public BaseLevel(SpaceShipDescription [] spaceShipDescription, LevelDescription levelDescription) : base("level", true) { Registry.Clear(); _nbPlayer = spaceShipDescription.Length; _players = new SpacePlayer[_nbPlayer]; _spaceShipDescriptions = spaceShipDescription; for (int i = 0; i < _nbPlayer; i++) { _players[i] = new SpacePlayer((PlayerIndex)i, _spaceShipDescriptions[i]); _players[i].Killed += new EventHandler <EventArgs>(BaseLevel_Killed); _players[i].PlayerReallyDead += new EventHandler <EventArgs>(BaseLevel_PlayerReallyDead); } Registry.Players = _players; _enemyManager = new EnnemyManager(); Registry.Ennemies = _enemyManager; _levelDescription = levelDescription; _timerEndLevel = new YnTimer(_levelDescription.LevelTimeMax, 0); _timerEndLevel.Completed += _timerEndLevel_Completed; }
public WeaponManager(SpacePlayer player) { _player = player; _recycled = new Stack <int>(); _canShoot = true; _shootTimer = new YnTimer(100, 0); }
IEnumerator SetRocketTarget(Rocket rocket, SpacePlayer target) { yield return false; rocket.SetTarget(target.networkView.owner); rocket.networkView.RPC("SetTarget", RPCMode.Others, target.networkView.owner); }
private void AddDamagesOnPlayer(SpacePlayer player, float damages) { if (player.CanBeFired) { player.AddDamage(damages); player.ReceiveDamage(Color.Blue); } }
void JoinedGame(int id) { if (joinButtons != null) foreach (var t in joinButtons) if (t && t.gameObject) Destroy(t.gameObject); player = Network.Instantiate(playerPrefabs[id], playerPrefabs[id].transform.position, Quaternion.identity, 0) as SpacePlayer; }
public void SetVelocity(Vector3 direction, int id) { senderID = id; rigidbody.velocity = direction; if (FindObjectsOfType<SpacePlayer>().Any(sp => sp.networkView.owner == networkView.owner)) player = FindObjectsOfType<SpacePlayer>().First(sp => sp.networkView.owner == networkView.owner); transform.Find("GiftTag").renderer.material.color = player.uiColor; }
public void SetTarget(NetworkPlayer np) { if (FindObjectsOfType<SpacePlayer>().Any(sp => sp.networkView.owner == np)) { target = FindObjectsOfType<SpacePlayer>().First(sp => sp.networkView.owner == np); GetComponentInChildren<Renderer>().material.mainTexture = textures[target.id - 1]; avoid = new List<Transform>(); foreach (var sp in FindObjectsOfType<SpacePlayer>()) if (sp != target) avoid.Add(sp.transform); foreach (var p in FindObjectsOfType<PlanetController>()) avoid.Add(p.transform); } else { Destroy(gameObject); } }
public PlayerWeaponBox(int x, int y, SpacePlayer player, ref Vector2 scale) { X = x; Y = y; _playerLabel = new YnText("Fonts/HUD", player.PlayerName, new Vector2(X, Y), Color.Green); Add(_playerLabel); _healthBar = new ProgressBar(0, 0, "Energy"); Add(_healthBar); _shieldBar = new ProgressBar(0, 0, "Shield"); Add(_shieldBar); _primaryWeaponType = new WeaponItem(0, 0, "Red", Color.Blue, Color.DarkCyan, Assets.LaserBlue, player.PrimaryWeaponType, true); Add(_primaryWeaponType); _secondaryWeaponType = new WeaponItem(0, 0, "Red", Color.Blue, Color.DarkCyan, Assets.Missile, player.SecondaryWeaponType, true); Add(_secondaryWeaponType); }
void Awake() { sp = GetComponent<SpacePlayer>(); }
public SoloPlayerState(SpaceShipType type, LevelType levelType) : base("solostate", true) { _levelType = levelType; if (_levelType == LevelType.Interior) { background = new InteriorBackground(); } else { background = new SpaceBackground(); } Add(background); // Les bonus sont en dessous de tout bonusGroup = new YnGroup(); Add(bonusGroup); // Joueur _player = new SpacePlayer(PlayerIndex.One, Registry.SpaceShipDescriptions[(int)type]); _player.Viewport = background.PlayableViewport; _player.Killed += new EventHandler <EventArgs>(_player_Killed); _player.PlayerReallyDead += new EventHandler <EventArgs>(_player_PlayerReallyDead); Add(_player); Registry.Players = new SpacePlayer[] { _player }; Registry.ScoreManager.CurrentGameScore = _player.GameScore; // Gestionnaire d'ennemies _ennemyManager = new EnnemyManager(); _ennemyManager.EnnemyDied += new EventHandler <EnnemyDeadEventArgs>(alienManager_EnnemyDied); Add(_ennemyManager); // Interface gameUI = new GameUI(Registry.Players); Add(gameUI); // Gestionnaire de message messageBoxManager = new MessageBoxManager(); Add(messageBoxManager); messageBoxManager.MessageBoxStart.CloseRequested += messageBoxStart_CloseRequested; messageBoxManager.MessageBoxPause.CloseRequested += messageBoxPause_CloseRequested; messageBoxManager.MessageBoxEnd.CloseRequested += messageBoxEnd_CloseRequested; // Timers _startGameTimer = new YnTimer(2500, 0); _startGameTimer.Completed += startGameTimer_Completed; _startGameTimer.Start(); _looseTimer = new YnTimer(5000, 0); _looseTimer.Completed += endTimer_Completed; // FX fxManager = new FxManager(); Add(fxManager); // audio Registry.AudioManager.VocalRate = 0; // Registry Registry.GameStatus = gameStatus; Registry.ActiveState = this; Registry.Ennemies = _ennemyManager; Registry.GameUI = gameUI; Registry.Background = background; Registry.FX = fxManager; ChangeGameStatus(GameStatus.Starting); }
public PlayerRelation(SpacePlayer sp) { player = sp; love = 1; }
void Awake() { sp = transform.GetComponent<SpacePlayer> (); }