상속: MonoBehaviour
예제 #1
0
    // Start is called before the first frame update
    void Start()
    {
        isComplete = false;
        isGameOver = false;
        killCount  = 0;

        if (PlayerPrefs.HasKey("CurrentGems"))
        {
            gemCount = PlayerPrefs.GetInt("CurrentGems");
        }
        else
        {
            gemCount = 0;
        }

        gemText.text = gemCount.ToString();

        if (PlayerPrefs.HasKey("CurrentLevel"))
        {
            currentLevel = PlayerPrefs.GetInt("CurrentLevel");
        }
        else
        {
            currentLevel = 1;
        }
        playerController = FindObjectOfType <PlayerController>();
        levelPortal      = FindObjectOfType <LevelPortal>();
        waveSpawner      = FindObjectOfType <WaveSpawner2>();
        weaponSwitching  = FindObjectOfType <WeaponSwitching>();
        crosshair        = FindObjectOfType <Crosshair>();

        updateKillGoal();
        killText.text  = killCount.ToString() + "/" + killGoal.ToString();
        killText.color = Color.white;
    }
예제 #2
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 public static void SetProcess(string text, float time)
 {
     Vote.voteprocess = true;
     Vote.votetext    = text;
     Vote.voteendtime = time;
     Crosshair.SetActive(false);
 }
예제 #3
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    void Update()
    {
        direction = new Vector2(playerInput.Vertical, playerInput.Horizontal);
        MoveControl3.Move(direction, playerInput.Jumped);

        mouseInput.x = Mathf.Lerp(mouseInput.x, playerInput.MouseInput.x, 1f / MouseControl.Damping.x);
        mouseInput.y = Mathf.Lerp(mouseInput.y, playerInput.MouseInput.y, 1f / MouseControl.Damping.y);
        transform.Rotate(Vector3.up * mouseInput.x * MouseControl.Sensitivity.x);

        currCharacter.specialMovement.TakeInput();
        Crosshair.LookHeight(mouseInput.y * MouseControl.Sensitivity.y);

        if (playerInput.Fire1)
        {
            currCharacter.pulseBlastShooter.Fire();
        }

        if (playerInput.ActivatableItem)
        {
            CharacterInventory.switchCharacter(0);
        }

        if (playerInput.CharacterInventoryOpen)
        {
            CharacterInventory.ShowInventory();
        }


        if (playerInput.TestButton)
        {
            CharacterInventory.switchCharacter(1);
        }
    }
    // Start is called before the first frame update
    void Start()
    {
        Debug.Log("Called Start function");
        //Set references
        rigidBody        = GetComponent <Rigidbody2D> ();
        cameraController = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraController> ();
        animator         = GetComponent <Animator> ();

        //Set starting stats
        currentHp        = maxHp;
        currentStamina   = maxStamina;
        currentMoveSpeed = moveSpeed;

        if (photonView.IsMine == true)
        {
            //Follow with camera
            cameraController.startFollowing(gameObject);

            //Link to UI elements
            healthBar  = GameObject.FindGameObjectWithTag("HealthBar");
            staminaBar = GameObject.FindGameObjectWithTag("StaminaBar");

            //Spawn crosshair
            GameObject crosshairObj = Instantiate(crosshairPrefab, Vector3.zero, Quaternion.identity);
            crosshair = crosshairObj.GetComponent <Crosshair> ();
        }
    }
예제 #5
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    internal void SetControllerNumber(int number)
    {
        controllerNumber    = number;
        horizontalAxis      = "J" + controllerNumber + "Horizontal";
        verticalAxis        = "J" + controllerNumber + "Vertical";
        horizontalRightAxis = "J" + controllerNumber + "RightHorizontal";
        verticalRightAxis   = "J" + controllerNumber + "RightVertical";
        aButton             = "J" + controllerNumber + "A";
        xButton             = "J" + controllerNumber + "X";
        rightTriggerButton  = "J" + controllerNumber + "RightTrigger";
        startButton         = "J" + controllerNumber + "Start";

        // Set all controls
        GameObject PCBinding = GameObject.Find("PCBinding");
        ControllerPlayerBinding cpBinding = PCBinding.GetComponent <ControllerPlayerBinding>();

        Crosshair player_tank_crosshair_script = player_tank_crosshair.GetComponent <Crosshair>();

        if (cpBinding.getControllerBinding(tank_number) == 5)
        {
            isKeyboard = true;
        }
        player_tank_crosshair_script.SetCrosshairControls(horizontalRightAxis, verticalRightAxis, isKeyboard);

        player_tank_gun_script = player_tank_gun.GetComponent <PlayerGun>();
        print(player_tank_gun_script);
        player_tank_gun_script.SetGunController(xButton, rightTriggerButton);
    }
예제 #6
0
 void Start()
 {
     //audioManager = FindObjectOfType<AudioManager>();
     levelManager     = FindObjectOfType <LevelManager>();
     playerController = FindObjectOfType <PlayerController>();
     crosshair        = FindObjectOfType <Crosshair>();
 }
        public virtual bool SetupCrossHair()
        {
            bool continute_setup = true;

            AlertProgress("Checking Crosshair Dependencies");
            Crosshair crosshair = camera.GetComponent <Crosshair>();

            if (crosshair)
            {
                AlertProgress("Crosshair Found");
                SetupCrossHairDefaults(crosshair);
                continute_setup = true;
            }
            else
            {
                AlertProgress("Crosshair not found");
                AlertProgress("Creating Crosshair");
                crosshair = camera.AddComponent <Crosshair>();
                SetupCrossHairDefaults(crosshair);
                continute_setup = true;
            }
            AlertProgress("Crosshair Setup complete");

            return(continute_setup);
        }
예제 #8
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 void Start()
 {
     gunParticle  = GetComponent <ParticleSystem>();
     theCrosshair = FindObjectOfType <Crosshair>();
     gunLine      = GetComponent <LineRenderer>();
     gunLight     = GetComponent <Light>();
 }
예제 #9
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    private Crosshair cs;// = new Crosshair();

    public MyGame() : base(1920, 1080, false)
    {
        gd          = new GunDude();
        gm          = new GameManager();
        border      = new Border();
        background  = new Background();
        smoke       = new Smoke();
        lights      = new Lights();
        cs          = new Crosshair();
        hud         = new HUD();
        player      = new Player();
        builder     = new WaveBuilder();
        topBuilder  = new TopWaveBuilder();
        startScreen = new StartScreen();
        gameOver    = new GameOver();


        gameObjs.Add(border);
        gameObjs.Add(background);
        gameObjs.Add(smoke);
        gameObjs.Add(lights);
        gameObjs.Add(cs);
        gameObjs.Add(hud);
        gameObjs.Add(player);
        gameObjs.Add(gd);

        builder.WaveSpawner();
        topBuilder.WaveSpawner();
    }
 private void Awake()
 {
     anim             = GetComponent <Animator>();
     cameraController = FindObjectOfType <CameraController>();
     crosshair        = FindObjectOfType <Crosshair>();
     gun = GetComponentInChildren <Gun>();
 }
예제 #11
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 private void Start()
 {
     crosshair = GetComponent <Crosshair>();
     //Cursor locked on center and invisible
     Cursor.lockState = CursorLockMode.Locked;
     Cursor.visible   = false;
 }
예제 #12
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 public void StartFade(Color crosshairColor, Crosshair crosshair)
 {
     _readyToFade          = true;
     _startTime            = Time.time;
     _spriteRenderer.color = crosshairColor;
     _crosshair            = crosshair;
 }
예제 #13
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 void Awake()
 {
     animator        = GetComponentInChildren <Animator>();
     inputController = GameManager.Instance.inputController;
     chest           = animator.GetBoneTransform(HumanBodyBones.Spine);
     crosshair       = GetComponentInChildren <Crosshair>();
 }
예제 #14
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        public override void LayoutSubviews()
        {
            base.LayoutSubviews();

            MapView.SetFrame(0, 0, Frame.W, Frame.H);

            Popup.Frame = new CGRect(0, 0, Frame.W, Frame.H);

            int w = (int)(58 * Density);
            int h = w;
            int x = Frame.W - (w + padding);
            int y = Frame.H - (h + padding);

            Add.Frame    = new CGRect(x, y, w, h);
            Done.Frame   = new CGRect(x, y, w, h);
            Cancel.Frame = new CGRect(x, y, w, h);

            doneVisiblePosition = Done.Frame.X - (Done.Frame.W + padding);
            doneHiddenPosition  = Done.Frame.X;
            x = MapView.LayoutParameters.Width / 2 - w / 2;
            y = MapView.LayoutParameters.Height / 2 - h / 2;

            Crosshair.SetFrame(x, y, w, h);

            int smallPad = padding / 2;

            w = (int)(Frame.W / 2.5);
            h = (int)(w * 1.3);
            x = Frame.W - (w + smallPad);
            y = smallPad;

            Attachment.Frame = new CGRect(x, y, w, h);
        }
예제 #15
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 public void Component(ObjectManager _objectManager, Transform _crosshair)
 {
     audioManager  = AudioManager.instance;
     gameManager   = GameManager.instance;
     objectManager = _objectManager;
     crosshair     = _crosshair.GetComponent <Crosshair>();
 }
예제 #16
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    // Use this for initialization
    void Start()
    {
        //soundevent = FMODUnity.RuntimeManager.CreateInstance(selectSound);
        GameObject mainCamera = GameObject.Find("MainCamera");

        _crosshair = mainCamera.GetComponent <Crosshair>();
    }
예제 #17
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        public PlayingGameState()
        {
            DifficultySettings.SetDifficulty(DifficultyEnum.Easy);

            _crosshair = new Crosshair();

            _background = new Background();
            _fps        = new FontRender("fps counter");
            _fps.LoadContent("default");
            _fps.Location = new Vector2(40, Engine.ScaledViewPort.Y - 50);

            _score           = new ScoreBoard("score board");
            _hud             = new Hud("Hud");
            _levelController = new LevelController(new LevelBuilder().Levels);

            NextLevel();

            _scene.AddSpriteToLayer(RenderLayerEnum.LAYER4, _hud);
            _scene.AddSpriteToLayer(RenderLayerEnum.LAYER1, _background);
            _scene.AddSpriteToLayer(RenderLayerEnum.LAYER4, _fps);
            _scene.AddSpriteToLayer(RenderLayerEnum.LAYER4, _score);
            _scene.AddSpriteToLayer(RenderLayerEnum.LAYER4, _billboard);
            _scene.AddSpriteToLayer(RenderLayerEnum.LAYER5, _crosshair);

            Channels.AddNewChannel("score");
            Channels.AddNewChannel("duckhit");
            Channels.AddNewChannel("gunfired");

            _billboard.StartBillBoard("Level " + _levelController.LevelNumber);
        }
예제 #18
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    void Start()
    {
        healthBar = FindObjectOfType <HealthBar>();
        dashBar   = FindObjectOfType <DashBar>();

        myRigidBody = GetComponent <Rigidbody2D>();
        animator    = GetComponent <Animator>();

        crosshair      = FindObjectOfType <Crosshair>();
        spriteRenderer = GetComponent <SpriteRenderer>();

        levelManager = FindObjectOfType <LevelManager>();
        audioManager = FindObjectOfType <AudioManager>();
        //pauseMenu = FindObjectOfType<PauseMenu>();

        healthBar.SetMaxHealth(maxHealth);

        if (PlayerPrefs.HasKey("CurrentHealth") && PlayerPrefs.GetFloat("CurrentHealth") > 0)
        {
            currentHealth = PlayerPrefs.GetFloat("CurrentHealth");
            healthBar.SetHealth(currentHealth);
            Debug.Log("Active");
        }
        else
        {
            currentHealth = maxHealth;
        }


        currentCharge = maxCharge;
        dashBar.SetCharge(maxCharge);
        invincible = false;
    }
예제 #19
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 public MouseTracker()
 {
     InitializeComponent();
     wpfPlot1.Plot.AddSignal(DataGen.RandomWalk(null, 100));
     Crosshair = wpfPlot1.Plot.AddCrosshair(0, 0);
     wpfPlot1.Refresh();
 }
예제 #20
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        public override void OnHoverEnter(GameObject player)
        {
            base.OnHoverEnter(player);

            Crosshair.SetAlpha(1f);
            UiController.Instance.SetItemDescription(name);
        }
예제 #21
0
    public override void OnStart()
    {
        base.OnStart();

        if (isOwner)
        {
            hudWeaponIcon = uiObject.Find("Icon").GetComponent <Image>();
            hudWeaponAmmo = uiObject.Find("Ammo").GetComponent <Text>();
            crosshair     = GameObject.Find("Crosshair").GetComponent <Crosshair>();
        }

        barrelEnd = weaponObject.Find("BarrelEnd");
        if (barrelEnd == null)
        {
            Debug.LogError("Gun::OnStart - Missing 'BarrelEnd'");
        }

        animator = weaponObject.GetComponent <Animator>();
        if (animator != null)
        {
            animator.SetFloat("ReloadTime", 1f / reloadTime);
        }

        audioSource = weaponHolder.GetComponent <AudioSource>();

        ammo = Instantiate(ammo);
        //ammo.Load(this);

        UpdateHudWeapon();
        EndReload();
    }
예제 #22
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    public void UpdateATL(ThirdPersonUserControl player, CurvySpline spline, Crosshair crosshair)
    {
        if (!init && spline.IsInitialized)
        {
            init = true;
        }

        if (!init)
        {
            return;
        }

        Vector3 theCenter   = Vector3.zero;
        Vector3 theVelocity = Vector3.zero;

        flockSize = _boids.Count;
        //  transform.position = player.transform.position + Camera.main.transform.forward * 10.0f;

        for (int i = 0; i < _boids.Count; i++)
        {
            theCenter   += _boids [i].transform.position;
            theVelocity += _boids [i].GetComponent <Rigidbody> ().velocity;
        }

        flockCenter = theCenter / flockSize;
        //AxKDebugLines.AddFancySphere(flockCenter, 1f, Color.red, 0);
        flockVelocity = theVelocity / flockSize;
        //AxKDebugLines.AddLine(flockCenter, flockCenter + flockVelocity, Color.red, 0);

        for (int i = 0; i < _boids.Count; i++)
        {
            _boids[i].GetComponent <BoidFlocking> ().UpdateATL(_boids, this, player, spline, crosshair);
        }
    }
예제 #23
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        public void OnStart(SceneContext ec, Scene previous = null)
        {
            Console.WriteLine("start");
            Random r    = new Random();
            Entity test = null;
            //for (int i = 0; i < 5; i++)
            //{
            double x = r.Next(100);
            double y = r.Next(100);

            string           concat = "{'x':" + x + ",'y':" + y + ", 'type':'test', 'rotation':5,'material':{'type':'SimpleTexturedMaterial','textureName':'table'},'mesh':{'type':'QuadMesh','width':12.0,'height':8.0},attributes:[{'type':'ActorData','speed':1,'rotationspeed':20,'speedmultiplicator':1.2,'maxspeed':0.005}],behaviours:['MovementInputHandlerBehaviour']}";
            EntityDefinition asd    = JsonConvert.DeserializeObject <EntityDefinition>(concat);

            test = EntityFactory.Instance.Generate(asd);

            EntityFactory.Instance.GenerateByName("TEST_WEAPON", (float)x, (float)y + 5);



            //}
            InputConfig ic = InputConfig.Instance;
            Crosshair   ch = new Crosshair(
                new Axis[] { ic.MOUSE, ic.RIGHT_AXIS }, ic.LEFT_MOUSE, ic.RIGHT_MOUSE,
                test, this.worldManager.World)
            {
                CursorSensitivity = 10, CursorRange = 50, CursorSize = 5, CursorImage = ec.SceneResourceManager.GetTexture("crosshair")
            };

            this.camera.TrackingBody = ch.Sensor;

            ec.Hud.Add(ch);
            // test = EntityFactory.Instance.Generate(asd);
        }
예제 #24
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 private void Awake()
 {
     Current = this;
     var canvas = GetComponent<Canvas>();
     canvas.worldCamera = Camera.main;
     SetEnabled(true);
 }
예제 #25
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        public override void OnHoverExit(GameObject player)
        {
            base.OnHoverExit(player);

            Crosshair.ResetAlpha();
            UiController.Instance.SetItemDescription("");
        }
예제 #26
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 protected override void Fire()
 {
     if (this.AnimationFire == string.Empty)
     {
         this.AnimationFire = "Shot";
     }
     Crosshair.SetOffsetInc(8);
     this.m_LastFireTime = Time.time;
     if (this.AnimationFire != string.Empty)
     {
         if (!this.m_FPSCamera.inZoom() || this.m_FPSWeapon.WeaponSlot != 1)
         {
             this.m_FPSWeapon.WeaponCoreModel.GetComponent <Animation>().Stop(this.AnimationFire);
             this.m_FPSWeapon.WeaponCoreModel.GetComponent <Animation>().Play(this.AnimationFire);
         }
     }
     if (this.MotionRecoilDelay == 0f)
     {
         this.ApplyRecoil();
     }
     else
     {
         vp_Timer.In(this.MotionRecoilDelay, new vp_Timer.Callback(this.ApplyRecoil), null);
     }
     base.Fire();
     if (!SpecCam.show)
     {
         Client.cs.send_attack();
     }
     this.m_FPSWeapon.SetMuzzleLight();
 }
예제 #27
0
    void Start()
    {
        moveComponent   = this.GetComponent <PlayerMovement>();
        aimComponent    = this.GetComponent <Crosshair>();
        attackComponent = this.GetComponent <AttackComponent>();
        health          = GetComponent <Health>();
        energy          = GetComponent <Energy>();

        doubleTapTime      = 1f;
        timeSinceLastTap_W = doubleTapTime;
        timeSinceLastTap_S = doubleTapTime;
        timeSinceLastTap_A = doubleTapTime;
        timeSinceLastTap_D = doubleTapTime;

        if (health != null)
        {
            health.OnDeath += OnDeath;
        }

        GameObject managerObject = GameObject.FindGameObjectWithTag("Manager");

        if (managerObject != null)
        {
            gameMenuManager = managerObject.GetComponent <GameMenuManager>();
        }
    }
예제 #28
0
 private static void FPMove()
 {
     if (!SpecCam.show)
     {
         return;
     }
     if (SpecCam.FID >= 0)
     {
         if (PlayerControll.Player[SpecCam.FID] == null)
         {
             SpecCam.FID = -1;
         }
         else if (PlayerControll.Player[SpecCam.FID].go == null)
         {
             SpecCam.FID = -1;
         }
     }
     if (SpecCam.FID < 0)
     {
         return;
     }
     PlayerControll.Player[SpecCam.FID].go.SetActive(false);
     vp_FPController.cs.SetPosition(PlayerControll.Player[SpecCam.FID].currPos);
     Crosshair.SetOffsetNull();
     if (Time.time > SpecCam.FireTime)
     {
         vp_FPInput.cs.Player.Attack.TryStop();
     }
 }
예제 #29
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        public override void Enter(Dictionary<string, object> data)
        {
            var localPlayer = Storage.NetworkSession.LocalGamers[0].Tag as LocalPlayer;

            if(localPlayer != null)
            {
                localPlayer.Phase = GamePhases.Phase1;
            }

            _tutorialSound = Storage.Sound("Tutorial").CreateInstance();
            Storage.InTutorial = true;
            Storage.TutorialLevel = 0;

            Cursor.Hide();
            _crosshair = new Crosshair(Game);
            Game.Components.Add(_crosshair);

            foreach(var gamer in Storage.NetworkSession.AllGamers)
            {
                Game.Components.Add((Player)gamer.Tag);
            }

            Game.Components.Add(Game.GameMap);

            if(localPlayer != null)
            {
                var centerSidebar = (Game.GameMap.Width + Game.BaseScreenSize.X) / 2.0f;

                _mobilityIcon = AddToolIconForTool(localPlayer.Mobility, centerSidebar - 20.0f - 148.0f, 10.0f + 148.0f);
                _weaponIcon = AddToolIconForTool(localPlayer.Weapon, centerSidebar, 10.0f + 148.0f);
                _utilityIcon = AddToolIconForTool(localPlayer.Utility, centerSidebar + 20.0f + 148.0f, 10.0f + 148.0f);
                _primaryAIcon = AddToolIconForTool(localPlayer.PrimaryA, centerSidebar - 10.0f - 74.0f,
                                                   (10.0f + 148.0f) * 2.0f);
                _primaryBIcon = AddToolIconForTool(localPlayer.PrimaryB, centerSidebar + 20.0f + 74.0f,
                                                   (10.0f + 148.0f) * 2.0f);

                _keyBindingIcon = new Billboard(Game, (int)centerSidebar, 400, Storage.Sprite("blank"))
                                  { PositionGravity = Gravity.Center };
                Game.Components.Add(_keyBindingIcon);

                if(_primaryBIcon != null)
                {
                    _primaryBIcon.Disabled = true;
                }

                _nameLabel = new Label(Game, centerSidebar, 2.0f,
                                       localPlayer.Gamer.Gamertag, "Calibri48Bold")
                             {
                                 PositionGravity =
                                     new Tuple<Gravity.Vertical, Gravity.Horizontal>(Gravity.Vertical.Top,
                                                                                     Gravity.Horizontal.Center)
                             };
                Game.Components.Add(_nameLabel);
            }

            Game.Components.Add(Storage.SandParticles);

            StartTimer();
        }
예제 #30
0
    // Start is called before the first frame update
    void Start()
    {
        Cursor.visible = false;

        /*
         * TextMeshPro tmp = truthBulletPrefab.GetComponentInChildren<TextMeshPro>();
         * tmp.SetText(truthBullets[0]);
         * tmp.ForceMeshUpdate();
         * float width = tmp.textBounds.size.x;
         * foreach (Transform child in tmp.transform)
         * {
         *  if (child.name == "Center") child.localScale *= width;
         *  else if (child.name == "Tip") child.localPosition *= width;
         * }
         */
        myaMaxX = -myaObject.transform.localPosition.x;

        gunCornerPosition = gunObject.transform.localPosition;
        gunObject.transform.localPosition = new Vector3(gunMinX, 0, 0);
        gunObject.transform.localScale   *= gunScaleMult;
        gunRotZ = gunObject.transform.localEulerAngles.z;
        foreach (Transform child in gunObject.transform)
        {
            if (child.name == "Outer")
            {
                gunOuterRing             = child;
                gunOuterRing.localScale *= gunScaleMult;
            }
            else if (child.name == "Cylinder")
            {
                gunCylinder = child;
            }
        }

        foreach (GameObject bullet in truthBullets)
        {
            bullet.transform.localPosition += new Vector3(1000, 0, 0);
        }
        bulletScale = truthBullets[0].transform.localScale;

        text = GetComponentsInChildren <NonstopDebateText>(true);
        foreach (var t in text)
        {
            t.gameObject.SetActive(false);
        }
        //NextText();

        timer = 0;

        crosshair = cursor.GetComponent <Crosshair>();
        cursor.SetActive(false);

        camSlide        = transform.parent;
        camLookAt       = camSlide.parent;
        camRandomOffset = camLookAt.parent;
        camMainRotator  = camRandomOffset.parent;

        shotText.GetComponent <ShotText>().trigger += ShotTextHit;
    }
예제 #31
0
	void OnMouseDown()
	/* TODO(Ian): Write a method string here. */
    {
        //This function is called by Unity when a collider is clicked
        mouse.OnMove += LookAt;
        mouse.OnLeftClickUp += FireHandler;
        currentCrosshair = GameObject.Instantiate(crosshairPrefab.gameObject).GetComponent<Crosshair>();
    }
예제 #32
0
 void Awake()
 {
     if(instance != null)
     {
         Debug.LogError("Crosshair instance already exist");
     }
     instance = this;
 }
예제 #33
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 public MouseTracker()
 {
     InitializeComponent();
     formsPlot1.Plot.AddSignal(DataGen.RandomWalk(null, 100));
     Crosshair = formsPlot1.Plot.AddCrosshair(0, 0);
     formsPlot1_MouseLeave(null, null);
     lblMouse.Text = "Mouse has yet to enter the plot...";
 }
예제 #34
0
    private void OnResize()
    {
        Vector2 vector = new Vector2((float)Screen.width, (float)Screen.height) / 2f;
        int     num    = (int)GUI2.YRES(32f);

        this.rCrosshaitHit = new Rect(vector.x - (float)num / 2f, vector.y - (float)num / 2f, (float)num, (float)num);
        Crosshair.CalcResize();
    }
        public override void Initialize()
        {
            // TODO: Add your initialization logic here
            ranks = new RankManager();
            crosshair = new Crosshair(game.Content);
            h1 = new HUD();
            d1 = new DropBoxManager(game.Content);
            b1 = new background();

            cam = new CameraMan(new Vector2(0, 0));
            cam._pos.Y += service.GraphicsDevice.PresentationParameters.BackBufferHeight / 2;
            cam._pos.X += service.GraphicsDevice.PresentationParameters.BackBufferWidth / 2;
        }
예제 #36
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    public SpawnDrop spawnDrop; //where player starts the game

    #endregion Fields

    #region Methods

    void Awake()
    {
        jgs = GameObject.FindGameObjectWithTag(TagsAndLayers.gameController).GetComponent<JumpGameState>();
        musicController = GameObject.FindGameObjectWithTag(TagsAndLayers.musicController).GetComponent<MusicController>();
        gameTimer = GameObject.FindGameObjectWithTag(TagsAndLayers.gameTimer).GetComponent<GameTimer>();
        deathArea = GameObject.FindGameObjectWithTag(TagsAndLayers.deathArea).GetComponent<DeathArea>();
        spawnDrop = GameObject.FindGameObjectWithTag(TagsAndLayers.spawnDrop).GetComponent<SpawnDrop>();
        menuScreen = GameObject.FindGameObjectWithTag(TagsAndLayers.menuController).GetComponent<MenuScreen>();
        pause = Camera.main.GetComponent<Pause>();
        crosshair = Camera.main.GetComponent<Crosshair>();

        objectSpawners = GameObject.FindGameObjectsWithTag(TagsAndLayers.objectSpawner);
        jumppadPillars = GameObject.FindGameObjectsWithTag(TagsAndLayers.jumppadPillar);
        player = GameObject.FindGameObjectWithTag(TagsAndLayers.player);
    }
    void Start()
    {
        player = GameObject.FindGameObjectWithTag ("Player");
        //crosshair = GameObject.FindGameObjectWithTag ("Crosshair");
        crosshairScript = player.GetComponent<Crosshair> ();

        backgroundMusic = GameObject.FindGameObjectWithTag ("BackgroundMusic").GetComponent<AudioSource> ();
        zoomMusic = GetComponent<AudioSource> ();

            //player.GetComponentInParent<AudioSource> ();
    }
예제 #38
0
 public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen)
 {
     if(phase == Phase.Begin) {
         if(singlePlayer) {
             gameStart = gameTime.TotalGameTime;
             phase = Phase.Main;
         } else if(!synced) {
             Sync((JArray data, double random) => {
                 gameStart = gameTime.TotalGameTime;
                 phase = Phase.Main;
             });
             synced = true;
         }
     } else if(phase == Phase.Main) {
         // randomly drop paint on the canvas
         if(singlePlayer) {
             if(rand.Next(0, 1000) < 20 - 3 * upgrades[(int)Upgrade.EnemyFreq]) {
                 Splatter splatter = new Splatter(this, players[""], rand);
                 splatter.Scale = (float)rand.NextDouble() + 1;
                 players[""].StartThrow(splatter);
                 players[""].ThrowPaint(gameTime.TotalGameTime - gameStart, new Vector2(rand.Next(BOUNDS.Left, BOUNDS.Right), rand.Next(BOUNDS.Top, BOUNDS.Bottom)));
             }
         }
         if(gameTime.TotalGameTime - gameStart > PAINT_TIME) {
             Dictionary<Color, float> areas = CalculatePaint();
             foreach(Avatar a in players.Values) {
                 a.score = areas[a.color] / (BOUNDS.Width * BOUNDS.Height);
             }
             gameEnd = gameTime.TotalGameTime;
             banner = new TextBanner(this, "TIME'S UP");
             foreach(Avatar a in players.Values) {
                 if(a.currentPaint != null) {
                     RemoveActor(a.currentPaint);
                     splatters.Remove(a.currentPaint);
                     a.currentPaint = null;
                     a.State = AvatarStates.Standing;
                 }
             }
             if(crosshair != null) {
                 RemoveActor(crosshair);
                 crosshair = null;
             }
             if(singlePlayer) {
                 score = (int)(players[playerName].score * 10000);
             }
             phase = Phase.Calculation;
         }
     } else if(phase == Phase.Calculation) {
         if(gameTime.TotalGameTime - gameEnd > BANNER_TIME + BANNER_TIME + SCORE_TIME) {
             if(singlePlayer) {
                 phase = Phase.Limbo;
             } else {
                 // Sync scores
                 JObject packet = new JObject(
                     new JProperty("action", "group"),
                     new JProperty("type", "report_score"),
                     new JProperty("score", new JObject(
                         from username in players.Keys
                         select new JProperty(username, (int)(players[username].score * -10000))
                     ))
                 );
                 conn.SendMessage(packet.ToString());
                 phase = Phase.Limbo;
             }
         } else if(gameTime.TotalGameTime - gameEnd > BANNER_TIME + SCORE_TIME) {
             banner = singlePlayer ?
                 banner ?? new TextBanner(this, "Score: " + score) :
                 banner ?? new TextBanner(this, "GAME OVER");
         } else if(gameTime.TotalGameTime - gameEnd > BANNER_TIME) {
             banner = null;
         }
     } else if(phase == Phase.Limbo) {
         // Do nothing
     }
     base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);
 }
예제 #39
0
 private void Awake()
 {
     instance = this;
 }
예제 #40
0
 void Start()
 {
     crosshair = GetComponent<Crosshair> ();
     middleCrosshairInst = Instantiate (middleCrosshair, GetPosition (distance), Quaternion.identity) as GameObject;
 }
예제 #41
0
        public override void Enter(Dictionary<string, object> data)
        {
            var localPlayer = Storage.NetworkSession.LocalGamers[0].Tag as LocalPlayer;

            if(localPlayer != null)
            {
                localPlayer.Phase = GamePhases.Phase1;
            }

            Cursor.Hide();
            _crosshair = new Crosshair(Game);
            Game.Components.Add(_crosshair);

            foreach(var gamer in Storage.NetworkSession.AllGamers)
            {
                Game.Components.Add((Player)gamer.Tag);
            }

            Game.Components.Add(Game.GameMap);

            if(localPlayer != null)
            {
                var centerSidebar = (Game.GameMap.Width + Game.BaseScreenSize.X) / 2.0f;

                _mobilityIcon = AddToolIconForTool(localPlayer.Mobility, centerSidebar - 20.0f - 148.0f, 10.0f + 148.0f);
                _weaponIcon = AddToolIconForTool(localPlayer.Weapon, centerSidebar, 10.0f + 148.0f);
                _utilityIcon = AddToolIconForTool(localPlayer.Utility, centerSidebar + 20.0f + 148.0f, 10.0f + 148.0f);
                _primaryAIcon = AddToolIconForTool(localPlayer.PrimaryA, centerSidebar - 10.0f - 74.0f,
                                                   (10.0f + 148.0f) * 2.0f);
                _primaryBIcon = AddToolIconForTool(localPlayer.PrimaryB, centerSidebar + 20.0f + 74.0f,
                                                   (10.0f + 148.0f) * 2.0f);

                if(_primaryBIcon != null)
                {
                    _primaryBIcon.Disabled = true;
                }

                _nameLabel = new Label(Game, centerSidebar, 2.0f,
                                       localPlayer.Gamer.Gamertag, "Calibri48Bold")
                             {
                                 PositionGravity =
                                     new Tuple<Gravity.Vertical, Gravity.Horizontal>(Gravity.Vertical.Top,
                                                                                     Gravity.Horizontal.Center)
                             };
                Game.Components.Add(_nameLabel);
            }

            Game.Components.Add(Storage.SandParticles);

            _redSandMeter = new SandMeter(Game, Team.Red)
                            {
                                X = _primaryAIcon.X,
                                Y = _primaryAIcon.Y + 430
                            };
            _blueSandMeter = new SandMeter(Game, Team.Blue)
                             {
                                 X = _primaryBIcon.X,
                                 Y = _primaryBIcon.Y + 430
                             };

            Game.Components.Add(_redSandMeter);
            Game.Components.Add(_blueSandMeter);

            _redScoreMeter = new ScoreMeter(Game, Team.Red)
                             {
                                 X = _redSandMeter.X,
                                 Y = _redSandMeter.Y + (_redSandMeter.Height / 2.0f) + 85
                             };
            _blueScoreMeter = new ScoreMeter(Game, Team.Blue)
                              {
                                  X = _blueSandMeter.X,
                                  Y = _blueSandMeter.Y + (_blueSandMeter.Height / 2.0f) + 85
                              };

            Game.Components.Add(_redScoreMeter);
            Game.Components.Add(_blueScoreMeter);

            StartTimer();
        }
예제 #42
0
 void Awake()
 {
     instance = this;
 }
예제 #43
0
        public override void HandleInput(GameTime gameTime, InputState input)
        {
            // launch the paintball
            if(input.TouchState.Count == 0) {
                if(crosshair != null && !crosshair.blinking) {
                    players[playerName].ThrowPaint(gameTime.TotalGameTime + BLINK_TIME - gameStart, crosshair.Coord);
                    crosshair.Blink(BLINK_TIME, gameTime.TotalGameTime);

                    if(!singlePlayer) {
                        // let others know you threw paint
                        JObject packet = new JObject(
                            new JProperty("action", "game"),
                            new JProperty("name", "color_clash"),
                            new JProperty("data", new JObject(
                                new JProperty("action", "paint"),
                                new JProperty("x_pos", crosshair.Coord.X),
                                new JProperty("y_pos", crosshair.Coord.Y),
                                new JProperty("time", (gameTime.TotalGameTime + BLINK_TIME - gameStart).Ticks),
                                new JProperty("scale", players[playerName].currentPaint.Scale)
                            ))
                        );
                        conn.SendMessage(packet.ToString());
                    }
                }
            } else if(phase == Phase.Main) {
                foreach(TouchLocation loc in input.TouchState) {
                    Vector2 scaledPos = Helpers.ScaleInput(new Vector2(loc.Position.X, loc.Position.Y));
                    if(crosshair == null) {
                        crosshair = new Crosshair(this, scaledPos);
                        players[playerName].StartThrow();
                    } else {
                        if(!crosshair.blinking)
                            crosshair.MoveCrosshair(scaledPos);
                    }
                }
            }
            base.HandleInput(gameTime, input);
        }
예제 #44
0
	public void ChangeCrosshair(){
		activeCrosshair = GameObject.FindGameObjectWithTag ("CrosshairManager").GetComponent<CrosshairManager>().activeCrosshair;

	}
예제 #45
0
    void Start()
    {
        audioSourceMngr = GetComponent<AudioSourceManager>();

        timer = timerStart;
        foreach(GameObject go in GameObject.FindGameObjectsWithTag("Guest"))
        {
            guestCount += 1;
            guests.Add(go);
        }
        foodMeterStart = foodMeter;
        foodMeter = greaseLevel;
        foodEatInterval = foodMeter/ (foodMeterStart);
        uiRootInst = Instantiate(uiRoot, new Vector3(9999,9999,9999), uiRoot.transform.rotation) as GameObject;
        foodbarSprite = uiRootInst.GetComponentInChildren<UISprite>();
        foodbarSprite.color = topColor;
        camShake = GetComponent<CameraShake>();
        cam = Camera.main.transform;
        foodParticleInst = Instantiate(foodParticle, cam.transform.position + new Vector3(cam.transform.forward.x, cam.transform.forward.y - 0.5f, cam.transform.forward.z), foodParticle.transform.rotation) as GameObject;
        foodParticleSystem = foodParticleInst.GetComponent<ParticleSystem>();
        crosshair = cam.GetComponent<Crosshair>();
        comboCounterGui = uiRootInst.transform.Find("ComboCount").gameObject.GetComponent<UILabel>();
        goldCounterGui = uiRootInst.transform.Find("GoldCount").gameObject.GetComponent<UILabel>();
        goldCounterGui = uiRootInst.transform.Find("GoldCount").gameObject.GetComponent<UILabel>();
        timerGui = uiRootInst.transform.Find("Time").gameObject.GetComponent<UILabel>();
        gameOverGui = uiRootInst.transform.Find("GameOver").gameObject.GetComponent<UILabel>();
        gameOverGui.enabled = false;
        //		audioSourceMngr.PlaySource("AS_StartHunger" ,false);
        timeBetweenFill = Random.Range(15, 30);
    }
예제 #46
0
 public void AssignCrosshair(Crosshair c)
 {
     activeCrosshair = c;
 }
예제 #47
0
	void Start()
	{
		_camera = GetComponent<Camera>();
        _crosshair = GetComponent<Crosshair>();
		_normalFOV = _camera.fieldOfView;
	}
예제 #48
0
 void Awake()
 {
     S = this;
 }