public virtual void SpawnV2() { InitAIV2(); var spawn = new SpawnPlayer((CharacterBase)Clone()); Simulator.Log.Add(spawn); }
// Use this for initialization void Start() { avatars = GameObject.FindObjectsOfType <MovementTypeA>(); completed = new List <int>(); SP = GameObject.FindObjectOfType <SpawnPlayer>(); yourAvatar = NetworkView.Find(Globals.NVID).GetComponent <MovementTypeA>(); }
private void Start() { Instance = this; Vector3 _spawnPos = SpawnersTransform[Random.Range(0, SpawnersTransform.Length)].position; PhotonNetwork.Instantiate(nameof(Player), _spawnPos, Quaternion.identity); }
/// <summary> /// Spawns the entity. /// </summary> /// <param name="e">E.</param> public void SpawnEntity(Entity e) { lock (Entities) { // -- Add them to our personal entities list.. if (!Entities.Contains(e)) // -- Enumeration.. { Entities.Add(e); } else { return; } } e.EntityMoved += SomeoneMoved; var spawn = new SpawnPlayer { // -- Spawn them on this client. Location = e.Location, PlayerId = e.ClientId, PlayerName = e.PrettyName }; if (e == Entity) // -- If this is us, we need to flip the ID to -1. { spawn.PlayerId = -1; } _client.SendPacket(spawn); }
// Use this for initialization void Start() { if (GameObject.Find("TowerA") == null) { FinalDestinationName = "TowerA (1)"; } if (GameObject.Find("TowerA (1)") == null) { FinalDestinationName = "TowerA"; } agent = GetComponent <NavMeshAgent>(); my_FieldOfView = GetComponent <FieldOfView>(); spawnPlayer = GameObject.Find("Ui").GetComponent <SpawnPlayer>(); FinalDestinationName = spawnPlayer.FinalDestination; FinalDestinationObject = GameObject.Find(spawnPlayer.FinalDestination); target = GameObject.Find(FinalDestinationName).transform; Enemy = false; Tower = false; AttackEnable = false; ResetTimetoAttack = TimeBetweenAttack; }
protected override void Awake() { base.Awake(); players = new List <Player>(); spawner = GetComponent <SpawnPlayer>(); instancedSystems = new List <GameObject>(); }
void Awake() { isMine = TNManager.isThisMyObject; playerController = GetComponent <PlayerController>(); spawner = GameObject.FindGameObjectWithTag("PSpawner").GetComponent <SpawnPlayer>(); camSmoothFollow = Camera.main.gameObject.GetComponent <SmoothFollowPlayer>(); Invoke("SetIsReady", invincibleTime); }
public void AddDeath(NetworkPlayer Player) { if (!Network.isServer) return; SpawnPlayer p = new SpawnPlayer(); p._player = Player; p._deathTime = Time.time; toSpawnList.Add(p); }
private void Awake() { filename = Path.Combine(Application.persistentDataPath, "game.dat"); spawnPlayer = GetComponent <SpawnPlayer>(); if (ownedShipPrefabs == null) { ownedShipPrefabs = new List <GameObject>(); } }
public void AllBlack() { if (Arrived()) { GetComponent <Renderer>().material = BlackMaterial; } SP = blocks.GetComponent <SpawnPlayer>(); SP.AllBlack(BlackMaterial); }
// Update is called once per frame void Update() { if (lvlInstance) { if (!Player.GetInstance() && SpawnPlayer.GetInstance()) { SpawnPlayer.GetInstance().Spawn(player); } } }
// Use this for initialization void Start() { SP = GameObject.FindObjectOfType <SpawnPlayer>(); if (aButton && SP) { //aButton.onClick.RemoveAllListeners(); // Lambdas are da shit. aButton.onClick.AddListener(() => Execute()); } }
// Simply gets the needed references. private void ManagerSetProperties() { mg = GetComponent <MapGenerator>(); drawer = GetComponent <MapDrawer>(); playerSpawner = GetComponent <SpawnPlayer>(); dfs = GetComponent <SpaceDFS>(); spawner = GetComponent <SpawnObjects>(); scaler = statScaler.GetComponent <Scaler>(); }
private void Awake() { _instance = this; _input = GetComponent <IInput>(); _movement = GetComponent <IMovement>(); _animator = GetComponent <IAnimator>(); _groundCheck = GetComponent <IGroundCheck>(); _playerUI = GetComponent <PlayerUI>(); _characterStats = GetComponent <CharacterStats>(); _spawnPlayer = GetComponent <SpawnPlayer>(); _playerDeath = GetComponent <PlayerDeath>(); }
void Start() { grid = new Tile[areaWidth, areaHeight]; GameObject floor = Instantiate(forestFloor, transform.position, Quaternion.identity); floor.transform.localScale = new Vector3(areaWidth, 1, areaHeight); treePool = GetComponent <TreeObjectPool>(); treePool.CreatePool(areaWidth, areaHeight); spawnScript = GameObject.FindWithTag("Player").GetComponent <SpawnPlayer>(); GenerateDungeon(); }
private void Awake() { roomGen = GetComponent <RoomGenerator>(); graphGen = GetComponent <GraphGenerator>(); corridorGen = GetComponent <CorridorGenerator>(); spawnPlayer = GetComponent <SpawnPlayer>(); if (autoBuildAtStart) { Generate(); } }
private void Awake() { if (sp == null) { sp = this; } else if (sp != this) { Debug.Log("Instance already exists, destroying object"); Destroy(this); } }
private void Awake() { // If the instance doesn't exist yet, then assign 'this' script to it. if (instance == null) { instance = this; } // If the instance is not 'this' instance, then delete this instance. else if (instance != this) { Destroy(this); } }
public void AddDeath(NetworkPlayer Player) { if (!Network.isServer) { return; } SpawnPlayer p = new SpawnPlayer(); p._player = Player; p._deathTime = Time.time; toSpawnList.Add(p); }
IEnumerator HitEnemyCoroutine() { anim.Play("VGHit"); freeze = true; yield return(new WaitForSeconds(animationTimes.GetTime("VGHit"))); // Destroy and respawn Player SpawnPlayer spawnPlayer = FindObjectOfType <SpawnPlayer>(); spawnPlayer.Spawn(); Destroy(gameObject); }
public static void SetCloak(Client player, string type) { if (type == null) { player.Settings.Cloaked = null; } else { try { MobType mt = (MobType)Enum.Parse(typeof(MobType), type); player.Settings.Cloaked = mt.ToString(); cloakBack.Remove(player.MinecraftUsername); cloakBack.Add(player.MinecraftUsername, player.Session.Position); } catch (Exception) { player.TellSystem(Chat.DarkRed, "Unknown mob: " + type); } } player.SaveProxyPlayer(); VanillaSession rs = player.Session as VanillaSession; if (rs != null) { if (player.Settings.Cloaked == null) { SpawnPlayer spawnNamedEntity = new SpawnPlayer(rs.EID, player); spawnNamedEntity.Position = rs.Position; spawnNamedEntity.Pitch = rs.Pitch; spawnNamedEntity.Yaw = rs.Yaw; PlayerList.QueueToAll(spawnNamedEntity); player.Queue.Queue(new DestroyEntities(rs.EID)); player.Session.World.Send("gamemode 0 " + player.MinecraftUsername); } else { PlayerList.QueueToAll(new DestroyEntities(rs.EID)); player.Session.World.Send("gamemode 1 " + player.MinecraftUsername); } } TellMode(player); PlayerList.UpdateTabPlayers(); }
// Update is called once per frame void Update() { //Life text = nb_vie.ToString(); canvas_vie.text = "Vie : " + text; //Combo timer += Time.deltaTime; //Temps depuis le début du jeu if (timer > combotime) { in_combo = false; } if (in_combo == false) { canvas_combo.enabled = false; barre_combo.enabled = false; comboValue = 0; } else { barre_combo.transform.localScale = new Vector2(0.7f * (combotime - timer) / (float)combotime, 0.05f); } //Spawn des reliques timer_relique += Time.deltaTime; //Temps depuis le début du jeu if (timer_relique > random_time) { int random_number = Random.Range(0, relique_spawn.Length); random_relique = Random.Range(0, relique.Length); Instantiate(relique[random_relique], relique_spawn[random_number].transform.position, Quaternion.identity); timer_relique = 0; random_time = Random.Range(25, 40); } //Spawn des ennemis timer_ennemy += Time.deltaTime; Vector2 Player_position = new Vector2(Player.transform.position.x, Player.transform.position.y); if (timer_ennemy > time_to_spawn) { int random_number = Random.Range(0, ennemy_spawn.Length); random_ennemy = Random.Range(0, ennemy_type.Length); SpawnPlayer.Spawn_near_player(); Instantiate(ennemy_type[random_ennemy], ennemy_spawn[random_number].transform.position, Quaternion.identity); timer_ennemy = 0; } }
// Use this for initialization void Start() { addUserSwitch = false; _spawnPlayer = GetComponent <SpawnPlayer> (); _networkState = GetComponent <NetworkState> (); ClientID = ClientState.id; moveUserSwitch = false; users = new List <GameObject> (); SocketStarter.Socket.On("createPlayerRES", (data) => { //접속한 플레이어가 있을때 호출된다. string temp = data.Json.args[0].ToString(); string[] pos; Vector3 spawnPos; pos = temp.Split(':'); addId = pos[0]; //접속한 유저의 아이디 pos = pos[1].Split(','); spawnPos = new Vector3(float.Parse(pos[0]), float.Parse(pos[1]), float.Parse(pos[2])); _networkState.addPlayer(addId, spawnPos); //플레이어의 아이디와 위치 저장 users_name = _networkState.getPlayerList(); //users 아이디의 배열을 얻어온다. _spawnPlayer.setSpawn(addId, spawnPos); //해당 user를 instantiate한다. addUserSwitch = true; //하이어아키에 만들어진 유저오브젝트를 찾아서 추가한다. for (int i = 0; i < users_name.Length; i++) { Debug.Log("list: " + users_name[i]); } }); SocketStarter.Socket.On("movePlayerRES", (data) => { string[] temp = data.Json.args[0].ToString().Split(':'); resID = temp[0]; string[] resPos = temp[1].Split(','); newPos = new Vector3(float.Parse(resPos[0]), float.Parse(resPos[1]), float.Parse(resPos[2])); moveUserSwitch = true; }); }
public static bool inventoryPause, pause; // playPause za inventory pauzira, pause pauzira za pause menu // Use this for initialization IEnumerator Start() { // ako ne radi obrisi speed = 12; playerSpotlight = GameObject.Find("PlayerSpotlight"); targetSpotlight = GameObject.Find("DestinationSpotlight"); eog = false; // pronadji listu zvukova sounds = GameObject.Find("MusicContainer").GetComponents <AudioSource>(); pause = false; inventoryPause = false; animator = GetComponent <Animator>(); //animator.SetBool("Run", true); GameObject inventory = GameObject.Find("Inventory"); ic = inventory.GetComponent <InventoryController>(); // inicijalizacija koja je potrebna zbog menua goBack = false; popAgain = true; visitedTarget = new Stack <Item>(); // kraj inicijalizacije prouzrokovane menuom target = SpawnPlayer.getVisitedList(); /*print("target.Count-> " + target.Count); * for (int kk = 0; kk < target.Count; kk++) * print("target[" + kk + "]->" + target[kk].Num);*/ //yield return new WaitForSeconds(1); yield return(new WaitUntil(() => target != null)); target = SpawnPlayer.getVisitedList(); animator.SetBool("Run", true); // run animacija krece tek kada player ima cilj ka kome ide //print("target.Count-> " + target.Count); /* for (int kk = 0; kk < target.Count; kk++) * { * print("target[" + kk + "]->" + target[kk].Num); * print("target[" + kk + "] tip->" + target[kk].ItemObject.GetType() + " name->" + target[kk].ItemObject.name); * }*/ }
// Use this for initialization void Start() { SP = GameObject.FindObjectOfType <SpawnPlayer>(); if (SP) { if (Network.peerType == NetworkPeerType.Client) { SP.networkView.RPC("OnClientLoadedLevel", RPCMode.Server); } // Server will ALWAYS load after the clients.. //if(Network.peerType == NetworkPeerType.Server) // SP.networkView.RPC ("SpawnYourself", RPCMode.All); } }
public void UpdateEntity(SpawnPlayer spawn) { Player m = null; lock (entities) { if (entities.ContainsKey(spawn.EID)) { m = entities[spawn.EID] as Player; } if (m == null) { m = new Player(spawn.EID, spawn.PlayerUUID); entities[spawn.EID] = m; } } m.Update(spawn); }
IEnumerator HitEnemyCoroutine(Enemy enemy) { yield return(new WaitForEndOfFrame()); if (enemy.dangerous) { velocity.x = enemy.pushBackForce * Mathf.Sign(transform.position.x - enemy.transform.position.x); anim.Play("FrogHit"); _freeze = true; // Wait for the time of the FrogHit animation to be finished yield return(new WaitForSeconds(animationTimes.GetTime("FrogHit"))); SpawnPlayer spawnPlayer = FindObjectOfType <SpawnPlayer>(); spawnPlayer.Spawn(); _freeze = false; Destroy(gameObject); } hitEnemy = null; }
/// <summary> /// To be called by Join(Client player) /// </summary> protected void Join(ConstructSession cs, Client player) { base.Join(cs); SendStartup(cs, player); //Dont show cloaked if (player.Settings.Cloaked != null) { return; } //Send named entity SpawnPlayer n = new SpawnPlayer(player.EntityID, player); n.Position = cs.Position; foreach (ConstructSession c in Players) { if (c == cs) { continue; } //Spawn new player in front of c c.Player.Queue.Queue(n); Debug.WriteLine("Spawn " + n.PlayerUUID + " in front of " + c.Player.MinecraftUsername); //Spawn c in front of new player SpawnPlayer nes = new SpawnPlayer( c.Player.MinecraftUsername.GetHashCode(), c.Player); nes.Position = c.Position; nes.Pitch = c.Pitch; nes.Yaw = c.Yaw; cs.Player.Queue.Queue(nes); } }
public static Client GetPlayerBySpawn(SpawnPlayer sp) { Guid id = sp.PlayerUUID; int eid = sp.EID; foreach (Client p in List) { var vs = p.Session as VanillaSession; if (vs == null) { continue; } if (vs.OfflineUUID == id) { return(p); } if (vs.EID == eid) { return(p); } } return(null); }
// Start is called before the first frame update void Start() { IPHolder IP = FindObjectOfType <IPHolder>(); if (IP != null) { if (IP.IPAddress != "") { //IPHolder IP = FindObjectOfType<IPHolder>(); ServerIP = IP.IPAddress; Init(); spawn = FindObjectOfType <SpawnPlayer>(); SerialVector3 bob = new Vector3(0, 0, 0); checkMoving.Hosting = false; checkMoving.Cli = this; //Player.ServerOwned = false; if (new SerialVector3(0, 0, 0) == bob) { } DontDestroyOnLoad(this); } } }
private void Awake() { spawnInstance = this; }