// Use this for initialization IEnumerator Start () { spaceship = GetComponent<Spaceship> (); spaceship.Move (transform.up * -1); if (spaceship.canShot == false) { yield break; } while(true){ for(int i=0;i<transform.childCount;i++){ Transform shotPosition=transform.GetChild(i); spaceship.Shot(shotPosition); } yield return new WaitForSeconds(spaceship.shotDelay); } }
void Start() { mEmitter = GetComponent<ParticleEmitter>(); mControl = Tools.FindInParents<Spaceship>(transform); mEmission = new Vector2(mEmitter.minEmission, mEmitter.maxEmission); mDir = transform.rotation * Vector3.back; }
IEnumerator Start() { spaceship = GetComponent<Spaceship> (); common = GetComponent<EnemyCommon>(); common.Init(); Transform s1 = common.CreateShotPosition(); //SE関係 audioSource = gameObject.GetComponent<AudioSource>(); audioSource.clip = shootSE; // yield return new WaitForEndOfFrame(); while (true) { audioSource.PlayOneShot(shootSE); common.Shot(s1, 0+30, power, speed, BulletManager.BulletType.BlossomBullet); common.Shot(s1, 60 + 30, power, speed, BulletManager.BulletType.BlossomBullet); common.Shot(s1, 120 + 30, power, speed, BulletManager.BulletType.BlossomBullet); common.Shot(s1, 180 + 30, power, speed, BulletManager.BulletType.BlossomBullet); common.Shot(s1, 240 + 30, power, speed, BulletManager.BulletType.BlossomBullet); common.Shot(s1, 300 + 30, power, speed, BulletManager.BulletType.BlossomBullet); yield return new WaitForSeconds(spaceship.shotDelay); } }
public void AddWorldObjectTest() { Planet planet1 = new Planet(); WorldObject[] worldObjects = {planet1}; World target = new World(worldObjects); WorldObject spaceship1 = new Spaceship(); WorldObject spaceship2 = new Spaceship(); WorldObject projectile = new Projectile(); WorldObject explosion = new Explosion(); WorldObject planet2 = new Planet(); target.AddWorldObject(spaceship1); target.AddWorldObject(spaceship2); target.AddWorldObject(projectile); target.AddWorldObject(explosion); target.AddWorldObject(planet2); Assert.IsTrue((new List<WorldObject>(target.WorldObjects)).Contains(planet1)); Assert.IsTrue((new List<WorldObject>(target.WorldObjects)).Contains(spaceship1)); Assert.IsTrue((new List<WorldObject>(target.WorldObjects)).Contains(spaceship2)); Assert.IsTrue((new List<WorldObject>(target.WorldObjects)).Contains(projectile)); Assert.IsTrue((new List<WorldObject>(target.WorldObjects)).Contains(explosion)); Assert.IsTrue((new List<WorldObject>(target.WorldObjects)).Contains(planet2)); }
static void ObjectInitalizer() { Spaceship spaceship = new Spaceship() { Health = 30 }; }
// Use this for initialization IEnumerator Start() { spaceship = GetComponent<Spaceship> (); common = GetComponent<EnemyCommon>(); enemy = GetComponent<Enemy>(); common.Init(); // audioSource = gameObject.GetComponent<AudioSource>(); // st = common.CreateShotPosition(); pt = FindObjectOfType<Party>().transform; yield return new WaitForEndOfFrame(); yield return StartCoroutine("Stop"); audioSource.PlayOneShot(skillSE); FindObjectOfType<MessageWindow>().showMessage("「星霜の記憶」"); stones = new GameObject[5]; stones[0] = (GameObject)Instantiate(stoneAlex,transform.position,Quaternion.identity); stones[1] = (GameObject)Instantiate(stoneGuylus,transform.position,Quaternion.identity); stones[2] = (GameObject)Instantiate(stoneNely,transform.position,Quaternion.identity); stones[3] = (GameObject)Instantiate(stoneRinmaru,transform.position,Quaternion.identity); stones[4] = (GameObject)Instantiate(stoneMedhu,transform.position,Quaternion.identity); StartCoroutine("RotateStones"); StartCoroutine("Attack"); StartCoroutine("StonesSummon"); }
// Use this for initialization IEnumerator Start() { spaceship = GetComponent<Spaceship> (); common = GetComponent<EnemyCommon>(); enemy = GetComponent<Enemy>(); common.Init(); //SE関係 audioSource = gameObject.GetComponent<AudioSource>(); audioSource.clip = shootSE; // s2 = common.CreateShotPosition(); pt = FindObjectOfType<Party>().transform; //FindObjectOfType<MessageWindow>().showMessage("メテオ"); yield return new WaitForEndOfFrame(); //StartCoroutine("Stop"); StartCoroutine("Attack1"); yield break; }
public Formationmember(Spaceship ship, float range, bool left, Transform leader) : base(ship, range) { actual = Manouver.FormationMember; leaderBacker = leader; this.left = left; }
IEnumerator Start() { spaceship = GetComponent<Spaceship> (); common = GetComponent<EnemyCommon>(); enemy = GetComponent<Enemy>(); common.Init(); //SE関係 audioSource = gameObject.GetComponent<AudioSource>(); // s1 = common.CreateShotPosition(); Party p = FindObjectOfType<Party>(); if(p){ pt = FindObjectOfType<Party>().transform; } yield return new WaitForEndOfFrame(); StartCoroutine("Stop"); StartCoroutine("Attack1"); yield break; }
// Use this for initialization IEnumerator Start() { //Spaceshipコンポーネントを取得 spaceship = GetComponent<Spaceship> (); //ローカル座標のY軸のマイナス方向に移動 Move (transform.up * -1); //canShotがfalseの場合、ここでコルーチンを終了させる if (spaceship.canShot == false) { yield break; } while (true) { //子要素を全て取得する for (int i = 0; i < transform.childCount; i++) { Transform shotPosition = transform.GetChild(i); //ShotPositionの位置/角度で弾を撃つ spaceship.Shot (shotPosition); } // shotDelay秒待つ yield return new WaitForSeconds (spaceship.shotDelay); } }
public override void OnPickup (Spaceship spaceship) { base.OnPickup (spaceship); laserBeamEffect.transform.localScale = Vector3.one; laserBeamEffect.sourceTransform = spaceship.spaceshipModelPitchYaw.transform; laserBeamEffectScript.laserMaxDistance = laserLength; currentEnergy = maxEnergy; active = true; }
void Start() { mLight = GetComponent<Light>(); mOriginal = mLight.intensity; mTarget = mOriginal; mControl = Tools.FindInParents<Spaceship>(transform); mDir = transform.rotation * Vector3.back; }
/// <summary> /// Locate the spaceship and the power generator components. /// </summary> void Start() { mRen = GetComponent<Renderer>(); mMat = mRen.material; Transform t = transform; mShip = Tools.FindInParents<Spaceship>(t); if (generator == null) generator = Tools.FindInParents<PowerGenerator>(t); }
//Speedを変更 public float setSpeed(int level) { spaceship = GetComponent<Spaceship>(); print("Current Speed: " + spaceship.speed); float speedUp = 1.0f + (level * 0.4f); print("Speed UP: *" + speedUp); spaceship.speed = spaceship.speed * speedUp; return spaceship.speed; }
public Formation(Spaceship ship, float range) { this.ship = ship; rig = ship.GetComponent<Rigidbody>(); this.range = range; actual = Manouver.Rotate; nextAction = Random.Range(range / 2, 3 * range / 4); }
public override void Initialize() { Transform parent = transform.parent; while(parent.parent != null) { parent = parent.parent; } ship = parent.GetComponentInChildren<Spaceship>(); }
//shoDelayを変更 public float setDelay(int level) { spaceship = GetComponent<Spaceship>(); print("Current Speed: " + spaceship.speed); float speedUp = level * 0.9f; print("Speed UP: *" + speedUp); spaceship.shotDelay = spaceship.shotDelay * speedUp; return spaceship.shotDelay; }
// Use this for initialization IEnumerator Start() { spaceship = GetComponent<Spaceship>(); while(true) { spaceship.Shot(transform); spaceship.GetComponent<AudioSource>().Play(); yield return new WaitForSeconds(spaceship.shotDelay); } }
public void Init() { GameObject oo = new GameObject(); oo.name = "shotPositions"; oo.transform.parent = transform; oo.transform.localPosition = new Vector3(0,0,0); shotPositions = oo.transform; spaceship = GetComponent<Spaceship>(); }
void Start() { if (NetworkManager.IsMine(this)) { mSc = GetComponent<Spaceship>(); } else { Destroy(this); } }
// Use this for initialization void Start () { if (!LevelManager.GetLoadedLevel().name.Equals("Tutorial")) { label.gameObject.SetActive(false); overlay.enabled = false; this.gameObject.SetActive(false); } currentState = states[0]; overlay.gameObject.SetActive(true); label.text = "Press R2 to boost!"; spaceship = GameplayManager.spaceship; }
/// <summary> /// Only the missile's owner should be controlling it. /// </summary> void Start() { if (NetworkManager.IsMine(this)) { mTrans = transform; mControl = Tools.FindInParents<Spaceship>(mTrans); } else { Destroy(this); } }
// pravi prowerka na vseki edin "wragheski" korab dali ne e udaril tozi na igracha private static bool CheckEveryEnemyShipBumpPlayer(List<Spaceship> enemyShips, Spaceship playerShip) { bool isEnShipBumpPlayes = false; foreach (var enemyShip in enemyShips) { isEnShipBumpPlayes = isEnemyShipBumpPlayer(playerShip, enemyShip); if (isEnShipBumpPlayes) { return isEnShipBumpPlayes; } } return isEnShipBumpPlayes; }
// Use this for initialization IEnumerator Start() { spaceship = GetComponent<Spaceship> (); common = GetComponent<EnemyCommon>(); enemy = GetComponent<Enemy>(); common.Init(); st = common.CreateShotPosition(); pt = FindObjectOfType<Party>().transform; yield return new WaitForSeconds(2.0f); StartCoroutine("Attack"); }
IEnumerator Start() { // Spaceshipコンポーネントを取得 spaceship = GetComponent<Spaceship> (); while (true) { // 弾をプレイヤーと同じ位置/角度で作成 spaceship.Shot (transform); // shotDelay秒待つ yield return new WaitForSeconds (spaceship.shotDelay); } }
IEnumerator Start() { spaceship = GetComponent<Spaceship> (); while (true) { // 弾をプレイヤーと同じ位置/角度で作成 //Instantiate (bullet, transform.position, transform.rotation); spaceship.Shot(transform); GetComponent<AudioSource>().Play(); // 0.05秒待つ yield return new WaitForSeconds (spaceship.shotDelay); } }
public void DoesNotOverwriteExistingObject() { var mapper = new XmlMapper<Spaceship> { {"agencyName", o => o.Owner.Name}, }; var xml = XElement.Parse(@"<spaceship agencyName=""NASA""/>"); var original = new Spaceship {Owner = new Agency {Country = Country.USA}}; var actual = mapper.ToObject(xml, original); Assert.Equal("NASA", actual.Owner.Name); Assert.Equal(Country.USA, actual.Owner.Country); }
// Use this for initialization void Start () { spaceship = GameplayManager.spaceship; currentLevel = LevelManager.GetLoadedLevel(); isTutorialLevel = currentLevel.name.Equals("Tutorial"); tutorialGui.SetActive(isTutorialLevel); RegisterEventHandlers(); // ImmediatelyReloadCurrentPanelButtons(); menuGui.SetActive(false); keyboardControlsSprite = Resources.Load<Sprite>(keyboardControlsSpriteFilename); controllerControlsSprite = Resources.Load<Sprite>(controllerControlsSpriteFilename); // HideAllMenus(); }
public static void SpawnSpaceship(Spaceship spaceship) { if (spawnPoints.Length > 0) { if (!instance.firstTimeSpawning) { instance.StartCoroutine(HandleSpawnWait(spaceship)); } else { instance.firstTimeSpawning = false; spaceship.transform.position = spawnPoints[lastCheckpointID].transform.position; } lastCheckpointID = (++lastCheckpointID)%spawnPoints.Length; } else { Debug.LogError("SpawnManager: No SpawnPoints; Spawning '" + spaceship + "' at world origin!"); } }
void Awake() { if (enabled && NetworkManager.IsMine(this)) { trans = transform; unit = GetComponent<GameUnit>(); ship = GetComponent<Spaceship>(); shield = GetComponentInChildren<DamageShield>(); ship.name = "Player"; } else { Destroy(this); } }
// Use this for initialization IEnumerator Start() { spaceship = GetComponent <Spaceship> (); Move(transform.up * -1); if (spaceship.canShot == false) { yield break; } while (true) { for (int i = 0; i < transform.childCount; i++) { Transform shotPosition = transform.GetChild(i); spaceship.Shot(shotPosition); } yield return(new WaitForSeconds(spaceship.shotDelay)); } }
// Use this for initialization void Start() { RB = GetComponent <Rigidbody>(); spaceship = GetComponent <Spaceship>(); if (RB == null) { RB = transform.parent.GetComponent <Rigidbody>(); spaceship = transform.parent.GetComponent <Spaceship>(); } if (!gameObject.CompareTag("Player")) { Steering = GetComponent <SteeringBehaviours>(); if (Steering == null) { Debug.LogError("[Vechicle]:: No instance of SteeringBehaviours on " + gameObject.name); } else { Steering.Vehicle = this; } } }
// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0)) //Αν πατηθεί το αριστερό κουμπί του ποντικιοί επιστρέφει true { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); //κρατάμε την θέση του ποντικιού RaycastHit hit; //Αποθηκεύει πληροφορίες από οτι χτυπάμε if (Physics.Raycast(ray, out hit, 100.0f)) //επιστρέφει true αν χτυπήσουμε κάτι { Transform objectHit = hit.transform; if (hit.transform.GetComponent <Alien>() != null) //Αν αυτό το αντικείμενο είναι αντικείμενο της κλάσης Alien τότε επιστρέφει true { Alien alien = hit.transform.GetComponent <Alien>(); //Κρατάμε το αντικείμενο Alien σε μια μεταβλητή if (alien.isVisible) //Αν αυτό το αντικείμενο είναι ορατό επιστρέφει true { alien.OnHit(); //Καλούμε την μέθοδο OnHit() της κλάσης Alien AlienSource.Play(); //Ο ήχος που έχουμε θέσει παίζει Vector3 hitVector = new Vector3(alien.transform.position.x - 1f, alien.transform.position.y, alien.transform.position.z); //Κρατάμε σε μια μεταβλητή την θέση του αντικειμένου που χτυπήσαμε hammer.Hit(hitVector); //Την δίνουμε στο σφυρί score++; //Αυξάνουμε το σκορ } } else if (hit.transform.GetComponent <Spaceship>() != null) { Spaceship spaceship = hit.transform.GetComponent <Spaceship>(); SpaceshipSource.Play(); spaceship.OnHit(); Vector3 hitVector = new Vector3(spaceship.transform.position.x - 1f, spaceship.transform.position.y, spaceship.transform.position.z); //Κρατάμε σε μια μεταβλητή την θέση του αντικειμένου που χτυπήσαμε hammer.Hit(hitVector); //Την δίνουμε στο σφυρί score = score + 5; } } } }
private Spaceship FindNearestSpaceship(IList <Spaceship> list, System.Func <Spaceship, bool> predicate = null) { Spaceship nearest = null; var minDistance = float.MaxValue; foreach (var obj in list) { if (!obj.IsAlive) { continue; } var distance = spaceship.ClosestRelativePosition(obj).magnitude; if ((nearest == null || distance < minDistance) && (predicate == null || predicate(obj))) { nearest = obj; minDistance = distance; } } return(nearest); }
IEnumerator Start() { // Spaceshipコンポーネントを取得 spaceship = GetComponent <Spaceship> (); prevMousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); currentMousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); while (true) { // 弾をプレイヤーと同じ位置/角度で作成 if (Input.GetMouseButton(0)) { spaceship.Shot(transform); } // ショット音を鳴らす GetComponent <AudioSource>().Play(); // shotDelay秒待つ yield return(new WaitForSeconds(spaceship.shotDelay)); } }
public static void Load() { List <VisualObject> game_objects = new List <VisualObject>(); //for (var i = 0; i < 30; i++) //{ // game_objects.Add(new VisualObject( // new Point(600, i * 20), // new Point(15 - i, 20 - i), // new Size(20, 20))); //} for (var i = 0; i < 10; i++) { game_objects.Add(new Star( new Point(600, (int)(i / 2.0 * 20)), new Point(-i, 0), 10)); } var rnd = new Random(); const int asteroid_count = 10; const int asteroid_size = 25; const int asteroid_max_speed = 20; for (var i = 0; i < asteroid_count; i++) { game_objects.Add(new Asteroid( new Point(rnd.Next(0, Width), rnd.Next(0, Height)), new Point(-rnd.Next(0, asteroid_max_speed), 0), asteroid_size)); } //__Bullet = new Bullet(200); __GameObjects = game_objects.ToArray(); __Spaceship = new Spaceship(new Point(10, 400), new Point(5, 5), new Size(10, 10)); __Spaceship.Destroyed += OnShipDestroyed; }
// Update is called once per frame void Update() { if (gun == null || pickups == null) { Spaceship ship = GameplayManager.spaceship; if (ship != null) { gun = ship.gun; pickups = ship.pickups; } } else if (gun.enabled) { energybarSprite.color = defaultGunColor; currentScale.x = gun.currentEnergy / gun.maxEnergy * initialScale.x; } else if (pickups.currentPickup != null) { if (pickups.currentPickup is PickupFlamethrower) { energybarSprite.color = flamethrowerColor; PickupFlamethrower auroraCannon = pickups.currentPickup as PickupFlamethrower; currentScale.x = auroraCannon.currentEnergy / auroraCannon.maxEnergy * initialScale.x; } else if (pickups.currentPickup is PickupMissiles) { energybarSprite.color = missilesColor; PickupMissiles missiles = pickups.currentPickup as PickupMissiles; currentScale.x = ((float)missiles.currentShots) / missiles.maxShots * initialScale.x; } else if (pickups.currentPickup is PickupStickyMines) { energybarSprite.color = stickyMinesColor; PickupStickyMines stickyMines = pickups.currentPickup as PickupStickyMines; currentScale.x = ((float)stickyMines.currentShots) / stickyMines.maxShots * initialScale.x; } } this.transform.localScale = currentScale; }
private string SpaceshipsToJson() { StringBuilder sb = new StringBuilder(); StringWriter sw = new StringWriter(sb); using (JsonWriter writer = new JsonTextWriter(sw)) { writer.Formatting = Formatting.None; writer.WriteStartArray(); foreach (GameObject spaceshipGameObject in spaceships) { Spaceship spaceship = spaceshipGameObject.GetComponent <Spaceship>(); writer.WriteStartObject(); writer.WritePropertyName("name"); writer.WriteValue(spaceshipGameObject.name); writer.WritePropertyName("model"); writer.WriteValue(spaceship.getModel()); writer.WritePropertyName("owner"); writer.WriteValue(spaceship.GetOwnerName()); writer.WritePropertyName("spaceshipMain"); writer.WriteRawValue(JsonUtility.ToJson(spaceship)); writer.WritePropertyName("position"); writer.WriteStartArray(); writer.WriteRawValue(spaceshipGameObject.transform.position.ToString().Replace("(", "").Replace(")", "")); writer.WriteEndArray(); writer.WriteEndObject(); } writer.WriteEndArray(); } return(sb.ToString()); }
public void Scan_SpaceshipInSecondQuadrant_BothShips() { Spaceship spaceship = new Spaceship("100", "spaceship", -10, 10); Spaceship spaceship1 = new Spaceship("101", "spaceship", -20, 20); Spaceship spaceship2 = new Spaceship("102", "spaceship", -30, 5); spaceship2.Capacity = 1000; String presentInScan = ""; presentInScan = spaceship.Scan(135, 90, 50); presentInScan = presentInScan.Replace(" ", string.Empty); if (StringDistance.Compute(presentInScan, spaceship1.Code) > 0 && StringDistance.Compute(presentInScan, spaceship1.Code) > 0) { Assert.Pass(); } }
// Use this for initialization IEnumerator Start() { spaceship = GetComponent <Spaceship>(); Move(transform.up * -1); if (!spaceship.canShot) { yield break; } //while (true) //{ // for(int i = 0; i < transform.childCount; i++) // { // Transform shotPosition = transform.GetChild(i); // spaceship.Shoot(); // } // yield return new WaitForSeconds(spaceship.shotDelay); //} }
private void OnCollisionEnter2D(Collision2D other) { Spaceship spaceship = other.gameObject.GetComponent <Spaceship>(); if (spaceship != null) { spaceship.TakeDamage(Random.Range(minDamage, maxDamage)); } if (other.gameObject.GetComponent <Bullet>() != null) { TakeDamage(1f); return; } if (other.gameObject.GetComponent <Rocket>() != null) { TakeDamage(3f); return; } Destroy(); }
void InitNeuralNetworks() { if (PopulationSize % 2 != 0) { PopulationSize = 4; } _nets.Clear(); for (int i = 0; i < PopulationSize; i++) { NeuralNetwork net = new NeuralNetwork(_topology); _nets.Add(net); } _spaceships.Clear(); for (int i = 0; i < PopulationSize; i++) { Spaceship spaceship = Instantiate(SpaceshipPrefab).GetComponent <Spaceship>(); spaceship.Init(_nets[i], Planet.transform, MatchTime); _spaceships.Add(spaceship); } ResetSpaceships(); }
public static Spaceship Generate() { var spaceShip = new Spaceship { Id = RandomGenerator.GetId(), Name = "Fury - A" + RandomGenerator.RandomName(), MaxSpeed = 6, Speed = 6, Classification = CelestialObjectTypes.SpaceshipNpcEnemy.ToInt(), IsScanned = false, Signature = 12 }; spaceShip.Modules.Add(Factory.CreateShieldModule(spaceShip.Id, "SSM5001")); spaceShip.Modules.Add(Factory.CreateGeneralModule(spaceShip.Id, "GRM5002")); spaceShip.Modules.Add(Factory.CreateWeaponModule(spaceShip.Id, "WRS5003")); spaceShip.Modules.Add(Factory.CreateMicroWarpDrive(spaceShip.Id, "PMV5002")); //CreateMicroWarpDrive spaceShip.Initialization(); return(spaceShip); }
IEnumerator Start() { // Spaceshipコンポーネントを取得 spaceship = GetComponent <Spaceship>(); // ローカル座標のY軸のマイナス方向に移動する Move(transform.up * -1); if (!spaceship.canShot) { yield break; } while (true) { // 子要素を全て取得する for (int i = 0; i < transform.childCount; i++) { spaceship.Shot(transform.GetChild(i)); } yield return(new WaitForSeconds(spaceship.shotDelay)); } }
public async Task <Spaceship> Add(SpaceshipDto dto) { Spaceship spaceship = new Spaceship(); FileToDatabase file = new FileToDatabase(); spaceship.Id = Guid.NewGuid(); spaceship.CrewSize = dto.CrewSize; spaceship.Armament = dto.Armament; spaceship.Role = dto.Role; spaceship.CreatedAt = DateTime.Now; spaceship.ModifiedAt = DateTime.Now; if (dto.Files != null) { file.ImageData = UploadFile(dto, spaceship); } await _context.Spaceship.AddAsync(spaceship); await _context.SaveChangesAsync(); return(spaceship); }
private void Update() { if (!GameManager.Instance.PlayerAlive) { SpriteRenderer.enabled = false; return; } Spaceship subject = GameManager.Instance.PlayerController; Dictionary <int, RadarProfile> radarProfiles = Omniscience.Instance.PingRadar(); if (subject.HasValidTarget && radarProfiles.ContainsKey(subject.TargetUID)) { SpriteRenderer.enabled = true; transform.position = radarProfiles[subject.TargetUID].Position; float angle = (transform.eulerAngles.z + TurnRate * Time.deltaTime) % 360; transform.eulerAngles = new Vector3(0, 0, angle); } else { SpriteRenderer.enabled = false; } }
protected virtual void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { Spaceship spaceshipInstance = other.GetComponent <Spaceship>(); spaceshipInstance.RemoveLife(); } if (other.CompareTag("WorldBounds")) { if (Pattern == eBehaviour.LINEAR_SWIPE) { if (firstRebound) { firstRebound = false; } else { movement.z = -movement.z; } } } }
private void AddDetailItem(Detail detail, Spaceship spaceship, int level = 1, bool isBody = true) { DetailItem newItem = new DetailItem(detail, level); if (detail is Engine engine) { newItem = new EngineItem(engine, level); } else if (detail is Tank tank) { newItem = new TankItem(tank, level); } newItem.detachButton.Click += (o, e) => { world.Detach(detail); UpdateList(); }; if (isBody) { newItem.detachButton.Dispose(); } layoutFlowPanel.Controls.Add(newItem); foreach (Detail child in detail.Children) { AddDetailItem(child, spaceship, level + 1, false); } }
public void SetTexts() { GameManager gm = GameManager.Get(); Spaceship player = gm.player.GetComponent <Spaceship>(); if (score != gm.score) { score = gm.score; scoreText.text = "SCORE " + score.ToString("0000"); } if (fuel != player.fuel) { fuel = player.fuel; fuelText.text = "FUEL " + fuel.ToString("0000"); } if (verticalSpeed != (int)player.velocity.y) { verticalSpeed = (int)player.velocity.y; verticalSpeedText.text = "VERTICAL SPEED " + verticalSpeed.ToString(); } if (horizontalSpeed != (int)player.velocity.x) { horizontalSpeed = (int)player.velocity.x; horizontalSpeedText.text = "HORIZONTAL SPEED " + horizontalSpeed.ToString(); } if (altitude != (int)player.altitude) { altitude = (int)player.altitude; altitudeText.text = "ALTITUDE " + altitude.ToString(); } if (gm.playing) { string minutes = ((int)gm.currentGameTime / 60).ToString(); string seconds = (gm.currentGameTime % 60).ToString("00"); timeText.text = minutes + ":" + seconds; } }
IEnumerator Start() { // Spaceshipコンポーネントを取得 spaceship = GetComponent <Spaceship>(); sprite = GetComponent <SpriteRenderer>(); // canShotがfalseの場合、ここでコルーチンを終了させる if (spaceship.canShot == false) { yield break; } rad = Mathf.Atan2(TargetObjects[intCurrentNum].transform.position.y - transform.position.y, TargetObjects[intCurrentNum].transform.position.x - transform.position.x); while (true) { if (blnBossDestroy == true) { break; } // 子要素を全て取得する for (int i = 0; i < transform.childCount; i++) { Transform shotPosition = transform.GetChild(i); // ShotPositionの位置/角度で弾を撃つ spaceship.Shot(shotPosition); } // shotDelay秒待つ yield return(new WaitForSeconds(spaceship.shotDelay)); } }
internal static SpaceshipData newSpaceshipData(this MemoryCard memoryCard, Spaceship.Rarity rarity, Color?color = null) { SpaceshipData spaceshipData = memoryCard.insert <SpaceshipData>(); if (color == null) { color = Spaceship.randomColor(); } spaceshipData.colorRed = color.Value.R / 255.0f; spaceshipData.colorGreen = color.Value.G / 255.0f; spaceshipData.colorBlue = color.Value.B / 255.0f; spaceshipData.baseDamage = GameMath.randomBaseDamage(rarity); spaceshipData.level = 1; spaceshipData.baseLife = GameMath.randomBaseLife(rarity); spaceshipData.baseRange = GameMath.randomBaseRange(rarity); spaceshipData.baseSpeed = GameMath.randomBaseSpeed(rarity); spaceshipData.rarity = rarity.GetHashCode(); spaceshipData.skin = SKNode.random.Next(Spaceship.skins.Count()); spaceshipData.xp = 0; return(spaceshipData); }
public void MovePeopleToShip(int id) { Planet currentPlanet = planetRepo.Read().FirstOrDefault(p => p.Id.Equals(id)); Spaceship loadShip = spaceShipRepo.Read().First(); int placesLeft = loadShip.MaxCapacity - loadShip.Utilization; if (placesLeft > 0 || currentPlanet.Population < 1) { if (currentPlanet.Population >= placesLeft) { loadShip.Utilization += placesLeft; currentPlanet.Population -= placesLeft; } else if (currentPlanet.Population < placesLeft) { loadShip.Utilization += (int)currentPlanet.Population; currentPlanet.Population = 0; } } spaceShipRepo.Update(loadShip); planetRepo.Update(currentPlanet); }
//========== メンバ変数 ========== //None IEnumerator Start() { // コンポーネントを取得 followerMng = FindObjectOfType <FollowerManager> (); playerlife = GetComponent <Life> (); managerObj = FindObjectOfType <Manager> (); shotTypeObj = GetComponent <ShotType> (); spaceship = GetComponent <Spaceship> (); superShot = GetComponent <SuperShot> (); audioObj = FindObjectOfType <AudioManager> (); shotChangerObj = FindObjectOfType <ShotTypeChanger> (); //初期の弾の種類を設定 shotTypeObj.setDefaultShot(); // 弾をプレイヤーと同じ位置/角度で作成 while (true) { int selectedShotType = shotTypeObj.getShotType(); Attack(selectedShotType); yield return(new WaitForSeconds(shotTypeObj.getPlayerShotDelay())); } }
public void Initialize(HarpoonAttackManager manager, Spaceship attacker, Vector2 position, Vector2 direction, Vector2 initialVelocity, float speed, float range, float duration) { Manager = manager; Attacker = attacker; Speed = speed; Range = range; Duration = duration; float angle = Vector2.SignedAngle(Vector2.right, direction); Hook = Instantiate(GeneralPrefabs.Instance.HarpoonHook, position + (MINIMUM_DISTANCE_JOINT_LENGTH * direction.normalized), Quaternion.Euler(0, 0, angle)); Hook.transform.SetParent(transform); HookVelocity = Speed * direction.normalized + initialVelocity; Hook.GetComponent <Rigidbody2D>().velocity = HookVelocity; Hook.GetComponent <HarpoonHookController>().AssignManager(manager); RootLink = Hook; TotalDistanceJoint = Attacker.gameObject.AddComponent <DistanceJoint2D>(); TotalDistanceJoint.connectedBody = Hook.GetComponent <Rigidbody2D>(); TotalDistanceJoint.autoConfigureConnectedAnchor = false; TotalDistanceJoint.anchor = Vector2.zero; TotalDistanceJoint.connectedAnchor = Hook.GetComponent <HarpoonLinkData>().ConnectedAnchorOffset; TotalDistanceJoint.autoConfigureDistance = false; TotalDistanceJoint.distance = MINIMUM_DISTANCE_JOINT_LENGTH; TotalDistanceJoint.maxDistanceOnly = true; RootDistanceJoint = Attacker.gameObject.AddComponent <DistanceJoint2D>(); RootDistanceJoint.connectedBody = Hook.GetComponent <Rigidbody2D>(); RootDistanceJoint.autoConfigureConnectedAnchor = false; RootDistanceJoint.connectedAnchor = Hook.GetComponent <HarpoonLinkData>().ConnectedAnchorOffset; RootDistanceJoint.autoConfigureDistance = false; RootDistanceJoint.distance = MINIMUM_DISTANCE_JOINT_LENGTH; RootDistanceJoint.maxDistanceOnly = true; RootLinkIsVertical = false; }
public byte[] UploadFile(SpaceshipDto dto, Spaceship spaceship) { if (dto.Files != null && dto.Files.Count > 0) { foreach (var photo in dto.Files) { using (var target = new MemoryStream()) { FileToDatabase objfiles = new FileToDatabase { Id = Guid.NewGuid(), ImageTitle = photo.FileName, SpaceshipId = spaceship.Id }; photo.CopyTo(target); objfiles.ImageData = target.ToArray(); _context.FileToDatabase.Add(objfiles); } } } return(null); }
public void SetsElementsFromCollection() { var astronautMapper = new XmlMapper <Astronaut> { { "name", a => a.Name }, }; var mapper = new XmlMapper <Spaceship> { { "crew/member", o => o.Crew, astronautMapper }, }; var spaceship = new Spaceship { Crew = new List <Astronaut> { new Astronaut { Name = "Buzz Aldrin" }, new Astronaut { Name = "Neil Armstrong" }, } }; var actual = mapper.ToXml(spaceship, "spaceship"); var crew = actual.Element("crew"); Assert.NotNull(crew); Assert.Equal(2, crew.Elements("member").Count()); Assert.Contains("Buzz Aldrin", crew.Elements("member").Select(x => x.Attribute("name").Value)); Assert.Contains("Neil Armstrong", crew.Elements("member").Select(x => x.Attribute("name").Value)); }
private static bool isPlayerShipHitEnemy( List<Shell> shells,List<Spaceship> enemyShips) { bool IsEnemyHit = false; for (int j = 0; j < enemyShips.Count; j++) { Shell currentShell = new Shell(); Spaceship enemyShip = enemyShips[j]; string[] EnemySpaceshipLines = enemyShip.spaceshipDesign.Split(new string[] { "\r\n", "\n" }, StringSplitOptions.None); int playerHight = EnemySpaceshipLines.GetLength(0); int playerWidth = EnemySpaceshipLines[1].Length; for (int i = 0; i < shells.Count; i++) { currentShell = shells[i]; if (currentShell.y >= enemyShip.y && currentShell.y <= enemyShip.y + playerHight - 1 && currentShell.x >= enemyShip.x && currentShell.x <= enemyShip.x + playerWidth - 1) { if (EnemySpaceshipLines[currentShell.y - enemyShip.y][currentShell.x - enemyShip.x] != ' ') { IsEnemyHit = true; enemyShips.Remove(enemyShip);// премахваме вражеският кораб от списъка с кораби foreach (var line in EnemySpaceshipLines) { enemyShip.spaceshipDesign = " "; } UpdateScreen(); // би трябвало екрана да се обнови след като се "изтрие" ударения кораб return IsEnemyHit; } } } } return IsEnemyHit; }
/// <summary> /// Occurs when there is a collision between a projectile shot by /// the shooter and a interactive game object. /// It destroys the <param name="other"/> collider if it's an /// ennemy spaceship. /// Projectile destroys himself by encountering another collider. /// </summary> /// <param name="other">A game object with a 2D collider which got hit by a projectile.</param> void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Boundary") { return; } if (other.tag == "Bonus") { return; } if (other.tag == "Player") { Spaceship spaceship = other.GetComponent <Spaceship>(); if (spaceship == shooter) { Destroy(gameObject); return; } Destroy(other.gameObject); } Destroy(gameObject); }
// end of STARS ! // pravi prowerka dali ima sblusuk meghdu vragheskata strelba i koraba na igracha private static bool isEnemyShipHitPlayer(Spaceship playerShip, List<List<int>> shots) { bool isPlayerHited = false; string[] playerSpaceshipLines = playerShip.spaceshipDesign.Split(new string[] { "\r\n", "\n" }, StringSplitOptions.None); int playerHight = playerSpaceshipLines.GetLength(0); int playerWidth = playerSpaceshipLines[1].Length; //prowerqwa za wseki edin shot ot lista dali ne e uluchil koraba na igracha for (int i = 0; i < shots.Count; i++) { if (shots[i][1] >= playerShip.y && shots[i][1] <= playerShip.y + playerHight - 1 && shots[i][0] >= playerShip.x && shots[i][0] <= playerShip.x + playerWidth - 1) { //proverqwa w mqstoto na sblusuka meghdu shota i koraba dali ima simvoli w matricata na koraba if (playerSpaceshipLines[shots[i][1] - playerShip.y][shots[i][0] - playerShip.x] != ' ') { isPlayerHited = true; //playerShip.lives--; // towa moghe i na drugo mqsto da se sloghi return isPlayerHited; } } } return isPlayerHited; }
public void init() { FindBarrel(); // 设定移动速度 if (followTarget != null && useTargetSpeed) { Spaceship spaceshipScript = followTarget.GetComponent <Spaceship>(); Option optionScript = followTarget.GetComponent <Option>(); if (spaceshipScript != null) { speed = spaceshipScript.speed; } else if (optionScript != null) { speed = optionScript.speed; } } // 计算跟踪数组长度 trackLength = (int)(followDistance / speed / 0.015); // 初始化耿宗数组 InitTrack(); // transform.position = followTarget.transform.position; }