void Awake() { if (instance == null) { instance = this; } }
// Start is called before the first frame update void Start() { if (gm == null) { gm = GetComponent <GameManage>(); } if (Player == null) { Player = GameObject.FindGameObjectWithTag("Player"); } if (MainCamera == null) { MainCamera = GameObject.FindGameObjectWithTag("MainCamera"); } gm.currentGameState = GameState.GamePlaying; IsPlayerDead = false; currentScore = 0; startTime = Time.time; playerTankHealth = Player.GetComponent <TankHealth>(); ShowPlayingUI(); }
private void Start() { //初始化 lob = LobbyManager.singleton as LobbyManager; lob.playerCount++;//玩家进入房间则数量 +1 //玩家信息 info = new PlayerInfo(); info.ID = lob.playerCount; info.name = "玩家" + info.ID; //更新UI txt_Name = GetComponentInChildren <Text>(); txt_Name.text = info.name; //广播事件 GameManage.Notify(GameEventType.Lobby_CreatePlayer, this); if (mapID == 0) { mapID = 1; } else { SetParent(); } }
void Start() { game = GameObject.Find("GameManager").GetComponent <GameManage>(); scene = GameObject.Find("SceneManager").GetComponent <SceneManage>(); scene.SceneLoad("MainScene"); }
void OnDisable() { foreach (string key in listeners.Keys) { GameManage.StopListening(key, listeners[key]); } }
// Update is called once per frame void Update() { if (PlayerController.maxHP != 0) { hpText.GetComponent <Text>().text = PlayerController.curHP + "/" + PlayerController.maxHP; wound1Text.GetComponent <Text>().text = NumberToChinese((int)Math.Floor(PlayerController.wound1 / PlayerController.maxWound1 * 10)); wound2Text.GetComponent <Text>().text = NumberToChinese((int)Math.Floor(PlayerController.wound2 / PlayerController.maxWound2 * 10)); power1Text.GetComponent <Text>().text = NumberToChinese(PlayerController.power1); power2Text.GetComponent <Text>().text = NumberToChinese(PlayerController.power2); wealth1Text.GetComponent <Text>().text = PlayerController.wealth1.ToString(); wealth2Text.GetComponent <Text>().text = PlayerController.wealth2.ToString(); wound1Img.GetComponent <Image>().fillAmount = (float)(PlayerController.wound1 / PlayerController.maxWound1); wound2Img.GetComponent <Image>().fillAmount = (float)(PlayerController.wound2 / PlayerController.maxWound2); drawingCardsCount.GetComponent <Text>().text = PlayerController.drawingCards.Count.ToString(); threwCardsCount.GetComponent <Text>().text = PlayerController.threwCards.Count.ToString(); for (int i = 0; i < PlayerController.itemLists.Count; i++) { GameObject.FindGameObjectWithTag("Items").transform.GetChild(i).GetComponent <Image>().color = new Color(1, 1, 1, 1); GameObject.FindGameObjectWithTag("Items").transform.GetChild(i).GetComponent <Image>().sprite = Resources.Load <Sprite>("Image/items/item_" + PlayerController.itemLists[i].i_no); } } if (PlayerController.wound1 >= PlayerController.maxWound1 || PlayerController.wound2 >= PlayerController.maxWound2) { PlayerController.Save(); GameManage.GameReady(); } //Debug.Log(PlayerController.curEventType); //SceneManager.LoadScene("MapScene"); }
private void SetGameBoard(int line, int column, string playerSimbol) { var valueSymbol = playerSimbol == GameManage.PlayerSymbolX ? GameManage.ValueSymbolX : GameManage.ValueSymbolO; GameManage.SetGameBoard(line, column, valueSymbol); MarkGameBoard(); }
private void OnTriggerEnter2D(Collider2D other) { if (other.transform.tag == "goal") { GameManage.LevelComplete(); } }
//called when the player leaves a trigger box private void OnTriggerStay2D(Collider2D collision) { if (GameManage.GetState() == 1 && !GameManage.isOver) { //check to see if it's the treasure spot the player is colliding with if (collision.tag == "TreasureSpot") { //if it is, check to see if the player is digging (right click) if (Input.GetMouseButtonDown(1)) { //set it so the player now has treasure in their possession hasTreasure = true; //deletes the trigger Destroy(FindObjectOfType <TreasureSpotBehaviour>().gameObject); //play the particle effect for finding treasure //create a copy of the particle system at the player's position GameObject particleEffect = Instantiate(treasureFoundParticleSystem, transform.position, Quaternion.Euler(0.0f, 0.0f, 0.0f)); //and play it particleEffect.GetComponent <ParticleSystem>().Play(); //and play the sound effect treasureFoundSFX.Play(); //if the player doesn't have any points yet, tell them how to get points if (ScoreScript.score == 0) { Color promptCol = pointPrompt.color; promptCol.a = 1.0f; pointPrompt.color = promptCol; } } } } }
// Start is called before the first frame update void Start() { camShake = GameObject.Find("ShakeScreen").GetComponent <Shake>(); player = GameObject.FindObjectOfType <Player>(); slider = GetComponent <Slider>(); gameManage = GameObject.Find("GameManager").GetComponent <GameManage>(); }
public override void OnStart() { GameManage.Register(GameEventType.PlayerSelecting, SelectBtn); //注册玩家正在选择按键 GameManage.Register(GameEventType.PlayerClickBtn, ClickBtn); //注册点击按键 UIManager.Instance.ChangePanel(PanelType.UIStart); //打开开始界面 startPanel = UIManager.Instance.curPanel as UIStartPanel; }
void CmdPlayerhit(string _playerID, int _damage) { Debug.Log(_playerID + " Has been shot"); Player _player = GameManage.GetPlayer(_playerID); _player.RpcTakeDamage(_damage); }
/// <summary> /// 检查玩家是否准备 /// </summary> public void CheckReady() { if (GetReady()) { GameManage.Notify(GameEventType.Lobby_PlayerAllReady, true); //广播游戏开始 ServerChangeScene(playScene); //跳场景 } }
private void OnEnable() { character = GetComponentInParent <Yuna>(); characterTransform = character.transform; animator = character.GetComponent <Animator>(); cc = character.GetComponent <CharacterController>(); gameManager = FindObjectOfType <GameManage>(); }
// Use this for initialization void Start() { gameManage = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManage>(); startPoint = transform.position; startScale = transform.localScale; speedPos = gameManage.GetSpeed() * 10; speedScale = gameManage.GetSpeed() * 2; }
void Start() { player = GameObject.Find("player"); GameManage = GameObject.Find("GameManager"); game = GameManage.GetComponent <GameManager>(); enemyTargetListSet(); }
// Start is called before the first frame update void Start() { gameManage = GetComponent <GameManage>(); abilities.Add("Recoil"); abilities.Add("Incendinary"); abilities.Add("T-Shot"); abilities.Add("Wrapping bullets"); }
private int totalNum = 2;//一张地图总关卡数 private void Awake() { _instance = this; if (birds.Count > 0) { originPos = birds[0].transform.position; } }
// Start is called before the first frame update void Start() { score = GetComponent <Score>(); gameManage = GetComponent <GameManage>(); statefulInspection = GetComponent <StatefulInspection>(); player = GameObject.FindGameObjectWithTag("Player"); music = true; }
public override void OnStart() { //注册事件 GameManage.Register(GameEventType.Lobby_CreatePlayer, CreatePlayer); //注册生成大厅玩家 GameManage.Register(GameEventType.Lobby_PlayerAllReady, PlayerAllReady); //注册确认选择地图 UIManager.Instance.ChangePanel(PanelType.UILobby); lobbyPanel = UIManager.Instance.curPanel as UILobbyPanel; }
void Start() { script = GameObject.Find("GameManage").GetComponent <GameManage>(); wayPointIndex = 1; targetPos = Vector3.zero; ani = GetComponent <Animator>(); hp = 100; dieEffect = Resources.Load <GameObject>("Prefabs/Die"); }
public override void OnStartClient() { base.OnStartClient(); string _netID = GetComponent <NetworkIdentity>().netId.ToString(); Player _player = GetComponent <Player>(); GameManage.RegisterPlayer(_netID, _player); }
void Awake() { if (gameManage == null) { gameManage = GameObject.FindGameObjectWithTag("GameManage").GetComponent <GameManage>(); } index = -1; targetPosition = this.transform.position; }
void CmdPlayerShot(string _playerID, int _damage) { Debug.Log(_playerID + " has been shot."); Player _player = GameManage.GetPlayer(_playerID); _player.RpcTakeDamage(_damage); //GameObject.Find(_ID); }
// Use this for initialization void Start() { thisTurnPlayer = WhosTurn.Player1; spriteChangeCaller = GameObject.Find("SummonButton").GetComponent <Summon>(); diceControl = GameObject.Find("RollDiceButton").GetComponent <DiceRoll>(); manaup = GameObject.Find("GameManager").GetComponent <GameManage>(); ResourceStat(); TurnCounterOn(); }
//runs every frame void Update() { //check if the enemy is dead if (hp <= 0 && GameManage.GetState() == 1 && !GameManage.isOver) { //check if the enemy still has box colliders, remove them if it does, we need to do this so the player doesn't take damage from dying enemies Component[] colliders; colliders = gameObject.GetComponents(typeof(BoxCollider2D)); foreach (BoxCollider2D collider in colliders) { //destroy the collider Destroy(collider); } //if it, have the enemy fade out //update the t for the alpha lerp fadeProgress = Mathf.Min(fadeProgress + Time.deltaTime / fadeTime, 1.0f); //grab the color Color EnemyColor = EnemySprite.color; //and lerp it's alpha EnemyColor.a = Mathf.Lerp(1.0f, 0.0f, fadeProgress); EnemySprite.color = EnemyColor; //when it's completely faded out, delete the enemy if (fadeProgress >= 1.0f) { //remove it from the list EnemyList.RemoveAt(index); //reset the indices of all the enemies for (int i = 0; i < EnemyList.Count; i++) { EnemyList[i].index = i; } Destroy(gameObject); } } //if it isn't run other logic else if (GameManage.GetState() == 1 && !GameManage.isOver) { //check if it is within 3 units of the player if (Vector3.Distance(transform.position, playerTrans.position) < 3.0f) { //if it is, then try to move towards the player, but move away if they just damaged the player and are being knocked back Vector3 direction = playerTrans.position - transform.position; direction.Normalize(); if (knockBackTimeRemaining <= 0.0f) { gameObject.GetComponent <Rigidbody2D>().MovePosition(transform.position += direction * enemySpeed * Time.deltaTime); } else { gameObject.GetComponent <Rigidbody2D>().MovePosition(transform.position += -direction * enemySpeed * Time.deltaTime); knockBackTimeRemaining -= Time.deltaTime; } } } }
void Start() { float distance = transform.position.z - Camera.main.transform.position.z; leftmost = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, distance)); rightmost = Camera.main.ViewportToWorldPoint(new Vector3(1, 0, distance)); startPoint = new Vector3(22.52f, transform.position.y, transform.position.z); gameManage = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManage>(); }
private void Start() { List <GameData> talentConfs = XMLData.GameDatas; Instance = this; CreateGround(); UIManage.CreateView(new SelectRoleController()); IsMyRound = true; }
void Start() { game = GameObject.Find("GameManager").GetComponent <GameManage>(); scene = GameObject.Find("SceneManager").GetComponent <SceneManage>(); bgm = GameObject.Find("BgmManager").GetComponent <BgmManage>(); sfx = GameObject.Find("SfxManager").GetComponent <SfxManage>(); src = this.gameObject.GetComponent <AudioSource>(); bgm.BgmPlay(MainBgm); }
void Awake() { gmgo = GameObject.Find("GameManager"); gm = gmgo.GetComponent <GameManage>(); myImg = this.GetComponent <Image>(); if (myType != CardType.Empty) { myImg.sprite = CardBack; } }