private void Move() { var moveSpeed = runSpeed; if (playerInput.IsWalking) { moveSpeed = walkSpeed; } if (playerInput.IsSprinting) { moveSpeed = sprintSpeed; } if (playerInput.IsCrouched) { moveSpeed = crouchSpeed; } var direction = new Vector2(playerInput.Vertical * moveSpeed, playerInput.Horizontal * moveSpeed); MoveController.Move(direction); if (Vector3.Distance(transform.position, previousPosition) > minimumMoveTreshold) { footSteps.Play(); } previousPosition = transform.position; }
private void Move() { float speed = _runSpeed; bool isInCover = false; if (_playerStates.MoveState == PlayerStates.EMoveState.Covering) { isInCover = true; } if (_inputController.IsWalking) { speed = _walkSpeed; } if (_inputController.IsCrouching) { speed = _crouchSpeed; } if (_inputController.IsSprinting) { speed = _sprintSpeed; } if (isInCover) { speed = _coverSpeed; } // If we are in cover, we don't move vertically float verticalDirection = isInCover ? 0 : _inputController.Vertical * speed; Vector2 direction = new Vector2(verticalDirection, _inputController.Horizontal * speed); MoveController.Move(direction); }
void Start() { _animator = GetComponent <Animator>(); _mController = GetComponent <MoveController>(); direction = 1; health = 1000; }
public void FollowLeader(MoveController leaderController, float minDistBehind) { Vector3 leaderDirection = leaderController.GetCurrentVelocity ().normalized; Vector3 leaderPos = leaderController.transform.position; Vector3 desiredPos = leaderPos - leaderDirection * minDistBehind; finalSteering += _Seek (desiredPos); }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player").transform; zero = new Vector3(0, 0, 0); containerGame = GameObject.FindGameObjectWithTag("GameController"); gameController = containerGame.GetComponent <GameController>(); containerScriptMove = GameObject.FindGameObjectWithTag("Player"); scriptMove = containerScriptMove.GetComponent <MoveController>(); containerScriptAudioAlert = GameObject.FindGameObjectWithTag("GameController"); ScriptAuidoAlert = containerScriptAudioAlert.GetComponent <AudioAlert>(); agent = gameObject.GetComponent <NavMeshAgent>(); ponto_1 = true; ponto_2 = false; ponto_central = false; if (PatrolPoints[0] == null) { ponto_1 = false; ponto_2 = false; ponto_central = true; anim.SetBool("iddle", true); } Patrol(); }
protected override void OnSendStart() { HighEffInfo highEffInfo = new HighEffInfo(); if (this.targetUnits != null) { highEffInfo.unitIds = new List <short>(); for (int i = 0; i < this.targetUnits.Count; i++) { if (this.targetUnits[i] != null) { highEffInfo.unitIds.Add((short)this.targetUnits[i].unique_id); } } } highEffInfo.ownerUnitId = ((!(this.owner != null)) ? 0 : this.owner.unique_id); highEffInfo.casterUnitId = ((!(base.unit != null)) ? 0 : base.unit.unique_id); highEffInfo.rotatoY = this.rotateY; highEffInfo.highEffId = this.data.higheffId; highEffInfo.skillId = this.skillId; if (this.skillPosition.HasValue) { highEffInfo.skillPosition = MoveController.Vector3ToSVector3(this.skillPosition.Value); } else { highEffInfo.skillPosition = MoveController.Vector3ToSVector3(Vector3.zero); } PvpEvent.SendDoHighEffEvent(highEffInfo); }
public Arena(ArenaProperties props) { _state = new PopulationState(); _state.StartPopulation = props.Population; _arenaRectTransform = props.ArenaObject.transform as RectTransform; if (_arenaRectTransform == null) { throw new Exception("_arenaRectTransform is null"); } _moveController = new MoveController(_arenaRectTransform); _arenaRectTransform.sizeDelta = new Vector2(props.WorldWidth, props.WorldHeight); var rand = new Random(); for (int i = 0; i < props.Population; i++) { var personProps = new PersonProperties(); if (rand.NextDouble() > props.PercentAtIsolation) { personProps.Speed = (float)(props.PersonSpeed + rand.NextDouble() * props.PersonSpeed); } else { personProps.Speed = 0; } personProps.PersonPrefab = props.PersonObject; var person = ArenaUtils.CreatePerson(personProps, _arenaRectTransform); _persons.Add(person); } }
// Start is called before the first frame update void Start() { Initiate_params(); for (int i = 0; i < nball; i++) { GameObject newBall = Instantiate(Ballpref); newBall.transform.localScale = new Vector3(diameter, diameter, diameter); MoveController ballscript = newBall.GetComponent <MoveController>(); balls.Add(newBall.gameObject); ballscripts.Add(ballscript); } for (int i = 0; i < 2; i++) { GameObject newString = Instantiate(Stringpref); newString.transform.localScale = new Vector3(10.0f, 10.0f, 10.0f); MoveString stringscript = newString.GetComponent <MoveString>(); strings.Add(newString.gameObject); stringscripts.Add(stringscript); } Initiate_xv(); Get_xv(); UpdatePos(); }
// Use this for initialization void Start() { moveController = GetComponent<MoveController>(); animator = GetComponent<Animator>(); health = GetComponent<Health>(); deathPlayed = false; }
void Awake() { // 컴포넌트 연결 playerHealth = GetComponent <PlayerHealth>(); moveController = GetComponent <MoveController>(); gun = GetComponent <PlayerShooter>().gun; // 초기 현재값설정 CStats.CurrentHealth = CStats.InitialHealth; CStats.CurrentProtectRate = CStats.InitialProtectRate; CStats.CurrentDamage = CStats.InitialDamage; CStats.CurrentSpeed = CStats.InitialSpeed; // 조종하는 케릭터값 전달 if (photonView.IsMine) { GameManager.Instance.Player = gameObject; GameManager.Instance.PlayerViewID = gameObject.GetPhotonView().ViewID; ItemManager.Instance.Player = gameObject; ItemManager.Instance.PlayerPV = gameObject.GetPhotonView(); UIManager.Instance.Player = gameObject; NetworkManagerInGame.Instance.clientPlayer = gameObject; } }
void Move() { float moveSpeed = runSpeed; if (playerInput.IsWalking) { moveSpeed = walkSpeed; } if (playerInput.IsSprinting && Thirsty > 0f) { moveSpeed = sprintSpeed; } if (playerInput.IsCrouched) { moveSpeed = crouchSpeed; } Vector2 direction = new Vector2(playerInput.Vertical * moveSpeed, playerInput.Horizontal * moveSpeed); MoveController.Move(transform.forward * direction.x * .02f + transform.right * direction.y * .02f); if (Vector3.Distance(transform.position, previousPosition) > minimumMoveTreshold) { footSteps.Play(); } previousPosition = transform.position; }
private IEnumerator SetMaterial() { yield return(null); //判断如果是乌龟就调整参数要不会出现效果不正的问题 if (m_VariantName.Contains("M067")) { Renderer[] renderers = m_Character.GetComponentsInChildren <Renderer>(); for (int i = 0; i < renderers.Length; i++) { if (renderers[i].gameObject.name.Contains("M067_Body")) { renderers[i].material.SetFloat("_SpecularPower", 17.0f); } } } //如果是两大BOSS的话~就调Salse要不,太大了 if (m_VariantName.Contains("M067") || m_VariantName.Contains("M025")) { mDMono.transform.localPosition = Vector3.zero; mDMono.transform.localScale = Vector3.one * 0.342f; mDMono.transform.localRotation = Quaternion.Euler(0, 2, 0); MoveController moveController = mDMono.gameObject.GetComponentInChildren <MoveController>(); while (!moveController.IsInitialized)//等待MoveController初始化完成,不然会报错 { yield return(null); } moveController.TransitionTo(MoveController.CombatantMoveState.kReady); } }
public void start() { x = new Vector2(0, 0); t = 10; moveController = GetComponent<MoveController>(); GetComponent<Rigidbody2D>().mass = 5; }
public override List <Field> GetAccessibleFields() { var list = MoveController.GetAccessibleFieldsBishop(Board, this); list.AddRange(MoveController.GetAccessibleFieldsRook(Board, this)); return(list); }
/// <summary> /// Does all the initialization that cannot be done when the instance is being created. /// (Controllers may need Game to be initialized already which needs instances of players) /// </summary> public void Init(PlacementController placerNetwork, MoveController moveController, KillController killController, FlyingController flyingController) { this.placerNetwork = placerNetwork; this.moveController = moveController; this.killController = killController; this.flyingController = flyingController; }
private BoatController boatRoleController; //船控制器 //导入资源 public void LoadResources() { //初始化 roleModelControllers = new RoleModelController[6]; for (int i = 0; i < 6; i++) { roleModelControllers[i] = new RoleModelController(); roleModelControllers[i].CreateRole(PositionModel.roles[i], i < 3 ? true : false, i); } leftLandRoleController = new LandModelController(); leftLandRoleController.CreateLand("left_land", PositionModel.left_land); rightLandRoleController = new LandModelController(); rightLandRoleController.CreateLand("right_land", PositionModel.right_land); foreach (RoleModelController roleModelController in roleModelControllers) { roleModelController.GetRoleModel().role.transform.localPosition = leftLandRoleController.AddRole(roleModelController.GetRoleModel()); } riverModel = new RiverModel(PositionModel.river); boatRoleController = new BoatController(); boatRoleController.CreateBoat(PositionModel.left_boat); moveController = new MoveController(); isRuning = true; time = 60; }
//-------------------------------- // 3 - Tirer depuis un autre script //-------------------------------- /// <summary> /// Création d'un projectile si possible /// </summary> public void Attack(bool isEnemy) { if (CanAttack) { shootCooldown = shootingRate; // Création d'un objet copie du prefab var shotTransform = Instantiate(shotPrefab) as Transform; // Position shotTransform.position = transform.position; // Propriétés du script PlayerShotController shot = shotTransform.gameObject.GetComponent <PlayerShotController>(); if (shot != null) { shot.isEnemyShot = isEnemy; } // On saisit la direction pour le mouvement MoveController move = shotTransform.gameObject.GetComponent <MoveController>(); if (move != null) { move.direction = this.transform.right; // ici la droite sera le devant de notre objet } } }
protected void SetNeedToTransitionToIdle(GameObject character, bool needToTransitionToIdle) { if (character != null) { PlayerEquipmentDataLookup lookup = character.GetDataLookupILRComponent <PlayerEquipmentDataLookup>("Hotfix_LT.UI.PlayerEquipmentDataLookup", false); if (lookup == null) { MoveController mc = character.GetComponent <MoveController>(); if (mc != null && mc.GetMoveByState(MoveController.CombatantMoveState.kLobby) != null) { System.Action fn = () => { lookup = character.AddDataLookupILRComponent <PlayerEquipmentDataLookup>("Hotfix_LT.UI.PlayerEquipmentDataLookup"); lookup.needToTransitionToIdle = needToTransitionToIdle; }; if (!mc.IsInitialized) { mc.RegisterInitSuccCallBack(fn); } else { fn(); } } } else { lookup.needToTransitionToIdle = needToTransitionToIdle; } } }
public bool hasStarted = false; // set when first passenger is instanciated public IEnumerator LaunchPassengers(GridHelper dataGridHelper) { yield return(new WaitForSeconds(2)); spawnDelay = spawnDelayStart; //makes sure they match length for (int i = 0; i < totalPassengers; i++) { spawnDelay = spawnDelayStart; GameObject passengerInstance = Instantiate(passenger, new Vector3(startPosition.position.x, startPosition.position.y, startPosition.position.z), Quaternion.identity) as GameObject; // pass the DataGridHelper to the passenger MoveController MoveController moveController = passengerInstance.GetComponent <MoveController>(); moveController.gridHelper = dataGridHelper; if (i == totalPassengers - 1) { moveController.lastOne = true; } // save the new instance in the list passengersList.Add(passengerInstance); hasStarted = true; yield return(new WaitForSeconds(spawnDelay)); } }
public void LoadResources() { SrcCoastController = new CoastController(); SrcCoastController.CreateCoast("src_coast", PositionModel.src_coast); DesCoastController = new CoastController(); DesCoastController.CreateCoast("des_coast", PositionModel.des_coast); boatController = new BoatController(); boatController.CreateBoat(PositionModel.boat_on_left); roleModelControllers = new RoleController[6]; for (int i = 0; i < 3; i++) { roleModelControllers[i] = new RoleController(); roleModelControllers[i].CreateRole(PositionModel.roles[i], 0, i); } for (int i = 3; i < 6; i++) { roleModelControllers[i] = new RoleController(); roleModelControllers[i].CreateRole(PositionModel.roles[i], 1, i); } foreach (RoleController roleModelController in roleModelControllers) { roleModelController.GetRoleModel().role.transform.localPosition = SrcCoastController.AddRole(roleModelController.GetRoleModel()); } moveController = new MoveController(); river = new RiverModel(PositionModel.river); isRuning = true; time = 120; }
protected virtual void OnInitialize() { //IL_009d: Unknown result type (might be due to invalid IL or missing references) //IL_00a8: Unknown result type (might be due to invalid IL or missing references) //IL_00ad: Unknown result type (might be due to invalid IL or missing references) //IL_00b2: Unknown result type (might be due to invalid IL or missing references) //IL_00c8: Unknown result type (might be due to invalid IL or missing references) //IL_00d3: Unknown result type (might be due to invalid IL or missing references) //IL_00d8: Unknown result type (might be due to invalid IL or missing references) //IL_00dd: Unknown result type (might be due to invalid IL or missing references) opponentMem = new OpponentMemory(this); targetCtrl = new TargetController(this); moveCtrl = new MoveController(this); weaponCtrl = new WeaponController(this); opponentMemSpanTimer = new SpanTimer(param.thinkParam.opponentMemorySpan); targetUpdateSpanTimer = new SpanTimer(param.thinkParam.targetUpdateSpan); _frontTransform = GetFront(); _backTransform = GetBack(); rootInternalRedius = param.sensorParam.internalRadius * GetScale(); Vector2 val = frontPositionXZ - owner.positionXZ; rootFrontDistance = val.get_magnitude() - rootInternalRedius; Vector2 val2 = backPositionXZ - owner.positionXZ; rootBackDistance = val2.get_magnitude() - rootInternalRedius; }
private void Recharge(MoveController moveController) { if (turnsToRecharge > 0) { turnsToRecharge--; } }
private void Move() { float moveSpeed = runSpeed; //change speed according use state if (playerInput.IsWalking) { moveSpeed = walkSpeed; } if (playerInput.IsSprinting) { moveSpeed = sprintSpeed; } Vector2 direction = new Vector2(playerInput.Vertical * moveSpeed, playerInput.Horizontal * moveSpeed); MoveController.Move(direction); if (Vector3.Distance(transform.position, previousPosition) > minimumMoveTreshold) { footSteps.play(); } previousPosition = transform.position; }
private void Awake() { Application.targetFrameRate = 60; _moveController = GetComponent <MoveController>(); _gridRenderer = GetComponent <GridRenderer>(); }
void Start() { try { status = FindObjectOfType <PlayerManager>().Status; player_ctr = GameObject.Find("Controller").GetComponent <PlayerController>(); move_ctr = GameObject.FindObjectOfType <MoveController>(); crossAxisdown = move_ctr.gameObject.GetComponent <CrossAxisDown>(); alchemy_ctr = GameObject.FindObjectOfType <AlchemyController>(); alchemyText = gameObject.GetComponent <AlchemyText>(); ChooseObj = gameObject.transform.Find("ThrowChoose").gameObject; ChooseObj.SetActive(false); ItemFrame = gameObject.transform.Find("SelectFrame").gameObject; PotFrame = gameObject.transform.Find("AlchemyPotFrame").gameObject; mtr_0 = PotFrame.transform.Find("AlchemyPotin/Material/material_0").gameObject.transform.GetChild(0).gameObject; mtr_1 = PotFrame.transform.Find("AlchemyPotin/Material/material_1").gameObject.transform.GetChild(0).gameObject; AlphaSprite = Resources.Load <Sprite>("Textures/UI/AlphaImage"); SuccessPanel = gameObject.transform.Find("Alchemy_Succes").gameObject; } catch (Exception e) { Debug.LogWarning(e + "がないよ!"); } nowAlchemyItem = 0; nowBox = 0; beforeNowBox = -1; _chooseWindow = false; setItembox(); setItemImageList(); StartCreateItemBox(); Box_item = new GameObject[Itembox.Length]; ClearJoystickRotation(); Materials_item.Clear(); }
// puts us into the animation state we require, if character is able to make the transition right now public void SetDesiredAnimationState(global::MoveController.CombatantMoveState stateDesired) { if (MoveController != null) { MoveController.SetDesiredState(stateDesired); } }
public void MovePlayer(PlayerPosition playerPosition) { GameObject player = players.Find(p => p.GetComponent <PlayerManager>().ID == playerPosition.Id); MoveController moveController = player.GetComponent <MoveController>(); moveController.CalculateMoveInGrid(playerPosition); }
void Awake() { controller = GetComponent <MoveController>(); render = GetComponentInChildren <SpriteRenderer>(); bCollider = GetComponent <BoxCollider2D>(); anim = GetComponent <Animator>(); }
private void StartStage(Stage stage) { MoveController moveController = stage.PlayerEntity.GetComponent <MoveController>(); moveController.OnActionSelected += HighlightTargets; moveController.OnActionDeselected += RemoveHighlights; }
// Use this for initialization void Start() { try { pManager = FindObjectOfType <PlayerManager>(); status = pManager.Status; alchemy_ctr = FindObjectOfType <AlchemyController>(); alchemyUI_ctr = GameObject.Find("Canvas/Alchemy_UI").GetComponent <AlchemyUIController>(); BrotherObj = FindObjectOfType <MoveController>().gameObject; move_ctr = BrotherObj.GetComponent <MoveController>(); PotObject = FindObjectOfType <PotController>().gameObject; createItemBox = new List <CreateItemStatus.Type>(); anim_ctr = BrotherObj.transform.parent.GetComponent <AnimController>(); lifePoint = GameObject.FindGameObjectWithTag("LifePoint"); } catch (UnityException e) { Debug.Log(e + " is NotFound"); } StartHeart(); setStartSwordList(); //剣のデバッグ //swordList[1] = PlayerStatus.SWORDTYPE.AXE; //swordList[2] = PlayerStatus.SWORDTYPE.DARK; //swordList[3] = PlayerStatus.SWORDTYPE.VAJURA; _itemMax = false; alchemyUIFlag = false; }
// Update is called once per frame void Update() { if (!playerDead && !GameManagers.Instance.GameState.IsPaused()) { if (playerInput == null) { Debug.Log("PlayerInput is null"); } Vector2 direction = new Vector2(playerInput.Vertical * speed, playerInput.Horizontal * speed); MoveController.Move(direction); if (Vector3.Distance(transform.position, lastFramePos) > minimumMoveThreshold) { footsteps.Play(); } 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.Senstivity.x * Time.deltaTime); Crosshair.LookHeight(mouseInput.y * MouseControl.Senstivity.y * Time.deltaTime); playeraim.SetRotation(mouseInput.y * MouseControl.Senstivity.y * Time.deltaTime); lastFramePos = transform.position; GameManagers.Instance.InputMan.mouseControl.TouchDist = Vector3.zero; } }
private void TickCooldown(MoveController moveController) { if (remainingCooldown > 0) { remainingCooldown--; } }
void Move() { float moveSpeed = settings.RunSpeed; if (playerInput.IsJumping) { if (playerInput.IsWalking) { moveSpeed = settings.WalkSpeed; } } if (playerInput.IsSprinting) { moveSpeed = settings.SprintSpeed; } if (playerInput.IsCrouching) { moveSpeed = settings.CrouchSpeed; } Vector3 direction = new Vector3(playerInput.Vertical * moveSpeed, playerInput.Horizontal * moveSpeed); MoveController.SimpleMove(transform.forward * direction.x + transform.right * direction.y); if (Vector3.Distance(transform.position, lastPosition) > minimumMoveTreshold) { footSteps.Play(); } lastPosition = transform.position; }
public void AddController(MoveController controller){ if(Application.platform != RuntimePlatform.OSXEditor) return; _controllers.Add(controller); controller.Controller.ControllerId = (ControllerId) Controllers.Count; controller.Controller.OnEvent = OnControllerGestureHandler; }
private void Awake() { moveController = gameObject.AddComponent<MoveController>(); cachedTransform = transform; cachedRenderer = GetComponent<Renderer>(); cachedRigitbody = GetComponent<Rigidbody2D>(); cachedCollider = GetComponent<Collider2D>(); }
//Create hp bars for players and bosses // Use this for initialization void Start() { player = FindObjectOfType<Player>(); //find player enemy = GetComponent<Boss>(); moveController = GetComponent<MoveController>(); damageTextOffset = new Vector3(0, 2, 0); currentHealth = maxhp; //+ player.getLevel()/3 Update_Maxhp(); }
// Use this for initialization void Start() { moveController = GetComponent<MoveController>(); animator = GetComponent<Animator>(); attackController = GetComponent<AttackController>(); crowdControllable = GetComponent<CrowdControllable>(); health = GetComponent<Health>(); player = GetComponent<Player>(); }
// Use this for initialization void Start() { moveController = GetComponent<MoveController>(); s1_CD = s2_CD = 3; s3_CD = 5; s4_CD = 8; s5_CD = 12; pos = new Vector3(transform.position.x, -2.196465f, transform.position.z); }
void Awake() { sheathSwordWaitTime = 0.5f; moveController = GetComponent<MoveController> (); anim = GetComponent<Animator> (); engagedIntoBattle = false; hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>(); rb = GetComponent<Rigidbody2D> (); anim.SetBool (hash.sword, true); }
public MoveController ChangeController(MoveController ctrl) { MoveController oldCtrl = _currMoveController; _currMoveController = ctrl; Vector3 initPos; Quaternion initRot; _currMoveController.Init(out initPos, out initRot); transform.position = initPos; transform.rotation = initRot; return oldCtrl; }
public void GeneralStart() { handController = new HandController (); moveController = new MoveController (); leftCardPosition = new Vector3(transform.position.x - 0.5f,transform.position.y - 0.5f,transform.position.z); rightCardPosition = new Vector3(transform.position.x + 0.5f,transform.position.y - 0.5f,transform.position.z); var timeCard = (GameObject)Instantiate (Card, leftCardPosition, Quaternion.identity); leftCard = timeCard.GetComponent<CardBasicScript> (); timeCard = (GameObject)Instantiate (Card, rightCardPosition, Quaternion.identity); rightCard = timeCard.GetComponent<CardBasicScript> (); }
void Awake() { mc = GetComponent<MoveController> (); ac = GetComponent<AttackController> (); tm = GetComponent<TeamMember> (); hp = GetComponent<Health> (); xp = GetComponent<Experience> (); an = GetComponent<Animator> (); rb = GetComponent<Rigidbody2D> (); sr = GetComponent<SpriteRenderer> (); bc = GetComponent<BoxCollider2D> (); }
static PSMoveInput() { MoveControllers = new MoveController[MAX_MOVE_NUM]; NavControllers = new NavController[MAX_NAV_NUM]; for(int i = 0; i < MAX_MOVE_NUM; ++i) { MoveControllers[i] = new MoveController(i); } for(int i = 0; i < MAX_NAV_NUM; ++i) { NavControllers[i] = new NavController(i); } imageTex = new Texture2D(0,0); finalImage = new List<Color32>(); }
// Update is called once per frame void Update () { controller = moveServer.getController(0); if (controller != null) { triggerValue = controller.triggerValue; position = controller.getPositionRaw(); rotationAngles = controller.getQuaternion().eulerAngles; GameObject.FindGameObjectWithTag("ControllerInfo").GetComponent<UnityEngine.UI.Text>().text = "Controller " + controller.controllerNumber + "\n" + "Position: " + "(" + position.x + ", " + position.y + ", " + position.z + ")\n" + "Rotation (by axes): " + "(" + rotationAngles.x + ", " + rotationAngles.y + ", " + rotationAngles.z + ")\n" + "Trigger Value: " + triggerValue; } else { GameObject.FindGameObjectWithTag("ControllerInfo").GetComponent<UnityEngine.UI.Text>().text = "Controller not connected."; } }
// Use this for initialization void Start () { checkIfGrounded = true; //healthBar = GameObject.FindGameObjectWithTag ("HP Bar").GetComponent<ENPCHealthBar> (); _rigidBody = GetComponent<Rigidbody2D>(); am = GameObject.FindGameObjectWithTag("AudioManager").GetComponent<AudioManager>(); isBeingDamaged = false; startPosition = new Vector3 (transform.position.x, transform.position.y + 3); Health = 100; MaxHealth = Health; soundPlaying = false; run.volume = 0.4f; CanJump = false; CanAttack = true; CanMove = true; treasureText = GameObject.FindGameObjectWithTag ("TreasureText").GetComponent<Text>(); KlugMove = GetComponent<Animator> (); if (Stats.SpawnLocation != Vector3.zero) { transform.position = Stats.SpawnLocation; } if (Application.loadedLevelName.Equals("Village")) { treasureText.text = Stats.TotalTreasure.ToString(); } //#if PRODUCTION #if PRODUCTION slashController = PSMoveInput.MoveControllers [0]; attackController = PSMoveInput.MoveControllers [1]; if(!PSMoveInput.IsConnected) { Stats.Connect(); } #endif }
// Use this for initialization void Start() { if(isLocalPlayer) { mvCtrl = gameObject.AddComponent<MoveController>(); } if(isServer) { ServerSyncMgr.Inst.Register(this); charCtrl = GetComponent<CharacterController>(); } }
void SendTransform() { if(NetworkClientMgr.Client == null) { //TODO RECONNECT return; } if(mvCtrl == null) { mvCtrl = gameObject.AddComponent<MoveController>(); } MsgSyncTransform msg = new MsgSyncTransform(); msg.netId = netId; mvCtrl.GetTransform(out msg.pos, out msg.velocity, out msg.rot, out msg.timeStamp); NetworkClientMgr.Client.SendByChannel(MsgConsts.MSG_TRANSFORM_SYNC, msg, NetworkMgr.CHANNEL_UNRELIABLE); }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>(); my = GetComponent<Transform>(); move = GetComponent<MoveController>(); }
void Start() { _playerAnim = GetComponent<AnimController>(); _playerMovement = GetComponent<MoveController>(); }
// Update is called once per frame void Update() { if (PSMoveInput.IsConnected == true) { controller = PSMoveInput.MoveControllers[index]; moveData = controller.Data; if (controller.Connected == true && moveData != null) { string buttonsSt = ""+moveData.Buttons; bool isTriggerDown = moveData.Buttons == MoveButton.T || (psMoveWraper.gyroEnabled && psMoveWraper.gyroAnalogScale && moveData.ValueT >= psMoveWraper.gyroAnalogMin); if(moveData.Buttons == MoveButton.Start && isCalibrationEnabled == true){ isCalibrationEnabled = false; LeanTween.delayedCall(1f,()=>{ isCalibrationEnabled = true; }); psMoveWraper.CalibratePlayer(index); } else if ((buttonsSt == "Square, T" || buttonsSt == "T, Square" || moveData.Buttons == MoveButton.Square) && curShape != Shape.SQUARE && snapState == SnapState.UnsnappedAndSnappable) { changeShape(Shape.SQUARE); } else if ((buttonsSt == "Triangle, T" || buttonsSt == "T, Triangle" || moveData.Buttons == MoveButton.Triangle) && curShape != Shape.TRIANGLE && snapState == SnapState.UnsnappedAndSnappable) { changeShape(Shape.TRIANGLE); } else if ((buttonsSt == "Circle, T" || buttonsSt == "T, Circle" || moveData.Buttons == MoveButton.Circle) && curShape != Shape.CIRCLE && snapState == SnapState.UnsnappedAndSnappable) { changeShape(Shape.CIRCLE); } else if ((buttonsSt == "Cross, T" || buttonsSt == "T, Cross" || moveData.Buttons == MoveButton.Cross) && curShape != Shape.CROSS && snapState == SnapState.UnsnappedAndSnappable) { changeShape(Shape.CROSS); } else if (isTriggerDown) { if(!playedTriggerSound) { AudioManager.Main.PlayNewSound("Puzzle_lock"); playedTriggerSound = true; } // Update border particles if (!GetComponent<ParticleManager> ().IsPlaying () && this.snapState != SnapState.SnappedAndUnsnappable) { GetComponent<ParticleManager> ().Play (); } else if (GetComponent<ParticleManager> ().IsPlaying () && this.snapState == SnapState.SnappedAndUnsnappable) { GetComponent<ParticleManager> ().Stop (); } if (!psMoveWraper.gyroEnabled) { Vector3 curScale = gameObject.transform.localScale; if(prevZPosition == 0f){ prevZPosition = (float) Math.Round((double)moveData.Position.z, 1) ; isRaisingScale = 0; } float curZPosition = (float) Math.Round((double)moveData.Position.z, 1) ; if(curZPosition > prevZPosition){ isRaisingScale = 1; } else if(curZPosition < prevZPosition){ isRaisingScale = -1; } else{ isRaisingScale = 0; } prevZPosition = (float) Math.Round((double) moveData.Position.z, 1); if(isRaisingScale == 1){ gameObject.transform.localScale = new Vector3(minScale,minScale,minScale) * Mathf.Clamp(curScale.x + (Time.deltaTime*scaleSpeed),minScale,maxScale); } else if(isRaisingScale == -1){ gameObject.transform.localScale = new Vector3(minScale,minScale,minScale) * Mathf.Clamp(curScale.x - (Time.deltaTime*scaleSpeed),minScale,maxScale); } else{ isRaisingScale = 0; } } } else{ isRaisingScale = 0; playedTriggerSound = false; if(snapState == SnapState.SnappedAndUnsnappable) { if(moveData.ValueT == 0 && psMoveWraper.isHandleActive[index] == false){ snapState = SnapState.UnsnappedAndUnsnappable; enablePlayer(); } } } // Update border particles if (!isTriggerDown && GetComponent<ParticleManager>().IsPlaying()) GetComponent<ParticleManager>().Stop(); } } if( ((Input.GetKey(KeyCode.Keypad1) == true || Input.GetKey(KeyCode.Alpha1) == true) && index == 0) || ((Input.GetKey(KeyCode.Keypad2) == true || Input.GetKey(KeyCode.Alpha2) == true) && index == 1) || ((Input.GetKey(KeyCode.Keypad3) == true || Input.GetKey(KeyCode.Alpha3) == true) && index == 2)){ checkKeyboardControls(); } }
// Use this for initialization void Start () { controller = moveServer.getController(0); }
void Start() { GameObject levelControllerObject = GameObject.FindWithTag ("LevelController"); if (levelControllerObject != null) lvlC = levelControllerObject.GetComponent <LevelController>(); else Debug.Log ("Cannot find 'LevelController' script"); move=GetComponent<MoveController>(); //initialisaiton du chemin. if(points!=null) { nbPoints=points.Length; target=points[0].position; iPoint=1; goTo(target); } }
// Use this for initialization void Start() { moveController = GetComponent<MoveController>(); animator = GetComponent<Animator>(); }
void Start() { state = new StandingState(); attackState = new IdleAttackState(); animator = GetComponent<Animator>(); AttackCollider.SetActive(false); health = GetComponent<Health>(); controller = GetComponent<MoveController>(); gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2) / 3; jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; print("Gravity: " + gravity + " Jump Velocity: " + jumpVelocity); initialRegenTime = 6; regenTick = 2; knockBackResistance = 10; knockBackCounter = 0; knockBackReset = 0; flinchResistance = 10; flinchCounter = 0; flinchReset = 0; text = GameObject.Find("HealthText").GetComponent<Text>(); text.text = text.GetComponent<Score>().modX(0).ToString(); blink = false; blinkTime = 0; }
// Use this for initialization void Start() { moveController = this.GetComponent<MoveController> (); anim = this.GetComponent<Animator> (); if (targetObj != null) targetMoveController = targetObj.GetComponent<MoveController> (); if (thisBehavior == DogBehavior.SeekAStar3D) { moveController.Set3D (true); } }
// Use this for initialization void Start() { isInvincible = false; hitSound = Resources.Load("hurt2") as AudioClip; player = GetComponent<Player>(); moveController = GetComponent<MoveController>(); crowdControllable = GetComponent<CrowdControllable>(); currentHealth = maxhp; damageTextOffset = new Vector3(0, 2, 0); }
void Start() { move = GetComponent<MoveController>(); }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag ("Player").transform; moveController = this.GetComponent<MoveController> (); anim = this.GetComponent<Animator> (); if (targetObj != null) targetMoveController = targetObj.GetComponent<MoveController> (); if (thisBehavior == DogBehavior.SeekAStar3D) { moveController.Set3D (true); } }
/* void Awake() { if (player == null) { player = gameObject; }else if(player != gameObject) { Destroy(gameObject); } }*/ void Start() { state = new StandingState(); attackState = new IdleAttackState(); animator = GetComponent<Animator>(); skillManager = gameObject.AddComponent<SkillManager>(); AttackCollider.SetActive(false); health = GetComponent<Health>(); controller = GetComponent<MoveController>(); crowdControllable = GetComponent<CrowdControllable>(); mana = GetComponent<Mana>(); attack = GetComponentInChildren<DealDamage>(); defense = GetComponent<Defense>(); attackController = GetComponent<AttackController>(); gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2); jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; audiosource = GetComponent<AudioSource>(); initialRegenTime = 6; regenTick = 2; DontDestroyOnLoad(gameObject); skill[0] = null; skill[1] = null; skill[2] = null; skill[3] = null; threatLevel = damageDealt = 0; GetComponent<ID>().setTime(false); CCI = GameObject.Find("Main Process").GetComponentInChildren<Character_Class_Info>(); si = GameObject.Find("Main Process").GetComponentInChildren<Skill_info>(); Fully_Update(); }
//Create hp bars for players and bosses // Use this for initialization void Start() { moveController = GetComponent<MoveController>(); currentHealth = startingHealth; }