public ItemList(int count) { redCrossList = new Icon[count]; itemList = new Item[count]; itemCollected = new bool[count]; itemSpawner = new ItemSpawner(); }
void Awake() { night = 0; dayNight = FindObjectOfType<DayNight>(); enemySpawner = GetComponent<EnemySpawner>(); itemSpawner = GetComponent<ItemSpawner>(); audioManager = GetComponent<AudioManager>(); }
void Awake() { if(instance == null) { instance = this; } else { Destroy(gameObject); } }
public FloorGenerator(Floor floor) { this.floor = floor; spawner = GameObject.FindWithTag("ItemSpawner").GetComponent <ItemSpawner>(); }
// Start is called before the first frame update void Start() { itemSpawner = FindObjectOfType <ItemSpawner>(); player = FindObjectOfType <PlayerControl>(); }
void Start() { instance = this; map = FindObjectOfType <Map>(); map.OnMapLoaded += () => InitialSpawn(); }
public IEnumerator LoadObjectsTask() { yield return(new WaitForSeconds(0.15f)); Main.missionManager = GameObject.FindObjectOfType <MissionManager>(); yield return(new WaitForSeconds(0.15f));; Main.gameController = GameObject.FindObjectOfType <GameController>(); yield return(new WaitForSeconds(0.15f)); Main.levelController = GameObject.FindObjectOfType <LevelController>(); yield return(new WaitForSeconds(0.15f));; Main.levelSelectionManager = GameObject.FindObjectOfType <LevelSelectionManager>(); yield return(new WaitForSeconds(0.15f)); Main.walkieTalkie = GameObject.FindObjectOfType <WalkieTalkie>(); yield return(new WaitForSeconds(0.15f)); Main.handCamera = GameObject.FindObjectOfType <HandCamera>(); yield return(new WaitForSeconds(0.15f)); Main.inventoryManager = GameObject.FindObjectOfType <InventoryManager>(); yield return(new WaitForSeconds(0.15f)); Main.liftButton = GameObject.FindObjectOfType <LiftButton>(); yield return(new WaitForSeconds(0.15f)); Main.contract = GameObject.FindObjectOfType <Contract>(); yield return(new WaitForSeconds(0.15f)); Main.pCMenu = GameObject.FindObjectOfType <PCMenu>(); yield return(new WaitForSeconds(0.15f)); Main.exitLevel = GameObject.FindObjectOfType <ExitLevel>(); yield return(new WaitForSeconds(0.15f)); Main.ghostAI = UnityEngine.Object.FindObjectOfType <GhostAI>(); yield return(new WaitForSeconds(0.15f)); Main.lightSwitch = GameObject.FindObjectOfType <LightSwitch>(); yield return(new WaitForSeconds(0.15f)); Main.light = GameObject.FindObjectOfType <Light>(); yield return(new WaitForSeconds(0.15f)); Main.dNAEvidences = Enumerable.ToList <DNAEvidence>(GameObject.FindObjectsOfType <DNAEvidence>()); yield return(new WaitForSeconds(0.15f)); Main.contracts = Enumerable.ToList <Contract>(GameObject.FindObjectsOfType <Contract>()); yield return(new WaitForSeconds(0.15f)); Main.items = Enumerable.ToList <InventoryItem>(GameObject.FindObjectsOfType <InventoryItem>()); yield return(new WaitForSeconds(0.15f)); Main.players = Enumerable.ToList <Player>(GameObject.FindObjectsOfType <Player>()); yield return(new WaitForSeconds(0.15f)); if (Main.levelController != null) { Main.photonView = (Main.ghostAI.field_Public_PhotonView_0 ?? null); yield return(new WaitForSeconds(0.15f)); } Main.ghostInfo = GameObject.FindObjectOfType <GhostInfo>(); yield return(new WaitForSeconds(0.15f)); Main.deadPlayer = GameObject.FindObjectOfType <DeadPlayer>(); yield return(new WaitForSeconds(0.15f)); Main.player = GameObject.FindObjectOfType <Player>(); yield return(new WaitForSeconds(0.15f)); Main.rigidbody = GameObject.FindObjectOfType <Rigidbody>(); yield return(new WaitForSeconds(0.15f)); Main.itemSpawner = GameObject.FindObjectOfType <ItemSpawner>(); yield return(new WaitForSeconds(0.15f)); Main.ghostInteraction = GameObject.FindObjectOfType <GhostInteraction>(); yield return(new WaitForSeconds(0.15f)); //Main.baseController = GameObject.FindObjectOfType<BaseController>(); yield return(new WaitForSeconds(0.15f)); Main.ouijaBoard = GameObject.FindObjectOfType <OuijaBoard>(); yield return(new WaitForSeconds(0.15f)); Main.ouijaBoards = Enumerable.ToList <OuijaBoard>(GameObject.FindObjectsOfType <OuijaBoard>()); yield return(new WaitForSeconds(0.15f)); Main.keys = Enumerable.ToList <Key>(GameObject.FindObjectsOfType <Key>()); yield return(new WaitForSeconds(0.15f)); Main.ghosts = Enumerable.ToList <GhostAI>(GameObject.FindObjectsOfType <GhostAI>()); yield return(new WaitForSeconds(0.15f)); Main.serverManager = GameObject.FindObjectOfType <ServerManager>(); yield return(new WaitForSeconds(0.15f)); Main.torches = Enumerable.ToList <Torch>(GameObject.FindObjectsOfType <Torch>()); yield return(new WaitForSeconds(0.15f)); Main.ghostAudio = GameObject.FindObjectOfType <GhostAudio>(); yield return(new WaitForSeconds(0.15f)); Main.fuseBox = GameObject.FindObjectOfType <FuseBox>(); yield return(new WaitForSeconds(0.15f)); Main.doors = Enumerable.ToList <Door>(GameObject.FindObjectsOfType <Door>()); yield return(new WaitForSeconds(0.15f)); Main.lightSwitches = Enumerable.ToList <LightSwitch>(GameObject.FindObjectsOfType <LightSwitch>()); if (UnityEngine.Object.FindObjectOfType <Player>() != null) { Main.player = (UnityEngine.Object.FindObjectOfType <Player>() ?? null); yield return(new WaitForSeconds(0.15f)); Main.playerAnim = (Main.player.field_Public_Animator_0 ?? null); yield return(new WaitForSeconds(0.15f)); if (Main.playerAnim != null) { Main.boneTransform = (Main.playerAnim.GetBoneTransform((HumanBodyBones)10) ?? null); yield return(new WaitForSeconds(0.15f)); if (Main.boneTransform != null) { Main.light = (Main.boneTransform.GetComponent <Light>() ?? null); yield return(new WaitForSeconds(0.15f)); } } } yield return(null); yield break; }
protected override void Start() { base.Start(); itemSpawner = FindObjectOfType<ItemSpawner>(); }
// Change Roll values to change odds of Items spawning // Currently Regular = 10, Sale = 30, Rare = 100 public Item Get_Normal_Item(ItemSpawner spawner) { Roll = Random.Range(0, 11); switch (Roll) { case 0: { return(SpawnNewItem(spawner.transform, "banana", 100, false, 0)); } case 1: { return(SpawnNewItem(spawner.transform, "BarFridge", 100, false, 0)); } case 2: { return(SpawnNewItem(spawner.transform, "beachBall", 100, false, 0)); } case 3: { return(SpawnNewItem(spawner.transform, "bread", 100, false, 0)); } case 4: { return(SpawnNewItem(spawner.transform, "FancyMicrowave", 100, false, 0)); } case 5: { return(SpawnNewItem(spawner.transform, "FancyToaster", 100, false, 0)); } case 6: { return(SpawnNewItem(spawner.transform, "Flamingo", 100, false, 90)); } case 7: { return(SpawnNewItem(spawner.transform, "Flatscreen_TV", 100, false, 0)); } case 8: { return(SpawnNewItem(spawner.transform, "hotdog", 100, false, 0)); } case 9: { return(SpawnNewItem(spawner.transform, "pizza", 100, false, 0)); } case 10: { return(SpawnNewItem(spawner.transform, "shoes", 100, false, 90)); } default: { return(SpawnNewItem(spawner.transform, "banana", 100, false, 0)); } } }
private void Start() { mySpawner = transform.root.GetComponent <ItemSpawner>(); }
private void Awake() { Instance = this; }
// private PhotonView playerPV; private void Start() { // myItemStatus = FindObjectOfType<MyItemStatus>(); itemSpawner = GameObject.FindWithTag("ItemSpawner").gameObject.GetComponent <ItemSpawner>(); }
public void TestWeaponDescription() { Assert.AreEqual("A sword, you can stab monsters with it.", ItemSpawner.GenerateWeaponDesc(5, new MeleeWeapon())); Assert.AreEqual("A ranged weapon, you can hit things at a distance with it.", ItemSpawner.GenerateWeaponDesc(5, new RangedWeapon())); }
public void TestArmorDescription(EquipmentManager.EquipSlot slot, string description) { ArmorItem armor = new ArmorItem(slot); Assert.AreEqual(description, ItemSpawner.GenerateArmorDesc(5, armor)); }
public void ItemValue(GameItem.ItemRarity rarity, double value) { GameItem valueTestItem = new GameItem(null, null, "Generic Item", "I am an Item.", 10, rarity, 5, 10, 2); Assert.AreEqual(value, ItemSpawner.GenerateItemValue(valueTestItem)); }
// Start is called before the first frame update void Start() { itemSpawner = GameObject.FindGameObjectWithTag("GameController").GetComponent <ItemSpawner>(); winText = GameObject.FindGameObjectWithTag("HUD").GetComponentInChildren <Text>(); movement = GetComponent <PlayerMovement>(); }
private void OnTriggerEnter(Collider other) { Controller c = other.GetComponent <Controller>(); if (c != null && !c.isBad && c.HasWeapon) { switch (type) { case BonusType.Max_HP: c.max_healthPoint += value + (5 * c.max_healthPoint / 100); // We heal a bit more than we augment the player hp c.regen(value + (10 * c.max_healthPoint / 100)); break; case BonusType.HP_Regen: // The + 10 is a little hidden bonus from me because stay strong will ya ? c.regen((value * c.max_healthPoint / 100) + 10); break; case BonusType.Dmg: c.damageDone += value; break; case BonusType.Speed: c.movementSpeed += value; if (c.movementSpeed > Controller.maxSpeed) { c.movementSpeed = Controller.maxSpeed; } break; case BonusType.FireRate: c.reloadDelay *= (value / 100.0f); break; case BonusType.Respawn: c.soulCounter += value; break; case BonusType.ItemTimer: // 20 sec is the minimum interval between 2 spawn if (spawner != null) { this.spawner.cd_spawn = Mathf.Max(this.spawner.cd_spawn - value, 20); } break; case BonusType.ScorePoints: Controller.killCount += this.value; break; case BonusType.Nothing: default: break; } if (spawner != null) { spawner.IsItemPresent = false; spawner = null; } Destroy(gameObject); } }
// runs the host public void RunHost() { // setting ip address if (ipAddressInput != null) { string str = ipAddressInput.text; onlineManager.SetIPAddress(str, true); } // setting port if (ipAddressInput != null) { int val = int.Parse(portInput.text); onlineManager.SetPort(val); } // if the online manager isn't the master, disable the item spawner. if (!onlineManager.isMaster) // this is a client, not a server. { // finds the item spanwer ItemSpawner spawner = FindObjectOfType <ItemSpawner>(); // if the item spawner exists. if (spawner != null) { // disable spawning operations. // this makes it so that new items are given by the server onyl. spawner.spawnerEnabled = false; } } // if the timer has not been set. if (onlineManager.timer == null) { // finds timer text TimerText timerText = FindObjectOfType <TimerText>(); // timer text found. if (timerText != null) { TimerObject timerObject = timerText.GetActiveTimer(); // checks to see if the timer object is set. if (timerObject != null) { // sets timer for online manager. onlineManager.timer = timerObject; } // if this isn't the master, disable the timer. if (!onlineManager.isMaster) { // pauses the active timer timerText.PauseActiveTimer(); } } } // onlineManager.isMaster = ; bool success = onlineManager.RunHost(); // display messages if (onlineManager.isMaster && success) // server running { Debug.Log("Server Running"); } else if (!onlineManager.isMaster && success) // client running { Debug.Log("Client Running"); } else if (!success) // nothing running. { Debug.LogError("Host Run Failed."); } }
void Start() { ItemSpawner.main = this; }
public void Init(ItemSpawner spawner) { this.spawner = spawner; }
private void Awake() { manager = GameObject.FindGameObjectWithTag("MinigameManager").GetComponent <MissileMadness>(); spawner = GameObject.FindGameObjectWithTag("MinigameManager").GetComponent <ItemSpawner>(); }
// Start is called before the first frame update void Start() { itemSpawner = GetComponent <ItemSpawner>(); ship = Game.Instance.ship; }
// Start is called before the first frame update void Start() { // finds the game manager if it hasn't been set. if (gameManager == null) { gameManager = FindObjectOfType <GameplayManager>(); } // sets the skybox if (skybox != null) { RenderSettings.skybox = skybox; } // flag not set if (flag == null) { flag = GameObject.Find("Flag"); if (flag == null) // if the flag doesn't exist, make one. { // loads up the flag prefab object prefab = Resources.Load(flagPrefab); // loads default flag if (prefab == null) { prefab = Resources.Load("Prefabs/Flag"); } // instantiates the prefab. flag = Instantiate((GameObject)prefab); } } // if the flag exists, change its position if (flag != null) { if (useFlagPosAsSpawn) { flagSpawn = flag.transform.position; } else { flag.transform.position = flagSpawn; } } // searches for the item spawner if it hasn't been set if (itemSpawner == null) { itemSpawner = FindObjectOfType <ItemSpawner>(); } // if an item spawner exists, set its min and max spawn areas. if (itemSpawner != null) { itemSpawner.spawnAreaMin = itemSpawnAreaMin; itemSpawner.spawnAreaMax = itemSpawnAreaMax; } // if 'true', the spawn points are adde from the objects are added. if (findSpawns) // find spawns { AddSpawnPoints(includeInactiveSpawns); } // no spawns added if (playerSpawns.Count == 0) { playerSpawns.Add(new Vector3(0, 0, 5)); } }
// Use this for initialization void Start() { ai_state = AI_STATE.STOPPED; vxe = VoxelExtractionPointCloud.Instance; itemspawn = ItemSpawner.Instance; lastposition = new Vector3 (); stepdownThreshold = vxe.voxel_size * 2; stepdownThreshold = stepdownThreshold * stepdownThreshold; playerFaceThreshold = vxe.voxel_size * 7; //init (); }
public async Task LoadObjectsTask() { string curSceneName = SceneManager.GetActiveScene().name.ToLower(); while (!curSceneName.Contains("menu") && !curSceneName.Contains("new")) { await Task.Delay(4000); if (SceneManager.sceneLoaded != null) { Main.missionManager = GameObject.FindObjectOfType<MissionManager>(); await Task.Delay(150); Main.gameController = GameObject.FindObjectOfType<GameController>(); await Task.Delay(150); Main.levelController = GameObject.FindObjectOfType<LevelController>(); await Task.Delay(150); Main.levelSelectionManager = GameObject.FindObjectOfType<LevelSelectionManager>(); await Task.Delay(150); Main.walkieTalkie = GameObject.FindObjectOfType<WalkieTalkie>(); await Task.Delay(150); Main.handCamera = GameObject.FindObjectOfType<HandCamera>(); await Task.Delay(150); Main.inventoryManager = GameObject.FindObjectOfType<InventoryManager>(); await Task.Delay(150); Main.liftButton = GameObject.FindObjectOfType<LiftButton>(); await Task.Delay(150); Main.contract = GameObject.FindObjectOfType<Contract>(); await Task.Delay(150); Main.pCMenu = GameObject.FindObjectOfType<PCMenu>(); await Task.Delay(150); Main.exitLevel = GameObject.FindObjectOfType<ExitLevel>(); await Task.Delay(150); Main.ghostAI = GameObject.FindObjectOfType<GhostAI>(); await Task.Delay(150); Main.lightSwitch = GameObject.FindObjectOfType<LightSwitch>(); await Task.Delay(150); Main.light = GameObject.FindObjectOfType<Light>(); await Task.Delay(150); Main.dNAEvidences = Enumerable.ToList<DNAEvidence>(GameObject.FindObjectsOfType<DNAEvidence>()); await Task.Delay(150); Main.contracts = Enumerable.ToList<Contract>(GameObject.FindObjectsOfType<Contract>()); await Task.Delay(150); Main.items = Enumerable.ToList<InventoryItem>(GameObject.FindObjectsOfType<InventoryItem>()); await Task.Delay(150); Main.players = Enumerable.ToList<Player>(GameObject.FindObjectsOfType<Player>()); await Task.Delay(150); Main.photonView = GameObject.FindObjectOfType<PhotonView>(); await Task.Delay(150); Main.ghostInfo = GameObject.FindObjectOfType<GhostInfo>(); await Task.Delay(150); Main.deadPlayer = GameObject.FindObjectOfType<DeadPlayer>(); await Task.Delay(150); Main.player = GameObject.FindObjectOfType<Player>(); await Task.Delay(150); Main.rigidbody = GameObject.FindObjectOfType<Rigidbody>(); await Task.Delay(150); Main.itemSpawner = GameObject.FindObjectOfType<ItemSpawner>(); await Task.Delay(150); Main.ghostInteraction = GameObject.FindObjectOfType<GhostInteraction>(); await Task.Delay(150); //Main.baseController = GameObject.FindObjectOfType<BaseController>(); await Task.Delay(150); Main.ouijaBoard = GameObject.FindObjectOfType<OuijaBoard>(); await Task.Delay(150); Main.ouijaBoards = Enumerable.ToList<OuijaBoard>(GameObject.FindObjectsOfType<OuijaBoard>()); await Task.Delay(150); Main.keys = Enumerable.ToList<Key>(GameObject.FindObjectsOfType<Key>()); await Task.Delay(150); Main.ghosts = Enumerable.ToList<GhostAI>(GameObject.FindObjectsOfType<GhostAI>()); await Task.Delay(150); Main.serverManager = GameObject.FindObjectOfType<ServerManager>(); await Task.Delay(150); Main.torches = Enumerable.ToList<Torch>(GameObject.FindObjectsOfType<Torch>()); await Task.Delay(150); Main.ghostAudio = GameObject.FindObjectOfType<GhostAudio>(); await Task.Delay(150); Main.fuseBox = GameObject.FindObjectOfType<FuseBox>(); await Task.Delay(150); Main.doors = Enumerable.ToList<Door>(GameObject.FindObjectsOfType<Door>()); await Task.Delay(150); Main.lightSwitches = Enumerable.ToList<LightSwitch>(GameObject.FindObjectsOfType<LightSwitch>()); } } }
public void SetSpawner(ItemSpawner spawner) { _spawner = spawner; }
public TrapInfo(int _f, ItemSpawner _trap) { floor = _f; trap = _trap; }
// Update is called once per frame void Update() { switch (m_GameState) { //case GameState.Opening: //break; case GameState.Waiting: break; case GameState.Opening: Cursor.lockState = CursorLockMode.None; Cursor.visible = true; UpdatePauseState = true; m_PauseState = PauseState.StartMenu; m_GameState = GameState.Paused; break; case GameState.Start: ChangeVolume(); ChangeFOV(); m_PlayerParts[0].gameObject.transform.position = new Vector3(0, -0.5f, 0); m_PlayerParts[0].gameObject.transform.rotation = new Quaternion(0, 0, 0, 0); ItemSpawner itemSpawner = UnityEngine.Object.FindObjectOfType <ItemSpawner>(); int i = 0; foreach (bool bools in itemSpawner.m_SpawnPointFull) { itemSpawner.m_SpawnPointFull[i] = false; i++; } itemSpawner.m_GarbageCount = 0; itemSpawner.m_garbageSpawned = false; m_DisplayTime = m_LevelTime; UpdatePauseState = true; m_PauseState = PauseState.Off; m_GameState = GameState.Playing; break; case GameState.Playing: //MOVE AudioListener.volume = m_VolumeSlider.value; //m_VolumeSliderText.text = "Volume: " + Mathf.RoundToInt(m_VolumeSlider.value * 100).ToString() + "%"; //m_FOVSliderText.text = "FOV: " + Mathf.RoundToInt((m_FOVSlider.value * 100) + 30).ToString(); //m_MessageText.text = "Ready..."; //Time.timeScale = 0; //waitFor = 3; //StartCoroutine(WaitCommand(waitFor)); //WaitUntil waitUntil = wait == true; //m_MessageText.text = "Go!"; //StartCoroutine(Timer(m_DisplayTime, m_TimerDisplay)); //waitFor = 0.5f; //StartCoroutine(WaitCommand(waitFor)); //Time.timeScale = 1; if (Input.GetKeyUp(KeyCode.Escape) && m_isGamePaused == false) { PauseGame(); } m_DisplayTime -= Time.deltaTime; int seconds = Mathf.RoundToInt(m_DisplayTime); m_TimerDisplay.text = string.Format("{0:D2}:{1:D2}", (seconds / 60), (seconds % 60)); if (m_DisplayTime <= 0) { //vacGun = UnityEngine.Object.FindObjectOfType<VacGun>(); //vacGun.m_LoadedGarbage = 0; //m_GarbageLoadedDisplay.text = "Ammo:\n" + vacGun.m_LoadedGarbage.ToString(); GameStateStartUp = true; m_GameState = GameState.GameOver; } m_ScoreDisplay.text = "Score:\n" + m_Score.ToString(); VacGun vacGun = UnityEngine.Object.FindObjectOfType <VacGun>(); m_GarbageLoadedDisplay.text = "Ammo:\n" + vacGun.m_LoadedGarbage.ToString(); break; case GameState.Paused: Cursor.lockState = CursorLockMode.None; Cursor.visible = true; foreach (GameObject gameObject in m_InGameHUD) { gameObject.gameObject.SetActive(false); } Time.timeScale = 0; m_isGamePaused = true; foreach (Component part in m_PlayerParts) { part.gameObject.SetActive(false); } break; case GameState.GameOver: m_Score = 0; vacGun = UnityEngine.Object.FindObjectOfType <VacGun>(); vacGun.m_LoadedGarbage = 0; m_ScoreDisplay.text = "Score:\n" + m_Score.ToString(); m_GarbageLoadedDisplay.text = "Ammo:\n" + vacGun.m_LoadedGarbage.ToString(); itemSpawner = UnityEngine.Object.FindObjectOfType <ItemSpawner>(); foreach (GameObject garbageball in itemSpawner.m_AllGarbage) { garbageball.SetActive(false); } itemSpawner.m_AllGarbage.RemoveRange(0, itemSpawner.m_AllGarbage.Count); Debug.Log("Game Over"); //waitFor = 2; //StartCoroutine(WaitCommand(waitFor)); m_HighScoreEditor.AddScore(m_Score, m_PlayerName); highscoreEditor highscoreEditor = UnityEngine.Object.FindObjectOfType <highscoreEditor>(); if (highscoreEditor.m_AddedToHighscores == true) { m_MessageText.text = "Your final score was " + m_Score + "!\nWell done!"; } else { m_MessageText.text = "Your final score was " + m_Score + "."; } m_HighScoreEditor.SaveScores(); m_GameState = GameState.Paused; UpdatePauseState = true; m_PauseState = PauseState.GameOverMenu; break; case GameState.Quiting: m_HighScoreEditor.SaveScores(); m_SettingEditor.SaveSettings(m_VolumeSlider, m_FOVSlider); Debug.Log("Quiting... Loser!"); Application.Quit(); break; } switch (m_PauseState) { case PauseState.Off: while (UpdatePauseState == true) { foreach (GameObject gameObject in m_PauseMenu) { gameObject.gameObject.SetActive(false); } Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; foreach (GameObject gameObject in m_InGameHUD) { gameObject.gameObject.SetActive(true); } Time.timeScale = 1; m_isGamePaused = false; foreach (Component part in m_PlayerParts) { part.gameObject.SetActive(true); } UpdatePauseState = false; } break; case PauseState.StartMenu: while (UpdatePauseState == true) { foreach (GameObject gameObject in m_PauseMenu) { gameObject.gameObject.SetActive(false); } m_PauseMenu[0].SetActive(true); m_PauseMenu[2].SetActive(true); UpdatePauseState = false; } break; case PauseState.PauseMenu: while (UpdatePauseState == true) { foreach (GameObject gameObject in m_PauseMenu) { gameObject.gameObject.SetActive(false); } m_PauseMenu[0].SetActive(true); m_PauseMenu[1].SetActive(true); UpdatePauseState = false; } break; case PauseState.GameOverMenu: while (UpdatePauseState == true) { foreach (GameObject gameObject in m_PauseMenu) { gameObject.gameObject.SetActive(false); } m_PauseMenu[0].SetActive(true); m_PauseMenu[3].SetActive(true); UpdatePauseState = false; } break; case PauseState.HighscoreMenu: while (UpdatePauseState == true) { foreach (GameObject gameObject in m_PauseMenu) { gameObject.gameObject.SetActive(false); } m_PauseMenu[0].SetActive(true); m_PauseMenu[4].SetActive(true); highscoreEditor highscoreEditor = UnityEngine.Object.FindObjectOfType <highscoreEditor>(); int i = 0; string HSNamesList = ""; string HSScoresList = ""; foreach (int score in highscoreEditor.m_Scores) { HSNamesList += highscoreEditor.m_ScoreNames[i] + "\n"; HSScoresList += highscoreEditor.m_Scores[i].ToString() + "\n"; i++; } m_HighscoresNames.text = HSNamesList; m_HighscoresScores.text = HSScoresList; UpdatePauseState = false; } break; } }
public bool Compare(ItemSpawner _trap) { return(_trap == trap); }
private void Start() { _itemSpawner = GetComponentInParent <ItemSpawner>(); }
/// <summary>플레이어가 먹은 아이템 할당</summary> /// <param name="_spawnerId">아이템ID</param> /// <param name="_playerId">플레이어ID</param> public void SaveItemToPlayer(ItemSpawner _spawner, PlayerManager _player) { switch (_player.playerType) { case PlayerType.HUMAN: if (_spawner.itemType == ItemType.GUN) { _player.playerItem.item_number1 = _spawner; if (_player.id == Client.instance.myId) { UIManager.instance.itemImageUI[0].sprite = UIManager.instance.itemImage[(int)_player.playerType * UIManager.instance.itemImageUI.Length]; UIManager.instance.itemCountText[0].text = "1"; UIManager.instance.itemCountText[0].color = UIManager.instance.textColor[(int)UIManager.TextColor.MINT]; } } else if (_spawner.itemType == ItemType.EMP) { _player.playerItem.item_number2.Add(_spawner); if (_player.id == Client.instance.myId) { UIManager.instance.itemImageUI[1].sprite = UIManager.instance.itemImage[(int)_player.playerType * UIManager.instance.itemImageUI.Length + 1]; UIManager.instance.itemCountText[1].text = _player.playerItem.item_number2.Count.ToString(); if (_player.playerItem.item_number2[0].itemType == ItemType.BATTERY) { UIManager.instance.itemCountText[1].text = (_player.playerItem.item_number1.GetComponent <Gun>().batteryAmount / 30).ToString(); } UIManager.instance.itemCountText[1].color = UIManager.instance.textColor[(int)UIManager.TextColor.MINT]; } } else if (_spawner.itemType == ItemType.BATTERY) { _player.playerItem.batteryCount += 30; UIManager.instance.bulletAmoutText.text = _player.playerItem.batteryCount.ToString(); if (_player.id == Client.instance.myId) { UIManager.instance.itemImageUI[2].sprite = UIManager.instance.itemImage[(int)_player.playerType * UIManager.instance.itemImageUI.Length + 2]; UIManager.instance.itemCountText[2].text = (_player.playerItem.batteryCount / 30).ToString(); UIManager.instance.itemCountText[2].color = UIManager.instance.textColor[(int)UIManager.TextColor.MINT]; } } else { //Debug.Log($"Error - 서버에서 이미 동작하였습니다. 아이템을 먹을 수 없습니다"); } break; case PlayerType.CREATURE: if (_spawner.itemType == ItemType.DRONE) { _player.playerItem.item_number1 = _spawner; if (_player.id == Client.instance.myId) { UIManager.instance.itemImageUI[0].sprite = UIManager.instance.itemImage[(int)_player.playerType * UIManager.instance.itemImageUI.Length]; UIManager.instance.itemCountText[0].text = "1"; UIManager.instance.itemCountText[0].color = UIManager.instance.textColor[(int)UIManager.TextColor.MINT]; } } else if (_spawner.itemType == ItemType.LIGHTTRAP) { _player.playerItem.item_number2.Add(_spawner); if (_player.id == Client.instance.myId) { UIManager.instance.itemImageUI[1].sprite = UIManager.instance.itemImage[(int)_player.playerType * UIManager.instance.itemImageUI.Length + 1]; UIManager.instance.itemCountText[1].text = _player.playerItem.item_number2.Count.ToString(); UIManager.instance.itemCountText[1].color = UIManager.instance.textColor[(int)UIManager.TextColor.MINT]; } } else { //Debug.Log($"Error - 서버에서 이미 동작하였습니다. 아이템을 먹을 수 없습니다"); } break; } _spawner.ItemPickedUp(); }
void Update() { int.TryParse(settingsText, out difficultyOverride); int.TryParse(controllerText, out controllerOverride); int.TryParse(bananaText, out bannanasGoal); int.TryParse(feathersText, out feathersGoal); int.TryParse(timeText, out timeGoal); if(difficultyOverride == 1) { settingsDifficulty = 0; } else if(difficultyOverride == 2) { settingsDifficulty = 1; } else if(difficultyOverride == 3) { settingsDifficulty = 2; } if (controllerOverride == 1) { controllerChoice = 0; } else if (controllerOverride == 2) { controllerChoice = 1; } //settingsDifficulty = int.Parse("" + settingsText) - 1; //controllerChoice = int.Parse("" + controllerText) - 1; settingsDifficulty = Mathf.Clamp(settingsDifficulty, 0, 2); difficultyOverride = Mathf.Clamp(difficultyOverride, 1, 3); controllerOverride = Mathf.Clamp(controllerOverride, 1, 2); controllerChoice = Mathf.Clamp(controllerChoice, 0, 1); timeGoal = Mathf.Clamp(timeGoal, 0, 300); feathersGoal = Mathf.Clamp(feathersGoal, 0, 50); bannanasGoal = Mathf.Clamp(bannanasGoal, 0, 50); if (sendEmail) { mail = "Ja"; } else { mail = "Nee"; } if (onDepth) { //Get Position of the Object screenPos1 = camera.WorldToScreenPoint(goals[0].position); screenPos2 = camera.WorldToScreenPoint(goals[1].position); screenPos3 = camera.WorldToScreenPoint(goals[2].position); screenPos1.y = Screen.height - (screenPos1.y + 1); screenPos2.y = Screen.height - (screenPos2.y + 1); screenPos3.y = Screen.height - (screenPos3.y + 1); } if (onSettingsDepth) { //Get Position of the Object settingsPos1 = camera.WorldToScreenPoint(settings[0].position); settingsPos2 = camera.WorldToScreenPoint(settings[1].position); settingsPos3 = camera.WorldToScreenPoint(settings[2].position); settingsPos4 = camera.WorldToScreenPoint(settings[3].position); //Get inverse of y-position settingsPos1.y = Screen.height - (settingsPos1.y + 1); settingsPos2.y = Screen.height - (settingsPos2.y + 1); settingsPos3.y = Screen.height - (settingsPos3.y + 1); settingsPos4.y = Screen.height - (settingsPos4.y + 1); } if (Application.loadedLevel == 0) { return; } else if (Application.loadedLevel == 1) { itemSpawner = GameObject.Find("World").GetComponent<ItemSpawner>(); itemSpawner.dificulty = settingsDifficulty; } }
/// <summary>EMPTrap 리스트 추가</summary> /// <param name="_floor">설치한 층</param> /// <param name="_EMPTrap">설치한 EMPTrap</param> public void AddEMPTrap(int _floor, ItemSpawner _EMPTrap) { ItemSpawner.empTrapList.Add(new ItemSpawner.TrapInfo(_floor, _EMPTrap)); }
public override void OnInspectorGUI() { serializedObject.Update(); script = (ItemSpawner)target; EditorGUILayout.Space(); GUI.color = Color.green; EditorGUILayout.Space(); EditorGUILayout.HelpBox("Automatic Item Spawner", MessageType.None); EditorGUILayout.Space(); GUI.color = Color.white; //--------------------------------------------------------------------------- EditorGUILayout.PropertyField(serializedObject.FindProperty("itemName"), new GUIContent("Item Name", "Enter item your name"), true); EditorGUILayout.Space(); EditorGUILayout.PropertyField(serializedObject.FindProperty("Items"), new GUIContent("Items", "Drag youre items"), true); EditorGUILayout.Space(); EditorGUILayout.PropertyField(serializedObject.FindProperty("mover"), new GUIContent("Mover", "Drag mover gameobject"), true); EditorGUILayout.Space(); EditorGUILayout.PropertyField(serializedObject.FindProperty("distance"), new GUIContent("Totall Distance", "Distance between each item set"), true); EditorGUILayout.Space(); EditorGUILayout.PropertyField(serializedObject.FindProperty("betweenItems"), new GUIContent("Between Items", "How much distance between two items?"), true); EditorGUILayout.Space(); EditorGUILayout.PropertyField(serializedObject.FindProperty("itemsDurationOnEachSet"), new GUIContent("Sets Length", ""), true); EditorGUILayout.Space(); EditorGUILayout.PropertyField(serializedObject.FindProperty("betweenEachItemSet"), new GUIContent("Between Sets Distance", ""), true); EditorGUILayout.Space(); if (GUILayout.Button("Start", GUILayout.Height(40))) { GameObject Items = new GameObject(script.itemName + "s"); Items.transform.parent = script.transform; //Items = (GameObject)Instantiate (new GameObject ("Coins"), new Vector3 (0, 0, 0), Quaternion.identity); for (int a = 0; a < script.distance; a++) { rand1++; rand2 = (int)(Mathf.Floor(script.itemsDurationOnEachSet)); if (rand1 >= rand2 + 1) { rand1 = 0; } if (rand1 >= rand2) { script.mover.transform.Translate(Vector3.right * script.betweenEachItemSet); } else { script.mover.transform.Translate(Vector3.right * script.betweenItems); } RaycastHit2D hit = Physics2D.Raycast(script.mover.transform.position, -Vector2.up, 430); if (hit.collider != null) { GameObject tem; if (script.Items.Length > 1) { tem = (GameObject)Instantiate(script.Items [(int)(Mathf.Floor(Random.Range(0f, 2.1f)))], new Vector2(hit.point.x, hit.point.y + 1), Quaternion.identity); } else { tem = (GameObject)Instantiate(script.Items [0], new Vector2(hit.point.x, hit.point.y + 1), Quaternion.identity); } id++; tem.transform.parent = Items.transform; tem.name = script.itemName + " " + id.ToString(); } } } serializedObject.ApplyModifiedProperties(); }
void Awake() { itemSpawner = GetComponentInParent <ItemSpawner>(); }
// Start is called before the first frame update void Start() { // finds gameplay manager if not set. if (gameManager == null) { gameManager = FindObjectOfType <GameplayManager>(); } // if the item spawenr has not been set, search for it. if (itemSpawner == null) { itemSpawner = FindObjectOfType <ItemSpawner>(); } // if server hasn't been set. if (server == null) { server = FindObjectOfType <UdpServerX>(); // no server object exists, so make one (if applicable) if (server == null && generateServer) { server = new UdpServerX(); } } // server is set, so add endpoints. if (server != null) { // set blocking sockets value server.SetBlockingSockets(blocking); // adds remote clients for (int i = 0; i < startupEndpoints; i++) { server.AddEndPoint(serverBufferSize); } } // if the client hasn't been set. if (client == null) { client = FindObjectOfType <UdpClient>(); // makes client if one does not exist (if applicable) if (client == null && generateClient) { client = new UdpClient(); } } // set blocking sockets value if (client != null) { client.SetBlockingSockets(blocking); } // if the server or client should be run on start. // note that if either one is set to 'true' by default, they will override this. if (runHostOnStart) { if (isMaster) { server.RunServer(); } else { client.RunClient(); } } // interval setter { // if the interval timer is not set, look for it on the object. if (intervalTimer == null) { intervalTimer = GetComponent <IntervalTimer>(); } // interval timer found if (intervalTimer != null) { intervalTimer.startOnInterval = false; intervalTimer.intervalLength = intervalLength; intervalTimer.countdown = 0; // send immediately } } // timer not set. if (timer == null) { timer = FindObjectOfType <TimerObject>(); } // TODO: when the game is starting, this is getting ahold of the players that are about to be deleted. // this needs to either change how it operates, or have a delay for getting remote players. // if the list hasn't had anything put into it. if (findPlayers) { if (players.Count == 0) { // only pulls from players with the remote player component active. RemotePlayer[] arr = FindObjectsOfType <RemotePlayer>(false); // adds players to list. foreach (RemotePlayer rp in arr) { players.Add(rp); } } } // finds controlled player foreach (RemotePlayer rp in players) { if (rp.player.controllablePlayer) { localPlayer = rp; break; } } }
/// <summary> /// Initializes the Map, Items, the Player, the PlayerInterface and the Minimap /// </summary> public virtual void initialize() { mapCreator = new MapCreator(); mapCreator.initialize(); map = mapCreator.generateMap(); itemMap = new ItemMap(); itemSpawner = new ItemSpawner(); itemSpawner.initialSpawn(itemMap, map, playerList); initializePlayer(); minimap = new Minimap(new Vector2(0, 0), map); if (playerList.Count == 1) minimap.setPosition(new Vector2(Settings.getResolutionX() - minimap.getWidth(), 0)); else minimap.setPosition(new Vector2(Settings.getResolutionX() / 2 - minimap.getWidth() / 2, Settings.getResolutionY() / 2 - minimap.getHeight() / 2)); Game1.sounds.menuSound.Stop(); Game1.sounds.inGameSound.Play(); }