GameObject InstantiateProjectileWithoutCollider(Vector3 source, Vector3 force, Vector3 currentShooterSpeed, string shooterId, string projectileId, bool seeking, string targetUserId) { // TODO: Once again, find why these are sometimes null.. if (activeProjectiles == null) { Debug.LogWarning("activeProjectiles is null!"); InitActiveProjectileDict(); } GameObject projectileObj = Instantiate(projectilePrefab, source, Quaternion.identity); activeProjectiles[projectileId] = projectileObj; projectileObj.GetComponent <Rigidbody>().velocity = seeking ? force.normalized : currentShooterSpeed; projectileObj.GetComponent <Rigidbody>().AddForce(force, ForceMode.Impulse); Projectile projectile = projectileObj.GetComponent <Projectile>(); projectile.shooterId = shooterId; projectile.projectileId = projectileId; projectile.lockedOn = seeking; if (seeking) { // Set initial transform to align to correct direction projectile.transform.up = force.normalized; foreach (Player player in PhotonNetwork.PlayerList) { if (player.UserId == targetUserId) { projectile.target = NetworkCharacter.GetTargetableCharacter(player); break; } } } return(projectileObj); }
public override void OnKill(NetworkCharacter character) { if (character == target) { target = null; } }
void Update() { players = GameObject.FindGameObjectsWithTag("Player"); foreach (GameObject player in players) { NetworkCharacter networkCharacter = player.GetComponent <NetworkCharacter>(); if (networkCharacter != null) { if (networkCharacter.haveTheBall) { ballCarrier = player; } } else { Debug.LogError("networkCharacter is null"); return; } } // time for resetting collision with the player that launched the ball timeThrow += Time.deltaTime; if (timeThrow >= 0.2f && ball != null) { Physics.IgnoreCollision(ballCarrier.collider, ball.collider, false); } }
void OnCollisionEnter(Collision collision) { if (locallyPickedUp) { return; } // If the powerup hit a pillar, it's now grounded. Shouldn't move anymore if (collision.collider.GetComponent <PillarBehaviour>() != null) { grounded = true; GetComponent <Rigidbody>().isKinematic = true; GetComponent <GravityAffected>().enabled = false; // For bobbing motion, set current counter (degree) to minimal bob value (close to ground) and set the center of // the bob motion to current position plus bobbing radius bobDegree = 0; groundedBaseLocation = transform.position - bobRadius * direction.normalized; return; } // If the powerup hit the LOCAL player, broadcast a message to the powerup controller NetworkCharacter netChar = collision.collider.GetComponent <NetworkCharacter>(); if (netChar != null && netChar.IsLocalPlayer()) { powerupCtrl.BroadcastPickupPowerup(powerupId); powerupCtrl.PowerupPickedUp(powerupId); locallyPickedUp = true; return; } }
//from 0 to 100 public double getGainFromUser(uint userID) { double result = -1; float maxDistance = GameManager.Instance.maxDistanceToHear; NetworkCharacter character = getCharacterFromID(userID); if (character == null) { return(-1); // get this value, no need to set anything } double distance = Vector3.Distance(character.transform.position, _mainCharacter.transform.position); result = 1 - distance / maxDistance; if (result < 0) { result = 0; } result *= 100; result = Math.Floor(result); return(result); }
public void DenyPowerup(string powerupId) { NetworkCharacter .GetPlayerGameObject(PhotonNetwork.LocalPlayer) .GetComponent <PowerupableCharacter>() .DenyPower(powerupId); }
void Awake() { navMeshAgent = GetComponent <NavMeshAgent> (); navMeshAgent.stoppingDistance = navStopDistance; hskills = GetComponent <HunterSkills> (); character = GetComponent <NetworkCharacter> (); }
/// <summary> /// Start this instance. /// </summary> void Start() { character = transform.root.GetComponent <NetworkCharacter>(); // morph target needs to be set manually; possibly other components will need the same if (skinnedMeshRenderer == null) { Debug.LogError("LipSyncContextMorphTarget.Start Error: " + "Please set the target Skinned Mesh Renderer to be controlled!"); return; } // make sure there is a phoneme context assigned to this object lipsyncContext = GetComponent <OVRLipSyncContextBase>(); if (lipsyncContext == null) { Debug.LogError("LipSyncContextMorphTarget.Start Error: " + "No OVRLipSyncContext component on this object!"); } else { // Send smoothing amount to context lipsyncContext.Smoothing = smoothAmount; } }
private IEnumerator ProjectileUpdate() { yield return(new WaitForSeconds(delay)); Collider2D[] colliders = Physics2D.OverlapPointAll(transform.position); foreach (Collider2D collider in colliders) { if (collider.gameObject.layer == LayerMask.NameToLayer("Characters")) { if (collider.gameObject == this.gameObject) { continue; } NetworkCharacter nc = collider.gameObject.GetComponent <NetworkCharacter>(); if (nc.TakeDamage(owner, damage) <= 0) { if (owner != null && nc != null) { owner.OnKill(nc); } } } } // Destroy. NetworkManager.Destroy(this.gameObject); yield break; }
// Use this for initialization void Start() { teamMember = GetComponent <TeamMember>(); score = GameObject.FindObjectOfType <Score>(); networkCharacter = gameObject.GetComponent <NetworkCharacter>(); emptyBall = transform.Find("soldier/Hips/Spine/Spine1/Spine2/RightShoulder/RightArm/RightForeArm/RightHand/WeaponHolder/EmptyBall"); placeholderpistol = transform.Find("soldier/Hips/Spine/Spine1/Spine2/RightShoulder/RightArm/RightForeArm/RightHand/WeaponHolder/placeholderpistol"); }
float targInnaccuracy = 2f; // Extra innaccuray to simulate mouse hand shake or something // Use this for initialization void Start () { netChar = GetComponent<NetworkCharacter>(); if(waypoints == null) { waypoints = GameObject.FindObjectsOfType<Waypoint>(); } destination = GetClosestWaypoint(); }
public void Possess(NetworkCharacter character) { if (!possessors.Contains(character)) { possessors.Add(character); } ShowSprites(); }
void SetupComponents() { m_Rigidbody = GetComponent <Rigidbody>(); speedMultiplier = GetComponent <SpeedMultiplier>(); character = GetComponent <NetworkCharacter>(); m_CameraFollow = GetComponent <CameraFollow>(); m_MovementAxisName = "Vertical"; m_TurnAxisName = "Horizontal"; }
public float TakeDamage(NetworkCharacter attacker, float amt) { // Subtract damage. health -= amt; // Damage callback. OnTakeDamage(attacker, amt); return(health); }
// Use this for initialization void Start() { netChar = GetComponent <NetworkCharacter>(); if (waypoints == null) { waypoints = GameObject.FindObjectsOfType <Waypoint>(); } destination = GetClosestWaypoint(); }
public void Leave(NetworkCharacter character) { if (possessors.Contains(character)) { possessors.Remove(character); } if (possessors.Count == 0) { HideSprites(); } }
void Start() { myNetChar = gameObject.GetComponent <NetworkCharacter> (); if (hasWeapon) { sword = transform.Find("Sword").GetComponent <Sword>(); } instance = this; animator = gameObject.GetComponent <Animator>(); packAnimator = transform.Find("BackSlot").transform.Find("Jetpack").GetComponent <Animator>(); }
protected override void OnTakeDamage(NetworkCharacter attacker, float damage) { if (attacker == null) { return; } // Change targets. if (attacker.tag == "Player") { target = (Player)attacker; } }
void Awake() { navMeshAgent = GetComponent <NavMeshAgent> (); survivorsk = GetComponent <SurvivorSkills> (); character = GetComponent <NetworkCharacter> (); hskills = GetComponent <HunterSkills> (); navMeshAgent.stoppingDistance = navStopDistance; if (speedMultiplier == null) { speedMultiplier = GetComponent <SpeedMultiplier>(); } deployedTimer = defaultDeployedUsageCooldown; }
public void Start() { netChar = gameObject.GetComponent <NetworkCharacter> (); cam = gameObject.GetComponentInChildren <Camera> (); botCam = gameObject.GetComponentInChildren <Camera> (); botMovement = gameObject.GetComponent <BotMovement> (); grudveBroj = 5; anim = GetComponent <Animator> (); oldcullinMask = cam.cullingMask; }
void Overcharge(string shooterId) { ResetColor(); Destroy(Instantiate(shockwavePrefab, Vector3.zero, Quaternion.identity), 5f); // Damage and knock back relative to distance from sun GameObject playerObj = NetworkCharacter.GetPlayerGameObject(PhotonNetwork.LocalPlayer); float dist = playerObj.transform.position.magnitude; float damage = UserDefinedConstants.sunDamage * (1 - dist / UserDefinedConstants.sphereRadius); dmgCtrl.BroadcastInflictDamage(shooterId, damage, PhotonNetwork.LocalPlayer.UserId); playerObj.GetComponent <Rigidbody>().AddForce(playerObj.transform.position.normalized * damage, ForceMode.Impulse); }
private async void Start() { _player = FindObjectOfType <NetworkCharacter>(); //BASIC await AuthSession(); await InitSocket(); await _socket.ConnectAsync(_session); //MATCHMAKING SubscribeSocketsEvents(); Debug.Log("After socket connected."); await _socket.AddMatchmakerAsync("*", 2, 4); }
public override void OnKill(NetworkCharacter character) { if (character is Mage) { score += 2; } else if (character is Player) { score += 3; } else { score++; } }
// Start is called before the first frame update void Start() { if (this.gameObject.GetComponent <PhotonView>().IsMine) { chargeMeter = GameObject.FindGameObjectWithTag("ChargeMeter").GetComponent <AbilityChargeMeter>(); chargeMeter.InitizalizeMeter(this); } jumpAbility = GetComponent <JumpAbility>(); teleportAbility = GetComponent <TeleportAbility>(); carRigidbody = this.GetComponent <Rigidbody>(); networkCharacter = GetComponent <NetworkCharacter>(); }
void Awake() { // Setting up the references. anim = GetComponent <Animator>(); playerAudio = GetComponent <AudioSource>(); playerMovement = GetComponent <PlayerMovement>(); controler = GetComponent <FirstPersonController>(); playerNetworkChracter = GetComponent <NetworkCharacter>(); avatarImg.texture = GameObject.Find("CanvasMenu").transform.GetChild(2).gameObject.transform.GetChild(0).GetComponent <RawImage>().texture; playerShooting = GetComponentInChildren <PlayerShoting>(); // Set the initial health of the player. currentHealth = startingHealth; }
public void OnPlaybackAudioFrameBeforeMixingHandler(uint uid, AudioFrame audioFrame) { //Debug.Log("AgoraTest OnPlaybackAudioFrameBeforeMixingHandler buffer = " + audioFrame.buffer + " ,bytesPerSample = " + audioFrame.bytesPerSample + ",channels = " + audioFrame.channels + ",renderTimeMs = " + audioFrame.renderTimeMs + ",samples = " + audioFrame.samples + ",samplesPerSec = " + audioFrame.samplesPerSec + ",type = " + audioFrame.type + ",avsync_type = " + audioFrame.avsync_type); //if (uid != UDID) return; NetworkCharacter character = getCharacterFromID(uid); if (character == null) { return; } byte[] byteArray = audioFrame.buffer; buffData = Helper.PCM2Floats(byteArray, isLittleEndian); if (lipSyncSolution == ELipSyncSolution.OculusSolution && character.context != null) { character.context.ProcessAudioSamples(buffData, 2); } else if (lipSyncSolution == ELipSyncSolution.SalsaSolution && character.salsaComponent != null) { //Debug.Log(buffData.Length); //character.audioSource.clip = clipTemp; //character.audioSource.Play(); //Debug.Log("set data " + character.UDID + " " + buffData.Length); character.audioDataBuffer = buffData; //if (character.audioSource && character.audioSource.clip) { // if (character.audioSource.isPlaying) // character.audioSource.Stop(); // character.audioSource.clip.SetData(buffData, 0); // character.audioSource.Play(); //} //Debug.Log("set buffer data"); } }
public void RemoteExplosion(Vector3 position, Vector3 explosionForce, float dist, string shooterId) { // Instantiate explosion graphic and sound Explosion(position); // Apply force (disable root motion for a bit): Player player = PhotonNetwork.LocalPlayer; GameObject playerObj = NetworkCharacter.GetPlayerGameObject(player); playerObj.GetComponent <PlayerMovementController>().DisableRootMotionFor(UserDefinedConstants.explosionParalysisTime); playerObj.GetComponent <Rigidbody>().AddForce(explosionForce, ForceMode.Impulse); // Do damage (to self): float damage = UserDefinedConstants.projectileHitDamage * (1 - Mathf.Clamp01(dist / UserDefinedConstants.explosionRadius)); dmgCtrl.BroadcastInflictDamage(shooterId, damage, player.UserId); }
void Start() { fxManager = GameObject.FindObjectOfType <FXManager>(); if (fxManager == null) { Debug.LogError("Couldn't find FXManager"); } networkCharacter = gameObject.GetComponent <NetworkCharacter>(); if (networkCharacter == null) { Debug.LogError("Couldn't find NetworkCharacter"); } }
// Use this for initialization void Start() { ballManager = GameObject.FindObjectOfType <BallManager>(); if (ballManager == null) { Debug.LogError("Couldn't find BallManager"); } networkCharacter = gameObject.GetComponentInParent <NetworkCharacter>(); if (networkCharacter == null) { Debug.LogError("Couldn't find NetworkCharacter"); } }
//from -1 to 1 public double getPanFromUser(uint userID) { double result = -1; NetworkCharacter character = getCharacterFromID(userID); if (character == null) { return(-1); // get this value, no need to set anything } Vector3 targetDir = character.transform.position - _mainCharacter.transform.position; double angle = Vector3.SignedAngle(targetDir, transform.forward, Vector3.up); result = angle / 180; return(result); }
public void onStreamMessageNative(string data) { //take uid and data string[] splitData = data.Split(new string[] { "*data*" }, StringSplitOptions.None); string uidString = splitData[0]; //convert uid to uint uid uint uid = UInt32.Parse(uidString); string justData = splitData[1]; NetworkCharacter character = getCharacterFromID(uid); character.ReceiveLipsyncMessage(justData); }
/// <summary>Called by Unity on start of the application and does a setup the PhotonView.</summary> public void Awake() { this.Setup(); Character = GetComponent<NetworkCharacter>(); }
void Start () { rb = GetComponent<Rigidbody2D>(); nchar = GetComponent<NetworkCharacter>(); }
// Use this for initialization void Start() { netChar = GetComponent<NetworkCharacter>(); Cursor.visible = false; }
// Use this for initialization void Start() { netChar = GetComponent<NetworkCharacter>(); }