void Start() { Humanoid h = new Humanoid(); zombie z = h as zombie; Debug.Log(z); }
// Update is called once per frame void Update() // update player information { // move if (health <= 0) { return; } updatePosition(); // be able to shoot every frame shoot_cooldown -= Time.deltaTime; // Time.deltaTime is a variable, depending on CPU clock time // FPS高 => Time.deltaTime smaller if (Input.GetMouseButton(0) && shoot_cooldown <= 0) { // reset cooldown shoot_cooldown = 0.1f; audio_source.PlayOneShot(audio_clip); GameManager.Instance.SetBullets(1); // shoot the bullet RaycastHit hit; bool hitOrNot = Physics.Raycast(muzzle_transform.position, camera_transform.TransformDirection(Vector3.forward), out hit, 100, layer); if (hitOrNot) { if (hit.collider.tag.Equals("enemy")) { zombie zombie = hit.collider.GetComponentInParent <zombie>(); zombie.OnDamage(1); } Instantiate(particle_effect, hit.point, hit.transform.rotation); } } }
//Shoot gun void Shoot() { GameObject gunShot = Instantiate(GunShot, this.transform.position, this.transform.rotation) as GameObject; //weapon animation animationController.fireWeapon(); RaycastHit hit; muzzleflash.Play(); if (Physics.Raycast(cam.transform.position, cam.transform.forward, out hit, range)) { Target target = hit.transform.GetComponent <Target>(); if (target != null) { target.TakeDamage(damage); Debug.Log("hit character"); } if (hit.rigidbody != null) { hit.rigidbody.AddForce(-hit.normal * impactForce); } zombie z = hit.collider.gameObject.GetComponent <zombie>(); if (z != null) { z.takeDamage(10); } GameObject impactGO = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal)); Destroy(impactGO, 0.3f); } }
//private void OnTriggerEnter(Collider other) //{ // if (other.transform.tag == "zombie") // { // Vector3 dir = other.transform.position - transform.position; // //Vector3 knockBackPos = other.transform.position * (-dir.normalized * knockBack); // Vector3 knockBackPos = other.transform.position + (dir.normalized * knockBack); // knockBackPos.y = 1; // other.transform.position = knockBackPos; // Explosion(); // } //} void Damage(Transform zombie, float damageAmount) { zombie z = zombie.GetComponent <zombie>(); if (z != null) { z.TakeDamage(damageAmount); } }
// Update is called once per frame void Update() { zombie target = GetZombie(); if (target != null) { Debug.DrawLine(transform.position, GetZombie().transform.position, Color.red, 3f); } }
private void OnCollisionEnter2D(Collision2D collision) { Debug.Log("hit"); zombie hit = collision.gameObject.GetComponent <zombie>(); if (hit != null) { hit.damage(damage); } Destroy(gameObject); }
void Update() { // zombie target = Getzombie(); puede ser una variable null o zombie zombie target = Getzombie(); if (target != null) { //Debug.DrawLine (); comienza en una posicion y va a otra Debug.DrawLine(transform.position, Getzombie().transform.position); } }
public void Explode() { ExplosionSound.Play(); Collider2D[] objectsInRange = Physics2D.OverlapBoxAll(transform.position, new Vector2(radius, radius), 0); foreach (Collider2D col in objectsInRange) { zombie script = col.GetComponent <zombie>(); if (script) { script.TakeDamage(damage); } } }
void OnTriggerEnter2D(Collider2D col) { zombie z = transform.parent.gameObject.GetComponent <zombie>(); //todo проверить, точно ли здесь получать? if (col.gameObject.CompareTag("World")) { switch (z.direction) { case Directions.LEFT: z.direction = Directions.RIGHT; break; case Directions.RIGHT: z.direction = Directions.LEFT; break; } ; } }
// Use this for initialization void Start() { zombie zombie = new zombie(); player player = new player(); player.TakeDamage(zombie.Attack()); player.TakeDamage(zombie.AcidPukeAttack()); player.Die(); zombie[] zombies = new zombie[100]; for (int i = 0; i < zombies.Length; i++) { zombies[i] = new zombie(); Debug.Log("Creating Zombie #:" + i); } }
void Start() { zombie firstZombie = new zombie("stubbs"); zombie secondZombie = new zombie("jackson"); zombie thirdZombie = new zombie("bob"); var SomeThings = new ThreeThings <zombie>(firstZombie, secondZombie, thirdZombie); Debug.Log(SomeThings); var whatAmI = 1; Debug.Log(whatAmI.GetType()); var mixedThings = new TwoThings <zombie, float>(); mixedThings.AssignThings(firstZombie, 1.0f); LogTwoThings(mixedThings.GetFirstThing(), mixedThings.GetSecondThing()); var t = GetComponent <Transform>(); if (t is Transform) { t.localPosition = new Vector3(1, 0, 0); } }
void Start() { zombie firstZombie = new zombie("stubbs"); zombie secondZombie = new zombie("jackson"); zombie thirdZombie = new zombie("bob"); // var keyword is very open keyword - It tells the computer to expect any data type and it means to implicitly get a type once it's been assigned. // Only after the actual object is crated and assigned to the identifier that was created with var will the identifier turn into a type. var SomeThings = new ThreeThings <zombie>(firstZombie, secondZombie, thirdZombie); Debug.Log(SomeThings); var whatAmI = 1; Debug.Log(whatAmI.GetType()); var mixedThings = new TwoThings <zombie, float>(); mixedThings.AssignThings(firstZombie, 1.0f); LogTwoThings(mixedThings.GetFirstThing(), mixedThings.GetSecondThing()); var t = GetComponent <Transform>(); if (t is Transform) { t.localPosition = new Vector3(1, 0, 0); } }
private void Start() { animator = GetComponent <Animator>(); zombieScript = GetComponent <zombie>(); transform.position = new Vector2(transform.position.x, transform.position.y + 0.5f); }
void Start() { BaseScript = transform.root.GetComponent <zombie>(); }
private void oyunSecme() { RadioButton radioBtn = this.Controls.OfType <RadioButton>() .Where(x => x.Checked).FirstOrDefault(); if (radioBtn != null) { switch (radioBtn.Name) { case "radio_faceLock": faceLock faceLock = new faceLock(); this.Hide(); faceLock.Show(); break; case "radio_snap": snap snap = new snap(); this.Hide(); //snap.Show(); break; case "radio_shyPanda": shypanda shypanda = new shypanda(); this.Hide(); shypanda.Show(); break; case "radio_zombieEscape": zombie zombie = new zombie(); this.Hide(); zombie.Show(); break; case "radio_chameleon": chameleon chameleon = new chameleon(); this.Hide(); chameleon.Show(); break; case "radio_colors": colors color = new colors(); this.Hide(); color.Show(); break; case "radio_imageText": imageToTextGame game = new imageToTextGame(); this.Hide(); game.Show(); break; case "radio_figureGame": figureGame figure = new figureGame(); this.Hide(); figure.Show(); break; case "radio_rockPaperScissors": rockpaperscissors rockpaperscissors = new rockpaperscissors(); this.Hide(); rockpaperscissors.Show(); break; case "radio_titanic": titanic titanic = new titanic(); this.Hide(); titanic.Show(); break; } } }
//""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" void Start() { // al momento de presionar play en unity el crea a los zombies y aldeanos y se va sumado ala variable del limite // Numero_zombi = Random.Range(5, limite + 1); Numero_gente = limite - Numero_zombi; Numero_gente = Random.Range(0, Numero_gente + 1); for (int i = 0; i < Numero_zombi; i++) // usa los casos de los colores para los zombies hasta que se cumpla { colorzombie = Random.Range(0, 3); zombie z = new zombie(colorzombie); } // array para almacenar los datos de los nombre de los aldeanos string[] Nombre = new string[] { "rodrigo", "robin", "torrez", "pequeñi", "don juan", "blue", "saltin", "sergio", "estevan", "tu tia en tanga", "tu colega ", "camilo", "crespos", "alexis", "hay te va sam pedro :v", "fly", "jason", "andrey", "atreus", "artion", "alegandra", "zeus", "mauricio", "puto el que lo lea", "el wilson bolso ", "el brayan", "el benites ", "carlos", }; for (int i = 0; i < Numero_gente; i++) // genera a los aldenos y su nombre y edad hasta que cumpla su condicion { intNombre = Random.Range(0, 20); NNombre = Nombre[intNombre]; Numero_edad = Random.Range(15, 100); Gente genera_gente = new Gente(NNombre, Numero_edad); print("darmensaje " + " hola mi nombre es " + NNombre + " y tengo " + Numero_edad); } }
void Start() { Ezombi = Random.Range(5, limitecreacion + 1); Ngente = limitecreacion - Ezombi; Ngente = Random.Range(0, Ngente + 1); for (int i = 0; i < Ezombi; i++) { colorzombie = Random.Range(0, 3); zombie z = new zombie(colorzombie); } //string[] names = new string[] // { // "stubbs", // "rob", // "white" // }; //for (int i = 0; i < names.Length; i++) //{ // zombie z = new zombie(names[i], Random.Range(10, 15)); // Debug.Log(z.name); //} string[] Nombre = new string[] { "stubbs", "rob", "toreto", "pequeño tim", "don carlos", "carlos 1", "carlos 2", "sergio", "stevan", "tu tia en tanga", "panzerotte del sena ", "cj", "hay te voy sam pedro", "san peludo", "alexianismo :v", "puto alexis", "jason", "andrey", "atreus", "artion", "kratos", "zeus", "loki", "puto el que lo lea", "wilson", "el brayan", "venites ", "sam pedro", }; for (int i = 0; i < Ngente; i++) { //Gente z = new Gente(Nombre[i], Random.Range(0,9)); //Debug.Log(z.Nombres); intNombre = Random.Range(0, 20); NNombre = Nombre[intNombre]; Nedad = Random.Range(15, 100); Gente gentevivita = new Gente(NNombre, Nedad); Debug.Log(" hola mi nombre es " + NNombre + " y tengo " + Nedad); } }
void Start() { zombieSingle = GetComponent <zombie>(); // get reference to the zombie instance target = guidePoints.guidePointsArray[0]; }
public void doShoot(survivorAI enemy, zombie zombie) { //Debug.Log("doing AI shooting"); if(enemy != null) rotateToShoot(enemy.transform); else rotateToShoot(zombie.transform); float random = Random.Range (0.0f, 100.0f); if(random < skill.defence) { if(SwitchToNight()) { zombie.isDead = true; if(zombie.decayTime==0f) zombie.setDT(Time.time+1f); zombie.gameObject.tag = "Untagged"; zombie.gameObject.transform.renderer.material.color = Color.gray; doBulletEffect(zombie.gameObject.transform); } else { enemy.isDead = true; enemy.setDT(Time.time+1f); enemy.gameObject.tag = "Untagged"; enemy.gameObject.transform.renderer.material.color = Color.gray; doBulletEffect(enemy.gameObject.transform); } } ammo -= 1; lastShoot = Time.fixedTime; Debug.Log("Shooting!"); }