/*--------------------------------------------------------------------------------------------------------------------- -- FUNCTION: Start -- -- DATE: March 9, 2016 -- -- REVISIONS: None -- -- DESIGNER: Hank Lo, Allen Tsang -- -- PROGRAMMER: Hank Lo, Allen Tsang -- -- INTERFACE: void Start(void) -- -- RETURNS: void -- -- NOTES: -- Function that's called when the script is first executed - it initializes all required values ---------------------------------------------------------------------------------------------------------------------*/ new void Start() { cooldowns = new float[2] { 0.75f, 15 }; healthBar = transform.GetChild(0).gameObject.GetComponent<HealthBar>(); _classStat = new PlayerBaseStat(playerID, healthBar); _classStat.MaxHp = 950; _classStat.MoveSpeed = 5; _classStat.AtkPower = 20; _classStat.Defense = 20; base.Start(); fireball = (Rigidbody2D)Resources.Load("Prefabs/Fireball", typeof(Rigidbody2D)); magicCircle = (Rigidbody2D)Resources.Load("Prefabs/MagicCircle", typeof(Rigidbody2D)); var controller = Resources.Load("Controllers/magegirl") as RuntimeAnimatorController; gameObject.GetComponent<Animator>().runtimeAnimatorController = controller; //Player specific initialization if (playerID == GameData.MyPlayer.PlayerID) { //Starting item kit Inventory.instance.AddItem(17); } //add wizard attack sound clip au_simple_attack = Resources.Load("Music/Weapons/magegirl_staff_primary") as AudioClip; au_special_attack = Resources.Load("Music/Weapons/magegirl_staff_secondary") as AudioClip; }
/*--------------------------------------------------------------------------------------------------------------------- * -- FUNCTION: Start * -- * -- DATE: March 9, 2016 * -- * -- REVISIONS: None * -- * -- DESIGNER: Hank Lo, Allen Tsang * -- * -- PROGRAMMER: Hank Lo, Allen Tsang * -- * -- INTERFACE: void Start(void) * -- * -- RETURNS: void * -- * -- NOTES: * -- Function that's called when the script is first executed - it initializes all required values * ---------------------------------------------------------------------------------------------------------------------*/ new void Start() { cooldowns = new float[2] { 0.75f, 15 }; healthBar = transform.GetChild(0).gameObject.GetComponent <HealthBar>(); _classStat = new PlayerBaseStat(playerID, healthBar); _classStat.MaxHp = 950; _classStat.MoveSpeed = 5; _classStat.AtkPower = 20; _classStat.Defense = 20; base.Start(); fireball = (Rigidbody2D)Resources.Load("Prefabs/Fireball", typeof(Rigidbody2D)); magicCircle = (Rigidbody2D)Resources.Load("Prefabs/MagicCircle", typeof(Rigidbody2D)); var controller = Resources.Load("Controllers/magegirl") as RuntimeAnimatorController; gameObject.GetComponent <Animator>().runtimeAnimatorController = controller; //Player specific initialization if (playerID == GameData.MyPlayer.PlayerID) { //Starting item kit Inventory.instance.AddItem(17); } //add wizard attack sound clip au_simple_attack = Resources.Load("Music/Weapons/magegirl_staff_primary") as AudioClip; au_special_attack = Resources.Load("Music/Weapons/magegirl_staff_secondary") as AudioClip; }
private static void InitalizeStatsPacket(int from, Packet _packet, Player player, PlayerCharacter playerCharacter) { ShipBaseStat shipStats = new ShipBaseStat(); shipStats.attack = player.attack; shipStats.health = player.health; shipStats.defence = player.defence; shipStats.rotation = player.rotation; shipStats.speed = player.speed; shipStats.visibility = player.visibility; shipStats.cannon_reload_speed = player.cannon_reload_speed; shipStats.crit_chance = player.crit_chance; shipStats.cannon_force = player.cannon_force; shipStats.max_health = player.maxHealth; PlayerBaseStat playerStats = new PlayerBaseStat(); playerStats.attack = playerCharacter.attack; playerStats.health = playerCharacter.health; playerStats.defence = playerCharacter.defence; playerStats.speed = playerCharacter.speed; playerStats.crit_chance = playerCharacter.crit_chance; playerStats.energy = playerCharacter.energy; playerStats.max_health = playerCharacter.max_health; playerStats.maxEnergy = playerCharacter.max_energy; _packet.Write(from); _packet.Write(shipStats); _packet.Write(playerStats); }
/*--------------------------------------------------------------------------------------------------------------------- * -- FUNCTION: Start * -- * -- DATE: March 9, 2016 * -- * -- REVISIONS: None * -- * -- DESIGNER: Hank Lo, Allen Tsang * -- * -- PROGRAMMER: Hank Lo, Allen Tsang * -- * -- INTERFACE: void Start(void) * -- * -- RETURNS: void * -- * -- NOTES: * -- Function that's called when the script is first executed - it initializes all required values * ---------------------------------------------------------------------------------------------------------------------*/ new void Start() { cooldowns = new float[2] { 0.25f, 8f }; healthBar = transform.GetChild(0).gameObject.GetComponent <HealthBar>(); _classStat = new PlayerBaseStat(playerID, healthBar); _classStat.MaxHp = 1100; _classStat.MoveSpeed = 6; _classStat.AtkPower = 100; _classStat.Defense = 25; base.Start(); inSpecial = false; fired = false; bullet = (Rigidbody2D)Resources.Load("Prefabs/SmallBullet", typeof(Rigidbody2D)); laser = (Rigidbody2D)Resources.Load("Prefabs/Laser", typeof(Rigidbody2D)); var controller = Resources.Load("Controllers/gunboi") as RuntimeAnimatorController; gameObject.GetComponent <Animator>().runtimeAnimatorController = controller; mainCamera = GameObject.Find("Main Camera").GetComponent <Camera>(); zoomIn = mainCamera.orthographicSize; visionCamera = GameObject.Find("Camera FOV").GetComponent <Camera>(); hiddenCamera = GameObject.Find("Camera Enemies").GetComponent <Camera>(); NetworkingManager.Subscribe(fireFromServer, DataType.SpecialCase, (int)SpecialCase.GunnerSpecial); //Player specific initialization if (playerID == GameData.MyPlayer.PlayerID) { //Starting item kit Inventory.instance.AddItem(12); // No longer needed - reference is given to this class when DynamicLight objects are created // Initialize Vision Cone and movement components //FOVCone = transform.GetChild(1).gameObject.GetComponent<DynamicLight>(); //FOVConeHidden = transform.GetChild(3).gameObject.GetComponent<DynamicLight>(); movement = gameObject.GetComponent <Movement>(); startingOrthographicSize = mainCamera.orthographicSize; startingConeRadius = FOVCone.LightRadius; startingRangeAngle = FOVCone.RangeAngle; } //add gunboi attack sound au_simple_attack = Resources.Load("Music/Weapons/gunboi_gun_primary") as AudioClip; au_special_attack = Resources.Load("Music/Weapons/gunboi_gun_secondary") as AudioClip; au_gunner_charge = Resources.Load("Music/Weapons/gunboi_gun_charge") as AudioClip; }
new void Start() { cooldowns = new float[2] { 0.2f, 10f }; healthBar = transform.GetChild(0).gameObject.GetComponent<HealthBar>(); _classStat = new PlayerBaseStat(playerID, healthBar); _classStat.MaxHp = 1100; _classStat.MoveSpeed = 6; _classStat.AtkPower = 100; _classStat.Defense = 25; base.Start(); inSpecial = false; fired = false; bullet = (Rigidbody2D)Resources.Load("Prefabs/SmallBullet", typeof(Rigidbody2D)); laser = (Rigidbody2D)Resources.Load("Prefabs/Laser", typeof(Rigidbody2D)); var controller = Resources.Load("Controllers/gunboi") as RuntimeAnimatorController; gameObject.GetComponent<Animator>().runtimeAnimatorController = controller; mainCamera = GameObject.Find("Main Camera").GetComponent<Camera>(); zoomIn = mainCamera.orthographicSize; visionCamera = GameObject.Find("Camera FOV").GetComponent<Camera>(); hiddenCamera = GameObject.Find("Camera Enemies").GetComponent<Camera>(); NetworkingManager.Subscribe(fireFromServer, DataType.SpecialCase, (int)SpecialCase.GunnerSpecial); //Player specific initialization if (playerID == GameData.MyPlayer.PlayerID) { //Starting item kit Inventory.instance.AddItem(12); // Initialize Vision Cone and movement components FOVCone = transform.GetChild(1).gameObject.GetComponent<DynamicLight>(); FOVConeHidden = transform.GetChild(3).gameObject.GetComponent<DynamicLight>(); movement = gameObject.GetComponent<Movement>(); startingOrthographicSize = mainCamera.orthographicSize; startingConeRadius = FOVCone.LightRadius; startingRangeAngle = FOVCone.RangeAngle; } //add gunboi attack sound au_simple_attack = Resources.Load("Music/Weapons/gunboi_gun_primary") as AudioClip; au_special_attack = Resources.Load("Music/Weapons/gunboi_gun_secondary") as AudioClip; au_gunner_charge = Resources.Load("Music/Weapons/gunboi_gun_charge") as AudioClip; }
/*--------------------------------------------------------------------------------------------------------------------- * -- FUNCTION: Start * -- * -- DATE: March 9, 2016 * -- * -- REVISIONS: * -- April 4, 2016 - Hank Lo: Balance changes, numbers fixed. * -- April 5, 2016 - Hank Lo: Balance changes, numbers fixed more. * -- * -- DESIGNER: Hank Lo, Allen Tsang * -- * -- PROGRAMMER: Hank Lo, Allen Tsang * -- * -- INTERFACE: void Start(void) * -- * -- RETURNS: void * -- * -- NOTES: * -- Function that's called when the script is first executed - it initializes all required values * ---------------------------------------------------------------------------------------------------------------------*/ new void Start() { cooldowns = new float[2] { 0.75f, 4 }; healthBar = transform.GetChild(0).gameObject.GetComponent <HealthBar>(); _classStat = new PlayerBaseStat(playerID, healthBar); _classStat.MaxHp = 1200; _classStat.MoveSpeed = 7; Debug.Log("[DEBUG2] Setting Ninja Speed: " + _classStat.MoveSpeed); _classStat.AtkPower = 80; _classStat.Defense = 60; base.Start(); sword = (Rigidbody2D)Resources.Load("Prefabs/NinjaSword", typeof(Rigidbody2D)); teleport = (GameObject)Resources.Load("Prefabs/NinjaTeleport", typeof(GameObject)); attack = (Rigidbody2D)Instantiate(sword, transform.position, transform.rotation); attack.GetComponent <BoxCollider2D>().enabled = false; attackMelee = attack.GetComponent <Melee>(); attackMelee.playerID = playerID; attackMelee.teamID = team; attackMelee.damage = ClassStat.AtkPower; attack.transform.parent = transform; var controller = Resources.Load("Controllers/ninjaboi") as RuntimeAnimatorController; gameObject.GetComponent <Animator>().runtimeAnimatorController = controller; //Player specific initialization if (playerID == GameData.MyPlayer.PlayerID) { //Starting item kit Inventory.instance.AddItem(1); } //ninja attack sound au_simple_attack = Resources.Load("Music/Weapons/ninjaboi_sword_primary") as AudioClip; au_special_attack = Resources.Load("Music/Weapons/ninjaboi_teleport") as AudioClip; Debug.Log("[DEBUG] Setting Ninja Speed After Calling Base: " + _classStat.MoveSpeed); }
/*--------------------------------------------------------------------------------------------------------------------- -- FUNCTION: Start -- -- DATE: March 9, 2016 -- -- REVISIONS: -- April 4, 2016 - Hank Lo: Balance changes, numbers fixed. -- April 5, 2016 - Hank Lo: Balance changes, numbers fixed more. -- -- DESIGNER: Hank Lo, Allen Tsang -- -- PROGRAMMER: Hank Lo, Allen Tsang -- -- INTERFACE: void Start(void) -- -- RETURNS: void -- -- NOTES: -- Function that's called when the script is first executed - it initializes all required values ---------------------------------------------------------------------------------------------------------------------*/ new void Start() { cooldowns = new float[2] { 0.75f, 4 }; healthBar = transform.GetChild(0).gameObject.GetComponent<HealthBar>(); _classStat = new PlayerBaseStat(playerID, healthBar); _classStat.MaxHp = 1200; _classStat.MoveSpeed = 7; Debug.Log ("[DEBUG2] Setting Ninja Speed: " + _classStat.MoveSpeed); _classStat.AtkPower = 80; _classStat.Defense = 60; base.Start(); sword = (Rigidbody2D)Resources.Load("Prefabs/NinjaSword", typeof(Rigidbody2D)); teleport = (GameObject)Resources.Load("Prefabs/NinjaTeleport", typeof(GameObject)); attack = (Rigidbody2D)Instantiate(sword, transform.position, transform.rotation); attack.GetComponent<BoxCollider2D>().enabled = false; attackMelee = attack.GetComponent<Melee>(); attackMelee.playerID = playerID; attackMelee.teamID = team; attackMelee.damage = ClassStat.AtkPower; attack.transform.parent = transform; var controller = Resources.Load("Controllers/ninjaboi") as RuntimeAnimatorController; gameObject.GetComponent<Animator>().runtimeAnimatorController = controller; //Player specific initialization if (playerID == GameData.MyPlayer.PlayerID) { //Starting item kit Inventory.instance.AddItem(1); } //ninja attack sound au_simple_attack = Resources.Load("Music/Weapons/ninjaboi_sword_primary") as AudioClip; au_special_attack = Resources.Load("Music/Weapons/ninjaboi_teleport") as AudioClip; Debug.Log ("[DEBUG] Setting Ninja Speed After Calling Base: " + _classStat.MoveSpeed); }
public static void Stats(int from, int to) { using (Packet _packet = new Packet((int)ServerPackets.stats)) { Player player = GameServer.clients[from].player; PlayerCharacter playerCharacter = player.playerInstance.GetComponent <PlayerCharacter>(); ShipBaseStat shipStats = new ShipBaseStat(); shipStats.attack = player.attack; shipStats.health = player.health; shipStats.defence = player.defence; shipStats.rotation = player.rotation; shipStats.speed = player.speed; shipStats.visibility = player.visibility; shipStats.cannon_reload_speed = player.cannon_reload_speed; shipStats.crit_chance = player.crit_chance; shipStats.cannon_force = player.cannon_force; shipStats.max_health = player.maxHealth; PlayerBaseStat playerStats = new PlayerBaseStat(); playerStats.attack = playerCharacter.attack; playerStats.health = playerCharacter.health; playerStats.defence = playerCharacter.defence; playerStats.speed = playerCharacter.speed; playerStats.crit_chance = playerCharacter.crit_chance; playerStats.energy = playerCharacter.energy; playerStats.max_health = playerCharacter.max_health; playerStats.maxEnergy = playerCharacter.max_energy; _packet.Write(from); _packet.Write(shipStats); _packet.Write(playerStats); SendTCPData(to, _packet); } }