public void Initialize(Vector2 startLocation) { IsDisposed = false; Location = startLocation; if (Maths.Chance(50)) { Direction = 1; } else { Direction = -1; } if (Maths.Chance(50) || Level.Instance.MGCnt == Level.MAX_MG_CNT) { Boom1 bm = Level.Instance.BoomPool.New(); bm.Initialize(new Vector2(Animation.Width / 2 - 9, Animation.Height / 2), null); Guns.Add(bm); } else { MG1 mg = Level.Instance.MGPool.New(); mg.Initialize(new Vector2(Animation.Width / 2 - 4 - 10, Animation.Height), new Vector2(Animation.Width / 2 - 4 + 10, Animation.Height), null); Guns.Add(mg); Level.Instance.MGCnt++; } }
public Gun(Guns type, int ammo, float shot_time, float reload_time) { this.type = type; this.ammo = ammo; this.shot_time = shot_time; this.reload_time = reload_time; }
/// <summary> /// Bu method xml dosyasından silah verilerini çeker. /// </summary> Guns GunDataHook() { Debug.Log("Silah bilgileri çekiliyor"); try { //xml file path to string string path = "Assets/Scripts/gunList.xml"; //Guns serialization XmlSerializer serializer = new XmlSerializer(typeof(Guns)); //xml data. StreamReader reader = new StreamReader(path); //Deserialize. Guns gunDeserialize = ((Guns)serializer.Deserialize(reader)); //xml reader closed. reader.Close(); return(gunDeserialize); } catch { Debug.Log("Silah verileri çekilirken hata oluştur. Oyun kapanıyor"); Application.Quit(); return(null); } }
private void SwitchWeapons() { int weaponIndex = 0; foreach (Transform weapon in transform) { if (weaponIndex == _currentGun) { Debug.Log("Weapon Index: " + weaponIndex.ToString()); switch (weaponIndex) { case (0): _playerGun = Guns.Rifle; Debug.Log("Rifle now selected!"); break; case (1): _playerGun = Guns.Smg; Debug.Log("Smg now selected!"); break; } weapon.gameObject.SetActive(true); } else { weapon.gameObject.SetActive(false); } weaponIndex++; } }
void Start() { bed = GameObject.Find("bed"); player = GameObject.Find("Player"); wave = GameObject.Find("Enemies").GetComponent <Wave>(); playerScript = player.GetComponent <PlayerCore>(); gun = playerScript.guns.GetComponent <Guns>(); multiplier = Random.Range(1, 4); transform.localScale = new Vector3(0.5f, 0.5f, 0.5f) + new Vector3(0.05f * multiplier, 0.05f * multiplier, 0.05f * multiplier); hp *= multiplier; speed /= multiplier; scoreWorth *= multiplier; moneyWorth *= multiplier; damage *= multiplier; agent = GetComponent <NavMeshAgent>(); anim = GetComponent <Animator>(); lastTarget = bed; agent.speed = speed; agent.angularSpeed = 1200 * multiplier; agent.Warp(transform.position); MoveToTarget(bed); }
IEnumerator Ammo_Check() { while (true) { if (is_Reloading) { GetComponent <Slider>().value = Guns.GetInstance().Get_Waited_Reload_Time() / Guns.GetInstance().Get_Gun_Reload_Time(); GetComponentInChildren <Text>().text = "Reloading!"; if (Guns.GetInstance().Get_Gun_Left_Rounds_In_Magazine() >= Guns.GetInstance().Get_Gun_Fire_Per_Reload()) { is_Reloading = false; } } else { GetComponent <Slider>().value = Guns.GetInstance().Get_Gun_Left_Rounds_In_Magazine() / Guns.GetInstance().Get_Gun_Fire_Per_Reload(); GetComponentInChildren <Text>().text = "AMMO : " + Guns.GetInstance().Get_Gun_Left_Rounds_In_Magazine().ToString() + " / " + Guns.GetInstance().Get_Gun_Fire_Per_Reload().ToString(); if (Guns.GetInstance().Get_Gun_Left_Rounds_In_Magazine() <= 0) { is_Reloading = true; } } yield return(null); } }
IEnumerator Show(Guns gun) { float alpha = 1f; if (gun == Guns.pistol) { GetComponent <Image>().sprite = weaponBar[0]; } else if (gun == Guns.shotgun) { GetComponent <Image>().sprite = weaponBar[1]; } else if (gun == Guns.jumpgun) { GetComponent <Image>().sprite = weaponBar[2]; } Color oldColor = GetComponent <Image>().color; GetComponent <Image>().color = new Color(oldColor.r, oldColor.g, oldColor.b, alpha); yield return(new WaitForSeconds(1f)); while (alpha >= 0f) { GetComponent <Image>().color = new Color(oldColor.r, oldColor.g, oldColor.b, alpha); yield return(new WaitForSeconds(0.1f)); alpha -= 0.1f; } }
public void MyGun(int gunNumber) { switch (gunNumber) { case (0): curruntGun = Guns.Pistol; Debug.Log("Pistol"); break; case (1): curruntGun = Guns.MachineGun; Debug.Log("Machine"); break; case (2): curruntGun = Guns.ShotGun; Debug.Log("ShotGun"); break; case (3): curruntGun = Guns.Rocket; Debug.Log("Rocket"); break; } }
public void SetGun(string name) { Dictionary <Enum, Vector3[]> transforms = new Dictionary <Enum, Vector3[]>() { { Guns.PISTOL, new Vector3[] { new Vector3(3.5f, -.5f, 0), new Vector3(0, 0, -20f), new Vector3(1f, 1f, 1f) } }, { Guns.RIFLE, new Vector3[] { new Vector3(3.5f, 0, 0), new Vector3(0, 0, -45f), new Vector3(1.6f, 1.6f, 1.6f) } }, { Guns.SHOTGUN, new Vector3[] { new Vector3(3.5f, 0, 0), new Vector3(0, 0, -45f), new Vector3(1.6f, 1.6f, 1.6f) } }, }; Guns gun = (Guns)System.Enum.Parse(typeof(Guns), name.ToUpper()); GunController.self.SetGun(gun); Sprite sprite = Resources.Load <Sprite>("textures/Guns/" + gun.ToString().ToLower()); gun_image.sprite = sprite; PlayerMovement.self.transform.Find("GunAnimator").GetChild(0).GetComponent <SpriteRenderer>().sprite = sprite; SetGunText(GunController.self.guns[gun].ammo, GunController.self.guns[gun].ammo); Transform gun_transform = PlayerMovement.self.transform.Find("GunAnimator").GetChild(0).transform; gun_transform.localPosition = transforms[gun][0]; gun_transform.localEulerAngles = transforms[gun][1]; gun_transform.localScale = transforms[gun][2]; }
private void Start() { database = GameObject.Find("Game").GetComponent <database>(); InputManager = GetComponent <InputManager>(); Guns = GetComponent <Guns>(); guntxt.text = bullets.ToString(); }
public void Set_Status(int gun_type) // 총의 종류에 맞게 총알의 스탯 설정. { m_Damage = Guns.GetInstance().Get_Gun_Damage(); m_Move_Speed = Guns.GetInstance().Get_Gun_Bullet_Speed(); m_Knock_Back_Distance = Guns.GetInstance().Get_Gun_Knock_Back_Distance(); Vector3 size = GetComponent <BoxCollider>().size; transform.localPosition = Vector3.zero; switch (gun_type) { case GUN_TYPE.SHOTGUN: size.x = BULLET_SIZE.SHOTGUN_X; size.y = BULLET_SIZE.SHOTGUN_Y; break; case GUN_TYPE.DSMG: size.x = BULLET_SIZE.DSMG_X; size.y = BULLET_SIZE.DSMG_Y; break; case GUN_TYPE.AR: size.x = BULLET_SIZE.AR_X; size.y = BULLET_SIZE.AR_Y; break; } GetComponent <BoxCollider>().size = size; Set_Random_Direction(gun_type); }
public void PickGun(Guns gun) { gunNow = gun; loadCount = gunInfo[gun][2]; GetComponent <Animator>().SetInteger("stat", (int)gunNow); FindObjectOfType <WeaponBar>().PickGun(this); }
public void InitializeGun(Guns gun) { name = gun.ToString(); switch (gun) { case Guns.assaultRifle: rateOfFire = 2; range = 2; shortRange = true; bulky = false; break; case Guns.sniperRifle: rateOfFire = 1; range = 4; shortRange = false; bulky = true; break; case Guns.machineGun: rateOfFire = 4; range = 2; shortRange = true; bulky = true; break; } }
void Awake() { //pulling data from xml's gunList = GunDataHook(); enemyList = EnemyDataHook(); isReady = true; }
bool CheckForGun(Guns gunToSearchFor) { if (iPlayerCurrentGuns[(int)gunToSearchFor] == gunToSearchFor) { return(true); } return(false); }
public PlayerData(string name, int lookID) { Name = name; LookID = lookID; Guns = GunsManager.Instance.GetGuns(); SpecialGuns = GunsManager.Instance.GetSpecialGuns(); CurrentGunName = Guns.Find(x => x.IsBought).Name; }
public void EquipGun(Guns gunToEquip) { if (equippedGun != null) { Destroy(equippedGun.gameObject); } equippedGun = Instantiate(gunToEquip, weaponHold.position, weaponHold.rotation) as Guns; equippedGun.transform.parent = weaponHold; }
public ActionResult Guns(string first, string last) { List <gun> _list = TableUtils.queryToTable <gun>("SELECT * FROM shooters.Gun"); Guns model = new Guns(); model._guns = _list; return(View(model)); // return View(); }
// Use this for initialization void Start() { turretAI = AI.Searching; target = GameObject.FindGameObjectWithTag("Player"); upperScan = new Vector2(0, 16); upperAngle = Vector3.Angle(Vector2.up, upperScan); lowerScan = new Vector2(16, -2); lowerAngle = Vector2.Angle(Vector2.up, lowerScan); gun = GetComponent <Guns>(); }
public void Initialize(Vector2 startLoc) { IsDisposed = false; Location = startLoc; DualMissile45 d45 = Level.Instance.DualMissile45Pool.New(); d45.Initialize(new Vector2(10, 31), null); Guns.Add(d45); }
void Awake() { m_Instance = this; m_Gun_Animations = GetComponent <Animation>(); Gun_Change(GUN_TYPE.SHOTGUN); m_Waited_Reload_Time = 0.0f; }
private static IGun CreateGun(string name, int bulletsCount, Guns gun) { IGun gunToAdd = gun switch { Guns.Pistol => new Pistol(name, bulletsCount), Guns.Rifle => new Rifle(name, bulletsCount) }; return(gunToAdd); }
public void Initialize(Vector2 startLocation) { IsDisposed = false; Location = startLocation; Velocity = Maths.RandomNr(7, 9); AutoAim aa = Level.Instance.AutoAimPool.New(); aa.Initialize(new Vector2(Animation.Width / 2 - 8, Animation.Height / 2 - 8), null); Guns.Add(aa); }
IEnumerator Attack() { while (true) { if (!StageManager.GetInstance().Get_isPause() && m_is_Alive) { Guns.GetInstance().GunFire(); } yield return(null); } }
public void SetRandomGun() { while (RandomGun == Gun) { RandomGun = (Guns)Random.Range(0, Enum.GetNames(typeof(Guns)).Length); } SetGun(RandomGun); Gun = RandomGun; }
// Use this for initialization void Start() { // refer to the camera parent of the weapons object _camera = GetComponentInParent <Camera>(); _gunFire = GetComponent <AudioSource>(); _playerGun = Guns.Rifle; _currentGun = 0; /*Cursor.lockState = CursorLockMode.Locked; * Cursor.visible = false;*/ }
private void Start() { Guns guns = GetComponent <Guns>(); Shoot = guns.GetShootEvent(); maxShootSpeed = guns.GetGunsMaxShootSpeed(); GetComponent <Health>().OnHealthChange += OnHealthChange; flightModeSwitcher = GetComponent <StarshipFlightModeSwitcher>(); }
public PlayGameForm(Guns gun, Birds bird) { InitializeComponent(); this.GameStatus = GameStatus.Continue; this.SelectedGun = gun; this.SelectedBird = bird; SetupCrossHair(); this.SetStyle(ControlStyles.AllPaintingInWmPaint, true); }
// Update is called once per frame void Update() { // Check for wheel float wheelInput = Input.GetAxis("Mouse ScrollWheel"); if (wheelInput < 0) { //currentGun = (Guns)(((int)(currentGun + 1)) % System.Enum.GetValues(typeof(Guns)).Length); int nextGun = GetNextGun(); if (nextGun >= 0) { ChangeGun((Guns)nextGun); } } else if (wheelInput > 0) { //currentGun = (Guns)(((int)(currentGun - 1)) % System.Enum.GetValues(typeof(Guns)).Length); int nextGun = GetPrevGun(); if (nextGun >= 0) { ChangeGun((Guns)nextGun); } } // Check for Numpad inputs if (Input.GetKeyDown(KeyCode.Alpha1)) { if (guns[Guns.PISTOL].GetComponent <Pistol>().active) { currentGun = Guns.PISTOL; ChangeGun(Guns.PISTOL); } } else if (Input.GetKeyDown(KeyCode.Alpha2)) { if (guns[Guns.SHOTGUN].GetComponent <Pistol>().active) { currentGun = Guns.SHOTGUN; ChangeGun(Guns.SHOTGUN); } } else if (Input.GetKeyDown(KeyCode.Alpha3)) { if (guns[Guns.MACHINEGUN].GetComponent <Pistol>().active) { currentGun = Guns.MACHINEGUN; ChangeGun(Guns.MACHINEGUN); } } else if (Input.GetKeyDown(KeyCode.Alpha4)) { if (guns[Guns.SNIPER].GetComponent <Pistol>().active) { currentGun = Guns.SNIPER; ChangeGun(Guns.SNIPER); } } }
private void EquipGun(Guns _gun) { currentGun = _gun; GameObject _gunIns = (GameObject)Instantiate(_gun.model, gunHolder.position, gunHolder.rotation); _gunIns.transform.SetParent(gunHolder); if (isLocalPlayer) { _gunIns.layer = LayerMask.NameToLayer(gunLayerName); } }