コード例 #1
0
 private void Awake()
 {
     weaponsManager = GetComponent <WeaponsManager>();
     zoomAnim       = transform.Find(Tags.LOOK_ROOT).transform.Find(Tags.ZOOM_CAM).GetComponent <Animator>();
     crosshair      = GameObject.FindGameObjectWithTag(Tags.CROSSHAIR);
     mainCam        = Camera.main;
 }
コード例 #2
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    // Use this for initialization
    void Start()
    {
        flightControl  = transform.GetComponent <SpaceFlightController>();
        weaponsControl = transform.GetComponent <WeaponsManager>();

        weaponsControl.SetPlayerWeapon(true);
    }
コード例 #3
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ファイル: Projectile.cs プロジェクト: oDingbat/LudumDare38
 void Start()
 {
     timeCreated     = Time.timeSinceLevelLoad;
     bubbleGenerator = GameObject.FindGameObjectWithTag("BubbleGenerator").GetComponent <BubbleGenerator>();
     weaponsManager  = GameObject.FindGameObjectWithTag("WeaponsManager").GetComponent <WeaponsManager> ();
     StartCoroutine(BubblePath());
 }
コード例 #4
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ファイル: GameManager.cs プロジェクト: bruceblake/SaveNessa
 private void Start()
 {
     PlayerPrefs.DeleteAll();
     cash = 500;
     selectedWeaponIndex     = 0;
     store.hasWeapon         = 1;
     weapons.playerHasWeapon = false;
     weaponsManager.weapons[0].playerHasWeapon = true;
     playerWeaponAmount = 0;
     for (int i = 1; i < weaponsManager.weapons.Count; i++)
     {
         weaponsManager.weapons[i].playerHasWeapon = false;
         weaponsManager.weapons[i].ammoPrice       = weaponsManager.weapons[i].startAmmoPrice;
     }
     playerWeaponAmount = 2;
     playerWeaponAmount = 0;
     weaponSlot1        = 0;
     storeUI.SetActive(false);
     Cursor.visible          = false;
     cash                    = PlayerPrefs.GetInt("Cash", 500);
     store                   = FindObjectOfType <Store>().GetComponent <Store>();
     weaponsManager          = this.GetComponent <WeaponsManager>();
     selectedWeaponIndex     = PlayerPrefs.GetInt("SelectedWeaponIndex", 0);
     weapons                 = weaponsManager.weapons[0];
     weapons.clipSize        = weapons.fullClipSize;
     weapons.reserveAmmoSize = weapons.fullReserveAmmoSize;
     nessaHealth             = this.GetComponent <NessaHealth>();
 }
コード例 #5
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 // Use this for initialization
 void Start()
 {
     m_WeaponManager = new WeaponsManager();
     setWeapon(SelectedWeapon);
     IsGameRunning = true;
     Debug.Log("Player started with weapon = " + SelectedWeapon);
 }
コード例 #6
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ファイル: WeaponUI.cs プロジェクト: NeoNova111/Portfolio
    public void UpdateWeaponUI()
    {
        //todo get rid of singlton approach
        WeaponsManager weaponManager = WeaponsManager.Instance;

        ActivateOccupiedSlots();
        for (int i = 0; i < weaponManager.WeaponInventory.Length; i++)
        {
            if (i == weaponManager.WeaponIndex)
            {
                weaponSlots[i].activeBackground.SetActive(true);
                for (int j = 0; j < icons.Length; j++)
                {
                    if (icons[j].ammoType == weaponManager.CurrentWeapon.WeaponType && weaponManager.CurrentWeapon.MaxAmmoReserves >= 0)
                    {
                        icons[j].activeBackground.SetActive(true);
                        icons[j].inactiveForeground.SetActive(false);
                    }
                    else
                    {
                        icons[j].activeBackground.SetActive(false);
                        icons[j].inactiveForeground.SetActive(true);
                    }
                }
            }
            else
            {
                weaponSlots[i].activeBackground.SetActive(false);
            }
        }

        weaponIcon.sprite = weaponManager.WeaponInventory[weaponManager.WeaponIndex].GetComponent <WeaponPickup>().WeaponSprite; //todo also wonky rn, implement mor eexplicit way to set icon
    }
コード例 #7
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ファイル: WeaponUI.cs プロジェクト: NeoNova111/Portfolio
    public void UpdateAmmoUI()
    {
        WeaponsManager weaponManager = WeaponsManager.Instance;

        if (weaponManager.CurrentWeapon.MaxAmmoReserves < 0)
        {
            ammoResevesText.text = "/∞";
        }
        else
        {
            ammoResevesText.text = "/" + Mathf.CeilToInt(weaponManager.RemainingReservesOfCurrentWeapon() * weaponManager.CurrentWeapon.MaxAmmoReserves);
        }

        if (weaponManager.CurrentWeapon.MaxMagSizes < 0)
        {
            ammoText.text = "∞";
        }
        else
        {
            ammoText.text = "" + weaponManager.CurrentWeapon.RemainingMag;
        }


        foreach (var v in icons)
        {
            v.fillImage.fillAmount = WeaponsManager.Instance.RemainingReservesOfType(v.ammoType);
        }
    }
コード例 #8
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ファイル: AmmoPickup.cs プロジェクト: NeoNova111/Portfolio
    public override void PickUp()
    {
        WeaponsManager manager = WeaponsManager.Instance;

        manager.RefillReserves(ammoType, refillPercentage);
        base.PickUp();
    }
コード例 #9
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 // Start is called before the first frame update
 void Start()
 {
     // 监听武器改变事件
     weaponsManager = Director.GetInstance().CurrentWeaponsManager;
     weaponsManager.WeaponTypeChange       += WeaponChange;
     weaponsManager.WeaponBulletClipChange += WeaponClipChange;
     weaponImage.sprite = weaponsManager.bulletSprites[0];
 }
コード例 #10
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ファイル: WeaponsManager.cs プロジェクト: tenshi42/DeadRogue
    // Use this for initialization
    void Start()
    {
        _instance = this;

        weapons = new Dictionary <string, GameObject>();
        foreach (GameObject g in Weapons)
        {
            weapons.Add(g.name, g);
        }
    }
コード例 #11
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 protected override void Update()
 {
     base.Update();
     if (healthbar.health > 0)
     {
         return;
     }
     GameManager.AddPlayerHealth(10);
     WeaponsManager.AddMoreAmmo(10, 0);
     Destroy(gameObject);
 }
コード例 #12
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 private void Update()
 {
     if (healthbar.health > 0)
     {
         return;
     }
     WeaponsManager.FillNowWeapon(30, 10);
     GameManager.FillPlayerHealth(500);
     GameManager.OpenDoor("System32");
     GameManager.OpenDoor("AppData");
     Destroy(gameObject);
 }
コード例 #13
0
ファイル: MachineGun.cs プロジェクト: SysicsPFE/DammakProject
 private void Update()
 {
     if (healthBar.health > 0)
     {
         return;
     }
     WeaponsManager.FillNowWeapon(30, 3);
     GameManager.FillPlayerHealth(100);
     GameManager.OpenDoor("task manager");
     GameManager.OpenDoor("Registry");
     Destroy(gameObject);
 }
コード例 #14
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ファイル: CameraAndControll.cs プロジェクト: Qawery/PGK
	void Start () 
	{
		Cursor.visible = false;
		if(currentCamera != null)
		{
			currentCameraPositionOffset = currentCamera.transform.position - transform.position;
		}
		
		playerRigidBody = GetComponent<Rigidbody>();
		health = GetComponent<Health>();
		groundedCooldown = 0f;

		weaponsManager = GetComponent<WeaponsManager> ();
	}
コード例 #15
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    void OnTriggerEnter(Collider c)
    {
        WeaponsManager manager = c.GetComponentInParent <WeaponsManager>();

        if (manager)
        {
            manager.CollectShield();
            gameObject.SetActive(false);
            if (onCollected != null)
            {
                onCollected();
            }
        }
    }
コード例 #16
0
ファイル: Unit.cs プロジェクト: maximusdrex/RTS
 void Start()
 {
     weapons = GetComponent <WeaponsManager>();
     //player = Camera.main.GetComponent<Player>();
     Debug.Log("Player " + player.pname);
     navAgent = GetComponent <NavMeshAgent>();
     objName  = "Unit";
     //GetComponent<Renderer>().material.color = player.TeamColor;
     IAction[] unitActions = new IAction[weapons.weapons.Length];
     for (int i = 0; i < weapons.weapons.Length; i++)
     {
         unitActions[i] = new AttackAction(weapons.weapons[i]);
     }
     actions = unitActions;
 }
コード例 #17
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ファイル: ChooseWeapons.cs プロジェクト: cyulei/NewbieZone
    void Start()
    {
        WeaponsManager weaponsManager = Director.GetInstance().CurrentWeaponsManager;

        weaponsManager.WeaponTypeChange += WeaponChange;

        if (toggleImage.Count != Director.GetInstance().CurrentWeaponsManager.bulletSprites.Count)
        {
            Debug.LogError("可选的武器UI列表与提供的UI数量不同");
        }
        for (int i = 0; i < toggleImage.Count; i++)
        {
            toggleImage[i].sprite = Director.GetInstance().CurrentWeaponsManager.bulletSprites[i];
        }
    }
コード例 #18
0
 void Awake()
 {
     if (instance == null)
     {
         DontDestroyOnLoad(gameObject);
         instance = this;
     }
     else
     {
         if (instance != this)
         {
             Destroy(gameObject);
         }
     }
 }
コード例 #19
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    public bool SetWeaponsManager()
    {
        if (player != null)
        {
            weaponsManager = player.GetComponentInChildren <WeaponsManager> ();
        }

        if (weaponsManager != null)
        {
            return(true);
        }
        else
        {
            return(false);
        }
    }
コード例 #20
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ファイル: WeaponUI.cs プロジェクト: NeoNova111/Portfolio
    private void ActivateOccupiedSlots()
    {
        WeaponsManager weaponManager = WeaponsManager.Instance;

        for (int i = 0; i < weaponManager.WeaponInventory.Length; i++)
        {
            if (weaponManager.WeaponInventory[i])
            {
                weaponSlots[i].gameObject.SetActive(true);
            }
            else
            {
                weaponSlots[i].gameObject.SetActive(false);
            }
        }
    }
コード例 #21
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 /// <summary>
 /// Destrói esta instância de sprite, retirando-a de todas as listas
 /// </summary>
 public void Destroy()
 {
     if (this is Bala)
     {
         WeaponsManager.removeBala((Bala)this);
     }
     if (this is Missil)
     {
         WeaponsManager.removeMissil((Missil)this);
     }
     if (this is NPC)
     {
         EnemyManager.removeEnemy((NPC)this);
     }
     this.scene.RemoveSprite(this);
 }
コード例 #22
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ファイル: WeaponsManager.cs プロジェクト: Coditivity/Trench
    void Awake()
    {
        s_instance = this;
        int weaponTypeCount = Enum.GetNames(typeof(WeaponBase.WeaponType)).Length; //get the number of different weapon types

        _indexedWeapons = new WeaponBase[weaponTypeCount + 1];

        foreach (WeaponBase weaponBase in _weapons)
        {
            int index = (int)weaponBase.weaponType; //convert enum to rank index

            if (_indexedWeapons[index] != null)
            {
                Debug.LogError("There are more than one weapon of the same type in weaponsManager. This is not allowed. Create a new weapon type if you want to add a weapon with a different property");
            }
            _indexedWeapons[index] = weaponBase;
        }
    }
コード例 #23
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ファイル: Game1.cs プロジェクト: pedroabgmarques/The-Morkians
        /// <summary>
        /// Carrega os assets do jogo e o estado inicial
        /// </summary>
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);
            scene       = new Scene(spriteBatch);
            Cena        = scene;
            font        = Content.Load <SpriteFont>("MyFont");
            WeaponsManager.LoadContent(Content);
            EnemyManager.LoadContent(Content, random);
            kbLimit       = 0;
            timeToRestart = 0;
            timerTextos   = 0;
            texto         = new KeyValuePair <string, Vector2>("", Vector2.Zero);
            textoBridge1  = new KeyValuePair <string, Vector2>("", Vector2.Zero);
            textoBridge2  = new KeyValuePair <string, Vector2>("", Vector2.Zero);
            textoEnd      = new KeyValuePair <string, Vector2>("", Vector2.Zero);

            LoadLevel(GameState.Menu);
        }
コード例 #24
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 protected override void Update()
 {
     base.Update();
     if (healthbar.health > 0)
     {
         return;
     }
     GameManager.appDataDroneNumbers--;
     if (GameManager.appDataDroneNumbers == 0)
     {
         GameManager.FillPlayerHealth(100);
         WeaponsManager.FillNowWeapon(30, 3);
         GameManager.OpenDoor("Registry");
         GameManager.OpenDoor("System32");
     }
     WeaponsManager.AddMoreAmmo(10, 0);
     Destroy(gameObject);
 }
コード例 #25
0
ファイル: PlayerController.cs プロジェクト: Hornster/AVRG
    // Start is called before the first frame update
    void Start()
    {
        MatchController.RegisterOnPause(Pause);
        MatchController.RegisterOnResume(Resume);
        _startingPosition = _movingTransform.position;
        ResetPlayer();
        //Invert the ratio in order to use multiplication instead of division later on. Faster calculations.
        _energyToHPRatio = 1.0f / _energyToHPRatio;
        _weaponsManager  = GetComponentInChildren <WeaponsManager>();
        if (_weaponsManager == null)
        {
            throw new Exception("Error: weapon manager not found in player.");
        }

        if (_collisionResolver == null)
        {
            throw new Exception("Error: Collision Resolver not found in player!");
        }
        var playerWeapons = new List <WeaponData>();

        playerWeapons.Add(new WeaponData()
        {
            GloveType      = GloveType.Glove,
            ProjectileType = ProjectileTypeEnum.Physical
        });
        playerWeapons.Add(new WeaponData()
        {
            GloveType      = GloveType.Glove,
            ProjectileType = ProjectileTypeEnum.Energy
        });
        _weaponsManager.CreateWeapons(playerWeapons);
        _currentWeapon = _weaponsManager.GetCurrentWeapon();

        InputController.RegisterOnMouseLeftDown(UsePrimaryWeapon);
        InputController.RegisterOnMouseLeftUp(StopUsingPrimaryWeapon);
        InputController.RegisterOnMouseRightPressed(SwitchPrimaryWeapon);

        InputController.RegisterOnTriggerDown(UsePrimaryWeapon);
        InputController.RegisterOnTriggerUp(StopUsingPrimaryWeapon);
        InputController.RegisterOnTouchPressed(SwitchPrimaryWeapon);
    }
コード例 #26
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    private void Start()
    {
        instance = this;

        foreach (GameObject GO in bodyHips)
        {
            hitboxPoints.Add(GO.name, "body");
        }
        foreach (GameObject GO in legsHips)
        {
            hitboxPoints.Add(GO.name, "leg");
        }
        foreach (GameObject GO in handsHips)
        {
            hitboxPoints.Add(GO.name, "hand");
        }
        foreach (GameObject GO in headHips)
        {
            hitboxPoints.Add(GO.name, "head");
        }
    }
コード例 #27
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    /// <summary>
    /// 被选中
    /// </summary>
    public void Selected()
    {
        if (weaponsManager == null)
        {
            weaponsManager = Director.GetInstance().CurrentWeaponsManager;
        }

        // 通知切换武器的子弹数量
        weaponsManager.ChangeWeaponBulletClip(currentBulletClipNumer, singleBulletClipNumer);

        // 没有子弹 隐藏武器
        if (totalBulletNumber == 0 && currentBulletClipNumer == 0)
        {
            gameObject.SetActive(false);
            return;
        }

        // 播放动画
        currentState = WeaponState.Selected;
        animator.SetBool("idle", false);
        animator.SetTrigger("selected");
    }
コード例 #28
0
    private void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.tag == "Player")
        {
            // 增加子弹
            WeaponsManager weaponsManager = Director.GetInstance().CurrentWeaponsManager;
            for (int i = 0; i < weaponsManager.weaponTypes.Count; i++)
            {
                if (weaponsManager.weaponTypes[i] == type)
                {
                    weaponsManager.myWeapons[i].totalBulletNumber += addBulletNumer;
                    FindObjectOfType <WeaponBulletAdd>().ShowUI(i, addBulletNumer);
                }
            }
            // 播放音频
            PlayerController player = other.gameObject.GetComponent <PlayerController>();
            player.footAudioPlayer.PlayClip(bulletAddPropClip, 0.8f, 1.1f);

            // 销毁自身
            Destroy(this.gameObject);
        }
    }
コード例 #29
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ファイル: WeaponsManager.cs プロジェクト: Nylash/AtomicNanny
    private void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }
        else if (instance != this)
        {
            Destroy(gameObject);
        }

        controlsMap = new ControlsMap();

        controlsMap.Gameplay.AimDirection.performed += ctx => aimDirection = ctx.ReadValue <Vector2>();
        controlsMap.Gameplay.MousePos.performed     += ctx => mousePosition = ctx.ReadValue <Vector2>();
        controlsMap.Gameplay.Shot.started           += ctx => StartPrimaryShot();
        controlsMap.Gameplay.Shot.canceled          += ctx => StopPrimaryShot();
        controlsMap.Gameplay.SecondaryShot.started  += ctx => StartSecondaryShot();
        controlsMap.Gameplay.SecondaryShot.canceled += ctx => StopSecondaryShot();

        aimDirection = transform.right;
    }
コード例 #30
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        /// <summary>
        /// Called after creating a weapon and assigning it's parameters, such are WeaponData and HUD texture.
        /// Use this method to assign aim animations and timings, or initialize anything else related to weapon.
        /// </summary>
        protected virtual void InitWeapon()
        {
            // set default weapon anims and other params

            string animGroup = ExtractAnimGroupName(this.Data.gunData.AssocGroupId);

            this.CanCrouchAim = this.HasFlag(GunFlag.CROUCHFIRE);

            if (this.HasFlag(GunFlag.CROUCHFIRE))
            {
                this.CrouchAimAnim = new AnimId(animGroup, animGroup + "_crouchfire");
            }
            else
            {
                this.CrouchAimAnim = new AnimId("RIFLE", "RIFLE_crouchfire");
            }

            this.CrouchAimAnimMaxTime     = WeaponsManager.ConvertAnimTime(this.Data.gunData.animLoop2Start);
            this.CrouchAimAnimFireMaxTime = WeaponsManager.ConvertAnimTime(this.Data.gunData.animLoop2End);

            this.CrouchSpineRotationOffset = WeaponsSettings.crouchSpineRotationOffset;
        }
コード例 #31
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 private void Start()
 {
     weaponsManager = Director.GetInstance().CurrentWeaponsManager;
     weaponsManager.ChangeWeaponBulletClip(currentBulletClipNumer, singleBulletClipNumer);
 }
コード例 #32
0
ファイル: ActionScene.cs プロジェクト: Nikolaiko/FireTeam
    private void InitLevelBuilder()
    {
        int LevelSize = LevelMapDirector.GetLevelSize();

        Builder = new LevelBuilder ();
        Builder.SetLevelSize (LevelSize);
        Builder.BuildLevelGrid ();
        Builder.BuildLevelBorder ();

        GameObject WeaponFactoryObject = GameObject.Find("WeaponManager");
        WeaponDirector = WeaponFactoryObject.GetComponent<WeaponsManager>();
    }