private void diriger_vers_player2(PlayerController player, int modif_x = 0, int modif_y = 0, int modif_z = 0) { player.PointDeplacement = new Vector3( myPlayer2.transform.position.x + modif_x, myPlayer2.transform.position.y + modif_y, myPlayer2.transform.position.z + modif_z); }
// -- // Collisions void OnTriggerEnter(Collider other) { GameObject objet = other.gameObject; if (objet == myPlayer && phase == 5) //collision avec le Player & premier deplacement ? { end_time(); BouttonPasse.SetActive(true); this.transform.position = //new Vector3(6, 0, 0); ball.transform.position; phase++; } if (objet == ball && phase == 10) //collision avec la balle & lancer la balle premiere fois ? { end_time(); //main foreach (Renderer r in flechesRenderer) r.enabled = false; RondBlanc.enabled = false; //myPlayer BouttonTacle.SetActive(true); BouttonCourse.SetActive(false); update_Stats(MyPlayer_Controller, cCourse, cCourse, cCourse); //enemyPlayer 1 play_t2 = Settings.Instance.Default_player["pwc"]; enemyPlayer = Instantiate(player2_prefab, new Vector3(ball.transform.position.x, 1F, ball.transform.position.z), Quaternion.identity) as GameObject; play_t2.Team_id = 1; play_t2.Name = "G1aD0s"; EnemyPlayer_Controller = (PlayerController)enemyPlayer.AddComponent(typeof(PlayerController)); EnemyPlayer_Controller.Player = play_t2; EnemyPlayer_Controller.IsMine = false; EnemyPlayer_Controller.settablePointDeplacement = true; //enemyPlayer 2 play_t3 = Settings.Instance.Default_player["pwc"]; enemyPlayer2 = Instantiate(player2_prefab, new Vector3(40, 1, 40), Quaternion.identity) as GameObject; play_t3.Team_id = 1; play_t3.Name = "Manus"; EnemyPlayer_Controller2 = (PlayerController)enemyPlayer2.AddComponent(typeof(PlayerController)); EnemyPlayer_Controller2.Player = play_t3; EnemyPlayer_Controller2.IsMine = false; EnemyPlayer_Controller2.settablePointDeplacement = true; //enemyPlayer 3 play_t4 = Settings.Instance.Default_player["pwc"]; enemyPlayer3 = Instantiate(player2_prefab, new Vector3(40, 1, 40), Quaternion.identity) as GameObject; play_t4.Team_id = 1; play_t4.Name = "Red"; EnemyPlayer_Controller3 = (PlayerController)enemyPlayer3.AddComponent(typeof(PlayerController)); EnemyPlayer_Controller3.Player = play_t4; EnemyPlayer_Controller3.IsMine = false; EnemyPlayer_Controller3.settablePointDeplacement = true; //enemyPlayer 4 play_t5 = Settings.Instance.Default_player["pwc"]; enemyPlayer4 = Instantiate(player2_prefab, new Vector3(40, 1F, 40), Quaternion.identity) as GameObject; play_t5.Team_id = 1; play_t5.Name = "ganondorf"; EnemyPlayer_Controller4 = (PlayerController)enemyPlayer4.AddComponent(typeof(PlayerController)); EnemyPlayer_Controller4.Player = play_t5; EnemyPlayer_Controller4.IsMine = false; EnemyPlayer_Controller4.settablePointDeplacement = true; //enemyPlayer 5 Player play_t6 = Settings.Instance.Default_player["pwc"]; enemyPlayer5 = Instantiate(player2_prefab, new Vector3(40, 1F, 40), Quaternion.identity) as GameObject; play_t6.Team_id = 1; play_t6.Name = "B. Nashor"; EnemyPlayer_Controller5 = (PlayerController)enemyPlayer5.AddComponent(typeof(PlayerController)); EnemyPlayer_Controller5.Player = play_t6; EnemyPlayer_Controller5.IsMine = false; EnemyPlayer_Controller5.settablePointDeplacement = true; phase++; } }
// -- private void update_Stats(PlayerController player, Color c1, Color c2, Color c3) { player.updateValuesPlayer(c1); player.updateValuesPlayer(c2); player.updateValuesPlayer(c3); }
// Update is called once per frame void Update() { switch (phase) { case 1: if (!text_started) text(); break; case 2: //creation du player + player2(mais il n'est pas disponible pour le moment) & changement emplacement du texte & //le premier player play_t0 = Settings.Instance.Default_player["itec"]; myPlayer = Instantiate(player1_prefab, new Vector3(1F, 1F, 0F), Quaternion.identity) as GameObject; play_t0.Team_id = 0; play_t0.Name = "#Test</§!"; myPlayer.name = play_t0.Name + "-" + play_t0.Team_id; MyPlayer_Controller = (PlayerController)myPlayer.AddComponent(typeof(PlayerController)); MyPlayer_Controller.Player = play_t0; MyPlayer_Controller.IsMine = true; //le deuxieme player play_t1 = Settings.Instance.Default_player["lombrix"]; myPlayer2 = Instantiate(player1_prefab, new Vector3(40F, 1F, 40F), Quaternion.identity) as GameObject; //trop loin pour etre vu play_t1.Team_id = 0; play_t1.Name = "Captain America"; myPlayer2.name = play_t1.Name + "-" + play_t1.Team_id; MyPlayer2_Controller = (PlayerController)myPlayer2.AddComponent(typeof(PlayerController)); MyPlayer2_Controller.Player = play_t1; MyPlayer2_Controller.IsMine = true; screentext.transform.position = new Vector2(screentext.transform.position.x, 700); screetext2.transform.position = new Vector2(screentext.transform.position.x, 697); phase++; break; case 3: if (!text_started) text(); break; case 4: //assignation des 4 bouttons + 3 couleurs & seulement boutton course dispo & fleches main + rond blanc visibles BouttonEsquive = myPlayer.transform.FindChild("menu(Clone)").FindChild("boutton1").gameObject; BouttonTacle = myPlayer.transform.FindChild("menu(Clone)").FindChild("boutton2").gameObject; BouttonPasse = myPlayer.transform.FindChild("menu(Clone)").FindChild("boutton3").gameObject; BouttonCourse = myPlayer.transform.FindChild("menu(Clone)").FindChild("boutton4").gameObject; cEsquive = MyPlayer_Controller.menucontroller.GetButtonsColor[0]; //couleur de l'esquive cTacle = MyPlayer_Controller.menucontroller.GetButtonsColor[1]; //couleur du tacle cPasse = MyPlayer_Controller.menucontroller.GetButtonsColor[2]; //couleur de la passe cCourse = MyPlayer_Controller.menucontroller.GetButtonsColor[3]; //couleur de la course BouttonEsquive.SetActive(false); BouttonPasse.SetActive(false); BouttonTacle.SetActive(false); foreach (Renderer r in flechesRenderer) r.enabled = true; RondBlanc.enabled = true; phase++; break; //5 = collision main & activation maitrise de la balle case 6: if (!text_started) text(); break; case 7: //balle visile & main sur la ball (c'est juste du visuel) ballRenderer.enabled = true; this.transform.position = ball.transform.position; phase++; break; case 8: //recuperation balle & desactivation boutton course if (ball.transform.IsChildOf(myPlayer.transform)) { end_time(); this.transform.position = new Vector3(0.56F, 0.31F, 0); BouttonCourse.SetActive(false); phase++; } break; case 9: if (!text_started) text(); break; //10 = passe : collision balle & activation esquive + desactivation des autres & creation 5 joueurs adverse (1 seul visilbe) & 3 courses pour le joueur case 11: if (!text_started) text(); break; //12 = deplacement joueur adverse & tacle par le player case 13: //3 courses pour le joueur & seulement esquive disponible if (!annim_started) { BouttonEsquive.SetActive(true); BouttonTacle.SetActive(false); BouttonPasse.SetActive(false); update_Stats(MyPlayer_Controller, cCourse, cCourse, cCourse); phase++; } break; case 14: if (!text_started) text(); break; //15 = deplacement joueur adverse & esquive reussie par notre joueur case 16: if (!annim_started && !text_started) text(); break; case 17: //tout les bouttons sont visibles pour le player & le player2 est la + il a la balle & changement de position player + adversaires BouttonCourse.SetActive(true); BouttonPasse.SetActive(true); BouttonTacle.SetActive(true); myPlayer.transform.position = new Vector3(-1.55F, 1, 15.69F); myPlayer2.transform.position = new Vector3(5, 1, 16.21F); enemyPlayer.transform.position = new Vector3(5, 1, 24); enemyPlayer2.transform.position = new Vector3(-5, 1, 20); enemyPlayer3.transform.position = new Vector3(9, 1, 20); enemyPlayer4.transform.position = new Vector3(-3, 1, 12); enemyPlayer5.transform.position = new Vector3(7, 1, 12); MyPlayer_Controller.Player.BallHolder = false; ball.transform.position = myPlayer2.transform.position; ball.transform.parent = myPlayer2.transform.FindChild("perso"); MyPlayer2_Controller.Player.BallHolder = true; phase++; break; case 18: if (!text_started) text(); break; //19 = marquer un but case 20: if (!text_started) text(); break; case 21: FadingManager.Instance.Fade(); break; } //switch time.update(); if (Input.GetKeyDown(KeyCode.Space) && !text_started && !annim_started) { start_annim(); } if (Input.GetKeyDown(KeyCode.Return) && text_started && !annim_started) { place++; text(); } } //update