public bool CheckWinCondition(int level, PlayerControlScript player) { switch (level) { case 0: return(CheckWinConditionLevel1(player)); case 1: return(CheckWinConditionLevel2(player)); case 2: return(CheckWinConditionLevel3(player)); case 3: return(CheckWinConditionLevel4(player)); case 4: return(CheckWinConditionLevel5(player)); case 5: return(CheckWinConditionLevel6(player)); case 6: return(CheckWinConditionLevel7(player)); default: return(false); } }
// Use this for initialization void Start() { Player1 = GameObject.Find("Player1"); Player2 = GameObject.Find("Player2"); GameOver = GameObject.Find("GameOver"); GameOver.GetComponent <MeshRenderer>().enabled = false; Player1ControlScript = Player1.GetComponent <PlayerControlScript>(); Player2ControlScript = Player2.GetComponent <PlayerControlScript>(); player1Attacker = false; player2Attacker = false; attacker = Random.Range(1, 3); countDown = GameObject.Find("Countdown").GetComponent <TextMesh>(); player1Score = GameObject.Find("Score1").GetComponent <TextMesh>(); player2Score = GameObject.Find("Score2").GetComponent <TextMesh>(); player1ScoreCounter = 0; player2ScoreCounter = 0; sonic = GameObject.Find("Sonic"); speedUpScript = sonic.GetComponent <SpeedUpScript>(); timer = 10.5f; timerOn = true; increaseSpeed = 0; increaseSize = 0; }
void Start() { spawnerObject = this.gameObject; timeToSpawn = Random.Range(40, 60); playerSafeSpawnDistance = 6; playerScript = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControlScript>(); }
void Start() { if (instance != null && instance != this) { Destroy(this.gameObject); } else { instance = this; } startPos = transform.position; modelChoice = 0; alive = true; onLand = true; onLog = false; currentDir = up; nextPos = Vector3.forward; destination = transform.position; ChooseModel(HoldCharacterSelect.CharacterSelect.characterSelected); }
// Update is called once per frame private void Start() { player = GameObject.FindGameObjectWithTag("Player").transform; inventory = GameObject.FindGameObjectWithTag("Player").GetComponent <Inventory>(); playerControlScript = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControlScript>(); }
// Use this for initialization void Start() { game = GetComponentInParent <Game>(); source = GetComponentInParent <AudioSource>(); controls = game.player.GetComponent <PlayerControlScript>(); controls.playDash = PlayDash; }
// Use this for initialization void Start() { pcs = GetComponent<PlayerControlScript>(); //startAnimation = true; StartCoroutine(DoRunAnimation()); StartCoroutine(DoJumpAnimation()); }
//GET PLAYERS HEALTH, if their health is half of that of the enemy, their bullets do not damage the player and the //player cannot damage the enemy //enemies will also ignore players who are half their health or lower //add item drops //spawner public void Start() { timeToShoot = Random.Range(40, 60); playerScript = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControlScript>(); enemyBulletTransform = enemyBullet1.transform; enemyBulletTransform.localScale = new Vector3(0.25f, 0.25f, 0); enemyTransform = transform; enemyBulletVelocity = playerScript.bulletVelocity / 1f; if (player == null) { player = GameObject.FindGameObjectWithTag("Player"); } attackStyle = 0; if (attackStyle == 0) { normalMovement = true; } rb = this.GetComponent <Rigidbody2D>(); startingEnemyHP = enemyTransform.localScale.x; //for enemy normal movement latestDirectionChangeTime = -5f; NormalMovement(); startingBulletSize = playerScript.bulletTransform.localScale; }
public void SingleClick(Vector2 vect) { if (GameRunningScript.getInstance().isClickActive == false) { return; } Ray ray = cam.ScreenPointToRay(vect); RaycastHit point; if (Physics.Raycast(ray, out point, 20000, layerMask)) { if (point.collider.gameObject.GetComponent <PlayerControlScript>() != null) { PlayerControlScript player = point.collider.gameObject.GetComponent <PlayerControlScript>(); player.setSelected(true); } else if (point.collider.gameObject.GetComponent <CheckPoints>() != null) { CheckPoints check = point.collider.gameObject.GetComponent <CheckPoints>(); if (!check.getClickable()) { return; } if (GameRunningScript.getInstance().selectedPlayer == null) { return; } //TODO Do a method to decide the transport method GameRunningScript.getInstance().myPlayer.sendMove(check, TransportType.Cycle); GameRunningScript.getInstance().selectedPlayer.moveMyPlayer(check, TransportType.Cycle); Dev.log(Tag.GameClickListener, "Hit : " + check.name); } } }
public bool CheckWinConditionLevel4(PlayerControlScript player) { if (player.CheckVictory() && player.AsteroidCount(Asteroid.TYPE.GOLD) < 2) { FailedLevel(); } return(player.AsteroidCount(Asteroid.TYPE.GOLD) >= 2 && player.CheckVictory()); }
public bool CheckWinConditionLevel3(PlayerControlScript player) { if (player.CheckVictory() && player.AsteroidCount(Asteroid.TYPE.IRON) < 5) { FailedLevel(); } return(player.AsteroidCount(Asteroid.TYPE.IRON) >= 5 && player.CheckVictory()); }
public bool CheckWinConditionLevel2(PlayerControlScript player) { if (player.CheckVictory() && player.AsteroidCount() < 10) { FailedLevel(); } return(player.AsteroidCount() >= 5 && player.CheckVictory()); }
void OnTriggerEnter2D(Collider2D other) { player = other.GetComponent <PlayerControlScript>(); if (player != null && animator.GetBool("Attack") == false) { animator.SetBool("Attack", true); } }
void attack() { if (player != null) { player.AddHp(damage); } player = null; gameObject.SetActive(false); }
private void OnTriggerEnter2D(Collider2D collision) { PlayerControlScript player = collision.GetComponent <PlayerControlScript>(); if (player != null) { player.PassedGate(); PortalNoise.Play(); } }
public PlayerState(PlayerControlScript player) { position = new float[2]; hp = player.currentHealth; level = player.level; position[0] = player.position.x; position[1] = player.position.y; quickslots = player.quickslots; bagslots = player.bagslots; }
// Players need to be told to apply their own explosive force to ensure they get knocked back void SyncPlayer(Rigidbody player) { PlayerControlScript script = player.GetComponent <PlayerControlScript>(); if (script) { // Make the player apply it's own explosive force to ensure it reacts accordingly script.ApplyExplosiveForceOverNetwork(transform.position.x, transform.position.y, m_aoeRange, m_aoeMinExplosiveForce, m_aoeMaxExplosiveForce); } }
private PlayerControlScript SpawnPlayer(Vector3 spawnPoint) { GameObject newPlayer = Instantiate(playerTemplate); PlayerControlScript newPlayerScript = newPlayer.GetComponent <PlayerControlScript>(); newPlayerScript.SetManager(this); newPlayerScript.SetSpawnPosition(spawnPoint); return(newPlayerScript); }
void Start() { GameObject vehicle = GameObject.FindGameObjectWithTag("Vehicle"); if (vehicle == null) { vehicle = SingletonGodController.instance.vehicle; } Players = vehicle.GetComponent <FreddySpawnScript>().Freddies; Player = Players[0]; }
// Use this for initialization void Start() { SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); PCS = GetComponent <PlayerControlScript> (); ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); SpriteColor = GetComponent <SpriteRenderer> (); CurrentColor = ES.GetColor(PCS.GetPlayerNum()); SpriteColor.color = CurrentColor; Stats = GameObject.Find("TotalStatsHolder").GetComponent <EndGameStatsScript>(); }
public PlayerState(PlayerControlScript player, float[] getposition, int leveladd) { position = new float[2]; hp = player.currentHealth; Debug.Log(player.level + leveladd); level = player.level + leveladd; position[0] = getposition[0]; position[1] = getposition[1]; quickslots = player.quickslots; bagslots = player.bagslots; }
// Use this for initialization void Start() { gameManager = GameObject.Find("GameManager"); gameManagerScript = gameManager.GetComponent <GameManagerScript>(); player1 = GameObject.Find("Player1"); player2 = GameObject.Find("Player2"); Player1ControlScript = player1.GetComponent <PlayerControlScript>(); Player2ControlScript = player2.GetComponent <PlayerControlScript>(); }
// Use this for initialization void Start() { PCS = GetComponent <PlayerControlScript> (); AS = GetComponent <AmmoScript>(); AS.SetSecondaryMagazineSize(3); PCS.SetSecondaryWeapon(Shoot); ShotTimer = 0; ShootFireCooldown = 50; CanShoot = true; projectile = Resources.Load("ChaffPrefab") as GameObject; }
void CyclePlayers() { int current = Players.IndexOf(Player); if (++current >= Players.Count) { current = 0; } // Debug.Log(currPlayer); Player = Players[current]; }
public static void Save(PlayerControlScript player, float[] getposition, int leveladd) { BinaryFormatter bifile = new BinaryFormatter(); string file_path = Application.persistentDataPath + "/player_saved_state"; FileStream stream = new FileStream(file_path, FileMode.Create); PlayerState State = new PlayerState(player, getposition, leveladd); bifile.Serialize(stream, State); stream.Close(); Debug.Log("file saved"); }
// Use this for initialization void Start() { timer = GetComponentInParent <EnemyTimer> (); timer.generateAnEnemy = GenerateEnemy; playerHitScript = Player.GetComponent <PlayerHitDetection> (); playerHitScript.killEnemy = KillEnemy; playerControlScript = Player.GetComponent <PlayerControlScript> (); gameOverCanvas.enabled = false; sound = GetComponentInParent <SoundScript> (); spawner = GetComponent <EnemySpawner> (); Floor2.SetActive(false); }
// Start is called before the first frame update void Start() { playerControler = FindObjectOfType <PlayerControlScript>(); playerAnimator = playerControler.GetComponent <Animator>(); scoreGUI.text = "Score: " + globalScore; lifeCounterGUI.text = "Number of lives: " + NUMBER_OF_LIVES; levelGUI.text = "Level: " + level; completeLevelGUI.text = ""; loseGameGUI.text = ""; deathMessageGUI.text = ""; deathCounter = 0; }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.CompareTag("Player")) { PlayerControlScript cs = (PlayerControlScript)collision.gameObject.GetComponent("PlayerControlScript"); var sceneName = SceneManager.GetActiveScene().name; Debug.Log("ExitTrigger triggered in " + sceneName); var node = GameData.InnerDerp.Map[sceneName]; node.exit(ExitName); } }
/// <summary> /// Instantiates Player and decides position and assigns sprite /// </summary> /// <param name="playerNum">int position and color and type</param> /// <returns>PlayerConstrolScript of player created</returns> private PlayerControlScript InstantiatePlayer(int playerNum) { Vector3 position = Vector3.zero; PlayerControlScript freddy = null; switch (playerNum) { case 0: position = new Vector3(-0.65f, 1f, 0); freddy = Resources.Load <DriverControlScript>("Freddy_Driver"); break; case 1: position = new Vector3(0.4f, -1.5f, 0); freddy = Resources.Load <GunnerControlScript>("Freddy_Gunner"); break; case 2: position = new Vector3(-0.8f, -0.8f, 0); freddy = Resources.Load <GunnerControlScript>("Freddy_Gunner"); break; case 3: position = new Vector3(0.8f, -0.8f, 0); freddy = Resources.Load <GunnerControlScript>("Freddy_Gunner"); break; case 4: position = new Vector3(-0.4f, -1.5f, 0); freddy = Resources.Load <GunnerControlScript>("Freddy_Gunner"); break; default: Debug.LogWarning("Unable to spawn player " + playerNum); break; } if (freddy != null) { Vector3 vehiclePos = this.transform.position; PlayerControlScript freddySpawn = Instantiate(freddy, position * transform.localScale.x + vehiclePos, Quaternion.identity) as PlayerControlScript; freddySpawn.transform.parent = transform; freddySpawn.PlayerNumber = playerNum; freddies_.Add(freddySpawn); } else { Debug.Log("Freddy failed to spawn."); } return(freddy); }
// Use this for initialization void Start() { PCS = GetComponent <PlayerControlScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); OP = GameObject.Find("ObjectPoolerIntercept").GetComponent <ObjectPoolScript> (); AS = GetComponent <AmmoScript>(); AS.SetSecondaryMagazineSize(2); PCS.SetSecondaryWeapon(Shoot); ShotTimer = 0; ShootFireCooldown = 50; CanShoot = true; projectile = Resources.Load("InterCeptorPrefab") as GameObject; }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); OPProjectile = GameObject.Find("ObjectPoolerTripMine").GetComponent <ObjectPoolScript> (); PCS = GetComponent <PlayerControlScript> (); AS = GetComponent <AmmoScript>(); AS.SetSecondaryMagazineSize(2); PCS.SetSecondaryWeapon(Shoot); ShotTimer = 0; ShootFireCooldown = 25; CanShoot = true; }
// Use this for initialization void Start() { PCS = GetComponent<PlayerControlScript> (); RB = GetComponent<Rigidbody2D> (); }
// Use this for initialization void Start() { controller = GetComponent <PlayerControlScript> (); anim = GetComponentInChildren<AnimationScript>(); properties = GetComponent<PlayerProperties>(); /*facingRight = properties.facingRight; jumpForce = properties.jumpForce; moveForce = properties.moveForce; // Amount of force added to move the player left and right. maxSpeed = properties.maxSpeed; jumpTimer = properties.jumpTimer; float moveTimer = properties.moveTimer;*/ }
void Start() { // initialising reference variables anim = GetComponent<Animator>(); controlScript = GameObject.Find("GameControl").GetComponent<GameControlScript>(); player = GameObject.Find("Jack"); pScript = player.GetComponent<PlayerControlScript>(); if( transform.position.z < player.transform.position.z) isRunningLeft = false; }
// Use this for initialization void Start () { RS = GameObject.Find ("RespawnObject").GetComponent<RespawnScript>(); PCS = GetComponent<PlayerControlScript> (); }
// Use this for initialization void Start() { playerScript = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerControlScript>(); }