Inheritance: MonoBehaviour
コード例 #1
0
 public void OpenAndSpawnByName(string passengerName, Spawner.TicketAdditionMode ticketMode)
 {
     _animator.enabled = true;
     _animator.Play("doors_open");
     _unitSpawner.Spawn(gameObject, passengerName, ticketMode);
     _isOpened = true;
 }
コード例 #2
0
 public void ShouldThrowExceptionIfProgramDoesntExist()
 {
     using (var spawner = new Spawner())
     {
         Assert.Throws(typeof (ArgumentException), () => spawner.Spawn(new StartInfo {ProgramName = "asdf"}));
     }
 }
コード例 #3
0
 void Start()
 {
     _spawner = FindObjectOfType<Spawner>();
     targetRoom = _spawner._rooms[Random.Range(0, _spawner._rooms.Count)];
     destination = targetRoom.transform.position;
     transform.position = targetRoom.transform.up*50f + targetRoom.transform.position;
 }
コード例 #4
0
ファイル: TapCounter.cs プロジェクト: Ankharia/SpeedRun
	void Start () 
    {                
        gmc = GameObject.FindGameObjectWithTag("GameController").GetComponent<Spawner>();
        print(gmc.sprites[gmc.num]);
		/*anim = GameObject.FindGameObjectsWithTag("animation");
		anim.SetActive(false);*/
		skeletonAnimation = GameObject.FindGameObjectWithTag("animation").GetComponent<SkeletonAnimation>();
		skeletonAnimation.enabled = true;
		gmv = GameObject.FindGameObjectWithTag("GameOver");
		cnt = GameObject.FindGameObjectWithTag("animation");
		//gmv.SetActive(false);
		gameOv =GameObject.FindGameObjectWithTag("GameOver").GetComponent<SkeletonAnimation>();
		if(this.gameObject.GetComponent<TapCounter>().enabled){
			skeletonAnimation.state.SetAnimation(0, "tap_amount_in", false);
			skeletonAnimation.state.AddAnimation(0, "tap_amount_loop", true, 0.3f);
		}
		gmv.SetActive(false);
		cnt.SetActive(true);

		/*gmv = GameObject.FindGameObjectWithTag("GameOver");
		cnt = GameObject.FindGameObjectWithTag("animation");
		gmv.SetActive(false);*/
        AudioSource[] sources = GetComponents<AudioSource>();
        tap = sources[0];
        bad = sources[1];
        good = sources[2];

		spw = GameObject.FindGameObjectWithTag("GameController").GetComponent<Spawner>();
		sc = GameObject.FindGameObjectWithTag("Score").GetComponent<ScoreController>();
		scoreCounter.text = "";

	}
コード例 #5
0
ファイル: Scene.cs プロジェクト: kobayashi-taichi/hello-world
 void Awake()
 {
     Application.targetFrameRate = 60;
     player = GameObject.Find("Player").GetComponent<Player>();
     spawner = GameObject.Find("Spawner").GetComponent<Spawner>();
     Score = Hud.GetComponent<Score>();
 }
コード例 #6
0
 //private bool WeaponToggle;
 void Awake()
 {
     floor = GameObject.Find ("Foreground");
     spawner = GameObject.Find ("Spawner").GetComponent<Spawner> ();
     //weaponmanager = GameObject.Find ("WeaponManager").GetComponent<WeaponManager>();
     timeManager = GetComponent<TimeManager> ();
 }
コード例 #7
0
    public override void Init(Spawner spawner)
    {
        base.Init(spawner);

        VFX.Instance.ParentEffectIf("fire", transform, new Vector2(-0.85f, 1.7f), -Mathf.PI / 2, IsShooting);
        VFX.Instance.ParentEffectIf("fire", transform, new Vector2(0.75f, 1.7f), -Mathf.PI / 2, IsShooting);
    }
コード例 #8
0
ファイル: GameManager.cs プロジェクト: lemanou/PCG_2016
 private void BeginGame()
 {
     if (SpawnerPrefab != null) {
         _spawnerInstance = Instantiate(SpawnerPrefab) as Spawner;
         _spawnerInstance.Spawn();
     }
 }
コード例 #9
0
    void Start()
    {
        //Load the given objects from ressource folder, for later use
        player = Resources.Load("Spaceships/Player", typeof(GameObject)) as GameObject;
        pilotAI = Resources.Load("Spaceships/PlayerAI", typeof(GameObject)) as GameObject;
        spawner = Resources.Load("Spawner", typeof(GameObject)) as GameObject;
        combatHUD = Resources.Load("HUD/CombatHUD", typeof(GameObject)) as GameObject;
        enemy = Resources.Load("Enemy", typeof(GameObject)) as GameObject;
        enemyHUD = Resources.Load("HUD/EnemyHUD", typeof(GameObject)) as GameObject;
        playerHUD = Resources.Load("HUD/PlayerHUD", typeof(GameObject)) as GameObject;

        //Types of drops
        commonDrop = Resources.Load("Drops/CommonDrop", typeof(GameObject)) as GameObject;
        uncommonDrop = Resources.Load("Drops/UncommonDrop", typeof(GameObject)) as GameObject;
        rareDrop = Resources.Load("Drops/RareDrop", typeof(GameObject)) as GameObject;
        healthDrop = Resources.Load("Drops/HealthDrop", typeof(GameObject)) as GameObject;
        shieldDrop = Resources.Load("Drops/ShieldDrop", typeof(GameObject)) as GameObject;
        powerDrop = Resources.Load("Drops/PowerDrop", typeof(GameObject)) as GameObject;

        getPlayers = GameObject.FindGameObjectsWithTag("Pilot");
        getAIs = GameObject.FindGameObjectsWithTag("PilotAI");
        Instantiate(spawner, new Vector2(10, 0), Quaternion.identity); // Spawn spawner
        spawnerScript = GameObject.Find("Spawner(Clone)").GetComponent<Spawner>();
        Instantiate(combatHUD, transform.position, Quaternion.identity);    // Spawn AI GUI
        waveOutcome = WaveOutcomes.Waiting;

        #region Next Round timer
        nextRoundTimer = new Timer(5000);
        nextRoundTimer.Elapsed += new ElapsedEventHandler(NextRound);
        nextRoundTimer.Enabled = true;

        callNewRound = false;
        #endregion
    }
コード例 #10
0
ファイル: Spawner.cs プロジェクト: YangJinwoo/2DGame
	void Awake()
	{
		if( _instance == null )
			_instance = this;
		else
			Destroy( gameObject );
	}
コード例 #11
0
ファイル: HelperAction.cs プロジェクト: ahung89/magical-dash
 void Awake ()
 {
     spawner = GetComponent<Spawner>();
     maxHorizontalShift = GameSettings.SmallPlatformWidth / 2;
     maxVerticalShift = GameSettings.SmallPlatformHeight / 2;
     smallPlatformHeight = GameSettings.SmallPlatformHeight;
     smallPlatformWidth = GameSettings.SmallPlatformWidth;
 }
コード例 #12
0
ファイル: SpawnManager.cs プロジェクト: kingofraytown/BOAB
 public void InitSpawners()
 {
     for (int i = 0; i < spawners.Length; i++)
     {
         spawnerCon = spawners[i].GetComponent<Spawner> ();
         spawnerCon.GetReady();
     }
 }
コード例 #13
0
ファイル: GlobalControls.cs プロジェクト: adahera222/Equate
 void Awake()
 {
     playerGoal = (Goal)GameObject.Find("PGoal").GetComponent(typeof(Goal));
     shadowGoal = (Goal)GameObject.Find("SGoal").GetComponent(typeof(Goal));
     player = GameObject.Find("Player");
     shadow = GameObject.Find("Shadow");
     spawner = (Spawner)gameObject.GetComponent(typeof(Spawner));
 }
コード例 #14
0
    // Use this for initialization
    void Start()
    {
        steeringBasics = GetComponent<SteeringBasics>();
        hide = GetComponent<Hide>();
        obstacleSpawner = GameObject.Find("ObstacleSpawner").GetComponent<Spawner>();

        wallAvoid = GetComponent<WallAvoidance>();
    }
コード例 #15
0
ファイル: Spawner.cs プロジェクト: clomax/evosim
	public static Spawner getInstance () {
		if(!instance) {
			container = new GameObject();
			container.name = "Spawner";
			instance = container.AddComponent(typeof(Spawner)) as Spawner;
		}
		return instance;
	}
コード例 #16
0
 public void FirstUpdate(GameTime gameTime)
 {
   Music.Beat += new EventHandler(Tower.OnBeat);
   Music.Bar += new EventHandler(OnBar);
   Tower.ZeroHealth += new EventHandler(GameOver);
   spawner = new Spawner();
   Music.Start(gameTime.TotalRealTime);
 }
コード例 #17
0
ファイル: GameManager.cs プロジェクト: Dan12/ZombieRunner
 // Use this for initialization
 void Awake()
 {
     floor = GameObject.Find ("Foreground");
     spawner = GameObject.Find ("Spawner").GetComponent<Spawner>();
     timeManager = GetComponent<TimeManager> ();
     print ("Hey");
     print (timeManager);
 }
コード例 #18
0
    // Use this for initialization
    protected void Start()
    {
        spawner = GetComponent<Spawner>();
        if ( ! spawner )
            Debug.LogError( "A spawn-on behaviour requires a Spawner base component attached to the game-object - not found!" );

        if( autoStart )
            startSpawning();
    }
コード例 #19
0
ファイル: Player.cs プロジェクト: Inlight2/heartPump
 //private Controller control;
 void Start()
 {
     health = _maxHealth;
     magic = _maxMagic;
     score = 0;
     _spawn = this.GetComponent<Spawner>();
     _spawn.SetUp();
     _control = this.GetComponent<Controller>();
 }
コード例 #20
0
ファイル: Game.cs プロジェクト: ZNCatlaw/LD33
 // Use this for initialization
 void Start()
 {
     m_playerManager = GetComponent<PlayerManager>();
     m_projectileManager = GetComponent<ProjectileManager>();
     m_shipManager = GetComponent<ShipManager>();
     m_spawner = GetComponent<Spawner>();
     kills = 0;
     timeGameEnded = 0.0f;
 }
コード例 #21
0
ファイル: Flyer.cs プロジェクト: unclehighbrow/Math-Is-Stupid
 // Use this for initialization
 public void Start()
 {
     levelManager = GameObject.FindObjectOfType<LevelManager>();
     spawner = GameObject.FindObjectOfType<Spawner>();
     if (spawner != null) {
         transform.position = new Vector2(levelManager.maxX, UnityEngine.Random.Range(levelManager.minY, levelManager.maxY));
         GetComponent<Rigidbody2D>().AddForce(new Vector2(-200 * spawner.flyerSpeed * UnityEngine.Random.Range(1f, 1.5f), 0));
     }
     rotation = new Vector3(0,0,Random.Range (-3f,3f));
 }
コード例 #22
0
ファイル: PlayerScript.cs プロジェクト: scotttorgeson/ggj2013
 public void Upgrade(Spawner spawner, UnitUpgrade upgrade)
 {
     // if there are more tiers, and we have the money, upgrade the selected spawner
     if ( spawner!=null && upgrade!=null && currentMoney > upgrade.cost )
     {
         currentMoney -= upgrade.cost;
         spawner.currentUpgrade= upgrade;
         spawner.transform.FindChild("Barrack").renderer.material.color = upgrade.barrackColor;
     }
 }
コード例 #23
0
ファイル: test.cs プロジェクト: wolf96/Game-Pattern-Unity3d
    // Use this for initialization
    void Start()
    {
        spawner = new Spawner();
         if(People!=null)
        spawner.setPrototype(People);

         s1 = new SpawnerFor<PeoPleMonster>();
         s2 = new SpawnerFor<AnimalMonster>();
         s1.setPrototype(People);
         s2.setPrototype(Animal);
    }
コード例 #24
0
 void SetMyLaneSpawner()
 {
     Spawner[] allSpawners = GameObject.FindObjectsOfType<Spawner>();
     foreach (Spawner thisSpawner in allSpawners){
         if(thisSpawner.transform.position.y==transform.position.y){
             myLaneSpawner = thisSpawner;
             return;
         }
     }
     Debug.LogError (name + " can't find spawner in Lane");
 }
コード例 #25
0
ファイル: GameManager.cs プロジェクト: Saerdev/Desperate-Dash
    // Use this for initialization
    void Awake()
    {
        score = 0;

        playerController = GameObject.Find("Player").GetComponent<PlayerController>();
        roadManager = GameObject.Find("RoadManager").GetComponent<RoadManager>();
        spawner = GameObject.Find("Spawner").GetComponent<Spawner>();
        scoreText = GameObject.Find("ScoreText").GetComponent<Text>();
        restartText = GameObject.Find("ScoreCanvas").transform.GetChild(1).GetComponent<Text>();
        restartText.enabled = false;
    }
コード例 #26
0
ファイル: Shooter.cs プロジェクト: hpeng2/Unity3D
    void setCurrentLaneSpawner()
    {
        Spawner[] spawnerArray = GameObject.FindObjectsOfType(typeof(Spawner)) as Spawner[];
        foreach(Spawner spawner in spawnerArray){
            if (spawner.transform.position.y == transform.position.y){
                currentSpawner = spawner;
                return;
            }
        }

        Debug.LogError("Cannot find appropriate Lane");
    }
コード例 #27
0
ファイル: SpawnManager.cs プロジェクト: VCRhythm/hotfrog
 /*	public void SpawnFromAll(Spawner.Type spawnerType, Vector2 direction, int spawnIndex)
 {
     for(int i = 0; i < levelSpawners.Count; i++)
     {
         if(levelSpawners[i].spawnerType == spawnerType && levelSpawners[i].spawnDirection == direction)
         {
             levelSpawners[i].CycleThroughMovementsAndSpawn(spawnIndex);
         }
     }
 }*/
 public void ActivateLevelSpawners(Spawner.Type type)
 {
     Debug.Log("Activate Scenery " + type);
     for (int i=0; i< levelSpawners.Count; i++)
     {
         if (levelSpawners[i].spawnerType == type)
         {
             levelSpawners[i].Activate();
             //Debug.Log(levelSpawners[i].name + "Activated");
         }
     }
 }
コード例 #28
0
ファイル: Shooter.cs プロジェクト: HackedLux/Glitch-Garden
    //Look through all spawners, and set myLaneSpawner if found
    void SetMyLaneSpawner()
    {
        Spawner[] spawnerArray = GameObject.FindObjectsOfType<Spawner> ();

        foreach (Spawner spawner in spawnerArray) {
            if (spawner.transform.position.y == transform.position.y){
                myLaneSpawner = spawner;
                return;
            }
        }
        Debug.LogError (name + " can't find spawner in lane");
    }
コード例 #29
0
 void Awake()
 {
     Application.runInBackground = true;
     spawner = GameObject.Find("Spawner").GetComponent<Spawner>();
     ns = GameObject.Find("Networking").GetComponent<NetworkingServer>();
     _ps = transform.FindChild("Puskur").particleSystem;
     if (ns == null)
     {
         _mechaController = GameObject.Find("Mecha").GetComponent<UpdateMechaRotation>();
     }
     _ps.enableEmission = false;
     StartCoroutine("TimeOut");
 }
コード例 #30
0
    void Start()
    {
        roundInfo = GameObject.Find("Round Info").GetComponent<Text>();
        roundEnd = GameObject.Find("Round End").GetComponent<Text>();
        getAIHUDs = GameObject.FindGameObjectsWithTag("Health Bar AI");

        gameController = GameObject.FindGameObjectWithTag("GameController");
        gameControllerScript = gameController.GetComponent<GameController>();

        spawnerScript = GameObject.FindGameObjectWithTag("Spawner").GetComponent<Spawner>();

        NewRound();
    } // Use this for initialization
コード例 #31
0
 void Awake()
 {
     floor       = GameObject.Find("Foreground");
     spawner     = GameObject.Find("Spawner").GetComponent <Spawner> ();     //because spawner is a script. we also have a gameobj named spawner.
     timeManager = GetComponent <TimeManager>();
 }
コード例 #32
0
ファイル: Spawner.cs プロジェクト: OisinR/GE2-2019-2020
 public void Awake()
 {
     Instance = this;
 }
コード例 #33
0
ファイル: Group.cs プロジェクト: lexi89/tetris
 void Awake()
 {
     spawner = FindObjectOfType <Spawner> ();
 }
コード例 #34
0
ファイル: Phase.cs プロジェクト: daltonmoore/OODProject
 private void Awake()
 {
     instance = GameObject.Find("GameState").GetComponent <GameState>();
     spawner  = GameObject.Find("Spawner").GetComponent <Spawner>();
 }
コード例 #35
0
    void Update()
    {
        if (GameStart && !GameFinished)
        {
            PartyStartCounter.fillAmount -= Time.deltaTime / 60;

            if (PartyStartCounter.fillAmount <= 0)
            {
                GameFinished = true;
            }

            NotStart.SetActive(false);

            if (boomerangrate <= 0)
            {
                int temps = temporary();

                if (temps == 2)
                {
                    Boomerang[Random.Range(0, Boomerang.Length)].SetActive(false);
                    Boomerang[Random.Range(0, Boomerang.Length)].SetActive(true);
                }

                boomerangrate = boomerangTimeInterval;
            }

            else
            {
                boomerangrate -= Time.deltaTime;
            }

            if (IsFireOn)
            {
                GameOverCounterImage.SetActive(false);

                if (fireRate <= 0)
                {
                    candleLight.SetActive(false);
                    fireRate = FireTime;
                    Instantiate(efek, efekPlay.position, Quaternion.identity);
                    GameOverCounter.fillAmount = GameOverCoutdown;
                    OnGOcountdown = true;
                    IsFireOn      = false;
                }

                else
                {
                    fireRate -= Time.deltaTime;
                }
            }

            if (OnGOcountdown)
            {
                GameOverCounterImage.SetActive(true);

                if (GameOverCounter.fillAmount <= 0)
                {
                    GameFinished = true;
                }

                else
                {
                    GameOverCounter.fillAmount -= Time.deltaTime / 4;
                }
            }

            if (Hp <= 0)
            {
                GameFinished = true;
            }

            if (Input.GetKeyDown(KeyCode.Escape))
            {
                if (IsPaused)
                {
                    UnPaused();
                }

                else
                {
                    Paused();
                }
            }
        }

        if (GameFinished)
        {
            GameOverPanel.SetActive(true);
            Destroy(GameObject.FindGameObjectWithTag("Junk"));
            Spawner.SetActive(false);

            if (PartyStartCounter.fillAmount <= 0)
            {
                if (candleLight.activeSelf)
                {
                    if (Hp == 3)
                    {
                        Rank.text = "the party started\nYour rank : S";
                    }

                    else if (Hp == 2)
                    {
                        Rank.text = "the party started\nYour rank : A";
                    }

                    else if (Hp == 1)
                    {
                        Rank.text = "the party started\nYour rank : B";
                    }

                    else
                    {
                        Rank.text = "the party started\nYour rank : C";
                    }
                }

                else
                {
                    Rank.text = "the party not started you need burning candle to start party\nYour rank : F";
                }
            }

            else if (GameOverCounter.fillAmount <= 0)
            {
                Rank.text = "the party not started you need burning candle to start party\nYour rank : F";
            }

            else
            {
                Rank.text = "You failed protect your cake\nYour rank : F";
            }
        }
    }
コード例 #36
0
        partial void RespawnCharactersProjSpecific(Vector2?shuttlePos)
        {
            respawnedCharacters.Clear();

            var respawnSub = RespawnShuttle ?? Submarine.MainSub;

            MultiPlayerCampaign campaign = GameMain.GameSession.GameMode as MultiPlayerCampaign;

            var clients = GetClientsToRespawn().ToList();

            foreach (Client c in clients)
            {
                //get rid of the existing character
                c.Character?.DespawnNow();

                c.WaitForNextRoundRespawn = null;

                var matchingData = campaign?.GetClientCharacterData(c);
                if (matchingData != null && !matchingData.HasSpawned)
                {
                    c.CharacterInfo = matchingData.CharacterInfo;
                }

                //all characters are in Team 1 in game modes/missions with only one team.
                //if at some point we add a game mode with multiple teams where respawning is possible, this needs to be reworked
                c.TeamID = CharacterTeamType.Team1;
                if (c.CharacterInfo == null)
                {
                    c.CharacterInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, c.Name);
                }
            }
            List <CharacterInfo> characterInfos = clients.Select(c => c.CharacterInfo).ToList();

            //bots don't respawn in the campaign
            if (campaign == null)
            {
                var botsToSpawn = GetBotsToRespawn();
                characterInfos.AddRange(botsToSpawn);
            }

            GameMain.Server.AssignJobs(clients);
            foreach (Client c in clients)
            {
                if (campaign?.GetClientCharacterData(c) == null || c.CharacterInfo.Job == null)
                {
                    c.CharacterInfo.Job = new Job(c.AssignedJob.First, c.AssignedJob.Second);
                }
            }

            //the spawnpoints where the characters will spawn
            var shuttleSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnSub);
            //the spawnpoints where they would spawn if they were spawned inside the main sub
            //(in order to give them appropriate ID card tags)
            var mainSubSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub);

            ItemPrefab divingSuitPrefab = null;

            if ((shuttlePos != null && Level.Loaded.GetRealWorldDepth(shuttlePos.Value.Y) > Level.DefaultRealWorldCrushDepth) ||
                Level.Loaded.GetRealWorldDepth(Submarine.MainSub.WorldPosition.Y) > Level.DefaultRealWorldCrushDepth)
            {
                divingSuitPrefab = ItemPrefab.Prefabs.FirstOrDefault(it => it.Tags.Any(t => t.Equals("respawnsuitdeep", StringComparison.OrdinalIgnoreCase)));
            }
            if (divingSuitPrefab == null)
            {
                divingSuitPrefab =
                    ItemPrefab.Prefabs.FirstOrDefault(it => it.Tags.Any(t => t.Equals("respawnsuit", StringComparison.OrdinalIgnoreCase))) ??
                    ItemPrefab.Find(null, "divingsuit");
            }
            ItemPrefab oxyPrefab     = ItemPrefab.Find(null, "oxygentank");
            ItemPrefab scooterPrefab = ItemPrefab.Find(null, "underwaterscooter");
            ItemPrefab batteryPrefab = ItemPrefab.Find(null, "batterycell");

            var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnSub && wp.SpawnType == SpawnType.Cargo);

            for (int i = 0; i < characterInfos.Count; i++)
            {
                bool bot = i >= clients.Count;

                characterInfos[i].ClearCurrentOrders();

                bool forceSpawnInMainSub = false;
                if (!bot && campaign != null)
                {
                    var matchingData = campaign?.GetClientCharacterData(clients[i]);
                    if (matchingData != null)
                    {
                        if (!matchingData.HasSpawned)
                        {
                            forceSpawnInMainSub = true;
                        }
                        else
                        {
                            ReduceCharacterSkills(characterInfos[i]);
                        }
                    }
                }

                var character = Character.Create(characterInfos[i], (forceSpawnInMainSub ? mainSubSpawnPoints[i] : shuttleSpawnPoints[i]).WorldPosition, characterInfos[i].Name, isRemotePlayer: !bot, hasAi: bot);
                character.TeamID = CharacterTeamType.Team1;
                character.LoadTalents();

                respawnedCharacters.Add(character);

                if (bot)
                {
                    GameServer.Log(string.Format("Respawning bot {0} as {1}", character.Info.Name, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning);
                }
                else
                {
                    if (GameMain.GameSession?.GameMode is MultiPlayerCampaign mpCampaign && character.Info != null)
                    {
                        character.Info.SetExperience(Math.Max(character.Info.ExperiencePoints, mpCampaign.GetSavedExperiencePoints(clients[i])));
                        mpCampaign.ClearSavedExperiencePoints(clients[i]);
                    }

                    //tell the respawning client they're no longer a traitor
                    if (GameMain.Server.TraitorManager?.Traitors != null && clients[i].Character != null)
                    {
                        if (GameMain.Server.TraitorManager.Traitors.Any(t => t.Character == clients[i].Character))
                        {
                            GameMain.Server.SendDirectChatMessage(TextManager.FormatServerMessage("TraitorRespawnMessage"), clients[i], ChatMessageType.ServerMessageBox);
                        }
                    }

                    clients[i].Character          = character;
                    character.OwnerClientEndPoint = clients[i].Connection.EndPointString;
                    character.OwnerClientName     = clients[i].Name;
                    GameServer.Log(string.Format("Respawning {0} ({1}) as {2}", GameServer.ClientLogName(clients[i]), clients[i].Connection?.EndPointString, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning);
                }

                if (divingSuitPrefab != null && oxyPrefab != null && RespawnShuttle != null)
                {
                    Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;
                    if (divingSuitPrefab != null && oxyPrefab != null)
                    {
                        var divingSuit = new Item(divingSuitPrefab, pos, respawnSub);
                        Spawner.CreateNetworkEvent(divingSuit, false);
                        respawnItems.Add(divingSuit);

                        var oxyTank = new Item(oxyPrefab, pos, respawnSub);
                        Spawner.CreateNetworkEvent(oxyTank, false);
                        divingSuit.Combine(oxyTank, user: null);
                        respawnItems.Add(oxyTank);
                    }

                    if (scooterPrefab != null && batteryPrefab != null)
                    {
                        var scooter = new Item(scooterPrefab, pos, respawnSub);
                        Spawner.CreateNetworkEvent(scooter, false);

                        var battery = new Item(batteryPrefab, pos, respawnSub);
                        Spawner.CreateNetworkEvent(battery, false);

                        scooter.Combine(battery, user: null);
                        respawnItems.Add(scooter);
                        respawnItems.Add(battery);
                    }
                }

                var characterData = campaign?.GetClientCharacterData(clients[i]);
                if (characterData != null && Level.Loaded?.Type != LevelData.LevelType.Outpost && characterData.HasSpawned)
                {
                    GiveRespawnPenaltyAffliction(character);
                }

                if (characterData == null || characterData.HasSpawned)
                {
                    //give the character the items they would've gotten if they had spawned in the main sub
                    character.GiveJobItems(mainSubSpawnPoints[i]);
                    if (campaign != null)
                    {
                        characterData            = campaign.SetClientCharacterData(clients[i]);
                        characterData.HasSpawned = true;
                    }
                }
                else
                {
                    if (characterData.HasItemData)
                    {
                        characterData.SpawnInventoryItems(character, character.Inventory);
                    }
                    else
                    {
                        character.GiveJobItems(mainSubSpawnPoints[i]);
                    }
                    characterData.ApplyHealthData(character);
                    character.GiveIdCardTags(mainSubSpawnPoints[i]);
                    characterData.HasSpawned = true;
                }

                //add the ID card tags they should've gotten when spawning in the shuttle
                foreach (Item item in character.Inventory.AllItems.Distinct())
                {
                    if (item.Prefab.Identifier != "idcard")
                    {
                        continue;
                    }
                    foreach (string s in shuttleSpawnPoints[i].IdCardTags)
                    {
                        item.AddTag(s);
                    }
                    if (!string.IsNullOrWhiteSpace(shuttleSpawnPoints[i].IdCardDesc))
                    {
                        item.Description = shuttleSpawnPoints[i].IdCardDesc;
                    }
                }
            }
        }
    void Update()
    {
        if (WaterwheelPlayerCtrl.IsTestShootCartoon)
        {
            return;
        }
        CheckPlayerForwardHit();
        CheckPlayerForwardVal();
        AddPlayerMoveSpeed();
        if (firing)
        {
            if (!StartBtCtrl.GetInstanceP2().CheckIsActivePlayer())
            {
                OnStopFire();
                return;
            }

            if (Time.time > lastFireTime + 1 / frequency)
            {
                if (Network.peerType != NetworkPeerType.Disconnected)
                {
                    int   PosX_1  = (int)(608f * (1f - CenterPerPx));
                    int   PosX_2  = (int)(608f * (1f + CenterPerPx));
                    float crossPx = pcvr.CrossPosition.x;
                    if (crossPx < PosX_1)
                    {
                        if (!FireLeft)
                        {
                            FireLeft  = true;
                            FireRight = false;
                            NetView.RPC("SendUpdateZhuJiaoNvFireAction", RPCMode.OthersBuffered, pcvr.CrossPosition.x);
                        }
                    }
                    else if (crossPx > PosX_2)
                    {
                        if (!FireRight)
                        {
                            FireLeft  = false;
                            FireRight = true;
                            NetView.RPC("SendUpdateZhuJiaoNvFireAction", RPCMode.OthersBuffered, pcvr.CrossPosition.x);
                        }
                    }
                    else
                    {
                        if (FireRight || FireLeft)
                        {
                            FireLeft  = false;
                            FireRight = false;
                            NetView.RPC("SendUpdateZhuJiaoNvFireAction", RPCMode.OthersBuffered, pcvr.CrossPosition.x);
                        }
                    }
                }

                // Spawn visual bullet
                Vector3 mousePosInput = Input.mousePosition;
                if (pcvr.bIsHardWare)
                {
                    mousePosInput = pcvr.CrossPosition;
                }

                Vector3    mousePos     = mousePosInput + Vector3.forward * 30f;
                Vector3    posTmp       = Camera.main.ScreenToWorldPoint(mousePos);
                Vector3    AmmoSpawnPos = spawnPoint.position;
                Vector3    AmmoForward  = Vector3.Normalize(posTmp - AmmoSpawnPos);
                Ray        ray          = Camera.main.ScreenPointToRay(mousePosInput);
                RaycastHit hit;
                if (Physics.Raycast(ray, out hit, 500.0f, TerrainLayer.value))
                {
                    AmmoForward = Vector3.Normalize(hit.point - AmmoSpawnPos);
                }

                Vector3    forwardVal = AmmoForward;
                GameObject go         = null;
                if (GlobalData.GetInstance().IsActiveJuLiFu)
                {
                    go = (GameObject)Spawner.Spawn(bulletPrefab, AmmoSpawnPos, forwardVal);
                    pcvr.ShuiBengState = PcvrShuiBengState.Level_1;
                }
                else
                {
                    go = (GameObject)Spawner.Spawn(bulletPrefab, AmmoSpawnPos, forwardVal);
                    pcvr.ShuiBengState = PcvrShuiBengState.Level_1;
                }
                PlayerSimpleBullet bullet = go.GetComponent <PlayerSimpleBullet> ();
                bullet.SetIsHandleBullet();
                lastFireTime = Time.time;

                // Find the object hit by the raycast
                RaycastHit hitInfo = GetHitInfo(AmmoSpawnPos, forwardVal);
                if (hitInfo.transform != null)
                {
                    // Get the health component of the target if any
                    NpcHealthCtrl targetHealth = hitInfo.transform.GetComponent <NpcHealthCtrl>();
                    if (hitInfo.distance < 500f)
                    {
                        if (targetHealth)
                        {
                            // Apply damage
                            if (!GlobalData.GetInstance().IsActiveJuLiFu)
                            {
                                targetHealth.OnDamage(2f / frequency);
                            }
                            else
                            {
                                targetHealth.OnDamage(1f / frequency);
                            }
                        }
                    }
                    bullet.dist = hitInfo.distance;

                    // Get the rigidbody if any
                    if (hitInfo.rigidbody != null && !hitInfo.rigidbody.isKinematic &&
                        hitInfo.rigidbody.useGravity &&
                        targetHealth != null)
                    {
                        // Apply force to the target object at the position of the hit point
                        Vector3 force = PlayerTran.forward * (forcePerSecond / frequency);
                        hitInfo.rigidbody.AddForceAtPosition(force, hitInfo.point, ForceMode.Impulse);
                        bullet.dist = hitInfo.distance;
                    }
                }
                else
                {
                    bullet.dist = 1000;
                }
            }
        }
    }
コード例 #38
0
    /// <summary>
    /// Performs the custom Inspector.
    /// </summary>
    public override void OnInspectorGUI()
    {
        spawn = (Spawner)target;

        showUnitSection = EditorGUILayout.Foldout(showUnitSection, "Assign Units");
        if (showUnitSection)
        {
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.PrefixLabel("Easy");
            spawn.unitList[0] = (GameObject)EditorGUILayout.ObjectField(spawn.unitList[0], typeof(GameObject), false);
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.PrefixLabel("Medium");
            spawn.unitList[1] = (GameObject)EditorGUILayout.ObjectField(spawn.unitList[1], typeof(GameObject), false);
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.PrefixLabel("Hard");
            spawn.unitList[2] = (GameObject)EditorGUILayout.ObjectField(spawn.unitList[2], typeof(GameObject), false);
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.PrefixLabel("Boss");
            spawn.unitList[3] = (GameObject)EditorGUILayout.ObjectField(spawn.unitList[3], typeof(GameObject), false);
            EditorGUILayout.EndHorizontal();
        }
        EditorGUILayout.Space();
        showWaveSection = EditorGUILayout.Foldout(showWaveSection, "Set Waves");
        if (showWaveSection)
        {
            EditorGUILayout.BeginHorizontal();
            {
                EditorGUILayout.BeginVertical(GUILayout.MinWidth(150));
                {
                    GUILayout.Label("Unit Level");
                    GUILayout.Label("Number of Units");
                    GUILayout.Label("Spawn Type");
                    GUILayout.Label("Time Between Spawn");
                    switch (spawn.spawnType)
                    {
                    case SpawnModes.TimedWave:
                    case SpawnModes.TimeSplitWave:
                        GUILayout.Label("Wave Timer");
                        goto case SpawnModes.Wave;

                    case SpawnModes.Wave:
                        GUILayout.Label("Number of Waves");
                        break;

                    default:
                        break;
                    }
                }
                EditorGUILayout.EndVertical();
                EditorGUILayout.BeginVertical(GUILayout.MinWidth(80));
                {
                    spawn.unitLevel         = (UnitLevels)EditorGUILayout.EnumPopup(spawn.unitLevel);
                    spawn.totalUnits        = EditorGUILayout.IntField(spawn.totalUnits);
                    spawn.spawnType         = (SpawnModes)EditorGUILayout.EnumPopup(spawn.spawnType);
                    spawn.timeBetweenSpawns = EditorGUILayout.FloatField(spawn.timeBetweenSpawns);

                    switch (spawn.spawnType)
                    {
                    case SpawnModes.TimedWave:
                    case SpawnModes.TimeSplitWave:
                        spawn.waveTimer = EditorGUILayout.FloatField(spawn.waveTimer);
                        goto case SpawnModes.Wave;

                    case SpawnModes.Wave:
                        spawn.totalWaves = EditorGUILayout.IntField(spawn.totalWaves);
                        break;

                    default:
                        break;
                    }
                }
                EditorGUILayout.EndVertical();
            }
            EditorGUILayout.EndHorizontal();
        }
        EditorGUILayout.Space();
        EditorGUILayout.BeginHorizontal();
        {
            EditorGUILayout.PrefixLabel("Spawner ID");
            spawn.spawnID = EditorGUILayout.IntField(spawn.spawnID);
        }
        EditorGUILayout.EndHorizontal();
        EditorGUILayout.BeginHorizontal();
        {
            EditorGUILayout.PrefixLabel("Spawn Location");
            spawn.spawnLocation = (Transform)EditorGUILayout.ObjectField(spawn.spawnLocation, typeof(Transform), true);
        }
        EditorGUILayout.EndHorizontal();

        EditorGUILayout.BeginHorizontal();
        {
            EditorGUILayout.PrefixLabel("Spawn");
            spawn.spawn = EditorGUILayout.Toggle(spawn.spawn);
        }
        EditorGUILayout.EndHorizontal();

        if (GUI.changed)
        {
            EditorUtility.SetDirty(target);
        }
    }
コード例 #39
0
 void Awake()
 {
     floor       = GameObject.Find("Foreground");
     spawner     = GameObject.Find("Spawner").GetComponent <Spawner>();
     timeManager = GetComponent <TimeManager>();
 }
コード例 #40
0
 private void Awake()
 {
     spawner = GetComponent <Spawner>();
 }
コード例 #41
0
ファイル: Spawner.cs プロジェクト: 18jwong/LudumDare47
 void Awake()
 {
     instance = this;
 }
コード例 #42
0
 public void SetUp()
 {
     ;
     spawner = new GameObject("Spawner").AddComponent <Spawner>();
 }
コード例 #43
0
 // Start is called before the first frame update
 void Start()
 {
     spawner = GameObject.FindObjectOfType <Spawner>();
 }
コード例 #44
0
 private void Start()
 {
     spawner = (Spawner)FindObjectOfType <Spawner>();
 }
コード例 #45
0
ファイル: Spawner.cs プロジェクト: krantz27/Boid
 private void Awake()
 {
     S     = this;
     boids = new List <Boid>();
     InstantiateBoid();
 }
コード例 #46
0
        public override void OnResponse(NetState state, RelayInfo info)
        {
            Mobile from = state.Mobile;

            switch (info.ButtonID)
            {
            case 0:
            {
                from.CloseGump(typeof(StartStopMontorilsh));
                from.SendGump(new CityInvasion(from));
                break;
            }

            case 1:
            {
                Point3D  loc    = new Point3D(568, 1311, 0);
                WayPoint point  = new WayPoint();
                WayPoint point1 = new WayPoint();
                WayPoint point2 = new WayPoint();
                //WayPoint point3 = new WayPoint();

                point.Name  = "MontorInvasionIlshenar";
                point1.Name = "MontorInvasionIlshenar";
                point2.Name = "MontorInvasionIlshenar";

                Spawner spawner1 = new Spawner(1, 1440, 1441, 0, 6, "OrcBrute");
                spawner1.MoveToWorld(new Point3D(950, 284, -90), Map.Malas);
                spawner1.WayPoint = point;
                point.MoveToWorld(new Point3D(950, 265, -90), Map.Malas);
                point.NextPoint = point2;
                point2.MoveToWorld(new Point3D(950, 275, -90), Map.Malas);
                spawner1.Name = "MontorInvasionIlshenar";
                spawner1.Respawn();

                Spawner spawner2 = new Spawner(1, 1440, 1441, 0, 6, "OrcBomber");
                spawner2.MoveToWorld(new Point3D(952, 284, -90), Map.Malas);
                spawner2.WayPoint = point1;
                point1.MoveToWorld(new Point3D(952, 265, -90), Map.Malas);
                spawner2.Name = "MontorInvasionIlshenar";
                spawner2.Respawn();

                Spawner spawner3 = new Spawner(1, 1440, 1441, 0, 6, "Savage");
                spawner3.MoveToWorld(new Point3D(950, 244, -90), Map.Malas);
                spawner3.WayPoint = point;
                spawner3.Name     = "MontorInvasionIlshenar";
                spawner3.Respawn();

                Spawner spawner4 = new Spawner(1, 1440, 1441, 0, 6, "SavageRider");
                spawner4.MoveToWorld(new Point3D(952, 244, -90), Map.Malas);
                spawner4.WayPoint = point1;
                spawner4.Name     = "MontorInvasionIlshenar";
                spawner4.Respawn();

                World.Broadcast(33, true, "Montor Ilshenar is under invasion.");
                from.SendGump(new CityInvasion(from));
                break;
            }

            case 2:
            {
                MontorInvasionStone monilsh = new MontorInvasionStone();
                monilsh.StopMontorIlshenar();
                World.Broadcast(33, true, "Montor Ilshenar's invasion was successfully beaten back. No more invaders are left in the city.");
                from.SendGump(new CityInvasion(from));
                break;
            }
            }
        }
コード例 #47
0
    // Update is called once per frame
    void FixedUpdate()
    {
        timer = GameObject.Find("CountDown").GetComponent <Timer>();

        spawner = GameObject.Find("Spawner").GetComponent <Spawner>();

        timeStart = timer.getFlagStart();

        if (timeStart)
        {
            if (!shock)
            {
                if (!arrested)
                {
                    if (meleeHit)
                    {
                        DropCoins();
                        rb.AddForce(new Vector2(hAxisDash * speedDash, vAxisDash * speedDash), ForceMode2D.Impulse);
                    }

                    // Get direction vectors
                    hAxis = Input.GetAxis(horizontal);
                    vAxis = Input.GetAxis(vertical);

                    // if there is movement to apply
                    // then we have to check in what direction
                    if (hAxis != 0.0f || vAxis != 0.0f)
                    {
                        Vector3 dir = new Vector3(hAxis, vAxis);
                        indicator.rotation = Quaternion.LookRotation(Vector3.forward, -dir);

                        // check if direction is between A and B (right)
                        if (Vector3.Dot(Vector3.Cross(A, dir), Vector3.Cross(A, B)) >= 0 &&
                            Vector3.Dot(Vector3.Cross(B, dir), Vector3.Cross(B, A)) >= 0)
                        {
                            animator.ResetTrigger(currentAnimation);
                            currentAnimation = "MoveLeft";
                            animator.SetTrigger(currentAnimation);
                            GetComponent <SpriteRenderer>().flipX = true;
                        }
                        // check if direction is between C and D (left)
                        else if (Vector3.Dot(Vector3.Cross(C, dir), Vector3.Cross(C, D)) >= 0 &&
                                 Vector3.Dot(Vector3.Cross(D, dir), Vector3.Cross(D, C)) >= 0)
                        {
                            animator.ResetTrigger(currentAnimation);
                            currentAnimation = "MoveLeft";
                            animator.SetTrigger(currentAnimation);
                            GetComponent <SpriteRenderer>().flipX = false;
                        }
                        // check if direction is between D and A (up)
                        else if (Vector3.Dot(Vector3.Cross(D, dir), Vector3.Cross(D, A)) >= 0 &&
                                 Vector3.Dot(Vector3.Cross(A, dir), Vector3.Cross(A, D)) >= 0)
                        {
                            animator.ResetTrigger(currentAnimation);
                            currentAnimation = "MoveUp";
                            animator.SetTrigger(currentAnimation);
                            GetComponent <SpriteRenderer>().flipX = false;
                        }
                        // check if direction is between B and C (down)
                        else if (Vector3.Dot(Vector3.Cross(B, dir), Vector3.Cross(B, C)) >= 0 &&
                                 Vector3.Dot(Vector3.Cross(C, dir), Vector3.Cross(C, B)) >= 0)
                        {
                            animator.ResetTrigger(currentAnimation);
                            currentAnimation = "MoveDown";
                            animator.SetTrigger(currentAnimation);
                            GetComponent <SpriteRenderer>().flipX = false;
                        }


                        // Check if player wants to shoot, if it has enough coins and fire rate
                        if (Input.GetButtonDown(X_button))
                        {
                            if (abilityX.checksCondition(this))
                            {
                                SIS.Instance.CoinTossed(nPlayer);
                                abilityX.doAction(this);
                                animator.SetTrigger("Throw");
                            }
                        }

                        // Check if player wants to melee
                        if (Input.GetButton(A_button))
                        {
                            if (abilityA.checksCondition(this))
                            {
                                SIS.Instance.MeleeThrown(nPlayer);
                                abilityA.doAction(this);
                                rb.AddForce(new Vector2(hAxis * speedDash, vAxis * speedDash), ForceMode2D.Impulse);
                                animator.SetTrigger("Melee");
                            }
                        }

                        if (Input.GetButton(Y_button) || timeBasedY)
                        {
                            if (abilityY.checksCondition(this))
                            {
                                timeBasedY = abilityY.doAction(this);
                            }
                        }

                        if (Input.GetButton(B_button) || timeBasedB)
                        {
                            if (abilityB.checksCondition(this))
                            {
                                timeBasedB = abilityB.doAction(this);
                            }
                        }

                        rb.AddForce(new Vector2(hAxis * speed, vAxis * speed), ForceMode2D.Impulse);
                    }
                    else
                    {
                        animator.ResetTrigger(currentAnimation);
                        currentAnimation = "Idle";
                        animator.SetTrigger(currentAnimation);
                        GetComponent <SpriteRenderer>().flipX = false;
                        indicator.rotation = Quaternion.LookRotation(Vector3.forward, Vector3.up);
                    }
                }
            }
        }
    }
コード例 #48
0
 private void RemoveObject(GameObject ThisObject)
 {
     Spawner.CacheDestroy(ThisObject);
 }
コード例 #49
0
ファイル: InputManager.cs プロジェクト: TillusB/Bytetris
    public float actionDelay = .2f;  // Delay on a repeating action when holding down a key

    void Start()
    {
        managerInstance = gameObject.GetComponent <GameStateManager>();
        spawnerInstance = gameObject.GetComponent <Spawner>();
    }
コード例 #50
0
 void Start()
 {
     spawner         = FindObjectOfType <Spawner>();
     spawnXThreshold = spawner.transform.position.x;
 }
コード例 #51
0
 private void Awake()
 {
     //GameStarter = GameObject.Find("GameStarter").GetComponent<GameStarter>();
     _spawner = Spawner.Instance;
 }
コード例 #52
0
 public QueuedSpawn(IEnumerator <ISpawned> spawner, Spawner spawnType)
 {
     Spawns    = spawner;
     SpawnType = spawnType;
 }
コード例 #53
0
 void Start()
 {
     _rigidBody     = GetComponent <Rigidbody2D>();
     _jumpParticles = GetComponent <Spawner>();
 }
コード例 #54
0
 void Start()
 {
     spawner = GetComponent <Spawner>();
 }
コード例 #55
0
ファイル: Submarine.cs プロジェクト: darthsmiley/Barotrauma
        public void Update(float deltaTime)
        {
            //if (PlayerInput.KeyHit(InputType.Crouch) && (this == MainSub)) FlipX();

            if (Level.Loaded == null || subBody == null)
            {
                return;
            }

            if (WorldPosition.Y < Level.MaxEntityDepth &&
                subBody.Body.Enabled &&
                (GameMain.NetworkMember?.RespawnManager == null || this != GameMain.NetworkMember.RespawnManager.RespawnShuttle))
            {
                subBody.Body.ResetDynamics();
                subBody.Body.Enabled = false;

                foreach (MapEntity e in MapEntity.mapEntityList)
                {
                    if (e.Submarine == this)
                    {
                        Spawner.AddToRemoveQueue(e);
                    }
                }

                foreach (Character c in Character.CharacterList)
                {
                    if (c.Submarine == this)
                    {
                        c.Kill(CauseOfDeath.Pressure);
                        c.Enabled = false;
                    }
                }

                return;
            }

            subBody.Body.LinearVelocity = new Vector2(
                LockX ? 0.0f : subBody.Body.LinearVelocity.X,
                LockY ? 0.0f : subBody.Body.LinearVelocity.Y);


            subBody.Update(deltaTime);

            for (int i = 0; i < 2; i++)
            {
                if (MainSubs[i] == null)
                {
                    continue;
                }
                if (this != MainSubs[i] && MainSubs[i].DockedTo.Contains(this))
                {
                    return;
                }
            }

            //send updates more frequently if moving fast
            networkUpdateTimer -= MathHelper.Clamp(Velocity.Length() * 10.0f, 0.1f, 5.0f) * deltaTime;

            if (networkUpdateTimer < 0.0f)
            {
                networkUpdateTimer = 1.0f;
            }
        }
コード例 #56
0
 /// <summary>
 ///   Removes a spawn type immediately. Note that it's easier to
 ///   just set DestroyQueued to true on an spawner.
 /// </summary>
 public void RemoveSpawnType(Spawner spawner)
 {
     spawnTypes.Remove(spawner);
 }
コード例 #57
0
 private void Awake()
 {
     spawner            = FindObjectOfType <Spawner>();
     spawner.OnNewWave += OnNewWave;
 }
コード例 #58
0
    /** Flammer spawnes */
    public void blastHallWithFire()
    {
        Spawner    sp      = gameObject.GetComponent <Spawner> ();
        Vector3    bombPos = transform.position;
        GameObject senesteFlamme;

        // Retninger
        Vector3 opVecDec      = new Vector3(270, 0, 0);
        Vector3 nedVecDec     = new Vector3(90, 180, 0);
        Vector3 hoejreVecDec  = new Vector3(0, 90, 270);
        Vector3 venstreVecDec = new Vector3(0, 270, 90);

        // Center
        senesteFlamme = sp.SpawnElement(bombPos, opVecDec);
        senesteFlamme.GetComponent <Exploded> ().placer = placer;

        // Mid & End
        bool up    = true;
        bool down  = true;
        bool left  = true;
        bool right = true;

        for (float i = 0; i <= range; i++)
        {
            /* Hvis enden er nået sættes element til at være flammeEnd
             * ellers sættes den til at være flammeMid */
            int element = i < range ? 1 : 2;

            if (up)
            {
                senesteFlamme = sp.SpawnElement(bombPos + new Vector3(0, i, 0), opVecDec, element);
                senesteFlamme.GetComponent <Exploded> ().placer = placer;
                char ramte = ForbiddenTilesVores.CheckSquare(senesteFlamme.transform.position + new Vector3(0, 1, 0));
                up = setFalseAndDestroy(senesteFlamme, ramte, up);
            }

            if (down)
            {
                senesteFlamme = sp.SpawnElement(bombPos + new Vector3(0, -i, 0), nedVecDec, element);
                senesteFlamme.GetComponent <Exploded> ().placer = placer;
                char ramte = ForbiddenTilesVores.CheckSquare(senesteFlamme.transform.position + new Vector3(0, -1, 0));
                down = setFalseAndDestroy(senesteFlamme, ramte, down);
            }

            if (right)
            {
                senesteFlamme = sp.SpawnElement(bombPos + new Vector3(i, 0, 0), hoejreVecDec, element);
                senesteFlamme.GetComponent <Exploded> ().placer = placer;
                char ramte = ForbiddenTilesVores.CheckSquare(senesteFlamme.transform.position + new Vector3(1, 0, 0));
                right = setFalseAndDestroy(senesteFlamme, ramte, right);
            }

            if (left)
            {
                senesteFlamme = sp.SpawnElement(bombPos + new Vector3(-i, 0, 0), venstreVecDec, element);
                senesteFlamme.GetComponent <Exploded> ().placer = placer;
                char ramte = ForbiddenTilesVores.CheckSquare(senesteFlamme.transform.position + new Vector3(-1, 0, 0));
                left = setFalseAndDestroy(senesteFlamme, ramte, left);
            }
        }
    }
コード例 #59
0
 void Start()
 {
     Instance = this;
 }
コード例 #60
0
 private void Awake()
 {
     spawner        = FindObjectOfType <Spawner>();
     aiStateMachine = FindObjectOfType <AIStateMachine>();
 }