns[i].setGunStatus(gunsStatus.getGunsStatus[i]); guns[i].baseInit(i, gunImages[i], bullet, gunSound[i]); guns[i].init(); } //ハンドガンに持ちかえる currentGunIndex = 0; chaneGunType(0); //audioSource.clip = gunSE; }
static void Main(string[] args) { Gun mGun = new MachineGun(); Gun sGun = new ShotGun(); Gun mGunWithClip = new GunClip(mGun, 40); Gun mGunWithTwoClips = new GunClip(mGunWithClip, 60); Gun mGunWithEverything = new GunSilencer(mGunWithTwoClips, 0.9f); Console.Write("MachineGun:\n\t"); mGun.Fire(); Console.Write("ShotGun:\n\t"); sGun.Fire(); Console.Write("MachineGun with clip:\n\t"); mGunWithClip.Fire(); Console.Write("MachineGun with two clips:\n\t"); mGunWithTwoClips.Fire(); Console.Write("MachineGun with everything:\n\t"); mGunWithEverything.Fire(); try { new GunSilencer(mGun, 1.2f); } catch (InvalidOperationException ioe) { Console.WriteLine(ioe.Message); } finally { Console.WriteLine("Thanks for shooting!!"); } }
public void SpawnWeapon() { //if our parameters exist spawn a weapon on our socket depending on the type of the weapon if (m_AssaultGunTemplate && m_ShotGunTemplate && m_SubMachineGunTemplate && m_PrimarySocket) { if (m_WhichWeapon == Weapon.Shotgun) { var gunObject = Instantiate(m_ShotGunTemplate, m_PrimarySocket.transform, true); gunObject.transform.localPosition = Vector3.zero; gunObject.transform.localRotation = Quaternion.identity; m_ShotGun = gunObject.GetComponent <ShotGun>(); } if (m_WhichWeapon == Weapon.assaultGun) { var gunObject = Instantiate(m_AssaultGunTemplate, m_PrimarySocket.transform, true); gunObject.transform.localPosition = Vector3.zero; gunObject.transform.localRotation = Quaternion.identity; m_AssaultGun = gunObject.GetComponent <AssaultGun>(); m_IsAssaultGun = true; } if (m_WhichWeapon == Weapon.SMG) { var gunObject = Instantiate(m_SubMachineGunTemplate, m_PrimarySocket.transform, true); gunObject.transform.localPosition = Vector3.zero; gunObject.transform.localRotation = Quaternion.identity; m_SubmachineGun = gunObject.GetComponent <SubmachineGun>(); } } }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { ShotGun _shotGun = other.GetComponent <ShotGun>(); _shotGun.canShoot_shotGun = true; Destroy(gameObject); } }
public Crasher() { InitializeComponent(); this.SetStyle(ControlStyles.SupportsTransparentBackColor | ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint | ControlStyles.DoubleBuffer, true); gameState = new GameState(); settings = GameSettings.GetInstance(); Brick.Height = settings.BrickHeight; Brick.Width = settings.BrickWidth; Wall.Width = settings.WallWidth; Wall.Height = settings.WallHeight; Ball.Radius = settings.BallRadius; Ball.InitialSpeed = settings.BallInitialSpeed; settings.BallMaxX = (float)ClientSize.Width; settings.BallMaxY = (float)ClientSize.Height; //Create the bat Sprites - they need the keyboard controls and the gameplay area limits _player1 = new Wall(settings.PlayerDefaultX, Keys.Up, Keys.Down, settings.MinPosition, (float)ClientSize.Height, Wall.Width, Wall.Height); //use this line for a second human player //_player2 = new Bat(player2Bat, ClientSize.Width - 30 - Bat.Width, Keys.P, Keys.L, 0, ClientSize.Height); //use this line for a computer player _player2 = new Wall((float)ClientSize.Width - settings.PlayerDefaultX - Wall.Width, settings.MinPosition, (float)ClientSize.Height, Wall.Width, Wall.Height); _ball_1 = new Ball(settings.BallMinX, (float)ClientSize.Width, settings.BallMinY, (float)ClientSize.Height, gameState, ref _player1, ref _player2); _player1.Ball = _ball_1; //Connect the AI player with the ball _player2.Ball = _ball_1; //Initialise and start the timer _lastTime = 0.0; _timer.Start(); Sprite shotGun = new ShotGun(_player1, _player2, _ball_1); Sprite shotGun2 = new ShotGun(_player1, _player2, _ball_1); _player1.Weapons.Add(shotGun); _player1.Weapons.Add(shotGun2); /* * ((Weapon)shotGun).Use(); */ }
void Start() { myIsAlive = true; myCanMove = false; myAudioSource = GetComponent <AudioSource>(); myPlayerDeath = Resources.Load <AudioClip>("player-death"); myPlayer = GameObject.FindGameObjectWithTag("Player"); myMachineGun = GetComponent <MachineGun>(); myShotGun = GetComponent <ShotGun>(); myGame = GameObject.FindGameObjectWithTag("Game").GetComponent <Game>(); }
void Awake() { _movement = GetComponent <Movement>(); _shoot = GetComponent <ShootRifle>(); _shotGun = GetComponent <ShotGun>(); _health = GetComponent <CharacterHealth>(); _shield = GetComponent <Shield>(); _health.OnUnitDied += OnPlayerDied; _health.OnHealthChanged += OnHealthChanged; GameController.GameControllerInstance.playerTransform = transform; GameController.GameControllerInstance.playerGameobject = gameObject; _shoot.hitLayerShoot = enemyLayer; _shotGun.hitLayerShoot = enemyLayer; }
void Start() { // we halen even de andere components op handGun = GetComponent <HandGun>(); shotGun = GetComponent <ShotGun>(); nuclearMissileLauncher = GetComponent <NuclearMissileLauncher>(); // we laten currentWeapon verwijzen naar de shotGun currentWeapon = shotGun; // waarom gebruiken we een interface? // omdat Classes alleen maar van elkaar mogen weten wat je bij elkaar mag doen. Niet 'hoe' het gebeurd. // Standaard regel: Program to an interface, not an implementation // met 'implementation' bedoeld men dat je hard tegen een bepaalde Class Type (bijvoorbeeld HandGun) aanscript // met interfaces wordt het heel duidelijk wat je mag verwachten van een Class. In de grote mensenwereld wordt // veel gewerkt met interfaces. .Net heeft hele conventies over welke interfaces je zou moeten hanteren }
public void AddGun(GunType type) { if (!_guns.ContainsKey(type)) { if (type == GunType.BasicGun) { _guns[type] = new BasicGun(); } else if (type == GunType.ShotGun) { _guns[type] = new ShotGun(); } else { _guns[type] = new Rifle(); } } _guns[type].IncreaseBullets(); _guns[type].PlayerGun = this; }
void Start() { // Make the rigid body not change rotation if (GetComponent <Rigidbody>()) { GetComponent <Rigidbody>().freezeRotation = true; } nextFire = 0; CalibrateAccelerometer(); shotGun = GetComponent <ShotGun> (); fireRate = shotGun.fireRate; Time.timeScale = 1f; Debug.Log("Time.Scale" + Time.timeScale); //Time.timeScale = .2f; }
private void Awake() { if (instance) { Destroy(gameObject); } else { instance = this; } Physics2D.gravity = Vector2.zero; init = GetComponent <InitGameManager>(); pistol = new Pistol(); rifts = new Rifts(); shotGun = new ShotGun(); sniper = new Sniper(); aug = new AUG(); dualBerretas = new DualBerretas(); knife = new Knife(); allWeaponsPossible = new List <Gun> { pistol, shotGun, rifts, sniper, aug, dualBerretas, knife }; Quaternion quaternion = new Quaternion { eulerAngles = new Vector3(0, 0, 90) }; playerTransform = Instantiate(playerPrefab, playerOriginPosition, quaternion); hc = playerTransform.GetComponent <HeroController>(); }
public void shoot() //射击 { //用什么枪 => 枪类(射击频率,装弹CD,动画等)近距离用刀 //根据枪种类产生子弹(碰撞,位置,动画,轨迹,子弹伤害) switch (Gun.holdGun) { case Gun.gunKind.handGun: { //Debug.Log("handGun"); break; } case Gun.gunKind.shotGun: { //Debug.Log("shotGun"); GameObject.Find("SoundControler").GetComponent <AudioSource>(). PlayOneShot(GameData.getInstance().Effect_shotGun); ShotGun.getInstance().fixBulletDirecAndPos(); break; } } }
public void Add(Item item) { item.SetActive(false); item.DisableRigidBody(); item.transform.parent = Main.Instance.Hand; item.transform.localPosition = Vector3.zero; item.transform.localRotation = Quaternion.Euler(Vector3.zero); if (item is AutoGunClip) { AutoGun a = Find <AutoGun>(); a?.AddClip(item as AutoGunClip); return; } if (item is ShotGunClip) { ShotGun a = Find <ShotGun>(); a?.AddClip(item as ShotGunClip); return; } _items.Add(item); }
protected override List <MovingObject> GetIAs(Ship playerShip) { EnnemyShip enemyShip; ActionFollowPlayer mouvement; List <MovingObject> retour = new List <MovingObject>(); Weapon wep; for (int i = 10; i < 100; i++) { enemyShip = new EnnemyShip(false); enemyShip.Position = new Vector2(10 + i * 30, 100); enemyShip.Speed = new Vector2(3, 0); if (i % 5 != 0) {//nous visent au 5 sec, tirent aux 2 sec mouvement = new ActionFollowPlayer(enemyShip, playerShip, Laser.LASER_SPEED, 120, 5000); } else {//suivent toujours mouvement = new ActionFollowPlayer(enemyShip, playerShip, Laser.LASER_SPEED, 120); } mouvement.Recursive = true; wep = new Weapon(enemyShip, 500); enemyShip.AddAction(mouvement); enemyShip.AddAction(new ActionShoot(enemyShip, new Weapon(enemyShip, 2000), 2000, (int)(2000))); retour.Add(enemyShip); } //Enemis tourrelles* enemyShip = new EnnemyShip(false); enemyShip.Position = new Vector2(100, GetHeight() - 100); enemyShip.Speed = new Vector2(0, 0); mouvement = new ActionFollowPlayer(enemyShip, playerShip, Laser.LASER_SPEED, 120); mouvement.Recursive = true; wep = new ShotGun(enemyShip, 1500); enemyShip.AddAction(new ActionShoot(enemyShip, new Weapon(enemyShip), 1000)); enemyShip.AddAction(mouvement); enemyShip.AddAction(new ActionShoot(enemyShip, wep, 5000)); retour.Add(enemyShip); //tourelle 2 enemyShip = new EnnemyShip(false); enemyShip.Position = new Vector2(100, 100); enemyShip.Speed = new Vector2(0, 0); mouvement = new ActionFollowPlayer(enemyShip, playerShip, Laser.LASER_SPEED, 120); mouvement.Recursive = true; wep = new ShotGun(enemyShip, 1500); enemyShip.AddAction(new ActionShoot(enemyShip, new Weapon(enemyShip), 1000)); enemyShip.AddAction(mouvement); enemyShip.AddAction(new ActionShoot(enemyShip, wep, 5000)); retour.Add(enemyShip); //tourelle 3 enemyShip = new EnnemyShip(false); enemyShip.Position = new Vector2(GetWidth() - 100, 100); enemyShip.Speed = new Vector2(0, 0); mouvement = new ActionFollowPlayer(enemyShip, playerShip, Laser.LASER_SPEED, 120); mouvement.Recursive = true; wep = new ShotGun(enemyShip, 1500); enemyShip.AddAction(mouvement); enemyShip.AddAction(new ActionShoot(enemyShip, wep, 5000)); enemyShip.AddAction(new ActionShoot(enemyShip, new Weapon(enemyShip), 1000)); retour.Add(enemyShip); //tourelle 4 enemyShip = new EnnemyShip(false); enemyShip.Position = new Vector2(GetWidth() - 100, GetHeight() - 100); enemyShip.Speed = new Vector2(0, 0); mouvement = new ActionFollowPlayer(enemyShip, playerShip, Laser.LASER_SPEED, 120); mouvement.Recursive = true; wep = new ShotGun(enemyShip, 1500); enemyShip.AddAction(new ActionShoot(enemyShip, new Weapon(enemyShip), 1000)); enemyShip.AddAction(mouvement); enemyShip.AddAction(new ActionShoot(enemyShip, wep, 5000)); retour.Add(enemyShip); return(retour); }
static async Task CollectPdfs(String seleniumHost, String fileName, String exportDirectory) { if (!Directory.Exists(exportDirectory)) { Directory.CreateDirectory(exportDirectory); } var service = new ServiceCollection().AddHttpClient().BuildServiceProvider(); var gun = new ShotGun(service.GetService <IHttpClientFactory>(), new PdfCreator(), new GunOptions($"{seleniumHost}/wd/hub")); var completeFileName = $"{DefaultFileCompletePrefix}-{fileName}"; var completeLinks = new String[0]; if (File.Exists(completeFileName)) { completeLinks = await File.ReadAllLinesAsync(completeFileName); } else { File.Create(completeFileName); } var links = await File.ReadAllLinesAsync(fileName); links = links.Distinct() .Except(completeLinks) .ToArray(); var options = new ShotOptions { Width = 1024, StepHeight = 754, ImageFormat = "png", IsGrayscale = true, OverlaySize = 23, TryMobile = true, HideOverlayElementsImmediate = true }; var index = 1; foreach (var link in links) { try { options.Uri = new Uri(link); var shot = await gun.ShotPdfAsync(options); if (File.Exists($"{exportDirectory}/{shot.FileName}")) { Console.WriteLine($"Skip exist file : {shot.FileName}"); await File.AppendAllLinesAsync(completeFileName, new List <String> { link }); continue; } await File.WriteAllBytesAsync($"{exportDirectory}/{shot.FileName}", shot.Bytes); await File.AppendAllLinesAsync(completeFileName, new List <String> { link }); Console.WriteLine($"{shot.FileName} is exported. {index++.ToString()}/{links.Length.ToString()}"); } catch (Exception exception) { Console.WriteLine(exception); } } }
private void Start() { player = GameController.GameControllerInstance.playerGameobject; _shotGun = player.GetComponent <ShotGun>(); SpawnWave(); }
public ShotGunDrawer(Sprite s) : base(s) { g = s as ShotGun; }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.J)) { switch (Character.getInstance().CharacStatus) { case Character.Status.idle: { switch (Gun.holdGun) { case Gun.gunKind.handGun: { break; } case Gun.gunKind.shotGun: { if (ShotGun.getInstance().admitShoot == true) //冷却时间定时器 { Character.getInstance().shoot(); ShotGun.getInstance().admitShoot = false; Character.getInstance().CharacAttackMode = Character.AttackMode.shoot; Character.getInstance().CharacStatus = Character.Status.idleAttack; } break; } } break; } case Character.Status.move: { switch (Gun.holdGun) { case Gun.gunKind.handGun: { break; } case Gun.gunKind.shotGun: { if (ShotGun.getInstance().admitShoot == true) //冷却时间定时器 { Character.getInstance().shoot(); ShotGun.getInstance().admitShoot = false; Character.getInstance().CharacAttackMode = Character.AttackMode.shoot; Character.getInstance().CharacStatus = Character.Status.moveAttack; } break; } } break; } case Character.Status.jump: { switch (Gun.holdGun) { case Gun.gunKind.handGun: { break; } case Gun.gunKind.shotGun: { if (ShotGun.getInstance().admitShoot == true) //冷却时间定时器 { Character.getInstance().shoot(); ShotGun.getInstance().admitShoot = false; Character.getInstance().CharacAttackMode = Character.AttackMode.shoot; Character.getInstance().CharacStatus = Character.Status.jumpAttack; } break; } } break; } } } //状态切换 if ((!Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D)) || (Input.GetKey(KeyCode.A) && Input.GetKey(KeyCode.D))) { if (Character.getInstance().CharacAttackMode != Character.AttackMode.disAttack) { Character.getInstance().CharacStatus = Character.Status.idleAttack; } return; } if (Input.GetKey(KeyCode.A)) { if (Character.getInstance().CharacAttackMode != Character.AttackMode.disAttack) { Character.getInstance().CharacStatus = Character.Status.moveAttack; } } else if (Input.GetKey(KeyCode.D)) { if (Character.getInstance().CharacAttackMode != Character.AttackMode.disAttack) { Character.getInstance().CharacStatus = Character.Status.moveAttack; } } }
public ScreenshotController(ShotGun shooterManager, ILogger <ScreenshotController> logger) { _shooterManager = shooterManager; _logger = logger; }
void Awake() { instance = this; }
public ShotGun(ShotGun copy) { }