/// <summary> /// 플레이어 새로 설정 /// </summary> void InitPlayer() { // Mixer 컨트롤러 초기화 var mixer_layers = new AudioMixer[][] { m_mixers_deckA_section1, m_mixers_deckA_section2, m_mixers_deckB_section1, m_mixers_deckB_section2 }; var mixer_decks = new AudioMixer[][] { m_mixers_deckA, m_mixers_deckB }; for (int deck = 0; deck < 2; deck++) { m_automationMgr.AddAutomationControlToMixer(GetMixerName(deck), m_mixers_decks[deck]); var mdeckarr = mixer_decks[deck]; for (int section = 0; section < 2; section++) { m_automationMgr.AddAutomationControlToMixer(GetMixerName(deck, section), mdeckarr[section], true); var mlayerarr = mixer_layers[section + (deck * 2)]; for (int layer = 0; layer < 4; layer++) { m_automationMgr.AddAutomationControlToMixer(GetMixerName(deck, section, layer), mlayerarr[layer], true); } } } // 플레이어 생성 var tplayer1 = CreateTrackPlayer(0, m_mixers_deckA_section1, m_mixers_deckA_section2); var tplayer2 = CreateTrackPlayer(1, m_mixers_deckB_section1, m_mixers_deckB_section2); m_masterplayer = new MasterPlayer(this); m_masterplayer.SetTrackPlayers(tplayer1, tplayer2); var deckActrl = m_automationMgr.GetAutomationControlToSingleMixer(GetMixerName(0)); var deckBctrl = m_automationMgr.GetAutomationControlToSingleMixer(GetMixerName(1)); m_masterplayer.SetTransitionCtrls(deckActrl, deckBctrl); }
// true is rapid fire // false is charge // Use this for initialization void Start() { master = MasterPlayer.mainPlayer; rapid = GetComponentInChildren<Rapid> (); charge = GetComponentInChildren<Charge> (); reset (); }
// Use this for initialization void Start() { master = MasterPlayer.mainPlayer; if (isObject) { // if it is an object, it has the 4 colours activePower = GetComponentsInChildren<SpriteRenderer> (); selectSprite(); // and thus needs to have a sprite colour } }
private void MasterServer_PlayerAdded(Player obj) { var player = new MasterPlayer(obj, this); lock (_lock) { _players[obj.Id] = player; _users[player.User.ID] = player; } obj.ChangeRoom(Constants.Characters); }
private void MasterServer_PlayerAdded(Player obj) { var player = new MasterPlayer(obj, this); if (!m_players.TryAdd(obj.Id, player) || !m_users.TryAdd(player.User.ID, player)) { ServerLogger.LogServer(this, $"Couldn't add player with id {obj.Id} user {player.User.ID}"); obj.Disconnect("Something is terribly wrong!"); player.Destroy(); return; } obj.ChangeRoom(Constants.Characters); }
// for interaction if it is an object void OnTriggerEnter2D(Collider2D collider) { if (isObject&&collider.CompareTag ("Player")) { master = collider.GetComponentInParent<MasterPlayer>(); master.elements[currentColour] = true; collider.GetComponentInParent<ModeChange>().currentColour = currentColour; // get the master player // get the current colour this sphere is possessing // set the element to true so that the player can access it Destroy(transform.gameObject); // destroy this object after using it } }
public FriendStatus Fill(MasterPlayer player, OnlineStatus status) { Status = status; ID = player.User.ID; LastOnline = DateTime.Now; PlayerID = player.Player.Id; UserName = player.User.Name; MapName = player.Player.Room.RoomId; CharacterName = player.Char.Pony.Name; MapID = player.Player.Room.Guid.ToString(); Race = (CharacterType)player.Char.Pony.Race; CutieMarkID = (short)player.Char.Pony.CutieMark0; return(this); }
public override void OnStartClient() { base.OnStartClient(); string _netID = GetComponent <NetworkIdentity>().netId.ToString(); MasterPlayer _player = GetComponent <MasterPlayer>(); GameManager.RegisterPlayer(_netID, _player); GameManager.RegisterMaster(_netID); }
void Start() { master = MasterPlayer.mainPlayer; // Setting up the reference. shipMode = master.shipMode; assignTransform (); if (lockCamera) { transform.position = new Vector3 (player.position.x, player.position.y, transform.position.z); } else { lockCamera = true; transform.position = new Vector3 (player.position.x, player.position.y, transform.position.z); lockCamera = false; } }
//Keeps checking if a player is within the sight radius of the projectile. If it is, //lock onto the player and stop checking. protected void SeekPlayer() { Collider[] hitColliders = Physics.OverlapSphere(transform.position, sightRadius); foreach (Collider hitCollider in hitColliders) { var player = hitCollider.transform.GetComponent <MasterPlayer>(); if (player != null) { _playerLockOn = player; speed *= 6; CancelInvoke(); } } }
void Start() { MasterPlayer player = new MasterPlayer(); player.Load(m_textMasterPlayer); foreach (MasterPlayerParam p in player.list) { Debug.Log(string.Format("{0}:{1} HP={2}", p.player_id, p.player_name, p.hp)); } /* * MasterEnemy enemy = new MasterEnemy(); * enemy.Load(m_textMasterEnemy); * foreach(MasterEnemyParam p in enemy.list) * { * Debug.Log(string.Format("{0}:{1}", p.enemy_id, p.name)); * } */ }
public bool TryGetById(ushort id, out MasterPlayer player) { return(m_players.TryGetValue(id, out player)); }
// Use this for initialization void Start() { rb2d = GetComponent<Rigidbody2D> (); master = MasterPlayer.mainPlayer; colliders = GetComponentsInChildren<Collider2D>(); }
// Use this for initialization void Start() { master = MasterPlayer.mainPlayer; colliders = GetComponentsInChildren<Collider2D>(); rb2d = GetComponentInParent<Rigidbody2D> (); //anim = GetComponentInChildren<Animator> (); }
/// <summary> /// 플레이어 새로 설정 /// </summary> void InitPlayer() { // Mixer 컨트롤러 초기화 var mixer_layers = new AudioMixer[][] { m_mixers_deckA_section1, m_mixers_deckA_section2, m_mixers_deckB_section1, m_mixers_deckB_section2 }; var mixer_decks = new AudioMixer[][] { m_mixers_deckA, m_mixers_deckB }; for (int deck = 0; deck < 2; deck++ ) { m_automationMgr.AddAutomationControlToMixer(GetMixerName(deck), m_mixers_decks[deck]); var mdeckarr = mixer_decks[deck]; for (int section = 0; section < 2; section++) { m_automationMgr.AddAutomationControlToMixer(GetMixerName(deck, section), mdeckarr[section], true); var mlayerarr = mixer_layers[section + (deck * 2)]; for (int layer = 0; layer < 4; layer++) { m_automationMgr.AddAutomationControlToMixer(GetMixerName(deck, section, layer), mlayerarr[layer], true); } } } // 플레이어 생성 var tplayer1 = CreateTrackPlayer(0, m_mixers_deckA_section1, m_mixers_deckA_section2); var tplayer2 = CreateTrackPlayer(1, m_mixers_deckB_section1, m_mixers_deckB_section2); m_masterplayer = new MasterPlayer(this); m_masterplayer.SetTrackPlayers(tplayer1, tplayer2); var deckActrl = m_automationMgr.GetAutomationControlToSingleMixer(GetMixerName(0)); var deckBctrl = m_automationMgr.GetAutomationControlToSingleMixer(GetMixerName(1)); m_masterplayer.SetTransitionCtrls(deckActrl, deckBctrl); }
public void SendToPlayers(OutgoingEvent handler) { MasterPlayer.Send(handler); SlavePlayer.Send(handler); }
void Awake() { instance = this; }
//the fields we can't preset are the inputControl and transform, since they're unique //to each player. When a player gets the character, the inputControl and player's transform //will be assigned. public void prepareCharacter(MasterPlayer masterPlayer, InputControl inputControl, Transform passedTransform) { _masterPlayer = masterPlayer; _inputControl = inputControl; _transform = passedTransform; }
public bool TryGetByPonyName(string name, out MasterPlayer player) { player = GetPlayers().FirstOrDefault(x => x.Char?.Pony.Name == name); return(player != null); }
public bool TryGetByUserId(int id, out MasterPlayer player) { return(m_users.TryGetValue(id, out player)); }
// Use this for initialization void Awake() { if (mainPlayer == null) { DontDestroyOnLoad (gameObject); mainPlayer = this; } else if (mainPlayer!=this) { Destroy (gameObject); } gun = GetComponentInChildren<GunScript> (); ship = GetComponentInChildren<ShipController> (); platformer = GetComponentInChildren<PlatformController> (); }
// Use this for initialization void Start() { gun = GetComponentInParent<GunScript> (); master = MasterPlayer.mainPlayer; }
public bool TryGetByPonyName(string name, out MasterPlayer player) { lock (_lock) player = _players.Values.FirstOrDefault(x => x.Char?.Pony.Name == name); return(player != null); }
public bool TryGetById(ushort id, out MasterPlayer player) { lock (_lock) return(_players.TryGetValue(id, out player)); }