//胜利或输了之后退出 public void OnPointerVictoryQuit() { Controller2 code = controller2.GetComponent <Controller2>(); code.gameObject.GetComponent <AudioSource>().Stop(); code.enabled = false; code.isStart = 4; code.number = 0; code.deadNum = 100; controller2.GetComponent <Controller2>().enemys = new List <GameObject>(); foreach (GameObject tower in code.towers) { Destroy(tower); } controller2.GetComponent <Controller2>().towers = new List <GameObject>(); selfAudioSource.loop = true; battleScene.SetActive(false); pause.GetComponent <Button>().interactable = true; pause.GetComponent <EventTrigger>().enabled = true; site.GetComponent <Button>().interactable = true; site.GetComponent <EventTrigger>().enabled = true; victory.SetActive(false); selfAudioSource.Stop(); cutover.SetActive(true); soundAudioSource.clip = audios[4]; soundAudioSource.Play(); Invoke("BattleSceneQuitDelay", 4.0f); background.GetComponent <SpriteRenderer>().sprite = sprites[1]; }
private void Motor2Stop_Click(object sender, EventArgs e) { if (Controller2 != null) { Controller2.StopMotor(); } }
void Start () { musicManager = FinalSceneMusicManager.getInstance (); musicManager.playTrack (0); //E1 ghostSwitchManager = GetComponent<GhostSwitchManager> (); maincam = GameObject.FindGameObjectWithTag ("MainCamera"); textBoxManager = FindObjectOfType < TextBoxManager >(); player = GameObject.FindGameObjectWithTag ("Player"); playerAnim = player.GetComponent<Animator>(); playerController = player.GetComponent<Controller2> (); puppetMasterAnim = puppetMaster.GetComponent<Animator> (); puppetMasterFace("forward"); puppetMaster.SetActive (false); isNameUpdated = false; humanAnim = human.GetComponent<Animator> (); humanController = human.GetComponent<Controller2> (); human.layer = 0; //TESTING //puppetMasterAnim.SetBool ("hasSoul", true); //StartCoroutine (temp ()); //StartCoroutine (fifthTrigger ()); }
// Use this for initialization void Start() { //Import controller script Controller2 ControllerScript = GameObject.Find("background").GetComponent <Controller2>(); //Button separation distances float xsep1 = 2f, xsep2 = 3.4f, xsep3 = 6.9f; float ysep1 = 3.3f * xsep1 / 5f; float ysep2 = 3.3f * xsep2 / 5f; //Make lists of positions of buttons List <Vector3> L1_Positions = MakeL1Positions(xsep2, xsep3, ysep2); List <Vector3> L2_Positions = MakeL2Positions(xsep2, xsep3, ysep2); List <Vector3> RelativeButtonPositions = MakeRelativePositions(xsep1, ysep1); //import various assignments from controller script List <List <int> > ColorAssignments = ControllerScript.ColorAssignments; List <int> LeverAssignments = ControllerScript.LeverAssignments; L1_Buttons = new List <List <GameObject> > (8); L2_Buttons = new List <List <GameObject> > (8); RenderLights(ColorAssignments, L1_Positions, L2_Positions, RelativeButtonPositions, LeverAssignments); }
public void Attack(bool isEnemy) { if (CanAttack) { shootCooldown = shootingRate; // Create a new shot var shotTransform = Instantiate(shotPrefab) as Transform; // Assign position shotTransform.position = transform.position; // The is enemy property ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>(); if (shot != null) { shot.isEnemyShot = isEnemy; } // Make the weapon shot always towards it MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>(); Controller2 face = shotTransform.gameObject.GetComponent <Controller2>(); if (move != null) { move.direction = this.transform.right; // towards in 2D space is the right of the sprite } } }
/// <summary> /// Awake()でコントローラーのインスタンス生成 /// </summary> private void Awake() { if (!AllController) { AllController = gameObject.AddComponent <GamePadController>(); } if (!Controller1) { Controller1 = gameObject.AddComponent <GamePadController>(); } if (!Controller2) { Controller2 = gameObject.AddComponent <GamePadController>(); } if (!Controller3) { Controller3 = gameObject.AddComponent <GamePadController>(); } if (!Controller4) { Controller4 = gameObject.AddComponent <GamePadController>(); } AllController.SetParameter(gamePad_dead); Controller1.SetParameter(gamePad_dead); Controller2.SetParameter(gamePad_dead); Controller3.SetParameter(gamePad_dead); Controller4.SetParameter(gamePad_dead); AllController.Controller = GamePad.Index.ALL; Controller1.Controller = GamePad.Index.One; Controller2.Controller = GamePad.Index.Two; Controller3.Controller = GamePad.Index.Three; Controller4.Controller = GamePad.Index.Four; }
void Start() { Controller2 = GameObject.Find("Controller2").GetComponent <Controller2>(); isAttack = false; enemy = null; attackTime = 0; isStart = false; }
private void Start() { Controller2 = GameObject.Find("Controller2").GetComponent <Controller2>(); isFix = false; attackTarget = null; patrolTime = 0; nextTime = 0; isStart = false; }
void OnTriggerEnter(Collider hit) { Controller2 player = hit.GetComponent <Controller2> (); if (player != null) { MyGameManager.TogglePromptText(true); MyGameManager.ToggleNarrationText(true); } }
private void Estop() { if (Controller1 != null) { Controller1.Estop(); } if (Controller2 != null) { Controller2.Estop(); } }
//this is a tutotial script for level 1a void Start() { controller2 = GetComponent<Controller2>(); textBoxManager = GameObject.FindObjectOfType<TextBoxManager> (); currentMessages = (Input.GetJoystickNames ().Length == 0) ? tutorialMessages : joyStickMessages; disableMessages (tutorialMessages); disableMessages (joyStickMessages); StartCoroutine ("ghostSwitchTutorial"); }
private void Initialize(Controller2 parent, int childIndex) { mesh = parent.mesh; material = parent.material; iteration = parent.iteration; currentIteration = parent.currentIteration + 1; childScale = parent.childScale; transform.parent = parent.transform; transform.localScale = Vector3.one * childScale; transform.localPosition = childDirections[childIndex] * (0.5f + 0.5f * childScale); transform.localRotation = childOrientations[childIndex]; }
void Start() { soundAudioSource = GameObject.Find("MainMenuCanvas").transform.Find("Sound").GetComponent <AudioSource>(); Controller1 = GameObject.Find("Controller1").GetComponent <Controller1>(); Controller2 = GameObject.Find("Controller2").GetComponent <Controller2>(); goldNum = GameObject.Find("MainMenuCanvas/BattleScene/HpGold/Gold").GetComponent <GoldNum>(); goldNotEnoughText = GameObject.Find("MainMenuCanvas/BattleScene/GoldNumNotEnough").GetComponent <Text>(); //初始攻击力 attackPower = 2; hp = 40; grade = 1; }
// Start is called before the first frame update void Start() { GUI.GetComponent <GUI>().ShowOverlays(false); UISprites = GUI.GetComponentsInChildren <Image>(); GUI.GetComponent <GUI>().ShowOverlays(true); GUI.GetComponent <GUI>().SetOverlays(); myController = gameObject.GetComponent <Controller2>(); actions = gameObject.GetComponent <Actions>(); global = myController.global; cameraComponent = myController.camera.GetComponent <Camera>(); dynamicButtonUpdaterScript = gameObject.GetComponent <DynamicButtonUpdater>(); }
protected async Task UserSection() { currentController = Controller2.getInstance(this); for (; ;) { currentController.action(); while (changed) { changed = false; currentController.action(); } await Wait(); } }
protected override void Awake() { other_controller = GameObject.Find ("BlockController2").GetComponent<Controller2> (); gameBoard = GameObject.FindGameObjectWithTag ("Player1_GameBoard"); spawner = FindObjectOfType<Spawner> (); nextBlockPosition = nextBlockText.transform.position + new Vector3(1.5f, -2, 0); for (int i = 0; i < 4; i++) { ghost [i] = (GameObject)Instantiate (ghostPrefab, transform.position + new Vector3 (i, 10, 0), Quaternion.identity); } blockGrid = new Grid (4, 20, 4); }
private void motorBox2_SelectedIndexChanged(object sender, EventArgs e) { if (motorBox2.SelectedIndex != -1) { if (motorBox1.Text.Equals(motorBox2.Text)) { MessageBox.Show("Motor is already in use"); motorBox2.SelectedIndex = -1; motor2Desc.Clear(); } else { DataTable table = Controller2.GetMotorInfo(motorBox2.Text); DataRow row = table.Rows[0]; motor2Desc.Text = row["Description"].ToString(); } } }
protected override void Awake() { other_controller = GameObject.Find("BlockController2").GetComponent <Controller2> (); gameBoard = GameObject.FindGameObjectWithTag("Player1_GameBoard"); spawner = FindObjectOfType <Spawner> (); nextBlockPosition = nextBlockText.transform.position + new Vector3(1.5f, -2, 0); for (int i = 0; i < 4; i++) { ghost [i] = (GameObject)Instantiate(ghostPrefab, transform.position + new Vector3(i, 10, 0), Quaternion.identity); } blockGrid = new Grid(4, 20, 4); }
void GenerateScene() { narrativeState++; curRoomCount = UnityEngine.Random.Range(roomNumMin, roomNumMax + 1); SetWorldState(); MyGameRoom startRoom = baseRoomPool.SpawnFromPool(Vector3.zero); startRoom.Initialize(this); if (player == null) { player = Instantiate(playerPrefab, startRoom.transform.position + new Vector3(-10, 16, -30), Quaternion.identity) as Controller2; } else { player.transform.position = startRoom.transform.position + new Vector3(-10, 16, -30); player.transform.rotation = Quaternion.identity; } }
/// <summary> /// Triggers the platform haptic pulse. /// </summary> /// <param name="time">The duration of the pulse. 0 if nonstop.</param> /// <param name="controller">The controller to pulse.</param> public override void TriggerHapticPulse(float time, Controller controller) { // Find which controller to pulse. Controller controller1 = Controller1.GetComponent <Controller>(); Controller controller2 = Controller2.GetComponent <Controller>(); Hand handToVibrate = null; if (controller1 != null) { // Find controller hand. if (controller1.Equals(controller)) { handToVibrate = controller1.gameObject.GetComponent <Hand>(); } } else if (controller2 != null) { // Find controller hand. if (controller1.Equals(controller)) { handToVibrate = controller1.gameObject.GetComponent <Hand>(); } } else { Debug.LogError("Could not vibrate the controller. Can't find controller scripts on the controllers."); return; } ushort timeInMs = Convert.ToUInt16(Mathf.Abs(time * 1000f)); // Pulse. if (handToVibrate != null) { handToVibrate.controller.TriggerHapticPulse(timeInMs); } else { Debug.LogError("None of the controllers had a Controller script equal to the one received."); } }
private void Motor2Start_Click(object sender, EventArgs e) { Controller2.ConnectMotor(); String speedStr = motor2Spd.Text; String accelStr = motor2Accel.Text; String decelStr = motor2Decel.Text; String countStr = motor2Counts.Text; String degreeStr = Motor2Degrees.Text; int Speed, Acceleration, Deceleration; double Counts, Degrees; int.TryParse(speedStr, out Speed); int.TryParse(accelStr, out Acceleration); int.TryParse(decelStr, out Deceleration); double.TryParse(countStr, out Counts); double.TryParse(degreeStr, out Degrees); Controller2.WriteMotor(Speed, Acceleration, Deceleration, Counts, Degrees); }
// Use this for initialization void Start() { //Import controller script Controller2 ControllerScript = GameObject.Find("background").GetComponent <Controller2>(); LightAssignments = ControllerScript.LightAssignments; LeverAssignments = ControllerScript.LeverAssignments; L1_Buttons = GameObject.Find("Lights").GetComponent <MakeLights>().L1_Buttons; L2_Buttons = GameObject.Find("Lights").GetComponent <MakeLights>().L2_Buttons; QuitNow = false; timeCounter = 0f; TimeToWait = 10f; Win_Conditions_Fulfilled = new List <bool> (8); AllTrue = new List <bool> (8); for (int i = 0; i <= 7; i++) { Win_Conditions_Fulfilled.Add(false); AllTrue.Add(true); } }
public void SetController(Controller2 controller) { Controller = controller; }
// Update is called once per frame public void Update() { if (pc.h.hitfreeze <= 0 && pc.moveTimer > 0) { pc.moveTimer -= Time.deltaTime; } ph = ch; ch = pc.cstate.fullPathHash; if (ch != ph || pplaytime > pc.cplaytime) { dms.resetDamage(); resetHB(); } if (pc.cstate.IsName("High Kick")) { if (pc.cplaytime >= .05 && pc.cplaytime < .5f) { tc[0].on = true; } else { resetTC(); } if (pc.cplaytime > .3f && pc.cplaytime < .5f) { hb[0].active = true; hb[0].type = 2; hb[0].effect = 0; hb[0].force = forces[2]; hb[0].damage = damages[0]; hb[0].stun = stun[1]; hb[0].proration = proration[2]; hb[0].hitfreeze = .05f; } else { resetHB(); dms.resetDamage(); } } else if (pc.cstate.IsName("HK2")) { if (pc.cplaytime >= .05 && pc.cplaytime < .5f) { tc[1].on = true; } else { resetTC(); } if (pc.cplaytime > .3f && pc.cplaytime < .5f) { hb[13].active = true; hb[13].type = 0; hb[13].effect = 0; hb[13].force = forces[2]; hb[13].damage = damages[0]; hb[13].stun = stun[1]; hb[13].proration = proration[2]; hb[13].hitfreeze = .075f; } else { resetHB(); dms.resetDamage(); } } else if (pc.cstate.IsName("HK3")) { if (pc.cplaytime >= .05 && pc.cplaytime < .5f) { tc[0].on = true; } else { resetTC(); } if (pc.cplaytime > .3f && pc.cplaytime < .5f) { hb[13].active = true; hb[13].type = 0; hb[13].effect = 0; hb[13].force = forces[2]; hb[13].damage = damages[0]; hb[13].stun = stun[1]; hb[13].proration = proration[2]; hb[13].hitfreeze = .05f; } else { resetHB(); dms.resetDamage(); } } else if (pc.cstate.IsName("HK4")) { if (pc.cplaytime >= .05 && pc.cplaytime < .5f) { tc[1].on = true; } else { resetTC(); } if (pc.cplaytime > .3f && pc.cplaytime < .5f) { hb[14].active = true; hb[14].type = 2; hb[14].effect = 0; hb[14].force = forces[3]; hb[14].damage = damages[0]; hb[14].stun = stun[1]; hb[14].proration = proration[2]; hb[14].hitfreeze = .05f; } else { resetHB(); dms.resetDamage(); } } else if (pc.cstate.IsName("Split Kick")) { hb[12].active = true; hb[12].type = 2; hb[12].effect = 0; hb[12].force = forces[0]; hb[12].damage = damages[0]; hb[12].stun = stun[0]; hb[12].proration = proration[2]; hb[12].hitfreeze = .05f; } else if (pc.cstate.IsName("Low Kick")) { if (pc.cplaytime >= .3 && pc.cplaytime < .5f) { tc[1].on = true; } else { resetTC(); } if (!pc.tchange && pc.cplaytime > .3f && pc.cplaytime < .6f) { hb[7].active = true; hb[7].type = 0; hb[7].effect = 0; hb[7].force = forces[0]; hb[7].damage = damages[0]; hb[7].stun = stun[0]; hb[7].proration = proration[2]; hb[7].hitfreeze = .05f; } else { resetHB(); dms.resetDamage(); } } else if (pc.cstate.IsName("Air Spin")) { //todo: air spin if (pc.cplaytime >= .1 && pc.cplaytime < .7f) { tc[0].on = true; tc[1].on = true; } else { resetTC(); } if (!pc.tchange && pc.cplaytime > .3f && pc.cplaytime < .6f) { hb[7].active = true; hb[7].type = 0; hb[7].effect = 0; hb[7].force = forces[4] * 1.1f; hb[7].damage = damages[0]; hb[7].stun = stun[0]; hb[7].proration = proration[2]; hb[7].hitfreeze = .07f; hb[7].antigravity = .5f * pc.gravity; hb[7].antigravityDuration = .1f; } else { resetHB(); dms.resetDamage(); } } else if (pc.cstate.IsName("Air Spin Heavy")) { if (pc.cplaytime >= .1 && pc.cplaytime < .7f) { tc[0].on = true; tc[1].on = true; } else { resetTC(); } if ((!pc.tchange && pc.cplaytime > .23f && pc.cplaytime < .32f) || (pplaytime <= .23f && pc.cplaytime >= .32f)) { hb[7].active = true; hb[7].type = 0; hb[7].effect = 0; hb[7].force = forces[4]; hb[7].damage = damages[0]; hb[7].stun = stun[0]; hb[7].proration = proration[2]; hb[7].hitfreeze = .07f; hb[7].antigravity = .125f * pc.gravity; hb[7].antigravityDuration = .1f; } else if ((!pc.tchange && pc.cplaytime > .4f && pc.cplaytime < .5f) || (pplaytime <= .4f && pc.cplaytime >= .5f)) { hb[7].active = true; hb[7].type = 0; hb[7].effect = 0; hb[7].force = forces[7]; hb[7].damage = damages[0]; hb[7].stun = stun[0]; hb[7].proration = proration[2]; hb[7].hitfreeze = .07f; hb[7].antigravity = .125f * pc.gravity; hb[7].antigravityDuration = .1f; } else if (!pc.tchange && pc.cplaytime > .6f && pc.cplaytime < .8f) { hb[7].active = true; hb[7].type = 0; hb[7].effect = 0; hb[7].force = forces[7]; hb[7].damage = damages[0]; hb[7].stun = stun[0]; hb[7].proration = proration[2]; hb[7].hitfreeze = .07f; hb[7].antigravity = .125f * pc.gravity; hb[7].antigravityDuration = .1f; } else { resetHB(); dms.resetDamage(); } } else if (pc.cstate.IsName("Air Spin Enhanced")) { if (pc.cplaytime >= .1 && pc.cplaytime < .5f) { tc[0].on = true; tc[1].on = true; } else if (pc.cplaytime > .6) { tc[0].on = true; } else { resetTC(); } if (!pc.tchange && pc.cplaytime > .29f && pc.cplaytime < .43f) { hb[7].active = true; hb[7].type = 0; hb[7].effect = 0; hb[7].force = forces[4] * 1.25f; hb[7].damage = damages[0]; hb[7].stun = stun[0]; hb[7].proration = proration[2]; hb[7].hitfreeze = .07f; hb[7].antigravity = .5f * pc.gravity; hb[7].antigravityDuration = .1f; } else if (!pc.tchange && pc.cplaytime > .68f && pc.cplaytime < .9f) { hb[7].active = true; hb[7].type = 0; hb[7].effect = 0; hb[7].force = forces[6]; hb[7].damage = damages[2]; hb[7].stun = stun[0]; hb[7].proration = proration[2]; hb[7].hitfreeze = .07f; hb[7].antigravity = .375f * pc.gravity; hb[7].antigravityDuration = .4f; hb[7].launch = 12f * pc.gravity; hb[7].launchDuration = .7f; } else { resetHB(); dms.resetDamage(); } } else if (pc.cstate.IsName("High Punch")) { if (!pc.tchange && pc.cplaytime > .17f && pc.cplaytime < .40f) { hb[1].active = true; hb[1].type = 0; hb[1].effect = 0; hb[1].force = forces[0]; hb[1].damage = damages[0]; hb[1].stun = stun[0]; hb[1].proration = proration[0]; hb[1].hitfreeze = .05f; } else { resetHB(); dms.resetDamage(); } } else if (pc.cstate.IsName("Special 1")) { if (pc.cplaytime < .5f) { tc[0].on = true; tc[1].on = true; } else if (pc.cplaytime > .55 && pc.cplaytime < .68f) { tc[1].on = true; } else { resetTC(); } float mpercent = 1 - (pc.moveTimer / pc.h.ms.GetTempestFD("Special 1")); if (mpercent > .22f && mpercent < .3f) { hb[11].active = true; hb[11].type = 0; hb[11].effect = 0; hb[11].force = forces[0]; hb[11].damage = damages[0]; hb[11].stun = stun[0]; hb[11].proration = proration[2]; hb[11].hitfreeze = .025f; } else if (mpercent > .41f && mpercent < .48f) { hb[11].active = true; hb[11].type = 0; hb[11].effect = 0; hb[11].force = forces[0]; hb[11].damage = damages[0]; hb[11].stun = stun[0]; hb[11].proration = proration[2]; hb[11].hitfreeze = .025f; } else if (mpercent > .6f && mpercent < .7f) { hb[11].active = true; hb[11].type = 2; hb[11].effect = 0; hb[11].force = forces[3]; hb[11].damage = damages[0]; hb[11].stun = stun[1]; hb[11].proration = proration[2]; //hb[11].knockdown = true; hb[11].hitfreeze = .025f; } else { resetHB(); dms.resetDamage(); } } else if (pc.cstate.IsName("Low Punch") || pc.cstate.IsName("Low Punch 2") || pc.cstate.IsName("Low Punch 3")) { if (!pc.tchange && pc.cplaytime > .4f && pc.cplaytime < .60f) { hb[3].active = true; hb[3].type = 0; hb[3].effect = 0; hb[3].force = forces[0]; hb[3].damage = damages[0]; hb[3].stun = stun[1]; hb[3].proration = proration[2]; hb[3].hitfreeze = .05f; } else { resetHB(); dms.resetDamage(); } } else if (pc.cstate.IsName("Low Punch 4")) { //todo:low punch 4 if (!pc.tchange && pc.cplaytime > .4f && pc.cplaytime < .60f) { hb[3].active = true; hb[3].type = 0; hb[3].effect = 0; hb[3].force = forces[4] * 1.1f; hb[3].damage = damages[0]; hb[3].stun = stun[0]; hb[3].proration = proration[2]; hb[3].hitfreeze = .07f; hb[3].antigravity = .5f * pc.gravity; hb[3].antigravityDuration = .1f; } else { resetHB(); dms.resetDamage(); } } else if (pc.cstate.IsName("Crouch Low Punch")) { if (!pc.tchange && pc.cplaytime > .4f && pc.cplaytime < .60f) { hb[4].active = true; hb[4].type = 1; hb[4].effect = 0; hb[4].force = forces[0]; hb[4].damage = damages[0]; hb[4].stun = stun[0]; hb[4].proration = proration[2]; hb[4].hitfreeze = .05f; } else { resetHB(); dms.resetDamage(); } } else if (pc.cstate.IsName("Crouch High Punch")) { if (!pc.tchange && pc.cplaytime > .2f && pc.cplaytime < .40f) { hb[5].active = true; hb[5].type = 2; hb[5].effect = 0; hb[5].force = forces[0]; hb[5].damage = damages[0]; hb[5].stun = stun[0]; hb[5].proration = proration[2]; hb[5].hitfreeze = .05f; } else { resetHB(); dms.resetDamage(); } } else if (pc.cstate.IsName("Crouch High Kick")) { if (!pc.tchange && pc.cplaytime > .52f && pc.cplaytime < .65f) { hb[9].active = true; hb[9].type = 0; hb[9].effect = 0; hb[9].force = forces[0]; hb[9].damage = damages[0]; hb[9].stun = stun[0]; hb[9].proration = proration[2]; hb[9].hitfreeze = .05f; } else { resetHB(); dms.resetDamage(); } } else if (pc.cstate.IsName("Air High Punch")) { if (!pc.tchange && pc.cplaytime > .35f && pc.cplaytime < .60f) { hb[8].active = true; hb[8].type = 2; hb[8].effect = 0; hb[8].force = forces[0]; hb[8].damage = damages[0]; hb[8].stun = stun[0]; hb[8].proration = proration[2]; hb[8].hitfreeze = .05f; } else { resetHB(); dms.resetDamage(); } } else if (pc.cstate.IsName("Air Low Punch")) { if (!pc.tchange && pc.cplaytime > .45f && pc.cplaytime < .75f) { hb[10].active = true; hb[10].type = 2; hb[10].effect = 0; hb[10].force = forces[0]; hb[10].damage = damages[0]; hb[10].stun = stun[0]; hb[10].proration = proration[2]; hb[10].hitfreeze = .05f; } else { resetHB(); dms.resetDamage(); } } else if (pc.cstate.IsName("Crouch Low Kick")) { if (!pc.tchange && pc.cplaytime > .2f && pc.cplaytime < .40f) { hb[6].active = true; hb[6].type = 1; hb[6].effect = 0; hb[6].force = forces[0]; hb[6].damage = damages[1]; hb[6].stun = stun[0]; hb[6].proration = proration[2]; hb[6].hitfreeze = .05f; } else { resetHB(); dms.resetDamage(); } } else if (pc.cstate.IsName("Slide")) { if (!pc.tchange && pc.cplaytime > .1f && pc.cplaytime < .95f) { hb[6].active = true; hb[6].type = 1; hb[6].effect = 0; hb[6].force = forces[0]; hb[6].damage = damages[0]; hb[6].stun = stun[0]; hb[6].proration = proration[2]; hb[6].hitfreeze = .05f; Controller2 pc2 = pc.GetComponent <Controller2>(); if (pc2.b_poweredup == true) { hb[6].damage = damages[0] * 4; hb[6].knockdown = true; hb[6].hitfreeze = .1f; } } else { resetHB(); dms.resetDamage(); } } else if (pc.cstate.IsName("Air Low Kick")) { if (pc.cplaytime >= .1f && pc.cplaytime < .6f) { hb[2].active = true; hb[2].type = 2; hb[2].effect = 0; hb[2].force = forces[0]; hb[2].damage = damages[0]; hb[2].stun = stun[2]; hb[2].proration = proration[0]; hb[2].hitfreeze = .05f; } else { resetHB(); dms.resetDamage(); } } else if (pc.cstate.IsName("Grab")) { if (pc.cplaytime >= .1f && pc.cplaytime < .6f) { hb[15].active = true; hb[15].type = 3; hb[15].damage = 0; } else { resetHB(); dms.resetDamage(); } } else { resetHB(); resetTC(); } pplaytime = pc.cplaytime; }
public Bot(DaveBot_1_4_5_Interface controller) { this.controller = controller; }
// Use this for initialization void Start() { player = FindObjectOfType<Controller2> (); }
void Start() { life = GetComponentInParent <Controller2> (); player_2 = GetComponent <Animator>(); }
void GenerateScene() { narrativeState++; curRoomCount = UnityEngine.Random.Range (roomNumMin, roomNumMax + 1); SetWorldState (); MyGameRoom startRoom = baseRoomPool.SpawnFromPool (Vector3.zero); startRoom.Initialize (this); if (player == null) { player = Instantiate (playerPrefab, startRoom.transform.position + new Vector3 (-10, 16, -30), Quaternion.identity) as Controller2; } else { player.transform.position = startRoom.transform.position + new Vector3 (-10, 16, -30); player.transform.rotation = Quaternion.identity; } }
public void NoProxyRequired() { var view = new ViewRequiringController2(); var controller = new Controller2(); Assert.IsNull(view.Controller); UipUtil.SetController(view, controller, false); Assert.AreSame(controller, view.Controller); Assert.IsFalse(controller.DidSomething); view.DoSomething(); Assert.IsTrue(controller.DidSomething); }
private void Form1_FormClosing(object sender, FormClosingEventArgs e) { if ((Controller1 != null && Controller1.TimerIsRunning()) || (Controller2 != null && Controller2.TimerIsRunning())) { DialogResult answer = MessageBox.Show("The motor is running. Closing this form will stop the cue.", "Are you sure?", MessageBoxButtons.OKCancel, MessageBoxIcon.Warning); if (answer != DialogResult.OK) { e.Cancel = true; FormToOpenNext = null; } else { Estop(); } } }